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The huge item definition and item namespace unification patch (itemdef), see http://c55.me/minetest/wiki/doku.php?id=changes:itemdef

This commit is contained in:
Kahrl 2012-01-12 06:10:39 +01:00
parent 569156b013
commit 6a76c226e1
65 changed files with 7232 additions and 7282 deletions

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@ -20,112 +20,105 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "content_mapblock.h"
#include "main.h" // For g_settings
#include "mineral.h"
#include "mapblock_mesh.h" // For MapBlock_LightColor()
#include "mapblock_mesh.h" // For MapBlock_LightColor() and MeshCollector
#include "settings.h"
#include "nodedef.h"
#include "tile.h"
#include "gamedef.h"
#ifndef SERVER
// Create a cuboid.
// material - the material to use (for all 6 faces)
// collector - the MeshCollector for the resulting polygons
// pa - texture atlas pointer for the material
// box - the position and size of the box
// materials - the materials to use (for all 6 faces)
// pa - texture atlas pointers for the materials
// matcount - number of entries in "materials" and "pa", 1<=matcount<=6
// c - vertex colour - used for all
// pos - the position of the centre of the cuboid
// rz,ry,rz - the radius of the cuboid in each dimension
// txc - texture coordinates - this is a list of texture coordinates
// for the opposite corners of each face - therefore, there
// should be (2+2)*6=24 values in the list. Alternatively, pass
// NULL to use the entire texture for each face. The order of
// the faces in the list is top-backi-right-front-left-bottom
// If you specified 0,0,1,1 for each face, that would be the
// same as passing NULL.
void makeCuboid(video::SMaterial &material, MeshCollector *collector,
AtlasPointer* pa, video::SColor &c,
v3f &pos, f32 rx, f32 ry, f32 rz, f32* txc)
// the faces in the list is up-down-right-left-back-front
// (compatible with ContentFeatures). If you specified 0,0,1,1
// for each face, that would be the same as passing NULL.
void makeCuboid(MeshCollector *collector, const aabb3f &box,
const video::SMaterial *materials, const AtlasPointer *pa, int matcount,
video::SColor &c, const f32* txc)
{
f32 tu0=pa->x0();
f32 tu1=pa->x1();
f32 tv0=pa->y0();
f32 tv1=pa->y1();
f32 txus=tu1-tu0;
f32 txvs=tv1-tv0;
assert(matcount >= 1);
video::S3DVertex v[4] =
v3f min = box.MinEdge;
v3f max = box.MaxEdge;
if(txc == NULL)
{
video::S3DVertex(0,0,0, 0,0,0, c, tu0, tv1),
video::S3DVertex(0,0,0, 0,0,0, c, tu1, tv1),
video::S3DVertex(0,0,0, 0,0,0, c, tu1, tv0),
video::S3DVertex(0,0,0, 0,0,0, c, tu0, tv0)
};
for(int i=0;i<6;i++)
{
switch(i)
{
case 0: // top
v[0].Pos.X=-rx; v[0].Pos.Y= ry; v[0].Pos.Z=-rz;
v[1].Pos.X=-rx; v[1].Pos.Y= ry; v[1].Pos.Z= rz;
v[2].Pos.X= rx; v[2].Pos.Y= ry; v[2].Pos.Z= rz;
v[3].Pos.X= rx; v[3].Pos.Y= ry, v[3].Pos.Z=-rz;
break;
case 1: // back
v[0].Pos.X=-rx; v[0].Pos.Y= ry; v[0].Pos.Z=-rz;
v[1].Pos.X= rx; v[1].Pos.Y= ry; v[1].Pos.Z=-rz;
v[2].Pos.X= rx; v[2].Pos.Y=-ry; v[2].Pos.Z=-rz;
v[3].Pos.X=-rx; v[3].Pos.Y=-ry, v[3].Pos.Z=-rz;
break;
case 2: //right
v[0].Pos.X= rx; v[0].Pos.Y= ry; v[0].Pos.Z=-rz;
v[1].Pos.X= rx; v[1].Pos.Y= ry; v[1].Pos.Z= rz;
v[2].Pos.X= rx; v[2].Pos.Y=-ry; v[2].Pos.Z= rz;
v[3].Pos.X= rx; v[3].Pos.Y=-ry, v[3].Pos.Z=-rz;
break;
case 3: // front
v[0].Pos.X= rx; v[0].Pos.Y= ry; v[0].Pos.Z= rz;
v[1].Pos.X=-rx; v[1].Pos.Y= ry; v[1].Pos.Z= rz;
v[2].Pos.X=-rx; v[2].Pos.Y=-ry; v[2].Pos.Z= rz;
v[3].Pos.X= rx; v[3].Pos.Y=-ry, v[3].Pos.Z= rz;
break;
case 4: // left
v[0].Pos.X=-rx; v[0].Pos.Y= ry; v[0].Pos.Z= rz;
v[1].Pos.X=-rx; v[1].Pos.Y= ry; v[1].Pos.Z=-rz;
v[2].Pos.X=-rx; v[2].Pos.Y=-ry; v[2].Pos.Z=-rz;
v[3].Pos.X=-rx; v[3].Pos.Y=-ry, v[3].Pos.Z= rz;
break;
case 5: // bottom
v[0].Pos.X= rx; v[0].Pos.Y=-ry; v[0].Pos.Z= rz;
v[1].Pos.X=-rx; v[1].Pos.Y=-ry; v[1].Pos.Z= rz;
v[2].Pos.X=-rx; v[2].Pos.Y=-ry; v[2].Pos.Z=-rz;
v[3].Pos.X= rx; v[3].Pos.Y=-ry, v[3].Pos.Z=-rz;
break;
}
if(txc!=NULL)
{
v[0].TCoords.X=tu0+txus*txc[0]; v[0].TCoords.Y=tv0+txvs*txc[3];
v[1].TCoords.X=tu0+txus*txc[2]; v[1].TCoords.Y=tv0+txvs*txc[3];
v[2].TCoords.X=tu0+txus*txc[2]; v[2].TCoords.Y=tv0+txvs*txc[1];
v[3].TCoords.X=tu0+txus*txc[0]; v[3].TCoords.Y=tv0+txvs*txc[1];
txc+=4;
}
for(u16 i=0; i<4; i++)
v[i].Pos += pos;
u16 indices[] = {0,1,2,2,3,0};
collector->append(material, v, 4, indices, 6);
static const f32 txc_default[24] = {
0,0,1,1,
0,0,1,1,
0,0,1,1,
0,0,1,1,
0,0,1,1,
0,0,1,1
};
txc = txc_default;
}
}
#endif
video::S3DVertex vertices[24] =
{
// up
video::S3DVertex(min.X,max.Y,max.Z, 0,1,0, c, txc[0],txc[1]),
video::S3DVertex(max.X,max.Y,max.Z, 0,1,0, c, txc[2],txc[1]),
video::S3DVertex(max.X,max.Y,min.Z, 0,1,0, c, txc[2],txc[3]),
video::S3DVertex(min.X,max.Y,min.Z, 0,1,0, c, txc[0],txc[3]),
// down
video::S3DVertex(min.X,min.Y,min.Z, 0,-1,0, c, txc[4],txc[5]),
video::S3DVertex(max.X,min.Y,min.Z, 0,-1,0, c, txc[6],txc[5]),
video::S3DVertex(max.X,min.Y,max.Z, 0,-1,0, c, txc[6],txc[7]),
video::S3DVertex(min.X,min.Y,max.Z, 0,-1,0, c, txc[4],txc[7]),
// right
video::S3DVertex(max.X,max.Y,min.Z, 1,0,0, c, txc[ 8],txc[9]),
video::S3DVertex(max.X,max.Y,max.Z, 1,0,0, c, txc[10],txc[9]),
video::S3DVertex(max.X,min.Y,max.Z, 1,0,0, c, txc[10],txc[11]),
video::S3DVertex(max.X,min.Y,min.Z, 1,0,0, c, txc[ 8],txc[11]),
// left
video::S3DVertex(min.X,max.Y,max.Z, -1,0,0, c, txc[12],txc[13]),
video::S3DVertex(min.X,max.Y,min.Z, -1,0,0, c, txc[14],txc[13]),
video::S3DVertex(min.X,min.Y,min.Z, -1,0,0, c, txc[14],txc[15]),
video::S3DVertex(min.X,min.Y,max.Z, -1,0,0, c, txc[12],txc[15]),
// back
video::S3DVertex(min.X,max.Y,min.Z, 0,0,-1, c, txc[16],txc[17]),
video::S3DVertex(max.X,max.Y,min.Z, 0,0,-1, c, txc[18],txc[17]),
video::S3DVertex(max.X,min.Y,min.Z, 0,0,-1, c, txc[18],txc[19]),
video::S3DVertex(min.X,min.Y,min.Z, 0,0,-1, c, txc[16],txc[19]),
// front
video::S3DVertex(max.X,max.Y,max.Z, 0,0,1, c, txc[20],txc[21]),
video::S3DVertex(min.X,max.Y,max.Z, 0,0,1, c, txc[22],txc[21]),
video::S3DVertex(min.X,min.Y,max.Z, 0,0,1, c, txc[22],txc[23]),
video::S3DVertex(max.X,min.Y,max.Z, 0,0,1, c, txc[20],txc[23]),
};
for(s32 j=0; j<24; j++)
{
int matindex = MYMIN(j/4, matcount-1);
vertices[j].TCoords *= pa[matindex].size;
vertices[j].TCoords += pa[matindex].pos;
}
u16 indices[] = {0,1,2,2,3,0};
// Add to mesh collector
for(s32 j=0; j<24; j+=4)
{
int matindex = MYMIN(j/4, matcount-1);
collector->append(materials[matindex],
vertices+j, 4, indices, 6);
}
}
#ifndef SERVER
void mapblock_mesh_generate_special(MeshMakeData *data,
MeshCollector &collector, IGameDef *gamedef)
{
INodeDefManager *nodedef = gamedef->ndef();
ITextureSource *tsrc = gamedef->getTextureSource();
// 0ms
//TimeTaker timer("mapblock_mesh_generate_special()");
@ -521,7 +514,9 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
material_glass.setFlag(video::EMF_BILINEAR_FILTER, false);
material_glass.setFlag(video::EMF_FOG_ENABLE, true);
material_glass.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
AtlasPointer pa_glass = f.tiles[0].texture;
TileSpec tile_glass = getNodeTile(n, p, v3s16(0,0,0),
&data->m_temp_mods, tsrc, nodedef);
AtlasPointer pa_glass = tile_glass.texture;
material_glass.setTexture(0, pa_glass.atlas);
u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio, nodedef)));
@ -585,54 +580,21 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
material_leaves1.setFlag(video::EMF_BILINEAR_FILTER, false);
material_leaves1.setFlag(video::EMF_FOG_ENABLE, true);
material_leaves1.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
AtlasPointer pa_leaves1 = f.tiles[0].texture;
TileSpec tile_leaves1 = getNodeTile(n, p, v3s16(0,0,0),
&data->m_temp_mods, tsrc, nodedef);
AtlasPointer pa_leaves1 = tile_leaves1.texture;
material_leaves1.setTexture(0, pa_leaves1.atlas);
u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio, nodedef)));
video::SColor c = MapBlock_LightColor(255, l);
for(u32 j=0; j<6; j++)
{
video::S3DVertex vertices[4] =
{
video::S3DVertex(-BS/2,-BS/2,BS/2, 0,0,0, c,
pa_leaves1.x0(), pa_leaves1.y1()),
video::S3DVertex(BS/2,-BS/2,BS/2, 0,0,0, c,
pa_leaves1.x1(), pa_leaves1.y1()),
video::S3DVertex(BS/2,BS/2,BS/2, 0,0,0, c,
pa_leaves1.x1(), pa_leaves1.y0()),
video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c,
pa_leaves1.x0(), pa_leaves1.y0()),
};
// Rotations in the g_6dirs format
if(j == 0) // Z+
for(u16 i=0; i<4; i++)
vertices[i].Pos.rotateXZBy(0);
else if(j == 1) // Y+
for(u16 i=0; i<4; i++)
vertices[i].Pos.rotateYZBy(-90);
else if(j == 2) // X+
for(u16 i=0; i<4; i++)
vertices[i].Pos.rotateXZBy(-90);
else if(j == 3) // Z-
for(u16 i=0; i<4; i++)
vertices[i].Pos.rotateXZBy(180);
else if(j == 4) // Y-
for(u16 i=0; i<4; i++)
vertices[i].Pos.rotateYZBy(90);
else if(j == 5) // X-
for(u16 i=0; i<4; i++)
vertices[i].Pos.rotateXZBy(90);
for(u16 i=0; i<4; i++){
vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
}
u16 indices[] = {0,1,2,2,3,0};
// Add to mesh collector
collector.append(material_leaves1, vertices, 4, indices, 6);
}
v3f pos = intToFloat(p+blockpos_nodes, BS);
aabb3f box(-BS/2,-BS/2,-BS/2,BS/2,BS/2,BS/2);
box.MinEdge += pos;
box.MaxEdge += pos;
makeCuboid(&collector, box,
&material_leaves1, &pa_leaves1, 1,
c, NULL);
break;}
case NDT_ALLFACES_OPTIONAL:
// This is always pre-converted to something else
@ -824,9 +786,22 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
material_wood.setFlag(video::EMF_BILINEAR_FILTER, false);
material_wood.setFlag(video::EMF_FOG_ENABLE, true);
material_wood.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
AtlasPointer pa_wood = f.tiles[0].texture;
TileSpec tile_wood = getNodeTile(n, p, v3s16(0,0,0),
&data->m_temp_mods, tsrc, nodedef);
AtlasPointer pa_wood = tile_wood.texture;
material_wood.setTexture(0, pa_wood.atlas);
video::SMaterial material_wood_nomod;
material_wood_nomod.setFlag(video::EMF_LIGHTING, false);
material_wood_nomod.setFlag(video::EMF_BILINEAR_FILTER, false);
material_wood_nomod.setFlag(video::EMF_FOG_ENABLE, true);
material_wood_nomod.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
TileSpec tile_wood_nomod = getNodeTile(n, p, v3s16(0,0,0),
NULL, tsrc, nodedef);
AtlasPointer pa_wood_nomod = tile_wood_nomod.texture;
material_wood_nomod.setTexture(0, pa_wood_nomod.atlas);
u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio, nodedef)));
video::SColor c = MapBlock_LightColor(255, l);
@ -834,18 +809,21 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
const f32 bar_rad=(f32)BS/20;
const f32 bar_len=(f32)(BS/2)-post_rad;
// The post - always present
v3f pos = intToFloat(p+blockpos_nodes, BS);
// The post - always present
aabb3f post(-post_rad,-BS/2,-post_rad,post_rad,BS/2,post_rad);
post.MinEdge += pos;
post.MaxEdge += pos;
f32 postuv[24]={
0.4,0.4,0.6,0.6,
0.4,0.4,0.6,0.6,
0.35,0,0.65,1,
0.35,0,0.65,1,
0.35,0,0.65,1,
0.35,0,0.65,1,
0.4,0.4,0.6,0.6};
makeCuboid(material_wood, &collector,
&pa_wood, c, pos,
post_rad,BS/2,post_rad, postuv);
0.35,0,0.65,1};
makeCuboid(&collector, post, &material_wood,
&pa_wood, 1, c, postuv);
// Now a section of fence, +X, if there's a post there
v3s16 p2 = p;
@ -854,9 +832,10 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
const ContentFeatures *f2 = &nodedef->get(n2);
if(f2->drawtype == NDT_FENCELIKE)
{
pos = intToFloat(p+blockpos_nodes, BS);
pos.X += BS/2;
pos.Y += BS/4;
aabb3f bar(-bar_len+BS/2,-bar_rad+BS/4,-bar_rad,
bar_len+BS/2,bar_rad+BS/4,bar_rad);
bar.MinEdge += pos;
bar.MaxEdge += pos;
f32 xrailuv[24]={
0,0.4,1,0.6,
0,0.4,1,0.6,
@ -864,14 +843,12 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
0,0.4,1,0.6,
0,0.4,1,0.6,
0,0.4,1,0.6};
makeCuboid(material_wood, &collector,
&pa_wood, c, pos,
bar_len,bar_rad,bar_rad, xrailuv);
pos.Y -= BS/2;
makeCuboid(material_wood, &collector,
&pa_wood, c, pos,
bar_len,bar_rad,bar_rad, xrailuv);
makeCuboid(&collector, bar, &material_wood_nomod,
&pa_wood_nomod, 1, c, xrailuv);
bar.MinEdge.Y -= BS/2;
bar.MaxEdge.Y -= BS/2;
makeCuboid(&collector, bar, &material_wood_nomod,
&pa_wood_nomod, 1, c, xrailuv);
}
// Now a section of fence, +Z, if there's a post there
@ -881,9 +858,10 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
f2 = &nodedef->get(n2);
if(f2->drawtype == NDT_FENCELIKE)
{
pos = intToFloat(p+blockpos_nodes, BS);
pos.Z += BS/2;
pos.Y += BS/4;
aabb3f bar(-bar_rad,-bar_rad+BS/4,-bar_len+BS/2,
bar_rad,bar_rad+BS/4,bar_len+BS/2);
bar.MinEdge += pos;
bar.MaxEdge += pos;
f32 zrailuv[24]={
0,0.4,1,0.6,
0,0.4,1,0.6,
@ -891,14 +869,13 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
0,0.4,1,0.6,
0,0.4,1,0.6,
0,0.4,1,0.6};
makeCuboid(material_wood, &collector,
&pa_wood, c, pos,
bar_rad,bar_rad,bar_len, zrailuv);
pos.Y -= BS/2;
makeCuboid(material_wood, &collector,
&pa_wood, c, pos,
bar_rad,bar_rad,bar_len, zrailuv);
makeCuboid(&collector, bar, &material_wood_nomod,
&pa_wood_nomod, 1, c, zrailuv);
bar.MinEdge.Y -= BS/2;
bar.MaxEdge.Y -= BS/2;
makeCuboid(&collector, bar, &material_wood_nomod,
&pa_wood_nomod, 1, c, zrailuv);
}
break;}
case NDT_RAILLIKE:
@ -1011,5 +988,4 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
}
}
}
#endif