mirror of
https://github.com/luanti-org/luanti.git
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MapBlockMesh, mesh animation system, urgent mesh updates, athmospheric light, removed footprints
This commit is contained in:
parent
f9a66c5d46
commit
807a0d313b
22 changed files with 1216 additions and 1745 deletions
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@ -29,9 +29,8 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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// Create a cuboid.
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// collector - the MeshCollector for the resulting polygons
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// box - the position and size of the box
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// materials - the materials to use (for all 6 faces)
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// pa - texture atlas pointers for the materials
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// matcount - number of entries in "materials" and "pa", 1<=matcount<=6
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// tiles - the tiles (materials) to use (for all 6 faces)
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// tilecount - number of entries in tiles, 1<=tilecount<=6
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// c - vertex colour - used for all
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// txc - texture coordinates - this is a list of texture coordinates
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// for the opposite corners of each face - therefore, there
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@ -41,10 +40,10 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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// (compatible with ContentFeatures). If you specified 0,0,1,1
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// for each face, that would be the same as passing NULL.
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void makeCuboid(MeshCollector *collector, const aabb3f &box,
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const video::SMaterial *materials, const AtlasPointer *pa, int matcount,
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const TileSpec *tiles, int tilecount,
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video::SColor &c, const f32* txc)
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{
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assert(matcount >= 1);
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assert(tilecount >= 1 && tilecount <= 6);
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v3f min = box.MinEdge;
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v3f max = box.MaxEdge;
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@ -98,9 +97,9 @@ void makeCuboid(MeshCollector *collector, const aabb3f &box,
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for(s32 j=0; j<24; j++)
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{
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int matindex = MYMIN(j/4, matcount-1);
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vertices[j].TCoords *= pa[matindex].size;
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vertices[j].TCoords += pa[matindex].pos;
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int tileindex = MYMIN(j/4, tilecount-1);
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vertices[j].TCoords *= tiles[tileindex].texture.size;
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vertices[j].TCoords += tiles[tileindex].texture.pos;
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}
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u16 indices[] = {0,1,2,2,3,0};
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@ -108,17 +107,16 @@ void makeCuboid(MeshCollector *collector, const aabb3f &box,
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// Add to mesh collector
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for(s32 j=0; j<24; j+=4)
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{
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int matindex = MYMIN(j/4, matcount-1);
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collector->append(materials[matindex],
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int tileindex = MYMIN(j/4, tilecount-1);
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collector->append(tiles[tileindex],
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vertices+j, 4, indices, 6);
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}
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}
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void mapblock_mesh_generate_special(MeshMakeData *data,
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MeshCollector &collector, IGameDef *gamedef)
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MeshCollector &collector)
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{
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INodeDefManager *nodedef = gamedef->ndef();
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ITextureSource *tsrc = gamedef->getTextureSource();
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INodeDefManager *nodedef = data->m_gamedef->ndef();
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// 0ms
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//TimeTaker timer("mapblock_mesh_generate_special()");
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@ -134,14 +132,6 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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v3s16 blockpos_nodes = data->m_blockpos*MAP_BLOCKSIZE;
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/*// General ground material for special output
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// Texture is modified just before usage
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video::SMaterial material_general;
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material_general.setFlag(video::EMF_LIGHTING, false);
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material_general.setFlag(video::EMF_BILINEAR_FILTER, false);
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material_general.setFlag(video::EMF_FOG_ENABLE, true);
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material_general.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;*/
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for(s16 z=0; z<MAP_BLOCKSIZE; z++)
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for(s16 y=0; y<MAP_BLOCKSIZE; y++)
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for(s16 x=0; x<MAP_BLOCKSIZE; x++)
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@ -167,16 +157,8 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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/*
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Add water sources to mesh if using new style
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*/
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assert(nodedef->get(n).special_materials[0]);
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//assert(nodedef->get(n).special_materials[1]);
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assert(nodedef->get(n).special_aps[0]);
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video::SMaterial &liquid_material =
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*nodedef->get(n).special_materials[0];
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/*video::SMaterial &liquid_material_bfculled =
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*nodedef->get(n).special_materials[1];*/
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AtlasPointer &pa_liquid1 =
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*nodedef->get(n).special_aps[0];
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TileSpec tile_liquid = f.special_tiles[0];
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AtlasPointer &pa_liquid = tile_liquid.texture;
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bool top_is_air = false;
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MapNode n = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z));
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@ -186,64 +168,55 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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if(top_is_air == false)
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continue;
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u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio, nodedef));
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video::SColor c = MapBlock_LightColor(
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nodedef->get(n).alpha, l);
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u16 l = getInteriorLight(n, 0, data);
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video::SColor c = MapBlock_LightColor(f.alpha, l);
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video::S3DVertex vertices[4] =
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{
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video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
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pa_liquid1.x0(), pa_liquid1.y1()),
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pa_liquid.x0(), pa_liquid.y1()),
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video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
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pa_liquid1.x1(), pa_liquid1.y1()),
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pa_liquid.x1(), pa_liquid.y1()),
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video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c,
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pa_liquid1.x1(), pa_liquid1.y0()),
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pa_liquid.x1(), pa_liquid.y0()),
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video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c,
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pa_liquid1.x0(), pa_liquid1.y0()),
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pa_liquid.x0(), pa_liquid.y0()),
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};
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v3f offset(p.X, p.Y + (-0.5+node_liquid_level)*BS, p.Z);
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for(s32 i=0; i<4; i++)
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{
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vertices[i].Pos.Y += (-0.5+node_liquid_level)*BS;
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vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
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vertices[i].Pos += offset;
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}
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u16 indices[] = {0,1,2,2,3,0};
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// Add to mesh collector
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collector.append(liquid_material, vertices, 4, indices, 6);
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collector.append(tile_liquid, vertices, 4, indices, 6);
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break;}
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case NDT_FLOWINGLIQUID:
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{
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/*
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Add flowing liquid to mesh
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*/
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assert(nodedef->get(n).special_materials[0]);
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assert(nodedef->get(n).special_materials[1]);
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assert(nodedef->get(n).special_aps[0]);
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video::SMaterial &liquid_material =
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*nodedef->get(n).special_materials[0];
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video::SMaterial &liquid_material_bfculled =
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*nodedef->get(n).special_materials[1];
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AtlasPointer &pa_liquid1 =
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*nodedef->get(n).special_aps[0];
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TileSpec tile_liquid = f.special_tiles[0];
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TileSpec tile_liquid_bfculled = f.special_tiles[1];
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AtlasPointer &pa_liquid = tile_liquid.texture;
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bool top_is_same_liquid = false;
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MapNode ntop = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z));
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content_t c_flowing = nodedef->getId(nodedef->get(n).liquid_alternative_flowing);
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content_t c_source = nodedef->getId(nodedef->get(n).liquid_alternative_source);
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content_t c_flowing = nodedef->getId(f.liquid_alternative_flowing);
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content_t c_source = nodedef->getId(f.liquid_alternative_source);
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if(ntop.getContent() == c_flowing || ntop.getContent() == c_source)
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top_is_same_liquid = true;
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u8 l = 0;
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u16 l = 0;
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// Use the light of the node on top if possible
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if(nodedef->get(ntop).param_type == CPT_LIGHT)
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l = decode_light(ntop.getLightBlend(data->m_daynight_ratio, nodedef));
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l = getInteriorLight(ntop, 0, data);
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// Otherwise use the light of this node (the liquid)
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else
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l = decode_light(n.getLightBlend(data->m_daynight_ratio, nodedef));
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video::SColor c = MapBlock_LightColor(
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nodedef->get(n).alpha, l);
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l = getInteriorLight(n, 0, data);
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video::SColor c = MapBlock_LightColor(f.alpha, l);
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// Neighbor liquid levels (key = relative position)
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// Includes current node
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@ -393,20 +366,20 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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// Use backface culled material if neighbor doesn't have a
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// solidness of 0
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video::SMaterial *current_material = &liquid_material;
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const TileSpec *current_tile = &tile_liquid;
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if(n_feat.solidness != 0 || n_feat.visual_solidness != 0)
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current_material = &liquid_material_bfculled;
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current_tile = &tile_liquid_bfculled;
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video::S3DVertex vertices[4] =
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{
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video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
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pa_liquid1.x0(), pa_liquid1.y1()),
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pa_liquid.x0(), pa_liquid.y1()),
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video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
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pa_liquid1.x1(), pa_liquid1.y1()),
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pa_liquid.x1(), pa_liquid.y1()),
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video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
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pa_liquid1.x1(), pa_liquid1.y0()),
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pa_liquid.x1(), pa_liquid.y0()),
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video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
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pa_liquid1.x0(), pa_liquid1.y0()),
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pa_liquid.x0(), pa_liquid.y0()),
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};
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/*
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@ -464,12 +437,12 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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vertices[j].Pos.Z *= 0.98;
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}*/
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vertices[j].Pos += intToFloat(p + blockpos_nodes, BS);
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vertices[j].Pos += intToFloat(p, BS);
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}
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u16 indices[] = {0,1,2,2,3,0};
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// Add to mesh collector
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collector.append(*current_material, vertices, 4, indices, 6);
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collector.append(*current_tile, vertices, 4, indices, 6);
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}
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/*
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@ -481,13 +454,13 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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video::S3DVertex vertices[4] =
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{
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video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
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pa_liquid1.x0(), pa_liquid1.y1()),
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pa_liquid.x0(), pa_liquid.y1()),
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video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
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pa_liquid1.x1(), pa_liquid1.y1()),
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pa_liquid.x1(), pa_liquid.y1()),
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video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c,
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pa_liquid1.x1(), pa_liquid1.y0()),
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pa_liquid.x1(), pa_liquid.y0()),
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video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c,
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pa_liquid1.x0(), pa_liquid1.y0()),
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pa_liquid.x0(), pa_liquid.y0()),
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};
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// This fixes a strange bug
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@ -499,27 +472,20 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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//vertices[i].Pos.Y += neighbor_levels[v3s16(0,0,0)];
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s32 j = corner_resolve[i];
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vertices[i].Pos.Y += corner_levels[j];
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vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
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vertices[i].Pos += intToFloat(p, BS);
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}
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u16 indices[] = {0,1,2,2,3,0};
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// Add to mesh collector
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collector.append(liquid_material, vertices, 4, indices, 6);
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collector.append(tile_liquid, vertices, 4, indices, 6);
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}
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break;}
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case NDT_GLASSLIKE:
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{
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video::SMaterial material_glass;
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material_glass.setFlag(video::EMF_LIGHTING, false);
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material_glass.setFlag(video::EMF_BILINEAR_FILTER, false);
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material_glass.setFlag(video::EMF_FOG_ENABLE, true);
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material_glass.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
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TileSpec tile_glass = getNodeTile(n, p, v3s16(0,0,0),
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&data->m_temp_mods, tsrc, nodedef);
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AtlasPointer pa_glass = tile_glass.texture;
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material_glass.setTexture(0, pa_glass.atlas);
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TileSpec tile = getNodeTile(n, p, v3s16(0,0,0), data);
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AtlasPointer ap = tile.texture;
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u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio, nodedef)));
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u16 l = getInteriorLight(n, 1, data);
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video::SColor c = MapBlock_LightColor(255, l);
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for(u32 j=0; j<6; j++)
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@ -535,13 +501,13 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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video::S3DVertex vertices[4] =
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{
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video::S3DVertex(-BS/2,-BS/2,BS/2, 0,0,0, c,
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pa_glass.x0(), pa_glass.y1()),
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ap.x0(), ap.y1()),
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video::S3DVertex(BS/2,-BS/2,BS/2, 0,0,0, c,
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pa_glass.x1(), pa_glass.y1()),
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ap.x1(), ap.y1()),
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video::S3DVertex(BS/2,BS/2,BS/2, 0,0,0, c,
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pa_glass.x1(), pa_glass.y0()),
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ap.x1(), ap.y0()),
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video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c,
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pa_glass.x0(), pa_glass.y0()),
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ap.x0(), ap.y0()),
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};
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// Rotations in the g_6dirs format
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@ -565,36 +531,28 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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vertices[i].Pos.rotateXZBy(90);
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for(u16 i=0; i<4; i++){
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vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
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vertices[i].Pos += intToFloat(p, BS);
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}
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u16 indices[] = {0,1,2,2,3,0};
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// Add to mesh collector
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collector.append(material_glass, vertices, 4, indices, 6);
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collector.append(tile, vertices, 4, indices, 6);
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}
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break;}
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case NDT_ALLFACES:
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{
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video::SMaterial material_leaves1;
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material_leaves1.setFlag(video::EMF_LIGHTING, false);
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material_leaves1.setFlag(video::EMF_BILINEAR_FILTER, false);
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material_leaves1.setFlag(video::EMF_FOG_ENABLE, true);
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material_leaves1.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
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TileSpec tile_leaves1 = getNodeTile(n, p, v3s16(0,0,0),
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&data->m_temp_mods, tsrc, nodedef);
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AtlasPointer pa_leaves1 = tile_leaves1.texture;
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material_leaves1.setTexture(0, pa_leaves1.atlas);
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TileSpec tile_leaves = getNodeTile(n, p,
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v3s16(0,0,0), data);
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AtlasPointer pa_leaves = tile_leaves.texture;
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u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio, nodedef)));
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u16 l = getInteriorLight(n, 1, data);
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video::SColor c = MapBlock_LightColor(255, l);
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v3f pos = intToFloat(p+blockpos_nodes, BS);
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v3f pos = intToFloat(p, BS);
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aabb3f box(-BS/2,-BS/2,-BS/2,BS/2,BS/2,BS/2);
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box.MinEdge += pos;
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box.MaxEdge += pos;
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makeCuboid(&collector, box,
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&material_leaves1, &pa_leaves1, 1,
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c, NULL);
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makeCuboid(&collector, box, &tile_leaves, 1, c, NULL);
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break;}
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case NDT_ALLFACES_OPTIONAL:
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// This is always pre-converted to something else
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@ -604,28 +562,23 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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{
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v3s16 dir = n.getWallMountedDir(nodedef);
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AtlasPointer ap(0);
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u8 tileindex = 0;
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if(dir == v3s16(0,-1,0)){
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ap = f.tiles[0].texture; // floor
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tileindex = 0; // floor
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} else if(dir == v3s16(0,1,0)){
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ap = f.tiles[1].texture; // ceiling
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tileindex = 1; // ceiling
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// For backwards compatibility
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} else if(dir == v3s16(0,0,0)){
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ap = f.tiles[0].texture; // floor
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tileindex = 0; // floor
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} else {
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ap = f.tiles[2].texture; // side
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tileindex = 2; // side
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}
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// Set material
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video::SMaterial material;
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material.setFlag(video::EMF_LIGHTING, false);
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material.setFlag(video::EMF_BACK_FACE_CULLING, false);
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material.setFlag(video::EMF_BILINEAR_FILTER, false);
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material.setFlag(video::EMF_FOG_ENABLE, true);
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//material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
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material.MaterialType
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= video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
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material.setTexture(0, ap.atlas);
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TileSpec tile = getNodeTileN(n, p, tileindex, data);
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tile.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING;
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tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
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AtlasPointer ap = tile.texture;
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video::SColor c(255,255,255,255);
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@ -657,27 +610,21 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
|
|||
if(dir == v3s16(0,1,0))
|
||||
vertices[i].Pos.rotateXZBy(-45);
|
||||
|
||||
vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
|
||||
vertices[i].Pos += intToFloat(p, BS);
|
||||
}
|
||||
|
||||
u16 indices[] = {0,1,2,2,3,0};
|
||||
// Add to mesh collector
|
||||
collector.append(material, vertices, 4, indices, 6);
|
||||
collector.append(tile, vertices, 4, indices, 6);
|
||||
break;}
|
||||
case NDT_SIGNLIKE:
|
||||
{
|
||||
// Set material
|
||||
video::SMaterial material;
|
||||
material.setFlag(video::EMF_LIGHTING, false);
|
||||
material.setFlag(video::EMF_BACK_FACE_CULLING, false);
|
||||
material.setFlag(video::EMF_BILINEAR_FILTER, false);
|
||||
material.setFlag(video::EMF_FOG_ENABLE, true);
|
||||
material.MaterialType
|
||||
= video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
|
||||
AtlasPointer ap = f.tiles[0].texture;
|
||||
material.setTexture(0, ap.atlas);
|
||||
TileSpec tile = getNodeTileN(n, p, 0, data);
|
||||
tile.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING;
|
||||
tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
|
||||
AtlasPointer ap = tile.texture;
|
||||
|
||||
u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio, nodedef));
|
||||
u16 l = getInteriorLight(n, 0, data);
|
||||
video::SColor c = MapBlock_LightColor(255, l);
|
||||
|
||||
float d = (float)BS/16;
|
||||
|
@ -711,24 +658,20 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
|
|||
if(dir == v3s16(0,1,0))
|
||||
vertices[i].Pos.rotateXYBy(90);
|
||||
|
||||
vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
|
||||
vertices[i].Pos += intToFloat(p, BS);
|
||||
}
|
||||
|
||||
u16 indices[] = {0,1,2,2,3,0};
|
||||
// Add to mesh collector
|
||||
collector.append(material, vertices, 4, indices, 6);
|
||||
collector.append(tile, vertices, 4, indices, 6);
|
||||
break;}
|
||||
case NDT_PLANTLIKE:
|
||||
{
|
||||
video::SMaterial material_papyrus;
|
||||
material_papyrus.setFlag(video::EMF_LIGHTING, false);
|
||||
material_papyrus.setFlag(video::EMF_BILINEAR_FILTER, false);
|
||||
material_papyrus.setFlag(video::EMF_FOG_ENABLE, true);
|
||||
material_papyrus.MaterialType=video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
|
||||
AtlasPointer pa_papyrus = f.tiles[0].texture;
|
||||
material_papyrus.setTexture(0, pa_papyrus.atlas);
|
||||
TileSpec tile = getNodeTileN(n, p, 0, data);
|
||||
tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
|
||||
AtlasPointer ap = tile.texture;
|
||||
|
||||
u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio, nodedef)));
|
||||
u16 l = getInteriorLight(n, 1, data);
|
||||
video::SColor c = MapBlock_LightColor(255, l);
|
||||
|
||||
for(u32 j=0; j<4; j++)
|
||||
|
@ -736,15 +679,15 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
|
|||
video::S3DVertex vertices[4] =
|
||||
{
|
||||
video::S3DVertex(-BS/2*f.visual_scale,-BS/2,0, 0,0,0, c,
|
||||
pa_papyrus.x0(), pa_papyrus.y1()),
|
||||
ap.x0(), ap.y1()),
|
||||
video::S3DVertex( BS/2*f.visual_scale,-BS/2,0, 0,0,0, c,
|
||||
pa_papyrus.x1(), pa_papyrus.y1()),
|
||||
ap.x1(), ap.y1()),
|
||||
video::S3DVertex( BS/2*f.visual_scale,
|
||||
-BS/2 + f.visual_scale*BS,0, 0,0,0, c,
|
||||
pa_papyrus.x1(), pa_papyrus.y0()),
|
||||
ap.x1(), ap.y0()),
|
||||
video::S3DVertex(-BS/2*f.visual_scale,
|
||||
-BS/2 + f.visual_scale*BS,0, 0,0,0, c,
|
||||
pa_papyrus.x0(), pa_papyrus.y0()),
|
||||
ap.x0(), ap.y0()),
|
||||
};
|
||||
|
||||
if(j == 0)
|
||||
|
@ -771,45 +714,28 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
|
|||
for(u16 i=0; i<4; i++)
|
||||
{
|
||||
vertices[i].Pos *= f.visual_scale;
|
||||
vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
|
||||
vertices[i].Pos += intToFloat(p, BS);
|
||||
}
|
||||
|
||||
u16 indices[] = {0,1,2,2,3,0};
|
||||
// Add to mesh collector
|
||||
collector.append(material_papyrus, vertices, 4, indices, 6);
|
||||
collector.append(tile, vertices, 4, indices, 6);
|
||||
}
|
||||
break;}
|
||||
case NDT_FENCELIKE:
|
||||
{
|
||||
video::SMaterial material_wood;
|
||||
material_wood.setFlag(video::EMF_LIGHTING, false);
|
||||
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;
|
||||
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);
|
||||
TileSpec tile = getNodeTile(n, p, v3s16(0,0,0), data);
|
||||
TileSpec tile_nocrack = tile;
|
||||
tile_nocrack.material_flags &= ~MATERIAL_FLAG_CRACK;
|
||||
|
||||
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)));
|
||||
u16 l = getInteriorLight(n, 1, data);
|
||||
video::SColor c = MapBlock_LightColor(255, l);
|
||||
|
||||
const f32 post_rad=(f32)BS/10;
|
||||
const f32 bar_rad=(f32)BS/20;
|
||||
const f32 bar_len=(f32)(BS/2)-post_rad;
|
||||
|
||||
v3f pos = intToFloat(p+blockpos_nodes, BS);
|
||||
v3f pos = intToFloat(p, BS);
|
||||
|
||||
// The post - always present
|
||||
aabb3f post(-post_rad,-BS/2,-post_rad,post_rad,BS/2,post_rad);
|
||||
|
@ -822,8 +748,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
|
|||
0.35,0,0.65,1,
|
||||
0.35,0,0.65,1,
|
||||
0.35,0,0.65,1};
|
||||
makeCuboid(&collector, post, &material_wood,
|
||||
&pa_wood, 1, c, postuv);
|
||||
makeCuboid(&collector, post, &tile, 1, c, postuv);
|
||||
|
||||
// Now a section of fence, +X, if there's a post there
|
||||
v3s16 p2 = p;
|
||||
|
@ -843,12 +768,13 @@ 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(&collector, bar, &material_wood_nomod,
|
||||
&pa_wood_nomod, 1, c, xrailuv);
|
||||
makeCuboid(&collector, bar, &tile_nocrack, 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);
|
||||
// TODO: no crack
|
||||
makeCuboid(&collector, bar, &tile_nocrack, 1,
|
||||
c, xrailuv);
|
||||
}
|
||||
|
||||
// Now a section of fence, +Z, if there's a post there
|
||||
|
@ -870,12 +796,12 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
|
|||
0,0.4,1,0.6,
|
||||
0,0.4,1,0.6};
|
||||
|
||||
makeCuboid(&collector, bar, &material_wood_nomod,
|
||||
&pa_wood_nomod, 1, c, zrailuv);
|
||||
makeCuboid(&collector, bar, &tile_nocrack, 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);
|
||||
makeCuboid(&collector, bar, &tile_nocrack, 1,
|
||||
c, zrailuv);
|
||||
}
|
||||
break;}
|
||||
case NDT_RAILLIKE:
|
||||
|
@ -948,31 +874,28 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
|
|||
}
|
||||
|
||||
// Assign textures
|
||||
AtlasPointer ap = f.tiles[0].texture; // straight
|
||||
u8 tileindex = 0; // straight
|
||||
if(adjacencies < 2)
|
||||
ap = f.tiles[0].texture; // straight
|
||||
tileindex = 0; // straight
|
||||
else if(adjacencies == 2)
|
||||
{
|
||||
if(is_straight)
|
||||
ap = f.tiles[0].texture; // straight
|
||||
tileindex = 0; // straight
|
||||
else
|
||||
ap = f.tiles[1].texture; // curved
|
||||
tileindex = 1; // curved
|
||||
}
|
||||
else if(adjacencies == 3)
|
||||
ap = f.tiles[2].texture; // t-junction
|
||||
tileindex = 2; // t-junction
|
||||
else if(adjacencies == 4)
|
||||
ap = f.tiles[3].texture; // crossing
|
||||
|
||||
video::SMaterial material_rail;
|
||||
material_rail.setFlag(video::EMF_LIGHTING, false);
|
||||
material_rail.setFlag(video::EMF_BACK_FACE_CULLING, false);
|
||||
material_rail.setFlag(video::EMF_BILINEAR_FILTER, false);
|
||||
material_rail.setFlag(video::EMF_FOG_ENABLE, true);
|
||||
material_rail.MaterialType
|
||||
= video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
|
||||
material_rail.setTexture(0, ap.atlas);
|
||||
tileindex = 3; // crossing
|
||||
|
||||
u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio, nodedef));
|
||||
TileSpec tile = getNodeTileN(n, p, tileindex, data);
|
||||
tile.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING;
|
||||
tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
|
||||
|
||||
AtlasPointer ap = tile.texture;
|
||||
|
||||
u16 l = getInteriorLight(n, 0, data);
|
||||
video::SColor c = MapBlock_LightColor(255, l);
|
||||
|
||||
float d = (float)BS/64;
|
||||
|
@ -1048,11 +971,11 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
|
|||
|
||||
for(s32 i=0; i<4; i++)
|
||||
{
|
||||
vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
|
||||
vertices[i].Pos += intToFloat(p, BS);
|
||||
}
|
||||
|
||||
u16 indices[] = {0,1,2,2,3,0};
|
||||
collector.append(material_rail, vertices, 4, indices, 6);
|
||||
collector.append(tile, vertices, 4, indices, 6);
|
||||
break;}
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue