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MapBlockMesh, mesh animation system, urgent mesh updates, athmospheric light, removed footprints

This commit is contained in:
Kahrl 2012-03-13 18:56:12 +01:00 committed by Perttu Ahola
parent f9a66c5d46
commit 807a0d313b
22 changed files with 1216 additions and 1745 deletions

View file

@ -29,9 +29,8 @@ with this program; if not, write to the Free Software Foundation, Inc.,
// Create a cuboid.
// collector - the MeshCollector for the resulting polygons
// 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
// tiles - the tiles (materials) to use (for all 6 faces)
// tilecount - number of entries in tiles, 1<=tilecount<=6
// c - vertex colour - used for all
// txc - texture coordinates - this is a list of texture coordinates
// for the opposite corners of each face - therefore, there
@ -41,10 +40,10 @@ with this program; if not, write to the Free Software Foundation, Inc.,
// (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,
const TileSpec *tiles, int tilecount,
video::SColor &c, const f32* txc)
{
assert(matcount >= 1);
assert(tilecount >= 1 && tilecount <= 6);
v3f min = box.MinEdge;
v3f max = box.MaxEdge;
@ -98,9 +97,9 @@ void makeCuboid(MeshCollector *collector, const aabb3f &box,
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;
int tileindex = MYMIN(j/4, tilecount-1);
vertices[j].TCoords *= tiles[tileindex].texture.size;
vertices[j].TCoords += tiles[tileindex].texture.pos;
}
u16 indices[] = {0,1,2,2,3,0};
@ -108,17 +107,16 @@ void makeCuboid(MeshCollector *collector, const aabb3f &box,
// Add to mesh collector
for(s32 j=0; j<24; j+=4)
{
int matindex = MYMIN(j/4, matcount-1);
collector->append(materials[matindex],
int tileindex = MYMIN(j/4, tilecount-1);
collector->append(tiles[tileindex],
vertices+j, 4, indices, 6);
}
}
void mapblock_mesh_generate_special(MeshMakeData *data,
MeshCollector &collector, IGameDef *gamedef)
MeshCollector &collector)
{
INodeDefManager *nodedef = gamedef->ndef();
ITextureSource *tsrc = gamedef->getTextureSource();
INodeDefManager *nodedef = data->m_gamedef->ndef();
// 0ms
//TimeTaker timer("mapblock_mesh_generate_special()");
@ -134,14 +132,6 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
v3s16 blockpos_nodes = data->m_blockpos*MAP_BLOCKSIZE;
/*// General ground material for special output
// Texture is modified just before usage
video::SMaterial material_general;
material_general.setFlag(video::EMF_LIGHTING, false);
material_general.setFlag(video::EMF_BILINEAR_FILTER, false);
material_general.setFlag(video::EMF_FOG_ENABLE, true);
material_general.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;*/
for(s16 z=0; z<MAP_BLOCKSIZE; z++)
for(s16 y=0; y<MAP_BLOCKSIZE; y++)
for(s16 x=0; x<MAP_BLOCKSIZE; x++)
@ -167,16 +157,8 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
/*
Add water sources to mesh if using new style
*/
assert(nodedef->get(n).special_materials[0]);
//assert(nodedef->get(n).special_materials[1]);
assert(nodedef->get(n).special_aps[0]);
video::SMaterial &liquid_material =
*nodedef->get(n).special_materials[0];
/*video::SMaterial &liquid_material_bfculled =
*nodedef->get(n).special_materials[1];*/
AtlasPointer &pa_liquid1 =
*nodedef->get(n).special_aps[0];
TileSpec tile_liquid = f.special_tiles[0];
AtlasPointer &pa_liquid = tile_liquid.texture;
bool top_is_air = false;
MapNode n = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z));
@ -186,64 +168,55 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
if(top_is_air == false)
continue;
u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio, nodedef));
video::SColor c = MapBlock_LightColor(
nodedef->get(n).alpha, l);
u16 l = getInteriorLight(n, 0, data);
video::SColor c = MapBlock_LightColor(f.alpha, l);
video::S3DVertex vertices[4] =
{
video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
pa_liquid1.x0(), pa_liquid1.y1()),
pa_liquid.x0(), pa_liquid.y1()),
video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
pa_liquid1.x1(), pa_liquid1.y1()),
pa_liquid.x1(), pa_liquid.y1()),
video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c,
pa_liquid1.x1(), pa_liquid1.y0()),
pa_liquid.x1(), pa_liquid.y0()),
video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c,
pa_liquid1.x0(), pa_liquid1.y0()),
pa_liquid.x0(), pa_liquid.y0()),
};
v3f offset(p.X, p.Y + (-0.5+node_liquid_level)*BS, p.Z);
for(s32 i=0; i<4; i++)
{
vertices[i].Pos.Y += (-0.5+node_liquid_level)*BS;
vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
vertices[i].Pos += offset;
}
u16 indices[] = {0,1,2,2,3,0};
// Add to mesh collector
collector.append(liquid_material, vertices, 4, indices, 6);
collector.append(tile_liquid, vertices, 4, indices, 6);
break;}
case NDT_FLOWINGLIQUID:
{
/*
Add flowing liquid to mesh
*/
assert(nodedef->get(n).special_materials[0]);
assert(nodedef->get(n).special_materials[1]);
assert(nodedef->get(n).special_aps[0]);
video::SMaterial &liquid_material =
*nodedef->get(n).special_materials[0];
video::SMaterial &liquid_material_bfculled =
*nodedef->get(n).special_materials[1];
AtlasPointer &pa_liquid1 =
*nodedef->get(n).special_aps[0];
TileSpec tile_liquid = f.special_tiles[0];
TileSpec tile_liquid_bfculled = f.special_tiles[1];
AtlasPointer &pa_liquid = tile_liquid.texture;
bool top_is_same_liquid = false;
MapNode ntop = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z));
content_t c_flowing = nodedef->getId(nodedef->get(n).liquid_alternative_flowing);
content_t c_source = nodedef->getId(nodedef->get(n).liquid_alternative_source);
content_t c_flowing = nodedef->getId(f.liquid_alternative_flowing);
content_t c_source = nodedef->getId(f.liquid_alternative_source);
if(ntop.getContent() == c_flowing || ntop.getContent() == c_source)
top_is_same_liquid = true;
u8 l = 0;
u16 l = 0;
// Use the light of the node on top if possible
if(nodedef->get(ntop).param_type == CPT_LIGHT)
l = decode_light(ntop.getLightBlend(data->m_daynight_ratio, nodedef));
l = getInteriorLight(ntop, 0, data);
// Otherwise use the light of this node (the liquid)
else
l = decode_light(n.getLightBlend(data->m_daynight_ratio, nodedef));
video::SColor c = MapBlock_LightColor(
nodedef->get(n).alpha, l);
l = getInteriorLight(n, 0, data);
video::SColor c = MapBlock_LightColor(f.alpha, l);
// Neighbor liquid levels (key = relative position)
// Includes current node
@ -393,20 +366,20 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
// Use backface culled material if neighbor doesn't have a
// solidness of 0
video::SMaterial *current_material = &liquid_material;
const TileSpec *current_tile = &tile_liquid;
if(n_feat.solidness != 0 || n_feat.visual_solidness != 0)
current_material = &liquid_material_bfculled;
current_tile = &tile_liquid_bfculled;
video::S3DVertex vertices[4] =
{
video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
pa_liquid1.x0(), pa_liquid1.y1()),
pa_liquid.x0(), pa_liquid.y1()),
video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
pa_liquid1.x1(), pa_liquid1.y1()),
pa_liquid.x1(), pa_liquid.y1()),
video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
pa_liquid1.x1(), pa_liquid1.y0()),
pa_liquid.x1(), pa_liquid.y0()),
video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
pa_liquid1.x0(), pa_liquid1.y0()),
pa_liquid.x0(), pa_liquid.y0()),
};
/*
@ -464,12 +437,12 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
vertices[j].Pos.Z *= 0.98;
}*/
vertices[j].Pos += intToFloat(p + blockpos_nodes, BS);
vertices[j].Pos += intToFloat(p, BS);
}
u16 indices[] = {0,1,2,2,3,0};
// Add to mesh collector
collector.append(*current_material, vertices, 4, indices, 6);
collector.append(*current_tile, vertices, 4, indices, 6);
}
/*
@ -481,13 +454,13 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
video::S3DVertex vertices[4] =
{
video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
pa_liquid1.x0(), pa_liquid1.y1()),
pa_liquid.x0(), pa_liquid.y1()),
video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
pa_liquid1.x1(), pa_liquid1.y1()),
pa_liquid.x1(), pa_liquid.y1()),
video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c,
pa_liquid1.x1(), pa_liquid1.y0()),
pa_liquid.x1(), pa_liquid.y0()),
video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c,
pa_liquid1.x0(), pa_liquid1.y0()),
pa_liquid.x0(), pa_liquid.y0()),
};
// This fixes a strange bug
@ -499,27 +472,20 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
//vertices[i].Pos.Y += neighbor_levels[v3s16(0,0,0)];
s32 j = corner_resolve[i];
vertices[i].Pos.Y += corner_levels[j];
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(liquid_material, vertices, 4, indices, 6);
collector.append(tile_liquid, vertices, 4, indices, 6);
}
break;}
case NDT_GLASSLIKE:
{
video::SMaterial material_glass;
material_glass.setFlag(video::EMF_LIGHTING, false);
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;
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);
TileSpec tile = getNodeTile(n, p, v3s16(0,0,0), data);
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<6; j++)
@ -535,13 +501,13 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
video::S3DVertex vertices[4] =
{
video::S3DVertex(-BS/2,-BS/2,BS/2, 0,0,0, c,
pa_glass.x0(), pa_glass.y1()),
ap.x0(), ap.y1()),
video::S3DVertex(BS/2,-BS/2,BS/2, 0,0,0, c,
pa_glass.x1(), pa_glass.y1()),
ap.x1(), ap.y1()),
video::S3DVertex(BS/2,BS/2,BS/2, 0,0,0, c,
pa_glass.x1(), pa_glass.y0()),
ap.x1(), ap.y0()),
video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c,
pa_glass.x0(), pa_glass.y0()),
ap.x0(), ap.y0()),
};
// Rotations in the g_6dirs format
@ -565,36 +531,28 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
vertices[i].Pos.rotateXZBy(90);
for(u16 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};
// Add to mesh collector
collector.append(material_glass, vertices, 4, indices, 6);
collector.append(tile, vertices, 4, indices, 6);
}
break;}
case NDT_ALLFACES:
{
video::SMaterial material_leaves1;
material_leaves1.setFlag(video::EMF_LIGHTING, false);
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;
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);
TileSpec tile_leaves = getNodeTile(n, p,
v3s16(0,0,0), data);
AtlasPointer pa_leaves = tile_leaves.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);
v3f pos = intToFloat(p+blockpos_nodes, BS);
v3f pos = intToFloat(p, 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);
makeCuboid(&collector, box, &tile_leaves, 1, c, NULL);
break;}
case NDT_ALLFACES_OPTIONAL:
// This is always pre-converted to something else
@ -604,28 +562,23 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
{
v3s16 dir = n.getWallMountedDir(nodedef);
AtlasPointer ap(0);
u8 tileindex = 0;
if(dir == v3s16(0,-1,0)){
ap = f.tiles[0].texture; // floor
tileindex = 0; // floor
} else if(dir == v3s16(0,1,0)){
ap = f.tiles[1].texture; // ceiling
tileindex = 1; // ceiling
// For backwards compatibility
} else if(dir == v3s16(0,0,0)){
ap = f.tiles[0].texture; // floor
tileindex = 0; // floor
} else {
ap = f.tiles[2].texture; // side
tileindex = 2; // side
}
// 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;
material.MaterialType
= video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
material.setTexture(0, ap.atlas);
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;
video::SColor c(255,255,255,255);
@ -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;}
}
}