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Adding (most) of the sapling functionality. It has yet to work, since MEET_OTHER was not implemented at the time of this commit. Hopefully it will work when merged with celeron's latest.
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8 changed files with 141 additions and 2 deletions
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@ -199,6 +199,18 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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g_texturesource->getTextureId("apple.png"));
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material_apple.setTexture(0, pa_apple.atlas);
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// Sapling material
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video::SMaterial material_sapling;
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material_sapling.setFlag(video::EMF_LIGHTING, false);
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material_sapling.setFlag(video::EMF_BILINEAR_FILTER, false);
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material_sapling.setFlag(video::EMF_FOG_ENABLE, true);
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material_sapling.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
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AtlasPointer pa_sapling = g_texturesource->getTexture(
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g_texturesource->getTextureId("sapling.png"));
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material_sapling.setTexture(0, pa_sapling.atlas);
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// junglegrass material
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video::SMaterial material_junglegrass;
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material_junglegrass.setFlag(video::EMF_LIGHTING, false);
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@ -1263,6 +1275,55 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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collector.append(material_apple, vertices, 4, indices, 6);
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}
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}
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else if(n.getContent() == CONTENT_SAPLING) {
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u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio)));
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video::SColor c = MapBlock_LightColor(255, l);
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for(u32 j=0; j<4; j++)
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{
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video::S3DVertex vertices[4] =
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{
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video::S3DVertex(-BS/2,-BS/2,0, 0,0,0, c,
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pa_sapling.x0(), pa_sapling.y1()),
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video::S3DVertex(BS/2,-BS/2,0, 0,0,0, c,
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pa_sapling.x1(), pa_sapling.y1()),
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video::S3DVertex(BS/2,BS/1,0, 0,0,0, c,
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pa_sapling.x1(), pa_sapling.y0()),
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video::S3DVertex(-BS/2,BS/1,0, 0,0,0, c,
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pa_sapling.x0(), pa_sapling.y0()),
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};
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if(j == 0)
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{
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for(u16 i=0; i<4; i++)
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vertices[i].Pos.rotateXZBy(45);
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}
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else if(j == 1)
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{
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for(u16 i=0; i<4; i++)
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vertices[i].Pos.rotateXZBy(-45);
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}
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else if(j == 2)
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{
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for(u16 i=0; i<4; i++)
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vertices[i].Pos.rotateXZBy(135);
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}
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else if(j == 3)
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{
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for(u16 i=0; i<4; i++)
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vertices[i].Pos.rotateXZBy(-135);
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}
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for(u16 i=0; i<4; i++)
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{
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vertices[i].Pos += intToFloat(p + blockpos_nodes, 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_sapling, vertices, 4, indices, 6);
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}
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}
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}
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}
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#endif
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