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Remove new_style_water

This commit is contained in:
RealBadAngel 2016-02-21 07:34:29 +01:00 committed by paramat
parent 4efb7eb734
commit 8eb7ddb0a2
5 changed files with 17 additions and 41 deletions

View file

@ -181,11 +181,6 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
Some settings
*/
bool enable_mesh_cache = g_settings->getBool("enable_mesh_cache");
bool new_style_water = g_settings->getBool("new_style_water");
float node_liquid_level = 1.0;
if (new_style_water)
node_liquid_level = 0.85;
v3s16 blockpos_nodes = data->m_blockpos*MAP_BLOCKSIZE;
@ -287,35 +282,29 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
If our topside is liquid, set upper border of face
at upper border of node
*/
if(top_is_same_liquid)
{
vertices[2].Pos.Y = 0.5*BS;
vertices[3].Pos.Y = 0.5*BS;
}
if (top_is_same_liquid) {
vertices[2].Pos.Y = 0.5 * BS;
vertices[3].Pos.Y = 0.5 * BS;
} else {
/*
Otherwise upper position of face is liquid level
*/
else
{
vertices[2].Pos.Y = (node_liquid_level-0.5)*BS;
vertices[3].Pos.Y = (node_liquid_level-0.5)*BS;
vertices[2].Pos.Y = 0.5 * BS;
vertices[3].Pos.Y = 0.5 * BS;
}
/*
If neighbor is liquid, lower border of face is liquid level
*/
if(neighbor_is_same_liquid)
{
vertices[0].Pos.Y = (node_liquid_level-0.5)*BS;
vertices[1].Pos.Y = (node_liquid_level-0.5)*BS;
}
if (neighbor_is_same_liquid) {
vertices[0].Pos.Y = 0.5 * BS;
vertices[1].Pos.Y = 0.5 * BS;
} else {
/*
If neighbor is not liquid, lower border of face is
lower border of node
*/
else
{
vertices[0].Pos.Y = -0.5*BS;
vertices[1].Pos.Y = -0.5*BS;
vertices[0].Pos.Y = -0.5 * BS;
vertices[1].Pos.Y = -0.5 * BS;
}
for(s32 j=0; j<4; j++)
@ -358,7 +347,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c, 0,0),
};
v3f offset(p.X*BS, p.Y*BS + (-0.5+node_liquid_level)*BS, p.Z*BS);
v3f offset(p.X * BS, (p.Y + 0.5) * BS, p.Z * BS);
for(s32 i=0; i<4; i++)
{
vertices[i].Pos += offset;
@ -431,14 +420,14 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
content = n2.getContent();
if(n2.getContent() == c_source)
level = (-0.5+node_liquid_level) * BS;
level = 0.5 * BS;
else if(n2.getContent() == c_flowing){
u8 liquid_level = (n2.param2&LIQUID_LEVEL_MASK);
if (liquid_level <= LIQUID_LEVEL_MAX+1-range)
liquid_level = 0;
else
liquid_level -= (LIQUID_LEVEL_MAX+1-range);
level = (-0.5 + ((float)liquid_level+ 0.5) / (float)range * node_liquid_level) * BS;
level = (-0.5 + ((float)liquid_level + 0.5) / (float)range) * BS;
}
// Check node above neighbor.
@ -486,7 +475,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
// Source is always the same height
else if(content == c_source)
{
cornerlevel = (-0.5+node_liquid_level)*BS;
cornerlevel = 0.5 * BS;
valid_count = 1;
break;
}