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lava!
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c4b707bca2
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8f42a8be0c
11 changed files with 255 additions and 89 deletions
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@ -133,23 +133,12 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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//bool smooth_lighting = g_settings.getBool("smooth_lighting");
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bool invisible_stone = g_settings.getBool("invisible_stone");
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float node_water_level = 1.0;
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float node_liquid_level = 1.0;
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if(new_style_water)
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node_water_level = 0.85;
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node_liquid_level = 0.85;
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v3s16 blockpos_nodes = data->m_blockpos*MAP_BLOCKSIZE;
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// Flowing water material
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video::SMaterial material_water1;
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material_water1.setFlag(video::EMF_LIGHTING, false);
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material_water1.setFlag(video::EMF_BACK_FACE_CULLING, false);
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material_water1.setFlag(video::EMF_BILINEAR_FILTER, false);
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material_water1.setFlag(video::EMF_FOG_ENABLE, true);
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material_water1.MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA;
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AtlasPointer pa_water1 = g_texturesource->getTexture(
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g_texturesource->getTextureId("water.png"));
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material_water1.setTexture(0, pa_water1.atlas);
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// New-style leaves material
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video::SMaterial material_leaves1;
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material_leaves1.setFlag(video::EMF_LIGHTING, false);
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@ -337,30 +326,40 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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collector.append(material, vertices, 4, indices, 6);
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}
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/*
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Add flowing water to mesh
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Add flowing liquid to mesh
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*/
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else if(n.getContent() == CONTENT_WATER)
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else if(content_features(n).liquid_type == LIQUID_FLOWING)
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{
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bool top_is_water = false;
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assert(content_features(n).special_material);
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video::SMaterial &liquid_material =
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*content_features(n).special_material;
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assert(content_features(n).special_atlas);
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AtlasPointer &pa_liquid1 =
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*content_features(n).special_atlas;
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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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if(ntop.getContent() == CONTENT_WATER || ntop.getContent() == CONTENT_WATERSOURCE)
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top_is_water = true;
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content_t c_flowing = content_features(n).liquid_alternative_flowing;
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content_t c_source = content_features(n).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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// Use the light of the node on top if possible
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if(content_features(ntop).param_type == CPT_LIGHT)
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l = decode_light(ntop.getLightBlend(data->m_daynight_ratio));
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// Otherwise use the light of this node (the water)
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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));
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video::SColor c = MapBlock_LightColor(WATER_ALPHA, l);
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video::SColor c = MapBlock_LightColor(
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content_features(n).vertex_alpha, l);
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// Neighbor water levels (key = relative position)
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// Neighbor liquid levels (key = relative position)
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// Includes current node
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core::map<v3s16, f32> neighbor_levels;
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core::map<v3s16, content_t> neighbor_contents;
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core::map<v3s16, u8> neighbor_flags;
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const u8 neighborflag_top_is_water = 0x01;
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const u8 neighborflag_top_is_same_liquid = 0x01;
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v3s16 neighbor_dirs[9] = {
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v3s16(0,0,0),
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v3s16(0,0,1),
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@ -384,19 +383,20 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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{
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content = n2.getContent();
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if(n2.getContent() == CONTENT_WATERSOURCE)
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level = (-0.5+node_water_level) * BS;
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else if(n2.getContent() == CONTENT_WATER)
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if(n2.getContent() == c_source)
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level = (-0.5+node_liquid_level) * BS;
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else if(n2.getContent() == c_flowing)
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level = (-0.5 + ((float)n2.param2 + 0.5) / 8.0
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* node_water_level) * BS;
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* node_liquid_level) * BS;
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// Check node above neighbor.
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// NOTE: This doesn't get executed if neighbor
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// doesn't exist
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p2.Y += 1;
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n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
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if(n2.getContent() == CONTENT_WATERSOURCE || n2.getContent() == CONTENT_WATER)
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flags |= neighborflag_top_is_water;
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if(n2.getContent() == c_source ||
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n2.getContent() == c_flowing)
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flags |= neighborflag_top_is_same_liquid;
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}
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neighbor_levels.insert(neighbor_dirs[i], level);
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@ -404,10 +404,10 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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neighbor_flags.insert(neighbor_dirs[i], flags);
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}
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//float water_level = (-0.5 + ((float)n.param2 + 0.5) / 8.0) * BS;
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//float water_level = neighbor_levels[v3s16(0,0,0)];
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//float liquid_level = (-0.5 + ((float)n.param2 + 0.5) / 8.0) * BS;
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//float liquid_level = neighbor_levels[v3s16(0,0,0)];
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// Corner heights (average between four waters)
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// Corner heights (average between four liquids)
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f32 corner_levels[4];
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v3s16 halfdirs[4] = {
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@ -426,13 +426,13 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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v3s16 neighbordir = cornerdir - halfdirs[j];
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u8 content = neighbor_contents[neighbordir];
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// Special case for source nodes
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if(content == CONTENT_WATERSOURCE)
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if(content == c_source)
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{
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cornerlevel = (-0.5+node_water_level)*BS;
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cornerlevel = (-0.5+node_liquid_level)*BS;
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valid_count = 1;
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break;
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}
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else if(content == CONTENT_WATER)
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else if(content == c_flowing)
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{
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cornerlevel += neighbor_levels[neighbordir];
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valid_count++;
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@ -469,24 +469,24 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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v3s16 dir = side_dirs[i];
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/*
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If our topside is water and neighbor's topside
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is water, don't draw side face
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If our topside is liquid and neighbor's topside
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is liquid, don't draw side face
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*/
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if(top_is_water &&
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neighbor_flags[dir] & neighborflag_top_is_water)
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if(top_is_same_liquid &&
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neighbor_flags[dir] & neighborflag_top_is_same_liquid)
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continue;
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u8 neighbor_content = neighbor_contents[dir];
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// Don't draw face if neighbor is not air or water
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// Don't draw face if neighbor is not air or liquid
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if(neighbor_content != CONTENT_AIR
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&& neighbor_content != CONTENT_WATER)
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&& neighbor_content != c_source)
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continue;
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bool neighbor_is_water = (neighbor_content == CONTENT_WATER);
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bool neighbor_is_liquid = (neighbor_content == c_source);
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// Don't draw any faces if neighbor is water and top is water
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if(neighbor_is_water == true && top_is_water == false)
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// Don't draw any faces if neighbor is liquid and top is liquid
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if(neighbor_is_liquid == true && top_is_same_liquid == false)
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continue;
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video::S3DVertex vertices[4] =
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@ -496,20 +496,20 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,0),
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video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,0),*/
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video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
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pa_water1.x0(), pa_water1.y1()),
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pa_liquid1.x0(), pa_liquid1.y1()),
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video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
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pa_water1.x1(), pa_water1.y1()),
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pa_liquid1.x1(), pa_liquid1.y1()),
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video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
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pa_water1.x1(), pa_water1.y0()),
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pa_liquid1.x1(), pa_liquid1.y0()),
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video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
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pa_water1.x0(), pa_water1.y0()),
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pa_liquid1.x0(), pa_liquid1.y0()),
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};
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/*
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If our topside is water, set upper border of face
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If our topside is liquid, set upper border of face
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at upper border of node
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*/
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if(top_is_water)
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if(top_is_same_liquid)
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{
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vertices[2].Pos.Y = 0.5*BS;
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vertices[3].Pos.Y = 0.5*BS;
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@ -524,16 +524,16 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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}
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/*
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If neighbor is water, lower border of face is corner
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water levels
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If neighbor is liquid, lower border of face is corner
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liquid levels
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*/
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if(neighbor_is_water)
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if(neighbor_is_liquid)
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{
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vertices[0].Pos.Y = corner_levels[side_corners[i][1]];
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vertices[1].Pos.Y = corner_levels[side_corners[i][0]];
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}
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/*
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If neighbor is not water, lower border of face is
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If neighbor is not liquid, lower border of face is
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lower border of node
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*/
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else
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@ -558,14 +558,14 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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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_water1, vertices, 4, indices, 6);
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collector.append(liquid_material, vertices, 4, indices, 6);
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}
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/*
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Generate top side, if appropriate
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*/
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if(top_is_water == false)
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if(top_is_same_liquid == false)
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{
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video::S3DVertex vertices[4] =
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{
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@ -574,13 +574,13 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,0),
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video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,0),*/
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video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
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pa_water1.x0(), pa_water1.y1()),
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pa_liquid1.x0(), pa_liquid1.y1()),
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video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
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pa_water1.x1(), pa_water1.y1()),
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pa_liquid1.x1(), pa_liquid1.y1()),
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video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c,
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pa_water1.x1(), pa_water1.y0()),
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pa_liquid1.x1(), pa_liquid1.y0()),
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video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c,
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pa_water1.x0(), pa_water1.y0()),
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pa_liquid1.x0(), pa_liquid1.y0()),
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};
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// This fixes a strange bug
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for(s32 i=0; i<4; i++)
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{
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//vertices[i].Pos.Y += water_level;
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//vertices[i].Pos.Y += liquid_level;
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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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@ -597,29 +597,33 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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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_water1, vertices, 4, indices, 6);
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collector.append(liquid_material, vertices, 4, indices, 6);
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}
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}
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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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else if(n.getContent() == CONTENT_WATERSOURCE && new_style_water)
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else if(content_features(n).liquid_type == LIQUID_SOURCE
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&& new_style_water)
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{
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//bool top_is_water = false;
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assert(content_features(n).special_material);
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video::SMaterial &liquid_material =
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*content_features(n).special_material;
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assert(content_features(n).special_atlas);
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AtlasPointer &pa_liquid1 =
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*content_features(n).special_atlas;
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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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/*if(n.getContent() == CONTENT_WATER || n.getContent() == CONTENT_WATERSOURCE)
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top_is_water = true;*/
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if(n.getContent() == CONTENT_AIR)
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top_is_air = true;
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/*if(top_is_water == true)
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continue;*/
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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));
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video::SColor c = MapBlock_LightColor(WATER_ALPHA, l);
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video::SColor c = MapBlock_LightColor(
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content_features(n).vertex_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, 1,0),
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video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,0),*/
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video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
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pa_water1.x0(), pa_water1.y1()),
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pa_liquid1.x0(), pa_liquid1.y1()),
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video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
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pa_water1.x1(), pa_water1.y1()),
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pa_liquid1.x1(), pa_liquid1.y1()),
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video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c,
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pa_water1.x1(), pa_water1.y0()),
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pa_liquid1.x1(), pa_liquid1.y0()),
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video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c,
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pa_water1.x0(), pa_water1.y0()),
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pa_liquid1.x0(), pa_liquid1.y0()),
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};
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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_water_level)*BS;
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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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}
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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_water1, vertices, 4, indices, 6);
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collector.append(liquid_material, vertices, 4, indices, 6);
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}
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/*
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Add leaves if using new style
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