1
0
Fork 0
mirror of https://github.com/luanti-org/luanti.git synced 2025-06-27 16:36:03 +00:00
This commit is contained in:
Perttu Ahola 2011-08-15 02:04:56 +03:00
parent c4b707bca2
commit 8f42a8be0c
11 changed files with 255 additions and 89 deletions

View file

@ -133,23 +133,12 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
//bool smooth_lighting = g_settings.getBool("smooth_lighting");
bool invisible_stone = g_settings.getBool("invisible_stone");
float node_water_level = 1.0;
float node_liquid_level = 1.0;
if(new_style_water)
node_water_level = 0.85;
node_liquid_level = 0.85;
v3s16 blockpos_nodes = data->m_blockpos*MAP_BLOCKSIZE;
// Flowing water material
video::SMaterial material_water1;
material_water1.setFlag(video::EMF_LIGHTING, false);
material_water1.setFlag(video::EMF_BACK_FACE_CULLING, false);
material_water1.setFlag(video::EMF_BILINEAR_FILTER, false);
material_water1.setFlag(video::EMF_FOG_ENABLE, true);
material_water1.MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA;
AtlasPointer pa_water1 = g_texturesource->getTexture(
g_texturesource->getTextureId("water.png"));
material_water1.setTexture(0, pa_water1.atlas);
// New-style leaves material
video::SMaterial material_leaves1;
material_leaves1.setFlag(video::EMF_LIGHTING, false);
@ -337,30 +326,40 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
collector.append(material, vertices, 4, indices, 6);
}
/*
Add flowing water to mesh
Add flowing liquid to mesh
*/
else if(n.getContent() == CONTENT_WATER)
else if(content_features(n).liquid_type == LIQUID_FLOWING)
{
bool top_is_water = false;
assert(content_features(n).special_material);
video::SMaterial &liquid_material =
*content_features(n).special_material;
assert(content_features(n).special_atlas);
AtlasPointer &pa_liquid1 =
*content_features(n).special_atlas;
bool top_is_same_liquid = false;
MapNode ntop = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z));
if(ntop.getContent() == CONTENT_WATER || ntop.getContent() == CONTENT_WATERSOURCE)
top_is_water = true;
content_t c_flowing = content_features(n).liquid_alternative_flowing;
content_t c_source = content_features(n).liquid_alternative_source;
if(ntop.getContent() == c_flowing || ntop.getContent() == c_source)
top_is_same_liquid = true;
u8 l = 0;
// Use the light of the node on top if possible
if(content_features(ntop).param_type == CPT_LIGHT)
l = decode_light(ntop.getLightBlend(data->m_daynight_ratio));
// Otherwise use the light of this node (the water)
// Otherwise use the light of this node (the liquid)
else
l = decode_light(n.getLightBlend(data->m_daynight_ratio));
video::SColor c = MapBlock_LightColor(WATER_ALPHA, l);
video::SColor c = MapBlock_LightColor(
content_features(n).vertex_alpha, l);
// Neighbor water levels (key = relative position)
// Neighbor liquid levels (key = relative position)
// Includes current node
core::map<v3s16, f32> neighbor_levels;
core::map<v3s16, content_t> neighbor_contents;
core::map<v3s16, u8> neighbor_flags;
const u8 neighborflag_top_is_water = 0x01;
const u8 neighborflag_top_is_same_liquid = 0x01;
v3s16 neighbor_dirs[9] = {
v3s16(0,0,0),
v3s16(0,0,1),
@ -384,19 +383,20 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
{
content = n2.getContent();
if(n2.getContent() == CONTENT_WATERSOURCE)
level = (-0.5+node_water_level) * BS;
else if(n2.getContent() == CONTENT_WATER)
if(n2.getContent() == c_source)
level = (-0.5+node_liquid_level) * BS;
else if(n2.getContent() == c_flowing)
level = (-0.5 + ((float)n2.param2 + 0.5) / 8.0
* node_water_level) * BS;
* node_liquid_level) * BS;
// Check node above neighbor.
// NOTE: This doesn't get executed if neighbor
// doesn't exist
p2.Y += 1;
n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
if(n2.getContent() == CONTENT_WATERSOURCE || n2.getContent() == CONTENT_WATER)
flags |= neighborflag_top_is_water;
if(n2.getContent() == c_source ||
n2.getContent() == c_flowing)
flags |= neighborflag_top_is_same_liquid;
}
neighbor_levels.insert(neighbor_dirs[i], level);
@ -404,10 +404,10 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
neighbor_flags.insert(neighbor_dirs[i], flags);
}
//float water_level = (-0.5 + ((float)n.param2 + 0.5) / 8.0) * BS;
//float water_level = neighbor_levels[v3s16(0,0,0)];
//float liquid_level = (-0.5 + ((float)n.param2 + 0.5) / 8.0) * BS;
//float liquid_level = neighbor_levels[v3s16(0,0,0)];
// Corner heights (average between four waters)
// Corner heights (average between four liquids)
f32 corner_levels[4];
v3s16 halfdirs[4] = {
@ -426,13 +426,13 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
v3s16 neighbordir = cornerdir - halfdirs[j];
u8 content = neighbor_contents[neighbordir];
// Special case for source nodes
if(content == CONTENT_WATERSOURCE)
if(content == c_source)
{
cornerlevel = (-0.5+node_water_level)*BS;
cornerlevel = (-0.5+node_liquid_level)*BS;
valid_count = 1;
break;
}
else if(content == CONTENT_WATER)
else if(content == c_flowing)
{
cornerlevel += neighbor_levels[neighbordir];
valid_count++;
@ -469,24 +469,24 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
v3s16 dir = side_dirs[i];
/*
If our topside is water and neighbor's topside
is water, don't draw side face
If our topside is liquid and neighbor's topside
is liquid, don't draw side face
*/
if(top_is_water &&
neighbor_flags[dir] & neighborflag_top_is_water)
if(top_is_same_liquid &&
neighbor_flags[dir] & neighborflag_top_is_same_liquid)
continue;
u8 neighbor_content = neighbor_contents[dir];
// Don't draw face if neighbor is not air or water
// Don't draw face if neighbor is not air or liquid
if(neighbor_content != CONTENT_AIR
&& neighbor_content != CONTENT_WATER)
&& neighbor_content != c_source)
continue;
bool neighbor_is_water = (neighbor_content == CONTENT_WATER);
bool neighbor_is_liquid = (neighbor_content == c_source);
// Don't draw any faces if neighbor is water and top is water
if(neighbor_is_water == true && top_is_water == false)
// Don't draw any faces if neighbor is liquid and top is liquid
if(neighbor_is_liquid == true && top_is_same_liquid == false)
continue;
video::S3DVertex vertices[4] =
@ -496,20 +496,20 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,0),
video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,0),*/
video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
pa_water1.x0(), pa_water1.y1()),
pa_liquid1.x0(), pa_liquid1.y1()),
video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
pa_water1.x1(), pa_water1.y1()),
pa_liquid1.x1(), pa_liquid1.y1()),
video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
pa_water1.x1(), pa_water1.y0()),
pa_liquid1.x1(), pa_liquid1.y0()),
video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
pa_water1.x0(), pa_water1.y0()),
pa_liquid1.x0(), pa_liquid1.y0()),
};
/*
If our topside is water, set upper border of face
If our topside is liquid, set upper border of face
at upper border of node
*/
if(top_is_water)
if(top_is_same_liquid)
{
vertices[2].Pos.Y = 0.5*BS;
vertices[3].Pos.Y = 0.5*BS;
@ -524,16 +524,16 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
}
/*
If neighbor is water, lower border of face is corner
water levels
If neighbor is liquid, lower border of face is corner
liquid levels
*/
if(neighbor_is_water)
if(neighbor_is_liquid)
{
vertices[0].Pos.Y = corner_levels[side_corners[i][1]];
vertices[1].Pos.Y = corner_levels[side_corners[i][0]];
}
/*
If neighbor is not water, lower border of face is
If neighbor is not liquid, lower border of face is
lower border of node
*/
else
@ -558,14 +558,14 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
u16 indices[] = {0,1,2,2,3,0};
// Add to mesh collector
collector.append(material_water1, vertices, 4, indices, 6);
collector.append(liquid_material, vertices, 4, indices, 6);
}
/*
Generate top side, if appropriate
*/
if(top_is_water == false)
if(top_is_same_liquid == false)
{
video::S3DVertex vertices[4] =
{
@ -574,13 +574,13 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,0),
video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,0),*/
video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
pa_water1.x0(), pa_water1.y1()),
pa_liquid1.x0(), pa_liquid1.y1()),
video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
pa_water1.x1(), pa_water1.y1()),
pa_liquid1.x1(), pa_liquid1.y1()),
video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c,
pa_water1.x1(), pa_water1.y0()),
pa_liquid1.x1(), pa_liquid1.y0()),
video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c,
pa_water1.x0(), pa_water1.y0()),
pa_liquid1.x0(), pa_liquid1.y0()),
};
// This fixes a strange bug
@ -588,7 +588,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
for(s32 i=0; i<4; i++)
{
//vertices[i].Pos.Y += water_level;
//vertices[i].Pos.Y += liquid_level;
//vertices[i].Pos.Y += neighbor_levels[v3s16(0,0,0)];
s32 j = corner_resolve[i];
vertices[i].Pos.Y += corner_levels[j];
@ -597,29 +597,33 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
u16 indices[] = {0,1,2,2,3,0};
// Add to mesh collector
collector.append(material_water1, vertices, 4, indices, 6);
collector.append(liquid_material, vertices, 4, indices, 6);
}
}
/*
Add water sources to mesh if using new style
*/
else if(n.getContent() == CONTENT_WATERSOURCE && new_style_water)
else if(content_features(n).liquid_type == LIQUID_SOURCE
&& new_style_water)
{
//bool top_is_water = false;
assert(content_features(n).special_material);
video::SMaterial &liquid_material =
*content_features(n).special_material;
assert(content_features(n).special_atlas);
AtlasPointer &pa_liquid1 =
*content_features(n).special_atlas;
bool top_is_air = false;
MapNode n = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z));
/*if(n.getContent() == CONTENT_WATER || n.getContent() == CONTENT_WATERSOURCE)
top_is_water = true;*/
if(n.getContent() == CONTENT_AIR)
top_is_air = true;
/*if(top_is_water == true)
continue;*/
if(top_is_air == false)
continue;
u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio));
video::SColor c = MapBlock_LightColor(WATER_ALPHA, l);
video::SColor c = MapBlock_LightColor(
content_features(n).vertex_alpha, l);
video::S3DVertex vertices[4] =
{
@ -628,24 +632,24 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,0),
video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,0),*/
video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
pa_water1.x0(), pa_water1.y1()),
pa_liquid1.x0(), pa_liquid1.y1()),
video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
pa_water1.x1(), pa_water1.y1()),
pa_liquid1.x1(), pa_liquid1.y1()),
video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c,
pa_water1.x1(), pa_water1.y0()),
pa_liquid1.x1(), pa_liquid1.y0()),
video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c,
pa_water1.x0(), pa_water1.y0()),
pa_liquid1.x0(), pa_liquid1.y0()),
};
for(s32 i=0; i<4; i++)
{
vertices[i].Pos.Y += (-0.5+node_water_level)*BS;
vertices[i].Pos.Y += (-0.5+node_liquid_level)*BS;
vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
}
u16 indices[] = {0,1,2,2,3,0};
// Add to mesh collector
collector.append(material_water1, vertices, 4, indices, 6);
collector.append(liquid_material, vertices, 4, indices, 6);
}
/*
Add leaves if using new style