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GameDef compiles

This commit is contained in:
Perttu Ahola 2011-11-14 21:41:30 +02:00
parent abceeee92f
commit c6fd2986d4
49 changed files with 1168 additions and 1045 deletions

View file

@ -23,7 +23,8 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "mineral.h"
#include "mapblock_mesh.h" // For MapBlock_LightColor()
#include "settings.h"
#include "mapnode_contentfeatures.h"
#include "nodedef.h"
#include "gamedef.h"
#ifndef SERVER
// Create a cuboid.
@ -122,8 +123,11 @@ void makeCuboid(video::SMaterial &material, MeshCollector *collector,
#ifndef SERVER
void mapblock_mesh_generate_special(MeshMakeData *data,
MeshCollector &collector, ITextureSource *tsrc)
MeshCollector &collector, IGameDef *gamedef)
{
ITextureSource *tsrc = gamedef->tsrc();
INodeDefManager *nodedef = gamedef->ndef();
// 0ms
//TimeTaker timer("mapblock_mesh_generate_special()");
@ -316,7 +320,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
= video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
material.setTexture(0, ap.atlas);
u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio));
u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio, nodedef));
video::SColor c = MapBlock_LightColor(255, l);
float d = (float)BS/16;
@ -360,34 +364,34 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
/*
Add flowing liquid to mesh
*/
else if(content_features(n).liquid_type == LIQUID_FLOWING)
else if(nodedef->get(n).liquid_type == LIQUID_FLOWING)
{
assert(content_features(n).special_material);
assert(nodedef->get(n).special_material);
video::SMaterial &liquid_material =
*content_features(n).special_material;
*nodedef->get(n).special_material;
video::SMaterial &liquid_material_bfculled =
*content_features(n).special_material2;
*nodedef->get(n).special_material2;
assert(content_features(n).special_atlas);
assert(nodedef->get(n).special_atlas);
AtlasPointer &pa_liquid1 =
*content_features(n).special_atlas;
*nodedef->get(n).special_atlas;
bool top_is_same_liquid = false;
MapNode ntop = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z));
content_t c_flowing = content_features(n).liquid_alternative_flowing;
content_t c_source = content_features(n).liquid_alternative_source;
content_t c_flowing = nodedef->get(n).liquid_alternative_flowing;
content_t c_source = nodedef->get(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));
if(nodedef->get(ntop).param_type == CPT_LIGHT)
l = decode_light(ntop.getLightBlend(data->m_daynight_ratio, nodedef));
// Otherwise use the light of this node (the liquid)
else
l = decode_light(n.getLightBlend(data->m_daynight_ratio));
l = decode_light(n.getLightBlend(data->m_daynight_ratio, nodedef));
video::SColor c = MapBlock_LightColor(
content_features(n).vertex_alpha, l);
nodedef->get(n).vertex_alpha, l);
// Neighbor liquid levels (key = relative position)
// Includes current node
@ -520,7 +524,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
continue;
content_t neighbor_content = neighbor_contents[dir];
ContentFeatures &n_feat = content_features(neighbor_content);
const ContentFeatures &n_feat = nodedef->get(neighbor_content);
// Don't draw face if neighbor is blocking the view
if(n_feat.solidness == 2)
@ -654,15 +658,15 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
/*
Add water sources to mesh if using new style
*/
else if(content_features(n).liquid_type == LIQUID_SOURCE
else if(nodedef->get(n).liquid_type == LIQUID_SOURCE
&& new_style_water)
{
assert(content_features(n).special_material);
assert(nodedef->get(n).special_material);
video::SMaterial &liquid_material =
*content_features(n).special_material;
assert(content_features(n).special_atlas);
*nodedef->get(n).special_material;
assert(nodedef->get(n).special_atlas);
AtlasPointer &pa_liquid1 =
*content_features(n).special_atlas;
*nodedef->get(n).special_atlas;
bool top_is_air = false;
MapNode n = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z));
@ -672,9 +676,9 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
if(top_is_air == false)
continue;
u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio));
u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio, nodedef));
video::SColor c = MapBlock_LightColor(
content_features(n).vertex_alpha, l);
nodedef->get(n).vertex_alpha, l);
video::S3DVertex vertices[4] =
{
@ -703,8 +707,8 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
*/
else if(n.getContent() == CONTENT_LEAVES && new_style_leaves)
{
/*u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio));*/
u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio)));
/*u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio, nodedef));*/
u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio, nodedef)));
video::SColor c = MapBlock_LightColor(255, l);
for(u32 j=0; j<6; j++)
@ -767,7 +771,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
*/
else if(n.getContent() == CONTENT_GLASS)
{
u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio)));
u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio, nodedef)));
video::SColor c = MapBlock_LightColor(255, l);
for(u32 j=0; j<6; j++)
@ -830,7 +834,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
*/
else if(n.getContent() == CONTENT_FENCE)
{
u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio)));
u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio, nodedef)));
video::SColor c = MapBlock_LightColor(255, l);
const f32 post_rad=(f32)BS/10;
@ -907,7 +911,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
/*
Add stones with minerals if stone is invisible
*/
else if(n.getContent() == CONTENT_STONE && invisible_stone && n.getMineral() != MINERAL_NONE)
else if(n.getContent() == CONTENT_STONE && invisible_stone && n.getMineral(nodedef) != MINERAL_NONE)
{
for(u32 j=0; j<6; j++)
{
@ -915,15 +919,15 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
v3s16 dir = g_6dirs[j];
/*u8 l = 0;
MapNode n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + dir);
if(content_features(n2).param_type == CPT_LIGHT)
l = decode_light(n2.getLightBlend(data->m_daynight_ratio));
if(nodedef->get(n2).param_type == CPT_LIGHT)
l = decode_light(n2.getLightBlend(data->m_daynight_ratio, nodedef));
else
l = 255;*/
u8 l = 255;
video::SColor c = MapBlock_LightColor(255, l);
// Get the right texture
TileSpec ts = n.getTile(dir, tsrc);
TileSpec ts = n.getTile(dir, tsrc, nodedef);
AtlasPointer ap = ts.texture;
material_general.setTexture(0, ap.atlas);
@ -974,7 +978,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
#endif
else if(n.getContent() == CONTENT_PAPYRUS)
{
u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio)));
u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio, nodedef)));
video::SColor c = MapBlock_LightColor(255, l);
for(u32 j=0; j<4; j++)
@ -1024,7 +1028,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
}
else if(n.getContent() == CONTENT_JUNGLEGRASS)
{
u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio)));
u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio, nodedef)));
video::SColor c = MapBlock_LightColor(255, l);
for(u32 j=0; j<4; j++)
@ -1121,7 +1125,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
= video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
material_rail.setTexture(0, ap.atlas);
u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio));
u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio, nodedef));
video::SColor c = MapBlock_LightColor(255, l);
float d = (float)BS/16;
@ -1193,7 +1197,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
material_ladder.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
material_ladder.setTexture(0, ap.atlas);
u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio));
u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio, nodedef));
video::SColor c(255,l,l,l);
float d = (float)BS/16;
@ -1237,7 +1241,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
}
else if(n.getContent() == CONTENT_APPLE)
{
u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio)));
u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio, nodedef)));
video::SColor c = MapBlock_LightColor(255, l);
for(u32 j=0; j<4; j++)
@ -1286,7 +1290,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
}
}
else if(n.getContent() == CONTENT_SAPLING) {
u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio)));
u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio, nodedef)));
video::SColor c = MapBlock_LightColor(255, l);
for(u32 j=0; j<4; j++)