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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

@ -37,7 +37,8 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "settings.h"
#include "log.h"
#include "profiler.h"
#include "mapnode_contentfeatures.h"
#include "nodedef.h"
#include "gamedef.h"
#define PP(x) "("<<(x).X<<","<<(x).Y<<","<<(x).Z<<")"
@ -234,6 +235,8 @@ void Map::unspreadLight(enum LightBank bank,
core::map<v3s16, bool> & light_sources,
core::map<v3s16, MapBlock*> & modified_blocks)
{
INodeDefManager *nodemgr = m_gamedef->ndef();
v3s16 dirs[6] = {
v3s16(0,0,1), // back
v3s16(0,1,0), // top
@ -330,19 +333,20 @@ void Map::unspreadLight(enum LightBank bank,
If the neighbor is dimmer than what was specified
as oldlight (the light of the previous node)
*/
if(n2.getLight(bank) < oldlight)
if(n2.getLight(bank, nodemgr) < oldlight)
{
/*
And the neighbor is transparent and it has some light
*/
if(n2.light_propagates() && n2.getLight(bank) != 0)
if(nodemgr->get(n2).light_propagates
&& n2.getLight(bank, nodemgr) != 0)
{
/*
Set light to 0 and add to queue
*/
u8 current_light = n2.getLight(bank);
n2.setLight(bank, 0);
u8 current_light = n2.getLight(bank, nodemgr);
n2.setLight(bank, 0, nodemgr);
block->setNode(relpos, n2);
unlighted_nodes.insert(n2pos, current_light);
@ -416,6 +420,8 @@ void Map::spreadLight(enum LightBank bank,
core::map<v3s16, bool> & from_nodes,
core::map<v3s16, MapBlock*> & modified_blocks)
{
INodeDefManager *nodemgr = m_gamedef->ndef();
const v3s16 dirs[6] = {
v3s16(0,0,1), // back
v3s16(0,1,0), // top
@ -474,7 +480,7 @@ void Map::spreadLight(enum LightBank bank,
// Get node straight from the block
MapNode n = block->getNode(relpos);
u8 oldlight = n.getLight(bank);
u8 oldlight = n.getLight(bank, nodemgr);
u8 newlight = diminish_light(oldlight);
// Loop through 6 neighbors
@ -512,7 +518,7 @@ void Map::spreadLight(enum LightBank bank,
If the neighbor is brighter than the current node,
add to list (it will light up this node on its turn)
*/
if(n2.getLight(bank) > undiminish_light(oldlight))
if(n2.getLight(bank, nodemgr) > undiminish_light(oldlight))
{
lighted_nodes.insert(n2pos, true);
//lighted_nodes.push_back(n2pos);
@ -522,11 +528,11 @@ void Map::spreadLight(enum LightBank bank,
If the neighbor is dimmer than how much light this node
would spread on it, add to list
*/
if(n2.getLight(bank) < newlight)
if(n2.getLight(bank, nodemgr) < newlight)
{
if(n2.light_propagates())
if(nodemgr->get(n2).light_propagates)
{
n2.setLight(bank, newlight);
n2.setLight(bank, newlight, nodemgr);
block->setNode(relpos, n2);
lighted_nodes.insert(n2pos, true);
//lighted_nodes.push_back(n2pos);
@ -575,6 +581,8 @@ void Map::lightNeighbors(enum LightBank bank,
v3s16 Map::getBrightestNeighbour(enum LightBank bank, v3s16 p)
{
INodeDefManager *nodemgr = m_gamedef->ndef();
v3s16 dirs[6] = {
v3s16(0,0,1), // back
v3s16(0,1,0), // top
@ -600,8 +608,8 @@ v3s16 Map::getBrightestNeighbour(enum LightBank bank, v3s16 p)
{
continue;
}
if(n2.getLight(bank) > brightest_light || found_something == false){
brightest_light = n2.getLight(bank);
if(n2.getLight(bank, nodemgr) > brightest_light || found_something == false){
brightest_light = n2.getLight(bank, nodemgr);
brightest_pos = n2pos;
found_something = true;
}
@ -624,6 +632,8 @@ v3s16 Map::getBrightestNeighbour(enum LightBank bank, v3s16 p)
s16 Map::propagateSunlight(v3s16 start,
core::map<v3s16, MapBlock*> & modified_blocks)
{
INodeDefManager *nodemgr = m_gamedef->ndef();
s16 y = start.Y;
for(; ; y--)
{
@ -642,9 +652,9 @@ s16 Map::propagateSunlight(v3s16 start,
v3s16 relpos = pos - blockpos*MAP_BLOCKSIZE;
MapNode n = block->getNode(relpos);
if(n.sunlight_propagates())
if(nodemgr->get(n).sunlight_propagates)
{
n.setLight(LIGHTBANK_DAY, LIGHT_SUN);
n.setLight(LIGHTBANK_DAY, LIGHT_SUN, nodemgr);
block->setNode(relpos, n);
modified_blocks.insert(blockpos, block);
@ -670,6 +680,8 @@ void Map::updateLighting(enum LightBank bank,
core::map<v3s16, MapBlock*> & a_blocks,
core::map<v3s16, MapBlock*> & modified_blocks)
{
INodeDefManager *nodemgr = m_gamedef->ndef();
/*m_dout<<DTIME<<"Map::updateLighting(): "
<<a_blocks.size()<<" blocks."<<std::endl;*/
@ -713,8 +725,8 @@ void Map::updateLighting(enum LightBank bank,
try{
v3s16 p(x,y,z);
MapNode n = block->getNode(v3s16(x,y,z));
u8 oldlight = n.getLight(bank);
n.setLight(bank, 0);
u8 oldlight = n.getLight(bank, nodemgr);
n.setLight(bank, 0, nodemgr);
block->setNode(v3s16(x,y,z), n);
// Collect borders for unlighting
@ -865,11 +877,11 @@ void Map::updateLighting(enum LightBank bank,
{
//TimeTaker timer("unSpreadLight");
vmanip.unspreadLight(bank, unlight_from, light_sources);
vmanip.unspreadLight(bank, unlight_from, light_sources, nodemgr);
}
{
//TimeTaker timer("spreadLight");
vmanip.spreadLight(bank, light_sources);
vmanip.spreadLight(bank, light_sources, nodemgr);
}
{
//TimeTaker timer("blitBack");
@ -905,6 +917,8 @@ void Map::updateLighting(core::map<v3s16, MapBlock*> & a_blocks,
void Map::addNodeAndUpdate(v3s16 p, MapNode n,
core::map<v3s16, MapBlock*> &modified_blocks, std::string &player_name)
{
INodeDefManager *nodemgr = m_gamedef->ndef();
/*PrintInfo(m_dout);
m_dout<<DTIME<<"Map::addNodeAndUpdate(): p=("
<<p.X<<","<<p.Y<<","<<p.Z<<")"<<std::endl;*/
@ -931,7 +945,7 @@ void Map::addNodeAndUpdate(v3s16 p, MapNode n,
try{
MapNode topnode = getNode(toppos);
if(topnode.getLight(LIGHTBANK_DAY) != LIGHT_SUN)
if(topnode.getLight(LIGHTBANK_DAY, nodemgr) != LIGHT_SUN)
node_under_sunlight = false;
}
catch(InvalidPositionException &e)
@ -942,7 +956,7 @@ void Map::addNodeAndUpdate(v3s16 p, MapNode n,
/*
If the new node is solid and there is grass below, change it to mud
*/
if(content_features(n).walkable == true)
if(nodemgr->get(n).walkable == true)
{
try{
MapNode bottomnode = getNode(bottompos);
@ -984,7 +998,7 @@ void Map::addNodeAndUpdate(v3s16 p, MapNode n,
{
enum LightBank bank = banks[i];
u8 lightwas = getNode(p).getLight(bank);
u8 lightwas = getNode(p).getLight(bank, nodemgr);
// Add the block of the added node to modified_blocks
v3s16 blockpos = getNodeBlockPos(p);
@ -1001,16 +1015,16 @@ void Map::addNodeAndUpdate(v3s16 p, MapNode n,
// light again into this.
unLightNeighbors(bank, p, lightwas, light_sources, modified_blocks);
n.setLight(bank, 0);
n.setLight(bank, 0, nodemgr);
}
/*
If node lets sunlight through and is under sunlight, it has
sunlight too.
*/
if(node_under_sunlight && content_features(n).sunlight_propagates)
if(node_under_sunlight && nodemgr->get(n).sunlight_propagates)
{
n.setLight(LIGHTBANK_DAY, LIGHT_SUN);
n.setLight(LIGHTBANK_DAY, LIGHT_SUN, nodemgr);
}
/*
@ -1023,7 +1037,7 @@ void Map::addNodeAndUpdate(v3s16 p, MapNode n,
Add intial metadata
*/
NodeMetadata *meta_proto = content_features(n).initial_metadata;
NodeMetadata *meta_proto = nodemgr->get(n).initial_metadata;
if(meta_proto)
{
NodeMetadata *meta = meta_proto->clone(m_gamedef);
@ -1038,7 +1052,7 @@ void Map::addNodeAndUpdate(v3s16 p, MapNode n,
TODO: This could be optimized by mass-unlighting instead
of looping
*/
if(node_under_sunlight && !content_features(n).sunlight_propagates)
if(node_under_sunlight && !nodemgr->get(n).sunlight_propagates)
{
s16 y = p.Y - 1;
for(;; y--){
@ -1054,12 +1068,12 @@ void Map::addNodeAndUpdate(v3s16 p, MapNode n,
break;
}
if(n2.getLight(LIGHTBANK_DAY) == LIGHT_SUN)
if(n2.getLight(LIGHTBANK_DAY, nodemgr) == LIGHT_SUN)
{
unLightNeighbors(LIGHTBANK_DAY,
n2pos, n2.getLight(LIGHTBANK_DAY),
n2pos, n2.getLight(LIGHTBANK_DAY, nodemgr),
light_sources, modified_blocks);
n2.setLight(LIGHTBANK_DAY, 0);
n2.setLight(LIGHTBANK_DAY, 0, nodemgr);
setNode(n2pos, n2);
}
else
@ -1109,7 +1123,7 @@ void Map::addNodeAndUpdate(v3s16 p, MapNode n,
v3s16 p2 = p + dirs[i];
MapNode n2 = getNode(p2);
if(content_liquid(n2.getContent()) || n2.getContent() == CONTENT_AIR)
if(nodemgr->get(n2).isLiquid() || n2.getContent() == CONTENT_AIR)
{
m_transforming_liquid.push_back(p2);
}
@ -1125,6 +1139,8 @@ void Map::addNodeAndUpdate(v3s16 p, MapNode n,
void Map::removeNodeAndUpdate(v3s16 p,
core::map<v3s16, MapBlock*> &modified_blocks)
{
INodeDefManager *nodemgr = m_gamedef->ndef();
/*PrintInfo(m_dout);
m_dout<<DTIME<<"Map::removeNodeAndUpdate(): p=("
<<p.X<<","<<p.Y<<","<<p.Z<<")"<<std::endl;*/
@ -1143,7 +1159,7 @@ void Map::removeNodeAndUpdate(v3s16 p,
try{
MapNode topnode = getNode(toppos);
if(topnode.getLight(LIGHTBANK_DAY) != LIGHT_SUN)
if(topnode.getLight(LIGHTBANK_DAY, nodemgr) != LIGHT_SUN)
node_under_sunlight = false;
}
catch(InvalidPositionException &e)
@ -1165,7 +1181,7 @@ void Map::removeNodeAndUpdate(v3s16 p,
Unlight neighbors (in case the node is a light source)
*/
unLightNeighbors(bank, p,
getNode(p).getLight(bank),
getNode(p).getLight(bank, nodemgr),
light_sources, modified_blocks);
}
@ -1227,7 +1243,7 @@ void Map::removeNodeAndUpdate(v3s16 p,
// TODO: Is this needed? Lighting is cleared up there already.
try{
MapNode n = getNode(p);
n.setLight(LIGHTBANK_DAY, 0);
n.setLight(LIGHTBANK_DAY, 0, nodemgr);
setNode(p, n);
}
catch(InvalidPositionException &e)
@ -1283,7 +1299,7 @@ void Map::removeNodeAndUpdate(v3s16 p,
v3s16 p2 = p + dirs[i];
MapNode n2 = getNode(p2);
if(content_liquid(n2.getContent()) || n2.getContent() == CONTENT_AIR)
if(nodemgr->get(n2).isLiquid() || n2.getContent() == CONTENT_AIR)
{
m_transforming_liquid.push_back(p2);
}
@ -1580,6 +1596,8 @@ struct NodeNeighbor {
void Map::transformLiquids(core::map<v3s16, MapBlock*> & modified_blocks)
{
INodeDefManager *nodemgr = m_gamedef->ndef();
DSTACK(__FUNCTION_NAME);
//TimeTaker timer("transformLiquids()");
@ -1614,11 +1632,11 @@ void Map::transformLiquids(core::map<v3s16, MapBlock*> & modified_blocks)
*/
s8 liquid_level = -1;
u8 liquid_kind = CONTENT_IGNORE;
LiquidType liquid_type = content_features(n0.getContent()).liquid_type;
LiquidType liquid_type = nodemgr->get(n0).liquid_type;
switch (liquid_type) {
case LIQUID_SOURCE:
liquid_level = LIQUID_LEVEL_SOURCE;
liquid_kind = content_features(n0.getContent()).liquid_alternative_flowing;
liquid_kind = nodemgr->get(n0).liquid_alternative_flowing;
break;
case LIQUID_FLOWING:
liquid_level = (n0.param2 & LIQUID_LEVEL_MASK);
@ -1658,7 +1676,7 @@ void Map::transformLiquids(core::map<v3s16, MapBlock*> & modified_blocks)
}
v3s16 npos = p0 + dirs[i];
NodeNeighbor nb = {getNodeNoEx(npos), nt, npos};
switch (content_features(nb.n.getContent()).liquid_type) {
switch (nodemgr->get(nb.n.getContent()).liquid_type) {
case LIQUID_NONE:
if (nb.n.getContent() == CONTENT_AIR) {
airs[num_airs++] = nb;
@ -1678,8 +1696,8 @@ void Map::transformLiquids(core::map<v3s16, MapBlock*> & modified_blocks)
case LIQUID_SOURCE:
// if this node is not (yet) of a liquid type, choose the first liquid type we encounter
if (liquid_kind == CONTENT_AIR)
liquid_kind = content_features(nb.n.getContent()).liquid_alternative_flowing;
if (content_features(nb.n.getContent()).liquid_alternative_flowing !=liquid_kind) {
liquid_kind = nodemgr->get(nb.n.getContent()).liquid_alternative_flowing;
if (nodemgr->get(nb.n.getContent()).liquid_alternative_flowing !=liquid_kind) {
neutrals[num_neutrals++] = nb;
} else {
sources[num_sources++] = nb;
@ -1688,8 +1706,8 @@ void Map::transformLiquids(core::map<v3s16, MapBlock*> & modified_blocks)
case LIQUID_FLOWING:
// if this node is not (yet) of a liquid type, choose the first liquid type we encounter
if (liquid_kind == CONTENT_AIR)
liquid_kind = content_features(nb.n.getContent()).liquid_alternative_flowing;
if (content_features(nb.n.getContent()).liquid_alternative_flowing != liquid_kind) {
liquid_kind = nodemgr->get(nb.n.getContent()).liquid_alternative_flowing;
if (nodemgr->get(nb.n.getContent()).liquid_alternative_flowing != liquid_kind) {
neutrals[num_neutrals++] = nb;
} else {
flows[num_flows++] = nb;
@ -1710,7 +1728,7 @@ void Map::transformLiquids(core::map<v3s16, MapBlock*> & modified_blocks)
// liquid_kind will be set to either the flowing alternative of the node (if it's a liquid)
// or the flowing alternative of the first of the surrounding sources (if it's air), so
// it's perfectly safe to use liquid_kind here to determine the new node content.
new_node_content = content_features(liquid_kind).liquid_alternative_source;
new_node_content = nodemgr->get(liquid_kind).liquid_alternative_source;
} else if (num_sources == 1 && sources[0].t != NEIGHBOR_LOWER) {
// liquid_kind is set properly, see above
new_node_content = liquid_kind;
@ -1739,7 +1757,7 @@ void Map::transformLiquids(core::map<v3s16, MapBlock*> & modified_blocks)
}
}
u8 viscosity = content_features(liquid_kind).liquid_viscosity;
u8 viscosity = nodemgr->get(liquid_kind).liquid_viscosity;
if (viscosity > 1 && max_node_level != liquid_level) {
// amount to gain, limited by viscosity
// must be at least 1 in absolute value
@ -1765,7 +1783,7 @@ void Map::transformLiquids(core::map<v3s16, MapBlock*> & modified_blocks)
/*
check if anything has changed. if not, just continue with the next node.
*/
if (new_node_content == n0.getContent() && (content_features(n0.getContent()).liquid_type != LIQUID_FLOWING ||
if (new_node_content == n0.getContent() && (nodemgr->get(n0.getContent()).liquid_type != LIQUID_FLOWING ||
((n0.param2 & LIQUID_LEVEL_MASK) == (u8)new_node_level &&
((n0.param2 & LIQUID_FLOW_DOWN_MASK) == LIQUID_FLOW_DOWN_MASK)
== flowing_down)))
@ -1776,7 +1794,7 @@ void Map::transformLiquids(core::map<v3s16, MapBlock*> & modified_blocks)
update the current node
*/
//bool flow_down_enabled = (flowing_down && ((n0.param2 & LIQUID_FLOW_DOWN_MASK) != LIQUID_FLOW_DOWN_MASK));
if (content_features(new_node_content).liquid_type == LIQUID_FLOWING) {
if (nodemgr->get(new_node_content).liquid_type == LIQUID_FLOWING) {
// set level to last 3 bits, flowing down bit to 4th bit
n0.param2 = (flowing_down ? LIQUID_FLOW_DOWN_MASK : 0x00) | (new_node_level & LIQUID_LEVEL_MASK);
} else {
@ -1790,14 +1808,14 @@ void Map::transformLiquids(core::map<v3s16, MapBlock*> & modified_blocks)
if(block != NULL) {
modified_blocks.insert(blockpos, block);
// If node emits light, MapBlock requires lighting update
if(content_features(n0).light_source != 0)
if(nodemgr->get(n0).light_source != 0)
lighting_modified_blocks[block->getPos()] = block;
}
/*
enqueue neighbors for update if neccessary
*/
switch (content_features(n0.getContent()).liquid_type) {
switch (nodemgr->get(n0.getContent()).liquid_type) {
case LIQUID_SOURCE:
case LIQUID_FLOWING:
// make sure source flows into all neighboring nodes
@ -2082,6 +2100,7 @@ void ServerMap::initBlockMake(mapgen::BlockMakeData *data, v3s16 blockpos)
data->no_op = false;
data->seed = m_seed;
data->blockpos = blockpos;
data->nodemgr = m_gamedef->ndef();
/*
Create the whole area of this and the neighboring blocks
@ -2389,7 +2408,7 @@ ServerMapSector * ServerMap::createSector(v2s16 p2d)
Generate blank sector
*/
sector = new ServerMapSector(this, p2d);
sector = new ServerMapSector(this, p2d, m_gamedef);
// Sector position on map in nodes
v2s16 nodepos2d = p2d * MAP_BLOCKSIZE;
@ -3054,7 +3073,7 @@ MapSector* ServerMap::loadSectorMeta(std::string sectordir, bool save_after_load
<<fullpath<<" doesn't exist but directory does."
<<" Continuing with a sector with no metadata."
<<std::endl;*/
sector = new ServerMapSector(this, p2d);
sector = new ServerMapSector(this, p2d, m_gamedef);
m_sectors.insert(p2d, sector);
}
else
@ -3065,7 +3084,7 @@ MapSector* ServerMap::loadSectorMeta(std::string sectordir, bool save_after_load
else
{
sector = ServerMapSector::deSerialize
(is, this, p2d, m_sectors);
(is, this, p2d, m_sectors, m_gamedef);
if(save_after_load)
saveSectorMeta(sector);
}
@ -3310,7 +3329,7 @@ void ServerMap::loadBlock(std::string sectordir, std::string blockfile, MapSecto
}
// Read basic data
block->deSerialize(is, version, m_gamedef);
block->deSerialize(is, version);
// Read extra data stored on disk
block->deSerializeDiskExtra(is, version);
@ -3380,7 +3399,7 @@ void ServerMap::loadBlock(std::string *blob, v3s16 p3d, MapSector *sector, bool
}
// Read basic data
block->deSerialize(is, version, m_gamedef);
block->deSerialize(is, version);
// Read extra data stored on disk
block->deSerializeDiskExtra(is, version);
@ -3567,7 +3586,7 @@ MapSector * ClientMap::emergeSector(v2s16 p2d)
}
// Create a sector
ClientMapSector *sector = new ClientMapSector(this, p2d);
ClientMapSector *sector = new ClientMapSector(this, p2d, m_gamedef);
{
//JMutexAutoLock lock(m_sector_mutex); // Bulk comment-out
@ -3617,7 +3636,7 @@ void ClientMap::OnRegisterSceneNode()
}
static bool isOccluded(Map *map, v3s16 p0, v3s16 p1, float step, float stepfac,
float start_off, float end_off, u32 needed_count)
float start_off, float end_off, u32 needed_count, INodeDefManager *nodemgr)
{
float d0 = (float)BS * p0.getDistanceFrom(p1);
v3s16 u0 = p1 - p0;
@ -3630,7 +3649,7 @@ static bool isOccluded(Map *map, v3s16 p0, v3s16 p1, float step, float stepfac,
v3s16 p = floatToInt(pf, BS);
MapNode n = map->getNodeNoEx(p);
bool is_transparent = false;
ContentFeatures &f = content_features(n);
const ContentFeatures &f = nodemgr->get(n);
if(f.solidness == 0)
is_transparent = (f.visual_solidness != 2);
else
@ -3647,6 +3666,8 @@ static bool isOccluded(Map *map, v3s16 p0, v3s16 p1, float step, float stepfac,
void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
{
INodeDefManager *nodemgr = m_gamedef->ndef();
//m_dout<<DTIME<<"Rendering map..."<<std::endl;
DSTACK(__FUNCTION_NAME);
@ -3855,23 +3876,23 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
u32 needed_count = 1;
if(
isOccluded(this, spn, cpn + v3s16(0,0,0),
step, stepfac, startoff, endoff, needed_count) &&
step, stepfac, startoff, endoff, needed_count, nodemgr) &&
isOccluded(this, spn, cpn + v3s16(bs2,bs2,bs2),
step, stepfac, startoff, endoff, needed_count) &&
step, stepfac, startoff, endoff, needed_count, nodemgr) &&
isOccluded(this, spn, cpn + v3s16(bs2,bs2,-bs2),
step, stepfac, startoff, endoff, needed_count) &&
step, stepfac, startoff, endoff, needed_count, nodemgr) &&
isOccluded(this, spn, cpn + v3s16(bs2,-bs2,bs2),
step, stepfac, startoff, endoff, needed_count) &&
step, stepfac, startoff, endoff, needed_count, nodemgr) &&
isOccluded(this, spn, cpn + v3s16(bs2,-bs2,-bs2),
step, stepfac, startoff, endoff, needed_count) &&
step, stepfac, startoff, endoff, needed_count, nodemgr) &&
isOccluded(this, spn, cpn + v3s16(-bs2,bs2,bs2),
step, stepfac, startoff, endoff, needed_count) &&
step, stepfac, startoff, endoff, needed_count, nodemgr) &&
isOccluded(this, spn, cpn + v3s16(-bs2,bs2,-bs2),
step, stepfac, startoff, endoff, needed_count) &&
step, stepfac, startoff, endoff, needed_count, nodemgr) &&
isOccluded(this, spn, cpn + v3s16(-bs2,-bs2,bs2),
step, stepfac, startoff, endoff, needed_count) &&
step, stepfac, startoff, endoff, needed_count, nodemgr) &&
isOccluded(this, spn, cpn + v3s16(-bs2,-bs2,-bs2),
step, stepfac, startoff, endoff, needed_count)
step, stepfac, startoff, endoff, needed_count, nodemgr)
)
{
blocks_occlusion_culled++;
@ -4016,6 +4037,8 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
void ClientMap::renderPostFx()
{
INodeDefManager *nodemgr = m_gamedef->ndef();
// Sadly ISceneManager has no "post effects" render pass, in that case we
// could just register for that and handle it in renderMap().
@ -4027,7 +4050,7 @@ void ClientMap::renderPostFx()
// - If the player is in a solid node, make everything black.
// - If the player is in liquid, draw a semi-transparent overlay.
ContentFeatures& features = content_features(n);
const ContentFeatures& features = nodemgr->get(n);
video::SColor post_effect_color = features.post_effect_color;
if(features.solidness == 2 && g_settings->getBool("free_move") == false)
{
@ -4170,15 +4193,14 @@ void ClientMap::expireMeshes(bool only_daynight_diffed)
}
}
void ClientMap::updateMeshes(v3s16 blockpos, u32 daynight_ratio,
ITextureSource *tsrc)
void ClientMap::updateMeshes(v3s16 blockpos, u32 daynight_ratio)
{
assert(mapType() == MAPTYPE_CLIENT);
try{
v3s16 p = blockpos + v3s16(0,0,0);
MapBlock *b = getBlockNoCreate(p);
b->updateMesh(daynight_ratio, tsrc);
b->updateMesh(daynight_ratio);
//b->setMeshExpired(true);
}
catch(InvalidPositionException &e){}
@ -4186,21 +4208,21 @@ void ClientMap::updateMeshes(v3s16 blockpos, u32 daynight_ratio,
try{
v3s16 p = blockpos + v3s16(-1,0,0);
MapBlock *b = getBlockNoCreate(p);
b->updateMesh(daynight_ratio, tsrc);
b->updateMesh(daynight_ratio);
//b->setMeshExpired(true);
}
catch(InvalidPositionException &e){}
try{
v3s16 p = blockpos + v3s16(0,-1,0);
MapBlock *b = getBlockNoCreate(p);
b->updateMesh(daynight_ratio, tsrc);
b->updateMesh(daynight_ratio);
//b->setMeshExpired(true);
}
catch(InvalidPositionException &e){}
try{
v3s16 p = blockpos + v3s16(0,0,-1);
MapBlock *b = getBlockNoCreate(p);
b->updateMesh(daynight_ratio, tsrc);
b->updateMesh(daynight_ratio);
//b->setMeshExpired(true);
}
catch(InvalidPositionException &e){}