3 Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
5 This program is free software; you can redistribute it and/or modify
6 it under the terms of the GNU General Public License as published by
7 the Free Software Foundation; either version 2 of the License, or
8 (at your option) any later version.
10 This program is distributed in the hope that it will be useful,
11 but WITHOUT ANY WARRANTY; without even the implied warranty of
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
13 GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License along
16 with this program; if not, write to the Free Software Foundation, Inc.,
17 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
20 #include "content_mapblock.h"
21 #include "content_mapnode.h"
22 #include "main.h" // For g_settings and g_texturesource
27 // material - the material to use (for all 6 faces)
28 // collector - the MeshCollector for the resulting polygons
29 // pa - texture atlas pointer for the material
30 // c - vertex colour - used for all
31 // pos - the position of the centre of the cuboid
32 // rz,ry,rz - the radius of the cuboid in each dimension
33 // txc - texture coordinates - this is a list of texture coordinates
34 // for the opposite corners of each face - therefore, there
35 // should be (2+2)*6=24 values in the list. Alternatively, pass
36 // NULL to use the entire texture for each face. The order of
37 // the faces in the list is top-backi-right-front-left-bottom
38 // If you specified 0,0,1,1 for each face, that would be the
39 // same as passing NULL.
40 void makeCuboid(video::SMaterial &material, MeshCollector *collector,
41 AtlasPointer* pa, video::SColor &c,
42 v3f &pos, f32 rx, f32 ry, f32 rz, f32* txc)
51 video::S3DVertex v[4] =
53 video::S3DVertex(0,0,0, 0,0,0, c, tu0, tv1),
54 video::S3DVertex(0,0,0, 0,0,0, c, tu1, tv1),
55 video::S3DVertex(0,0,0, 0,0,0, c, tu1, tv0),
56 video::S3DVertex(0,0,0, 0,0,0, c, tu0, tv0)
64 v[0].Pos.X=-rx; v[0].Pos.Y= ry; v[0].Pos.Z=-rz;
65 v[1].Pos.X=-rx; v[1].Pos.Y= ry; v[1].Pos.Z= rz;
66 v[2].Pos.X= rx; v[2].Pos.Y= ry; v[2].Pos.Z= rz;
67 v[3].Pos.X= rx; v[3].Pos.Y= ry, v[3].Pos.Z=-rz;
70 v[0].Pos.X=-rx; v[0].Pos.Y= ry; v[0].Pos.Z=-rz;
71 v[1].Pos.X= rx; v[1].Pos.Y= ry; v[1].Pos.Z=-rz;
72 v[2].Pos.X= rx; v[2].Pos.Y=-ry; v[2].Pos.Z=-rz;
73 v[3].Pos.X=-rx; v[3].Pos.Y=-ry, v[3].Pos.Z=-rz;
76 v[0].Pos.X= rx; v[0].Pos.Y= ry; v[0].Pos.Z=-rz;
77 v[1].Pos.X= rx; v[1].Pos.Y= ry; v[1].Pos.Z= rz;
78 v[2].Pos.X= rx; v[2].Pos.Y=-ry; v[2].Pos.Z= rz;
79 v[3].Pos.X= rx; v[3].Pos.Y=-ry, v[3].Pos.Z=-rz;
82 v[0].Pos.X= rx; v[0].Pos.Y= ry; v[0].Pos.Z= rz;
83 v[1].Pos.X=-rx; v[1].Pos.Y= ry; v[1].Pos.Z= rz;
84 v[2].Pos.X=-rx; v[2].Pos.Y=-ry; v[2].Pos.Z= rz;
85 v[3].Pos.X= rx; v[3].Pos.Y=-ry, v[3].Pos.Z= rz;
88 v[0].Pos.X=-rx; v[0].Pos.Y= ry; v[0].Pos.Z= rz;
89 v[1].Pos.X=-rx; v[1].Pos.Y= ry; v[1].Pos.Z=-rz;
90 v[2].Pos.X=-rx; v[2].Pos.Y=-ry; v[2].Pos.Z=-rz;
91 v[3].Pos.X=-rx; v[3].Pos.Y=-ry, v[3].Pos.Z= rz;
94 v[0].Pos.X= rx; v[0].Pos.Y=-ry; v[0].Pos.Z= rz;
95 v[1].Pos.X=-rx; v[1].Pos.Y=-ry; v[1].Pos.Z= rz;
96 v[2].Pos.X=-rx; v[2].Pos.Y=-ry; v[2].Pos.Z=-rz;
97 v[3].Pos.X= rx; v[3].Pos.Y=-ry, v[3].Pos.Z=-rz;
103 v[0].TCoords.X=tu0+txus*txc[0]; v[0].TCoords.Y=tv0+txvs*txc[3];
104 v[1].TCoords.X=tu0+txus*txc[2]; v[1].TCoords.Y=tv0+txvs*txc[3];
105 v[2].TCoords.X=tu0+txus*txc[2]; v[2].TCoords.Y=tv0+txvs*txc[1];
106 v[3].TCoords.X=tu0+txus*txc[0]; v[3].TCoords.Y=tv0+txvs*txc[1];
110 for(u16 i=0; i<4; i++)
112 u16 indices[] = {0,1,2,2,3,0};
113 collector->append(material, v, 4, indices, 6);
121 void mapblock_mesh_generate_special(MeshMakeData *data,
122 MeshCollector &collector)
125 //TimeTaker timer("mapblock_mesh_generate_special()");
130 bool new_style_water = g_settings.getBool("new_style_water");
131 bool new_style_leaves = g_settings.getBool("new_style_leaves");
132 //bool smooth_lighting = g_settings.getBool("smooth_lighting");
133 bool invisible_stone = g_settings.getBool("invisible_stone");
135 float node_water_level = 1.0;
137 node_water_level = 0.85;
139 v3s16 blockpos_nodes = data->m_blockpos*MAP_BLOCKSIZE;
141 // Flowing water material
142 video::SMaterial material_water1;
143 material_water1.setFlag(video::EMF_LIGHTING, false);
144 material_water1.setFlag(video::EMF_BACK_FACE_CULLING, false);
145 material_water1.setFlag(video::EMF_BILINEAR_FILTER, false);
146 material_water1.setFlag(video::EMF_FOG_ENABLE, true);
147 material_water1.MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA;
148 AtlasPointer pa_water1 = g_texturesource->getTexture(
149 g_texturesource->getTextureId("water.png"));
150 material_water1.setTexture(0, pa_water1.atlas);
152 // New-style leaves material
153 video::SMaterial material_leaves1;
154 material_leaves1.setFlag(video::EMF_LIGHTING, false);
155 //material_leaves1.setFlag(video::EMF_BACK_FACE_CULLING, false);
156 material_leaves1.setFlag(video::EMF_BILINEAR_FILTER, false);
157 material_leaves1.setFlag(video::EMF_FOG_ENABLE, true);
158 material_leaves1.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
159 AtlasPointer pa_leaves1 = g_texturesource->getTexture(
160 g_texturesource->getTextureId("leaves.png"));
161 material_leaves1.setTexture(0, pa_leaves1.atlas);
164 video::SMaterial material_glass;
165 material_glass.setFlag(video::EMF_LIGHTING, false);
166 material_glass.setFlag(video::EMF_BILINEAR_FILTER, false);
167 material_glass.setFlag(video::EMF_FOG_ENABLE, true);
168 material_glass.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
169 AtlasPointer pa_glass = g_texturesource->getTexture(
170 g_texturesource->getTextureId("glass.png"));
171 material_glass.setTexture(0, pa_glass.atlas);
174 video::SMaterial material_wood;
175 material_wood.setFlag(video::EMF_LIGHTING, false);
176 material_wood.setFlag(video::EMF_BILINEAR_FILTER, false);
177 material_wood.setFlag(video::EMF_FOG_ENABLE, true);
178 material_wood.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
179 AtlasPointer pa_wood = g_texturesource->getTexture(
180 g_texturesource->getTextureId("wood.png"));
181 material_wood.setTexture(0, pa_wood.atlas);
183 // General ground material for special output
184 // Texture is modified just before usage
185 video::SMaterial material_general;
186 material_general.setFlag(video::EMF_LIGHTING, false);
187 material_general.setFlag(video::EMF_BILINEAR_FILTER, false);
188 material_general.setFlag(video::EMF_FOG_ENABLE, true);
189 material_general.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
193 video::SMaterial material_papyrus;
194 material_papyrus.setFlag(video::EMF_LIGHTING, false);
195 material_papyrus.setFlag(video::EMF_BILINEAR_FILTER, false);
196 material_papyrus.setFlag(video::EMF_FOG_ENABLE, true);
197 material_papyrus.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
198 AtlasPointer pa_papyrus = g_texturesource->getTexture(
199 g_texturesource->getTextureId("papyrus.png"));
200 material_papyrus.setTexture(0, pa_papyrus.atlas);
202 // junglegrass material
203 video::SMaterial material_junglegrass;
204 material_junglegrass.setFlag(video::EMF_LIGHTING, false);
205 material_junglegrass.setFlag(video::EMF_BILINEAR_FILTER, false);
206 material_junglegrass.setFlag(video::EMF_FOG_ENABLE, true);
207 material_junglegrass.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
208 AtlasPointer pa_junglegrass = g_texturesource->getTexture(
209 g_texturesource->getTextureId("junglegrass.png"));
210 material_junglegrass.setTexture(0, pa_junglegrass.atlas);
212 for(s16 z=0; z<MAP_BLOCKSIZE; z++)
213 for(s16 y=0; y<MAP_BLOCKSIZE; y++)
214 for(s16 x=0; x<MAP_BLOCKSIZE; x++)
218 MapNode n = data->m_vmanip.getNodeNoEx(blockpos_nodes+p);
223 if(n.d == CONTENT_TORCH)
225 video::SColor c(255,255,255,255);
227 // Wall at X+ of node
228 video::S3DVertex vertices[4] =
230 video::S3DVertex(-BS/2,-BS/2,0, 0,0,0, c, 0,1),
231 video::S3DVertex(BS/2,-BS/2,0, 0,0,0, c, 1,1),
232 video::S3DVertex(BS/2,BS/2,0, 0,0,0, c, 1,0),
233 video::S3DVertex(-BS/2,BS/2,0, 0,0,0, c, 0,0),
236 v3s16 dir = unpackDir(n.dir);
238 for(s32 i=0; i<4; i++)
240 if(dir == v3s16(1,0,0))
241 vertices[i].Pos.rotateXZBy(0);
242 if(dir == v3s16(-1,0,0))
243 vertices[i].Pos.rotateXZBy(180);
244 if(dir == v3s16(0,0,1))
245 vertices[i].Pos.rotateXZBy(90);
246 if(dir == v3s16(0,0,-1))
247 vertices[i].Pos.rotateXZBy(-90);
248 if(dir == v3s16(0,-1,0))
249 vertices[i].Pos.rotateXZBy(45);
250 if(dir == v3s16(0,1,0))
251 vertices[i].Pos.rotateXZBy(-45);
253 vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
257 video::SMaterial material;
258 material.setFlag(video::EMF_LIGHTING, false);
259 material.setFlag(video::EMF_BACK_FACE_CULLING, false);
260 material.setFlag(video::EMF_BILINEAR_FILTER, false);
261 //material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
262 material.MaterialType
263 = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
265 if(dir == v3s16(0,-1,0))
266 material.setTexture(0,
267 g_texturesource->getTextureRaw("torch_on_floor.png"));
268 else if(dir == v3s16(0,1,0))
269 material.setTexture(0,
270 g_texturesource->getTextureRaw("torch_on_ceiling.png"));
271 // For backwards compatibility
272 else if(dir == v3s16(0,0,0))
273 material.setTexture(0,
274 g_texturesource->getTextureRaw("torch_on_floor.png"));
276 material.setTexture(0,
277 g_texturesource->getTextureRaw("torch.png"));
279 u16 indices[] = {0,1,2,2,3,0};
280 // Add to mesh collector
281 collector.append(material, vertices, 4, indices, 6);
286 else if(n.d == CONTENT_SIGN_WALL)
288 u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio));
289 video::SColor c(255,l,l,l);
291 float d = (float)BS/16;
292 // Wall at X+ of node
293 video::S3DVertex vertices[4] =
295 video::S3DVertex(BS/2-d,-BS/2,-BS/2, 0,0,0, c, 0,1),
296 video::S3DVertex(BS/2-d,-BS/2,BS/2, 0,0,0, c, 1,1),
297 video::S3DVertex(BS/2-d,BS/2,BS/2, 0,0,0, c, 1,0),
298 video::S3DVertex(BS/2-d,BS/2,-BS/2, 0,0,0, c, 0,0),
301 v3s16 dir = unpackDir(n.dir);
303 for(s32 i=0; i<4; i++)
305 if(dir == v3s16(1,0,0))
306 vertices[i].Pos.rotateXZBy(0);
307 if(dir == v3s16(-1,0,0))
308 vertices[i].Pos.rotateXZBy(180);
309 if(dir == v3s16(0,0,1))
310 vertices[i].Pos.rotateXZBy(90);
311 if(dir == v3s16(0,0,-1))
312 vertices[i].Pos.rotateXZBy(-90);
313 if(dir == v3s16(0,-1,0))
314 vertices[i].Pos.rotateXYBy(-90);
315 if(dir == v3s16(0,1,0))
316 vertices[i].Pos.rotateXYBy(90);
318 vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
322 video::SMaterial material;
323 material.setFlag(video::EMF_LIGHTING, false);
324 material.setFlag(video::EMF_BACK_FACE_CULLING, false);
325 material.setFlag(video::EMF_BILINEAR_FILTER, false);
326 material.setFlag(video::EMF_FOG_ENABLE, true);
327 //material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
328 material.MaterialType
329 = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
331 material.setTexture(0,
332 g_texturesource->getTextureRaw("sign_wall.png"));
334 u16 indices[] = {0,1,2,2,3,0};
335 // Add to mesh collector
336 collector.append(material, vertices, 4, indices, 6);
339 Add flowing water to mesh
341 else if(n.d == CONTENT_WATER)
343 bool top_is_water = false;
344 MapNode ntop = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z));
345 if(ntop.d == CONTENT_WATER || ntop.d == CONTENT_WATERSOURCE)
349 // Use the light of the node on top if possible
350 if(content_features(ntop.d).param_type == CPT_LIGHT)
351 l = decode_light(ntop.getLightBlend(data->m_daynight_ratio));
352 // Otherwise use the light of this node (the water)
354 l = decode_light(n.getLightBlend(data->m_daynight_ratio));
355 video::SColor c(WATER_ALPHA,l,l,l);
357 // Neighbor water levels (key = relative position)
358 // Includes current node
359 core::map<v3s16, f32> neighbor_levels;
360 core::map<v3s16, u8> neighbor_contents;
361 core::map<v3s16, u8> neighbor_flags;
362 const u8 neighborflag_top_is_water = 0x01;
363 v3s16 neighbor_dirs[9] = {
374 for(u32 i=0; i<9; i++)
376 u8 content = CONTENT_AIR;
377 float level = -0.5 * BS;
380 v3s16 p2 = p + neighbor_dirs[i];
381 MapNode n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
382 if(n2.d != CONTENT_IGNORE)
386 if(n2.d == CONTENT_WATERSOURCE)
387 level = (-0.5+node_water_level) * BS;
388 else if(n2.d == CONTENT_WATER)
389 level = (-0.5 + ((float)(n2.param2 & LIQUID_LEVEL_MASK) + 0.5) / 8.0
390 * node_water_level) * BS;
392 // Check node above neighbor.
393 // NOTE: This doesn't get executed if neighbor
396 n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
397 if(n2.d == CONTENT_WATERSOURCE || n2.d == CONTENT_WATER)
398 flags |= neighborflag_top_is_water;
401 neighbor_levels.insert(neighbor_dirs[i], level);
402 neighbor_contents.insert(neighbor_dirs[i], content);
403 neighbor_flags.insert(neighbor_dirs[i], flags);
406 //float water_level = (-0.5 + ((float)n.param2 + 0.5) / 8.0) * BS;
407 //float water_level = neighbor_levels[v3s16(0,0,0)];
409 // Corner heights (average between four waters)
410 f32 corner_levels[4];
412 v3s16 halfdirs[4] = {
418 for(u32 i=0; i<4; i++)
420 v3s16 cornerdir = halfdirs[i];
421 float cornerlevel = 0;
423 for(u32 j=0; j<4; j++)
425 v3s16 neighbordir = cornerdir - halfdirs[j];
426 u8 content = neighbor_contents[neighbordir];
427 // Special case for source nodes
428 if(content == CONTENT_WATERSOURCE)
430 cornerlevel = (-0.5+node_water_level)*BS;
434 else if(content == CONTENT_WATER)
436 cornerlevel += neighbor_levels[neighbordir];
439 else if(content == CONTENT_AIR)
441 cornerlevel += -0.5*BS;
446 cornerlevel /= valid_count;
447 corner_levels[i] = cornerlevel;
454 v3s16 side_dirs[4] = {
460 s16 side_corners[4][2] = {
466 for(u32 i=0; i<4; i++)
468 v3s16 dir = side_dirs[i];
471 If our topside is water and neighbor's topside
472 is water, don't draw side face
475 neighbor_flags[dir] & neighborflag_top_is_water)
478 u8 neighbor_content = neighbor_contents[dir];
480 // Don't draw face if neighbor is not air or water
481 if(neighbor_content != CONTENT_AIR
482 && neighbor_content != CONTENT_WATER)
485 bool neighbor_is_water = (neighbor_content == CONTENT_WATER);
487 // Don't draw any faces if neighbor is water and top is water
488 if(neighbor_is_water == true && top_is_water == false)
491 video::S3DVertex vertices[4] =
493 /*video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,1),
494 video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,1),
495 video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,0),
496 video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,0),*/
497 video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
498 pa_water1.x0(), pa_water1.y1()),
499 video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
500 pa_water1.x1(), pa_water1.y1()),
501 video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
502 pa_water1.x1(), pa_water1.y0()),
503 video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
504 pa_water1.x0(), pa_water1.y0()),
508 If our topside is water, set upper border of face
509 at upper border of node
513 vertices[2].Pos.Y = 0.5*BS;
514 vertices[3].Pos.Y = 0.5*BS;
517 Otherwise upper position of face is corner levels
521 vertices[2].Pos.Y = corner_levels[side_corners[i][0]];
522 vertices[3].Pos.Y = corner_levels[side_corners[i][1]];
526 If neighbor is water, lower border of face is corner
529 if(neighbor_is_water)
531 vertices[0].Pos.Y = corner_levels[side_corners[i][1]];
532 vertices[1].Pos.Y = corner_levels[side_corners[i][0]];
535 If neighbor is not water, lower border of face is
540 vertices[0].Pos.Y = -0.5*BS;
541 vertices[1].Pos.Y = -0.5*BS;
544 for(s32 j=0; j<4; j++)
546 if(dir == v3s16(0,0,1))
547 vertices[j].Pos.rotateXZBy(0);
548 if(dir == v3s16(0,0,-1))
549 vertices[j].Pos.rotateXZBy(180);
550 if(dir == v3s16(-1,0,0))
551 vertices[j].Pos.rotateXZBy(90);
552 if(dir == v3s16(1,0,-0))
553 vertices[j].Pos.rotateXZBy(-90);
555 vertices[j].Pos += intToFloat(p + blockpos_nodes, BS);
558 u16 indices[] = {0,1,2,2,3,0};
559 // Add to mesh collector
560 collector.append(material_water1, vertices, 4, indices, 6);
564 Generate top side, if appropriate
567 if(top_is_water == false)
569 video::S3DVertex vertices[4] =
571 /*video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c, 0,1),
572 video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c, 1,1),
573 video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,0),
574 video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,0),*/
575 video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
576 pa_water1.x0(), pa_water1.y1()),
577 video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
578 pa_water1.x1(), pa_water1.y1()),
579 video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c,
580 pa_water1.x1(), pa_water1.y0()),
581 video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c,
582 pa_water1.x0(), pa_water1.y0()),
585 // This fixes a strange bug
586 s32 corner_resolve[4] = {3,2,1,0};
588 for(s32 i=0; i<4; i++)
590 //vertices[i].Pos.Y += water_level;
591 //vertices[i].Pos.Y += neighbor_levels[v3s16(0,0,0)];
592 s32 j = corner_resolve[i];
593 vertices[i].Pos.Y += corner_levels[j];
594 vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
597 u16 indices[] = {0,1,2,2,3,0};
598 // Add to mesh collector
599 collector.append(material_water1, vertices, 4, indices, 6);
603 Add water sources to mesh if using new style
605 else if(n.d == CONTENT_WATERSOURCE && new_style_water)
607 //bool top_is_water = false;
608 bool top_is_air = false;
609 MapNode n = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z));
610 /*if(n.d == CONTENT_WATER || n.d == CONTENT_WATERSOURCE)
611 top_is_water = true;*/
612 if(n.d == CONTENT_AIR)
615 /*if(top_is_water == true)
617 if(top_is_air == false)
620 u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio));
621 video::SColor c(WATER_ALPHA,l,l,l);
623 video::S3DVertex vertices[4] =
625 /*video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c, 0,1),
626 video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c, 1,1),
627 video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,0),
628 video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,0),*/
629 video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
630 pa_water1.x0(), pa_water1.y1()),
631 video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
632 pa_water1.x1(), pa_water1.y1()),
633 video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c,
634 pa_water1.x1(), pa_water1.y0()),
635 video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c,
636 pa_water1.x0(), pa_water1.y0()),
639 for(s32 i=0; i<4; i++)
641 vertices[i].Pos.Y += (-0.5+node_water_level)*BS;
642 vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
645 u16 indices[] = {0,1,2,2,3,0};
646 // Add to mesh collector
647 collector.append(material_water1, vertices, 4, indices, 6);
650 Add leaves if using new style
652 else if(n.d == CONTENT_LEAVES && new_style_leaves)
654 /*u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio));*/
655 u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio)));
656 video::SColor c(255,l,l,l);
658 for(u32 j=0; j<6; j++)
660 video::S3DVertex vertices[4] =
662 /*video::S3DVertex(-BS/2,-BS/2,BS/2, 0,0,0, c, 0,1),
663 video::S3DVertex(BS/2,-BS/2,BS/2, 0,0,0, c, 1,1),
664 video::S3DVertex(BS/2,BS/2,BS/2, 0,0,0, c, 1,0),
665 video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c, 0,0),*/
666 video::S3DVertex(-BS/2,-BS/2,BS/2, 0,0,0, c,
667 pa_leaves1.x0(), pa_leaves1.y1()),
668 video::S3DVertex(BS/2,-BS/2,BS/2, 0,0,0, c,
669 pa_leaves1.x1(), pa_leaves1.y1()),
670 video::S3DVertex(BS/2,BS/2,BS/2, 0,0,0, c,
671 pa_leaves1.x1(), pa_leaves1.y0()),
672 video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c,
673 pa_leaves1.x0(), pa_leaves1.y0()),
678 for(u16 i=0; i<4; i++)
679 vertices[i].Pos.rotateXZBy(0);
683 for(u16 i=0; i<4; i++)
684 vertices[i].Pos.rotateXZBy(180);
688 for(u16 i=0; i<4; i++)
689 vertices[i].Pos.rotateXZBy(-90);
693 for(u16 i=0; i<4; i++)
694 vertices[i].Pos.rotateXZBy(90);
698 for(u16 i=0; i<4; i++)
699 vertices[i].Pos.rotateYZBy(-90);
703 for(u16 i=0; i<4; i++)
704 vertices[i].Pos.rotateYZBy(90);
707 for(u16 i=0; i<4; i++)
709 vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
712 u16 indices[] = {0,1,2,2,3,0};
713 // Add to mesh collector
714 collector.append(material_leaves1, vertices, 4, indices, 6);
720 else if(n.d == CONTENT_GLASS)
722 u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio)));
723 video::SColor c(255,l,l,l);
725 for(u32 j=0; j<6; j++)
727 video::S3DVertex vertices[4] =
729 video::S3DVertex(-BS/2,-BS/2,BS/2, 0,0,0, c,
730 pa_glass.x0(), pa_glass.y1()),
731 video::S3DVertex(BS/2,-BS/2,BS/2, 0,0,0, c,
732 pa_glass.x1(), pa_glass.y1()),
733 video::S3DVertex(BS/2,BS/2,BS/2, 0,0,0, c,
734 pa_glass.x1(), pa_glass.y0()),
735 video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c,
736 pa_glass.x0(), pa_glass.y0()),
741 for(u16 i=0; i<4; i++)
742 vertices[i].Pos.rotateXZBy(0);
746 for(u16 i=0; i<4; i++)
747 vertices[i].Pos.rotateXZBy(180);
751 for(u16 i=0; i<4; i++)
752 vertices[i].Pos.rotateXZBy(-90);
756 for(u16 i=0; i<4; i++)
757 vertices[i].Pos.rotateXZBy(90);
761 for(u16 i=0; i<4; i++)
762 vertices[i].Pos.rotateYZBy(-90);
766 for(u16 i=0; i<4; i++)
767 vertices[i].Pos.rotateYZBy(90);
770 for(u16 i=0; i<4; i++)
772 vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
775 u16 indices[] = {0,1,2,2,3,0};
776 // Add to mesh collector
777 collector.append(material_glass, vertices, 4, indices, 6);
783 else if(n.d == CONTENT_FENCE)
785 u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio)));
786 video::SColor c(255,l,l,l);
788 const f32 post_rad=(f32)BS/10;
789 const f32 bar_rad=(f32)BS/20;
790 const f32 bar_len=(f32)(BS/2)-post_rad;
792 // The post - always present
793 v3f pos = intToFloat(p+blockpos_nodes, BS);
801 makeCuboid(material_wood, &collector,
803 post_rad,BS/2,post_rad, postuv);
805 // Now a section of fence, +X, if there's a post there
808 MapNode n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
809 if(n2.d == CONTENT_FENCE)
811 pos = intToFloat(p+blockpos_nodes, BS);
821 makeCuboid(material_wood, &collector,
823 bar_len,bar_rad,bar_rad, xrailuv);
826 makeCuboid(material_wood, &collector,
828 bar_len,bar_rad,bar_rad, xrailuv);
831 // Now a section of fence, +Z, if there's a post there
834 n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
835 if(n2.d == CONTENT_FENCE)
837 pos = intToFloat(p+blockpos_nodes, BS);
847 makeCuboid(material_wood, &collector,
849 bar_rad,bar_rad,bar_len, zrailuv);
851 makeCuboid(material_wood, &collector,
853 bar_rad,bar_rad,bar_len, zrailuv);
860 Add stones with minerals if stone is invisible
862 else if(n.d == CONTENT_STONE && invisible_stone && n.getMineral() != MINERAL_NONE)
864 for(u32 j=0; j<6; j++)
866 // NOTE: Hopefully g_6dirs[j] is the right direction...
867 v3s16 dir = g_6dirs[j];
869 MapNode n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + dir);
870 if(content_features(n2.d).param_type == CPT_LIGHT)
871 l = decode_light(n2.getLightBlend(data->m_daynight_ratio));
875 video::SColor c(255,l,l,l);
877 // Get the right texture
878 TileSpec ts = n.getTile(dir);
879 AtlasPointer ap = ts.texture;
880 material_general.setTexture(0, ap.atlas);
881 video::S3DVertex vertices[4] =
883 /*video::S3DVertex(-BS/2,-BS/2,BS/2, 0,0,0, c, 0,1),
884 video::S3DVertex(BS/2,-BS/2,BS/2, 0,0,0, c, 1,1),
885 video::S3DVertex(BS/2,BS/2,BS/2, 0,0,0, c, 1,0),
886 video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c, 0,0),*/
887 video::S3DVertex(-BS/2,-BS/2,BS/2, 0,0,0, c,
889 video::S3DVertex(BS/2,-BS/2,BS/2, 0,0,0, c,
891 video::S3DVertex(BS/2,BS/2,BS/2, 0,0,0, c,
893 video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c,
899 for(u16 i=0; i<4; i++)
900 vertices[i].Pos.rotateXZBy(0);
904 for(u16 i=0; i<4; i++)
905 vertices[i].Pos.rotateXZBy(180);
909 for(u16 i=0; i<4; i++)
910 vertices[i].Pos.rotateXZBy(-90);
914 for(u16 i=0; i<4; i++)
915 vertices[i].Pos.rotateXZBy(90);
919 for(u16 i=0; i<4; i++)
921 vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
924 u16 indices[] = {0,1,2,2,3,0};
925 // Add to mesh collector
926 collector.append(material_general, vertices, 4, indices, 6);
930 else if(n.d == CONTENT_PAPYRUS)
932 u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio)));
933 video::SColor c(255,l,l,l);
935 for(u32 j=0; j<4; j++)
937 video::S3DVertex vertices[4] =
939 video::S3DVertex(-BS/2,-BS/2,0, 0,0,0, c,
940 pa_papyrus.x0(), pa_papyrus.y1()),
941 video::S3DVertex(BS/2,-BS/2,0, 0,0,0, c,
942 pa_papyrus.x1(), pa_papyrus.y1()),
943 video::S3DVertex(BS/2,BS/2,0, 0,0,0, c,
944 pa_papyrus.x1(), pa_papyrus.y0()),
945 video::S3DVertex(-BS/2,BS/2,0, 0,0,0, c,
946 pa_papyrus.x0(), pa_papyrus.y0()),
951 for(u16 i=0; i<4; i++)
952 vertices[i].Pos.rotateXZBy(45);
956 for(u16 i=0; i<4; i++)
957 vertices[i].Pos.rotateXZBy(-45);
961 for(u16 i=0; i<4; i++)
962 vertices[i].Pos.rotateXZBy(135);
966 for(u16 i=0; i<4; i++)
967 vertices[i].Pos.rotateXZBy(-135);
970 for(u16 i=0; i<4; i++)
972 vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
975 u16 indices[] = {0,1,2,2,3,0};
976 // Add to mesh collector
977 collector.append(material_papyrus, vertices, 4, indices, 6);
980 else if(n.d == CONTENT_JUNGLEGRASS)
982 u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio)));
983 video::SColor c(255,l,l,l);
985 for(u32 j=0; j<4; j++)
987 video::S3DVertex vertices[4] =
989 video::S3DVertex(-BS/2,-BS/2,0, 0,0,0, c,
990 pa_papyrus.x0(), pa_papyrus.y1()),
991 video::S3DVertex(BS/2,-BS/2,0, 0,0,0, c,
992 pa_papyrus.x1(), pa_papyrus.y1()),
993 video::S3DVertex(BS/2,BS/1,0, 0,0,0, c,
994 pa_papyrus.x1(), pa_papyrus.y0()),
995 video::S3DVertex(-BS/2,BS/1,0, 0,0,0, c,
996 pa_papyrus.x0(), pa_papyrus.y0()),
1001 for(u16 i=0; i<4; i++)
1002 vertices[i].Pos.rotateXZBy(45);
1006 for(u16 i=0; i<4; i++)
1007 vertices[i].Pos.rotateXZBy(-45);
1011 for(u16 i=0; i<4; i++)
1012 vertices[i].Pos.rotateXZBy(135);
1016 for(u16 i=0; i<4; i++)
1017 vertices[i].Pos.rotateXZBy(-135);
1020 for(u16 i=0; i<4; i++)
1022 vertices[i].Pos *= 1.3;
1023 vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
1026 u16 indices[] = {0,1,2,2,3,0};
1027 // Add to mesh collector
1028 collector.append(material_junglegrass, vertices, 4, indices, 6);
1031 else if(n.d == CONTENT_RAIL)
1033 u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio));
1034 video::SColor c(255,l,l,l);
1036 bool is_rail_x [] = { false, false }; /* x-1, x+1 */
1037 bool is_rail_z [] = { false, false }; /* z-1, z+1 */
1039 MapNode n_minus_x = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x-1,y,z));
1040 MapNode n_plus_x = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x+1,y,z));
1041 MapNode n_minus_z = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y,z-1));
1042 MapNode n_plus_z = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y,z+1));
1044 if(n_minus_x.d == CONTENT_RAIL)
1045 is_rail_x[0] = true;
1046 if(n_plus_x.d == CONTENT_RAIL)
1047 is_rail_x[1] = true;
1048 if(n_minus_z.d == CONTENT_RAIL)
1049 is_rail_z[0] = true;
1050 if(n_plus_z.d == CONTENT_RAIL)
1051 is_rail_z[1] = true;
1053 float d = (float)BS/16;
1054 video::S3DVertex vertices[4] =
1056 video::S3DVertex(-BS/2,-BS/2+d,-BS/2, 0,0,0, c,
1058 video::S3DVertex(BS/2,-BS/2+d,-BS/2, 0,0,0, c,
1060 video::S3DVertex(BS/2,-BS/2+d,BS/2, 0,0,0, c,
1062 video::S3DVertex(-BS/2,-BS/2+d,BS/2, 0,0,0, c,
1066 video::SMaterial material_rail;
1067 material_rail.setFlag(video::EMF_LIGHTING, false);
1068 material_rail.setFlag(video::EMF_BACK_FACE_CULLING, false);
1069 material_rail.setFlag(video::EMF_BILINEAR_FILTER, false);
1070 material_rail.setFlag(video::EMF_FOG_ENABLE, true);
1071 material_rail.MaterialType
1072 = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
1074 int adjacencies = is_rail_x[0] + is_rail_x[1] + is_rail_z[0] + is_rail_z[1];
1078 material_rail.setTexture(0, g_texturesource->getTextureRaw("rail.png"));
1079 else if(adjacencies == 2)
1081 if((is_rail_x[0] && is_rail_x[1]) || (is_rail_z[0] && is_rail_z[1]))
1082 material_rail.setTexture(0, g_texturesource->getTextureRaw("rail.png"));
1084 material_rail.setTexture(0, g_texturesource->getTextureRaw("rail_curved.png"));
1086 else if(adjacencies == 3)
1087 material_rail.setTexture(0, g_texturesource->getTextureRaw("rail_t_junction.png"));
1088 else if(adjacencies == 4)
1089 material_rail.setTexture(0, g_texturesource->getTextureRaw("rail_crossing.png"));
1094 if(adjacencies == 1)
1096 if(is_rail_x[0] || is_rail_x[1])
1099 else if(adjacencies == 2)
1101 if(is_rail_x[0] && is_rail_x[1])
1103 else if(is_rail_x[0] && is_rail_z[0])
1105 else if(is_rail_x[0] && is_rail_z[1])
1107 else if(is_rail_x[1] && is_rail_z[1])
1110 else if(adjacencies == 3)
1123 for(u16 i=0; i<4; i++)
1124 vertices[i].Pos.rotateXZBy(angle);
1127 for(s32 i=0; i<4; i++)
1129 vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
1132 u16 indices[] = {0,1,2,2,3,0};
1133 collector.append(material_rail, vertices, 4, indices, 6);