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
24 #include "mapblock_mesh.h" // For MapBlock_LightColor()
28 // material - the material to use (for all 6 faces)
29 // collector - the MeshCollector for the resulting polygons
30 // pa - texture atlas pointer for the material
31 // c - vertex colour - used for all
32 // pos - the position of the centre of the cuboid
33 // rz,ry,rz - the radius of the cuboid in each dimension
34 // txc - texture coordinates - this is a list of texture coordinates
35 // for the opposite corners of each face - therefore, there
36 // should be (2+2)*6=24 values in the list. Alternatively, pass
37 // NULL to use the entire texture for each face. The order of
38 // the faces in the list is top-backi-right-front-left-bottom
39 // If you specified 0,0,1,1 for each face, that would be the
40 // same as passing NULL.
41 void makeCuboid(video::SMaterial &material, MeshCollector *collector,
42 AtlasPointer* pa, video::SColor &c,
43 v3f &pos, f32 rx, f32 ry, f32 rz, f32* txc)
52 video::S3DVertex v[4] =
54 video::S3DVertex(0,0,0, 0,0,0, c, tu0, tv1),
55 video::S3DVertex(0,0,0, 0,0,0, c, tu1, tv1),
56 video::S3DVertex(0,0,0, 0,0,0, c, tu1, tv0),
57 video::S3DVertex(0,0,0, 0,0,0, c, tu0, tv0)
65 v[0].Pos.X=-rx; v[0].Pos.Y= ry; v[0].Pos.Z=-rz;
66 v[1].Pos.X=-rx; v[1].Pos.Y= ry; v[1].Pos.Z= rz;
67 v[2].Pos.X= rx; v[2].Pos.Y= ry; v[2].Pos.Z= rz;
68 v[3].Pos.X= rx; v[3].Pos.Y= ry, v[3].Pos.Z=-rz;
71 v[0].Pos.X=-rx; v[0].Pos.Y= ry; v[0].Pos.Z=-rz;
72 v[1].Pos.X= rx; v[1].Pos.Y= ry; v[1].Pos.Z=-rz;
73 v[2].Pos.X= rx; v[2].Pos.Y=-ry; v[2].Pos.Z=-rz;
74 v[3].Pos.X=-rx; v[3].Pos.Y=-ry, v[3].Pos.Z=-rz;
77 v[0].Pos.X= rx; v[0].Pos.Y= ry; v[0].Pos.Z=-rz;
78 v[1].Pos.X= rx; v[1].Pos.Y= ry; v[1].Pos.Z= rz;
79 v[2].Pos.X= rx; v[2].Pos.Y=-ry; v[2].Pos.Z= rz;
80 v[3].Pos.X= rx; v[3].Pos.Y=-ry, v[3].Pos.Z=-rz;
83 v[0].Pos.X= rx; v[0].Pos.Y= ry; v[0].Pos.Z= rz;
84 v[1].Pos.X=-rx; v[1].Pos.Y= ry; v[1].Pos.Z= rz;
85 v[2].Pos.X=-rx; v[2].Pos.Y=-ry; v[2].Pos.Z= rz;
86 v[3].Pos.X= rx; v[3].Pos.Y=-ry, v[3].Pos.Z= rz;
89 v[0].Pos.X=-rx; v[0].Pos.Y= ry; v[0].Pos.Z= rz;
90 v[1].Pos.X=-rx; v[1].Pos.Y= ry; v[1].Pos.Z=-rz;
91 v[2].Pos.X=-rx; v[2].Pos.Y=-ry; v[2].Pos.Z=-rz;
92 v[3].Pos.X=-rx; v[3].Pos.Y=-ry, v[3].Pos.Z= rz;
95 v[0].Pos.X= rx; v[0].Pos.Y=-ry; v[0].Pos.Z= rz;
96 v[1].Pos.X=-rx; v[1].Pos.Y=-ry; v[1].Pos.Z= rz;
97 v[2].Pos.X=-rx; v[2].Pos.Y=-ry; v[2].Pos.Z=-rz;
98 v[3].Pos.X= rx; v[3].Pos.Y=-ry, v[3].Pos.Z=-rz;
104 v[0].TCoords.X=tu0+txus*txc[0]; v[0].TCoords.Y=tv0+txvs*txc[3];
105 v[1].TCoords.X=tu0+txus*txc[2]; v[1].TCoords.Y=tv0+txvs*txc[3];
106 v[2].TCoords.X=tu0+txus*txc[2]; v[2].TCoords.Y=tv0+txvs*txc[1];
107 v[3].TCoords.X=tu0+txus*txc[0]; v[3].TCoords.Y=tv0+txvs*txc[1];
111 for(u16 i=0; i<4; i++)
113 u16 indices[] = {0,1,2,2,3,0};
114 collector->append(material, v, 4, indices, 6);
122 void mapblock_mesh_generate_special(MeshMakeData *data,
123 MeshCollector &collector)
126 //TimeTaker timer("mapblock_mesh_generate_special()");
131 bool new_style_water = g_settings.getBool("new_style_water");
132 bool new_style_leaves = g_settings.getBool("new_style_leaves");
133 //bool smooth_lighting = g_settings.getBool("smooth_lighting");
134 bool invisible_stone = g_settings.getBool("invisible_stone");
136 float node_liquid_level = 1.0;
138 node_liquid_level = 0.85;
140 v3s16 blockpos_nodes = data->m_blockpos*MAP_BLOCKSIZE;
142 // New-style leaves material
143 video::SMaterial material_leaves1;
144 material_leaves1.setFlag(video::EMF_LIGHTING, false);
145 //material_leaves1.setFlag(video::EMF_BACK_FACE_CULLING, false);
146 material_leaves1.setFlag(video::EMF_BILINEAR_FILTER, false);
147 material_leaves1.setFlag(video::EMF_FOG_ENABLE, true);
148 material_leaves1.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
149 AtlasPointer pa_leaves1 = g_texturesource->getTexture(
150 g_texturesource->getTextureId("leaves.png"));
151 material_leaves1.setTexture(0, pa_leaves1.atlas);
154 video::SMaterial material_glass;
155 material_glass.setFlag(video::EMF_LIGHTING, false);
156 material_glass.setFlag(video::EMF_BILINEAR_FILTER, false);
157 material_glass.setFlag(video::EMF_FOG_ENABLE, true);
158 material_glass.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
159 AtlasPointer pa_glass = g_texturesource->getTexture(
160 g_texturesource->getTextureId("glass.png"));
161 material_glass.setTexture(0, pa_glass.atlas);
164 video::SMaterial material_wood;
165 material_wood.setFlag(video::EMF_LIGHTING, false);
166 material_wood.setFlag(video::EMF_BILINEAR_FILTER, false);
167 material_wood.setFlag(video::EMF_FOG_ENABLE, true);
168 material_wood.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
169 AtlasPointer pa_wood = g_texturesource->getTexture(
170 g_texturesource->getTextureId("wood.png"));
171 material_wood.setTexture(0, pa_wood.atlas);
173 // General ground material for special output
174 // Texture is modified just before usage
175 video::SMaterial material_general;
176 material_general.setFlag(video::EMF_LIGHTING, false);
177 material_general.setFlag(video::EMF_BILINEAR_FILTER, false);
178 material_general.setFlag(video::EMF_FOG_ENABLE, true);
179 material_general.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
183 video::SMaterial material_papyrus;
184 material_papyrus.setFlag(video::EMF_LIGHTING, false);
185 material_papyrus.setFlag(video::EMF_BILINEAR_FILTER, false);
186 material_papyrus.setFlag(video::EMF_FOG_ENABLE, true);
187 material_papyrus.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
188 AtlasPointer pa_papyrus = g_texturesource->getTexture(
189 g_texturesource->getTextureId("papyrus.png"));
190 material_papyrus.setTexture(0, pa_papyrus.atlas);
192 // junglegrass material
193 video::SMaterial material_junglegrass;
194 material_junglegrass.setFlag(video::EMF_LIGHTING, false);
195 material_junglegrass.setFlag(video::EMF_BILINEAR_FILTER, false);
196 material_junglegrass.setFlag(video::EMF_FOG_ENABLE, true);
197 material_junglegrass.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
198 AtlasPointer pa_junglegrass = g_texturesource->getTexture(
199 g_texturesource->getTextureId("junglegrass.png"));
200 material_junglegrass.setTexture(0, pa_junglegrass.atlas);
202 for(s16 z=0; z<MAP_BLOCKSIZE; z++)
203 for(s16 y=0; y<MAP_BLOCKSIZE; y++)
204 for(s16 x=0; x<MAP_BLOCKSIZE; x++)
208 MapNode n = data->m_vmanip.getNodeNoEx(blockpos_nodes+p);
213 if(n.getContent() == CONTENT_TORCH)
215 video::SColor c(255,255,255,255);
217 // Wall at X+ of node
218 video::S3DVertex vertices[4] =
220 video::S3DVertex(-BS/2,-BS/2,0, 0,0,0, c, 0,1),
221 video::S3DVertex(BS/2,-BS/2,0, 0,0,0, c, 1,1),
222 video::S3DVertex(BS/2,BS/2,0, 0,0,0, c, 1,0),
223 video::S3DVertex(-BS/2,BS/2,0, 0,0,0, c, 0,0),
226 v3s16 dir = unpackDir(n.param2);
228 for(s32 i=0; i<4; i++)
230 if(dir == v3s16(1,0,0))
231 vertices[i].Pos.rotateXZBy(0);
232 if(dir == v3s16(-1,0,0))
233 vertices[i].Pos.rotateXZBy(180);
234 if(dir == v3s16(0,0,1))
235 vertices[i].Pos.rotateXZBy(90);
236 if(dir == v3s16(0,0,-1))
237 vertices[i].Pos.rotateXZBy(-90);
238 if(dir == v3s16(0,-1,0))
239 vertices[i].Pos.rotateXZBy(45);
240 if(dir == v3s16(0,1,0))
241 vertices[i].Pos.rotateXZBy(-45);
243 vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
247 video::SMaterial material;
248 material.setFlag(video::EMF_LIGHTING, false);
249 material.setFlag(video::EMF_BACK_FACE_CULLING, false);
250 material.setFlag(video::EMF_BILINEAR_FILTER, false);
251 //material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
252 material.MaterialType
253 = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
255 if(dir == v3s16(0,-1,0))
256 material.setTexture(0,
257 g_texturesource->getTextureRaw("torch_on_floor.png"));
258 else if(dir == v3s16(0,1,0))
259 material.setTexture(0,
260 g_texturesource->getTextureRaw("torch_on_ceiling.png"));
261 // For backwards compatibility
262 else if(dir == v3s16(0,0,0))
263 material.setTexture(0,
264 g_texturesource->getTextureRaw("torch_on_floor.png"));
266 material.setTexture(0,
267 g_texturesource->getTextureRaw("torch.png"));
269 u16 indices[] = {0,1,2,2,3,0};
270 // Add to mesh collector
271 collector.append(material, vertices, 4, indices, 6);
276 else if(n.getContent() == CONTENT_SIGN_WALL)
278 u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio));
279 video::SColor c = MapBlock_LightColor(255, l);
281 float d = (float)BS/16;
282 // Wall at X+ of node
283 video::S3DVertex vertices[4] =
285 video::S3DVertex(BS/2-d,-BS/2,-BS/2, 0,0,0, c, 0,1),
286 video::S3DVertex(BS/2-d,-BS/2,BS/2, 0,0,0, c, 1,1),
287 video::S3DVertex(BS/2-d,BS/2,BS/2, 0,0,0, c, 1,0),
288 video::S3DVertex(BS/2-d,BS/2,-BS/2, 0,0,0, c, 0,0),
291 v3s16 dir = unpackDir(n.param2);
293 for(s32 i=0; i<4; i++)
295 if(dir == v3s16(1,0,0))
296 vertices[i].Pos.rotateXZBy(0);
297 if(dir == v3s16(-1,0,0))
298 vertices[i].Pos.rotateXZBy(180);
299 if(dir == v3s16(0,0,1))
300 vertices[i].Pos.rotateXZBy(90);
301 if(dir == v3s16(0,0,-1))
302 vertices[i].Pos.rotateXZBy(-90);
303 if(dir == v3s16(0,-1,0))
304 vertices[i].Pos.rotateXYBy(-90);
305 if(dir == v3s16(0,1,0))
306 vertices[i].Pos.rotateXYBy(90);
308 vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
312 video::SMaterial material;
313 material.setFlag(video::EMF_LIGHTING, false);
314 material.setFlag(video::EMF_BACK_FACE_CULLING, false);
315 material.setFlag(video::EMF_BILINEAR_FILTER, false);
316 material.setFlag(video::EMF_FOG_ENABLE, true);
317 //material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
318 material.MaterialType
319 = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
321 material.setTexture(0,
322 g_texturesource->getTextureRaw("sign_wall.png"));
324 u16 indices[] = {0,1,2,2,3,0};
325 // Add to mesh collector
326 collector.append(material, vertices, 4, indices, 6);
329 Add flowing liquid to mesh
331 else if(content_features(n).liquid_type == LIQUID_FLOWING)
333 assert(content_features(n).special_material);
334 video::SMaterial &liquid_material =
335 *content_features(n).special_material;
336 assert(content_features(n).special_atlas);
337 AtlasPointer &pa_liquid1 =
338 *content_features(n).special_atlas;
340 bool top_is_same_liquid = false;
341 MapNode ntop = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z));
342 content_t c_flowing = content_features(n).liquid_alternative_flowing;
343 content_t c_source = content_features(n).liquid_alternative_source;
344 if(ntop.getContent() == c_flowing || ntop.getContent() == c_source)
345 top_is_same_liquid = true;
348 // Use the light of the node on top if possible
349 if(content_features(ntop).param_type == CPT_LIGHT)
350 l = decode_light(ntop.getLightBlend(data->m_daynight_ratio));
351 // Otherwise use the light of this node (the liquid)
353 l = decode_light(n.getLightBlend(data->m_daynight_ratio));
354 video::SColor c = MapBlock_LightColor(
355 content_features(n).vertex_alpha, l);
357 // Neighbor liquid levels (key = relative position)
358 // Includes current node
359 core::map<v3s16, f32> neighbor_levels;
360 core::map<v3s16, content_t> neighbor_contents;
361 core::map<v3s16, u8> neighbor_flags;
362 const u8 neighborflag_top_is_same_liquid = 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.getContent() != CONTENT_IGNORE)
384 content = n2.getContent();
386 if(n2.getContent() == c_source)
387 level = (-0.5+node_liquid_level) * BS;
388 else if(n2.getContent() == c_flowing)
389 level = (-0.5 + ((float)n2.param2 + 0.5) / 8.0
390 * node_liquid_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.getContent() == c_source ||
398 n2.getContent() == c_flowing)
399 flags |= neighborflag_top_is_same_liquid;
402 neighbor_levels.insert(neighbor_dirs[i], level);
403 neighbor_contents.insert(neighbor_dirs[i], content);
404 neighbor_flags.insert(neighbor_dirs[i], flags);
407 //float liquid_level = (-0.5 + ((float)n.param2 + 0.5) / 8.0) * BS;
408 //float liquid_level = neighbor_levels[v3s16(0,0,0)];
410 // Corner heights (average between four liquids)
411 f32 corner_levels[4];
413 v3s16 halfdirs[4] = {
419 for(u32 i=0; i<4; i++)
421 v3s16 cornerdir = halfdirs[i];
422 float cornerlevel = 0;
424 for(u32 j=0; j<4; j++)
426 v3s16 neighbordir = cornerdir - halfdirs[j];
427 u8 content = neighbor_contents[neighbordir];
428 // Special case for source nodes
429 if(content == c_source)
431 cornerlevel = (-0.5+node_liquid_level)*BS;
435 else if(content == c_flowing)
437 cornerlevel += neighbor_levels[neighbordir];
440 else if(content == CONTENT_AIR)
442 cornerlevel += -0.5*BS;
447 cornerlevel /= valid_count;
448 corner_levels[i] = cornerlevel;
455 v3s16 side_dirs[4] = {
461 s16 side_corners[4][2] = {
467 for(u32 i=0; i<4; i++)
469 v3s16 dir = side_dirs[i];
472 If our topside is liquid and neighbor's topside
473 is liquid, don't draw side face
475 if(top_is_same_liquid &&
476 neighbor_flags[dir] & neighborflag_top_is_same_liquid)
479 u8 neighbor_content = neighbor_contents[dir];
481 // Don't draw face if neighbor is not air or liquid
482 if(neighbor_content != CONTENT_AIR
483 && neighbor_content != c_source)
486 bool neighbor_is_liquid = (neighbor_content == c_source);
488 // Don't draw any faces if neighbor is liquid and top is liquid
489 if(neighbor_is_liquid == true && top_is_same_liquid == false)
492 video::S3DVertex vertices[4] =
494 /*video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,1),
495 video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,1),
496 video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,0),
497 video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,0),*/
498 video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
499 pa_liquid1.x0(), pa_liquid1.y1()),
500 video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
501 pa_liquid1.x1(), pa_liquid1.y1()),
502 video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
503 pa_liquid1.x1(), pa_liquid1.y0()),
504 video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
505 pa_liquid1.x0(), pa_liquid1.y0()),
509 If our topside is liquid, set upper border of face
510 at upper border of node
512 if(top_is_same_liquid)
514 vertices[2].Pos.Y = 0.5*BS;
515 vertices[3].Pos.Y = 0.5*BS;
518 Otherwise upper position of face is corner levels
522 vertices[2].Pos.Y = corner_levels[side_corners[i][0]];
523 vertices[3].Pos.Y = corner_levels[side_corners[i][1]];
527 If neighbor is liquid, lower border of face is corner
530 if(neighbor_is_liquid)
532 vertices[0].Pos.Y = corner_levels[side_corners[i][1]];
533 vertices[1].Pos.Y = corner_levels[side_corners[i][0]];
536 If neighbor is not liquid, lower border of face is
541 vertices[0].Pos.Y = -0.5*BS;
542 vertices[1].Pos.Y = -0.5*BS;
545 for(s32 j=0; j<4; j++)
547 if(dir == v3s16(0,0,1))
548 vertices[j].Pos.rotateXZBy(0);
549 if(dir == v3s16(0,0,-1))
550 vertices[j].Pos.rotateXZBy(180);
551 if(dir == v3s16(-1,0,0))
552 vertices[j].Pos.rotateXZBy(90);
553 if(dir == v3s16(1,0,-0))
554 vertices[j].Pos.rotateXZBy(-90);
556 vertices[j].Pos += intToFloat(p + blockpos_nodes, BS);
559 u16 indices[] = {0,1,2,2,3,0};
560 // Add to mesh collector
561 collector.append(liquid_material, vertices, 4, indices, 6);
565 Generate top side, if appropriate
568 if(top_is_same_liquid == false)
570 video::S3DVertex vertices[4] =
572 /*video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c, 0,1),
573 video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c, 1,1),
574 video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,0),
575 video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,0),*/
576 video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
577 pa_liquid1.x0(), pa_liquid1.y1()),
578 video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
579 pa_liquid1.x1(), pa_liquid1.y1()),
580 video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c,
581 pa_liquid1.x1(), pa_liquid1.y0()),
582 video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c,
583 pa_liquid1.x0(), pa_liquid1.y0()),
586 // This fixes a strange bug
587 s32 corner_resolve[4] = {3,2,1,0};
589 for(s32 i=0; i<4; i++)
591 //vertices[i].Pos.Y += liquid_level;
592 //vertices[i].Pos.Y += neighbor_levels[v3s16(0,0,0)];
593 s32 j = corner_resolve[i];
594 vertices[i].Pos.Y += corner_levels[j];
595 vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
598 u16 indices[] = {0,1,2,2,3,0};
599 // Add to mesh collector
600 collector.append(liquid_material, vertices, 4, indices, 6);
604 Add water sources to mesh if using new style
606 else if(content_features(n).liquid_type == LIQUID_SOURCE
609 assert(content_features(n).special_material);
610 video::SMaterial &liquid_material =
611 *content_features(n).special_material;
612 assert(content_features(n).special_atlas);
613 AtlasPointer &pa_liquid1 =
614 *content_features(n).special_atlas;
616 bool top_is_air = false;
617 MapNode n = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z));
618 if(n.getContent() == CONTENT_AIR)
621 if(top_is_air == false)
624 u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio));
625 video::SColor c = MapBlock_LightColor(
626 content_features(n).vertex_alpha, l);
628 video::S3DVertex vertices[4] =
630 /*video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c, 0,1),
631 video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c, 1,1),
632 video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,0),
633 video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,0),*/
634 video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
635 pa_liquid1.x0(), pa_liquid1.y1()),
636 video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
637 pa_liquid1.x1(), pa_liquid1.y1()),
638 video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c,
639 pa_liquid1.x1(), pa_liquid1.y0()),
640 video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c,
641 pa_liquid1.x0(), pa_liquid1.y0()),
644 for(s32 i=0; i<4; i++)
646 vertices[i].Pos.Y += (-0.5+node_liquid_level)*BS;
647 vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
650 u16 indices[] = {0,1,2,2,3,0};
651 // Add to mesh collector
652 collector.append(liquid_material, vertices, 4, indices, 6);
655 Add leaves if using new style
657 else if(n.getContent() == CONTENT_LEAVES && new_style_leaves)
659 /*u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio));*/
660 u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio)));
661 video::SColor c = MapBlock_LightColor(255, l);
663 for(u32 j=0; j<6; j++)
665 video::S3DVertex vertices[4] =
667 /*video::S3DVertex(-BS/2,-BS/2,BS/2, 0,0,0, c, 0,1),
668 video::S3DVertex(BS/2,-BS/2,BS/2, 0,0,0, c, 1,1),
669 video::S3DVertex(BS/2,BS/2,BS/2, 0,0,0, c, 1,0),
670 video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c, 0,0),*/
671 video::S3DVertex(-BS/2,-BS/2,BS/2, 0,0,0, c,
672 pa_leaves1.x0(), pa_leaves1.y1()),
673 video::S3DVertex(BS/2,-BS/2,BS/2, 0,0,0, c,
674 pa_leaves1.x1(), pa_leaves1.y1()),
675 video::S3DVertex(BS/2,BS/2,BS/2, 0,0,0, c,
676 pa_leaves1.x1(), pa_leaves1.y0()),
677 video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c,
678 pa_leaves1.x0(), pa_leaves1.y0()),
683 for(u16 i=0; i<4; i++)
684 vertices[i].Pos.rotateXZBy(0);
688 for(u16 i=0; i<4; i++)
689 vertices[i].Pos.rotateXZBy(180);
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.rotateXZBy(90);
703 for(u16 i=0; i<4; i++)
704 vertices[i].Pos.rotateYZBy(-90);
708 for(u16 i=0; i<4; i++)
709 vertices[i].Pos.rotateYZBy(90);
712 for(u16 i=0; i<4; i++)
714 vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
717 u16 indices[] = {0,1,2,2,3,0};
718 // Add to mesh collector
719 collector.append(material_leaves1, vertices, 4, indices, 6);
725 else if(n.getContent() == CONTENT_GLASS)
727 u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio)));
728 video::SColor c = MapBlock_LightColor(255, l);
730 for(u32 j=0; j<6; j++)
732 video::S3DVertex vertices[4] =
734 video::S3DVertex(-BS/2,-BS/2,BS/2, 0,0,0, c,
735 pa_glass.x0(), pa_glass.y1()),
736 video::S3DVertex(BS/2,-BS/2,BS/2, 0,0,0, c,
737 pa_glass.x1(), pa_glass.y1()),
738 video::S3DVertex(BS/2,BS/2,BS/2, 0,0,0, c,
739 pa_glass.x1(), pa_glass.y0()),
740 video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c,
741 pa_glass.x0(), pa_glass.y0()),
746 for(u16 i=0; i<4; i++)
747 vertices[i].Pos.rotateXZBy(0);
751 for(u16 i=0; i<4; i++)
752 vertices[i].Pos.rotateXZBy(180);
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.rotateXZBy(90);
766 for(u16 i=0; i<4; i++)
767 vertices[i].Pos.rotateYZBy(-90);
771 for(u16 i=0; i<4; i++)
772 vertices[i].Pos.rotateYZBy(90);
775 for(u16 i=0; i<4; i++)
777 vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
780 u16 indices[] = {0,1,2,2,3,0};
781 // Add to mesh collector
782 collector.append(material_glass, vertices, 4, indices, 6);
788 else if(n.getContent() == CONTENT_FENCE)
790 u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio)));
791 video::SColor c = MapBlock_LightColor(255, l);
793 const f32 post_rad=(f32)BS/10;
794 const f32 bar_rad=(f32)BS/20;
795 const f32 bar_len=(f32)(BS/2)-post_rad;
797 // The post - always present
798 v3f pos = intToFloat(p+blockpos_nodes, BS);
806 makeCuboid(material_wood, &collector,
808 post_rad,BS/2,post_rad, postuv);
810 // Now a section of fence, +X, if there's a post there
813 MapNode n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
814 if(n2.getContent() == CONTENT_FENCE)
816 pos = intToFloat(p+blockpos_nodes, BS);
826 makeCuboid(material_wood, &collector,
828 bar_len,bar_rad,bar_rad, xrailuv);
831 makeCuboid(material_wood, &collector,
833 bar_len,bar_rad,bar_rad, xrailuv);
836 // Now a section of fence, +Z, if there's a post there
839 n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
840 if(n2.getContent() == CONTENT_FENCE)
842 pos = intToFloat(p+blockpos_nodes, BS);
852 makeCuboid(material_wood, &collector,
854 bar_rad,bar_rad,bar_len, zrailuv);
856 makeCuboid(material_wood, &collector,
858 bar_rad,bar_rad,bar_len, zrailuv);
865 Add stones with minerals if stone is invisible
867 else if(n.getContent() == CONTENT_STONE && invisible_stone && n.getMineral() != MINERAL_NONE)
869 for(u32 j=0; j<6; j++)
871 // NOTE: Hopefully g_6dirs[j] is the right direction...
872 v3s16 dir = g_6dirs[j];
874 MapNode n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + dir);
875 if(content_features(n2).param_type == CPT_LIGHT)
876 l = decode_light(n2.getLightBlend(data->m_daynight_ratio));
880 video::SColor c = MapBlock_LightColor(255, l);
882 // Get the right texture
883 TileSpec ts = n.getTile(dir);
884 AtlasPointer ap = ts.texture;
885 material_general.setTexture(0, ap.atlas);
887 video::S3DVertex vertices[4] =
889 /*video::S3DVertex(-BS/2,-BS/2,BS/2, 0,0,0, c, 0,1),
890 video::S3DVertex(BS/2,-BS/2,BS/2, 0,0,0, c, 1,1),
891 video::S3DVertex(BS/2,BS/2,BS/2, 0,0,0, c, 1,0),
892 video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c, 0,0),*/
893 video::S3DVertex(-BS/2,-BS/2,BS/2, 0,0,0, c,
895 video::S3DVertex(BS/2,-BS/2,BS/2, 0,0,0, c,
897 video::S3DVertex(BS/2,BS/2,BS/2, 0,0,0, c,
899 video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c,
905 for(u16 i=0; i<4; i++)
906 vertices[i].Pos.rotateXZBy(0);
910 for(u16 i=0; i<4; i++)
911 vertices[i].Pos.rotateXZBy(180);
915 for(u16 i=0; i<4; i++)
916 vertices[i].Pos.rotateXZBy(-90);
920 for(u16 i=0; i<4; i++)
921 vertices[i].Pos.rotateXZBy(90);
925 for(u16 i=0; i<4; i++)
927 vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
930 u16 indices[] = {0,1,2,2,3,0};
931 // Add to mesh collector
932 collector.append(material_general, vertices, 4, indices, 6);
936 else if(n.getContent() == CONTENT_PAPYRUS)
938 u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio)));
939 video::SColor c = MapBlock_LightColor(255, l);
941 for(u32 j=0; j<4; j++)
943 video::S3DVertex vertices[4] =
945 video::S3DVertex(-BS/2,-BS/2,0, 0,0,0, c,
946 pa_papyrus.x0(), pa_papyrus.y1()),
947 video::S3DVertex(BS/2,-BS/2,0, 0,0,0, c,
948 pa_papyrus.x1(), pa_papyrus.y1()),
949 video::S3DVertex(BS/2,BS/2,0, 0,0,0, c,
950 pa_papyrus.x1(), pa_papyrus.y0()),
951 video::S3DVertex(-BS/2,BS/2,0, 0,0,0, c,
952 pa_papyrus.x0(), pa_papyrus.y0()),
957 for(u16 i=0; i<4; i++)
958 vertices[i].Pos.rotateXZBy(45);
962 for(u16 i=0; i<4; i++)
963 vertices[i].Pos.rotateXZBy(-45);
967 for(u16 i=0; i<4; i++)
968 vertices[i].Pos.rotateXZBy(135);
972 for(u16 i=0; i<4; i++)
973 vertices[i].Pos.rotateXZBy(-135);
976 for(u16 i=0; i<4; i++)
978 vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
981 u16 indices[] = {0,1,2,2,3,0};
982 // Add to mesh collector
983 collector.append(material_papyrus, vertices, 4, indices, 6);
986 else if(n.getContent() == CONTENT_JUNGLEGRASS)
988 u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio)));
989 video::SColor c = MapBlock_LightColor(255, l);
991 for(u32 j=0; j<4; j++)
993 video::S3DVertex vertices[4] =
995 video::S3DVertex(-BS/2,-BS/2,0, 0,0,0, c,
996 pa_papyrus.x0(), pa_papyrus.y1()),
997 video::S3DVertex(BS/2,-BS/2,0, 0,0,0, c,
998 pa_papyrus.x1(), pa_papyrus.y1()),
999 video::S3DVertex(BS/2,BS/1,0, 0,0,0, c,
1000 pa_papyrus.x1(), pa_papyrus.y0()),
1001 video::S3DVertex(-BS/2,BS/1,0, 0,0,0, c,
1002 pa_papyrus.x0(), pa_papyrus.y0()),
1007 for(u16 i=0; i<4; i++)
1008 vertices[i].Pos.rotateXZBy(45);
1012 for(u16 i=0; i<4; i++)
1013 vertices[i].Pos.rotateXZBy(-45);
1017 for(u16 i=0; i<4; i++)
1018 vertices[i].Pos.rotateXZBy(135);
1022 for(u16 i=0; i<4; i++)
1023 vertices[i].Pos.rotateXZBy(-135);
1026 for(u16 i=0; i<4; i++)
1028 vertices[i].Pos *= 1.3;
1029 vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
1032 u16 indices[] = {0,1,2,2,3,0};
1033 // Add to mesh collector
1034 collector.append(material_junglegrass, vertices, 4, indices, 6);
1037 else if(n.getContent() == CONTENT_RAIL)
1039 u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio));
1040 video::SColor c = MapBlock_LightColor(255, l);
1042 bool is_rail_x [] = { false, false }; /* x-1, x+1 */
1043 bool is_rail_z [] = { false, false }; /* z-1, z+1 */
1045 MapNode n_minus_x = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x-1,y,z));
1046 MapNode n_plus_x = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x+1,y,z));
1047 MapNode n_minus_z = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y,z-1));
1048 MapNode n_plus_z = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y,z+1));
1050 if(n_minus_x.getContent() == CONTENT_RAIL)
1051 is_rail_x[0] = true;
1052 if(n_plus_x.getContent() == CONTENT_RAIL)
1053 is_rail_x[1] = true;
1054 if(n_minus_z.getContent() == CONTENT_RAIL)
1055 is_rail_z[0] = true;
1056 if(n_plus_z.getContent() == CONTENT_RAIL)
1057 is_rail_z[1] = true;
1059 float d = (float)BS/16;
1060 video::S3DVertex vertices[4] =
1062 video::S3DVertex(-BS/2,-BS/2+d,-BS/2, 0,0,0, c,
1064 video::S3DVertex(BS/2,-BS/2+d,-BS/2, 0,0,0, c,
1066 video::S3DVertex(BS/2,-BS/2+d,BS/2, 0,0,0, c,
1068 video::S3DVertex(-BS/2,-BS/2+d,BS/2, 0,0,0, c,
1072 video::SMaterial material_rail;
1073 material_rail.setFlag(video::EMF_LIGHTING, false);
1074 material_rail.setFlag(video::EMF_BACK_FACE_CULLING, false);
1075 material_rail.setFlag(video::EMF_BILINEAR_FILTER, false);
1076 material_rail.setFlag(video::EMF_FOG_ENABLE, true);
1077 material_rail.MaterialType
1078 = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
1080 int adjacencies = is_rail_x[0] + is_rail_x[1] + is_rail_z[0] + is_rail_z[1];
1084 material_rail.setTexture(0, g_texturesource->getTextureRaw("rail.png"));
1085 else if(adjacencies == 2)
1087 if((is_rail_x[0] && is_rail_x[1]) || (is_rail_z[0] && is_rail_z[1]))
1088 material_rail.setTexture(0, g_texturesource->getTextureRaw("rail.png"));
1090 material_rail.setTexture(0, g_texturesource->getTextureRaw("rail_curved.png"));
1092 else if(adjacencies == 3)
1093 material_rail.setTexture(0, g_texturesource->getTextureRaw("rail_t_junction.png"));
1094 else if(adjacencies == 4)
1095 material_rail.setTexture(0, g_texturesource->getTextureRaw("rail_crossing.png"));
1100 if(adjacencies == 1)
1102 if(is_rail_x[0] || is_rail_x[1])
1105 else if(adjacencies == 2)
1107 if(is_rail_x[0] && is_rail_x[1])
1109 else if(is_rail_x[0] && is_rail_z[0])
1111 else if(is_rail_x[0] && is_rail_z[1])
1113 else if(is_rail_x[1] && is_rail_z[1])
1116 else if(adjacencies == 3)
1129 for(u16 i=0; i<4; i++)
1130 vertices[i].Pos.rotateXZBy(angle);
1133 for(s32 i=0; i<4; i++)
1135 vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
1138 u16 indices[] = {0,1,2,2,3,0};
1139 collector.append(material_rail, vertices, 4, indices, 6);
1141 else if (n.getContent() == CONTENT_LADDER) {
1142 u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio));
1143 video::SColor c(255,l,l,l);
1145 float d = (float)BS/16;
1147 // Assume wall is at X+
1148 video::S3DVertex vertices[4] =
1150 video::S3DVertex(BS/2-d,-BS/2,-BS/2, 0,0,0, c, 0,1),
1151 video::S3DVertex(BS/2-d,-BS/2,BS/2, 0,0,0, c, 1,1),
1152 video::S3DVertex(BS/2-d,BS/2,BS/2, 0,0,0, c, 1,0),
1153 video::S3DVertex(BS/2-d,BS/2,-BS/2, 0,0,0, c, 0,0),
1156 v3s16 dir = unpackDir(n.param2);
1158 for(s32 i=0; i<4; i++)
1160 if(dir == v3s16(1,0,0))
1161 vertices[i].Pos.rotateXZBy(0);
1162 if(dir == v3s16(-1,0,0))
1163 vertices[i].Pos.rotateXZBy(180);
1164 if(dir == v3s16(0,0,1))
1165 vertices[i].Pos.rotateXZBy(90);
1166 if(dir == v3s16(0,0,-1))
1167 vertices[i].Pos.rotateXZBy(-90);
1168 if(dir == v3s16(0,-1,0))
1169 vertices[i].Pos.rotateXYBy(-90);
1170 if(dir == v3s16(0,1,0))
1171 vertices[i].Pos.rotateXYBy(90);
1173 vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
1176 video::SMaterial material_ladder;
1177 material_ladder.setFlag(video::EMF_LIGHTING, false);
1178 material_ladder.setFlag(video::EMF_BACK_FACE_CULLING, false);
1179 material_ladder.setFlag(video::EMF_BILINEAR_FILTER, false);
1180 material_ladder.setFlag(video::EMF_FOG_ENABLE, true);
1181 material_ladder.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
1182 material_ladder.setTexture(0, g_texturesource->getTextureRaw("ladder.png"));
1184 u16 indices[] = {0,1,2,2,3,0};
1185 // Add to mesh collector
1186 collector.append(material_ladder, vertices, 4, indices, 6);