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_water_level = 1.0;
138 node_water_level = 0.85;
140 v3s16 blockpos_nodes = data->m_blockpos*MAP_BLOCKSIZE;
142 // Flowing water material
143 video::SMaterial material_water1;
144 material_water1.setFlag(video::EMF_LIGHTING, false);
145 material_water1.setFlag(video::EMF_BACK_FACE_CULLING, false);
146 material_water1.setFlag(video::EMF_BILINEAR_FILTER, false);
147 material_water1.setFlag(video::EMF_FOG_ENABLE, true);
148 material_water1.MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA;
149 AtlasPointer pa_water1 = g_texturesource->getTexture(
150 g_texturesource->getTextureId("water.png"));
151 material_water1.setTexture(0, pa_water1.atlas);
153 // New-style leaves material
154 video::SMaterial material_leaves1;
155 material_leaves1.setFlag(video::EMF_LIGHTING, false);
156 //material_leaves1.setFlag(video::EMF_BACK_FACE_CULLING, false);
157 material_leaves1.setFlag(video::EMF_BILINEAR_FILTER, false);
158 material_leaves1.setFlag(video::EMF_FOG_ENABLE, true);
159 material_leaves1.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
160 AtlasPointer pa_leaves1 = g_texturesource->getTexture(
161 g_texturesource->getTextureId("leaves.png"));
162 material_leaves1.setTexture(0, pa_leaves1.atlas);
165 video::SMaterial material_glass;
166 material_glass.setFlag(video::EMF_LIGHTING, false);
167 material_glass.setFlag(video::EMF_BILINEAR_FILTER, false);
168 material_glass.setFlag(video::EMF_FOG_ENABLE, true);
169 material_glass.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
170 AtlasPointer pa_glass = g_texturesource->getTexture(
171 g_texturesource->getTextureId("glass.png"));
172 material_glass.setTexture(0, pa_glass.atlas);
175 video::SMaterial material_wood;
176 material_wood.setFlag(video::EMF_LIGHTING, false);
177 material_wood.setFlag(video::EMF_BILINEAR_FILTER, false);
178 material_wood.setFlag(video::EMF_FOG_ENABLE, true);
179 material_wood.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
180 AtlasPointer pa_wood = g_texturesource->getTexture(
181 g_texturesource->getTextureId("wood.png"));
182 material_wood.setTexture(0, pa_wood.atlas);
184 // General ground material for special output
185 // Texture is modified just before usage
186 video::SMaterial material_general;
187 material_general.setFlag(video::EMF_LIGHTING, false);
188 material_general.setFlag(video::EMF_BILINEAR_FILTER, false);
189 material_general.setFlag(video::EMF_FOG_ENABLE, true);
190 material_general.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
194 video::SMaterial material_papyrus;
195 material_papyrus.setFlag(video::EMF_LIGHTING, false);
196 material_papyrus.setFlag(video::EMF_BILINEAR_FILTER, false);
197 material_papyrus.setFlag(video::EMF_FOG_ENABLE, true);
198 material_papyrus.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
199 AtlasPointer pa_papyrus = g_texturesource->getTexture(
200 g_texturesource->getTextureId("papyrus.png"));
201 material_papyrus.setTexture(0, pa_papyrus.atlas);
203 // junglegrass material
204 video::SMaterial material_junglegrass;
205 material_junglegrass.setFlag(video::EMF_LIGHTING, false);
206 material_junglegrass.setFlag(video::EMF_BILINEAR_FILTER, false);
207 material_junglegrass.setFlag(video::EMF_FOG_ENABLE, true);
208 material_junglegrass.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
209 AtlasPointer pa_junglegrass = g_texturesource->getTexture(
210 g_texturesource->getTextureId("junglegrass.png"));
211 material_junglegrass.setTexture(0, pa_junglegrass.atlas);
213 for(s16 z=0; z<MAP_BLOCKSIZE; z++)
214 for(s16 y=0; y<MAP_BLOCKSIZE; y++)
215 for(s16 x=0; x<MAP_BLOCKSIZE; x++)
219 MapNode n = data->m_vmanip.getNodeNoEx(blockpos_nodes+p);
224 if(n.getContent() == CONTENT_TORCH)
226 video::SColor c(255,255,255,255);
228 // Wall at X+ of node
229 video::S3DVertex vertices[4] =
231 video::S3DVertex(-BS/2,-BS/2,0, 0,0,0, c, 0,1),
232 video::S3DVertex(BS/2,-BS/2,0, 0,0,0, c, 1,1),
233 video::S3DVertex(BS/2,BS/2,0, 0,0,0, c, 1,0),
234 video::S3DVertex(-BS/2,BS/2,0, 0,0,0, c, 0,0),
237 v3s16 dir = unpackDir(n.param2);
239 for(s32 i=0; i<4; i++)
241 if(dir == v3s16(1,0,0))
242 vertices[i].Pos.rotateXZBy(0);
243 if(dir == v3s16(-1,0,0))
244 vertices[i].Pos.rotateXZBy(180);
245 if(dir == v3s16(0,0,1))
246 vertices[i].Pos.rotateXZBy(90);
247 if(dir == v3s16(0,0,-1))
248 vertices[i].Pos.rotateXZBy(-90);
249 if(dir == v3s16(0,-1,0))
250 vertices[i].Pos.rotateXZBy(45);
251 if(dir == v3s16(0,1,0))
252 vertices[i].Pos.rotateXZBy(-45);
254 vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
258 video::SMaterial material;
259 material.setFlag(video::EMF_LIGHTING, false);
260 material.setFlag(video::EMF_BACK_FACE_CULLING, false);
261 material.setFlag(video::EMF_BILINEAR_FILTER, false);
262 //material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
263 material.MaterialType
264 = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
266 if(dir == v3s16(0,-1,0))
267 material.setTexture(0,
268 g_texturesource->getTextureRaw("torch_on_floor.png"));
269 else if(dir == v3s16(0,1,0))
270 material.setTexture(0,
271 g_texturesource->getTextureRaw("torch_on_ceiling.png"));
272 // For backwards compatibility
273 else if(dir == v3s16(0,0,0))
274 material.setTexture(0,
275 g_texturesource->getTextureRaw("torch_on_floor.png"));
277 material.setTexture(0,
278 g_texturesource->getTextureRaw("torch.png"));
280 u16 indices[] = {0,1,2,2,3,0};
281 // Add to mesh collector
282 collector.append(material, vertices, 4, indices, 6);
287 else if(n.getContent() == CONTENT_SIGN_WALL)
289 u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio));
290 video::SColor c = MapBlock_LightColor(255, l);
292 float d = (float)BS/16;
293 // Wall at X+ of node
294 video::S3DVertex vertices[4] =
296 video::S3DVertex(BS/2-d,-BS/2,-BS/2, 0,0,0, c, 0,1),
297 video::S3DVertex(BS/2-d,-BS/2,BS/2, 0,0,0, c, 1,1),
298 video::S3DVertex(BS/2-d,BS/2,BS/2, 0,0,0, c, 1,0),
299 video::S3DVertex(BS/2-d,BS/2,-BS/2, 0,0,0, c, 0,0),
302 v3s16 dir = unpackDir(n.param2);
304 for(s32 i=0; i<4; i++)
306 if(dir == v3s16(1,0,0))
307 vertices[i].Pos.rotateXZBy(0);
308 if(dir == v3s16(-1,0,0))
309 vertices[i].Pos.rotateXZBy(180);
310 if(dir == v3s16(0,0,1))
311 vertices[i].Pos.rotateXZBy(90);
312 if(dir == v3s16(0,0,-1))
313 vertices[i].Pos.rotateXZBy(-90);
314 if(dir == v3s16(0,-1,0))
315 vertices[i].Pos.rotateXYBy(-90);
316 if(dir == v3s16(0,1,0))
317 vertices[i].Pos.rotateXYBy(90);
319 vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
323 video::SMaterial material;
324 material.setFlag(video::EMF_LIGHTING, false);
325 material.setFlag(video::EMF_BACK_FACE_CULLING, false);
326 material.setFlag(video::EMF_BILINEAR_FILTER, false);
327 material.setFlag(video::EMF_FOG_ENABLE, true);
328 //material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
329 material.MaterialType
330 = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
332 material.setTexture(0,
333 g_texturesource->getTextureRaw("sign_wall.png"));
335 u16 indices[] = {0,1,2,2,3,0};
336 // Add to mesh collector
337 collector.append(material, vertices, 4, indices, 6);
340 Add flowing water to mesh
342 else if(n.getContent() == CONTENT_WATER)
344 bool top_is_water = false;
345 MapNode ntop = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z));
346 if(ntop.getContent() == CONTENT_WATER || ntop.getContent() == CONTENT_WATERSOURCE)
350 // Use the light of the node on top if possible
351 if(content_features(ntop).param_type == CPT_LIGHT)
352 l = decode_light(ntop.getLightBlend(data->m_daynight_ratio));
353 // Otherwise use the light of this node (the water)
355 l = decode_light(n.getLightBlend(data->m_daynight_ratio));
356 video::SColor c = MapBlock_LightColor(WATER_ALPHA, l);
358 // Neighbor water levels (key = relative position)
359 // Includes current node
360 core::map<v3s16, f32> neighbor_levels;
361 core::map<v3s16, content_t> neighbor_contents;
362 core::map<v3s16, u8> neighbor_flags;
363 const u8 neighborflag_top_is_water = 0x01;
364 v3s16 neighbor_dirs[9] = {
375 for(u32 i=0; i<9; i++)
377 u8 content = CONTENT_AIR;
378 float level = -0.5 * BS;
381 v3s16 p2 = p + neighbor_dirs[i];
382 MapNode n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
383 if(n2.getContent() != CONTENT_IGNORE)
385 content = n2.getContent();
387 if(n2.getContent() == CONTENT_WATERSOURCE)
388 level = (-0.5+node_water_level) * BS;
389 else if(n2.getContent() == CONTENT_WATER)
390 level = (-0.5 + ((float)n2.param2 + 0.5) / 8.0
391 * node_water_level) * BS;
393 // Check node above neighbor.
394 // NOTE: This doesn't get executed if neighbor
397 n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
398 if(n2.getContent() == CONTENT_WATERSOURCE || n2.getContent() == CONTENT_WATER)
399 flags |= neighborflag_top_is_water;
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 water_level = (-0.5 + ((float)n.param2 + 0.5) / 8.0) * BS;
408 //float water_level = neighbor_levels[v3s16(0,0,0)];
410 // Corner heights (average between four waters)
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 == CONTENT_WATERSOURCE)
431 cornerlevel = (-0.5+node_water_level)*BS;
435 else if(content == CONTENT_WATER)
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 water and neighbor's topside
473 is water, don't draw side face
476 neighbor_flags[dir] & neighborflag_top_is_water)
479 u8 neighbor_content = neighbor_contents[dir];
481 // Don't draw face if neighbor is not air or water
482 if(neighbor_content != CONTENT_AIR
483 && neighbor_content != CONTENT_WATER)
486 bool neighbor_is_water = (neighbor_content == CONTENT_WATER);
488 // Don't draw any faces if neighbor is water and top is water
489 if(neighbor_is_water == true && top_is_water == 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_water1.x0(), pa_water1.y1()),
500 video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
501 pa_water1.x1(), pa_water1.y1()),
502 video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
503 pa_water1.x1(), pa_water1.y0()),
504 video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
505 pa_water1.x0(), pa_water1.y0()),
509 If our topside is water, set upper border of face
510 at upper border of node
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 water, lower border of face is corner
530 if(neighbor_is_water)
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 water, 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(material_water1, vertices, 4, indices, 6);
565 Generate top side, if appropriate
568 if(top_is_water == 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_water1.x0(), pa_water1.y1()),
578 video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
579 pa_water1.x1(), pa_water1.y1()),
580 video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c,
581 pa_water1.x1(), pa_water1.y0()),
582 video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c,
583 pa_water1.x0(), pa_water1.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 += water_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(material_water1, vertices, 4, indices, 6);
604 Add water sources to mesh if using new style
606 else if(n.getContent() == CONTENT_WATERSOURCE && new_style_water)
608 //bool top_is_water = false;
609 bool top_is_air = false;
610 MapNode n = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z));
611 /*if(n.getContent() == CONTENT_WATER || n.getContent() == CONTENT_WATERSOURCE)
612 top_is_water = true;*/
613 if(n.getContent() == CONTENT_AIR)
616 /*if(top_is_water == true)
618 if(top_is_air == false)
621 u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio));
622 video::SColor c = MapBlock_LightColor(WATER_ALPHA, l);
624 video::S3DVertex vertices[4] =
626 /*video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c, 0,1),
627 video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c, 1,1),
628 video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,0),
629 video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,0),*/
630 video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
631 pa_water1.x0(), pa_water1.y1()),
632 video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
633 pa_water1.x1(), pa_water1.y1()),
634 video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c,
635 pa_water1.x1(), pa_water1.y0()),
636 video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c,
637 pa_water1.x0(), pa_water1.y0()),
640 for(s32 i=0; i<4; i++)
642 vertices[i].Pos.Y += (-0.5+node_water_level)*BS;
643 vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
646 u16 indices[] = {0,1,2,2,3,0};
647 // Add to mesh collector
648 collector.append(material_water1, vertices, 4, indices, 6);
651 Add leaves if using new style
653 else if(n.getContent() == CONTENT_LEAVES && new_style_leaves)
655 /*u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio));*/
656 u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio)));
657 video::SColor c = MapBlock_LightColor(255, l);
659 for(u32 j=0; j<6; j++)
661 video::S3DVertex vertices[4] =
663 /*video::S3DVertex(-BS/2,-BS/2,BS/2, 0,0,0, c, 0,1),
664 video::S3DVertex(BS/2,-BS/2,BS/2, 0,0,0, c, 1,1),
665 video::S3DVertex(BS/2,BS/2,BS/2, 0,0,0, c, 1,0),
666 video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c, 0,0),*/
667 video::S3DVertex(-BS/2,-BS/2,BS/2, 0,0,0, c,
668 pa_leaves1.x0(), pa_leaves1.y1()),
669 video::S3DVertex(BS/2,-BS/2,BS/2, 0,0,0, c,
670 pa_leaves1.x1(), pa_leaves1.y1()),
671 video::S3DVertex(BS/2,BS/2,BS/2, 0,0,0, c,
672 pa_leaves1.x1(), pa_leaves1.y0()),
673 video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c,
674 pa_leaves1.x0(), pa_leaves1.y0()),
679 for(u16 i=0; i<4; i++)
680 vertices[i].Pos.rotateXZBy(0);
684 for(u16 i=0; i<4; i++)
685 vertices[i].Pos.rotateXZBy(180);
689 for(u16 i=0; i<4; i++)
690 vertices[i].Pos.rotateXZBy(-90);
694 for(u16 i=0; i<4; i++)
695 vertices[i].Pos.rotateXZBy(90);
699 for(u16 i=0; i<4; i++)
700 vertices[i].Pos.rotateYZBy(-90);
704 for(u16 i=0; i<4; i++)
705 vertices[i].Pos.rotateYZBy(90);
708 for(u16 i=0; i<4; i++)
710 vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
713 u16 indices[] = {0,1,2,2,3,0};
714 // Add to mesh collector
715 collector.append(material_leaves1, vertices, 4, indices, 6);
721 else if(n.getContent() == CONTENT_GLASS)
723 u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio)));
724 video::SColor c = MapBlock_LightColor(255, l);
726 for(u32 j=0; j<6; j++)
728 video::S3DVertex vertices[4] =
730 video::S3DVertex(-BS/2,-BS/2,BS/2, 0,0,0, c,
731 pa_glass.x0(), pa_glass.y1()),
732 video::S3DVertex(BS/2,-BS/2,BS/2, 0,0,0, c,
733 pa_glass.x1(), pa_glass.y1()),
734 video::S3DVertex(BS/2,BS/2,BS/2, 0,0,0, c,
735 pa_glass.x1(), pa_glass.y0()),
736 video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c,
737 pa_glass.x0(), pa_glass.y0()),
742 for(u16 i=0; i<4; i++)
743 vertices[i].Pos.rotateXZBy(0);
747 for(u16 i=0; i<4; i++)
748 vertices[i].Pos.rotateXZBy(180);
752 for(u16 i=0; i<4; i++)
753 vertices[i].Pos.rotateXZBy(-90);
757 for(u16 i=0; i<4; i++)
758 vertices[i].Pos.rotateXZBy(90);
762 for(u16 i=0; i<4; i++)
763 vertices[i].Pos.rotateYZBy(-90);
767 for(u16 i=0; i<4; i++)
768 vertices[i].Pos.rotateYZBy(90);
771 for(u16 i=0; i<4; i++)
773 vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
776 u16 indices[] = {0,1,2,2,3,0};
777 // Add to mesh collector
778 collector.append(material_glass, vertices, 4, indices, 6);
784 else if(n.getContent() == CONTENT_FENCE)
786 u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio)));
787 video::SColor c = MapBlock_LightColor(255, l);
789 const f32 post_rad=(f32)BS/10;
790 const f32 bar_rad=(f32)BS/20;
791 const f32 bar_len=(f32)(BS/2)-post_rad;
793 // The post - always present
794 v3f pos = intToFloat(p+blockpos_nodes, BS);
802 makeCuboid(material_wood, &collector,
804 post_rad,BS/2,post_rad, postuv);
806 // Now a section of fence, +X, if there's a post there
809 MapNode n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
810 if(n2.getContent() == CONTENT_FENCE)
812 pos = intToFloat(p+blockpos_nodes, BS);
822 makeCuboid(material_wood, &collector,
824 bar_len,bar_rad,bar_rad, xrailuv);
827 makeCuboid(material_wood, &collector,
829 bar_len,bar_rad,bar_rad, xrailuv);
832 // Now a section of fence, +Z, if there's a post there
835 n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
836 if(n2.getContent() == CONTENT_FENCE)
838 pos = intToFloat(p+blockpos_nodes, BS);
848 makeCuboid(material_wood, &collector,
850 bar_rad,bar_rad,bar_len, zrailuv);
852 makeCuboid(material_wood, &collector,
854 bar_rad,bar_rad,bar_len, zrailuv);
861 Add stones with minerals if stone is invisible
863 else if(n.getContent() == CONTENT_STONE && invisible_stone && n.getMineral() != MINERAL_NONE)
865 for(u32 j=0; j<6; j++)
867 // NOTE: Hopefully g_6dirs[j] is the right direction...
868 v3s16 dir = g_6dirs[j];
870 MapNode n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + dir);
871 if(content_features(n2).param_type == CPT_LIGHT)
872 l = decode_light(n2.getLightBlend(data->m_daynight_ratio));
876 video::SColor c = MapBlock_LightColor(255, l);
878 // Get the right texture
879 TileSpec ts = n.getTile(dir);
880 AtlasPointer ap = ts.texture;
881 material_general.setTexture(0, ap.atlas);
883 video::S3DVertex vertices[4] =
885 /*video::S3DVertex(-BS/2,-BS/2,BS/2, 0,0,0, c, 0,1),
886 video::S3DVertex(BS/2,-BS/2,BS/2, 0,0,0, c, 1,1),
887 video::S3DVertex(BS/2,BS/2,BS/2, 0,0,0, c, 1,0),
888 video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c, 0,0),*/
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,
895 video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c,
901 for(u16 i=0; i<4; i++)
902 vertices[i].Pos.rotateXZBy(0);
906 for(u16 i=0; i<4; i++)
907 vertices[i].Pos.rotateXZBy(180);
911 for(u16 i=0; i<4; i++)
912 vertices[i].Pos.rotateXZBy(-90);
916 for(u16 i=0; i<4; i++)
917 vertices[i].Pos.rotateXZBy(90);
921 for(u16 i=0; i<4; i++)
923 vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
926 u16 indices[] = {0,1,2,2,3,0};
927 // Add to mesh collector
928 collector.append(material_general, vertices, 4, indices, 6);
932 else if(n.getContent() == CONTENT_PAPYRUS)
934 u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio)));
935 video::SColor c = MapBlock_LightColor(255, l);
937 for(u32 j=0; j<4; j++)
939 video::S3DVertex vertices[4] =
941 video::S3DVertex(-BS/2,-BS/2,0, 0,0,0, c,
942 pa_papyrus.x0(), pa_papyrus.y1()),
943 video::S3DVertex(BS/2,-BS/2,0, 0,0,0, c,
944 pa_papyrus.x1(), pa_papyrus.y1()),
945 video::S3DVertex(BS/2,BS/2,0, 0,0,0, c,
946 pa_papyrus.x1(), pa_papyrus.y0()),
947 video::S3DVertex(-BS/2,BS/2,0, 0,0,0, c,
948 pa_papyrus.x0(), pa_papyrus.y0()),
953 for(u16 i=0; i<4; i++)
954 vertices[i].Pos.rotateXZBy(45);
958 for(u16 i=0; i<4; i++)
959 vertices[i].Pos.rotateXZBy(-45);
963 for(u16 i=0; i<4; i++)
964 vertices[i].Pos.rotateXZBy(135);
968 for(u16 i=0; i<4; i++)
969 vertices[i].Pos.rotateXZBy(-135);
972 for(u16 i=0; i<4; i++)
974 vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
977 u16 indices[] = {0,1,2,2,3,0};
978 // Add to mesh collector
979 collector.append(material_papyrus, vertices, 4, indices, 6);
982 else if(n.getContent() == CONTENT_JUNGLEGRASS)
984 u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio)));
985 video::SColor c = MapBlock_LightColor(255, l);
987 for(u32 j=0; j<4; j++)
989 video::S3DVertex vertices[4] =
991 video::S3DVertex(-BS/2,-BS/2,0, 0,0,0, c,
992 pa_papyrus.x0(), pa_papyrus.y1()),
993 video::S3DVertex(BS/2,-BS/2,0, 0,0,0, c,
994 pa_papyrus.x1(), pa_papyrus.y1()),
995 video::S3DVertex(BS/2,BS/1,0, 0,0,0, c,
996 pa_papyrus.x1(), pa_papyrus.y0()),
997 video::S3DVertex(-BS/2,BS/1,0, 0,0,0, c,
998 pa_papyrus.x0(), pa_papyrus.y0()),
1003 for(u16 i=0; i<4; i++)
1004 vertices[i].Pos.rotateXZBy(45);
1008 for(u16 i=0; i<4; i++)
1009 vertices[i].Pos.rotateXZBy(-45);
1013 for(u16 i=0; i<4; i++)
1014 vertices[i].Pos.rotateXZBy(135);
1018 for(u16 i=0; i<4; i++)
1019 vertices[i].Pos.rotateXZBy(-135);
1022 for(u16 i=0; i<4; i++)
1024 vertices[i].Pos *= 1.3;
1025 vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
1028 u16 indices[] = {0,1,2,2,3,0};
1029 // Add to mesh collector
1030 collector.append(material_junglegrass, vertices, 4, indices, 6);
1033 else if(n.getContent() == CONTENT_RAIL)
1035 u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio));
1036 video::SColor c = MapBlock_LightColor(255, l);
1038 bool is_rail_x [] = { false, false }; /* x-1, x+1 */
1039 bool is_rail_z [] = { false, false }; /* z-1, z+1 */
1041 MapNode n_minus_x = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x-1,y,z));
1042 MapNode n_plus_x = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x+1,y,z));
1043 MapNode n_minus_z = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y,z-1));
1044 MapNode n_plus_z = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y,z+1));
1046 if(n_minus_x.getContent() == CONTENT_RAIL)
1047 is_rail_x[0] = true;
1048 if(n_plus_x.getContent() == CONTENT_RAIL)
1049 is_rail_x[1] = true;
1050 if(n_minus_z.getContent() == CONTENT_RAIL)
1051 is_rail_z[0] = true;
1052 if(n_plus_z.getContent() == CONTENT_RAIL)
1053 is_rail_z[1] = true;
1055 float d = (float)BS/16;
1056 video::S3DVertex vertices[4] =
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,
1064 video::S3DVertex(-BS/2,-BS/2+d,BS/2, 0,0,0, c,
1068 video::SMaterial material_rail;
1069 material_rail.setFlag(video::EMF_LIGHTING, false);
1070 material_rail.setFlag(video::EMF_BACK_FACE_CULLING, false);
1071 material_rail.setFlag(video::EMF_BILINEAR_FILTER, false);
1072 material_rail.setFlag(video::EMF_FOG_ENABLE, true);
1073 material_rail.MaterialType
1074 = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
1076 int adjacencies = is_rail_x[0] + is_rail_x[1] + is_rail_z[0] + is_rail_z[1];
1080 material_rail.setTexture(0, g_texturesource->getTextureRaw("rail.png"));
1081 else if(adjacencies == 2)
1083 if((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"));
1086 material_rail.setTexture(0, g_texturesource->getTextureRaw("rail_curved.png"));
1088 else if(adjacencies == 3)
1089 material_rail.setTexture(0, g_texturesource->getTextureRaw("rail_t_junction.png"));
1090 else if(adjacencies == 4)
1091 material_rail.setTexture(0, g_texturesource->getTextureRaw("rail_crossing.png"));
1096 if(adjacencies == 1)
1098 if(is_rail_x[0] || is_rail_x[1])
1101 else if(adjacencies == 2)
1103 if(is_rail_x[0] && is_rail_x[1])
1105 else if(is_rail_x[0] && is_rail_z[0])
1107 else if(is_rail_x[0] && is_rail_z[1])
1109 else if(is_rail_x[1] && is_rail_z[1])
1112 else if(adjacencies == 3)
1125 for(u16 i=0; i<4; i++)
1126 vertices[i].Pos.rotateXZBy(angle);
1129 for(s32 i=0; i<4; i++)
1131 vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
1134 u16 indices[] = {0,1,2,2,3,0};
1135 collector.append(material_rail, vertices, 4, indices, 6);
1137 else if (n.getContent() == CONTENT_LADDER) {
1138 u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio));
1139 video::SColor c(255,l,l,l);
1141 float d = (float)BS/16;
1143 // Assume wall is at X+
1144 video::S3DVertex vertices[4] =
1146 video::S3DVertex(BS/2-d,-BS/2,-BS/2, 0,0,0, c, 0,1),
1147 video::S3DVertex(BS/2-d,-BS/2,BS/2, 0,0,0, c, 1,1),
1148 video::S3DVertex(BS/2-d,BS/2,BS/2, 0,0,0, c, 1,0),
1149 video::S3DVertex(BS/2-d,BS/2,-BS/2, 0,0,0, c, 0,0),
1152 v3s16 dir = unpackDir(n.param2);
1154 for(s32 i=0; i<4; i++)
1156 if(dir == v3s16(1,0,0))
1157 vertices[i].Pos.rotateXZBy(0);
1158 if(dir == v3s16(-1,0,0))
1159 vertices[i].Pos.rotateXZBy(180);
1160 if(dir == v3s16(0,0,1))
1161 vertices[i].Pos.rotateXZBy(90);
1162 if(dir == v3s16(0,0,-1))
1163 vertices[i].Pos.rotateXZBy(-90);
1164 if(dir == v3s16(0,-1,0))
1165 vertices[i].Pos.rotateXYBy(-90);
1166 if(dir == v3s16(0,1,0))
1167 vertices[i].Pos.rotateXYBy(90);
1169 vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
1172 video::SMaterial material_ladder;
1173 material_ladder.setFlag(video::EMF_LIGHTING, false);
1174 material_ladder.setFlag(video::EMF_BACK_FACE_CULLING, false);
1175 material_ladder.setFlag(video::EMF_BILINEAR_FILTER, false);
1176 material_ladder.setFlag(video::EMF_FOG_ENABLE, true);
1177 material_ladder.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
1178 material_ladder.setTexture(0, g_texturesource->getTextureRaw("ladder.png"));
1180 u16 indices[] = {0,1,2,2,3,0};
1181 // Add to mesh collector
1182 collector.append(material_ladder, vertices, 4, indices, 6);