- video::S3DVertex vertices[4] =
- {
- video::S3DVertex(-BS/2,-BS/2,0, 0,0,0, c, 0,1),
- video::S3DVertex(BS/2,-BS/2,0, 0,0,0, c, 1,1),
- video::S3DVertex(BS/2,BS/2,0, 0,0,0, c, 1,0),
- video::S3DVertex(-BS/2,BS/2,0, 0,0,0, c, 0,0),
- };
-
- v3s16 dir = unpackDir(n.dir);
-
- for(s32 i=0; i<4; i++)
- {
- if(dir == v3s16(1,0,0))
- vertices[i].Pos.rotateXZBy(0);
- if(dir == v3s16(-1,0,0))
- vertices[i].Pos.rotateXZBy(180);
- if(dir == v3s16(0,0,1))
- vertices[i].Pos.rotateXZBy(90);
- if(dir == v3s16(0,0,-1))
- vertices[i].Pos.rotateXZBy(-90);
- if(dir == v3s16(0,-1,0))
- vertices[i].Pos.rotateXZBy(45);
- if(dir == v3s16(0,1,0))
- vertices[i].Pos.rotateXZBy(-45);
-
- vertices[i].Pos += intToFloat(p + getPosRelative());
- }
-
- // Set material
- video::SMaterial material;
- material.setFlag(video::EMF_LIGHTING, false);
- material.setFlag(video::EMF_BACK_FACE_CULLING, false);
- material.setFlag(video::EMF_BILINEAR_FILTER, false);
- //material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
- material.MaterialType
- = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
-
- if(dir == v3s16(0,-1,0))
- material.setTexture(0,
- g_texturesource->getTextureRaw("torch_on_floor.png"));
- else if(dir == v3s16(0,1,0))
- material.setTexture(0,
- g_texturesource->getTextureRaw("torch_on_ceiling.png"));
- // For backwards compatibility
- else if(dir == v3s16(0,0,0))
- material.setTexture(0,
- g_texturesource->getTextureRaw("torch_on_floor.png"));
- else
- material.setTexture(0,
- g_texturesource->getTextureRaw("torch.png"));
-
- u16 indices[] = {0,1,2,2,3,0};
- // Add to mesh collector
- collector.append(material, vertices, 4, indices, 6);
- }
- /*
- Add flowing water to mesh
- */
- else if(n.d == CONTENT_WATER)
- {
- bool top_is_water = false;
- try{
- MapNode n = getNodeParent(v3s16(x,y+1,z));
- if(n.d == CONTENT_WATER || n.d == CONTENT_WATERSOURCE)
- top_is_water = true;
- }catch(InvalidPositionException &e){}
-
- u8 l = decode_light(n.getLightBlend(daynight_ratio));
- video::SColor c(WATER_ALPHA,l,l,l);
-
- // Neighbor water levels (key = relative position)
- // Includes current node
- core::map<v3s16, f32> neighbor_levels;
- core::map<v3s16, u8> neighbor_contents;
- core::map<v3s16, u8> neighbor_flags;
- const u8 neighborflag_top_is_water = 0x01;
- v3s16 neighbor_dirs[9] = {
- v3s16(0,0,0),
- v3s16(0,0,1),
- v3s16(0,0,-1),
- v3s16(1,0,0),
- v3s16(-1,0,0),
- v3s16(1,0,1),
- v3s16(-1,0,-1),
- v3s16(1,0,-1),
- v3s16(-1,0,1),
- };
- for(u32 i=0; i<9; i++)
- {
- u8 content = CONTENT_AIR;
- float level = -0.5 * BS;
- u8 flags = 0;
- try{
- // Check neighbor
- v3s16 p2 = p + neighbor_dirs[i];
- MapNode n2 = getNodeParent(p2);
-
- content = n2.d;
-
- if(n2.d == CONTENT_WATERSOURCE)
- level = (-0.5+node_water_level) * BS;
- else if(n2.d == CONTENT_WATER)
- level = (-0.5 + ((float)n2.param2 + 0.5) / 8.0
- * node_water_level) * BS;
-
- // Check node above neighbor.
- // NOTE: This doesn't get executed if neighbor
- // doesn't exist
- p2.Y += 1;
- n2 = getNodeParent(p2);
- if(n2.d == CONTENT_WATERSOURCE || n2.d == CONTENT_WATER)
- flags |= neighborflag_top_is_water;
- }
- catch(InvalidPositionException &e){}
-
- neighbor_levels.insert(neighbor_dirs[i], level);
- neighbor_contents.insert(neighbor_dirs[i], content);
- neighbor_flags.insert(neighbor_dirs[i], flags);
- }
-
- //float water_level = (-0.5 + ((float)n.param2 + 0.5) / 8.0) * BS;
- //float water_level = neighbor_levels[v3s16(0,0,0)];
-
- // Corner heights (average between four waters)
- f32 corner_levels[4];
-
- v3s16 halfdirs[4] = {
- v3s16(0,0,0),
- v3s16(1,0,0),
- v3s16(1,0,1),
- v3s16(0,0,1),
- };
- for(u32 i=0; i<4; i++)
- {
- v3s16 cornerdir = halfdirs[i];
- float cornerlevel = 0;
- u32 valid_count = 0;
- for(u32 j=0; j<4; j++)
- {
- v3s16 neighbordir = cornerdir - halfdirs[j];
- u8 content = neighbor_contents[neighbordir];
- // Special case for source nodes
- if(content == CONTENT_WATERSOURCE)
- {
- cornerlevel = (-0.5+node_water_level)*BS;
- valid_count = 1;
- break;
- }
- else if(content == CONTENT_WATER)
- {
- cornerlevel += neighbor_levels[neighbordir];
- valid_count++;
- }
- else if(content == CONTENT_AIR)
- {
- cornerlevel += -0.5*BS;
- valid_count++;
- }
- }
- if(valid_count > 0)
- cornerlevel /= valid_count;
- corner_levels[i] = cornerlevel;
- }
-
- /*
- Generate sides
- */
-
- v3s16 side_dirs[4] = {
- v3s16(1,0,0),
- v3s16(-1,0,0),
- v3s16(0,0,1),
- v3s16(0,0,-1),
- };
- s16 side_corners[4][2] = {
- {1, 2},
- {3, 0},
- {2, 3},
- {0, 1},
- };
- for(u32 i=0; i<4; i++)
- {
- v3s16 dir = side_dirs[i];
-
- /*
- If our topside is water and neighbor's topside
- is water, don't draw side face
- */
- if(top_is_water &&
- neighbor_flags[dir] & neighborflag_top_is_water)
- continue;
-
- u8 neighbor_content = neighbor_contents[dir];
-
- // Don't draw face if neighbor is not air or water
- if(neighbor_content != CONTENT_AIR
- && neighbor_content != CONTENT_WATER)
- continue;
-
- bool neighbor_is_water = (neighbor_content == CONTENT_WATER);
-
- // Don't draw any faces if neighbor is water and top is water
- if(neighbor_is_water == true && top_is_water == false)
- continue;
-
- video::S3DVertex vertices[4] =
- {
- /*video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,1),
- video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,1),
- video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,0),
- video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,0),*/
- video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c,
- pa_water1.x0(), pa_water1.y1()),
- video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c,
- pa_water1.x1(), pa_water1.y1()),
- video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
- pa_water1.x1(), pa_water1.y0()),
- video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
- pa_water1.x0(), pa_water1.y0()),
- };
-
- /*
- If our topside is water, set upper border of face
- at upper border of node
- */
- if(top_is_water)
- {
- vertices[2].Pos.Y = 0.5*BS;
- vertices[3].Pos.Y = 0.5*BS;
- }
- /*
- Otherwise upper position of face is corner levels
- */
- else
- {
- vertices[2].Pos.Y = corner_levels[side_corners[i][0]];
- vertices[3].Pos.Y = corner_levels[side_corners[i][1]];
- }
-
- /*
- If neighbor is water, lower border of face is corner
- water levels
- */
- if(neighbor_is_water)
- {
- vertices[0].Pos.Y = corner_levels[side_corners[i][1]];
- vertices[1].Pos.Y = corner_levels[side_corners[i][0]];
- }
- /*
- If neighbor is not water, lower border of face is
- lower border of node
- */
- else
- {
- vertices[0].Pos.Y = -0.5*BS;
- vertices[1].Pos.Y = -0.5*BS;
- }
-
- for(s32 j=0; j<4; j++)
- {
- if(dir == v3s16(0,0,1))
- vertices[j].Pos.rotateXZBy(0);
- if(dir == v3s16(0,0,-1))
- vertices[j].Pos.rotateXZBy(180);
- if(dir == v3s16(-1,0,0))
- vertices[j].Pos.rotateXZBy(90);
- if(dir == v3s16(1,0,-0))
- vertices[j].Pos.rotateXZBy(-90);
-
- vertices[j].Pos += intToFloat(p + getPosRelative());
- }
-
- u16 indices[] = {0,1,2,2,3,0};
- // Add to mesh collector
- collector.append(material_water1, vertices, 4, indices, 6);
- }
-
- /*
- Generate top side, if appropriate
- */
-
- if(top_is_water == false)
- {
- video::S3DVertex vertices[4] =
- {
- /*video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c, 0,1),
- video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c, 1,1),
- video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,0),
- video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,0),*/
- video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c,
- pa_water1.x0(), pa_water1.y1()),
- video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c,
- pa_water1.x1(), pa_water1.y1()),
- video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
- pa_water1.x1(), pa_water1.y0()),
- video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
- pa_water1.x0(), pa_water1.y0()),
- };
-
- for(s32 i=0; i<4; i++)
- {
- //vertices[i].Pos.Y += water_level;
- //vertices[i].Pos.Y += neighbor_levels[v3s16(0,0,0)];
- vertices[i].Pos.Y += corner_levels[i];
- vertices[i].Pos += intToFloat(p + getPosRelative());
- }
-
- u16 indices[] = {0,1,2,2,3,0};
- // Add to mesh collector
- collector.append(material_water1, vertices, 4, indices, 6);
- }
- }
- /*
- Add water sources to mesh if using new style
- */
- else if(n.d == CONTENT_WATERSOURCE && new_style_water)
- {
- //bool top_is_water = false;
- bool top_is_air = false;
- try{
- MapNode n = getNodeParent(v3s16(x,y+1,z));
- /*if(n.d == CONTENT_WATER || n.d == CONTENT_WATERSOURCE)
- top_is_water = true;*/
- if(n.d == CONTENT_AIR)
- top_is_air = true;
- }catch(InvalidPositionException &e){}
-
- /*if(top_is_water == true)
- continue;*/
- if(top_is_air == false)
- continue;
-
- u8 l = decode_light(n.getLightBlend(daynight_ratio));
- video::SColor c(WATER_ALPHA,l,l,l);
-
- video::S3DVertex vertices[4] =
- {
- /*video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c, 0,1),
- video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c, 1,1),
- video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,0),
- video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,0),*/
- video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c,
- pa_water1.x0(), pa_water1.y1()),
- video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c,
- pa_water1.x1(), pa_water1.y1()),
- video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
- pa_water1.x1(), pa_water1.y0()),
- video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
- pa_water1.x0(), pa_water1.y0()),
- };
-
- for(s32 i=0; i<4; i++)
- {
- vertices[i].Pos.Y += (-0.5+node_water_level)*BS;
- vertices[i].Pos += intToFloat(p + getPosRelative());
- }
-
- u16 indices[] = {0,1,2,2,3,0};
- // Add to mesh collector
- collector.append(material_water1, vertices, 4, indices, 6);
- }
- /*
- Add leaves if using new style
- */
- else if(n.d == CONTENT_LEAVES && new_style_leaves)
- {
- u8 l = decode_light(n.getLightBlend(daynight_ratio));
- video::SColor c(255,l,l,l);
-
- for(u32 j=0; j<6; j++)
- {
- video::S3DVertex vertices[4] =
- {
- /*video::S3DVertex(-BS/2,-BS/2,BS/2, 0,0,0, c, 0,1),
- video::S3DVertex(BS/2,-BS/2,BS/2, 0,0,0, c, 1,1),
- video::S3DVertex(BS/2,BS/2,BS/2, 0,0,0, c, 1,0),
- video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c, 0,0),*/
- video::S3DVertex(-BS/2,-BS/2,BS/2, 0,0,0, c,
- pa_leaves1.x0(), pa_leaves1.y1()),
- video::S3DVertex(BS/2,-BS/2,BS/2, 0,0,0, c,
- pa_leaves1.x1(), pa_leaves1.y1()),
- video::S3DVertex(BS/2,BS/2,BS/2, 0,0,0, c,
- pa_leaves1.x1(), pa_leaves1.y0()),
- video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c,
- pa_leaves1.x0(), pa_leaves1.y0()),
- };
-
- if(j == 0)
- {
- for(u16 i=0; i<4; i++)
- vertices[i].Pos.rotateXZBy(0);
- }
- else if(j == 1)
- {
- for(u16 i=0; i<4; i++)
- vertices[i].Pos.rotateXZBy(180);
- }
- else if(j == 2)
- {
- for(u16 i=0; i<4; i++)
- vertices[i].Pos.rotateXZBy(-90);
- }
- else if(j == 3)
- {
- for(u16 i=0; i<4; i++)
- vertices[i].Pos.rotateXZBy(90);
- }
- else if(j == 4)
- {
- for(u16 i=0; i<4; i++)
- vertices[i].Pos.rotateYZBy(-90);
- }
- else if(j == 5)
- {
- for(u16 i=0; i<4; i++)
- vertices[i].Pos.rotateYZBy(90);
- }
-
- for(u16 i=0; i<4; i++)
- {
- vertices[i].Pos += intToFloat(p + getPosRelative());
- }
-
- u16 indices[] = {0,1,2,2,3,0};
- // Add to mesh collector
- collector.append(material_leaves1, vertices, 4, indices, 6);
- }
- }
- }
-
- /*
- Add stuff from collector to mesh
- */
-
- scene::SMesh *mesh_new = NULL;
- mesh_new = new scene::SMesh();
-
- collector.fillMesh(mesh_new);
-
- /*
- Do some stuff to the mesh
- */
-
- mesh_new->recalculateBoundingBox();
-
- /*
- Delete new mesh if it is empty
- */
-
- if(mesh_new->getMeshBufferCount() == 0)
- {
- mesh_new->drop();
- mesh_new = NULL;
- }
-
- if(mesh_new)
- {
-#if 0
- // Usually 1-700 faces and 1-7 materials
- std::cout<<"Updated MapBlock has "<<fastfaces_new.size()<<" faces "
- <<"and uses "<<mesh_new->getMeshBufferCount()
- <<" materials (meshbuffers)"<<std::endl;
-#endif
-
- // Use VBO for mesh (this just would set this for ever buffer)
- // This will lead to infinite memory usage because or irrlicht.
- //mesh_new->setHardwareMappingHint(scene::EHM_STATIC);