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[oweals/minetest.git] / src / content_mapblock.cpp
index 9078488c26552b7bd9fa270c3b4c10c5b76f640c..0b4b7fd0a6e7c426f0827b77e23fea62630d9bda 100644 (file)
@@ -99,9 +99,9 @@ void makeCuboid(MeshCollector *collector, const aabb3f &box,
                video::S3DVertex(min.X,min.Y,min.Z, 0,0,-1, c, txc[20],txc[23]),
        };
 
-       for(int i = 0; i < tilecount; i++)
+       for(int i = 0; i < 6; i++)
                                {
-                               switch (tiles[i].rotation)
+                               switch (tiles[MYMIN(i, tilecount-1)].rotation)
                                {
                                case 0:
                                        break;
@@ -169,6 +169,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                MeshCollector &collector)
 {
        INodeDefManager *nodedef = data->m_gamedef->ndef();
+       ITextureSource *tsrc = data->m_gamedef->tsrc();
 
        // 0ms
        //TimeTaker timer("mapblock_mesh_generate_special()");
@@ -177,26 +178,72 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                Some settings
        */
        bool new_style_water = g_settings->getBool("new_style_water");
-       
+
        float node_liquid_level = 1.0;
-       if(new_style_water)
+       if (new_style_water)
                node_liquid_level = 0.85;
-       
+
        v3s16 blockpos_nodes = data->m_blockpos*MAP_BLOCKSIZE;
 
-       for(s16 z=0; z<MAP_BLOCKSIZE; z++)
-       for(s16 y=0; y<MAP_BLOCKSIZE; y++)
-       for(s16 x=0; x<MAP_BLOCKSIZE; x++)
+       // Create selection mesh
+       v3s16 p = data->m_highlighted_pos_relative;
+       if (data->m_show_hud & 
+                       (p.X >= 0) & (p.X < MAP_BLOCKSIZE) &
+                       (p.Y >= 0) & (p.Y < MAP_BLOCKSIZE) &
+                       (p.Z >= 0) & (p.Z < MAP_BLOCKSIZE)) {
+
+               MapNode n = data->m_vmanip.getNodeNoEx(blockpos_nodes + p);
+               // Get selection mesh light level
+               static const v3s16 dirs[7] = {
+                               v3s16( 0, 0, 0),
+                               v3s16( 0, 1, 0),
+                               v3s16( 0,-1, 0),
+                               v3s16( 1, 0, 0),
+                               v3s16(-1, 0, 0),
+                               v3s16( 0, 0, 1),
+                               v3s16( 0, 0,-1)
+               };
+
+               u16 l = 0;
+               u16 l1 = 0;
+               for (u8 i = 0; i < 7; i++) {
+                       MapNode n1 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p + dirs[i]);  
+                       l1 = getInteriorLight(n1, -4, nodedef);
+                       if (l1 > l) 
+                               l = l1;
+               }
+               video::SColor c = MapBlock_LightColor(255, l, 0);
+               data->m_highlight_mesh_color = c;       
+               std::vector<aabb3f> boxes = n.getSelectionBoxes(nodedef);
+               TileSpec h_tile;                        
+               h_tile.material_flags |= MATERIAL_FLAG_HIGHLIGHTED;
+               h_tile.texture = tsrc->getTexture("halo.png",&h_tile.texture_id);
+               v3f pos = intToFloat(p, BS);
+               f32 d = 0.05 * BS;
+               for(std::vector<aabb3f>::iterator
+                               i = boxes.begin();
+                               i != boxes.end(); i++)
+               {
+                       aabb3f box = *i;
+                       box.MinEdge += v3f(-d, -d, -d) + pos;
+                       box.MaxEdge += v3f(d, d, d) + pos;
+                       makeCuboid(&collector, box, &h_tile, 1, c, NULL);
+               }
+       }
+
+       for(s16 z = 0; z < MAP_BLOCKSIZE; z++)
+       for(s16 y = 0; y < MAP_BLOCKSIZE; y++)
+       for(s16 x = 0; x < MAP_BLOCKSIZE; x++)
        {
                v3s16 p(x,y,z);
 
-               MapNode n = data->m_vmanip.getNodeNoEx(blockpos_nodes+p);
+               MapNode n = data->m_vmanip.getNodeNoEx(blockpos_nodes + p);
                const ContentFeatures &f = nodedef->get(n);
 
                // Only solidness=0 stuff is drawn here
                if(f.solidness != 0)
                        continue;
-               
+
                switch(f.drawtype){
                default:
                        infostream<<"Got "<<f.drawtype<<std::endl;
@@ -220,7 +267,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                top_is_same_liquid = true;
 
                        u16 l = getInteriorLight(n, 0, nodedef);
-                       video::SColor c = MapBlock_LightColor(f.alpha, l, decode_light(f.light_source));
+                       video::SColor c = MapBlock_LightColor(f.alpha, l, f.light_source);
 
                        /*
                                Generate sides
@@ -383,7 +430,6 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                        // it at what it emits, for an increased effect
                        u8 light_source = nodedef->get(n).light_source;
                        if(light_source != 0){
-                               //l = decode_light(undiminish_light(light_source));
                                l = decode_light(light_source);
                                l = l | (l<<8);
                        }
@@ -393,7 +439,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                        // Otherwise use the light of this node (the liquid)
                        else
                                l = getInteriorLight(n, 0, nodedef);
-                       video::SColor c = MapBlock_LightColor(f.alpha, l, decode_light(f.light_source));
+                       video::SColor c = MapBlock_LightColor(f.alpha, l, f.light_source);
                        
                        u8 range = rangelim(nodedef->get(c_flowing).liquid_range, 1, 8);
 
@@ -697,7 +743,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                        TileSpec tile = getNodeTile(n, p, v3s16(0,0,0), data);
 
                        u16 l = getInteriorLight(n, 1, nodedef);
-                       video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
+                       video::SColor c = MapBlock_LightColor(255, l, f.light_source);
 
                        for(u32 j=0; j<6; j++)
                        {
@@ -710,10 +756,10 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
 
                                // The face at Z+
                                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, 1,1),
+                                       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, 0,0),
+                                       video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c, 1,0),
                                };
                                
                                // Rotations in the g_6dirs format
@@ -780,7 +826,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                        param2  = param2 & 63;
                        
                        u16 l = getInteriorLight(n, 1, nodedef);
-                       video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
+                       video::SColor c = MapBlock_LightColor(255, l, f.light_source);
                        v3f pos = intToFloat(p, BS);
                        static const float a = BS / 2;
                        static const float g = a - 0.003;
@@ -946,7 +992,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                makeCuboid(&collector, box, &glass_tiles[i], 1, c, txc2);
                        }
 
-                       if (param2 > 0){
+                       if (param2 > 0 && f.special_tiles[0].texture) {
                                // Interior volume level is in range 0 .. 63,
                                // convert it to -0.5 .. 0.5
                                float vlev = (((float)param2 / 63.0 ) * 2.0 - 1.0);
@@ -985,7 +1031,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                        v3s16(0,0,0), data);
 
                        u16 l = getInteriorLight(n, 1, nodedef);
-                       video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
+                       video::SColor c = MapBlock_LightColor(255, l, f.light_source);
 
                        v3f pos = intToFloat(p, BS);
                        aabb3f box(-BS/2,-BS/2,-BS/2,BS/2,BS/2,BS/2);
@@ -1018,7 +1064,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                        tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
 
                        u16 l = getInteriorLight(n, 1, nodedef);
-                       video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
+                       video::SColor c = MapBlock_LightColor(255, l, f.light_source);
 
                        float s = BS/2*f.visual_scale;
                        // Wall at X+ of node
@@ -1059,7 +1105,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                        tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
 
                        u16 l = getInteriorLight(n, 0, nodedef);
-                       video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
+                       video::SColor c = MapBlock_LightColor(255, l, f.light_source);
                                
                        float d = (float)BS/16;
                        float s = BS/2*f.visual_scale;
@@ -1102,7 +1148,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                        tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
                        
                        u16 l = getInteriorLight(n, 1, nodedef);
-                       video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
+                       video::SColor c = MapBlock_LightColor(255, l, f.light_source);
 
                        float s = BS/2*f.visual_scale;
 
@@ -1119,12 +1165,12 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                if(j == 0)
                                {
                                        for(u16 i=0; i<4; i++)
-                                               vertices[i].Pos.rotateXZBy(45);
+                                               vertices[i].Pos.rotateXZBy(46 + n.param2 * 2);
                                }
                                else if(j == 1)
                                {
                                        for(u16 i=0; i<4; i++)
-                                               vertices[i].Pos.rotateXZBy(-45);
+                                               vertices[i].Pos.rotateXZBy(-44 + n.param2 * 2);
                                }
 
                                for(u16 i=0; i<4; i++)
@@ -1143,18 +1189,13 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                        TileSpec tile = getNodeTile(n, p, v3s16(0,0,0), data);
                        TileSpec tile_nocrack = tile;
                        tile_nocrack.material_flags &= ~MATERIAL_FLAG_CRACK;
-                       
-                       // A hack to put wood the right way around in the posts
-                       ITextureSource *tsrc = data->m_gamedef->tsrc();
-                       std::string texturestring_rot = tsrc->getTextureName(
-                                       tile.texture_id) + "^[transformR90";
+
+                       // Put wood the right way around in the posts
                        TileSpec tile_rot = tile;
-                       tile_rot.texture = tsrc->getTexture(
-                                       texturestring_rot,
-                                       &tile_rot.texture_id);
-                       
+                       tile_rot.rotation = 1;
+
                        u16 l = getInteriorLight(n, 1, nodedef);
-                       video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
+                       video::SColor c = MapBlock_LightColor(255, l, f.light_source);
 
                        const f32 post_rad=(f32)BS/8;
                        const f32 bar_rad=(f32)BS/16;
@@ -1403,7 +1444,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                        tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
 
                        u16 l = getInteriorLight(n, 0, nodedef);
-                       video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
+                       video::SColor c = MapBlock_LightColor(255, l, f.light_source);
 
                        float d = (float)BS/64;
                        
@@ -1441,8 +1482,8 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                        };
                        TileSpec tiles[6];
                        
-                       u16 l = getInteriorLight(n, 0, nodedef);
-                       video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
+                       u16 l = getInteriorLight(n, 1, nodedef);
+                       video::SColor c = MapBlock_LightColor(255, l, f.light_source);
 
                        v3f pos = intToFloat(p, BS);