Commented out debug statements again
[oweals/minetest.git] / src / content_mapblock.cpp
index ab5cc1b54975f6d180d36a5d145505506a99e507..482b9eb636236ef43abe967131f679269f3ee1c1 100644 (file)
@@ -373,7 +373,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                        };
                        for(u32 i=0; i<9; i++)
                        {
-                               u8 content = CONTENT_AIR;
+                               content_t content = CONTENT_AIR;
                                float level = -0.5 * BS;
                                u8 flags = 0;
                                // Check neighbor
@@ -386,8 +386,8 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                        if(n2.getContent() == c_source)
                                                level = (-0.5+node_liquid_level) * BS;
                                        else if(n2.getContent() == c_flowing)
-                                               level = (-0.5 + ((float)n2.param2 + 0.5) / 8.0
-                                                               * node_liquid_level) * BS;
+                                               level = (-0.5 + ((float)(n2.param2&LIQUID_LEVEL_MASK)
+                                                               + 0.5) / 8.0 * node_liquid_level) * BS;
 
                                        // Check node above neighbor.
                                        // NOTE: This doesn't get executed if neighbor
@@ -404,9 +404,6 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                neighbor_flags.insert(neighbor_dirs[i], flags);
                        }
 
-                       //float liquid_level = (-0.5 + ((float)n.param2 + 0.5) / 8.0) * BS;
-                       //float liquid_level = neighbor_levels[v3s16(0,0,0)];
-
                        // Corner heights (average between four liquids)
                        f32 corner_levels[4];
                        
@@ -421,17 +418,27 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                v3s16 cornerdir = halfdirs[i];
                                float cornerlevel = 0;
                                u32 valid_count = 0;
+                               u32 air_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 == c_source)
+                                       content_t content = neighbor_contents[neighbordir];
+                                       // If top is liquid, draw starting from top of node
+                                       if(neighbor_flags[neighbordir] &
+                                                       neighborflag_top_is_same_liquid)
+                                       {
+                                               cornerlevel = 0.5*BS;
+                                               valid_count = 1;
+                                               break;
+                                       }
+                                       // Source is always the same height
+                                       else if(content == c_source)
                                        {
                                                cornerlevel = (-0.5+node_liquid_level)*BS;
                                                valid_count = 1;
                                                break;
                                        }
+                                       // Flowing liquid has level information
                                        else if(content == c_flowing)
                                        {
                                                cornerlevel += neighbor_levels[neighbordir];
@@ -439,11 +446,12 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                        }
                                        else if(content == CONTENT_AIR)
                                        {
-                                               cornerlevel += -0.5*BS;
-                                               valid_count++;
+                                               air_count++;
                                        }
                                }
-                               if(valid_count > 0)
+                               if(air_count >= 2)
+                                       cornerlevel = -0.5*BS;
+                               else if(valid_count > 0)
                                        cornerlevel /= valid_count;
                                corner_levels[i] = cornerlevel;
                        }
@@ -476,17 +484,20 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                                neighbor_flags[dir] & neighborflag_top_is_same_liquid)
                                        continue;
 
-                               u8 neighbor_content = neighbor_contents[dir];
+                               content_t neighbor_content = neighbor_contents[dir];
                                
                                // Don't draw face if neighbor is not air or liquid
                                if(neighbor_content != CONTENT_AIR
-                                               && neighbor_content != c_source)
+                                               && content_liquid(neighbor_content) == false)
                                        continue;
                                
-                               bool neighbor_is_liquid = (neighbor_content == c_source);
+                               bool neighbor_is_same_liquid = (neighbor_content == c_source
+                                               || neighbor_content == c_flowing);
                                
-                               // Don't draw any faces if neighbor is liquid and top is liquid
-                               if(neighbor_is_liquid == true && top_is_same_liquid == false)
+                               // Don't draw any faces if neighbor same is liquid and top is
+                               // same liquid
+                               if(neighbor_is_same_liquid == true
+                                               && top_is_same_liquid == false)
                                        continue;
                                
                                video::S3DVertex vertices[4] =
@@ -527,7 +538,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                        If neighbor is liquid, lower border of face is corner
                                        liquid levels
                                */
-                               if(neighbor_is_liquid)
+                               if(neighbor_is_same_liquid)
                                {
                                        vertices[0].Pos.Y = corner_levels[side_corners[i][1]];
                                        vertices[1].Pos.Y = corner_levels[side_corners[i][0]];
@@ -552,6 +563,13 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                                vertices[j].Pos.rotateXZBy(90);
                                        if(dir == v3s16(1,0,-0))
                                                vertices[j].Pos.rotateXZBy(-90);
+                                               
+                                       // Do this to not cause glitches when two liquids are
+                                       // side-by-side
+                                       if(neighbor_is_same_liquid == false){
+                                               vertices[j].Pos.X *= 0.98;
+                                               vertices[j].Pos.Z *= 0.98;
+                                       }
 
                                        vertices[j].Pos += intToFloat(p + blockpos_nodes, BS);
                                }