#include "content_mapblock.h"
#include "content_mapnode.h"
#include "main.h" // For g_settings and g_texturesource
+#include "mineral.h"
#ifndef SERVER
// Create a cuboid.
bool new_style_water = g_settings.getBool("new_style_water");
bool new_style_leaves = g_settings.getBool("new_style_leaves");
//bool smooth_lighting = g_settings.getBool("smooth_lighting");
+ bool invisible_stone = g_settings.getBool("invisible_stone");
float node_water_level = 1.0;
if(new_style_water)
g_texturesource->getTextureId("wood.png"));
material_wood.setTexture(0, pa_wood.atlas);
+ // General ground material for special output
+ // Texture is modified just before usage
+ video::SMaterial material_general;
+ material_general.setFlag(video::EMF_LIGHTING, false);
+ material_general.setFlag(video::EMF_BILINEAR_FILTER, false);
+ material_general.setFlag(video::EMF_FOG_ENABLE, true);
+ material_general.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
+
+
+ // Papyrus material
+ video::SMaterial material_papyrus;
+ material_papyrus.setFlag(video::EMF_LIGHTING, false);
+ material_papyrus.setFlag(video::EMF_BILINEAR_FILTER, false);
+ material_papyrus.setFlag(video::EMF_FOG_ENABLE, true);
+ material_papyrus.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
+ AtlasPointer pa_papyrus = g_texturesource->getTexture(
+ g_texturesource->getTextureId("papyrus.png"));
+ material_papyrus.setTexture(0, pa_papyrus.atlas);
for(s16 z=0; z<MAP_BLOCKSIZE; z++)
for(s16 y=0; y<MAP_BLOCKSIZE; y++)
for(s16 x=0; x<MAP_BLOCKSIZE; x++)
}
}
+#if 1
+ /*
+ Add stones with minerals if stone is invisible
+ */
+ else if(n.d == CONTENT_STONE && invisible_stone && n.getMineral() != MINERAL_NONE)
+ {
+ for(u32 j=0; j<6; j++)
+ {
+ // NOTE: Hopefully g_6dirs[j] is the right direction...
+ v3s16 dir = g_6dirs[j];
+ /*u8 l = 0;
+ MapNode n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + dir);
+ if(content_features(n2.d).param_type == CPT_LIGHT)
+ l = decode_light(n2.getLightBlend(data->m_daynight_ratio));
+ else
+ l = 255;*/
+ u8 l = 255;
+ video::SColor c(255,l,l,l);
+
+ // Get the right texture
+ TileSpec ts = n.getTile(dir);
+ AtlasPointer ap = ts.texture;
+ material_general.setTexture(0, ap.atlas);
+ 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,
+ ap.x0(), ap.y1()),
+ video::S3DVertex(BS/2,-BS/2,BS/2, 0,0,0, c,
+ ap.x1(), ap.y1()),
+ video::S3DVertex(BS/2,BS/2,BS/2, 0,0,0, c,
+ ap.x1(), ap.y0()),
+ video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c,
+ ap.x0(), ap.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 += intToFloat(p + blockpos_nodes, BS);
+ }
+
+ u16 indices[] = {0,1,2,2,3,0};
+ // Add to mesh collector
+ collector.append(material_general, vertices, 4, indices, 6);
+ }
+ }
+#endif
+ else if(n.d == CONTENT_PAPYRUS)
+ {
+ u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio)));
+ video::SColor c(255,l,l,l);
+
+ for(u32 j=0; j<4; j++)
+ {
+ video::S3DVertex vertices[4] =
+ {
+ video::S3DVertex(-BS/2,-BS/2,0, 0,0,0, c,
+ pa_papyrus.x0(), pa_papyrus.y1()),
+ video::S3DVertex(BS/2,-BS/2,0, 0,0,0, c,
+ pa_papyrus.x1(), pa_papyrus.y1()),
+ video::S3DVertex(BS/2,BS/2,0, 0,0,0, c,
+ pa_papyrus.x1(), pa_papyrus.y0()),
+ video::S3DVertex(-BS/2,BS/2,0, 0,0,0, c,
+ pa_papyrus.x0(), pa_papyrus.y0()),
+ };
+
+ if(j == 0)
+ {
+ for(u16 i=0; i<4; i++)
+ vertices[i].Pos.rotateXZBy(45);
+ }
+ else if(j == 1)
+ {
+ for(u16 i=0; i<4; i++)
+ vertices[i].Pos.rotateXZBy(-45);
+ }
+ else if(j == 2)
+ {
+ for(u16 i=0; i<4; i++)
+ vertices[i].Pos.rotateXZBy(135);
+ }
+ else if(j == 3)
+ {
+ for(u16 i=0; i<4; i++)
+ vertices[i].Pos.rotateXZBy(-135);
+ }
+
+ for(u16 i=0; i<4; i++)
+ {
+ vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
+ }
+
+ u16 indices[] = {0,1,2,2,3,0};
+ // Add to mesh collector
+ collector.append(material_papyrus, vertices, 4, indices, 6);
+ }
+ }
+ else if(n.d == CONTENT_RAIL)
+ {
+ u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio));
+ video::SColor c(255,l,l,l);
+
+ bool is_rail_x [] = { false, false }; /* x-1, x+1 */
+ bool is_rail_z [] = { false, false }; /* z-1, z+1 */
+
+ MapNode n_minus_x = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x-1,y,z));
+ MapNode n_plus_x = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x+1,y,z));
+ MapNode n_minus_z = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y,z-1));
+ MapNode n_plus_z = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y,z+1));
+
+ if(n_minus_x.d == CONTENT_RAIL)
+ is_rail_x[0] = true;
+ if(n_plus_x.d == CONTENT_RAIL)
+ is_rail_x[1] = true;
+ if(n_minus_z.d == CONTENT_RAIL)
+ is_rail_z[0] = true;
+ if(n_plus_z.d == CONTENT_RAIL)
+ is_rail_z[1] = true;
+
+ float d = (float)BS/16;
+ video::S3DVertex vertices[4] =
+ {
+ video::S3DVertex(-BS/2,-BS/2+d,-BS/2, 0,0,0, c,
+ 0, 1),
+ video::S3DVertex(BS/2,-BS/2+d,-BS/2, 0,0,0, c,
+ 1, 1),
+ video::S3DVertex(BS/2,-BS/2+d,BS/2, 0,0,0, c,
+ 1, 0),
+ video::S3DVertex(-BS/2,-BS/2+d,BS/2, 0,0,0, c,
+ 0, 0),
+ };
+
+ video::SMaterial material_rail;
+ material_rail.setFlag(video::EMF_LIGHTING, false);
+ material_rail.setFlag(video::EMF_BACK_FACE_CULLING, false);
+ material_rail.setFlag(video::EMF_BILINEAR_FILTER, false);
+ material_rail.setFlag(video::EMF_FOG_ENABLE, true);
+ material_rail.MaterialType
+ = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
+
+ int adjacencies = is_rail_x[0] + is_rail_x[1] + is_rail_z[0] + is_rail_z[1];
+
+ // Assign textures
+ if(adjacencies < 2)
+ material_rail.setTexture(0, g_texturesource->getTextureRaw("rail.png"));
+ else if(adjacencies == 2)
+ {
+ if((is_rail_x[0] && is_rail_x[1]) || (is_rail_z[0] && is_rail_z[1]))
+ material_rail.setTexture(0, g_texturesource->getTextureRaw("rail.png"));
+ else
+ material_rail.setTexture(0, g_texturesource->getTextureRaw("rail_curved.png"));
+ }
+ else if(adjacencies == 3)
+ material_rail.setTexture(0, g_texturesource->getTextureRaw("rail_t_junction.png"));
+ else if(adjacencies == 4)
+ material_rail.setTexture(0, g_texturesource->getTextureRaw("rail_crossing.png"));
+
+ // Rotate textures
+ int angle = 0;
+
+ if(adjacencies == 1)
+ {
+ if(is_rail_x[0] || is_rail_x[1])
+ angle = 90;
+ }
+ else if(adjacencies == 2)
+ {
+ if(is_rail_x[0] && is_rail_x[1])
+ angle = 90;
+ else if(is_rail_x[0] && is_rail_z[0])
+ angle = 270;
+ else if(is_rail_x[0] && is_rail_z[1])
+ angle = 180;
+ else if(is_rail_x[1] && is_rail_z[1])
+ angle = 90;
+ }
+ else if(adjacencies == 3)
+ {
+ if(!is_rail_x[0])
+ angle=0;
+ if(!is_rail_x[1])
+ angle=180;
+ if(!is_rail_z[0])
+ angle=90;
+ if(!is_rail_z[1])
+ angle=270;
+ }
+
+ if(angle != 0) {
+ for(u16 i=0; i<4; i++)
+ vertices[i].Pos.rotateXZBy(angle);
+ }
+
+ for(s32 i=0; i<4; i++)
+ {
+ vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
+ }
+
+ u16 indices[] = {0,1,2,2,3,0};
+ collector.append(material_rail, vertices, 4, indices, 6);
+ }
}
}
#endif