Make sure all neighbors of changed fluids are activated
[oweals/minetest.git] / src / content_mapblock.cpp
index ed2cd766a032acdca7c640b7b459a162168498b3..c0845ec57d5e52fb7ec6f77287c05bd482702233 100644 (file)
@@ -133,23 +133,12 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
        //bool smooth_lighting = g_settings.getBool("smooth_lighting");
        bool invisible_stone = g_settings.getBool("invisible_stone");
        
-       float node_water_level = 1.0;
+       float node_liquid_level = 1.0;
        if(new_style_water)
-               node_water_level = 0.85;
+               node_liquid_level = 0.85;
        
        v3s16 blockpos_nodes = data->m_blockpos*MAP_BLOCKSIZE;
 
-       // Flowing water material
-       video::SMaterial material_water1;
-       material_water1.setFlag(video::EMF_LIGHTING, false);
-       material_water1.setFlag(video::EMF_BACK_FACE_CULLING, false);
-       material_water1.setFlag(video::EMF_BILINEAR_FILTER, false);
-       material_water1.setFlag(video::EMF_FOG_ENABLE, true);
-       material_water1.MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA;
-       AtlasPointer pa_water1 = g_texturesource->getTexture(
-                       g_texturesource->getTextureId("water.png"));
-       material_water1.setTexture(0, pa_water1.atlas);
-
        // New-style leaves material
        video::SMaterial material_leaves1;
        material_leaves1.setFlag(video::EMF_LIGHTING, false);
@@ -337,30 +326,40 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                        collector.append(material, vertices, 4, indices, 6);
                }
                /*
-                       Add flowing water to mesh
+                       Add flowing liquid to mesh
                */
-               else if(n.getContent() == CONTENT_WATER)
+               else if(content_features(n).liquid_type == LIQUID_FLOWING)
                {
-                       bool top_is_water = false;
+                       assert(content_features(n).special_material);
+                       video::SMaterial &liquid_material =
+                                       *content_features(n).special_material;
+                       assert(content_features(n).special_atlas);
+                       AtlasPointer &pa_liquid1 =
+                                       *content_features(n).special_atlas;
+
+                       bool top_is_same_liquid = false;
                        MapNode ntop = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z));
-                       if(ntop.getContent() == CONTENT_WATER || ntop.getContent() == CONTENT_WATERSOURCE)
-                               top_is_water = true;
+                       content_t c_flowing = content_features(n).liquid_alternative_flowing;
+                       content_t c_source = content_features(n).liquid_alternative_source;
+                       if(ntop.getContent() == c_flowing || ntop.getContent() == c_source)
+                               top_is_same_liquid = true;
                        
                        u8 l = 0;
                        // Use the light of the node on top if possible
                        if(content_features(ntop).param_type == CPT_LIGHT)
                                l = decode_light(ntop.getLightBlend(data->m_daynight_ratio));
-                       // Otherwise use the light of this node (the water)
+                       // Otherwise use the light of this node (the liquid)
                        else
                                l = decode_light(n.getLightBlend(data->m_daynight_ratio));
-                       video::SColor c = MapBlock_LightColor(WATER_ALPHA, l);
+                       video::SColor c = MapBlock_LightColor(
+                                       content_features(n).vertex_alpha, l);
                        
-                       // Neighbor water levels (key = relative position)
+                       // Neighbor liquid levels (key = relative position)
                        // Includes current node
                        core::map<v3s16, f32> neighbor_levels;
                        core::map<v3s16, content_t> neighbor_contents;
                        core::map<v3s16, u8> neighbor_flags;
-                       const u8 neighborflag_top_is_water = 0x01;
+                       const u8 neighborflag_top_is_same_liquid = 0x01;
                        v3s16 neighbor_dirs[9] = {
                                v3s16(0,0,0),
                                v3s16(0,0,1),
@@ -384,19 +383,20 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                {
                                        content = n2.getContent();
 
-                                       if(n2.getContent() == CONTENT_WATERSOURCE)
-                                               level = (-0.5+node_water_level) * BS;
-                                       else if(n2.getContent() == CONTENT_WATER)
-                                               level = (-0.5 + ((float)n2.param2 + 0.5) / 8.0
-                                                               * node_water_level) * BS;
+                                       if(n2.getContent() == c_source)
+                                               level = (-0.5+node_liquid_level) * BS;
+                                       else if(n2.getContent() == c_flowing)
+                                               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
                                        //       doesn't exist
                                        p2.Y += 1;
                                        n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
-                                       if(n2.getContent() == CONTENT_WATERSOURCE || n2.getContent() == CONTENT_WATER)
-                                               flags |= neighborflag_top_is_water;
+                                       if(n2.getContent() == c_source ||
+                                                       n2.getContent() == c_flowing)
+                                               flags |= neighborflag_top_is_same_liquid;
                                }
                                
                                neighbor_levels.insert(neighbor_dirs[i], level);
@@ -404,10 +404,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                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)
+                       // Corner heights (average between four liquids)
                        f32 corner_levels[4];
                        
                        v3s16 halfdirs[4] = {
@@ -421,29 +418,46 @@ 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 == CONTENT_WATERSOURCE)
+                                       // 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_water_level)*BS;
+                                               cornerlevel = (-0.5+node_liquid_level)*BS;
                                                valid_count = 1;
                                                break;
                                        }
-                                       else if(content == CONTENT_WATER)
+                                       // Flowing liquid has level information
+                                       else if(content == c_flowing)
                                        {
                                                cornerlevel += neighbor_levels[neighbordir];
                                                valid_count++;
                                        }
                                        else if(content == CONTENT_AIR)
+                                       {
+                                               air_count++;
+                                       }
+                                       /*// Air is liquid level 0
+                                       else if(content == CONTENT_AIR)
                                        {
                                                cornerlevel += -0.5*BS;
                                                valid_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;
                        }
@@ -469,24 +483,24 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                v3s16 dir = side_dirs[i];
 
                                /*
-                                       If our topside is water and neighbor's topside
-                                       is water, don't draw side face
+                                       If our topside is liquid and neighbor's topside
+                                       is liquid, don't draw side face
                                */
-                               if(top_is_water &&
-                                               neighbor_flags[dir] & neighborflag_top_is_water)
+                               if(top_is_same_liquid &&
+                                               neighbor_flags[dir] & neighborflag_top_is_same_liquid)
                                        continue;
 
                                u8 neighbor_content = neighbor_contents[dir];
                                
-                               // Don't draw face if neighbor is not air or water
+                               // Don't draw face if neighbor is not air or liquid
                                if(neighbor_content != CONTENT_AIR
-                                               && neighbor_content != CONTENT_WATER)
+                                               && neighbor_content != c_source)
                                        continue;
                                
-                               bool neighbor_is_water = (neighbor_content == CONTENT_WATER);
+                               bool neighbor_is_liquid = (neighbor_content == c_source);
                                
-                               // Don't draw any faces if neighbor is water and top is water
-                               if(neighbor_is_water == true && top_is_water == false)
+                               // Don't draw any faces if neighbor is liquid and top is liquid
+                               if(neighbor_is_liquid == true && top_is_same_liquid == false)
                                        continue;
                                
                                video::S3DVertex vertices[4] =
@@ -496,20 +510,20 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                        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()),
+                                                       pa_liquid1.x0(), pa_liquid1.y1()),
                                        video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
-                                                       pa_water1.x1(), pa_water1.y1()),
+                                                       pa_liquid1.x1(), pa_liquid1.y1()),
                                        video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
-                                                       pa_water1.x1(), pa_water1.y0()),
+                                                       pa_liquid1.x1(), pa_liquid1.y0()),
                                        video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
-                                                       pa_water1.x0(), pa_water1.y0()),
+                                                       pa_liquid1.x0(), pa_liquid1.y0()),
                                };
                                
                                /*
-                                       If our topside is water, set upper border of face
+                                       If our topside is liquid, set upper border of face
                                        at upper border of node
                                */
-                               if(top_is_water)
+                               if(top_is_same_liquid)
                                {
                                        vertices[2].Pos.Y = 0.5*BS;
                                        vertices[3].Pos.Y = 0.5*BS;
@@ -524,16 +538,16 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                }
                                
                                /*
-                                       If neighbor is water, lower border of face is corner
-                                       water levels
+                                       If neighbor is liquid, lower border of face is corner
+                                       liquid levels
                                */
-                               if(neighbor_is_water)
+                               if(neighbor_is_liquid)
                                {
                                        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
+                                       If neighbor is not liquid, lower border of face is
                                        lower border of node
                                */
                                else
@@ -558,14 +572,14 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
 
                                u16 indices[] = {0,1,2,2,3,0};
                                // Add to mesh collector
-                               collector.append(material_water1, vertices, 4, indices, 6);
+                               collector.append(liquid_material, vertices, 4, indices, 6);
                        }
                        
                        /*
                                Generate top side, if appropriate
                        */
                        
-                       if(top_is_water == false)
+                       if(top_is_same_liquid == false)
                        {
                                video::S3DVertex vertices[4] =
                                {
@@ -574,13 +588,13 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                        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()),
+                                                       pa_liquid1.x0(), pa_liquid1.y1()),
                                        video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
-                                                       pa_water1.x1(), pa_water1.y1()),
+                                                       pa_liquid1.x1(), pa_liquid1.y1()),
                                        video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c,
-                                                       pa_water1.x1(), pa_water1.y0()),
+                                                       pa_liquid1.x1(), pa_liquid1.y0()),
                                        video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c,
-                                                       pa_water1.x0(), pa_water1.y0()),
+                                                       pa_liquid1.x0(), pa_liquid1.y0()),
                                };
                                
                                // This fixes a strange bug
@@ -588,7 +602,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
 
                                for(s32 i=0; i<4; i++)
                                {
-                                       //vertices[i].Pos.Y += water_level;
+                                       //vertices[i].Pos.Y += liquid_level;
                                        //vertices[i].Pos.Y += neighbor_levels[v3s16(0,0,0)];
                                        s32 j = corner_resolve[i];
                                        vertices[i].Pos.Y += corner_levels[j];
@@ -597,29 +611,33 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
 
                                u16 indices[] = {0,1,2,2,3,0};
                                // Add to mesh collector
-                               collector.append(material_water1, vertices, 4, indices, 6);
+                               collector.append(liquid_material, vertices, 4, indices, 6);
                        }
                }
                /*
                        Add water sources to mesh if using new style
                */
-               else if(n.getContent() == CONTENT_WATERSOURCE && new_style_water)
+               else if(content_features(n).liquid_type == LIQUID_SOURCE
+                               && new_style_water)
                {
-                       //bool top_is_water = false;
+                       assert(content_features(n).special_material);
+                       video::SMaterial &liquid_material =
+                                       *content_features(n).special_material;
+                       assert(content_features(n).special_atlas);
+                       AtlasPointer &pa_liquid1 =
+                                       *content_features(n).special_atlas;
+
                        bool top_is_air = false;
                        MapNode n = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z));
-                       /*if(n.getContent() == CONTENT_WATER || n.getContent() == CONTENT_WATERSOURCE)
-                               top_is_water = true;*/
                        if(n.getContent() == CONTENT_AIR)
                                top_is_air = true;
                        
-                       /*if(top_is_water == true)
-                               continue;*/
                        if(top_is_air == false)
                                continue;
 
                        u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio));
-                       video::SColor c = MapBlock_LightColor(WATER_ALPHA, l);
+                       video::SColor c = MapBlock_LightColor(
+                                       content_features(n).vertex_alpha, l);
                        
                        video::S3DVertex vertices[4] =
                        {
@@ -628,24 +646,24 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                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()),
+                                               pa_liquid1.x0(), pa_liquid1.y1()),
                                video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
-                                               pa_water1.x1(), pa_water1.y1()),
+                                               pa_liquid1.x1(), pa_liquid1.y1()),
                                video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c,
-                                               pa_water1.x1(), pa_water1.y0()),
+                                               pa_liquid1.x1(), pa_liquid1.y0()),
                                video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c,
-                                               pa_water1.x0(), pa_water1.y0()),
+                                               pa_liquid1.x0(), pa_liquid1.y0()),
                        };
 
                        for(s32 i=0; i<4; i++)
                        {
-                               vertices[i].Pos.Y += (-0.5+node_water_level)*BS;
+                               vertices[i].Pos.Y += (-0.5+node_liquid_level)*BS;
                                vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
                        }
 
                        u16 indices[] = {0,1,2,2,3,0};
                        // Add to mesh collector
-                       collector.append(material_water1, vertices, 4, indices, 6);
+                       collector.append(liquid_material, vertices, 4, indices, 6);
                }
                /*
                        Add leaves if using new style