Update inventory texture too
[oweals/minetest.git] / src / mapblock_mesh.cpp
index 7ee49986f1465ef2d4b5e34d6a3c26df4c26b0a2..5d8c0b737474cf322a9c0b88d43839a53e361bf3 100644 (file)
@@ -22,9 +22,12 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "mapblock.h"
 #include "map.h"
 #include "main.h" // For g_settings and g_texturesource
-#include "content_mapblock.h"
 #include "settings.h"
 #include "profiler.h"
+#include "nodedef.h"
+#include "tile.h"
+#include "gamedef.h"
+#include "content_mapblock.h"
 
 void MeshMakeData::fill(u32 daynight_ratio, MapBlock *block)
 {
@@ -82,7 +85,7 @@ void MeshMakeData::fill(u32 daynight_ratio, MapBlock *block)
 /*
        vertex_dirs: v3s16[4]
 */
-void getNodeVertexDirs(v3s16 dir, v3s16 *vertex_dirs)
+static void getNodeVertexDirs(v3s16 dir, v3s16 *vertex_dirs)
 {
        /*
                If looked from outside the node towards the face, the corners are:
@@ -168,7 +171,7 @@ struct FastFace
        video::S3DVertex vertices[4]; // Precalculated vertices
 };
 
-void makeFastFace(TileSpec tile, u8 li0, u8 li1, u8 li2, u8 li3, v3f p,
+static void makeFastFace(TileSpec tile, u8 li0, u8 li1, u8 li2, u8 li3, v3f p,
                v3s16 dir, v3f scale, v3f posRelative_f,
                core::array<FastFace> &dest)
 {
@@ -250,11 +253,11 @@ void makeFastFace(TileSpec tile, u8 li0, u8 li1, u8 li2, u8 li3, v3f p,
        Gets node tile from any place relative to block.
        Returns TILE_NODE if doesn't exist or should not be drawn.
 */
-TileSpec getNodeTile(MapNode mn, v3s16 p, v3s16 face_dir,
-               NodeModMap &temp_mods)
+static TileSpec getNodeTile(MapNode mn, v3s16 p, v3s16 face_dir,
+               NodeModMap &temp_mods, ITextureSource *tsrc, INodeDefManager *ndef)
 {
        TileSpec spec;
-       spec = mn.getTile(face_dir);
+       spec = mn.getTile(face_dir, tsrc, ndef);
        
        /*
                Check temporary modifications on this node
@@ -271,7 +274,7 @@ TileSpec getNodeTile(MapNode mn, v3s16 p, v3s16 face_dir,
                if(mod.type == NODEMOD_CHANGECONTENT)
                {
                        MapNode mn2(mod.param);
-                       spec = mn2.getTile(face_dir);
+                       spec = mn2.getTile(face_dir, tsrc, ndef);
                }
                if(mod.type == NODEMOD_CRACK)
                {
@@ -282,27 +285,27 @@ TileSpec getNodeTile(MapNode mn, v3s16 p, v3s16 face_dir,
 
                        // Get original texture name
                        u32 orig_id = spec.texture.id;
-                       std::string orig_name = g_texturesource->getTextureName(orig_id);
+                       std::string orig_name = tsrc->getTextureName(orig_id);
 
                        // Create new texture name
                        std::ostringstream os;
                        os<<orig_name<<"^[crack"<<mod.param;
 
                        // Get new texture
-                       u32 new_id = g_texturesource->getTextureId(os.str());
+                       u32 new_id = tsrc->getTextureId(os.str());
                        
                        /*dstream<<"MapBlock::getNodeTile(): Switching from "
                                        <<orig_name<<" to "<<os.str()<<" ("
                                        <<orig_id<<" to "<<new_id<<")"<<std::endl;*/
                        
-                       spec.texture = g_texturesource->getTexture(new_id);
+                       spec.texture = tsrc->getTexture(new_id);
                }
        }
        
        return spec;
 }
 
-content_t getNodeContent(v3s16 p, MapNode mn, NodeModMap &temp_mods)
+static content_t getNodeContent(v3s16 p, MapNode mn, NodeModMap &temp_mods)
 {
        /*
                Check temporary modifications on this node
@@ -352,7 +355,8 @@ v3s16 dirs8[8] = {
 };
 
 // Calculate lighting at the XYZ- corner of p
-u8 getSmoothLight(v3s16 p, VoxelManipulator &vmanip, u32 daynight_ratio)
+static u8 getSmoothLight(v3s16 p, VoxelManipulator &vmanip, u32 daynight_ratio,
+               INodeDefManager *ndef)
 {
        u16 ambient_occlusion = 0;
        u16 light = 0;
@@ -360,11 +364,11 @@ u8 getSmoothLight(v3s16 p, VoxelManipulator &vmanip, u32 daynight_ratio)
        for(u32 i=0; i<8; i++)
        {
                MapNode n = vmanip.getNodeNoEx(p - dirs8[i]);
-               if(content_features(n).param_type == CPT_LIGHT
+               if(ndef->get(n).param_type == CPT_LIGHT
                                // Fast-style leaves look better this way
-                               && content_features(n).solidness != 2)
+                               && ndef->get(n).solidness != 2)
                {
-                       light += decode_light(n.getLightBlend(daynight_ratio));
+                       light += decode_light(n.getLightBlend(daynight_ratio, ndef));
                        light_count++;
                }
                else
@@ -389,8 +393,8 @@ u8 getSmoothLight(v3s16 p, VoxelManipulator &vmanip, u32 daynight_ratio)
 }
 
 // Calculate lighting at the given corner of p
-u8 getSmoothLight(v3s16 p, v3s16 corner,
-               VoxelManipulator &vmanip, u32 daynight_ratio)
+static u8 getSmoothLight(v3s16 p, v3s16 corner,
+               VoxelManipulator &vmanip, u32 daynight_ratio, INodeDefManager *ndef)
 {
        if(corner.X == 1) p.X += 1;
        else              assert(corner.X == -1);
@@ -399,10 +403,10 @@ u8 getSmoothLight(v3s16 p, v3s16 corner,
        if(corner.Z == 1) p.Z += 1;
        else              assert(corner.Z == -1);
        
-       return getSmoothLight(p, vmanip, daynight_ratio);
+       return getSmoothLight(p, vmanip, daynight_ratio, ndef);
 }
 
-void getTileInfo(
+static void getTileInfo(
                // Input:
                v3s16 blockpos_nodes,
                v3s16 p,
@@ -411,6 +415,7 @@ void getTileInfo(
                VoxelManipulator &vmanip,
                NodeModMap &temp_mods,
                bool smooth_lighting,
+               IGameDef *gamedef,
                // Output:
                bool &makes_face,
                v3s16 &p_corrected,
@@ -419,15 +424,19 @@ void getTileInfo(
                TileSpec &tile
        )
 {
+       ITextureSource *tsrc = gamedef->tsrc();
+       INodeDefManager *ndef = gamedef->ndef();
+
        MapNode n0 = vmanip.getNodeNoEx(blockpos_nodes + p);
        MapNode n1 = vmanip.getNodeNoEx(blockpos_nodes + p + face_dir);
-       TileSpec tile0 = getNodeTile(n0, p, face_dir, temp_mods);
-       TileSpec tile1 = getNodeTile(n1, p + face_dir, -face_dir, temp_mods);
+       TileSpec tile0 = getNodeTile(n0, p, face_dir, temp_mods, tsrc, ndef);
+       TileSpec tile1 = getNodeTile(n1, p + face_dir, -face_dir, temp_mods, tsrc, ndef);
        
        // This is hackish
        content_t content0 = getNodeContent(p, n0, temp_mods);
        content_t content1 = getNodeContent(p + face_dir, n1, temp_mods);
-       u8 mf = face_contents(content0, content1);
+       bool equivalent = false;
+       u8 mf = face_contents(content0, content1, &equivalent, ndef);
 
        if(mf == 0)
        {
@@ -450,10 +459,14 @@ void getTileInfo(
                face_dir_corrected = -face_dir;
        }
        
+       // eg. water and glass
+       if(equivalent)
+               tile.material_flags |= MATERIAL_FLAG_BACKFACE_CULLING;
+       
        if(smooth_lighting == false)
        {
                lights[0] = lights[1] = lights[2] = lights[3] =
-                               decode_light(getFaceLight(daynight_ratio, n0, n1, face_dir));
+                               decode_light(getFaceLight(daynight_ratio, n0, n1, face_dir, ndef));
        }
        else
        {
@@ -462,7 +475,7 @@ void getTileInfo(
                for(u16 i=0; i<4; i++)
                {
                        lights[i] = getSmoothLight(blockpos_nodes + p_corrected,
-                                       vertex_dirs[i], vmanip, daynight_ratio);
+                                       vertex_dirs[i], vmanip, daynight_ratio, ndef);
                }
        }
        
@@ -474,7 +487,7 @@ void getTileInfo(
        translate_dir: unit vector with only one of x, y or z
        face_dir: unit vector with only one of x, y or z
 */
-void updateFastFaceRow(
+static void updateFastFaceRow(
                u32 daynight_ratio,
                v3f posRelative_f,
                v3s16 startpos,
@@ -487,7 +500,8 @@ void updateFastFaceRow(
                NodeModMap &temp_mods,
                VoxelManipulator &vmanip,
                v3s16 blockpos_nodes,
-               bool smooth_lighting)
+               bool smooth_lighting,
+               IGameDef *gamedef)
 {
        v3s16 p = startpos;
        
@@ -499,7 +513,7 @@ void updateFastFaceRow(
        u8 lights[4] = {0,0,0,0};
        TileSpec tile;
        getTileInfo(blockpos_nodes, p, face_dir, daynight_ratio,
-                       vmanip, temp_mods, smooth_lighting,
+                       vmanip, temp_mods, smooth_lighting, gamedef,
                        makes_face, p_corrected, face_dir_corrected, lights, tile);
 
        for(u16 j=0; j<length; j++)
@@ -522,7 +536,7 @@ void updateFastFaceRow(
                        p_next = p + translate_dir;
                        
                        getTileInfo(blockpos_nodes, p_next, face_dir, daynight_ratio,
-                                       vmanip, temp_mods, smooth_lighting,
+                                       vmanip, temp_mods, smooth_lighting, gamedef,
                                        next_makes_face, next_p_corrected,
                                        next_face_dir_corrected, next_lights,
                                        next_tile);
@@ -635,7 +649,7 @@ void updateFastFaceRow(
        }
 }
 
-scene::SMesh* makeMapBlockMesh(MeshMakeData *data)
+scene::SMesh* makeMapBlockMesh(MeshMakeData *data, IGameDef *gamedef)
 {
        // 4-21ms for MAP_BLOCKSIZE=16
        // 24-155ms for MAP_BLOCKSIZE=32
@@ -682,7 +696,8 @@ scene::SMesh* makeMapBlockMesh(MeshMakeData *data)
                                                data->m_temp_mods,
                                                data->m_vmanip,
                                                blockpos_nodes,
-                                               smooth_lighting);
+                                               smooth_lighting,
+                                               gamedef);
                        }
                }
                /*
@@ -700,7 +715,8 @@ scene::SMesh* makeMapBlockMesh(MeshMakeData *data)
                                                data->m_temp_mods,
                                                data->m_vmanip,
                                                blockpos_nodes,
-                                               smooth_lighting);
+                                               smooth_lighting,
+                                               gamedef);
                        }
                }
                /*
@@ -718,7 +734,8 @@ scene::SMesh* makeMapBlockMesh(MeshMakeData *data)
                                                data->m_temp_mods,
                                                data->m_vmanip,
                                                blockpos_nodes,
-                                               smooth_lighting);
+                                               smooth_lighting,
+                                               gamedef);
                        }
                }
        }
@@ -783,7 +800,7 @@ scene::SMesh* makeMapBlockMesh(MeshMakeData *data)
                - whatever
        */
 
-       mapblock_mesh_generate_special(data, collector);
+       mapblock_mesh_generate_special(data, collector, gamedef);
        
        /*
                Add stuff from collector to mesh