// Includes current node
core::map<v3s16, f32> neighbor_levels;
core::map<v3s16, u8> neighbor_contents;
+ core::map<v3s16, u8> neighbor_flags;
+ const u8 neighborflag_top_is_water = 0x01;
v3s16 neighbor_dirs[9] = {
v3s16(0,0,0),
v3s16(0,0,1),
{
u8 content = CONTENT_AIR;
float level = -0.5 * BS;
+ u8 flags = 0;
try{
+ // Check neighbor
v3s16 p2 = p + neighbor_dirs[i];
MapNode n2 = getNodeParent(p2);
level = 0.5 * BS;
else if(n2.d == CONTENT_WATER)
level = (-0.5 + ((float)n2.param2 + 0.5) / 8.0) * BS;
+
+ // Check node above neighbor.
+ // NOTE: This doesn't get executed if neighbor
+ // doesn't exist
+ p2.Y += 1;
+ n2 = getNodeParent(p2);
+ if(n2.d == CONTENT_WATERSOURCE || n2.d == CONTENT_WATER)
+ flags |= neighborflag_top_is_water;
}
catch(InvalidPositionException &e){}
neighbor_levels.insert(neighbor_dirs[i], level);
neighbor_contents.insert(neighbor_dirs[i], content);
+ neighbor_flags.insert(neighbor_dirs[i], flags);
}
//float water_level = (-0.5 + ((float)n.param2 + 0.5) / 8.0) * BS;
{
v3s16 dir = side_dirs[i];
- //float neighbor_level = neighbor_levels[dir];
- /*if(neighbor_level > -0.5*BS + 0.001)
- continue;*/
- /*if(neighbor_level > water_level - 0.1*BS)
- continue;*/
+ /*
+ If our topside is water and neighbor's topside
+ is water, don't draw side face
+ */
+ if(top_is_water &&
+ neighbor_flags[dir] & neighborflag_top_is_water)
+ continue;
u8 neighbor_content = neighbor_contents[dir];
-
+
+ // Don't draw face if neighbor is not air or water
if(neighbor_content != CONTENT_AIR
&& neighbor_content != CONTENT_WATER)
continue;
bool neighbor_is_water = (neighbor_content == CONTENT_WATER);
-
+
+ // Don't draw any faces if neighbor is water and top is water
if(neighbor_is_water == true && top_is_water == false)
continue;
video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,0),
};
+ /*
+ If our topside is water, set upper border of face
+ at upper border of node
+ */
if(top_is_water)
{
vertices[2].Pos.Y = 0.5*BS;
vertices[3].Pos.Y = 0.5*BS;
}
+ /*
+ Otherwise upper position of face is corner levels
+ */
else
{
vertices[2].Pos.Y = corner_levels[side_corners[i][0]];
vertices[3].Pos.Y = corner_levels[side_corners[i][1]];
}
-
+
+ /*
+ If neighbor is water, lower border of face is corner
+ water levels
+ */
if(neighbor_is_water)
{
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
+ lower border of node
+ */
else
{
vertices[0].Pos.Y = -0.5*BS;