//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);
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),
{
content = n2.getContent();
- if(n2.getContent() == CONTENT_WATERSOURCE)
- level = (-0.5+node_water_level) * BS;
- else if(n2.getContent() == CONTENT_WATER)
+ 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_water_level) * BS;
+ * 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);
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)];
+ //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 waters)
+ // Corner heights (average between four liquids)
f32 corner_levels[4];
v3s16 halfdirs[4] = {
v3s16 neighbordir = cornerdir - halfdirs[j];
u8 content = neighbor_contents[neighbordir];
// Special case for source nodes
- if(content == CONTENT_WATERSOURCE)
+ 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)
+ else if(content == c_flowing)
{
cornerlevel += neighbor_levels[neighbordir];
valid_count++;
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] =
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;
}
/*
- 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
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] =
{
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
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];
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] =
{
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
f->liquid_type = LIQUID_FLOWING;
f->liquid_alternative_flowing = CONTENT_WATER;
f->liquid_alternative_source = CONTENT_WATERSOURCE;
+ f->vertex_alpha = 160;
+ if(f->special_material == NULL && g_texturesource)
+ {
+ // Flowing water material
+ f->special_material = new video::SMaterial;
+ f->special_material->setFlag(video::EMF_LIGHTING, false);
+ f->special_material->setFlag(video::EMF_BACK_FACE_CULLING, false);
+ f->special_material->setFlag(video::EMF_BILINEAR_FILTER, false);
+ f->special_material->setFlag(video::EMF_FOG_ENABLE, true);
+ f->special_material->MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA;
+ AtlasPointer *pa_water1 = new AtlasPointer(g_texturesource->getTexture(
+ g_texturesource->getTextureId("water.png")));
+ f->special_material->setTexture(0, pa_water1->atlas);
+ f->special_atlas = pa_water1;
+ }
i = CONTENT_WATERSOURCE;
f = &content_features(i);
if(g_texturesource)
t.texture = g_texturesource->getTexture("water.png");
- t.alpha = WATER_ALPHA;
+ t.alpha = 160;
t.material_type = MATERIAL_ALPHA_VERTEX;
t.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING;
f->setAllTiles(t);
f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
f->liquid_alternative_flowing = CONTENT_WATER;
f->liquid_alternative_source = CONTENT_WATERSOURCE;
+ f->vertex_alpha = 160;
+ if(f->special_material == NULL && g_texturesource)
+ {
+ // Flowing water material
+ f->special_material = new video::SMaterial;
+ f->special_material->setFlag(video::EMF_LIGHTING, false);
+ f->special_material->setFlag(video::EMF_BACK_FACE_CULLING, false);
+ f->special_material->setFlag(video::EMF_BILINEAR_FILTER, false);
+ f->special_material->setFlag(video::EMF_FOG_ENABLE, true);
+ f->special_material->MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA;
+ AtlasPointer *pa_water1 = new AtlasPointer(g_texturesource->getTexture(
+ g_texturesource->getTextureId("water.png")));
+ f->special_material->setTexture(0, pa_water1->atlas);
+ f->special_atlas = pa_water1;
+ }
+
+ i = CONTENT_LAVA;
+ f = &content_features(i);
+ f->setInventoryTextureCube("lava.png", "lava.png", "lava.png");
+ f->param_type = CPT_LIGHT;
+ f->light_propagates = false;
+ f->light_source = LIGHT_MAX-1;
+ f->solidness = 0; // Drawn separately, makes no faces
+ f->walkable = false;
+ f->pointable = false;
+ f->diggable = false;
+ f->buildable_to = true;
+ f->liquid_type = LIQUID_FLOWING;
+ f->liquid_alternative_flowing = CONTENT_LAVA;
+ f->liquid_alternative_source = CONTENT_LAVASOURCE;
+ if(f->special_material == NULL && g_texturesource)
+ {
+ // Flowing lava material
+ f->special_material = new video::SMaterial;
+ f->special_material->setFlag(video::EMF_LIGHTING, false);
+ f->special_material->setFlag(video::EMF_BACK_FACE_CULLING, false);
+ f->special_material->setFlag(video::EMF_BILINEAR_FILTER, false);
+ f->special_material->setFlag(video::EMF_FOG_ENABLE, true);
+ f->special_material->MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA;
+ AtlasPointer *pa_lava1 = new AtlasPointer(
+ g_texturesource->getTexture(
+ g_texturesource->getTextureId("lava.png")));
+ f->special_material->setTexture(0, pa_lava1->atlas);
+ f->special_atlas = pa_lava1;
+ }
+
+ i = CONTENT_LAVASOURCE;
+ f = &content_features(i);
+ f->setInventoryTextureCube("lava.png", "lava.png", "lava.png");
+ if(new_style_water)
+ {
+ f->solidness = 0; // drawn separately, makes no faces
+ }
+ else // old style
+ {
+ f->solidness = 2;
+
+ TileSpec t;
+ if(g_texturesource)
+ t.texture = g_texturesource->getTexture("lava.png");
+
+ //t.alpha = 255;
+ //t.material_type = MATERIAL_ALPHA_VERTEX;
+ //t.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING;
+ f->setAllTiles(t);
+ }
+ f->param_type = CPT_LIGHT;
+ f->light_propagates = false;
+ f->light_source = LIGHT_MAX-1;
+ f->walkable = false;
+ f->pointable = false;
+ f->diggable = false;
+ f->buildable_to = true;
+ f->liquid_type = LIQUID_SOURCE;
+ f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
+ f->liquid_alternative_flowing = CONTENT_LAVA;
+ f->liquid_alternative_source = CONTENT_LAVASOURCE;
+ if(f->special_material == NULL && g_texturesource)
+ {
+ // Flowing lava material
+ f->special_material = new video::SMaterial;
+ f->special_material->setFlag(video::EMF_LIGHTING, false);
+ f->special_material->setFlag(video::EMF_BACK_FACE_CULLING, false);
+ f->special_material->setFlag(video::EMF_BILINEAR_FILTER, false);
+ f->special_material->setFlag(video::EMF_FOG_ENABLE, true);
+ f->special_material->MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA;
+ AtlasPointer *pa_lava1 = new AtlasPointer(
+ g_texturesource->getTexture(
+ g_texturesource->getTextureId("lava.png")));
+ f->special_material->setTexture(0, pa_lava1->atlas);
+ f->special_atlas = pa_lava1;
+ }
i = CONTENT_TORCH;
f = &content_features(i);