*/
#include "content_mapblock.h"
-#include "content_mapnode.h"
+
#include "main.h" // For g_settings
#include "mineral.h"
#include "mapblock_mesh.h" // For MapBlock_LightColor()
void mapblock_mesh_generate_special(MeshMakeData *data,
MeshCollector &collector, IGameDef *gamedef)
{
- ITextureSource *tsrc = gamedef->tsrc();
INodeDefManager *nodedef = gamedef->ndef();
// 0ms
Some settings
*/
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_liquid_level = 1.0;
if(new_style_water)
v3s16 blockpos_nodes = data->m_blockpos*MAP_BLOCKSIZE;
- // New-style leaves material
- video::SMaterial material_leaves1;
- material_leaves1.setFlag(video::EMF_LIGHTING, false);
- material_leaves1.setFlag(video::EMF_BILINEAR_FILTER, false);
- material_leaves1.setFlag(video::EMF_FOG_ENABLE, true);
- material_leaves1.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
- AtlasPointer pa_leaves1 = tsrc->getTexture(
- tsrc->getTextureId("leaves.png"));
- material_leaves1.setTexture(0, pa_leaves1.atlas);
-
- // Glass material
- video::SMaterial material_glass;
- material_glass.setFlag(video::EMF_LIGHTING, false);
- material_glass.setFlag(video::EMF_BILINEAR_FILTER, false);
- material_glass.setFlag(video::EMF_FOG_ENABLE, true);
- material_glass.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
- AtlasPointer pa_glass = tsrc->getTexture(
- tsrc->getTextureId("glass.png"));
- material_glass.setTexture(0, pa_glass.atlas);
-
- // Wood material
- video::SMaterial material_wood;
- material_wood.setFlag(video::EMF_LIGHTING, false);
- material_wood.setFlag(video::EMF_BILINEAR_FILTER, false);
- material_wood.setFlag(video::EMF_FOG_ENABLE, true);
- material_wood.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
- AtlasPointer pa_wood = tsrc->getTexture(
- tsrc->getTextureId("wood.png"));
- material_wood.setTexture(0, pa_wood.atlas);
-
- // General ground material for special output
+ /*// 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 = tsrc->getTexture(
- tsrc->getTextureId("papyrus.png"));
- material_papyrus.setTexture(0, pa_papyrus.atlas);
-
- // Apple material
- video::SMaterial material_apple;
- material_apple.setFlag(video::EMF_LIGHTING, false);
- material_apple.setFlag(video::EMF_BILINEAR_FILTER, false);
- material_apple.setFlag(video::EMF_FOG_ENABLE, true);
- material_apple.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
- AtlasPointer pa_apple = tsrc->getTexture(
- tsrc->getTextureId("apple.png"));
- material_apple.setTexture(0, pa_apple.atlas);
-
-
- // Sapling material
- video::SMaterial material_sapling;
- material_sapling.setFlag(video::EMF_LIGHTING, false);
- material_sapling.setFlag(video::EMF_BILINEAR_FILTER, false);
- material_sapling.setFlag(video::EMF_FOG_ENABLE, true);
- material_sapling.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
- AtlasPointer pa_sapling = tsrc->getTexture(
- tsrc->getTextureId("sapling.png"));
- material_sapling.setTexture(0, pa_sapling.atlas);
-
-
- // junglegrass material
- video::SMaterial material_junglegrass;
- material_junglegrass.setFlag(video::EMF_LIGHTING, false);
- material_junglegrass.setFlag(video::EMF_BILINEAR_FILTER, false);
- material_junglegrass.setFlag(video::EMF_FOG_ENABLE, true);
- material_junglegrass.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
- AtlasPointer pa_junglegrass = tsrc->getTexture(
- tsrc->getTextureId("junglegrass.png"));
- material_junglegrass.setTexture(0, pa_junglegrass.atlas);
+ material_general.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;*/
for(s16 z=0; z<MAP_BLOCKSIZE; z++)
for(s16 y=0; y<MAP_BLOCKSIZE; y++)
v3s16 p(x,y,z);
MapNode n = data->m_vmanip.getNodeNoEx(blockpos_nodes+p);
+ const ContentFeatures &f = nodedef->get(n);
// Only solidness=0 stuff is drawn here
- if(nodedef->get(n).solidness != 0)
+ if(f.solidness != 0)
continue;
-
- /*
- Add torches to mesh
- */
- if(n.getContent() == CONTENT_TORCH)
+
+ switch(f.drawtype){
+ default:
+ infostream<<"Got "<<f.drawtype<<std::endl;
+ assert(0);
+ break;
+ case NDT_AIRLIKE:
+ break;
+ case NDT_LIQUID:
{
- v3s16 dir = unpackDir(n.param2);
-
- const char *texturename = "torch.png";
- if(dir == v3s16(0,-1,0)){
- texturename = "torch_on_floor.png";
- } else if(dir == v3s16(0,1,0)){
- texturename = "torch_on_ceiling.png";
- // For backwards compatibility
- } else if(dir == v3s16(0,0,0)){
- texturename = "torch_on_floor.png";
- } else {
- texturename = "torch.png";
- }
-
- AtlasPointer ap = tsrc->getTexture(texturename);
-
- // Set material
- video::SMaterial material;
- material.setFlag(video::EMF_LIGHTING, false);
- material.setFlag(video::EMF_BACK_FACE_CULLING, false);
- material.setFlag(video::EMF_BILINEAR_FILTER, false);
- material.setFlag(video::EMF_FOG_ENABLE, true);
- //material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
- material.MaterialType
- = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
- material.setTexture(0, ap.atlas);
-
- video::SColor c(255,255,255,255);
-
- // Wall at X+ of node
- video::S3DVertex vertices[4] =
- {
- video::S3DVertex(-BS/2,-BS/2,0, 0,0,0, c,
- ap.x0(), ap.y1()),
- video::S3DVertex(BS/2,-BS/2,0, 0,0,0, c,
- ap.x1(), ap.y1()),
- video::S3DVertex(BS/2,BS/2,0, 0,0,0, c,
- ap.x1(), ap.y0()),
- video::S3DVertex(-BS/2,BS/2,0, 0,0,0, c,
- ap.x0(), ap.y0()),
- };
-
- for(s32 i=0; i<4; i++)
- {
- if(dir == v3s16(1,0,0))
- vertices[i].Pos.rotateXZBy(0);
- if(dir == v3s16(-1,0,0))
- vertices[i].Pos.rotateXZBy(180);
- if(dir == v3s16(0,0,1))
- vertices[i].Pos.rotateXZBy(90);
- if(dir == v3s16(0,0,-1))
- vertices[i].Pos.rotateXZBy(-90);
- if(dir == v3s16(0,-1,0))
- vertices[i].Pos.rotateXZBy(45);
- if(dir == v3s16(0,1,0))
- vertices[i].Pos.rotateXZBy(-45);
-
- vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
- }
+ /*
+ Add water sources to mesh if using new style
+ */
+ assert(nodedef->get(n).special_materials[0]);
+ //assert(nodedef->get(n).special_materials[1]);
+ assert(nodedef->get(n).special_aps[0]);
- u16 indices[] = {0,1,2,2,3,0};
- // Add to mesh collector
- collector.append(material, vertices, 4, indices, 6);
- }
- /*
- Signs on walls
- */
- else if(n.getContent() == CONTENT_SIGN_WALL)
- {
- AtlasPointer ap = tsrc->getTexture("sign_wall.png");
+ video::SMaterial &liquid_material =
+ *nodedef->get(n).special_materials[0];
+ /*video::SMaterial &liquid_material_bfculled =
+ *nodedef->get(n).special_materials[1];*/
+ AtlasPointer &pa_liquid1 =
+ *nodedef->get(n).special_aps[0];
- // Set material
- video::SMaterial material;
- material.setFlag(video::EMF_LIGHTING, false);
- material.setFlag(video::EMF_BACK_FACE_CULLING, false);
- material.setFlag(video::EMF_BILINEAR_FILTER, false);
- material.setFlag(video::EMF_FOG_ENABLE, true);
- material.MaterialType
- = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
- material.setTexture(0, ap.atlas);
+ bool top_is_air = false;
+ MapNode n = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z));
+ if(n.getContent() == CONTENT_AIR)
+ top_is_air = true;
+
+ if(top_is_air == false)
+ continue;
u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio, nodedef));
- video::SColor c = MapBlock_LightColor(255, l);
-
- float d = (float)BS/16;
- // Wall at X+ of node
+ video::SColor c = MapBlock_LightColor(
+ nodedef->get(n).alpha, l);
+
video::S3DVertex vertices[4] =
{
- video::S3DVertex(BS/2-d,-BS/2,-BS/2, 0,0,0, c,
- ap.x0(), ap.y1()),
- video::S3DVertex(BS/2-d,-BS/2,BS/2, 0,0,0, c,
- ap.x1(), ap.y1()),
- video::S3DVertex(BS/2-d,BS/2,BS/2, 0,0,0, c,
- ap.x1(), ap.y0()),
- video::S3DVertex(BS/2-d,BS/2,-BS/2, 0,0,0, c,
- ap.x0(), ap.y0()),
+ video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
+ pa_liquid1.x0(), pa_liquid1.y1()),
+ video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
+ pa_liquid1.x1(), pa_liquid1.y1()),
+ video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c,
+ pa_liquid1.x1(), pa_liquid1.y0()),
+ video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c,
+ pa_liquid1.x0(), pa_liquid1.y0()),
};
- v3s16 dir = unpackDir(n.param2);
-
for(s32 i=0; i<4; i++)
{
- if(dir == v3s16(1,0,0))
- vertices[i].Pos.rotateXZBy(0);
- if(dir == v3s16(-1,0,0))
- vertices[i].Pos.rotateXZBy(180);
- if(dir == v3s16(0,0,1))
- vertices[i].Pos.rotateXZBy(90);
- if(dir == v3s16(0,0,-1))
- vertices[i].Pos.rotateXZBy(-90);
- if(dir == v3s16(0,-1,0))
- vertices[i].Pos.rotateXYBy(-90);
- if(dir == v3s16(0,1,0))
- vertices[i].Pos.rotateXYBy(90);
-
+ 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, vertices, 4, indices, 6);
- }
- /*
- Add flowing liquid to mesh
- */
- else if(nodedef->get(n).liquid_type == LIQUID_FLOWING)
+ collector.append(liquid_material, vertices, 4, indices, 6);
+ break;}
+ case NDT_FLOWINGLIQUID:
{
+ /*
+ Add flowing liquid to mesh
+ */
assert(nodedef->get(n).special_materials[0]);
assert(nodedef->get(n).special_materials[1]);
assert(nodedef->get(n).special_aps[0]);
// Add to mesh collector
collector.append(liquid_material, vertices, 4, indices, 6);
}
- }
- /*
- Add water sources to mesh if using new style
- */
- else if(nodedef->get(n).liquid_type == LIQUID_SOURCE
- && new_style_water)
+ break;}
+ case NDT_GLASSLIKE:
{
- assert(nodedef->get(n).special_materials[0]);
- //assert(nodedef->get(n).special_materials[1]);
- assert(nodedef->get(n).special_aps[0]);
-
- video::SMaterial &liquid_material =
- *nodedef->get(n).special_materials[0];
- /*video::SMaterial &liquid_material_bfculled =
- *nodedef->get(n).special_materials[1];*/
- AtlasPointer &pa_liquid1 =
- *nodedef->get(n).special_aps[0];
-
- bool top_is_air = false;
- MapNode n = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z));
- if(n.getContent() == CONTENT_AIR)
- top_is_air = true;
-
- if(top_is_air == false)
- continue;
-
- u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio, nodedef));
- video::SColor c = MapBlock_LightColor(
- nodedef->get(n).alpha, l);
-
- video::S3DVertex vertices[4] =
- {
- video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
- pa_liquid1.x0(), pa_liquid1.y1()),
- video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
- pa_liquid1.x1(), pa_liquid1.y1()),
- video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c,
- pa_liquid1.x1(), pa_liquid1.y0()),
- video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c,
- pa_liquid1.x0(), pa_liquid1.y0()),
- };
-
- for(s32 i=0; i<4; i++)
- {
- vertices[i].Pos.Y += (-0.5+node_liquid_level)*BS;
- vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
- }
+ video::SMaterial material_glass;
+ material_glass.setFlag(video::EMF_LIGHTING, false);
+ material_glass.setFlag(video::EMF_BILINEAR_FILTER, false);
+ material_glass.setFlag(video::EMF_FOG_ENABLE, true);
+ material_glass.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
+ AtlasPointer pa_glass = f.tiles[0].texture;
+ material_glass.setTexture(0, pa_glass.atlas);
- u16 indices[] = {0,1,2,2,3,0};
- // Add to mesh collector
- collector.append(liquid_material, vertices, 4, indices, 6);
- }
- /*
- Add leaves if using new style
- */
- else if(n.getContent() == CONTENT_LEAVES && new_style_leaves)
- {
- /*u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio, nodedef));*/
u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio, nodedef)));
video::SColor c = MapBlock_LightColor(255, l);
video::S3DVertex vertices[4] =
{
video::S3DVertex(-BS/2,-BS/2,BS/2, 0,0,0, c,
- pa_leaves1.x0(), pa_leaves1.y1()),
+ pa_glass.x0(), pa_glass.y1()),
video::S3DVertex(BS/2,-BS/2,BS/2, 0,0,0, c,
- pa_leaves1.x1(), pa_leaves1.y1()),
+ pa_glass.x1(), pa_glass.y1()),
video::S3DVertex(BS/2,BS/2,BS/2, 0,0,0, c,
- pa_leaves1.x1(), pa_leaves1.y0()),
+ pa_glass.x1(), pa_glass.y0()),
video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c,
- pa_leaves1.x0(), pa_leaves1.y0()),
+ pa_glass.x0(), pa_glass.y0()),
};
if(j == 0)
u16 indices[] = {0,1,2,2,3,0};
// Add to mesh collector
- collector.append(material_leaves1, vertices, 4, indices, 6);
+ collector.append(material_glass, vertices, 4, indices, 6);
}
- }
- /*
- Add glass
- */
- else if(n.getContent() == CONTENT_GLASS)
+ break;}
+ case NDT_ALLFACES:
{
+ video::SMaterial material_leaves1;
+ material_leaves1.setFlag(video::EMF_LIGHTING, false);
+ material_leaves1.setFlag(video::EMF_BILINEAR_FILTER, false);
+ material_leaves1.setFlag(video::EMF_FOG_ENABLE, true);
+ material_leaves1.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
+ AtlasPointer pa_leaves1 = f.tiles[0].texture;
+ material_leaves1.setTexture(0, pa_leaves1.atlas);
+
u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio, nodedef)));
video::SColor c = MapBlock_LightColor(255, l);
video::S3DVertex vertices[4] =
{
video::S3DVertex(-BS/2,-BS/2,BS/2, 0,0,0, c,
- pa_glass.x0(), pa_glass.y1()),
+ pa_leaves1.x0(), pa_leaves1.y1()),
video::S3DVertex(BS/2,-BS/2,BS/2, 0,0,0, c,
- pa_glass.x1(), pa_glass.y1()),
+ pa_leaves1.x1(), pa_leaves1.y1()),
video::S3DVertex(BS/2,BS/2,BS/2, 0,0,0, c,
- pa_glass.x1(), pa_glass.y0()),
+ pa_leaves1.x1(), pa_leaves1.y0()),
video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c,
- pa_glass.x0(), pa_glass.y0()),
+ pa_leaves1.x0(), pa_leaves1.y0()),
};
if(j == 0)
u16 indices[] = {0,1,2,2,3,0};
// Add to mesh collector
- collector.append(material_glass, vertices, 4, indices, 6);
+ collector.append(material_leaves1, vertices, 4, indices, 6);
}
- }
- /*
- Add fence
- */
- else if(n.getContent() == CONTENT_FENCE)
+ break;}
+ case NDT_ALLFACES_OPTIONAL:
+ // This is always pre-converted to something else
+ assert(0);
+ break;
+ case NDT_TORCHLIKE:
{
- u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio, nodedef)));
- video::SColor c = MapBlock_LightColor(255, l);
+ v3s16 dir = unpackDir(n.param2);
+
+ AtlasPointer ap(0);
+ if(dir == v3s16(0,-1,0)){
+ ap = f.tiles[0].texture; // floor
+ } else if(dir == v3s16(0,1,0)){
+ ap = f.tiles[1].texture; // ceiling
+ // For backwards compatibility
+ } else if(dir == v3s16(0,0,0)){
+ ap = f.tiles[0].texture; // floor
+ } else {
+ ap = f.tiles[2].texture; // side
+ }
- const f32 post_rad=(f32)BS/10;
- const f32 bar_rad=(f32)BS/20;
- const f32 bar_len=(f32)(BS/2)-post_rad;
+ // Set material
+ video::SMaterial material;
+ material.setFlag(video::EMF_LIGHTING, false);
+ material.setFlag(video::EMF_BACK_FACE_CULLING, false);
+ material.setFlag(video::EMF_BILINEAR_FILTER, false);
+ material.setFlag(video::EMF_FOG_ENABLE, true);
+ //material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
+ material.MaterialType
+ = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
+ material.setTexture(0, ap.atlas);
- // The post - always present
- v3f pos = intToFloat(p+blockpos_nodes, BS);
- f32 postuv[24]={
- 0.4,0.4,0.6,0.6,
- 0.35,0,0.65,1,
- 0.35,0,0.65,1,
- 0.35,0,0.65,1,
- 0.35,0,0.65,1,
- 0.4,0.4,0.6,0.6};
- makeCuboid(material_wood, &collector,
- &pa_wood, c, pos,
- post_rad,BS/2,post_rad, postuv);
+ video::SColor c(255,255,255,255);
- // Now a section of fence, +X, if there's a post there
- v3s16 p2 = p;
- p2.X++;
- MapNode n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
- if(n2.getContent() == CONTENT_FENCE)
+ // Wall at X+ of node
+ video::S3DVertex vertices[4] =
{
- pos = intToFloat(p+blockpos_nodes, BS);
- pos.X += BS/2;
- pos.Y += BS/4;
- f32 xrailuv[24]={
- 0,0.4,1,0.6,
- 0,0.4,1,0.6,
- 0,0.4,1,0.6,
- 0,0.4,1,0.6,
- 0,0.4,1,0.6,
- 0,0.4,1,0.6};
- makeCuboid(material_wood, &collector,
- &pa_wood, c, pos,
- bar_len,bar_rad,bar_rad, xrailuv);
-
- pos.Y -= BS/2;
- makeCuboid(material_wood, &collector,
- &pa_wood, c, pos,
- bar_len,bar_rad,bar_rad, xrailuv);
- }
+ video::S3DVertex(-BS/2,-BS/2,0, 0,0,0, c,
+ ap.x0(), ap.y1()),
+ video::S3DVertex(BS/2,-BS/2,0, 0,0,0, c,
+ ap.x1(), ap.y1()),
+ video::S3DVertex(BS/2,BS/2,0, 0,0,0, c,
+ ap.x1(), ap.y0()),
+ video::S3DVertex(-BS/2,BS/2,0, 0,0,0, c,
+ ap.x0(), ap.y0()),
+ };
- // Now a section of fence, +Z, if there's a post there
- p2 = p;
- p2.Z++;
- n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
- if(n2.getContent() == CONTENT_FENCE)
+ for(s32 i=0; i<4; i++)
{
- pos = intToFloat(p+blockpos_nodes, BS);
- pos.Z += BS/2;
- pos.Y += BS/4;
- f32 zrailuv[24]={
- 0,0.4,1,0.6,
- 0,0.4,1,0.6,
- 0,0.4,1,0.6,
- 0,0.4,1,0.6,
- 0,0.4,1,0.6,
- 0,0.4,1,0.6};
- makeCuboid(material_wood, &collector,
- &pa_wood, c, pos,
- bar_rad,bar_rad,bar_len, zrailuv);
- pos.Y -= BS/2;
- makeCuboid(material_wood, &collector,
- &pa_wood, c, pos,
- bar_rad,bar_rad,bar_len, zrailuv);
+ if(dir == v3s16(1,0,0))
+ vertices[i].Pos.rotateXZBy(0);
+ if(dir == v3s16(-1,0,0))
+ vertices[i].Pos.rotateXZBy(180);
+ if(dir == v3s16(0,0,1))
+ vertices[i].Pos.rotateXZBy(90);
+ if(dir == v3s16(0,0,-1))
+ vertices[i].Pos.rotateXZBy(-90);
+ if(dir == v3s16(0,-1,0))
+ vertices[i].Pos.rotateXZBy(45);
+ if(dir == v3s16(0,1,0))
+ vertices[i].Pos.rotateXZBy(-45);
+ vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
}
- }
-#if 1
- /*
- Add stones with minerals if stone is invisible
- */
- else if(n.getContent() == CONTENT_STONE && invisible_stone && n.getMineral(nodedef) != MINERAL_NONE)
+ u16 indices[] = {0,1,2,2,3,0};
+ // Add to mesh collector
+ collector.append(material, vertices, 4, indices, 6);
+ break;}
+ case NDT_SIGNLIKE:
{
- 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(nodedef->get(n2).param_type == CPT_LIGHT)
- l = decode_light(n2.getLightBlend(data->m_daynight_ratio, nodedef));
- else
- l = 255;*/
- u8 l = 255;
- video::SColor c = MapBlock_LightColor(255, l);
-
- // Get the right texture
- TileSpec ts = n.getTile(dir, tsrc, nodedef);
- AtlasPointer ap = ts.texture;
- material_general.setTexture(0, ap.atlas);
+ // Set material
+ video::SMaterial material;
+ material.setFlag(video::EMF_LIGHTING, false);
+ material.setFlag(video::EMF_BACK_FACE_CULLING, false);
+ material.setFlag(video::EMF_BILINEAR_FILTER, false);
+ material.setFlag(video::EMF_FOG_ENABLE, true);
+ material.MaterialType
+ = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
+ AtlasPointer ap = f.tiles[0].texture;
+ material.setTexture(0, ap.atlas);
- video::S3DVertex vertices[4] =
- {
- video::S3DVertex(-BS/2,-BS/2,BS/2, 0,0,0, c,
+ u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio, nodedef));
+ video::SColor c = MapBlock_LightColor(255, l);
+
+ float d = (float)BS/16;
+ // Wall at X+ of node
+ video::S3DVertex vertices[4] =
+ {
+ video::S3DVertex(BS/2-d,-BS/2,-BS/2, 0,0,0, c,
ap.x0(), ap.y1()),
- video::S3DVertex(BS/2,-BS/2,BS/2, 0,0,0, c,
+ video::S3DVertex(BS/2-d,-BS/2,BS/2, 0,0,0, c,
ap.x1(), ap.y1()),
- video::S3DVertex(BS/2,BS/2,BS/2, 0,0,0, c,
+ video::S3DVertex(BS/2-d,BS/2,BS/2, 0,0,0, c,
ap.x1(), ap.y0()),
- video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c,
+ video::S3DVertex(BS/2-d,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)
+ v3s16 dir = unpackDir(n.param2);
- for(u16 i=0; i<4; i++)
- {
- vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
- }
+ for(s32 i=0; i<4; i++)
+ {
+ if(dir == v3s16(1,0,0))
+ vertices[i].Pos.rotateXZBy(0);
+ if(dir == v3s16(-1,0,0))
+ vertices[i].Pos.rotateXZBy(180);
+ if(dir == v3s16(0,0,1))
+ vertices[i].Pos.rotateXZBy(90);
+ if(dir == v3s16(0,0,-1))
+ vertices[i].Pos.rotateXZBy(-90);
+ if(dir == v3s16(0,-1,0))
+ vertices[i].Pos.rotateXYBy(-90);
+ if(dir == v3s16(0,1,0))
+ vertices[i].Pos.rotateXYBy(90);
- u16 indices[] = {0,1,2,2,3,0};
- // Add to mesh collector
- collector.append(material_general, vertices, 4, indices, 6);
+ vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
}
- }
-#endif
- else if(n.getContent() == CONTENT_PAPYRUS)
+
+ u16 indices[] = {0,1,2,2,3,0};
+ // Add to mesh collector
+ collector.append(material, vertices, 4, indices, 6);
+ break;}
+ case NDT_PLANTLIKE:
{
+ 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 = f.tiles[0].texture;
+ material_papyrus.setTexture(0, pa_papyrus.atlas);
+
u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio, nodedef)));
video::SColor c = MapBlock_LightColor(255, l);
for(u16 i=0; i<4; i++)
{
+ vertices[i].Pos *= f.visual_scale;
vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
}
// Add to mesh collector
collector.append(material_papyrus, vertices, 4, indices, 6);
}
- }
- else if(n.getContent() == CONTENT_JUNGLEGRASS)
+ break;}
+ case NDT_FENCELIKE:
{
+ video::SMaterial material_wood;
+ material_wood.setFlag(video::EMF_LIGHTING, false);
+ material_wood.setFlag(video::EMF_BILINEAR_FILTER, false);
+ material_wood.setFlag(video::EMF_FOG_ENABLE, true);
+ material_wood.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
+ AtlasPointer pa_wood = f.tiles[0].texture;
+ material_wood.setTexture(0, pa_wood.atlas);
+
u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio, nodedef)));
video::SColor c = MapBlock_LightColor(255, l);
- for(u32 j=0; j<4; j++)
+ const f32 post_rad=(f32)BS/10;
+ const f32 bar_rad=(f32)BS/20;
+ const f32 bar_len=(f32)(BS/2)-post_rad;
+
+ // The post - always present
+ v3f pos = intToFloat(p+blockpos_nodes, BS);
+ f32 postuv[24]={
+ 0.4,0.4,0.6,0.6,
+ 0.35,0,0.65,1,
+ 0.35,0,0.65,1,
+ 0.35,0,0.65,1,
+ 0.35,0,0.65,1,
+ 0.4,0.4,0.6,0.6};
+ makeCuboid(material_wood, &collector,
+ &pa_wood, c, pos,
+ post_rad,BS/2,post_rad, postuv);
+
+ // Now a section of fence, +X, if there's a post there
+ v3s16 p2 = p;
+ p2.X++;
+ MapNode n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
+ const ContentFeatures *f2 = &nodedef->get(n2);
+ if(f2->drawtype == NDT_FENCELIKE)
{
- video::S3DVertex vertices[4] =
- {
- video::S3DVertex(-BS/2,-BS/2,0, 0,0,0, c,
- pa_junglegrass.x0(), pa_junglegrass.y1()),
- video::S3DVertex(BS/2,-BS/2,0, 0,0,0, c,
- pa_junglegrass.x1(), pa_junglegrass.y1()),
- video::S3DVertex(BS/2,BS/1,0, 0,0,0, c,
- pa_junglegrass.x1(), pa_junglegrass.y0()),
- video::S3DVertex(-BS/2,BS/1,0, 0,0,0, c,
- pa_junglegrass.x0(), pa_junglegrass.y0()),
- };
+ pos = intToFloat(p+blockpos_nodes, BS);
+ pos.X += BS/2;
+ pos.Y += BS/4;
+ f32 xrailuv[24]={
+ 0,0.4,1,0.6,
+ 0,0.4,1,0.6,
+ 0,0.4,1,0.6,
+ 0,0.4,1,0.6,
+ 0,0.4,1,0.6,
+ 0,0.4,1,0.6};
+ makeCuboid(material_wood, &collector,
+ &pa_wood, c, pos,
+ bar_len,bar_rad,bar_rad, xrailuv);
- 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);
- }
+ pos.Y -= BS/2;
+ makeCuboid(material_wood, &collector,
+ &pa_wood, c, pos,
+ bar_len,bar_rad,bar_rad, xrailuv);
+ }
- for(u16 i=0; i<4; i++)
- {
- vertices[i].Pos *= 1.3;
- vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
- }
+ // Now a section of fence, +Z, if there's a post there
+ p2 = p;
+ p2.Z++;
+ n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
+ f2 = &nodedef->get(n2);
+ if(f2->drawtype == NDT_FENCELIKE)
+ {
+ pos = intToFloat(p+blockpos_nodes, BS);
+ pos.Z += BS/2;
+ pos.Y += BS/4;
+ f32 zrailuv[24]={
+ 0,0.4,1,0.6,
+ 0,0.4,1,0.6,
+ 0,0.4,1,0.6,
+ 0,0.4,1,0.6,
+ 0,0.4,1,0.6,
+ 0,0.4,1,0.6};
+ makeCuboid(material_wood, &collector,
+ &pa_wood, c, pos,
+ bar_rad,bar_rad,bar_len, zrailuv);
+ pos.Y -= BS/2;
+ makeCuboid(material_wood, &collector,
+ &pa_wood, c, pos,
+ bar_rad,bar_rad,bar_len, zrailuv);
- u16 indices[] = {0,1,2,2,3,0};
- // Add to mesh collector
- collector.append(material_junglegrass, vertices, 4, indices, 6);
}
- }
- else if(n.getContent() == CONTENT_RAIL)
+ break;}
+ case NDT_RAILLIKE:
{
bool is_rail_x [] = { false, false }; /* x-1, x+1 */
bool is_rail_z [] = { false, false }; /* z-1, z+1 */
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.getContent() == CONTENT_RAIL)
+
+ content_t thiscontent = n.getContent();
+ if(n_minus_x.getContent() == thiscontent)
is_rail_x[0] = true;
- if(n_plus_x.getContent() == CONTENT_RAIL)
+ if(n_plus_x.getContent() == thiscontent)
is_rail_x[1] = true;
- if(n_minus_z.getContent() == CONTENT_RAIL)
+ if(n_minus_z.getContent() == thiscontent)
is_rail_z[0] = true;
- if(n_plus_z.getContent() == CONTENT_RAIL)
+ if(n_plus_z.getContent() == thiscontent)
is_rail_z[1] = true;
int adjacencies = is_rail_x[0] + is_rail_x[1] + is_rail_z[0] + is_rail_z[1];
// Assign textures
- const char *texturename = "rail.png";
+ AtlasPointer ap = f.tiles[0].texture; // straight
if(adjacencies < 2)
- texturename = "rail.png";
+ ap = f.tiles[0].texture; // straight
else if(adjacencies == 2)
{
if((is_rail_x[0] && is_rail_x[1]) || (is_rail_z[0] && is_rail_z[1]))
- texturename = "rail.png";
+ ap = f.tiles[0].texture; // straight
else
- texturename = "rail_curved.png";
+ ap = f.tiles[1].texture; // curved
}
else if(adjacencies == 3)
- texturename = "rail_t_junction.png";
+ ap = f.tiles[2].texture; // t-junction
else if(adjacencies == 4)
- texturename = "rail_crossing.png";
+ ap = f.tiles[3].texture; // crossing
- AtlasPointer ap = tsrc->getTexture(texturename);
-
video::SMaterial material_rail;
material_rail.setFlag(video::EMF_LIGHTING, false);
material_rail.setFlag(video::EMF_BACK_FACE_CULLING, false);
u16 indices[] = {0,1,2,2,3,0};
collector.append(material_rail, vertices, 4, indices, 6);
- }
- else if (n.getContent() == CONTENT_LADDER) {
- AtlasPointer ap = tsrc->getTexture("ladder.png");
-
- // Set material
- video::SMaterial material_ladder;
- material_ladder.setFlag(video::EMF_LIGHTING, false);
- material_ladder.setFlag(video::EMF_BACK_FACE_CULLING, false);
- material_ladder.setFlag(video::EMF_BILINEAR_FILTER, false);
- material_ladder.setFlag(video::EMF_FOG_ENABLE, true);
- material_ladder.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
- material_ladder.setTexture(0, ap.atlas);
-
- u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio, nodedef));
- video::SColor c(255,l,l,l);
-
- float d = (float)BS/16;
-
- // Assume wall is at X+
- video::S3DVertex vertices[4] =
- {
- video::S3DVertex(BS/2-d,-BS/2,-BS/2, 0,0,0, c,
- ap.x0(), ap.y1()),
- video::S3DVertex(BS/2-d,-BS/2,BS/2, 0,0,0, c,
- ap.x1(), ap.y1()),
- video::S3DVertex(BS/2-d,BS/2,BS/2, 0,0,0, c,
- ap.x1(), ap.y0()),
- video::S3DVertex(BS/2-d,BS/2,-BS/2, 0,0,0, c,
- ap.x0(), ap.y0()),
- };
-
- v3s16 dir = unpackDir(n.param2);
-
- for(s32 i=0; i<4; i++)
- {
- if(dir == v3s16(1,0,0))
- vertices[i].Pos.rotateXZBy(0);
- if(dir == v3s16(-1,0,0))
- vertices[i].Pos.rotateXZBy(180);
- if(dir == v3s16(0,0,1))
- vertices[i].Pos.rotateXZBy(90);
- if(dir == v3s16(0,0,-1))
- vertices[i].Pos.rotateXZBy(-90);
- if(dir == v3s16(0,-1,0))
- vertices[i].Pos.rotateXYBy(-90);
- if(dir == v3s16(0,1,0))
- vertices[i].Pos.rotateXYBy(90);
-
- vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
- }
-
- u16 indices[] = {0,1,2,2,3,0};
- // Add to mesh collector
- collector.append(material_ladder, vertices, 4, indices, 6);
- }
- else if(n.getContent() == CONTENT_APPLE)
- {
- u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio, nodedef)));
- video::SColor c = MapBlock_LightColor(255, l);
-
- for(u32 j=0; j<4; j++)
- {
- video::S3DVertex vertices[4] =
- {
- video::S3DVertex(-BS/2,-BS/2,0, 0,0,0, c,
- pa_apple.x0(), pa_apple.y1()),
- video::S3DVertex(BS/2,-BS/2,0, 0,0,0, c,
- pa_apple.x1(), pa_apple.y1()),
- video::S3DVertex(BS/2,BS/2,0, 0,0,0, c,
- pa_apple.x1(), pa_apple.y0()),
- video::S3DVertex(-BS/2,BS/2,0, 0,0,0, c,
- pa_apple.x0(), pa_apple.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_apple, vertices, 4, indices, 6);
- }
- }
- else if(n.getContent() == CONTENT_SAPLING) {
- u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio, nodedef)));
- video::SColor c = MapBlock_LightColor(255, l);
-
- for(u32 j=0; j<4; j++)
- {
- video::S3DVertex vertices[4] =
- {
- video::S3DVertex(-BS/2,-BS/2,0, 0,0,0, c,
- pa_sapling.x0(), pa_sapling.y1()),
- video::S3DVertex(BS/2,-BS/2,0, 0,0,0, c,
- pa_sapling.x1(), pa_sapling.y1()),
- video::S3DVertex(BS/2,BS/1,0, 0,0,0, c,
- pa_sapling.x1(), pa_sapling.y0()),
- video::S3DVertex(-BS/2,BS/1,0, 0,0,0, c,
- pa_sapling.x0(), pa_sapling.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_sapling, vertices, 4, indices, 6);
- }
+ break;}
}
}
}
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
-// For g_settings
-#include "main.h"
-
#include "content_mapnode.h"
+
+#include "irrlichttypes.h"
#include "mapnode.h"
#include "content_nodemeta.h"
-#include "settings.h"
#include "nodedef.h"
#define WATER_ALPHA 160
}
// See header for description
-void content_mapnode_init(ITextureSource *tsrc, IWritableNodeDefManager *nodemgr)
+void content_mapnode_init(IWritableNodeDefManager *nodemgr)
{
- if(tsrc == NULL)
- dstream<<"INFO: Initial run of content_mapnode_init with "
- "tsrc=NULL. If this segfaults, "
- "there is a bug with something not checking for "
- "the NULL value."<<std::endl;
- else
- dstream<<"INFO: Full run of content_mapnode_init with "
- "tsrc!=NULL"<<std::endl;
-
- // Read some settings
- bool new_style_water = g_settings->getBool("new_style_water");
- bool new_style_leaves = g_settings->getBool("new_style_leaves");
- bool invisible_stone = g_settings->getBool("invisible_stone");
- bool opaque_water = g_settings->getBool("opaque_water");
-
content_t i;
ContentFeatures *f = NULL;
f->often_contains_mineral = true;
f->dug_item = std::string("MaterialItem2 ")+itos(CONTENT_COBBLE)+" 1";
setStoneLikeMaterialProperties(f->material, 1.0);
- if(invisible_stone)
- f->solidness = 0; // For debugging, hides regular stone
i = CONTENT_GRASS;
f = nodemgr->getModifiable(i);
f->setTexture(0, "jungletree_top.png");
f->setTexture(1, "jungletree_top.png");
f->param_type = CPT_MINERAL;
- //f->is_ground_content = true;
f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
setWoodLikeMaterialProperties(f->material, 1.0);
i = CONTENT_JUNGLEGRASS;
f = nodemgr->getModifiable(i);
+ f->drawtype = NDT_PLANTLIKE;
+ f->visual_scale = 1.6;
+ f->setAllTextures("junglegrass.png");
f->setInventoryTexture("junglegrass.png");
- f->used_texturenames.insert("junglegrass.png"); // Add to atlas
f->light_propagates = true;
f->param_type = CPT_LIGHT;
- //f->is_ground_content = true;
f->air_equivalent = false; // grass grows underneath
f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
- f->solidness = 0; // drawn separately, makes no faces
f->walkable = false;
setLeavesLikeMaterialProperties(f->material, 1.0);
i = CONTENT_LEAVES;
f = nodemgr->getModifiable(i);
+ f->drawtype = NDT_ALLFACES_OPTIONAL;
+ f->setAllTextures("leaves.png");
+ //f->setAllTextures("[noalpha:leaves.png");
f->light_propagates = true;
- //f->param_type = CPT_MINERAL;
f->param_type = CPT_LIGHT;
- //f->is_ground_content = true;
- if(new_style_leaves)
- {
- f->solidness = 0; // drawn separately, makes no faces
- f->visual_solidness = 1;
- f->setAllTextures("leaves.png");
- f->setInventoryTextureCube("leaves.png", "leaves.png", "leaves.png");
- }
- else
- {
- f->setAllTextures("[noalpha:leaves.png");
- }
f->extra_dug_item = std::string("MaterialItem2 ")+itos(CONTENT_SAPLING)+" 1";
f->extra_dug_item_rarity = 20;
f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
i = CONTENT_PAPYRUS;
f = nodemgr->getModifiable(i);
+ f->drawtype = NDT_PLANTLIKE;
+ f->setAllTextures("papyrus.png");
f->setInventoryTexture("papyrus.png");
- f->used_texturenames.insert("papyrus.png"); // Add to atlas
f->light_propagates = true;
f->param_type = CPT_LIGHT;
f->is_ground_content = true;
f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
- f->solidness = 0; // drawn separately, makes no faces
f->walkable = false;
setLeavesLikeMaterialProperties(f->material, 0.5);
i = CONTENT_GLASS;
f = nodemgr->getModifiable(i);
+ f->drawtype = NDT_GLASSLIKE;
+ f->setAllTextures("glass.png");
f->light_propagates = true;
f->sunlight_propagates = true;
f->param_type = CPT_LIGHT;
f->is_ground_content = true;
f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
- f->solidness = 0; // drawn separately, makes no faces
- f->visual_solidness = 1;
- f->setAllTextures("glass.png");
f->setInventoryTextureCube("glass.png", "glass.png", "glass.png");
setGlassLikeMaterialProperties(f->material, 1.0);
i = CONTENT_FENCE;
f = nodemgr->getModifiable(i);
+ f->drawtype = NDT_FENCELIKE;
+ f->setInventoryTexture("fence.png");
+ f->setTexture(0, "wood.png");
f->light_propagates = true;
f->param_type = CPT_LIGHT;
f->is_ground_content = true;
f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
- f->solidness = 0; // drawn separately, makes no faces
f->air_equivalent = true; // grass grows underneath
- f->setInventoryTexture("fence.png");
- f->used_texturenames.insert("fence.png"); // Add to atlas
f->selection_box.type = NODEBOX_FIXED;
f->selection_box.fixed = core::aabbox3d<f32>(
-BS/7, -BS/2, -BS/7, BS/7, BS/2, BS/7);
i = CONTENT_RAIL;
f = nodemgr->getModifiable(i);
+ f->drawtype = NDT_RAILLIKE;
f->setInventoryTexture("rail.png");
- f->used_texturenames.insert("rail.png"); // Add to atlas
+ f->setTexture(0, "rail.png");
+ f->setTexture(1, "rail_curved.png");
+ f->setTexture(2, "rail_t_junction.png");
+ f->setTexture(3, "rail_crossing.png");
f->light_propagates = true;
f->param_type = CPT_LIGHT;
f->is_ground_content = true;
f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
- f->solidness = 0; // drawn separately, makes no faces
f->air_equivalent = true; // grass grows underneath
f->walkable = false;
f->selection_box.type = NODEBOX_FIXED;
i = CONTENT_LADDER;
f = nodemgr->getModifiable(i);
+ f->drawtype = NDT_SIGNLIKE;
+ f->setAllTextures("ladder.png");
f->setInventoryTexture("ladder.png");
- f->used_texturenames.insert("ladder.png"); // Add to atlas
f->light_propagates = true;
f->param_type = CPT_LIGHT;
f->is_ground_content = true;
f->dug_item = std::string("MaterialItem ")+itos(i)+" 1";
f->wall_mounted = true;
- f->solidness = 0;
f->air_equivalent = true;
f->walkable = false;
f->climbable = true;
f->param_type = CPT_LIGHT;
f->light_propagates = true;
f->sunlight_propagates = true;
- f->solidness = 0;
f->walkable = false;
f->pointable = false;
f->diggable = false;
i = CONTENT_WATER;
f = nodemgr->getModifiable(i);
+ f->drawtype = NDT_FLOWINGLIQUID;
+ f->setAllTextures("water.png", WATER_ALPHA);
f->setInventoryTextureCube("water.png", "water.png", "water.png");
f->param_type = CPT_LIGHT;
f->light_propagates = true;
- f->solidness = 0; // Drawn separately, makes no faces
- f->visual_solidness = 1;
f->walkable = false;
f->pointable = false;
f->diggable = false;
f->liquid_alternative_flowing = CONTENT_WATER;
f->liquid_alternative_source = CONTENT_WATERSOURCE;
f->liquid_viscosity = WATER_VISC;
- if(!opaque_water)
- f->alpha = WATER_ALPHA;
f->post_effect_color = video::SColor(64, 100, 100, 200);
// Flowing water material
f->mspec_special[0].tname = "water.png";
i = CONTENT_WATERSOURCE;
f = nodemgr->getModifiable(i);
- if(new_style_water)
- {
- f->solidness = 0; // drawn separately, makes no faces
- }
- else // old style
- {
- f->solidness = 1;
- f->setAllTextures("water.png", WATER_ALPHA);
- f->backface_culling = false;
- }
+ f->drawtype = NDT_LIQUID;
+ f->setAllTextures("water.png", WATER_ALPHA);
//f->setInventoryTexture("water.png");
f->setInventoryTextureCube("water.png", "water.png", "water.png");
f->param_type = CPT_LIGHT;
f->liquid_alternative_flowing = CONTENT_WATER;
f->liquid_alternative_source = CONTENT_WATERSOURCE;
f->liquid_viscosity = WATER_VISC;
- if(!opaque_water)
- f->alpha = WATER_ALPHA;
f->post_effect_color = video::SColor(64, 100, 100, 200);
// New-style water source material (mostly unused)
f->mspec_special[0].tname = "water.png";
i = CONTENT_LAVA;
f = nodemgr->getModifiable(i);
+ f->drawtype = NDT_FLOWINGLIQUID;
+ f->setAllTextures("lava.png");
f->setInventoryTextureCube("lava.png", "lava.png", "lava.png");
- f->used_texturenames.insert("lava.png"); // Add to atlas
f->param_type = CPT_LIGHT;
f->light_propagates = false;
f->light_source = LIGHT_MAX-1;
- f->solidness = 0; // Drawn separately, makes no faces
- f->visual_solidness = 1; // Does not completely cover block boundaries
f->walkable = false;
f->pointable = false;
f->diggable = false;
i = CONTENT_LAVASOURCE;
f = nodemgr->getModifiable(i);
- f->used_texturenames.insert("ladder.png"); // Add to atlas
- if(new_style_water)
- {
- f->solidness = 0; // drawn separately, makes no faces
- }
- else // old style
- {
- f->solidness = 2;
- f->setAllTextures("lava.png");
- }
+ f->drawtype = NDT_LIQUID;
+ f->setAllTextures("lava.png");
f->setInventoryTextureCube("lava.png", "lava.png", "lava.png");
f->param_type = CPT_LIGHT;
f->light_propagates = false;
i = CONTENT_TORCH;
f = nodemgr->getModifiable(i);
+ f->drawtype = NDT_TORCHLIKE;
+ f->setTexture(0, "torch_on_floor.png");
+ f->setTexture(1, "torch_on_ceiling.png");
+ f->setTexture(2, "torch.png");
f->setInventoryTexture("torch_on_floor.png");
- f->used_texturenames.insert("torch_on_floor.png"); // Add to atlas
- f->used_texturenames.insert("torch_on_ceiling.png"); // Add to atlas
- f->used_texturenames.insert("torch.png"); // Add to atlas
f->param_type = CPT_LIGHT;
f->light_propagates = true;
f->sunlight_propagates = true;
- f->solidness = 0; // drawn separately, makes no faces
f->walkable = false;
f->wall_mounted = true;
f->air_equivalent = true;
i = CONTENT_SIGN_WALL;
f = nodemgr->getModifiable(i);
+ f->drawtype = NDT_SIGNLIKE;
+ f->setAllTextures("sign_wall.png");
f->setInventoryTexture("sign_wall.png");
- f->used_texturenames.insert("sign_wall.png"); // Add to atlas
f->param_type = CPT_LIGHT;
f->light_propagates = true;
f->sunlight_propagates = true;
- f->solidness = 0; // drawn separately, makes no faces
f->walkable = false;
f->wall_mounted = true;
f->air_equivalent = true;
i = CONTENT_SAPLING;
f = nodemgr->getModifiable(i);
- f->param_type = CPT_LIGHT;
+ f->drawtype = NDT_PLANTLIKE;
+ f->visual_scale = 1.5;
f->setAllTextures("sapling.png");
f->setInventoryTexture("sapling.png");
- f->used_texturenames.insert("sapling.png"); // Add to atlas
+ f->param_type = CPT_LIGHT;
f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
f->light_propagates = true;
f->air_equivalent = false;
- f->solidness = 0; // drawn separately, makes no faces
f->walkable = false;
setConstantMaterialProperties(f->material, 0.0);
i = CONTENT_APPLE;
f = nodemgr->getModifiable(i);
+ f->drawtype = NDT_PLANTLIKE;
+ f->visual_scale = 1.0;
+ f->setAllTextures("apple.png");
f->setInventoryTexture("apple.png");
- f->used_texturenames.insert("apple.png"); // Add to atlas
f->param_type = CPT_LIGHT;
f->light_propagates = true;
f->sunlight_propagates = true;
- f->solidness = 0; // drawn separately, makes no faces
f->walkable = false;
f->air_equivalent = true;
f->dug_item = std::string("CraftItem apple 1");
#include "tile.h"
#endif
#include "log.h"
+#include "settings.h"
+
+void NodeBox::serialize(std::ostream &os)
+{
+ writeU8(os, 0); // version
+ writeU8(os, type);
+ writeV3F1000(os, fixed.MinEdge);
+ writeV3F1000(os, fixed.MaxEdge);
+ writeV3F1000(os, wall_top.MinEdge);
+ writeV3F1000(os, wall_top.MaxEdge);
+ writeV3F1000(os, wall_bottom.MinEdge);
+ writeV3F1000(os, wall_bottom.MaxEdge);
+ writeV3F1000(os, wall_side.MinEdge);
+ writeV3F1000(os, wall_side.MaxEdge);
+}
+
+void NodeBox::deSerialize(std::istream &is)
+{
+ int version = readU8(is);
+ if(version != 0)
+ throw SerializationError("unsupported NodeBox version");
+ type = (enum NodeBoxType)readU8(is);
+ fixed.MinEdge = readV3F1000(is);
+ fixed.MaxEdge = readV3F1000(is);
+ wall_top.MinEdge = readV3F1000(is);
+ wall_top.MaxEdge = readV3F1000(is);
+ wall_bottom.MinEdge = readV3F1000(is);
+ wall_bottom.MaxEdge = readV3F1000(is);
+ wall_side.MinEdge = readV3F1000(is);
+ wall_side.MaxEdge = readV3F1000(is);
+}
+
+void MaterialSpec::serialize(std::ostream &os)
+{
+ os<<serializeString(tname);
+ writeU8(os, backface_culling);
+}
+
+void MaterialSpec::deSerialize(std::istream &is)
+{
+ tname = deSerializeString(is);
+ backface_culling = readU8(is);
+}
+
+ContentFeatures::ContentFeatures()
+{
+ reset();
+}
ContentFeatures::~ContentFeatures()
{
#endif
}
+void ContentFeatures::reset()
+{
+ /*
+ Cached stuff
+ */
+#ifndef SERVER
+ inventory_texture = NULL;
+
+ for(u16 j=0; j<CF_SPECIAL_COUNT; j++){
+ special_materials[j] = NULL;
+ special_aps[j] = NULL;
+ }
+ solidness = 2;
+ visual_solidness = 0;
+ backface_culling = true;
+#endif
+ used_texturenames.clear();
+ modified = true; // NodeDefManager explicitly sets to false
+ /*
+ Actual data
+ */
+ drawtype = NDT_NORMAL;
+ visual_scale = 1.0;
+ for(u32 i=0; i<6; i++)
+ tname_tiles[i] = "";
+ for(u16 j=0; j<CF_SPECIAL_COUNT; j++)
+ mspec_special[j] = MaterialSpec();
+ tname_inventory = "";
+ alpha = 255;
+ post_effect_color = video::SColor(0, 0, 0, 0);
+ param_type = CPT_NONE;
+ is_ground_content = false;
+ light_propagates = false;
+ sunlight_propagates = false;
+ walkable = true;
+ pointable = true;
+ diggable = true;
+ climbable = false;
+ buildable_to = false;
+ wall_mounted = false;
+ air_equivalent = false;
+ often_contains_mineral = false;
+ dug_item = "";
+ initial_metadata = NULL;
+ liquid_type = LIQUID_NONE;
+ liquid_alternative_flowing = CONTENT_IGNORE;
+ liquid_alternative_source = CONTENT_IGNORE;
+ liquid_viscosity = 0;
+ light_source = 0;
+ damage_per_second = 0;
+ selection_box = NodeBox();
+ material = MaterialProperties();
+}
+
+void ContentFeatures::serialize(std::ostream &os)
+{
+ writeU8(os, 0); // version
+ writeU8(os, drawtype);
+ writeF1000(os, visual_scale);
+ writeU8(os, 6);
+ for(u32 i=0; i<6; i++)
+ os<<serializeString(tname_tiles[i]);
+ os<<serializeString(tname_inventory);
+ writeU8(os, CF_SPECIAL_COUNT);
+ for(u32 i=0; i<CF_SPECIAL_COUNT; i++){
+ mspec_special[i].serialize(os);
+ }
+ writeU8(os, alpha);
+ writeU8(os, post_effect_color.getAlpha());
+ writeU8(os, post_effect_color.getRed());
+ writeU8(os, post_effect_color.getGreen());
+ writeU8(os, post_effect_color.getBlue());
+ writeU8(os, param_type);
+ writeU8(os, is_ground_content);
+ writeU8(os, light_propagates);
+ writeU8(os, sunlight_propagates);
+ writeU8(os, walkable);
+ writeU8(os, pointable);
+ writeU8(os, diggable);
+ writeU8(os, climbable);
+ writeU8(os, buildable_to);
+ writeU8(os, wall_mounted);
+ writeU8(os, air_equivalent);
+ writeU8(os, often_contains_mineral);
+ os<<serializeString(dug_item);
+ os<<serializeString(extra_dug_item);
+ writeS32(os, extra_dug_item_rarity);
+ if(initial_metadata){
+ writeU8(os, true);
+ initial_metadata->serialize(os);
+ } else {
+ writeU8(os, false);
+ }
+ writeU8(os, liquid_type);
+ writeU16(os, liquid_alternative_flowing);
+ writeU16(os, liquid_alternative_source);
+ writeU8(os, liquid_viscosity);
+ writeU8(os, light_source);
+ writeU32(os, damage_per_second);
+ selection_box.serialize(os);
+ material.serialize(os);
+}
+
+void ContentFeatures::deSerialize(std::istream &is, IGameDef *gamedef)
+{
+ int version = readU8(is);
+ if(version != 0)
+ throw SerializationError("unsupported ContentFeatures version");
+ drawtype = (enum NodeDrawType)readU8(is);
+ visual_scale = readF1000(is);
+ if(readU8(is) != 6)
+ throw SerializationError("unsupported tile count");
+ for(u32 i=0; i<6; i++)
+ tname_tiles[i] = deSerializeString(is);
+ tname_inventory = deSerializeString(is);
+ if(readU8(is) != CF_SPECIAL_COUNT)
+ throw SerializationError("unsupported CF_SPECIAL_COUNT");
+ for(u32 i=0; i<CF_SPECIAL_COUNT; i++){
+ mspec_special[i].deSerialize(is);
+ }
+ alpha = readU8(is);
+ post_effect_color.setAlpha(readU8(is));
+ post_effect_color.setRed(readU8(is));
+ post_effect_color.setGreen(readU8(is));
+ post_effect_color.setBlue(readU8(is));
+ param_type = (enum ContentParamType)readU8(is);
+ is_ground_content = readU8(is);
+ light_propagates = readU8(is);
+ sunlight_propagates = readU8(is);
+ walkable = readU8(is);
+ pointable = readU8(is);
+ diggable = readU8(is);
+ climbable = readU8(is);
+ buildable_to = readU8(is);
+ wall_mounted = readU8(is);
+ air_equivalent = readU8(is);
+ often_contains_mineral = readU8(is);
+ dug_item = deSerializeString(is);
+ extra_dug_item = deSerializeString(is);
+ extra_dug_item_rarity = readS32(is);
+ if(readU8(is)){
+ initial_metadata = NodeMetadata::deSerialize(is, gamedef);
+ } else {
+ initial_metadata = NULL;
+ }
+ liquid_type = (enum LiquidType)readU8(is);
+ liquid_alternative_flowing = readU16(is);
+ liquid_alternative_source = readU16(is);
+ liquid_viscosity = readU8(is);
+ light_source = readU8(is);
+ damage_per_second = readU32(is);
+ selection_box.deSerialize(is);
+ material.deSerialize(is);
+}
+
void ContentFeatures::setTexture(u16 i, std::string name)
{
used_texturenames.insert(name);
class CNodeDefManager: public IWritableNodeDefManager
{
public:
- CNodeDefManager()
+ void clear()
{
for(u16 i=0; i<=MAX_CONTENT; i++)
{
ContentFeatures *f = &m_content_features[i];
- // Reset to defaults
- f->reset();
- if(i == CONTENT_IGNORE || i == CONTENT_AIR)
+ f->reset(); // Reset to defaults
+ f->modified = false; // Not changed from default
+ if(i == CONTENT_IGNORE || i == CONTENT_AIR){
+ f->drawtype = NDT_AIRLIKE;
continue;
+ }
f->setAllTextures("unknown_block.png");
- f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
+ //f->dug_item = std::string("MaterialItem2 ")+itos(i)+" 1";
}
+#ifndef SERVER
// Make CONTENT_IGNORE to not block the view when occlusion culling
m_content_features[CONTENT_IGNORE].solidness = 0;
+#endif
+ }
+ CNodeDefManager()
+ {
+ clear();
}
virtual ~CNodeDefManager()
{
virtual ContentFeatures* getModifiable(content_t c)
{
assert(c <= MAX_CONTENT);
+ m_content_features[c].modified = true; // Assume it is modified
return &m_content_features[c];
}
virtual void updateTextures(ITextureSource *tsrc)
#ifndef SERVER
infostream<<"CNodeDefManager::updateTextures(): Updating "
<<"textures in node definitions"<<std::endl;
+
+ bool new_style_water = g_settings->getBool("new_style_water");
+ bool new_style_leaves = g_settings->getBool("new_style_leaves");
+ bool opaque_water = g_settings->getBool("opaque_water");
+
for(u16 i=0; i<=MAX_CONTENT; i++)
{
- infostream<<"Updating content "<<i<<std::endl;
ContentFeatures *f = &m_content_features[i];
+
+ switch(f->drawtype){
+ default:
+ case NDT_NORMAL:
+ f->solidness = 2;
+ break;
+ case NDT_AIRLIKE:
+ f->solidness = 0;
+ break;
+ case NDT_LIQUID:
+ assert(f->liquid_type == LIQUID_SOURCE);
+ if(opaque_water)
+ f->alpha = 255;
+ if(new_style_water){
+ f->solidness = 0;
+ } else {
+ f->solidness = 1;
+ if(f->alpha == 255)
+ f->solidness = 2;
+ }
+ break;
+ case NDT_FLOWINGLIQUID:
+ assert(f->liquid_type == LIQUID_FLOWING);
+ f->solidness = 0;
+ if(opaque_water)
+ f->alpha = 255;
+ break;
+ case NDT_GLASSLIKE:
+ f->solidness = 0;
+ f->visual_solidness = 1;
+ break;
+ case NDT_ALLFACES:
+ f->solidness = 0;
+ f->visual_solidness = 1;
+ break;
+ case NDT_ALLFACES_OPTIONAL:
+ if(new_style_leaves){
+ f->drawtype = NDT_ALLFACES;
+ f->solidness = 0;
+ f->visual_solidness = 1;
+ } else {
+ f->drawtype = NDT_NORMAL;
+ f->solidness = 1;
+ for(u32 i=0; i<6; i++){
+ f->tname_tiles[i] = std::string("[noalpha:")
+ + f->tname_tiles[i];
+ }
+ }
+ break;
+ case NDT_TORCHLIKE:
+ case NDT_SIGNLIKE:
+ case NDT_PLANTLIKE:
+ case NDT_FENCELIKE:
+ case NDT_RAILLIKE:
+ f->solidness = 0;
+ break;
+ }
+
// Inventory texture
if(f->tname_inventory != "")
f->inventory_texture = tsrc->getTextureRaw(f->tname_inventory);
}
#endif
}
+ void serialize(std::ostream &os)
+ {
+ std::ostringstream tmp_os(std::ios::binary);
+ for(u16 i=0; i<=MAX_CONTENT; i++)
+ {
+ ContentFeatures *f = &m_content_features[i];
+ if(!f->modified)
+ continue;
+ writeU16(tmp_os, i);
+ f->serialize(tmp_os);
+ }
+ os<<serializeLongString(tmp_os.str());
+ }
+ void deSerialize(std::istream &is, IGameDef *gamedef)
+ {
+ clear();
+ std::istringstream tmp_is(deSerializeLongString(is), std::ios::binary);
+ while(!tmp_is.eof()){
+ u16 i = readU16(tmp_is);
+ if(i > MAX_CONTENT){
+ errorstream<<"ContentFeatures::deSerialize(): "
+ <<"Too large content id: "<<i<<std::endl;
+ continue;
+ }
+ ContentFeatures *f = &m_content_features[i];
+ f->deSerialize(tmp_is, gamedef);
+ f->modified = true;
+ }
+ }
private:
ContentFeatures m_content_features[MAX_CONTENT+1];
};