static void makeFastFace(TileSpec tile, u16 li0, u16 li1, u16 li2, u16 li3, v3f p, v3s16 dir, v3f scale, u8 light_source, core::array<FastFace> &dest) { FastFace face; // Position is at the center of the cube. v3f pos = p * BS; v3f vertex_pos[4]; v3s16 vertex_dirs[4]; getNodeVertexDirs(dir, vertex_dirs); for(u16 i=0; i<4; i++) { vertex_pos[i] = v3f( BS/2*vertex_dirs[i].X, BS/2*vertex_dirs[i].Y, BS/2*vertex_dirs[i].Z ); } for(u16 i=0; i<4; i++) { vertex_pos[i].X *= scale.X; vertex_pos[i].Y *= scale.Y; vertex_pos[i].Z *= scale.Z; vertex_pos[i] += pos; } f32 abs_scale = 1.; if (scale.X < 0.999 || scale.X > 1.001) abs_scale = scale.X; else if(scale.Y < 0.999 || scale.Y > 1.001) abs_scale = scale.Y; else if(scale.Z < 0.999 || scale.Z > 1.001) abs_scale = scale.Z; v3f normal(dir.X, dir.Y, dir.Z); u8 alpha = tile.alpha; float x0 = tile.texture.pos.X; float y0 = tile.texture.pos.Y; float w = tile.texture.size.X; float h = tile.texture.size.Y; face.vertices[0] = video::S3DVertex(vertex_pos[0], normal, MapBlock_LightColor(alpha, li0, light_source), core::vector2d<f32>(x0+w*abs_scale, y0+h)); face.vertices[1] = video::S3DVertex(vertex_pos[1], normal, MapBlock_LightColor(alpha, li1, light_source), core::vector2d<f32>(x0, y0+h)); face.vertices[2] = video::S3DVertex(vertex_pos[2], normal, MapBlock_LightColor(alpha, li2, light_source), core::vector2d<f32>(x0, y0)); face.vertices[3] = video::S3DVertex(vertex_pos[3], normal, MapBlock_LightColor(alpha, li3, light_source), core::vector2d<f32>(x0+w*abs_scale, y0)); face.tile = tile; dest.push_back(face); }
static void makeFastFace(TileSpec tile, u16 li0, u16 li1, u16 li2, u16 li3, v3f p, v3s16 dir, v3f scale, u8 light_source, std::vector<FastFace> &dest) { FastFace face; // Position is at the center of the cube. v3f pos = p * BS; float x0 = 0.0; float y0 = 0.0; float w = 1.0; float h = 1.0; v3f vertex_pos[4]; v3s16 vertex_dirs[4]; getNodeVertexDirs(dir, vertex_dirs); v3s16 t; u16 t1; switch (tile.rotation) { case 0: break; case 1: //R90 t = vertex_dirs[0]; vertex_dirs[0] = vertex_dirs[3]; vertex_dirs[3] = vertex_dirs[2]; vertex_dirs[2] = vertex_dirs[1]; vertex_dirs[1] = t; t1=li0; li0=li3; li3=li2; li2=li1; li1=t1; break; case 2: //R180 t = vertex_dirs[0]; vertex_dirs[0] = vertex_dirs[2]; vertex_dirs[2] = t; t = vertex_dirs[1]; vertex_dirs[1] = vertex_dirs[3]; vertex_dirs[3] = t; t1 = li0; li0 = li2; li2 = t1; t1 = li1; li1 = li3; li3 = t1; break; case 3: //R270 t = vertex_dirs[0]; vertex_dirs[0] = vertex_dirs[1]; vertex_dirs[1] = vertex_dirs[2]; vertex_dirs[2] = vertex_dirs[3]; vertex_dirs[3] = t; t1 = li0; li0 = li1; li1 = li2; li2 = li3; li3 = t1; break; case 4: //FXR90 t = vertex_dirs[0]; vertex_dirs[0] = vertex_dirs[3]; vertex_dirs[3] = vertex_dirs[2]; vertex_dirs[2] = vertex_dirs[1]; vertex_dirs[1] = t; t1 = li0; li0 = li3; li3 = li2; li2 = li1; li1 = t1; y0 += h; h *= -1; break; case 5: //FXR270 t = vertex_dirs[0]; vertex_dirs[0] = vertex_dirs[1]; vertex_dirs[1] = vertex_dirs[2]; vertex_dirs[2] = vertex_dirs[3]; vertex_dirs[3] = t; t1 = li0; li0 = li1; li1 = li2; li2 = li3; li3 = t1; y0 += h; h *= -1; break; case 6: //FYR90 t = vertex_dirs[0]; vertex_dirs[0] = vertex_dirs[3]; vertex_dirs[3] = vertex_dirs[2]; vertex_dirs[2] = vertex_dirs[1]; vertex_dirs[1] = t; t1 = li0; li0 = li3; li3 = li2; li2 = li1; li1 = t1; x0 += w; w *= -1; break; case 7: //FYR270 t = vertex_dirs[0]; vertex_dirs[0] = vertex_dirs[1]; vertex_dirs[1] = vertex_dirs[2]; vertex_dirs[2] = vertex_dirs[3]; vertex_dirs[3] = t; t1 = li0; li0 = li1; li1 = li2; li2 = li3; li3 = t1; x0 += w; w *= -1; break; case 8: //FX y0 += h; h *= -1; break; case 9: //FY x0 += w; w *= -1; break; default: break; } for(u16 i=0; i<4; i++) { vertex_pos[i] = v3f( BS/2*vertex_dirs[i].X, BS/2*vertex_dirs[i].Y, BS/2*vertex_dirs[i].Z ); } for(u16 i=0; i<4; i++) { vertex_pos[i].X *= scale.X; vertex_pos[i].Y *= scale.Y; vertex_pos[i].Z *= scale.Z; vertex_pos[i] += pos; } f32 abs_scale = 1.0; if (scale.X < 0.999 || scale.X > 1.001) abs_scale = scale.X; else if(scale.Y < 0.999 || scale.Y > 1.001) abs_scale = scale.Y; else if(scale.Z < 0.999 || scale.Z > 1.001) abs_scale = scale.Z; v3f normal(dir.X, dir.Y, dir.Z); u8 alpha = tile.alpha; face.vertices[0] = video::S3DVertex(vertex_pos[0], normal, MapBlock_LightColor(alpha, li0, light_source), core::vector2d<f32>(x0+w*abs_scale, y0+h)); face.vertices[1] = video::S3DVertex(vertex_pos[1], normal, MapBlock_LightColor(alpha, li1, light_source), core::vector2d<f32>(x0, y0+h)); face.vertices[2] = video::S3DVertex(vertex_pos[2], normal, MapBlock_LightColor(alpha, li2, light_source), core::vector2d<f32>(x0, y0)); face.vertices[3] = video::S3DVertex(vertex_pos[3], normal, MapBlock_LightColor(alpha, li3, light_source), core::vector2d<f32>(x0+w*abs_scale, y0)); face.tile = tile; dest.push_back(face); }
void mapblock_mesh_generate_special(MeshMakeData *data, MeshCollector &collector) { INodeDefManager *nodedef = data->m_gamedef->ndef(); // 0ms //TimeTaker timer("mapblock_mesh_generate_special()"); /* Some settings */ bool new_style_water = g_settings->getBool("new_style_water"); float node_liquid_level = 1.0; if(new_style_water) node_liquid_level = 0.85; v3s16 blockpos_nodes = data->m_blockpos*MAP_BLOCKSIZE; for(s16 z=0; z<MAP_BLOCKSIZE; z++) for(s16 y=0; y<MAP_BLOCKSIZE; y++) for(s16 x=0; x<MAP_BLOCKSIZE; x++) { 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(f.solidness != 0) continue; switch(f.drawtype){ default: infostream<<"Got "<<f.drawtype<<std::endl; assert(0); break; case NDT_AIRLIKE: break; case NDT_LIQUID: { /* Add water sources to mesh if using new style */ TileSpec tile_liquid = f.special_tiles[0]; AtlasPointer &pa_liquid = tile_liquid.texture; 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; u16 l = getInteriorLight(n, 0, data); video::SColor c = MapBlock_LightColor(f.alpha, l); video::S3DVertex vertices[4] = { video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, pa_liquid.x0(), pa_liquid.y1()), video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, pa_liquid.x1(), pa_liquid.y1()), video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c, pa_liquid.x1(), pa_liquid.y0()), video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c, pa_liquid.x0(), pa_liquid.y0()), }; v3f offset(p.X, p.Y + (-0.5+node_liquid_level)*BS, p.Z); for(s32 i=0; i<4; i++) { vertices[i].Pos += offset; } u16 indices[] = {0,1,2,2,3,0}; // Add to mesh collector collector.append(tile_liquid, vertices, 4, indices, 6); break;} case NDT_FLOWINGLIQUID: { /* Add flowing liquid to mesh */ TileSpec tile_liquid = f.special_tiles[0]; TileSpec tile_liquid_bfculled = f.special_tiles[1]; AtlasPointer &pa_liquid = tile_liquid.texture; bool top_is_same_liquid = false; MapNode ntop = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z)); content_t c_flowing = nodedef->getId(f.liquid_alternative_flowing); content_t c_source = nodedef->getId(f.liquid_alternative_source); if(ntop.getContent() == c_flowing || ntop.getContent() == c_source) top_is_same_liquid = true; u16 l = 0; // If this liquid emits light and doesn't contain light, draw // it at what it emits, for an increased effect u8 light_source = nodedef->get(n).light_source; if(light_source != 0){ //l = decode_light(undiminish_light(light_source)); l = decode_light(light_source); l = l | (l<<8); } // Use the light of the node on top if possible else if(nodedef->get(ntop).param_type == CPT_LIGHT) l = getInteriorLight(ntop, 0, data); // Otherwise use the light of this node (the liquid) else l = getInteriorLight(n, 0, data); video::SColor c = MapBlock_LightColor(f.alpha, l); // 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_same_liquid = 0x01; v3s16 neighbor_dirs[9] = { v3s16(0,0,0), v3s16(0,0,1), v3s16(0,0,-1), v3s16(1,0,0), v3s16(-1,0,0), v3s16(1,0,1), v3s16(-1,0,-1), v3s16(1,0,-1), v3s16(-1,0,1), }; for(u32 i=0; i<9; i++) { content_t content = CONTENT_AIR; float level = -0.5 * BS; u8 flags = 0; // Check neighbor v3s16 p2 = p + neighbor_dirs[i]; MapNode n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2); if(n2.getContent() != CONTENT_IGNORE) { content = n2.getContent(); 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() == c_source || n2.getContent() == c_flowing) flags |= neighborflag_top_is_same_liquid; } neighbor_levels.insert(neighbor_dirs[i], level); neighbor_contents.insert(neighbor_dirs[i], content); neighbor_flags.insert(neighbor_dirs[i], flags); } // Corner heights (average between four liquids) f32 corner_levels[4]; v3s16 halfdirs[4] = { v3s16(0,0,0), v3s16(1,0,0), v3s16(1,0,1), v3s16(0,0,1), }; for(u32 i=0; i<4; i++) { 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]; content_t content = neighbor_contents[neighbordir]; // 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_liquid_level)*BS; valid_count = 1; break; } // Flowing liquid has level information else if(content == c_flowing) { cornerlevel += neighbor_levels[neighbordir]; valid_count++; } else if(content == CONTENT_AIR) { air_count++; } } if(air_count >= 2) cornerlevel = -0.5*BS; else if(valid_count > 0) cornerlevel /= valid_count; corner_levels[i] = cornerlevel; } /* Generate sides */ v3s16 side_dirs[4] = { v3s16(1,0,0), v3s16(-1,0,0), v3s16(0,0,1), v3s16(0,0,-1), }; s16 side_corners[4][2] = { {1, 2}, {3, 0}, {2, 3}, {0, 1}, }; for(u32 i=0; i<4; i++) { v3s16 dir = side_dirs[i]; /* If our topside is liquid and neighbor's topside is liquid, don't draw side face */ if(top_is_same_liquid && neighbor_flags[dir] & neighborflag_top_is_same_liquid) continue; content_t neighbor_content = neighbor_contents[dir]; const ContentFeatures &n_feat = nodedef->get(neighbor_content); // Don't draw face if neighbor is blocking the view if(n_feat.solidness == 2) continue; bool neighbor_is_same_liquid = (neighbor_content == c_source || neighbor_content == c_flowing); // Don't draw any faces if neighbor same is liquid and top is // same liquid if(neighbor_is_same_liquid == true && top_is_same_liquid == false) continue; // Use backface culled material if neighbor doesn't have a // solidness of 0 const TileSpec *current_tile = &tile_liquid; if(n_feat.solidness != 0 || n_feat.visual_solidness != 0) current_tile = &tile_liquid_bfculled; video::S3DVertex vertices[4] = { video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, pa_liquid.x0(), pa_liquid.y1()), video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, pa_liquid.x1(), pa_liquid.y1()), video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, pa_liquid.x1(), pa_liquid.y0()), video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, pa_liquid.x0(), pa_liquid.y0()), }; /* If our topside is liquid, set upper border of face at upper border of node */ if(top_is_same_liquid) { 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 liquid, lower border of face is corner liquid levels */ if(neighbor_is_same_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 liquid, lower border of face is lower border of node */ else { vertices[0].Pos.Y = -0.5*BS; vertices[1].Pos.Y = -0.5*BS; } for(s32 j=0; j<4; j++) { if(dir == v3s16(0,0,1)) vertices[j].Pos.rotateXZBy(0); if(dir == v3s16(0,0,-1)) vertices[j].Pos.rotateXZBy(180); if(dir == v3s16(-1,0,0)) vertices[j].Pos.rotateXZBy(90); if(dir == v3s16(1,0,-0)) vertices[j].Pos.rotateXZBy(-90); // Do this to not cause glitches when two liquids are // side-by-side /*if(neighbor_is_same_liquid == false){ vertices[j].Pos.X *= 0.98; vertices[j].Pos.Z *= 0.98; }*/ vertices[j].Pos += intToFloat(p, BS); } u16 indices[] = {0,1,2,2,3,0}; // Add to mesh collector collector.append(*current_tile, vertices, 4, indices, 6); } /* Generate top side, if appropriate */ if(top_is_same_liquid == false) { video::S3DVertex vertices[4] = { video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, pa_liquid.x0(), pa_liquid.y1()), video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, pa_liquid.x1(), pa_liquid.y1()), video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c, pa_liquid.x1(), pa_liquid.y0()), video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c, pa_liquid.x0(), pa_liquid.y0()), }; // To get backface culling right, the vertices need to go // clockwise around the front of the face. And we happened to // calculate corner levels in exact reverse order. s32 corner_resolve[4] = {3,2,1,0}; for(s32 i=0; i<4; i++) { //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]; vertices[i].Pos += intToFloat(p, BS); } // Default downwards-flowing texture animation goes from // -Z towards +Z, thus the direction is +Z. // Rotate texture to make animation go in flow direction // Positive if liquid moves towards +Z int dz = (corner_levels[side_corners[2][0]] + corner_levels[side_corners[2][1]] < corner_levels[side_corners[3][0]] + corner_levels[side_corners[3][1]]); // Positive if liquid moves towards +X int dx = (corner_levels[side_corners[0][0]] + corner_levels[side_corners[0][1]] < corner_levels[side_corners[1][0]] + corner_levels[side_corners[1][1]]); // -X if(-dx >= abs(dz)) { v2f t = vertices[0].TCoords; vertices[0].TCoords = vertices[1].TCoords; vertices[1].TCoords = vertices[2].TCoords; vertices[2].TCoords = vertices[3].TCoords; vertices[3].TCoords = t; } // +X if(dx >= abs(dz)) { v2f t = vertices[0].TCoords; vertices[0].TCoords = vertices[3].TCoords; vertices[3].TCoords = vertices[2].TCoords; vertices[2].TCoords = vertices[1].TCoords; vertices[1].TCoords = t; } // -Z if(-dz >= abs(dx)) { v2f t = vertices[0].TCoords; vertices[0].TCoords = vertices[3].TCoords; vertices[3].TCoords = vertices[2].TCoords; vertices[2].TCoords = vertices[1].TCoords; vertices[1].TCoords = t; t = vertices[0].TCoords; vertices[0].TCoords = vertices[3].TCoords; vertices[3].TCoords = vertices[2].TCoords; vertices[2].TCoords = vertices[1].TCoords; vertices[1].TCoords = t; } u16 indices[] = {0,1,2,2,3,0}; // Add to mesh collector collector.append(tile_liquid, vertices, 4, indices, 6); } break;} case NDT_GLASSLIKE: { TileSpec tile = getNodeTile(n, p, v3s16(0,0,0), data); AtlasPointer ap = tile.texture; u16 l = getInteriorLight(n, 1, data); video::SColor c = MapBlock_LightColor(255, l); for(u32 j=0; j<6; j++) { // Check this neighbor v3s16 n2p = blockpos_nodes + p + g_6dirs[j]; MapNode n2 = data->m_vmanip.getNodeNoEx(n2p); // Don't make face if neighbor is of same type if(n2.getContent() == n.getContent()) continue; // The face at Z+ video::S3DVertex vertices[4] = { video::S3DVertex(-BS/2,-BS/2,BS/2, 0,0,0, c, ap.x0(), ap.y1()), video::S3DVertex(BS/2,-BS/2,BS/2, 0,0,0, c, ap.x1(), ap.y1()), video::S3DVertex(BS/2,BS/2,BS/2, 0,0,0, c, ap.x1(), ap.y0()), video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c, ap.x0(), ap.y0()), }; // Rotations in the g_6dirs format if(j == 0) // Z+ for(u16 i=0; i<4; i++) vertices[i].Pos.rotateXZBy(0); else if(j == 1) // Y+ for(u16 i=0; i<4; i++) vertices[i].Pos.rotateYZBy(-90); else if(j == 2) // X+ for(u16 i=0; i<4; i++) vertices[i].Pos.rotateXZBy(-90); else if(j == 3) // Z- for(u16 i=0; i<4; i++) vertices[i].Pos.rotateXZBy(180); else if(j == 4) // Y- for(u16 i=0; i<4; i++) vertices[i].Pos.rotateYZBy(90); else if(j == 5) // X- for(u16 i=0; i<4; i++) vertices[i].Pos.rotateXZBy(90); for(u16 i=0; i<4; i++){ vertices[i].Pos += intToFloat(p, BS); } u16 indices[] = {0,1,2,2,3,0}; // Add to mesh collector collector.append(tile, vertices, 4, indices, 6); } break;} case NDT_ALLFACES: { TileSpec tile_leaves = getNodeTile(n, p, v3s16(0,0,0), data); AtlasPointer pa_leaves = tile_leaves.texture; u16 l = getInteriorLight(n, 1, data); video::SColor c = MapBlock_LightColor(255, l); v3f pos = intToFloat(p, BS); aabb3f box(-BS/2,-BS/2,-BS/2,BS/2,BS/2,BS/2); box.MinEdge += pos; box.MaxEdge += pos; makeCuboid(&collector, box, &tile_leaves, 1, c, NULL); break;} case NDT_ALLFACES_OPTIONAL: // This is always pre-converted to something else assert(0); break; case NDT_TORCHLIKE: { v3s16 dir = n.getWallMountedDir(nodedef); u8 tileindex = 0; if(dir == v3s16(0,-1,0)){ tileindex = 0; // floor } else if(dir == v3s16(0,1,0)){ tileindex = 1; // ceiling // For backwards compatibility } else if(dir == v3s16(0,0,0)){ tileindex = 0; // floor } else { tileindex = 2; // side } TileSpec tile = getNodeTileN(n, p, tileindex, data); tile.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING; tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY; AtlasPointer ap = tile.texture; 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, BS); } u16 indices[] = {0,1,2,2,3,0}; // Add to mesh collector collector.append(tile, vertices, 4, indices, 6); break;} case NDT_SIGNLIKE: { TileSpec tile = getNodeTileN(n, p, 0, data); tile.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING; tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY; AtlasPointer ap = tile.texture; u16 l = getInteriorLight(n, 0, data); 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.y0()), 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.x1(), ap.y1()), video::S3DVertex(BS/2-d,-BS/2,BS/2, 0,0,0, c, ap.x0(), ap.y1()), }; v3s16 dir = n.getWallMountedDir(nodedef); 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, BS); } u16 indices[] = {0,1,2,2,3,0}; // Add to mesh collector collector.append(tile, vertices, 4, indices, 6); break;} case NDT_PLANTLIKE: { TileSpec tile = getNodeTileN(n, p, 0, data); tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY; AtlasPointer ap = tile.texture; u16 l = getInteriorLight(n, 1, data); video::SColor c = MapBlock_LightColor(255, l); for(u32 j=0; j<4; j++) { video::S3DVertex vertices[4] = { video::S3DVertex(-BS/2*f.visual_scale,-BS/2,0, 0,0,0, c, ap.x0(), ap.y1()), video::S3DVertex( BS/2*f.visual_scale,-BS/2,0, 0,0,0, c, ap.x1(), ap.y1()), video::S3DVertex( BS/2*f.visual_scale, -BS/2 + f.visual_scale*BS,0, 0,0,0, c, ap.x1(), ap.y0()), video::S3DVertex(-BS/2*f.visual_scale, -BS/2 + f.visual_scale*BS,0, 0,0,0, c, ap.x0(), ap.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 *= f.visual_scale; vertices[i].Pos += intToFloat(p, BS); } u16 indices[] = {0,1,2,2,3,0}; // Add to mesh collector collector.append(tile, vertices, 4, indices, 6); } break;} case NDT_FENCELIKE: { TileSpec tile = getNodeTile(n, p, v3s16(0,0,0), data); TileSpec tile_nocrack = tile; tile_nocrack.material_flags &= ~MATERIAL_FLAG_CRACK; // A hack to put wood the right way around in the posts ITextureSource *tsrc = data->m_gamedef->tsrc(); TileSpec tile_rot = tile; tile_rot.texture = tsrc->getTexture(tsrc->getTextureName( tile.texture.id) + "^[transformR90"); u16 l = getInteriorLight(n, 1, data); video::SColor c = MapBlock_LightColor(255, l); const f32 post_rad=(f32)BS/8; const f32 bar_rad=(f32)BS/16; const f32 bar_len=(f32)(BS/2)-post_rad; v3f pos = intToFloat(p, BS); // The post - always present aabb3f post(-post_rad,-BS/2,-post_rad,post_rad,BS/2,post_rad); post.MinEdge += pos; post.MaxEdge += pos; f32 postuv[24]={ 6/16.,6/16.,10/16.,10/16., 6/16.,6/16.,10/16.,10/16., 0/16.,0,4/16.,1, 4/16.,0,8/16.,1, 8/16.,0,12/16.,1, 12/16.,0,16/16.,1}; makeCuboid(&collector, post, &tile_rot, 1, c, 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) { aabb3f bar(-bar_len+BS/2,-bar_rad+BS/4,-bar_rad, bar_len+BS/2,bar_rad+BS/4,bar_rad); bar.MinEdge += pos; bar.MaxEdge += pos; f32 xrailuv[24]={ 0/16.,2/16.,16/16.,4/16., 0/16.,4/16.,16/16.,6/16., 6/16.,6/16.,8/16.,8/16., 10/16.,10/16.,12/16.,12/16., 0/16.,8/16.,16/16.,10/16., 0/16.,14/16.,16/16.,16/16.}; makeCuboid(&collector, bar, &tile_nocrack, 1, c, xrailuv); bar.MinEdge.Y -= BS/2; bar.MaxEdge.Y -= BS/2; makeCuboid(&collector, bar, &tile_nocrack, 1, c, xrailuv); } // 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) { aabb3f bar(-bar_rad,-bar_rad+BS/4,-bar_len+BS/2, bar_rad,bar_rad+BS/4,bar_len+BS/2); bar.MinEdge += pos; bar.MaxEdge += pos; f32 zrailuv[24]={ 3/16.,1/16.,5/16.,5/16., // cannot rotate; stretch 4/16.,1/16.,6/16.,5/16., // for wood texture instead 0/16.,9/16.,16/16.,11/16., 0/16.,6/16.,16/16.,8/16., 6/16.,6/16.,8/16.,8/16., 10/16.,10/16.,12/16.,12/16.}; makeCuboid(&collector, bar, &tile_nocrack, 1, c, zrailuv); bar.MinEdge.Y -= BS/2; bar.MaxEdge.Y -= BS/2; makeCuboid(&collector, bar, &tile_nocrack, 1, c, zrailuv); } break;} case NDT_RAILLIKE: { bool is_rail_x [] = { false, false }; /* x-1, x+1 */ bool is_rail_z [] = { false, false }; /* z-1, z+1 */ bool is_rail_z_minus_y [] = { false, false }; /* z-1, z+1; y-1 */ bool is_rail_x_minus_y [] = { false, false }; /* x-1, z+1; y-1 */ bool is_rail_z_plus_y [] = { false, false }; /* z-1, z+1; y+1 */ bool is_rail_x_plus_y [] = { false, false }; /* x-1, x+1; y+1 */ MapNode n_minus_x = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x-1,y,z)); 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)); MapNode n_plus_x_plus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x+1, y+1, z)); MapNode n_plus_x_minus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x+1, y-1, z)); MapNode n_minus_x_plus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x-1, y+1, z)); MapNode n_minus_x_minus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x-1, y-1, z)); MapNode n_plus_z_plus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x, y+1, z+1)); MapNode n_minus_z_plus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x, y+1, z-1)); MapNode n_plus_z_minus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x, y-1, z+1)); MapNode n_minus_z_minus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x, y-1, z-1)); content_t thiscontent = n.getContent(); if(n_minus_x.getContent() == thiscontent) is_rail_x[0] = true; if (n_minus_x_minus_y.getContent() == thiscontent) is_rail_x_minus_y[0] = true; if(n_minus_x_plus_y.getContent() == thiscontent) is_rail_x_plus_y[0] = true; if(n_plus_x.getContent() == thiscontent) is_rail_x[1] = true; if (n_plus_x_minus_y.getContent() == thiscontent) is_rail_x_minus_y[1] = true; if(n_plus_x_plus_y.getContent() == thiscontent) is_rail_x_plus_y[1] = true; if(n_minus_z.getContent() == thiscontent) is_rail_z[0] = true; if (n_minus_z_minus_y.getContent() == thiscontent) is_rail_z_minus_y[0] = true; if(n_minus_z_plus_y.getContent() == thiscontent) is_rail_z_plus_y[0] = true; if(n_plus_z.getContent() == thiscontent) is_rail_z[1] = true; if (n_plus_z_minus_y.getContent() == thiscontent) is_rail_z_minus_y[1] = true; if(n_plus_z_plus_y.getContent() == thiscontent) is_rail_z_plus_y[1] = true; bool is_rail_x_all[] = {false, false}; bool is_rail_z_all[] = {false, false}; is_rail_x_all[0]=is_rail_x[0] || is_rail_x_minus_y[0] || is_rail_x_plus_y[0]; is_rail_x_all[1]=is_rail_x[1] || is_rail_x_minus_y[1] || is_rail_x_plus_y[1]; is_rail_z_all[0]=is_rail_z[0] || is_rail_z_minus_y[0] || is_rail_z_plus_y[0]; is_rail_z_all[1]=is_rail_z[1] || is_rail_z_minus_y[1] || is_rail_z_plus_y[1]; // reasonable default, flat straight unrotated rail bool is_straight = true; int adjacencies = 0; int angle = 0; u8 tileindex = 0; // check for sloped rail if (is_rail_x_plus_y[0] || is_rail_x_plus_y[1] || is_rail_z_plus_y[0] || is_rail_z_plus_y[1]) { adjacencies = 5; //5 means sloped is_straight = true; // sloped is always straight } else { // is really straight, rails on both sides is_straight = (is_rail_x_all[0] && is_rail_x_all[1]) || (is_rail_z_all[0] && is_rail_z_all[1]); adjacencies = is_rail_x_all[0] + is_rail_x_all[1] + is_rail_z_all[0] + is_rail_z_all[1]; } switch (adjacencies) { case 1: if(is_rail_x_all[0] || is_rail_x_all[1]) angle = 90; break; case 2: if(!is_straight) tileindex = 1; // curved if(is_rail_x_all[0] && is_rail_x_all[1]) angle = 90; if(is_rail_z_all[0] && is_rail_z_all[1]){ if (n_minus_z_plus_y.getContent() == thiscontent) angle = 180; } else if(is_rail_x_all[0] && is_rail_z_all[0]) angle = 270; else if(is_rail_x_all[0] && is_rail_z_all[1]) angle = 180; else if(is_rail_x_all[1] && is_rail_z_all[1]) angle = 90; break; case 3: // here is where the potential to 'switch' a junction is, but not implemented at present tileindex = 2; // t-junction if(!is_rail_x_all[1]) angle=180; if(!is_rail_z_all[0]) angle=90; if(!is_rail_z_all[1]) angle=270; break; case 4: tileindex = 3; // crossing break; case 5: //sloped if(is_rail_z_plus_y[0]) angle = 180; if(is_rail_x_plus_y[0]) angle = 90; if(is_rail_x_plus_y[1]) angle = -90; break; default: break; } TileSpec tile = getNodeTileN(n, p, tileindex, data); tile.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING; tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY; AtlasPointer ap = tile.texture; u16 l = getInteriorLight(n, 0, data); video::SColor c = MapBlock_LightColor(255, l); float d = (float)BS/64; char g=-1; if (is_rail_x_plus_y[0] || is_rail_x_plus_y[1] || is_rail_z_plus_y[0] || is_rail_z_plus_y[1]) g=1; //Object is at a slope video::S3DVertex vertices[4] = { video::S3DVertex(-BS/2,-BS/2+d,-BS/2, 0,0,0, c, ap.x0(), ap.y1()), video::S3DVertex(BS/2,-BS/2+d,-BS/2, 0,0,0, c, ap.x1(), ap.y1()), video::S3DVertex(BS/2,g*BS/2+d,BS/2, 0,0,0, c, ap.x1(), ap.y0()), video::S3DVertex(-BS/2,g*BS/2+d,BS/2, 0,0,0, c, ap.x0(), ap.y0()), }; for(s32 i=0; i<4; i++) { if(angle != 0) vertices[i].Pos.rotateXZBy(angle); vertices[i].Pos += intToFloat(p, BS); } u16 indices[] = {0,1,2,2,3,0}; collector.append(tile, vertices, 4, indices, 6); break;} case NDT_NODEBOX: { TileSpec tiles[6]; for(int i = 0; i < 6; i++) { tiles[i] = getNodeTileN(n, p, i, data); } u16 l = getInteriorLight(n, 0, data); video::SColor c = MapBlock_LightColor(255, l); v3f pos = intToFloat(p, BS); std::vector<aabb3f> boxes = n.getNodeBoxes(nodedef); for(std::vector<aabb3f>::iterator i = boxes.begin(); i != boxes.end(); i++) { aabb3f box = *i; box.MinEdge += pos; box.MaxEdge += pos; // Compute texture coords f32 tx1 = (i->MinEdge.X/BS)+0.5; f32 ty1 = (i->MinEdge.Y/BS)+0.5; f32 tz1 = (i->MinEdge.Z/BS)+0.5; f32 tx2 = (i->MaxEdge.X/BS)+0.5; f32 ty2 = (i->MaxEdge.Y/BS)+0.5; f32 tz2 = (i->MaxEdge.Z/BS)+0.5; f32 txc[24] = { // up tx1, 1-tz2, tx2, 1-tz1, // down tx1, tz1, tx2, tz2, // right tz1, 1-ty2, tz2, 1-ty1, // left 1-tz2, 1-ty2, 1-tz1, 1-ty1, // back 1-tx2, 1-ty2, 1-tx1, 1-ty1, // front tx1, 1-ty2, tx2, 1-ty1, }; makeCuboid(&collector, box, tiles, 6, c, txc); } break;} } } }
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) { FastFace face; // Position is at the center of the cube. v3f pos = p * BS; posRelative_f *= BS; v3f vertex_pos[4]; v3s16 vertex_dirs[4]; getNodeVertexDirs(dir, vertex_dirs); for(u16 i=0; i<4; i++) { vertex_pos[i] = v3f( BS/2*vertex_dirs[i].X, BS/2*vertex_dirs[i].Y, BS/2*vertex_dirs[i].Z ); } for(u16 i=0; i<4; i++) { vertex_pos[i].X *= scale.X; vertex_pos[i].Y *= scale.Y; vertex_pos[i].Z *= scale.Z; vertex_pos[i] += pos + posRelative_f; } f32 abs_scale = 1.; if (scale.X < 0.999 || scale.X > 1.001) abs_scale = scale.X; else if(scale.Y < 0.999 || scale.Y > 1.001) abs_scale = scale.Y; else if(scale.Z < 0.999 || scale.Z > 1.001) abs_scale = scale.Z; v3f zerovector = v3f(0,0,0); u8 alpha = tile.alpha; /*u8 alpha = 255; if(tile.id == TILE_WATER) alpha = WATER_ALPHA;*/ float x0 = tile.texture.pos.X; float y0 = tile.texture.pos.Y; float w = tile.texture.size.X; float h = tile.texture.size.Y; /*video::SColor c = MapBlock_LightColor(alpha, li); face.vertices[0] = video::S3DVertex(vertex_pos[0], v3f(0,1,0), c, core::vector2d<f32>(x0+w*abs_scale, y0+h)); face.vertices[1] = video::S3DVertex(vertex_pos[1], v3f(0,1,0), c, core::vector2d<f32>(x0, y0+h)); face.vertices[2] = video::S3DVertex(vertex_pos[2], v3f(0,1,0), c, core::vector2d<f32>(x0, y0)); face.vertices[3] = video::S3DVertex(vertex_pos[3], v3f(0,1,0), c, core::vector2d<f32>(x0+w*abs_scale, y0));*/ face.vertices[0] = video::S3DVertex(vertex_pos[0], v3f(0,1,0), MapBlock_LightColor(alpha, li0), core::vector2d<f32>(x0+w*abs_scale, y0+h)); face.vertices[1] = video::S3DVertex(vertex_pos[1], v3f(0,1,0), MapBlock_LightColor(alpha, li1), core::vector2d<f32>(x0, y0+h)); face.vertices[2] = video::S3DVertex(vertex_pos[2], v3f(0,1,0), MapBlock_LightColor(alpha, li2), core::vector2d<f32>(x0, y0)); face.vertices[3] = video::S3DVertex(vertex_pos[3], v3f(0,1,0), MapBlock_LightColor(alpha, li3), core::vector2d<f32>(x0+w*abs_scale, y0)); face.tile = tile; //DEBUG //f->tile = TILE_STONE; dest.push_back(face); }
void mapblock_mesh_generate_special(MeshMakeData *data, MeshCollector &collector, IGameDef *gamedef) { INodeDefManager *nodedef = gamedef->ndef(); // 0ms //TimeTaker timer("mapblock_mesh_generate_special()"); /* Some settings */ bool new_style_water = g_settings->getBool("new_style_water"); float node_liquid_level = 1.0; if(new_style_water) node_liquid_level = 0.85; v3s16 blockpos_nodes = data->m_blockpos*MAP_BLOCKSIZE; /*// 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;*/ for(s16 z=0; z<MAP_BLOCKSIZE; z++) for(s16 y=0; y<MAP_BLOCKSIZE; y++) for(s16 x=0; x<MAP_BLOCKSIZE; x++) { 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(f.solidness != 0) continue; switch(f.drawtype){ default: infostream<<"Got "<<f.drawtype<<std::endl; assert(0); break; case NDT_AIRLIKE: break; case NDT_LIQUID: { /* 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]); 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); } u16 indices[] = {0,1,2,2,3,0}; // Add to mesh collector 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]); 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_same_liquid = false; MapNode ntop = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z)); content_t c_flowing = nodedef->getId(nodedef->get(n).liquid_alternative_flowing); content_t c_source = nodedef->getId(nodedef->get(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(nodedef->get(ntop).param_type == CPT_LIGHT) l = decode_light(ntop.getLightBlend(data->m_daynight_ratio, nodedef)); // Otherwise use the light of this node (the liquid) else l = decode_light(n.getLightBlend(data->m_daynight_ratio, nodedef)); video::SColor c = MapBlock_LightColor( nodedef->get(n).alpha, l); // 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_same_liquid = 0x01; v3s16 neighbor_dirs[9] = { v3s16(0,0,0), v3s16(0,0,1), v3s16(0,0,-1), v3s16(1,0,0), v3s16(-1,0,0), v3s16(1,0,1), v3s16(-1,0,-1), v3s16(1,0,-1), v3s16(-1,0,1), }; for(u32 i=0; i<9; i++) { content_t content = CONTENT_AIR; float level = -0.5 * BS; u8 flags = 0; // Check neighbor v3s16 p2 = p + neighbor_dirs[i]; MapNode n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2); if(n2.getContent() != CONTENT_IGNORE) { content = n2.getContent(); 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() == c_source || n2.getContent() == c_flowing) flags |= neighborflag_top_is_same_liquid; } neighbor_levels.insert(neighbor_dirs[i], level); neighbor_contents.insert(neighbor_dirs[i], content); neighbor_flags.insert(neighbor_dirs[i], flags); } // Corner heights (average between four liquids) f32 corner_levels[4]; v3s16 halfdirs[4] = { v3s16(0,0,0), v3s16(1,0,0), v3s16(1,0,1), v3s16(0,0,1), }; for(u32 i=0; i<4; i++) { 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]; content_t content = neighbor_contents[neighbordir]; // 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_liquid_level)*BS; valid_count = 1; break; } // Flowing liquid has level information else if(content == c_flowing) { cornerlevel += neighbor_levels[neighbordir]; valid_count++; } else if(content == CONTENT_AIR) { air_count++; } } if(air_count >= 2) cornerlevel = -0.5*BS; else if(valid_count > 0) cornerlevel /= valid_count; corner_levels[i] = cornerlevel; } /* Generate sides */ v3s16 side_dirs[4] = { v3s16(1,0,0), v3s16(-1,0,0), v3s16(0,0,1), v3s16(0,0,-1), }; s16 side_corners[4][2] = { {1, 2}, {3, 0}, {2, 3}, {0, 1}, }; for(u32 i=0; i<4; i++) { v3s16 dir = side_dirs[i]; /* If our topside is liquid and neighbor's topside is liquid, don't draw side face */ if(top_is_same_liquid && neighbor_flags[dir] & neighborflag_top_is_same_liquid) continue; content_t neighbor_content = neighbor_contents[dir]; const ContentFeatures &n_feat = nodedef->get(neighbor_content); // Don't draw face if neighbor is blocking the view if(n_feat.solidness == 2) continue; bool neighbor_is_same_liquid = (neighbor_content == c_source || neighbor_content == c_flowing); // Don't draw any faces if neighbor same is liquid and top is // same liquid if(neighbor_is_same_liquid == true && top_is_same_liquid == false) continue; // Use backface culled material if neighbor doesn't have a // solidness of 0 video::SMaterial *current_material = &liquid_material; if(n_feat.solidness != 0 || n_feat.visual_solidness != 0) current_material = &liquid_material_bfculled; 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()), }; /* If our topside is liquid, set upper border of face at upper border of node */ if(top_is_same_liquid) { 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 liquid, lower border of face is corner liquid levels */ if(neighbor_is_same_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 liquid, lower border of face is lower border of node */ else { vertices[0].Pos.Y = -0.5*BS; vertices[1].Pos.Y = -0.5*BS; } for(s32 j=0; j<4; j++) { if(dir == v3s16(0,0,1)) vertices[j].Pos.rotateXZBy(0); if(dir == v3s16(0,0,-1)) vertices[j].Pos.rotateXZBy(180); if(dir == v3s16(-1,0,0)) vertices[j].Pos.rotateXZBy(90); if(dir == v3s16(1,0,-0)) vertices[j].Pos.rotateXZBy(-90); // Do this to not cause glitches when two liquids are // side-by-side /*if(neighbor_is_same_liquid == false){ vertices[j].Pos.X *= 0.98; vertices[j].Pos.Z *= 0.98; }*/ vertices[j].Pos += intToFloat(p + blockpos_nodes, BS); } u16 indices[] = {0,1,2,2,3,0}; // Add to mesh collector collector.append(*current_material, vertices, 4, indices, 6); } /* Generate top side, if appropriate */ if(top_is_same_liquid == false) { 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()), }; // This fixes a strange bug s32 corner_resolve[4] = {3,2,1,0}; for(s32 i=0; i<4; i++) { //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]; vertices[i].Pos += intToFloat(p + blockpos_nodes, BS); } u16 indices[] = {0,1,2,2,3,0}; // Add to mesh collector collector.append(liquid_material, vertices, 4, indices, 6); } break;} case NDT_GLASSLIKE: { 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); 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<6; j++) { // Check this neighbor v3s16 n2p = blockpos_nodes + p + g_6dirs[j]; MapNode n2 = data->m_vmanip.getNodeNoEx(n2p); // Don't make face if neighbor is of same type if(n2.getContent() == n.getContent()) continue; // The face at Z+ video::S3DVertex vertices[4] = { video::S3DVertex(-BS/2,-BS/2,BS/2, 0,0,0, c, pa_glass.x0(), pa_glass.y1()), video::S3DVertex(BS/2,-BS/2,BS/2, 0,0,0, c, pa_glass.x1(), pa_glass.y1()), video::S3DVertex(BS/2,BS/2,BS/2, 0,0,0, c, pa_glass.x1(), pa_glass.y0()), video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c, pa_glass.x0(), pa_glass.y0()), }; // Rotations in the g_6dirs format if(j == 0) // Z+ for(u16 i=0; i<4; i++) vertices[i].Pos.rotateXZBy(0); else if(j == 1) // Y+ for(u16 i=0; i<4; i++) vertices[i].Pos.rotateYZBy(-90); else if(j == 2) // X+ for(u16 i=0; i<4; i++) vertices[i].Pos.rotateXZBy(-90); else if(j == 3) // Z- for(u16 i=0; i<4; i++) vertices[i].Pos.rotateXZBy(180); else if(j == 4) // Y- for(u16 i=0; i<4; i++) vertices[i].Pos.rotateYZBy(90); else if(j == 5) // X- for(u16 i=0; i<4; i++) vertices[i].Pos.rotateXZBy(90); 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_glass, vertices, 4, indices, 6); } 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); for(u32 j=0; j<6; j++) { video::S3DVertex vertices[4] = { video::S3DVertex(-BS/2,-BS/2,BS/2, 0,0,0, c, pa_leaves1.x0(), pa_leaves1.y1()), video::S3DVertex(BS/2,-BS/2,BS/2, 0,0,0, c, pa_leaves1.x1(), pa_leaves1.y1()), video::S3DVertex(BS/2,BS/2,BS/2, 0,0,0, c, pa_leaves1.x1(), pa_leaves1.y0()), video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c, pa_leaves1.x0(), pa_leaves1.y0()), }; // Rotations in the g_6dirs format if(j == 0) // Z+ for(u16 i=0; i<4; i++) vertices[i].Pos.rotateXZBy(0); else if(j == 1) // Y+ for(u16 i=0; i<4; i++) vertices[i].Pos.rotateYZBy(-90); else if(j == 2) // X+ for(u16 i=0; i<4; i++) vertices[i].Pos.rotateXZBy(-90); else if(j == 3) // Z- for(u16 i=0; i<4; i++) vertices[i].Pos.rotateXZBy(180); else if(j == 4) // Y- for(u16 i=0; i<4; i++) vertices[i].Pos.rotateYZBy(90); else if(j == 5) // X- for(u16 i=0; i<4; i++) vertices[i].Pos.rotateXZBy(90); 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_leaves1, vertices, 4, indices, 6); } break;} case NDT_ALLFACES_OPTIONAL: // This is always pre-converted to something else assert(0); break; case NDT_TORCHLIKE: { 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 } // 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); } u16 indices[] = {0,1,2,2,3,0}; // Add to mesh collector collector.append(material, vertices, 4, indices, 6); break;} case NDT_SIGNLIKE: { // 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); 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-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, 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(u32 j=0; j<4; j++) { video::S3DVertex vertices[4] = { video::S3DVertex(-BS/2*f.visual_scale,-BS/2,0, 0,0,0, c, pa_papyrus.x0(), pa_papyrus.y1()), video::S3DVertex( BS/2*f.visual_scale,-BS/2,0, 0,0,0, c, pa_papyrus.x1(), pa_papyrus.y1()), video::S3DVertex( BS/2*f.visual_scale, -BS/2 + f.visual_scale*BS,0, 0,0,0, c, pa_papyrus.x1(), pa_papyrus.y0()), video::S3DVertex(-BS/2*f.visual_scale, -BS/2 + f.visual_scale*BS,0, 0,0,0, c, pa_papyrus.x0(), pa_papyrus.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 *= f.visual_scale; vertices[i].Pos += intToFloat(p + blockpos_nodes, BS); } u16 indices[] = {0,1,2,2,3,0}; // Add to mesh collector collector.append(material_papyrus, vertices, 4, indices, 6); } 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); 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) { 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); } // 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); } 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_minus_x = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x-1,y,z)); 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)); content_t thiscontent = n.getContent(); if(n_minus_x.getContent() == thiscontent) is_rail_x[0] = true; if(n_plus_x.getContent() == thiscontent) is_rail_x[1] = true; if(n_minus_z.getContent() == thiscontent) is_rail_z[0] = true; 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 AtlasPointer ap = f.tiles[0].texture; // straight if(adjacencies < 2) 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])) ap = f.tiles[0].texture; // straight else ap = f.tiles[1].texture; // curved } else if(adjacencies == 3) ap = f.tiles[2].texture; // t-junction else if(adjacencies == 4) ap = f.tiles[3].texture; // crossing video::SMaterial material_rail; material_rail.setFlag(video::EMF_LIGHTING, false); material_rail.setFlag(video::EMF_BACK_FACE_CULLING, false); material_rail.setFlag(video::EMF_BILINEAR_FILTER, false); material_rail.setFlag(video::EMF_FOG_ENABLE, true); material_rail.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF; material_rail.setTexture(0, ap.atlas); u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio, nodedef)); video::SColor c = MapBlock_LightColor(255, l); float d = (float)BS/16; video::S3DVertex vertices[4] = { video::S3DVertex(-BS/2,-BS/2+d,-BS/2, 0,0,0, c, ap.x0(), ap.y1()), video::S3DVertex(BS/2,-BS/2+d,-BS/2, 0,0,0, c, ap.x1(), ap.y1()), video::S3DVertex(BS/2,-BS/2+d,BS/2, 0,0,0, c, ap.x1(), ap.y0()), video::S3DVertex(-BS/2,-BS/2+d,BS/2, 0,0,0, c, ap.x0(), ap.y0()), }; // Rotate textures int angle = 0; if(adjacencies == 1) { if(is_rail_x[0] || is_rail_x[1]) angle = 90; } else if(adjacencies == 2) { if(is_rail_x[0] && is_rail_x[1]) angle = 90; else if(is_rail_x[0] && is_rail_z[0]) angle = 270; else if(is_rail_x[0] && is_rail_z[1]) angle = 180; else if(is_rail_x[1] && is_rail_z[1]) angle = 90; } else if(adjacencies == 3) { if(!is_rail_x[0]) angle=0; if(!is_rail_x[1]) angle=180; if(!is_rail_z[0]) angle=90; if(!is_rail_z[1]) angle=270; } if(angle != 0) { for(u16 i=0; i<4; i++) vertices[i].Pos.rotateXZBy(angle); } for(s32 i=0; i<4; i++) { vertices[i].Pos += intToFloat(p + blockpos_nodes, BS); } u16 indices[] = {0,1,2,2,3,0}; collector.append(material_rail, vertices, 4, indices, 6); break;} } } }
ClientCached* createClientCachedDirect(const std::string &name, IGameDef *gamedef) const { infostream<<"Lazily creating item texture and mesh for \"" <<name<<"\""<<std::endl; // This is not thread-safe assert(get_current_thread_id() == m_main_thread); // Skip if already in cache ClientCached *cc = NULL; m_clientcached.get(name, &cc); if(cc) return cc; ITextureSource *tsrc = gamedef->getTextureSource(); INodeDefManager *nodedef = gamedef->getNodeDefManager(); IrrlichtDevice *device = tsrc->getDevice(); video::IVideoDriver *driver = device->getVideoDriver(); const ItemDefinition *def = &get(name); // Create new ClientCached cc = new ClientCached(); bool need_node_mesh = false; // Create an inventory texture cc->inventory_texture = NULL; if(def->inventory_image != "") { cc->inventory_texture = tsrc->getTextureRaw(def->inventory_image); } else if(def->type == ITEM_NODE) { need_node_mesh = true; } // Create a wield mesh assert(cc->wield_mesh == NULL); if(def->type == ITEM_NODE && def->wield_image == "") { need_node_mesh = true; } else if(def->wield_image != "" || def->inventory_image != "") { // Extrude the wield image into a mesh std::string imagename; if(def->wield_image != "") imagename = def->wield_image; else imagename = def->inventory_image; cc->wield_mesh = createExtrudedMesh( tsrc->getTextureRaw(imagename), driver, def->wield_scale * v3f(40.0, 40.0, 4.0)); if(cc->wield_mesh == NULL) { infostream<<"ItemDefManager: WARNING: " <<"updateTexturesAndMeshes(): " <<"Unable to create extruded mesh for item " <<def->name<<std::endl; } } if(need_node_mesh) { /* Get node properties */ content_t id = nodedef->getId(def->name); const ContentFeatures &f = nodedef->get(id); u8 param1 = 0; if(f.param_type == CPT_LIGHT) param1 = 0xee; /* Make a mesh from the node */ MeshMakeData mesh_make_data(gamedef); MapNode mesh_make_node(id, param1, 0); mesh_make_data.fillSingleNode(&mesh_make_node); MapBlockMesh mapblock_mesh(&mesh_make_data); scene::IMesh *node_mesh = mapblock_mesh.getMesh(); assert(node_mesh); video::SColor c(255, 255, 255, 255); if(g_settings->getS32("enable_shaders") != 0) c = MapBlock_LightColor(255, 0xffff, decode_light(f.light_source)); setMeshColor(node_mesh, c); /* Scale and translate the mesh so it's a unit cube centered on the origin */ scaleMesh(node_mesh, v3f(1.0/BS, 1.0/BS, 1.0/BS)); translateMesh(node_mesh, v3f(-1.0, -1.0, -1.0)); /* Draw node mesh into a render target texture */ if(cc->inventory_texture == NULL) { core::dimension2d<u32> dim(64,64); std::string rtt_texture_name = "INVENTORY_" + def->name + "_RTT"; v3f camera_position(0, 1.0, -1.5); camera_position.rotateXZBy(45); v3f camera_lookat(0, 0, 0); core::CMatrix4<f32> camera_projection_matrix; // Set orthogonal projection camera_projection_matrix.buildProjectionMatrixOrthoLH( 1.65, 1.65, 0, 100); video::SColorf ambient_light(0.2,0.2,0.2); v3f light_position(10, 100, -50); video::SColorf light_color(0.5,0.5,0.5); f32 light_radius = 1000; cc->inventory_texture = generateTextureFromMesh( node_mesh, device, dim, rtt_texture_name, camera_position, camera_lookat, camera_projection_matrix, ambient_light, light_position, light_color, light_radius); // render-to-target didn't work if(cc->inventory_texture == NULL) { cc->inventory_texture = tsrc->getTextureRaw(f.tiledef[0].name); } } else { if (m_driver == 0) m_driver = driver; m_extruded_textures.push_back(cc->inventory_texture); } /* Use the node mesh as the wield mesh */ // Scale to proper wield mesh proportions scaleMesh(node_mesh, v3f(30.0, 30.0, 30.0) * def->wield_scale); cc->wield_mesh = node_mesh; cc->wield_mesh->grab(); //no way reference count can be smaller than 2 in this place! assert(cc->wield_mesh->getReferenceCount() >= 2); } // Put in cache m_clientcached.set(name, cc); return cc; }