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 getTileInfo( // Input: MeshMakeData *data, v3s16 p, v3s16 face_dir, // Output: bool &makes_face, v3s16 &p_corrected, v3s16 &face_dir_corrected, u16 *lights, TileSpec &tile, u8 &light_source ) { VoxelManipulator &vmanip = data->m_vmanip; INodeDefManager *ndef = data->m_gamedef->ndef(); v3s16 blockpos_nodes = data->m_blockpos * MAP_BLOCKSIZE; MapNode n0 = vmanip.getNodeNoEx(blockpos_nodes + p); MapNode n1 = vmanip.getNodeNoEx(blockpos_nodes + p + face_dir); TileSpec tile0 = getNodeTile(n0, p, face_dir, data); TileSpec tile1 = getNodeTile(n1, p + face_dir, -face_dir, data); // This is hackish bool equivalent = false; u8 mf = face_contents(n0.getContent(), n1.getContent(), &equivalent, ndef); if(mf == 0) { makes_face = false; return; } makes_face = true; if(mf == 1) { tile = tile0; p_corrected = p; face_dir_corrected = face_dir; light_source = ndef->get(n0).light_source; } else { tile = tile1; p_corrected = p + face_dir; face_dir_corrected = -face_dir; light_source = ndef->get(n1).light_source; } // eg. water and glass if(equivalent) tile.material_flags |= MATERIAL_FLAG_BACKFACE_CULLING; if(data->m_smooth_lighting == false) { lights[0] = lights[1] = lights[2] = lights[3] = getFaceLight(n0, n1, face_dir, data); } else { v3s16 vertex_dirs[4]; getNodeVertexDirs(face_dir_corrected, vertex_dirs); for(u16 i=0; i<4; i++) { lights[i] = getSmoothLight( blockpos_nodes + p_corrected, vertex_dirs[i], data); } } return; }
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 getTileInfo( // Input: v3s16 blockpos_nodes, v3s16 p, v3s16 face_dir, u32 daynight_ratio, VoxelManipulator &vmanip, NodeModMap &temp_mods, bool smooth_lighting, // Output: bool &makes_face, v3s16 &p_corrected, v3s16 &face_dir_corrected, u8 *lights, TileSpec &tile ) { MapNode n0 = vmanip.getNodeNoEx(blockpos_nodes + p); MapNode n1 = vmanip.getNodeNoEx(blockpos_nodes + p + face_dir); TileSpec tile0 = getNodeTile(n0, p, face_dir, temp_mods); TileSpec tile1 = getNodeTile(n1, p + face_dir, -face_dir, temp_mods); // This is hackish u8 content0 = getNodeContent(p, n0, temp_mods); u8 content1 = getNodeContent(p + face_dir, n1, temp_mods); u8 mf = face_contents(content0, content1); if(mf == 0) { makes_face = false; return; } makes_face = true; if(mf == 1) { tile = tile0; p_corrected = p; face_dir_corrected = face_dir; } else { tile = tile1; p_corrected = p + face_dir; face_dir_corrected = -face_dir; } if(smooth_lighting == false) { lights[0] = lights[1] = lights[2] = lights[3] = decode_light(getFaceLight(daynight_ratio, n0, n1, face_dir)); } else { v3s16 vertex_dirs[4]; getNodeVertexDirs(face_dir_corrected, vertex_dirs); for(u16 i=0; i<4; i++) { lights[i] = getSmoothLight(blockpos_nodes + p_corrected, vertex_dirs[i], vmanip, daynight_ratio); } } return; }
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 = 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), lightColor(alpha, li0), core::vector2d<f32>(x0+w*abs_scale, y0+h)); face.vertices[1] = video::S3DVertex(vertex_pos[1], v3f(0,1,0), lightColor(alpha, li1), core::vector2d<f32>(x0, y0+h)); face.vertices[2] = video::S3DVertex(vertex_pos[2], v3f(0,1,0), lightColor(alpha, li2), core::vector2d<f32>(x0, y0)); face.vertices[3] = video::S3DVertex(vertex_pos[3], v3f(0,1,0), lightColor(alpha, li3), core::vector2d<f32>(x0+w*abs_scale, y0)); face.tile = tile; //DEBUG //f->tile = TILE_STONE; dest.push_back(face); }
static void getTileInfo( // Input: MeshMakeData *data, v3s16 p, v3s16 face_dir, // Output: bool &makes_face, v3s16 &p_corrected, v3s16 &face_dir_corrected, u16 *lights, TileSpec &tile, u8 &light_source ,int step ) { auto &vmanip = data->m_vmanip; INodeDefManager *ndef = data->m_gamedef->ndef(); v3s16 blockpos_nodes = data->m_blockpos * MAP_BLOCKSIZE; MapNode n0 = vmanip.getNodeNoEx(blockpos_nodes + p*step); // Don't even try to get n1 if n0 is already CONTENT_IGNORE if (n0.getContent() == CONTENT_IGNORE ) { makes_face = false; return; } MapNode n1 = vmanip.getNodeNoEx(blockpos_nodes + p*step + face_dir*step); // if(data->debug) infostream<<" GN "<<n0<< n1<< blockpos_nodes<<blockpos_nodes + p*step<<blockpos_nodes + p*step + face_dir*step<<std::endl; // This is hackish bool equivalent = false; u8 mf = face_contents(n0.getContent(), n1.getContent(), &equivalent, ndef); if(mf == 0) { makes_face = false; return; } makes_face = true; if(mf == 1) { tile = getNodeTile(n0, p, face_dir, data); p_corrected = p; face_dir_corrected = face_dir; light_source = ndef->get(n0).light_source; } else { tile = getNodeTile(n1, p + face_dir, -face_dir, data); p_corrected = p + face_dir; face_dir_corrected = -face_dir; light_source = ndef->get(n1).light_source; } // eg. water and glass if(equivalent) tile.material_flags |= MATERIAL_FLAG_BACKFACE_CULLING; if(data->m_smooth_lighting == false || step > 1) { lights[0] = lights[1] = lights[2] = lights[3] = getFaceLight(n0, n1, face_dir, ndef); } else { v3s16 vertex_dirs[4]; getNodeVertexDirs(face_dir_corrected, vertex_dirs); for(u16 i=0; i<4; i++) { lights[i] = getSmoothLight( blockpos_nodes + p_corrected, vertex_dirs[i], data); } } return; }