Пример #1
0
bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_ratio)
{
	if(!m_has_animation)
	{
		m_animation_force_timer = 100000;
		return false;
	}

	m_animation_force_timer = myrand_range(5, 100);

	// Cracks
	if(crack != m_last_crack)
	{
		for(std::map<u32, std::string>::iterator
				i = m_crack_materials.begin();
				i != m_crack_materials.end(); i++)
		{
			scene::IMeshBuffer *buf = m_mesh->getMeshBuffer(i->first);
			std::string basename = i->second;

			// Create new texture name from original
			ITextureSource *tsrc = m_gamedef->getTextureSource();
			std::ostringstream os;
			os<<basename<<crack;
			AtlasPointer ap = tsrc->getTexture(os.str());
			buf->getMaterial().setTexture(0, ap.atlas);
		}

		m_last_crack = crack;
	}

	// Day-night transition
	if(daynight_ratio != m_last_daynight_ratio)
	{
		for(std::map<u32, std::map<u32, std::pair<u8, u8> > >::iterator
				i = m_daynight_diffs.begin();
				i != m_daynight_diffs.end(); i++)
		{
			scene::IMeshBuffer *buf = m_mesh->getMeshBuffer(i->first);
			video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices();
			for(std::map<u32, std::pair<u8, u8 > >::iterator
					j = i->second.begin();
					j != i->second.end(); j++)
			{
				u32 vertexIndex = j->first;
				u8 day = j->second.first;
				u8 night = j->second.second;
				finalColorBlend(vertices[vertexIndex].Color,
						day, night, daynight_ratio);
			}
		}
		m_last_daynight_ratio = daynight_ratio;
	}

	return true;
}
Пример #2
0
GUIChatConsole::GUIChatConsole(
		gui::IGUIEnvironment* env,
		gui::IGUIElement* parent,
		s32 id,
		ChatBackend* backend,
		Client* client,
		IMenuManager* menumgr
):
	IGUIElement(gui::EGUIET_ELEMENT, env, parent, id,
			core::rect<s32>(0,0,100,100)),
	m_chat_backend(backend),
	m_client(client),
	m_menumgr(menumgr),
	m_animate_time_old(porting::getTimeMs())
{
	// load background settings
	s32 console_alpha = g_settings->getS32("console_alpha");
	m_background_color.setAlpha(clamp_u8(console_alpha));

	// load the background texture depending on settings
	ITextureSource *tsrc = client->getTextureSource();
	if (tsrc->isKnownSourceImage("background_chat.jpg")) {
		m_background = tsrc->getTexture("background_chat.jpg");
		m_background_color.setRed(255);
		m_background_color.setGreen(255);
		m_background_color.setBlue(255);
	} else {
		v3f console_color = g_settings->getV3F("console_color");
		m_background_color.setRed(clamp_u8(myround(console_color.X)));
		m_background_color.setGreen(clamp_u8(myround(console_color.Y)));
		m_background_color.setBlue(clamp_u8(myround(console_color.Z)));
	}

	m_font = g_fontengine->getFont(FONT_SIZE_UNSPECIFIED, FM_Mono);

	if (!m_font) {
		errorstream << "GUIChatConsole: Unable to load mono font ";
	} else {
		core::dimension2d<u32> dim = m_font->getDimension(L"M");
		m_fontsize = v2u32(dim.Width, dim.Height);
		m_font->grab();
	}
	m_fontsize.X = MYMAX(m_fontsize.X, 1);
	m_fontsize.Y = MYMAX(m_fontsize.Y, 1);

	// set default cursor options
	setCursor(true, true, 2.0, 0.1);
}
Пример #3
0
	ClientCached* createClientCachedDirect(const std::string &name,
			Client *client) const
	{
		infostream<<"Lazily creating item texture and mesh for \""
				<<name<<"\""<<std::endl;

		// This is not thread-safe
		sanity_check(std::this_thread::get_id() == m_main_thread);

		// Skip if already in cache
		ClientCached *cc = NULL;
		m_clientcached.get(name, &cc);
		if(cc)
			return cc;

		ITextureSource *tsrc = client->getTextureSource();
		const ItemDefinition &def = get(name);

		// Create new ClientCached
		cc = new ClientCached();

		// Create an inventory texture
		cc->inventory_texture = NULL;
		if (!def.inventory_image.empty())
			cc->inventory_texture = tsrc->getTexture(def.inventory_image);

		ItemStack item = ItemStack();
		item.name = def.name;

		getItemMesh(client, item, &(cc->wield_mesh));

		cc->palette = tsrc->getPalette(def.palette_image);

		// Put in cache
		m_clientcached.set(name, cc);

		return cc;
	}
Пример #4
0
	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
		sanity_check(thr_is_current_thread(m_main_thread));

		// Skip if already in cache
		ClientCached *cc = NULL;
		m_clientcached.get(name, &cc);
		if(cc)
			return cc;

		ITextureSource *tsrc = gamedef->getTextureSource();
		const ItemDefinition &def = get(name);

		// Create new ClientCached
		cc = new ClientCached();

		// Create an inventory texture
		cc->inventory_texture = NULL;
		if(def.inventory_image != "")
			cc->inventory_texture = tsrc->getTexture(def.inventory_image);

		ItemStack item = ItemStack();
		item.name = def.name;

		scene::IMesh *mesh = getItemMesh(gamedef, item);
		cc->wield_mesh = mesh;

		// Put in cache
		m_clientcached.set(name, cc);

		return cc;
	}
Пример #5
0
void getItemMesh(Client *client, const ItemStack &item, ItemMesh *result)
{
	ITextureSource *tsrc = client->getTextureSource();
	IItemDefManager *idef = client->getItemDefManager();
	const NodeDefManager *ndef = client->getNodeDefManager();
	const ItemDefinition &def = item.getDefinition(idef);
	const ContentFeatures &f = ndef->get(def.name);
	content_t id = ndef->getId(def.name);

	FATAL_ERROR_IF(!g_extrusion_mesh_cache, "Extrusion mesh cache is not yet initialized");
	
	scene::SMesh *mesh = nullptr;

	// Shading is on by default
	result->needs_shading = true;

	// If inventory_image is defined, it overrides everything else
	if (!def.inventory_image.empty()) {
		mesh = getExtrudedMesh(tsrc, def.inventory_image,
			def.inventory_overlay);
		result->buffer_colors.emplace_back();
		// overlay is white, if present
		result->buffer_colors.emplace_back(true, video::SColor(0xFFFFFFFF));
		// Items with inventory images do not need shading
		result->needs_shading = false;
	} else if (def.type == ITEM_NODE) {
		if (f.mesh_ptr[0]) {
			mesh = cloneMesh(f.mesh_ptr[0]);
			scaleMesh(mesh, v3f(0.12, 0.12, 0.12));
			postProcessNodeMesh(mesh, f, false, false, nullptr,
				&result->buffer_colors);
		} else {
			switch (f.drawtype) {
				case NDT_PLANTLIKE: {
					mesh = getExtrudedMesh(tsrc,
						tsrc->getTextureName(f.tiles[0].layers[0].texture_id),
						tsrc->getTextureName(f.tiles[0].layers[1].texture_id));
					// Add color
					const TileLayer &l0 = f.tiles[0].layers[0];
					result->buffer_colors.emplace_back(l0.has_color, l0.color);
					const TileLayer &l1 = f.tiles[0].layers[1];
					result->buffer_colors.emplace_back(l1.has_color, l1.color);
					break;
				}
				case NDT_PLANTLIKE_ROOTED: {
					mesh = getExtrudedMesh(tsrc,
						tsrc->getTextureName(f.special_tiles[0].layers[0].texture_id), "");
					// Add color
					const TileLayer &l0 = f.special_tiles[0].layers[0];
					result->buffer_colors.emplace_back(l0.has_color, l0.color);
					break;
				}
				case NDT_NORMAL:
				case NDT_ALLFACES:
				case NDT_LIQUID:
				case NDT_FLOWINGLIQUID: {
					scene::IMesh *cube = g_extrusion_mesh_cache->createCube();
					mesh = cloneMesh(cube);
					cube->drop();
					scaleMesh(mesh, v3f(1.2, 1.2, 1.2));
					// add overlays
					postProcessNodeMesh(mesh, f, false, false, nullptr,
						&result->buffer_colors);
					break;
				}
				default: {
					mesh = createSpecialNodeMesh(client, id, &result->buffer_colors);
					scaleMesh(mesh, v3f(0.12, 0.12, 0.12));
				}
			}
		}

		u32 mc = mesh->getMeshBufferCount();
		for (u32 i = 0; i < mc; ++i) {
			scene::IMeshBuffer *buf = mesh->getMeshBuffer(i);
			video::SMaterial &material = buf->getMaterial();
			material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
			material.setFlag(video::EMF_BILINEAR_FILTER, false);
			material.setFlag(video::EMF_TRILINEAR_FILTER, false);
			material.setFlag(video::EMF_BACK_FACE_CULLING, true);
			material.setFlag(video::EMF_LIGHTING, false);
		}

		rotateMeshXZby(mesh, -45);
		rotateMeshYZby(mesh, -30);
	}
	result->mesh = mesh;
}
Пример #6
0
void WieldMeshSceneNode::setItem(const ItemStack &item, Client *client)
{
	ITextureSource *tsrc = client->getTextureSource();
	IItemDefManager *idef = client->getItemDefManager();
	IShaderSource *shdrsrc = client->getShaderSource();
	const NodeDefManager *ndef = client->getNodeDefManager();
	const ItemDefinition &def = item.getDefinition(idef);
	const ContentFeatures &f = ndef->get(def.name);
	content_t id = ndef->getId(def.name);

	scene::SMesh *mesh = nullptr;

	if (m_enable_shaders) {
		u32 shader_id = shdrsrc->getShader("wielded_shader", TILE_MATERIAL_BASIC, NDT_NORMAL);
		m_material_type = shdrsrc->getShaderInfo(shader_id).material;
	}

	// Color-related
	m_colors.clear();
	m_base_color = idef->getItemstackColor(item, client);

	// If wield_image is defined, it overrides everything else
	if (!def.wield_image.empty()) {
		setExtruded(def.wield_image, def.wield_overlay, def.wield_scale, tsrc,
			1);
		m_colors.emplace_back();
		// overlay is white, if present
		m_colors.emplace_back(true, video::SColor(0xFFFFFFFF));
		return;
	}

	// Handle nodes
	// See also CItemDefManager::createClientCached()
	if (def.type == ITEM_NODE) {
		if (f.mesh_ptr[0]) {
			// e.g. mesh nodes and nodeboxes
			mesh = cloneMesh(f.mesh_ptr[0]);
			postProcessNodeMesh(mesh, f, m_enable_shaders, true,
				&m_material_type, &m_colors);
			changeToMesh(mesh);
			mesh->drop();
			// mesh is pre-scaled by BS * f->visual_scale
			m_meshnode->setScale(
					def.wield_scale * WIELD_SCALE_FACTOR
					/ (BS * f.visual_scale));
		} else {
			switch (f.drawtype) {
				case NDT_AIRLIKE: {
					changeToMesh(nullptr);
					break;
				}
				case NDT_PLANTLIKE: {
					setExtruded(tsrc->getTextureName(f.tiles[0].layers[0].texture_id),
						tsrc->getTextureName(f.tiles[0].layers[1].texture_id),
						def.wield_scale, tsrc,
						f.tiles[0].layers[0].animation_frame_count);
					// Add color
					const TileLayer &l0 = f.tiles[0].layers[0];
					m_colors.emplace_back(l0.has_color, l0.color);
					const TileLayer &l1 = f.tiles[0].layers[1];
					m_colors.emplace_back(l1.has_color, l1.color);
					break;
				}
				case NDT_PLANTLIKE_ROOTED: {
					setExtruded(tsrc->getTextureName(f.special_tiles[0].layers[0].texture_id),
						"", def.wield_scale, tsrc,
						f.special_tiles[0].layers[0].animation_frame_count);
					// Add color
					const TileLayer &l0 = f.special_tiles[0].layers[0];
					m_colors.emplace_back(l0.has_color, l0.color);
					break;
				}
				case NDT_NORMAL:
				case NDT_ALLFACES:
				case NDT_LIQUID:
				case NDT_FLOWINGLIQUID: {
					setCube(f, def.wield_scale);
					break;
				}
				default: {
					mesh = createSpecialNodeMesh(client, id, &m_colors);
					changeToMesh(mesh);
					mesh->drop();
					m_meshnode->setScale(
							def.wield_scale * WIELD_SCALE_FACTOR
							/ (BS * f.visual_scale));
				}
			}
		}
		u32 material_count = m_meshnode->getMaterialCount();
		for (u32 i = 0; i < material_count; ++i) {
			video::SMaterial &material = m_meshnode->getMaterial(i);
			material.MaterialType = m_material_type;
			material.setFlag(video::EMF_BACK_FACE_CULLING, true);
			material.setFlag(video::EMF_BILINEAR_FILTER, m_bilinear_filter);
			material.setFlag(video::EMF_TRILINEAR_FILTER, m_trilinear_filter);
		}
		return;
	}
	else if (!def.inventory_image.empty()) {
		setExtruded(def.inventory_image, def.inventory_overlay, def.wield_scale,
			tsrc, 1);
		m_colors.emplace_back();
		// overlay is white, if present
		m_colors.emplace_back(true, video::SColor(0xFFFFFFFF));
		return;
	}

	// no wield mesh found
	changeToMesh(nullptr);
}
Пример #7
0
bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_ratio)
{

	if(!m_has_animation)
	{
		m_animation_force_timer = 100000;
		return false;
	}

	m_animation_force_timer = myrand_range(5, 100);

	// Cracks
	if(crack != m_last_crack)
	{
		for(std::map<u32, std::string>::iterator
				i = m_crack_materials.begin();
				i != m_crack_materials.end(); i++)
		{
			scene::IMeshBuffer *buf = m_mesh->getMeshBuffer(i->first);
			std::string basename = i->second;

			// Create new texture name from original
			ITextureSource *tsrc = m_gamedef->getTextureSource();
			std::ostringstream os;
			os<<basename<<crack;
			u32 new_texture_id = 0;
			video::ITexture *new_texture =
				tsrc->getTexture(os.str(), &new_texture_id);
			buf->getMaterial().setTexture(0, new_texture);

			// If the current material is also animated,
			// update animation info
			std::map<u32, TileSpec>::iterator anim_iter =
				m_animation_tiles.find(i->first);
			if(anim_iter != m_animation_tiles.end()){
				TileSpec &tile = anim_iter->second;
				tile.texture = new_texture;
				tile.texture_id = new_texture_id;
				// force animation update
				m_animation_frames[i->first] = -1;
			}
		}

		m_last_crack = crack;
	}

	// Texture animation
	for(std::map<u32, TileSpec>::iterator
			i = m_animation_tiles.begin();
			i != m_animation_tiles.end(); i++)
	{
		const TileSpec &tile = i->second;
		// Figure out current frame
		int frameoffset = m_animation_frame_offsets[i->first];
		int frame = (int)(time * 1000 / tile.animation_frame_length_ms
				+ frameoffset) % (tile.animation_frame_count ? tile.animation_frame_count : 1);
		// If frame doesn't change, skip
		if(frame == m_animation_frames[i->first])
			continue;

		m_animation_frames[i->first] = frame;

		scene::IMeshBuffer *buf = m_mesh->getMeshBuffer(i->first);
		ITextureSource *tsrc = m_gamedef->getTextureSource();

		FrameSpec animation_frame = tile.frames.find(frame)->second;
		buf->getMaterial().setTexture(0, animation_frame.texture);
		if (m_enable_shaders) {
			if (animation_frame.normal_texture) {
				buf->getMaterial().setTexture(1, animation_frame.normal_texture);
				buf->getMaterial().setTexture(2, tsrc->getTexture("enable_img.png"));
			} else {
				buf->getMaterial().setTexture(2, tsrc->getTexture("disable_img.png"));
			}
		}
	}

	// Day-night transition
	if(!m_enable_shaders && (daynight_ratio != m_last_daynight_ratio))
	{
		for(std::map<u32, std::map<u32, std::pair<u8, u8> > >::iterator
				i = m_daynight_diffs.begin();
				i != m_daynight_diffs.end(); i++)
		{
			scene::IMeshBuffer *buf = m_mesh->getMeshBuffer(i->first);
			buf->setDirty(irr::scene::EBT_VERTEX);
			video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices();
			for(std::map<u32, std::pair<u8, u8 > >::iterator
					j = i->second.begin();
					j != i->second.end(); j++)
			{
				u32 vertexIndex = j->first;
				u8 day = j->second.first;
				u8 night = j->second.second;
				finalColorBlend(vertices[vertexIndex].Color,
						day, night, daynight_ratio);
			}
		}
		m_last_daynight_ratio = daynight_ratio;
	}

	// Node highlighting
	if (m_enable_highlighting) {
		u8 day = m_highlight_mesh_color.getRed();
		u8 night = m_highlight_mesh_color.getGreen();	
		video::SColor hc;
		finalColorBlend(hc, day, night, daynight_ratio);
		float sin_r = 0.07 * sin(1.5 * time);
		float sin_g = 0.07 * sin(1.5 * time + irr::core::PI * 0.5);
		float sin_b = 0.07 * sin(1.5 * time + irr::core::PI);
		hc.setRed(core::clamp(core::round32(hc.getRed() * (0.8 + sin_r)), 0, 255));
		hc.setGreen(core::clamp(core::round32(hc.getGreen() * (0.8 + sin_g)), 0, 255));
		hc.setBlue(core::clamp(core::round32(hc.getBlue() * (0.8 + sin_b)), 0, 255));

		for(std::list<u32>::iterator
			i = m_highlighted_materials.begin();
			i != m_highlighted_materials.end(); i++)
		{
			scene::IMeshBuffer *buf = m_mesh->getMeshBuffer(*i);
			video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices();
			for (u32 j = 0; j < buf->getVertexCount() ;j++)
				vertices[j].Color = hc;
		}
	}

	return true;
}
Пример #8
0
MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
	clearHardwareBuffer(false),
	step(data->step),
	timestamp(data->timestamp),
	m_mesh(new scene::SMesh()),
	m_gamedef(data->m_gamedef),
	m_animation_force_timer(0), // force initial animation
	m_last_crack(-1),
	m_crack_materials(),
	m_highlighted_materials(),
	m_last_daynight_ratio((u32) -1),
	m_daynight_diffs(),
	m_usage_timer(0)
{
	m_enable_shaders = g_settings->getBool("enable_shaders");
	m_enable_highlighting = g_settings->getBool("enable_node_highlighting");

	// 4-21ms for MAP_BLOCKSIZE=16  (NOTE: probably outdated)
	// 24-155ms for MAP_BLOCKSIZE=32  (NOTE: probably outdated)
	//TimeTaker timer1("MapBlockMesh()");

	data->fill_data();

	std::vector<FastFace> fastfaces_new;

	/*
		We are including the faces of the trailing edges of the block.
		This means that when something changes, the caller must
		also update the meshes of the blocks at the leading edges.

		NOTE: This is the slowest part of this method.
	*/
	{
		// 4-23ms for MAP_BLOCKSIZE=16  (NOTE: probably outdated)
		//TimeTaker timer2("updateAllFastFaceRows()");
		updateAllFastFaceRows(data, fastfaces_new, step);
	}
	// End of slow part

	//if (data->debug) infostream<<" step="<<step<<" fastfaces_new.size="<<fastfaces_new.size()<<std::endl;

	/*
		Convert FastFaces to MeshCollector
	*/

	MeshCollector collector;

	{
		// avg 0ms (100ms spikes when loading textures the first time)
		// (NOTE: probably outdated)
		//TimeTaker timer2("MeshCollector building");

		for(u32 i=0; i<fastfaces_new.size(); i++)
		{
			FastFace &f = fastfaces_new[i];

			const u16 indices[] = {0,1,2,2,3,0};
			const u16 indices_alternate[] = {0,1,3,2,3,1};

			if(f.tile.texture == NULL)
				continue;

			const u16 *indices_p = indices;

			/*
				Revert triangles for nicer looking gradient if vertices
				1 and 3 have same color or 0 and 2 have different color.
				getRed() is the day color.
			*/
			if(f.vertices[0].Color.getRed() != f.vertices[2].Color.getRed()
					|| f.vertices[1].Color.getRed() == f.vertices[3].Color.getRed())
				indices_p = indices_alternate;

			collector.append(f.tile, f.vertices, 4, indices_p, 6);
		}
	}

	/*
		Add special graphics:
		- torches
		- flowing water
		- fences
		- whatever
	*/

	if(step <= 1)
	mapblock_mesh_generate_special(data, collector);

	m_highlight_mesh_color = data->m_highlight_mesh_color;

	/*
		Convert MeshCollector to SMesh
	*/
	ITextureSource *tsrc = m_gamedef->tsrc();
	IShaderSource *shdrsrc = m_gamedef->getShaderSource();

	for(u32 i = 0; i < collector.prebuffers.size(); i++)
	{
		PreMeshBuffer &p = collector.prebuffers[i];

		if (step <= data->draw_control.farmesh || !data->draw_control.farmesh) {
		// Generate animation data
		// - Cracks
		if(p.tile.material_flags & MATERIAL_FLAG_CRACK)
		{
			// Find the texture name plus ^[crack:N:
			std::ostringstream os(std::ios::binary);
			os<<tsrc->getTextureName(p.tile.texture_id)<<"^[crack";
			if(p.tile.material_flags & MATERIAL_FLAG_CRACK_OVERLAY)
				os<<"o";  // use ^[cracko
			os<<":"<<(u32)p.tile.animation_frame_count<<":";
			m_crack_materials.insert(std::make_pair(i, os.str()));
			// Replace tile texture with the cracked one
			p.tile.texture = tsrc->getTexture(
					os.str()+"0",
					&p.tile.texture_id);
		}
		}
		// - Texture animation
		if(p.tile.material_flags & MATERIAL_FLAG_ANIMATION_VERTICAL_FRAMES)
		{
			// Add to MapBlockMesh in order to animate these tiles
			m_animation_tiles[i] = p.tile;
			m_animation_frames[i] = 0;
			if(g_settings->getBool("desynchronize_mapblock_texture_animation")){
				// Get starting position from noise
				m_animation_frame_offsets[i] = 100000 * (2.0 + noise3d(
						data->m_blockpos.X, data->m_blockpos.Y,
						data->m_blockpos.Z, 0));
			} else {
				// Play all synchronized
				m_animation_frame_offsets[i] = 0;
			}
			// Replace tile texture with the first animation frame
			FrameSpec animation_frame = p.tile.frames.find(0)->second;
			p.tile.texture = animation_frame.texture;
		}

		if(m_enable_highlighting && p.tile.material_flags & MATERIAL_FLAG_HIGHLIGHTED)
			m_highlighted_materials.push_back(i);	

		for(u32 j = 0; j < p.vertices.size(); j++)
		{
			// Note applyFacesShading second parameter is precalculated sqrt
			// value for speed improvement
			// Skip it for lightsources and top faces.
			video::SColor &vc = p.vertices[j].Color;
			if (!vc.getBlue()) {
				if (p.vertices[j].Normal.Y < -0.5) {
					applyFacesShading (vc, 0.447213);
				} else if (p.vertices[j].Normal.X > 0.5) {
					applyFacesShading (vc, 0.670820);
				} else if (p.vertices[j].Normal.X < -0.5) {
					applyFacesShading (vc, 0.670820);
				} else if (p.vertices[j].Normal.Z > 0.5) {
					applyFacesShading (vc, 0.836660);
				} else if (p.vertices[j].Normal.Z < -0.5) {
					applyFacesShading (vc, 0.836660);
				}
			}
			if(!m_enable_shaders)
			{
				// - Classic lighting (shaders handle this by themselves)
				// Set initial real color and store for later updates
				u8 day = vc.getRed();
				u8 night = vc.getGreen();
				finalColorBlend(vc, day, night, 1000);
				if(day != night)
					m_daynight_diffs[i][j] = std::make_pair(day, night);
			}
		}

		// Create material
		video::SMaterial material;
		material.setFlag(video::EMF_LIGHTING, false);
		material.setFlag(video::EMF_BACK_FACE_CULLING, true);
		material.setFlag(video::EMF_BILINEAR_FILTER, false);
		material.setFlag(video::EMF_FOG_ENABLE, true);
		//material.setFlag(video::EMF_WIREFRAME, true);
		material.setTexture(0, p.tile.texture);

		if (p.tile.material_flags & MATERIAL_FLAG_HIGHLIGHTED) {
			material.MaterialType = video::EMT_TRANSPARENT_ADD_COLOR;
		} else {
			if (m_enable_shaders) {
				material.MaterialType = shdrsrc->getShaderInfo(p.tile.shader_id).material;
				p.tile.applyMaterialOptionsWithShaders(material);
				if (p.tile.normal_texture) {
					material.setTexture(1, p.tile.normal_texture);
					material.setTexture(2, tsrc->getTexture("enable_img.png"));
				} else {
					material.setTexture(2, tsrc->getTexture("disable_img.png"));
				}
			} else {
				p.tile.applyMaterialOptions(material);
			}
		}

		// Create meshbuffer
		// This is a "Standard MeshBuffer",
		// it's a typedeffed CMeshBuffer<video::S3DVertex>
		scene::SMeshBuffer *buf = new scene::SMeshBuffer();
		// Set material
		buf->Material = material;
		// Add to mesh
		m_mesh->addMeshBuffer(buf);
		// Mesh grabbed it
		buf->drop();
		buf->append(&p.vertices[0], p.vertices.size(),
				&p.indices[0], p.indices.size());
	}

	m_camera_offset = camera_offset;

	/*
		Do some stuff to the mesh
	*/

	v3f t = v3f(0,0,0);
	if (step>1) {
		scaleMesh(m_mesh, v3f(step,step,step));
		// TODO: remove this wrong numbers, find formula   good test: fly above ocean
		if (step == 2)	t = v3f(BS/2,		 BS/2,		BS/2);
		if (step == 4)	t = v3f(BS*1.666,	-BS/3.0,	BS*1.666);
		if (step == 8)	t = v3f(BS*2.666,	-BS*2.4,	BS*2.666);
		if (step == 16)	t = v3f(BS*6.4,		-BS*6.4,	BS*6.4);
	}
	translateMesh(m_mesh, intToFloat(data->m_blockpos * MAP_BLOCKSIZE - camera_offset, BS) + t);

	if(m_mesh)
	{
#if 0
		// Usually 1-700 faces and 1-7 materials
		infostream<<"Updated MapBlock mesh p="<<data->m_blockpos<<" has "<<fastfaces_new.size()<<" faces "
				<<"and uses "<<m_mesh->getMeshBufferCount()
				<<" materials "<<" step="<<step<<" range="<<data->range<< " mesh="<<m_mesh<<std::endl;
#endif
	}

	//std::cout<<"added "<<fastfaces.getSize()<<" faces."<<std::endl;

	// Check if animation is required for this mesh
	m_has_animation =
		!m_crack_materials.empty() ||
		!m_daynight_diffs.empty() ||
		!m_animation_tiles.empty() ||
		!m_highlighted_materials.empty();
}
Пример #9
0
MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
	m_mesh(new scene::SMesh()),
	m_gamedef(data->m_gamedef),
	m_animation_force_timer(0), // force initial animation
	m_last_crack(-1),
	m_crack_materials(),
	m_last_daynight_ratio((u32) -1),
	m_daynight_diffs()
{
	// 4-21ms for MAP_BLOCKSIZE=16  (NOTE: probably outdated)
	// 24-155ms for MAP_BLOCKSIZE=32  (NOTE: probably outdated)
	//TimeTaker timer1("MapBlockMesh()");

	std::vector<FastFace> fastfaces_new;

	/*
		We are including the faces of the trailing edges of the block.
		This means that when something changes, the caller must
		also update the meshes of the blocks at the leading edges.

		NOTE: This is the slowest part of this method.
	*/
	{
		// 4-23ms for MAP_BLOCKSIZE=16  (NOTE: probably outdated)
		//TimeTaker timer2("updateAllFastFaceRows()");
		updateAllFastFaceRows(data, fastfaces_new);
	}
	// End of slow part

	/*
		Convert FastFaces to MeshCollector
	*/

	MeshCollector collector;

	{
		// avg 0ms (100ms spikes when loading textures the first time)
		// (NOTE: probably outdated)
		//TimeTaker timer2("MeshCollector building");

		for(u32 i=0; i<fastfaces_new.size(); i++)
		{
			FastFace &f = fastfaces_new[i];

			const u16 indices[] = {0,1,2,2,3,0};
			const u16 indices_alternate[] = {0,1,3,2,3,1};
			
			if(f.tile.texture == NULL)
				continue;

			const u16 *indices_p = indices;
			
			/*
				Revert triangles for nicer looking gradient if vertices
				1 and 3 have same color or 0 and 2 have different color.
				getRed() is the day color.
			*/
			if(f.vertices[0].Color.getRed() != f.vertices[2].Color.getRed()
					|| f.vertices[1].Color.getRed() == f.vertices[3].Color.getRed())
				indices_p = indices_alternate;
			
			collector.append(f.tile, f.vertices, 4, indices_p, 6);
		}
	}

	/*
		Add special graphics:
		- torches
		- flowing water
		- fences
		- whatever
	*/

	mapblock_mesh_generate_special(data, collector);
	

	/*
		Convert MeshCollector to SMesh
	*/
	bool enable_shaders     = g_settings->getBool("enable_shaders");
	bool enable_bumpmapping = g_settings->getBool("enable_bumpmapping");
	bool enable_parallax_occlusion = g_settings->getBool("enable_parallax_occlusion");

	video::E_MATERIAL_TYPE  shadermat1, shadermat2, shadermat3,
							shadermat4, shadermat5;
	shadermat1 = shadermat2 = shadermat3 = shadermat4 = shadermat5 = 
		video::EMT_SOLID;

	if (enable_shaders) {
		IShaderSource *shdrsrc = m_gamedef->getShaderSource();
		shadermat1 = shdrsrc->getShader("solids_shader").material;
		shadermat2 = shdrsrc->getShader("liquids_shader").material;
		shadermat3 = shdrsrc->getShader("alpha_shader").material;
		shadermat4 = shdrsrc->getShader("leaves_shader").material;
		shadermat5 = shdrsrc->getShader("plants_shader").material;
	}

	for(u32 i = 0; i < collector.prebuffers.size(); i++)
	{
		PreMeshBuffer &p = collector.prebuffers[i];
		/*dstream<<"p.vertices.size()="<<p.vertices.size()
				<<", p.indices.size()="<<p.indices.size()
				<<std::endl;*/

		// Generate animation data
		// - Cracks
		if(p.tile.material_flags & MATERIAL_FLAG_CRACK)
		{
			ITextureSource *tsrc = data->m_gamedef->tsrc();
			// Find the texture name plus ^[crack:N:
			std::ostringstream os(std::ios::binary);
			os<<tsrc->getTextureName(p.tile.texture_id)<<"^[crack";
			if(p.tile.material_flags & MATERIAL_FLAG_CRACK_OVERLAY)
				os<<"o";  // use ^[cracko
			os<<":"<<(u32)p.tile.animation_frame_count<<":";
			m_crack_materials.insert(std::make_pair(i, os.str()));
			// Replace tile texture with the cracked one
			p.tile.texture = tsrc->getTexture(
					os.str()+"0",
					&p.tile.texture_id);
		}
		// - Texture animation
		if(p.tile.material_flags & MATERIAL_FLAG_ANIMATION_VERTICAL_FRAMES)
		{
			ITextureSource *tsrc = data->m_gamedef->tsrc();
			// Add to MapBlockMesh in order to animate these tiles
			m_animation_tiles[i] = p.tile;
			m_animation_frames[i] = 0;
			if(g_settings->getBool("desynchronize_mapblock_texture_animation")){
				// Get starting position from noise
				m_animation_frame_offsets[i] = 100000 * (2.0 + noise3d(
						data->m_blockpos.X, data->m_blockpos.Y,
						data->m_blockpos.Z, 0));
			} else {
				// Play all synchronized
				m_animation_frame_offsets[i] = 0;
			}
			// Replace tile texture with the first animation frame
			std::ostringstream os(std::ios::binary);
			os<<tsrc->getTextureName(p.tile.texture_id);
			os<<"^[verticalframe:"<<(int)p.tile.animation_frame_count<<":0";
			p.tile.texture = tsrc->getTexture(
					os.str(),
					&p.tile.texture_id);
		}
		// - Classic lighting (shaders handle this by themselves)
		if(!enable_shaders)
		{
			for(u32 j = 0; j < p.vertices.size(); j++)
			{
				video::SColor &vc = p.vertices[j].Color;
				// Set initial real color and store for later updates
				u8 day = vc.getRed();
				u8 night = vc.getGreen();
				finalColorBlend(vc, day, night, 1000);
				if(day != night)
					m_daynight_diffs[i][j] = std::make_pair(day, night);
				// Brighten topside (no shaders)
				if(p.vertices[j].Normal.Y > 0.5)
				{
					vc.setRed  (srgb_linear_multiply(vc.getRed(),   1.3, 255.0));
					vc.setGreen(srgb_linear_multiply(vc.getGreen(), 1.3, 255.0));
					vc.setBlue (srgb_linear_multiply(vc.getBlue(),  1.3, 255.0));
				}
			}
		}

		// Create material
		video::SMaterial material;
		material.setFlag(video::EMF_LIGHTING, false);
		material.setFlag(video::EMF_BACK_FACE_CULLING, true);
		material.setFlag(video::EMF_BILINEAR_FILTER, false);
		material.setFlag(video::EMF_FOG_ENABLE, true);
		//material.setFlag(video::EMF_ANTI_ALIASING, video::EAAM_OFF);
		//material.setFlag(video::EMF_ANTI_ALIASING, video::EAAM_SIMPLE);
		//material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
		material.setTexture(0, p.tile.texture);

		if (enable_shaders) {
			ITextureSource *tsrc = data->m_gamedef->tsrc();
			material.setTexture(2, tsrc->getTexture("disable_img.png"));
			if (enable_bumpmapping || enable_parallax_occlusion) {
				std::string fname_base = tsrc->getTextureName(p.tile.texture_id);
				std::string normal_ext = "_normal.png";
				size_t pos = fname_base.find(".");
				std::string fname_normal = fname_base.substr(0, pos) + normal_ext;

				if (tsrc->isKnownSourceImage(fname_normal)) {
					// look for image extension and replace it 
					size_t i = 0;
					while ((i = fname_base.find(".", i)) != std::string::npos) {
						fname_base.replace(i, 4, normal_ext);
						i += normal_ext.length();
					}
					material.setTexture(1, tsrc->getTexture(fname_base));
					material.setTexture(2, tsrc->getTexture("enable_img.png"));
				}
			}
			p.tile.applyMaterialOptionsWithShaders(material,
				shadermat1, shadermat2, shadermat3, shadermat4, shadermat5);
		} else {
			p.tile.applyMaterialOptions(material);
		}
		// Create meshbuffer

		// This is a "Standard MeshBuffer",
		// it's a typedeffed CMeshBuffer<video::S3DVertex>
		scene::SMeshBuffer *buf = new scene::SMeshBuffer();
		// Set material
		buf->Material = material;
		// Add to mesh
		m_mesh->addMeshBuffer(buf);
		// Mesh grabbed it
		buf->drop();
		buf->append(&p.vertices[0], p.vertices.size(),
				&p.indices[0], p.indices.size());
	}

	m_camera_offset = camera_offset;
	
	/*
		Do some stuff to the mesh
	*/

	translateMesh(m_mesh, intToFloat(data->m_blockpos * MAP_BLOCKSIZE - camera_offset, BS));

	if(m_mesh)
	{
#if 0
		// Usually 1-700 faces and 1-7 materials
		std::cout<<"Updated MapBlock has "<<fastfaces_new.size()<<" faces "
				<<"and uses "<<m_mesh->getMeshBufferCount()
				<<" materials (meshbuffers)"<<std::endl;
#endif

		// Use VBO for mesh (this just would set this for ever buffer)
		// This will lead to infinite memory usage because or irrlicht.
		//m_mesh->setHardwareMappingHint(scene::EHM_STATIC);

		/*
			NOTE: If that is enabled, some kind of a queue to the main
			thread should be made which would call irrlicht to delete
			the hardware buffer and then delete the mesh
		*/
	}
	
	//std::cout<<"added "<<fastfaces.getSize()<<" faces."<<std::endl;

	// Check if animation is required for this mesh
	m_has_animation =
		!m_crack_materials.empty() ||
		!m_daynight_diffs.empty() ||
		!m_animation_tiles.empty();
}
Пример #10
0
bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_ratio)
{
	if(!m_has_animation)
	{
		m_animation_force_timer = 100000;
		return false;
	}

	m_animation_force_timer = myrand_range(5, 100);

	// Cracks
	if(crack != m_last_crack)
	{
		for(std::map<u32, std::string>::iterator
				i = m_crack_materials.begin();
				i != m_crack_materials.end(); i++)
		{
			scene::IMeshBuffer *buf = m_mesh->getMeshBuffer(i->first);
			std::string basename = i->second;

			// Create new texture name from original
			ITextureSource *tsrc = m_gamedef->getTextureSource();
			std::ostringstream os;
			os<<basename<<crack;
			AtlasPointer ap = tsrc->getTexture(os.str());
			buf->getMaterial().setTexture(0, ap.atlas);
		}

		m_last_crack = crack;
	}
	
	// Texture animation
	for(std::map<u32, TileSpec>::iterator
			i = m_animation_tiles.begin();
			i != m_animation_tiles.end(); i++)
	{
		const TileSpec &tile = i->second;
		// Figure out current frame
		int frameoffset = m_animation_frame_offsets[i->first];
		int frame = (int)(time * 1000 / tile.animation_frame_length_ms
				+ frameoffset) % tile.animation_frame_count;
		// If frame doesn't change, skip
		if(frame == m_animation_frames[i->first])
			continue;

		m_animation_frames[i->first] = frame;

		scene::IMeshBuffer *buf = m_mesh->getMeshBuffer(i->first);
		ITextureSource *tsrc = m_gamedef->getTextureSource();

		// Create new texture name from original
		std::ostringstream os(std::ios::binary);
		os<<tsrc->getTextureName(tile.texture.id);
		os<<"^[verticalframe:"<<(int)tile.animation_frame_count<<":"<<frame;
		// Set the texture
		AtlasPointer ap = tsrc->getTexture(os.str());
		buf->getMaterial().setTexture(0, ap.atlas);
	}

	// Day-night transition
	if(daynight_ratio != m_last_daynight_ratio)
	{
		for(std::map<u32, std::map<u32, std::pair<u8, u8> > >::iterator
				i = m_daynight_diffs.begin();
				i != m_daynight_diffs.end(); i++)
		{
			scene::IMeshBuffer *buf = m_mesh->getMeshBuffer(i->first);
			video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices();
			for(std::map<u32, std::pair<u8, u8 > >::iterator
					j = i->second.begin();
					j != i->second.end(); j++)
			{
				u32 vertexIndex = j->first;
				u8 day = j->second.first;
				u8 night = j->second.second;
				finalColorBlend(vertices[vertexIndex].Color,
						day, night, daynight_ratio);
				// Brighten topside (no shaders)
				if(vertices[vertexIndex].Normal.Y > 0.5)
				{
					video::SColor &vc = vertices[vertexIndex].Color;
					vc.setRed  (srgb_linear_multiply(vc.getRed(),   1.3, 255.0));
					vc.setGreen(srgb_linear_multiply(vc.getGreen(), 1.3, 255.0));
					vc.setBlue (srgb_linear_multiply(vc.getBlue(),  1.3, 255.0));
				}
			}
		}
		m_last_daynight_ratio = daynight_ratio;
	}

	return true;
}
Пример #11
0
	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
		sanity_check(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();
		const ItemDefinition &def = get(name);

		// Create new ClientCached
		cc = new ClientCached();

		// Create an inventory texture
		cc->inventory_texture = NULL;
		if(def.inventory_image != "")
			cc->inventory_texture = tsrc->getTexture(def.inventory_image);

		// Additional processing for nodes:
		// - Create a wield mesh if WieldMeshSceneNode can't render
		//   the node on its own.
		// - If inventory_texture isn't set yet, create one using
		//   render-to-texture.
		if (def.type == ITEM_NODE) {
			// Get node properties
			content_t id = nodedef->getId(name);
			const ContentFeatures &f = nodedef->get(id);

			bool need_rtt_mesh = cc->inventory_texture == NULL;

			// Keep this in sync with WieldMeshSceneNode::setItem()
			bool need_wield_mesh =
				!(f.mesh_ptr[0] ||
				  f.drawtype == NDT_NORMAL ||
				  f.drawtype == NDT_ALLFACES ||
				  f.drawtype == NDT_AIRLIKE);

			scene::IMesh *node_mesh = NULL;

			if (need_rtt_mesh || need_wield_mesh) {
				u8 param1 = 0;
				if (f.param_type == CPT_LIGHT)
					param1 = 0xee;

				/*
					Make a mesh from the node
				*/
				MeshMakeData mesh_make_data(gamedef, false);
				u8 param2 = 0;
				if (f.param_type_2 == CPT2_WALLMOUNTED)
					param2 = 1;
				MapNode mesh_make_node(id, param1, param2);
				mesh_make_data.fillSingleNode(&mesh_make_node);
				MapBlockMesh mapblock_mesh(&mesh_make_data, v3s16(0, 0, 0));
				node_mesh = mapblock_mesh.getMesh();
				node_mesh->grab();
				video::SColor c(255, 255, 255, 255);
				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 (need_rtt_mesh) {
				TextureFromMeshParams params;
				params.mesh = node_mesh;
				params.dim.set(64, 64);
				params.rtt_texture_name = "INVENTORY_"
					+ def.name + "_RTT";
				params.delete_texture_on_shutdown = true;
				params.camera_position.set(0, 1.0, -1.5);
				params.camera_position.rotateXZBy(45);
				params.camera_lookat.set(0, 0, 0);
				// Set orthogonal projection
				params.camera_projection_matrix.buildProjectionMatrixOrthoLH(
						1.65, 1.65, 0, 100);
				params.ambient_light.set(1.0, 0.2, 0.2, 0.2);
				params.light_position.set(10, 100, -50);
				params.light_color.set(1.0, 0.5, 0.5, 0.5);
				params.light_radius = 1000;

#ifdef __ANDROID__
				params.camera_position.set(0, -1.0, -1.5);
				params.camera_position.rotateXZBy(45);
				params.light_position.set(10, -100, -50);
#endif
				cc->inventory_texture =
					tsrc->generateTextureFromMesh(params);

				// render-to-target didn't work
				if (cc->inventory_texture == NULL) {
					cc->inventory_texture =
						tsrc->getTexture(f.tiledef[0].name);
				}
			}

			/*
				Use the node mesh as the wield mesh
			*/
			if (need_wield_mesh) {
				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);
			}

			if (node_mesh)
				node_mesh->drop();
		}

		// Put in cache
		m_clientcached.set(name, cc);

		return cc;
	}
Пример #12
0
	virtual void updateTexturesAndMeshes(IGameDef *gamedef)
	{
#ifndef SERVER
		infostream<<"ItemDefManager::updateTexturesAndMeshes(): Updating "
				<<"textures and meshes in item definitions"<<std::endl;

		ITextureSource *tsrc = gamedef->getTextureSource();
		INodeDefManager *nodedef = gamedef->getNodeDefManager();
		IrrlichtDevice *device = tsrc->getDevice();
		video::IVideoDriver *driver = device->getVideoDriver();

		for(std::map<std::string, ItemDefinition*>::iterator
				i = m_item_definitions.begin();
				i != m_item_definitions.end(); i++)
		{
			ItemDefinition *def = i->second;

			bool need_node_mesh = false;

			// Create an inventory texture
			def->inventory_texture = NULL;
			if(def->inventory_image != "")
			{
				def->inventory_texture = tsrc->getTextureRaw(def->inventory_image);
			}
			else if(def->type == ITEM_NODE)
			{
				need_node_mesh = true;
			}

			// Create a wield mesh
			if(def->wield_mesh != NULL)
			{
				def->wield_mesh->drop();
				def->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;

				def->wield_mesh = createExtrudedMesh(
						tsrc->getTextureRaw(imagename),
						driver,
						def->wield_scale * v3f(40.0, 40.0, 4.0));
				if(def->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);
				setMeshColor(node_mesh, video::SColor(255, 255, 255, 255));

				/*
					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(def->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;

					def->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(def->inventory_texture == NULL)
					{
						def->inventory_texture =
							tsrc->getTextureRaw(f.tname_tiles[0]);
					}
				}

				/*
					Use the node mesh as the wield mesh
				*/
				if(def->wield_mesh == NULL)
				{
					// Scale to proper wield mesh proportions
					scaleMesh(node_mesh, v3f(30.0, 30.0, 30.0)
							* def->wield_scale);
					def->wield_mesh = node_mesh;
					def->wield_mesh->grab();
				}

				// falling outside of here deletes node_mesh
			}
		}
#endif
	}
Пример #13
0
void WieldMeshSceneNode::setItem(const ItemStack &item, IGameDef *gamedef)
{
	ITextureSource *tsrc = gamedef->getTextureSource();
	IItemDefManager *idef = gamedef->getItemDefManager();
	//IShaderSource *shdrsrc = gamedef->getShaderSource();
	INodeDefManager *ndef = gamedef->getNodeDefManager();
	const ItemDefinition &def = item.getDefinition(idef);
	const ContentFeatures &f = ndef->get(def.name);
	content_t id = ndef->getId(def.name);

#if 0
//// TODO(RealBadAngel): Reactivate when shader is added for wield items
	if (m_enable_shaders) {
		u32 shader_id = shdrsrc->getShader("nodes_shader", TILE_MATERIAL_BASIC, NDT_NORMAL);
		m_material_type = shdrsrc->getShaderInfo(shader_id).material;
	}
#endif

	// If wield_image is defined, it overrides everything else
	if (def.wield_image != "") {
		setExtruded(def.wield_image, def.wield_scale, tsrc, 1);
		return;
	}
	// Handle nodes
	// See also CItemDefManager::createClientCached()
	else if (def.type == ITEM_NODE) {
		if (f.mesh_ptr[0]) {
			// e.g. mesh nodes and nodeboxes
			changeToMesh(f.mesh_ptr[0]);
			// mesh_ptr[0] is pre-scaled by BS * f->visual_scale
			m_meshnode->setScale(
					def.wield_scale * WIELD_SCALE_FACTOR
					/ (BS * f.visual_scale));
		} else if (f.drawtype == NDT_AIRLIKE) {
			changeToMesh(NULL);
		} else if (f.drawtype == NDT_PLANTLIKE) {
			setExtruded(tsrc->getTextureName(f.tiles[0].texture_id), def.wield_scale, tsrc, f.tiles[0].animation_frame_count);
		} else if (f.drawtype == NDT_NORMAL || f.drawtype == NDT_ALLFACES) {
			setCube(f.tiles, def.wield_scale, tsrc);
		} else {
			//// TODO: Change false in the following constructor args to
			//// appropriate value when shader is added for wield items (if applicable)
			MeshMakeData mesh_make_data(gamedef, false);
			MapNode mesh_make_node(id, 255, 0);
			mesh_make_data.fillSingleNode(&mesh_make_node);
			MapBlockMesh mapblock_mesh(&mesh_make_data, v3s16(0, 0, 0));
			changeToMesh(mapblock_mesh.getMesh());
			translateMesh(m_meshnode->getMesh(), v3f(-BS, -BS, -BS));
			m_meshnode->setScale(
					def.wield_scale * WIELD_SCALE_FACTOR
					/ (BS * f.visual_scale));
		}
		u32 material_count = m_meshnode->getMaterialCount();
		if (material_count > 6) {
			errorstream << "WieldMeshSceneNode::setItem: Invalid material "
				"count " << material_count << ", truncating to 6" << std::endl;
			material_count = 6;
		}
		for (u32 i = 0; i < material_count; ++i) {
			video::SMaterial &material = m_meshnode->getMaterial(i);
			material.setFlag(video::EMF_BACK_FACE_CULLING, true);
			material.setFlag(video::EMF_BILINEAR_FILTER, m_bilinear_filter);
			material.setFlag(video::EMF_TRILINEAR_FILTER, m_trilinear_filter);
			bool animated = (f.tiles[i].animation_frame_count > 1);
			if (animated) {
				FrameSpec animation_frame = f.tiles[i].frames[0];
				material.setTexture(0, animation_frame.texture);
			} else {
				material.setTexture(0, f.tiles[i].texture);
			}
			material.MaterialType = m_material_type;
#if 0
//// TODO(RealBadAngel): Reactivate when shader is added for wield items
			if (m_enable_shaders) {
				if (f.tiles[i].normal_texture) {
					if (animated) {
						FrameSpec animation_frame = f.tiles[i].frames[0];
						material.setTexture(1, animation_frame.normal_texture);
					} else {
						material.setTexture(1, f.tiles[i].normal_texture);
					}
					material.setTexture(2, tsrc->getTexture("enable_img.png"));
				} else {
					material.setTexture(2, tsrc->getTexture("disable_img.png"));
				}
			}
#endif
		}
		return;
	}
	else if (def.inventory_image != "") {
		setExtruded(def.inventory_image, def.wield_scale, tsrc, 1);
		return;
	}

	// no wield mesh found
	changeToMesh(NULL);
}
Пример #14
0
MapBlockMesh::MapBlockMesh(MeshMakeData *data):
	m_mesh(new scene::SMesh()),
	m_gamedef(data->m_gamedef),
	m_animation_force_timer(0), // force initial animation
	m_last_crack(-1),
	m_crack_materials(),
	m_last_daynight_ratio((u32) -1),
	m_daynight_diffs()
{
	// 4-21ms for MAP_BLOCKSIZE=16  (NOTE: probably outdated)
	// 24-155ms for MAP_BLOCKSIZE=32  (NOTE: probably outdated)
	//TimeTaker timer1("MapBlockMesh()");

	core::array<FastFace> fastfaces_new;

	/*
		We are including the faces of the trailing edges of the block.
		This means that when something changes, the caller must
		also update the meshes of the blocks at the leading edges.

		NOTE: This is the slowest part of this method.
	*/
	{
		// 4-23ms for MAP_BLOCKSIZE=16  (NOTE: probably outdated)
		//TimeTaker timer2("updateAllFastFaceRows()");
		updateAllFastFaceRows(data, fastfaces_new);
	}
	// End of slow part

	/*
		Convert FastFaces to MeshCollector
	*/

	MeshCollector collector;

	{
		// avg 0ms (100ms spikes when loading textures the first time)
		// (NOTE: probably outdated)
		//TimeTaker timer2("MeshCollector building");

		for(u32 i=0; i<fastfaces_new.size(); i++)
		{
			FastFace &f = fastfaces_new[i];

			const u16 indices[] = {0,1,2,2,3,0};
			const u16 indices_alternate[] = {0,1,3,2,3,1};
			
			if(f.tile.texture.atlas == NULL)
				continue;

			const u16 *indices_p = indices;
			
			/*
				Revert triangles for nicer looking gradient if vertices
				1 and 3 have same color or 0 and 2 have different color.
				getRed() is the day color.
			*/
			if(f.vertices[0].Color.getRed() != f.vertices[2].Color.getRed()
					|| f.vertices[1].Color.getRed() == f.vertices[3].Color.getRed())
				indices_p = indices_alternate;
			
			collector.append(f.tile, f.vertices, 4, indices_p, 6);
		}
	}

	/*
		Add special graphics:
		- torches
		- flowing water
		- fences
		- whatever
	*/

	mapblock_mesh_generate_special(data, collector);
	

	/*
		Convert MeshCollector to SMesh
		Also store animation info
	*/
	for(u32 i = 0; i < collector.prebuffers.size(); i++)
	{
		PreMeshBuffer &p = collector.prebuffers[i];
		/*dstream<<"p.vertices.size()="<<p.vertices.size()
				<<", p.indices.size()="<<p.indices.size()
				<<std::endl;*/

		// Generate animation data
		// - Cracks
		if(p.tile.material_flags & MATERIAL_FLAG_CRACK)
		{
			ITextureSource *tsrc = data->m_gamedef->tsrc();
			std::string crack_basename = tsrc->getTextureName(p.tile.texture.id);
			if(p.tile.material_flags & MATERIAL_FLAG_CRACK_OVERLAY)
				crack_basename += "^[cracko";
			else
				crack_basename += "^[crack";
			m_crack_materials.insert(std::make_pair(i, crack_basename));
		}
		// - Lighting
		for(u32 j = 0; j < p.vertices.size(); j++)
		{
			video::SColor &vc = p.vertices[j].Color;
			u8 day = vc.getRed();
			u8 night = vc.getGreen();
			finalColorBlend(vc, day, night, 1000);
			if(day != night)
				m_daynight_diffs[i][j] = std::make_pair(day, night);
		}


		// Create material
		video::SMaterial material;
		material.setFlag(video::EMF_LIGHTING, false);
		material.setFlag(video::EMF_BACK_FACE_CULLING, true);
		material.setFlag(video::EMF_BILINEAR_FILTER, false);
		material.setFlag(video::EMF_FOG_ENABLE, true);
		//material.setFlag(video::EMF_ANTI_ALIASING, video::EAAM_OFF);
		//material.setFlag(video::EMF_ANTI_ALIASING, video::EAAM_SIMPLE);
		material.MaterialType
				= video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
		material.setTexture(0, p.tile.texture.atlas);
		p.tile.applyMaterialOptions(material);

		// Create meshbuffer

		// This is a "Standard MeshBuffer",
		// it's a typedeffed CMeshBuffer<video::S3DVertex>
		scene::SMeshBuffer *buf = new scene::SMeshBuffer();
		// Set material
		buf->Material = material;
		// Add to mesh
		m_mesh->addMeshBuffer(buf);
		// Mesh grabbed it
		buf->drop();
		buf->append(p.vertices.pointer(), p.vertices.size(),
				p.indices.pointer(), p.indices.size());
	}

	/*
		Do some stuff to the mesh
	*/

	translateMesh(m_mesh, intToFloat(data->m_blockpos * MAP_BLOCKSIZE, BS));
	m_mesh->recalculateBoundingBox(); // translateMesh already does this

	if(m_mesh)
	{
#if 0
		// Usually 1-700 faces and 1-7 materials
		std::cout<<"Updated MapBlock has "<<fastfaces_new.size()<<" faces "
				<<"and uses "<<m_mesh->getMeshBufferCount()
				<<" materials (meshbuffers)"<<std::endl;
#endif

		// Use VBO for mesh (this just would set this for ever buffer)
		// This will lead to infinite memory usage because or irrlicht.
		//m_mesh->setHardwareMappingHint(scene::EHM_STATIC);

		/*
			NOTE: If that is enabled, some kind of a queue to the main
			thread should be made which would call irrlicht to delete
			the hardware buffer and then delete the mesh
		*/
	}
	
	//std::cout<<"added "<<fastfaces.getSize()<<" faces."<<std::endl;

	// Check if animation is required for this mesh
	m_has_animation =
		!m_crack_materials.empty() ||
		!m_daynight_diffs.empty();
}
Пример #15
0
    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;
    }
Пример #16
0
void WieldMeshSceneNode::setItem(const ItemStack &item, Client *client)
{
	ITextureSource *tsrc = client->getTextureSource();
	IItemDefManager *idef = client->getItemDefManager();
	IShaderSource *shdrsrc = client->getShaderSource();
	INodeDefManager *ndef = client->getNodeDefManager();
	const ItemDefinition &def = item.getDefinition(idef);
	const ContentFeatures &f = ndef->get(def.name);
	content_t id = ndef->getId(def.name);

	if (m_enable_shaders) {
		u32 shader_id = shdrsrc->getShader("wielded_shader", TILE_MATERIAL_BASIC, NDT_NORMAL);
		m_material_type = shdrsrc->getShaderInfo(shader_id).material;
	}
	m_colors.clear();

	// If wield_image is defined, it overrides everything else
	if (def.wield_image != "") {
		setExtruded(def.wield_image, def.wield_scale, tsrc, 1);
		return;
	}
	// Handle nodes
	// See also CItemDefManager::createClientCached()
	else if (def.type == ITEM_NODE) {
		if (f.mesh_ptr[0]) {
			// e.g. mesh nodes and nodeboxes
			changeToMesh(f.mesh_ptr[0]);
			// mesh_ptr[0] is pre-scaled by BS * f->visual_scale
			m_meshnode->setScale(
					def.wield_scale * WIELD_SCALE_FACTOR
					/ (BS * f.visual_scale));
		} else if (f.drawtype == NDT_AIRLIKE) {
			changeToMesh(NULL);
		} else if (f.drawtype == NDT_PLANTLIKE) {
			setExtruded(tsrc->getTextureName(f.tiles[0].texture_id), def.wield_scale, tsrc, f.tiles[0].animation_frame_count);
		} else if (f.drawtype == NDT_NORMAL || f.drawtype == NDT_ALLFACES) {
			setCube(f.tiles, def.wield_scale, tsrc);
		} else {
			MeshMakeData mesh_make_data(client, false);
			MapNode mesh_make_node(id, 255, 0);
			mesh_make_data.fillSingleNode(&mesh_make_node);
			MapBlockMesh mapblock_mesh(&mesh_make_data, v3s16(0, 0, 0));
			changeToMesh(mapblock_mesh.getMesh());
			translateMesh(m_meshnode->getMesh(), v3f(-BS, -BS, -BS));
			m_meshnode->setScale(
					def.wield_scale * WIELD_SCALE_FACTOR
					/ (BS * f.visual_scale));
		}
		u32 material_count = m_meshnode->getMaterialCount();
		if (material_count > 6) {
			errorstream << "WieldMeshSceneNode::setItem: Invalid material "
				"count " << material_count << ", truncating to 6" << std::endl;
			material_count = 6;
		}
		for (u32 i = 0; i < material_count; ++i) {
			const TileSpec *tile = &(f.tiles[i]);
			video::SMaterial &material = m_meshnode->getMaterial(i);
			material.setFlag(video::EMF_BACK_FACE_CULLING, true);
			material.setFlag(video::EMF_BILINEAR_FILTER, m_bilinear_filter);
			material.setFlag(video::EMF_TRILINEAR_FILTER, m_trilinear_filter);
			bool animated = (tile->animation_frame_count > 1);
			if (animated) {
				FrameSpec animation_frame = tile->frames[0];
				material.setTexture(0, animation_frame.texture);
			} else {
				material.setTexture(0, tile->texture);
			}
			m_colors.push_back(tile->color);
			material.MaterialType = m_material_type;
			if (m_enable_shaders) {
				if (tile->normal_texture) {
					if (animated) {
						FrameSpec animation_frame = tile->frames[0];
						material.setTexture(1, animation_frame.normal_texture);
					} else {
						material.setTexture(1, tile->normal_texture);
					}
				}
				material.setTexture(2, tile->flags_texture);
			}
		}
		return;
	}
	else if (def.inventory_image != "") {
		setExtruded(def.inventory_image, def.wield_scale, tsrc, 1);
		return;
	}

	// no wield mesh found
	changeToMesh(NULL);
}
Пример #17
0
scene::IMesh *getItemMesh(Client *client, const ItemStack &item)
{
	ITextureSource *tsrc = client->getTextureSource();
	IItemDefManager *idef = client->getItemDefManager();
	INodeDefManager *ndef = client->getNodeDefManager();
	const ItemDefinition &def = item.getDefinition(idef);
	const ContentFeatures &f = ndef->get(def.name);
	content_t id = ndef->getId(def.name);

	if (!g_extrusion_mesh_cache) {
		g_extrusion_mesh_cache = new ExtrusionMeshCache();
	} else {
		g_extrusion_mesh_cache->grab();
	}

	scene::IMesh *mesh;

	// If inventory_image is defined, it overrides everything else
	if (def.inventory_image != "") {
		mesh = getExtrudedMesh(tsrc, def.inventory_image);
		return mesh;
	} else if (def.type == ITEM_NODE) {
		if (f.mesh_ptr[0]) {
			mesh = cloneMesh(f.mesh_ptr[0]);
			scaleMesh(mesh, v3f(0.12, 0.12, 0.12));
			setMeshColor(mesh, video::SColor (255, 255, 255, 255));
		} else if (f.drawtype == NDT_PLANTLIKE) {
			mesh = getExtrudedMesh(tsrc,
				tsrc->getTextureName(f.tiles[0].texture_id));
		} else if (f.drawtype == NDT_NORMAL || f.drawtype == NDT_ALLFACES
			|| f.drawtype == NDT_LIQUID || f.drawtype == NDT_FLOWINGLIQUID) {
			mesh = cloneMesh(g_extrusion_mesh_cache->createCube());
			scaleMesh(mesh, v3f(1.2, 1.2, 1.2));
		} else {
			MeshMakeData mesh_make_data(client, false);
			MapNode mesh_make_node(id, 255, 0);
			mesh_make_data.fillSingleNode(&mesh_make_node);
			MapBlockMesh mapblock_mesh(&mesh_make_data, v3s16(0, 0, 0));
			mesh = cloneMesh(mapblock_mesh.getMesh());
			translateMesh(mesh, v3f(-BS, -BS, -BS));
			scaleMesh(mesh, v3f(0.12, 0.12, 0.12));

			u32 mc = mesh->getMeshBufferCount();
			for (u32 i = 0; i < mc; ++i) {
				video::SMaterial &material1 =
					mesh->getMeshBuffer(i)->getMaterial();
				video::SMaterial &material2 =
					mapblock_mesh.getMesh()->getMeshBuffer(i)->getMaterial();
				material1.setTexture(0, material2.getTexture(0));
				material1.setTexture(1, material2.getTexture(1));
				material1.setTexture(2, material2.getTexture(2));
				material1.setTexture(3, material2.getTexture(3));
				material1.MaterialType = material2.MaterialType;
			}
		}

		u32 mc = mesh->getMeshBufferCount();
		for (u32 i = 0; i < mc; ++i) {
			const TileSpec *tile = &(f.tiles[i]);
			scene::IMeshBuffer *buf = mesh->getMeshBuffer(i);
			colorizeMeshBuffer(buf, &tile->color);
			video::SMaterial &material = buf->getMaterial();
			material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
			material.setFlag(video::EMF_BILINEAR_FILTER, false);
			material.setFlag(video::EMF_TRILINEAR_FILTER, false);
			material.setFlag(video::EMF_BACK_FACE_CULLING, true);
			material.setFlag(video::EMF_LIGHTING, false);
			if (tile->animation_frame_count > 1) {
				FrameSpec animation_frame = tile->frames[0];
				material.setTexture(0, animation_frame.texture);
			} else {
				material.setTexture(0, tile->texture);
			}
		}

		rotateMeshXZby(mesh, -45);
		rotateMeshYZby(mesh, -30);
		return mesh;
	}
	return NULL;
}
Пример #18
0
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;}
		}
	}
}
Пример #19
0
void CNodeDefManager::updateTextures(IGameDef *gamedef,
	void (*progress_callback)(void *progress_args, u32 progress, u32 max_progress),
	void *progress_callback_args)
{
#ifndef SERVER
	infostream << "CNodeDefManager::updateTextures(): Updating "
		"textures in node definitions" << std::endl;
	ITextureSource *tsrc = gamedef->tsrc();
	IShaderSource *shdsrc = gamedef->getShaderSource();
	scene::ISceneManager* smgr = gamedef->getSceneManager();
	scene::IMeshManipulator* meshmanip = smgr->getMeshManipulator();

	bool new_style_water           = g_settings->getBool("new_style_water");
	bool connected_glass           = g_settings->getBool("connected_glass");
	bool opaque_water              = g_settings->getBool("opaque_water");
	bool enable_shaders            = g_settings->getBool("enable_shaders");
	bool enable_bumpmapping        = g_settings->getBool("enable_bumpmapping");
	bool enable_parallax_occlusion = g_settings->getBool("enable_parallax_occlusion");
	bool enable_mesh_cache         = g_settings->getBool("enable_mesh_cache");
	bool enable_minimap            = g_settings->getBool("enable_minimap");
	std::string leaves_style       = g_settings->get("leaves_style");

	bool use_normal_texture = enable_shaders &&
		(enable_bumpmapping || enable_parallax_occlusion);

	u32 size = m_content_features.size();

	for (u32 i = 0; i < size; i++) {
		ContentFeatures *f = &m_content_features[i];

		// minimap pixel color - the average color of a texture
		if (enable_minimap && f->tiledef[0].name != "")
			f->minimap_color = tsrc->getTextureAverageColor(f->tiledef[0].name);

		// Figure out the actual tiles to use
		TileDef tiledef[6];
		for (u32 j = 0; j < 6; j++) {
			tiledef[j] = f->tiledef[j];
			if (tiledef[j].name == "")
				tiledef[j].name = "unknown_node.png";
		}

		bool is_liquid = false;
		bool is_water_surface = false;

		u8 material_type = (f->alpha == 255) ?
			TILE_MATERIAL_BASIC : TILE_MATERIAL_ALPHA;

		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;
			f->solidness = new_style_water ? 0 : 1;
			is_liquid = true;
			break;
		case NDT_FLOWINGLIQUID:
			assert(f->liquid_type == LIQUID_FLOWING);
			f->solidness = 0;
			if (opaque_water)
				f->alpha = 255;
			is_liquid = true;
			break;
		case NDT_GLASSLIKE:
			f->solidness = 0;
			f->visual_solidness = 1;
			break;
		case NDT_GLASSLIKE_FRAMED:
			f->solidness = 0;
			f->visual_solidness = 1;
			break;
		case NDT_GLASSLIKE_FRAMED_OPTIONAL:
			f->solidness = 0;
			f->visual_solidness = 1;
			f->drawtype = connected_glass ? NDT_GLASSLIKE_FRAMED : NDT_GLASSLIKE;
			break;
		case NDT_ALLFACES:
			f->solidness = 0;
			f->visual_solidness = 1;
			break;
		case NDT_ALLFACES_OPTIONAL:
			if (leaves_style == "fancy") {
				f->drawtype = NDT_ALLFACES;
				f->solidness = 0;
				f->visual_solidness = 1;
			} else if (leaves_style == "simple") {
				for (u32 j = 0; j < 6; j++) {
					if (f->tiledef_special[j].name != "")
						tiledef[j].name = f->tiledef_special[j].name;
				}
				f->drawtype = NDT_GLASSLIKE;
				f->solidness = 0;
				f->visual_solidness = 1;
			} else {
				f->drawtype = NDT_NORMAL;
				f->solidness = 2;
				for (u32 i = 0; i < 6; i++)
					tiledef[i].name += std::string("^[noalpha");
			}
			if (f->waving == 1)
				material_type = TILE_MATERIAL_WAVING_LEAVES;
			break;
		case NDT_PLANTLIKE:
			f->solidness = 0;
			if (f->waving == 1)
				material_type = TILE_MATERIAL_WAVING_PLANTS;
			break;
		case NDT_FIRELIKE:
			f->solidness = 0;
			break;
		case NDT_MESH:
			f->solidness = 0;
			break;
		case NDT_TORCHLIKE:
		case NDT_SIGNLIKE:
		case NDT_FENCELIKE:
		case NDT_RAILLIKE:
		case NDT_NODEBOX:
			f->solidness = 0;
			break;
		}

		if (is_liquid) {
			material_type = (f->alpha == 255) ?
				TILE_MATERIAL_LIQUID_OPAQUE : TILE_MATERIAL_LIQUID_TRANSPARENT;
			if (f->name == "default:water_source")
				is_water_surface = true;
		}

		u32 tile_shader[6];
		for (u16 j = 0; j < 6; j++) {
			tile_shader[j] = shdsrc->getShader("nodes_shader",
				material_type, f->drawtype);
		}

		if (is_water_surface) {
			tile_shader[0] = shdsrc->getShader("water_surface_shader",
				material_type, f->drawtype);
		}

		// Tiles (fill in f->tiles[])
		for (u16 j = 0; j < 6; j++) {
			fillTileAttribs(tsrc, &f->tiles[j], &tiledef[j], tile_shader[j],
				use_normal_texture, f->tiledef[j].backface_culling, f->alpha, material_type);
		}

		// Special tiles (fill in f->special_tiles[])
		for (u16 j = 0; j < CF_SPECIAL_COUNT; j++) {
			fillTileAttribs(tsrc, &f->special_tiles[j], &f->tiledef_special[j],
				tile_shader[j], use_normal_texture,
				f->tiledef_special[j].backface_culling, f->alpha, material_type);
		}

		if ((f->drawtype == NDT_MESH) && (f->mesh != "")) {
			// Meshnode drawtype
			// Read the mesh and apply scale
			f->mesh_ptr[0] = gamedef->getMesh(f->mesh);
			if (f->mesh_ptr[0]){
				v3f scale = v3f(1.0, 1.0, 1.0) * BS * f->visual_scale;
				scaleMesh(f->mesh_ptr[0], scale);
				recalculateBoundingBox(f->mesh_ptr[0]);
				meshmanip->recalculateNormals(f->mesh_ptr[0], true, false);
			}
		} else if ((f->drawtype == NDT_NODEBOX) &&
				((f->node_box.type == NODEBOX_REGULAR) ||
				(f->node_box.type == NODEBOX_FIXED)) &&
				(!f->node_box.fixed.empty())) {
			//Convert regular nodebox nodes to meshnodes
			//Change the drawtype and apply scale
			f->drawtype = NDT_MESH;
			f->mesh_ptr[0] = convertNodeboxNodeToMesh(f);
			v3f scale = v3f(1.0, 1.0, 1.0) * f->visual_scale;
			scaleMesh(f->mesh_ptr[0], scale);
			recalculateBoundingBox(f->mesh_ptr[0]);
			meshmanip->recalculateNormals(f->mesh_ptr[0], true, false);
		}

		//Cache 6dfacedir and wallmounted rotated clones of meshes
		if (enable_mesh_cache && f->mesh_ptr[0] && (f->param_type_2 == CPT2_FACEDIR)) {
			for (u16 j = 1; j < 24; j++) {
				f->mesh_ptr[j] = cloneMesh(f->mesh_ptr[0]);
				rotateMeshBy6dFacedir(f->mesh_ptr[j], j);
				recalculateBoundingBox(f->mesh_ptr[j]);
				meshmanip->recalculateNormals(f->mesh_ptr[j], true, false);
			}
		} else if (enable_mesh_cache && f->mesh_ptr[0] && (f->param_type_2 == CPT2_WALLMOUNTED)) {
			static const u8 wm_to_6d[6] = {20, 0, 16+1, 12+3, 8, 4+2};
			for (u16 j = 1; j < 6; j++) {
				f->mesh_ptr[j] = cloneMesh(f->mesh_ptr[0]);
				rotateMeshBy6dFacedir(f->mesh_ptr[j], wm_to_6d[j]);
				recalculateBoundingBox(f->mesh_ptr[j]);
				meshmanip->recalculateNormals(f->mesh_ptr[j], true, false);
			}
			rotateMeshBy6dFacedir(f->mesh_ptr[0], wm_to_6d[0]);
			recalculateBoundingBox(f->mesh_ptr[0]);
			meshmanip->recalculateNormals(f->mesh_ptr[0], true, false);
		}

		progress_callback(progress_callback_args, i, size);
	}
#endif
}
Пример #20
0
bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_ratio)
{
	bool enable_shaders = g_settings->getBool("enable_shaders");
	bool enable_bumpmapping = g_settings->getBool("enable_bumpmapping");
	bool enable_parallax_occlusion = g_settings->getBool("enable_parallax_occlusion");

	if(!m_has_animation)
	{
		m_animation_force_timer = 100000;
		return false;
	}

	m_animation_force_timer = myrand_range(5, 100);

	// Cracks
	if(crack != m_last_crack)
	{
		for(std::map<u32, std::string>::iterator
				i = m_crack_materials.begin();
				i != m_crack_materials.end(); i++)
		{
			scene::IMeshBuffer *buf = m_mesh->getMeshBuffer(i->first);
			std::string basename = i->second;

			// Create new texture name from original
			ITextureSource *tsrc = m_gamedef->getTextureSource();
			std::ostringstream os;
			os<<basename<<crack;
			u32 new_texture_id = 0;
			video::ITexture *new_texture =
				tsrc->getTexture(os.str(), &new_texture_id);
			buf->getMaterial().setTexture(0, new_texture);

			// If the current material is also animated,
			// update animation info
			std::map<u32, TileSpec>::iterator anim_iter =
				m_animation_tiles.find(i->first);
			if(anim_iter != m_animation_tiles.end()){
				TileSpec &tile = anim_iter->second;
				tile.texture = new_texture;
				tile.texture_id = new_texture_id;
				// force animation update
				m_animation_frames[i->first] = -1;
			}
		}

		m_last_crack = crack;
	}
	
	// Texture animation
	for(std::map<u32, TileSpec>::iterator
			i = m_animation_tiles.begin();
			i != m_animation_tiles.end(); i++)
	{
		const TileSpec &tile = i->second;
		// Figure out current frame
		int frameoffset = m_animation_frame_offsets[i->first];
		int frame = (int)(time * 1000 / tile.animation_frame_length_ms
				+ frameoffset) % tile.animation_frame_count;
		// If frame doesn't change, skip
		if(frame == m_animation_frames[i->first])
			continue;

		m_animation_frames[i->first] = frame;

		scene::IMeshBuffer *buf = m_mesh->getMeshBuffer(i->first);
		ITextureSource *tsrc = m_gamedef->getTextureSource();

		// Create new texture name from original
		std::ostringstream os(std::ios::binary);
		os<<tsrc->getTextureName(tile.texture_id);
		os<<"^[verticalframe:"<<(int)tile.animation_frame_count<<":"<<frame;
		// Set the texture
		buf->getMaterial().setTexture(0, tsrc->getTexture(os.str()));
		buf->getMaterial().setTexture(2, tsrc->getTexture("disable_img.png"));
		if (enable_shaders && (enable_bumpmapping || enable_parallax_occlusion))
			{
				std::string fname_base,fname_normal;
				fname_base = tsrc->getTextureName(tile.texture_id);
				unsigned pos;
				pos = fname_base.find(".");
				fname_normal = fname_base.substr (0, pos);
				fname_normal += "_normal.png";
				if (tsrc->isKnownSourceImage(fname_normal)){
					os.str("");
					os<<fname_normal<<"^[verticalframe:"<<(int)tile.animation_frame_count<<":"<<frame;
					buf->getMaterial().setTexture(1, tsrc->getTexture(os.str()));
					buf->getMaterial().setTexture(2, tsrc->getTexture("enable_img.png"));
				}
			}
	}

	// Day-night transition
	if(daynight_ratio != m_last_daynight_ratio)
	{
		for(std::map<u32, std::map<u32, std::pair<u8, u8> > >::iterator
				i = m_daynight_diffs.begin();
				i != m_daynight_diffs.end(); i++)
		{
			scene::IMeshBuffer *buf = m_mesh->getMeshBuffer(i->first);
			video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices();
			for(std::map<u32, std::pair<u8, u8 > >::iterator
					j = i->second.begin();
					j != i->second.end(); j++)
			{
				u32 vertexIndex = j->first;
				u8 day = j->second.first;
				u8 night = j->second.second;
				finalColorBlend(vertices[vertexIndex].Color,
						day, night, daynight_ratio);
				// Brighten topside (no shaders)
				if(vertices[vertexIndex].Normal.Y > 0.5)
				{
					video::SColor &vc = vertices[vertexIndex].Color;
					vc.setRed  (srgb_linear_multiply(vc.getRed(),   1.3, 255.0));
					vc.setGreen(srgb_linear_multiply(vc.getGreen(), 1.3, 255.0));
					vc.setBlue (srgb_linear_multiply(vc.getBlue(),  1.3, 255.0));
				}
			}
		}
		m_last_daynight_ratio = daynight_ratio;
	}

	return true;
}
Пример #21
0
bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_ratio)
{
	bool enable_shaders = g_settings->getBool("enable_shaders");

	if(!m_has_animation)
	{
		m_animation_force_timer = 100000;
		return false;
	}

	m_animation_force_timer = myrand_range(5, 100);

	// Cracks
	if(crack != m_last_crack)
	{
		for(std::map<u32, std::string>::iterator
				i = m_crack_materials.begin();
				i != m_crack_materials.end(); i++)
		{
			scene::IMeshBuffer *buf = m_mesh->getMeshBuffer(i->first);
			std::string basename = i->second;

			// Create new texture name from original
			ITextureSource *tsrc = m_gamedef->getTextureSource();
			std::ostringstream os;
			os<<basename<<crack;
			u32 new_texture_id = 0;
			video::ITexture *new_texture =
				tsrc->getTexture(os.str(), &new_texture_id);
			buf->getMaterial().setTexture(0, new_texture);

			// If the current material is also animated,
			// update animation info
			std::map<u32, TileSpec>::iterator anim_iter =
				m_animation_tiles.find(i->first);
			if(anim_iter != m_animation_tiles.end()){
				TileSpec &tile = anim_iter->second;
				tile.texture = new_texture;
				tile.texture_id = new_texture_id;
				// force animation update
				m_animation_frames[i->first] = -1;
			}
		}

		m_last_crack = crack;
	}

	// Texture animation
	for(std::map<u32, TileSpec>::iterator
			i = m_animation_tiles.begin();
			i != m_animation_tiles.end(); i++)
	{
		const TileSpec &tile = i->second;
		// Figure out current frame
		int frameoffset = m_animation_frame_offsets[i->first];
		int frame = (int)(time * 1000 / tile.animation_frame_length_ms
				+ frameoffset) % tile.animation_frame_count;
		// If frame doesn't change, skip
		if(frame == m_animation_frames[i->first])
			continue;

		m_animation_frames[i->first] = frame;

		scene::IMeshBuffer *buf = m_mesh->getMeshBuffer(i->first);
		ITextureSource *tsrc = m_gamedef->getTextureSource();

		FrameSpec animation_frame = tile.frames.find(frame)->second;
		buf->getMaterial().setTexture(0, animation_frame.texture);
		if (enable_shaders) {
			if (animation_frame.normal_texture) {
				buf->getMaterial().setTexture(1, animation_frame.normal_texture);
				buf->getMaterial().setTexture(2, tsrc->getTexture("enable_img.png"));
			} else {
				buf->getMaterial().setTexture(2, tsrc->getTexture("disable_img.png"));
			}
		}
	}

	// Day-night transition
	if(daynight_ratio != m_last_daynight_ratio)
	{
		for(std::map<u32, std::map<u32, std::pair<u8, u8> > >::iterator
				i = m_daynight_diffs.begin();
				i != m_daynight_diffs.end(); i++)
		{
			scene::IMeshBuffer *buf = m_mesh->getMeshBuffer(i->first);
			video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices();
			for(std::map<u32, std::pair<u8, u8 > >::iterator
					j = i->second.begin();
					j != i->second.end(); j++)
			{
				u32 vertexIndex = j->first;
				u8 day = j->second.first;
				u8 night = j->second.second;
				finalColorBlend(vertices[vertexIndex].Color,
						day, night, daynight_ratio);
			}
		}
		m_last_daynight_ratio = daynight_ratio;
	}

	return true;
}