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- /*
- Minetest
- Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
- This program is free software; you can redistribute it and/or modify
- it under the terms of the GNU Lesser General Public License as published by
- the Free Software Foundation; either version 2.1 of the License, or
- (at your option) any later version.
- This program is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- GNU Lesser General Public License for more details.
- You should have received a copy of the GNU Lesser General Public License along
- with this program; if not, write to the Free Software Foundation, Inc.,
- 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
- */
- #include <cmath>
- #include "content_mapblock.h"
- #include "util/numeric.h"
- #include "util/directiontables.h"
- #include "mapblock_mesh.h"
- #include "settings.h"
- #include "nodedef.h"
- #include "client/tile.h"
- #include "mesh.h"
- #include <IMeshManipulator.h>
- #include "client/meshgen/collector.h"
- #include "client/renderingengine.h"
- #include "client.h"
- #include "noise.h"
- // Distance of light extrapolation (for oversized nodes)
- // After this distance, it gives up and considers light level constant
- #define SMOOTH_LIGHTING_OVERSIZE 1.0
- // Node edge count (for glasslike-framed)
- #define FRAMED_EDGE_COUNT 12
- // Node neighbor count, including edge-connected, but not vertex-connected
- // (for glasslike-framed)
- // Corresponding offsets are listed in g_27dirs
- #define FRAMED_NEIGHBOR_COUNT 18
- // Maps light index to corner direction
- static const v3s16 light_dirs[8] = {
- v3s16(-1, -1, -1),
- v3s16(-1, -1, 1),
- v3s16(-1, 1, -1),
- v3s16(-1, 1, 1),
- v3s16( 1, -1, -1),
- v3s16( 1, -1, 1),
- v3s16( 1, 1, -1),
- v3s16( 1, 1, 1),
- };
- // Maps cuboid face and vertex indices to the corresponding light index
- static const u8 light_indices[6][4] = {
- {3, 7, 6, 2},
- {0, 4, 5, 1},
- {6, 7, 5, 4},
- {3, 2, 0, 1},
- {7, 3, 1, 5},
- {2, 6, 4, 0},
- };
- // Standard index set to make a quad on 4 vertices
- static constexpr u16 quad_indices_02[] = {0, 1, 2, 2, 3, 0};
- static constexpr u16 quad_indices_13[] = {0, 1, 3, 3, 1, 2};
- static const auto &quad_indices = quad_indices_02;
- const std::string MapblockMeshGenerator::raillike_groupname = "connect_to_raillike";
- MapblockMeshGenerator::MapblockMeshGenerator(MeshMakeData *input, MeshCollector *output,
- scene::IMeshManipulator *mm):
- data(input),
- collector(output),
- nodedef(data->m_client->ndef()),
- meshmanip(mm),
- blockpos_nodes(data->m_blockpos * MAP_BLOCKSIZE)
- {
- enable_mesh_cache = g_settings->getBool("enable_mesh_cache") &&
- !data->m_smooth_lighting; // Mesh cache is not supported with smooth lighting
- }
- void MapblockMeshGenerator::useTile(int index, u8 set_flags, u8 reset_flags, bool special)
- {
- if (special)
- getSpecialTile(index, &tile, p == data->m_crack_pos_relative);
- else
- getTile(index, &tile);
- if (!data->m_smooth_lighting)
- color = encode_light(light, f->light_source);
- for (auto &layer : tile.layers) {
- layer.material_flags |= set_flags;
- layer.material_flags &= ~reset_flags;
- }
- }
- // Returns a tile, ready for use, non-rotated.
- void MapblockMeshGenerator::getTile(int index, TileSpec *tile)
- {
- getNodeTileN(n, p, index, data, *tile);
- }
- // Returns a tile, ready for use, rotated according to the node facedir.
- void MapblockMeshGenerator::getTile(v3s16 direction, TileSpec *tile)
- {
- getNodeTile(n, p, direction, data, *tile);
- }
- // Returns a special tile, ready for use, non-rotated.
- void MapblockMeshGenerator::getSpecialTile(int index, TileSpec *tile, bool apply_crack)
- {
- *tile = f->special_tiles[index];
- TileLayer *top_layer = nullptr;
- for (auto &layernum : tile->layers) {
- TileLayer *layer = &layernum;
- if (layer->texture_id == 0)
- continue;
- top_layer = layer;
- if (!layer->has_color)
- n.getColor(*f, &layer->color);
- }
- if (apply_crack)
- top_layer->material_flags |= MATERIAL_FLAG_CRACK;
- }
- void MapblockMeshGenerator::drawQuad(v3f *coords, const v3s16 &normal,
- float vertical_tiling)
- {
- const v2f tcoords[4] = {v2f(0.0, 0.0), v2f(1.0, 0.0),
- v2f(1.0, vertical_tiling), v2f(0.0, vertical_tiling)};
- video::S3DVertex vertices[4];
- bool shade_face = !f->light_source && (normal != v3s16(0, 0, 0));
- v3f normal2(normal.X, normal.Y, normal.Z);
- for (int j = 0; j < 4; j++) {
- vertices[j].Pos = coords[j] + origin;
- vertices[j].Normal = normal2;
- if (data->m_smooth_lighting)
- vertices[j].Color = blendLightColor(coords[j]);
- else
- vertices[j].Color = color;
- if (shade_face)
- applyFacesShading(vertices[j].Color, normal2);
- vertices[j].TCoords = tcoords[j];
- }
- collector->append(tile, vertices, 4, quad_indices, 6);
- }
- static std::array<video::S3DVertex, 24> setupCuboidVertices(const aabb3f &box, const f32 *txc, TileSpec *tiles, int tilecount) {
- v3f min = box.MinEdge;
- v3f max = box.MaxEdge;
- std::array<video::S3DVertex, 24> vertices = {{
- // top
- video::S3DVertex(min.X, max.Y, max.Z, 0, 1, 0, {}, txc[0], txc[1]),
- video::S3DVertex(max.X, max.Y, max.Z, 0, 1, 0, {}, txc[2], txc[1]),
- video::S3DVertex(max.X, max.Y, min.Z, 0, 1, 0, {}, txc[2], txc[3]),
- video::S3DVertex(min.X, max.Y, min.Z, 0, 1, 0, {}, txc[0], txc[3]),
- // bottom
- video::S3DVertex(min.X, min.Y, min.Z, 0, -1, 0, {}, txc[4], txc[5]),
- video::S3DVertex(max.X, min.Y, min.Z, 0, -1, 0, {}, txc[6], txc[5]),
- video::S3DVertex(max.X, min.Y, max.Z, 0, -1, 0, {}, txc[6], txc[7]),
- video::S3DVertex(min.X, min.Y, max.Z, 0, -1, 0, {}, txc[4], txc[7]),
- // right
- video::S3DVertex(max.X, max.Y, min.Z, 1, 0, 0, {}, txc[ 8], txc[9]),
- video::S3DVertex(max.X, max.Y, max.Z, 1, 0, 0, {}, txc[10], txc[9]),
- video::S3DVertex(max.X, min.Y, max.Z, 1, 0, 0, {}, txc[10], txc[11]),
- video::S3DVertex(max.X, min.Y, min.Z, 1, 0, 0, {}, txc[ 8], txc[11]),
- // left
- video::S3DVertex(min.X, max.Y, max.Z, -1, 0, 0, {}, txc[12], txc[13]),
- video::S3DVertex(min.X, max.Y, min.Z, -1, 0, 0, {}, txc[14], txc[13]),
- video::S3DVertex(min.X, min.Y, min.Z, -1, 0, 0, {}, txc[14], txc[15]),
- video::S3DVertex(min.X, min.Y, max.Z, -1, 0, 0, {}, txc[12], txc[15]),
- // back
- video::S3DVertex(max.X, max.Y, max.Z, 0, 0, 1, {}, txc[16], txc[17]),
- video::S3DVertex(min.X, max.Y, max.Z, 0, 0, 1, {}, txc[18], txc[17]),
- video::S3DVertex(min.X, min.Y, max.Z, 0, 0, 1, {}, txc[18], txc[19]),
- video::S3DVertex(max.X, min.Y, max.Z, 0, 0, 1, {}, txc[16], txc[19]),
- // front
- video::S3DVertex(min.X, max.Y, min.Z, 0, 0, -1, {}, txc[20], txc[21]),
- video::S3DVertex(max.X, max.Y, min.Z, 0, 0, -1, {}, txc[22], txc[21]),
- video::S3DVertex(max.X, min.Y, min.Z, 0, 0, -1, {}, txc[22], txc[23]),
- video::S3DVertex(min.X, min.Y, min.Z, 0, 0, -1, {}, txc[20], txc[23]),
- }};
- for (int face = 0; face < 6; face++) {
- int tileindex = MYMIN(face, tilecount - 1);
- const TileSpec &tile = tiles[tileindex];
- for (int j = 0; j < 4; j++) {
- video::S3DVertex &vertex = vertices[face * 4 + j];
- v2f &tcoords = vertex.TCoords;
- switch (tile.rotation) {
- case TileRotation::None:
- break;
- case TileRotation::R90:
- tcoords.set(-tcoords.Y, tcoords.X);
- break;
- case TileRotation::R180:
- tcoords.set(-tcoords.X, -tcoords.Y);
- break;
- case TileRotation::R270:
- tcoords.set(tcoords.Y, -tcoords.X);
- break;
- }
- }
- }
- return vertices;
- }
- enum class QuadDiagonal {
- Diag02,
- Diag13,
- };
- // Create a cuboid with custom lighting.
- // tiles - the tiles (materials) to use (for all 6 faces)
- // tilecount - number of entries in tiles, 1<=tilecount<=6
- // txc - texture coordinates - this is a list of texture coordinates
- // for the opposite corners of each face - therefore, there
- // should be (2+2)*6=24 values in the list. The order of
- // the faces in the list is up-down-right-left-back-front
- // (compatible with ContentFeatures).
- // mask - a bit mask that suppresses drawing of tiles.
- // tile i will not be drawn if mask & (1 << i) is 1
- // face_lighter(int face, video::S3DVertex vertices[4]) -> QuadDiagonal -
- // a callback that will be called for each face drawn to setup vertex colors,
- // and to choose diagonal to split the quad at.
- template <typename Fn>
- void MapblockMeshGenerator::drawCuboid(const aabb3f &box,
- TileSpec *tiles, int tilecount, const f32 *txc, u8 mask, Fn &&face_lighter)
- {
- assert(tilecount >= 1 && tilecount <= 6); // pre-condition
- auto vertices = setupCuboidVertices(box, txc, tiles, tilecount);
- for (int k = 0; k < 6; ++k) {
- if (mask & (1 << k))
- continue;
- QuadDiagonal diagonal = face_lighter(k, &vertices[4 * k]);
- const u16 *indices = diagonal == QuadDiagonal::Diag13 ? quad_indices_13 : quad_indices_02;
- int tileindex = MYMIN(k, tilecount - 1);
- collector->append(tiles[tileindex], &vertices[4 * k], 4, indices, 6);
- }
- }
- // Gets the base lighting values for a node
- void MapblockMeshGenerator::getSmoothLightFrame()
- {
- for (int k = 0; k < 8; ++k)
- frame.sunlight[k] = false;
- for (int k = 0; k < 8; ++k) {
- LightPair light(getSmoothLightTransparent(blockpos_nodes + p, light_dirs[k], data));
- frame.lightsDay[k] = light.lightDay;
- frame.lightsNight[k] = light.lightNight;
- // If there is direct sunlight and no ambient occlusion at some corner,
- // mark the vertical edge (top and bottom corners) containing it.
- if (light.lightDay == 255) {
- frame.sunlight[k] = true;
- frame.sunlight[k ^ 2] = true;
- }
- }
- }
- // Calculates vertex light level
- // vertex_pos - vertex position in the node (coordinates are clamped to [0.0, 1.0] or so)
- LightInfo MapblockMeshGenerator::blendLight(const v3f &vertex_pos)
- {
- // Light levels at (logical) node corners are known. Here,
- // trilinear interpolation is used to calculate light level
- // at a given point in the node.
- f32 x = core::clamp(vertex_pos.X / BS + 0.5, 0.0 - SMOOTH_LIGHTING_OVERSIZE, 1.0 + SMOOTH_LIGHTING_OVERSIZE);
- f32 y = core::clamp(vertex_pos.Y / BS + 0.5, 0.0 - SMOOTH_LIGHTING_OVERSIZE, 1.0 + SMOOTH_LIGHTING_OVERSIZE);
- f32 z = core::clamp(vertex_pos.Z / BS + 0.5, 0.0 - SMOOTH_LIGHTING_OVERSIZE, 1.0 + SMOOTH_LIGHTING_OVERSIZE);
- f32 lightDay = 0.0; // daylight
- f32 lightNight = 0.0;
- f32 lightBoosted = 0.0; // daylight + direct sunlight, if any
- for (int k = 0; k < 8; ++k) {
- f32 dx = (k & 4) ? x : 1 - x;
- f32 dy = (k & 2) ? y : 1 - y;
- f32 dz = (k & 1) ? z : 1 - z;
- // Use direct sunlight (255), if any; use daylight otherwise.
- f32 light_boosted = frame.sunlight[k] ? 255 : frame.lightsDay[k];
- lightDay += dx * dy * dz * frame.lightsDay[k];
- lightNight += dx * dy * dz * frame.lightsNight[k];
- lightBoosted += dx * dy * dz * light_boosted;
- }
- return LightInfo{lightDay, lightNight, lightBoosted};
- }
- // Calculates vertex color to be used in mapblock mesh
- // vertex_pos - vertex position in the node (coordinates are clamped to [0.0, 1.0] or so)
- // tile_color - node's tile color
- video::SColor MapblockMeshGenerator::blendLightColor(const v3f &vertex_pos)
- {
- LightInfo light = blendLight(vertex_pos);
- return encode_light(light.getPair(), f->light_source);
- }
- video::SColor MapblockMeshGenerator::blendLightColor(const v3f &vertex_pos,
- const v3f &vertex_normal)
- {
- LightInfo light = blendLight(vertex_pos);
- video::SColor color = encode_light(light.getPair(MYMAX(0.0f, vertex_normal.Y)), f->light_source);
- if (!f->light_source)
- applyFacesShading(color, vertex_normal);
- return color;
- }
- void MapblockMeshGenerator::generateCuboidTextureCoords(const aabb3f &box, f32 *coords)
- {
- f32 tx1 = (box.MinEdge.X / BS) + 0.5;
- f32 ty1 = (box.MinEdge.Y / BS) + 0.5;
- f32 tz1 = (box.MinEdge.Z / BS) + 0.5;
- f32 tx2 = (box.MaxEdge.X / BS) + 0.5;
- f32 ty2 = (box.MaxEdge.Y / BS) + 0.5;
- f32 tz2 = (box.MaxEdge.Z / BS) + 0.5;
- f32 txc[24] = {
- tx1, 1 - tz2, tx2, 1 - tz1, // up
- tx1, tz1, tx2, tz2, // down
- tz1, 1 - ty2, tz2, 1 - ty1, // right
- 1 - tz2, 1 - ty2, 1 - tz1, 1 - ty1, // left
- 1 - tx2, 1 - ty2, 1 - tx1, 1 - ty1, // back
- tx1, 1 - ty2, tx2, 1 - ty1, // front
- };
- for (int i = 0; i != 24; ++i)
- coords[i] = txc[i];
- }
- static inline int lightDiff(LightPair a, LightPair b)
- {
- return abs(a.lightDay - b.lightDay) + abs(a.lightNight - b.lightNight);
- }
- void MapblockMeshGenerator::drawAutoLightedCuboid(aabb3f box, const f32 *txc,
- TileSpec *tiles, int tile_count, u8 mask)
- {
- bool scale = std::fabs(f->visual_scale - 1.0f) > 1e-3f;
- f32 texture_coord_buf[24];
- f32 dx1 = box.MinEdge.X;
- f32 dy1 = box.MinEdge.Y;
- f32 dz1 = box.MinEdge.Z;
- f32 dx2 = box.MaxEdge.X;
- f32 dy2 = box.MaxEdge.Y;
- f32 dz2 = box.MaxEdge.Z;
- if (scale) {
- if (!txc) { // generate texture coords before scaling
- generateCuboidTextureCoords(box, texture_coord_buf);
- txc = texture_coord_buf;
- }
- box.MinEdge *= f->visual_scale;
- box.MaxEdge *= f->visual_scale;
- }
- box.MinEdge += origin;
- box.MaxEdge += origin;
- if (!txc) {
- generateCuboidTextureCoords(box, texture_coord_buf);
- txc = texture_coord_buf;
- }
- if (!tiles) {
- tiles = &tile;
- tile_count = 1;
- }
- if (data->m_smooth_lighting) {
- LightInfo lights[8];
- for (int j = 0; j < 8; ++j) {
- v3f d;
- d.X = (j & 4) ? dx2 : dx1;
- d.Y = (j & 2) ? dy2 : dy1;
- d.Z = (j & 1) ? dz2 : dz1;
- lights[j] = blendLight(d);
- }
- drawCuboid(box, tiles, tile_count, txc, mask, [&] (int face, video::S3DVertex vertices[4]) {
- LightPair final_lights[4];
- for (int j = 0; j < 4; j++) {
- video::S3DVertex &vertex = vertices[j];
- final_lights[j] = lights[light_indices[face][j]].getPair(MYMAX(0.0f, vertex.Normal.Y));
- vertex.Color = encode_light(final_lights[j], f->light_source);
- if (!f->light_source)
- applyFacesShading(vertex.Color, vertex.Normal);
- }
- if (lightDiff(final_lights[1], final_lights[3]) < lightDiff(final_lights[0], final_lights[2]))
- return QuadDiagonal::Diag13;
- return QuadDiagonal::Diag02;
- });
- } else {
- drawCuboid(box, tiles, tile_count, txc, mask, [&] (int face, video::S3DVertex vertices[4]) {
- video::SColor color = encode_light(light, f->light_source);
- if (!f->light_source)
- applyFacesShading(color, vertices[0].Normal);
- for (int j = 0; j < 4; j++) {
- video::S3DVertex &vertex = vertices[j];
- vertex.Color = color;
- }
- return QuadDiagonal::Diag02;
- });
- }
- }
- void MapblockMeshGenerator::drawSolidNode()
- {
- u8 faces = 0; // k-th bit will be set if k-th face is to be drawn.
- static const v3s16 tile_dirs[6] = {
- v3s16(0, 1, 0),
- v3s16(0, -1, 0),
- v3s16(1, 0, 0),
- v3s16(-1, 0, 0),
- v3s16(0, 0, 1),
- v3s16(0, 0, -1)
- };
- TileSpec tiles[6];
- u16 lights[6];
- content_t n1 = n.getContent();
- for (int face = 0; face < 6; face++) {
- v3s16 p2 = blockpos_nodes + p + tile_dirs[face];
- MapNode neighbor = data->m_vmanip.getNodeNoEx(p2);
- content_t n2 = neighbor.getContent();
- bool backface_culling = f->drawtype == NDT_NORMAL;
- if (n2 == n1)
- continue;
- if (n2 == CONTENT_IGNORE)
- continue;
- if (n2 != CONTENT_AIR) {
- const ContentFeatures &f2 = nodedef->get(n2);
- if (f2.solidness == 2)
- continue;
- if (f->drawtype == NDT_LIQUID) {
- if (f->sameLiquidRender(f2))
- continue;
- backface_culling = f2.solidness || f2.visual_solidness;
- }
- }
- faces |= 1 << face;
- getTile(tile_dirs[face], &tiles[face]);
- for (auto &layer : tiles[face].layers) {
- if (backface_culling)
- layer.material_flags |= MATERIAL_FLAG_BACKFACE_CULLING;
- layer.material_flags |= MATERIAL_FLAG_TILEABLE_HORIZONTAL;
- layer.material_flags |= MATERIAL_FLAG_TILEABLE_VERTICAL;
- }
- if (!data->m_smooth_lighting) {
- lights[face] = getFaceLight(n, neighbor, nodedef);
- }
- }
- if (!faces)
- return;
- u8 mask = faces ^ 0b0011'1111; // k-th bit is set if k-th face is to be *omitted*, as expected by cuboid drawing functions.
- origin = intToFloat(p, BS);
- auto box = aabb3f(v3f(-0.5 * BS), v3f(0.5 * BS));
- f32 texture_coord_buf[24];
- box.MinEdge += origin;
- box.MaxEdge += origin;
- generateCuboidTextureCoords(box, texture_coord_buf);
- if (data->m_smooth_lighting) {
- LightPair lights[6][4];
- for (int face = 0; face < 6; ++face) {
- for (int k = 0; k < 4; k++) {
- v3s16 corner = light_dirs[light_indices[face][k]];
- lights[face][k] = LightPair(getSmoothLightSolid(blockpos_nodes + p, tile_dirs[face], corner, data));
- }
- }
- drawCuboid(box, tiles, 6, texture_coord_buf, mask, [&] (int face, video::S3DVertex vertices[4]) {
- auto final_lights = lights[face];
- for (int j = 0; j < 4; j++) {
- video::S3DVertex &vertex = vertices[j];
- vertex.Color = encode_light(final_lights[j], f->light_source);
- if (!f->light_source)
- applyFacesShading(vertex.Color, vertex.Normal);
- }
- if (lightDiff(final_lights[1], final_lights[3]) < lightDiff(final_lights[0], final_lights[2]))
- return QuadDiagonal::Diag13;
- return QuadDiagonal::Diag02;
- });
- } else {
- drawCuboid(box, tiles, 6, texture_coord_buf, mask, [&] (int face, video::S3DVertex vertices[4]) {
- video::SColor color = encode_light(lights[face], f->light_source);
- if (!f->light_source)
- applyFacesShading(color, vertices[0].Normal);
- for (int j = 0; j < 4; j++) {
- video::S3DVertex &vertex = vertices[j];
- vertex.Color = color;
- }
- return QuadDiagonal::Diag02;
- });
- }
- }
- u8 MapblockMeshGenerator::getNodeBoxMask(aabb3f box, u8 solid_neighbors, u8 sametype_neighbors) const
- {
- const f32 NODE_BOUNDARY = 0.5 * BS;
- // For an oversized nodebox, return immediately
- if (box.MaxEdge.X > NODE_BOUNDARY ||
- box.MinEdge.X < -NODE_BOUNDARY ||
- box.MaxEdge.Y > NODE_BOUNDARY ||
- box.MinEdge.Y < -NODE_BOUNDARY ||
- box.MaxEdge.Z > NODE_BOUNDARY ||
- box.MinEdge.Z < -NODE_BOUNDARY)
- return 0;
- // We can skip faces at node boundary if the matching neighbor is solid
- u8 solid_mask =
- (box.MaxEdge.Y == NODE_BOUNDARY ? 1 : 0) |
- (box.MinEdge.Y == -NODE_BOUNDARY ? 2 : 0) |
- (box.MaxEdge.X == NODE_BOUNDARY ? 4 : 0) |
- (box.MinEdge.X == -NODE_BOUNDARY ? 8 : 0) |
- (box.MaxEdge.Z == NODE_BOUNDARY ? 16 : 0) |
- (box.MinEdge.Z == -NODE_BOUNDARY ? 32 : 0);
- u8 sametype_mask = 0;
- if (f->alpha == AlphaMode::ALPHAMODE_OPAQUE) {
- // In opaque nodeboxes, faces on opposite sides can cancel
- // each other out if there is a matching neighbor of the same type
- sametype_mask =
- ((solid_mask & 3) == 3 ? 3 : 0) |
- ((solid_mask & 12) == 12 ? 12 : 0) |
- ((solid_mask & 48) == 48 ? 48 : 0);
- }
- // Combine masks with actual neighbors to get the faces to be skipped
- return (solid_mask & solid_neighbors) | (sametype_mask & sametype_neighbors);
- }
- void MapblockMeshGenerator::prepareLiquidNodeDrawing()
- {
- getSpecialTile(0, &tile_liquid_top);
- getSpecialTile(1, &tile_liquid);
- MapNode ntop = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(p.X, p.Y + 1, p.Z));
- MapNode nbottom = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(p.X, p.Y - 1, p.Z));
- c_flowing = f->liquid_alternative_flowing_id;
- c_source = f->liquid_alternative_source_id;
- top_is_same_liquid = (ntop.getContent() == c_flowing) || (ntop.getContent() == c_source);
- draw_liquid_bottom = (nbottom.getContent() != c_flowing) && (nbottom.getContent() != c_source);
- if (draw_liquid_bottom) {
- const ContentFeatures &f2 = nodedef->get(nbottom.getContent());
- if (f2.solidness > 1)
- draw_liquid_bottom = false;
- }
- if (data->m_smooth_lighting)
- return; // don't need to pre-compute anything in this case
- if (f->light_source != 0) {
- // If this liquid emits light and doesn't contain light, draw
- // it at what it emits, for an increased effect
- u8 e = decode_light(f->light_source);
- light = LightPair(std::max(e, light.lightDay), std::max(e, light.lightNight));
- } else if (nodedef->getLightingFlags(ntop).has_light) {
- // Otherwise, use the light of the node on top if possible
- light = LightPair(getInteriorLight(ntop, 0, nodedef));
- }
- color_liquid_top = encode_light(light, f->light_source);
- color = encode_light(light, f->light_source);
- }
- void MapblockMeshGenerator::getLiquidNeighborhood()
- {
- u8 range = rangelim(nodedef->get(c_flowing).liquid_range, 1, 8);
- for (int w = -1; w <= 1; w++)
- for (int u = -1; u <= 1; u++) {
- NeighborData &neighbor = liquid_neighbors[w + 1][u + 1];
- v3s16 p2 = p + v3s16(u, 0, w);
- MapNode n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
- neighbor.content = n2.getContent();
- neighbor.level = -0.5f;
- neighbor.is_same_liquid = false;
- neighbor.top_is_same_liquid = false;
- if (neighbor.content == CONTENT_IGNORE)
- continue;
- if (neighbor.content == c_source) {
- neighbor.is_same_liquid = true;
- neighbor.level = 0.5f;
- } else if (neighbor.content == c_flowing) {
- neighbor.is_same_liquid = true;
- u8 liquid_level = (n2.param2 & LIQUID_LEVEL_MASK);
- if (liquid_level <= LIQUID_LEVEL_MAX + 1 - range)
- liquid_level = 0;
- else
- liquid_level -= (LIQUID_LEVEL_MAX + 1 - range);
- neighbor.level = (-0.5f + (liquid_level + 0.5f) / range);
- }
- // Check node above neighbor.
- // NOTE: This doesn't get executed if neighbor
- // doesn't exist
- p2.Y++;
- n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
- if (n2.getContent() == c_source || n2.getContent() == c_flowing)
- neighbor.top_is_same_liquid = true;
- }
- }
- void MapblockMeshGenerator::calculateCornerLevels()
- {
- for (int k = 0; k < 2; k++)
- for (int i = 0; i < 2; i++)
- corner_levels[k][i] = getCornerLevel(i, k);
- }
- f32 MapblockMeshGenerator::getCornerLevel(int i, int k)
- {
- float sum = 0;
- int count = 0;
- int air_count = 0;
- for (int dk = 0; dk < 2; dk++)
- for (int di = 0; di < 2; di++) {
- NeighborData &neighbor_data = liquid_neighbors[k + dk][i + di];
- content_t content = neighbor_data.content;
- // If top is liquid, draw starting from top of node
- if (neighbor_data.top_is_same_liquid)
- return 0.5f;
- // Source always has the full height
- if (content == c_source)
- return 0.5f;
- // Flowing liquid has level information
- if (content == c_flowing) {
- sum += neighbor_data.level;
- count++;
- } else if (content == CONTENT_AIR) {
- air_count++;
- }
- }
- if (air_count >= 2)
- return -0.5f + 0.2f / BS;
- if (count > 0)
- return sum / count;
- return 0;
- }
- namespace {
- struct LiquidFaceDesc {
- v3s16 dir; // XZ
- v3s16 p[2]; // XZ only; 1 means +, 0 means -
- };
- struct UV {
- int u, v;
- };
- static const LiquidFaceDesc liquid_base_faces[4] = {
- {v3s16( 1, 0, 0), {v3s16(1, 0, 1), v3s16(1, 0, 0)}},
- {v3s16(-1, 0, 0), {v3s16(0, 0, 0), v3s16(0, 0, 1)}},
- {v3s16( 0, 0, 1), {v3s16(0, 0, 1), v3s16(1, 0, 1)}},
- {v3s16( 0, 0, -1), {v3s16(1, 0, 0), v3s16(0, 0, 0)}},
- };
- static const UV liquid_base_vertices[4] = {
- {0, 1},
- {1, 1},
- {1, 0},
- {0, 0}
- };
- }
- void MapblockMeshGenerator::drawLiquidSides()
- {
- for (const auto &face : liquid_base_faces) {
- const NeighborData &neighbor = liquid_neighbors[face.dir.Z + 1][face.dir.X + 1];
- // No face between nodes of the same liquid, unless there is node
- // at the top to which it should be connected. Again, unless the face
- // there would be inside the liquid
- if (neighbor.is_same_liquid) {
- if (!top_is_same_liquid)
- continue;
- if (neighbor.top_is_same_liquid)
- continue;
- }
- const ContentFeatures &neighbor_features = nodedef->get(neighbor.content);
- // Don't draw face if neighbor is blocking the view
- if (neighbor_features.solidness == 2)
- continue;
- video::S3DVertex vertices[4];
- for (int j = 0; j < 4; j++) {
- const UV &vertex = liquid_base_vertices[j];
- const v3s16 &base = face.p[vertex.u];
- float v = vertex.v;
- v3f pos;
- pos.X = (base.X - 0.5f) * BS;
- pos.Z = (base.Z - 0.5f) * BS;
- if (vertex.v) {
- pos.Y = (neighbor.is_same_liquid ? corner_levels[base.Z][base.X] : -0.5f) * BS;
- } else if (top_is_same_liquid) {
- pos.Y = 0.5f * BS;
- } else {
- pos.Y = corner_levels[base.Z][base.X] * BS;
- v += 0.5f - corner_levels[base.Z][base.X];
- }
- if (data->m_smooth_lighting)
- color = blendLightColor(pos);
- pos += origin;
- vertices[j] = video::S3DVertex(pos.X, pos.Y, pos.Z, 0, 0, 0, color, vertex.u, v);
- };
- collector->append(tile_liquid, vertices, 4, quad_indices, 6);
- }
- }
- void MapblockMeshGenerator::drawLiquidTop()
- {
- // 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.
- static const int corner_resolve[4][2] = {{0, 1}, {1, 1}, {1, 0}, {0, 0}};
- video::S3DVertex vertices[4] = {
- video::S3DVertex(-BS / 2, 0, BS / 2, 0, 0, 0, color_liquid_top, 0, 1),
- video::S3DVertex( BS / 2, 0, BS / 2, 0, 0, 0, color_liquid_top, 1, 1),
- video::S3DVertex( BS / 2, 0, -BS / 2, 0, 0, 0, color_liquid_top, 1, 0),
- video::S3DVertex(-BS / 2, 0, -BS / 2, 0, 0, 0, color_liquid_top, 0, 0),
- };
- for (int i = 0; i < 4; i++) {
- int u = corner_resolve[i][0];
- int w = corner_resolve[i][1];
- vertices[i].Pos.Y += corner_levels[w][u] * BS;
- if (data->m_smooth_lighting)
- vertices[i].Color = blendLightColor(vertices[i].Pos);
- vertices[i].Pos += origin;
- }
- // 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
- f32 dz = (corner_levels[0][0] + corner_levels[0][1]) -
- (corner_levels[1][0] + corner_levels[1][1]);
- // Positive if liquid moves towards +X
- f32 dx = (corner_levels[0][0] + corner_levels[1][0]) -
- (corner_levels[0][1] + corner_levels[1][1]);
- v2f tcoord_center(0.5, 0.5);
- v2f tcoord_translate(blockpos_nodes.Z + p.Z, blockpos_nodes.X + p.X);
- v2f dir = v2f(dx, dz).normalize();
- if (dir == v2f{0.0f, 0.0f}) // if corners are symmetrical
- dir = v2f{1.0f, 0.0f};
- // Rotate tcoord_translate around the origin. The X axis turns to dir.
- tcoord_translate.set(
- dir.X * tcoord_translate.X - dir.Y * tcoord_translate.Y,
- dir.Y * tcoord_translate.X + dir.X * tcoord_translate.Y);
- tcoord_translate.X -= floor(tcoord_translate.X);
- tcoord_translate.Y -= floor(tcoord_translate.Y);
- for (video::S3DVertex &vertex : vertices) {
- // Rotate vertex.TCoords around tcoord_center. The X axis turns to dir.
- vertex.TCoords -= tcoord_center;
- vertex.TCoords.set(
- dir.X * vertex.TCoords.X - dir.Y * vertex.TCoords.Y,
- dir.Y * vertex.TCoords.X + dir.X * vertex.TCoords.Y);
- vertex.TCoords += tcoord_center;
- vertex.TCoords += tcoord_translate;
- }
- std::swap(vertices[0].TCoords, vertices[2].TCoords);
- collector->append(tile_liquid_top, vertices, 4, quad_indices, 6);
- }
- void MapblockMeshGenerator::drawLiquidBottom()
- {
- video::S3DVertex vertices[4] = {
- video::S3DVertex(-BS / 2, -BS / 2, -BS / 2, 0, 0, 0, color_liquid_top, 0, 0),
- video::S3DVertex( BS / 2, -BS / 2, -BS / 2, 0, 0, 0, color_liquid_top, 1, 0),
- video::S3DVertex( BS / 2, -BS / 2, BS / 2, 0, 0, 0, color_liquid_top, 1, 1),
- video::S3DVertex(-BS / 2, -BS / 2, BS / 2, 0, 0, 0, color_liquid_top, 0, 1),
- };
- for (int i = 0; i < 4; i++) {
- if (data->m_smooth_lighting)
- vertices[i].Color = blendLightColor(vertices[i].Pos);
- vertices[i].Pos += origin;
- }
- collector->append(tile_liquid_top, vertices, 4, quad_indices, 6);
- }
- void MapblockMeshGenerator::drawLiquidNode()
- {
- prepareLiquidNodeDrawing();
- getLiquidNeighborhood();
- calculateCornerLevels();
- drawLiquidSides();
- if (!top_is_same_liquid)
- drawLiquidTop();
- if (draw_liquid_bottom)
- drawLiquidBottom();
- }
- void MapblockMeshGenerator::drawGlasslikeNode()
- {
- useTile(0, 0, 0);
- for (int face = 0; face < 6; face++) {
- // Check this neighbor
- v3s16 dir = g_6dirs[face];
- v3s16 neighbor_pos = blockpos_nodes + p + dir;
- MapNode neighbor = data->m_vmanip.getNodeNoExNoEmerge(neighbor_pos);
- // Don't make face if neighbor is of same type
- if (neighbor.getContent() == n.getContent())
- continue;
- // Face at Z-
- v3f vertices[4] = {
- v3f(-BS / 2, BS / 2, -BS / 2),
- v3f( BS / 2, BS / 2, -BS / 2),
- v3f( BS / 2, -BS / 2, -BS / 2),
- v3f(-BS / 2, -BS / 2, -BS / 2),
- };
- for (v3f &vertex : vertices) {
- switch (face) {
- case D6D_ZP:
- vertex.rotateXZBy(180); break;
- case D6D_YP:
- vertex.rotateYZBy( 90); break;
- case D6D_XP:
- vertex.rotateXZBy( 90); break;
- case D6D_ZN:
- vertex.rotateXZBy( 0); break;
- case D6D_YN:
- vertex.rotateYZBy(-90); break;
- case D6D_XN:
- vertex.rotateXZBy(-90); break;
- }
- }
- drawQuad(vertices, dir);
- }
- }
- void MapblockMeshGenerator::drawGlasslikeFramedNode()
- {
- TileSpec tiles[6];
- for (int face = 0; face < 6; face++)
- getTile(g_6dirs[face], &tiles[face]);
- if (!data->m_smooth_lighting)
- color = encode_light(light, f->light_source);
- TileSpec glass_tiles[6];
- for (auto &glass_tile : glass_tiles)
- glass_tile = tiles[4];
- // Only respect H/V merge bits when paramtype2 = "glasslikeliquidlevel" (liquid tank)
- u8 param2 = (f->param_type_2 == CPT2_GLASSLIKE_LIQUID_LEVEL) ? n.getParam2() : 0;
- bool H_merge = !(param2 & 128);
- bool V_merge = !(param2 & 64);
- param2 &= 63;
- static const float a = BS / 2.0f;
- static const float g = a - 0.03f;
- static const float b = 0.876f * (BS / 2.0f);
- static const aabb3f frame_edges[FRAMED_EDGE_COUNT] = {
- aabb3f( b, b, -a, a, a, a), // y+
- aabb3f(-a, b, -a, -b, a, a), // y+
- aabb3f( b, -a, -a, a, -b, a), // y-
- aabb3f(-a, -a, -a, -b, -b, a), // y-
- aabb3f( b, -a, b, a, a, a), // x+
- aabb3f( b, -a, -a, a, a, -b), // x+
- aabb3f(-a, -a, b, -b, a, a), // x-
- aabb3f(-a, -a, -a, -b, a, -b), // x-
- aabb3f(-a, b, b, a, a, a), // z+
- aabb3f(-a, -a, b, a, -b, a), // z+
- aabb3f(-a, -a, -a, a, -b, -b), // z-
- aabb3f(-a, b, -a, a, a, -b), // z-
- };
- // tables of neighbor (connect if same type and merge allowed),
- // checked with g_26dirs
- // 1 = connect, 0 = face visible
- bool nb[FRAMED_NEIGHBOR_COUNT] = {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0};
- // 1 = check
- static const bool check_nb_vertical [FRAMED_NEIGHBOR_COUNT] =
- {0,1,0,0,1,0, 0,0,0,0, 0,0,0,0, 0,0,0,0};
- static const bool check_nb_horizontal [FRAMED_NEIGHBOR_COUNT] =
- {1,0,1,1,0,1, 0,0,0,0, 1,1,1,1, 0,0,0,0};
- static const bool check_nb_all [FRAMED_NEIGHBOR_COUNT] =
- {1,1,1,1,1,1, 1,1,1,1, 1,1,1,1, 1,1,1,1};
- const bool *check_nb = check_nb_all;
- // neighbors checks for frames visibility
- if (H_merge || V_merge) {
- if (!H_merge)
- check_nb = check_nb_vertical; // vertical-only merge
- if (!V_merge)
- check_nb = check_nb_horizontal; // horizontal-only merge
- content_t current = n.getContent();
- for (int i = 0; i < FRAMED_NEIGHBOR_COUNT; i++) {
- if (!check_nb[i])
- continue;
- v3s16 n2p = blockpos_nodes + p + g_26dirs[i];
- MapNode n2 = data->m_vmanip.getNodeNoEx(n2p);
- content_t n2c = n2.getContent();
- if (n2c == current)
- nb[i] = 1;
- }
- }
- // edge visibility
- static const u8 nb_triplet[FRAMED_EDGE_COUNT][3] = {
- {1, 2, 7}, {1, 5, 6}, {4, 2, 15}, {4, 5, 14},
- {2, 0, 11}, {2, 3, 13}, {5, 0, 10}, {5, 3, 12},
- {0, 1, 8}, {0, 4, 16}, {3, 4, 17}, {3, 1, 9},
- };
- tile = tiles[1];
- for (int edge = 0; edge < FRAMED_EDGE_COUNT; edge++) {
- bool edge_invisible;
- if (nb[nb_triplet[edge][2]])
- edge_invisible = nb[nb_triplet[edge][0]] & nb[nb_triplet[edge][1]];
- else
- edge_invisible = nb[nb_triplet[edge][0]] ^ nb[nb_triplet[edge][1]];
- if (edge_invisible)
- continue;
- drawAutoLightedCuboid(frame_edges[edge]);
- }
- for (int face = 0; face < 6; face++) {
- if (nb[face])
- continue;
- tile = glass_tiles[face];
- // Face at Z-
- v3f vertices[4] = {
- v3f(-a, a, -g),
- v3f( a, a, -g),
- v3f( a, -a, -g),
- v3f(-a, -a, -g),
- };
- for (v3f &vertex : vertices) {
- switch (face) {
- case D6D_ZP:
- vertex.rotateXZBy(180); break;
- case D6D_YP:
- vertex.rotateYZBy( 90); break;
- case D6D_XP:
- vertex.rotateXZBy( 90); break;
- case D6D_ZN:
- vertex.rotateXZBy( 0); break;
- case D6D_YN:
- vertex.rotateYZBy(-90); break;
- case D6D_XN:
- vertex.rotateXZBy(-90); break;
- }
- }
- v3s16 dir = g_6dirs[face];
- drawQuad(vertices, dir);
- }
- // Optionally render internal liquid level defined by param2
- // Liquid is textured with 1 tile defined in nodedef 'special_tiles'
- if (param2 > 0 && f->param_type_2 == CPT2_GLASSLIKE_LIQUID_LEVEL &&
- f->special_tiles[0].layers[0].texture) {
- // Internal liquid level has param2 range 0 .. 63,
- // convert it to -0.5 .. 0.5
- float vlev = (param2 / 63.0f) * 2.0f - 1.0f;
- getSpecialTile(0, &tile);
- drawAutoLightedCuboid(aabb3f(-(nb[5] ? g : b),
- -(nb[4] ? g : b),
- -(nb[3] ? g : b),
- (nb[2] ? g : b),
- (nb[1] ? g : b) * vlev,
- (nb[0] ? g : b)));
- }
- }
- void MapblockMeshGenerator::drawAllfacesNode()
- {
- static const aabb3f box(-BS / 2, -BS / 2, -BS / 2, BS / 2, BS / 2, BS / 2);
- useTile(0, 0, 0);
- drawAutoLightedCuboid(box);
- }
- void MapblockMeshGenerator::drawTorchlikeNode()
- {
- u8 wall = n.getWallMounted(nodedef);
- u8 tileindex = 0;
- switch (wall) {
- case DWM_YP: tileindex = 1; break; // ceiling
- case DWM_YN: tileindex = 0; break; // floor
- default: tileindex = 2; // side (or invalid—should we care?)
- }
- useTile(tileindex, MATERIAL_FLAG_CRACK_OVERLAY, MATERIAL_FLAG_BACKFACE_CULLING);
- float size = BS / 2 * f->visual_scale;
- v3f vertices[4] = {
- v3f(-size, size, 0),
- v3f( size, size, 0),
- v3f( size, -size, 0),
- v3f(-size, -size, 0),
- };
- for (v3f &vertex : vertices) {
- switch (wall) {
- case DWM_YP:
- vertex.Y += -size + BS/2;
- vertex.rotateXZBy(-45);
- break;
- case DWM_YN:
- vertex.Y += size - BS/2;
- vertex.rotateXZBy(45);
- break;
- case DWM_XP:
- vertex.X += -size + BS/2;
- break;
- case DWM_XN:
- vertex.X += -size + BS/2;
- vertex.rotateXZBy(180);
- break;
- case DWM_ZP:
- vertex.X += -size + BS/2;
- vertex.rotateXZBy(90);
- break;
- case DWM_ZN:
- vertex.X += -size + BS/2;
- vertex.rotateXZBy(-90);
- }
- }
- drawQuad(vertices);
- }
- void MapblockMeshGenerator::drawSignlikeNode()
- {
- u8 wall = n.getWallMounted(nodedef);
- useTile(0, MATERIAL_FLAG_CRACK_OVERLAY, MATERIAL_FLAG_BACKFACE_CULLING);
- static const float offset = BS / 16;
- float size = BS / 2 * f->visual_scale;
- // Wall at X+ of node
- v3f vertices[4] = {
- v3f(BS / 2 - offset, size, size),
- v3f(BS / 2 - offset, size, -size),
- v3f(BS / 2 - offset, -size, -size),
- v3f(BS / 2 - offset, -size, size),
- };
- for (v3f &vertex : vertices) {
- switch (wall) {
- case DWM_YP:
- vertex.rotateXYBy( 90); break;
- case DWM_YN:
- vertex.rotateXYBy(-90); break;
- case DWM_XP:
- vertex.rotateXZBy( 0); break;
- case DWM_XN:
- vertex.rotateXZBy(180); break;
- case DWM_ZP:
- vertex.rotateXZBy( 90); break;
- case DWM_ZN:
- vertex.rotateXZBy(-90); break;
- }
- }
- drawQuad(vertices);
- }
- void MapblockMeshGenerator::drawPlantlikeQuad(float rotation, float quad_offset,
- bool offset_top_only)
- {
- v3f vertices[4] = {
- v3f(-scale, -BS / 2 + 2.0 * scale * plant_height, 0),
- v3f( scale, -BS / 2 + 2.0 * scale * plant_height, 0),
- v3f( scale, -BS / 2, 0),
- v3f(-scale, -BS / 2, 0),
- };
- if (random_offset_Y) {
- PseudoRandom yrng(face_num++ | p.X << 16 | p.Z << 8 | p.Y << 24);
- offset.Y = -BS * ((yrng.next() % 16 / 16.0) * 0.125);
- }
- int offset_count = offset_top_only ? 2 : 4;
- for (int i = 0; i < offset_count; i++)
- vertices[i].Z += quad_offset;
- for (v3f &vertex : vertices) {
- vertex.rotateXZBy(rotation + rotate_degree);
- vertex += offset;
- }
- u8 wall = n.getWallMounted(nodedef);
- if (wall != DWM_YN) {
- for (v3f &vertex : vertices) {
- switch (wall) {
- case DWM_YP:
- vertex.rotateYZBy(180);
- vertex.rotateXZBy(180);
- break;
- case DWM_XP:
- vertex.rotateXYBy(90);
- break;
- case DWM_XN:
- vertex.rotateXYBy(-90);
- vertex.rotateYZBy(180);
- break;
- case DWM_ZP:
- vertex.rotateYZBy(-90);
- vertex.rotateXYBy(90);
- break;
- case DWM_ZN:
- vertex.rotateYZBy(90);
- vertex.rotateXYBy(90);
- break;
- }
- }
- }
- drawQuad(vertices, v3s16(0, 0, 0), plant_height);
- }
- void MapblockMeshGenerator::drawPlantlike(bool is_rooted)
- {
- draw_style = PLANT_STYLE_CROSS;
- scale = BS / 2 * f->visual_scale;
- offset = v3f(0, 0, 0);
- rotate_degree = 0.0f;
- random_offset_Y = false;
- face_num = 0;
- plant_height = 1.0;
- switch (f->param_type_2) {
- case CPT2_MESHOPTIONS:
- draw_style = PlantlikeStyle(n.param2 & MO_MASK_STYLE);
- if (n.param2 & MO_BIT_SCALE_SQRT2)
- scale *= 1.41421;
- if (n.param2 & MO_BIT_RANDOM_OFFSET) {
- PseudoRandom rng(p.X << 8 | p.Z | p.Y << 16);
- offset.X = BS * ((rng.next() % 16 / 16.0) * 0.29 - 0.145);
- offset.Z = BS * ((rng.next() % 16 / 16.0) * 0.29 - 0.145);
- }
- if (n.param2 & MO_BIT_RANDOM_OFFSET_Y)
- random_offset_Y = true;
- break;
- case CPT2_DEGROTATE:
- case CPT2_COLORED_DEGROTATE:
- rotate_degree = 1.5f * n.getDegRotate(nodedef);
- break;
- case CPT2_LEVELED:
- plant_height = n.param2 / 16.0;
- break;
- default:
- break;
- }
- if (is_rooted) {
- u8 wall = n.getWallMounted(nodedef);
- switch (wall) {
- case DWM_YP:
- offset.Y += BS*2;
- break;
- case DWM_XN:
- case DWM_XP:
- case DWM_ZN:
- case DWM_ZP:
- offset.X += -BS;
- offset.Y += BS;
- break;
- }
- }
- switch (draw_style) {
- case PLANT_STYLE_CROSS:
- drawPlantlikeQuad(46);
- drawPlantlikeQuad(-44);
- break;
- case PLANT_STYLE_CROSS2:
- drawPlantlikeQuad(91);
- drawPlantlikeQuad(1);
- break;
- case PLANT_STYLE_STAR:
- drawPlantlikeQuad(121);
- drawPlantlikeQuad(241);
- drawPlantlikeQuad(1);
- break;
- case PLANT_STYLE_HASH:
- drawPlantlikeQuad( 1, BS / 4);
- drawPlantlikeQuad( 91, BS / 4);
- drawPlantlikeQuad(181, BS / 4);
- drawPlantlikeQuad(271, BS / 4);
- break;
- case PLANT_STYLE_HASH2:
- drawPlantlikeQuad( 1, -BS / 2, true);
- drawPlantlikeQuad( 91, -BS / 2, true);
- drawPlantlikeQuad(181, -BS / 2, true);
- drawPlantlikeQuad(271, -BS / 2, true);
- break;
- }
- }
- void MapblockMeshGenerator::drawPlantlikeNode()
- {
- useTile();
- drawPlantlike();
- }
- void MapblockMeshGenerator::drawPlantlikeRootedNode()
- {
- drawSolidNode();
- useTile(0, MATERIAL_FLAG_CRACK_OVERLAY, 0, true);
- origin += v3f(0.0, BS, 0.0);
- p.Y++;
- if (data->m_smooth_lighting) {
- getSmoothLightFrame();
- } else {
- MapNode ntop = data->m_vmanip.getNodeNoEx(blockpos_nodes + p);
- light = LightPair(getInteriorLight(ntop, 0, nodedef));
- }
- drawPlantlike(true);
- p.Y--;
- }
- void MapblockMeshGenerator::drawFirelikeQuad(float rotation, float opening_angle,
- float offset_h, float offset_v)
- {
- v3f vertices[4] = {
- v3f(-scale, -BS / 2 + scale * 2, 0),
- v3f( scale, -BS / 2 + scale * 2, 0),
- v3f( scale, -BS / 2, 0),
- v3f(-scale, -BS / 2, 0),
- };
- for (v3f &vertex : vertices) {
- vertex.rotateYZBy(opening_angle);
- vertex.Z += offset_h;
- vertex.rotateXZBy(rotation);
- vertex.Y += offset_v;
- }
- drawQuad(vertices);
- }
- void MapblockMeshGenerator::drawFirelikeNode()
- {
- useTile();
- scale = BS / 2 * f->visual_scale;
- // Check for adjacent nodes
- bool neighbors = false;
- bool neighbor[6] = {0, 0, 0, 0, 0, 0};
- content_t current = n.getContent();
- for (int i = 0; i < 6; i++) {
- v3s16 n2p = blockpos_nodes + p + g_6dirs[i];
- MapNode n2 = data->m_vmanip.getNodeNoEx(n2p);
- content_t n2c = n2.getContent();
- if (n2c != CONTENT_IGNORE && n2c != CONTENT_AIR && n2c != current) {
- neighbor[i] = true;
- neighbors = true;
- }
- }
- bool drawBasicFire = neighbor[D6D_YN] || !neighbors;
- bool drawBottomFire = neighbor[D6D_YP];
- if (drawBasicFire || neighbor[D6D_ZP])
- drawFirelikeQuad(0, -10, 0.4 * BS);
- else if (drawBottomFire)
- drawFirelikeQuad(0, 70, 0.47 * BS, 0.484 * BS);
- if (drawBasicFire || neighbor[D6D_XN])
- drawFirelikeQuad(90, -10, 0.4 * BS);
- else if (drawBottomFire)
- drawFirelikeQuad(90, 70, 0.47 * BS, 0.484 * BS);
- if (drawBasicFire || neighbor[D6D_ZN])
- drawFirelikeQuad(180, -10, 0.4 * BS);
- else if (drawBottomFire)
- drawFirelikeQuad(180, 70, 0.47 * BS, 0.484 * BS);
- if (drawBasicFire || neighbor[D6D_XP])
- drawFirelikeQuad(270, -10, 0.4 * BS);
- else if (drawBottomFire)
- drawFirelikeQuad(270, 70, 0.47 * BS, 0.484 * BS);
- if (drawBasicFire) {
- drawFirelikeQuad(45, 0, 0.0);
- drawFirelikeQuad(-45, 0, 0.0);
- }
- }
- void MapblockMeshGenerator::drawFencelikeNode()
- {
- useTile(0, 0, 0);
- TileSpec tile_nocrack = tile;
- for (auto &layer : tile_nocrack.layers)
- layer.material_flags &= ~MATERIAL_FLAG_CRACK;
- // Put wood the right way around in the posts
- TileSpec tile_rot = tile;
- tile_rot.rotation = TileRotation::R90;
- static const f32 post_rad = BS / 8;
- static const f32 bar_rad = BS / 16;
- static const f32 bar_len = BS / 2 - post_rad;
- // The post - always present
- static const aabb3f post(-post_rad, -BS / 2, -post_rad,
- post_rad, BS / 2, post_rad);
- static const f32 postuv[24] = {
- 0.375, 0.375, 0.625, 0.625,
- 0.375, 0.375, 0.625, 0.625,
- 0.000, 0.000, 0.250, 1.000,
- 0.250, 0.000, 0.500, 1.000,
- 0.500, 0.000, 0.750, 1.000,
- 0.750, 0.000, 1.000, 1.000,
- };
- tile = tile_rot;
- drawAutoLightedCuboid(post, postuv);
- tile = tile_nocrack;
- // 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) {
- static const aabb3f bar_x1(BS / 2 - bar_len, BS / 4 - bar_rad, -bar_rad,
- BS / 2 + bar_len, BS / 4 + bar_rad, bar_rad);
- static const aabb3f bar_x2(BS / 2 - bar_len, -BS / 4 - bar_rad, -bar_rad,
- BS / 2 + bar_len, -BS / 4 + bar_rad, bar_rad);
- static const f32 xrailuv[24] = {
- 0.000, 0.125, 1.000, 0.250,
- 0.000, 0.250, 1.000, 0.375,
- 0.375, 0.375, 0.500, 0.500,
- 0.625, 0.625, 0.750, 0.750,
- 0.000, 0.500, 1.000, 0.625,
- 0.000, 0.875, 1.000, 1.000,
- };
- drawAutoLightedCuboid(bar_x1, xrailuv);
- drawAutoLightedCuboid(bar_x2, 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) {
- static const aabb3f bar_z1(-bar_rad, BS / 4 - bar_rad, BS / 2 - bar_len,
- bar_rad, BS / 4 + bar_rad, BS / 2 + bar_len);
- static const aabb3f bar_z2(-bar_rad, -BS / 4 - bar_rad, BS / 2 - bar_len,
- bar_rad, -BS / 4 + bar_rad, BS / 2 + bar_len);
- static const f32 zrailuv[24] = {
- 0.1875, 0.0625, 0.3125, 0.3125, // cannot rotate; stretch
- 0.2500, 0.0625, 0.3750, 0.3125, // for wood texture instead
- 0.0000, 0.5625, 1.0000, 0.6875,
- 0.0000, 0.3750, 1.0000, 0.5000,
- 0.3750, 0.3750, 0.5000, 0.5000,
- 0.6250, 0.6250, 0.7500, 0.7500,
- };
- drawAutoLightedCuboid(bar_z1, zrailuv);
- drawAutoLightedCuboid(bar_z2, zrailuv);
- }
- }
- bool MapblockMeshGenerator::isSameRail(v3s16 dir)
- {
- MapNode node2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p + dir);
- if (node2.getContent() == n.getContent())
- return true;
- const ContentFeatures &def2 = nodedef->get(node2);
- return ((def2.drawtype == NDT_RAILLIKE) &&
- (def2.getGroup(raillike_groupname) == raillike_group));
- }
- namespace {
- static const v3s16 rail_direction[4] = {
- v3s16( 0, 0, 1),
- v3s16( 0, 0, -1),
- v3s16(-1, 0, 0),
- v3s16( 1, 0, 0),
- };
- static const int rail_slope_angle[4] = {0, 180, 90, -90};
- enum RailTile {
- straight,
- curved,
- junction,
- cross,
- };
- struct RailDesc {
- int tile_index;
- int angle;
- };
- static const RailDesc rail_kinds[16] = {
- // +x -x -z +z
- //-------------
- {straight, 0}, // . . . .
- {straight, 0}, // . . . +Z
- {straight, 0}, // . . -Z .
- {straight, 0}, // . . -Z +Z
- {straight, 90}, // . -X . .
- { curved, 180}, // . -X . +Z
- { curved, 270}, // . -X -Z .
- {junction, 180}, // . -X -Z +Z
- {straight, 90}, // +X . . .
- { curved, 90}, // +X . . +Z
- { curved, 0}, // +X . -Z .
- {junction, 0}, // +X . -Z +Z
- {straight, 90}, // +X -X . .
- {junction, 90}, // +X -X . +Z
- {junction, 270}, // +X -X -Z .
- { cross, 0}, // +X -X -Z +Z
- };
- }
- void MapblockMeshGenerator::drawRaillikeNode()
- {
- raillike_group = nodedef->get(n).getGroup(raillike_groupname);
- int code = 0;
- int angle;
- int tile_index;
- bool sloped = false;
- for (int dir = 0; dir < 4; dir++) {
- bool rail_above = isSameRail(rail_direction[dir] + v3s16(0, 1, 0));
- if (rail_above) {
- sloped = true;
- angle = rail_slope_angle[dir];
- }
- if (rail_above ||
- isSameRail(rail_direction[dir]) ||
- isSameRail(rail_direction[dir] + v3s16(0, -1, 0)))
- code |= 1 << dir;
- }
- if (sloped) {
- tile_index = straight;
- } else {
- tile_index = rail_kinds[code].tile_index;
- angle = rail_kinds[code].angle;
- }
- useTile(tile_index, MATERIAL_FLAG_CRACK_OVERLAY, MATERIAL_FLAG_BACKFACE_CULLING);
- static const float offset = BS / 64;
- static const float size = BS / 2;
- float y2 = sloped ? size : -size;
- v3f vertices[4] = {
- v3f(-size, y2 + offset, size),
- v3f( size, y2 + offset, size),
- v3f( size, -size + offset, -size),
- v3f(-size, -size + offset, -size),
- };
- if (angle)
- for (v3f &vertex : vertices)
- vertex.rotateXZBy(angle);
- drawQuad(vertices);
- }
- namespace {
- static const v3s16 nodebox_tile_dirs[6] = {
- v3s16(0, 1, 0),
- v3s16(0, -1, 0),
- v3s16(1, 0, 0),
- v3s16(-1, 0, 0),
- v3s16(0, 0, 1),
- v3s16(0, 0, -1)
- };
- // we have this order for some reason...
- static const v3s16 nodebox_connection_dirs[6] = {
- v3s16( 0, 1, 0), // top
- v3s16( 0, -1, 0), // bottom
- v3s16( 0, 0, -1), // front
- v3s16(-1, 0, 0), // left
- v3s16( 0, 0, 1), // back
- v3s16( 1, 0, 0), // right
- };
- }
- void MapblockMeshGenerator::drawNodeboxNode()
- {
- TileSpec tiles[6];
- for (int face = 0; face < 6; face++) {
- // Handles facedir rotation for textures
- getTile(nodebox_tile_dirs[face], &tiles[face]);
- }
- bool param2_is_rotation =
- f->param_type_2 == CPT2_COLORED_FACEDIR ||
- f->param_type_2 == CPT2_COLORED_WALLMOUNTED ||
- f->param_type_2 == CPT2_FACEDIR ||
- f->param_type_2 == CPT2_WALLMOUNTED;
- bool param2_is_level =
- f->param_type_2 == CPT2_LEVELED;
- // locate possible neighboring nodes to connect to
- u8 neighbors_set = 0;
- u8 solid_neighbors = 0;
- u8 sametype_neighbors = 0;
- for (int dir = 0; dir != 6; dir++) {
- u8 flag = 1 << dir;
- v3s16 p2 = blockpos_nodes + p + nodebox_tile_dirs[dir];
- MapNode n2 = data->m_vmanip.getNodeNoEx(p2);
- // mark neighbors that are the same node type
- // and have the same rotation or higher level stored as param2
- if (n2.param0 == n.param0 &&
- (!param2_is_rotation || n.param2 == n2.param2) &&
- (!param2_is_level || n.param2 <= n2.param2))
- sametype_neighbors |= flag;
- // mark neighbors that are simple solid blocks
- if (nodedef->get(n2).drawtype == NDT_NORMAL)
- solid_neighbors |= flag;
- if (f->node_box.type == NODEBOX_CONNECTED) {
- p2 = blockpos_nodes + p + nodebox_connection_dirs[dir];
- n2 = data->m_vmanip.getNodeNoEx(p2);
- if (nodedef->nodeboxConnects(n, n2, flag))
- neighbors_set |= flag;
- }
- }
- std::vector<aabb3f> boxes;
- n.getNodeBoxes(nodedef, &boxes, neighbors_set);
- bool isTransparent = false;
- for (const TileSpec &tile : tiles) {
- if (tile.layers[0].isTransparent()) {
- isTransparent = true;
- break;
- }
- }
- if (isTransparent) {
- std::vector<float> sections;
- // Preallocate 8 default splits + Min&Max for each nodebox
- sections.reserve(8 + 2 * boxes.size());
- for (int axis = 0; axis < 3; axis++) {
- // identify sections
- if (axis == 0) {
- // Default split at node bounds, up to 3 nodes in each direction
- for (float s = -3.5f * BS; s < 4.0f * BS; s += 1.0f * BS)
- sections.push_back(s);
- }
- else {
- // Avoid readding the same 8 default splits for Y and Z
- sections.resize(8);
- }
- // Add edges of existing node boxes, rounded to 1E-3
- for (size_t i = 0; i < boxes.size(); i++) {
- sections.push_back(std::floor(boxes[i].MinEdge[axis] * 1E3) * 1E-3);
- sections.push_back(std::floor(boxes[i].MaxEdge[axis] * 1E3) * 1E-3);
- }
- // split the boxes at recorded sections
- // limit splits to avoid runaway crash if inner loop adds infinite splits
- // due to e.g. precision problems.
- // 100 is just an arbitrary, reasonably high number.
- for (size_t i = 0; i < boxes.size() && i < 100; i++) {
- aabb3f *box = &boxes[i];
- for (float section : sections) {
- if (box->MinEdge[axis] < section && box->MaxEdge[axis] > section) {
- aabb3f copy(*box);
- copy.MinEdge[axis] = section;
- box->MaxEdge[axis] = section;
- boxes.push_back(copy);
- box = &boxes[i]; // find new address of the box in case of reallocation
- }
- }
- }
- }
- }
- for (auto &box : boxes) {
- u8 mask = getNodeBoxMask(box, solid_neighbors, sametype_neighbors);
- drawAutoLightedCuboid(box, nullptr, tiles, 6, mask);
- }
- }
- void MapblockMeshGenerator::drawMeshNode()
- {
- u8 facedir = 0;
- scene::IMesh* mesh;
- bool private_mesh; // as a grab/drop pair is not thread-safe
- int degrotate = 0;
- if (f->param_type_2 == CPT2_FACEDIR ||
- f->param_type_2 == CPT2_COLORED_FACEDIR ||
- f->param_type_2 == CPT2_4DIR ||
- f->param_type_2 == CPT2_COLORED_4DIR) {
- facedir = n.getFaceDir(nodedef);
- } else if (f->param_type_2 == CPT2_WALLMOUNTED ||
- f->param_type_2 == CPT2_COLORED_WALLMOUNTED) {
- // Convert wallmounted to 6dfacedir.
- // When cache enabled, it is already converted.
- facedir = n.getWallMounted(nodedef);
- if (!enable_mesh_cache)
- facedir = wallmounted_to_facedir[facedir];
- } else if (f->param_type_2 == CPT2_DEGROTATE ||
- f->param_type_2 == CPT2_COLORED_DEGROTATE) {
- degrotate = n.getDegRotate(nodedef);
- }
- if (!data->m_smooth_lighting && f->mesh_ptr[facedir] && !degrotate) {
- // use cached meshes
- private_mesh = false;
- mesh = f->mesh_ptr[facedir];
- } else if (f->mesh_ptr[0]) {
- // no cache, clone and rotate mesh
- private_mesh = true;
- mesh = cloneMesh(f->mesh_ptr[0]);
- if (facedir)
- rotateMeshBy6dFacedir(mesh, facedir);
- else if (degrotate)
- rotateMeshXZby(mesh, 1.5f * degrotate);
- recalculateBoundingBox(mesh);
- meshmanip->recalculateNormals(mesh, true, false);
- } else
- return;
- int mesh_buffer_count = mesh->getMeshBufferCount();
- for (int j = 0; j < mesh_buffer_count; j++) {
- useTile(j);
- scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
- video::S3DVertex *vertices = (video::S3DVertex *)buf->getVertices();
- int vertex_count = buf->getVertexCount();
- if (data->m_smooth_lighting) {
- // Mesh is always private here. So the lighting is applied to each
- // vertex right here.
- for (int k = 0; k < vertex_count; k++) {
- video::S3DVertex &vertex = vertices[k];
- vertex.Color = blendLightColor(vertex.Pos, vertex.Normal);
- vertex.Pos += origin;
- }
- collector->append(tile, vertices, vertex_count,
- buf->getIndices(), buf->getIndexCount());
- } else {
- // Don't modify the mesh, it may not be private here.
- // Instead, let the collector process colors, etc.
- collector->append(tile, vertices, vertex_count,
- buf->getIndices(), buf->getIndexCount(), origin,
- color, f->light_source);
- }
- }
- if (private_mesh)
- mesh->drop();
- }
- // also called when the drawtype is known but should have been pre-converted
- void MapblockMeshGenerator::errorUnknownDrawtype()
- {
- infostream << "Got drawtype " << f->drawtype << std::endl;
- FATAL_ERROR("Unknown drawtype");
- }
- void MapblockMeshGenerator::drawNode()
- {
- switch (f->drawtype) {
- case NDT_AIRLIKE: // Not drawn at all
- return;
- case NDT_LIQUID:
- case NDT_NORMAL: // solid nodes don’t need the usual setup
- drawSolidNode();
- return;
- default:
- break;
- }
- origin = intToFloat(p, BS);
- if (data->m_smooth_lighting)
- getSmoothLightFrame();
- else
- light = LightPair(getInteriorLight(n, 0, nodedef));
- switch (f->drawtype) {
- case NDT_FLOWINGLIQUID: drawLiquidNode(); break;
- case NDT_GLASSLIKE: drawGlasslikeNode(); break;
- case NDT_GLASSLIKE_FRAMED: drawGlasslikeFramedNode(); break;
- case NDT_ALLFACES: drawAllfacesNode(); break;
- case NDT_TORCHLIKE: drawTorchlikeNode(); break;
- case NDT_SIGNLIKE: drawSignlikeNode(); break;
- case NDT_PLANTLIKE: drawPlantlikeNode(); break;
- case NDT_PLANTLIKE_ROOTED: drawPlantlikeRootedNode(); break;
- case NDT_FIRELIKE: drawFirelikeNode(); break;
- case NDT_FENCELIKE: drawFencelikeNode(); break;
- case NDT_RAILLIKE: drawRaillikeNode(); break;
- case NDT_NODEBOX: drawNodeboxNode(); break;
- case NDT_MESH: drawMeshNode(); break;
- default: errorUnknownDrawtype(); break;
- }
- }
- /*
- TODO: Fix alpha blending for special nodes
- Currently only the last element rendered is blended correct
- */
- void MapblockMeshGenerator::generate()
- {
- for (p.Z = 0; p.Z < data->side_length; p.Z++)
- for (p.Y = 0; p.Y < data->side_length; p.Y++)
- for (p.X = 0; p.X < data->side_length; p.X++) {
- n = data->m_vmanip.getNodeNoEx(blockpos_nodes + p);
- f = &nodedef->get(n);
- drawNode();
- }
- }
- void MapblockMeshGenerator::renderSingle(content_t node, u8 param2)
- {
- p = {0, 0, 0};
- n = MapNode(node, 0xff, param2);
- f = &nodedef->get(n);
- drawNode();
- }
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