Added glass, with rendering and furnace support.
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59c4a342a9
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@ -118,6 +118,10 @@ bool MaterialItem::isCookable()
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{
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return true;
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}
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else if(m_content == CONTENT_SAND)
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{
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return true;
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}
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return false;
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}
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@ -131,6 +135,10 @@ InventoryItem *MaterialItem::createCookResult()
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{
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return new MaterialItem(CONTENT_STONE, 1);
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}
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else if(m_content == CONTENT_SAND)
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{
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return new MaterialItem(CONTENT_GLASS, 1);
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}
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return NULL;
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}
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@ -901,6 +901,17 @@ scene::SMesh* makeMapBlockMesh(MeshMakeData *data)
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g_texturesource->getTextureId("leaves.png"));
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material_leaves1.setTexture(0, pa_leaves1.atlas);
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// Glass material
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video::SMaterial material_glass;
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material_glass.setFlag(video::EMF_LIGHTING, false);
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material_glass.setFlag(video::EMF_BILINEAR_FILTER, false);
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material_glass.setFlag(video::EMF_FOG_ENABLE, true);
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material_glass.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
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AtlasPointer pa_glass = g_texturesource->getTexture(
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g_texturesource->getTextureId("glass.png"));
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material_glass.setTexture(0, pa_glass.atlas);
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for(s16 z=0; z<MAP_BLOCKSIZE; z++)
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for(s16 y=0; y<MAP_BLOCKSIZE; y++)
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for(s16 x=0; x<MAP_BLOCKSIZE; x++)
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@ -1406,6 +1417,72 @@ scene::SMesh* makeMapBlockMesh(MeshMakeData *data)
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collector.append(material_leaves1, vertices, 4, indices, 6);
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}
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}
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/*
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Add glass
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*/
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else if(n.d == CONTENT_GLASS)
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{
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u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio)));
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video::SColor c(255,l,l,l);
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for(u32 j=0; j<6; j++)
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{
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video::S3DVertex vertices[4] =
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{
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video::S3DVertex(-BS/2,-BS/2,BS/2, 0,0,0, c,
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pa_glass.x0(), pa_glass.y1()),
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video::S3DVertex(BS/2,-BS/2,BS/2, 0,0,0, c,
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pa_glass.x1(), pa_glass.y1()),
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video::S3DVertex(BS/2,BS/2,BS/2, 0,0,0, c,
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pa_glass.x1(), pa_glass.y0()),
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video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c,
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pa_glass.x0(), pa_glass.y0()),
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};
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if(j == 0)
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{
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for(u16 i=0; i<4; i++)
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vertices[i].Pos.rotateXZBy(0);
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}
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else if(j == 1)
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{
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for(u16 i=0; i<4; i++)
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vertices[i].Pos.rotateXZBy(180);
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}
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else if(j == 2)
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{
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for(u16 i=0; i<4; i++)
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vertices[i].Pos.rotateXZBy(-90);
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}
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else if(j == 3)
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{
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for(u16 i=0; i<4; i++)
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vertices[i].Pos.rotateXZBy(90);
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}
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else if(j == 4)
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{
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for(u16 i=0; i<4; i++)
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vertices[i].Pos.rotateYZBy(-90);
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}
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else if(j == 5)
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{
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for(u16 i=0; i<4; i++)
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vertices[i].Pos.rotateYZBy(90);
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}
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for(u16 i=0; i<4; i++)
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{
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vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
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}
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u16 indices[] = {0,1,2,2,3,0};
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// Add to mesh collector
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collector.append(material_glass, vertices, 4, indices, 6);
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}
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}
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}
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/*
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@ -205,6 +205,16 @@ void init_mapnode()
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}
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f->dug_item = std::string("MaterialItem ")+itos(i)+" 1";
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i = CONTENT_GLASS;
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f = &g_content_features[i];
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f->light_propagates = true;
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f->param_type = CPT_LIGHT;
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f->is_ground_content = true;
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f->dug_item = std::string("MaterialItem ")+itos(i)+" 1";
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f->solidness = 0; // drawn separately, makes no faces
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f->setInventoryTextureCube("glass.png", "glass.png", "glass.png");
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// Deprecated
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i = CONTENT_COALSTONE;
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f = &g_content_features[i];
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@ -99,6 +99,7 @@ void init_content_inventory_texture_paths();
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//#define CONTENT_WORKBENCH 17
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#define CONTENT_COBBLE 18
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#define CONTENT_STEEL 19
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#define CONTENT_GLASS 20
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/*
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Content feature list
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@ -72,6 +72,7 @@ void initializeMaterialProperties()
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setWoodLikeDiggingProperties(CONTENT_TREE, 1.0);
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setWoodLikeDiggingProperties(CONTENT_LEAVES, 0.15);
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setWoodLikeDiggingProperties(CONTENT_GLASS, 0.15);
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setWoodLikeDiggingProperties(CONTENT_WOOD, 0.75);
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setWoodLikeDiggingProperties(CONTENT_CHEST, 1.0);
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@ -3984,6 +3984,7 @@ void setCreativeInventory(Player *player)
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CONTENT_SAND,
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CONTENT_TREE,
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CONTENT_LEAVES,
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CONTENT_GLASS,
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CONTENT_MESE,
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CONTENT_WATERSOURCE,
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CONTENT_CLOUD,
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@ -476,6 +476,7 @@ void TextureSource::buildMainAtlas()
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sourcelist.push_back("tree_top.png");
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sourcelist.push_back("water.png");
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sourcelist.push_back("leaves.png");
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sourcelist.push_back("glass.png");
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sourcelist.push_back("mud.png^grass_side.png");
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sourcelist.push_back("cobble.png");
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