get liquid sources displaying again
This commit is contained in:
parent
fa77f8bbf6
commit
8c3aeeb970
|
@ -227,136 +227,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
|
|||
/*
|
||||
Add torches to mesh
|
||||
*/
|
||||
switch (n.getContent()) {
|
||||
case CONTENT_TORCH:
|
||||
{
|
||||
v3s16 dir = unpackDir(n.param2);
|
||||
|
||||
const char *texturename = "torch.png";
|
||||
if(dir == v3s16(0,-1,0)){
|
||||
texturename = "torch_on_floor.png";
|
||||
} else if(dir == v3s16(0,1,0)){
|
||||
texturename = "torch_on_ceiling.png";
|
||||
// For backwards compatibility
|
||||
} else if(dir == v3s16(0,0,0)){
|
||||
texturename = "torch_on_floor.png";
|
||||
} else {
|
||||
texturename = "torch.png";
|
||||
}
|
||||
|
||||
AtlasPointer ap = g_texturesource->getTexture(texturename);
|
||||
|
||||
// Set material
|
||||
video::SMaterial material;
|
||||
material.setFlag(video::EMF_LIGHTING, false);
|
||||
material.setFlag(video::EMF_BACK_FACE_CULLING, false);
|
||||
material.setFlag(video::EMF_BILINEAR_FILTER, false);
|
||||
material.setFlag(video::EMF_FOG_ENABLE, true);
|
||||
//material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
|
||||
material.MaterialType
|
||||
= video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
|
||||
material.setTexture(0, ap.atlas);
|
||||
|
||||
video::SColor c(255,255,255,255);
|
||||
|
||||
// Wall at X+ of node
|
||||
video::S3DVertex vertices[4] =
|
||||
{
|
||||
video::S3DVertex(-BS/2,-BS/2,0, 0,0,0, c,
|
||||
ap.x0(), ap.y1()),
|
||||
video::S3DVertex(BS/2,-BS/2,0, 0,0,0, c,
|
||||
ap.x1(), ap.y1()),
|
||||
video::S3DVertex(BS/2,BS/2,0, 0,0,0, c,
|
||||
ap.x1(), ap.y0()),
|
||||
video::S3DVertex(-BS/2,BS/2,0, 0,0,0, c,
|
||||
ap.x0(), ap.y0()),
|
||||
};
|
||||
|
||||
for(s32 i=0; i<4; i++)
|
||||
{
|
||||
if(dir == v3s16(1,0,0))
|
||||
vertices[i].Pos.rotateXZBy(0);
|
||||
if(dir == v3s16(-1,0,0))
|
||||
vertices[i].Pos.rotateXZBy(180);
|
||||
if(dir == v3s16(0,0,1))
|
||||
vertices[i].Pos.rotateXZBy(90);
|
||||
if(dir == v3s16(0,0,-1))
|
||||
vertices[i].Pos.rotateXZBy(-90);
|
||||
if(dir == v3s16(0,-1,0))
|
||||
vertices[i].Pos.rotateXZBy(45);
|
||||
if(dir == v3s16(0,1,0))
|
||||
vertices[i].Pos.rotateXZBy(-45);
|
||||
|
||||
vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
|
||||
}
|
||||
|
||||
u16 indices[] = {0,1,2,2,3,0};
|
||||
// Add to mesh collector
|
||||
collector.append(material, vertices, 4, indices, 6);
|
||||
}
|
||||
/*
|
||||
Signs on walls
|
||||
*/
|
||||
break;
|
||||
case CONTENT_SIGN_WALL:
|
||||
{
|
||||
AtlasPointer ap = g_texturesource->getTexture("sign_wall.png");
|
||||
|
||||
// Set material
|
||||
video::SMaterial material;
|
||||
material.setFlag(video::EMF_LIGHTING, false);
|
||||
material.setFlag(video::EMF_BACK_FACE_CULLING, false);
|
||||
material.setFlag(video::EMF_BILINEAR_FILTER, false);
|
||||
material.setFlag(video::EMF_FOG_ENABLE, true);
|
||||
material.MaterialType
|
||||
= video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
|
||||
material.setTexture(0, ap.atlas);
|
||||
|
||||
u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio));
|
||||
video::SColor c = MapBlock_LightColor(255, l);
|
||||
|
||||
float d = (float)BS/16;
|
||||
// Wall at X+ of node
|
||||
video::S3DVertex vertices[4] =
|
||||
{
|
||||
video::S3DVertex(BS/2-d,-BS/2,-BS/2, 0,0,0, c,
|
||||
ap.x0(), ap.y1()),
|
||||
video::S3DVertex(BS/2-d,-BS/2,BS/2, 0,0,0, c,
|
||||
ap.x1(), ap.y1()),
|
||||
video::S3DVertex(BS/2-d,BS/2,BS/2, 0,0,0, c,
|
||||
ap.x1(), ap.y0()),
|
||||
video::S3DVertex(BS/2-d,BS/2,-BS/2, 0,0,0, c,
|
||||
ap.x0(), ap.y0()),
|
||||
};
|
||||
|
||||
v3s16 dir = unpackDir(n.param2);
|
||||
|
||||
for(s32 i=0; i<4; i++)
|
||||
{
|
||||
if(dir == v3s16(1,0,0))
|
||||
vertices[i].Pos.rotateXZBy(0);
|
||||
if(dir == v3s16(-1,0,0))
|
||||
vertices[i].Pos.rotateXZBy(180);
|
||||
if(dir == v3s16(0,0,1))
|
||||
vertices[i].Pos.rotateXZBy(90);
|
||||
if(dir == v3s16(0,0,-1))
|
||||
vertices[i].Pos.rotateXZBy(-90);
|
||||
if(dir == v3s16(0,-1,0))
|
||||
vertices[i].Pos.rotateXYBy(-90);
|
||||
if(dir == v3s16(0,1,0))
|
||||
vertices[i].Pos.rotateXYBy(90);
|
||||
|
||||
vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
|
||||
}
|
||||
|
||||
u16 indices[] = {0,1,2,2,3,0};
|
||||
// Add to mesh collector
|
||||
collector.append(material, vertices, 4, indices, 6);
|
||||
}
|
||||
/*
|
||||
Add flowing liquid to mesh
|
||||
*/
|
||||
break;
|
||||
switch (content_features(n).liquid_type) {
|
||||
case LIQUID_FLOWING:
|
||||
{
|
||||
assert(content_features(n).special_material);
|
||||
|
@ -683,6 +554,138 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
|
|||
// Add to mesh collector
|
||||
collector.append(liquid_material, vertices, 4, indices, 6);
|
||||
}
|
||||
break;
|
||||
case LIQUID_NONE:
|
||||
switch (n.getContent()) {
|
||||
case CONTENT_TORCH:
|
||||
{
|
||||
v3s16 dir = unpackDir(n.param2);
|
||||
|
||||
const char *texturename = "torch.png";
|
||||
if(dir == v3s16(0,-1,0)){
|
||||
texturename = "torch_on_floor.png";
|
||||
} else if(dir == v3s16(0,1,0)){
|
||||
texturename = "torch_on_ceiling.png";
|
||||
// For backwards compatibility
|
||||
} else if(dir == v3s16(0,0,0)){
|
||||
texturename = "torch_on_floor.png";
|
||||
} else {
|
||||
texturename = "torch.png";
|
||||
}
|
||||
|
||||
AtlasPointer ap = g_texturesource->getTexture(texturename);
|
||||
|
||||
// Set material
|
||||
video::SMaterial material;
|
||||
material.setFlag(video::EMF_LIGHTING, false);
|
||||
material.setFlag(video::EMF_BACK_FACE_CULLING, false);
|
||||
material.setFlag(video::EMF_BILINEAR_FILTER, false);
|
||||
material.setFlag(video::EMF_FOG_ENABLE, true);
|
||||
//material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
|
||||
material.MaterialType
|
||||
= video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
|
||||
material.setTexture(0, ap.atlas);
|
||||
|
||||
video::SColor c(255,255,255,255);
|
||||
|
||||
// Wall at X+ of node
|
||||
video::S3DVertex vertices[4] =
|
||||
{
|
||||
video::S3DVertex(-BS/2,-BS/2,0, 0,0,0, c,
|
||||
ap.x0(), ap.y1()),
|
||||
video::S3DVertex(BS/2,-BS/2,0, 0,0,0, c,
|
||||
ap.x1(), ap.y1()),
|
||||
video::S3DVertex(BS/2,BS/2,0, 0,0,0, c,
|
||||
ap.x1(), ap.y0()),
|
||||
video::S3DVertex(-BS/2,BS/2,0, 0,0,0, c,
|
||||
ap.x0(), ap.y0()),
|
||||
};
|
||||
|
||||
for(s32 i=0; i<4; i++)
|
||||
{
|
||||
if(dir == v3s16(1,0,0))
|
||||
vertices[i].Pos.rotateXZBy(0);
|
||||
if(dir == v3s16(-1,0,0))
|
||||
vertices[i].Pos.rotateXZBy(180);
|
||||
if(dir == v3s16(0,0,1))
|
||||
vertices[i].Pos.rotateXZBy(90);
|
||||
if(dir == v3s16(0,0,-1))
|
||||
vertices[i].Pos.rotateXZBy(-90);
|
||||
if(dir == v3s16(0,-1,0))
|
||||
vertices[i].Pos.rotateXZBy(45);
|
||||
if(dir == v3s16(0,1,0))
|
||||
vertices[i].Pos.rotateXZBy(-45);
|
||||
|
||||
vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
|
||||
}
|
||||
|
||||
u16 indices[] = {0,1,2,2,3,0};
|
||||
// Add to mesh collector
|
||||
collector.append(material, vertices, 4, indices, 6);
|
||||
}
|
||||
/*
|
||||
Signs on walls
|
||||
*/
|
||||
break;
|
||||
case CONTENT_SIGN_WALL:
|
||||
{
|
||||
AtlasPointer ap = g_texturesource->getTexture("sign_wall.png");
|
||||
|
||||
// Set material
|
||||
video::SMaterial material;
|
||||
material.setFlag(video::EMF_LIGHTING, false);
|
||||
material.setFlag(video::EMF_BACK_FACE_CULLING, false);
|
||||
material.setFlag(video::EMF_BILINEAR_FILTER, false);
|
||||
material.setFlag(video::EMF_FOG_ENABLE, true);
|
||||
material.MaterialType
|
||||
= video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
|
||||
material.setTexture(0, ap.atlas);
|
||||
|
||||
u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio));
|
||||
video::SColor c = MapBlock_LightColor(255, l);
|
||||
|
||||
float d = (float)BS/16;
|
||||
// Wall at X+ of node
|
||||
video::S3DVertex vertices[4] =
|
||||
{
|
||||
video::S3DVertex(BS/2-d,-BS/2,-BS/2, 0,0,0, c,
|
||||
ap.x0(), ap.y1()),
|
||||
video::S3DVertex(BS/2-d,-BS/2,BS/2, 0,0,0, c,
|
||||
ap.x1(), ap.y1()),
|
||||
video::S3DVertex(BS/2-d,BS/2,BS/2, 0,0,0, c,
|
||||
ap.x1(), ap.y0()),
|
||||
video::S3DVertex(BS/2-d,BS/2,-BS/2, 0,0,0, c,
|
||||
ap.x0(), ap.y0()),
|
||||
};
|
||||
|
||||
v3s16 dir = unpackDir(n.param2);
|
||||
|
||||
for(s32 i=0; i<4; i++)
|
||||
{
|
||||
if(dir == v3s16(1,0,0))
|
||||
vertices[i].Pos.rotateXZBy(0);
|
||||
if(dir == v3s16(-1,0,0))
|
||||
vertices[i].Pos.rotateXZBy(180);
|
||||
if(dir == v3s16(0,0,1))
|
||||
vertices[i].Pos.rotateXZBy(90);
|
||||
if(dir == v3s16(0,0,-1))
|
||||
vertices[i].Pos.rotateXZBy(-90);
|
||||
if(dir == v3s16(0,-1,0))
|
||||
vertices[i].Pos.rotateXYBy(-90);
|
||||
if(dir == v3s16(0,1,0))
|
||||
vertices[i].Pos.rotateXYBy(90);
|
||||
|
||||
vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
|
||||
}
|
||||
|
||||
u16 indices[] = {0,1,2,2,3,0};
|
||||
// Add to mesh collector
|
||||
collector.append(material, vertices, 4, indices, 6);
|
||||
}
|
||||
/*
|
||||
Add flowing liquid to mesh
|
||||
*/
|
||||
break;
|
||||
/*
|
||||
Add leaves if using new style
|
||||
*/
|
||||
|
@ -1325,6 +1328,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
|
|||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
|
Loading…
Reference in New Issue