Backport 'Underwater plantlike drawtype' https://github.com/minetest/minetest/pull/5748

This commit is contained in:
MoNTE48 2019-10-10 13:42:27 +02:00
parent 55e638951b
commit 824515ebed
9 changed files with 118 additions and 73 deletions

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@ -945,8 +945,9 @@ Look for examples in `games/minimal` or `games/minetest_game`.
* `firelike`
* `fencelike`
* `raillike`
* `nodebox` -- See below. (**Experimental!**)
* `nodebox` -- See below
* `mesh` -- use models for nodes
* `plantlike_rooted`
`*_optional` drawtypes need less rendering time if deactivated (always client side).

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@ -74,33 +74,49 @@ MapblockMeshGenerator::MapblockMeshGenerator(MeshMakeData *input, MeshCollector
blockpos_nodes = data->m_blockpos * MAP_BLOCKSIZE;
}
void MapblockMeshGenerator::useTile(int index, bool disable_backface_culling)
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
getNodeTileN(n, p, index, data, tile);
if (!data->m_smooth_lighting)
color = encode_light(light, f->light_source);
for (int layer = 0; layer < MAX_TILE_LAYERS; layer++) {
tile.layers[layer].material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
if (disable_backface_culling)
tile.layers[layer].material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING;
tile.layers[layer].material_flags |= set_flags;
tile.layers[layer].material_flags &= ~reset_flags;
}
}
void MapblockMeshGenerator::useDefaultTile(bool set_color)
void MapblockMeshGenerator::getTile(v3s16 direction, TileSpec *tile)
{
getNodeTile(n, p, v3s16(0, 0, 0), data, tile);
if (set_color && !data->m_smooth_lighting)
color = encode_light(light, f->light_source);
getNodeTile(n, p, direction, data, *tile);
}
void MapblockMeshGenerator::getTile(const v3s16& direction, TileSpec &tile)
/*!
* Returns the i-th special tile for a map node.
*/
void MapblockMeshGenerator::getSpecialTile(int index, TileSpec *tile, bool apply_crack)
{
getNodeTile(n, p, direction, data, tile);
*tile = f->special_tiles[index];
TileLayer *top_layer = NULL;
for (int layernum = 0; layernum < MAX_TILE_LAYERS; layernum++) {
TileLayer *layer = &tile->layers[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)
void MapblockMeshGenerator::drawQuad(v3f *coords, const v3s16 &normal,
float vertical_tiling)
{
static const v2f tcoords[4] = {v2f(0, 0), v2f(1, 0), v2f(1, 1), v2f(0, 1)};
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);
@ -359,27 +375,10 @@ void MapblockMeshGenerator::drawAutoLightedCuboid(aabb3f box, const f32 *txc,
}
}
/*!
* Returns the i-th special tile for a map node.
*/
static TileSpec getSpecialTile(const ContentFeatures &f,
const MapNode &n, u8 i)
{
TileSpec copy = f.special_tiles[i];
for (int layernum = 0; layernum < MAX_TILE_LAYERS; layernum++) {
TileLayer *layer = &copy.layers[layernum];
if (layer->texture_id == 0)
continue;
if (!layer->has_color)
n.getColor(f, &(layer->color));
}
return copy;
}
void MapblockMeshGenerator::prepareLiquidNodeDrawing()
{
tile_liquid_top = getSpecialTile(*f, n, 0);
tile_liquid = getSpecialTile(*f, n, 1);
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));
c_flowing = nodedef->getId(f->liquid_alternative_flowing);
@ -604,7 +603,7 @@ void MapblockMeshGenerator::drawLiquidNode()
void MapblockMeshGenerator::drawGlasslikeNode()
{
useDefaultTile();
useTile(0, 0, 0);
for (int face = 0; face < 6; face++) {
// Check this neighbor
@ -639,7 +638,7 @@ void MapblockMeshGenerator::drawGlasslikeFramedNode()
{
TileSpec tiles[6];
for (int face = 0; face < 6; face++)
getTile(g_6dirs[face], tiles[face]);
getTile(g_6dirs[face], &tiles[face]);
TileSpec glass_tiles[6];
if (tiles[1].layers[0].texture &&
@ -752,7 +751,7 @@ void MapblockMeshGenerator::drawGlasslikeFramedNode()
// Internal liquid level has param2 range 0 .. 63,
// convert it to -0.5 .. 0.5
float vlev = (param2 / 63.0) * 2.0 - 1.0;
tile = getSpecialTile(*f, n, 0);
getSpecialTile(0, &tile);
drawAutoLightedCuboid(aabb3f(-(nb[5] ? g : b),
-(nb[4] ? g : b),
-(nb[3] ? g : b),
@ -765,7 +764,7 @@ void MapblockMeshGenerator::drawGlasslikeFramedNode()
void MapblockMeshGenerator::drawAllfacesNode()
{
static const aabb3f box(-BS / 2, -BS / 2, -BS / 2, BS / 2, BS / 2, BS / 2);
useDefaultTile(false);
useTile(0, 0, 0);
drawAutoLightedCuboid(box);
}
@ -778,7 +777,7 @@ void MapblockMeshGenerator::drawTorchlikeNode()
case DWM_YN: tileindex = 0; break; // floor
default: tileindex = 2; // side (or invalid—should we care?)
}
useTile(tileindex, true);
useTile(tileindex, MATERIAL_FLAG_CRACK_OVERLAY, MATERIAL_FLAG_BACKFACE_CULLING);
float size = BS / 2 * f->visual_scale;
v3f vertices[4] = {
@ -803,7 +802,7 @@ void MapblockMeshGenerator::drawTorchlikeNode()
void MapblockMeshGenerator::drawSignlikeNode()
{
u8 wall = n.getWallMounted(nodedef);
useTile(0, true);
useTile(0, MATERIAL_FLAG_CRACK_OVERLAY, MATERIAL_FLAG_BACKFACE_CULLING);
static const float offset = BS / 48;
float size = BS / 2 * f->visual_scale;
// Wall at X+ of node
@ -830,8 +829,8 @@ void MapblockMeshGenerator::drawPlantlikeQuad(float rotation, float quad_offset,
bool offset_top_only)
{
v3f vertices[4] = {
v3f(-scale, -BS / 2 + scale * 2, 0),
v3f( scale, -BS / 2 + scale * 2, 0),
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),
};
@ -846,18 +845,18 @@ void MapblockMeshGenerator::drawPlantlikeQuad(float rotation, float quad_offset,
vertices[i].rotateXZBy(rotation + rotate_degree);
vertices[i] += offset;
}
drawQuad(vertices);
drawQuad(vertices, v3s16(0, 0, 0), plant_height);
}
void MapblockMeshGenerator::drawPlantlikeNode()
void MapblockMeshGenerator::drawPlantlike()
{
useTile(0, false);
draw_style = PLANT_STYLE_CROSS;
scale = BS / 2 * f->visual_scale;
offset = v3f(0, 0, 0);
rotate_degree = 0;
random_offset_Y = false;
face_num = 0;
plant_height = 1.0;
switch (f->param_type_2) {
case CPT2_MESHOPTIONS:
@ -873,6 +872,10 @@ void MapblockMeshGenerator::drawPlantlikeNode()
random_offset_Y = true;
break;
case CPT2_LEVELED:
plant_height = n.param2 / 16.0;
break;
case CPT2_DEGROTATE:
rotate_degree = n.param2 * 2;
break;
@ -914,6 +917,27 @@ void MapblockMeshGenerator::drawPlantlikeNode()
}
}
void MapblockMeshGenerator::drawPlantlikeNode()
{
useTile();
drawPlantlike();
}
void MapblockMeshGenerator::drawPlantlikeRootedNode()
{
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 = getInteriorLight(ntop, 1, nodedef);
}
drawPlantlike();
p.Y--;
}
void MapblockMeshGenerator::drawFirelikeQuad(float rotation, float opening_angle,
float offset_h, float offset_v)
{
@ -934,7 +958,7 @@ void MapblockMeshGenerator::drawFirelikeQuad(float rotation, float opening_angle
void MapblockMeshGenerator::drawFirelikeNode()
{
useTile(0, false);
useTile();
scale = BS / 2 * f->visual_scale;
// Check for adjacent nodes
@ -981,7 +1005,7 @@ void MapblockMeshGenerator::drawFirelikeNode()
void MapblockMeshGenerator::drawFencelikeNode()
{
useDefaultTile(false);
useTile(0, 0, 0);
TileSpec tile_nocrack = tile;
for (int layer = 0; layer < MAX_TILE_LAYERS; layer++)
tile_nocrack.layers[layer].material_flags &= ~MATERIAL_FLAG_CRACK;
@ -1131,7 +1155,7 @@ void MapblockMeshGenerator::drawRaillikeNode()
angle = rail_kinds[code].angle;
}
useTile(tile_index, true);
useTile(tile_index, MATERIAL_FLAG_CRACK_OVERLAY, MATERIAL_FLAG_BACKFACE_CULLING);
static const float offset = BS / 64;
static const float size = BS / 2;
@ -1172,7 +1196,7 @@ void MapblockMeshGenerator::drawNodeboxNode()
TileSpec tiles[6];
for (int face = 0; face < 6; face++) {
// Handles facedir rotation for textures
getTile(tile_dirs[face], tiles[face]);
getTile(tile_dirs[face], &tiles[face]);
}
// locate possible neighboring nodes to connect to
@ -1229,7 +1253,7 @@ void MapblockMeshGenerator::drawMeshNode()
int mesh_buffer_count = mesh->getMeshBufferCount();
for (int j = 0; j < mesh_buffer_count; j++) {
useTile(j, false);
useTile(j);
scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
video::S3DVertex *vertices = (video::S3DVertex *)buf->getVertices();
int vertex_count = buf->getVertexCount();
@ -1270,6 +1294,9 @@ void MapblockMeshGenerator::drawNode()
else
light = getInteriorLight(n, 1, nodedef);
switch (f->drawtype) {
case NDT_NORMAL: break; // Drawn by MapBlockMesh
case NDT_AIRLIKE: break; // Not drawn at all
case NDT_LIQUID: break; // Drawn by MapBlockMesh
case NDT_FLOWINGLIQUID: drawLiquidNode(); break;
case NDT_GLASSLIKE: drawGlasslikeNode(); break;
case NDT_GLASSLIKE_FRAMED: drawGlasslikeFramedNode(); break;
@ -1277,6 +1304,7 @@ void MapblockMeshGenerator::drawNode()
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;
@ -1297,11 +1325,6 @@ void MapblockMeshGenerator::generate()
for (p.X = 0; p.X < MAP_BLOCKSIZE; p.X++) {
n = data->m_vmanip.getNodeNoEx(blockpos_nodes + p);
f = &nodedef->get(n);
// Solid nodes are drawn by MapBlockMesh
if (f->solidness != 0)
continue;
if (f->drawtype == NDT_AIRLIKE)
continue;
origin = intToFloat(p, BS);
drawNode();
}

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@ -63,12 +63,14 @@ public:
video::SColor blendLightColor(const v3f &vertex_pos);
video::SColor blendLightColor(const v3f &vertex_pos, const v3f &vertex_normal);
void useTile(int index, bool disable_backface_culling);
void useDefaultTile(bool set_color = true);
void getTile(const v3s16 &direction, TileSpec &tile);
void useTile(int index = 0, u8 set_flags = MATERIAL_FLAG_CRACK_OVERLAY,
u8 reset_flags = 0, bool special = false);
void getTile(v3s16 direction, TileSpec *tile);
void getSpecialTile(int index, TileSpec *tile, bool apply_crack = false);
// face drawing
void drawQuad(v3f *vertices, const v3s16 &normal = v3s16(0, 0, 0));
void drawQuad(v3f *vertices, const v3s16 &normal = v3s16(0, 0, 0),
float vertical_tiling = 1.0);
// cuboid drawing!
void drawCuboid(const aabb3f &box, TileSpec *tiles, int tilecount,
@ -112,9 +114,11 @@ public:
int rotate_degree;
bool random_offset_Y;
int face_num;
float plant_height;
void drawPlantlikeQuad(float rotation, float quad_offset = 0,
bool offset_top_only = false);
void drawPlantlike();
// firelike-specific
void drawFirelikeQuad(float rotation, float opening_angle,
@ -128,6 +132,7 @@ public:
void drawTorchlikeNode();
void drawSignlikeNode();
void drawPlantlikeNode();
void drawPlantlikeRootedNode();
void drawFirelikeNode();
void drawFencelikeNode();
void drawRaillikeNode();

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@ -764,6 +764,9 @@ void ContentFeatures::updateTextures(ITextureSource *tsrc, IShaderSource *shdsrc
case NDT_RAILLIKE:
solidness = 0;
break;
case NDT_PLANTLIKE_ROOTED:
solidness = 2;
break;
}
if (is_liquid) {
@ -775,38 +778,39 @@ void ContentFeatures::updateTextures(ITextureSource *tsrc, IShaderSource *shdsrc
TILE_MATERIAL_LIQUID_OPAQUE : TILE_MATERIAL_LIQUID_TRANSPARENT;
}
u32 tile_shader[6];
for (u16 j = 0; j < 6; j++) {
tile_shader[j] = shdsrc->getShader("nodes_shader",
material_type, drawtype);
}
u32 tile_shader = shdsrc->getShader("nodes_shader", material_type, drawtype);
u8 overlay_material = material_type;
if (overlay_material == TILE_MATERIAL_OPAQUE)
overlay_material = TILE_MATERIAL_BASIC;
else if (overlay_material == TILE_MATERIAL_LIQUID_OPAQUE)
overlay_material = TILE_MATERIAL_LIQUID_TRANSPARENT;
u32 overlay_shader[6];
for (u16 j = 0; j < 6; j++) {
overlay_shader[j] = shdsrc->getShader("nodes_shader",
overlay_material, drawtype);
}
u32 overlay_shader = shdsrc->getShader("nodes_shader", overlay_material, drawtype);
// Tiles (fill in f->tiles[])
for (u16 j = 0; j < 6; j++) {
fillTileAttribs(tsrc, &tiles[j].layers[0], &tdef[j], tile_shader[j],
fillTileAttribs(tsrc, &tiles[j].layers[0], &tdef[j], tile_shader,
tsettings.use_normal_texture,
tdef[j].backface_culling, material_type);
if (tdef_overlay[j].name != "")
fillTileAttribs(tsrc, &tiles[j].layers[1], &tdef_overlay[j],
overlay_shader[j], tsettings.use_normal_texture,
overlay_shader, tsettings.use_normal_texture,
tdef[j].backface_culling, overlay_material);
}
u8 special_material = material_type;
if (drawtype == NDT_PLANTLIKE_ROOTED) {
if (waving == 1)
special_material = TILE_MATERIAL_WAVING_PLANTS;
else if (waving == 2)
special_material = TILE_MATERIAL_WAVING_LEAVES;
}
u32 special_shader = shdsrc->getShader("nodes_shader", special_material, drawtype);
// Special tiles (fill in f->special_tiles[])
for (u16 j = 0; j < CF_SPECIAL_COUNT; j++) {
fillTileAttribs(tsrc, &special_tiles[j].layers[0], &tdef_spec[j],
tile_shader[j], tsettings.use_normal_texture,
tdef_spec[j].backface_culling, material_type);
tile_shader, tsettings.use_normal_texture,
tdef_spec[j].backface_culling, special_material);
}
if (param_type_2 == CPT2_COLOR ||

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@ -186,6 +186,8 @@ enum NodeDrawType
NDT_GLASSLIKE_FRAMED_OPTIONAL,
// Uses static meshes
NDT_MESH,
// Combined plantlike-on-solid
NDT_PLANTLIKE_ROOTED,
};
// Mesh options for NDT_PLANTLIKE with CPT2_MESHOPTIONS

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@ -362,6 +362,7 @@ TileDef read_tiledef(lua_State *L, int index, u8 drawtype)
bool default_culling = true;
switch (drawtype) {
case NDT_PLANTLIKE:
case NDT_PLANTLIKE_ROOTED:
case NDT_FIRELIKE:
default_tiling = false;
// "break" is omitted here intentionaly, as PLANTLIKE

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@ -46,6 +46,7 @@ struct EnumString ScriptApiNode::es_DrawType[] =
{NDT_RAILLIKE, "raillike"},
{NDT_NODEBOX, "nodebox"},
{NDT_MESH, "mesh"},
{NDT_PLANTLIKE_ROOTED, "plantlike_rooted"},
{0, NULL},
};

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@ -624,7 +624,8 @@ ShaderInfo generate_shader(const std::string &name, u8 material_type, u8 drawtyp
"NDT_NODEBOX",
"NDT_GLASSLIKE_FRAMED",
"NDT_FIRELIKE",
"NDT_GLASSLIKE_FRAMED_OPTIONAL"
"NDT_GLASSLIKE_FRAMED_OPTIONAL",
"NDT_PLANTLIKE_ROOTED"
};
for (int i = 0; i < 14; i++){

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@ -340,6 +340,10 @@ void WieldMeshSceneNode::setItem(const ItemStack &item, Client *client)
setExtruded(tsrc->getTextureName(f.tiles[0].layers[0].texture_id),
def.wield_scale, tsrc,
f.tiles[0].layers[0].animation_frame_count);
} else if (f.drawtype == 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);
} else if (f.drawtype == NDT_NORMAL || f.drawtype == NDT_ALLFACES) {
setCube(f, def.wield_scale, tsrc);
} else {
@ -456,6 +460,9 @@ void getItemMesh(Client *client, const ItemStack &item, ItemMesh *result)
} else if (f.drawtype == NDT_PLANTLIKE) {
mesh = getExtrudedMesh(tsrc,
tsrc->getTextureName(f.tiles[0].layers[0].texture_id));
} else if (f.drawtype == NDT_PLANTLIKE_ROOTED) {
mesh = getExtrudedMesh(tsrc,
tsrc->getTextureName(f.special_tiles[0].layers[0].texture_id));
} else if (f.drawtype == NDT_NORMAL || f.drawtype == NDT_ALLFACES
|| f.drawtype == NDT_LIQUID || f.drawtype == NDT_FLOWINGLIQUID) {
scene::IMesh *cube = g_extrusion_mesh_cache->createCube();