Fix water-glass and water-lava surfaces

master
Perttu Ahola 2011-11-08 16:17:38 +02:00
parent fea55a9b87
commit 045e32b6ec
5 changed files with 91 additions and 45 deletions

View File

@ -364,6 +364,9 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
assert(content_features(n).special_material);
video::SMaterial &liquid_material =
*content_features(n).special_material;
video::SMaterial &liquid_material_bfculled =
*content_features(n).special_material2;
assert(content_features(n).special_atlas);
AtlasPointer &pa_liquid1 =
*content_features(n).special_atlas;
@ -516,10 +519,10 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
continue;
content_t neighbor_content = neighbor_contents[dir];
ContentFeatures &n_feat = content_features(neighbor_content);
// Don't draw face if neighbor is not air or liquid
if(neighbor_content != CONTENT_AIR
&& content_liquid(neighbor_content) == false)
// 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
@ -530,6 +533,12 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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
video::SMaterial *current_material = &liquid_material;
if(n_feat.solidness != 0 || n_feat.visual_solidness != 0)
current_material = &liquid_material_bfculled;
video::S3DVertex vertices[4] =
{
@ -603,7 +612,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
u16 indices[] = {0,1,2,2,3,0};
// Add to mesh collector
collector.append(liquid_material, vertices, 4, indices, 6);
collector.append(*current_material, vertices, 4, indices, 6);
}
/*

View File

@ -415,6 +415,12 @@ void content_mapnode_init()
AtlasPointer *pa_water1 = new AtlasPointer(g_texturesource->getTexture(
g_texturesource->getTextureId("water.png")));
f->special_material->setTexture(0, pa_water1->atlas);
// Flowing water material, backface culled
f->special_material2 = new video::SMaterial;
*f->special_material2 = *f->special_material;
f->special_material2->setFlag(video::EMF_BACK_FACE_CULLING, true);
f->special_atlas = pa_water1;
}
#endif
@ -460,7 +466,7 @@ void content_mapnode_init()
f->post_effect_color = video::SColor(64, 100, 100, 200);
if(f->special_material == NULL && g_texturesource)
{
// Flowing water material
// New-style water source material (mostly unused)
f->special_material = new video::SMaterial;
f->special_material->setFlag(video::EMF_LIGHTING, false);
f->special_material->setFlag(video::EMF_BACK_FACE_CULLING, false);
@ -482,7 +488,7 @@ void content_mapnode_init()
f->light_propagates = false;
f->light_source = LIGHT_MAX-1;
f->solidness = 0; // Drawn separately, makes no faces
f->visual_solidness = 2;
f->visual_solidness = 1; // Does not completely cover block boundaries
f->walkable = false;
f->pointable = false;
f->diggable = false;
@ -503,10 +509,17 @@ void content_mapnode_init()
f->special_material->setFlag(video::EMF_BILINEAR_FILTER, false);
f->special_material->setFlag(video::EMF_FOG_ENABLE, true);
f->special_material->MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
AtlasPointer *pa_lava1 = new AtlasPointer(
g_texturesource->getTexture(
g_texturesource->getTextureId("lava.png")));
f->special_material->setTexture(0, pa_lava1->atlas);
// Flowing lava material, backface culled
f->special_material2 = new video::SMaterial;
*f->special_material2 = *f->special_material;
f->special_material2->setFlag(video::EMF_BACK_FACE_CULLING, true);
f->special_atlas = pa_lava1;
}
#endif
@ -550,7 +563,7 @@ void content_mapnode_init()
f->post_effect_color = video::SColor(192, 255, 64, 0);
if(f->special_material == NULL && g_texturesource)
{
// Flowing lava material
// New-style lava source material (mostly unused)
f->special_material = new video::SMaterial;
f->special_material->setFlag(video::EMF_LIGHTING, false);
f->special_material->setFlag(video::EMF_BACK_FACE_CULLING, false);
@ -561,6 +574,7 @@ void content_mapnode_init()
g_texturesource->getTexture(
g_texturesource->getTextureId("lava.png")));
f->special_material->setTexture(0, pa_lava1->atlas);
f->special_atlas = pa_lava1;
}
#endif

View File

@ -427,7 +427,8 @@ void getTileInfo(
// This is hackish
content_t content0 = getNodeContent(p, n0, temp_mods);
content_t content1 = getNodeContent(p + face_dir, n1, temp_mods);
u8 mf = face_contents(content0, content1);
bool equivalent = false;
u8 mf = face_contents(content0, content1, &equivalent);
if(mf == 0)
{
@ -450,6 +451,10 @@ void getTileInfo(
face_dir_corrected = -face_dir;
}
// eg. water and glass
if(equivalent)
tile.material_flags |= MATERIAL_FLAG_BACKFACE_CULLING;
if(smooth_lighting == false)
{
lights[0] = lights[1] = lights[2] = lights[3] =

View File

@ -174,6 +174,57 @@ void init_mapnode()
}
/*
Nodes make a face if contents differ and solidness differs.
Return value:
0: No face
1: Face uses m1's content
2: Face uses m2's content
equivalent: Whether the blocks share the same face (eg. water and glass)
*/
u8 face_contents(content_t m1, content_t m2, bool *equivalent)
{
*equivalent = false;
if(m1 == CONTENT_IGNORE || m2 == CONTENT_IGNORE)
return 0;
bool contents_differ = (m1 != m2);
// Contents don't differ for different forms of same liquid
if(content_liquid(m1) && content_liquid(m2)
&& make_liquid_flowing(m1) == make_liquid_flowing(m2))
contents_differ = false;
u8 c1 = content_solidness(m1);
u8 c2 = content_solidness(m2);
bool solidness_differs = (c1 != c2);
bool makes_face = contents_differ && solidness_differs;
if(makes_face == false)
return 0;
if(c1 == 0)
c1 = content_features(m1).visual_solidness;
if(c2 == 0)
c2 = content_features(m2).visual_solidness;
if(c1 == c2){
*equivalent = true;
// If same solidness, liquid takes precense
if(content_features(m1).liquid_type != LIQUID_NONE)
return 1;
if(content_features(m2).liquid_type != LIQUID_NONE)
return 2;
}
if(c1 > c2)
return 1;
else
return 2;
}
v3s16 facedir_rotate(u8 facedir, v3s16 dir)
{
/*

View File

@ -121,6 +121,7 @@ struct ContentFeatures
video::SColor post_effect_color;
// Special irrlicht material, used sometimes
video::SMaterial *special_material;
video::SMaterial *special_material2;
AtlasPointer *special_atlas;
#endif
@ -199,6 +200,7 @@ struct ContentFeatures
vertex_alpha = 255;
post_effect_color = video::SColor(0, 0, 0, 0);
special_material = NULL;
special_material2 = NULL;
special_atlas = NULL;
#endif
param_type = CPT_NONE;
@ -377,44 +379,9 @@ inline bool content_buildable_to(content_t m)
0: No face
1: Face uses m1's content
2: Face uses m2's content
equivalent: Whether the blocks share the same face (eg. water and glass)
*/
inline u8 face_contents(content_t m1, content_t m2)
{
if(m1 == CONTENT_IGNORE || m2 == CONTENT_IGNORE)
return 0;
bool contents_differ = (m1 != m2);
// Contents don't differ for different forms of same liquid
if(content_liquid(m1) && content_liquid(m2)
&& make_liquid_flowing(m1) == make_liquid_flowing(m2))
contents_differ = false;
bool solidness_differs = (content_solidness(m1) != content_solidness(m2));
bool makes_face = contents_differ && solidness_differs;
if(makes_face == false)
return 0;
u8 c1 = content_solidness(m1);
u8 c2 = content_solidness(m2);
/*
Special case for half-transparent content.
This makes eg. the water (solidness=1) surrounding an underwater
glass block (solidness=0, visual_solidness=1) not get drawn.
*/
if(c1 == 1 && c2 == 0 && content_features(m2).visual_solidness != 0)
return 0;
if(c2 == 1 && c1 == 0 && content_features(m1).visual_solidness != 0)
return 0;
if(c1 > c2)
return 1;
else
return 2;
}
u8 face_contents(content_t m1, content_t m2, bool *equivalent);
/*
Packs directions like (1,0,0), (1,-1,0)