Add firelike drawtype

master
TriBlade9 2014-09-20 07:37:40 +08:00 committed by ShadowNinja
parent b5a6bf2068
commit 9a685a4f2e
6 changed files with 169 additions and 1 deletions

View File

@ -422,6 +422,7 @@ Look for examples in games/minimal or games/minetest_game.
- torchlike
- signlike
- plantlike
- firelike
- fencelike
- raillike
- nodebox -- See below. EXPERIMENTAL

View File

@ -1187,6 +1187,168 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
collector.append(tile, vertices, 4, indices, 6);
}
break;}
case NDT_FIRELIKE:
{
TileSpec tile = getNodeTileN(n, p, 0, data);
tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
u16 l = getInteriorLight(n, 1, nodedef);
video::SColor c = MapBlock_LightColor(255, l, f.light_source);
float s = BS/2*f.visual_scale;
content_t current = n.getContent();
content_t n2c;
MapNode n2;
v3s16 n2p;
static const v3s16 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)
};
int doDraw[6] = {0,0,0,0,0,0};
bool drawAllFaces = true;
bool drawBottomFacesOnly = false; // Currently unused
// Check for adjacent nodes
for(int i = 0; i < 6; i++)
{
n2p = blockpos_nodes + p + dirs[i];
n2 = data->m_vmanip.getNodeNoEx(n2p);
n2c = n2.getContent();
if (n2c != CONTENT_IGNORE && n2c != CONTENT_AIR && n2c != current) {
doDraw[i] = 1;
if(drawAllFaces)
drawAllFaces = false;
}
}
for(int j = 0; j < 6; j++)
{
int vOffset = 0; // Vertical offset of faces after rotation
int hOffset = 4; // Horizontal offset of faces to reach the edge
video::S3DVertex vertices[4] =
{
video::S3DVertex(-s,-BS/2, 0, 0,0,0, c, 0,1),
video::S3DVertex( s,-BS/2, 0, 0,0,0, c, 1,1),
video::S3DVertex( s,-BS/2 + s*2,0, 0,0,0, c, 1,0),
video::S3DVertex(-s,-BS/2 + s*2,0, 0,0,0, c, 0,0),
};
// Calculate which faces should be drawn, (top or sides)
if(j == 0 && (drawAllFaces || (doDraw[3] == 1 || doDraw[1] == 1)))
{
for(int i = 0; i < 4; i++) {
vertices[i].Pos.rotateXZBy(90 + n.param2 * 2);
vertices[i].Pos.rotateXYBy(-10);
vertices[i].Pos.Y -= vOffset;
vertices[i].Pos.X -= hOffset;
}
}
else if(j == 1 && (drawAllFaces || (doDraw[5] == 1 || doDraw[1] == 1)))
{
for(int i = 0; i < 4; i++) {
vertices[i].Pos.rotateXZBy(180 + n.param2 * 2);
vertices[i].Pos.rotateYZBy(10);
vertices[i].Pos.Y -= vOffset;
vertices[i].Pos.Z -= hOffset;
}
}
else if(j == 2 && (drawAllFaces || (doDraw[2] == 1 || doDraw[1] == 1)))
{
for(int i = 0; i < 4; i++) {
vertices[i].Pos.rotateXZBy(270 + n.param2 * 2);
vertices[i].Pos.rotateXYBy(10);
vertices[i].Pos.Y -= vOffset;
vertices[i].Pos.X += hOffset;
}
}
else if(j == 3 && (drawAllFaces || (doDraw[4] == 1 || doDraw[1] == 1)))
{
for(int i = 0; i < 4; i++) {
vertices[i].Pos.rotateYZBy(-10);
vertices[i].Pos.Y -= vOffset;
vertices[i].Pos.Z += hOffset;
}
}
// Center cross-flames
else if(j == 4 && (drawAllFaces || doDraw[1] == 1))
{
for(int i=0; i<4; i++) {
vertices[i].Pos.rotateXZBy(45 + n.param2 * 2);
vertices[i].Pos.Y -= vOffset;
}
}
else if(j == 5 && (drawAllFaces || doDraw[1] == 1))
{
for(int i=0; i<4; i++) {
vertices[i].Pos.rotateXZBy(-45 + n.param2 * 2);
vertices[i].Pos.Y -= vOffset;
}
}
// Render flames on bottom
else if(j == 0 && (drawBottomFacesOnly || (doDraw[0] == 1 && doDraw[1] == 0)))
{
for(int i = 0; i < 4; i++) {
vertices[i].Pos.rotateYZBy(70);
vertices[i].Pos.rotateXZBy(90 + n.param2 * 2);
vertices[i].Pos.Y += 4.84;
vertices[i].Pos.X -= hOffset+0.7;
}
}
else if(j == 1 && (drawBottomFacesOnly || (doDraw[0] == 1 && doDraw[1] == 0)))
{
for(int i = 0; i < 4; i++) {
vertices[i].Pos.rotateYZBy(70);
vertices[i].Pos.rotateXZBy(180 + n.param2 * 2);
vertices[i].Pos.Y += 4.84;
vertices[i].Pos.Z -= hOffset+0.7;
}
}
else if(j == 2 && (drawBottomFacesOnly || (doDraw[0] == 1 && doDraw[1] == 0)))
{
for(int i = 0; i < 4; i++) {
vertices[i].Pos.rotateYZBy(70);
vertices[i].Pos.rotateXZBy(270 + n.param2 * 2);
vertices[i].Pos.Y += 4.84;
vertices[i].Pos.X += hOffset+0.7;
}
}
else if(j == 3 && (drawBottomFacesOnly || (doDraw[0] == 1 && doDraw[1] == 0)))
{
for(int i = 0; i < 4; i++) {
vertices[i].Pos.rotateYZBy(70);
vertices[i].Pos.Y += 4.84;
vertices[i].Pos.Z += hOffset+0.7;
}
}
else {
// Skip faces that aren't adjacent to a node
continue;
}
for(int i=0; i<4; i++)
{
vertices[i].Pos *= f.visual_scale;
vertices[i].Pos += intToFloat(p, BS);
}
u16 indices[] = {0,1,2,2,3,0};
// Add to mesh collector
collector.append(tile, vertices, 4, indices, 6);
}
break;}
case NDT_FENCELIKE:
{
TileSpec tile = getNodeTile(n, p, v3s16(0,0,0), data);

View File

@ -691,6 +691,8 @@ public:
if (f->waving == 1)
material_type = TILE_MATERIAL_WAVING_PLANTS;
break;
case NDT_FIRELIKE:
f->backface_culling = false;
case NDT_TORCHLIKE:
case NDT_SIGNLIKE:
case NDT_FENCELIKE:

View File

@ -149,6 +149,7 @@ enum NodeDrawType
NDT_GLASSLIKE_FRAMED, // Glass-like, draw connected frames and all all
// visible faces
// uses 2 textures, one for frames, second for faces
NDT_FIRELIKE, // Draw faces slightly rotated and only on connecting nodes
};
#define CF_SPECIAL_COUNT 6

View File

@ -40,6 +40,7 @@ struct EnumString ScriptApiNode::es_DrawType[] =
{NDT_TORCHLIKE, "torchlike"},
{NDT_SIGNLIKE, "signlike"},
{NDT_PLANTLIKE, "plantlike"},
{NDT_FIRELIKE, "firelike"},
{NDT_FENCELIKE, "fencelike"},
{NDT_RAILLIKE, "raillike"},
{NDT_NODEBOX, "nodebox"},

View File

@ -644,7 +644,8 @@ ShaderInfo generate_shader(std::string name, u8 material_type, u8 drawtype,
"NDT_FENCELIKE",
"NDT_RAILLIKE",
"NDT_NODEBOX",
"NDT_GLASSLIKE_FRAMED"
"NDT_GLASSLIKE_FRAMED",
"NDT_FIRELIKE"
};
for (int i = 0; i < 14; i++){