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Add new drawtype GLASSLIKE_FRAMED

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RealBadAngel authored and kwolekr committed Apr 25, 2013
1 parent e703c5b commit 625a4c2e662f6b69b73a2a828d1b08d72e53ff73
Showing with 135 additions and 2 deletions.
  1. +1 −0 doc/lua_api.txt
  2. +127 −2 src/content_mapblock.cpp
  3. +4 −0 src/nodedef.cpp
  4. +2 −0 src/nodedef.h
  5. +1 −0 src/scriptapi_node.cpp
@@ -329,6 +329,7 @@ Look for examples in games/minimal or games/minetest_game.
- liquid
- flowingliquid
- glasslike
- glasslike_framed
- allfaces
- allfaces_optional
- torchlike
@@ -740,8 +740,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
continue;

// The face at Z+
video::S3DVertex vertices[4] =
{
video::S3DVertex vertices[4] = {
video::S3DVertex(-BS/2,-BS/2,BS/2, 0,0,0, c,
ap.x0(), ap.y1()),
video::S3DVertex(BS/2,-BS/2,BS/2, 0,0,0, c,
@@ -781,6 +780,132 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
collector.append(tile, vertices, 4, indices, 6);
}
break;}
case NDT_GLASSLIKE_FRAMED:
{
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)
};
TileSpec tiles[2];
tiles[0] = getNodeTile(n, p, dirs[0], data);
tiles[1] = getNodeTile(n, p, dirs[1], data);
u16 l = getInteriorLight(n, 1, data);
video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
v3f pos = intToFloat(p, BS);
static const float a=BS/2;
static const float b=.876*(BS/2);
static const aabb3f frame_edges[12] = {
aabb3f( b, b,-a, a, a, a), // y+
aabb3f(-a, b,-a,-b, a, a), // y+
aabb3f( b,-a,-a, a,-b, a), // y-
aabb3f(-a,-a,-a,-b,-b, a), // y-
aabb3f( b,-a, b, a, a, a), // x+
aabb3f( b,-a,-a, a, a,-b), // x+
aabb3f(-a,-a, b,-b, a, a), // x-
aabb3f(-a,-a,-a,-b, a,-b), // x-
aabb3f(-a, b, b, a, a, a), // z+
aabb3f(-a,-a, b, a,-b, a), // z+
aabb3f(-a,-a,-a, a,-b,-b), // z-
aabb3f(-a, b,-a, a, a,-b) // z-
};
aabb3f glass_faces[6] = {
aabb3f(-a, a,-a, a, a, a), // y+
aabb3f(-a,-a,-a, a,-a, a), // y-
aabb3f( a,-a,-a, a, a, a), // x+
aabb3f(-a,-a,-a,-a, a, a), // x-
aabb3f(-a,-a, a, a, a, a), // z+
aabb3f(-a,-a,-a, a, a,-a) // z-
};

int visible_faces[6] = {0,0,0,0,0,0};
int nb[18] = {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0};
u8 i;
content_t current = n.getContent();
content_t content;
MapNode n2;
v3s16 n2p;
for(i=0; i<18; i++)
{
n2p = blockpos_nodes + p + g_26dirs[i];
n2 = data->m_vmanip.getNodeNoEx(n2p);
content_t n2c = n2.getContent();
//TODO: remove CONTENT_IGNORE check when getNodeNoEx is fixed
if (n2c == current || n2c == CONTENT_IGNORE)
nb[i]=1;
}
for(i=0; i<6; i++)
{
n2p = blockpos_nodes + p + dirs[i];
n2 = data->m_vmanip.getNodeNoEx(n2p);
content = n2.getContent();
const ContentFeatures &f2 = nodedef->get(content);
if (content == CONTENT_AIR || f2.isLiquid())
visible_faces[i]=1;
}
static const u8 nb_triplet[12*3] = {
1,2, 7, 1,5, 6, 4,2,15, 4,5,14,
2,0,11, 2,3,13, 5,0,10, 5,3,12,
0,1, 8, 0,4,16, 3,4,17, 3,1, 9
};

f32 tx1,ty1,tz1,tx2,ty2,tz2;
aabb3f box;
for(i=0; i<12; i++)
{
int edge_invisible;
if (nb[nb_triplet[i*3+2]]==1)
edge_invisible=nb[nb_triplet[i*3]] & nb[nb_triplet[i*3+1]];
else
edge_invisible=nb[nb_triplet[i*3]] ^ nb[nb_triplet[i*3+1]];
if (edge_invisible)
continue;
box=frame_edges[i];
box.MinEdge += pos;
box.MaxEdge += pos;
tx1 = (box.MinEdge.X/BS)+0.5;
ty1 = (box.MinEdge.Y/BS)+0.5;
tz1 = (box.MinEdge.Z/BS)+0.5;
tx2 = (box.MaxEdge.X/BS)+0.5;
ty2 = (box.MaxEdge.Y/BS)+0.5;
tz2 = (box.MaxEdge.Z/BS)+0.5;
f32 txc1[24] = {
tx1, 1-tz2, tx2, 1-tz1,
tx1, tz1, tx2, tz2,
tz1, 1-ty2, tz2, 1-ty1,
1-tz2, 1-ty2, 1-tz1, 1-ty1,
1-tx2, 1-ty2, 1-tx1, 1-ty1,
tx1, 1-ty2, tx2, 1-ty1,
};
makeCuboid(&collector, box, &tiles[0], 1, c, txc1);
}
for(i=0; i<6; i++)
{
if (visible_faces[i]==0)
continue;
box=glass_faces[i];
box.MinEdge += pos;
box.MaxEdge += pos;
tx1 = (box.MinEdge.X/BS)+0.5;
ty1 = (box.MinEdge.Y/BS)+0.5;
tz1 = (box.MinEdge.Z/BS)+0.5;
tx2 = (box.MaxEdge.X/BS)+0.5;
ty2 = (box.MaxEdge.Y/BS)+0.5;
tz2 = (box.MaxEdge.Z/BS)+0.5;
f32 txc2[24] = {
tx1, 1-tz2, tx2, 1-tz1,
tx1, tz1, tx2, tz2,
tz1, 1-ty2, tz2, 1-ty1,
1-tz2, 1-ty2, 1-tz1, 1-ty1,
1-tx2, 1-ty2, 1-tx1, 1-ty1,
tx1, 1-ty2, tx2, 1-ty1,
};
makeCuboid(&collector, box, &tiles[1], 1, c, txc2);
}
break;}
case NDT_ALLFACES:
{
TileSpec tile_leaves = getNodeTile(n, p,
@@ -628,6 +628,10 @@ class CNodeDefManager: public IWritableNodeDefManager
f->solidness = 0;
f->visual_solidness = 1;
break;
case NDT_GLASSLIKE_FRAMED:
f->solidness = 0;
f->visual_solidness = 1;
break;
case NDT_ALLFACES:
f->solidness = 0;
f->visual_solidness = 1;
@@ -133,6 +133,8 @@ enum NodeDrawType
NDT_LIQUID, // Do not draw face towards same kind of flowing/source liquid
NDT_FLOWINGLIQUID, // A very special kind of thing
NDT_GLASSLIKE, // Glass-like, don't draw faces towards other glass
NDT_GLASSLIKE_FRAMED, // Glass-like, draw connected frames and all all visible faces
// uses 2 textures, one for frames, second for faces
NDT_ALLFACES, // Leaves-like, draw all faces no matter what
NDT_ALLFACES_OPTIONAL, // Fancy -> allfaces, fast -> normal
NDT_TORCHLIKE,
@@ -34,6 +34,7 @@ struct EnumString es_DrawType[] =
{NDT_LIQUID, "liquid"},
{NDT_FLOWINGLIQUID, "flowingliquid"},
{NDT_GLASSLIKE, "glasslike"},
{NDT_GLASSLIKE_FRAMED, "glasslike_framed"},
{NDT_ALLFACES, "allfaces"},
{NDT_ALLFACES_OPTIONAL, "allfaces_optional"},
{NDT_TORCHLIKE, "torchlike"},

1 comment on commit 625a4c2

@Kotolegokot

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@Kotolegokot Kotolegokot commented on 625a4c2 May 1, 2013

What about glasslike_framed with nodebox??

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