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Cleanup in content_mapblock (#5746)

NDT_LIQUID is being drawn by MapBlockMesh since a long time ago...
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numberZero authored and nerzhul committed May 20, 2017
1 parent 1ff5ee0 commit 7779bac3a5cb93e3336f096ba0a55d965e6123b5
Showing with 37 additions and 60 deletions.
  1. +32 −54 src/content_mapblock.cpp
  2. +5 −6 src/content_mapblock.h
@@ -376,10 +376,10 @@ static TileSpec getSpecialTile(const ContentFeatures &f,
return copy;
}

void MapblockMeshGenerator::prepareLiquidNodeDrawing(bool flowing)
void MapblockMeshGenerator::prepareLiquidNodeDrawing()
{
tile_liquid_top = getSpecialTile(*f, n, 0);
tile_liquid = getSpecialTile(*f, n, flowing ? 1 : 0);
tile_liquid = getSpecialTile(*f, n, 1);

MapNode ntop = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(p.X, p.Y + 1, p.Z));
c_flowing = nodedef->getId(f->liquid_alternative_flowing);
@@ -403,16 +403,12 @@ void MapblockMeshGenerator::prepareLiquidNodeDrawing(bool flowing)
color = encode_light(light, f->light_source);
}

void MapblockMeshGenerator::getLiquidNeighborhood(bool flowing)
void MapblockMeshGenerator::getLiquidNeighborhood()
{
u8 range = rangelim(nodedef->get(c_flowing).liquid_range, 1, 8);

for (int w = -1; w <= 1; w++)
for (int u = -1; u <= 1; u++) {
// Skip getting unneeded data
if (!flowing && u && w)
continue;

NeighborData &neighbor = liquid_neighbors[w + 1][u + 1];
v3s16 p2 = p + v3s16(u, 0, w);
MapNode n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
@@ -447,13 +443,6 @@ void MapblockMeshGenerator::getLiquidNeighborhood(bool flowing)
}
}

void MapblockMeshGenerator::resetCornerLevels()
{
for (int k = 0; k < 2; k++)
for (int i = 0; i < 2; i++)
corner_levels[k][i] = 0.5 * BS;
}

void MapblockMeshGenerator::calculateCornerLevels()
{
for (int k = 0; k < 2; k++)
@@ -494,7 +483,7 @@ f32 MapblockMeshGenerator::getCornerLevel(int i, int k)
return 0;
}

void MapblockMeshGenerator::drawLiquidSides(bool flowing)
void MapblockMeshGenerator::drawLiquidSides()
{
struct LiquidFaceDesc {
v3s16 dir; // XZ
@@ -523,17 +512,12 @@ void MapblockMeshGenerator::drawLiquidSides(bool flowing)
// at the top to which it should be connected. Again, unless the face
// there would be inside the liquid
if (neighbor.is_same_liquid) {
if (!flowing)
continue;
if (!top_is_same_liquid)
continue;
if (neighbor.top_is_same_liquid)
continue;
}

if (!flowing && (neighbor.content == CONTENT_IGNORE))
continue;

const ContentFeatures &neighbor_features = nodedef->get(neighbor.content);
// Don't draw face if neighbor is blocking the view
if (neighbor_features.solidness == 2)
@@ -559,7 +543,7 @@ void MapblockMeshGenerator::drawLiquidSides(bool flowing)
}
}

void MapblockMeshGenerator::drawLiquidTop(bool flowing)
void MapblockMeshGenerator::drawLiquidTop()
{
// To get backface culling right, the vertices need to go
// clockwise around the front of the face. And we happened to
@@ -582,45 +566,40 @@ void MapblockMeshGenerator::drawLiquidTop(bool flowing)
vertices[i].Pos += origin;
}

if (flowing) {
// Default downwards-flowing texture animation goes from
// -Z towards +Z, thus the direction is +Z.
// Rotate texture to make animation go in flow direction
// Positive if liquid moves towards +Z
f32 dz = (corner_levels[0][0] + corner_levels[0][1]) -
(corner_levels[1][0] + corner_levels[1][1]);
// Positive if liquid moves towards +X
f32 dx = (corner_levels[0][0] + corner_levels[1][0]) -
(corner_levels[0][1] + corner_levels[1][1]);
f32 tcoord_angle = atan2(dz, dx) * core::RADTODEG;
v2f tcoord_center(0.5, 0.5);
v2f tcoord_translate(blockpos_nodes.Z + p.Z, blockpos_nodes.X + p.X);
tcoord_translate.rotateBy(tcoord_angle);
tcoord_translate.X -= floor(tcoord_translate.X);
tcoord_translate.Y -= floor(tcoord_translate.Y);

for (int i = 0; i < 4; i++) {
vertices[i].TCoords.rotateBy(tcoord_angle, tcoord_center);
vertices[i].TCoords += tcoord_translate;
}
// Default downwards-flowing texture animation goes from
// -Z towards +Z, thus the direction is +Z.
// Rotate texture to make animation go in flow direction
// Positive if liquid moves towards +Z
f32 dz = (corner_levels[0][0] + corner_levels[0][1]) -
(corner_levels[1][0] + corner_levels[1][1]);
// Positive if liquid moves towards +X
f32 dx = (corner_levels[0][0] + corner_levels[1][0]) -
(corner_levels[0][1] + corner_levels[1][1]);
f32 tcoord_angle = atan2(dz, dx) * core::RADTODEG;
v2f tcoord_center(0.5, 0.5);
v2f tcoord_translate(blockpos_nodes.Z + p.Z, blockpos_nodes.X + p.X);
tcoord_translate.rotateBy(tcoord_angle);
tcoord_translate.X -= floor(tcoord_translate.X);
tcoord_translate.Y -= floor(tcoord_translate.Y);

std::swap(vertices[0].TCoords, vertices[2].TCoords);
for (int i = 0; i < 4; i++) {
vertices[i].TCoords.rotateBy(tcoord_angle, tcoord_center);
vertices[i].TCoords += tcoord_translate;
}

std::swap(vertices[0].TCoords, vertices[2].TCoords);

collector->append(tile_liquid_top, vertices, 4, quad_indices, 6);
}

void MapblockMeshGenerator::drawLiquidNode(bool flowing)
void MapblockMeshGenerator::drawLiquidNode()
{
prepareLiquidNodeDrawing(flowing);
getLiquidNeighborhood(flowing);
if (flowing)
calculateCornerLevels();
else
resetCornerLevels();
drawLiquidSides(flowing);
prepareLiquidNodeDrawing();
getLiquidNeighborhood();
calculateCornerLevels();
drawLiquidSides();
if (!top_is_same_liquid)
drawLiquidTop(flowing);
drawLiquidTop();
}

void MapblockMeshGenerator::drawGlasslikeNode()
@@ -1291,8 +1270,7 @@ void MapblockMeshGenerator::drawNode()
else
light = getInteriorLight(n, 1, nodedef);
switch (f->drawtype) {
case NDT_LIQUID: drawLiquidNode(false); break;
case NDT_FLOWINGLIQUID: drawLiquidNode(true); break;
case NDT_FLOWINGLIQUID: drawLiquidNode(); break;
case NDT_GLASSLIKE: drawGlasslikeNode(); break;
case NDT_GLASSLIKE_FRAMED: drawGlasslikeFramedNode(); break;
case NDT_ALLFACES: drawAllfacesNode(); break;
@@ -93,13 +93,12 @@ class MapblockMeshGenerator
NeighborData liquid_neighbors[3][3];
f32 corner_levels[2][2];

void prepareLiquidNodeDrawing(bool flowing);
void getLiquidNeighborhood(bool flowing);
void resetCornerLevels();
void prepareLiquidNodeDrawing();
void getLiquidNeighborhood();
void calculateCornerLevels();
f32 getCornerLevel(int i, int k);
void drawLiquidSides(bool flowing);
void drawLiquidTop(bool flowing);
void drawLiquidSides();
void drawLiquidTop();

// raillike-specific
// name of the group that enables connecting to raillike nodes of different kind
@@ -122,7 +121,7 @@ class MapblockMeshGenerator
float offset_h, float offset_v = 0.0);

// drawtypes
void drawLiquidNode(bool flowing);
void drawLiquidNode();
void drawGlasslikeNode();
void drawGlasslikeFramedNode();
void drawAllfacesNode();

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