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Illuna-Minetest
illuna-minetest
Commits
c00c8832
Commit
c00c8832
authored
12 years ago
by
PilzAdam
Committed by
kwolekr
12 years ago
Browse files
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Plain Diff
Fix new_style_water
parent
5a9fd8f4
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2 changed files
client/shaders/test_shader_2/opengl_vertex.glsl
+1
-3
1 addition, 3 deletions
client/shaders/test_shader_2/opengl_vertex.glsl
src/content_mapblock.cpp
+135
-8
135 additions, 8 deletions
src/content_mapblock.cpp
with
136 additions
and
11 deletions
client/shaders/test_shader_2/opengl_vertex.glsl
+
1
−
3
View file @
c00c8832
...
...
@@ -8,9 +8,7 @@ varying vec3 vPosition;
void
main
(
void
)
{
vec4
pos
=
gl_Vertex
;
pos
.
y
-=
2
.
0
;
gl_Position
=
mWorldViewProj
*
pos
;
gl_Position
=
mWorldViewProj
*
gl_Vertex
;
vPosition
=
(
mWorldViewProj
*
gl_Vertex
).
xyz
;
...
...
This diff is collapsed.
Click to expand it.
src/content_mapblock.cpp
+
135
−
8
View file @
c00c8832
...
...
@@ -160,18 +160,145 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
Add water sources to mesh if using new style
*/
TileSpec
tile_liquid
=
f
.
special_tiles
[
0
];
TileSpec
tile_liquid_bfculled
=
getNodeTile
(
n
,
p
,
v3s16
(
0
,
0
,
0
),
data
);
AtlasPointer
&
pa_liquid
=
tile_liquid
.
texture
;
bool
top_is_air
=
false
;
MapNode
n
=
data
->
m_vmanip
.
getNodeNoEx
(
blockpos_nodes
+
v3s16
(
x
,
y
+
1
,
z
));
if
(
n
.
getContent
()
==
CONTENT_AIR
)
top_is_air
=
true
;
if
(
top_is_air
==
false
)
continue
;
bool
top_is_same_liquid
=
false
;
MapNode
ntop
=
data
->
m_vmanip
.
getNodeNoEx
(
blockpos_nodes
+
v3s16
(
x
,
y
+
1
,
z
));
content_t
c_flowing
=
nodedef
->
getId
(
f
.
liquid_alternative_flowing
);
content_t
c_source
=
nodedef
->
getId
(
f
.
liquid_alternative_source
);
if
(
ntop
.
getContent
()
==
c_flowing
||
ntop
.
getContent
()
==
c_source
)
top_is_same_liquid
=
true
;
u16
l
=
getInteriorLight
(
n
,
0
,
data
);
video
::
SColor
c
=
MapBlock_LightColor
(
f
.
alpha
,
l
,
decode_light
(
f
.
light_source
));
/*
Generate sides
*/
v3s16
side_dirs
[
4
]
=
{
v3s16
(
1
,
0
,
0
),
v3s16
(
-
1
,
0
,
0
),
v3s16
(
0
,
0
,
1
),
v3s16
(
0
,
0
,
-
1
),
};
for
(
u32
i
=
0
;
i
<
4
;
i
++
)
{
v3s16
dir
=
side_dirs
[
i
];
MapNode
neighbor
=
data
->
m_vmanip
.
getNodeNoEx
(
blockpos_nodes
+
p
+
dir
);
content_t
neighbor_content
=
neighbor
.
getContent
();
const
ContentFeatures
&
n_feat
=
nodedef
->
get
(
neighbor_content
);
MapNode
n_top
=
data
->
m_vmanip
.
getNodeNoEx
(
blockpos_nodes
+
p
+
dir
+
v3s16
(
0
,
1
,
0
));
content_t
n_top_c
=
n_top
.
getContent
();
if
(
neighbor_content
==
CONTENT_IGNORE
)
continue
;
/*
If our topside is liquid and neighbor's topside
is liquid, don't draw side face
*/
if
(
top_is_same_liquid
&&
(
n_top_c
==
c_flowing
||
n_top_c
==
c_source
||
n_top_c
==
CONTENT_IGNORE
))
continue
;
// 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
||
neighbor_content
==
c_flowing
);
// Don't draw any faces if neighbor same is liquid and top is
// same liquid
if
(
neighbor_is_same_liquid
&&
!
top_is_same_liquid
)
continue
;
// Use backface culled material if neighbor doesn't have a
// solidness of 0
const
TileSpec
*
current_tile
=
&
tile_liquid
;
if
(
n_feat
.
solidness
!=
0
||
n_feat
.
visual_solidness
!=
0
)
current_tile
=
&
tile_liquid_bfculled
;
video
::
S3DVertex
vertices
[
4
]
=
{
video
::
S3DVertex
(
-
BS
/
2
,
0
,
BS
/
2
,
0
,
0
,
0
,
c
,
pa_liquid
.
x0
(),
pa_liquid
.
y1
()),
video
::
S3DVertex
(
BS
/
2
,
0
,
BS
/
2
,
0
,
0
,
0
,
c
,
pa_liquid
.
x1
(),
pa_liquid
.
y1
()),
video
::
S3DVertex
(
BS
/
2
,
0
,
BS
/
2
,
0
,
0
,
0
,
c
,
pa_liquid
.
x1
(),
pa_liquid
.
y0
()),
video
::
S3DVertex
(
-
BS
/
2
,
0
,
BS
/
2
,
0
,
0
,
0
,
c
,
pa_liquid
.
x0
(),
pa_liquid
.
y0
()),
};
/*
If our topside is liquid, set upper border of face
at upper border of node
*/
if
(
top_is_same_liquid
)
{
vertices
[
2
].
Pos
.
Y
=
0.5
*
BS
;
vertices
[
3
].
Pos
.
Y
=
0.5
*
BS
;
}
/*
Otherwise upper position of face is liquid level
*/
else
{
vertices
[
2
].
Pos
.
Y
=
(
node_liquid_level
-
0.5
)
*
BS
;
vertices
[
3
].
Pos
.
Y
=
(
node_liquid_level
-
0.5
)
*
BS
;
}
/*
If neighbor is liquid, lower border of face is liquid level
*/
if
(
neighbor_is_same_liquid
)
{
vertices
[
0
].
Pos
.
Y
=
(
node_liquid_level
-
0.5
)
*
BS
;
vertices
[
1
].
Pos
.
Y
=
(
node_liquid_level
-
0.5
)
*
BS
;
}
/*
If neighbor is not liquid, lower border of face is
lower border of node
*/
else
{
vertices
[
0
].
Pos
.
Y
=
-
0.5
*
BS
;
vertices
[
1
].
Pos
.
Y
=
-
0.5
*
BS
;
}
for
(
s32
j
=
0
;
j
<
4
;
j
++
)
{
if
(
dir
==
v3s16
(
0
,
0
,
1
))
vertices
[
j
].
Pos
.
rotateXZBy
(
0
);
if
(
dir
==
v3s16
(
0
,
0
,
-
1
))
vertices
[
j
].
Pos
.
rotateXZBy
(
180
);
if
(
dir
==
v3s16
(
-
1
,
0
,
0
))
vertices
[
j
].
Pos
.
rotateXZBy
(
90
);
if
(
dir
==
v3s16
(
1
,
0
,
-
0
))
vertices
[
j
].
Pos
.
rotateXZBy
(
-
90
);
// Do this to not cause glitches when two liquids are
// side-by-side
/*if(neighbor_is_same_liquid == false){
vertices[j].Pos.X *= 0.98;
vertices[j].Pos.Z *= 0.98;
}*/
vertices
[
j
].
Pos
+=
intToFloat
(
p
,
BS
);
}
u16
indices
[]
=
{
0
,
1
,
2
,
2
,
3
,
0
};
// Add to mesh collector
collector
.
append
(
*
current_tile
,
vertices
,
4
,
indices
,
6
);
}
/*
Generate top
*/
if
(
top_is_same_liquid
)
continue
;
video
::
S3DVertex
vertices
[
4
]
=
{
...
...
@@ -185,7 +312,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
pa_liquid
.
x0
(),
pa_liquid
.
y0
()),
};
v3f
offset
(
p
.
X
,
p
.
Y
+
(
-
0.5
+
node_liquid_level
)
*
BS
,
p
.
Z
);
v3f
offset
(
p
.
X
*
BS
,
p
.
Y
*
BS
+
(
-
0.5
+
node_liquid_level
)
*
BS
,
p
.
Z
*
BS
);
for
(
s32
i
=
0
;
i
<
4
;
i
++
)
{
vertices
[
i
].
Pos
+=
offset
;
...
...
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Click to expand it.
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