);
}
- /*v3f vertex_pos[4];
- // If looking towards z+, this is the face that is behind
- // the center point, facing towards z+.
- vertex_pos[0] = v3f(-BS/2,-BS/2,BS/2);
- vertex_pos[1] = v3f( BS/2,-BS/2,BS/2);
- vertex_pos[2] = v3f( BS/2, BS/2,BS/2);
- vertex_pos[3] = v3f(-BS/2, BS/2,BS/2);
-
- if(dir == v3s16(0,0,1))
- {
- for(u16 i=0; i<4; i++)
- vertex_pos[i].rotateXZBy(0);
- }
- else if(dir == v3s16(0,0,-1))
- {
- for(u16 i=0; i<4; i++)
- vertex_pos[i].rotateXZBy(180);
- }
- else if(dir == v3s16(1,0,0))
- {
- for(u16 i=0; i<4; i++)
- vertex_pos[i].rotateXZBy(-90);
- }
- else if(dir == v3s16(-1,0,0))
- {
- for(u16 i=0; i<4; i++)
- vertex_pos[i].rotateXZBy(90);
- }
- else if(dir == v3s16(0,1,0))
- {
- for(u16 i=0; i<4; i++)
- vertex_pos[i].rotateYZBy(-90);
- }
- else if(dir == v3s16(0,-1,0))
- {
- for(u16 i=0; i<4; i++)
- vertex_pos[i].rotateYZBy(90);
- }*/
-
for(u16 i=0; i<4; i++)
{
vertex_pos[i].X *= scale.X;
return getSmoothLight(p, vmanip, daynight_ratio);
}
+void getTileInfo(
+ // Input:
+ v3s16 blockpos_nodes,
+ v3s16 p,
+ v3s16 face_dir,
+ u32 daynight_ratio,
+ VoxelManipulator &vmanip,
+ NodeModMap &temp_mods,
+ bool smooth_lighting,
+ // Output:
+ bool &makes_face,
+ v3s16 &p_corrected,
+ v3s16 &face_dir_corrected,
+ u8 *lights,
+ TileSpec &tile
+ )
+{
+ MapNode n0 = vmanip.getNodeNoEx(blockpos_nodes + p);
+ MapNode n1 = vmanip.getNodeNoEx(blockpos_nodes + p + face_dir);
+ TileSpec tile0 = getNodeTile(n0, p, face_dir, temp_mods);
+ TileSpec tile1 = getNodeTile(n1, p + face_dir, -face_dir, temp_mods);
+
+ // This is hackish
+ u8 content0 = getNodeContent(p, n0, temp_mods);
+ u8 content1 = getNodeContent(p + face_dir, n1, temp_mods);
+ u8 mf = face_contents(content0, content1);
+
+ if(mf == 0)
+ {
+ makes_face = false;
+ return;
+ }
+
+ makes_face = true;
+
+ if(mf == 1)
+ {
+ tile = tile0;
+ p_corrected = p;
+ face_dir_corrected = face_dir;
+ }
+ else
+ {
+ tile = tile1;
+ p_corrected = p + face_dir;
+ face_dir_corrected = -face_dir;
+ }
+
+ if(smooth_lighting == false)
+ {
+ lights[0] = lights[1] = lights[2] = lights[3] =
+ decode_light(getFaceLight(daynight_ratio, n0, n1, face_dir));
+ }
+ else
+ {
+ v3s16 vertex_dirs[4];
+ getNodeVertexDirs(face_dir_corrected, vertex_dirs);
+ for(u16 i=0; i<4; i++)
+ {
+ lights[i] = getSmoothLight(blockpos_nodes + p_corrected,
+ vertex_dirs[i], vmanip, daynight_ratio);
+ }
+ }
+
+ return;
+}
+
/*
startpos:
translate_dir: unit vector with only one of x, y or z
u16 continuous_tiles_count = 0;
- MapNode n0 = vmanip.getNodeNoEx(blockpos_nodes + p);
- MapNode n1 = vmanip.getNodeNoEx(blockpos_nodes + p + face_dir);
- TileSpec tile0 = getNodeTile(n0, p, face_dir, temp_mods);
- TileSpec tile1 = getNodeTile(n1, p + face_dir, -face_dir, temp_mods);
- u8 light = getFaceLight(daynight_ratio, n0, n1, face_dir);
+ bool makes_face;
+ v3s16 p_corrected;
+ v3s16 face_dir_corrected;
+ u8 lights[4];
+ TileSpec tile;
+ getTileInfo(blockpos_nodes, p, face_dir, daynight_ratio,
+ vmanip, temp_mods, smooth_lighting,
+ makes_face, p_corrected, face_dir_corrected, lights, tile);
for(u16 j=0; j<length; j++)
{
bool next_is_different = true;
v3s16 p_next;
- MapNode n0_next;
- MapNode n1_next;
- TileSpec tile0_next;
- TileSpec tile1_next;
- u8 light_next = 0;
+
+ bool next_makes_face;
+ v3s16 next_p_corrected;
+ v3s16 next_face_dir_corrected;
+ u8 next_lights[4];
+ TileSpec next_tile;
// If at last position, there is nothing to compare to and
// the face must be drawn anyway
{
p_next = p + translate_dir;
- n0_next = vmanip.getNodeNoEx(blockpos_nodes + p_next);
- n1_next = vmanip.getNodeNoEx(blockpos_nodes + p_next + face_dir);
- tile0_next = getNodeTile(n0_next, p_next, face_dir, temp_mods);
- tile1_next = getNodeTile(n1_next,p_next+face_dir,-face_dir, temp_mods);
- light_next = getFaceLight(daynight_ratio, n0_next, n1_next, face_dir);
-
- if(tile0_next == tile0
- && tile1_next == tile1
- && light_next == light)
+ getTileInfo(blockpos_nodes, p_next, face_dir, daynight_ratio,
+ vmanip, temp_mods, smooth_lighting,
+ next_makes_face, next_p_corrected,
+ next_face_dir_corrected, next_lights,
+ next_tile);
+
+ if(next_makes_face == makes_face
+ && next_p_corrected == p_corrected
+ && next_face_dir_corrected == face_dir_corrected
+ && next_lights[0] == lights[0]
+ && next_lights[1] == lights[1]
+ && next_lights[2] == lights[2]
+ && next_lights[3] == lights[3]
+ && next_tile == tile)
{
next_is_different = false;
}
If there is no texture, it can be tiled infinitely.
If tiled==0, it means the texture can be tiled infinitely.
Otherwise check tiled agains continuous_tiles_count.
-
- This check has to be made for both tiles, because this is
- a bit hackish and we know which one we're using only when
- the decision to make the faces is made.
*/
- if(tile0.texture.atlas != NULL && tile0.texture.tiled != 0)
+ if(tile.texture.atlas != NULL && tile.texture.tiled != 0)
{
- if(tile0.texture.tiled <= continuous_tiles_count)
- end_of_texture = true;
- }
- if(tile1.texture.atlas != NULL && tile1.texture.tiled != 0)
- {
- if(tile1.texture.tiled <= continuous_tiles_count)
+ if(tile.texture.tiled <= continuous_tiles_count)
end_of_texture = true;
}
// Do this to disable tiling textures
- //end_of_texture = true; //DEBUG
+ end_of_texture = true; //DEBUG
// Disable tiling of textures if smooth lighting is used
if(smooth_lighting)
/*
Create a face if there should be one
*/
- // This is hackish
- u8 content0 = getNodeContent(p, n0, temp_mods);
- u8 content1 = getNodeContent(p + face_dir, n1, temp_mods);
- u8 mf = face_contents(content0, content1);
-
- if(mf != 0)
+ if(makes_face)
{
// Floating point conversion of the position vector
- v3f pf(p.X, p.Y, p.Z);
+ v3f pf(p_corrected.X, p_corrected.Y, p_corrected.Z);
// Center point of face (kind of)
v3f sp = pf - ((f32)continuous_tiles_count / 2. - 0.5) * translate_dir_f;
v3f scale(1,1,1);
- u8 li0=255, li1=255, li2=255, li3=255;
-
- // First node
- v3s16 p_first = p - (continuous_tiles_count-1) * translate_dir;
if(translate_dir.X != 0)
{
scale.Z = continuous_tiles_count;
}
-#if 1
+ makeFastFace(tile, lights[0], lights[1], lights[2], lights[3],
+ sp, face_dir_corrected, scale,
+ posRelative_f, dest);
+
+ #if 0
+ // First node
+ v3s16 p_first = p_corrected - (continuous_tiles_count-1)
+ * translate_dir;
+
v3s16 p_map_leftmost;
v3s16 p_map_rightmost;
- v3s16 face_dir_corrected;
- TileSpec tile;
-
- if(mf == 1)
- {
- tile = tile0;
- face_dir_corrected = face_dir;
- p_map_leftmost = p + blockpos_nodes;
- p_map_rightmost = p_first + blockpos_nodes;
- }
- else
+ p_map_leftmost = p_corrected + blockpos_nodes;
+ p_map_rightmost = p_first + blockpos_nodes;
+
+ /*if(p != p_corrected)
{
- // Offset to the actual solid block
- p_map_leftmost = p + blockpos_nodes + face_dir;
- p_map_rightmost = p_first + blockpos_nodes + face_dir;
- /*if(face_dir == v3s16(0,0,1))
+ if(face_dir == v3s16(0,0,1))
{
v3s16 orig_leftmost = p_map_leftmost;
v3s16 orig_rightmost = p_map_leftmost;
p_map_leftmost = orig_rightmost;
p_map_rightmost = orig_leftmost;
- }*/
- sp += face_dir_f;
- face_dir_corrected = -face_dir;
- tile = tile1;
- }
+ }
+ }*/
if(smooth_lighting == false)
{
li3 = getSmoothLight(p_map_rightmost, vertex_dirs[3],
vmanip, daynight_ratio);
}
-
makeFastFace(tile, li0, li1, li2, li3,
sp, face_dir_corrected, scale,
posRelative_f, dest);
-#else
- v3s16 p_map = p + blockpos_nodes;
- v3s16 p_map_first = p_first + blockpos_nodes;
-
- // If node at sp (tile0) is more solid
- if(mf == 1)
- {
- if(smooth_lighting)
- {
- if(face_dir == v3s16(0,0,1))
- {
- // Going along X+, faces in Z+
- li0 = getSmoothLight(p_map_first, v3s16(-1,-1,1),
- vmanip, daynight_ratio);
- li1 = getSmoothLight(p_map, v3s16(1,-1,1),
- vmanip, daynight_ratio);
- li2 = getSmoothLight(p_map, v3s16(1,1,1),
- vmanip, daynight_ratio);
- li3 = getSmoothLight(p_map_first, v3s16(-1,1,1),
- vmanip, daynight_ratio);
- }
- else if(face_dir == v3s16(0,1,0))
- {
- // Going along X+, faces in Y+
- li0 = getSmoothLight(p_map_first, v3s16( 1,1,-1),
- vmanip, daynight_ratio);
- li1 = getSmoothLight(p_map, v3s16(-1,1,-1),
- vmanip, daynight_ratio);
- li2 = getSmoothLight(p_map, v3s16(-1,1,1),
- vmanip, daynight_ratio);
- li3 = getSmoothLight(p_map_first, v3s16( 1,1,1),
- vmanip, daynight_ratio);
- }
- else if(face_dir == v3s16(1,0,0))
- {
- // Going along Z+, faces in X+
- li0 = getSmoothLight(p_map_first, v3s16(1,-1,1),
- vmanip, daynight_ratio);
- li1 = getSmoothLight(p_map, v3s16(1,-1,-1),
- vmanip, daynight_ratio);
- li2 = getSmoothLight(p_map, v3s16(1,1,-1),
- vmanip, daynight_ratio);
- li3 = getSmoothLight(p_map_first, v3s16(1,1,1),
- vmanip, daynight_ratio);
- }
- else assert(0);
- }
-
- makeFastFace(tile0, li0, li1, li2, li3,
- sp, face_dir, scale,
- posRelative_f, dest);
- }
- // If node at sp is less solid (mf == 2)
- else
- {
- if(smooth_lighting)
- {
- // Offset to the actual solid block
- p_map += face_dir;
- p_map_first += face_dir;
-
- if(face_dir == v3s16(0,0,1))
- {
- // Going along X+, faces in Z-
- li0 = getSmoothLight(p_map, v3s16(1,-1,-1),
- vmanip, daynight_ratio);
- li1 = getSmoothLight(p_map_first, v3s16(-1,-1,-1),
- vmanip, daynight_ratio);
- li2 = getSmoothLight(p_map_first, v3s16(-1,1,-1),
- vmanip, daynight_ratio);
- li3 = getSmoothLight(p_map, v3s16(1,1,-1),
- vmanip, daynight_ratio);
- }
- else if(face_dir == v3s16(0,1,0))
- {
- // Going along X+, faces in Y-
- li0 = getSmoothLight(p_map_first, v3s16(-1,-1,1),
- vmanip, daynight_ratio);
- li1 = getSmoothLight(p_map, v3s16(1,-1,1),
- vmanip, daynight_ratio);
- li2 = getSmoothLight(p_map, v3s16(1,-1,-1),
- vmanip, daynight_ratio);
- li3 = getSmoothLight(p_map_first, v3s16(-1,-1,-1),
- vmanip, daynight_ratio);
- }
- else if(face_dir == v3s16(1,0,0))
- {
- // Going along Z+, faces in X-
- li0 = getSmoothLight(p_map_first, v3s16(-1,-1,-1),
- vmanip, daynight_ratio);
- li1 = getSmoothLight(p_map, v3s16(-1,-1,1),
- vmanip, daynight_ratio);
- li2 = getSmoothLight(p_map, v3s16(-1,1,1),
- vmanip, daynight_ratio);
- li3 = getSmoothLight(p_map_first, v3s16(-1,1,-1),
- vmanip, daynight_ratio);
- }
- else assert(0);
- }
-
- makeFastFace(tile1, li0, li1, li2, li3,
- sp+face_dir_f, -face_dir, scale,
- posRelative_f, dest);
- }
-#endif
+ #endif
}
continuous_tiles_count = 0;
- n0 = n0_next;
- n1 = n1_next;
- tile0 = tile0_next;
- tile1 = tile1_next;
- light = light_next;
+
+ makes_face = next_makes_face;
+ p_corrected = next_p_corrected;
+ face_dir_corrected = next_face_dir_corrected;
+ lights[0] = next_lights[0];
+ lights[1] = next_lights[1];
+ lights[2] = next_lights[2];
+ lights[3] = next_lights[3];
+ tile = next_tile;
}
p = p_next;