#ifndef SERVER
+/*
+ vertex_dirs: v3s16[4]
+*/
+void getNodeVertexDirs(v3s16 dir, v3s16 *vertex_dirs)
+{
+ /*
+ If looked from outside the node towards the face, the corners are:
+ 0: bottom-right
+ 1: bottom-left
+ 2: top-left
+ 3: top-right
+ */
+ if(dir == v3s16(0,0,1))
+ {
+ // If looking towards z+, this is the face that is behind
+ // the center point, facing towards z+.
+ vertex_dirs[0] = v3s16(-1,-1, 1);
+ vertex_dirs[1] = v3s16( 1,-1, 1);
+ vertex_dirs[2] = v3s16( 1, 1, 1);
+ vertex_dirs[3] = v3s16(-1, 1, 1);
+ }
+ else if(dir == v3s16(0,0,-1))
+ {
+ // faces towards Z-
+ vertex_dirs[0] = v3s16( 1,-1,-1);
+ vertex_dirs[1] = v3s16(-1,-1,-1);
+ vertex_dirs[2] = v3s16(-1, 1,-1);
+ vertex_dirs[3] = v3s16( 1, 1,-1);
+ }
+ else if(dir == v3s16(1,0,0))
+ {
+ // faces towards X+
+ vertex_dirs[0] = v3s16( 1,-1, 1);
+ vertex_dirs[1] = v3s16( 1,-1,-1);
+ vertex_dirs[2] = v3s16( 1, 1,-1);
+ vertex_dirs[3] = v3s16( 1, 1, 1);
+ }
+ else if(dir == v3s16(-1,0,0))
+ {
+ // faces towards X-
+ vertex_dirs[0] = v3s16(-1,-1,-1);
+ vertex_dirs[1] = v3s16(-1,-1, 1);
+ vertex_dirs[2] = v3s16(-1, 1, 1);
+ vertex_dirs[3] = v3s16(-1, 1,-1);
+ }
+ else if(dir == v3s16(0,1,0))
+ {
+ // faces towards Y+ (assume Z- as "down" in texture)
+ vertex_dirs[0] = v3s16( 1, 1,-1);
+ vertex_dirs[1] = v3s16(-1, 1,-1);
+ vertex_dirs[2] = v3s16(-1, 1, 1);
+ vertex_dirs[3] = v3s16( 1, 1, 1);
+ }
+ else if(dir == v3s16(0,-1,0))
+ {
+ // faces towards Y- (assume Z+ as "down" in texture)
+ vertex_dirs[0] = v3s16( 1,-1, 1);
+ vertex_dirs[1] = v3s16(-1,-1, 1);
+ vertex_dirs[2] = v3s16(-1,-1,-1);
+ vertex_dirs[3] = v3s16( 1,-1,-1);
+ }
+}
+
inline video::SColor lightColor(u8 alpha, u8 light)
{
return video::SColor(alpha,light,light,light);
posRelative_f *= BS;
v3f vertex_pos[4];
+ v3s16 vertex_dirs[4];
+ getNodeVertexDirs(dir, vertex_dirs);
+ for(u16 i=0; i<4; i++)
+ {
+ vertex_pos[i] = v3f(
+ BS/2*vertex_dirs[i].X,
+ BS/2*vertex_dirs[i].Y,
+ BS/2*vertex_dirs[i].Z
+ );
+ }
+
+ /*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);
{
for(u16 i=0; i<4; i++)
vertex_pos[i].rotateYZBy(90);
- }
+ }*/
for(u16 i=0; i<4; i++)
{
return light;
}
+// Calculate lighting at the given corner of p
+u8 getSmoothLight(v3s16 p, v3s16 corner,
+ VoxelManipulator &vmanip, u32 daynight_ratio)
+{
+ if(corner.X == 1) p.X += 1;
+ else assert(corner.X == -1);
+ if(corner.Y == 1) p.Y += 1;
+ else assert(corner.Y == -1);
+ if(corner.Z == 1) p.Z += 1;
+ else assert(corner.Z == -1);
+
+ return getSmoothLight(p, vmanip, daynight_ratio);
+}
+
/*
startpos:
translate_dir: unit vector with only one of x, y or z
for(u16 j=0; j<length; j++)
{
+ // If tiling can be done, this is set to false in the next step
bool next_is_different = true;
v3s16 p_next;
/*
Create a face if there should be one
*/
- //u8 mf = face_contents(tile0, tile1);
// This is hackish
u8 content0 = getNodeContent(p, n0, temp_mods);
u8 content1 = getNodeContent(p + face_dir, n1, temp_mods);
// First node
v3s16 p_first = p - (continuous_tiles_count-1) * translate_dir;
- v3s16 p_map = blockpos_nodes + p;
- v3s16 p_map_first = p_first + blockpos_nodes;
-
if(translate_dir.X != 0)
{
scale.X = continuous_tiles_count;
scale.Z = continuous_tiles_count;
}
+#if 1
+ 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
+ {
+ // 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))
+ {
+ 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)
+ {
li0 = li1 = li2 = li3 = decode_light(light);
+ }
+ else
+ {
+ v3s16 vertex_dirs[4];
+ getNodeVertexDirs(face_dir_corrected, vertex_dirs);
+
+ li0 = getSmoothLight(p_map_rightmost, vertex_dirs[0],
+ vmanip, daynight_ratio);
+ li1 = getSmoothLight(p_map_leftmost, vertex_dirs[1],
+ vmanip, daynight_ratio);
+ li2 = getSmoothLight(p_map_leftmost, vertex_dirs[2],
+ vmanip, daynight_ratio);
+ 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(face_dir == v3s16(0,0,1))
{
// Going along X+, faces in Z+
- li0 = getSmoothLight(p_map_first+v3s16(0,0,1),
+ li0 = getSmoothLight(p_map_first, v3s16(-1,-1,1),
vmanip, daynight_ratio);
- li1 = getSmoothLight(p_map+v3s16(1,0,1),
+ li1 = getSmoothLight(p_map, v3s16(1,-1,1),
vmanip, daynight_ratio);
- li2 = getSmoothLight(p_map+v3s16(1,1,1),
+ li2 = getSmoothLight(p_map, v3s16(1,1,1),
vmanip, daynight_ratio);
- li3 = getSmoothLight(p_map_first+v3s16(0,1,1),
+ 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(0,1,1),
+ li0 = getSmoothLight(p_map_first, v3s16( 1,1,-1),
vmanip, daynight_ratio);
- li1 = getSmoothLight(p_map+v3s16(1,1,1),
+ li1 = getSmoothLight(p_map, v3s16(-1,1,-1),
vmanip, daynight_ratio);
- li2 = getSmoothLight(p_map+v3s16(1,1,0),
+ li2 = getSmoothLight(p_map, v3s16(-1,1,1),
vmanip, daynight_ratio);
- li3 = getSmoothLight(p_map_first+v3s16(0,1,0),
+ 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(1,0,1),
+ li0 = getSmoothLight(p_map_first, v3s16(1,-1,1),
vmanip, daynight_ratio);
- li1 = getSmoothLight(p_map+v3s16(1,0,0),
+ li1 = getSmoothLight(p_map, v3s16(1,-1,-1),
vmanip, daynight_ratio);
- li2 = getSmoothLight(p_map+v3s16(1,1,0),
+ li2 = getSmoothLight(p_map, v3s16(1,1,-1),
vmanip, daynight_ratio);
- li3 = getSmoothLight(p_map_first+v3s16(1,1,1),
+ li3 = getSmoothLight(p_map_first, v3s16(1,1,1),
vmanip, daynight_ratio);
}
else assert(0);
if(face_dir == v3s16(0,0,1))
{
// Going along X+, faces in Z-
- li0 = getSmoothLight(p_map+v3s16(1,0,0),
+ li0 = getSmoothLight(p_map, v3s16(1,-1,-1),
vmanip, daynight_ratio);
- li1 = getSmoothLight(p_map_first+v3s16(0,0,0),
+ li1 = getSmoothLight(p_map_first, v3s16(-1,-1,-1),
vmanip, daynight_ratio);
- li2 = getSmoothLight(p_map_first+v3s16(0,1,0),
+ li2 = getSmoothLight(p_map_first, v3s16(-1,1,-1),
vmanip, daynight_ratio);
- li3 = getSmoothLight(p_map+v3s16(1,1,0),
+ 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(0,0,0),
+ li0 = getSmoothLight(p_map_first, v3s16(-1,-1,1),
vmanip, daynight_ratio);
- li1 = getSmoothLight(p_map+v3s16(1,0,0),
+ li1 = getSmoothLight(p_map, v3s16(1,-1,1),
vmanip, daynight_ratio);
- li2 = getSmoothLight(p_map+v3s16(1,0,1),
+ li2 = getSmoothLight(p_map, v3s16(1,-1,-1),
vmanip, daynight_ratio);
- li3 = getSmoothLight(p_map_first+v3s16(0,0,1),
+ 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(0,0,0),
+ li0 = getSmoothLight(p_map_first, v3s16(-1,-1,-1),
vmanip, daynight_ratio);
- li1 = getSmoothLight(p_map+v3s16(0,0,1),
+ li1 = getSmoothLight(p_map, v3s16(-1,-1,1),
vmanip, daynight_ratio);
- li2 = getSmoothLight(p_map+v3s16(0,1,1),
+ li2 = getSmoothLight(p_map, v3s16(-1,1,1),
vmanip, daynight_ratio);
- li3 = getSmoothLight(p_map_first+v3s16(0,1,0),
+ li3 = getSmoothLight(p_map_first, v3s16(-1,1,-1),
vmanip, daynight_ratio);
}
else assert(0);
sp+face_dir_f, -face_dir, scale,
posRelative_f, dest);
}
+#endif
}
continuous_tiles_count = 0;