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] =
{
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;