From: Perttu Ahola Date: Thu, 3 Feb 2011 23:48:52 +0000 (+0200) Subject: nicer looking water X-Git-Url: http://81.2.79.47:8989/gitweb/?a=commitdiff_plain;h=6545ea12e984fab63ed2a21d334de47f9bb342c1;p=zefram%2Fminetest%2Fminetest_engine.git nicer looking water --- diff --git a/minetest.conf.example b/minetest.conf.example index 0cdccf20..9a1a0dfd 100644 --- a/minetest.conf.example +++ b/minetest.conf.example @@ -23,6 +23,7 @@ #client_delete_unused_sectors_timeout = 1200 #enable_fog = true +#new_style_water = true # Server side stuff diff --git a/src/defaultsettings.cpp b/src/defaultsettings.cpp index 0665cd02..70f5e0ae 100644 --- a/src/defaultsettings.cpp +++ b/src/defaultsettings.cpp @@ -36,6 +36,7 @@ void set_default_settings() g_settings.setDefault("random_input", "false"); g_settings.setDefault("client_delete_unused_sectors_timeout", "1200"); g_settings.setDefault("enable_fog", "true"); + g_settings.setDefault("new_style_water", "true"); // Server stuff g_settings.setDefault("creative_mode", "false"); diff --git a/src/map.cpp b/src/map.cpp index d03bc0ce..3a316920 100644 --- a/src/map.cpp +++ b/src/map.cpp @@ -2058,7 +2058,7 @@ void make_tree(VoxelManipulator &vmanip, v3s16 p0) MapNode treenode(CONTENT_TREE); MapNode leavesnode(CONTENT_LEAVES); - s16 trunk_h = myrand_range(2, 6); + s16 trunk_h = myrand_range(3, 6); v3s16 p1 = p0; for(s16 ii=0; ii @@ -600,7 +600,6 @@ void MapBlock::updateMesh(u32 daynight_ratio) v3f posRelative_f(getPosRelative().X, getPosRelative().Y, getPosRelative().Z); // floating point conversion - /* Avoid interlocks by copying m_temp_mods */ @@ -610,6 +609,11 @@ void MapBlock::updateMesh(u32 daynight_ratio) m_temp_mods.copy(temp_mods); } + bool new_style_water = g_settings.getBool("new_style_water"); + float node_water_level = 1.0; + if(new_style_water) + node_water_level = 0.8; + /* We are including the faces of the trailing edges of the block. This means that when something changes, the caller must @@ -846,9 +850,10 @@ void MapBlock::updateMesh(u32 daynight_ratio) content = n2.d; if(n2.d == CONTENT_WATERSOURCE) - level = 0.5 * BS; + level = (-0.5+node_water_level) * BS; else if(n2.d == CONTENT_WATER) - level = (-0.5 + ((float)n2.param2 + 0.5) / 8.0) * BS; + level = (-0.5 + ((float)n2.param2 + 0.5) / 8.0 + * node_water_level) * BS; // Check node above neighbor. // NOTE: This doesn't get executed if neighbor @@ -889,7 +894,7 @@ void MapBlock::updateMesh(u32 daynight_ratio) // Special case for source nodes if(content == CONTENT_WATERSOURCE) { - cornerlevel = 0.5*BS; + cornerlevel = (-0.5+node_water_level)*BS; valid_count = 1; break; } @@ -1045,6 +1050,47 @@ void MapBlock::updateMesh(u32 daynight_ratio) collector.append(material_w1, vertices, 4, indices, 6); } } + /* + Add water sources to mesh + */ + else if(n.d == CONTENT_WATERSOURCE && new_style_water) + { + //bool top_is_water = false; + bool top_is_air = false; + try{ + MapNode n = getNodeParent(v3s16(x,y+1,z)); + /*if(n.d == CONTENT_WATER || n.d == CONTENT_WATERSOURCE) + top_is_water = true;*/ + if(n.d == CONTENT_AIR) + top_is_air = true; + }catch(InvalidPositionException &e){} + + /*if(top_is_water == true) + continue;*/ + if(top_is_air == false) + continue; + + u8 l = decode_light(n.getLightBlend(daynight_ratio)); + video::SColor c(WATER_ALPHA,l,l,l); + + video::S3DVertex vertices[4] = + { + video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c, 0,1), + video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c, 1,1), + video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,0), + video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,0), + }; + + for(s32 i=0; i<4; i++) + { + vertices[i].Pos.Y += (-0.5+node_water_level)*BS; + vertices[i].Pos += intToFloat(p + getPosRelative()); + } + + u16 indices[] = {0,1,2,2,3,0}; + // Add to mesh collector + collector.append(material_w1, vertices, 4, indices, 6); + } } /* diff --git a/src/mapnode.cpp b/src/mapnode.cpp index 6f34aa03..d585238a 100644 --- a/src/mapnode.cpp +++ b/src/mapnode.cpp @@ -22,6 +22,8 @@ with this program; if not, write to the Free Software Foundation, Inc., #include "porting.h" #include #include "mineral.h" +// For g_settings +#include "main.h" ContentFeatures::~ContentFeatures() { @@ -139,10 +141,13 @@ void init_mapnode(IIrrlichtWrapper *irrlicht) f->buildable_to = true; f->liquid_type = LIQUID_FLOWING; + bool new_style_water = g_settings.getBool("new_style_water"); + i = CONTENT_WATERSOURCE; f = &g_content_features[i]; //f->setTexture(0, irrlicht->getTextureId("water.png"), WATER_ALPHA); - f->setAllTextures(irrlicht->getTextureId("water.png"), WATER_ALPHA); + if(new_style_water == false) + f->setAllTextures(irrlicht->getTextureId("water.png"), WATER_ALPHA); f->setInventoryTexture(irrlicht->getTextureId("water.png")); f->param_type = CPT_LIGHT; f->light_propagates = true;