Framed glasslike: Don't use cuboids to draw glass faces (#7828)

Previously, each glass face used drawAutoLightedCuboid() to draw a
flat cuboid. This also disallowed backface culling, making the
backface culling inconsistent with 'glasslike'.

Use code from 'glasslike' to draw glass faces using drawQuad().

Remove long-unknown top/bottom textures feature:
Makes the code simpler and cleaner.
Never documented, long-unknown and not of much use.
master
Paramat 2018-11-15 18:45:44 +00:00 committed by GitHub
parent 6b102ce51f
commit e5a37543cc
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GPG Key ID: 4AEE18F83AFDEB23
1 changed files with 32 additions and 22 deletions

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@ -697,20 +697,12 @@ void MapblockMeshGenerator::drawGlasslikeFramedNode()
for (int face = 0; face < 6; face++)
getTile(g_6dirs[face], &tiles[face]);
if (!data->m_smooth_lighting)
color = encode_light(light, f->light_source);
TileSpec glass_tiles[6];
if (tiles[1].layers[0].texture &&
tiles[2].layers[0].texture &&
tiles[3].layers[0].texture) {
glass_tiles[0] = tiles[4];
glass_tiles[1] = tiles[2];
glass_tiles[2] = tiles[4];
glass_tiles[3] = tiles[4];
glass_tiles[4] = tiles[3];
glass_tiles[5] = tiles[4];
} else {
for (auto &glass_tile : glass_tiles)
glass_tile = tiles[4];
}
for (auto &glass_tile : glass_tiles)
glass_tile = tiles[4];
u8 param2 = n.getParam2();
bool H_merge = !(param2 & 128);
@ -735,14 +727,6 @@ void MapblockMeshGenerator::drawGlasslikeFramedNode()
aabb3f(-a, -a, -a, a, -b, -b), // z-
aabb3f(-a, b, -a, a, a, -b), // z-
};
static const aabb3f glass_faces[6] = {
aabb3f(-g, -g, g, g, g, g), // z+
aabb3f(-g, g, -g, g, g, g), // y+
aabb3f( g, -g, -g, g, g, g), // x+
aabb3f(-g, -g, -g, g, g, -g), // z-
aabb3f(-g, -g, -g, g, -g, g), // y-
aabb3f(-g, -g, -g, -g, g, g), // x-
};
// tables of neighbour (connect if same type and merge allowed),
// checked with g_26dirs
@ -800,8 +784,34 @@ void MapblockMeshGenerator::drawGlasslikeFramedNode()
for (int face = 0; face < 6; face++) {
if (nb[face])
continue;
tile = glass_tiles[face];
drawAutoLightedCuboid(glass_faces[face]);
// Face at Z-
v3f vertices[4] = {
v3f(-a, a, -g),
v3f( a, a, -g),
v3f( a, -a, -g),
v3f(-a, -a, -g),
};
for (v3f &vertex : vertices) {
switch (face) {
case D6D_ZP:
vertex.rotateXZBy(180); break;
case D6D_YP:
vertex.rotateYZBy( 90); break;
case D6D_XP:
vertex.rotateXZBy( 90); break;
case D6D_ZN:
vertex.rotateXZBy( 0); break;
case D6D_YN:
vertex.rotateYZBy(-90); break;
case D6D_XN:
vertex.rotateXZBy(-90); break;
}
}
v3s16 dir = g_6dirs[face];
drawQuad(vertices, dir);
}
// Optionally render internal liquid level defined by param2