3 Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
5 This program is free software; you can redistribute it and/or modify
6 it under the terms of the GNU Lesser General Public License as published by
7 the Free Software Foundation; either version 2.1 of the License, or
8 (at your option) any later version.
10 This program is distributed in the hope that it will be useful,
11 but WITHOUT ANY WARRANTY; without even the implied warranty of
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
13 GNU Lesser General Public License for more details.
15 You should have received a copy of the GNU Lesser General Public License along
16 with this program; if not, write to the Free Software Foundation, Inc.,
17 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
20 #include "mapblock_mesh.h"
28 #include "content_mapblock.h"
29 #include "util/directiontables.h"
30 #include "client/meshgen/collector.h"
31 #include "client/renderingengine.h"
38 MeshMakeData::MeshMakeData(Client *client, bool use_shaders,
39 bool use_tangent_vertices):
41 m_use_shaders(use_shaders),
42 m_use_tangent_vertices(use_tangent_vertices)
45 void MeshMakeData::fillBlockDataBegin(const v3s16 &blockpos)
47 m_blockpos = blockpos;
49 v3s16 blockpos_nodes = m_blockpos*MAP_BLOCKSIZE;
52 VoxelArea voxel_area(blockpos_nodes - v3s16(1,1,1) * MAP_BLOCKSIZE,
53 blockpos_nodes + v3s16(1,1,1) * MAP_BLOCKSIZE*2-v3s16(1,1,1));
54 m_vmanip.addArea(voxel_area);
57 void MeshMakeData::fillBlockData(const v3s16 &block_offset, MapNode *data)
59 v3s16 data_size(MAP_BLOCKSIZE, MAP_BLOCKSIZE, MAP_BLOCKSIZE);
60 VoxelArea data_area(v3s16(0,0,0), data_size - v3s16(1,1,1));
62 v3s16 bp = m_blockpos + block_offset;
63 v3s16 blockpos_nodes = bp * MAP_BLOCKSIZE;
64 m_vmanip.copyFrom(data, data_area, v3s16(0,0,0), blockpos_nodes, data_size);
67 void MeshMakeData::fill(MapBlock *block)
69 fillBlockDataBegin(block->getPos());
71 fillBlockData(v3s16(0,0,0), block->getData());
73 // Get map for reading neighbor blocks
74 Map *map = block->getParent();
76 for (const v3s16 &dir : g_26dirs) {
77 v3s16 bp = m_blockpos + dir;
78 MapBlock *b = map->getBlockNoCreateNoEx(bp);
80 fillBlockData(dir, b->getData());
84 void MeshMakeData::fillSingleNode(MapNode *node)
86 m_blockpos = v3s16(0,0,0);
88 v3s16 blockpos_nodes = v3s16(0,0,0);
89 VoxelArea area(blockpos_nodes-v3s16(1,1,1)*MAP_BLOCKSIZE,
90 blockpos_nodes+v3s16(1,1,1)*MAP_BLOCKSIZE*2-v3s16(1,1,1));
91 s32 volume = area.getVolume();
92 s32 our_node_index = area.index(1,1,1);
94 // Allocate this block + neighbors
96 m_vmanip.addArea(area);
99 MapNode *data = new MapNode[volume];
100 for(s32 i = 0; i < volume; i++)
102 if (i == our_node_index)
105 data[i] = MapNode(CONTENT_AIR, LIGHT_MAX, 0);
107 m_vmanip.copyFrom(data, area, area.MinEdge, area.MinEdge, area.getExtent());
111 void MeshMakeData::setCrack(int crack_level, v3s16 crack_pos)
113 if (crack_level >= 0)
114 m_crack_pos_relative = crack_pos - m_blockpos*MAP_BLOCKSIZE;
117 void MeshMakeData::setSmoothLighting(bool smooth_lighting)
119 m_smooth_lighting = smooth_lighting && ! g_settings->getBool("fullbright");
123 Light and vertex color functions
127 Calculate non-smooth lighting at interior of node.
130 static u8 getInteriorLight(enum LightBank bank, MapNode n, s32 increment,
131 const NodeDefManager *ndef)
133 u8 light = n.getLight(bank, ndef);
135 light = rangelim(light + increment, 0, LIGHT_SUN);
136 if(g_settings->getBool("fullbright"))
138 return decode_light(light);
142 Calculate non-smooth lighting at interior of node.
145 u16 getInteriorLight(MapNode n, s32 increment, const NodeDefManager *ndef)
147 u16 day = getInteriorLight(LIGHTBANK_DAY, n, increment, ndef);
148 u16 night = getInteriorLight(LIGHTBANK_NIGHT, n, increment, ndef);
149 return day | (night << 8);
153 Calculate non-smooth lighting at face of node.
156 static u8 getFaceLight(enum LightBank bank, MapNode n, MapNode n2,
157 v3s16 face_dir, const NodeDefManager *ndef)
160 u8 l1 = n.getLight(bank, ndef);
161 u8 l2 = n2.getLight(bank, ndef);
167 // Boost light level for light sources
168 u8 light_source = MYMAX(ndef->get(n).light_source,
169 ndef->get(n2).light_source);
170 if(light_source > light)
171 light = light_source;
172 if(g_settings->getBool("fullbright"))
174 return decode_light(light);
178 Calculate non-smooth lighting at face of node.
181 u16 getFaceLight(MapNode n, MapNode n2, const v3s16 &face_dir,
182 const NodeDefManager *ndef)
184 u16 day = getFaceLight(LIGHTBANK_DAY, n, n2, face_dir, ndef);
185 u16 night = getFaceLight(LIGHTBANK_NIGHT, n, n2, face_dir, ndef);
186 return day | (night << 8);
190 Calculate smooth lighting at the XYZ- corner of p.
193 static u16 getSmoothLightCombined(const v3s16 &p,
194 const std::array<v3s16,8> &dirs, MeshMakeData *data)
196 const NodeDefManager *ndef = data->m_client->ndef();
198 u16 ambient_occlusion = 0;
200 u8 light_source_max = 0;
203 bool direct_sunlight = false;
205 auto add_node = [&] (u8 i, bool obstructed = false) -> bool {
210 MapNode n = data->m_vmanip.getNodeNoExNoEmerge(p + dirs[i]);
211 if (n.getContent() == CONTENT_IGNORE)
213 const ContentFeatures &f = ndef->get(n);
214 if (f.light_source > light_source_max)
215 light_source_max = f.light_source;
216 // Check f.solidness because fast-style leaves look better this way
217 if (f.param_type == CPT_LIGHT && f.solidness != 2) {
218 u8 light_level_day = n.getLightNoChecks(LIGHTBANK_DAY, &f);
219 u8 light_level_night = n.getLightNoChecks(LIGHTBANK_NIGHT, &f);
220 if (light_level_day == LIGHT_SUN)
221 direct_sunlight = true;
222 light_day += decode_light(light_level_day);
223 light_night += decode_light(light_level_night);
228 return f.light_propagates;
231 bool obstructed[4] = { true, true, true, true };
233 bool opaque1 = !add_node(1);
234 bool opaque2 = !add_node(2);
235 bool opaque3 = !add_node(3);
236 obstructed[0] = opaque1 && opaque2;
237 obstructed[1] = opaque1 && opaque3;
238 obstructed[2] = opaque2 && opaque3;
239 for (u8 k = 0; k < 3; ++k)
240 if (add_node(k + 4, obstructed[k]))
241 obstructed[3] = false;
242 if (add_node(7, obstructed[3])) { // wrap light around nodes
243 ambient_occlusion -= 3;
244 for (u8 k = 0; k < 3; ++k)
245 add_node(k + 4, !obstructed[k]);
248 if (light_count == 0) {
249 light_day = light_night = 0;
251 light_day /= light_count;
252 light_night /= light_count;
255 // boost direct sunlight, if any
259 // Boost brightness around light sources
260 bool skip_ambient_occlusion_day = false;
261 if (decode_light(light_source_max) >= light_day) {
262 light_day = decode_light(light_source_max);
263 skip_ambient_occlusion_day = true;
266 bool skip_ambient_occlusion_night = false;
267 if(decode_light(light_source_max) >= light_night) {
268 light_night = decode_light(light_source_max);
269 skip_ambient_occlusion_night = true;
272 if (ambient_occlusion > 4) {
273 static thread_local const float ao_gamma = rangelim(
274 g_settings->getFloat("ambient_occlusion_gamma"), 0.25, 4.0);
276 // Table of gamma space multiply factors.
277 static thread_local const float light_amount[3] = {
278 powf(0.75, 1.0 / ao_gamma),
279 powf(0.5, 1.0 / ao_gamma),
280 powf(0.25, 1.0 / ao_gamma)
283 //calculate table index for gamma space multiplier
284 ambient_occlusion -= 5;
286 if (!skip_ambient_occlusion_day)
287 light_day = rangelim(core::round32(
288 light_day * light_amount[ambient_occlusion]), 0, 255);
289 if (!skip_ambient_occlusion_night)
290 light_night = rangelim(core::round32(
291 light_night * light_amount[ambient_occlusion]), 0, 255);
294 return light_day | (light_night << 8);
298 Calculate smooth lighting at the given corner of p.
300 Node at p is solid, and thus the lighting is face-dependent.
302 u16 getSmoothLightSolid(const v3s16 &p, const v3s16 &face_dir, const v3s16 &corner, MeshMakeData *data)
304 return getSmoothLightTransparent(p + face_dir, corner - 2 * face_dir, data);
308 Calculate smooth lighting at the given corner of p.
310 Node at p is not solid, and the lighting is not face-dependent.
312 u16 getSmoothLightTransparent(const v3s16 &p, const v3s16 &corner, MeshMakeData *data)
314 const std::array<v3s16,8> dirs = {{
315 // Always shine light
322 v3s16(corner.X,corner.Y,0),
323 v3s16(corner.X,0,corner.Z),
324 v3s16(0,corner.Y,corner.Z),
325 v3s16(corner.X,corner.Y,corner.Z)
327 return getSmoothLightCombined(p, dirs, data);
330 void get_sunlight_color(video::SColorf *sunlight, u32 daynight_ratio){
331 f32 rg = daynight_ratio / 1000.0f - 0.04f;
332 f32 b = (0.98f * daynight_ratio) / 1000.0f + 0.078f;
338 void final_color_blend(video::SColor *result,
339 u16 light, u32 daynight_ratio)
341 video::SColorf dayLight;
342 get_sunlight_color(&dayLight, daynight_ratio);
343 final_color_blend(result,
344 encode_light(light, 0), dayLight);
347 void final_color_blend(video::SColor *result,
348 const video::SColor &data, const video::SColorf &dayLight)
350 static const video::SColorf artificialColor(1.04f, 1.04f, 1.04f);
352 video::SColorf c(data);
355 f32 r = c.r * (c.a * dayLight.r + n * artificialColor.r) * 2.0f;
356 f32 g = c.g * (c.a * dayLight.g + n * artificialColor.g) * 2.0f;
357 f32 b = c.b * (c.a * dayLight.b + n * artificialColor.b) * 2.0f;
359 // Emphase blue a bit in darker places
360 // Each entry of this array represents a range of 8 blue levels
361 static const u8 emphase_blue_when_dark[32] = {
362 1, 4, 6, 6, 6, 5, 4, 3, 2, 1, 0, 0, 0, 0, 0, 0,
363 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
366 b += emphase_blue_when_dark[irr::core::clamp((s32) ((r + g + b) / 3 * 255),
367 0, 255) / 8] / 255.0f;
369 result->setRed(core::clamp((s32) (r * 255.0f), 0, 255));
370 result->setGreen(core::clamp((s32) (g * 255.0f), 0, 255));
371 result->setBlue(core::clamp((s32) (b * 255.0f), 0, 255));
375 Mesh generation helpers
378 // This table is moved outside getNodeVertexDirs to avoid the compiler using
379 // a mutex to initialize this table at runtime right in the hot path.
380 // For details search the internet for "cxa_guard_acquire".
381 static const v3s16 vertex_dirs_table[] = {
383 v3s16( 1,-1, 1), v3s16( 1,-1,-1),
384 v3s16( 1, 1,-1), v3s16( 1, 1, 1),
386 v3s16( 1, 1,-1), v3s16(-1, 1,-1),
387 v3s16(-1, 1, 1), v3s16( 1, 1, 1),
389 v3s16(-1,-1, 1), v3s16( 1,-1, 1),
390 v3s16( 1, 1, 1), v3s16(-1, 1, 1),
392 v3s16(), v3s16(), v3s16(), v3s16(),
394 v3s16( 1,-1,-1), v3s16(-1,-1,-1),
395 v3s16(-1, 1,-1), v3s16( 1, 1,-1),
397 v3s16( 1,-1, 1), v3s16(-1,-1, 1),
398 v3s16(-1,-1,-1), v3s16( 1,-1,-1),
400 v3s16(-1,-1,-1), v3s16(-1,-1, 1),
401 v3s16(-1, 1, 1), v3s16(-1, 1,-1)
405 vertex_dirs: v3s16[4]
407 static void getNodeVertexDirs(const v3s16 &dir, v3s16 *vertex_dirs)
410 If looked from outside the node towards the face, the corners are:
417 // Direction must be (1,0,0), (-1,0,0), (0,1,0), (0,-1,0),
419 assert(dir.X * dir.X + dir.Y * dir.Y + dir.Z * dir.Z == 1);
421 // Convert direction to single integer for table lookup
422 u8 idx = (dir.X + 2 * dir.Y + 3 * dir.Z) & 7;
425 memcpy(vertex_dirs, &vertex_dirs_table[idx], 4 * sizeof(v3s16));
428 static void getNodeTextureCoords(v3f base, const v3f &scale, const v3s16 &dir, float *u, float *v)
430 if (dir.X > 0 || dir.Y > 0 || dir.Z < 0)
432 if (dir == v3s16(0,0,1)) {
435 } else if (dir == v3s16(0,0,-1)) {
438 } else if (dir == v3s16(1,0,0)) {
441 } else if (dir == v3s16(-1,0,0)) {
444 } else if (dir == v3s16(0,1,0)) {
447 } else if (dir == v3s16(0,-1,0)) {
456 video::S3DVertex vertices[4]; // Precalculated vertices
458 * The face is divided into two triangles. If this is true,
459 * vertices 0 and 2 are connected, othervise vertices 1 and 3
462 bool vertex_0_2_connected;
465 static void makeFastFace(const TileSpec &tile, u16 li0, u16 li1, u16 li2, u16 li3,
466 const v3f &tp, const v3f &p, const v3s16 &dir, const v3f &scale, std::vector<FastFace> &dest)
468 // Position is at the center of the cube.
477 v3s16 vertex_dirs[4];
478 getNodeVertexDirs(dir, vertex_dirs);
479 if (tile.world_aligned)
480 getNodeTextureCoords(tp, scale, dir, &x0, &y0);
484 switch (tile.rotation) {
489 vertex_dirs[0] = vertex_dirs[3];
490 vertex_dirs[3] = vertex_dirs[2];
491 vertex_dirs[2] = vertex_dirs[1];
501 vertex_dirs[0] = vertex_dirs[2];
504 vertex_dirs[1] = vertex_dirs[3];
515 vertex_dirs[0] = vertex_dirs[1];
516 vertex_dirs[1] = vertex_dirs[2];
517 vertex_dirs[2] = vertex_dirs[3];
527 vertex_dirs[0] = vertex_dirs[3];
528 vertex_dirs[3] = vertex_dirs[2];
529 vertex_dirs[2] = vertex_dirs[1];
541 vertex_dirs[0] = vertex_dirs[1];
542 vertex_dirs[1] = vertex_dirs[2];
543 vertex_dirs[2] = vertex_dirs[3];
555 vertex_dirs[0] = vertex_dirs[3];
556 vertex_dirs[3] = vertex_dirs[2];
557 vertex_dirs[2] = vertex_dirs[1];
569 vertex_dirs[0] = vertex_dirs[1];
570 vertex_dirs[1] = vertex_dirs[2];
571 vertex_dirs[2] = vertex_dirs[3];
593 for (u16 i = 0; i < 4; i++) {
595 BS / 2 * vertex_dirs[i].X,
596 BS / 2 * vertex_dirs[i].Y,
597 BS / 2 * vertex_dirs[i].Z
601 for (v3f &vpos : vertex_pos) {
608 f32 abs_scale = 1.0f;
609 if (scale.X < 0.999f || scale.X > 1.001f) abs_scale = scale.X;
610 else if (scale.Y < 0.999f || scale.Y > 1.001f) abs_scale = scale.Y;
611 else if (scale.Z < 0.999f || scale.Z > 1.001f) abs_scale = scale.Z;
613 v3f normal(dir.X, dir.Y, dir.Z);
615 u16 li[4] = { li0, li1, li2, li3 };
619 for (u8 i = 0; i < 4; i++) {
621 night[i] = li[i] & 0xFF;
624 bool vertex_0_2_connected = abs(day[0] - day[2]) + abs(night[0] - night[2])
625 < abs(day[1] - day[3]) + abs(night[1] - night[3]);
628 core::vector2d<f32>(x0 + w * abs_scale, y0 + h),
629 core::vector2d<f32>(x0, y0 + h),
630 core::vector2d<f32>(x0, y0),
631 core::vector2d<f32>(x0 + w * abs_scale, y0) };
633 // equivalent to dest.push_back(FastFace()) but faster
635 FastFace& face = *dest.rbegin();
637 for (u8 i = 0; i < 4; i++) {
638 video::SColor c = encode_light(li[i], tile.emissive_light);
639 if (!tile.emissive_light)
640 applyFacesShading(c, normal);
642 face.vertices[i] = video::S3DVertex(vertex_pos[i], normal, c, f[i]);
646 Revert triangles for nicer looking gradient if the
647 brightness of vertices 1 and 3 differ less than
648 the brightness of vertices 0 and 2.
650 face.vertex_0_2_connected = vertex_0_2_connected;
655 Nodes make a face if contents differ and solidness differs.
658 1: Face uses m1's content
659 2: Face uses m2's content
660 equivalent: Whether the blocks share the same face (eg. water and glass)
662 TODO: Add 3: Both faces drawn with backface culling, remove equivalent
664 static u8 face_contents(content_t m1, content_t m2, bool *equivalent,
665 const NodeDefManager *ndef)
669 if (m1 == m2 || m1 == CONTENT_IGNORE || m2 == CONTENT_IGNORE)
672 const ContentFeatures &f1 = ndef->get(m1);
673 const ContentFeatures &f2 = ndef->get(m2);
675 // Contents don't differ for different forms of same liquid
676 if (f1.sameLiquid(f2))
679 u8 c1 = f1.solidness;
680 u8 c2 = f2.solidness;
687 c1 = f1.visual_solidness;
689 c2 = f2.visual_solidness;
694 // If same solidness, liquid takes precense
708 Gets nth node tile (0 <= n <= 5).
710 void getNodeTileN(MapNode mn, const v3s16 &p, u8 tileindex, MeshMakeData *data, TileSpec &tile)
712 const NodeDefManager *ndef = data->m_client->ndef();
713 const ContentFeatures &f = ndef->get(mn);
714 tile = f.tiles[tileindex];
715 bool has_crack = p == data->m_crack_pos_relative;
716 for (TileLayer &layer : tile.layers) {
717 if (layer.texture_id == 0)
719 if (!layer.has_color)
720 mn.getColor(f, &(layer.color));
721 // Apply temporary crack
723 layer.material_flags |= MATERIAL_FLAG_CRACK;
728 Gets node tile given a face direction.
730 void getNodeTile(MapNode mn, const v3s16 &p, const v3s16 &dir, MeshMakeData *data, TileSpec &tile)
732 const NodeDefManager *ndef = data->m_client->ndef();
734 // Direction must be (1,0,0), (-1,0,0), (0,1,0), (0,-1,0),
735 // (0,0,1), (0,0,-1) or (0,0,0)
736 assert(dir.X * dir.X + dir.Y * dir.Y + dir.Z * dir.Z <= 1);
738 // Convert direction to single integer for table lookup
743 // 4 = invalid, treat as (0,0,0)
747 u8 dir_i = ((dir.X + 2 * dir.Y + 3 * dir.Z) & 7) * 2;
749 // Get rotation for things like chests
750 u8 facedir = mn.getFaceDir(ndef, true);
752 static const u16 dir_to_tile[24 * 16] =
754 // 0 +X +Y +Z -Z -Y -X -> value=tile,rotation
755 0,0, 2,0 , 0,0 , 4,0 , 0,0, 5,0 , 1,0 , 3,0 , // rotate around y+ 0 - 3
756 0,0, 4,0 , 0,3 , 3,0 , 0,0, 2,0 , 1,1 , 5,0 ,
757 0,0, 3,0 , 0,2 , 5,0 , 0,0, 4,0 , 1,2 , 2,0 ,
758 0,0, 5,0 , 0,1 , 2,0 , 0,0, 3,0 , 1,3 , 4,0 ,
760 0,0, 2,3 , 5,0 , 0,2 , 0,0, 1,0 , 4,2 , 3,1 , // rotate around z+ 4 - 7
761 0,0, 4,3 , 2,0 , 0,1 , 0,0, 1,1 , 3,2 , 5,1 ,
762 0,0, 3,3 , 4,0 , 0,0 , 0,0, 1,2 , 5,2 , 2,1 ,
763 0,0, 5,3 , 3,0 , 0,3 , 0,0, 1,3 , 2,2 , 4,1 ,
765 0,0, 2,1 , 4,2 , 1,2 , 0,0, 0,0 , 5,0 , 3,3 , // rotate around z- 8 - 11
766 0,0, 4,1 , 3,2 , 1,3 , 0,0, 0,3 , 2,0 , 5,3 ,
767 0,0, 3,1 , 5,2 , 1,0 , 0,0, 0,2 , 4,0 , 2,3 ,
768 0,0, 5,1 , 2,2 , 1,1 , 0,0, 0,1 , 3,0 , 4,3 ,
770 0,0, 0,3 , 3,3 , 4,1 , 0,0, 5,3 , 2,3 , 1,3 , // rotate around x+ 12 - 15
771 0,0, 0,2 , 5,3 , 3,1 , 0,0, 2,3 , 4,3 , 1,0 ,
772 0,0, 0,1 , 2,3 , 5,1 , 0,0, 4,3 , 3,3 , 1,1 ,
773 0,0, 0,0 , 4,3 , 2,1 , 0,0, 3,3 , 5,3 , 1,2 ,
775 0,0, 1,1 , 2,1 , 4,3 , 0,0, 5,1 , 3,1 , 0,1 , // rotate around x- 16 - 19
776 0,0, 1,2 , 4,1 , 3,3 , 0,0, 2,1 , 5,1 , 0,0 ,
777 0,0, 1,3 , 3,1 , 5,3 , 0,0, 4,1 , 2,1 , 0,3 ,
778 0,0, 1,0 , 5,1 , 2,3 , 0,0, 3,1 , 4,1 , 0,2 ,
780 0,0, 3,2 , 1,2 , 4,2 , 0,0, 5,2 , 0,2 , 2,2 , // rotate around y- 20 - 23
781 0,0, 5,2 , 1,3 , 3,2 , 0,0, 2,2 , 0,1 , 4,2 ,
782 0,0, 2,2 , 1,0 , 5,2 , 0,0, 4,2 , 0,0 , 3,2 ,
783 0,0, 4,2 , 1,1 , 2,2 , 0,0, 3,2 , 0,3 , 5,2
786 u16 tile_index = facedir * 16 + dir_i;
787 getNodeTileN(mn, p, dir_to_tile[tile_index], data, tile);
788 tile.rotation = tile.world_aligned ? 0 : dir_to_tile[tile_index + 1];
791 std::set<content_t> splitToContentT(std::string str, const NodeDefManager *ndef)
794 std::set<content_t> dat;
797 if (c == ',' || c == '\n') {
799 dat.insert(ndef->getId(buf));
802 } else if (c != ' ') {
809 static void getTileInfo(
813 const v3s16 &face_dir,
817 v3s16 &face_dir_corrected,
823 std::set<content_t> xraySet,
824 std::set<content_t> nodeESPSet)
826 VoxelManipulator &vmanip = data->m_vmanip;
827 const NodeDefManager *ndef = data->m_client->ndef();
828 v3s16 blockpos_nodes = data->m_blockpos * MAP_BLOCKSIZE;
830 const MapNode &n0 = vmanip.getNodeRefUnsafe(blockpos_nodes + p);
832 content_t c0 = n0.getContent();
833 if (xray && xraySet.find(c0) != xraySet.end())
835 if (nodeESPSet.find(c0) != nodeESPSet.end())
836 data->m_esp_nodes.insert(blockpos_nodes + p);
837 // Don't even try to get n1 if n0 is already CONTENT_IGNORE
838 if (c0 == CONTENT_IGNORE) {
843 const MapNode &n1 = vmanip.getNodeRefUnsafeCheckFlags(blockpos_nodes + p + face_dir);
845 content_t c1 = n1.getContent();
846 if (xray && xraySet.find(c1) != xraySet.end())
849 if (c1 == CONTENT_IGNORE) {
855 bool equivalent = false;
856 u8 mf = face_contents(c0, c1,
870 face_dir_corrected = face_dir;
873 p_corrected = p + face_dir;
874 face_dir_corrected = -face_dir;
877 getNodeTile(n, p_corrected, face_dir_corrected, data, tile);
878 const ContentFeatures &f = ndef->get(n);
880 tile.emissive_light = f.light_source;
882 // eg. water and glass
884 for (TileLayer &layer : tile.layers)
885 layer.material_flags |= MATERIAL_FLAG_BACKFACE_CULLING;
888 if (!data->m_smooth_lighting) {
889 lights[0] = lights[1] = lights[2] = lights[3] =
890 getFaceLight(n0, n1, face_dir, ndef);
892 v3s16 vertex_dirs[4];
893 getNodeVertexDirs(face_dir_corrected, vertex_dirs);
895 v3s16 light_p = blockpos_nodes + p_corrected;
896 for (u16 i = 0; i < 4; i++)
897 lights[i] = getSmoothLightSolid(light_p, face_dir_corrected, vertex_dirs[i], data);
903 translate_dir: unit vector with only one of x, y or z
904 face_dir: unit vector with only one of x, y or z
906 static void updateFastFaceRow(
908 const v3s16 &&startpos,
910 const v3f &&translate_dir_f,
911 const v3s16 &&face_dir,
912 std::vector<FastFace> &dest,
914 std::set<content_t> xraySet,
915 std::set<content_t> nodeESPSet)
917 static thread_local const bool waving_liquids =
918 g_settings->getBool("enable_shaders") &&
919 g_settings->getBool("enable_waving_water");
923 u16 continuous_tiles_count = 1;
925 bool makes_face = false;
927 v3s16 face_dir_corrected;
928 u16 lights[4] = {0, 0, 0, 0};
932 // Get info of first tile
933 getTileInfo(data, p, face_dir,
934 makes_face, p_corrected, face_dir_corrected,
935 lights, waving, tile, xray, xraySet, nodeESPSet);
937 // Unroll this variable which has a significant build cost
939 for (u16 j = 0; j < MAP_BLOCKSIZE; j++) {
940 // If tiling can be done, this is set to false in the next step
941 bool next_is_different = true;
943 bool next_makes_face = false;
944 v3s16 next_p_corrected;
945 v3s16 next_face_dir_corrected;
946 u16 next_lights[4] = {0, 0, 0, 0};
948 // If at last position, there is nothing to compare to and
949 // the face must be drawn anyway
950 if (j != MAP_BLOCKSIZE - 1) {
953 getTileInfo(data, p, face_dir,
954 next_makes_face, next_p_corrected,
955 next_face_dir_corrected, next_lights,
962 if (next_makes_face == makes_face
963 && next_p_corrected == p_corrected + translate_dir
964 && next_face_dir_corrected == face_dir_corrected
965 && memcmp(next_lights, lights, sizeof(lights)) == 0
966 // Don't apply fast faces to waving water.
967 && (waving != 3 || !waving_liquids)
968 && next_tile.isTileable(tile)) {
969 next_is_different = false;
970 continuous_tiles_count++;
973 if (next_is_different) {
975 Create a face if there should be one
978 // Floating point conversion of the position vector
979 v3f pf(p_corrected.X, p_corrected.Y, p_corrected.Z);
980 // Center point of face (kind of)
981 v3f sp = pf - ((f32)continuous_tiles_count * 0.5f - 0.5f)
985 if (translate_dir.X != 0)
986 scale.X = continuous_tiles_count;
987 if (translate_dir.Y != 0)
988 scale.Y = continuous_tiles_count;
989 if (translate_dir.Z != 0)
990 scale.Z = continuous_tiles_count;
992 makeFastFace(tile, lights[0], lights[1], lights[2], lights[3],
993 pf, sp, face_dir_corrected, scale, dest);
994 g_profiler->avg("Meshgen: Tiles per face [#]", continuous_tiles_count);
997 continuous_tiles_count = 1;
1000 makes_face = next_makes_face;
1001 p_corrected = next_p_corrected;
1002 face_dir_corrected = next_face_dir_corrected;
1003 memcpy(lights, next_lights, sizeof(lights));
1004 if (next_is_different)
1005 tile = std::move(next_tile); // faster than copy
1009 static void updateAllFastFaceRows(MeshMakeData *data,
1010 std::vector<FastFace> &dest, bool xray, std::set<content_t> xraySet, std::set<content_t> nodeESPSet)
1013 Go through every y,z and get top(y+) faces in rows of x+
1015 for (s16 y = 0; y < MAP_BLOCKSIZE; y++)
1016 for (s16 z = 0; z < MAP_BLOCKSIZE; z++)
1017 updateFastFaceRow(data,
1019 v3s16(1, 0, 0), //dir
1021 v3s16(0, 1, 0), //face dir
1028 Go through every x,y and get right(x+) faces in rows of z+
1030 for (s16 x = 0; x < MAP_BLOCKSIZE; x++)
1031 for (s16 y = 0; y < MAP_BLOCKSIZE; y++)
1032 updateFastFaceRow(data,
1034 v3s16(0, 0, 1), //dir
1036 v3s16(1, 0, 0), //face dir
1043 Go through every y,z and get back(z+) faces in rows of x+
1045 for (s16 z = 0; z < MAP_BLOCKSIZE; z++)
1046 for (s16 y = 0; y < MAP_BLOCKSIZE; y++)
1047 updateFastFaceRow(data,
1049 v3s16(1, 0, 0), //dir
1051 v3s16(0, 0, 1), //face dir
1058 static void applyTileColor(PreMeshBuffer &pmb)
1060 video::SColor tc = pmb.layer.color;
1061 if (tc == video::SColor(0xFFFFFFFF))
1063 for (video::S3DVertex &vertex : pmb.vertices) {
1064 video::SColor *c = &vertex.Color;
1065 c->set(c->getAlpha(),
1066 c->getRed() * tc.getRed() / 255,
1067 c->getGreen() * tc.getGreen() / 255,
1068 c->getBlue() * tc.getBlue() / 255);
1076 MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
1077 m_minimap_mapblock(NULL),
1078 m_tsrc(data->m_client->getTextureSource()),
1079 m_shdrsrc(data->m_client->getShaderSource()),
1080 m_animation_force_timer(0), // force initial animation
1082 m_last_daynight_ratio((u32) -1)
1084 for (auto &m : m_mesh)
1085 m = new scene::SMesh();
1086 m_enable_shaders = data->m_use_shaders;
1087 m_use_tangent_vertices = data->m_use_tangent_vertices;
1088 m_enable_vbo = g_settings->getBool("enable_vbo");
1090 if (g_settings->getBool("enable_minimap")) {
1091 m_minimap_mapblock = new MinimapMapblock;
1092 m_minimap_mapblock->getMinimapNodes(
1093 &data->m_vmanip, data->m_blockpos * MAP_BLOCKSIZE);
1096 // 4-21ms for MAP_BLOCKSIZE=16 (NOTE: probably outdated)
1097 // 24-155ms for MAP_BLOCKSIZE=32 (NOTE: probably outdated)
1098 //TimeTaker timer1("MapBlockMesh()");
1100 std::vector<FastFace> fastfaces_new;
1101 fastfaces_new.reserve(512);
1105 bool xray = g_settings->getBool("xray");
1106 std::set<content_t> xraySet, nodeESPSet;
1108 xraySet = splitToContentT(g_settings->get("xray_nodes"), data->m_client->ndef());
1110 nodeESPSet = splitToContentT(g_settings->get("node_esp_nodes"), data->m_client->ndef());
1113 We are including the faces of the trailing edges of the block.
1114 This means that when something changes, the caller must
1115 also update the meshes of the blocks at the leading edges.
1117 NOTE: This is the slowest part of this method.
1120 // 4-23ms for MAP_BLOCKSIZE=16 (NOTE: probably outdated)
1121 //TimeTaker timer2("updateAllFastFaceRows()");
1122 updateAllFastFaceRows(data, fastfaces_new, xray, xraySet, nodeESPSet);
1127 Convert FastFaces to MeshCollector
1130 MeshCollector collector;
1133 // avg 0ms (100ms spikes when loading textures the first time)
1134 // (NOTE: probably outdated)
1135 //TimeTaker timer2("MeshCollector building");
1137 for (const FastFace &f : fastfaces_new) {
1138 static const u16 indices[] = {0, 1, 2, 2, 3, 0};
1139 static const u16 indices_alternate[] = {0, 1, 3, 2, 3, 1};
1140 const u16 *indices_p =
1141 f.vertex_0_2_connected ? indices : indices_alternate;
1142 collector.append(f.tile, f.vertices, 4, indices_p, 6);
1147 Add special graphics:
1155 MapblockMeshGenerator generator(data, &collector);
1156 generator.generate();
1160 Convert MeshCollector to SMesh
1163 for (int layer = 0; layer < MAX_TILE_LAYERS; layer++) {
1164 for(u32 i = 0; i < collector.prebuffers[layer].size(); i++)
1166 PreMeshBuffer &p = collector.prebuffers[layer][i];
1170 // Generate animation data
1172 if (p.layer.material_flags & MATERIAL_FLAG_CRACK) {
1173 // Find the texture name plus ^[crack:N:
1174 std::ostringstream os(std::ios::binary);
1175 os << m_tsrc->getTextureName(p.layer.texture_id) << "^[crack";
1176 if (p.layer.material_flags & MATERIAL_FLAG_CRACK_OVERLAY)
1177 os << "o"; // use ^[cracko
1178 u8 tiles = p.layer.scale;
1180 os << ":" << (u32)tiles;
1181 os << ":" << (u32)p.layer.animation_frame_count << ":";
1182 m_crack_materials.insert(std::make_pair(
1183 std::pair<u8, u32>(layer, i), os.str()));
1184 // Replace tile texture with the cracked one
1185 p.layer.texture = m_tsrc->getTextureForMesh(
1187 &p.layer.texture_id);
1189 // - Texture animation
1190 if (p.layer.material_flags & MATERIAL_FLAG_ANIMATION) {
1191 // Add to MapBlockMesh in order to animate these tiles
1192 m_animation_tiles[std::pair<u8, u32>(layer, i)] = p.layer;
1193 m_animation_frames[std::pair<u8, u32>(layer, i)] = 0;
1194 if (g_settings->getBool(
1195 "desynchronize_mapblock_texture_animation")) {
1196 // Get starting position from noise
1197 m_animation_frame_offsets[std::pair<u8, u32>(layer, i)] =
1198 100000 * (2.0 + noise3d(
1199 data->m_blockpos.X, data->m_blockpos.Y,
1200 data->m_blockpos.Z, 0));
1202 // Play all synchronized
1203 m_animation_frame_offsets[std::pair<u8, u32>(layer, i)] = 0;
1205 // Replace tile texture with the first animation frame
1206 p.layer.texture = (*p.layer.frames)[0].texture;
1209 if (!m_enable_shaders) {
1210 // Extract colors for day-night animation
1211 // Dummy sunlight to handle non-sunlit areas
1212 video::SColorf sunlight;
1213 get_sunlight_color(&sunlight, 0);
1214 u32 vertex_count = p.vertices.size();
1215 for (u32 j = 0; j < vertex_count; j++) {
1216 video::SColor *vc = &p.vertices[j].Color;
1217 video::SColor copy = *vc;
1218 if (vc->getAlpha() == 0) // No sunlight - no need to animate
1219 final_color_blend(vc, copy, sunlight); // Finalize color
1220 else // Record color to animate
1221 m_daynight_diffs[std::pair<u8, u32>(layer, i)][j] = copy;
1223 // The sunlight ratio has been stored,
1224 // delete alpha (for the final rendering).
1230 video::SMaterial material;
1231 material.setFlag(video::EMF_LIGHTING, false);
1232 material.setFlag(video::EMF_BACK_FACE_CULLING, true);
1233 material.setFlag(video::EMF_BILINEAR_FILTER, false);
1234 material.setFlag(video::EMF_FOG_ENABLE, true);
1235 material.setTexture(0, p.layer.texture);
1237 if (m_enable_shaders) {
1238 material.MaterialType = m_shdrsrc->getShaderInfo(
1239 p.layer.shader_id).material;
1240 p.layer.applyMaterialOptionsWithShaders(material);
1241 if (p.layer.normal_texture)
1242 material.setTexture(1, p.layer.normal_texture);
1243 material.setTexture(2, p.layer.flags_texture);
1245 p.layer.applyMaterialOptions(material);
1248 scene::SMesh *mesh = (scene::SMesh *)m_mesh[layer];
1250 // Create meshbuffer, add to mesh
1251 if (m_use_tangent_vertices) {
1252 scene::SMeshBufferTangents *buf =
1253 new scene::SMeshBufferTangents();
1254 buf->Material = material;
1255 buf->Vertices.reallocate(p.vertices.size());
1256 buf->Indices.reallocate(p.indices.size());
1257 for (const video::S3DVertex &v: p.vertices)
1258 buf->Vertices.push_back(video::S3DVertexTangents(v.Pos, v.Color, v.TCoords));
1259 for (u16 i: p.indices)
1260 buf->Indices.push_back(i);
1261 buf->recalculateBoundingBox();
1262 mesh->addMeshBuffer(buf);
1265 scene::SMeshBuffer *buf = new scene::SMeshBuffer();
1266 buf->Material = material;
1267 buf->append(&p.vertices[0], p.vertices.size(),
1268 &p.indices[0], p.indices.size());
1269 mesh->addMeshBuffer(buf);
1275 Do some stuff to the mesh
1277 m_camera_offset = camera_offset;
1278 translateMesh(m_mesh[layer],
1279 intToFloat(data->m_blockpos * MAP_BLOCKSIZE - camera_offset, BS));
1281 if (m_use_tangent_vertices) {
1282 scene::IMeshManipulator* meshmanip =
1283 RenderingEngine::get_scene_manager()->getMeshManipulator();
1284 meshmanip->recalculateTangents(m_mesh[layer], true, false, false);
1287 if (m_mesh[layer]) {
1289 // Usually 1-700 faces and 1-7 materials
1290 std::cout << "Updated MapBlock has " << fastfaces_new.size()
1291 << " faces and uses " << m_mesh[layer]->getMeshBufferCount()
1292 << " materials (meshbuffers)" << std::endl;
1295 // Use VBO for mesh (this just would set this for ever buffer)
1297 m_mesh[layer]->setHardwareMappingHint(scene::EHM_STATIC);
1301 //std::cout<<"added "<<fastfaces.getSize()<<" faces."<<std::endl;
1303 // Check if animation is required for this mesh
1305 !m_crack_materials.empty() ||
1306 !m_daynight_diffs.empty() ||
1307 !m_animation_tiles.empty();
1309 esp_nodes = data->m_esp_nodes;
1312 MapBlockMesh::~MapBlockMesh()
1314 for (scene::IMesh *m : m_mesh) {
1315 if (m_enable_vbo && m)
1316 for (u32 i = 0; i < m->getMeshBufferCount(); i++) {
1317 scene::IMeshBuffer *buf = m->getMeshBuffer(i);
1318 RenderingEngine::get_video_driver()->removeHardwareBuffer(buf);
1323 delete m_minimap_mapblock;
1326 bool MapBlockMesh::animate(bool faraway, float time, int crack,
1329 if (!m_has_animation) {
1330 m_animation_force_timer = 100000;
1334 m_animation_force_timer = myrand_range(5, 100);
1337 if (crack != m_last_crack) {
1338 for (auto &crack_material : m_crack_materials) {
1339 scene::IMeshBuffer *buf = m_mesh[crack_material.first.first]->
1340 getMeshBuffer(crack_material.first.second);
1341 std::string basename = crack_material.second;
1343 // Create new texture name from original
1344 std::ostringstream os;
1345 os << basename << crack;
1346 u32 new_texture_id = 0;
1347 video::ITexture *new_texture =
1348 m_tsrc->getTextureForMesh(os.str(), &new_texture_id);
1349 buf->getMaterial().setTexture(0, new_texture);
1351 // If the current material is also animated,
1352 // update animation info
1353 auto anim_iter = m_animation_tiles.find(crack_material.first);
1354 if (anim_iter != m_animation_tiles.end()) {
1355 TileLayer &tile = anim_iter->second;
1356 tile.texture = new_texture;
1357 tile.texture_id = new_texture_id;
1358 // force animation update
1359 m_animation_frames[crack_material.first] = -1;
1363 m_last_crack = crack;
1366 // Texture animation
1367 for (auto &animation_tile : m_animation_tiles) {
1368 const TileLayer &tile = animation_tile.second;
1369 // Figure out current frame
1370 int frameoffset = m_animation_frame_offsets[animation_tile.first];
1371 int frame = (int)(time * 1000 / tile.animation_frame_length_ms
1372 + frameoffset) % tile.animation_frame_count;
1373 // If frame doesn't change, skip
1374 if (frame == m_animation_frames[animation_tile.first])
1377 m_animation_frames[animation_tile.first] = frame;
1379 scene::IMeshBuffer *buf = m_mesh[animation_tile.first.first]->
1380 getMeshBuffer(animation_tile.first.second);
1382 const FrameSpec &animation_frame = (*tile.frames)[frame];
1383 buf->getMaterial().setTexture(0, animation_frame.texture);
1384 if (m_enable_shaders) {
1385 if (animation_frame.normal_texture)
1386 buf->getMaterial().setTexture(1,
1387 animation_frame.normal_texture);
1388 buf->getMaterial().setTexture(2, animation_frame.flags_texture);
1392 // Day-night transition
1393 if (!m_enable_shaders && (daynight_ratio != m_last_daynight_ratio)) {
1394 // Force reload mesh to VBO
1396 for (scene::IMesh *m : m_mesh)
1398 video::SColorf day_color;
1399 get_sunlight_color(&day_color, daynight_ratio);
1401 for (auto &daynight_diff : m_daynight_diffs) {
1402 scene::IMeshBuffer *buf = m_mesh[daynight_diff.first.first]->
1403 getMeshBuffer(daynight_diff.first.second);
1404 video::S3DVertex *vertices = (video::S3DVertex *)buf->getVertices();
1405 for (const auto &j : daynight_diff.second)
1406 final_color_blend(&(vertices[j.first].Color), j.second,
1409 m_last_daynight_ratio = daynight_ratio;
1415 void MapBlockMesh::updateCameraOffset(v3s16 camera_offset)
1417 if (camera_offset != m_camera_offset) {
1418 for (scene::IMesh *layer : m_mesh) {
1419 translateMesh(layer,
1420 intToFloat(m_camera_offset - camera_offset, BS));
1424 m_camera_offset = camera_offset;
1428 video::SColor encode_light(u16 light, u8 emissive_light)
1431 u32 day = (light & 0xff);
1432 u32 night = (light >> 8);
1433 // Add emissive light
1434 night += emissive_light * 2.5f;
1437 // Since we don't know if the day light is sunlight or
1438 // artificial light, assume it is artificial when the night
1439 // light bank is also lit.
1444 u32 sum = day + night;
1445 // Ratio of sunlight:
1448 r = day * 255 / sum;
1452 float b = (day + night) / 2;
1453 return video::SColor(r, b, b, b);