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::setCrack(int crack_level, v3s16 crack_pos)
87 m_crack_pos_relative = crack_pos - m_blockpos*MAP_BLOCKSIZE;
90 void MeshMakeData::setSmoothLighting(bool smooth_lighting)
92 m_smooth_lighting = smooth_lighting;
96 Light and vertex color functions
100 Calculate non-smooth lighting at interior of node.
103 static u8 getInteriorLight(enum LightBank bank, MapNode n, s32 increment,
104 const NodeDefManager *ndef)
106 u8 light = n.getLight(bank, ndef);
108 light = rangelim(light + increment, 0, LIGHT_SUN);
109 return decode_light(light);
113 Calculate non-smooth lighting at interior of node.
116 u16 getInteriorLight(MapNode n, s32 increment, const NodeDefManager *ndef)
118 u16 day = getInteriorLight(LIGHTBANK_DAY, n, increment, ndef);
119 u16 night = getInteriorLight(LIGHTBANK_NIGHT, n, increment, ndef);
120 return day | (night << 8);
124 Calculate non-smooth lighting at face of node.
127 static u8 getFaceLight(enum LightBank bank, MapNode n, MapNode n2,
128 v3s16 face_dir, const NodeDefManager *ndef)
131 u8 l1 = n.getLight(bank, ndef);
132 u8 l2 = n2.getLight(bank, ndef);
138 // Boost light level for light sources
139 u8 light_source = MYMAX(ndef->get(n).light_source,
140 ndef->get(n2).light_source);
141 if(light_source > light)
142 light = light_source;
144 return decode_light(light);
148 Calculate non-smooth lighting at face of node.
151 u16 getFaceLight(MapNode n, MapNode n2, const v3s16 &face_dir,
152 const NodeDefManager *ndef)
154 u16 day = getFaceLight(LIGHTBANK_DAY, n, n2, face_dir, ndef);
155 u16 night = getFaceLight(LIGHTBANK_NIGHT, n, n2, face_dir, ndef);
156 return day | (night << 8);
160 Calculate smooth lighting at the XYZ- corner of p.
163 static u16 getSmoothLightCombined(const v3s16 &p,
164 const std::array<v3s16,8> &dirs, MeshMakeData *data)
166 const NodeDefManager *ndef = data->m_client->ndef();
168 u16 ambient_occlusion = 0;
170 u8 light_source_max = 0;
173 bool direct_sunlight = false;
175 auto add_node = [&] (u8 i, bool obstructed = false) -> bool {
180 MapNode n = data->m_vmanip.getNodeNoExNoEmerge(p + dirs[i]);
181 if (n.getContent() == CONTENT_IGNORE)
183 const ContentFeatures &f = ndef->get(n);
184 if (f.light_source > light_source_max)
185 light_source_max = f.light_source;
186 // Check f.solidness because fast-style leaves look better this way
187 if (f.param_type == CPT_LIGHT && f.solidness != 2) {
188 u8 light_level_day = n.getLightNoChecks(LIGHTBANK_DAY, &f);
189 u8 light_level_night = n.getLightNoChecks(LIGHTBANK_NIGHT, &f);
190 if (light_level_day == LIGHT_SUN)
191 direct_sunlight = true;
192 light_day += decode_light(light_level_day);
193 light_night += decode_light(light_level_night);
198 return f.light_propagates;
201 bool obstructed[4] = { true, true, true, true };
203 bool opaque1 = !add_node(1);
204 bool opaque2 = !add_node(2);
205 bool opaque3 = !add_node(3);
206 obstructed[0] = opaque1 && opaque2;
207 obstructed[1] = opaque1 && opaque3;
208 obstructed[2] = opaque2 && opaque3;
209 for (u8 k = 0; k < 3; ++k)
210 if (add_node(k + 4, obstructed[k]))
211 obstructed[3] = false;
212 if (add_node(7, obstructed[3])) { // wrap light around nodes
213 ambient_occlusion -= 3;
214 for (u8 k = 0; k < 3; ++k)
215 add_node(k + 4, !obstructed[k]);
218 if (light_count == 0) {
219 light_day = light_night = 0;
221 light_day /= light_count;
222 light_night /= light_count;
225 // boost direct sunlight, if any
229 // Boost brightness around light sources
230 bool skip_ambient_occlusion_day = false;
231 if (decode_light(light_source_max) >= light_day) {
232 light_day = decode_light(light_source_max);
233 skip_ambient_occlusion_day = true;
236 bool skip_ambient_occlusion_night = false;
237 if(decode_light(light_source_max) >= light_night) {
238 light_night = decode_light(light_source_max);
239 skip_ambient_occlusion_night = true;
242 if (ambient_occlusion > 4) {
243 static thread_local const float ao_gamma = rangelim(
244 g_settings->getFloat("ambient_occlusion_gamma"), 0.25, 4.0);
246 // Table of gamma space multiply factors.
247 static thread_local const float light_amount[3] = {
248 powf(0.75, 1.0 / ao_gamma),
249 powf(0.5, 1.0 / ao_gamma),
250 powf(0.25, 1.0 / ao_gamma)
253 //calculate table index for gamma space multiplier
254 ambient_occlusion -= 5;
256 if (!skip_ambient_occlusion_day)
257 light_day = rangelim(core::round32(
258 light_day * light_amount[ambient_occlusion]), 0, 255);
259 if (!skip_ambient_occlusion_night)
260 light_night = rangelim(core::round32(
261 light_night * light_amount[ambient_occlusion]), 0, 255);
264 return light_day | (light_night << 8);
268 Calculate smooth lighting at the given corner of p.
270 Node at p is solid, and thus the lighting is face-dependent.
272 u16 getSmoothLightSolid(const v3s16 &p, const v3s16 &face_dir, const v3s16 &corner, MeshMakeData *data)
274 return getSmoothLightTransparent(p + face_dir, corner - 2 * face_dir, data);
278 Calculate smooth lighting at the given corner of p.
280 Node at p is not solid, and the lighting is not face-dependent.
282 u16 getSmoothLightTransparent(const v3s16 &p, const v3s16 &corner, MeshMakeData *data)
284 const std::array<v3s16,8> dirs = {{
285 // Always shine light
292 v3s16(corner.X,corner.Y,0),
293 v3s16(corner.X,0,corner.Z),
294 v3s16(0,corner.Y,corner.Z),
295 v3s16(corner.X,corner.Y,corner.Z)
297 return getSmoothLightCombined(p, dirs, data);
300 void get_sunlight_color(video::SColorf *sunlight, u32 daynight_ratio){
301 f32 rg = daynight_ratio / 1000.0f - 0.04f;
302 f32 b = (0.98f * daynight_ratio) / 1000.0f + 0.078f;
308 void final_color_blend(video::SColor *result,
309 u16 light, u32 daynight_ratio)
311 video::SColorf dayLight;
312 get_sunlight_color(&dayLight, daynight_ratio);
313 final_color_blend(result,
314 encode_light(light, 0), dayLight);
317 void final_color_blend(video::SColor *result,
318 const video::SColor &data, const video::SColorf &dayLight)
320 static const video::SColorf artificialColor(1.04f, 1.04f, 1.04f);
322 video::SColorf c(data);
325 f32 r = c.r * (c.a * dayLight.r + n * artificialColor.r) * 2.0f;
326 f32 g = c.g * (c.a * dayLight.g + n * artificialColor.g) * 2.0f;
327 f32 b = c.b * (c.a * dayLight.b + n * artificialColor.b) * 2.0f;
329 // Emphase blue a bit in darker places
330 // Each entry of this array represents a range of 8 blue levels
331 static const u8 emphase_blue_when_dark[32] = {
332 1, 4, 6, 6, 6, 5, 4, 3, 2, 1, 0, 0, 0, 0, 0, 0,
333 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
336 b += emphase_blue_when_dark[irr::core::clamp((s32) ((r + g + b) / 3 * 255),
337 0, 255) / 8] / 255.0f;
339 result->setRed(core::clamp((s32) (r * 255.0f), 0, 255));
340 result->setGreen(core::clamp((s32) (g * 255.0f), 0, 255));
341 result->setBlue(core::clamp((s32) (b * 255.0f), 0, 255));
345 Mesh generation helpers
348 // This table is moved outside getNodeVertexDirs to avoid the compiler using
349 // a mutex to initialize this table at runtime right in the hot path.
350 // For details search the internet for "cxa_guard_acquire".
351 static const v3s16 vertex_dirs_table[] = {
353 v3s16( 1,-1, 1), v3s16( 1,-1,-1),
354 v3s16( 1, 1,-1), v3s16( 1, 1, 1),
356 v3s16( 1, 1,-1), v3s16(-1, 1,-1),
357 v3s16(-1, 1, 1), v3s16( 1, 1, 1),
359 v3s16(-1,-1, 1), v3s16( 1,-1, 1),
360 v3s16( 1, 1, 1), v3s16(-1, 1, 1),
362 v3s16(), v3s16(), v3s16(), v3s16(),
364 v3s16( 1,-1,-1), v3s16(-1,-1,-1),
365 v3s16(-1, 1,-1), v3s16( 1, 1,-1),
367 v3s16( 1,-1, 1), v3s16(-1,-1, 1),
368 v3s16(-1,-1,-1), v3s16( 1,-1,-1),
370 v3s16(-1,-1,-1), v3s16(-1,-1, 1),
371 v3s16(-1, 1, 1), v3s16(-1, 1,-1)
375 vertex_dirs: v3s16[4]
377 static void getNodeVertexDirs(const v3s16 &dir, v3s16 *vertex_dirs)
380 If looked from outside the node towards the face, the corners are:
387 // Direction must be (1,0,0), (-1,0,0), (0,1,0), (0,-1,0),
389 assert(dir.X * dir.X + dir.Y * dir.Y + dir.Z * dir.Z == 1);
391 // Convert direction to single integer for table lookup
392 u8 idx = (dir.X + 2 * dir.Y + 3 * dir.Z) & 7;
395 #if defined(__GNUC__) && !defined(__clang__)
396 #pragma GCC diagnostic push
398 #pragma GCC diagnostic ignored "-Wclass-memaccess"
401 memcpy(vertex_dirs, &vertex_dirs_table[idx], 4 * sizeof(v3s16));
402 #if defined(__GNUC__) && !defined(__clang__)
403 #pragma GCC diagnostic pop
407 static void getNodeTextureCoords(v3f base, const v3f &scale, const v3s16 &dir, float *u, float *v)
409 if (dir.X > 0 || dir.Y > 0 || dir.Z < 0)
411 if (dir == v3s16(0,0,1)) {
414 } else if (dir == v3s16(0,0,-1)) {
417 } else if (dir == v3s16(1,0,0)) {
420 } else if (dir == v3s16(-1,0,0)) {
423 } else if (dir == v3s16(0,1,0)) {
426 } else if (dir == v3s16(0,-1,0)) {
435 video::S3DVertex vertices[4]; // Precalculated vertices
437 * The face is divided into two triangles. If this is true,
438 * vertices 0 and 2 are connected, othervise vertices 1 and 3
441 bool vertex_0_2_connected;
444 static void makeFastFace(const TileSpec &tile, u16 li0, u16 li1, u16 li2, u16 li3,
445 const v3f &tp, const v3f &p, const v3s16 &dir, const v3f &scale, std::vector<FastFace> &dest)
447 // Position is at the center of the cube.
456 v3s16 vertex_dirs[4];
457 getNodeVertexDirs(dir, vertex_dirs);
458 if (tile.world_aligned)
459 getNodeTextureCoords(tp, scale, dir, &x0, &y0);
463 switch (tile.rotation) {
468 vertex_dirs[0] = vertex_dirs[3];
469 vertex_dirs[3] = vertex_dirs[2];
470 vertex_dirs[2] = vertex_dirs[1];
480 vertex_dirs[0] = vertex_dirs[2];
483 vertex_dirs[1] = vertex_dirs[3];
494 vertex_dirs[0] = vertex_dirs[1];
495 vertex_dirs[1] = vertex_dirs[2];
496 vertex_dirs[2] = vertex_dirs[3];
506 vertex_dirs[0] = vertex_dirs[3];
507 vertex_dirs[3] = vertex_dirs[2];
508 vertex_dirs[2] = vertex_dirs[1];
520 vertex_dirs[0] = vertex_dirs[1];
521 vertex_dirs[1] = vertex_dirs[2];
522 vertex_dirs[2] = vertex_dirs[3];
534 vertex_dirs[0] = vertex_dirs[3];
535 vertex_dirs[3] = vertex_dirs[2];
536 vertex_dirs[2] = vertex_dirs[1];
548 vertex_dirs[0] = vertex_dirs[1];
549 vertex_dirs[1] = vertex_dirs[2];
550 vertex_dirs[2] = vertex_dirs[3];
572 for (u16 i = 0; i < 4; i++) {
574 BS / 2 * vertex_dirs[i].X,
575 BS / 2 * vertex_dirs[i].Y,
576 BS / 2 * vertex_dirs[i].Z
580 for (v3f &vpos : vertex_pos) {
587 f32 abs_scale = 1.0f;
588 if (scale.X < 0.999f || scale.X > 1.001f) abs_scale = scale.X;
589 else if (scale.Y < 0.999f || scale.Y > 1.001f) abs_scale = scale.Y;
590 else if (scale.Z < 0.999f || scale.Z > 1.001f) abs_scale = scale.Z;
592 v3f normal(dir.X, dir.Y, dir.Z);
594 u16 li[4] = { li0, li1, li2, li3 };
598 for (u8 i = 0; i < 4; i++) {
600 night[i] = li[i] & 0xFF;
603 bool vertex_0_2_connected = abs(day[0] - day[2]) + abs(night[0] - night[2])
604 < abs(day[1] - day[3]) + abs(night[1] - night[3]);
607 core::vector2d<f32>(x0 + w * abs_scale, y0 + h),
608 core::vector2d<f32>(x0, y0 + h),
609 core::vector2d<f32>(x0, y0),
610 core::vector2d<f32>(x0 + w * abs_scale, y0) };
612 // equivalent to dest.push_back(FastFace()) but faster
614 FastFace& face = *dest.rbegin();
616 for (u8 i = 0; i < 4; i++) {
617 video::SColor c = encode_light(li[i], tile.emissive_light);
618 if (!tile.emissive_light)
619 applyFacesShading(c, normal);
621 face.vertices[i] = video::S3DVertex(vertex_pos[i], normal, c, f[i]);
625 Revert triangles for nicer looking gradient if the
626 brightness of vertices 1 and 3 differ less than
627 the brightness of vertices 0 and 2.
629 face.vertex_0_2_connected = vertex_0_2_connected;
634 Nodes make a face if contents differ and solidness differs.
637 1: Face uses m1's content
638 2: Face uses m2's content
639 equivalent: Whether the blocks share the same face (eg. water and glass)
641 TODO: Add 3: Both faces drawn with backface culling, remove equivalent
643 static u8 face_contents(content_t m1, content_t m2, bool *equivalent,
644 const NodeDefManager *ndef)
648 if (m1 == m2 || m1 == CONTENT_IGNORE || m2 == CONTENT_IGNORE)
651 const ContentFeatures &f1 = ndef->get(m1);
652 const ContentFeatures &f2 = ndef->get(m2);
654 // Contents don't differ for different forms of same liquid
655 if (f1.sameLiquid(f2))
658 u8 c1 = f1.solidness;
659 u8 c2 = f2.solidness;
665 c1 = f1.visual_solidness;
667 c2 = f2.visual_solidness;
671 // If same solidness, liquid takes precense
685 Gets nth node tile (0 <= n <= 5).
687 void getNodeTileN(MapNode mn, const v3s16 &p, u8 tileindex, MeshMakeData *data, TileSpec &tile)
689 const NodeDefManager *ndef = data->m_client->ndef();
690 const ContentFeatures &f = ndef->get(mn);
691 tile = f.tiles[tileindex];
692 bool has_crack = p == data->m_crack_pos_relative;
693 for (TileLayer &layer : tile.layers) {
694 if (layer.texture_id == 0)
696 if (!layer.has_color)
697 mn.getColor(f, &(layer.color));
698 // Apply temporary crack
700 layer.material_flags |= MATERIAL_FLAG_CRACK;
705 Gets node tile given a face direction.
707 void getNodeTile(MapNode mn, const v3s16 &p, const v3s16 &dir, MeshMakeData *data, TileSpec &tile)
709 const NodeDefManager *ndef = data->m_client->ndef();
711 // Direction must be (1,0,0), (-1,0,0), (0,1,0), (0,-1,0),
712 // (0,0,1), (0,0,-1) or (0,0,0)
713 assert(dir.X * dir.X + dir.Y * dir.Y + dir.Z * dir.Z <= 1);
715 // Convert direction to single integer for table lookup
720 // 4 = invalid, treat as (0,0,0)
724 u8 dir_i = ((dir.X + 2 * dir.Y + 3 * dir.Z) & 7) * 2;
726 // Get rotation for things like chests
727 u8 facedir = mn.getFaceDir(ndef, true);
729 static const u16 dir_to_tile[24 * 16] =
731 // 0 +X +Y +Z -Z -Y -X -> value=tile,rotation
732 0,0, 2,0 , 0,0 , 4,0 , 0,0, 5,0 , 1,0 , 3,0 , // rotate around y+ 0 - 3
733 0,0, 4,0 , 0,3 , 3,0 , 0,0, 2,0 , 1,1 , 5,0 ,
734 0,0, 3,0 , 0,2 , 5,0 , 0,0, 4,0 , 1,2 , 2,0 ,
735 0,0, 5,0 , 0,1 , 2,0 , 0,0, 3,0 , 1,3 , 4,0 ,
737 0,0, 2,3 , 5,0 , 0,2 , 0,0, 1,0 , 4,2 , 3,1 , // rotate around z+ 4 - 7
738 0,0, 4,3 , 2,0 , 0,1 , 0,0, 1,1 , 3,2 , 5,1 ,
739 0,0, 3,3 , 4,0 , 0,0 , 0,0, 1,2 , 5,2 , 2,1 ,
740 0,0, 5,3 , 3,0 , 0,3 , 0,0, 1,3 , 2,2 , 4,1 ,
742 0,0, 2,1 , 4,2 , 1,2 , 0,0, 0,0 , 5,0 , 3,3 , // rotate around z- 8 - 11
743 0,0, 4,1 , 3,2 , 1,3 , 0,0, 0,3 , 2,0 , 5,3 ,
744 0,0, 3,1 , 5,2 , 1,0 , 0,0, 0,2 , 4,0 , 2,3 ,
745 0,0, 5,1 , 2,2 , 1,1 , 0,0, 0,1 , 3,0 , 4,3 ,
747 0,0, 0,3 , 3,3 , 4,1 , 0,0, 5,3 , 2,3 , 1,3 , // rotate around x+ 12 - 15
748 0,0, 0,2 , 5,3 , 3,1 , 0,0, 2,3 , 4,3 , 1,0 ,
749 0,0, 0,1 , 2,3 , 5,1 , 0,0, 4,3 , 3,3 , 1,1 ,
750 0,0, 0,0 , 4,3 , 2,1 , 0,0, 3,3 , 5,3 , 1,2 ,
752 0,0, 1,1 , 2,1 , 4,3 , 0,0, 5,1 , 3,1 , 0,1 , // rotate around x- 16 - 19
753 0,0, 1,2 , 4,1 , 3,3 , 0,0, 2,1 , 5,1 , 0,0 ,
754 0,0, 1,3 , 3,1 , 5,3 , 0,0, 4,1 , 2,1 , 0,3 ,
755 0,0, 1,0 , 5,1 , 2,3 , 0,0, 3,1 , 4,1 , 0,2 ,
757 0,0, 3,2 , 1,2 , 4,2 , 0,0, 5,2 , 0,2 , 2,2 , // rotate around y- 20 - 23
758 0,0, 5,2 , 1,3 , 3,2 , 0,0, 2,2 , 0,1 , 4,2 ,
759 0,0, 2,2 , 1,0 , 5,2 , 0,0, 4,2 , 0,0 , 3,2 ,
760 0,0, 4,2 , 1,1 , 2,2 , 0,0, 3,2 , 0,3 , 5,2
763 u16 tile_index = facedir * 16 + dir_i;
764 getNodeTileN(mn, p, dir_to_tile[tile_index], data, tile);
765 tile.rotation = tile.world_aligned ? 0 : dir_to_tile[tile_index + 1];
768 static void getTileInfo(
772 const v3s16 &face_dir,
776 v3s16 &face_dir_corrected,
782 VoxelManipulator &vmanip = data->m_vmanip;
783 const NodeDefManager *ndef = data->m_client->ndef();
784 v3s16 blockpos_nodes = data->m_blockpos * MAP_BLOCKSIZE;
786 const MapNode &n0 = vmanip.getNodeRefUnsafe(blockpos_nodes + p);
788 // Don't even try to get n1 if n0 is already CONTENT_IGNORE
789 if (n0.getContent() == CONTENT_IGNORE) {
794 const MapNode &n1 = vmanip.getNodeRefUnsafeCheckFlags(blockpos_nodes + p + face_dir);
796 if (n1.getContent() == CONTENT_IGNORE) {
802 bool equivalent = false;
803 u8 mf = face_contents(n0.getContent(), n1.getContent(),
817 face_dir_corrected = face_dir;
820 p_corrected = p + face_dir;
821 face_dir_corrected = -face_dir;
824 getNodeTile(n, p_corrected, face_dir_corrected, data, tile);
825 const ContentFeatures &f = ndef->get(n);
827 tile.emissive_light = f.light_source;
829 // eg. water and glass
831 for (TileLayer &layer : tile.layers)
832 layer.material_flags |= MATERIAL_FLAG_BACKFACE_CULLING;
835 if (!data->m_smooth_lighting) {
836 lights[0] = lights[1] = lights[2] = lights[3] =
837 getFaceLight(n0, n1, face_dir, ndef);
839 v3s16 vertex_dirs[4];
840 getNodeVertexDirs(face_dir_corrected, vertex_dirs);
842 v3s16 light_p = blockpos_nodes + p_corrected;
843 for (u16 i = 0; i < 4; i++)
844 lights[i] = getSmoothLightSolid(light_p, face_dir_corrected, vertex_dirs[i], data);
850 translate_dir: unit vector with only one of x, y or z
851 face_dir: unit vector with only one of x, y or z
853 static void updateFastFaceRow(
855 const v3s16 &&startpos,
857 const v3f &&translate_dir_f,
858 const v3s16 &&face_dir,
859 std::vector<FastFace> &dest)
861 static thread_local const bool waving_liquids =
862 g_settings->getBool("enable_shaders") &&
863 g_settings->getBool("enable_waving_water");
867 u16 continuous_tiles_count = 1;
869 bool makes_face = false;
871 v3s16 face_dir_corrected;
872 u16 lights[4] = {0, 0, 0, 0};
876 // Get info of first tile
877 getTileInfo(data, p, face_dir,
878 makes_face, p_corrected, face_dir_corrected,
879 lights, waving, tile);
881 // Unroll this variable which has a significant build cost
883 for (u16 j = 0; j < MAP_BLOCKSIZE; j++) {
884 // If tiling can be done, this is set to false in the next step
885 bool next_is_different = true;
887 bool next_makes_face = false;
888 v3s16 next_p_corrected;
889 v3s16 next_face_dir_corrected;
890 u16 next_lights[4] = {0, 0, 0, 0};
892 // If at last position, there is nothing to compare to and
893 // the face must be drawn anyway
894 if (j != MAP_BLOCKSIZE - 1) {
897 getTileInfo(data, p, face_dir,
898 next_makes_face, next_p_corrected,
899 next_face_dir_corrected, next_lights,
903 if (next_makes_face == makes_face
904 && next_p_corrected == p_corrected + translate_dir
905 && next_face_dir_corrected == face_dir_corrected
906 && memcmp(next_lights, lights, sizeof(lights)) == 0
907 // Don't apply fast faces to waving water.
908 && (waving != 3 || !waving_liquids)
909 && next_tile.isTileable(tile)) {
910 next_is_different = false;
911 continuous_tiles_count++;
914 if (next_is_different) {
916 Create a face if there should be one
919 // Floating point conversion of the position vector
920 v3f pf(p_corrected.X, p_corrected.Y, p_corrected.Z);
921 // Center point of face (kind of)
922 v3f sp = pf - ((f32)continuous_tiles_count * 0.5f - 0.5f)
926 if (translate_dir.X != 0)
927 scale.X = continuous_tiles_count;
928 if (translate_dir.Y != 0)
929 scale.Y = continuous_tiles_count;
930 if (translate_dir.Z != 0)
931 scale.Z = continuous_tiles_count;
933 makeFastFace(tile, lights[0], lights[1], lights[2], lights[3],
934 pf, sp, face_dir_corrected, scale, dest);
935 g_profiler->avg("Meshgen: Tiles per face [#]", continuous_tiles_count);
938 continuous_tiles_count = 1;
941 makes_face = next_makes_face;
942 p_corrected = next_p_corrected;
943 face_dir_corrected = next_face_dir_corrected;
944 memcpy(lights, next_lights, sizeof(lights));
945 if (next_is_different)
946 tile = std::move(next_tile); // faster than copy
950 static void updateAllFastFaceRows(MeshMakeData *data,
951 std::vector<FastFace> &dest)
954 Go through every y,z and get top(y+) faces in rows of x+
956 for (s16 y = 0; y < MAP_BLOCKSIZE; y++)
957 for (s16 z = 0; z < MAP_BLOCKSIZE; z++)
958 updateFastFaceRow(data,
960 v3s16(1, 0, 0), //dir
962 v3s16(0, 1, 0), //face dir
966 Go through every x,y and get right(x+) faces in rows of z+
968 for (s16 x = 0; x < MAP_BLOCKSIZE; x++)
969 for (s16 y = 0; y < MAP_BLOCKSIZE; y++)
970 updateFastFaceRow(data,
972 v3s16(0, 0, 1), //dir
974 v3s16(1, 0, 0), //face dir
978 Go through every y,z and get back(z+) faces in rows of x+
980 for (s16 z = 0; z < MAP_BLOCKSIZE; z++)
981 for (s16 y = 0; y < MAP_BLOCKSIZE; y++)
982 updateFastFaceRow(data,
984 v3s16(1, 0, 0), //dir
986 v3s16(0, 0, 1), //face dir
990 static void applyTileColor(PreMeshBuffer &pmb)
992 video::SColor tc = pmb.layer.color;
993 if (tc == video::SColor(0xFFFFFFFF))
995 for (video::S3DVertex &vertex : pmb.vertices) {
996 video::SColor *c = &vertex.Color;
997 c->set(c->getAlpha(),
998 c->getRed() * tc.getRed() / 255,
999 c->getGreen() * tc.getGreen() / 255,
1000 c->getBlue() * tc.getBlue() / 255);
1008 MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
1009 m_minimap_mapblock(NULL),
1010 m_tsrc(data->m_client->getTextureSource()),
1011 m_shdrsrc(data->m_client->getShaderSource()),
1012 m_animation_force_timer(0), // force initial animation
1014 m_last_daynight_ratio((u32) -1)
1016 for (auto &m : m_mesh)
1017 m = new scene::SMesh();
1018 m_enable_shaders = data->m_use_shaders;
1019 m_use_tangent_vertices = data->m_use_tangent_vertices;
1020 m_enable_vbo = g_settings->getBool("enable_vbo");
1022 if (data->m_client->getMinimap()) {
1023 m_minimap_mapblock = new MinimapMapblock;
1024 m_minimap_mapblock->getMinimapNodes(
1025 &data->m_vmanip, data->m_blockpos * MAP_BLOCKSIZE);
1028 // 4-21ms for MAP_BLOCKSIZE=16 (NOTE: probably outdated)
1029 // 24-155ms for MAP_BLOCKSIZE=32 (NOTE: probably outdated)
1030 //TimeTaker timer1("MapBlockMesh()");
1032 std::vector<FastFace> fastfaces_new;
1033 fastfaces_new.reserve(512);
1036 We are including the faces of the trailing edges of the block.
1037 This means that when something changes, the caller must
1038 also update the meshes of the blocks at the leading edges.
1040 NOTE: This is the slowest part of this method.
1043 // 4-23ms for MAP_BLOCKSIZE=16 (NOTE: probably outdated)
1044 //TimeTaker timer2("updateAllFastFaceRows()");
1045 updateAllFastFaceRows(data, fastfaces_new);
1050 Convert FastFaces to MeshCollector
1053 MeshCollector collector;
1056 // avg 0ms (100ms spikes when loading textures the first time)
1057 // (NOTE: probably outdated)
1058 //TimeTaker timer2("MeshCollector building");
1060 for (const FastFace &f : fastfaces_new) {
1061 static const u16 indices[] = {0, 1, 2, 2, 3, 0};
1062 static const u16 indices_alternate[] = {0, 1, 3, 2, 3, 1};
1063 const u16 *indices_p =
1064 f.vertex_0_2_connected ? indices : indices_alternate;
1065 collector.append(f.tile, f.vertices, 4, indices_p, 6);
1070 Add special graphics:
1078 MapblockMeshGenerator generator(data, &collector);
1079 generator.generate();
1083 Convert MeshCollector to SMesh
1086 for (int layer = 0; layer < MAX_TILE_LAYERS; layer++) {
1087 for(u32 i = 0; i < collector.prebuffers[layer].size(); i++)
1089 PreMeshBuffer &p = collector.prebuffers[layer][i];
1093 // Generate animation data
1095 if (p.layer.material_flags & MATERIAL_FLAG_CRACK) {
1096 // Find the texture name plus ^[crack:N:
1097 std::ostringstream os(std::ios::binary);
1098 os << m_tsrc->getTextureName(p.layer.texture_id) << "^[crack";
1099 if (p.layer.material_flags & MATERIAL_FLAG_CRACK_OVERLAY)
1100 os << "o"; // use ^[cracko
1101 u8 tiles = p.layer.scale;
1103 os << ":" << (u32)tiles;
1104 os << ":" << (u32)p.layer.animation_frame_count << ":";
1105 m_crack_materials.insert(std::make_pair(
1106 std::pair<u8, u32>(layer, i), os.str()));
1107 // Replace tile texture with the cracked one
1108 p.layer.texture = m_tsrc->getTextureForMesh(
1110 &p.layer.texture_id);
1112 // - Texture animation
1113 if (p.layer.material_flags & MATERIAL_FLAG_ANIMATION) {
1114 // Add to MapBlockMesh in order to animate these tiles
1115 m_animation_tiles[std::pair<u8, u32>(layer, i)] = p.layer;
1116 m_animation_frames[std::pair<u8, u32>(layer, i)] = 0;
1117 if (g_settings->getBool(
1118 "desynchronize_mapblock_texture_animation")) {
1119 // Get starting position from noise
1120 m_animation_frame_offsets[std::pair<u8, u32>(layer, i)] =
1121 100000 * (2.0 + noise3d(
1122 data->m_blockpos.X, data->m_blockpos.Y,
1123 data->m_blockpos.Z, 0));
1125 // Play all synchronized
1126 m_animation_frame_offsets[std::pair<u8, u32>(layer, i)] = 0;
1128 // Replace tile texture with the first animation frame
1129 p.layer.texture = (*p.layer.frames)[0].texture;
1132 if (!m_enable_shaders) {
1133 // Extract colors for day-night animation
1134 // Dummy sunlight to handle non-sunlit areas
1135 video::SColorf sunlight;
1136 get_sunlight_color(&sunlight, 0);
1137 u32 vertex_count = p.vertices.size();
1138 for (u32 j = 0; j < vertex_count; j++) {
1139 video::SColor *vc = &p.vertices[j].Color;
1140 video::SColor copy = *vc;
1141 if (vc->getAlpha() == 0) // No sunlight - no need to animate
1142 final_color_blend(vc, copy, sunlight); // Finalize color
1143 else // Record color to animate
1144 m_daynight_diffs[std::pair<u8, u32>(layer, i)][j] = copy;
1146 // The sunlight ratio has been stored,
1147 // delete alpha (for the final rendering).
1153 video::SMaterial material;
1154 material.setFlag(video::EMF_LIGHTING, false);
1155 material.setFlag(video::EMF_BACK_FACE_CULLING, true);
1156 material.setFlag(video::EMF_BILINEAR_FILTER, false);
1157 material.setFlag(video::EMF_FOG_ENABLE, true);
1158 material.setTexture(0, p.layer.texture);
1160 if (m_enable_shaders) {
1161 material.MaterialType = m_shdrsrc->getShaderInfo(
1162 p.layer.shader_id).material;
1163 p.layer.applyMaterialOptionsWithShaders(material);
1164 if (p.layer.normal_texture)
1165 material.setTexture(1, p.layer.normal_texture);
1166 material.setTexture(2, p.layer.flags_texture);
1168 p.layer.applyMaterialOptions(material);
1171 scene::SMesh *mesh = (scene::SMesh *)m_mesh[layer];
1173 // Create meshbuffer, add to mesh
1174 if (m_use_tangent_vertices) {
1175 scene::SMeshBufferTangents *buf =
1176 new scene::SMeshBufferTangents();
1177 buf->Material = material;
1178 buf->Vertices.reallocate(p.vertices.size());
1179 buf->Indices.reallocate(p.indices.size());
1180 for (const video::S3DVertex &v: p.vertices)
1181 buf->Vertices.push_back(video::S3DVertexTangents(v.Pos, v.Color, v.TCoords));
1182 for (u16 i: p.indices)
1183 buf->Indices.push_back(i);
1184 buf->recalculateBoundingBox();
1185 mesh->addMeshBuffer(buf);
1188 scene::SMeshBuffer *buf = new scene::SMeshBuffer();
1189 buf->Material = material;
1190 buf->append(&p.vertices[0], p.vertices.size(),
1191 &p.indices[0], p.indices.size());
1192 mesh->addMeshBuffer(buf);
1198 Do some stuff to the mesh
1200 m_camera_offset = camera_offset;
1201 translateMesh(m_mesh[layer],
1202 intToFloat(data->m_blockpos * MAP_BLOCKSIZE - camera_offset, BS));
1204 if (m_use_tangent_vertices) {
1205 scene::IMeshManipulator* meshmanip =
1206 RenderingEngine::get_scene_manager()->getMeshManipulator();
1207 meshmanip->recalculateTangents(m_mesh[layer], true, false, false);
1210 if (m_mesh[layer]) {
1212 // Usually 1-700 faces and 1-7 materials
1213 std::cout << "Updated MapBlock has " << fastfaces_new.size()
1214 << " faces and uses " << m_mesh[layer]->getMeshBufferCount()
1215 << " materials (meshbuffers)" << std::endl;
1218 // Use VBO for mesh (this just would set this for ever buffer)
1220 m_mesh[layer]->setHardwareMappingHint(scene::EHM_STATIC);
1224 //std::cout<<"added "<<fastfaces.getSize()<<" faces."<<std::endl;
1226 // Check if animation is required for this mesh
1228 !m_crack_materials.empty() ||
1229 !m_daynight_diffs.empty() ||
1230 !m_animation_tiles.empty();
1233 MapBlockMesh::~MapBlockMesh()
1235 for (scene::IMesh *m : m_mesh) {
1236 if (m_enable_vbo && m)
1237 for (u32 i = 0; i < m->getMeshBufferCount(); i++) {
1238 scene::IMeshBuffer *buf = m->getMeshBuffer(i);
1239 RenderingEngine::get_video_driver()->removeHardwareBuffer(buf);
1244 delete m_minimap_mapblock;
1247 bool MapBlockMesh::animate(bool faraway, float time, int crack,
1250 if (!m_has_animation) {
1251 m_animation_force_timer = 100000;
1255 m_animation_force_timer = myrand_range(5, 100);
1258 if (crack != m_last_crack) {
1259 for (auto &crack_material : m_crack_materials) {
1260 scene::IMeshBuffer *buf = m_mesh[crack_material.first.first]->
1261 getMeshBuffer(crack_material.first.second);
1262 std::string basename = crack_material.second;
1264 // Create new texture name from original
1265 std::ostringstream os;
1266 os << basename << crack;
1267 u32 new_texture_id = 0;
1268 video::ITexture *new_texture =
1269 m_tsrc->getTextureForMesh(os.str(), &new_texture_id);
1270 buf->getMaterial().setTexture(0, new_texture);
1272 // If the current material is also animated,
1273 // update animation info
1274 auto anim_iter = m_animation_tiles.find(crack_material.first);
1275 if (anim_iter != m_animation_tiles.end()) {
1276 TileLayer &tile = anim_iter->second;
1277 tile.texture = new_texture;
1278 tile.texture_id = new_texture_id;
1279 // force animation update
1280 m_animation_frames[crack_material.first] = -1;
1284 m_last_crack = crack;
1287 // Texture animation
1288 for (auto &animation_tile : m_animation_tiles) {
1289 const TileLayer &tile = animation_tile.second;
1290 // Figure out current frame
1291 int frameoffset = m_animation_frame_offsets[animation_tile.first];
1292 int frame = (int)(time * 1000 / tile.animation_frame_length_ms
1293 + frameoffset) % tile.animation_frame_count;
1294 // If frame doesn't change, skip
1295 if (frame == m_animation_frames[animation_tile.first])
1298 m_animation_frames[animation_tile.first] = frame;
1300 scene::IMeshBuffer *buf = m_mesh[animation_tile.first.first]->
1301 getMeshBuffer(animation_tile.first.second);
1303 const FrameSpec &animation_frame = (*tile.frames)[frame];
1304 buf->getMaterial().setTexture(0, animation_frame.texture);
1305 if (m_enable_shaders) {
1306 if (animation_frame.normal_texture)
1307 buf->getMaterial().setTexture(1,
1308 animation_frame.normal_texture);
1309 buf->getMaterial().setTexture(2, animation_frame.flags_texture);
1313 // Day-night transition
1314 if (!m_enable_shaders && (daynight_ratio != m_last_daynight_ratio)) {
1315 // Force reload mesh to VBO
1317 for (scene::IMesh *m : m_mesh)
1319 video::SColorf day_color;
1320 get_sunlight_color(&day_color, daynight_ratio);
1322 for (auto &daynight_diff : m_daynight_diffs) {
1323 scene::IMeshBuffer *buf = m_mesh[daynight_diff.first.first]->
1324 getMeshBuffer(daynight_diff.first.second);
1325 video::S3DVertex *vertices = (video::S3DVertex *)buf->getVertices();
1326 for (const auto &j : daynight_diff.second)
1327 final_color_blend(&(vertices[j.first].Color), j.second,
1330 m_last_daynight_ratio = daynight_ratio;
1336 void MapBlockMesh::updateCameraOffset(v3s16 camera_offset)
1338 if (camera_offset != m_camera_offset) {
1339 for (scene::IMesh *layer : m_mesh) {
1340 translateMesh(layer,
1341 intToFloat(m_camera_offset - camera_offset, BS));
1345 m_camera_offset = camera_offset;
1349 video::SColor encode_light(u16 light, u8 emissive_light)
1352 u32 day = (light & 0xff);
1353 u32 night = (light >> 8);
1354 // Add emissive light
1355 night += emissive_light * 2.5f;
1358 // Since we don't know if the day light is sunlight or
1359 // artificial light, assume it is artificial when the night
1360 // light bank is also lit.
1365 u32 sum = day + night;
1366 // Ratio of sunlight:
1369 r = day * 255 / sum;
1373 float b = (day + night) / 2;
1374 return video::SColor(r, b, b, b);