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,
822 std::set<content_t> xraySet
825 VoxelManipulator &vmanip = data->m_vmanip;
826 const NodeDefManager *ndef = data->m_client->ndef();
827 v3s16 blockpos_nodes = data->m_blockpos * MAP_BLOCKSIZE;
829 const MapNode &n0 = vmanip.getNodeRefUnsafe(blockpos_nodes + p);
831 content_t c0 = n0.getContent();
832 if (xray && xraySet.find(c0) != xraySet.end())
835 // Don't even try to get n1 if n0 is already CONTENT_IGNORE
836 if (c0 == CONTENT_IGNORE) {
841 const MapNode &n1 = vmanip.getNodeRefUnsafeCheckFlags(blockpos_nodes + p + face_dir);
843 content_t c1 = n1.getContent();
844 if (xray && xraySet.find(c1) != xraySet.end())
847 if (c1 == CONTENT_IGNORE) {
853 bool equivalent = false;
854 u8 mf = face_contents(c0, c1,
868 face_dir_corrected = face_dir;
871 p_corrected = p + face_dir;
872 face_dir_corrected = -face_dir;
875 getNodeTile(n, p_corrected, face_dir_corrected, data, tile);
876 const ContentFeatures &f = ndef->get(n);
878 tile.emissive_light = f.light_source;
880 // eg. water and glass
882 for (TileLayer &layer : tile.layers)
883 layer.material_flags |= MATERIAL_FLAG_BACKFACE_CULLING;
886 if (!data->m_smooth_lighting) {
887 lights[0] = lights[1] = lights[2] = lights[3] =
888 getFaceLight(n0, n1, face_dir, ndef);
890 v3s16 vertex_dirs[4];
891 getNodeVertexDirs(face_dir_corrected, vertex_dirs);
893 v3s16 light_p = blockpos_nodes + p_corrected;
894 for (u16 i = 0; i < 4; i++)
895 lights[i] = getSmoothLightSolid(light_p, face_dir_corrected, vertex_dirs[i], data);
901 translate_dir: unit vector with only one of x, y or z
902 face_dir: unit vector with only one of x, y or z
904 static void updateFastFaceRow(
906 const v3s16 &&startpos,
908 const v3f &&translate_dir_f,
909 const v3s16 &&face_dir,
910 std::vector<FastFace> &dest,
912 std::set<content_t> xraySet)
914 static thread_local const bool waving_liquids =
915 g_settings->getBool("enable_shaders") &&
916 g_settings->getBool("enable_waving_water");
920 u16 continuous_tiles_count = 1;
922 bool makes_face = false;
924 v3s16 face_dir_corrected;
925 u16 lights[4] = {0, 0, 0, 0};
929 // Get info of first tile
930 getTileInfo(data, p, face_dir,
931 makes_face, p_corrected, face_dir_corrected,
932 lights, waving, tile, xray, xraySet);
934 // Unroll this variable which has a significant build cost
936 for (u16 j = 0; j < MAP_BLOCKSIZE; j++) {
937 // If tiling can be done, this is set to false in the next step
938 bool next_is_different = true;
940 bool next_makes_face = false;
941 v3s16 next_p_corrected;
942 v3s16 next_face_dir_corrected;
943 u16 next_lights[4] = {0, 0, 0, 0};
945 // If at last position, there is nothing to compare to and
946 // the face must be drawn anyway
947 if (j != MAP_BLOCKSIZE - 1) {
950 getTileInfo(data, p, face_dir,
951 next_makes_face, next_p_corrected,
952 next_face_dir_corrected, next_lights,
958 if (next_makes_face == makes_face
959 && next_p_corrected == p_corrected + translate_dir
960 && next_face_dir_corrected == face_dir_corrected
961 && memcmp(next_lights, lights, sizeof(lights)) == 0
962 // Don't apply fast faces to waving water.
963 && (waving != 3 || !waving_liquids)
964 && next_tile.isTileable(tile)) {
965 next_is_different = false;
966 continuous_tiles_count++;
969 if (next_is_different) {
971 Create a face if there should be one
974 // Floating point conversion of the position vector
975 v3f pf(p_corrected.X, p_corrected.Y, p_corrected.Z);
976 // Center point of face (kind of)
977 v3f sp = pf - ((f32)continuous_tiles_count * 0.5f - 0.5f)
981 if (translate_dir.X != 0)
982 scale.X = continuous_tiles_count;
983 if (translate_dir.Y != 0)
984 scale.Y = continuous_tiles_count;
985 if (translate_dir.Z != 0)
986 scale.Z = continuous_tiles_count;
988 makeFastFace(tile, lights[0], lights[1], lights[2], lights[3],
989 pf, sp, face_dir_corrected, scale, dest);
990 g_profiler->avg("Meshgen: Tiles per face [#]", continuous_tiles_count);
993 continuous_tiles_count = 1;
996 makes_face = next_makes_face;
997 p_corrected = next_p_corrected;
998 face_dir_corrected = next_face_dir_corrected;
999 memcpy(lights, next_lights, sizeof(lights));
1000 if (next_is_different)
1001 tile = std::move(next_tile); // faster than copy
1005 static void updateAllFastFaceRows(MeshMakeData *data,
1006 std::vector<FastFace> &dest, bool xray, std::set<content_t> xraySet)
1009 Go through every y,z and get top(y+) faces in rows of x+
1011 for (s16 y = 0; y < MAP_BLOCKSIZE; y++)
1012 for (s16 z = 0; z < MAP_BLOCKSIZE; z++)
1013 updateFastFaceRow(data,
1015 v3s16(1, 0, 0), //dir
1017 v3s16(0, 1, 0), //face dir
1023 Go through every x,y and get right(x+) faces in rows of z+
1025 for (s16 x = 0; x < MAP_BLOCKSIZE; x++)
1026 for (s16 y = 0; y < MAP_BLOCKSIZE; y++)
1027 updateFastFaceRow(data,
1029 v3s16(0, 0, 1), //dir
1031 v3s16(1, 0, 0), //face dir
1037 Go through every y,z and get back(z+) faces in rows of x+
1039 for (s16 z = 0; z < MAP_BLOCKSIZE; z++)
1040 for (s16 y = 0; y < MAP_BLOCKSIZE; y++)
1041 updateFastFaceRow(data,
1043 v3s16(1, 0, 0), //dir
1045 v3s16(0, 0, 1), //face dir
1051 static void applyTileColor(PreMeshBuffer &pmb)
1053 video::SColor tc = pmb.layer.color;
1054 if (tc == video::SColor(0xFFFFFFFF))
1056 for (video::S3DVertex &vertex : pmb.vertices) {
1057 video::SColor *c = &vertex.Color;
1058 c->set(c->getAlpha(),
1059 c->getRed() * tc.getRed() / 255,
1060 c->getGreen() * tc.getGreen() / 255,
1061 c->getBlue() * tc.getBlue() / 255);
1069 MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
1070 m_minimap_mapblock(NULL),
1071 m_tsrc(data->m_client->getTextureSource()),
1072 m_shdrsrc(data->m_client->getShaderSource()),
1073 m_animation_force_timer(0), // force initial animation
1075 m_last_daynight_ratio((u32) -1)
1077 for (auto &m : m_mesh)
1078 m = new scene::SMesh();
1079 m_enable_shaders = data->m_use_shaders;
1080 m_use_tangent_vertices = data->m_use_tangent_vertices;
1081 m_enable_vbo = g_settings->getBool("enable_vbo");
1083 if (g_settings->getBool("enable_minimap")) {
1084 m_minimap_mapblock = new MinimapMapblock;
1085 m_minimap_mapblock->getMinimapNodes(
1086 &data->m_vmanip, data->m_blockpos * MAP_BLOCKSIZE);
1089 // 4-21ms for MAP_BLOCKSIZE=16 (NOTE: probably outdated)
1090 // 24-155ms for MAP_BLOCKSIZE=32 (NOTE: probably outdated)
1091 //TimeTaker timer1("MapBlockMesh()");
1093 std::vector<FastFace> fastfaces_new;
1094 fastfaces_new.reserve(512);
1098 bool xray = g_settings->getBool("xray");
1099 std::set<content_t> xraySet;
1101 xraySet = splitToContentT(g_settings->get("xray_nodes"), data->m_client->ndef());
1104 We are including the faces of the trailing edges of the block.
1105 This means that when something changes, the caller must
1106 also update the meshes of the blocks at the leading edges.
1108 NOTE: This is the slowest part of this method.
1111 // 4-23ms for MAP_BLOCKSIZE=16 (NOTE: probably outdated)
1112 //TimeTaker timer2("updateAllFastFaceRows()");
1113 updateAllFastFaceRows(data, fastfaces_new, xray, xraySet);
1118 Convert FastFaces to MeshCollector
1121 MeshCollector collector;
1124 // avg 0ms (100ms spikes when loading textures the first time)
1125 // (NOTE: probably outdated)
1126 //TimeTaker timer2("MeshCollector building");
1128 for (const FastFace &f : fastfaces_new) {
1129 static const u16 indices[] = {0, 1, 2, 2, 3, 0};
1130 static const u16 indices_alternate[] = {0, 1, 3, 2, 3, 1};
1131 const u16 *indices_p =
1132 f.vertex_0_2_connected ? indices : indices_alternate;
1133 collector.append(f.tile, f.vertices, 4, indices_p, 6);
1138 Add special graphics:
1146 MapblockMeshGenerator generator(data, &collector);
1147 generator.generate();
1151 Convert MeshCollector to SMesh
1154 for (int layer = 0; layer < MAX_TILE_LAYERS; layer++) {
1155 for(u32 i = 0; i < collector.prebuffers[layer].size(); i++)
1157 PreMeshBuffer &p = collector.prebuffers[layer][i];
1161 // Generate animation data
1163 if (p.layer.material_flags & MATERIAL_FLAG_CRACK) {
1164 // Find the texture name plus ^[crack:N:
1165 std::ostringstream os(std::ios::binary);
1166 os << m_tsrc->getTextureName(p.layer.texture_id) << "^[crack";
1167 if (p.layer.material_flags & MATERIAL_FLAG_CRACK_OVERLAY)
1168 os << "o"; // use ^[cracko
1169 u8 tiles = p.layer.scale;
1171 os << ":" << (u32)tiles;
1172 os << ":" << (u32)p.layer.animation_frame_count << ":";
1173 m_crack_materials.insert(std::make_pair(
1174 std::pair<u8, u32>(layer, i), os.str()));
1175 // Replace tile texture with the cracked one
1176 p.layer.texture = m_tsrc->getTextureForMesh(
1178 &p.layer.texture_id);
1180 // - Texture animation
1181 if (p.layer.material_flags & MATERIAL_FLAG_ANIMATION) {
1182 // Add to MapBlockMesh in order to animate these tiles
1183 m_animation_tiles[std::pair<u8, u32>(layer, i)] = p.layer;
1184 m_animation_frames[std::pair<u8, u32>(layer, i)] = 0;
1185 if (g_settings->getBool(
1186 "desynchronize_mapblock_texture_animation")) {
1187 // Get starting position from noise
1188 m_animation_frame_offsets[std::pair<u8, u32>(layer, i)] =
1189 100000 * (2.0 + noise3d(
1190 data->m_blockpos.X, data->m_blockpos.Y,
1191 data->m_blockpos.Z, 0));
1193 // Play all synchronized
1194 m_animation_frame_offsets[std::pair<u8, u32>(layer, i)] = 0;
1196 // Replace tile texture with the first animation frame
1197 p.layer.texture = (*p.layer.frames)[0].texture;
1200 if (!m_enable_shaders) {
1201 // Extract colors for day-night animation
1202 // Dummy sunlight to handle non-sunlit areas
1203 video::SColorf sunlight;
1204 get_sunlight_color(&sunlight, 0);
1205 u32 vertex_count = p.vertices.size();
1206 for (u32 j = 0; j < vertex_count; j++) {
1207 video::SColor *vc = &p.vertices[j].Color;
1208 video::SColor copy = *vc;
1209 if (vc->getAlpha() == 0) // No sunlight - no need to animate
1210 final_color_blend(vc, copy, sunlight); // Finalize color
1211 else // Record color to animate
1212 m_daynight_diffs[std::pair<u8, u32>(layer, i)][j] = copy;
1214 // The sunlight ratio has been stored,
1215 // delete alpha (for the final rendering).
1221 video::SMaterial material;
1222 material.setFlag(video::EMF_LIGHTING, false);
1223 material.setFlag(video::EMF_BACK_FACE_CULLING, true);
1224 material.setFlag(video::EMF_BILINEAR_FILTER, false);
1225 material.setFlag(video::EMF_FOG_ENABLE, true);
1226 material.setTexture(0, p.layer.texture);
1228 if (m_enable_shaders) {
1229 material.MaterialType = m_shdrsrc->getShaderInfo(
1230 p.layer.shader_id).material;
1231 p.layer.applyMaterialOptionsWithShaders(material);
1232 if (p.layer.normal_texture)
1233 material.setTexture(1, p.layer.normal_texture);
1234 material.setTexture(2, p.layer.flags_texture);
1236 p.layer.applyMaterialOptions(material);
1239 scene::SMesh *mesh = (scene::SMesh *)m_mesh[layer];
1241 // Create meshbuffer, add to mesh
1242 if (m_use_tangent_vertices) {
1243 scene::SMeshBufferTangents *buf =
1244 new scene::SMeshBufferTangents();
1245 buf->Material = material;
1246 buf->Vertices.reallocate(p.vertices.size());
1247 buf->Indices.reallocate(p.indices.size());
1248 for (const video::S3DVertex &v: p.vertices)
1249 buf->Vertices.push_back(video::S3DVertexTangents(v.Pos, v.Color, v.TCoords));
1250 for (u16 i: p.indices)
1251 buf->Indices.push_back(i);
1252 buf->recalculateBoundingBox();
1253 mesh->addMeshBuffer(buf);
1256 scene::SMeshBuffer *buf = new scene::SMeshBuffer();
1257 buf->Material = material;
1258 buf->append(&p.vertices[0], p.vertices.size(),
1259 &p.indices[0], p.indices.size());
1260 mesh->addMeshBuffer(buf);
1266 Do some stuff to the mesh
1268 m_camera_offset = camera_offset;
1269 translateMesh(m_mesh[layer],
1270 intToFloat(data->m_blockpos * MAP_BLOCKSIZE - camera_offset, BS));
1272 if (m_use_tangent_vertices) {
1273 scene::IMeshManipulator* meshmanip =
1274 RenderingEngine::get_scene_manager()->getMeshManipulator();
1275 meshmanip->recalculateTangents(m_mesh[layer], true, false, false);
1278 if (m_mesh[layer]) {
1280 // Usually 1-700 faces and 1-7 materials
1281 std::cout << "Updated MapBlock has " << fastfaces_new.size()
1282 << " faces and uses " << m_mesh[layer]->getMeshBufferCount()
1283 << " materials (meshbuffers)" << std::endl;
1286 // Use VBO for mesh (this just would set this for ever buffer)
1288 m_mesh[layer]->setHardwareMappingHint(scene::EHM_STATIC);
1292 //std::cout<<"added "<<fastfaces.getSize()<<" faces."<<std::endl;
1294 // Check if animation is required for this mesh
1296 !m_crack_materials.empty() ||
1297 !m_daynight_diffs.empty() ||
1298 !m_animation_tiles.empty();
1301 MapBlockMesh::~MapBlockMesh()
1303 for (scene::IMesh *m : m_mesh) {
1304 if (m_enable_vbo && m)
1305 for (u32 i = 0; i < m->getMeshBufferCount(); i++) {
1306 scene::IMeshBuffer *buf = m->getMeshBuffer(i);
1307 RenderingEngine::get_video_driver()->removeHardwareBuffer(buf);
1312 delete m_minimap_mapblock;
1315 bool MapBlockMesh::animate(bool faraway, float time, int crack,
1318 if (!m_has_animation) {
1319 m_animation_force_timer = 100000;
1323 m_animation_force_timer = myrand_range(5, 100);
1326 if (crack != m_last_crack) {
1327 for (auto &crack_material : m_crack_materials) {
1328 scene::IMeshBuffer *buf = m_mesh[crack_material.first.first]->
1329 getMeshBuffer(crack_material.first.second);
1330 std::string basename = crack_material.second;
1332 // Create new texture name from original
1333 std::ostringstream os;
1334 os << basename << crack;
1335 u32 new_texture_id = 0;
1336 video::ITexture *new_texture =
1337 m_tsrc->getTextureForMesh(os.str(), &new_texture_id);
1338 buf->getMaterial().setTexture(0, new_texture);
1340 // If the current material is also animated,
1341 // update animation info
1342 auto anim_iter = m_animation_tiles.find(crack_material.first);
1343 if (anim_iter != m_animation_tiles.end()) {
1344 TileLayer &tile = anim_iter->second;
1345 tile.texture = new_texture;
1346 tile.texture_id = new_texture_id;
1347 // force animation update
1348 m_animation_frames[crack_material.first] = -1;
1352 m_last_crack = crack;
1355 // Texture animation
1356 for (auto &animation_tile : m_animation_tiles) {
1357 const TileLayer &tile = animation_tile.second;
1358 // Figure out current frame
1359 int frameoffset = m_animation_frame_offsets[animation_tile.first];
1360 int frame = (int)(time * 1000 / tile.animation_frame_length_ms
1361 + frameoffset) % tile.animation_frame_count;
1362 // If frame doesn't change, skip
1363 if (frame == m_animation_frames[animation_tile.first])
1366 m_animation_frames[animation_tile.first] = frame;
1368 scene::IMeshBuffer *buf = m_mesh[animation_tile.first.first]->
1369 getMeshBuffer(animation_tile.first.second);
1371 const FrameSpec &animation_frame = (*tile.frames)[frame];
1372 buf->getMaterial().setTexture(0, animation_frame.texture);
1373 if (m_enable_shaders) {
1374 if (animation_frame.normal_texture)
1375 buf->getMaterial().setTexture(1,
1376 animation_frame.normal_texture);
1377 buf->getMaterial().setTexture(2, animation_frame.flags_texture);
1381 // Day-night transition
1382 if (!m_enable_shaders && (daynight_ratio != m_last_daynight_ratio)) {
1383 // Force reload mesh to VBO
1385 for (scene::IMesh *m : m_mesh)
1387 video::SColorf day_color;
1388 get_sunlight_color(&day_color, daynight_ratio);
1390 for (auto &daynight_diff : m_daynight_diffs) {
1391 scene::IMeshBuffer *buf = m_mesh[daynight_diff.first.first]->
1392 getMeshBuffer(daynight_diff.first.second);
1393 video::S3DVertex *vertices = (video::S3DVertex *)buf->getVertices();
1394 for (const auto &j : daynight_diff.second)
1395 final_color_blend(&(vertices[j.first].Color), j.second,
1398 m_last_daynight_ratio = daynight_ratio;
1404 void MapBlockMesh::updateCameraOffset(v3s16 camera_offset)
1406 if (camera_offset != m_camera_offset) {
1407 for (scene::IMesh *layer : m_mesh) {
1408 translateMesh(layer,
1409 intToFloat(m_camera_offset - camera_offset, BS));
1413 m_camera_offset = camera_offset;
1417 video::SColor encode_light(u16 light, u8 emissive_light)
1420 u32 day = (light & 0xff);
1421 u32 night = (light >> 8);
1422 // Add emissive light
1423 night += emissive_light * 2.5f;
1426 // Since we don't know if the day light is sunlight or
1427 // artificial light, assume it is artificial when the night
1428 // light bank is also lit.
1433 u32 sum = day + night;
1434 // Ratio of sunlight:
1437 r = day * 255 / sum;
1441 float b = (day + night) / 2;
1442 return video::SColor(r, b, b, b);