]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - src/client/mapblock_mesh.cpp
Remove unused ITextSceneNode header (#11476)
[dragonfireclient.git] / src / client / mapblock_mesh.cpp
index 2bfaa7a4f96d724fdb3b355b4ea4eb63de4fb910..402217066c6023d2067074458353b0b4d59d04ea 100644 (file)
@@ -35,11 +35,9 @@ with this program; if not, write to the Free Software Foundation, Inc.,
        MeshMakeData
 */
 
-MeshMakeData::MeshMakeData(Client *client, bool use_shaders,
-               bool use_tangent_vertices):
+MeshMakeData::MeshMakeData(Client *client, bool use_shaders):
        m_client(client),
-       m_use_shaders(use_shaders),
-       m_use_tangent_vertices(use_tangent_vertices)
+       m_use_shaders(use_shaders)
 {}
 
 void MeshMakeData::fillBlockDataBegin(const v3s16 &blockpos)
@@ -81,33 +79,6 @@ void MeshMakeData::fill(MapBlock *block)
        }
 }
 
-void MeshMakeData::fillSingleNode(MapNode *node)
-{
-       m_blockpos = v3s16(0,0,0);
-
-       v3s16 blockpos_nodes = v3s16(0,0,0);
-       VoxelArea area(blockpos_nodes-v3s16(1,1,1)*MAP_BLOCKSIZE,
-                       blockpos_nodes+v3s16(1,1,1)*MAP_BLOCKSIZE*2-v3s16(1,1,1));
-       s32 volume = area.getVolume();
-       s32 our_node_index = area.index(1,1,1);
-
-       // Allocate this block + neighbors
-       m_vmanip.clear();
-       m_vmanip.addArea(area);
-
-       // Fill in data
-       MapNode *data = new MapNode[volume];
-       for(s32 i = 0; i < volume; i++)
-       {
-               if (i == our_node_index)
-                       data[i] = *node;
-               else
-                       data[i] = MapNode(CONTENT_AIR, LIGHT_MAX, 0);
-       }
-       m_vmanip.copyFrom(data, area, area.MinEdge, area.MinEdge, area.getExtent());
-       delete[] data;
-}
-
 void MeshMakeData::setCrack(int crack_level, v3s16 crack_pos)
 {
        if (crack_level >= 0)
@@ -225,7 +196,7 @@ static u16 getSmoothLightCombined(const v3s16 &p,
                return f.light_propagates;
        };
 
-       std::array<bool, 4> obstructed = {{ 1, 1, 1, 1 }};
+       bool obstructed[4] = { true, true, true, true };
        add_node(0);
        bool opaque1 = !add_node(1);
        bool opaque2 = !add_node(2);
@@ -372,6 +343,32 @@ void final_color_blend(video::SColor *result,
        Mesh generation helpers
 */
 
+// This table is moved outside getNodeVertexDirs to avoid the compiler using
+// a mutex to initialize this table at runtime right in the hot path.
+// For details search the internet for "cxa_guard_acquire".
+static const v3s16 vertex_dirs_table[] = {
+       // ( 1, 0, 0)
+       v3s16( 1,-1, 1), v3s16( 1,-1,-1),
+       v3s16( 1, 1,-1), v3s16( 1, 1, 1),
+       // ( 0, 1, 0)
+       v3s16( 1, 1,-1), v3s16(-1, 1,-1),
+       v3s16(-1, 1, 1), v3s16( 1, 1, 1),
+       // ( 0, 0, 1)
+       v3s16(-1,-1, 1), v3s16( 1,-1, 1),
+       v3s16( 1, 1, 1), v3s16(-1, 1, 1),
+       // invalid
+       v3s16(), v3s16(), v3s16(), v3s16(),
+       // ( 0, 0,-1)
+       v3s16( 1,-1,-1), v3s16(-1,-1,-1),
+       v3s16(-1, 1,-1), v3s16( 1, 1,-1),
+       // ( 0,-1, 0)
+       v3s16( 1,-1, 1), v3s16(-1,-1, 1),
+       v3s16(-1,-1,-1), v3s16( 1,-1,-1),
+       // (-1, 0, 0)
+       v3s16(-1,-1,-1), v3s16(-1,-1, 1),
+       v3s16(-1, 1, 1), v3s16(-1, 1,-1)
+};
+
 /*
        vertex_dirs: v3s16[4]
 */
@@ -384,49 +381,30 @@ static void getNodeVertexDirs(const v3s16 &dir, v3s16 *vertex_dirs)
                2: top-left
                3: top-right
        */
-       if (dir == v3s16(0, 0, 1)) {
-               // If looking towards z+, this is the face that is behind
-               // the center point, facing towards z+.
-               vertex_dirs[0] = v3s16(-1,-1, 1);
-               vertex_dirs[1] = v3s16( 1,-1, 1);
-               vertex_dirs[2] = v3s16( 1, 1, 1);
-               vertex_dirs[3] = v3s16(-1, 1, 1);
-       } else if (dir == v3s16(0, 0, -1)) {
-               // faces towards Z-
-               vertex_dirs[0] = v3s16( 1,-1,-1);
-               vertex_dirs[1] = v3s16(-1,-1,-1);
-               vertex_dirs[2] = v3s16(-1, 1,-1);
-               vertex_dirs[3] = v3s16( 1, 1,-1);
-       } else if (dir == v3s16(1, 0, 0)) {
-               // faces towards X+
-               vertex_dirs[0] = v3s16( 1,-1, 1);
-               vertex_dirs[1] = v3s16( 1,-1,-1);
-               vertex_dirs[2] = v3s16( 1, 1,-1);
-               vertex_dirs[3] = v3s16( 1, 1, 1);
-       } else if (dir == v3s16(-1, 0, 0)) {
-               // faces towards X-
-               vertex_dirs[0] = v3s16(-1,-1,-1);
-               vertex_dirs[1] = v3s16(-1,-1, 1);
-               vertex_dirs[2] = v3s16(-1, 1, 1);
-               vertex_dirs[3] = v3s16(-1, 1,-1);
-       } else if (dir == v3s16(0, 1, 0)) {
-               // faces towards Y+ (assume Z- as "down" in texture)
-               vertex_dirs[0] = v3s16( 1, 1,-1);
-               vertex_dirs[1] = v3s16(-1, 1,-1);
-               vertex_dirs[2] = v3s16(-1, 1, 1);
-               vertex_dirs[3] = v3s16( 1, 1, 1);
-       } else if (dir == v3s16(0, -1, 0)) {
-               // faces towards Y- (assume Z+ as "down" in texture)
-               vertex_dirs[0] = v3s16( 1,-1, 1);
-               vertex_dirs[1] = v3s16(-1,-1, 1);
-               vertex_dirs[2] = v3s16(-1,-1,-1);
-               vertex_dirs[3] = v3s16( 1,-1,-1);
-       }
+
+       // Direction must be (1,0,0), (-1,0,0), (0,1,0), (0,-1,0),
+       // (0,0,1), (0,0,-1)
+       assert(dir.X * dir.X + dir.Y * dir.Y + dir.Z * dir.Z == 1);
+
+       // Convert direction to single integer for table lookup
+       u8 idx = (dir.X + 2 * dir.Y + 3 * dir.Z) & 7;
+       idx = (idx - 1) * 4;
+
+#if defined(__GNUC__) && !defined(__clang__)
+#pragma GCC diagnostic push
+#if __GNUC__ > 7
+#pragma GCC diagnostic ignored "-Wclass-memaccess"
+#endif
+#endif
+       memcpy(vertex_dirs, &vertex_dirs_table[idx], 4 * sizeof(v3s16));
+#if defined(__GNUC__) && !defined(__clang__)
+#pragma GCC diagnostic pop
+#endif
 }
 
 static void getNodeTextureCoords(v3f base, const v3f &scale, const v3s16 &dir, float *u, float *v)
 {
-       if (dir.X > 0 || dir.Y > 0 || dir.Z < 0)
+       if (dir.X > 0 || dir.Y != 0 || dir.Z < 0)
                base -= scale;
        if (dir == v3s16(0,0,1)) {
                *u = -base.X - 1;
@@ -444,8 +422,8 @@ static void getNodeTextureCoords(v3f base, const v3f &scale, const v3s16 &dir, f
                *u = base.X + 1;
                *v = -base.Z - 2;
        } else if (dir == v3s16(0,-1,0)) {
-               *u = base.X;
-               *v = base.Z;
+               *u = base.X + 1;
+               *v = base.Z + 1;
        }
 }
 
@@ -795,6 +773,7 @@ static void getTileInfo(
                v3s16 &p_corrected,
                v3s16 &face_dir_corrected,
                u16 *lights,
+               u8 &waving,
                TileSpec &tile
        )
 {
@@ -842,6 +821,7 @@ static void getTileInfo(
 
        getNodeTile(n, p_corrected, face_dir_corrected, data, tile);
        const ContentFeatures &f = ndef->get(n);
+       waving = f.waving;
        tile.emissive_light = f.light_source;
 
        // eg. water and glass
@@ -876,6 +856,13 @@ static void updateFastFaceRow(
                const v3s16 &&face_dir,
                std::vector<FastFace> &dest)
 {
+       static thread_local const bool waving_liquids =
+               g_settings->getBool("enable_shaders") &&
+               g_settings->getBool("enable_waving_water");
+
+       static thread_local const bool force_not_tiling =
+                       g_settings->getBool("enable_dynamic_shadows");
+
        v3s16 p = startpos;
 
        u16 continuous_tiles_count = 1;
@@ -884,10 +871,13 @@ static void updateFastFaceRow(
        v3s16 p_corrected;
        v3s16 face_dir_corrected;
        u16 lights[4] = {0, 0, 0, 0};
+       u8 waving = 0;
        TileSpec tile;
+
+       // Get info of first tile
        getTileInfo(data, p, face_dir,
                        makes_face, p_corrected, face_dir_corrected,
-                       lights, tile);
+                       lights, waving, tile);
 
        // Unroll this variable which has a significant build cost
        TileSpec next_tile;
@@ -895,8 +885,6 @@ static void updateFastFaceRow(
                // If tiling can be done, this is set to false in the next step
                bool next_is_different = true;
 
-               v3s16 p_next;
-
                bool next_makes_face = false;
                v3s16 next_p_corrected;
                v3s16 next_face_dir_corrected;
@@ -905,17 +893,21 @@ static void updateFastFaceRow(
                // If at last position, there is nothing to compare to and
                // the face must be drawn anyway
                if (j != MAP_BLOCKSIZE - 1) {
-                       p_next = p + translate_dir;
+                       p += translate_dir;
 
-                       getTileInfo(data, p_next, face_dir,
+                       getTileInfo(data, p, face_dir,
                                        next_makes_face, next_p_corrected,
                                        next_face_dir_corrected, next_lights,
+                                       waving,
                                        next_tile);
 
-                       if (next_makes_face == makes_face
+                       if (!force_not_tiling
+                                       && next_makes_face == makes_face
                                        && next_p_corrected == p_corrected + translate_dir
                                        && next_face_dir_corrected == face_dir_corrected
-                                       && memcmp(next_lights, lights, ARRLEN(lights) * sizeof(u16)) == 0
+                                       && memcmp(next_lights, lights, sizeof(lights)) == 0
+                                       // Don't apply fast faces to waving water.
+                                       && (waving != 3 || !waving_liquids)
                                        && next_tile.isTileable(tile)) {
                                next_is_different = false;
                                continuous_tiles_count++;
@@ -951,10 +943,9 @@ static void updateFastFaceRow(
                makes_face = next_makes_face;
                p_corrected = next_p_corrected;
                face_dir_corrected = next_face_dir_corrected;
-               std::memcpy(lights, next_lights, ARRLEN(lights) * sizeof(u16));
+               memcpy(lights, next_lights, sizeof(lights));
                if (next_is_different)
-                       tile = next_tile;
-               p = p_next;
+                       tile = std::move(next_tile); // faster than copy
        }
 }
 
@@ -1027,10 +1018,9 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
        for (auto &m : m_mesh)
                m = new scene::SMesh();
        m_enable_shaders = data->m_use_shaders;
-       m_use_tangent_vertices = data->m_use_tangent_vertices;
        m_enable_vbo = g_settings->getBool("enable_vbo");
 
-       if (g_settings->getBool("enable_minimap")) {
+       if (data->m_client->getMinimap()) {
                m_minimap_mapblock = new MinimapMapblock;
                m_minimap_mapblock->getMinimapNodes(
                        &data->m_vmanip, data->m_blockpos * MAP_BLOCKSIZE);
@@ -1086,8 +1076,8 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
        */
 
        {
-               MapblockMeshGenerator generator(data, &collector);
-               generator.generate();
+               MapblockMeshGenerator(data, &collector,
+                       data->m_client->getSceneManager()->getMeshManipulator()).generate();
        }
 
        /*
@@ -1181,51 +1171,15 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
 
                        scene::SMesh *mesh = (scene::SMesh *)m_mesh[layer];
 
-                       // Create meshbuffer, add to mesh
-                       if (m_use_tangent_vertices) {
-                               scene::SMeshBufferTangents *buf =
-                                               new scene::SMeshBufferTangents();
-                               buf->Material = material;
-                               buf->Vertices.reallocate(p.vertices.size());
-                               buf->Indices.reallocate(p.indices.size());
-                               for (const video::S3DVertex &v: p.vertices)
-                                       buf->Vertices.push_back(video::S3DVertexTangents(v.Pos, v.Color, v.TCoords));
-                               for (u16 i: p.indices)
-                                       buf->Indices.push_back(i);
-                               buf->recalculateBoundingBox();
-                               mesh->addMeshBuffer(buf);
-                               buf->drop();
-                       } else {
-                               scene::SMeshBuffer *buf = new scene::SMeshBuffer();
-                               buf->Material = material;
-                               buf->append(&p.vertices[0], p.vertices.size(),
-                                       &p.indices[0], p.indices.size());
-                               mesh->addMeshBuffer(buf);
-                               buf->drop();
-                       }
-               }
-
-               /*
-                       Do some stuff to the mesh
-               */
-               m_camera_offset = camera_offset;
-               translateMesh(m_mesh[layer],
-                       intToFloat(data->m_blockpos * MAP_BLOCKSIZE - camera_offset, BS));
-
-               if (m_use_tangent_vertices) {
-                       scene::IMeshManipulator* meshmanip =
-                               RenderingEngine::get_scene_manager()->getMeshManipulator();
-                       meshmanip->recalculateTangents(m_mesh[layer], true, false, false);
+                       scene::SMeshBuffer *buf = new scene::SMeshBuffer();
+                       buf->Material = material;
+                       buf->append(&p.vertices[0], p.vertices.size(),
+                               &p.indices[0], p.indices.size());
+                       mesh->addMeshBuffer(buf);
+                       buf->drop();
                }
 
                if (m_mesh[layer]) {
-#if 0
-                       // Usually 1-700 faces and 1-7 materials
-                       std::cout << "Updated MapBlock has " << fastfaces_new.size()
-                                       << " faces and uses " << m_mesh[layer]->getMeshBufferCount()
-                                       << " materials (meshbuffers)" << std::endl;
-#endif
-
                        // Use VBO for mesh (this just would set this for ever buffer)
                        if (m_enable_vbo)
                                m_mesh[layer]->setHardwareMappingHint(scene::EHM_STATIC);
@@ -1244,13 +1198,13 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
 MapBlockMesh::~MapBlockMesh()
 {
        for (scene::IMesh *m : m_mesh) {
-               if (m_enable_vbo && m)
+               if (m_enable_vbo) {
                        for (u32 i = 0; i < m->getMeshBufferCount(); i++) {
                                scene::IMeshBuffer *buf = m->getMeshBuffer(i);
                                RenderingEngine::get_video_driver()->removeHardwareBuffer(buf);
                        }
+               }
                m->drop();
-               m = NULL;
        }
        delete m_minimap_mapblock;
 }
@@ -1344,19 +1298,6 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack,
        return true;
 }
 
-void MapBlockMesh::updateCameraOffset(v3s16 camera_offset)
-{
-       if (camera_offset != m_camera_offset) {
-               for (scene::IMesh *layer : m_mesh) {
-                       translateMesh(layer,
-                               intToFloat(m_camera_offset - camera_offset, BS));
-                       if (m_enable_vbo)
-                               layer->setDirty();
-               }
-               m_camera_offset = camera_offset;
-       }
-}
-
 video::SColor encode_light(u16 light, u8 emissive_light)
 {
        // Get components