]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - src/client/mapblock_mesh.cpp
Merge branch 'master' of https://github.com/minetest/minetest
[dragonfireclient.git] / src / client / mapblock_mesh.cpp
index 52729632a6c143f0ad93b14e99c6f21f434f8e26..f0d43ec7e2f12dac890382faa75ba1d2a61ac035 100644 (file)
@@ -30,6 +30,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "client/meshgen/collector.h"
 #include "client/renderingengine.h"
 #include <array>
+#include <algorithm>
 
 /*
        MeshMakeData
@@ -1045,6 +1046,173 @@ static void applyTileColor(PreMeshBuffer &pmb)
        }
 }
 
+/*
+       MapBlockBspTree
+*/
+
+void MapBlockBspTree::buildTree(const std::vector<MeshTriangle> *triangles)
+{
+       this->triangles = triangles;
+
+       nodes.clear();
+
+       // assert that triangle index can fit into s32
+       assert(triangles->size() <= 0x7FFFFFFFL);
+       std::vector<s32> indexes;
+       indexes.reserve(triangles->size());
+       for (u32 i = 0; i < triangles->size(); i++)
+               indexes.push_back(i);
+
+       root = buildTree(v3f(1, 0, 0), v3f(85, 85, 85), 40, indexes, 0);
+}
+
+/**
+ * @brief Find a candidate plane to split a set of triangles in two
+ * 
+ * The candidate plane is represented by one of the triangles from the set.
+ * 
+ * @param list Vector of indexes of the triangles in the set
+ * @param triangles Vector of all triangles in the BSP tree
+ * @return Address of the triangle that represents the proposed split plane
+ */
+static const MeshTriangle *findSplitCandidate(const std::vector<s32> &list, const std::vector<MeshTriangle> &triangles)
+{
+       // find the center of the cluster.
+       v3f center(0, 0, 0);
+       size_t n = list.size();
+       for (s32 i : list) {
+               center += triangles[i].centroid / n;
+       }
+
+       // find the triangle with the largest area and closest to the center
+       const MeshTriangle *candidate_triangle = &triangles[list[0]];
+       const MeshTriangle *ith_triangle;
+       for (s32 i : list) {
+               ith_triangle = &triangles[i];
+               if (ith_triangle->areaSQ > candidate_triangle->areaSQ ||
+                               (ith_triangle->areaSQ == candidate_triangle->areaSQ &&
+                               ith_triangle->centroid.getDistanceFromSQ(center) < candidate_triangle->centroid.getDistanceFromSQ(center))) {
+                       candidate_triangle = ith_triangle;
+               }
+       }
+       return candidate_triangle;
+}
+
+s32 MapBlockBspTree::buildTree(v3f normal, v3f origin, float delta, const std::vector<s32> &list, u32 depth)
+{
+       // if the list is empty, don't bother
+       if (list.empty())
+               return -1;
+
+       // if there is only one triangle, or the delta is insanely small, this is a leaf node
+       if (list.size() == 1 || delta < 0.01) {
+               nodes.emplace_back(normal, origin, list, -1, -1);
+               return nodes.size() - 1;
+       }
+
+       std::vector<s32> front_list;
+       std::vector<s32> back_list;
+       std::vector<s32> node_list;
+
+       // split the list
+       for (s32 i : list) {
+               const MeshTriangle &triangle = (*triangles)[i];
+               float factor = normal.dotProduct(triangle.centroid - origin);
+               if (factor == 0)
+                       node_list.push_back(i);
+               else if (factor > 0)
+                       front_list.push_back(i);
+               else
+                       back_list.push_back(i);
+       }
+
+       // define the new split-plane
+       v3f candidate_normal(normal.Z, normal.X, normal.Y);
+       float candidate_delta = delta;
+       if (depth % 3 == 2)
+               candidate_delta /= 2;
+
+       s32 front_index = -1;
+       s32 back_index = -1;
+
+       if (!front_list.empty()) {
+               v3f next_normal = candidate_normal;
+               v3f next_origin = origin + delta * normal;
+               float next_delta = candidate_delta;
+               if (next_delta < 10) {
+                       const MeshTriangle *candidate = findSplitCandidate(front_list, *triangles);
+                       next_normal = candidate->getNormal();
+                       next_origin = candidate->centroid;
+               }
+               front_index = buildTree(next_normal, next_origin, next_delta, front_list, depth + 1);
+
+               // if there are no other triangles, don't create a new node
+               if (back_list.empty() && node_list.empty())
+                       return front_index;
+       }
+
+       if (!back_list.empty()) {
+               v3f next_normal = candidate_normal;
+               v3f next_origin = origin - delta * normal;
+               float next_delta = candidate_delta;
+               if (next_delta < 10) {
+                       const MeshTriangle *candidate = findSplitCandidate(back_list, *triangles);
+                       next_normal = candidate->getNormal();
+                       next_origin = candidate->centroid;
+               }
+
+               back_index = buildTree(next_normal, next_origin, next_delta, back_list, depth + 1);
+
+               // if there are no other triangles, don't create a new node
+               if (front_list.empty() && node_list.empty())
+                       return back_index;
+       }
+
+       nodes.emplace_back(normal, origin, node_list, front_index, back_index);
+
+       return nodes.size() - 1;
+}
+
+void MapBlockBspTree::traverse(s32 node, v3f viewpoint, std::vector<s32> &output) const
+{
+       if (node < 0) return; // recursion break;
+
+       const TreeNode &n = nodes[node];
+       float factor = n.normal.dotProduct(viewpoint - n.origin);
+
+       if (factor > 0)
+               traverse(n.back_ref, viewpoint, output);
+       else
+               traverse(n.front_ref, viewpoint, output);
+
+       if (factor != 0)
+               for (s32 i : n.triangle_refs)
+                       output.push_back(i);
+
+       if (factor > 0)
+               traverse(n.front_ref, viewpoint, output);
+       else
+               traverse(n.back_ref, viewpoint, output);
+}
+
+
+
+/*
+       PartialMeshBuffer
+*/
+
+void PartialMeshBuffer::beforeDraw() const
+{
+       // Patch the indexes in the mesh buffer before draw
+
+       m_buffer->Indices.clear();
+       if (!m_vertex_indexes.empty()) {
+               for (auto index : m_vertex_indexes)
+                       m_buffer->Indices.push_back(index);
+       }
+       m_buffer->setDirty(scene::EBT_INDEX);
+}
+
 /*
        MapBlockMesh
 */
@@ -1152,6 +1320,9 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
                Convert MeshCollector to SMesh
        */
 
+       const bool desync_animations = g_settings->getBool(
+               "desynchronize_mapblock_texture_animation");
+
        for (int layer = 0; layer < MAX_TILE_LAYERS; layer++) {
                for(u32 i = 0; i < collector.prebuffers[layer].size(); i++)
                {
@@ -1181,18 +1352,18 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
                        // - Texture animation
                        if (p.layer.material_flags & MATERIAL_FLAG_ANIMATION) {
                                // Add to MapBlockMesh in order to animate these tiles
-                               m_animation_tiles[std::pair<u8, u32>(layer, i)] = p.layer;
-                               m_animation_frames[std::pair<u8, u32>(layer, i)] = 0;
-                               if (g_settings->getBool(
-                                               "desynchronize_mapblock_texture_animation")) {
+                               auto &info = m_animation_info[{layer, i}];
+                               info.tile = p.layer;
+                               info.frame = 0;
+                               if (desync_animations) {
                                        // Get starting position from noise
-                                       m_animation_frame_offsets[std::pair<u8, u32>(layer, i)] =
+                                       info.frame_offset =
                                                        100000 * (2.0 + noise3d(
                                                        data->m_blockpos.X, data->m_blockpos.Y,
                                                        data->m_blockpos.Z, 0));
                                } else {
                                        // Play all synchronized
-                                       m_animation_frame_offsets[std::pair<u8, u32>(layer, i)] = 0;
+                                       info.frame_offset = 0;
                                }
                                // Replace tile texture with the first animation frame
                                p.layer.texture = (*p.layer.frames)[0].texture;
@@ -1203,19 +1374,23 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
                                // Dummy sunlight to handle non-sunlit areas
                                video::SColorf sunlight;
                                get_sunlight_color(&sunlight, 0);
-                               u32 vertex_count = p.vertices.size();
+
+                               std::map<u32, video::SColor> colors;
+                               const u32 vertex_count = p.vertices.size();
                                for (u32 j = 0; j < vertex_count; j++) {
                                        video::SColor *vc = &p.vertices[j].Color;
                                        video::SColor copy = *vc;
                                        if (vc->getAlpha() == 0) // No sunlight - no need to animate
                                                final_color_blend(vc, copy, sunlight); // Finalize color
                                        else // Record color to animate
-                                               m_daynight_diffs[std::pair<u8, u32>(layer, i)][j] = copy;
+                                               colors[j] = copy;
 
                                        // The sunlight ratio has been stored,
                                        // delete alpha (for the final rendering).
                                        vc->setAlpha(255);
                                }
+                               if (!colors.empty())
+                                       m_daynight_diffs[{layer, i}] = std::move(colors);
                        }
 
                        // Create material
@@ -1241,8 +1416,31 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
 
                        scene::SMeshBuffer *buf = new scene::SMeshBuffer();
                        buf->Material = material;
-                       buf->append(&p.vertices[0], p.vertices.size(),
-                               &p.indices[0], p.indices.size());
+                       switch (p.layer.material_type) {
+                       // list of transparent materials taken from tile.h
+                       case TILE_MATERIAL_ALPHA:
+                       case TILE_MATERIAL_LIQUID_TRANSPARENT:
+                       case TILE_MATERIAL_WAVING_LIQUID_TRANSPARENT:
+                               {
+                                       buf->append(&p.vertices[0], p.vertices.size(),
+                                               &p.indices[0], 0);
+
+                                       MeshTriangle t;
+                                       t.buffer = buf;
+                                       for (u32 i = 0; i < p.indices.size(); i += 3) {
+                                               t.p1 = p.indices[i];
+                                               t.p2 = p.indices[i + 1];
+                                               t.p3 = p.indices[i + 2];
+                                               t.updateAttributes();
+                                               m_transparent_triangles.push_back(t);
+                                       }
+                               }
+                               break;
+                       default:
+                               buf->append(&p.vertices[0], p.vertices.size(),
+                                       &p.indices[0], p.indices.size());
+                               break;
+                       }
                        mesh->addMeshBuffer(buf);
                        buf->drop();
                }
@@ -1255,23 +1453,26 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
        }
 
        //std::cout<<"added "<<fastfaces.getSize()<<" faces."<<std::endl;
+       m_bsp_tree.buildTree(&m_transparent_triangles);
 
        // Check if animation is required for this mesh
        m_has_animation =
                !m_crack_materials.empty() ||
                !m_daynight_diffs.empty() ||
-               !m_animation_tiles.empty();
+               !m_animation_info.empty();
 }
 
 MapBlockMesh::~MapBlockMesh()
 {
        for (scene::IMesh *m : m_mesh) {
+#if IRRLICHT_VERSION_MT_REVISION < 5
                if (m_enable_vbo) {
                        for (u32 i = 0; i < m->getMeshBufferCount(); i++) {
                                scene::IMeshBuffer *buf = m->getMeshBuffer(i);
                                RenderingEngine::get_video_driver()->removeHardwareBuffer(buf);
                        }
                }
+#endif
                m->drop();
        }
        delete m_minimap_mapblock;
@@ -1292,25 +1493,22 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack,
                for (auto &crack_material : m_crack_materials) {
                        scene::IMeshBuffer *buf = m_mesh[crack_material.first.first]->
                                getMeshBuffer(crack_material.first.second);
-                       std::string basename = crack_material.second;
 
                        // Create new texture name from original
-                       std::ostringstream os;
-                       os << basename << crack;
+                       std::string s = crack_material.second + itos(crack);
                        u32 new_texture_id = 0;
                        video::ITexture *new_texture =
-                                       m_tsrc->getTextureForMesh(os.str(), &new_texture_id);
+                                       m_tsrc->getTextureForMesh(s, &new_texture_id);
                        buf->getMaterial().setTexture(0, new_texture);
 
-                       // If the current material is also animated,
-                       // update animation info
-                       auto anim_iter = m_animation_tiles.find(crack_material.first);
-                       if (anim_iter != m_animation_tiles.end()) {
-                               TileLayer &tile = anim_iter->second;
+                       // If the current material is also animated, update animation info
+                       auto anim_it = m_animation_info.find(crack_material.first);
+                       if (anim_it != m_animation_info.end()) {
+                               TileLayer &tile = anim_it->second.tile;
                                tile.texture = new_texture;
                                tile.texture_id = new_texture_id;
                                // force animation update
-                               m_animation_frames[crack_material.first] = -1;
+                               anim_it->second.frame = -1;
                        }
                }
 
@@ -1318,28 +1516,25 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack,
        }
 
        // Texture animation
-       for (auto &animation_tile : m_animation_tiles) {
-               const TileLayer &tile = animation_tile.second;
+       for (auto &it : m_animation_info) {
+               const TileLayer &tile = it.second.tile;
                // Figure out current frame
-               int frameoffset = m_animation_frame_offsets[animation_tile.first];
-               int frame = (int)(time * 1000 / tile.animation_frame_length_ms
-                               + frameoffset) % tile.animation_frame_count;
+               int frameno = (int)(time * 1000 / tile.animation_frame_length_ms
+                               + it.second.frame_offset) % tile.animation_frame_count;
                // If frame doesn't change, skip
-               if (frame == m_animation_frames[animation_tile.first])
+               if (frameno == it.second.frame)
                        continue;
 
-               m_animation_frames[animation_tile.first] = frame;
+               it.second.frame = frameno;
 
-               scene::IMeshBuffer *buf = m_mesh[animation_tile.first.first]->
-                       getMeshBuffer(animation_tile.first.second);
+               scene::IMeshBuffer *buf = m_mesh[it.first.first]->getMeshBuffer(it.first.second);
 
-               const FrameSpec &animation_frame = (*tile.frames)[frame];
-               buf->getMaterial().setTexture(0, animation_frame.texture);
+               const FrameSpec &frame = (*tile.frames)[frameno];
+               buf->getMaterial().setTexture(0, frame.texture);
                if (m_enable_shaders) {
-                       if (animation_frame.normal_texture)
-                               buf->getMaterial().setTexture(1,
-                                       animation_frame.normal_texture);
-                       buf->getMaterial().setTexture(2, animation_frame.flags_texture);
+                       if (frame.normal_texture)
+                               buf->getMaterial().setTexture(1, frame.normal_texture);
+                       buf->getMaterial().setTexture(2, frame.flags_texture);
                }
        }
 
@@ -1366,6 +1561,67 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack,
        return true;
 }
 
+void MapBlockMesh::updateTransparentBuffers(v3f camera_pos, v3s16 block_pos)
+{
+       // nothing to do if the entire block is opaque
+       if (m_transparent_triangles.empty())
+               return;
+
+       v3f block_posf = intToFloat(block_pos * MAP_BLOCKSIZE, BS);
+       v3f rel_camera_pos = camera_pos - block_posf;
+
+       std::vector<s32> triangle_refs;
+       m_bsp_tree.traverse(rel_camera_pos, triangle_refs);
+
+       // arrange index sequences into partial buffers
+       m_transparent_buffers.clear();
+
+       scene::SMeshBuffer *current_buffer = nullptr;
+       std::vector<u16> current_strain;
+       for (auto i : triangle_refs) {
+               const auto &t = m_transparent_triangles[i];
+               if (current_buffer != t.buffer) {
+                       if (current_buffer) {
+                               m_transparent_buffers.emplace_back(current_buffer, current_strain);
+                               current_strain.clear();
+                       }
+                       current_buffer = t.buffer;
+               }
+               current_strain.push_back(t.p1);
+               current_strain.push_back(t.p2);
+               current_strain.push_back(t.p3);
+       }
+
+       if (!current_strain.empty())
+               m_transparent_buffers.emplace_back(current_buffer, current_strain);
+}
+
+void MapBlockMesh::consolidateTransparentBuffers()
+{
+       m_transparent_buffers.clear();
+
+       scene::SMeshBuffer *current_buffer = nullptr;
+       std::vector<u16> current_strain;
+
+       // use the fact that m_transparent_triangles is already arranged by buffer
+       for (const auto &t : m_transparent_triangles) {
+               if (current_buffer != t.buffer) {
+                       if (current_buffer != nullptr) {
+                               this->m_transparent_buffers.emplace_back(current_buffer, current_strain);
+                               current_strain.clear();
+                       }
+                       current_buffer = t.buffer;
+               }
+               current_strain.push_back(t.p1);
+               current_strain.push_back(t.p2);
+               current_strain.push_back(t.p3);
+       }
+
+       if (!current_strain.empty()) {
+               this->m_transparent_buffers.emplace_back(current_buffer, current_strain);
+       }
+}
+
 video::SColor encode_light(u16 light, u8 emissive_light)
 {
        // Get components