#include "client/meshgen/collector.h"
#include "client/renderingengine.h"
#include <array>
+#include <algorithm>
/*
MeshMakeData
*/
-MeshMakeData::MeshMakeData(Client *client, bool use_shaders, bool use_tangent_vertices) :
- m_client(client), m_use_shaders(use_shaders),
- m_use_tangent_vertices(use_tangent_vertices)
-{
-}
+MeshMakeData::MeshMakeData(Client *client, bool use_shaders):
+ m_client(client),
+ m_use_shaders(use_shaders)
+{}
void MeshMakeData::fillBlockDataBegin(const v3s16 &blockpos)
{
m_blockpos = blockpos;
- v3s16 blockpos_nodes = m_blockpos * MAP_BLOCKSIZE;
+ v3s16 blockpos_nodes = m_blockpos*MAP_BLOCKSIZE;
m_vmanip.clear();
- VoxelArea voxel_area(blockpos_nodes - v3s16(1, 1, 1) * MAP_BLOCKSIZE,
- blockpos_nodes + v3s16(1, 1, 1) * MAP_BLOCKSIZE * 2 -
- v3s16(1, 1, 1));
+ VoxelArea voxel_area(blockpos_nodes - v3s16(1,1,1) * MAP_BLOCKSIZE,
+ blockpos_nodes + v3s16(1,1,1) * MAP_BLOCKSIZE*2-v3s16(1,1,1));
m_vmanip.addArea(voxel_area);
}
void MeshMakeData::fillBlockData(const v3s16 &block_offset, MapNode *data)
{
v3s16 data_size(MAP_BLOCKSIZE, MAP_BLOCKSIZE, MAP_BLOCKSIZE);
- VoxelArea data_area(v3s16(0, 0, 0), data_size - v3s16(1, 1, 1));
+ VoxelArea data_area(v3s16(0,0,0), data_size - v3s16(1,1,1));
v3s16 bp = m_blockpos + block_offset;
v3s16 blockpos_nodes = bp * MAP_BLOCKSIZE;
- m_vmanip.copyFrom(data, data_area, v3s16(0, 0, 0), blockpos_nodes, data_size);
+ m_vmanip.copyFrom(data, data_area, v3s16(0,0,0), blockpos_nodes, data_size);
}
void MeshMakeData::fill(MapBlock *block)
{
fillBlockDataBegin(block->getPos());
- fillBlockData(v3s16(0, 0, 0), block->getData());
+ fillBlockData(v3s16(0,0,0), block->getData());
// Get map for reading neighbor blocks
Map *map = block->getParent();
for (const v3s16 &dir : g_26dirs) {
v3s16 bp = m_blockpos + dir;
MapBlock *b = map->getBlockNoCreateNoEx(bp);
- if (b)
+ if(b)
fillBlockData(dir, b->getData());
}
}
-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)
- m_crack_pos_relative = crack_pos - m_blockpos * MAP_BLOCKSIZE;
+ m_crack_pos_relative = crack_pos - m_blockpos*MAP_BLOCKSIZE;
}
void MeshMakeData::setSmoothLighting(bool smooth_lighting)
{
- m_smooth_lighting = smooth_lighting && !g_settings->getBool("fullbright");
+ m_smooth_lighting = smooth_lighting && ! g_settings->getBool("fullbright");
}
/*
Calculate non-smooth lighting at interior of node.
Single light bank.
*/
-static u8 getInteriorLight(
- enum LightBank bank, MapNode n, s32 increment, const NodeDefManager *ndef)
+static u8 getInteriorLight(enum LightBank bank, MapNode n, s32 increment,
+ const NodeDefManager *ndef)
{
u8 light = n.getLight(bank, ndef);
if (light > 0)
light = rangelim(light + increment, 0, LIGHT_SUN);
- if (g_settings->getBool("fullbright"))
+ if(g_settings->getBool("fullbright"))
return 255;
return decode_light(light);
}
Calculate non-smooth lighting at face of node.
Single light bank.
*/
-static u8 getFaceLight(enum LightBank bank, MapNode n, MapNode n2, v3s16 face_dir,
- const NodeDefManager *ndef)
+static u8 getFaceLight(enum LightBank bank, MapNode n, MapNode n2,
+ v3s16 face_dir, const NodeDefManager *ndef)
{
u8 light;
u8 l1 = n.getLight(bank, ndef);
u8 l2 = n2.getLight(bank, ndef);
- if (l1 > l2)
+ if(l1 > l2)
light = l1;
else
light = l2;
// Boost light level for light sources
- u8 light_source = MYMAX(ndef->get(n).light_source, ndef->get(n2).light_source);
- if (light_source > light)
+ u8 light_source = MYMAX(ndef->get(n).light_source,
+ ndef->get(n2).light_source);
+ if(light_source > light)
light = light_source;
- if (g_settings->getBool("fullbright"))
+ if(g_settings->getBool("fullbright"))
return 255;
return decode_light(light);
}
Calculate non-smooth lighting at face of node.
Both light banks.
*/
-u16 getFaceLight(MapNode n, MapNode n2, const v3s16 &face_dir, const NodeDefManager *ndef)
+u16 getFaceLight(MapNode n, MapNode n2, const v3s16 &face_dir,
+ const NodeDefManager *ndef)
{
u16 day = getFaceLight(LIGHTBANK_DAY, n, n2, face_dir, ndef);
u16 night = getFaceLight(LIGHTBANK_NIGHT, n, n2, face_dir, ndef);
Calculate smooth lighting at the XYZ- corner of p.
Both light banks
*/
-static u16 getSmoothLightCombined(
- const v3s16 &p, const std::array<v3s16, 8> &dirs, MeshMakeData *data)
+static u16 getSmoothLightCombined(const v3s16 &p,
+ const std::array<v3s16,8> &dirs, MeshMakeData *data)
{
const NodeDefManager *ndef = data->m_client->ndef();
u16 light_night = 0;
bool direct_sunlight = false;
- auto add_node = [&](u8 i, bool obstructed = false) -> bool {
+ auto add_node = [&] (u8 i, bool obstructed = false) -> bool {
if (obstructed) {
ambient_occlusion++;
return false;
return f.light_propagates;
};
- bool obstructed[4] = {true, true, true, true};
+ bool obstructed[4] = { true, true, true, true };
add_node(0);
bool opaque1 = !add_node(1);
bool opaque2 = !add_node(2);
}
bool skip_ambient_occlusion_night = false;
- if (decode_light(light_source_max) >= light_night) {
+ if(decode_light(light_source_max) >= light_night) {
light_night = decode_light(light_source_max);
skip_ambient_occlusion_night = true;
}
if (ambient_occlusion > 4) {
- static thread_local const float ao_gamma =
- rangelim(g_settings->getFloat("ambient_occlusion_gamma"),
- 0.25, 4.0);
+ static thread_local const float ao_gamma = rangelim(
+ g_settings->getFloat("ambient_occlusion_gamma"), 0.25, 4.0);
// Table of gamma space multiply factors.
static thread_local const float light_amount[3] = {
- powf(0.75, 1.0 / ao_gamma), powf(0.5, 1.0 / ao_gamma),
- powf(0.25, 1.0 / ao_gamma)};
+ powf(0.75, 1.0 / ao_gamma),
+ powf(0.5, 1.0 / ao_gamma),
+ powf(0.25, 1.0 / ao_gamma)
+ };
- // calculate table index for gamma space multiplier
+ //calculate table index for gamma space multiplier
ambient_occlusion -= 5;
if (!skip_ambient_occlusion_day)
- light_day = rangelim(
- core::round32(light_day *
- light_amount[ambient_occlusion]),
- 0, 255);
+ light_day = rangelim(core::round32(
+ light_day * light_amount[ambient_occlusion]), 0, 255);
if (!skip_ambient_occlusion_night)
- light_night = rangelim(
- core::round32(light_night *
- light_amount[ambient_occlusion]),
- 0, 255);
+ light_night = rangelim(core::round32(
+ light_night * light_amount[ambient_occlusion]), 0, 255);
}
return light_day | (light_night << 8);
Both light banks.
Node at p is solid, and thus the lighting is face-dependent.
*/
-u16 getSmoothLightSolid(const v3s16 &p, const v3s16 &face_dir, const v3s16 &corner,
- MeshMakeData *data)
+u16 getSmoothLightSolid(const v3s16 &p, const v3s16 &face_dir, const v3s16 &corner, MeshMakeData *data)
{
return getSmoothLightTransparent(p + face_dir, corner - 2 * face_dir, data);
}
*/
u16 getSmoothLightTransparent(const v3s16 &p, const v3s16 &corner, MeshMakeData *data)
{
- const std::array<v3s16, 8> dirs = {{// Always shine light
- v3s16(0, 0, 0), v3s16(corner.X, 0, 0), v3s16(0, corner.Y, 0),
- v3s16(0, 0, corner.Z),
-
- // Can be obstructed
- v3s16(corner.X, corner.Y, 0), v3s16(corner.X, 0, corner.Z),
- v3s16(0, corner.Y, corner.Z),
- v3s16(corner.X, corner.Y, corner.Z)}};
+ const std::array<v3s16,8> dirs = {{
+ // Always shine light
+ v3s16(0,0,0),
+ v3s16(corner.X,0,0),
+ v3s16(0,corner.Y,0),
+ v3s16(0,0,corner.Z),
+
+ // Can be obstructed
+ v3s16(corner.X,corner.Y,0),
+ v3s16(corner.X,0,corner.Z),
+ v3s16(0,corner.Y,corner.Z),
+ v3s16(corner.X,corner.Y,corner.Z)
+ }};
return getSmoothLightCombined(p, dirs, data);
}
-void get_sunlight_color(video::SColorf *sunlight, u32 daynight_ratio)
-{
+void get_sunlight_color(video::SColorf *sunlight, u32 daynight_ratio){
f32 rg = daynight_ratio / 1000.0f - 0.04f;
f32 b = (0.98f * daynight_ratio) / 1000.0f + 0.078f;
sunlight->r = rg;
sunlight->b = b;
}
-void final_color_blend(video::SColor *result, u16 light, u32 daynight_ratio)
+void final_color_blend(video::SColor *result,
+ u16 light, u32 daynight_ratio)
{
video::SColorf dayLight;
get_sunlight_color(&dayLight, daynight_ratio);
- final_color_blend(result, encode_light(light, 0), dayLight);
+ final_color_blend(result,
+ encode_light(light, 0), dayLight);
}
-void final_color_blend(video::SColor *result, const video::SColor &data,
- const video::SColorf &dayLight)
+void final_color_blend(video::SColor *result,
+ const video::SColor &data, const video::SColorf &dayLight)
{
static const video::SColorf artificialColor(1.04f, 1.04f, 1.04f);
// Emphase blue a bit in darker places
// Each entry of this array represents a range of 8 blue levels
static const u8 emphase_blue_when_dark[32] = {
- 1,
- 4,
- 6,
- 6,
- 6,
- 5,
- 4,
- 3,
- 2,
- 1,
- 0,
- 0,
- 0,
- 0,
- 0,
- 0,
- 0,
- 0,
- 0,
- 0,
- 0,
- 0,
- 0,
- 0,
- 0,
- 0,
- 0,
- 0,
- 0,
- 0,
- 0,
- 0,
+ 1, 4, 6, 6, 6, 5, 4, 3, 2, 1, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
};
- b += emphase_blue_when_dark[irr::core::clamp((s32)((r + g + b) / 3 * 255), 0,
- 255) /
- 8] /
- 255.0f;
+ b += emphase_blue_when_dark[irr::core::clamp((s32) ((r + g + b) / 3 * 255),
+ 0, 255) / 8] / 255.0f;
- result->setRed(core::clamp((s32)(r * 255.0f), 0, 255));
- result->setGreen(core::clamp((s32)(g * 255.0f), 0, 255));
- result->setBlue(core::clamp((s32)(b * 255.0f), 0, 255));
+ result->setRed(core::clamp((s32) (r * 255.0f), 0, 255));
+ result->setGreen(core::clamp((s32) (g * 255.0f), 0, 255));
+ result->setBlue(core::clamp((s32) (b * 255.0f), 0, 255));
}
/*
// 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)};
+ // ( 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]
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)
+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;
- *v = -base.Y - 1;
- } else if (dir == v3s16(0, 0, -1)) {
+ if (dir == v3s16(0,0,1)) {
+ *u = -base.X;
+ *v = -base.Y;
+ } else if (dir == v3s16(0,0,-1)) {
*u = base.X + 1;
- *v = -base.Y - 2;
- } else if (dir == v3s16(1, 0, 0)) {
+ *v = -base.Y - 1;
+ } else if (dir == v3s16(1,0,0)) {
*u = base.Z + 1;
- *v = -base.Y - 2;
- } else if (dir == v3s16(-1, 0, 0)) {
- *u = -base.Z - 1;
*v = -base.Y - 1;
- } else if (dir == v3s16(0, 1, 0)) {
+ } else if (dir == v3s16(-1,0,0)) {
+ *u = -base.Z;
+ *v = -base.Y;
+ } else if (dir == v3s16(0,1,0)) {
*u = base.X + 1;
- *v = -base.Z - 2;
- } else if (dir == v3s16(0, -1, 0)) {
- *u = base.X;
- *v = base.Z;
+ *v = -base.Z - 1;
+ } else if (dir == v3s16(0,-1,0)) {
+ *u = base.X + 1;
+ *v = base.Z + 1;
}
}
};
static void makeFastFace(const TileSpec &tile, u16 li0, u16 li1, u16 li2, u16 li3,
- const v3f &tp, const v3f &p, const v3s16 &dir, const v3f &scale,
- std::vector<FastFace> &dest)
+ const v3f &tp, const v3f &p, const v3s16 &dir, const v3f &scale, std::vector<FastFace> &dest)
{
// Position is at the center of the cube.
v3f pos = p * BS;
switch (tile.rotation) {
case 0:
break;
- case 1: // R90
+ case 1: //R90
t = vertex_dirs[0];
vertex_dirs[0] = vertex_dirs[3];
vertex_dirs[3] = vertex_dirs[2];
vertex_dirs[2] = vertex_dirs[1];
vertex_dirs[1] = t;
- t1 = li0;
+ t1 = li0;
li0 = li3;
li3 = li2;
li2 = li1;
li1 = t1;
break;
- case 2: // R180
+ case 2: //R180
t = vertex_dirs[0];
vertex_dirs[0] = vertex_dirs[2];
vertex_dirs[2] = t;
t = vertex_dirs[1];
vertex_dirs[1] = vertex_dirs[3];
vertex_dirs[3] = t;
- t1 = li0;
+ t1 = li0;
li0 = li2;
li2 = t1;
- t1 = li1;
+ t1 = li1;
li1 = li3;
li3 = t1;
break;
- case 3: // R270
+ case 3: //R270
t = vertex_dirs[0];
vertex_dirs[0] = vertex_dirs[1];
vertex_dirs[1] = vertex_dirs[2];
vertex_dirs[2] = vertex_dirs[3];
vertex_dirs[3] = t;
- t1 = li0;
+ t1 = li0;
li0 = li1;
li1 = li2;
li2 = li3;
li3 = t1;
break;
- case 4: // FXR90
+ case 4: //FXR90
t = vertex_dirs[0];
vertex_dirs[0] = vertex_dirs[3];
vertex_dirs[3] = vertex_dirs[2];
vertex_dirs[2] = vertex_dirs[1];
vertex_dirs[1] = t;
- t1 = li0;
+ t1 = li0;
li0 = li3;
li3 = li2;
li2 = li1;
y0 += h;
h *= -1;
break;
- case 5: // FXR270
+ case 5: //FXR270
t = vertex_dirs[0];
vertex_dirs[0] = vertex_dirs[1];
vertex_dirs[1] = vertex_dirs[2];
vertex_dirs[2] = vertex_dirs[3];
vertex_dirs[3] = t;
- t1 = li0;
+ t1 = li0;
li0 = li1;
li1 = li2;
li2 = li3;
y0 += h;
h *= -1;
break;
- case 6: // FYR90
+ case 6: //FYR90
t = vertex_dirs[0];
vertex_dirs[0] = vertex_dirs[3];
vertex_dirs[3] = vertex_dirs[2];
vertex_dirs[2] = vertex_dirs[1];
vertex_dirs[1] = t;
- t1 = li0;
+ t1 = li0;
li0 = li3;
li3 = li2;
li2 = li1;
x0 += w;
w *= -1;
break;
- case 7: // FYR270
+ case 7: //FYR270
t = vertex_dirs[0];
vertex_dirs[0] = vertex_dirs[1];
vertex_dirs[1] = vertex_dirs[2];
vertex_dirs[2] = vertex_dirs[3];
vertex_dirs[3] = t;
- t1 = li0;
+ t1 = li0;
li0 = li1;
li1 = li2;
li2 = li3;
x0 += w;
w *= -1;
break;
- case 8: // FX
+ case 8: //FX
y0 += h;
h *= -1;
break;
- case 9: // FY
+ case 9: //FY
x0 += w;
w *= -1;
break;
}
for (u16 i = 0; i < 4; i++) {
- vertex_pos[i] = v3f(BS / 2 * vertex_dirs[i].X, BS / 2 * vertex_dirs[i].Y,
- BS / 2 * vertex_dirs[i].Z);
+ vertex_pos[i] = v3f(
+ BS / 2 * vertex_dirs[i].X,
+ BS / 2 * vertex_dirs[i].Y,
+ BS / 2 * vertex_dirs[i].Z
+ );
}
for (v3f &vpos : vertex_pos) {
}
f32 abs_scale = 1.0f;
- if (scale.X < 0.999f || scale.X > 1.001f)
- abs_scale = scale.X;
- else if (scale.Y < 0.999f || scale.Y > 1.001f)
- abs_scale = scale.Y;
- else if (scale.Z < 0.999f || scale.Z > 1.001f)
- abs_scale = scale.Z;
+ if (scale.X < 0.999f || scale.X > 1.001f) abs_scale = scale.X;
+ else if (scale.Y < 0.999f || scale.Y > 1.001f) abs_scale = scale.Y;
+ else if (scale.Z < 0.999f || scale.Z > 1.001f) abs_scale = scale.Z;
v3f normal(dir.X, dir.Y, dir.Z);
- u16 li[4] = {li0, li1, li2, li3};
+ u16 li[4] = { li0, li1, li2, li3 };
u16 day[4];
u16 night[4];
night[i] = li[i] & 0xFF;
}
- bool vertex_0_2_connected = abs(day[0] - day[2]) + abs(night[0] - night[2]) <
- abs(day[1] - day[3]) + abs(night[1] - night[3]);
+ bool vertex_0_2_connected = abs(day[0] - day[2]) + abs(night[0] - night[2])
+ < abs(day[1] - day[3]) + abs(night[1] - night[3]);
- v2f32 f[4] = {core::vector2d<f32>(x0 + w * abs_scale, y0 + h),
- core::vector2d<f32>(x0, y0 + h), core::vector2d<f32>(x0, y0),
- core::vector2d<f32>(x0 + w * abs_scale, y0)};
+ v2f32 f[4] = {
+ core::vector2d<f32>(x0 + w * abs_scale, y0 + h),
+ core::vector2d<f32>(x0, y0 + h),
+ core::vector2d<f32>(x0, y0),
+ core::vector2d<f32>(x0 + w * abs_scale, y0) };
// equivalent to dest.push_back(FastFace()) but faster
dest.emplace_back();
- FastFace &face = *dest.rbegin();
+ FastFace& face = *dest.rbegin();
for (u8 i = 0; i < 4; i++) {
video::SColor c = encode_light(li[i], tile.emissive_light);
TODO: Add 3: Both faces drawn with backface culling, remove equivalent
*/
-static u8 face_contents(
- content_t m1, content_t m2, bool *equivalent, const NodeDefManager *ndef)
+static u8 face_contents(content_t m1, content_t m2, bool *equivalent,
+ const NodeDefManager *ndef)
{
*equivalent = false;
u8 c1 = f1.solidness;
u8 c2 = f2.solidness;
+
if (c1 == c2)
return 0;
else if (c2 == 0)
c2 = f2.visual_solidness;
+
if (c1 == c2) {
*equivalent = true;
// If same solidness, liquid takes precense
/*
Gets nth node tile (0 <= n <= 5).
*/
-void getNodeTileN(MapNode mn, const v3s16 &p, u8 tileindex, MeshMakeData *data,
- TileSpec &tile)
+void getNodeTileN(MapNode mn, const v3s16 &p, u8 tileindex, MeshMakeData *data, TileSpec &tile)
{
const NodeDefManager *ndef = data->m_client->ndef();
const ContentFeatures &f = ndef->get(mn);
/*
Gets node tile given a face direction.
*/
-void getNodeTile(MapNode mn, const v3s16 &p, const v3s16 &dir, MeshMakeData *data,
- TileSpec &tile)
+void getNodeTile(MapNode mn, const v3s16 &p, const v3s16 &dir, MeshMakeData *data, TileSpec &tile)
{
const NodeDefManager *ndef = data->m_client->ndef();
// Get rotation for things like chests
u8 facedir = mn.getFaceDir(ndef, true);
- static const u16 dir_to_tile[24 * 16] = {// 0 +X +Y +Z -Z -Y
- // -X -> value=tile,rotation
- 0, 0, 2, 0, 0, 0, 4, 0, 0, 0, 5, 0, 1, 0, 3,
- 0, // rotate around y+ 0 - 3
- 0, 0, 4, 0, 0, 3, 3, 0, 0, 0, 2, 0, 1, 1, 5, 0, 0, 0, 3, 0, 0, 2,
- 5, 0, 0, 0, 4, 0, 1, 2, 2, 0, 0, 0, 5, 0, 0, 1, 2, 0, 0, 0, 3, 0,
- 1, 3, 4, 0,
-
- 0, 0, 2, 3, 5, 0, 0, 2, 0, 0, 1, 0, 4, 2, 3,
- 1, // rotate around z+ 4 - 7
- 0, 0, 4, 3, 2, 0, 0, 1, 0, 0, 1, 1, 3, 2, 5, 1, 0, 0, 3, 3, 4, 0,
- 0, 0, 0, 0, 1, 2, 5, 2, 2, 1, 0, 0, 5, 3, 3, 0, 0, 3, 0, 0, 1, 3,
- 2, 2, 4, 1,
-
- 0, 0, 2, 1, 4, 2, 1, 2, 0, 0, 0, 0, 5, 0, 3,
- 3, // rotate around z- 8 - 11
- 0, 0, 4, 1, 3, 2, 1, 3, 0, 0, 0, 3, 2, 0, 5, 3, 0, 0, 3, 1, 5, 2,
- 1, 0, 0, 0, 0, 2, 4, 0, 2, 3, 0, 0, 5, 1, 2, 2, 1, 1, 0, 0, 0, 1,
- 3, 0, 4, 3,
-
- 0, 0, 0, 3, 3, 3, 4, 1, 0, 0, 5, 3, 2, 3, 1,
- 3, // rotate around x+ 12 - 15
- 0, 0, 0, 2, 5, 3, 3, 1, 0, 0, 2, 3, 4, 3, 1, 0, 0, 0, 0, 1, 2, 3,
- 5, 1, 0, 0, 4, 3, 3, 3, 1, 1, 0, 0, 0, 0, 4, 3, 2, 1, 0, 0, 3, 3,
- 5, 3, 1, 2,
-
- 0, 0, 1, 1, 2, 1, 4, 3, 0, 0, 5, 1, 3, 1, 0,
- 1, // rotate around x- 16 - 19
- 0, 0, 1, 2, 4, 1, 3, 3, 0, 0, 2, 1, 5, 1, 0, 0, 0, 0, 1, 3, 3, 1,
- 5, 3, 0, 0, 4, 1, 2, 1, 0, 3, 0, 0, 1, 0, 5, 1, 2, 3, 0, 0, 3, 1,
- 4, 1, 0, 2,
-
- 0, 0, 3, 2, 1, 2, 4, 2, 0, 0, 5, 2, 0, 2, 2,
- 2, // rotate around y- 20 - 23
- 0, 0, 5, 2, 1, 3, 3, 2, 0, 0, 2, 2, 0, 1, 4, 2, 0, 0, 2, 2, 1, 0,
- 5, 2, 0, 0, 4, 2, 0, 0, 3, 2, 0, 0, 4, 2, 1, 1, 2, 2, 0, 0, 3, 2,
- 0, 3, 5, 2
+ static const u16 dir_to_tile[24 * 16] =
+ {
+ // 0 +X +Y +Z -Z -Y -X -> value=tile,rotation
+ 0,0, 2,0 , 0,0 , 4,0 , 0,0, 5,0 , 1,0 , 3,0 , // rotate around y+ 0 - 3
+ 0,0, 4,0 , 0,3 , 3,0 , 0,0, 2,0 , 1,1 , 5,0 ,
+ 0,0, 3,0 , 0,2 , 5,0 , 0,0, 4,0 , 1,2 , 2,0 ,
+ 0,0, 5,0 , 0,1 , 2,0 , 0,0, 3,0 , 1,3 , 4,0 ,
+
+ 0,0, 2,3 , 5,0 , 0,2 , 0,0, 1,0 , 4,2 , 3,1 , // rotate around z+ 4 - 7
+ 0,0, 4,3 , 2,0 , 0,1 , 0,0, 1,1 , 3,2 , 5,1 ,
+ 0,0, 3,3 , 4,0 , 0,0 , 0,0, 1,2 , 5,2 , 2,1 ,
+ 0,0, 5,3 , 3,0 , 0,3 , 0,0, 1,3 , 2,2 , 4,1 ,
+
+ 0,0, 2,1 , 4,2 , 1,2 , 0,0, 0,0 , 5,0 , 3,3 , // rotate around z- 8 - 11
+ 0,0, 4,1 , 3,2 , 1,3 , 0,0, 0,3 , 2,0 , 5,3 ,
+ 0,0, 3,1 , 5,2 , 1,0 , 0,0, 0,2 , 4,0 , 2,3 ,
+ 0,0, 5,1 , 2,2 , 1,1 , 0,0, 0,1 , 3,0 , 4,3 ,
+
+ 0,0, 0,3 , 3,3 , 4,1 , 0,0, 5,3 , 2,3 , 1,3 , // rotate around x+ 12 - 15
+ 0,0, 0,2 , 5,3 , 3,1 , 0,0, 2,3 , 4,3 , 1,0 ,
+ 0,0, 0,1 , 2,3 , 5,1 , 0,0, 4,3 , 3,3 , 1,1 ,
+ 0,0, 0,0 , 4,3 , 2,1 , 0,0, 3,3 , 5,3 , 1,2 ,
+
+ 0,0, 1,1 , 2,1 , 4,3 , 0,0, 5,1 , 3,1 , 0,1 , // rotate around x- 16 - 19
+ 0,0, 1,2 , 4,1 , 3,3 , 0,0, 2,1 , 5,1 , 0,0 ,
+ 0,0, 1,3 , 3,1 , 5,3 , 0,0, 4,1 , 2,1 , 0,3 ,
+ 0,0, 1,0 , 5,1 , 2,3 , 0,0, 3,1 , 4,1 , 0,2 ,
+
+ 0,0, 3,2 , 1,2 , 4,2 , 0,0, 5,2 , 0,2 , 2,2 , // rotate around y- 20 - 23
+ 0,0, 5,2 , 1,3 , 3,2 , 0,0, 2,2 , 0,1 , 4,2 ,
+ 0,0, 2,2 , 1,0 , 5,2 , 0,0, 4,2 , 0,0 , 3,2 ,
+ 0,0, 4,2 , 1,1 , 2,2 , 0,0, 3,2 , 0,3 , 5,2
};
u16 tile_index = facedir * 16 + dir_i;
std::string buf;
for (char c : str) {
if (c == ',' || c == '\n') {
- if (!buf.empty()) {
+ if (! buf.empty()) {
dat.insert(ndef->getId(buf));
}
buf.clear();
static void getTileInfo(
// Input:
- MeshMakeData *data, const v3s16 &p, const v3s16 &face_dir,
+ MeshMakeData *data,
+ const v3s16 &p,
+ const v3s16 &face_dir,
// Output:
- bool &makes_face, v3s16 &p_corrected, v3s16 &face_dir_corrected,
- u16 *lights, u8 &waving, TileSpec &tile, bool xray,
+ bool &makes_face,
+ v3s16 &p_corrected,
+ v3s16 &face_dir_corrected,
+ u16 *lights,
+ u8 &waving,
+ TileSpec &tile,
+ // lol more Input
+ bool xray,
std::set<content_t> xraySet)
{
VoxelManipulator &vmanip = data->m_vmanip;
content_t c0 = n0.getContent();
if (xray && xraySet.find(c0) != xraySet.end())
c0 = CONTENT_AIR;
-
// Don't even try to get n1 if n0 is already CONTENT_IGNORE
if (c0 == CONTENT_IGNORE) {
makes_face = false;
return;
}
- const MapNode &n1 =
- vmanip.getNodeRefUnsafeCheckFlags(blockpos_nodes + p + face_dir);
+ const MapNode &n1 = vmanip.getNodeRefUnsafeCheckFlags(blockpos_nodes + p + face_dir);
content_t c1 = n1.getContent();
if (xray && xraySet.find(c1) != xraySet.end())
// This is hackish
bool equivalent = false;
- u8 mf = face_contents(c0, c1, &equivalent, ndef);
+ u8 mf = face_contents(c0, c1,
+ &equivalent, ndef);
if (mf == 0) {
makes_face = false;
v3s16 light_p = blockpos_nodes + p_corrected;
for (u16 i = 0; i < 4; i++)
- lights[i] = getSmoothLightSolid(light_p, face_dir_corrected,
- vertex_dirs[i], data);
+ lights[i] = getSmoothLightSolid(light_p, face_dir_corrected, vertex_dirs[i], data);
}
}
translate_dir: unit vector with only one of x, y or z
face_dir: unit vector with only one of x, y or z
*/
-static void updateFastFaceRow(MeshMakeData *data, const v3s16 &&startpos,
- v3s16 translate_dir, const v3f &&translate_dir_f, const v3s16 &&face_dir,
- std::vector<FastFace> &dest, bool xray, std::set<content_t> xraySet)
+static void updateFastFaceRow(
+ MeshMakeData *data,
+ const v3s16 &&startpos,
+ v3s16 translate_dir,
+ const v3f &&translate_dir_f,
+ const v3s16 &&face_dir,
+ std::vector<FastFace> &dest,
+ bool xray,
+ std::set<content_t> xraySet)
{
static thread_local const bool waving_liquids =
- g_settings->getBool("enable_shaders") &&
- g_settings->getBool("enable_waving_water");
+ 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;
TileSpec tile;
// Get info of first tile
- getTileInfo(data, p, face_dir, makes_face, p_corrected, face_dir_corrected,
+ getTileInfo(data, p, face_dir,
+ makes_face, p_corrected, face_dir_corrected,
lights, waving, tile, xray, xraySet);
// Unroll this variable which has a significant build cost
if (j != MAP_BLOCKSIZE - 1) {
p += translate_dir;
- getTileInfo(data, p, face_dir, next_makes_face, next_p_corrected,
- next_face_dir_corrected, next_lights, waving,
- next_tile, xray, xraySet);
-
- if (next_makes_face == makes_face &&
- next_p_corrected == p_corrected + translate_dir &&
- next_face_dir_corrected == face_dir_corrected &&
- memcmp(next_lights, lights, sizeof(lights)) == 0
+ getTileInfo(data, p, face_dir,
+ next_makes_face, next_p_corrected,
+ next_face_dir_corrected, next_lights,
+ waving,
+ next_tile,
+ xray,
+ xraySet);
+
+ 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, sizeof(lights)) == 0
// Don't apply fast faces to waving water.
- && (waving != 3 || !waving_liquids) &&
- next_tile.isTileable(tile)) {
+ && (waving != 3 || !waving_liquids)
+ && next_tile.isTileable(tile)) {
next_is_different = false;
continuous_tiles_count++;
}
// Floating point conversion of the position vector
v3f pf(p_corrected.X, p_corrected.Y, p_corrected.Z);
// Center point of face (kind of)
- v3f sp = pf -
- ((f32)continuous_tiles_count * 0.5f - 0.5f) *
- translate_dir_f;
+ v3f sp = pf - ((f32)continuous_tiles_count * 0.5f - 0.5f)
+ * translate_dir_f;
v3f scale(1, 1, 1);
if (translate_dir.X != 0)
if (translate_dir.Z != 0)
scale.Z = continuous_tiles_count;
- makeFastFace(tile, lights[0], lights[1], lights[2],
- lights[3], pf, sp, face_dir_corrected,
- scale, dest);
- g_profiler->avg("Meshgen: Tiles per face [#]",
- continuous_tiles_count);
+ makeFastFace(tile, lights[0], lights[1], lights[2], lights[3],
+ pf, sp, face_dir_corrected, scale, dest);
+ g_profiler->avg("Meshgen: Tiles per face [#]", continuous_tiles_count);
}
continuous_tiles_count = 1;
}
}
-static void updateAllFastFaceRows(MeshMakeData *data, std::vector<FastFace> &dest,
- bool xray, std::set<content_t> xraySet)
+static void updateAllFastFaceRows(MeshMakeData *data,
+ std::vector<FastFace> &dest, bool xray, std::set<content_t> xraySet)
{
/*
Go through every y,z and get top(y+) faces in rows of x+
*/
for (s16 y = 0; y < MAP_BLOCKSIZE; y++)
- for (s16 z = 0; z < MAP_BLOCKSIZE; z++)
- updateFastFaceRow(data, v3s16(0, y, z), v3s16(1, 0, 0), // dir
- v3f(1, 0, 0), v3s16(0, 1, 0), // face dir
- dest, xray, xraySet);
+ for (s16 z = 0; z < MAP_BLOCKSIZE; z++)
+ updateFastFaceRow(data,
+ v3s16(0, y, z),
+ v3s16(1, 0, 0), //dir
+ v3f (1, 0, 0),
+ v3s16(0, 1, 0), //face dir
+ dest,
+ xray,
+ xraySet);
/*
Go through every x,y and get right(x+) faces in rows of z+
*/
for (s16 x = 0; x < MAP_BLOCKSIZE; x++)
- for (s16 y = 0; y < MAP_BLOCKSIZE; y++)
- updateFastFaceRow(data, v3s16(x, y, 0), v3s16(0, 0, 1), // dir
- v3f(0, 0, 1), v3s16(1, 0, 0), // face dir
- dest, xray, xraySet);
+ for (s16 y = 0; y < MAP_BLOCKSIZE; y++)
+ updateFastFaceRow(data,
+ v3s16(x, y, 0),
+ v3s16(0, 0, 1), //dir
+ v3f (0, 0, 1),
+ v3s16(1, 0, 0), //face dir
+ dest,
+ xray,
+ xraySet);
/*
Go through every y,z and get back(z+) faces in rows of x+
*/
for (s16 z = 0; z < MAP_BLOCKSIZE; z++)
- for (s16 y = 0; y < MAP_BLOCKSIZE; y++)
- updateFastFaceRow(data, v3s16(0, y, z), v3s16(1, 0, 0), // dir
- v3f(1, 0, 0), v3s16(0, 0, 1), // face dir
- dest, xray, xraySet);
+ for (s16 y = 0; y < MAP_BLOCKSIZE; y++)
+ updateFastFaceRow(data,
+ v3s16(0, y, z),
+ v3s16(1, 0, 0), //dir
+ v3f (1, 0, 0),
+ v3s16(0, 0, 1), //face dir
+ dest,
+ xray,
+ xraySet);
}
static void applyTileColor(PreMeshBuffer &pmb)
return;
for (video::S3DVertex &vertex : pmb.vertices) {
video::SColor *c = &vertex.Color;
- c->set(c->getAlpha(), c->getRed() * tc.getRed() / 255,
- c->getGreen() * tc.getGreen() / 255,
- c->getBlue() * tc.getBlue() / 255);
+ c->set(c->getAlpha(),
+ c->getRed() * tc.getRed() / 255,
+ c->getGreen() * tc.getGreen() / 255,
+ c->getBlue() * tc.getBlue() / 255);
+ }
+}
+
+/*
+ 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
*/
-MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset) :
- m_minimap_mapblock(NULL), m_tsrc(data->m_client->getTextureSource()),
- m_shdrsrc(data->m_client->getShaderSource()),
- m_animation_force_timer(0), // force initial animation
- m_last_crack(-1), m_last_daynight_ratio((u32)-1)
+MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
+ m_minimap_mapblock(NULL),
+ m_tsrc(data->m_client->getTextureSource()),
+ m_shdrsrc(data->m_client->getShaderSource()),
+ m_animation_force_timer(0), // force initial animation
+ m_last_crack(-1),
+ m_last_daynight_ratio((u32) -1)
{
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);
+ &data->m_vmanip, data->m_blockpos * MAP_BLOCKSIZE);
}
// 4-21ms for MAP_BLOCKSIZE=16 (NOTE: probably outdated)
// 24-155ms for MAP_BLOCKSIZE=32 (NOTE: probably outdated)
- // TimeTaker timer1("MapBlockMesh()");
+ //TimeTaker timer1("MapBlockMesh()");
std::vector<FastFace> fastfaces_new;
fastfaces_new.reserve(512);
X-Ray
*/
bool xray = g_settings->getBool("xray");
- std::set<content_t> xraySet;
+ std::set<content_t> xraySet, nodeESPSet;
if (xray)
- xraySet = splitToContentT(
- g_settings->get("xray_nodes"), data->m_client->ndef());
+ xraySet = splitToContentT(g_settings->get("xray_nodes"), data->m_client->ndef());
+
+ nodeESPSet = splitToContentT(g_settings->get("node_esp_nodes"), data->m_client->ndef());
/*
We are including the faces of the trailing edges of the block.
*/
{
// 4-23ms for MAP_BLOCKSIZE=16 (NOTE: probably outdated)
- // TimeTaker timer2("updateAllFastFaceRows()");
+ //TimeTaker timer2("updateAllFastFaceRows()");
updateAllFastFaceRows(data, fastfaces_new, xray, xraySet);
}
// End of slow part
+ /*
+ NodeESP
+ */
+ {
+ v3s16 blockpos_nodes = data->m_blockpos * MAP_BLOCKSIZE;
+ for (s16 x = 0; x < MAP_BLOCKSIZE; x++) {
+ for (s16 y = 0; y < MAP_BLOCKSIZE; y++) {
+ for (s16 z = 0; z < MAP_BLOCKSIZE; z++) {
+ v3s16 pos = v3s16(x, y, z) + blockpos_nodes;
+ const MapNode &node = data->m_vmanip.getNodeRefUnsafeCheckFlags(pos);
+ if (nodeESPSet.find(node.getContent()) != nodeESPSet.end())
+ esp_nodes.insert(pos);
+ }
+ }
+ }
+ }
+
/*
Convert FastFaces to MeshCollector
*/
{
// avg 0ms (100ms spikes when loading textures the first time)
// (NOTE: probably outdated)
- // TimeTaker timer2("MeshCollector building");
+ //TimeTaker timer2("MeshCollector building");
for (const FastFace &f : fastfaces_new) {
static const u16 indices[] = {0, 1, 2, 2, 3, 0};
static const u16 indices_alternate[] = {0, 1, 3, 2, 3, 1};
- const u16 *indices_p = f.vertex_0_2_connected ? indices
- : indices_alternate;
+ const u16 *indices_p =
+ f.vertex_0_2_connected ? indices : indices_alternate;
collector.append(f.tile, f.vertices, 4, indices_p, 6);
}
}
*/
{
- MapblockMeshGenerator generator(data, &collector);
- generator.generate();
+ MapblockMeshGenerator(data, &collector,
+ data->m_client->getSceneManager()->getMeshManipulator()).generate();
}
/*
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++) {
+ for(u32 i = 0; i < collector.prebuffers[layer].size(); i++)
+ {
PreMeshBuffer &p = collector.prebuffers[layer][i];
applyTileColor(p);
if (p.layer.material_flags & MATERIAL_FLAG_CRACK) {
// Find the texture name plus ^[crack:N:
std::ostringstream os(std::ios::binary);
- os << m_tsrc->getTextureName(p.layer.texture_id)
- << "^[crack";
+ os << m_tsrc->getTextureName(p.layer.texture_id) << "^[crack";
if (p.layer.material_flags & MATERIAL_FLAG_CRACK_OVERLAY)
- os << "o"; // use ^[cracko
+ os << "o"; // use ^[cracko
u8 tiles = p.layer.scale;
if (tiles > 1)
os << ":" << (u32)tiles;
std::pair<u8, u32>(layer, i), os.str()));
// Replace tile texture with the cracked one
p.layer.texture = m_tsrc->getTextureForMesh(
- os.str() + "0", &p.layer.texture_id);
+ os.str() + "0",
+ &p.layer.texture_id);
}
// - 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)] =
- 100000 *
- (2.0 + noise3d(data->m_blockpos.X,
- data->m_blockpos.Y,
- data->m_blockpos.Z,
- 0));
+ 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;
// 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
+ 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
material.setTexture(0, p.layer.texture);
if (m_enable_shaders) {
- material.MaterialType =
- m_shdrsrc->getShaderInfo(p.layer.shader_id)
- .material;
+ material.MaterialType = m_shdrsrc->getShaderInfo(
+ p.layer.shader_id).material;
p.layer.applyMaterialOptionsWithShaders(material);
if (p.layer.normal_texture)
material.setTexture(1, p.layer.normal_texture);
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;
+ scene::SMeshBuffer *buf = new scene::SMeshBuffer();
+ buf->Material = material;
+ 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());
- mesh->addMeshBuffer(buf);
- buf->drop();
+ &p.indices[0], p.indices.size());
+ break;
}
- }
-
- /*
- 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);
+ 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);
}
}
- // std::cout<<"added "<<fastfaces.getSize()<<" faces."<<std::endl;
+ //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_has_animation =
+ !m_crack_materials.empty() ||
+ !m_daynight_diffs.empty() ||
+ !m_animation_info.empty();
}
MapBlockMesh::~MapBlockMesh()
{
for (scene::IMesh *m : m_mesh) {
- if (m_enable_vbo && m)
+#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);
+ RenderingEngine::get_video_driver()->removeHardwareBuffer(buf);
}
+ }
+#endif
m->drop();
- m = NULL;
}
delete m_minimap_mapblock;
}
-bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_ratio)
+bool MapBlockMesh::animate(bool faraway, float time, int crack,
+ u32 daynight_ratio)
{
if (!m_has_animation) {
m_animation_force_timer = 100000;
// Cracks
if (crack != m_last_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;
+ scene::IMeshBuffer *buf = m_mesh[crack_material.first.first]->
+ getMeshBuffer(crack_material.first.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);
+ video::ITexture *new_texture =
+ 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;
}
}
}
// 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);
}
}
get_sunlight_color(&day_color, daynight_ratio);
for (auto &daynight_diff : m_daynight_diffs) {
- scene::IMeshBuffer *buf =
- m_mesh[daynight_diff.first.first]->getMeshBuffer(
- daynight_diff.first.second);
- video::S3DVertex *vertices =
- (video::S3DVertex *)buf->getVertices();
+ scene::IMeshBuffer *buf = m_mesh[daynight_diff.first.first]->
+ getMeshBuffer(daynight_diff.first.second);
+ video::S3DVertex *vertices = (video::S3DVertex *)buf->getVertices();
for (const auto &j : daynight_diff.second)
final_color_blend(&(vertices[j.first].Color), j.second,
day_color);
return true;
}
-void MapBlockMesh::updateCameraOffset(v3s16 camera_offset)
+void MapBlockMesh::updateTransparentBuffers(v3f camera_pos, v3s16 block_pos)
{
- 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();
+ // 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;
}
- m_camera_offset = camera_offset;
+ 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);
}
}