#include <IMeshManipulator.h>
#include "client/renderingengine.h"
#include "client.h"
-#include "log.h"
#include "noise.h"
// Distance of light extrapolation (for oversized nodes)
if (special)
getSpecialTile(index, &tile, p == data->m_crack_pos_relative);
else
- getNodeTileN(n, p, index, data, tile);
+ getTile(index, &tile);
if (!data->m_smooth_lighting)
color = encode_light(light, f->light_source);
- for (int layer = 0; layer < MAX_TILE_LAYERS; layer++) {
- tile.layers[layer].material_flags |= set_flags;
- tile.layers[layer].material_flags &= ~reset_flags;
+
+ for (auto &layer : tile.layers) {
+ layer.material_flags |= set_flags;
+ layer.material_flags &= ~reset_flags;
}
}
+// Returns a tile, ready for use, non-rotated.
+void MapblockMeshGenerator::getTile(int index, TileSpec *tile)
+{
+ getNodeTileN(n, p, index, data, *tile);
+}
+
+// Returns a tile, ready for use, rotated according to the node facedir.
void MapblockMeshGenerator::getTile(v3s16 direction, TileSpec *tile)
{
getNodeTile(n, p, direction, data, *tile);
}
-/*!
- * Returns the i-th special tile for a map node.
- */
+// Returns a special tile, ready for use, non-rotated.
void MapblockMeshGenerator::getSpecialTile(int index, TileSpec *tile, bool apply_crack)
{
*tile = f->special_tiles[index];
- TileLayer *top_layer = NULL;
- for (int layernum = 0; layernum < MAX_TILE_LAYERS; layernum++) {
- TileLayer *layer = &tile->layers[layernum];
+ TileLayer *top_layer = nullptr;
+
+ for (auto &layernum : tile->layers) {
+ TileLayer *layer = &layernum;
if (layer->texture_id == 0)
continue;
top_layer = layer;
if (!layer->has_color)
n.getColor(*f, &layer->color);
}
+
if (apply_crack)
top_layer->material_flags |= MATERIAL_FLAG_CRACK;
}
// the faces in the list is up-down-right-left-back-front
// (compatible with ContentFeatures).
void MapblockMeshGenerator::drawCuboid(const aabb3f &box,
- TileSpec *tiles, int tilecount, const u16 *lights, const f32 *txc)
+ TileSpec *tiles, int tilecount, const LightPair *lights, const f32 *txc)
{
assert(tilecount >= 1 && tilecount <= 6); // pre-condition
void MapblockMeshGenerator::getSmoothLightFrame()
{
for (int k = 0; k < 8; ++k) {
- u16 light = getSmoothLight(blockpos_nodes + p, light_dirs[k], data);
- frame.lightsA[k] = light & 0xff;
- frame.lightsB[k] = light >> 8;
+ LightPair light(getSmoothLightTransparent(blockpos_nodes + p, light_dirs[k], data));
+ frame.lightsA[k] = light.lightA;
+ frame.lightsB[k] = light.lightB;
}
}
// Calculates vertex light level
// vertex_pos - vertex position in the node (coordinates are clamped to [0.0, 1.0] or so)
-u16 MapblockMeshGenerator::blendLight(const v3f &vertex_pos)
+LightPair MapblockMeshGenerator::blendLight(const v3f &vertex_pos)
{
f32 x = core::clamp(vertex_pos.X / BS + 0.5, 0.0 - SMOOTH_LIGHTING_OVERSIZE, 1.0 + SMOOTH_LIGHTING_OVERSIZE);
f32 y = core::clamp(vertex_pos.Y / BS + 0.5, 0.0 - SMOOTH_LIGHTING_OVERSIZE, 1.0 + SMOOTH_LIGHTING_OVERSIZE);
lightA += dx * dy * dz * frame.lightsA[k];
lightB += dx * dy * dz * frame.lightsB[k];
}
- return
- core::clamp(core::round32(lightA), 0, 255) |
- core::clamp(core::round32(lightB), 0, 255) << 8;
+ return LightPair(lightA, lightB);
}
// Calculates vertex color to be used in mapblock mesh
// tile_color - node's tile color
video::SColor MapblockMeshGenerator::blendLightColor(const v3f &vertex_pos)
{
- u16 light = blendLight(vertex_pos);
+ LightPair light = blendLight(vertex_pos);
return encode_light(light, f->light_source);
}
tile_count = 1;
}
if (data->m_smooth_lighting) {
- u16 lights[8];
+ LightPair lights[8];
for (int j = 0; j < 8; ++j) {
v3f d;
d.X = (j & 4) ? dx2 : dx1;
}
drawCuboid(box, tiles, tile_count, lights, txc);
} else {
- drawCuboid(box, tiles, tile_count, NULL, txc);
+ drawCuboid(box, tiles, tile_count, nullptr, txc);
}
}
if (f->light_source != 0) {
// If this liquid emits light and doesn't contain light, draw
// it at what it emits, for an increased effect
- light = decode_light(f->light_source);
- light = light | (light << 8);
+ u8 e = decode_light(f->light_source);
+ light = LightPair(std::max(e, light.lightA), std::max(e, light.lightB));
} else if (nodedef->get(ntop).param_type == CPT_LIGHT) {
// Otherwise, use the light of the node on top if possible
- light = getInteriorLight(ntop, 0, nodedef);
+ light = LightPair(getInteriorLight(ntop, 0, nodedef));
}
color_liquid_top = encode_light(light, f->light_source);
{1, 0},
{0, 0}
};
- for (int i = 0; i < 4; i++) {
- const LiquidFaceDesc &face = base_faces[i];
+
+ for (const auto &face : base_faces) {
const NeighborData &neighbor = liquid_neighbors[face.dir.Z + 1][face.dir.X + 1];
// No face between nodes of the same liquid, unless there is node
tcoord_translate.X -= floor(tcoord_translate.X);
tcoord_translate.Y -= floor(tcoord_translate.Y);
- for (int i = 0; i < 4; i++) {
- vertices[i].TCoords.rotateBy(tcoord_angle, tcoord_center);
- vertices[i].TCoords += tcoord_translate;
+ for (video::S3DVertex &vertex : vertices) {
+ vertex.TCoords.rotateBy(tcoord_angle, tcoord_center);
+ vertex.TCoords += tcoord_translate;
}
std::swap(vertices[0].TCoords, vertices[2].TCoords);
v3f( BS / 2, -BS / 2, -BS / 2),
v3f(-BS / 2, -BS / 2, -BS / 2),
};
- for (int i = 0; i < 4; i++) {
+
+ for (v3f &vertex : vertices) {
switch (face) {
- case D6D_ZP: vertices[i].rotateXZBy(180); break;
- case D6D_YP: vertices[i].rotateYZBy( 90); break;
- case D6D_XP: vertices[i].rotateXZBy( 90); break;
- case D6D_ZN: vertices[i].rotateXZBy( 0); break;
- case D6D_YN: vertices[i].rotateYZBy(-90); break;
- case D6D_XN: vertices[i].rotateXZBy(-90); break;
+ case D6D_ZP:
+ vertex.rotateXZBy(180); break;
+ case D6D_YP:
+ vertex.rotateYZBy( 90); break;
+ case D6D_XP:
+ vertex.rotateXZBy( 90); break;
+ case D6D_ZN:
+ vertex.rotateXZBy( 0); break;
+ case D6D_YN:
+ vertex.rotateYZBy(-90); break;
+ case D6D_XN:
+ vertex.rotateXZBy(-90); break;
}
}
drawQuad(vertices, dir);
glass_tiles[4] = tiles[3];
glass_tiles[5] = tiles[4];
} else {
- for (int face = 0; face < 6; face++)
- glass_tiles[face] = tiles[4];
+ for (auto &glass_tile : glass_tiles)
+ glass_tile = tiles[4];
}
u8 param2 = n.getParam2();
v3s16 n2p = blockpos_nodes + p + g_26dirs[i];
MapNode n2 = data->m_vmanip.getNodeNoEx(n2p);
content_t n2c = n2.getContent();
- if (n2c == current || n2c == CONTENT_IGNORE)
+ if (n2c == current)
nb[i] = 1;
}
}
v3f( size, -size, 0),
v3f(-size, -size, 0),
};
- for (int i = 0; i < 4; i++) {
+
+ for (v3f &vertex : vertices) {
switch (wall) {
- case DWM_YP: vertices[i].rotateXZBy(-45); break;
- case DWM_YN: vertices[i].rotateXZBy( 45); break;
- case DWM_XP: vertices[i].rotateXZBy( 0); break;
- case DWM_XN: vertices[i].rotateXZBy(180); break;
- case DWM_ZP: vertices[i].rotateXZBy( 90); break;
- case DWM_ZN: vertices[i].rotateXZBy(-90); break;
+ case DWM_YP:
+ vertex.rotateXZBy(-45); break;
+ case DWM_YN:
+ vertex.rotateXZBy( 45); break;
+ case DWM_XP:
+ vertex.rotateXZBy( 0); break;
+ case DWM_XN:
+ vertex.rotateXZBy(180); break;
+ case DWM_ZP:
+ vertex.rotateXZBy( 90); break;
+ case DWM_ZN:
+ vertex.rotateXZBy(-90); break;
}
}
drawQuad(vertices);
v3f(BS / 2 - offset, -size, -size),
v3f(BS / 2 - offset, -size, size),
};
- for (int i = 0; i < 4; i++) {
+
+ for (v3f &vertex : vertices) {
switch (wall) {
- case DWM_YP: vertices[i].rotateXYBy( 90); break;
- case DWM_YN: vertices[i].rotateXYBy(-90); break;
- case DWM_XP: vertices[i].rotateXZBy( 0); break;
- case DWM_XN: vertices[i].rotateXZBy(180); break;
- case DWM_ZP: vertices[i].rotateXZBy( 90); break;
- case DWM_ZN: vertices[i].rotateXZBy(-90); break;
+ case DWM_YP:
+ vertex.rotateXYBy( 90); break;
+ case DWM_YN:
+ vertex.rotateXYBy(-90); break;
+ case DWM_XP:
+ vertex.rotateXZBy( 0); break;
+ case DWM_XN:
+ vertex.rotateXZBy(180); break;
+ case DWM_ZP:
+ vertex.rotateXZBy( 90); break;
+ case DWM_ZN:
+ vertex.rotateXZBy(-90); break;
}
}
drawQuad(vertices);
int offset_count = offset_top_only ? 2 : 4;
for (int i = 0; i < offset_count; i++)
vertices[i].Z += quad_offset;
- for (int i = 0; i < 4; i++) {
- vertices[i].rotateXZBy(rotation + rotate_degree);
- vertices[i] += offset;
+
+ for (v3f &vertex : vertices) {
+ vertex.rotateXZBy(rotation + rotate_degree);
+ vertex += offset;
}
drawQuad(vertices, v3s16(0, 0, 0), plant_height);
}
getSmoothLightFrame();
} else {
MapNode ntop = data->m_vmanip.getNodeNoEx(blockpos_nodes + p);
- light = getInteriorLight(ntop, 1, nodedef);
+ light = LightPair(getInteriorLight(ntop, 1, nodedef));
}
drawPlantlike();
p.Y--;
v3f( scale, -BS / 2, 0),
v3f(-scale, -BS / 2, 0),
};
- for (int i = 0; i < 4; i++) {
- vertices[i].rotateYZBy(opening_angle);
- vertices[i].Z += offset_h;
- vertices[i].rotateXZBy(rotation);
- vertices[i].Y += offset_v;
+
+ for (v3f &vertex : vertices) {
+ vertex.rotateYZBy(opening_angle);
+ vertex.Z += offset_h;
+ vertex.rotateXZBy(rotation);
+ vertex.Y += offset_v;
}
drawQuad(vertices);
}
{
useTile(0, 0, 0);
TileSpec tile_nocrack = tile;
- for (int layer = 0; layer < MAX_TILE_LAYERS; layer++)
- tile_nocrack.layers[layer].material_flags &= ~MATERIAL_FLAG_CRACK;
+
+ for (auto &layer : tile_nocrack.layers)
+ layer.material_flags &= ~MATERIAL_FLAG_CRACK;
// Put wood the right way around in the posts
TileSpec tile_rot = tile;
v3f(-size, -size + offset, -size),
};
if (angle)
- for (int i = 0; i < 4; i++)
- vertices[i].rotateXZBy(angle);
+ for (v3f &vertex : vertices)
+ vertex.rotateXZBy(angle);
drawQuad(vertices);
}
std::vector<aabb3f> boxes;
n.getNodeBoxes(nodedef, &boxes, neighbors_set);
- for (std::vector<aabb3f>::iterator i = boxes.begin(); i != boxes.end(); ++i)
- drawAutoLightedCuboid(*i, NULL, tiles, 6);
+ for (const auto &box : boxes)
+ drawAutoLightedCuboid(box, nullptr, tiles, 6);
}
void MapblockMeshGenerator::drawMeshNode()
// Convert wallmounted to 6dfacedir.
// When cache enabled, it is already converted.
facedir = n.getWallMounted(nodedef);
- if (!enable_mesh_cache) {
- static const u8 wm_to_6d[6] = {20, 0, 16 + 1, 12 + 3, 8, 4 + 2};
- facedir = wm_to_6d[facedir];
- }
+ if (!enable_mesh_cache)
+ facedir = wallmounted_to_facedir[facedir];
}
if (!data->m_smooth_lighting && f->mesh_ptr[facedir]) {
void MapblockMeshGenerator::drawNode()
{
+ // skip some drawtypes early
+ switch (f->drawtype) {
+ case NDT_NORMAL: // Drawn by MapBlockMesh
+ case NDT_AIRLIKE: // Not drawn at all
+ case NDT_LIQUID: // Drawn by MapBlockMesh
+ return;
+ default:
+ break;
+ }
+ origin = intToFloat(p, BS);
if (data->m_smooth_lighting)
getSmoothLightFrame();
else
- light = getInteriorLight(n, 1, nodedef);
+ light = LightPair(getInteriorLight(n, 1, nodedef));
switch (f->drawtype) {
- case NDT_NORMAL: break; // Drawn by MapBlockMesh
- case NDT_AIRLIKE: break; // Not drawn at all
- case NDT_LIQUID: break; // Drawn by MapBlockMesh
case NDT_FLOWINGLIQUID: drawLiquidNode(); break;
case NDT_GLASSLIKE: drawGlasslikeNode(); break;
case NDT_GLASSLIKE_FRAMED: drawGlasslikeFramedNode(); break;
for (p.X = 0; p.X < MAP_BLOCKSIZE; p.X++) {
n = data->m_vmanip.getNodeNoEx(blockpos_nodes + p);
f = &nodedef->get(n);
- origin = intToFloat(p, BS);
drawNode();
}
}
+
+void MapblockMeshGenerator::renderSingle(content_t node)
+{
+ p = {0, 0, 0};
+ n = MapNode(node, 0xff, 0x00);
+ f = &nodedef->get(n);
+ drawNode();
+}