n: getNodeParent(p)
n2: getNodeParent(p + face_dir)
face_dir: axis oriented unit vector from p to p2
+
+ returns encoded light value.
*/
u8 MapBlock::getFaceLight(u32 daynight_ratio, MapNode n, MapNode n2,
v3s16 face_dir)
{
try{
+ // DEBUG
+ /*{
+ if(n.d == CONTENT_WATER)
+ {
+ u8 l = n.param2*2;
+ if(l > LIGHT_MAX)
+ l = LIGHT_MAX;
+ return l;
+ }
+ if(n2.d == CONTENT_WATER)
+ {
+ u8 l = n2.param2*2;
+ if(l > LIGHT_MAX)
+ l = LIGHT_MAX;
+ return l;
+ }
+ }*/
+
+
u8 light;
u8 l1 = n.getLightBlend(daynight_ratio);
u8 l2 = n2.getLightBlend(daynight_ratio);
//u8 li = decode_light(light);
u8 li = light;
- u8 alpha = 255;
-
+ u8 alpha = tile.alpha;
+ /*u8 alpha = 255;
if(tile.id == TILE_WATER)
- {
- alpha = 128;
- }
+ alpha = WATER_ALPHA;*/
video::SColor c = video::SColor(alpha,li,li,li);
TileSpec MapBlock::getNodeTile(MapNode mn, v3s16 p, v3s16 face_dir)
{
TileSpec spec;
-
- /*//DEBUG
- {
- spec.id = TILE_STONE;
- return spec;
- }*/
-
- spec.feature = TILEFEAT_NONE;
- //spec.id = TILE_STONE;
- spec.id = mn.getTile(face_dir);
-
+ spec = mn.getTile(face_dir);
+
/*
Check temporary modifications on this node
*/
struct NodeMod mod = n->getValue();
if(mod.type == NODEMOD_CHANGECONTENT)
{
- spec.id = content_tile(mod.param, face_dir);
+ //spec = content_tile(mod.param, face_dir);
+ MapNode mn2(mod.param);
+ spec = mn2.getTile(face_dir);
}
if(mod.type == NODEMOD_CRACK)
{
- spec.feature = TILEFEAT_CRACK;
- spec.param.crack.progression = mod.param;
+ std::ostringstream os;
+ os<<"[[mod:crack"<<mod.param;
+ spec.name += os.str();
}
}
*/
{
+ //TimeTaker timer2("updateMesh() collect");
+
// Lock this, as m_temp_mods will be used directly
JMutexAutoLock lock(m_temp_mods_mutex);
mesh_new = new scene::SMesh();
+ MeshCollector collector;
+
if(fastfaces_new.size() > 0)
{
- MeshCollector collector;
+ // avg 0ms (100ms spikes when loading textures the first time)
+ //TimeTaker timer2("updateMesh() mesh building");
for(u32 i=0; i<fastfaces_new.size(); i++)
{
FastFace &f = fastfaces_new[i];
const u16 indices[] = {0,1,2,2,3,0};
-
- if(f.tile.feature == TILEFEAT_NONE)
- {
- collector.append(tile_material_get(f.tile.id), f.vertices, 4,
- indices, 6);
- }
- else if(f.tile.feature == TILEFEAT_CRACK)
- {
- const char *path = tile_texture_path_get(f.tile.id);
-
- u16 progression = f.tile.param.crack.progression;
- std::string name = (std::string)path + "_cracked_"
- + (char)('0' + progression);
-
- TextureMod *mod = new CrackTextureMod(progression);
-
- video::ITexture *texture = g_irrlicht->getTexture(
- TextureSpec(name, path, mod));
-
- video::SMaterial material = tile_material_get(f.tile.id);
- material.setTexture(0, texture);
-
- collector.append(material, f.vertices, 4, indices, 6);
- }
- else
- {
- // No such feature
- assert(0);
- }
+ video::ITexture *texture = g_irrlicht->getTexture(f.tile.name);
+ video::SMaterial material;
+ material.Lighting = false;
+ material.BackfaceCulling = false;
+ material.setFlag(video::EMF_BILINEAR_FILTER, false);
+ material.setFlag(video::EMF_ANTI_ALIASING, video::EAAM_OFF);
+ material.setFlag(video::EMF_FOG_ENABLE, true);
+ material.setTexture(0, texture);
+ if(f.tile.alpha != 255)
+ material.MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA;
+
+ collector.append(material, f.vertices, 4, indices, 6);
}
-
- collector.fillMesh(mesh_new);
-
- // Use VBO for mesh (this just would set this for ever buffer)
- // This will lead to infinite memory usage because or irrlicht.
- //mesh_new->setHardwareMappingHint(scene::EHM_STATIC);
-
- /*std::cout<<"MapBlock has "<<fastfaces_new.size()<<" faces "
- <<"and uses "<<mesh_new->getMeshBufferCount()
- <<" materials (meshbuffers)"<<std::endl;*/
}
/*
TODO: Optimize by using same meshbuffer for same textures
*/
+ // 0ms
+ //TimeTaker timer2("updateMesh() adding special stuff");
+
for(s16 z=0; z<MAP_BLOCKSIZE; z++)
for(s16 y=0; y<MAP_BLOCKSIZE; y++)
for(s16 x=0; x<MAP_BLOCKSIZE; x++)
MapNode &n = getNodeRef(x,y,z);
+ /*
+ Add torches to mesh
+ */
if(n.d == CONTENT_TORCH)
{
- //scene::IMeshBuffer *buf = new scene::SMeshBuffer();
- scene::SMeshBuffer *buf = new scene::SMeshBuffer();
video::SColor c(255,255,255,255);
video::S3DVertex vertices[4] =
vertices[i].Pos += intToFloat(p + getPosRelative());
}
- u16 indices[] = {0,1,2,2,3,0};
- buf->append(vertices, 4, indices, 6);
-
// Set material
- buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
- buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false);
- buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
- //buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
- buf->getMaterial().MaterialType
+ video::SMaterial material;
+ material.setFlag(video::EMF_LIGHTING, false);
+ material.setFlag(video::EMF_BACK_FACE_CULLING, false);
+ material.setFlag(video::EMF_BILINEAR_FILTER, false);
+ //material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
+ material.MaterialType
= video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
if(dir == v3s16(0,-1,0))
- buf->getMaterial().setTexture(0,
+ material.setTexture(0,
g_irrlicht->getTexture(porting::getDataPath("torch_on_floor.png").c_str()));
else if(dir == v3s16(0,1,0))
- buf->getMaterial().setTexture(0,
+ material.setTexture(0,
g_irrlicht->getTexture(porting::getDataPath("torch_on_ceiling.png").c_str()));
// For backwards compatibility
else if(dir == v3s16(0,0,0))
- buf->getMaterial().setTexture(0,
+ material.setTexture(0,
g_irrlicht->getTexture(porting::getDataPath("torch_on_floor.png").c_str()));
else
- buf->getMaterial().setTexture(0,
+ material.setTexture(0,
g_irrlicht->getTexture(porting::getDataPath("torch.png").c_str()));
- // Add to mesh
- mesh_new->addMeshBuffer(buf);
- buf->drop();
+ u16 indices[] = {0,1,2,2,3,0};
+ // Add to mesh collector
+ collector.append(material, vertices, 4, indices, 6);
+ }
+ /*
+ Add flowing water to mesh
+ */
+ else if(n.d == CONTENT_WATER)
+ {
+ bool top_is_water = false;
+ try{
+ MapNode n = getNodeParent(v3s16(x,y+1,z));
+ if(n.d == CONTENT_WATER || n.d == CONTENT_WATERSOURCE)
+ top_is_water = true;
+ }catch(InvalidPositionException &e){}
+
+ u8 l = decode_light(n.getLightBlend(daynight_ratio));
+ video::SColor c(WATER_ALPHA,l,l,l);
+
+ // Neighbor water levels (key = relative position)
+ // Includes current node
+ core::map<v3s16, f32> neighbor_levels;
+ core::map<v3s16, u8> neighbor_contents;
+ v3s16 neighbor_dirs[9] = {
+ v3s16(0,0,0),
+ v3s16(0,0,1),
+ v3s16(0,0,-1),
+ v3s16(1,0,0),
+ v3s16(-1,0,0),
+ v3s16(1,0,1),
+ v3s16(-1,0,-1),
+ v3s16(1,0,-1),
+ v3s16(-1,0,1),
+ };
+ for(u32 i=0; i<9; i++)
+ {
+ u8 content = CONTENT_AIR;
+ float level = -0.5 * BS;
+ try{
+ v3s16 p2 = p + neighbor_dirs[i];
+ MapNode n2 = getNodeParent(p2);
+
+ content = n2.d;
+
+ if(n2.d == CONTENT_WATERSOURCE)
+ level = 0.5 * BS;
+ else if(n2.d == CONTENT_WATER)
+ level = (-0.5 + ((float)n2.param2 + 0.5) / 8.0) * BS;
+ }
+ catch(InvalidPositionException &e){}
+
+ neighbor_levels.insert(neighbor_dirs[i], level);
+ neighbor_contents.insert(neighbor_dirs[i], content);
+ }
+
+ //float water_level = (-0.5 + ((float)n.param2 + 0.5) / 8.0) * BS;
+ //float water_level = neighbor_levels[v3s16(0,0,0)];
+
+ // Corner heights (average between four waters)
+ f32 corner_levels[4];
+
+ v3s16 halfdirs[4] = {
+ v3s16(0,0,0),
+ v3s16(1,0,0),
+ v3s16(1,0,1),
+ v3s16(0,0,1),
+ };
+ for(u32 i=0; i<4; i++)
+ {
+ v3s16 cornerdir = halfdirs[i];
+ float cornerlevel = 0;
+ u32 valid_count = 0;
+ for(u32 j=0; j<4; j++)
+ {
+ v3s16 neighbordir = cornerdir - halfdirs[j];
+ u8 content = neighbor_contents[neighbordir];
+ // Special case for source nodes
+ if(content == CONTENT_WATERSOURCE)
+ {
+ cornerlevel = 0.5*BS;
+ valid_count = 1;
+ break;
+ }
+ else if(content == CONTENT_WATER)
+ {
+ cornerlevel += neighbor_levels[neighbordir];
+ valid_count++;
+ }
+ else if(content == CONTENT_AIR)
+ {
+ cornerlevel += -0.5*BS;
+ valid_count++;
+ }
+ }
+ if(valid_count > 0)
+ cornerlevel /= valid_count;
+ corner_levels[i] = cornerlevel;
+ }
+
+ /*
+ Generate sides
+ */
+
+ v3s16 side_dirs[4] = {
+ v3s16(1,0,0),
+ v3s16(-1,0,0),
+ v3s16(0,0,1),
+ v3s16(0,0,-1),
+ };
+ s16 side_corners[4][2] = {
+ {1, 2},
+ {3, 0},
+ {2, 3},
+ {0, 1},
+ };
+ for(u32 i=0; i<4; i++)
+ {
+ v3s16 dir = side_dirs[i];
+
+ //float neighbor_level = neighbor_levels[dir];
+ /*if(neighbor_level > -0.5*BS + 0.001)
+ continue;*/
+ /*if(neighbor_level > water_level - 0.1*BS)
+ continue;*/
+
+ u8 neighbor_content = neighbor_contents[dir];
+
+ if(neighbor_content != CONTENT_AIR
+ && neighbor_content != CONTENT_WATER)
+ continue;
+
+ bool neighbor_is_water = (neighbor_content == CONTENT_WATER);
+
+ if(neighbor_is_water == true && top_is_water == false)
+ continue;
+
+ video::S3DVertex vertices[4] =
+ {
+ /*video::S3DVertex(-BS/2,-BS/2,BS/2, 0,0,0, c, 0,1),
+ video::S3DVertex(BS/2,-BS/2,BS/2, 0,0,0, c, 1,1),
+ video::S3DVertex(BS/2,BS/2,BS/2, 0,0,0, c, 1,0),
+ video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c, 0,0),*/
+ video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,1),
+ video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,1),
+ video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,0),
+ video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,0),
+ };
+
+ if(top_is_water)
+ {
+ vertices[2].Pos.Y = 0.5*BS;
+ vertices[3].Pos.Y = 0.5*BS;
+ }
+ else
+ {
+ vertices[2].Pos.Y = corner_levels[side_corners[i][0]];
+ vertices[3].Pos.Y = corner_levels[side_corners[i][1]];
+ }
+
+ if(neighbor_is_water)
+ {
+ vertices[0].Pos.Y = corner_levels[side_corners[i][1]];
+ vertices[1].Pos.Y = corner_levels[side_corners[i][0]];
+ }
+ else
+ {
+ vertices[0].Pos.Y = -0.5*BS;
+ vertices[1].Pos.Y = -0.5*BS;
+ }
+
+ for(s32 j=0; j<4; j++)
+ {
+ if(dir == v3s16(0,0,1))
+ vertices[j].Pos.rotateXZBy(0);
+ if(dir == v3s16(0,0,-1))
+ vertices[j].Pos.rotateXZBy(180);
+ if(dir == v3s16(-1,0,0))
+ vertices[j].Pos.rotateXZBy(90);
+ if(dir == v3s16(1,0,-0))
+ vertices[j].Pos.rotateXZBy(-90);
+
+ vertices[j].Pos += intToFloat(p + getPosRelative());
+ }
+
+ // Set material
+ video::SMaterial material;
+ material.setFlag(video::EMF_LIGHTING, false);
+ material.setFlag(video::EMF_BACK_FACE_CULLING, false);
+ material.setFlag(video::EMF_BILINEAR_FILTER, false);
+ material.setFlag(video::EMF_FOG_ENABLE, true);
+ material.MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA;
+ material.setTexture(0,
+ g_irrlicht->getTexture(porting::getDataPath("water.png").c_str()));
+
+ u16 indices[] = {0,1,2,2,3,0};
+ // Add to mesh collector
+ collector.append(material, vertices, 4, indices, 6);
+ }
+
+ /*
+ Generate top side, if appropriate
+ */
+
+ if(top_is_water == false)
+ {
+ video::S3DVertex vertices[4] =
+ {
+ video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c, 0,1),
+ video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c, 1,1),
+ video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,0),
+ video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,0),
+ };
+
+ for(s32 i=0; i<4; i++)
+ {
+ //vertices[i].Pos.Y += water_level;
+ //vertices[i].Pos.Y += neighbor_levels[v3s16(0,0,0)];
+ vertices[i].Pos.Y += corner_levels[i];
+ vertices[i].Pos += intToFloat(p + getPosRelative());
+ }
+
+ // Set material
+ video::SMaterial material;
+ material.setFlag(video::EMF_LIGHTING, false);
+ material.setFlag(video::EMF_BACK_FACE_CULLING, false);
+ material.setFlag(video::EMF_BILINEAR_FILTER, false);
+ material.setFlag(video::EMF_FOG_ENABLE, true);
+ material.MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA;
+ material.setTexture(0,
+ g_irrlicht->getTexture(porting::getDataPath("water.png").c_str()));
+
+ u16 indices[] = {0,1,2,2,3,0};
+ // Add to mesh collector
+ collector.append(material, vertices, 4, indices, 6);
+ }
}
}
+
+ /*
+ Add stuff from collector to mesh
+ */
+ collector.fillMesh(mesh_new);
+
/*
Do some stuff to the mesh
*/
mesh_new = NULL;
}
+ // Use VBO for mesh (this just would set this for ever buffer)
+ // This will lead to infinite memory usage because or irrlicht.
+ //mesh_new->setHardwareMappingHint(scene::EHM_STATIC);
+
+ /*std::cout<<"MapBlock has "<<fastfaces_new.size()<<" faces "
+ <<"and uses "<<mesh_new->getMeshBufferCount()
+ <<" materials (meshbuffers)"<<std::endl;*/
+
/*
Replace the mesh
*/
air is left in block.
*/
bool MapBlock::propagateSunlight(core::map<v3s16, bool> & light_sources,
- bool remove_light, bool *black_air_left)
+ bool remove_light, bool *black_air_left,
+ bool grow_grass)
{
// Whether the sunlight at the top of the bottom block is valid
bool block_below_is_valid = true;
}
else if(n.light_propagates() == false)
{
- // Turn mud into grass
- if(n.d == CONTENT_MUD && current_light == LIGHT_SUN)
+ if(grow_grass)
{
- n.d = CONTENT_GRASS;
+ bool upper_is_air = false;
+ try
+ {
+ if(getNodeParent(pos+v3s16(0,1,0)).d == CONTENT_AIR)
+ upper_is_air = true;
+ }
+ catch(InvalidPositionException &e)
+ {
+ }
+ // Turn mud into grass
+ if(upper_is_air && n.d == CONTENT_MUD
+ && current_light == LIGHT_SUN)
+ {
+ n.d = CONTENT_GRASS;
+ }
}
// A solid object is on the way.
s16 y = MAP_BLOCKSIZE-1;
for(; y>=0; y--)
{
- if(is_ground_content(getNodeRef(p2d.X, y, p2d.Y).d))
+ //if(is_ground_content(getNodeRef(p2d.X, y, p2d.Y).d))
+ if(content_features(getNodeRef(p2d.X, y, p2d.Y).d).walkable)
{
if(y == MAP_BLOCKSIZE-1)
return -2;
if(version >= 10)
{
- // Get and compress pressure
- SharedBuffer<u8> pressuredata(nodecount);
+ // Get and compress param2
+ SharedBuffer<u8> param2data(nodecount);
for(u32 i=0; i<nodecount; i++)
{
- pressuredata[i] = data[i].pressure;
+ param2data[i] = data[i].param2;
}
- compress(pressuredata, os, version);
+ compress(param2data, os, version);
}
}
// All other versions (newest)
databuf[i+nodecount] = data[i].param;
}
- // Get pressure
+ // Get param2
for(u32 i=0; i<nodecount; i++)
{
- databuf[i+nodecount*2] = data[i].pressure;
+ databuf[i+nodecount*2] = data[i].param2;
}
/*
if(version >= 10)
{
- // Uncompress and set pressure data
+ // Uncompress and set param2 data
std::ostringstream os(std::ios_base::binary);
decompress(is, os, version);
std::string s = os.str();
("MapBlock::deSerialize: invalid format");
for(u32 i=0; i<s.size(); i++)
{
- data[i].pressure = s[i];
+ data[i].param2 = s[i];
}
}
}
{
data[i].param = s[i+nodecount];
}
- // Set pressure
+ // Set param2
for(u32 i=0; i<nodecount; i++)
{
- data[i].pressure = s[i+nodecount*2];
+ data[i].param2 = s[i+nodecount*2];
}
}
}