#include "mapblock.h"
#include "map.h"
-// For g_settings and g_irrlicht
+// For g_settings
#include "main.h"
#include "light.h"
#include <sstream>
-
-/*
- MapBlock
-*/
-
-MapBlock::MapBlock(NodeContainer *parent, v3s16 pos, bool dummy):
- m_parent(parent),
- m_pos(pos),
- changed(true),
- is_underground(false),
- m_day_night_differs(false),
- m_objects(this)
-{
- data = NULL;
- if(dummy == false)
- reallocate();
-
- m_spawn_timer = -10000;
-
#ifndef SERVER
- m_mesh_expired = false;
- mesh_mutex.Init();
- mesh = NULL;
- m_temp_mods_mutex.Init();
-#endif
-}
-
-MapBlock::~MapBlock()
+void MeshMakeData::fill(u32 daynight_ratio, MapBlock *block)
{
-#ifndef SERVER
- {
- JMutexAutoLock lock(mesh_mutex);
-
- if(mesh)
- {
- mesh->drop();
- mesh = NULL;
- }
- }
-#endif
+ m_daynight_ratio = daynight_ratio;
+ m_blockpos = block->getPos();
- if(data)
- delete[] data;
-}
+ v3s16 blockpos_nodes = m_blockpos*MAP_BLOCKSIZE;
+
+ /*
+ There is no harm not copying the TempMods of the neighbors
+ because they are already copied to this block
+ */
+ m_temp_mods.clear();
+ block->copyTempMods(m_temp_mods);
+
+ /*
+ Copy data
+ */
-bool MapBlock::isValidPositionParent(v3s16 p)
-{
- if(isValidPosition(p))
- {
- return true;
- }
- else{
- return m_parent->isValidPosition(getPosRelative() + p);
- }
-}
+ // Allocate this block + neighbors
+ m_vmanip.clear();
+ m_vmanip.addArea(VoxelArea(blockpos_nodes-v3s16(1,1,1)*MAP_BLOCKSIZE,
+ blockpos_nodes+v3s16(1,1,1)*MAP_BLOCKSIZE*2-v3s16(1,1,1)));
-MapNode MapBlock::getNodeParent(v3s16 p)
-{
- if(isValidPosition(p) == false)
- {
- return m_parent->getNode(getPosRelative() + p);
- }
- else
{
- if(data == NULL)
- throw InvalidPositionException();
- return data[p.Z*MAP_BLOCKSIZE*MAP_BLOCKSIZE + p.Y*MAP_BLOCKSIZE + p.X];
- }
-}
+ //TimeTaker timer("copy central block data");
+ // 0ms
-void MapBlock::setNodeParent(v3s16 p, MapNode & n)
-{
- if(isValidPosition(p) == false)
- {
- m_parent->setNode(getPosRelative() + p, n);
+ // Copy our data
+ block->copyTo(m_vmanip);
}
- else
{
- if(data == NULL)
- throw InvalidPositionException();
- data[p.Z*MAP_BLOCKSIZE*MAP_BLOCKSIZE + p.Y*MAP_BLOCKSIZE + p.X] = n;
- }
-}
+ //TimeTaker timer("copy neighbor block data");
+ // 0ms
-MapNode MapBlock::getNodeParentNoEx(v3s16 p)
-{
- if(isValidPosition(p) == false)
- {
- try{
- return m_parent->getNode(getPosRelative() + p);
- }
- catch(InvalidPositionException &e)
- {
- return MapNode(CONTENT_IGNORE);
- }
- }
- else
- {
- if(data == NULL)
+ /*
+ Copy neighbors. This is lightning fast.
+ Copying only the borders would be *very* slow.
+ */
+
+ // Get map
+ NodeContainer *parentcontainer = block->getParent();
+ // This will only work if the parent is the map
+ assert(parentcontainer->nodeContainerId() == NODECONTAINER_ID_MAP);
+ // OK, we have the map!
+ Map *map = (Map*)parentcontainer;
+
+ for(u16 i=0; i<6; i++)
{
- return MapNode(CONTENT_IGNORE);
+ const v3s16 &dir = g_6dirs[i];
+ v3s16 bp = m_blockpos + dir;
+ MapBlock *b = map->getBlockNoCreateNoEx(bp);
+ if(b)
+ b->copyTo(m_vmanip);
}
- return data[p.Z*MAP_BLOCKSIZE*MAP_BLOCKSIZE + p.Y*MAP_BLOCKSIZE + p.X];
}
}
+#endif
/*
Parameters must consist of air and !air.
returns encoded light value.
*/
-u8 MapBlock::getFaceLight(u32 daynight_ratio, MapNode n, MapNode n2,
+u8 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);
// Make some nice difference to different sides
+ // This makes light come from a corner
/*if(face_dir.X == 1 || face_dir.Z == 1 || face_dir.Y == -1)
light = diminish_light(diminish_light(light));
else if(face_dir.X == -1 || face_dir.Z == -1)
light = diminish_light(light);*/
-
+
+ // All neighboring faces have different shade (like in minecraft)
if(face_dir.X == 1 || face_dir.X == -1 || face_dir.Y == -1)
light = diminish_light(diminish_light(light));
else if(face_dir.Z == 1 || face_dir.Z == -1)
#ifndef SERVER
-void MapBlock::makeFastFace(TileSpec tile, u8 light, v3f p,
- v3s16 dir, v3f scale, v3f posRelative_f,
- core::array<FastFace> &dest)
+/*
+ vertex_dirs: v3s16[4]
+*/
+void getNodeVertexDirs(v3s16 dir, v3s16 *vertex_dirs)
{
- FastFace face;
-
- // Position is at the center of the cube.
- v3f pos = p * BS;
- posRelative_f *= BS;
-
- v3f vertex_pos[4];
- // If looking towards z+, this is the face that is behind
- // the center point, facing towards z+.
- vertex_pos[0] = v3f(-BS/2,-BS/2,BS/2);
- vertex_pos[1] = v3f( BS/2,-BS/2,BS/2);
- vertex_pos[2] = v3f( BS/2, BS/2,BS/2);
- vertex_pos[3] = v3f(-BS/2, BS/2,BS/2);
-
+ /*
+ If looked from outside the node towards the face, the corners are:
+ 0: bottom-right
+ 1: bottom-left
+ 2: top-left
+ 3: top-right
+ */
if(dir == v3s16(0,0,1))
{
- for(u16 i=0; i<4; i++)
- vertex_pos[i].rotateXZBy(0);
+ // If looking towards z+, this is the face that is behind
+ // the center point, facing towards z+.
+ vertex_dirs[0] = v3s16(-1,-1, 1);
+ vertex_dirs[1] = v3s16( 1,-1, 1);
+ vertex_dirs[2] = v3s16( 1, 1, 1);
+ vertex_dirs[3] = v3s16(-1, 1, 1);
}
else if(dir == v3s16(0,0,-1))
{
- for(u16 i=0; i<4; i++)
- vertex_pos[i].rotateXZBy(180);
+ // faces towards Z-
+ vertex_dirs[0] = v3s16( 1,-1,-1);
+ vertex_dirs[1] = v3s16(-1,-1,-1);
+ vertex_dirs[2] = v3s16(-1, 1,-1);
+ vertex_dirs[3] = v3s16( 1, 1,-1);
}
else if(dir == v3s16(1,0,0))
{
- for(u16 i=0; i<4; i++)
- vertex_pos[i].rotateXZBy(-90);
+ // faces towards X+
+ vertex_dirs[0] = v3s16( 1,-1, 1);
+ vertex_dirs[1] = v3s16( 1,-1,-1);
+ vertex_dirs[2] = v3s16( 1, 1,-1);
+ vertex_dirs[3] = v3s16( 1, 1, 1);
}
else if(dir == v3s16(-1,0,0))
{
- for(u16 i=0; i<4; i++)
- vertex_pos[i].rotateXZBy(90);
+ // faces towards X-
+ vertex_dirs[0] = v3s16(-1,-1,-1);
+ vertex_dirs[1] = v3s16(-1,-1, 1);
+ vertex_dirs[2] = v3s16(-1, 1, 1);
+ vertex_dirs[3] = v3s16(-1, 1,-1);
}
else if(dir == v3s16(0,1,0))
{
- for(u16 i=0; i<4; i++)
- vertex_pos[i].rotateYZBy(-90);
+ // faces towards Y+ (assume Z- as "down" in texture)
+ vertex_dirs[0] = v3s16( 1, 1,-1);
+ vertex_dirs[1] = v3s16(-1, 1,-1);
+ vertex_dirs[2] = v3s16(-1, 1, 1);
+ vertex_dirs[3] = v3s16( 1, 1, 1);
}
else if(dir == v3s16(0,-1,0))
{
- for(u16 i=0; i<4; i++)
- vertex_pos[i].rotateYZBy(90);
+ // faces towards Y- (assume Z+ as "down" in texture)
+ vertex_dirs[0] = v3s16( 1,-1, 1);
+ vertex_dirs[1] = v3s16(-1,-1, 1);
+ vertex_dirs[2] = v3s16(-1,-1,-1);
+ vertex_dirs[3] = v3s16( 1,-1,-1);
+ }
+}
+
+inline video::SColor lightColor(u8 alpha, u8 light)
+{
+ return video::SColor(alpha,light,light,light);
+}
+
+void makeFastFace(TileSpec tile, u8 li0, u8 li1, u8 li2, u8 li3, v3f p,
+ v3s16 dir, v3f scale, v3f posRelative_f,
+ core::array<FastFace> &dest)
+{
+ FastFace face;
+
+ // Position is at the center of the cube.
+ v3f pos = p * BS;
+ posRelative_f *= BS;
+
+ v3f vertex_pos[4];
+ v3s16 vertex_dirs[4];
+ getNodeVertexDirs(dir, vertex_dirs);
+ 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
+ );
}
for(u16 i=0; i<4; i++)
v3f zerovector = v3f(0,0,0);
- //u8 li = decode_light(light);
- u8 li = light;
- //u8 li = 255; //DEBUG
-
u8 alpha = tile.alpha;
/*u8 alpha = 255;
if(tile.id == TILE_WATER)
alpha = WATER_ALPHA;*/
- video::SColor c = video::SColor(alpha,li,li,li);
-
- face.vertices[0] = video::S3DVertex(vertex_pos[0], zerovector, c,
- core::vector2d<f32>(0,1));
- face.vertices[1] = video::S3DVertex(vertex_pos[1], zerovector, c,
- core::vector2d<f32>(abs_scale,1));
- face.vertices[2] = video::S3DVertex(vertex_pos[2], zerovector, c,
- core::vector2d<f32>(abs_scale,0));
- face.vertices[3] = video::S3DVertex(vertex_pos[3], zerovector, c,
- core::vector2d<f32>(0,0));
+ float x0 = tile.texture.pos.X;
+ float y0 = tile.texture.pos.Y;
+ float w = tile.texture.size.X;
+ float h = tile.texture.size.Y;
+
+ /*video::SColor c = lightColor(alpha, li);
+
+ face.vertices[0] = video::S3DVertex(vertex_pos[0], v3f(0,1,0), c,
+ core::vector2d<f32>(x0+w*abs_scale, y0+h));
+ face.vertices[1] = video::S3DVertex(vertex_pos[1], v3f(0,1,0), c,
+ core::vector2d<f32>(x0, y0+h));
+ face.vertices[2] = video::S3DVertex(vertex_pos[2], v3f(0,1,0), c,
+ core::vector2d<f32>(x0, y0));
+ face.vertices[3] = video::S3DVertex(vertex_pos[3], v3f(0,1,0), c,
+ core::vector2d<f32>(x0+w*abs_scale, y0));*/
+
+ face.vertices[0] = video::S3DVertex(vertex_pos[0], v3f(0,1,0),
+ lightColor(alpha, li0),
+ core::vector2d<f32>(x0+w*abs_scale, y0+h));
+ face.vertices[1] = video::S3DVertex(vertex_pos[1], v3f(0,1,0),
+ lightColor(alpha, li1),
+ core::vector2d<f32>(x0, y0+h));
+ face.vertices[2] = video::S3DVertex(vertex_pos[2], v3f(0,1,0),
+ lightColor(alpha, li2),
+ core::vector2d<f32>(x0, y0));
+ face.vertices[3] = video::S3DVertex(vertex_pos[3], v3f(0,1,0),
+ lightColor(alpha, li3),
+ core::vector2d<f32>(x0+w*abs_scale, y0));
face.tile = tile;
//DEBUG
//f->tile = TILE_STONE;
dest.push_back(face);
- //return f;
}
/*
Gets node tile from any place relative to block.
Returns TILE_NODE if doesn't exist or should not be drawn.
*/
-TileSpec MapBlock::getNodeTile(MapNode mn, v3s16 p, v3s16 face_dir,
+TileSpec getNodeTile(MapNode mn, v3s16 p, v3s16 face_dir,
NodeModMap &temp_mods)
{
TileSpec spec;
}
if(mod.type == NODEMOD_CRACK)
{
+ /*
+ Get texture id, translate it to name, append stuff to
+ name, get texture id
+ */
+
+ // Get original texture name
+ u32 orig_id = spec.texture.id;
+ std::string orig_name = g_texturesource->getTextureName(orig_id);
+
+ // Create new texture name
std::ostringstream os;
- os<<"[crack"<<mod.param;
+ os<<orig_name<<"^[crack"<<mod.param;
- textureid_t tid = g_irrlicht->getTextureId(os.str());
- spec.spec.addTid(tid);
+ // Get new texture
+ u32 new_id = g_texturesource->getTextureId(os.str());
+
+ /*dstream<<"MapBlock::getNodeTile(): Switching from "
+ <<orig_name<<" to "<<os.str()<<" ("
+ <<orig_id<<" to "<<new_id<<")"<<std::endl;*/
+
+ spec.texture = g_texturesource->getTexture(new_id);
}
}
return spec;
}
-u8 MapBlock::getNodeContent(v3s16 p, MapNode mn, NodeModMap &temp_mods)
+u8 getNodeContent(v3s16 p, MapNode mn, NodeModMap &temp_mods)
{
/*
Check temporary modifications on this node
return mn.d;
}
+v3s16 dirs8[8] = {
+ v3s16(0,0,0),
+ v3s16(0,0,1),
+ v3s16(0,1,0),
+ v3s16(0,1,1),
+ v3s16(1,0,0),
+ v3s16(1,1,0),
+ v3s16(1,0,1),
+ v3s16(1,1,1),
+};
+
+// Calculate lighting at the XYZ- corner of p
+u8 getSmoothLight(v3s16 p, VoxelManipulator &vmanip, u32 daynight_ratio)
+{
+ u16 ambient_occlusion = 0;
+ u16 light = 0;
+ u16 light_count = 0;
+ for(u32 i=0; i<8; i++)
+ {
+ MapNode n = vmanip.getNodeNoEx(p - dirs8[i]);
+ if(content_features(n.d).param_type == CPT_LIGHT)
+ {
+ light += decode_light(n.getLightBlend(daynight_ratio));
+ light_count++;
+ }
+ else
+ {
+ if(n.d != CONTENT_IGNORE)
+ ambient_occlusion++;
+ }
+ }
+
+ if(light_count == 0)
+ return 255;
+
+ light /= light_count;
+
+ if(ambient_occlusion > 4)
+ {
+ ambient_occlusion -= 4;
+ light = (float)light / ((float)ambient_occlusion * 0.5 + 1.0);
+ }
+
+ return light;
+}
+
+// Calculate lighting at the given corner of p
+u8 getSmoothLight(v3s16 p, v3s16 corner,
+ VoxelManipulator &vmanip, u32 daynight_ratio)
+{
+ if(corner.X == 1) p.X += 1;
+ else assert(corner.X == -1);
+ if(corner.Y == 1) p.Y += 1;
+ else assert(corner.Y == -1);
+ if(corner.Z == 1) p.Z += 1;
+ else assert(corner.Z == -1);
+
+ return getSmoothLight(p, vmanip, daynight_ratio);
+}
+
+void getTileInfo(
+ // Input:
+ v3s16 blockpos_nodes,
+ v3s16 p,
+ v3s16 face_dir,
+ u32 daynight_ratio,
+ VoxelManipulator &vmanip,
+ NodeModMap &temp_mods,
+ bool smooth_lighting,
+ // Output:
+ bool &makes_face,
+ v3s16 &p_corrected,
+ v3s16 &face_dir_corrected,
+ u8 *lights,
+ TileSpec &tile
+ )
+{
+ MapNode n0 = vmanip.getNodeNoEx(blockpos_nodes + p);
+ MapNode n1 = vmanip.getNodeNoEx(blockpos_nodes + p + face_dir);
+ TileSpec tile0 = getNodeTile(n0, p, face_dir, temp_mods);
+ TileSpec tile1 = getNodeTile(n1, p + face_dir, -face_dir, temp_mods);
+
+ // This is hackish
+ u8 content0 = getNodeContent(p, n0, temp_mods);
+ u8 content1 = getNodeContent(p + face_dir, n1, temp_mods);
+ u8 mf = face_contents(content0, content1);
+
+ if(mf == 0)
+ {
+ makes_face = false;
+ return;
+ }
+
+ makes_face = true;
+
+ if(mf == 1)
+ {
+ tile = tile0;
+ p_corrected = p;
+ face_dir_corrected = face_dir;
+ }
+ else
+ {
+ tile = tile1;
+ p_corrected = p + face_dir;
+ face_dir_corrected = -face_dir;
+ }
+
+ if(smooth_lighting == false)
+ {
+ lights[0] = lights[1] = lights[2] = lights[3] =
+ decode_light(getFaceLight(daynight_ratio, n0, n1, face_dir));
+ }
+ else
+ {
+ v3s16 vertex_dirs[4];
+ getNodeVertexDirs(face_dir_corrected, vertex_dirs);
+ for(u16 i=0; i<4; i++)
+ {
+ lights[i] = getSmoothLight(blockpos_nodes + p_corrected,
+ vertex_dirs[i], vmanip, daynight_ratio);
+ }
+ }
+
+ return;
+}
+
/*
startpos:
translate_dir: unit vector with only one of x, y or z
face_dir: unit vector with only one of x, y or z
*/
-void MapBlock::updateFastFaceRow(
+void updateFastFaceRow(
u32 daynight_ratio,
v3f posRelative_f,
v3s16 startpos,
v3s16 face_dir,
v3f face_dir_f,
core::array<FastFace> &dest,
- NodeModMap &temp_mods)
+ NodeModMap &temp_mods,
+ VoxelManipulator &vmanip,
+ v3s16 blockpos_nodes,
+ bool smooth_lighting)
{
v3s16 p = startpos;
u16 continuous_tiles_count = 0;
- MapNode n0 = getNodeParentNoEx(p);
- MapNode n1 = getNodeParentNoEx(p + face_dir);
-
- u8 light = getFaceLight(daynight_ratio, n0, n1, face_dir);
-
- TileSpec tile0 = getNodeTile(n0, p, face_dir, temp_mods);
- TileSpec tile1 = getNodeTile(n1, p + face_dir, -face_dir, temp_mods);
+ bool makes_face;
+ v3s16 p_corrected;
+ v3s16 face_dir_corrected;
+ u8 lights[4];
+ TileSpec tile;
+ getTileInfo(blockpos_nodes, p, face_dir, daynight_ratio,
+ vmanip, temp_mods, smooth_lighting,
+ makes_face, p_corrected, face_dir_corrected, lights, tile);
for(u16 j=0; j<length; j++)
{
+ // If tiling can be done, this is set to false in the next step
bool next_is_different = true;
v3s16 p_next;
- MapNode n0_next;
- MapNode n1_next;
- TileSpec tile0_next;
- TileSpec tile1_next;
- u8 light_next = 0;
-
+
+ bool next_makes_face;
+ v3s16 next_p_corrected;
+ v3s16 next_face_dir_corrected;
+ u8 next_lights[4];
+ TileSpec next_tile;
+
+ // If at last position, there is nothing to compare to and
+ // the face must be drawn anyway
if(j != length - 1)
{
p_next = p + translate_dir;
- n0_next = getNodeParentNoEx(p_next);
- n1_next = getNodeParentNoEx(p_next + face_dir);
- tile0_next = getNodeTile(n0_next, p_next, face_dir, temp_mods);
- tile1_next = getNodeTile(n1_next,p_next+face_dir,-face_dir, temp_mods);
- light_next = getFaceLight(daynight_ratio, n0_next, n1_next, face_dir);
-
- if(tile0_next == tile0
- && tile1_next == tile1
- && light_next == light)
+
+ getTileInfo(blockpos_nodes, p_next, face_dir, daynight_ratio,
+ vmanip, temp_mods, smooth_lighting,
+ next_makes_face, next_p_corrected,
+ next_face_dir_corrected, next_lights,
+ next_tile);
+
+ if(next_makes_face == makes_face
+ && next_p_corrected == p_corrected
+ && next_face_dir_corrected == face_dir_corrected
+ && next_lights[0] == lights[0]
+ && next_lights[1] == lights[1]
+ && next_lights[2] == lights[2]
+ && next_lights[3] == lights[3]
+ && next_tile == tile)
{
next_is_different = false;
}
continuous_tiles_count++;
- if(next_is_different)
+ // This is set to true if the texture doesn't allow more tiling
+ bool end_of_texture = false;
+ /*
+ If there is no texture, it can be tiled infinitely.
+ If tiled==0, it means the texture can be tiled infinitely.
+ Otherwise check tiled agains continuous_tiles_count.
+ */
+ if(tile.texture.atlas != NULL && tile.texture.tiled != 0)
+ {
+ if(tile.texture.tiled <= continuous_tiles_count)
+ end_of_texture = true;
+ }
+
+ // Do this to disable tiling textures
+ //end_of_texture = true; //DEBUG
+
+ if(next_is_different || end_of_texture)
{
/*
Create a face if there should be one
*/
- //u8 mf = face_contents(tile0, tile1);
- // This is hackish
- u8 content0 = getNodeContent(p, n0, temp_mods);
- u8 content1 = getNodeContent(p + face_dir, n1, temp_mods);
- u8 mf = face_contents(content0, content1);
-
- if(mf != 0)
+ if(makes_face)
{
// Floating point conversion of the position vector
- v3f pf(p.X, p.Y, p.Z);
+ v3f pf(p_corrected.X, p_corrected.Y, p_corrected.Z);
// Center point of face (kind of)
v3f sp = pf - ((f32)continuous_tiles_count / 2. - 0.5) * translate_dir_f;
v3f scale(1,1,1);
- if(translate_dir.X != 0){
+
+ if(translate_dir.X != 0)
+ {
scale.X = continuous_tiles_count;
}
- if(translate_dir.Y != 0){
+ if(translate_dir.Y != 0)
+ {
scale.Y = continuous_tiles_count;
}
- if(translate_dir.Z != 0){
+ if(translate_dir.Z != 0)
+ {
scale.Z = continuous_tiles_count;
}
- //FastFace *f;
-
- // If node at sp (tile0) is more solid
- if(mf == 1)
- {
- makeFastFace(tile0, decode_light(light),
- sp, face_dir, scale,
- posRelative_f, dest);
- }
- // If node at sp is less solid (mf == 2)
- else
- {
- makeFastFace(tile1, decode_light(light),
- sp+face_dir_f, -face_dir, scale,
- posRelative_f, dest);
- }
- //dest.push_back(f);
+ makeFastFace(tile, lights[0], lights[1], lights[2], lights[3],
+ sp, face_dir_corrected, scale,
+ posRelative_f, dest);
}
continuous_tiles_count = 0;
- n0 = n0_next;
- n1 = n1_next;
- tile0 = tile0_next;
- tile1 = tile1_next;
- light = light_next;
+
+ makes_face = next_makes_face;
+ p_corrected = next_p_corrected;
+ face_dir_corrected = next_face_dir_corrected;
+ lights[0] = next_lights[0];
+ lights[1] = next_lights[1];
+ lights[2] = next_lights[2];
+ lights[3] = next_lights[3];
+ tile = next_tile;
}
p = p_next;
core::array<PreMeshBuffer> m_prebuffers;
};
-void MapBlock::updateMesh(u32 daynight_ratio)
+scene::SMesh* makeMapBlockMesh(MeshMakeData *data)
{
-#if 0
- /*
- DEBUG: If mesh has been generated, don't generate it again
- */
- {
- JMutexAutoLock meshlock(mesh_mutex);
- if(mesh != NULL)
- return;
- }
-#endif
-
// 4-21ms for MAP_BLOCKSIZE=16
// 24-155ms for MAP_BLOCKSIZE=32
- //TimeTaker timer1("updateMesh()");
+ //TimeTaker timer1("makeMapBlockMesh()");
core::array<FastFace> fastfaces_new;
+
+ v3s16 blockpos_nodes = data->m_blockpos*MAP_BLOCKSIZE;
- v3f posRelative_f(getPosRelative().X, getPosRelative().Y,
- getPosRelative().Z); // floating point conversion
-
- /*
- Avoid interlocks by copying m_temp_mods
- */
- NodeModMap temp_mods;
- {
- JMutexAutoLock lock(m_temp_mods_mutex);
- m_temp_mods.copy(temp_mods);
- }
+ // floating point conversion
+ v3f posRelative_f(blockpos_nodes.X, blockpos_nodes.Y, blockpos_nodes.Z);
/*
Some settings
*/
bool new_style_water = g_settings.getBool("new_style_water");
bool new_style_leaves = g_settings.getBool("new_style_leaves");
+ bool smooth_lighting = g_settings.getBool("smooth_lighting");
float node_water_level = 1.0;
if(new_style_water)
- node_water_level = 0.9;
+ node_water_level = 0.85;
/*
We are including the faces of the trailing edges of the block.
//TimeTaker timer2("updateMesh() collect");
/*
- Go through every y,z and get top faces in rows of x+
+ 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(daynight_ratio, posRelative_f,
+ updateFastFaceRow(data->m_daynight_ratio, posRelative_f,
v3s16(0,y,z), MAP_BLOCKSIZE,
v3s16(1,0,0), //dir
v3f (1,0,0),
v3s16(0,1,0), //face dir
v3f (0,1,0),
fastfaces_new,
- temp_mods);
+ data->m_temp_mods,
+ data->m_vmanip,
+ blockpos_nodes,
+ smooth_lighting);
}
}
/*
- Go through every x,y and get right faces in rows of z+
+ 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(daynight_ratio, posRelative_f,
+ updateFastFaceRow(data->m_daynight_ratio, posRelative_f,
v3s16(x,y,0), MAP_BLOCKSIZE,
v3s16(0,0,1),
v3f (0,0,1),
v3s16(1,0,0),
v3f (1,0,0),
fastfaces_new,
- temp_mods);
+ data->m_temp_mods,
+ data->m_vmanip,
+ blockpos_nodes,
+ smooth_lighting);
}
}
/*
- Go through every y,z and get back faces in rows of x+
+ 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(daynight_ratio, posRelative_f,
+ updateFastFaceRow(data->m_daynight_ratio, posRelative_f,
v3s16(0,y,z), MAP_BLOCKSIZE,
v3s16(1,0,0),
v3f (1,0,0),
v3s16(0,0,1),
v3f (0,0,1),
fastfaces_new,
- temp_mods);
+ data->m_temp_mods,
+ data->m_vmanip,
+ blockpos_nodes,
+ smooth_lighting);
}
}
}
Convert FastFaces to SMesh
*/
- scene::SMesh *mesh_new = NULL;
-
- mesh_new = new scene::SMesh();
-
MeshCollector collector;
if(fastfaces_new.size() > 0)
//TimeTaker timer2("updateMesh() mesh building");
video::SMaterial material;
- material.Lighting = false;
- material.BackfaceCulling = false;
+ material.setFlag(video::EMF_LIGHTING, false);
material.setFlag(video::EMF_BILINEAR_FILTER, false);
- material.setFlag(video::EMF_ANTI_ALIASING, video::EAAM_OFF);
- //material.setFlag(video::EMF_ANTI_ALIASING, video::EAAM_SIMPLE);
material.setFlag(video::EMF_FOG_ENABLE, true);
+ //material.setFlag(video::EMF_ANTI_ALIASING, video::EAAM_OFF);
+ //material.setFlag(video::EMF_ANTI_ALIASING, video::EAAM_SIMPLE);
for(u32 i=0; i<fastfaces_new.size(); i++)
{
FastFace &f = fastfaces_new[i];
const u16 indices[] = {0,1,2,2,3,0};
-
- video::ITexture *texture = g_irrlicht->getTexture(f.tile.spec);
+ const u16 indices_alternate[] = {0,1,3,2,3,1};
+
+ video::ITexture *texture = f.tile.texture.atlas;
if(texture == NULL)
continue;
material.setTexture(0, texture);
f.tile.applyMaterialOptions(material);
+
+ const u16 *indices_p = indices;
- /*if(f.tile.alpha != 255)
- material.MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA;
- else
- material.MaterialType = video::EMT_SOLID;*/
+ /*
+ Revert triangles for nicer looking gradient if vertices
+ 1 and 3 have same color or 0 and 2 have different color.
+ */
+ if(f.vertices[0].Color != f.vertices[2].Color
+ || f.vertices[1].Color == f.vertices[3].Color)
+ indices_p = indices_alternate;
- collector.append(material, f.vertices, 4, indices, 6);
+ collector.append(material, f.vertices, 4, indices_p, 6);
}
}
material_water1.setFlag(video::EMF_BILINEAR_FILTER, false);
material_water1.setFlag(video::EMF_FOG_ENABLE, true);
material_water1.MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA;
- material_water1.setTexture(0, g_irrlicht->getTexture("water.png"));
+ AtlasPointer pa_water1 = g_texturesource->getTexture(
+ g_texturesource->getTextureId("water.png"));
+ material_water1.setTexture(0, pa_water1.atlas);
// New-style leaves material
video::SMaterial material_leaves1;
material_leaves1.setFlag(video::EMF_BILINEAR_FILTER, false);
material_leaves1.setFlag(video::EMF_FOG_ENABLE, true);
material_leaves1.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
- material_leaves1.setTexture(0, g_irrlicht->getTexture("leaves.png"));
+ AtlasPointer pa_leaves1 = g_texturesource->getTexture(
+ g_texturesource->getTextureId("leaves.png"));
+ material_leaves1.setTexture(0, pa_leaves1.atlas);
+
+ // Glass material
+ video::SMaterial material_glass;
+ material_glass.setFlag(video::EMF_LIGHTING, false);
+ material_glass.setFlag(video::EMF_BILINEAR_FILTER, false);
+ material_glass.setFlag(video::EMF_FOG_ENABLE, true);
+ material_glass.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
+ AtlasPointer pa_glass = g_texturesource->getTexture(
+ g_texturesource->getTextureId("glass.png"));
+ material_glass.setTexture(0, pa_glass.atlas);
+
for(s16 z=0; z<MAP_BLOCKSIZE; z++)
for(s16 y=0; y<MAP_BLOCKSIZE; y++)
{
v3s16 p(x,y,z);
- MapNode &n = getNodeRef(x,y,z);
+ MapNode n = data->m_vmanip.getNodeNoEx(blockpos_nodes+p);
/*
Add torches to mesh
{
video::SColor c(255,255,255,255);
+ // Wall at X+ of node
video::S3DVertex vertices[4] =
{
video::S3DVertex(-BS/2,-BS/2,0, 0,0,0, c, 0,1),
if(dir == v3s16(0,1,0))
vertices[i].Pos.rotateXZBy(-45);
- vertices[i].Pos += intToFloat(p + getPosRelative());
+ vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
}
// Set material
//material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
material.MaterialType
= video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
+
if(dir == v3s16(0,-1,0))
material.setTexture(0,
- g_irrlicht->getTexture("torch_on_floor.png"));
+ g_texturesource->getTextureRaw("torch_on_floor.png"));
else if(dir == v3s16(0,1,0))
material.setTexture(0,
- g_irrlicht->getTexture("torch_on_ceiling.png"));
+ g_texturesource->getTextureRaw("torch_on_ceiling.png"));
// For backwards compatibility
else if(dir == v3s16(0,0,0))
material.setTexture(0,
- g_irrlicht->getTexture("torch_on_floor.png"));
+ g_texturesource->getTextureRaw("torch_on_floor.png"));
else
material.setTexture(0,
- g_irrlicht->getTexture("torch.png"));
+ g_texturesource->getTextureRaw("torch.png"));
+
+ u16 indices[] = {0,1,2,2,3,0};
+ // Add to mesh collector
+ collector.append(material, vertices, 4, indices, 6);
+ }
+ /*
+ Signs on walls
+ */
+ if(n.d == CONTENT_SIGN_WALL)
+ {
+ u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio));
+ video::SColor c(255,l,l,l);
+
+ float d = (float)BS/16;
+ // Wall at X+ of node
+ video::S3DVertex vertices[4] =
+ {
+ video::S3DVertex(BS/2-d,-BS/2,-BS/2, 0,0,0, c, 0,1),
+ video::S3DVertex(BS/2-d,-BS/2,BS/2, 0,0,0, c, 1,1),
+ video::S3DVertex(BS/2-d,BS/2,BS/2, 0,0,0, c, 1,0),
+ video::S3DVertex(BS/2-d,BS/2,-BS/2, 0,0,0, c, 0,0),
+ };
+
+ v3s16 dir = unpackDir(n.dir);
+
+ for(s32 i=0; i<4; i++)
+ {
+ if(dir == v3s16(1,0,0))
+ vertices[i].Pos.rotateXZBy(0);
+ if(dir == v3s16(-1,0,0))
+ vertices[i].Pos.rotateXZBy(180);
+ if(dir == v3s16(0,0,1))
+ vertices[i].Pos.rotateXZBy(90);
+ if(dir == v3s16(0,0,-1))
+ vertices[i].Pos.rotateXZBy(-90);
+ if(dir == v3s16(0,-1,0))
+ vertices[i].Pos.rotateXYBy(-90);
+ if(dir == v3s16(0,1,0))
+ vertices[i].Pos.rotateXYBy(90);
+
+ vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
+ }
+
+ // 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_ALPHA_CHANNEL;
+ material.MaterialType
+ = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
+
+ material.setTexture(0,
+ g_texturesource->getTextureRaw("sign_wall.png"));
u16 indices[] = {0,1,2,2,3,0};
// Add to mesh collector
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){}
+ MapNode ntop = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z));
+ if(ntop.d == CONTENT_WATER || ntop.d == CONTENT_WATERSOURCE)
+ top_is_water = true;
- u8 l = decode_light(n.getLightBlend(daynight_ratio));
+ u8 l = 0;
+ // Use the light of the node on top if possible
+ if(content_features(ntop.d).param_type == CPT_LIGHT)
+ l = decode_light(ntop.getLightBlend(data->m_daynight_ratio));
+ // Otherwise use the light of this node (the water)
+ else
+ l = decode_light(n.getLightBlend(data->m_daynight_ratio));
video::SColor c(WATER_ALPHA,l,l,l);
// Neighbor water levels (key = relative position)
u8 content = CONTENT_AIR;
float level = -0.5 * BS;
u8 flags = 0;
- try{
- // Check neighbor
- v3s16 p2 = p + neighbor_dirs[i];
- MapNode n2 = getNodeParent(p2);
-
+ // Check neighbor
+ v3s16 p2 = p + neighbor_dirs[i];
+ MapNode n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
+ if(n2.d != CONTENT_IGNORE)
+ {
content = n2.d;
if(n2.d == CONTENT_WATERSOURCE)
// NOTE: This doesn't get executed if neighbor
// doesn't exist
p2.Y += 1;
- n2 = getNodeParent(p2);
+ n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
if(n2.d == CONTENT_WATERSOURCE || n2.d == CONTENT_WATER)
flags |= neighborflag_top_is_water;
}
- catch(InvalidPositionException &e){}
neighbor_levels.insert(neighbor_dirs[i], level);
neighbor_contents.insert(neighbor_dirs[i], content);
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, 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),
+ video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,0),*/
+ video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
+ pa_water1.x0(), pa_water1.y1()),
+ video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
+ pa_water1.x1(), pa_water1.y1()),
+ video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
+ pa_water1.x1(), pa_water1.y0()),
+ video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
+ pa_water1.x0(), pa_water1.y0()),
};
/*
if(dir == v3s16(1,0,-0))
vertices[j].Pos.rotateXZBy(-90);
- vertices[j].Pos += intToFloat(p + getPosRelative());
+ vertices[j].Pos += intToFloat(p + blockpos_nodes, BS);
}
u16 indices[] = {0,1,2,2,3,0};
{
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, 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),
+ video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,0),*/
+ video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
+ pa_water1.x0(), pa_water1.y1()),
+ video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
+ pa_water1.x1(), pa_water1.y1()),
+ video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c,
+ pa_water1.x1(), pa_water1.y0()),
+ video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c,
+ pa_water1.x0(), pa_water1.y0()),
};
+
+ // This fixes a strange bug
+ s32 corner_resolve[4] = {3,2,1,0};
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());
+ s32 j = corner_resolve[i];
+ vertices[i].Pos.Y += corner_levels[j];
+ vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
}
u16 indices[] = {0,1,2,2,3,0};
{
//bool top_is_water = false;
bool top_is_air = false;
- try{
- MapNode n = getNodeParent(v3s16(x,y+1,z));
- /*if(n.d == CONTENT_WATER || n.d == CONTENT_WATERSOURCE)
- top_is_water = true;*/
- if(n.d == CONTENT_AIR)
- top_is_air = true;
- }catch(InvalidPositionException &e){}
+ MapNode n = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z));
+ /*if(n.d == CONTENT_WATER || n.d == CONTENT_WATERSOURCE)
+ top_is_water = true;*/
+ if(n.d == CONTENT_AIR)
+ top_is_air = true;
/*if(top_is_water == true)
continue;*/
if(top_is_air == false)
continue;
- u8 l = decode_light(n.getLightBlend(daynight_ratio));
+ u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio));
video::SColor c(WATER_ALPHA,l,l,l);
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, 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),
+ video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,0),*/
+ video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
+ pa_water1.x0(), pa_water1.y1()),
+ video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
+ pa_water1.x1(), pa_water1.y1()),
+ video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c,
+ pa_water1.x1(), pa_water1.y0()),
+ video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c,
+ pa_water1.x0(), pa_water1.y0()),
};
for(s32 i=0; i<4; i++)
{
vertices[i].Pos.Y += (-0.5+node_water_level)*BS;
- vertices[i].Pos += intToFloat(p + getPosRelative());
+ vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
}
u16 indices[] = {0,1,2,2,3,0};
*/
else if(n.d == CONTENT_LEAVES && new_style_leaves)
{
- u8 l = decode_light(n.getLightBlend(daynight_ratio));
+ /*u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio));*/
+ u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio)));
video::SColor c(255,l,l,l);
for(u32 j=0; j<6; j++)
{
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, 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,BS/2,BS/2, 0,0,0, c, 0,0),*/
+ video::S3DVertex(-BS/2,-BS/2,BS/2, 0,0,0, c,
+ pa_leaves1.x0(), pa_leaves1.y1()),
+ video::S3DVertex(BS/2,-BS/2,BS/2, 0,0,0, c,
+ pa_leaves1.x1(), pa_leaves1.y1()),
+ video::S3DVertex(BS/2,BS/2,BS/2, 0,0,0, c,
+ pa_leaves1.x1(), pa_leaves1.y0()),
+ video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c,
+ pa_leaves1.x0(), pa_leaves1.y0()),
};
if(j == 0)
for(u16 i=0; i<4; i++)
{
- vertices[i].Pos += intToFloat(p + getPosRelative());
+ vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
}
u16 indices[] = {0,1,2,2,3,0};
collector.append(material_leaves1, vertices, 4, indices, 6);
}
}
+ /*
+ Add glass
+ */
+ else if(n.d == CONTENT_GLASS)
+ {
+ u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio)));
+ video::SColor c(255,l,l,l);
+
+ for(u32 j=0; j<6; j++)
+ {
+ video::S3DVertex vertices[4] =
+ {
+ video::S3DVertex(-BS/2,-BS/2,BS/2, 0,0,0, c,
+ pa_glass.x0(), pa_glass.y1()),
+ video::S3DVertex(BS/2,-BS/2,BS/2, 0,0,0, c,
+ pa_glass.x1(), pa_glass.y1()),
+ video::S3DVertex(BS/2,BS/2,BS/2, 0,0,0, c,
+ pa_glass.x1(), pa_glass.y0()),
+ video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c,
+ pa_glass.x0(), pa_glass.y0()),
+ };
+
+ if(j == 0)
+ {
+ for(u16 i=0; i<4; i++)
+ vertices[i].Pos.rotateXZBy(0);
+ }
+ else if(j == 1)
+ {
+ for(u16 i=0; i<4; i++)
+ vertices[i].Pos.rotateXZBy(180);
+ }
+ else if(j == 2)
+ {
+ for(u16 i=0; i<4; i++)
+ vertices[i].Pos.rotateXZBy(-90);
+ }
+ else if(j == 3)
+ {
+ for(u16 i=0; i<4; i++)
+ vertices[i].Pos.rotateXZBy(90);
+ }
+ else if(j == 4)
+ {
+ for(u16 i=0; i<4; i++)
+ vertices[i].Pos.rotateYZBy(-90);
+ }
+ else if(j == 5)
+ {
+ for(u16 i=0; i<4; i++)
+ vertices[i].Pos.rotateYZBy(90);
+ }
+
+ for(u16 i=0; i<4; i++)
+ {
+ vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
+ }
+
+ u16 indices[] = {0,1,2,2,3,0};
+ // Add to mesh collector
+ collector.append(material_glass, vertices, 4, indices, 6);
+ }
+ }
+
+
+
}
/*
Add stuff from collector to mesh
*/
+ scene::SMesh *mesh_new = NULL;
+ mesh_new = new scene::SMesh();
+
collector.fillMesh(mesh_new);
/*
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);
+ if(mesh_new)
+ {
+#if 0
+ // Usually 1-700 faces and 1-7 materials
+ std::cout<<"Updated MapBlock has "<<fastfaces_new.size()<<" faces "
+ <<"and uses "<<mesh_new->getMeshBufferCount()
+ <<" materials (meshbuffers)"<<std::endl;
+#endif
+
+ // 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);
+
+ /*
+ NOTE: If that is enabled, some kind of a queue to the main
+ thread should be made which would call irrlicht to delete
+ the hardware buffer and then delete the mesh
+ */
+ }
+
+ return mesh_new;
+
+ //std::cout<<"added "<<fastfaces.getSize()<<" faces."<<std::endl;
+}
+
+#endif // !SERVER
+
+/*
+ MapBlock
+*/
+
+MapBlock::MapBlock(NodeContainer *parent, v3s16 pos, bool dummy):
+ m_parent(parent),
+ m_pos(pos),
+ changed(true),
+ is_underground(false),
+ m_lighting_expired(true),
+ m_day_night_differs(false),
+ //m_not_fully_generated(false),
+ m_objects(this)
+{
+ data = NULL;
+ if(dummy == false)
+ reallocate();
+
+ //m_spawn_timer = -10000;
+
+#ifndef SERVER
+ m_mesh_expired = false;
+ mesh_mutex.Init();
+ mesh = NULL;
+ m_temp_mods_mutex.Init();
+#endif
+}
+
+MapBlock::~MapBlock()
+{
+#ifndef SERVER
+ {
+ JMutexAutoLock lock(mesh_mutex);
+
+ if(mesh)
+ {
+ mesh->drop();
+ mesh = NULL;
+ }
+ }
+#endif
+
+ if(data)
+ delete[] data;
+}
+
+bool MapBlock::isValidPositionParent(v3s16 p)
+{
+ if(isValidPosition(p))
+ {
+ return true;
+ }
+ else{
+ return m_parent->isValidPosition(getPosRelative() + p);
+ }
+}
+
+MapNode MapBlock::getNodeParent(v3s16 p)
+{
+ if(isValidPosition(p) == false)
+ {
+ return m_parent->getNode(getPosRelative() + p);
+ }
+ else
+ {
+ if(data == NULL)
+ throw InvalidPositionException();
+ return data[p.Z*MAP_BLOCKSIZE*MAP_BLOCKSIZE + p.Y*MAP_BLOCKSIZE + p.X];
+ }
+}
+
+void MapBlock::setNodeParent(v3s16 p, MapNode & n)
+{
+ if(isValidPosition(p) == false)
+ {
+ m_parent->setNode(getPosRelative() + p, n);
+ }
+ else
+ {
+ if(data == NULL)
+ throw InvalidPositionException();
+ data[p.Z*MAP_BLOCKSIZE*MAP_BLOCKSIZE + p.Y*MAP_BLOCKSIZE + p.X] = n;
+ }
+}
+
+MapNode MapBlock::getNodeParentNoEx(v3s16 p)
+{
+ if(isValidPosition(p) == false)
+ {
+ try{
+ return m_parent->getNode(getPosRelative() + p);
+ }
+ catch(InvalidPositionException &e)
+ {
+ return MapNode(CONTENT_IGNORE);
+ }
+ }
+ else
+ {
+ if(data == NULL)
+ {
+ return MapNode(CONTENT_IGNORE);
+ }
+ return data[p.Z*MAP_BLOCKSIZE*MAP_BLOCKSIZE + p.Y*MAP_BLOCKSIZE + p.X];
+ }
+}
+
+#ifndef SERVER
+
+#if 1
+void MapBlock::updateMesh(u32 daynight_ratio)
+{
+#if 0
+ /*
+ DEBUG: If mesh has been generated, don't generate it again
+ */
+ {
+ JMutexAutoLock meshlock(mesh_mutex);
+ if(mesh != NULL)
+ return;
+ }
+#endif
+
+ MeshMakeData data;
+ data.fill(daynight_ratio, this);
- /*std::cout<<"MapBlock has "<<fastfaces_new.size()<<" faces "
- <<"and uses "<<mesh_new->getMeshBufferCount()
- <<" materials (meshbuffers)"<<std::endl;*/
+ scene::SMesh *mesh_new = makeMapBlockMesh(&data);
/*
Replace the mesh
*/
+ replaceMesh(mesh_new);
+
+}
+#endif
+
+void MapBlock::replaceMesh(scene::SMesh *mesh_new)
+{
mesh_mutex.Lock();
//scene::SMesh *mesh_old = mesh[daynight_i];
}
mesh_mutex.Unlock();
-
- //std::cout<<"added "<<fastfaces.getSize()<<" faces."<<std::endl;
}
-
-/*void MapBlock::updateMeshes(s32 first_i)
-{
- assert(first_i >= 0 && first_i <= DAYNIGHT_CACHE_COUNT);
- updateMesh(first_i);
- for(s32 i=0; i<DAYNIGHT_CACHE_COUNT; i++)
- {
- if(i == first_i)
- continue;
- updateMesh(i);
- }
-}*/
-
+
#endif // !SERVER
/*
return block_below_is_valid;
}
+
void MapBlock::copyTo(VoxelManipulator &dst)
{
v3s16 data_size(MAP_BLOCKSIZE, MAP_BLOCKSIZE, MAP_BLOCKSIZE);
Step objects
*/
m_objects.step(dtime, server, daynight_ratio);
-
+
+#if 0
/*
Spawn some objects at random.
if(getNode(p).d == CONTENT_AIR
&& getNode(p).getLightBlend(daynight_ratio) <= 11)
{
- RatObject *obj = new RatObject(NULL, -1, intToFloat(p));
+ RatObject *obj = new RatObject(NULL, -1, intToFloat(p, BS));
addObject(obj);
}
}
}
}
+#endif
setChangedFlag();
}
// First byte
u8 flags = 0;
if(is_underground)
- flags |= 1;
+ flags |= 0x01;
if(m_day_night_differs)
- flags |= 2;
+ flags |= 0x02;
if(m_lighting_expired)
- flags |= 3;
+ flags |= 0x04;
os.write((char*)&flags, 1);
u32 nodecount = MAP_BLOCKSIZE*MAP_BLOCKSIZE*MAP_BLOCKSIZE;
*/
compress(databuf, os, version);
+
+ /*
+ NodeMetadata
+ */
+ if(version >= 14)
+ {
+ if(version <= 15)
+ {
+ try{
+ std::ostringstream oss(std::ios_base::binary);
+ m_node_metadata.serialize(oss);
+ os<<serializeString(oss.str());
+ }
+ // This will happen if the string is longer than 65535
+ catch(SerializationError &e)
+ {
+ // Use an empty string
+ os<<serializeString("");
+ }
+ }
+ else
+ {
+ std::ostringstream oss(std::ios_base::binary);
+ m_node_metadata.serialize(oss);
+ compressZlib(oss.str(), os);
+ //os<<serializeLongString(oss.str());
+ }
+ }
}
}
if(!ser_ver_supported(version))
throw VersionMismatchException("ERROR: MapBlock format not supported");
+ // These have no lighting info
+ if(version <= 1)
+ {
+ setLightingExpired(true);
+ }
+
// These have no compression
if(version <= 3 || version == 5 || version == 6)
{
u8 flags;
is.read((char*)&flags, 1);
- is_underground = (flags & 1) ? true : false;
- m_day_night_differs = (flags & 2) ? true : false;
- m_lighting_expired = (flags & 3) ? true : false;
+ is_underground = (flags & 0x01) ? true : false;
+ m_day_night_differs = (flags & 0x02) ? true : false;
+ m_lighting_expired = (flags & 0x04) ? true : false;
// Uncompress data
std::ostringstream os(std::ios_base::binary);
{
data[i].param2 = s[i+nodecount*2];
}
+
+ /*
+ NodeMetadata
+ */
+ if(version >= 14)
+ {
+ // Ignore errors
+ try{
+ if(version <= 15)
+ {
+ std::string data = deSerializeString(is);
+ std::istringstream iss(data, std::ios_base::binary);
+ m_node_metadata.deSerialize(iss);
+ }
+ else
+ {
+ //std::string data = deSerializeLongString(is);
+ std::ostringstream oss(std::ios_base::binary);
+ decompressZlib(is, oss);
+ std::istringstream iss(oss.str(), std::ios_base::binary);
+ m_node_metadata.deSerialize(iss);
+ }
+ }
+ catch(SerializationError &e)
+ {
+ dstream<<"WARNING: MapBlock::deSerialize(): Ignoring an error"
+ <<" while deserializing node metadata"<<std::endl;
+ }
+ }
}
/*