]> git.lizzy.rs Git - minetest.git/blobdiff - src/mapblock_mesh.cpp
Simple decorations: Fix range check for deco->deco_param2
[minetest.git] / src / mapblock_mesh.cpp
index 6ae9dec14bf040c934887910e7b6a21cba2c061a..00f83e7ab79c9a80fc48ab0e5a08fb4acc63d2fd 100644 (file)
@@ -33,26 +33,26 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "util/directiontables.h"
 #include <IMeshManipulator.h>
 
-static void applyFacesShading(video::SColor& color, float factor)
+static void applyFacesShading(video::SColor &color, const float factor)
 {
-       color.setRed(core::clamp(core::round32(color.getRed()*factor), 0, 255));
-       color.setGreen(core::clamp(core::round32(color.getGreen()*factor), 0, 255));
+       color.setRed(core::clamp(core::round32(color.getRed() * factor), 0, 255));
+       color.setGreen(core::clamp(core::round32(color.getGreen() * factor), 0, 255));
 }
 
 /*
        MeshMakeData
 */
 
-MeshMakeData::MeshMakeData(IGameDef *gamedef, bool use_shaders):
+MeshMakeData::MeshMakeData(IGameDef *gamedef, bool use_shaders,
+               bool use_tangent_vertices):
        m_vmanip(),
        m_blockpos(-1337,-1337,-1337),
        m_crack_pos_relative(-1337, -1337, -1337),
-       m_highlighted_pos_relative(-1337, -1337, -1337),
        m_smooth_lighting(false),
        m_show_hud(false),
-       m_highlight_mesh_color(255, 255, 255, 255),
        m_gamedef(gamedef),
-       m_use_shaders(use_shaders)
+       m_use_shaders(use_shaders),
+       m_use_tangent_vertices(use_tangent_vertices)
 {}
 
 void MeshMakeData::fill(MapBlock *block)
@@ -138,12 +138,6 @@ void MeshMakeData::setCrack(int crack_level, v3s16 crack_pos)
                m_crack_pos_relative = crack_pos - m_blockpos*MAP_BLOCKSIZE;
 }
 
-void MeshMakeData::setHighlighted(v3s16 highlighted_pos, bool show_hud)
-{
-       m_show_hud = show_hud;
-       m_highlighted_pos_relative = highlighted_pos - m_blockpos*MAP_BLOCKSIZE;
-}
-
 void MeshMakeData::setSmoothLighting(bool smooth_lighting)
 {
        m_smooth_lighting = smooth_lighting;
@@ -845,7 +839,7 @@ static void updateFastFaceRow(
 {
        v3s16 p = startpos;
 
-       u16 continuous_tiles_count = 0;
+       u16 continuous_tiles_count = 1;
 
        bool makes_face = false;
        v3s16 p_corrected;
@@ -891,11 +885,12 @@ static void updateFastFaceRow(
                                        && next_lights[3] == lights[3]
                                        && next_tile == tile
                                        && tile.rotation == 0
-                                       && next_light_source == light_source)
-                       {
+                                       && next_light_source == light_source
+                                       && (tile.material_flags & MATERIAL_FLAG_TILEABLE_HORIZONTAL)
+                                       && (tile.material_flags & MATERIAL_FLAG_TILEABLE_VERTICAL)) {
                                next_is_different = false;
-                       }
-                       else{
+                               continuous_tiles_count++;
+                       } else {
                                /*if(makes_face){
                                        g_profiler->add("Meshgen: diff: next_makes_face != makes_face",
                                                        next_makes_face != makes_face ? 1 : 0);
@@ -920,8 +915,6 @@ static void updateFastFaceRow(
                                g_profiler->add("Meshgen: diff: last position", 1);*/
                }
 
-               continuous_tiles_count++;
-
                if(next_is_different)
                {
                        /*
@@ -933,8 +926,6 @@ static void updateFastFaceRow(
                                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 - 0.5) * translate_dir_f;
-                               if(continuous_tiles_count != 1)
-                                       sp += translate_dir_f;
                                v3f scale(1,1,1);
 
                                if(translate_dir.X != 0) {
@@ -957,19 +948,18 @@ static void updateFastFaceRow(
                                }
                        }
 
-                       continuous_tiles_count = 0;
-
-                       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;
-                       light_source = next_light_source;
+                       continuous_tiles_count = 1;
                }
 
+               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;
+               light_source = next_light_source;
                p = p_next;
        }
 }
@@ -1031,17 +1021,18 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
        m_mesh(new scene::SMesh()),
        m_minimap_mapblock(NULL),
        m_gamedef(data->m_gamedef),
+       m_driver(m_gamedef->tsrc()->getDevice()->getVideoDriver()),
        m_tsrc(m_gamedef->getTextureSource()),
        m_shdrsrc(m_gamedef->getShaderSource()),
        m_animation_force_timer(0), // force initial animation
        m_last_crack(-1),
        m_crack_materials(),
-       m_highlighted_materials(),
        m_last_daynight_ratio((u32) -1),
        m_daynight_diffs()
 {
        m_enable_shaders = data->m_use_shaders;
-       m_enable_highlighting = g_settings->getBool("enable_node_highlighting");
+       m_use_tangent_vertices = data->m_use_tangent_vertices;
+       m_enable_vbo = g_settings->getBool("enable_vbo");
 
        if (g_settings->getBool("enable_minimap")) {
                m_minimap_mapblock = new MinimapMapblock;
@@ -1074,15 +1065,14 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
                Convert FastFaces to MeshCollector
        */
 
-       MeshCollector collector;
+       MeshCollector collector(m_use_tangent_vertices);
 
        {
                // avg 0ms (100ms spikes when loading textures the first time)
                // (NOTE: probably outdated)
                //TimeTaker timer2("MeshCollector building");
 
-               for(u32 i=0; i<fastfaces_new.size(); i++)
-               {
+               for (u32 i = 0; i < fastfaces_new.size(); i++) {
                        FastFace &f = fastfaces_new[i];
 
                        const u16 indices[] = {0,1,2,2,3,0};
@@ -1116,8 +1106,6 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
 
        mapblock_mesh_generate_special(data, collector);
 
-       m_highlight_mesh_color = data->m_highlight_mesh_color;
-
        /*
                Convert MeshCollector to SMesh
        */
@@ -1162,38 +1150,43 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
                        p.tile.texture = animation_frame.texture;
                }
 
-               if(m_enable_highlighting && p.tile.material_flags & MATERIAL_FLAG_HIGHLIGHTED)
-                       m_highlighted_materials.push_back(i);
-
-               for(u32 j = 0; j < p.vertices.size(); j++)
-               {
-                       video::S3DVertexTangents *vertex = &p.vertices[j];
+               u32 vertex_count = m_use_tangent_vertices ?
+                       p.tangent_vertices.size() : p.vertices.size();
+               for (u32 j = 0; j < vertex_count; j++) {
+                       v3f *Normal;
+                       video::SColor *vc;
+                       if (m_use_tangent_vertices) {
+                               vc = &p.tangent_vertices[j].Color;
+                               Normal = &p.tangent_vertices[j].Normal;
+                       } else {
+                               vc = &p.vertices[j].Color;
+                               Normal = &p.vertices[j].Normal;
+                       }
                        // Note applyFacesShading second parameter is precalculated sqrt
                        // value for speed improvement
                        // Skip it for lightsources and top faces.
-                       video::SColor &vc = vertex->Color;
-                       if (!vc.getBlue()) {
-                               if (vertex->Normal.Y < -0.5) {
-                                       applyFacesShading (vc, 0.447213);
-                               } else if (vertex->Normal.X > 0.5) {
-                                       applyFacesShading (vc, 0.670820);
-                               } else if (vertex->Normal.X < -0.5) {
-                                       applyFacesShading (vc, 0.670820);
-                               } else if (vertex->Normal.Z > 0.5) {
-                                       applyFacesShading (vc, 0.836660);
-                               } else if (vertex->Normal.Z < -0.5) {
-                                       applyFacesShading (vc, 0.836660);
+                       if (!vc->getBlue()) {
+                               if (Normal->Y < -0.5) {
+                                       applyFacesShading(*vc, 0.447213);
+                               } else if (Normal->X > 0.5) {
+                                       applyFacesShading(*vc, 0.670820);
+                               } else if (Normal->X < -0.5) {
+                                       applyFacesShading(*vc, 0.670820);
+                               } else if (Normal->Z > 0.5) {
+                                       applyFacesShading(*vc, 0.836660);
+                               } else if (Normal->Z < -0.5) {
+                                       applyFacesShading(*vc, 0.836660);
                                }
                        }
-                       if(!m_enable_shaders)
-                       {
+                       if (!m_enable_shaders) {
                                // - Classic lighting (shaders handle this by themselves)
                                // Set initial real color and store for later updates
-                               u8 day = vc.getRed();
-                               u8 night = vc.getGreen();
-                               finalColorBlend(vc, day, night, 1000);
-                               if(day != night)
+                               u8 day = vc->getRed();
+                               u8 night = vc->getGreen();
+                               finalColorBlend(*vc, day, night, 1000);
+                               if (day != night) {
                                        m_daynight_diffs[i][j] = std::make_pair(day, night);
+                               }
                        }
                }
 
@@ -1205,46 +1198,57 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
                material.setFlag(video::EMF_FOG_ENABLE, true);
                material.setTexture(0, p.tile.texture);
 
-               if (p.tile.material_flags & MATERIAL_FLAG_HIGHLIGHTED) {
-                       material.MaterialType = video::EMT_TRANSPARENT_ADD_COLOR;
-               } else {
-                       if (m_enable_shaders) {
-                               material.MaterialType = m_shdrsrc->getShaderInfo(p.tile.shader_id).material;
-                               p.tile.applyMaterialOptionsWithShaders(material);
-                               if (p.tile.normal_texture) {
-                                       material.setTexture(1, p.tile.normal_texture);
-                               }
-                               material.setTexture(2, p.tile.flags_texture);
-                       } else {
-                               p.tile.applyMaterialOptions(material);
+               if (m_enable_shaders) {
+                       material.MaterialType = m_shdrsrc->getShaderInfo(p.tile.shader_id).material;
+                       p.tile.applyMaterialOptionsWithShaders(material);
+                       if (p.tile.normal_texture) {
+                               material.setTexture(1, p.tile.normal_texture);
                        }
+                       material.setTexture(2, p.tile.flags_texture);
+               } else {
+                       p.tile.applyMaterialOptions(material);
                }
 
-       // Create meshbuffer
-       scene::SMeshBufferTangents *buf = new scene::SMeshBufferTangents();
-       // Set material
-       buf->Material = material;
-       // Add to mesh
-       m_mesh->addMeshBuffer(buf);
-       // Mesh grabbed it
-       buf->drop();
-       buf->append(&p.vertices[0], p.vertices.size(),
-               &p.indices[0], p.indices.size());
-}
-       m_camera_offset = camera_offset;
+               scene::SMesh *mesh = (scene::SMesh *)m_mesh;
+
+               // Create meshbuffer, add to mesh
+               if (m_use_tangent_vertices) {
+                       scene::SMeshBufferTangents *buf = new scene::SMeshBufferTangents();
+                       // Set material
+                       buf->Material = material;
+                       // Add to mesh
+                       mesh->addMeshBuffer(buf);
+                       // Mesh grabbed it
+                       buf->drop();
+                       buf->append(&p.tangent_vertices[0], p.tangent_vertices.size(),
+                               &p.indices[0], p.indices.size());
+               } else {
+                       scene::SMeshBuffer *buf = new scene::SMeshBuffer();
+                       // Set material
+                       buf->Material = material;
+                       // Add to mesh
+                       mesh->addMeshBuffer(buf);
+                       // Mesh grabbed it
+                       buf->drop();
+                       buf->append(&p.vertices[0], p.vertices.size(),
+                               &p.indices[0], p.indices.size());
+               }
+       }
 
        /*
                Do some stuff to the mesh
        */
+       m_camera_offset = camera_offset;
+       translateMesh(m_mesh,
+               intToFloat(data->m_blockpos * MAP_BLOCKSIZE - camera_offset, BS));
 
-       translateMesh(m_mesh, intToFloat(data->m_blockpos * MAP_BLOCKSIZE - camera_offset, BS));
-
-       if (m_enable_shaders) {
-               scene::IMeshManipulator* meshmanip = m_gamedef->getSceneManager()->getMeshManipulator();
+       if (m_use_tangent_vertices) {
+               scene::IMeshManipulator* meshmanip =
+                       m_gamedef->getSceneManager()->getMeshManipulator();
                meshmanip->recalculateTangents(m_mesh, true, false, false);
        }
 
-       if(m_mesh)
+       if (m_mesh)
        {
 #if 0
                // Usually 1-700 faces and 1-7 materials
@@ -1254,14 +1258,9 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
 #endif
 
                // Use VBO for mesh (this just would set this for ever buffer)
-               // This will lead to infinite memory usage because or irrlicht.
-               //m_mesh->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
-               */
+               if (m_enable_vbo) {
+                       m_mesh->setHardwareMappingHint(scene::EHM_STATIC);
+               }
        }
 
        //std::cout<<"added "<<fastfaces.getSize()<<" faces."<<std::endl;
@@ -1270,12 +1269,17 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
        m_has_animation =
                !m_crack_materials.empty() ||
                !m_daynight_diffs.empty() ||
-               !m_animation_tiles.empty() ||
-               !m_highlighted_materials.empty();
+               !m_animation_tiles.empty();
 }
 
 MapBlockMesh::~MapBlockMesh()
 {
+       if (m_enable_vbo && m_mesh) {
+               for (u32 i = 0; i < m_mesh->getMeshBufferCount(); i++) {
+                       scene::IMeshBuffer *buf = m_mesh->getMeshBuffer(i);
+                       m_driver->removeHardwareBuffer(buf);
+               }
+       }
        m_mesh->drop();
        m_mesh = NULL;
        delete m_minimap_mapblock;
@@ -1294,10 +1298,8 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat
        // Cracks
        if(crack != m_last_crack)
        {
-               for(std::map<u32, std::string>::iterator
-                               i = m_crack_materials.begin();
-                               i != m_crack_materials.end(); ++i)
-               {
+               for (UNORDERED_MAP<u32, std::string>::iterator i = m_crack_materials.begin();
+                               i != m_crack_materials.end(); ++i) {
                        scene::IMeshBuffer *buf = m_mesh->getMeshBuffer(i->first);
                        std::string basename = i->second;
 
@@ -1311,9 +1313,9 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat
 
                        // If the current material is also animated,
                        // update animation info
-                       std::map<u32, TileSpec>::iterator anim_iter =
-                               m_animation_tiles.find(i->first);
-                       if(anim_iter != m_animation_tiles.end()){
+                       UNORDERED_MAP<u32, TileSpec>::iterator anim_iter =
+                                       m_animation_tiles.find(i->first);
+                       if (anim_iter != m_animation_tiles.end()){
                                TileSpec &tile = anim_iter->second;
                                tile.texture = new_texture;
                                tile.texture_id = new_texture_id;
@@ -1326,10 +1328,8 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat
        }
 
        // Texture animation
-       for(std::map<u32, TileSpec>::iterator
-                       i = m_animation_tiles.begin();
-                       i != m_animation_tiles.end(); ++i)
-       {
+       for (UNORDERED_MAP<u32, TileSpec>::iterator i = m_animation_tiles.begin();
+                       i != m_animation_tiles.end(); ++i) {
                const TileSpec &tile = i->second;
                // Figure out current frame
                int frameoffset = m_animation_frame_offsets[i->first];
@@ -1356,12 +1356,16 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat
        // Day-night transition
        if(!m_enable_shaders && (daynight_ratio != m_last_daynight_ratio))
        {
+               // Force reload mesh to VBO
+               if (m_enable_vbo) {
+                       m_mesh->setDirty();
+               }
                for(std::map<u32, std::map<u32, std::pair<u8, u8> > >::iterator
                                i = m_daynight_diffs.begin();
                                i != m_daynight_diffs.end(); ++i)
                {
                        scene::IMeshBuffer *buf = m_mesh->getMeshBuffer(i->first);
-                       video::S3DVertexTangents *vertices = (video::S3DVertexTangents *)buf->getVertices();
+                       video::S3DVertex *vertices = (video::S3DVertex *)buf->getVertices();
                        for(std::map<u32, std::pair<u8, u8 > >::iterator
                                        j = i->second.begin();
                                        j != i->second.end(); ++j)
@@ -1374,30 +1378,6 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat
                m_last_daynight_ratio = daynight_ratio;
        }
 
-       // Node highlighting
-       if (m_enable_highlighting) {
-               u8 day = m_highlight_mesh_color.getRed();
-               u8 night = m_highlight_mesh_color.getGreen();
-               video::SColor hc;
-               finalColorBlend(hc, day, night, daynight_ratio);
-               float sin_r = 0.07 * sin(1.5 * time);
-               float sin_g = 0.07 * sin(1.5 * time + irr::core::PI * 0.5);
-               float sin_b = 0.07 * sin(1.5 * time + irr::core::PI);
-               hc.setRed(core::clamp(core::round32(hc.getRed() * (0.8 + sin_r)), 0, 255));
-               hc.setGreen(core::clamp(core::round32(hc.getGreen() * (0.8 + sin_g)), 0, 255));
-               hc.setBlue(core::clamp(core::round32(hc.getBlue() * (0.8 + sin_b)), 0, 255));
-
-               for(std::list<u32>::iterator
-                       i = m_highlighted_materials.begin();
-                       i != m_highlighted_materials.end(); ++i)
-               {
-                       scene::IMeshBuffer *buf = m_mesh->getMeshBuffer(*i);
-                       video::S3DVertexTangents *vertices = (video::S3DVertexTangents*)buf->getVertices();
-                       for (u32 j = 0; j < buf->getVertexCount() ;j++)
-                               vertices[j].Color = hc;
-               }
-       }
-
        return true;
 }
 
@@ -1405,6 +1385,9 @@ void MapBlockMesh::updateCameraOffset(v3s16 camera_offset)
 {
        if (camera_offset != m_camera_offset) {
                translateMesh(m_mesh, intToFloat(m_camera_offset-camera_offset, BS));
+               if (m_enable_vbo) {
+                       m_mesh->setDirty();
+               }
                m_camera_offset = camera_offset;
        }
 }
@@ -1441,16 +1424,26 @@ void MeshCollector::append(const TileSpec &tile,
                p = &prebuffers[prebuffers.size() - 1];
        }
 
-       u32 vertex_count = p->vertices.size();
-       for (u32 i = 0; i < numIndices; i++)    {
-               u32 j = indices[i] + vertex_count;
-               p->indices.push_back(j);
+       u32 vertex_count;
+       if (m_use_tangent_vertices) {
+               vertex_count = p->tangent_vertices.size();
+               for (u32 i = 0; i < numVertices; i++) {
+                       video::S3DVertexTangents vert(vertices[i].Pos, vertices[i].Normal,
+                               vertices[i].Color, vertices[i].TCoords);
+                       p->tangent_vertices.push_back(vert);
+               }
+       } else {
+               vertex_count = p->vertices.size();
+               for (u32 i = 0; i < numVertices; i++) {
+                       video::S3DVertex vert(vertices[i].Pos, vertices[i].Normal,
+                               vertices[i].Color, vertices[i].TCoords);
+                       p->vertices.push_back(vert);
+               }
        }
 
-       for (u32 i = 0; i < numVertices; i++) {
-               video::S3DVertexTangents vert(vertices[i].Pos, vertices[i].Normal,
-                       vertices[i].Color, vertices[i].TCoords);
-               p->vertices.push_back(vert);
+       for (u32 i = 0; i < numIndices; i++) {
+               u32 j = indices[i] + vertex_count;
+               p->indices.push_back(j);
        }
 }
 
@@ -1487,15 +1480,25 @@ void MeshCollector::append(const TileSpec &tile,
                p = &prebuffers[prebuffers.size() - 1];
        }
 
-       u32 vertex_count = p->vertices.size();
+       u32 vertex_count;
+       if (m_use_tangent_vertices) {
+               vertex_count = p->tangent_vertices.size();
+               for (u32 i = 0; i < numVertices; i++) {
+                       video::S3DVertexTangents vert(vertices[i].Pos + pos,
+                               vertices[i].Normal, c, vertices[i].TCoords);
+                       p->tangent_vertices.push_back(vert);
+               }
+       } else {
+               vertex_count = p->vertices.size();
+               for (u32 i = 0; i < numVertices; i++) {
+                       video::S3DVertex vert(vertices[i].Pos + pos,
+                               vertices[i].Normal, c, vertices[i].TCoords);
+                       p->vertices.push_back(vert);
+               }
+       }
+
        for (u32 i = 0; i < numIndices; i++) {
                u32 j = indices[i] + vertex_count;
                p->indices.push_back(j);
        }
-
-       for (u32 i = 0; i < numVertices; i++) {
-               video::S3DVertexTangents vert(vertices[i].Pos + pos, vertices[i].Normal,
-                       c, vertices[i].TCoords);
-               p->vertices.push_back(vert);
-       }
 }