#include "settings.h"
#include "util/directiontables.h"
-float srgb_linear_multiply(float f, float m, float max)
+void applyContrast(video::SColor& color, float Factor)
{
- f = f * f; // SRGB -> Linear
- f *= m;
- f = sqrt(f); // Linear -> SRGB
- if(f > max)
- f = max;
- return f;
+ float r = color.getRed();
+ float g = color.getGreen();
+ float b = color.getBlue();
+ color.setRed(irr::core::clamp((int)sqrt(r * r * Factor), 0, 255));
+ color.setGreen(irr::core::clamp((int)sqrt(g * g * Factor), 0, 255));
+ color.setBlue(irr::core::clamp((int)sqrt(b * b * Factor), 0, 255));
}
/*
m_blockpos = block->getPos();
v3s16 blockpos_nodes = m_blockpos*MAP_BLOCKSIZE;
-
+
/*
Copy data
*/
Copy neighbors. This is lightning fast.
Copying only the borders would be *very* slow.
*/
-
+
// Get map
Map *map = block->getParent();
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));
Single light bank.
*/
static u8 getInteriorLight(enum LightBank bank, MapNode n, s32 increment,
- MeshMakeData *data)
+ INodeDefManager *ndef)
{
- INodeDefManager *ndef = data->m_gamedef->ndef();
u8 light = n.getLight(bank, ndef);
while(increment > 0)
Calculate non-smooth lighting at interior of node.
Both light banks.
*/
-u16 getInteriorLight(MapNode n, s32 increment, MeshMakeData *data)
+u16 getInteriorLight(MapNode n, s32 increment, INodeDefManager *ndef)
{
- u16 day = getInteriorLight(LIGHTBANK_DAY, n, increment, data);
- u16 night = getInteriorLight(LIGHTBANK_NIGHT, n, increment, data);
+ u16 day = getInteriorLight(LIGHTBANK_DAY, n, increment, ndef);
+ u16 night = getInteriorLight(LIGHTBANK_NIGHT, n, increment, ndef);
return day | (night << 8);
}
Single light bank.
*/
static u8 getFaceLight(enum LightBank bank, MapNode n, MapNode n2,
- v3s16 face_dir, MeshMakeData *data)
+ v3s16 face_dir, INodeDefManager *ndef)
{
- INodeDefManager *ndef = data->m_gamedef->ndef();
-
u8 light;
u8 l1 = n.getLight(bank, ndef);
u8 l2 = n2.getLight(bank, ndef);
//return decode_light(light_source);
light = light_source;
- // 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)
- light = diminish_light(light);
-
return decode_light(light);
}
Calculate non-smooth lighting at face of node.
Both light banks.
*/
-u16 getFaceLight(MapNode n, MapNode n2, v3s16 face_dir, MeshMakeData *data)
+u16 getFaceLight(MapNode n, MapNode n2, v3s16 face_dir, INodeDefManager *ndef)
{
- u16 day = getFaceLight(LIGHTBANK_DAY, n, n2, face_dir, data);
- u16 night = getFaceLight(LIGHTBANK_NIGHT, n, n2, face_dir, data);
+ u16 day = getFaceLight(LIGHTBANK_DAY, n, n2, face_dir, ndef);
+ u16 night = getFaceLight(LIGHTBANK_NIGHT, n, n2, face_dir, ndef);
return day | (night << 8);
}
for(u32 i=0; i<8; i++)
{
MapNode n = data->m_vmanip.getNodeNoEx(p - dirs8[i]);
+
+ // if it's CONTENT_IGNORE we can't do any light calculations
+ if (n.getContent() == CONTENT_IGNORE) {
+ continue;
+ }
+
const ContentFeatures &f = ndef->get(n);
if(f.light_source > light_source_max)
light_source_max = f.light_source;
light += decode_light(n.getLight(bank, ndef));
light_count++;
}
- else if(n.getContent() != CONTENT_IGNORE)
- {
+ else {
ambient_occlusion++;
}
}
if(light_count == 0)
return 255;
-
+
light /= light_count;
// Boost brightness around light sources
else assert(corner.Y == -1);
if(corner.Z == 1) p.Z += 1;
else assert(corner.Z == -1);
-
+
return getSmoothLight(p, data);
}
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,
};
- if(b < 0)
- b = 0;
- if(b > 255)
- b = 255;
b += emphase_blue_when_dark[b / 8];
+ b = irr::core::clamp (b, 0, 255);
// Artificial light is yellow-ish
static u8 emphase_yellow_when_artificial[16] = {
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 5, 10, 15, 15, 15
};
rg += emphase_yellow_when_artificial[night/16];
- if(rg < 0)
- rg = 0;
- if(rg > 255)
- rg = 255;
+ rg = irr::core::clamp (rg, 0, 255);
result.setRed(rg);
result.setGreen(rg);
v3f p, v3s16 dir, v3f scale, u8 light_source, std::vector<FastFace> &dest)
{
FastFace face;
-
+
// Position is at the center of the cube.
v3f pos = p * BS;
v3f vertex_pos[4];
v3s16 vertex_dirs[4];
getNodeVertexDirs(dir, vertex_dirs);
+
v3s16 t;
+ u16 t1;
switch (tile.rotation)
{
case 0:
vertex_dirs[3] = vertex_dirs[2];
vertex_dirs[2] = vertex_dirs[1];
vertex_dirs[1] = t;
+ t1=li0;
+ li0=li3;
+ li3=li2;
+ li2=li1;
+ li1=t1;
break;
case 2: //R180
t = vertex_dirs[0];
t = vertex_dirs[1];
vertex_dirs[1] = vertex_dirs[3];
vertex_dirs[3] = t;
+ t1 = li0;
+ li0 = li2;
+ li2 = t1;
+ t1 = li1;
+ li1 = li3;
+ li3 = t1;
break;
case 3: //R270
t = vertex_dirs[0];
vertex_dirs[1] = vertex_dirs[2];
vertex_dirs[2] = vertex_dirs[3];
vertex_dirs[3] = t;
+ t1 = li0;
+ li0 = li1;
+ li1 = li2;
+ li2 = li3;
+ li3 = t1;
break;
case 4: //FXR90
t = vertex_dirs[0];
vertex_dirs[3] = vertex_dirs[2];
vertex_dirs[2] = vertex_dirs[1];
vertex_dirs[1] = t;
+ t1 = li0;
+ li0 = li3;
+ li3 = li2;
+ li2 = li1;
+ li1 = t1;
y0 += h;
h *= -1;
break;
vertex_dirs[1] = vertex_dirs[2];
vertex_dirs[2] = vertex_dirs[3];
vertex_dirs[3] = t;
+ t1 = li0;
+ li0 = li1;
+ li1 = li2;
+ li2 = li3;
+ li3 = t1;
y0 += h;
h *= -1;
break;
vertex_dirs[3] = vertex_dirs[2];
vertex_dirs[2] = vertex_dirs[1];
vertex_dirs[1] = t;
+ t1 = li0;
+ li0 = li3;
+ li3 = li2;
+ li2 = li1;
+ li1 = t1;
x0 += w;
w *= -1;
break;
vertex_dirs[1] = vertex_dirs[2];
vertex_dirs[2] = vertex_dirs[3];
vertex_dirs[3] = t;
+ t1 = li0;
+ li0 = li1;
+ li1 = li2;
+ li2 = li3;
+ li3 = t1;
x0 += w;
w *= -1;
break;
default:
break;
}
+
for(u16 i=0; i<4; i++)
{
vertex_pos[i] = v3f(
vertex_pos[i] += pos;
}
- f32 abs_scale = 1.;
+ f32 abs_scale = 1.0;
if (scale.X < 0.999 || scale.X > 1.001) abs_scale = scale.X;
else if(scale.Y < 0.999 || scale.Y > 1.001) abs_scale = scale.Y;
else if(scale.Z < 0.999 || scale.Z > 1.001) abs_scale = scale.Z;
core::vector2d<f32>(x0+w*abs_scale, y0));
face.tile = tile;
-
dest.push_back(face);
}
if(m1 == CONTENT_IGNORE || m2 == CONTENT_IGNORE)
return 0;
-
+
bool contents_differ = (m1 != m2);
-
+
const ContentFeatures &f1 = ndef->get(m1);
const ContentFeatures &f2 = ndef->get(m2);
// Contents don't differ for different forms of same liquid
if(f1.sameLiquid(f2))
contents_differ = false;
-
+
u8 c1 = f1.solidness;
u8 c2 = f2.solidness;
if(makes_face == false)
return 0;
-
+
if(c1 == 0)
c1 = f1.visual_solidness;
if(c2 == 0)
c2 = f2.visual_solidness;
-
+
if(c1 == c2){
*equivalent = true;
// If same solidness, liquid takes precense
if(f2.isLiquid())
return 2;
}
-
+
if(c1 > c2)
return 1;
else
// Get rotation for things like chests
u8 facedir = mn.getFaceDir(ndef);
- assert(facedir <= 23);
+ if (facedir > 23)
+ facedir = 0;
static const u16 dir_to_tile[24 * 16] =
{
- // 0 +X +Y +Z -Z -Y -X -> value=tile,rotation
+ // 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 , 0,3 , 0,0, 1,1 , 3,2 , 5,1 ,
+ 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 , 0,1 , 0,0, 1,3 , 2,2 , 4,1 ,
+ 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, 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, 1,1 , 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, 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
-
+ 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;
TileSpec spec = getNodeTileN(mn, p, dir_to_tile[tile_index], data);
v3s16 blockpos_nodes = data->m_blockpos * MAP_BLOCKSIZE;
MapNode n0 = vmanip.getNodeNoEx(blockpos_nodes + p);
+
+ // Don't even try to get n1 if n0 is already CONTENT_IGNORE
+ if (n0.getContent() == CONTENT_IGNORE ) {
+ makes_face = false;
+ return;
+ }
MapNode n1 = vmanip.getNodeNoEx(blockpos_nodes + p + face_dir);
- TileSpec tile0 = getNodeTile(n0, p, face_dir, data);
- TileSpec tile1 = getNodeTile(n1, p + face_dir, -face_dir, data);
-
+
// This is hackish
bool equivalent = false;
u8 mf = face_contents(n0.getContent(), n1.getContent(),
}
makes_face = true;
-
+
if(mf == 1)
{
- tile = tile0;
+ tile = getNodeTile(n0, p, face_dir, data);
p_corrected = p;
face_dir_corrected = face_dir;
light_source = ndef->get(n0).light_source;
}
else
{
- tile = tile1;
+ tile = getNodeTile(n1, p + face_dir, -face_dir, data);
p_corrected = p + face_dir;
face_dir_corrected = -face_dir;
light_source = ndef->get(n1).light_source;
}
-
+
// eg. water and glass
if(equivalent)
tile.material_flags |= MATERIAL_FLAG_BACKFACE_CULLING;
if(data->m_smooth_lighting == false)
{
lights[0] = lights[1] = lights[2] = lights[3] =
- getFaceLight(n0, n1, face_dir, data);
+ getFaceLight(n0, n1, face_dir, ndef);
}
else
{
vertex_dirs[i], data);
}
}
-
+
return;
}
std::vector<FastFace> &dest)
{
v3s16 p = startpos;
-
+
u16 continuous_tiles_count = 0;
-
+
bool makes_face = false;
v3s16 p_corrected;
v3s16 face_dir_corrected;
u16 lights[4] = {0,0,0,0};
TileSpec tile;
u8 light_source = 0;
- getTileInfo(data, p, face_dir,
+ getTileInfo(data, p, face_dir,
makes_face, p_corrected, face_dir_corrected,
lights, tile, light_source);
{
// If tiling can be done, this is set to false in the next step
bool next_is_different = true;
-
+
v3s16 p_next;
-
+
bool next_makes_face = false;
v3s16 next_p_corrected;
v3s16 next_face_dir_corrected;
u16 next_lights[4] = {0,0,0,0};
TileSpec next_tile;
u8 next_light_source = 0;
-
+
// If at last position, there is nothing to compare to and
// the face must be drawn anyway
if(j != MAP_BLOCKSIZE - 1)
{
p_next = p + translate_dir;
-
+
getTileInfo(data, p_next, face_dir,
next_makes_face, next_p_corrected,
next_face_dir_corrected, next_lights,
next_tile, next_light_source);
-
+
if(next_makes_face == makes_face
&& next_p_corrected == p_corrected + translate_dir
&& next_face_dir_corrected == face_dir_corrected
}
continuous_tiles_count++;
-
+
if(next_is_different)
{
/*
{
scale.Z = continuous_tiles_count;
}
-
+
makeFastFace(tile, lights[0], lights[1], lights[2], lights[3],
sp, face_dir_corrected, scale, light_source,
dest);
-
+
g_profiler->avg("Meshgen: faces drawn by tiling", 0);
for(int i=1; i<continuous_tiles_count; i++){
g_profiler->avg("Meshgen: faces drawn by tiling", 1);
}
continuous_tiles_count = 0;
-
+
makes_face = next_makes_face;
p_corrected = next_p_corrected;
face_dir_corrected = next_face_dir_corrected;
tile = next_tile;
light_source = next_light_source;
}
-
+
p = p_next;
}
}
MapBlockMesh
*/
-MapBlockMesh::MapBlockMesh(MeshMakeData *data):
+MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
m_mesh(new scene::SMesh()),
m_gamedef(data->m_gamedef),
m_animation_force_timer(0), // force initial animation
const u16 indices[] = {0,1,2,2,3,0};
const u16 indices_alternate[] = {0,1,3,2,3,1};
-
+
if(f.tile.texture == NULL)
continue;
const u16 *indices_p = indices;
-
+
/*
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.getRed() != f.vertices[2].Color.getRed()
|| f.vertices[1].Color.getRed() == f.vertices[3].Color.getRed())
indices_p = indices_alternate;
-
+
collector.append(f.tile, f.vertices, 4, indices_p, 6);
}
}
*/
mapblock_mesh_generate_special(data, collector);
-
+
/*
Convert MeshCollector to SMesh
*/
+ ITextureSource *tsrc = m_gamedef->tsrc();
+ IShaderSource *shdrsrc = m_gamedef->getShaderSource();
+
+ bool enable_shaders = g_settings->getBool("enable_shaders");
bool enable_bumpmapping = g_settings->getBool("enable_bumpmapping");
- bool enable_shaders = g_settings->getBool("enable_shaders");
- video::E_MATERIAL_TYPE shadermat1 = m_gamedef->getShaderSource()->
- getShader("test_shader_1").material;
- video::E_MATERIAL_TYPE shadermat2 = m_gamedef->getShaderSource()->
- getShader("test_shader_2").material;
- video::E_MATERIAL_TYPE shadermat3 = m_gamedef->getShaderSource()->
- getShader("test_shader_3").material;
- video::E_MATERIAL_TYPE bumpmaps1 = m_gamedef->getShaderSource()->
- getShader("bumpmaps_solids").material;
- video::E_MATERIAL_TYPE bumpmaps2 = m_gamedef->getShaderSource()->
- getShader("bumpmaps_liquids").material;
+ bool enable_parallax_occlusion = g_settings->getBool("enable_parallax_occlusion");
for(u32 i = 0; i < collector.prebuffers.size(); i++)
{
// - Cracks
if(p.tile.material_flags & MATERIAL_FLAG_CRACK)
{
- ITextureSource *tsrc = data->m_gamedef->tsrc();
- std::string crack_basename = tsrc->getTextureName(p.tile.texture_id);
+ // Find the texture name plus ^[crack:N:
+ std::ostringstream os(std::ios::binary);
+ os<<tsrc->getTextureName(p.tile.texture_id)<<"^[crack";
if(p.tile.material_flags & MATERIAL_FLAG_CRACK_OVERLAY)
- crack_basename += "^[cracko";
- else
- crack_basename += "^[crack";
- m_crack_materials.insert(std::make_pair(i, crack_basename));
+ os<<"o"; // use ^[cracko
+ os<<":"<<(u32)p.tile.animation_frame_count<<":";
+ m_crack_materials.insert(std::make_pair(i, os.str()));
+ // Replace tile texture with the cracked one
+ p.tile.texture = tsrc->getTexture(
+ os.str()+"0",
+ &p.tile.texture_id);
}
// - Texture animation
if(p.tile.material_flags & MATERIAL_FLAG_ANIMATION_VERTICAL_FRAMES)
{
- ITextureSource *tsrc = data->m_gamedef->tsrc();
// Add to MapBlockMesh in order to animate these tiles
m_animation_tiles[i] = p.tile;
m_animation_frames[i] = 0;
os.str(),
&p.tile.texture_id);
}
- // - Classic lighting (shaders handle this by themselves)
- if(!enable_shaders)
+
+ for(u32 j = 0; j < p.vertices.size(); j++)
{
- for(u32 j = 0; j < p.vertices.size(); j++)
+ video::SColor &vc = p.vertices[j].Color;
+ if(p.vertices[j].Normal.Y > 0.5) {
+ applyContrast (vc, 1.2);
+ } else if (p.vertices[j].Normal.Y < -0.5) {
+ applyContrast (vc, 0.3);
+ } else if (p.vertices[j].Normal.X > 0.5) {
+ applyContrast (vc, 0.5);
+ } else if (p.vertices[j].Normal.X < -0.5) {
+ applyContrast (vc, 0.5);
+ } else if (p.vertices[j].Normal.Z > 0.5) {
+ applyContrast (vc, 0.8);
+ } else if (p.vertices[j].Normal.Z < -0.5) {
+ applyContrast (vc, 0.8);
+ }
+ if(!enable_shaders)
{
- video::SColor &vc = p.vertices[j].Color;
+ // - 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)
m_daynight_diffs[i][j] = std::make_pair(day, night);
- // Brighten topside (no shaders)
- if(p.vertices[j].Normal.Y > 0.5)
- {
- vc.setRed (srgb_linear_multiply(vc.getRed(), 1.3, 255.0));
- vc.setGreen(srgb_linear_multiply(vc.getGreen(), 1.3, 255.0));
- vc.setBlue (srgb_linear_multiply(vc.getBlue(), 1.3, 255.0));
- }
}
}
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);
- material.MaterialType
- = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
+ //material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
material.setTexture(0, p.tile.texture);
- if (enable_shaders)
- {
- if (enable_bumpmapping)
- {
- ITextureSource *tsrc = data->m_gamedef->tsrc();
- std::string basename,normal,replace;
- replace = "_normal.png";
- basename = tsrc->getTextureName(p.tile.texture_id);
- unsigned pos = basename.find(".");
- normal = basename.substr (0, pos) + replace;
- if (tsrc->isKnownSourceImage(normal))
- {
- // look for image extension and replace it
- for(std::string::size_type i = 0; (i = basename.find(".", i)) != std::string::npos;)
- {
- basename.replace(i, 4, replace);
- i += replace.length();
- }
- material.setTexture(1, tsrc->getTexture(basename));
- p.tile.applyMaterialOptionsWithShaders(material, bumpmaps1,bumpmaps2, shadermat3);
- }
- else
- p.tile.applyMaterialOptionsWithShaders(material, shadermat1, shadermat2, shadermat3);
+
+ if (enable_shaders) {
+ material.MaterialType = shdrsrc->getShaderInfo(p.tile.shader_id).material;
+ p.tile.applyMaterialOptionsWithShaders(material);
+ material.setTexture(2, tsrc->getTexture("disable_img.png"));
+ if (enable_bumpmapping || enable_parallax_occlusion) {
+ if (tsrc->isKnownSourceImage("override_normal.png")){
+ material.setTexture(1, tsrc->getTexture("override_normal.png"));
+ material.setTexture(2, tsrc->getTexture("enable_img.png"));
+ } else {
+ std::string fname_base = tsrc->getTextureName(p.tile.texture_id);
+ std::string normal_ext = "_normal.png";
+ size_t pos = fname_base.find(".");
+ std::string fname_normal = fname_base.substr(0, pos) + normal_ext;
+
+ if (tsrc->isKnownSourceImage(fname_normal)) {
+ // look for image extension and replace it
+ size_t i = 0;
+ while ((i = fname_base.find(".", i)) != std::string::npos) {
+ fname_base.replace(i, 4, normal_ext);
+ i += normal_ext.length();
+ }
+ material.setTexture(1, tsrc->getTexture(fname_base));
+ material.setTexture(2, tsrc->getTexture("enable_img.png"));
}
- else
- p.tile.applyMaterialOptionsWithShaders(material, shadermat1, shadermat2, shadermat3);
+ }
}
- else
+ } else {
p.tile.applyMaterialOptions(material);
-
+ }
// Create meshbuffer
// This is a "Standard MeshBuffer",
&p.indices[0], p.indices.size());
}
+ m_camera_offset = camera_offset;
+
/*
Do some stuff to the mesh
*/
- translateMesh(m_mesh, intToFloat(data->m_blockpos * MAP_BLOCKSIZE, BS));
+ translateMesh(m_mesh, intToFloat(data->m_blockpos * MAP_BLOCKSIZE - camera_offset, BS));
if(m_mesh)
{
the hardware buffer and then delete the mesh
*/
}
-
+
//std::cout<<"added "<<fastfaces.getSize()<<" faces."<<std::endl;
// Check if animation is required for this mesh
bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_ratio)
{
- bool enable_shaders = (g_settings->getS32("enable_shaders") > 0);
+ bool enable_shaders = g_settings->getBool("enable_shaders");
bool enable_bumpmapping = g_settings->getBool("enable_bumpmapping");
-
+ bool enable_parallax_occlusion = g_settings->getBool("enable_parallax_occlusion");
+
if(!m_has_animation)
{
m_animation_force_timer = 100000;
ITextureSource *tsrc = m_gamedef->getTextureSource();
std::ostringstream os;
os<<basename<<crack;
- buf->getMaterial().setTexture(0,
- tsrc->getTexture(os.str()));
+ u32 new_texture_id = 0;
+ video::ITexture *new_texture =
+ tsrc->getTexture(os.str(), &new_texture_id);
+ buf->getMaterial().setTexture(0, new_texture);
+
+ // 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()){
+ TileSpec &tile = anim_iter->second;
+ tile.texture = new_texture;
+ tile.texture_id = new_texture_id;
+ // force animation update
+ m_animation_frames[i->first] = -1;
+ }
}
m_last_crack = crack;
}
-
+
// Texture animation
for(std::map<u32, TileSpec>::iterator
i = m_animation_tiles.begin();
scene::IMeshBuffer *buf = m_mesh->getMeshBuffer(i->first);
ITextureSource *tsrc = m_gamedef->getTextureSource();
+ IShaderSource *shdrsrc = m_gamedef->getShaderSource();
// Create new texture name from original
std::ostringstream os(std::ios::binary);
os<<"^[verticalframe:"<<(int)tile.animation_frame_count<<":"<<frame;
// Set the texture
buf->getMaterial().setTexture(0, tsrc->getTexture(os.str()));
- if (enable_shaders && enable_bumpmapping)
- {
- std::string basename,normal;
- basename = tsrc->getTextureName(tile.texture_id);
- unsigned pos;
- pos = basename.find(".");
- normal = basename.substr (0, pos);
- normal += "_normal.png";
- os.str("");
- os<<normal<<"^[verticalframe:"<<(int)tile.animation_frame_count<<":"<<frame;
- if (tsrc->isKnownSourceImage(normal))
- buf->getMaterial().setTexture(1, tsrc->getTexture(os.str()));
+ if (enable_shaders){
+ buf->getMaterial().setTexture(2, tsrc->getTexture("disable_img.png"));
+ buf->getMaterial().MaterialType = shdrsrc->getShaderInfo(tile.shader_id).material;
+ if (enable_bumpmapping || enable_parallax_occlusion){
+ if (tsrc->isKnownSourceImage("override_normal.png")){
+ buf->getMaterial().setTexture(1, tsrc->getTexture("override_normal.png"));
+ buf->getMaterial().setTexture(2, tsrc->getTexture("enable_img.png"));
+ } else {
+ std::string fname_base,fname_normal;
+ fname_base = tsrc->getTextureName(tile.texture_id);
+ unsigned pos;
+ pos = fname_base.find(".");
+ fname_normal = fname_base.substr (0, pos);
+ fname_normal += "_normal.png";
+ if (tsrc->isKnownSourceImage(fname_normal)){
+ os.str("");
+ os<<fname_normal<<"^[verticalframe:"<<(int)tile.animation_frame_count<<":"<<frame;
+ buf->getMaterial().setTexture(1, tsrc->getTexture(os.str()));
+ buf->getMaterial().setTexture(2, tsrc->getTexture("enable_img.png"));
+ }
+ }
}
+ }
}
// Day-night transition
u8 night = j->second.second;
finalColorBlend(vertices[vertexIndex].Color,
day, night, daynight_ratio);
- // Brighten topside (no shaders)
- if(vertices[vertexIndex].Normal.Y > 0.5)
- {
- video::SColor &vc = vertices[vertexIndex].Color;
- vc.setRed (srgb_linear_multiply(vc.getRed(), 1.3, 255.0));
- vc.setGreen(srgb_linear_multiply(vc.getGreen(), 1.3, 255.0));
- vc.setBlue (srgb_linear_multiply(vc.getBlue(), 1.3, 255.0));
- }
}
}
m_last_daynight_ratio = daynight_ratio;
return true;
}
+void MapBlockMesh::updateCameraOffset(v3s16 camera_offset)
+{
+ if (camera_offset != m_camera_offset) {
+ translateMesh(m_mesh, intToFloat(m_camera_offset-camera_offset, BS));
+ m_camera_offset = camera_offset;
+ }
+}
+
/*
MeshCollector
*/