#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));
//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);
}
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);
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
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, 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;
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;
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;
}
}
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_parallax_occlusion = g_settings->getBool("enable_parallax_occlusion");
- video::E_MATERIAL_TYPE shadermat1, shadermat2, shadermat3,
- shadermat4, shadermat5;
- shadermat1 = shadermat2 = shadermat3 = shadermat4 = shadermat5 =
- video::EMT_SOLID;
-
- if (enable_shaders) {
- IShaderSource *shdrsrc = m_gamedef->getShaderSource();
- shadermat1 = shdrsrc->getShader("solids_shader").material;
- shadermat2 = shdrsrc->getShader("liquids_shader").material;
- shadermat3 = shdrsrc->getShader("alpha_shader").material;
- shadermat4 = shdrsrc->getShader("leaves_shader").material;
- shadermat5 = shdrsrc->getShader("plants_shader").material;
- }
-
for(u32 i = 0; i < collector.prebuffers.size(); i++)
{
PreMeshBuffer &p = collector.prebuffers[i];
// - Cracks
if(p.tile.material_flags & MATERIAL_FLAG_CRACK)
{
- ITextureSource *tsrc = data->m_gamedef->tsrc();
// Find the texture name plus ^[crack:N:
std::ostringstream os(std::ios::binary);
os<<tsrc->getTextureName(p.tile.texture_id)<<"^[crack";
// - 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.setTexture(0, p.tile.texture);
if (enable_shaders) {
- ITextureSource *tsrc = data->m_gamedef->tsrc();
+ 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")){
std::string fname_normal = fname_base.substr(0, pos) + normal_ext;
if (tsrc->isKnownSourceImage(fname_normal)) {
- // look for image extension and replace it
+ // 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);
}
}
}
- p.tile.applyMaterialOptionsWithShaders(material,
- shadermat1, shadermat2, shadermat3, shadermat4, shadermat5);
} else {
p.tile.applyMaterialOptions(material);
}
}
m_camera_offset = camera_offset;
-
+
/*
Do some stuff to the 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
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()));
- buf->getMaterial().setTexture(2, tsrc->getTexture("disable_img.png"));
- if (enable_shaders && (enable_bumpmapping || enable_parallax_occlusion))
- {
+ 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"));
}
}
}
+ }
}
// 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;