]> git.lizzy.rs Git - minetest.git/blobdiff - src/mapblock_mesh.cpp
Do not allow the m_transforming_liquid queue to increase until all RAM is consumed
[minetest.git] / src / mapblock_mesh.cpp
index b29d07319f44b09282152603412e980752642c5d..29b0e92f5855a117f3a113d3536bebd53aed5d48 100644 (file)
@@ -32,11 +32,10 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "settings.h"
 #include "util/directiontables.h"
 
-static void applyContrast(video::SColor& color, float factor)
+static void applyFacesShading(video::SColor& color, 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.setBlue(core::clamp(core::round32(color.getBlue()*factor), 0, 255));
 }
 
 /*
@@ -47,7 +46,10 @@ MeshMakeData::MeshMakeData(IGameDef *gamedef):
        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)
 {}
 
@@ -63,8 +65,9 @@ void MeshMakeData::fill(MapBlock *block)
 
        // 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)));
+       VoxelArea voxel_area(blockpos_nodes - v3s16(1,1,1) * MAP_BLOCKSIZE,
+                       blockpos_nodes + v3s16(1,1,1) * MAP_BLOCKSIZE*2-v3s16(1,1,1));
+       m_vmanip.addArea(voxel_area);
 
        {
                //TimeTaker timer("copy central block data");
@@ -133,6 +136,12 @@ 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;
@@ -194,10 +203,7 @@ static u8 getFaceLight(enum LightBank bank, MapNode n, MapNode n2,
        // Boost light level for light sources
        u8 light_source = MYMAX(ndef->get(n).light_source,
                        ndef->get(n2).light_source);
-       //if(light_source >= light)
-               //return decode_light(undiminish_light(light_source));
        if(light_source > light)
-               //return decode_light(light_source);
                light = light_source;
 
        return decode_light(light);
@@ -216,11 +222,11 @@ u16 getFaceLight(MapNode n, MapNode n2, v3s16 face_dir, INodeDefManager *ndef)
 
 /*
        Calculate smooth lighting at the XYZ- corner of p.
-       Single light bank.
+       Both light banks
 */
-static u8 getSmoothLight(enum LightBank bank, v3s16 p, MeshMakeData *data)
+static u16 getSmoothLightCombined(v3s16 p, MeshMakeData *data)
 {
-       static v3s16 dirs8[8] = {
+       static const v3s16 dirs8[8] = {
                v3s16(0,0,0),
                v3s16(0,0,1),
                v3s16(0,1,0),
@@ -234,10 +240,12 @@ static u8 getSmoothLight(enum LightBank bank, v3s16 p, MeshMakeData *data)
        INodeDefManager *ndef = data->m_gamedef->ndef();
 
        u16 ambient_occlusion = 0;
-       u16 light = 0;
        u16 light_count = 0;
        u8 light_source_max = 0;
-       for(u32 i=0; i<8; i++)
+       u16 light_day = 0;
+       u16 light_night = 0;
+
+       for (u32 i = 0; i < 8; i++)
        {
                MapNode n = data->m_vmanip.getNodeNoEx(p - dirs8[i]);
 
@@ -247,56 +255,53 @@ static u8 getSmoothLight(enum LightBank bank, v3s16 p, MeshMakeData *data)
                }
 
                const ContentFeatures &f = ndef->get(n);
-               if(f.light_source > light_source_max)
+               if (f.light_source > light_source_max)
                        light_source_max = f.light_source;
-               // Check f.solidness because fast-style leaves look
-               // better this way
-               if(f.param_type == CPT_LIGHT && f.solidness != 2)
-               {
-                       light += decode_light(n.getLight(bank, ndef));
+               // Check f.solidness because fast-style leaves look better this way
+               if (f.param_type == CPT_LIGHT && f.solidness != 2) {
+                       light_day += decode_light(n.getLightNoChecks(LIGHTBANK_DAY, &f));
+                       light_night += decode_light(n.getLightNoChecks(LIGHTBANK_NIGHT, &f));
                        light_count++;
-               }
-               else {
+               } else {
                        ambient_occlusion++;
                }
        }
 
        if(light_count == 0)
-               return 255;
+               return 0xffff;
 
-       light /= light_count;
+       light_day /= light_count;
+       light_night /= light_count;
 
        // Boost brightness around light sources
-       if(decode_light(light_source_max) >= light)
-               //return decode_light(undiminish_light(light_source_max));
-               return decode_light(light_source_max);
+       bool skip_ambient_occlusion_day = false;
+       if(decode_light(light_source_max) >= light_day) {
+               light_day = decode_light(light_source_max);
+               skip_ambient_occlusion_day = true;
+       }
 
-       if(ambient_occlusion > 4)
-       {
-               //ambient_occlusion -= 4;
-               //light = (float)light / ((float)ambient_occlusion * 0.5 + 1.0);
-               float light_amount = (8 - ambient_occlusion) / 4.0;
-               float light_f = (float)light / 255.0;
-               light_f = pow(light_f, 2.2f); // gamma -> linear space
-               light_f = light_f * light_amount;
-               light_f = pow(light_f, 1.0f/2.2f); // linear -> gamma space
-               if(light_f > 1.0)
-                       light_f = 1.0;
-               light = 255.0 * light_f + 0.5;
+       bool skip_ambient_occlusion_night = false;
+       if(decode_light(light_source_max) >= light_night) {
+               light_night = decode_light(light_source_max);
+               skip_ambient_occlusion_night = true;
        }
 
-       return light;
-}
+       if (ambient_occlusion > 4)
+       {
+               //table of precalculated gamma space multiply factors
+               //light^2.2 * factor (0.75, 0.5, 0.25, 0.0), so table holds factor ^ (1 / 2.2)
+               static const float light_amount[4] = { 0.877424315, 0.729740053, 0.532520545, 0.0 };
 
-/*
-       Calculate smooth lighting at the XYZ- corner of p.
-       Both light banks.
-*/
-static u16 getSmoothLight(v3s16 p, MeshMakeData *data)
-{
-       u16 day = getSmoothLight(LIGHTBANK_DAY, p, data);
-       u16 night = getSmoothLight(LIGHTBANK_NIGHT, p, data);
-       return day | (night << 8);
+               //calculate table index for gamma space multiplier
+               ambient_occlusion -= 5;
+
+               if (!skip_ambient_occlusion_day)
+                       light_day = rangelim(core::round32(light_day*light_amount[ambient_occlusion]), 0, 255);
+               if (!skip_ambient_occlusion_night)
+                       light_night = rangelim(core::round32(light_night*light_amount[ambient_occlusion]), 0, 255);
+       }
+
+       return light_day | (light_night << 8);
 }
 
 /*
@@ -306,20 +311,20 @@ static u16 getSmoothLight(v3s16 p, MeshMakeData *data)
 u16 getSmoothLight(v3s16 p, v3s16 corner, MeshMakeData *data)
 {
        if(corner.X == 1) p.X += 1;
-       else              assert(corner.X == -1);
+       // else corner.X == -1
        if(corner.Y == 1) p.Y += 1;
-       else              assert(corner.Y == -1);
+       // else corner.Y == -1
        if(corner.Z == 1) p.Z += 1;
-       else              assert(corner.Z == -1);
+       // else corner.Z == -1
 
-       return getSmoothLight(p, data);
+       return getSmoothLightCombined(p, data);
 }
 
 /*
        Converts from day + night color values (0..255)
        and a given daynight_ratio to the final SColor shown on screen.
 */
-static void finalColorBlend(video::SColor& result,
+void finalColorBlend(video::SColor& result,
                u8 day, u8 night, u32 daynight_ratio)
 {
        s32 rg = (day * daynight_ratio + night * (1000-daynight_ratio)) / 1000;
@@ -331,7 +336,7 @@ static void finalColorBlend(video::SColor& result,
 
        // Emphase blue a bit in darker places
        // Each entry of this array represents a range of 8 blue levels
-       static u8 emphase_blue_when_dark[32] = {
+       static const u8 emphase_blue_when_dark[32] = {
                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,
        };
@@ -339,7 +344,7 @@ static void finalColorBlend(video::SColor& result,
        b = irr::core::clamp (b, 0, 255);
 
        // Artificial light is yellow-ish
-       static u8 emphase_yellow_when_artificial[16] = {
+       static const 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];
@@ -659,10 +664,8 @@ TileSpec getNodeTileN(MapNode mn, v3s16 p, u8 tileindex, MeshMakeData *data)
        INodeDefManager *ndef = data->m_gamedef->ndef();
        TileSpec spec = ndef->get(mn).tiles[tileindex];
        // Apply temporary crack
-       if(p == data->m_crack_pos_relative)
-       {
+       if (p == data->m_crack_pos_relative)
                spec.material_flags |= MATERIAL_FLAG_CRACK;
-       }
        return spec;
 }
 
@@ -915,21 +918,18 @@ static void updateFastFaceRow(
                                // Floating point conversion of the position vector
                                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 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)
-                               {
+                               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;
                                }
 
@@ -938,7 +938,7 @@ static void updateFastFaceRow(
                                                dest);
 
                                g_profiler->avg("Meshgen: faces drawn by tiling", 0);
-                               for(int i=1; i<continuous_tiles_count; i++){
+                               for(int i = 1; i < continuous_tiles_count; i++){
                                        g_profiler->avg("Meshgen: faces drawn by tiling", 1);
                                }
                        }
@@ -966,8 +966,8 @@ static void updateAllFastFaceRows(MeshMakeData *data,
        /*
                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++){
+       for(s16 y = 0; y < MAP_BLOCKSIZE; y++) {
+               for(s16 z = 0; z < MAP_BLOCKSIZE; z++) {
                        updateFastFaceRow(data,
                                        v3s16(0,y,z),
                                        v3s16(1,0,0), //dir
@@ -981,8 +981,8 @@ static void updateAllFastFaceRows(MeshMakeData *data,
        /*
                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++){
+       for(s16 x = 0; x < MAP_BLOCKSIZE; x++) {
+               for(s16 y = 0; y < MAP_BLOCKSIZE; y++) {
                        updateFastFaceRow(data,
                                        v3s16(x,y,0),
                                        v3s16(0,0,1), //dir
@@ -996,8 +996,8 @@ static void updateAllFastFaceRows(MeshMakeData *data,
        /*
                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++){
+       for(s16 z = 0; z < MAP_BLOCKSIZE; z++) {
+               for(s16 y = 0; y < MAP_BLOCKSIZE; y++) {
                        updateFastFaceRow(data,
                                        v3s16(0,y,z),
                                        v3s16(1,0,0), //dir
@@ -1019,9 +1019,13 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
        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 = g_settings->getBool("enable_shaders");
+       m_enable_highlighting = g_settings->getBool("enable_node_highlighting");
+
        // 4-21ms for MAP_BLOCKSIZE=16  (NOTE: probably outdated)
        // 24-155ms for MAP_BLOCKSIZE=32  (NOTE: probably outdated)
        //TimeTaker timer1("MapBlockMesh()");
@@ -1088,6 +1092,7 @@ 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
@@ -1095,14 +1100,9 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
        ITextureSource *tsrc = m_gamedef->tsrc();
        IShaderSource *shdrsrc = m_gamedef->getShaderSource();
 
-       bool enable_shaders     = g_settings->getBool("enable_shaders");
-
        for(u32 i = 0; i < collector.prebuffers.size(); i++)
        {
                PreMeshBuffer &p = collector.prebuffers[i];
-               /*dstream<<"p.vertices.size()="<<p.vertices.size()
-                               <<", p.indices.size()="<<p.indices.size()
-                               <<std::endl;*/
 
                // Generate animation data
                // - Cracks
@@ -1140,25 +1140,29 @@ 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++)
                {
-                       // Note applyContrast second parameter is precalculated sqrt from original
-                       // values for speed improvement
+                       // Note applyFacesShading second parameter is precalculated sqrt
+                       // value for speed improvement
+                       // Skip it for lightsources and top faces.
                        video::SColor &vc = p.vertices[j].Color;
-                       if(p.vertices[j].Normal.Y > 0.5) {
-                               applyContrast (vc, 1.095445);
-                       } else if (p.vertices[j].Normal.Y < -0.5) {
-                               applyContrast (vc, 0.547723);
-                       } else if (p.vertices[j].Normal.X > 0.5) {
-                               applyContrast (vc, 0.707107);
-                       } else if (p.vertices[j].Normal.X < -0.5) {
-                               applyContrast (vc, 0.707107);
-                       } else if (p.vertices[j].Normal.Z > 0.5) {
-                               applyContrast (vc, 0.894427);
-                       } else if (p.vertices[j].Normal.Z < -0.5) {
-                               applyContrast (vc, 0.894427);
+                       if (!vc.getBlue()) {
+                               if (p.vertices[j].Normal.Y < -0.5) {
+                                       applyFacesShading (vc, 0.447213);
+                               } else if (p.vertices[j].Normal.X > 0.5) {
+                                       applyFacesShading (vc, 0.670820);
+                               } else if (p.vertices[j].Normal.X < -0.5) {
+                                       applyFacesShading (vc, 0.670820);
+                               } else if (p.vertices[j].Normal.Z > 0.5) {
+                                       applyFacesShading (vc, 0.836660);
+                               } else if (p.vertices[j].Normal.Z < -0.5) {
+                                       applyFacesShading (vc, 0.836660);
+                               }
                        }
-                       if(!enable_shaders)
+                       if(!m_enable_shaders)
                        {
                                // - Classic lighting (shaders handle this by themselves)
                                // Set initial real color and store for later updates
@@ -1176,22 +1180,23 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
                material.setFlag(video::EMF_BACK_FACE_CULLING, true);
                material.setFlag(video::EMF_BILINEAR_FILTER, false);
                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.setTexture(0, p.tile.texture);
 
-               if (enable_shaders) {
-                       material.MaterialType = 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, tsrc->getTexture("enable_img.png"));
+               if (p.tile.material_flags & MATERIAL_FLAG_HIGHLIGHTED) {
+                       material.MaterialType = video::EMT_TRANSPARENT_ADD_COLOR;
+               } else {
+                       if (m_enable_shaders) {
+                               material.MaterialType = 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, tsrc->getTexture("enable_img.png"));
+                               } else {
+                                       material.setTexture(2, tsrc->getTexture("disable_img.png"));
+                               }
                        } else {
-                               material.setTexture(2, tsrc->getTexture("disable_img.png"));
+                               p.tile.applyMaterialOptions(material);
                        }
-               } else {
-                       p.tile.applyMaterialOptions(material);
                }
 
                // Create meshbuffer
@@ -1242,7 +1247,8 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
        m_has_animation =
                !m_crack_materials.empty() ||
                !m_daynight_diffs.empty() ||
-               !m_animation_tiles.empty();
+               !m_animation_tiles.empty() ||
+               !m_highlighted_materials.empty();
 }
 
 MapBlockMesh::~MapBlockMesh()
@@ -1253,7 +1259,6 @@ MapBlockMesh::~MapBlockMesh()
 
 bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_ratio)
 {
-       bool enable_shaders = g_settings->getBool("enable_shaders");
 
        if(!m_has_animation)
        {
@@ -1319,7 +1324,7 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat
 
                FrameSpec animation_frame = tile.frames.find(frame)->second;
                buf->getMaterial().setTexture(0, animation_frame.texture);
-               if (enable_shaders) {
+               if (m_enable_shaders) {
                        if (animation_frame.normal_texture) {
                                buf->getMaterial().setTexture(1, animation_frame.normal_texture);
                                buf->getMaterial().setTexture(2, tsrc->getTexture("enable_img.png"));
@@ -1330,7 +1335,7 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat
        }
 
        // Day-night transition
-       if(daynight_ratio != m_last_daynight_ratio)
+       if(!m_enable_shaders && (daynight_ratio != m_last_daynight_ratio))
        {
                for(std::map<u32, std::map<u32, std::pair<u8, u8> > >::iterator
                                i = m_daynight_diffs.begin();
@@ -1352,6 +1357,30 @@ 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::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices();
+                       for (u32 j = 0; j < buf->getVertexCount() ;j++)
+                               vertices[j].Color = hc;
+               }
+       }
+
        return true;
 }
 
@@ -1409,3 +1438,54 @@ void MeshCollector::append(const TileSpec &tile,
                p->vertices.push_back(vertices[i]);
        }
 }
+
+/*
+       MeshCollector - for meshnodes and converted drawtypes.
+*/
+
+void MeshCollector::append(const TileSpec &tile,
+               const video::S3DVertex *vertices, u32 numVertices,
+               const u16 *indices, u32 numIndices,
+               v3f pos, video::SColor c)
+{
+       if(numIndices > 65535)
+       {
+               dstream<<"FIXME: MeshCollector::append() called with numIndices="<<numIndices<<" (limit 65535)"<<std::endl;
+               return;
+       }
+
+       PreMeshBuffer *p = NULL;
+       for(u32 i=0; i<prebuffers.size(); i++)
+       {
+               PreMeshBuffer &pp = prebuffers[i];
+               if(pp.tile != tile)
+                       continue;
+               if(pp.indices.size() + numIndices > 65535)
+                       continue;
+
+               p = &pp;
+               break;
+       }
+
+       if(p == NULL)
+       {
+               PreMeshBuffer pp;
+               pp.tile = tile;
+               prebuffers.push_back(pp);
+               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);
+       }
+       for(u32 i=0; i<numVertices; i++)
+       {
+               video::S3DVertex vert = vertices[i];
+               vert.Pos += pos;
+               vert.Color = c;         
+               p->vertices.push_back(vert);
+       }
+}