]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - src/mapblock_mesh.cpp
Replace instance of readsome with read in decompressZlib Make decompressZlib more...
[dragonfireclient.git] / src / mapblock_mesh.cpp
index d95b8d2861d6d329e686774589bda084ea3d8151..6ae9dec14bf040c934887910e7b6a21cba2c061a 100644 (file)
@@ -21,16 +21,17 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "light.h"
 #include "mapblock.h"
 #include "map.h"
-#include "main.h" // for g_profiler
 #include "profiler.h"
 #include "nodedef.h"
 #include "gamedef.h"
 #include "mesh.h"
+#include "minimap.h"
 #include "content_mapblock.h"
 #include "noise.h"
 #include "shader.h"
 #include "settings.h"
 #include "util/directiontables.h"
+#include <IMeshManipulator.h>
 
 static void applyFacesShading(video::SColor& color, float factor)
 {
@@ -1028,7 +1029,10 @@ static void updateAllFastFaceRows(MeshMakeData *data,
 
 MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
        m_mesh(new scene::SMesh()),
+       m_minimap_mapblock(NULL),
        m_gamedef(data->m_gamedef),
+       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(),
@@ -1039,6 +1043,12 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
        m_enable_shaders = data->m_use_shaders;
        m_enable_highlighting = g_settings->getBool("enable_node_highlighting");
 
+       if (g_settings->getBool("enable_minimap")) {
+               m_minimap_mapblock = new MinimapMapblock;
+               m_minimap_mapblock->getMinimapNodes(
+                       &data->m_vmanip, data->m_blockpos * MAP_BLOCKSIZE);
+       }
+
        // 4-21ms for MAP_BLOCKSIZE=16  (NOTE: probably outdated)
        // 24-155ms for MAP_BLOCKSIZE=32  (NOTE: probably outdated)
        //TimeTaker timer1("MapBlockMesh()");
@@ -1111,8 +1121,6 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
        /*
                Convert MeshCollector to SMesh
        */
-       ITextureSource *tsrc = m_gamedef->tsrc();
-       IShaderSource *shdrsrc = m_gamedef->getShaderSource();
 
        for(u32 i = 0; i < collector.prebuffers.size(); i++)
        {
@@ -1124,13 +1132,13 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
                {
                        // Find the texture name plus ^[crack:N:
                        std::ostringstream os(std::ios::binary);
-                       os<<tsrc->getTextureName(p.tile.texture_id)<<"^[crack";
+                       os<<m_tsrc->getTextureName(p.tile.texture_id)<<"^[crack";
                        if(p.tile.material_flags & MATERIAL_FLAG_CRACK_OVERLAY)
                                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(
+                       p.tile.texture = m_tsrc->getTextureForMesh(
                                        os.str()+"0",
                                        &p.tile.texture_id);
                }
@@ -1155,24 +1163,25 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
                }
 
                if(m_enable_highlighting && p.tile.material_flags & MATERIAL_FLAG_HIGHLIGHTED)
-                       m_highlighted_materials.push_back(i);   
+                       m_highlighted_materials.push_back(i);
 
                for(u32 j = 0; j < p.vertices.size(); j++)
                {
+                       video::S3DVertexTangents *vertex = &p.vertices[j];
                        // 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;
+                       video::SColor &vc = vertex->Color;
                        if (!vc.getBlue()) {
-                               if (p.vertices[j].Normal.Y < -0.5) {
+                               if (vertex->Normal.Y < -0.5) {
                                        applyFacesShading (vc, 0.447213);
-                               } else if (p.vertices[j].Normal.X > 0.5) {
+                               } else if (vertex->Normal.X > 0.5) {
                                        applyFacesShading (vc, 0.670820);
-                               } else if (p.vertices[j].Normal.X < -0.5) {
+                               } else if (vertex->Normal.X < -0.5) {
                                        applyFacesShading (vc, 0.670820);
-                               } else if (p.vertices[j].Normal.Z > 0.5) {
+                               } else if (vertex->Normal.Z > 0.5) {
                                        applyFacesShading (vc, 0.836660);
-                               } else if (p.vertices[j].Normal.Z < -0.5) {
+                               } else if (vertex->Normal.Z < -0.5) {
                                        applyFacesShading (vc, 0.836660);
                                }
                        }
@@ -1200,33 +1209,28 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
                        material.MaterialType = video::EMT_TRANSPARENT_ADD_COLOR;
                } else {
                        if (m_enable_shaders) {
-                               material.MaterialType = shdrsrc->getShaderInfo(p.tile.shader_id).material;
+                               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, tsrc->getTexture("enable_img.png"));
-                               } else {
-                                       material.setTexture(2, tsrc->getTexture("disable_img.png"));
                                }
+                               material.setTexture(2, p.tile.flags_texture);
                        } else {
                                p.tile.applyMaterialOptions(material);
                        }
                }
 
-               // Create meshbuffer
-               // This is a "Standard MeshBuffer",
-               // it's a typedeffed CMeshBuffer<video::S3DVertex>
-               scene::SMeshBuffer *buf = new scene::SMeshBuffer();
-               // 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());
-       }
-
+       // 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;
 
        /*
@@ -1235,6 +1239,11 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
 
        translateMesh(m_mesh, intToFloat(data->m_blockpos * MAP_BLOCKSIZE - camera_offset, BS));
 
+       if (m_enable_shaders) {
+               scene::IMeshManipulator* meshmanip = m_gamedef->getSceneManager()->getMeshManipulator();
+               meshmanip->recalculateTangents(m_mesh, true, false, false);
+       }
+
        if(m_mesh)
        {
 #if 0
@@ -1269,11 +1278,11 @@ MapBlockMesh::~MapBlockMesh()
 {
        m_mesh->drop();
        m_mesh = NULL;
+       delete m_minimap_mapblock;
 }
 
 bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_ratio)
 {
-
        if(!m_has_animation)
        {
                m_animation_force_timer = 100000;
@@ -1287,18 +1296,17 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat
        {
                for(std::map<u32, std::string>::iterator
                                i = m_crack_materials.begin();
-                               i != m_crack_materials.end(); i++)
+                               i != m_crack_materials.end(); ++i)
                {
                        scene::IMeshBuffer *buf = m_mesh->getMeshBuffer(i->first);
                        std::string basename = i->second;
 
                        // Create new texture name from original
-                       ITextureSource *tsrc = m_gamedef->getTextureSource();
                        std::ostringstream os;
                        os<<basename<<crack;
                        u32 new_texture_id = 0;
                        video::ITexture *new_texture =
-                               tsrc->getTexture(os.str(), &new_texture_id);
+                               m_tsrc->getTextureForMesh(os.str(), &new_texture_id);
                        buf->getMaterial().setTexture(0, new_texture);
 
                        // If the current material is also animated,
@@ -1320,7 +1328,7 @@ 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++)
+                       i != m_animation_tiles.end(); ++i)
        {
                const TileSpec &tile = i->second;
                // Figure out current frame
@@ -1334,17 +1342,14 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat
                m_animation_frames[i->first] = frame;
 
                scene::IMeshBuffer *buf = m_mesh->getMeshBuffer(i->first);
-               ITextureSource *tsrc = m_gamedef->getTextureSource();
 
                FrameSpec animation_frame = tile.frames[frame];
                buf->getMaterial().setTexture(0, animation_frame.texture);
                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"));
-                       } else {
-                               buf->getMaterial().setTexture(2, tsrc->getTexture("disable_img.png"));
                        }
+                       buf->getMaterial().setTexture(2, animation_frame.flags_texture);
                }
        }
 
@@ -1353,19 +1358,17 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat
        {
                for(std::map<u32, std::map<u32, std::pair<u8, u8> > >::iterator
                                i = m_daynight_diffs.begin();
-                               i != m_daynight_diffs.end(); i++)
+                               i != m_daynight_diffs.end(); ++i)
                {
                        scene::IMeshBuffer *buf = m_mesh->getMeshBuffer(i->first);
-                       video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices();
+                       video::S3DVertexTangents *vertices = (video::S3DVertexTangents *)buf->getVertices();
                        for(std::map<u32, std::pair<u8, u8 > >::iterator
                                        j = i->second.begin();
-                                       j != i->second.end(); j++)
+                                       j != i->second.end(); ++j)
                        {
-                               u32 vertexIndex = j->first;
                                u8 day = j->second.first;
                                u8 night = j->second.second;
-                               finalColorBlend(vertices[vertexIndex].Color,
-                                               day, night, daynight_ratio);
+                               finalColorBlend(vertices[j->first].Color, day, night, daynight_ratio);
                        }
                }
                m_last_daynight_ratio = daynight_ratio;
@@ -1374,7 +1377,7 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat
        // Node highlighting
        if (m_enable_highlighting) {
                u8 day = m_highlight_mesh_color.getRed();
-               u8 night = m_highlight_mesh_color.getGreen();   
+               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);
@@ -1386,10 +1389,10 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat
 
                for(std::list<u32>::iterator
                        i = m_highlighted_materials.begin();
-                       i != m_highlighted_materials.end(); i++)
+                       i != m_highlighted_materials.end(); ++i)
                {
                        scene::IMeshBuffer *buf = m_mesh->getMeshBuffer(*i);
-                       video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices();
+                       video::S3DVertexTangents *vertices = (video::S3DVertexTangents*)buf->getVertices();
                        for (u32 j = 0; j < buf->getVertexCount() ;j++)
                                vertices[j].Color = hc;
                }
@@ -1414,42 +1417,40 @@ void MeshCollector::append(const TileSpec &tile,
                const video::S3DVertex *vertices, u32 numVertices,
                const u16 *indices, u32 numIndices)
 {
-       if(numIndices > 65535)
-       {
+       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++)
-       {
+       for (u32 i = 0; i < prebuffers.size(); i++) {
                PreMeshBuffer &pp = prebuffers[i];
-               if(pp.tile != tile)
+               if (pp.tile != tile)
                        continue;
-               if(pp.indices.size() + numIndices > 65535)
+               if (pp.indices.size() + numIndices > 65535)
                        continue;
 
                p = &pp;
                break;
        }
 
-       if(p == NULL)
-       {
+       if (p == NULL) {
                PreMeshBuffer pp;
                pp.tile = tile;
                prebuffers.push_back(pp);
-               p = &prebuffers[prebuffers.size()-1];
+               p = &prebuffers[prebuffers.size() - 1];
        }
 
        u32 vertex_count = p->vertices.size();
-       for(u32 i=0; i<numIndices; i++)
-       {
+       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++)
-       {
-               p->vertices.push_back(vertices[i]);
+
+       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);
        }
 }
 
@@ -1462,15 +1463,13 @@ void MeshCollector::append(const TileSpec &tile,
                const u16 *indices, u32 numIndices,
                v3f pos, video::SColor c)
 {
-       if(numIndices > 65535)
-       {
+       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++)
-       {
+       for (u32 i = 0; i < prebuffers.size(); i++) {
                PreMeshBuffer &pp = prebuffers[i];
                if(pp.tile != tile)
                        continue;
@@ -1481,25 +1480,22 @@ void MeshCollector::append(const TileSpec &tile,
                break;
        }
 
-       if(p == NULL)
-       {
+       if (p == NULL) {
                PreMeshBuffer pp;
                pp.tile = tile;
                prebuffers.push_back(pp);
-               p = &prebuffers[prebuffers.size()-1];
+               p = &prebuffers[prebuffers.size() - 1];
        }
 
        u32 vertex_count = p->vertices.size();
-       for(u32 i=0; i<numIndices; i++)
-       {
+       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;         
+
+       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);
        }
 }