#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>
-float srgb_linear_multiply(float f, float m, float max)
+static void applyFacesShading(video::SColor& color, float factor)
{
- f = f * f; // SRGB -> Linear
- f *= m;
- f = sqrt(f); // Linear -> SRGB
- if(f > max)
- f = max;
- return f;
+ 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):
+MeshMakeData::MeshMakeData(IGameDef *gamedef, bool use_shaders):
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_gamedef(gamedef)
+ m_show_hud(false),
+ m_highlight_mesh_color(255, 255, 255, 255),
+ m_gamedef(gamedef),
+ m_use_shaders(use_shaders)
{}
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");
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;
// 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;
- // 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 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),
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]);
+ const MapNode &n = data->m_vmanip.getNodeRefUnsafeCheckFlags(p - dirs8[i]);
+ // if it's CONTENT_IGNORE we can't do any light calculations
if (n.getContent() == CONTENT_IGNORE) {
- ambient_occlusion++;
continue;
}
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 {
+ 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)
+ {
+ static const float ao_gamma = rangelim(
+ g_settings->getFloat("ambient_occlusion_gamma"), 0.25, 4.0);
+
+ // Table of gamma space multiply factors.
+ static const float light_amount[3] = {
+ powf(0.75, 1.0 / ao_gamma),
+ powf(0.5, 1.0 / ao_gamma),
+ powf(0.25, 1.0 / ao_gamma)
+ };
+
+ //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);
+ }
-/*
- 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);
+ return light_day | (light_night << 8);
}
/*
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;
// 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,
};
- if(b < 0)
- b = 0;
- if(b > 255)
- b = 255;
- b += emphase_blue_when_dark[b / 8];
+ b += emphase_blue_when_dark[irr::core::clamp(b, 0, 255) / 8];
+ 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];
- if(rg < 0)
- rg = 0;
- if(rg > 255)
- rg = 255;
+ rg = irr::core::clamp(rg, 0, 255);
result.setRed(rg);
result.setGreen(rg);
static void makeFastFace(TileSpec tile, u16 li0, u16 li1, u16 li2, u16 li3,
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;
u8 alpha = tile.alpha;
+ dest.push_back(FastFace());
+
+ FastFace& face = *dest.rbegin();
+
face.vertices[0] = video::S3DVertex(vertex_pos[0], normal,
MapBlock_LightColor(alpha, li0, light_source),
core::vector2d<f32>(x0+w*abs_scale, y0+h));
core::vector2d<f32>(x0+w*abs_scale, y0));
face.tile = tile;
- dest.push_back(face);
}
/*
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;
}
// Get rotation for things like chests
u8 facedir = mn.getFaceDir(ndef);
- if (facedir > 23)
- facedir = 0;
+
static const u16 dir_to_tile[24 * 16] =
{
// 0 +X +Y +Z -Z -Y -X -> value=tile,rotation
static void getTileInfo(
// Input:
MeshMakeData *data,
- v3s16 p,
- v3s16 face_dir,
+ const v3s16 &p,
+ const v3s16 &face_dir,
// Output:
bool &makes_face,
v3s16 &p_corrected,
INodeDefManager *ndef = data->m_gamedef->ndef();
v3s16 blockpos_nodes = data->m_blockpos * MAP_BLOCKSIZE;
- MapNode n0 = vmanip.getNodeNoEx(blockpos_nodes + p);
+ MapNode &n0 = vmanip.getNodeRefUnsafe(blockpos_nodes + p);
// Don't even try to get n1 if n0 is already CONTENT_IGNORE
- if (n0.getContent() == CONTENT_IGNORE ) {
+ if (n0.getContent() == CONTENT_IGNORE) {
+ makes_face = false;
+ return;
+ }
+
+ const MapNode &n1 = vmanip.getNodeRefUnsafeCheckFlags(blockpos_nodes + p + face_dir);
+
+ if (n1.getContent() == CONTENT_IGNORE) {
makes_face = false;
return;
}
- MapNode n1 = vmanip.getNodeNoEx(blockpos_nodes + p + face_dir);
// This is hackish
bool equivalent = false;
// 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;
}
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);
}
}
/*
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
/*
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
/*
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
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(),
+ 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");
+
+ 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()");
std::vector<FastFace> fastfaces_new;
+ fastfaces_new.reserve(512);
/*
We are including the faces of the trailing edges of the block.
mapblock_mesh_generate_special(data, collector);
+ m_highlight_mesh_color = data->m_highlight_mesh_color;
/*
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");
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
{
// 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);
}
m_animation_frame_offsets[i] = 0;
}
// Replace tile texture with the first animation frame
- std::ostringstream os(std::ios::binary);
- os<<tsrc->getTextureName(p.tile.texture_id);
- os<<"^[verticalframe:"<<(int)p.tile.animation_frame_count<<":0";
- p.tile.texture = tsrc->getTexture(
- os.str(),
- &p.tile.texture_id);
+ FrameSpec animation_frame = p.tile.frames[0];
+ p.tile.texture = animation_frame.texture;
}
- // - Classic lighting (shaders handle this by themselves)
- if(!enable_shaders)
+
+ 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++)
{
- 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 = 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(!m_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_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);
- 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"));
- }
+ 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);
}
- } 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;
/*
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
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()
{
m_mesh->drop();
m_mesh = NULL;
+ delete m_minimap_mapblock;
}
bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_ratio)
{
- 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;
{
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,
// 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
m_animation_frames[i->first] = frame;
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<<tsrc->getTextureName(tile.texture_id);
- os<<"^[verticalframe:"<<(int)tile.animation_frame_count<<":"<<frame;
- // Set the texture
- buf->getMaterial().setTexture(0, 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"));
- }
- }
+
+ 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, animation_frame.flags_texture);
}
}
// 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();
- 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);
- // Make sides and bottom darker than the top
- video::SColor &vc = vertices[vertexIndex].Color;
- if(vertices[vertexIndex].Normal.Y > 0.5) {
- vc.setRed (srgb_linear_multiply(vc.getRed(), 1.2, 255.0));
- vc.setGreen(srgb_linear_multiply(vc.getGreen(), 1.2, 255.0));
- vc.setBlue (srgb_linear_multiply(vc.getBlue(), 1.2, 255.0));
- } else if (vertices[vertexIndex].Normal.Y < -0.5) {
- vc.setRed (srgb_linear_multiply(vc.getRed(), 0.3, 255.0));
- vc.setGreen(srgb_linear_multiply(vc.getGreen(), 0.3, 255.0));
- vc.setBlue (srgb_linear_multiply(vc.getBlue(), 0.3, 255.0));
- } else if (vertices[vertexIndex].Normal.X > 0.5) {
- vc.setRed (srgb_linear_multiply(vc.getRed(), 0.8, 255.0));
- vc.setGreen(srgb_linear_multiply(vc.getGreen(), 0.8, 255.0));
- vc.setBlue (srgb_linear_multiply(vc.getBlue(), 0.8, 255.0));
- } else if (vertices[vertexIndex].Normal.X < -0.5) {
- vc.setRed (srgb_linear_multiply(vc.getRed(), 0.8, 255.0));
- vc.setGreen(srgb_linear_multiply(vc.getGreen(), 0.8, 255.0));
- vc.setBlue (srgb_linear_multiply(vc.getBlue(), 0.8, 255.0));
- } else if (vertices[vertexIndex].Normal.Z > 0.5) {
- vc.setRed (srgb_linear_multiply(vc.getRed(), 0.5, 255.0));
- vc.setGreen(srgb_linear_multiply(vc.getGreen(), 0.5, 255.0));
- vc.setBlue (srgb_linear_multiply(vc.getBlue(), 0.5, 255.0));
- } else if (vertices[vertexIndex].Normal.Z < -0.5) {
- vc.setRed (srgb_linear_multiply(vc.getRed(), 0.5, 255.0));
- vc.setGreen(srgb_linear_multiply(vc.getGreen(), 0.5, 255.0));
- vc.setBlue (srgb_linear_multiply(vc.getBlue(), 0.5, 255.0));
- }
+ finalColorBlend(vertices[j->first].Color, day, night, daynight_ratio);
}
}
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;
}
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)
+ 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::S3DVertexTangents vert(vertices[i].Pos, vertices[i].Normal,
+ vertices[i].Color, vertices[i].TCoords);
+ p->vertices.push_back(vert);
+ }
+}
+
+/*
+ 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;
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 + pos, vertices[i].Normal,
+ c, vertices[i].TCoords);
+ p->vertices.push_back(vert);
}
}