/*
-Minetest-c55
-Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
+Minetest
+Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
This program is free software; you can redistribute it and/or modify
-it under the terms of the GNU General Public License as published by
-the Free Software Foundation; either version 2 of the License, or
+it under the terms of the GNU Lesser General Public License as published by
+the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-GNU General Public License for more details.
+GNU Lesser General Public License for more details.
-You should have received a copy of the GNU General Public License along
+You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#include "light.h"
#include "mapblock.h"
#include "map.h"
-#include "main.h" // For g_settings and g_texturesource
+#include "main.h" // for g_profiler
+#include "profiler.h"
+#include "nodedef.h"
+#include "gamedef.h"
+#include "mesh.h"
#include "content_mapblock.h"
+#include "noise.h"
+#include "shader.h"
+#include "settings.h"
+#include "util/directiontables.h"
-void MeshMakeData::fill(u32 daynight_ratio, MapBlock *block)
+float srgb_linear_multiply(float f, float m, float max)
+{
+ f = f * f; // SRGB -> Linear
+ f *= m;
+ f = sqrt(f); // Linear -> SRGB
+ if(f > max)
+ f = max;
+ return f;
+}
+
+/*
+ MeshMakeData
+*/
+
+MeshMakeData::MeshMakeData(IGameDef *gamedef):
+ m_vmanip(),
+ m_blockpos(-1337,-1337,-1337),
+ m_crack_pos_relative(-1337, -1337, -1337),
+ m_smooth_lighting(false),
+ m_gamedef(gamedef)
+{}
+
+void MeshMakeData::fill(MapBlock *block)
{
- m_daynight_ratio = daynight_ratio;
m_blockpos = block->getPos();
v3s16 blockpos_nodes = m_blockpos*MAP_BLOCKSIZE;
- /*
- There is no harm not copying the TempMods of the neighbors
- because they are already copied to this block
- */
- m_temp_mods.clear();
- block->copyTempMods(m_temp_mods);
-
/*
Copy data
*/
*/
// Get map
- NodeContainer *parentcontainer = block->getParent();
- // This will only work if the parent is the map
- assert(parentcontainer->nodeContainerId() == NODECONTAINER_ID_MAP);
- // OK, we have the map!
- Map *map = (Map*)parentcontainer;
+ Map *map = block->getParent();
- for(u16 i=0; i<6; i++)
+ for(u16 i=0; i<26; i++)
{
- const v3s16 &dir = g_6dirs[i];
+ const v3s16 &dir = g_26dirs[i];
v3s16 bp = m_blockpos + dir;
MapBlock *b = map->getBlockNoCreateNoEx(bp);
if(b)
}
}
+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));
+ s32 volume = area.getVolume();
+ s32 our_node_index = area.index(1,1,1);
+
+ // Allocate this block + neighbors
+ m_vmanip.clear();
+ m_vmanip.addArea(area);
+
+ // Fill in data
+ MapNode *data = new MapNode[volume];
+ for(s32 i = 0; i < volume; i++)
+ {
+ if(i == our_node_index)
+ {
+ data[i] = *node;
+ }
+ else
+ {
+ data[i] = MapNode(CONTENT_AIR, LIGHT_MAX, 0);
+ }
+ }
+ m_vmanip.copyFrom(data, area, area.MinEdge, area.MinEdge, area.getExtent());
+ delete[] data;
+}
+
+void MeshMakeData::setCrack(int crack_level, v3s16 crack_pos)
+{
+ if(crack_level >= 0)
+ m_crack_pos_relative = crack_pos - m_blockpos*MAP_BLOCKSIZE;
+}
+
+void MeshMakeData::setSmoothLighting(bool smooth_lighting)
+{
+ m_smooth_lighting = smooth_lighting;
+}
+
+/*
+ Light and vertex color functions
+*/
+
+/*
+ Calculate non-smooth lighting at interior of node.
+ Single light bank.
+*/
+static u8 getInteriorLight(enum LightBank bank, MapNode n, s32 increment,
+ MeshMakeData *data)
+{
+ INodeDefManager *ndef = data->m_gamedef->ndef();
+ u8 light = n.getLight(bank, ndef);
+
+ while(increment > 0)
+ {
+ light = undiminish_light(light);
+ --increment;
+ }
+ while(increment < 0)
+ {
+ light = diminish_light(light);
+ ++increment;
+ }
+
+ return decode_light(light);
+}
+
+/*
+ Calculate non-smooth lighting at interior of node.
+ Both light banks.
+*/
+u16 getInteriorLight(MapNode n, s32 increment, MeshMakeData *data)
+{
+ u16 day = getInteriorLight(LIGHTBANK_DAY, n, increment, data);
+ u16 night = getInteriorLight(LIGHTBANK_NIGHT, n, increment, data);
+ return day | (night << 8);
+}
+
+/*
+ Calculate non-smooth lighting at face of node.
+ Single light bank.
+*/
+static u8 getFaceLight(enum LightBank bank, MapNode n, MapNode n2,
+ v3s16 face_dir, MeshMakeData *data)
+{
+ INodeDefManager *ndef = data->m_gamedef->ndef();
+
+ u8 light;
+ u8 l1 = n.getLight(bank, ndef);
+ u8 l2 = n2.getLight(bank, ndef);
+ if(l1 > l2)
+ light = l1;
+ else
+ light = l2;
+
+ // 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 non-smooth lighting at face of node.
+ Both light banks.
+*/
+u16 getFaceLight(MapNode n, MapNode n2, v3s16 face_dir, MeshMakeData *data)
+{
+ u16 day = getFaceLight(LIGHTBANK_DAY, n, n2, face_dir, data);
+ u16 night = getFaceLight(LIGHTBANK_NIGHT, n, n2, face_dir, data);
+ return day | (night << 8);
+}
+
+/*
+ Calculate smooth lighting at the XYZ- corner of p.
+ Single light bank.
+*/
+static u8 getSmoothLight(enum LightBank bank, v3s16 p, MeshMakeData *data)
+{
+ static v3s16 dirs8[8] = {
+ v3s16(0,0,0),
+ v3s16(0,0,1),
+ v3s16(0,1,0),
+ v3s16(0,1,1),
+ v3s16(1,0,0),
+ v3s16(1,1,0),
+ v3s16(1,0,1),
+ v3s16(1,1,1),
+ };
+
+ 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++)
+ {
+ MapNode n = data->m_vmanip.getNodeNoEx(p - dirs8[i]);
+ const ContentFeatures &f = ndef->get(n);
+ 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));
+ light_count++;
+ }
+ else if(n.getContent() != CONTENT_IGNORE)
+ {
+ ambient_occlusion++;
+ }
+ }
+
+ if(light_count == 0)
+ return 255;
+
+ light /= 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);
+
+ 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;
+ }
+
+ return light;
+}
+
+/*
+ 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 smooth lighting at the given corner of p.
+ Both light banks.
+*/
+u16 getSmoothLight(v3s16 p, v3s16 corner, MeshMakeData *data)
+{
+ if(corner.X == 1) p.X += 1;
+ else assert(corner.X == -1);
+ if(corner.Y == 1) p.Y += 1;
+ else assert(corner.Y == -1);
+ if(corner.Z == 1) p.Z += 1;
+ else assert(corner.Z == -1);
+
+ return getSmoothLight(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,
+ u8 day, u8 night, u32 daynight_ratio)
+{
+ s32 rg = (day * daynight_ratio + night * (1000-daynight_ratio)) / 1000;
+ s32 b = rg;
+
+ // Moonlight is blue
+ b += (day - night) / 13;
+ rg -= (day - night) / 23;
+
+ // 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] = {
+ 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];
+
+ // 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;
+
+ result.setRed(rg);
+ result.setGreen(rg);
+ result.setBlue(b);
+}
+
+/*
+ Mesh generation helpers
+*/
+
/*
vertex_dirs: v3s16[4]
*/
-void getNodeVertexDirs(v3s16 dir, v3s16 *vertex_dirs)
+static void getNodeVertexDirs(v3s16 dir, v3s16 *vertex_dirs)
{
/*
If looked from outside the node towards the face, the corners are:
}
}
-inline video::SColor lightColor(u8 alpha, u8 light)
-{
- return video::SColor(alpha,light,light,light);
-}
-
struct FastFace
{
TileSpec tile;
video::S3DVertex vertices[4]; // Precalculated vertices
};
-void makeFastFace(TileSpec tile, u8 li0, u8 li1, u8 li2, u8 li3, v3f p,
- v3s16 dir, v3f scale, v3f posRelative_f,
- core::array<FastFace> &dest)
+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;
- posRelative_f *= BS;
+
+ float x0 = 0.0;
+ float y0 = 0.0;
+ float w = 1.0;
+ float h = 1.0;
v3f vertex_pos[4];
v3s16 vertex_dirs[4];
getNodeVertexDirs(dir, vertex_dirs);
+
+ v3s16 t;
+ u16 t1;
+ switch (tile.rotation)
+ {
+ case 0:
+ break;
+ case 1: //R90
+ t = vertex_dirs[0];
+ vertex_dirs[0] = vertex_dirs[3];
+ 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];
+ vertex_dirs[0] = vertex_dirs[2];
+ vertex_dirs[2] = t;
+ 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[0] = vertex_dirs[1];
+ 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[0] = vertex_dirs[3];
+ 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;
+ case 5: //FXR270
+ t = vertex_dirs[0];
+ vertex_dirs[0] = vertex_dirs[1];
+ 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;
+ case 6: //FYR90
+ t = vertex_dirs[0];
+ vertex_dirs[0] = vertex_dirs[3];
+ 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;
+ case 7: //FYR270
+ t = vertex_dirs[0];
+ vertex_dirs[0] = vertex_dirs[1];
+ 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;
+ case 8: //FX
+ y0 += h;
+ h *= -1;
+ break;
+ case 9: //FY
+ x0 += w;
+ w *= -1;
+ break;
+ default:
+ break;
+ }
+
for(u16 i=0; i<4; i++)
{
vertex_pos[i] = v3f(
vertex_pos[i].X *= scale.X;
vertex_pos[i].Y *= scale.Y;
vertex_pos[i].Z *= scale.Z;
- vertex_pos[i] += pos + posRelative_f;
+ 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;
- v3f zerovector = v3f(0,0,0);
-
- u8 alpha = tile.alpha;
- /*u8 alpha = 255;
- if(tile.id == TILE_WATER)
- alpha = WATER_ALPHA;*/
-
- float x0 = tile.texture.pos.X;
- float y0 = tile.texture.pos.Y;
- float w = tile.texture.size.X;
- float h = tile.texture.size.Y;
-
- /*video::SColor c = lightColor(alpha, li);
+ v3f normal(dir.X, dir.Y, dir.Z);
- face.vertices[0] = video::S3DVertex(vertex_pos[0], v3f(0,1,0), c,
- core::vector2d<f32>(x0+w*abs_scale, y0+h));
- face.vertices[1] = video::S3DVertex(vertex_pos[1], v3f(0,1,0), c,
- core::vector2d<f32>(x0, y0+h));
- face.vertices[2] = video::S3DVertex(vertex_pos[2], v3f(0,1,0), c,
- core::vector2d<f32>(x0, y0));
- face.vertices[3] = video::S3DVertex(vertex_pos[3], v3f(0,1,0), c,
- core::vector2d<f32>(x0+w*abs_scale, y0));*/
+ u8 alpha = tile.alpha;
- face.vertices[0] = video::S3DVertex(vertex_pos[0], v3f(0,1,0),
- lightColor(alpha, li0),
+ face.vertices[0] = video::S3DVertex(vertex_pos[0], normal,
+ MapBlock_LightColor(alpha, li0, light_source),
core::vector2d<f32>(x0+w*abs_scale, y0+h));
- face.vertices[1] = video::S3DVertex(vertex_pos[1], v3f(0,1,0),
- lightColor(alpha, li1),
+ face.vertices[1] = video::S3DVertex(vertex_pos[1], normal,
+ MapBlock_LightColor(alpha, li1, light_source),
core::vector2d<f32>(x0, y0+h));
- face.vertices[2] = video::S3DVertex(vertex_pos[2], v3f(0,1,0),
- lightColor(alpha, li2),
+ face.vertices[2] = video::S3DVertex(vertex_pos[2], normal,
+ MapBlock_LightColor(alpha, li2, light_source),
core::vector2d<f32>(x0, y0));
- face.vertices[3] = video::S3DVertex(vertex_pos[3], v3f(0,1,0),
- lightColor(alpha, li3),
+ face.vertices[3] = video::S3DVertex(vertex_pos[3], normal,
+ MapBlock_LightColor(alpha, li3, light_source),
core::vector2d<f32>(x0+w*abs_scale, y0));
face.tile = tile;
- //DEBUG
- //f->tile = TILE_STONE;
-
dest.push_back(face);
}
-
+
/*
- Gets node tile from any place relative to block.
- Returns TILE_NODE if doesn't exist or should not be drawn.
+ Nodes make a face if contents differ and solidness differs.
+ Return value:
+ 0: No face
+ 1: Face uses m1's content
+ 2: Face uses m2's content
+ equivalent: Whether the blocks share the same face (eg. water and glass)
+
+ TODO: Add 3: Both faces drawn with backface culling, remove equivalent
*/
-TileSpec getNodeTile(MapNode mn, v3s16 p, v3s16 face_dir,
- NodeModMap &temp_mods)
+static u8 face_contents(content_t m1, content_t m2, bool *equivalent,
+ INodeDefManager *ndef)
{
- TileSpec spec;
- spec = mn.getTile(face_dir);
+ *equivalent = false;
+
+ if(m1 == CONTENT_IGNORE || m2 == CONTENT_IGNORE)
+ return 0;
- /*
- Check temporary modifications on this node
- */
- /*core::map<v3s16, NodeMod>::Node *n;
- n = m_temp_mods.find(p);
- // If modified
- if(n != NULL)
- {
- struct NodeMod mod = n->getValue();*/
- NodeMod mod;
- if(temp_mods.get(p, &mod))
- {
- if(mod.type == NODEMOD_CHANGECONTENT)
- {
- MapNode mn2(mod.param);
- spec = mn2.getTile(face_dir);
- }
- if(mod.type == NODEMOD_CRACK)
- {
- /*
- Get texture id, translate it to name, append stuff to
- name, get texture id
- */
+ bool contents_differ = (m1 != m2);
+
+ const ContentFeatures &f1 = ndef->get(m1);
+ const ContentFeatures &f2 = ndef->get(m2);
- // Get original texture name
- u32 orig_id = spec.texture.id;
- std::string orig_name = g_texturesource->getTextureName(orig_id);
+ // 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;
- // Create new texture name
- std::ostringstream os;
- os<<orig_name<<"^[crack"<<mod.param;
+ bool solidness_differs = (c1 != c2);
+ bool makes_face = contents_differ && solidness_differs;
- // Get new texture
- u32 new_id = g_texturesource->getTextureId(os.str());
-
- /*dstream<<"MapBlock::getNodeTile(): Switching from "
- <<orig_name<<" to "<<os.str()<<" ("
- <<orig_id<<" to "<<new_id<<")"<<std::endl;*/
-
- spec.texture = g_texturesource->getTexture(new_id);
- }
+ 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(f1.isLiquid())
+ return 1;
+ if(f2.isLiquid())
+ return 2;
}
- return spec;
+ if(c1 > c2)
+ return 1;
+ else
+ return 2;
}
-u8 getNodeContent(v3s16 p, MapNode mn, NodeModMap &temp_mods)
+/*
+ Gets nth node tile (0 <= n <= 5).
+*/
+TileSpec getNodeTileN(MapNode mn, v3s16 p, u8 tileindex, MeshMakeData *data)
{
- /*
- Check temporary modifications on this node
- */
- /*core::map<v3s16, NodeMod>::Node *n;
- n = m_temp_mods.find(p);
- // If modified
- if(n != NULL)
+ INodeDefManager *ndef = data->m_gamedef->ndef();
+ TileSpec spec = ndef->get(mn).tiles[tileindex];
+ // Apply temporary crack
+ if(p == data->m_crack_pos_relative)
{
- struct NodeMod mod = n->getValue();*/
- NodeMod mod;
- if(temp_mods.get(p, &mod))
- {
- if(mod.type == NODEMOD_CHANGECONTENT)
- {
- // Overrides content
- return mod.param;
- }
- if(mod.type == NODEMOD_CRACK)
- {
- /*
- Content doesn't change.
-
- face_contents works just like it should, because
- there should not be faces between differently cracked
- nodes.
-
- If a semi-transparent node is cracked in front an
- another one, it really doesn't matter whether there
- is a cracked face drawn in between or not.
- */
- }
+ spec.material_flags |= MATERIAL_FLAG_CRACK;
}
-
- return mn.d;
+ return spec;
}
-v3s16 dirs8[8] = {
- v3s16(0,0,0),
- v3s16(0,0,1),
- v3s16(0,1,0),
- v3s16(0,1,1),
- v3s16(1,0,0),
- v3s16(1,1,0),
- v3s16(1,0,1),
- v3s16(1,1,1),
-};
-
-// Calculate lighting at the XYZ- corner of p
-u8 getSmoothLight(v3s16 p, VoxelManipulator &vmanip, u32 daynight_ratio)
+/*
+ Gets node tile given a face direction.
+*/
+TileSpec getNodeTile(MapNode mn, v3s16 p, v3s16 dir, MeshMakeData *data)
{
- u16 ambient_occlusion = 0;
- u16 light = 0;
- u16 light_count = 0;
- for(u32 i=0; i<8; i++)
+ INodeDefManager *ndef = data->m_gamedef->ndef();
+
+ // Direction must be (1,0,0), (-1,0,0), (0,1,0), (0,-1,0),
+ // (0,0,1), (0,0,-1) or (0,0,0)
+ assert(dir.X * dir.X + dir.Y * dir.Y + dir.Z * dir.Z <= 1);
+
+ // Convert direction to single integer for table lookup
+ // 0 = (0,0,0)
+ // 1 = (1,0,0)
+ // 2 = (0,1,0)
+ // 3 = (0,0,1)
+ // 4 = invalid, treat as (0,0,0)
+ // 5 = (0,0,-1)
+ // 6 = (0,-1,0)
+ // 7 = (-1,0,0)
+ u8 dir_i = ((dir.X + 2 * dir.Y + 3 * dir.Z) & 7)*2;
+
+ // Get rotation for things like chests
+ u8 facedir = mn.getFaceDir(ndef);
+ if (facedir > 23)
+ facedir = 0;
+ static const u16 dir_to_tile[24 * 16] =
{
- MapNode n = vmanip.getNodeNoEx(p - dirs8[i]);
- if(content_features(n.d).param_type == CPT_LIGHT
- // Fast-style leaves look better this way
- && content_features(n.d).solidness != 2)
- {
- light += decode_light(n.getLightBlend(daynight_ratio));
- light_count++;
- }
- else
- {
- if(n.d != CONTENT_IGNORE)
- ambient_occlusion++;
- }
- }
-
- if(light_count == 0)
- return 255;
-
- light /= light_count;
-
- if(ambient_occlusion > 4)
- {
- ambient_occlusion -= 4;
- light = (float)light / ((float)ambient_occlusion * 0.5 + 1.0);
- }
-
- return light;
-}
-
-// Calculate lighting at the given corner of p
-u8 getSmoothLight(v3s16 p, v3s16 corner,
- VoxelManipulator &vmanip, u32 daynight_ratio)
-{
- if(corner.X == 1) p.X += 1;
- else assert(corner.X == -1);
- if(corner.Y == 1) p.Y += 1;
- else assert(corner.Y == -1);
- if(corner.Z == 1) p.Z += 1;
- else assert(corner.Z == -1);
-
- return getSmoothLight(p, vmanip, daynight_ratio);
+ // 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, 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, 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, 3,1 , 5,2 , 1,0 , 0,0, 0,2 , 4,0 , 2,3 ,
+ 0,0, 5,1 , 2,2 , 1,1 , 0,0, 0,1 , 3,0 , 4,3 ,
+
+ 0,0, 0,3 , 3,3 , 4,1 , 0,0, 5,3 , 2,3 , 1,3 , // rotate around x+ 12 - 15
+ 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, 1,2 , 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, 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
+
+ };
+ u16 tile_index=facedir*16 + dir_i;
+ TileSpec spec = getNodeTileN(mn, p, dir_to_tile[tile_index], data);
+ spec.rotation=dir_to_tile[tile_index + 1];
+ spec.texture = data->m_gamedef->tsrc()->getTexture(spec.texture_id);
+ return spec;
}
-void getTileInfo(
+static void getTileInfo(
// Input:
- v3s16 blockpos_nodes,
+ MeshMakeData *data,
v3s16 p,
v3s16 face_dir,
- u32 daynight_ratio,
- VoxelManipulator &vmanip,
- NodeModMap &temp_mods,
- bool smooth_lighting,
// Output:
bool &makes_face,
v3s16 &p_corrected,
v3s16 &face_dir_corrected,
- u8 *lights,
- TileSpec &tile
+ u16 *lights,
+ TileSpec &tile,
+ u8 &light_source
)
{
+ VoxelManipulator &vmanip = data->m_vmanip;
+ INodeDefManager *ndef = data->m_gamedef->ndef();
+ v3s16 blockpos_nodes = data->m_blockpos * MAP_BLOCKSIZE;
+
MapNode n0 = vmanip.getNodeNoEx(blockpos_nodes + p);
MapNode n1 = vmanip.getNodeNoEx(blockpos_nodes + p + face_dir);
- TileSpec tile0 = getNodeTile(n0, p, face_dir, temp_mods);
- TileSpec tile1 = getNodeTile(n1, p + face_dir, -face_dir, temp_mods);
+ TileSpec tile0 = getNodeTile(n0, p, face_dir, data);
+ TileSpec tile1 = getNodeTile(n1, p + face_dir, -face_dir, data);
// This is hackish
- u8 content0 = getNodeContent(p, n0, temp_mods);
- u8 content1 = getNodeContent(p + face_dir, n1, temp_mods);
- u8 mf = face_contents(content0, content1);
+ bool equivalent = false;
+ u8 mf = face_contents(n0.getContent(), n1.getContent(),
+ &equivalent, ndef);
if(mf == 0)
{
tile = tile0;
p_corrected = p;
face_dir_corrected = face_dir;
+ light_source = ndef->get(n0).light_source;
}
else
{
tile = tile1;
p_corrected = p + face_dir;
face_dir_corrected = -face_dir;
+ light_source = ndef->get(n1).light_source;
}
- if(smooth_lighting == false)
+ // 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] =
- decode_light(getFaceLight(daynight_ratio, n0, n1, face_dir));
+ getFaceLight(n0, n1, face_dir, data);
}
else
{
getNodeVertexDirs(face_dir_corrected, vertex_dirs);
for(u16 i=0; i<4; i++)
{
- lights[i] = getSmoothLight(blockpos_nodes + p_corrected,
- vertex_dirs[i], vmanip, daynight_ratio);
+ lights[i] = getSmoothLight(
+ blockpos_nodes + p_corrected,
+ vertex_dirs[i], data);
}
}
translate_dir: unit vector with only one of x, y or z
face_dir: unit vector with only one of x, y or z
*/
-void updateFastFaceRow(
- u32 daynight_ratio,
- v3f posRelative_f,
+static void updateFastFaceRow(
+ MeshMakeData *data,
v3s16 startpos,
- u16 length,
v3s16 translate_dir,
v3f translate_dir_f,
v3s16 face_dir,
v3f face_dir_f,
- core::array<FastFace> &dest,
- NodeModMap &temp_mods,
- VoxelManipulator &vmanip,
- v3s16 blockpos_nodes,
- bool smooth_lighting)
+ std::vector<FastFace> &dest)
{
v3s16 p = startpos;
u16 continuous_tiles_count = 0;
- bool makes_face;
+ bool makes_face = false;
v3s16 p_corrected;
v3s16 face_dir_corrected;
- u8 lights[4];
+ u16 lights[4] = {0,0,0,0};
TileSpec tile;
- getTileInfo(blockpos_nodes, p, face_dir, daynight_ratio,
- vmanip, temp_mods, smooth_lighting,
- makes_face, p_corrected, face_dir_corrected, lights, tile);
+ u8 light_source = 0;
+ getTileInfo(data, p, face_dir,
+ makes_face, p_corrected, face_dir_corrected,
+ lights, tile, light_source);
- for(u16 j=0; j<length; j++)
+ for(u16 j=0; j<MAP_BLOCKSIZE; j++)
{
// If tiling can be done, this is set to false in the next step
bool next_is_different = true;
bool next_makes_face = false;
v3s16 next_p_corrected;
v3s16 next_face_dir_corrected;
- u8 next_lights[4] = {0,0,0,0};
+ 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 != length - 1)
+ if(j != MAP_BLOCKSIZE - 1)
{
p_next = p + translate_dir;
- getTileInfo(blockpos_nodes, p_next, face_dir, daynight_ratio,
- vmanip, temp_mods, smooth_lighting,
+ getTileInfo(data, p_next, face_dir,
next_makes_face, next_p_corrected,
next_face_dir_corrected, next_lights,
- next_tile);
+ next_tile, next_light_source);
if(next_makes_face == makes_face
- && next_p_corrected == p_corrected
+ && next_p_corrected == p_corrected + translate_dir
&& next_face_dir_corrected == face_dir_corrected
&& next_lights[0] == lights[0]
&& next_lights[1] == lights[1]
&& next_lights[2] == lights[2]
&& next_lights[3] == lights[3]
- && next_tile == tile)
+ && next_tile == tile
+ && tile.rotation == 0
+ && next_light_source == light_source)
{
next_is_different = false;
}
+ else{
+ /*if(makes_face){
+ g_profiler->add("Meshgen: diff: next_makes_face != makes_face",
+ next_makes_face != makes_face ? 1 : 0);
+ g_profiler->add("Meshgen: diff: n_p_corr != p_corr + t_dir",
+ (next_p_corrected != p_corrected + translate_dir) ? 1 : 0);
+ g_profiler->add("Meshgen: diff: next_f_dir_corr != f_dir_corr",
+ next_face_dir_corrected != face_dir_corrected ? 1 : 0);
+ g_profiler->add("Meshgen: diff: next_lights[] != lights[]",
+ (next_lights[0] != lights[0] ||
+ next_lights[0] != lights[0] ||
+ next_lights[0] != lights[0] ||
+ next_lights[0] != lights[0]) ? 1 : 0);
+ g_profiler->add("Meshgen: diff: !(next_tile == tile)",
+ !(next_tile == tile) ? 1 : 0);
+ }*/
+ }
+ /*g_profiler->add("Meshgen: Total faces checked", 1);
+ if(makes_face)
+ g_profiler->add("Meshgen: Total makes_face checked", 1);*/
+ } else {
+ /*if(makes_face)
+ g_profiler->add("Meshgen: diff: last position", 1);*/
}
continuous_tiles_count++;
- // This is set to true if the texture doesn't allow more tiling
- bool end_of_texture = false;
- /*
- If there is no texture, it can be tiled infinitely.
- If tiled==0, it means the texture can be tiled infinitely.
- Otherwise check tiled agains continuous_tiles_count.
- */
- if(tile.texture.atlas != NULL && tile.texture.tiled != 0)
- {
- if(tile.texture.tiled <= continuous_tiles_count)
- end_of_texture = true;
- }
-
- // Do this to disable tiling textures
- //end_of_texture = true; //DEBUG
-
- if(next_is_different || end_of_texture)
+ if(next_is_different)
{
/*
Create a face if there should be one
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;
+ if(continuous_tiles_count != 1)
+ sp += translate_dir_f;
v3f scale(1,1,1);
if(translate_dir.X != 0)
}
makeFastFace(tile, lights[0], lights[1], lights[2], lights[3],
- sp, face_dir_corrected, scale,
- posRelative_f, dest);
+ 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;
lights[2] = next_lights[2];
lights[3] = next_lights[3];
tile = next_tile;
+ light_source = next_light_source;
}
p = p_next;
}
}
-scene::SMesh* makeMapBlockMesh(MeshMakeData *data)
+static void updateAllFastFaceRows(MeshMakeData *data,
+ std::vector<FastFace> &dest)
{
- // 4-21ms for MAP_BLOCKSIZE=16
- // 24-155ms for MAP_BLOCKSIZE=32
- //TimeTaker timer1("makeMapBlockMesh()");
+ /*
+ 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++){
+ updateFastFaceRow(data,
+ v3s16(0,y,z),
+ v3s16(1,0,0), //dir
+ v3f (1,0,0),
+ v3s16(0,1,0), //face dir
+ v3f (0,1,0),
+ dest);
+ }
+ }
- core::array<FastFace> fastfaces_new;
+ /*
+ 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++){
+ updateFastFaceRow(data,
+ v3s16(x,y,0),
+ v3s16(0,0,1), //dir
+ v3f (0,0,1),
+ v3s16(1,0,0), //face dir
+ v3f (1,0,0),
+ dest);
+ }
+ }
- v3s16 blockpos_nodes = data->m_blockpos*MAP_BLOCKSIZE;
-
- // floating point conversion
- v3f posRelative_f(blockpos_nodes.X, blockpos_nodes.Y, blockpos_nodes.Z);
-
/*
- Some settings
+ Go through every y,z and get back(z+) faces in rows of x+
*/
- //bool new_style_water = g_settings.getBool("new_style_water");
- //bool new_style_leaves = g_settings.getBool("new_style_leaves");
- bool smooth_lighting = g_settings.getBool("smooth_lighting");
-
+ 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
+ v3f (1,0,0),
+ v3s16(0,0,1), //face dir
+ v3f (0,0,1),
+ dest);
+ }
+ }
+}
+
+/*
+ MapBlockMesh
+*/
+
+MapBlockMesh::MapBlockMesh(MeshMakeData *data):
+ m_mesh(new scene::SMesh()),
+ m_gamedef(data->m_gamedef),
+ m_animation_force_timer(0), // force initial animation
+ m_last_crack(-1),
+ m_crack_materials(),
+ m_last_daynight_ratio((u32) -1),
+ m_daynight_diffs()
+{
+ // 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;
+
/*
We are including the faces of the trailing edges of the block.
This means that when something changes, the caller must
NOTE: This is the slowest part of this method.
*/
-
{
- // 4-23ms for MAP_BLOCKSIZE=16
- //TimeTaker timer2("updateMesh() collect");
-
- /*
- 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++){
- updateFastFaceRow(data->m_daynight_ratio, posRelative_f,
- v3s16(0,y,z), MAP_BLOCKSIZE,
- v3s16(1,0,0), //dir
- v3f (1,0,0),
- v3s16(0,1,0), //face dir
- v3f (0,1,0),
- fastfaces_new,
- data->m_temp_mods,
- data->m_vmanip,
- blockpos_nodes,
- smooth_lighting);
- }
- }
- /*
- 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++){
- updateFastFaceRow(data->m_daynight_ratio, posRelative_f,
- v3s16(x,y,0), MAP_BLOCKSIZE,
- v3s16(0,0,1),
- v3f (0,0,1),
- v3s16(1,0,0),
- v3f (1,0,0),
- fastfaces_new,
- data->m_temp_mods,
- data->m_vmanip,
- blockpos_nodes,
- smooth_lighting);
- }
- }
- /*
- 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++){
- updateFastFaceRow(data->m_daynight_ratio, posRelative_f,
- v3s16(0,y,z), MAP_BLOCKSIZE,
- v3s16(1,0,0),
- v3f (1,0,0),
- v3s16(0,0,1),
- v3f (0,0,1),
- fastfaces_new,
- data->m_temp_mods,
- data->m_vmanip,
- blockpos_nodes,
- smooth_lighting);
- }
- }
+ // 4-23ms for MAP_BLOCKSIZE=16 (NOTE: probably outdated)
+ //TimeTaker timer2("updateAllFastFaceRows()");
+ updateAllFastFaceRows(data, fastfaces_new);
}
-
// End of slow part
/*
- Convert FastFaces to SMesh
+ Convert FastFaces to MeshCollector
*/
MeshCollector collector;
- if(fastfaces_new.size() > 0)
{
// avg 0ms (100ms spikes when loading textures the first time)
- //TimeTaker timer2("updateMesh() mesh building");
-
- video::SMaterial material;
- material.setFlag(video::EMF_LIGHTING, false);
- 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);
+ // (NOTE: probably outdated)
+ //TimeTaker timer2("MeshCollector building");
for(u32 i=0; i<fastfaces_new.size(); i++)
{
const u16 indices[] = {0,1,2,2,3,0};
const u16 indices_alternate[] = {0,1,3,2,3,1};
- video::ITexture *texture = f.tile.texture.atlas;
- if(texture == NULL)
+ if(f.tile.texture == NULL)
continue;
- material.setTexture(0, texture);
-
- f.tile.applyMaterialOptions(material);
-
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.
+ getRed() is the day color.
*/
- if(f.vertices[0].Color != f.vertices[2].Color
- || f.vertices[1].Color == f.vertices[3].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(material, f.vertices, 4, indices_p, 6);
+ collector.append(f.tile, f.vertices, 4, indices_p, 6);
}
}
mapblock_mesh_generate_special(data, collector);
+
/*
- Add stuff from collector to mesh
+ Convert MeshCollector to SMesh
*/
+ 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;
+
+ 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
+ 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";
+ 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(
+ 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;
+ if(g_settings->getBool("desynchronize_mapblock_texture_animation")){
+ // Get starting position from noise
+ m_animation_frame_offsets[i] = 100000 * (2.0 + noise3d(
+ data->m_blockpos.X, data->m_blockpos.Y,
+ data->m_blockpos.Z, 0));
+ } else {
+ // Play all synchronized
+ 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);
+ }
+ // - Classic lighting (shaders handle this by themselves)
+ if(!enable_shaders)
+ {
+ for(u32 j = 0; j < p.vertices.size(); j++)
+ {
+ video::SColor &vc = p.vertices[j].Color;
+ // 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));
+ }
+ }
+ }
+
+ // Create material
+ video::SMaterial material;
+ material.setFlag(video::EMF_LIGHTING, false);
+ 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);
- scene::SMesh *mesh_new = NULL;
- mesh_new = new scene::SMesh();
-
- collector.fillMesh(mesh_new);
+ if (enable_shaders) {
+ video::E_MATERIAL_TYPE smat1 = shadermat1;
+ video::E_MATERIAL_TYPE smat2 = shadermat2;
+ video::E_MATERIAL_TYPE smat3 = shadermat3;
+
+ if (enable_bumpmapping) {
+ ITextureSource *tsrc = data->m_gamedef->tsrc();
+ std::string fname_base = tsrc->getTextureName(p.tile.texture_id);
- /*
- Do some stuff to the mesh
- */
+ 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));
+
+ smat1 = bumpmaps1;
+ smat2 = bumpmaps2;
+ }
+ }
+
+ p.tile.applyMaterialOptionsWithShaders(material, smat1, smat2, smat3);
+ } else {
+ p.tile.applyMaterialOptions(material);
+ }
- mesh_new->recalculateBoundingBox();
+ // 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());
+ }
/*
- Delete new mesh if it is empty
+ Do some stuff to the mesh
*/
- if(mesh_new->getMeshBufferCount() == 0)
- {
- mesh_new->drop();
- mesh_new = NULL;
- }
+ translateMesh(m_mesh, intToFloat(data->m_blockpos * MAP_BLOCKSIZE, BS));
- if(mesh_new)
+ if(m_mesh)
{
#if 0
// Usually 1-700 faces and 1-7 materials
std::cout<<"Updated MapBlock has "<<fastfaces_new.size()<<" faces "
- <<"and uses "<<mesh_new->getMeshBufferCount()
+ <<"and uses "<<m_mesh->getMeshBufferCount()
<<" materials (meshbuffers)"<<std::endl;
#endif
// Use VBO for mesh (this just would set this for ever buffer)
// This will lead to infinite memory usage because or irrlicht.
- //mesh_new->setHardwareMappingHint(scene::EHM_STATIC);
+ //m_mesh->setHardwareMappingHint(scene::EHM_STATIC);
/*
NOTE: If that is enabled, some kind of a queue to the main
the hardware buffer and then delete the mesh
*/
}
-
- return mesh_new;
//std::cout<<"added "<<fastfaces.getSize()<<" faces."<<std::endl;
+
+ // Check if animation is required for this mesh
+ m_has_animation =
+ !m_crack_materials.empty() ||
+ !m_daynight_diffs.empty() ||
+ !m_animation_tiles.empty();
+}
+
+MapBlockMesh::~MapBlockMesh()
+{
+ m_mesh->drop();
+ m_mesh = NULL;
+}
+
+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");
+
+ if(!m_has_animation)
+ {
+ m_animation_force_timer = 100000;
+ return false;
+ }
+
+ m_animation_force_timer = myrand_range(5, 100);
+
+ // Cracks
+ if(crack != m_last_crack)
+ {
+ for(std::map<u32, std::string>::iterator
+ i = m_crack_materials.begin();
+ 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);
+ 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();
+ i != m_animation_tiles.end(); i++)
+ {
+ const TileSpec &tile = i->second;
+ // Figure out current frame
+ int frameoffset = m_animation_frame_offsets[i->first];
+ int frame = (int)(time * 1000 / tile.animation_frame_length_ms
+ + frameoffset) % tile.animation_frame_count;
+ // If frame doesn't change, skip
+ if(frame == m_animation_frames[i->first])
+ continue;
+
+ m_animation_frames[i->first] = frame;
+
+ scene::IMeshBuffer *buf = m_mesh->getMeshBuffer(i->first);
+ ITextureSource *tsrc = m_gamedef->getTextureSource();
+
+ // 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 && 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()));
+ }
+ }
+
+ // Day-night transition
+ if(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++)
+ {
+ scene::IMeshBuffer *buf = m_mesh->getMeshBuffer(i->first);
+ video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices();
+ for(std::map<u32, std::pair<u8, u8 > >::iterator
+ j = i->second.begin();
+ 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);
+ // 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;
}
+/*
+ MeshCollector
+*/
+
+void MeshCollector::append(const TileSpec &tile,
+ const video::S3DVertex *vertices, u32 numVertices,
+ const u16 *indices, u32 numIndices)
+{
+ 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++)
+ {
+ p->vertices.push_back(vertices[i]);
+ }
+}