#include "mapblock.h"
#include "map.h"
#include "main.h" // For g_settings and g_texturesource
+#include "settings.h"
+#include "profiler.h"
+#include "nodedef.h"
+#include "gamedef.h"
#include "content_mapblock.h"
void MeshMakeData::fill(u32 daynight_ratio, MapBlock *block)
*/
// 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++)
{
}
}
+void MeshMakeData::fillSingleNode(u32 daynight_ratio, MapNode *node)
+{
+ m_daynight_ratio = daynight_ratio;
+ m_blockpos = v3s16(0,0,0);
+ m_temp_mods.clear();
+
+ 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;
+}
+
/*
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)
+video::SColor MapBlock_LightColor(u8 alpha, u8 light)
{
+#if 0
return video::SColor(alpha,light,light,light);
+#endif
+ //return video::SColor(alpha,light,light,MYMAX(0, (s16)light-25)+25);
+ /*return video::SColor(alpha,light,light,MYMAX(0,
+ pow((float)light/255.0, 0.8)*255.0));*/
+#if 1
+ // Emphase blue a bit in darker places
+ float lim = 80;
+ float power = 0.8;
+ if(light > lim)
+ return video::SColor(alpha,light,light,light);
+ else
+ return video::SColor(alpha,light,light,MYMAX(0,
+ pow((float)light/lim, power)*lim));
+#endif
}
struct FastFace
video::S3DVertex vertices[4]; // Precalculated vertices
};
-void makeFastFace(TileSpec tile, u8 li0, u8 li1, u8 li2, u8 li3, v3f p,
+static 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)
{
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);
-
+ v3f normal(dir.X, dir.Y, dir.Z);
+
u8 alpha = tile.alpha;
/*u8 alpha = 255;
if(tile.id == TILE_WATER)
float w = tile.texture.size.X;
float h = tile.texture.size.Y;
- /*video::SColor c = lightColor(alpha, li);
+ /*video::SColor c = MapBlock_LightColor(alpha, li);
face.vertices[0] = video::S3DVertex(vertex_pos[0], v3f(0,1,0), c,
core::vector2d<f32>(x0+w*abs_scale, y0+h));
face.vertices[3] = video::S3DVertex(vertex_pos[3], v3f(0,1,0), c,
core::vector2d<f32>(x0+w*abs_scale, y0));*/
- 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),
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),
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),
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),
core::vector2d<f32>(x0+w*abs_scale, y0));
face.tile = tile;
dest.push_back(face);
}
+static TileSpec getTile(const MapNode &node, v3s16 dir, INodeDefManager *nodemgr)
+{
+ // 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;
+
+ // Get rotation for things like chests
+ u8 facedir = node.getFaceDir(nodemgr);
+ assert(facedir <= 3);
+
+ static const u8 dir_to_tile[4 * 8] =
+ {
+ // 0 +X +Y +Z 0 -Z -Y -X
+ 0, 2, 0, 4, 0, 5, 1, 3, // facedir = 0
+ 0, 4, 0, 3, 0, 2, 1, 5, // facedir = 1
+ 0, 3, 0, 5, 0, 4, 1, 2, // facedir = 2
+ 0, 5, 0, 2, 0, 3, 1, 4, // facedir = 3
+ };
+
+ return nodemgr->get(node).tiles[dir_to_tile[facedir*8 + dir_i]];
+}
+
/*
Gets node tile from any place relative to block.
Returns TILE_NODE if doesn't exist or should not be drawn.
*/
TileSpec getNodeTile(MapNode mn, v3s16 p, v3s16 face_dir,
- NodeModMap &temp_mods)
+ NodeModMap *temp_mods, ITextureSource *tsrc, INodeDefManager *ndef)
{
TileSpec spec;
- spec = mn.getTile(face_dir);
+ spec = getTile(mn, face_dir, ndef);
/*
Check temporary modifications on this node
{
struct NodeMod mod = n->getValue();*/
NodeMod mod;
- if(temp_mods.get(p, &mod))
+ if(temp_mods && temp_mods->get(p, &mod))
{
+ #if 0 // NODEMOD_CHANGECONTENT isn't used at the moment
if(mod.type == NODEMOD_CHANGECONTENT)
{
MapNode mn2(mod.param);
- spec = mn2.getTile(face_dir);
+ spec = getTile(mn2, face_dir, ndef);
}
+ #endif
if(mod.type == NODEMOD_CRACK)
{
/*
// Get original texture name
u32 orig_id = spec.texture.id;
- std::string orig_name = g_texturesource->getTextureName(orig_id);
+ std::string orig_name = tsrc->getTextureName(orig_id);
// Create new texture name
std::ostringstream os;
os<<orig_name<<"^[crack"<<mod.param;
// Get new texture
- u32 new_id = g_texturesource->getTextureId(os.str());
+ u32 new_id = tsrc->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);
+ spec.texture = tsrc->getTexture(new_id);
}
}
return spec;
}
-u8 getNodeContent(v3s16 p, MapNode mn, NodeModMap &temp_mods)
+static content_t getNodeContent(v3s16 p, MapNode mn, NodeModMap *temp_mods)
{
/*
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();*/
+ #if 0 // NODEMOD_CHANGECONTENT isn't used at the moment
NodeMod mod;
- if(temp_mods.get(p, &mod))
+ if(temp_mods && temp_mods->get(p, &mod))
{
if(mod.type == NODEMOD_CHANGECONTENT)
{
*/
}
}
+ #endif
- return mn.d;
+ return mn.getContent();
}
v3s16 dirs8[8] = {
};
// Calculate lighting at the XYZ- corner of p
-u8 getSmoothLight(v3s16 p, VoxelManipulator &vmanip, u32 daynight_ratio)
+static u8 getSmoothLight(v3s16 p, VoxelManipulator &vmanip, u32 daynight_ratio,
+ INodeDefManager *ndef)
{
u16 ambient_occlusion = 0;
u16 light = 0;
for(u32 i=0; i<8; i++)
{
MapNode n = vmanip.getNodeNoEx(p - dirs8[i]);
- if(content_features(n.d).param_type == CPT_LIGHT
+ if(ndef->get(n).param_type == CPT_LIGHT
// Fast-style leaves look better this way
- && content_features(n.d).solidness != 2)
+ && ndef->get(n).solidness != 2)
{
- light += decode_light(n.getLightBlend(daynight_ratio));
+ light += decode_light(n.getLightBlend(daynight_ratio, ndef));
light_count++;
}
else
{
- if(n.d != CONTENT_IGNORE)
+ if(n.getContent() != CONTENT_IGNORE)
ambient_occlusion++;
}
}
}
// Calculate lighting at the given corner of p
-u8 getSmoothLight(v3s16 p, v3s16 corner,
- VoxelManipulator &vmanip, u32 daynight_ratio)
+static u8 getSmoothLight(v3s16 p, v3s16 corner,
+ VoxelManipulator &vmanip, u32 daynight_ratio, INodeDefManager *ndef)
{
if(corner.X == 1) p.X += 1;
else assert(corner.X == -1);
if(corner.Z == 1) p.Z += 1;
else assert(corner.Z == -1);
- return getSmoothLight(p, vmanip, daynight_ratio);
+ return getSmoothLight(p, vmanip, daynight_ratio, ndef);
}
-void getTileInfo(
+static void getTileInfo(
// Input:
v3s16 blockpos_nodes,
v3s16 p,
v3s16 face_dir,
u32 daynight_ratio,
VoxelManipulator &vmanip,
- NodeModMap &temp_mods,
+ NodeModMap *temp_mods,
bool smooth_lighting,
+ IGameDef *gamedef,
// Output:
bool &makes_face,
v3s16 &p_corrected,
TileSpec &tile
)
{
+ ITextureSource *tsrc = gamedef->tsrc();
+ INodeDefManager *ndef = gamedef->ndef();
+
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, temp_mods, tsrc, ndef);
+ TileSpec tile1 = getNodeTile(n1, p + face_dir, -face_dir, temp_mods, tsrc, ndef);
// 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);
+ content_t content0 = getNodeContent(p, n0, temp_mods);
+ content_t content1 = getNodeContent(p + face_dir, n1, temp_mods);
+ bool equivalent = false;
+ u8 mf = face_contents(content0, content1, &equivalent, ndef);
if(mf == 0)
{
face_dir_corrected = -face_dir;
}
+ // eg. water and glass
+ if(equivalent)
+ tile.material_flags |= MATERIAL_FLAG_BACKFACE_CULLING;
+
if(smooth_lighting == false)
{
lights[0] = lights[1] = lights[2] = lights[3] =
- decode_light(getFaceLight(daynight_ratio, n0, n1, face_dir));
+ decode_light(getFaceLight(daynight_ratio, n0, n1, face_dir, ndef));
}
else
{
for(u16 i=0; i<4; i++)
{
lights[i] = getSmoothLight(blockpos_nodes + p_corrected,
- vertex_dirs[i], vmanip, daynight_ratio);
+ vertex_dirs[i], vmanip, daynight_ratio, ndef);
}
}
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(
+static void updateFastFaceRow(
u32 daynight_ratio,
v3f posRelative_f,
v3s16 startpos,
v3s16 face_dir,
v3f face_dir_f,
core::array<FastFace> &dest,
- NodeModMap &temp_mods,
+ NodeModMap *temp_mods,
VoxelManipulator &vmanip,
v3s16 blockpos_nodes,
- bool smooth_lighting)
+ bool smooth_lighting,
+ IGameDef *gamedef)
{
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];
+ u8 lights[4] = {0,0,0,0};
TileSpec tile;
getTileInfo(blockpos_nodes, p, face_dir, daynight_ratio,
- vmanip, temp_mods, smooth_lighting,
+ vmanip, temp_mods, smooth_lighting, gamedef,
makes_face, p_corrected, face_dir_corrected, lights, tile);
for(u16 j=0; j<length; j++)
p_next = p + translate_dir;
getTileInfo(blockpos_nodes, p_next, face_dir, daynight_ratio,
- vmanip, temp_mods, smooth_lighting,
+ vmanip, temp_mods, smooth_lighting, gamedef,
next_makes_face, next_p_corrected,
next_face_dir_corrected, next_lights,
next_tile);
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_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++;
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);
+
+ 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;
}
}
-scene::SMesh* makeMapBlockMesh(MeshMakeData *data)
+scene::SMesh* makeMapBlockMesh(MeshMakeData *data, IGameDef *gamedef)
{
// 4-21ms for MAP_BLOCKSIZE=16
// 24-155ms for MAP_BLOCKSIZE=32
/*
Some settings
*/
- //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");
+ //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");
/*
We are including the faces of the trailing edges of the block.
v3s16(0,1,0), //face dir
v3f (0,1,0),
fastfaces_new,
- data->m_temp_mods,
+ &data->m_temp_mods,
data->m_vmanip,
blockpos_nodes,
- smooth_lighting);
+ smooth_lighting,
+ gamedef);
}
}
/*
v3s16(1,0,0),
v3f (1,0,0),
fastfaces_new,
- data->m_temp_mods,
+ &data->m_temp_mods,
data->m_vmanip,
blockpos_nodes,
- smooth_lighting);
+ smooth_lighting,
+ gamedef);
}
}
/*
v3s16(0,0,1),
v3f (0,0,1),
fastfaces_new,
- data->m_temp_mods,
+ &data->m_temp_mods,
data->m_vmanip,
blockpos_nodes,
- smooth_lighting);
+ smooth_lighting,
+ gamedef);
}
}
}
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;
for(u32 i=0; i<fastfaces_new.size(); i++)
{
- whatever
*/
- mapblock_mesh_generate_special(data, collector);
+ mapblock_mesh_generate_special(data, collector, gamedef);
/*
Add stuff from collector to mesh