#include "mesh.h"
#include "content_mapblock.h"
#include "noise.h"
+#include "shader.h"
#include "settings.h"
+#include "util/directiontables.h"
+
+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
// Get map
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)
};
static void makeFastFace(TileSpec tile, u16 li0, u16 li1, u16 li2, u16 li3,
- v3f p, v3s16 dir, v3f scale, core::array<FastFace> &dest)
+ v3f p, v3s16 dir, v3f scale, u8 light_source, core::array<FastFace> &dest)
{
FastFace face;
float h = tile.texture.size.Y;
face.vertices[0] = video::S3DVertex(vertex_pos[0], normal,
- MapBlock_LightColor(alpha, li0),
+ MapBlock_LightColor(alpha, li0, light_source),
core::vector2d<f32>(x0+w*abs_scale, y0+h));
face.vertices[1] = video::S3DVertex(vertex_pos[1], normal,
- MapBlock_LightColor(alpha, li1),
+ MapBlock_LightColor(alpha, li1, light_source),
core::vector2d<f32>(x0, y0+h));
face.vertices[2] = video::S3DVertex(vertex_pos[2], normal,
- MapBlock_LightColor(alpha, li2),
+ MapBlock_LightColor(alpha, li2, light_source),
core::vector2d<f32>(x0, y0));
face.vertices[3] = video::S3DVertex(vertex_pos[3], normal,
- MapBlock_LightColor(alpha, li3),
+ MapBlock_LightColor(alpha, li3, light_source),
core::vector2d<f32>(x0+w*abs_scale, y0));
face.tile = tile;
0, 5, 0, 2, 0, 3, 1, 4, // facedir = 3
};
u8 tileindex = dir_to_tile[facedir*8 + dir_i];
- return getNodeTileN(mn, p, tileindex, data);
+
+ // If not rotated or is side tile, we're done
+ if(facedir == 0 || (tileindex != 0 && tileindex != 1))
+ return getNodeTileN(mn, p, tileindex, data);
+
+ // This is the top or bottom tile, and it shall be rotated; thus rotate it
+ TileSpec spec = getNodeTileN(mn, p, tileindex, data);
+ if(tileindex == 0){
+ if(facedir == 1){ // -90
+ std::string name = data->m_gamedef->tsrc()->getTextureName(spec.texture.id);
+ name += "^[transformR270";
+ spec.texture = data->m_gamedef->tsrc()->getTexture(name);
+ }
+ else if(facedir == 2){ // 180
+ spec.texture.pos += spec.texture.size;
+ spec.texture.size *= -1;
+ }
+ else if(facedir == 3){ // 90
+ std::string name = data->m_gamedef->tsrc()->getTextureName(spec.texture.id);
+ name += "^[transformR90";
+ spec.texture = data->m_gamedef->tsrc()->getTexture(name);
+ }
+ }
+ else if(tileindex == 1){
+ if(facedir == 1){ // -90
+ std::string name = data->m_gamedef->tsrc()->getTextureName(spec.texture.id);
+ name += "^[transformR90";
+ spec.texture = data->m_gamedef->tsrc()->getTexture(name);
+ }
+ else if(facedir == 2){ // 180
+ spec.texture.pos += spec.texture.size;
+ spec.texture.size *= -1;
+ }
+ else if(facedir == 3){ // 90
+ std::string name = data->m_gamedef->tsrc()->getTextureName(spec.texture.id);
+ name += "^[transformR270";
+ spec.texture = data->m_gamedef->tsrc()->getTexture(name);
+ }
+ }
+ return spec;
}
static void getTileInfo(
v3s16 &p_corrected,
v3s16 &face_dir_corrected,
u16 *lights,
- TileSpec &tile
+ TileSpec &tile,
+ u8 &light_source
)
{
VoxelManipulator &vmanip = data->m_vmanip;
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;
}
// 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] =
v3s16 face_dir_corrected;
u16 lights[4] = {0,0,0,0};
TileSpec tile;
+ u8 light_source = 0;
getTileInfo(data, p, face_dir,
makes_face, p_corrected, face_dir_corrected,
- lights, tile);
+ lights, tile, light_source);
for(u16 j=0; j<MAP_BLOCKSIZE; j++)
{
v3s16 next_face_dir_corrected;
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
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 + translate_dir
&& next_lights[1] == lights[1]
&& next_lights[2] == lights[2]
&& next_lights[3] == lights[3]
- && next_tile == tile)
+ && next_tile == tile
+ && next_light_source == light_source)
{
next_is_different = false;
}
}
makeFastFace(tile, lights[0], lights[1], lights[2], lights[3],
- sp, face_dir_corrected, scale,
+ sp, face_dir_corrected, scale, light_source,
dest);
g_profiler->avg("Meshgen: faces drawn by tiling", 0);
lights[2] = next_lights[2];
lights[3] = next_lights[3];
tile = next_tile;
+ light_source = next_light_source;
}
p = p_next;
Convert MeshCollector to SMesh
Also store animation info
*/
+ bool enable_shaders = (g_settings->getS32("enable_shaders") > 0);
+ 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;
for(u32 i = 0; i < collector.prebuffers.size(); i++)
{
PreMeshBuffer &p = collector.prebuffers[i];
os<<"^[verticalframe:"<<(int)p.tile.animation_frame_count<<":0";
p.tile.texture = tsrc->getTexture(os.str());
}
- // - Lighting
- for(u32 j = 0; j < p.vertices.size(); j++)
+ // - Classic lighting (shaders handle this by themselves)
+ if(!enable_shaders)
{
- video::SColor &vc = p.vertices[j].Color;
- 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);
+ 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.MaterialType
= video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
material.setTexture(0, p.tile.texture.atlas);
- p.tile.applyMaterialOptions(material);
+ if(enable_shaders)
+ p.tile.applyMaterialOptionsWithShaders(material, shadermat1, shadermat2);
+ else
+ p.tile.applyMaterialOptions(material);
// Create meshbuffer
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;