]> git.lizzy.rs Git - minetest.git/blobdiff - src/mapblock_mesh.cpp
Merge remote branch 'origin/master'
[minetest.git] / src / mapblock_mesh.cpp
index 0e26161e2d7aee65776743e46e6a3fe865935a42..f4d57922a52b0de37e8ce84c8e1276b6f5c96b36 100644 (file)
@@ -1,18 +1,18 @@
 /*
-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.
 */
@@ -27,6 +27,20 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "gamedef.h"
 #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
@@ -74,9 +88,9 @@ void MeshMakeData::fill(MapBlock *block)
                // 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)
@@ -274,8 +288,16 @@ static u8 getSmoothLight(enum LightBank bank, v3s16 p, MeshMakeData *data)
 
        if(ambient_occlusion > 4)
        {
-               ambient_occlusion -= 4;
-               light = (float)light / ((float)ambient_occlusion * 0.5 + 1.0);
+               //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;
@@ -423,7 +445,7 @@ struct FastFace
 };
 
 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;
        
@@ -465,16 +487,16 @@ static void makeFastFace(TileSpec tile, u16 li0, u16 li1, u16 li2, u16 li3,
        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;
@@ -551,6 +573,11 @@ TileSpec getNodeTileN(MapNode mn, v3s16 p, u8 tileindex, MeshMakeData *data)
                spec.material_flags |= MATERIAL_FLAG_CRACK;
                spec.texture = data->m_gamedef->tsrc()->getTextureRawAP(spec.texture);
        }
+       // If animated, replace tile texture with one without texture atlas
+       if(spec.material_flags & MATERIAL_FLAG_ANIMATION_VERTICAL_FRAMES)
+       {
+               spec.texture = data->m_gamedef->tsrc()->getTextureRawAP(spec.texture);
+       }
        return spec;
 }
 
@@ -589,7 +616,46 @@ TileSpec getNodeTile(MapNode mn, v3s16 p, v3s16 dir, MeshMakeData *data)
                   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(
@@ -602,7 +668,8 @@ static void getTileInfo(
                v3s16 &p_corrected,
                v3s16 &face_dir_corrected,
                u16 *lights,
-               TileSpec &tile
+               TileSpec &tile,
+               u8 &light_source
        )
 {
        VoxelManipulator &vmanip = data->m_vmanip;
@@ -632,18 +699,20 @@ static void getTileInfo(
                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] =
@@ -687,9 +756,10 @@ static void updateFastFaceRow(
        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++)
        {
@@ -703,6 +773,7 @@ static void updateFastFaceRow(
                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
@@ -713,7 +784,7 @@ static void updateFastFaceRow(
                        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
@@ -722,7 +793,8 @@ static void updateFastFaceRow(
                                        && 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;
                        }
@@ -798,7 +870,7 @@ static void updateFastFaceRow(
                                }
                                
                                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);
@@ -817,6 +889,7 @@ static void updateFastFaceRow(
                        lights[2] = next_lights[2];
                        lights[3] = next_lights[3];
                        tile = next_tile;
+                       light_source = next_light_source;
                }
                
                p = p_next;
@@ -956,6 +1029,11 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data):
                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];
@@ -975,17 +1053,49 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data):
                                crack_basename += "^[crack";
                        m_crack_materials.insert(std::make_pair(i, crack_basename));
                }
-               // - Lighting
-               for(u32 j = 0; j < p.vertices.size(); j++)
+               // - Texture animation
+               if(p.tile.material_flags & MATERIAL_FLAG_ANIMATION_VERTICAL_FRAMES)
                {
-                       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);
+                       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());
+               }
+               // - 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;
@@ -998,7 +1108,10 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data):
                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
 
@@ -1047,7 +1160,8 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data):
        // Check if animation is required for this mesh
        m_has_animation =
                !m_crack_materials.empty() ||
-               !m_daynight_diffs.empty();
+               !m_daynight_diffs.empty() ||
+               !m_animation_tiles.empty();
 }
 
 MapBlockMesh::~MapBlockMesh()
@@ -1086,6 +1200,34 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat
 
                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
+               AtlasPointer ap = tsrc->getTexture(os.str());
+               buf->getMaterial().setTexture(0, ap.atlas);
+       }
 
        // Day-night transition
        if(daynight_ratio != m_last_daynight_ratio)
@@ -1105,6 +1247,14 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat
                                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;