X-Git-Url: https://git.lizzy.rs/?a=blobdiff_plain;f=src%2Fmapblock_mesh.cpp;h=080131a6f4ee20dd1edf5118eb249c57d8034b9e;hb=5ca336ea9281e87d8a2de95cef337e056266838d;hp=b70b25eabffadedb160190371e2743198473a4ff;hpb=56b9377c1c55a08eb5ae09c058f9f1cb8e9e4a73;p=dragonfireclient.git diff --git a/src/mapblock_mesh.cpp b/src/mapblock_mesh.cpp index b70b25eab..080131a6f 100644 --- a/src/mapblock_mesh.cpp +++ b/src/mapblock_mesh.cpp @@ -32,14 +32,14 @@ with this program; if not, write to the Free Software Foundation, Inc., #include "settings.h" #include "util/directiontables.h" -float srgb_linear_multiply(float f, float m, float max) +void applyContrast(video::SColor& color, float Factor) { - f = f * f; // SRGB -> Linear - f *= m; - f = sqrt(f); // Linear -> SRGB - if(f > max) - f = max; - return f; + float r = color.getRed(); + float g = color.getGreen(); + float b = color.getBlue(); + color.setRed(irr::core::clamp((int)sqrt(r * r * Factor), 0, 255)); + color.setGreen(irr::core::clamp((int)sqrt(g * g * Factor), 0, 255)); + color.setBlue(irr::core::clamp((int)sqrt(b * b * Factor), 0, 255)); } /* @@ -59,7 +59,7 @@ void MeshMakeData::fill(MapBlock *block) m_blockpos = block->getPos(); v3s16 blockpos_nodes = m_blockpos*MAP_BLOCKSIZE; - + /* Copy data */ @@ -84,7 +84,7 @@ void MeshMakeData::fill(MapBlock *block) Copy neighbors. This is lightning fast. Copying only the borders would be *very* slow. */ - + // Get map Map *map = block->getParent(); @@ -102,7 +102,7 @@ void MeshMakeData::fill(MapBlock *block) 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)); @@ -150,9 +150,8 @@ void MeshMakeData::setSmoothLighting(bool smooth_lighting) Single light bank. */ static u8 getInteriorLight(enum LightBank bank, MapNode n, s32 increment, - MeshMakeData *data) + INodeDefManager *ndef) { - INodeDefManager *ndef = data->m_gamedef->ndef(); u8 light = n.getLight(bank, ndef); while(increment > 0) @@ -173,10 +172,10 @@ static u8 getInteriorLight(enum LightBank bank, MapNode n, s32 increment, Calculate non-smooth lighting at interior of node. Both light banks. */ -u16 getInteriorLight(MapNode n, s32 increment, MeshMakeData *data) +u16 getInteriorLight(MapNode n, s32 increment, INodeDefManager *ndef) { - u16 day = getInteriorLight(LIGHTBANK_DAY, n, increment, data); - u16 night = getInteriorLight(LIGHTBANK_NIGHT, n, increment, data); + u16 day = getInteriorLight(LIGHTBANK_DAY, n, increment, ndef); + u16 night = getInteriorLight(LIGHTBANK_NIGHT, n, increment, ndef); return day | (night << 8); } @@ -185,10 +184,8 @@ u16 getInteriorLight(MapNode n, s32 increment, MeshMakeData *data) Single light bank. */ static u8 getFaceLight(enum LightBank bank, MapNode n, MapNode n2, - v3s16 face_dir, MeshMakeData *data) + v3s16 face_dir, INodeDefManager *ndef) { - INodeDefManager *ndef = data->m_gamedef->ndef(); - u8 light; u8 l1 = n.getLight(bank, ndef); u8 l2 = n2.getLight(bank, ndef); @@ -206,20 +203,6 @@ static u8 getFaceLight(enum LightBank bank, MapNode n, MapNode n2, //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); } @@ -227,10 +210,10 @@ static u8 getFaceLight(enum LightBank bank, MapNode n, MapNode n2, Calculate non-smooth lighting at face of node. Both light banks. */ -u16 getFaceLight(MapNode n, MapNode n2, v3s16 face_dir, MeshMakeData *data) +u16 getFaceLight(MapNode n, MapNode n2, v3s16 face_dir, INodeDefManager *ndef) { - u16 day = getFaceLight(LIGHTBANK_DAY, n, n2, face_dir, data); - u16 night = getFaceLight(LIGHTBANK_NIGHT, n, n2, face_dir, data); + u16 day = getFaceLight(LIGHTBANK_DAY, n, n2, face_dir, ndef); + u16 night = getFaceLight(LIGHTBANK_NIGHT, n, n2, face_dir, ndef); return day | (night << 8); } @@ -260,6 +243,12 @@ static u8 getSmoothLight(enum LightBank bank, v3s16 p, MeshMakeData *data) for(u32 i=0; i<8; i++) { MapNode n = data->m_vmanip.getNodeNoEx(p - dirs8[i]); + + // if it's CONTENT_IGNORE we can't do any light calculations + if (n.getContent() == CONTENT_IGNORE) { + continue; + } + const ContentFeatures &f = ndef->get(n); if(f.light_source > light_source_max) light_source_max = f.light_source; @@ -270,15 +259,14 @@ static u8 getSmoothLight(enum LightBank bank, v3s16 p, MeshMakeData *data) light += decode_light(n.getLight(bank, ndef)); light_count++; } - else if(n.getContent() != CONTENT_IGNORE) - { + else { ambient_occlusion++; } } if(light_count == 0) return 255; - + light /= light_count; // Boost brightness around light sources @@ -326,7 +314,7 @@ u16 getSmoothLight(v3s16 p, v3s16 corner, MeshMakeData *data) else assert(corner.Y == -1); if(corner.Z == 1) p.Z += 1; else assert(corner.Z == -1); - + return getSmoothLight(p, data); } @@ -350,21 +338,15 @@ static void finalColorBlend(video::SColor& result, 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 = irr::core::clamp (b, 0, 255); // 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; + rg = irr::core::clamp (rg, 0, 255); result.setRed(rg); result.setGreen(rg); @@ -633,16 +615,16 @@ static u8 face_contents(content_t m1, content_t m2, bool *equivalent, if(m1 == CONTENT_IGNORE || m2 == CONTENT_IGNORE) return 0; - + bool contents_differ = (m1 != m2); - + const ContentFeatures &f1 = ndef->get(m1); const ContentFeatures &f2 = ndef->get(m2); // 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; @@ -651,12 +633,12 @@ static u8 face_contents(content_t m1, content_t m2, bool *equivalent, 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 @@ -665,7 +647,7 @@ static u8 face_contents(content_t m1, content_t m2, bool *equivalent, if(f2.isLiquid()) return 2; } - + if(c1 > c2) return 1; else @@ -715,16 +697,16 @@ TileSpec getNodeTile(MapNode mn, v3s16 p, v3s16 dir, MeshMakeData *data) facedir = 0; static const u16 dir_to_tile[24 * 16] = { - // 0 +X +Y +Z -Z -Y -X -> value=tile,rotation + // 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, 4,3 , 2,0 , 0,1 , 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, 5,3 , 3,0 , 0,3 , 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 , @@ -736,15 +718,15 @@ TileSpec getNodeTile(MapNode mn, v3s16 p, v3s16 dir, MeshMakeData *data) 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, 1,1 , 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, 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 + 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; @@ -773,10 +755,14 @@ static void getTileInfo( v3s16 blockpos_nodes = data->m_blockpos * MAP_BLOCKSIZE; MapNode n0 = vmanip.getNodeNoEx(blockpos_nodes + p); + + // Don't even try to get n1 if n0 is already CONTENT_IGNORE + if (n0.getContent() == CONTENT_IGNORE ) { + makes_face = false; + return; + } MapNode n1 = vmanip.getNodeNoEx(blockpos_nodes + p + face_dir); - TileSpec tile0 = getNodeTile(n0, p, face_dir, data); - TileSpec tile1 = getNodeTile(n1, p + face_dir, -face_dir, data); - + // This is hackish bool equivalent = false; u8 mf = face_contents(n0.getContent(), n1.getContent(), @@ -789,22 +775,22 @@ static void getTileInfo( } makes_face = true; - + if(mf == 1) { - tile = tile0; + tile = getNodeTile(n0, p, face_dir, data); p_corrected = p; face_dir_corrected = face_dir; light_source = ndef->get(n0).light_source; } else { - tile = tile1; + tile = getNodeTile(n1, p + face_dir, -face_dir, data); 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; @@ -812,7 +798,7 @@ static void getTileInfo( if(data->m_smooth_lighting == false) { lights[0] = lights[1] = lights[2] = lights[3] = - getFaceLight(n0, n1, face_dir, data); + getFaceLight(n0, n1, face_dir, ndef); } else { @@ -825,7 +811,7 @@ static void getTileInfo( vertex_dirs[i], data); } } - + return; } @@ -844,16 +830,16 @@ static void updateFastFaceRow( std::vector &dest) { v3s16 p = startpos; - + u16 continuous_tiles_count = 0; - + bool makes_face = false; v3s16 p_corrected; v3s16 face_dir_corrected; u16 lights[4] = {0,0,0,0}; TileSpec tile; u8 light_source = 0; - getTileInfo(data, p, face_dir, + getTileInfo(data, p, face_dir, makes_face, p_corrected, face_dir_corrected, lights, tile, light_source); @@ -861,27 +847,27 @@ static void updateFastFaceRow( { // If tiling can be done, this is set to false in the next step bool next_is_different = true; - + v3s16 p_next; - + bool next_makes_face = false; v3s16 next_p_corrected; 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 if(j != MAP_BLOCKSIZE - 1) { p_next = p + translate_dir; - + getTileInfo(data, p_next, face_dir, next_makes_face, next_p_corrected, next_face_dir_corrected, next_lights, next_tile, next_light_source); - + if(next_makes_face == makes_face && next_p_corrected == p_corrected + translate_dir && next_face_dir_corrected == face_dir_corrected @@ -921,7 +907,7 @@ static void updateFastFaceRow( } continuous_tiles_count++; - + if(next_is_different) { /* @@ -949,11 +935,11 @@ static void updateFastFaceRow( { scale.Z = continuous_tiles_count; } - + makeFastFace(tile, lights[0], lights[1], lights[2], lights[3], sp, face_dir_corrected, scale, light_source, dest); - + g_profiler->avg("Meshgen: faces drawn by tiling", 0); for(int i=1; iavg("Meshgen: faces drawn by tiling", 1); @@ -961,7 +947,7 @@ static void updateFastFaceRow( } continuous_tiles_count = 0; - + makes_face = next_makes_face; p_corrected = next_p_corrected; face_dir_corrected = next_face_dir_corrected; @@ -972,7 +958,7 @@ static void updateFastFaceRow( tile = next_tile; light_source = next_light_source; } - + p = p_next; } } @@ -1030,7 +1016,7 @@ static void updateAllFastFaceRows(MeshMakeData *data, MapBlockMesh */ -MapBlockMesh::MapBlockMesh(MeshMakeData *data): +MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset): m_mesh(new scene::SMesh()), m_gamedef(data->m_gamedef), m_animation_force_timer(0), // force initial animation @@ -1076,12 +1062,12 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data): const u16 indices[] = {0,1,2,2,3,0}; const u16 indices_alternate[] = {0,1,3,2,3,1}; - + if(f.tile.texture == NULL) continue; 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. @@ -1090,7 +1076,7 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data): 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(f.tile, f.vertices, 4, indices_p, 6); } } @@ -1104,23 +1090,17 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data): */ mapblock_mesh_generate_special(data, collector); - + /* 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_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; + bool enable_parallax_occlusion = g_settings->getBool("enable_parallax_occlusion"); for(u32 i = 0; i < collector.prebuffers.size(); i++) { @@ -1133,7 +1113,6 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *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<getTextureName(p.tile.texture_id)<<"^[crack"; @@ -1149,7 +1128,6 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data): // - 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; @@ -1170,25 +1148,32 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data): 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++) { - for(u32 j = 0; j < p.vertices.size(); j++) + video::SColor &vc = p.vertices[j].Color; + if(p.vertices[j].Normal.Y > 0.5) { + applyContrast (vc, 1.2); + } else if (p.vertices[j].Normal.Y < -0.5) { + applyContrast (vc, 0.3); + } else if (p.vertices[j].Normal.X > 0.5) { + applyContrast (vc, 0.5); + } else if (p.vertices[j].Normal.X < -0.5) { + applyContrast (vc, 0.5); + } else if (p.vertices[j].Normal.Z > 0.5) { + applyContrast (vc, 0.8); + } else if (p.vertices[j].Normal.Z < -0.5) { + applyContrast (vc, 0.8); + } + if(!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)); - } } } @@ -1200,42 +1185,38 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data): 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.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF; material.setTexture(0, p.tile.texture); - + 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); - - 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.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")); } - - material.setTexture(1, tsrc->getTexture(fname_base)); - - smat1 = bumpmaps1; - smat2 = bumpmaps2; } } - - p.tile.applyMaterialOptionsWithShaders(material, smat1, smat2, smat3); } else { p.tile.applyMaterialOptions(material); } - // Create meshbuffer // This is a "Standard MeshBuffer", @@ -1251,11 +1232,13 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data): &p.indices[0], p.indices.size()); } + m_camera_offset = camera_offset; + /* Do some stuff to the mesh */ - translateMesh(m_mesh, intToFloat(data->m_blockpos * MAP_BLOCKSIZE, BS)); + translateMesh(m_mesh, intToFloat(data->m_blockpos * MAP_BLOCKSIZE - camera_offset, BS)); if(m_mesh) { @@ -1276,7 +1259,7 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data): the hardware buffer and then delete the mesh */ } - + //std::cout<<"added "<getS32("enable_shaders") > 0); + 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; @@ -1339,7 +1323,7 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat m_last_crack = crack; } - + // Texture animation for(std::map::iterator i = m_animation_tiles.begin(); @@ -1358,6 +1342,7 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat 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); @@ -1365,19 +1350,29 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat os<<"^[verticalframe:"<<(int)tile.animation_frame_count<<":"<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<isKnownSourceImage(normal)) - buf->getMaterial().setTexture(1, 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<getMaterial().setTexture(1, tsrc->getTexture(os.str())); + buf->getMaterial().setTexture(2, tsrc->getTexture("enable_img.png")); + } + } } + } } // Day-night transition @@ -1398,14 +1393,6 @@ 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; @@ -1414,6 +1401,14 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat return true; } +void MapBlockMesh::updateCameraOffset(v3s16 camera_offset) +{ + if (camera_offset != m_camera_offset) { + translateMesh(m_mesh, intToFloat(m_camera_offset-camera_offset, BS)); + m_camera_offset = camera_offset; + } +} + /* MeshCollector */