X-Git-Url: https://git.lizzy.rs/?a=blobdiff_plain;f=src%2Fmapblock_mesh.cpp;h=080131a6f4ee20dd1edf5118eb249c57d8034b9e;hb=5ca336ea9281e87d8a2de95cef337e056266838d;hp=fd5937bbe36c420da8c0633f9a94728c781c8ae3;hpb=fd1135c7af46eb2f5b99a11f48bf9f9ae335ea9c;p=dragonfireclient.git diff --git a/src/mapblock_mesh.cpp b/src/mapblock_mesh.cpp index fd5937bbe..080131a6f 100644 --- a/src/mapblock_mesh.cpp +++ b/src/mapblock_mesh.cpp @@ -1,6 +1,6 @@ /* -Minetest-c55 -Copyright (C) 2010-2011 celeron55, Perttu Ahola +Minetest +Copyright (C) 2010-2013 celeron55, Perttu Ahola This program is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by @@ -28,6 +28,19 @@ with this program; if not, write to the Free Software Foundation, Inc., #include "mesh.h" #include "content_mapblock.h" #include "noise.h" +#include "shader.h" +#include "settings.h" +#include "util/directiontables.h" + +void applyContrast(video::SColor& color, float Factor) +{ + 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)); +} /* MeshMakeData @@ -46,7 +59,7 @@ void MeshMakeData::fill(MapBlock *block) m_blockpos = block->getPos(); v3s16 blockpos_nodes = m_blockpos*MAP_BLOCKSIZE; - + /* Copy data */ @@ -71,13 +84,13 @@ 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(); - 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) @@ -89,7 +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)); @@ -137,9 +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) @@ -160,10 +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); } @@ -172,10 +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); @@ -193,20 +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); } @@ -214,10 +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); } @@ -247,6 +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; @@ -257,15 +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 @@ -313,7 +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); } @@ -337,21 +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); @@ -432,16 +427,134 @@ struct FastFace }; static void makeFastFace(TileSpec tile, u16 li0, u16 li1, u16 li2, u16 li3, - v3f p, v3s16 dir, v3f scale, core::array &dest) + v3f p, v3s16 dir, v3f scale, u8 light_source, std::vector &dest) { FastFace face; - + // Position is at the center of the cube. v3f pos = p * 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( @@ -459,7 +572,7 @@ static void makeFastFace(TileSpec tile, u16 li0, u16 li1, u16 li2, u16 li3, 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; @@ -468,26 +581,20 @@ static void makeFastFace(TileSpec tile, u16 li0, u16 li1, u16 li2, u16 li3, u8 alpha = tile.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; - face.vertices[0] = video::S3DVertex(vertex_pos[0], normal, - MapBlock_LightColor(alpha, li0), + MapBlock_LightColor(alpha, li0, light_source), core::vector2d(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(x0, y0+h)); face.vertices[2] = video::S3DVertex(vertex_pos[2], normal, - MapBlock_LightColor(alpha, li2), + MapBlock_LightColor(alpha, li2, light_source), core::vector2d(x0, y0)); face.vertices[3] = video::S3DVertex(vertex_pos[3], normal, - MapBlock_LightColor(alpha, li3), + MapBlock_LightColor(alpha, li3, light_source), core::vector2d(x0+w*abs_scale, y0)); face.tile = tile; - dest.push_back(face); } @@ -508,16 +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; @@ -526,12 +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 @@ -540,7 +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 @@ -558,12 +665,6 @@ TileSpec getNodeTileN(MapNode mn, v3s16 p, u8 tileindex, MeshMakeData *data) if(p == data->m_crack_pos_relative) { 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; } @@ -588,22 +689,51 @@ TileSpec getNodeTile(MapNode mn, v3s16 p, v3s16 dir, MeshMakeData *data) // 5 = (0,0,-1) // 6 = (0,-1,0) // 7 = (-1,0,0) - u8 dir_i = (dir.X + 2 * dir.Y + 3 * dir.Z) & 7; + u8 dir_i = ((dir.X + 2 * dir.Y + 3 * dir.Z) & 7)*2; // Get rotation for things like chests u8 facedir = mn.getFaceDir(ndef); - assert(facedir <= 3); - - static const u8 dir_to_tile[4 * 8] = + if (facedir > 23) + facedir = 0; + static const u16 dir_to_tile[24 * 16] = { - // 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 + // 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 , 0,1 , 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 , 0,3 , 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 , + 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 + }; - u8 tileindex = dir_to_tile[facedir*8 + dir_i]; - return getNodeTileN(mn, p, tileindex, data); + 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; } static void getTileInfo( @@ -616,7 +746,8 @@ static void getTileInfo( v3s16 &p_corrected, v3s16 &face_dir_corrected, u16 *lights, - TileSpec &tile + TileSpec &tile, + u8 &light_source ) { VoxelManipulator &vmanip = data->m_vmanip; @@ -624,10 +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(), @@ -640,28 +775,30 @@ 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; - + 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 { @@ -674,7 +811,7 @@ static void getTileInfo( vertex_dirs[i], data); } } - + return; } @@ -690,45 +827,47 @@ static void updateFastFaceRow( v3f translate_dir_f, v3s16 face_dir, v3f face_dir_f, - core::array &dest) + 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; - getTileInfo(data, p, face_dir, + 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; javg("Meshgen: faces drawn by tiling", 0); for(int i=1; iavg("Meshgen: faces drawn by tiling", 1); @@ -822,7 +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; @@ -831,14 +956,15 @@ static void updateFastFaceRow( lights[2] = next_lights[2]; lights[3] = next_lights[3]; tile = next_tile; + light_source = next_light_source; } - + p = p_next; } } static void updateAllFastFaceRows(MeshMakeData *data, - core::array &dest) + std::vector &dest) { /* Go through every y,z and get top(y+) faces in rows of x+ @@ -890,7 +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 @@ -903,7 +1029,7 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data): // 24-155ms for MAP_BLOCKSIZE=32 (NOTE: probably outdated) //TimeTaker timer1("MapBlockMesh()"); - core::array fastfaces_new; + std::vector fastfaces_new; /* We are including the faces of the trailing edges of the block. @@ -936,12 +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.atlas == NULL) + + 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. @@ -950,7 +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); } } @@ -964,12 +1090,18 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data): */ mapblock_mesh_generate_special(data, collector); - + /* Convert MeshCollector to SMesh - Also store animation info */ + 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_parallax_occlusion = g_settings->getBool("enable_parallax_occlusion"); + for(u32 i = 0; i < collector.prebuffers.size(); i++) { PreMeshBuffer &p = collector.prebuffers[i]; @@ -981,43 +1113,70 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data): // - Cracks if(p.tile.material_flags & MATERIAL_FLAG_CRACK) { - ITextureSource *tsrc = data->m_gamedef->tsrc(); - std::string crack_basename = tsrc->getTextureName(p.tile.texture.id); + // Find the texture name plus ^[crack:N: + std::ostringstream os(std::ios::binary); + os<getTextureName(p.tile.texture_id)<<"^[crack"; if(p.tile.material_flags & MATERIAL_FLAG_CRACK_OVERLAY) - crack_basename += "^[cracko"; - else - crack_basename += "^[crack"; - m_crack_materials.insert(std::make_pair(i, crack_basename)); + 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; - // 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)); + 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<getTextureName(p.tile.texture.id); + os<getTextureName(p.tile.texture_id); os<<"^[verticalframe:"<<(int)p.tile.animation_frame_count<<":0"; - p.tile.texture = tsrc->getTexture(os.str()); + p.tile.texture = tsrc->getTexture( + os.str(), + &p.tile.texture_id); } - // - Lighting + for(u32 j = 0; j < p.vertices.size(); j++) { 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); + 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) + { + // - 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); + } } - // Create material video::SMaterial material; material.setFlag(video::EMF_LIGHTING, false); @@ -1026,11 +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.setTexture(0, p.tile.texture.atlas); - p.tile.applyMaterialOptions(material); - + //material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF; + material.setTexture(0, p.tile.texture); + + if (enable_shaders) { + 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")); + } + } + } + } else { + p.tile.applyMaterialOptions(material); + } // Create meshbuffer // This is a "Standard MeshBuffer", @@ -1042,16 +1228,17 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data): m_mesh->addMeshBuffer(buf); // Mesh grabbed it buf->drop(); - buf->append(p.vertices.pointer(), p.vertices.size(), - p.indices.pointer(), p.indices.size()); + buf->append(&p.vertices[0], p.vertices.size(), + &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)); - m_mesh->recalculateBoundingBox(); // translateMesh already does this + translateMesh(m_mesh, intToFloat(data->m_blockpos * MAP_BLOCKSIZE - camera_offset, BS)); if(m_mesh) { @@ -1072,7 +1259,7 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data): the hardware buffer and then delete the mesh */ } - + //std::cout<<"added "<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; @@ -1112,13 +1303,27 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat ITextureSource *tsrc = m_gamedef->getTextureSource(); std::ostringstream os; os<getTexture(os.str()); - buf->getMaterial().setTexture(0, ap.atlas); + 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::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::iterator i = m_animation_tiles.begin(); @@ -1137,14 +1342,37 @@ 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); - os<getTextureName(tile.texture.id); + os<getTextureName(tile.texture_id); os<<"^[verticalframe:"<<(int)tile.animation_frame_count<<":"<getTexture(os.str()); - buf->getMaterial().setTexture(0, ap.atlas); + buf->getMaterial().setTexture(0, 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 @@ -1173,6 +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 */ @@ -1181,12 +1417,20 @@ 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="< 65535) + continue; p = &pp; break; @@ -1204,11 +1448,6 @@ void MeshCollector::append(const TileSpec &tile, for(u32 i=0; i 65535) - { - dstream<<"FIXME: Meshbuffer ran out of indices"<indices.push_back(j); } for(u32 i=0; i