X-Git-Url: https://git.lizzy.rs/?a=blobdiff_plain;f=src%2Fmapblock_mesh.cpp;h=e1b044271cb4983ab0432e05525bd7bdb18110aa;hb=4fdf66bbf4d90846844ee3f6d41acb31ce06ca8b;hp=40158e1ad388355be49ee1f02af323e0a067290c;hpb=0850d3fcf8be1a2644af57a8218c749f6d17d5ed;p=dragonfireclient.git diff --git a/src/mapblock_mesh.cpp b/src/mapblock_mesh.cpp index 40158e1ad..e1b044271 100644 --- a/src/mapblock_mesh.cpp +++ b/src/mapblock_mesh.cpp @@ -21,37 +21,38 @@ with this program; if not, write to the Free Software Foundation, Inc., #include "light.h" #include "mapblock.h" #include "map.h" -#include "main.h" // for g_profiler #include "profiler.h" #include "nodedef.h" #include "gamedef.h" #include "mesh.h" +#include "minimap.h" #include "content_mapblock.h" #include "noise.h" #include "shader.h" #include "settings.h" #include "util/directiontables.h" +#include -float srgb_linear_multiply(float f, float m, float max) +static void applyFacesShading(video::SColor &color, const float factor) { - f = f * f; // SRGB -> Linear - f *= m; - f = sqrt(f); // Linear -> SRGB - if(f > max) - f = max; - return f; + color.setRed(core::clamp(core::round32(color.getRed() * factor), 0, 255)); + color.setGreen(core::clamp(core::round32(color.getGreen() * factor), 0, 255)); } /* MeshMakeData */ -MeshMakeData::MeshMakeData(IGameDef *gamedef): +MeshMakeData::MeshMakeData(IGameDef *gamedef, bool use_shaders, + bool use_tangent_vertices): m_vmanip(), m_blockpos(-1337,-1337,-1337), m_crack_pos_relative(-1337, -1337, -1337), m_smooth_lighting(false), - m_gamedef(gamedef) + m_show_hud(false), + m_gamedef(gamedef), + m_use_shaders(use_shaders), + m_use_tangent_vertices(use_tangent_vertices) {} void MeshMakeData::fill(MapBlock *block) @@ -59,15 +60,16 @@ void MeshMakeData::fill(MapBlock *block) m_blockpos = block->getPos(); v3s16 blockpos_nodes = m_blockpos*MAP_BLOCKSIZE; - + /* Copy data */ // Allocate this block + neighbors m_vmanip.clear(); - m_vmanip.addArea(VoxelArea(blockpos_nodes-v3s16(1,1,1)*MAP_BLOCKSIZE, - blockpos_nodes+v3s16(1,1,1)*MAP_BLOCKSIZE*2-v3s16(1,1,1))); + VoxelArea voxel_area(blockpos_nodes - v3s16(1,1,1) * MAP_BLOCKSIZE, + blockpos_nodes + v3s16(1,1,1) * MAP_BLOCKSIZE*2-v3s16(1,1,1)); + m_vmanip.addArea(voxel_area); { //TimeTaker timer("copy central block data"); @@ -84,7 +86,7 @@ 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 +104,7 @@ 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 +152,8 @@ 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 +174,10 @@ 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 +186,8 @@ 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); @@ -200,26 +199,9 @@ static u8 getFaceLight(enum LightBank bank, MapNode n, MapNode n2, // Boost light level for light sources u8 light_source = MYMAX(ndef->get(n).light_source, ndef->get(n2).light_source); - //if(light_source >= light) - //return decode_light(undiminish_light(light_source)); if(light_source > light) - //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); } @@ -227,20 +209,20 @@ 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); } /* Calculate smooth lighting at the XYZ- corner of p. - Single light bank. + Both light banks */ -static u8 getSmoothLight(enum LightBank bank, v3s16 p, MeshMakeData *data) +static u16 getSmoothLightCombined(v3s16 p, MeshMakeData *data) { - static v3s16 dirs8[8] = { + static const v3s16 dirs8[8] = { v3s16(0,0,0), v3s16(0,0,1), v3s16(0,1,0), @@ -254,64 +236,74 @@ static u8 getSmoothLight(enum LightBank bank, v3s16 p, MeshMakeData *data) INodeDefManager *ndef = data->m_gamedef->ndef(); u16 ambient_occlusion = 0; - u16 light = 0; u16 light_count = 0; u8 light_source_max = 0; - for(u32 i=0; i<8; i++) + u16 light_day = 0; + u16 light_night = 0; + + for (u32 i = 0; i < 8; i++) { - MapNode n = data->m_vmanip.getNodeNoEx(p - dirs8[i]); + const MapNode &n = data->m_vmanip.getNodeRefUnsafeCheckFlags(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) + if (f.light_source > light_source_max) light_source_max = f.light_source; - // Check f.solidness because fast-style leaves look - // better this way - if(f.param_type == CPT_LIGHT && f.solidness != 2) - { - light += decode_light(n.getLight(bank, ndef)); + // Check f.solidness because fast-style leaves look better this way + if (f.param_type == CPT_LIGHT && f.solidness != 2) { + light_day += decode_light(n.getLightNoChecks(LIGHTBANK_DAY, &f)); + light_night += decode_light(n.getLightNoChecks(LIGHTBANK_NIGHT, &f)); light_count++; - } - else if(n.getContent() != CONTENT_IGNORE) - { + } else { ambient_occlusion++; } } if(light_count == 0) - return 255; - - light /= light_count; + return 0xffff; + + light_day /= light_count; + light_night /= light_count; // Boost brightness around light sources - if(decode_light(light_source_max) >= light) - //return decode_light(undiminish_light(light_source_max)); - return decode_light(light_source_max); + bool skip_ambient_occlusion_day = false; + if(decode_light(light_source_max) >= light_day) { + light_day = decode_light(light_source_max); + skip_ambient_occlusion_day = true; + } - if(ambient_occlusion > 4) + bool skip_ambient_occlusion_night = false; + if(decode_light(light_source_max) >= light_night) { + light_night = decode_light(light_source_max); + skip_ambient_occlusion_night = true; + } + + if (ambient_occlusion > 4) { - //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; + static const float ao_gamma = rangelim( + g_settings->getFloat("ambient_occlusion_gamma"), 0.25, 4.0); + + // Table of gamma space multiply factors. + static const float light_amount[3] = { + powf(0.75, 1.0 / ao_gamma), + powf(0.5, 1.0 / ao_gamma), + powf(0.25, 1.0 / ao_gamma) + }; + + //calculate table index for gamma space multiplier + ambient_occlusion -= 5; + + if (!skip_ambient_occlusion_day) + light_day = rangelim(core::round32(light_day*light_amount[ambient_occlusion]), 0, 255); + if (!skip_ambient_occlusion_night) + light_night = rangelim(core::round32(light_night*light_amount[ambient_occlusion]), 0, 255); } - return light; -} - -/* - Calculate smooth lighting at the XYZ- corner of p. - Both light banks. -*/ -static u16 getSmoothLight(v3s16 p, MeshMakeData *data) -{ - u16 day = getSmoothLight(LIGHTBANK_DAY, p, data); - u16 night = getSmoothLight(LIGHTBANK_NIGHT, p, data); - return day | (night << 8); + return light_day | (light_night << 8); } /* @@ -321,20 +313,20 @@ static u16 getSmoothLight(v3s16 p, MeshMakeData *data) u16 getSmoothLight(v3s16 p, v3s16 corner, MeshMakeData *data) { if(corner.X == 1) p.X += 1; - else assert(corner.X == -1); + // else corner.X == -1 if(corner.Y == 1) p.Y += 1; - else assert(corner.Y == -1); + // else corner.Y == -1 if(corner.Z == 1) p.Z += 1; - else assert(corner.Z == -1); - - return getSmoothLight(p, data); + // else corner.Z == -1 + + return getSmoothLightCombined(p, data); } /* Converts from day + night color values (0..255) and a given daynight_ratio to the final SColor shown on screen. */ -static void finalColorBlend(video::SColor& result, +void finalColorBlend(video::SColor& result, u8 day, u8 night, u32 daynight_ratio) { s32 rg = (day * daynight_ratio + night * (1000-daynight_ratio)) / 1000; @@ -346,25 +338,19 @@ static void finalColorBlend(video::SColor& result, // Emphase blue a bit in darker places // Each entry of this array represents a range of 8 blue levels - static u8 emphase_blue_when_dark[32] = { + static const u8 emphase_blue_when_dark[32] = { 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 += emphase_blue_when_dark[irr::core::clamp(b, 0, 255) / 8]; + b = irr::core::clamp(b, 0, 255); // Artificial light is yellow-ish - static u8 emphase_yellow_when_artificial[16] = { + static const 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); @@ -447,8 +433,6 @@ struct FastFace static void makeFastFace(TileSpec tile, u16 li0, u16 li1, u16 li2, u16 li3, 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; @@ -599,6 +583,10 @@ static void makeFastFace(TileSpec tile, u16 li0, u16 li1, u16 li2, u16 li3, u8 alpha = tile.alpha; + dest.push_back(FastFace()); + + FastFace& face = *dest.rbegin(); + face.vertices[0] = video::S3DVertex(vertex_pos[0], normal, MapBlock_LightColor(alpha, li0, light_source), core::vector2d(x0+w*abs_scale, y0+h)); @@ -613,7 +601,6 @@ static void makeFastFace(TileSpec tile, u16 li0, u16 li1, u16 li2, u16 li3, core::vector2d(x0+w*abs_scale, y0)); face.tile = tile; - dest.push_back(face); } /* @@ -633,16 +620,16 @@ 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 +638,12 @@ 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 +652,7 @@ static u8 face_contents(content_t m1, content_t m2, bool *equivalent, if(f2.isLiquid()) return 2; } - + if(c1 > c2) return 1; else @@ -680,10 +667,8 @@ TileSpec getNodeTileN(MapNode mn, v3s16 p, u8 tileindex, MeshMakeData *data) INodeDefManager *ndef = data->m_gamedef->ndef(); TileSpec spec = ndef->get(mn).tiles[tileindex]; // Apply temporary crack - if(p == data->m_crack_pos_relative) - { + if (p == data->m_crack_pos_relative) spec.material_flags |= MATERIAL_FLAG_CRACK; - } return spec; } @@ -711,19 +696,19 @@ TileSpec getNodeTile(MapNode mn, v3s16 p, v3s16 dir, MeshMakeData *data) // Get rotation for things like chests u8 facedir = mn.getFaceDir(ndef); - assert(facedir <= 23); + 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 , @@ -734,17 +719,17 @@ TileSpec getNodeTile(MapNode mn, v3s16 p, v3s16 dir, MeshMakeData *data) 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, 1,1 , 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; TileSpec spec = getNodeTileN(mn, p, dir_to_tile[tile_index], data); @@ -756,8 +741,8 @@ TileSpec getNodeTile(MapNode mn, v3s16 p, v3s16 dir, MeshMakeData *data) static void getTileInfo( // Input: MeshMakeData *data, - v3s16 p, - v3s16 face_dir, + const v3s16 &p, + const v3s16 &face_dir, // Output: bool &makes_face, v3s16 &p_corrected, @@ -771,11 +756,21 @@ static void getTileInfo( INodeDefManager *ndef = data->m_gamedef->ndef(); v3s16 blockpos_nodes = data->m_blockpos * MAP_BLOCKSIZE; - MapNode n0 = vmanip.getNodeNoEx(blockpos_nodes + p); - 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); - + MapNode &n0 = vmanip.getNodeRefUnsafe(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; + } + + const MapNode &n1 = vmanip.getNodeRefUnsafeCheckFlags(blockpos_nodes + p + face_dir); + + if (n1.getContent() == CONTENT_IGNORE) { + makes_face = false; + return; + } + // This is hackish bool equivalent = false; u8 mf = face_contents(n0.getContent(), n1.getContent(), @@ -788,22 +783,22 @@ 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; @@ -811,7 +806,7 @@ 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 { @@ -824,7 +819,7 @@ static void getTileInfo( vertex_dirs[i], data); } } - + return; } @@ -843,16 +838,16 @@ 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); @@ -860,27 +855,27 @@ 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 @@ -890,8 +885,9 @@ static void updateFastFaceRow( && next_lights[3] == lights[3] && next_tile == tile && tile.rotation == 0 - && next_light_source == light_source) - { + && next_light_source == light_source + && (tile.material_flags & MATERIAL_FLAG_TILEABLE_HORIZONTAL) + && (tile.material_flags & MATERIAL_FLAG_TILEABLE_VERTICAL)) { next_is_different = false; } else{ @@ -920,7 +916,7 @@ static void updateFastFaceRow( } continuous_tiles_count++; - + if(next_is_different) { /* @@ -931,36 +927,33 @@ static void updateFastFaceRow( // Floating point conversion of the position vector 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; + v3f sp = pf - ((f32)continuous_tiles_count / 2.0 - 0.5) * translate_dir_f; if(continuous_tiles_count != 1) sp += translate_dir_f; v3f scale(1,1,1); - if(translate_dir.X != 0) - { + if(translate_dir.X != 0) { scale.X = continuous_tiles_count; } - if(translate_dir.Y != 0) - { + if(translate_dir.Y != 0) { scale.Y = continuous_tiles_count; } - if(translate_dir.Z != 0) - { + if(translate_dir.Z != 0) { 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); } } continuous_tiles_count = 0; - + makes_face = next_makes_face; p_corrected = next_p_corrected; face_dir_corrected = next_face_dir_corrected; @@ -971,7 +964,7 @@ static void updateFastFaceRow( tile = next_tile; light_source = next_light_source; } - + p = p_next; } } @@ -982,8 +975,8 @@ static void updateAllFastFaceRows(MeshMakeData *data, /* Go through every y,z and get top(y+) faces in rows of x+ */ - for(s16 y=0; ym_gamedef), + m_driver(m_gamedef->tsrc()->getDevice()->getVideoDriver()), + m_tsrc(m_gamedef->getTextureSource()), + m_shdrsrc(m_gamedef->getShaderSource()), m_animation_force_timer(0), // force initial animation m_last_crack(-1), m_crack_materials(), m_last_daynight_ratio((u32) -1), m_daynight_diffs() { + m_enable_shaders = data->m_use_shaders; + m_use_tangent_vertices = data->m_use_tangent_vertices; + m_enable_vbo = g_settings->getBool("enable_vbo"); + + if (g_settings->getBool("enable_minimap")) { + m_minimap_mapblock = new MinimapMapblock; + m_minimap_mapblock->getMinimapNodes( + &data->m_vmanip, data->m_blockpos * MAP_BLOCKSIZE); + } + // 4-21ms for MAP_BLOCKSIZE=16 (NOTE: probably outdated) // 24-155ms for MAP_BLOCKSIZE=32 (NOTE: probably outdated) //TimeTaker timer1("MapBlockMesh()"); std::vector fastfaces_new; + fastfaces_new.reserve(512); /* We are including the faces of the trailing edges of the block. @@ -1062,25 +1070,24 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data): Convert FastFaces to MeshCollector */ - MeshCollector collector; + MeshCollector collector(m_use_tangent_vertices); { // avg 0ms (100ms spikes when loading textures the first time) // (NOTE: probably outdated) //TimeTaker timer2("MeshCollector building"); - for(u32 i=0; igetBool("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; for(u32 i = 0; i < collector.prebuffers.size(); i++) { PreMeshBuffer &p = collector.prebuffers[i]; - /*dstream<<"p.vertices.size()="<getTextureForMesh( + 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; @@ -1157,31 +1151,46 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data): 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<<"^[verticalframe:"<<(int)p.tile.animation_frame_count<<":0"; - p.tile.texture = tsrc->getTexture( - os.str(), - &p.tile.texture_id); + FrameSpec animation_frame = p.tile.frames[0]; + p.tile.texture = animation_frame.texture; } - // - 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; + + u32 vertex_count = m_use_tangent_vertices ? + p.tangent_vertices.size() : p.vertices.size(); + for (u32 j = 0; j < vertex_count; j++) { + v3f *Normal; + video::SColor *vc; + if (m_use_tangent_vertices) { + vc = &p.tangent_vertices[j].Color; + Normal = &p.tangent_vertices[j].Normal; + } else { + vc = &p.vertices[j].Color; + Normal = &p.vertices[j].Normal; + } + // Note applyFacesShading second parameter is precalculated sqrt + // value for speed improvement + // Skip it for lightsources and top faces. + if (!vc->getBlue()) { + if (Normal->Y < -0.5) { + applyFacesShading(*vc, 0.447213); + } else if (Normal->X > 0.5) { + applyFacesShading(*vc, 0.670820); + } else if (Normal->X < -0.5) { + applyFacesShading(*vc, 0.670820); + } else if (Normal->Z > 0.5) { + applyFacesShading(*vc, 0.836660); + } else if (Normal->Z < -0.5) { + applyFacesShading(*vc, 0.836660); + } + } + if (!m_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) + 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)); } } } @@ -1192,66 +1201,59 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data): 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; 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.setTexture(1, tsrc->getTexture(fname_base)); - - smat1 = bumpmaps1; - smat2 = bumpmaps2; - } + + if (m_enable_shaders) { + material.MaterialType = m_shdrsrc->getShaderInfo(p.tile.shader_id).material; + p.tile.applyMaterialOptionsWithShaders(material); + if (p.tile.normal_texture) { + material.setTexture(1, p.tile.normal_texture); } - - p.tile.applyMaterialOptionsWithShaders(material, smat1, smat2, smat3); + material.setTexture(2, p.tile.flags_texture); } else { p.tile.applyMaterialOptions(material); } - // Create meshbuffer - - // This is a "Standard MeshBuffer", - // it's a typedeffed CMeshBuffer - scene::SMeshBuffer *buf = new scene::SMeshBuffer(); - // Set material - buf->Material = material; - // Add to mesh - m_mesh->addMeshBuffer(buf); - // Mesh grabbed it - buf->drop(); - buf->append(&p.vertices[0], p.vertices.size(), + scene::SMesh *mesh = (scene::SMesh *)m_mesh; + + // Create meshbuffer, add to mesh + if (m_use_tangent_vertices) { + scene::SMeshBufferTangents *buf = new scene::SMeshBufferTangents(); + // Set material + buf->Material = material; + // Add to mesh + mesh->addMeshBuffer(buf); + // Mesh grabbed it + buf->drop(); + buf->append(&p.tangent_vertices[0], p.tangent_vertices.size(), &p.indices[0], p.indices.size()); + } else { + scene::SMeshBuffer *buf = new scene::SMeshBuffer(); + // Set material + buf->Material = material; + // Add to mesh + mesh->addMeshBuffer(buf); + // Mesh grabbed it + buf->drop(); + buf->append(&p.vertices[0], p.vertices.size(), + &p.indices[0], p.indices.size()); + } } /* Do some stuff to the mesh */ + m_camera_offset = camera_offset; + translateMesh(m_mesh, + intToFloat(data->m_blockpos * MAP_BLOCKSIZE - camera_offset, BS)); + + if (m_use_tangent_vertices) { + scene::IMeshManipulator* meshmanip = + m_gamedef->getSceneManager()->getMeshManipulator(); + meshmanip->recalculateTangents(m_mesh, true, false, false); + } - translateMesh(m_mesh, intToFloat(data->m_blockpos * MAP_BLOCKSIZE, BS)); - - if(m_mesh) + if (m_mesh) { #if 0 // Usually 1-700 faces and 1-7 materials @@ -1261,16 +1263,11 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data): #endif // Use VBO for mesh (this just would set this for ever buffer) - // This will lead to infinite memory usage because or irrlicht. - //m_mesh->setHardwareMappingHint(scene::EHM_STATIC); - - /* - NOTE: If that is enabled, some kind of a queue to the main - thread should be made which would call irrlicht to delete - the hardware buffer and then delete the mesh - */ + if (m_enable_vbo) { + m_mesh->setHardwareMappingHint(scene::EHM_STATIC); + } } - + //std::cout<<"added "<getMeshBufferCount(); i++) { + scene::IMeshBuffer *buf = m_mesh->getMeshBuffer(i); + m_driver->removeHardwareBuffer(buf); + } + } m_mesh->drop(); m_mesh = NULL; + delete m_minimap_mapblock; } bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_ratio) { - bool enable_shaders = (g_settings->getS32("enable_shaders") > 0); - bool enable_bumpmapping = g_settings->getBool("enable_bumpmapping"); - if(!m_has_animation) { m_animation_force_timer = 100000; @@ -1304,26 +1305,39 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat { for(std::map::iterator i = m_crack_materials.begin(); - i != m_crack_materials.end(); i++) + i != m_crack_materials.end(); ++i) { scene::IMeshBuffer *buf = m_mesh->getMeshBuffer(i->first); std::string basename = i->second; // Create new texture name from original - ITextureSource *tsrc = m_gamedef->getTextureSource(); std::ostringstream os; os<getMaterial().setTexture(0, - tsrc->getTexture(os.str())); + u32 new_texture_id = 0; + video::ITexture *new_texture = + m_tsrc->getTextureForMesh(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(); - i != m_animation_tiles.end(); i++) + i != m_animation_tiles.end(); ++i) { const TileSpec &tile = i->second; // Figure out current frame @@ -1337,55 +1351,37 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat 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<getTextureName(tile.texture_id); - 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())); + + FrameSpec animation_frame = tile.frames[frame]; + buf->getMaterial().setTexture(0, animation_frame.texture); + if (m_enable_shaders) { + if (animation_frame.normal_texture) { + buf->getMaterial().setTexture(1, animation_frame.normal_texture); } + buf->getMaterial().setTexture(2, animation_frame.flags_texture); + } } // Day-night transition - if(daynight_ratio != m_last_daynight_ratio) + if(!m_enable_shaders && (daynight_ratio != m_last_daynight_ratio)) { + // Force reload mesh to VBO + if (m_enable_vbo) { + m_mesh->setDirty(); + } for(std::map > >::iterator i = m_daynight_diffs.begin(); - i != m_daynight_diffs.end(); i++) + i != m_daynight_diffs.end(); ++i) { scene::IMeshBuffer *buf = m_mesh->getMeshBuffer(i->first); - video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices(); + video::S3DVertex *vertices = (video::S3DVertex *)buf->getVertices(); for(std::map >::iterator j = i->second.begin(); - j != i->second.end(); j++) + j != i->second.end(); ++j) { - u32 vertexIndex = j->first; u8 day = j->second.first; 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)); - } + finalColorBlend(vertices[j->first].Color, day, night, daynight_ratio); } } m_last_daynight_ratio = daynight_ratio; @@ -1394,6 +1390,17 @@ 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)); + if (m_enable_vbo) { + m_mesh->setDirty(); + } + m_camera_offset = camera_offset; + } +} + /* MeshCollector */ @@ -1402,15 +1409,69 @@ void MeshCollector::append(const TileSpec &tile, const video::S3DVertex *vertices, u32 numVertices, const u16 *indices, u32 numIndices) { - if(numIndices > 65535) - { + if (numIndices > 65535) { dstream<<"FIXME: MeshCollector::append() called with numIndices="< 65535) + continue; + + p = &pp; + break; + } + + if (p == NULL) { + PreMeshBuffer pp; + pp.tile = tile; + prebuffers.push_back(pp); + p = &prebuffers[prebuffers.size() - 1]; + } + + u32 vertex_count; + if (m_use_tangent_vertices) { + vertex_count = p->tangent_vertices.size(); + for (u32 i = 0; i < numVertices; i++) { + video::S3DVertexTangents vert(vertices[i].Pos, vertices[i].Normal, + vertices[i].Color, vertices[i].TCoords); + p->tangent_vertices.push_back(vert); + } + } else { + vertex_count = p->vertices.size(); + for (u32 i = 0; i < numVertices; i++) { + video::S3DVertex vert(vertices[i].Pos, vertices[i].Normal, + vertices[i].Color, vertices[i].TCoords); + p->vertices.push_back(vert); + } + } + + for (u32 i = 0; i < numIndices; i++) { + u32 j = indices[i] + vertex_count; + p->indices.push_back(j); + } +} + +/* + MeshCollector - for meshnodes and converted drawtypes. +*/ + +void MeshCollector::append(const TileSpec &tile, + const video::S3DVertex *vertices, u32 numVertices, + const u16 *indices, u32 numIndices, + v3f pos, video::SColor c) +{ + if (numIndices > 65535) { + dstream<<"FIXME: MeshCollector::append() called with numIndices="<vertices.size(); - for(u32 i=0; itangent_vertices.size(); + for (u32 i = 0; i < numVertices; i++) { + video::S3DVertexTangents vert(vertices[i].Pos + pos, + vertices[i].Normal, c, vertices[i].TCoords); + p->tangent_vertices.push_back(vert); + } + } else { + vertex_count = p->vertices.size(); + for (u32 i = 0; i < numVertices; i++) { + video::S3DVertex vert(vertices[i].Pos + pos, + vertices[i].Normal, c, vertices[i].TCoords); + p->vertices.push_back(vert); + } + } + + for (u32 i = 0; i < numIndices; i++) { u32 j = indices[i] + vertex_count; p->indices.push_back(j); } - for(u32 i=0; ivertices.push_back(vertices[i]); - } }