X-Git-Url: https://git.lizzy.rs/?a=blobdiff_plain;f=src%2Fmapblock_mesh.cpp;h=e1b044271cb4983ab0432e05525bd7bdb18110aa;hb=65c09a96f41705bb8e75fc5ff4276342be91ed11;hp=79e3e81baea6b3ebb8ed173c95378c82008a98d6;hpb=ee38bcd307e1a2e0e8b010956eff432329f3e8d8;p=minetest.git diff --git a/src/mapblock_mesh.cpp b/src/mapblock_mesh.cpp index 79e3e81ba..e1b044271 100644 --- a/src/mapblock_mesh.cpp +++ b/src/mapblock_mesh.cpp @@ -25,6 +25,7 @@ with this program; if not, write to the Free Software Foundation, Inc., #include "nodedef.h" #include "gamedef.h" #include "mesh.h" +#include "minimap.h" #include "content_mapblock.h" #include "noise.h" #include "shader.h" @@ -32,26 +33,26 @@ with this program; if not, write to the Free Software Foundation, Inc., #include "util/directiontables.h" #include -static void applyFacesShading(video::SColor& color, float factor) +static void applyFacesShading(video::SColor &color, const float factor) { - color.setRed(core::clamp(core::round32(color.getRed()*factor), 0, 255)); - color.setGreen(core::clamp(core::round32(color.getGreen()*factor), 0, 255)); + 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, bool use_shaders): +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_highlighted_pos_relative(-1337, -1337, -1337), m_smooth_lighting(false), m_show_hud(false), - m_highlight_mesh_color(255, 255, 255, 255), m_gamedef(gamedef), - m_use_shaders(use_shaders) + m_use_shaders(use_shaders), + m_use_tangent_vertices(use_tangent_vertices) {} void MeshMakeData::fill(MapBlock *block) @@ -137,12 +138,6 @@ void MeshMakeData::setCrack(int crack_level, v3s16 crack_pos) m_crack_pos_relative = crack_pos - m_blockpos*MAP_BLOCKSIZE; } -void MeshMakeData::setHighlighted(v3s16 highlighted_pos, bool show_hud) -{ - m_show_hud = show_hud; - m_highlighted_pos_relative = highlighted_pos - m_blockpos*MAP_BLOCKSIZE; -} - void MeshMakeData::setSmoothLighting(bool smooth_lighting) { m_smooth_lighting = smooth_lighting; @@ -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{ @@ -1028,18 +1024,26 @@ static void updateAllFastFaceRows(MeshMakeData *data, MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset): m_mesh(new scene::SMesh()), + m_minimap_mapblock(NULL), m_gamedef(data->m_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_highlighted_materials(), m_last_daynight_ratio((u32) -1), m_daynight_diffs() { m_enable_shaders = data->m_use_shaders; - m_enable_highlighting = g_settings->getBool("enable_node_highlighting"); + 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) @@ -1066,15 +1070,14 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset): 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; im_highlight_mesh_color; - /* Convert MeshCollector to SMesh */ @@ -1154,38 +1155,43 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset): p.tile.texture = animation_frame.texture; } - if(m_enable_highlighting && p.tile.material_flags & MATERIAL_FLAG_HIGHLIGHTED) - m_highlighted_materials.push_back(i); - - for(u32 j = 0; j < p.vertices.size(); j++) - { - video::S3DVertexTangents *vertex = &p.vertices[j]; + 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. - video::SColor &vc = vertex->Color; - if (!vc.getBlue()) { - if (vertex->Normal.Y < -0.5) { - applyFacesShading (vc, 0.447213); - } else if (vertex->Normal.X > 0.5) { - applyFacesShading (vc, 0.670820); - } else if (vertex->Normal.X < -0.5) { - applyFacesShading (vc, 0.670820); - } else if (vertex->Normal.Z > 0.5) { - applyFacesShading (vc, 0.836660); - } else if (vertex->Normal.Z < -0.5) { - applyFacesShading (vc, 0.836660); + 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) - { + 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); + } } } @@ -1197,48 +1203,57 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset): material.setFlag(video::EMF_FOG_ENABLE, true); material.setTexture(0, p.tile.texture); - if (p.tile.material_flags & MATERIAL_FLAG_HIGHLIGHTED) { - material.MaterialType = video::EMT_TRANSPARENT_ADD_COLOR; - } else { - 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); - material.setTexture(2, m_tsrc->getTextureForMesh("enable_img.png")); - } else { - material.setTexture(2, m_tsrc->getTextureForMesh("disable_img.png")); - } - } else { - p.tile.applyMaterialOptions(material); + 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); } + material.setTexture(2, p.tile.flags_texture); + } else { + p.tile.applyMaterialOptions(material); } - // Create meshbuffer - scene::SMeshBufferTangents *buf = new scene::SMeshBufferTangents(); - // 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(), - &p.indices[0], p.indices.size()); -} - m_camera_offset = camera_offset; + 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)); - translateMesh(m_mesh, intToFloat(data->m_blockpos * MAP_BLOCKSIZE - camera_offset, BS)); - - if (m_enable_shaders) { - scene::IMeshManipulator* meshmanip = m_gamedef->getSceneManager()->getMeshManipulator(); + if (m_use_tangent_vertices) { + scene::IMeshManipulator* meshmanip = + m_gamedef->getSceneManager()->getMeshManipulator(); meshmanip->recalculateTangents(m_mesh, true, false, false); } - if(m_mesh) + if (m_mesh) { #if 0 // Usually 1-700 faces and 1-7 materials @@ -1248,14 +1263,9 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset): #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) @@ -1289,7 +1305,7 @@ 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; @@ -1321,7 +1337,7 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat // 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 @@ -1341,25 +1357,27 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat if (m_enable_shaders) { if (animation_frame.normal_texture) { buf->getMaterial().setTexture(1, animation_frame.normal_texture); - buf->getMaterial().setTexture(2, m_tsrc->getTextureForMesh("enable_img.png")); - } else { - buf->getMaterial().setTexture(2, m_tsrc->getTextureForMesh("disable_img.png")); } + buf->getMaterial().setTexture(2, animation_frame.flags_texture); } } // Day-night transition 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::S3DVertexTangents *vertices = (video::S3DVertexTangents *)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) { u8 day = j->second.first; u8 night = j->second.second; @@ -1369,30 +1387,6 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat m_last_daynight_ratio = daynight_ratio; } - // Node highlighting - if (m_enable_highlighting) { - u8 day = m_highlight_mesh_color.getRed(); - u8 night = m_highlight_mesh_color.getGreen(); - video::SColor hc; - finalColorBlend(hc, day, night, daynight_ratio); - float sin_r = 0.07 * sin(1.5 * time); - float sin_g = 0.07 * sin(1.5 * time + irr::core::PI * 0.5); - float sin_b = 0.07 * sin(1.5 * time + irr::core::PI); - hc.setRed(core::clamp(core::round32(hc.getRed() * (0.8 + sin_r)), 0, 255)); - hc.setGreen(core::clamp(core::round32(hc.getGreen() * (0.8 + sin_g)), 0, 255)); - hc.setBlue(core::clamp(core::round32(hc.getBlue() * (0.8 + sin_b)), 0, 255)); - - for(std::list::iterator - i = m_highlighted_materials.begin(); - i != m_highlighted_materials.end(); i++) - { - scene::IMeshBuffer *buf = m_mesh->getMeshBuffer(*i); - video::S3DVertexTangents *vertices = (video::S3DVertexTangents*)buf->getVertices(); - for (u32 j = 0; j < buf->getVertexCount() ;j++) - vertices[j].Color = hc; - } - } - return true; } @@ -1400,6 +1394,9 @@ 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; } } @@ -1436,17 +1433,27 @@ void MeshCollector::append(const TileSpec &tile, p = &prebuffers[prebuffers.size() - 1]; } - u32 vertex_count = p->vertices.size(); - for (u32 i = 0; i < numIndices; i++) { + 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); } - - for (u32 i = 0; i < numVertices; i++) { - video::S3DVertexTangents vert(vertices[i].Pos, vertices[i].Normal, - vertices[i].Color, vertices[i].TCoords); - p->vertices.push_back(vert); - } } /* @@ -1482,15 +1489,25 @@ void MeshCollector::append(const TileSpec &tile, p = &prebuffers[prebuffers.size() - 1]; } - u32 vertex_count = p->vertices.size(); + 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 + 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; i < numVertices; i++) { - video::S3DVertexTangents vert(vertices[i].Pos + pos, vertices[i].Normal, - c, vertices[i].TCoords); - p->vertices.push_back(vert); - } }