X-Git-Url: https://git.lizzy.rs/?a=blobdiff_plain;f=src%2Fmapblock_mesh.cpp;h=f68a79e411c77f88ee5a41c9788e7af3dad31052;hb=6f8d40ef5d24e26a70c7a0bdf6d2992e0bea9a63;hp=cbc38ddb5114ada20836ab6612c8a64ba24a8973;hpb=22e6fb7056dcc888e9ccf768fefb6c073077a3b5;p=dragonfireclient.git diff --git a/src/mapblock_mesh.cpp b/src/mapblock_mesh.cpp index cbc38ddb5..f68a79e41 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 @@ -32,6 +32,16 @@ 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) +{ + f = f * f; // SRGB -> Linear + f *= m; + f = sqrt(f); // Linear -> SRGB + if(f > max) + f = max; + return f; +} + /* MeshMakeData */ @@ -435,7 +445,7 @@ struct FastFace }; static void makeFastFace(TileSpec tile, u16 li0, u16 li1, u16 li2, u16 li3, - v3f p, v3s16 dir, v3f scale, core::array &dest) + v3f p, v3s16 dir, v3f scale, u8 light_source, std::vector &dest) { FastFace face; @@ -445,6 +455,80 @@ static void makeFastFace(TileSpec tile, u16 li0, u16 li1, u16 li2, u16 li3, v3f vertex_pos[4]; v3s16 vertex_dirs[4]; getNodeVertexDirs(dir, vertex_dirs); + v3s16 t; + 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; + 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; + 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; + 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; + tile.texture.pos.Y += tile.texture.size.Y; + tile.texture.size.Y *= -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; + tile.texture.pos.Y += tile.texture.size.Y; + tile.texture.size.Y *= -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; + tile.texture.pos.X += tile.texture.size.X; + tile.texture.size.X *= -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; + tile.texture.pos.X += tile.texture.size.X; + tile.texture.size.X *= -1; + break; + case 8: //FX + tile.texture.pos.Y += tile.texture.size.Y; + tile.texture.size.Y *= -1; + break; + case 9: //FY + tile.texture.pos.X += tile.texture.size.X; + tile.texture.size.X *= -1; + break; + default: + break; + } for(u16 i=0; i<4; i++) { vertex_pos[i] = v3f( @@ -477,16 +561,16 @@ static void makeFastFace(TileSpec tile, u16 li0, u16 li1, u16 li2, u16 li3, float h = tile.texture.size.Y; face.vertices[0] = video::S3DVertex(vertex_pos[0], normal, - MapBlock_LightColor(alpha, li0), + MapBlock_LightColor(alpha, li0, light_source), core::vector2d(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; @@ -591,60 +675,50 @@ 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] = + assert(facedir <= 23); + 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 , 0,3 , 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, 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]; - - // If not rotated or is side tile, we're done - if(facedir == 0 || (tileindex != 0 && tileindex != 1)) - return getNodeTileN(mn, p, tileindex, data); - - // This is the top or bottom tile, and it shall be rotated; thus rotate it - TileSpec spec = getNodeTileN(mn, p, tileindex, data); - if(tileindex == 0){ - if(facedir == 1){ // -90 - std::string name = data->m_gamedef->tsrc()->getTextureName(spec.texture.id); - name += "^[transformR270"; - spec.texture = data->m_gamedef->tsrc()->getTexture(name); - } - else if(facedir == 2){ // 180 - spec.texture.pos += spec.texture.size; - spec.texture.size *= -1; - } - else if(facedir == 3){ // 90 - std::string name = data->m_gamedef->tsrc()->getTextureName(spec.texture.id); - name += "^[transformR90"; - spec.texture = data->m_gamedef->tsrc()->getTexture(name); - } - } - else if(tileindex == 1){ - if(facedir == 1){ // -90 - std::string name = data->m_gamedef->tsrc()->getTextureName(spec.texture.id); - name += "^[transformR90"; - spec.texture = data->m_gamedef->tsrc()->getTexture(name); - } - else if(facedir == 2){ // 180 - spec.texture.pos += spec.texture.size; - spec.texture.size *= -1; - } - else if(facedir == 3){ // 90 - std::string name = data->m_gamedef->tsrc()->getTextureName(spec.texture.id); - name += "^[transformR270"; - spec.texture = data->m_gamedef->tsrc()->getTexture(name); - } - } + 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]; + std::string name = data->m_gamedef->tsrc()->getTextureName(spec.texture.id); + spec.texture = data->m_gamedef->tsrc()->getTexture(name); return spec; } @@ -658,7 +732,8 @@ static void getTileInfo( v3s16 &p_corrected, v3s16 &face_dir_corrected, u16 *lights, - TileSpec &tile + TileSpec &tile, + u8 &light_source ) { VoxelManipulator &vmanip = data->m_vmanip; @@ -688,18 +763,20 @@ static void getTileInfo( tile = tile0; p_corrected = p; face_dir_corrected = face_dir; + light_source = ndef->get(n0).light_source; } else { tile = tile1; p_corrected = p + face_dir; face_dir_corrected = -face_dir; + light_source = ndef->get(n1).light_source; } // eg. water and glass if(equivalent) tile.material_flags |= MATERIAL_FLAG_BACKFACE_CULLING; - + if(data->m_smooth_lighting == false) { lights[0] = lights[1] = lights[2] = lights[3] = @@ -732,7 +809,7 @@ static void updateFastFaceRow( v3f translate_dir_f, v3s16 face_dir, v3f face_dir_f, - core::array &dest) + std::vector &dest) { v3s16 p = startpos; @@ -743,9 +820,10 @@ static void updateFastFaceRow( v3s16 face_dir_corrected; u16 lights[4] = {0,0,0,0}; TileSpec tile; + u8 light_source = 0; getTileInfo(data, p, face_dir, makes_face, p_corrected, face_dir_corrected, - lights, tile); + lights, tile, light_source); for(u16 j=0; javg("Meshgen: faces drawn by tiling", 0); @@ -873,6 +954,7 @@ static void updateFastFaceRow( lights[2] = next_lights[2]; lights[3] = next_lights[3]; tile = next_tile; + light_source = next_light_source; } p = p_next; @@ -880,7 +962,7 @@ static void updateFastFaceRow( } 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+ @@ -945,7 +1027,7 @@ 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. @@ -1012,8 +1094,11 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data): Convert MeshCollector to SMesh Also store animation info */ - video::E_MATERIAL_TYPE shadermat = m_gamedef->getShaderSource()-> - getShader("the_darkness_of_light").material; + bool enable_shaders = (g_settings->getS32("enable_shaders") > 0); + video::E_MATERIAL_TYPE shadermat1 = m_gamedef->getShaderSource()-> + getShader("test_shader_1").material; + video::E_MATERIAL_TYPE shadermat2 = m_gamedef->getShaderSource()-> + getShader("test_shader_2").material; for(u32 i = 0; i < collector.prebuffers.size(); i++) { PreMeshBuffer &p = collector.prebuffers[i]; @@ -1055,18 +1140,28 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data): os<<"^[verticalframe:"<<(int)p.tile.animation_frame_count<<":0"; p.tile.texture = tsrc->getTexture(os.str()); } - // - Lighting - for(u32 j = 0; j < p.vertices.size(); j++) + // - Classic lighting (shaders handle this by themselves) + if(!enable_shaders) { - 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); + for(u32 j = 0; j < p.vertices.size(); j++) + { + video::SColor &vc = p.vertices[j].Color; + // Set initial real color and store for later updates + u8 day = vc.getRed(); + u8 night = vc.getGreen(); + finalColorBlend(vc, day, night, 1000); + if(day != night) + m_daynight_diffs[i][j] = std::make_pair(day, night); + // Brighten topside (no shaders) + if(p.vertices[j].Normal.Y > 0.5) + { + vc.setRed (srgb_linear_multiply(vc.getRed(), 1.3, 255.0)); + vc.setGreen(srgb_linear_multiply(vc.getGreen(), 1.3, 255.0)); + vc.setBlue (srgb_linear_multiply(vc.getBlue(), 1.3, 255.0)); + } + } } - // Create material video::SMaterial material; material.setFlag(video::EMF_LIGHTING, false); @@ -1078,10 +1173,10 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data): material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF; material.setTexture(0, p.tile.texture.atlas); - p.tile.applyMaterialOptions(material); - - //if(material.MaterialType == video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF) - material.MaterialType = shadermat; + if(enable_shaders) + p.tile.applyMaterialOptionsWithShaders(material, shadermat1, shadermat2); + else + p.tile.applyMaterialOptions(material); // Create meshbuffer @@ -1094,8 +1189,8 @@ 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()); } /* @@ -1217,6 +1312,14 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat u8 night = j->second.second; finalColorBlend(vertices[vertexIndex].Color, day, night, daynight_ratio); + // Brighten topside (no shaders) + if(vertices[vertexIndex].Normal.Y > 0.5) + { + video::SColor &vc = vertices[vertexIndex].Color; + vc.setRed (srgb_linear_multiply(vc.getRed(), 1.3, 255.0)); + vc.setGreen(srgb_linear_multiply(vc.getGreen(), 1.3, 255.0)); + vc.setBlue (srgb_linear_multiply(vc.getBlue(), 1.3, 255.0)); + } } } m_last_daynight_ratio = daynight_ratio;