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authorDániel Juhász <juhdanad@gmail.com>2017-04-21 15:34:59 +0200
committerZeno- <kde.psych@gmail.com>2017-04-21 23:34:59 +1000
commit1ffb180868ffcec6812cd3aac8f56ffefb91c8bc (patch)
tree2b7dc1d209bda384fbd995dc7f13ffdd3587818f /src/mapblock_mesh.cpp
parent2ad74a9e8b9da48aef62346de6cd55f304c6440d (diff)
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Soft node overlay (#5186)
This commit adds node overlays, which are tiles that are drawn on top of other tiles.
Diffstat (limited to 'src/mapblock_mesh.cpp')
-rw-r--r--src/mapblock_mesh.cpp525
1 files changed, 313 insertions, 212 deletions
diff --git a/src/mapblock_mesh.cpp b/src/mapblock_mesh.cpp
index 933dfc32a..0bba644e6 100644
--- a/src/mapblock_mesh.cpp
+++ b/src/mapblock_mesh.cpp
@@ -323,7 +323,7 @@ void final_color_blend(video::SColor *result,
video::SColorf dayLight;
get_sunlight_color(&dayLight, daynight_ratio);
final_color_blend(result,
- encode_light_and_color(light, video::SColor(0xFFFFFFFF), 0), dayLight);
+ encode_light(light, 0), dayLight);
}
void final_color_blend(video::SColor *result,
@@ -422,12 +422,19 @@ static void getNodeVertexDirs(v3s16 dir, v3s16 *vertex_dirs)
struct FastFace
{
- TileSpec tile;
+ TileLayer layer;
video::S3DVertex vertices[4]; // Precalculated vertices
+ /*!
+ * The face is divided into two triangles. If this is true,
+ * vertices 0 and 2 are connected, othervise vertices 1 and 3
+ * are connected.
+ */
+ bool vertex_0_2_connected;
+ u8 layernum;
};
static void makeFastFace(TileSpec tile, u16 li0, u16 li1, u16 li2, u16 li3,
- v3f p, v3s16 dir, v3f scale, std::vector<FastFace> &dest)
+ v3f p, v3s16 dir, v3f scale, std::vector<FastFace> &dest)
{
// Position is at the center of the cube.
v3f pos = p * BS;
@@ -577,27 +584,50 @@ static void makeFastFace(TileSpec tile, u16 li0, u16 li1, u16 li2, u16 li3,
v3f normal(dir.X, dir.Y, dir.Z);
- dest.push_back(FastFace());
+ u16 li[4] = { li0, li1, li2, li3 };
+ u16 day[4];
+ u16 night[4];
- FastFace& face = *dest.rbegin();
+ for (u8 i = 0; i < 4; i++) {
+ day[i] = li[i] >> 8;
+ night[i] = li[i] & 0xFF;
+ }
+
+ bool vertex_0_2_connected = abs(day[0] - day[2]) + abs(night[0] - night[2])
+ < abs(day[1] - day[3]) + abs(night[1] - night[3]);
- u16 li[4] = { li0, li1, li2, li3 };
v2f32 f[4] = {
core::vector2d<f32>(x0 + w * abs_scale, y0 + h),
core::vector2d<f32>(x0, y0 + h),
core::vector2d<f32>(x0, y0),
core::vector2d<f32>(x0 + w * abs_scale, y0) };
- for (u8 i = 0; i < 4; i++) {
- video::SColor c = encode_light_and_color(li[i], tile.color,
- tile.emissive_light);
- if (!tile.emissive_light)
- applyFacesShading(c, normal);
+ for (int layernum = 0; layernum < MAX_TILE_LAYERS; layernum++) {
+ TileLayer *layer = &tile.layers[layernum];
+ if (layer->texture_id == 0)
+ continue;
- face.vertices[i] = video::S3DVertex(vertex_pos[i], normal, c, f[i]);
- }
+ dest.push_back(FastFace());
+ FastFace& face = *dest.rbegin();
+
+ for (u8 i = 0; i < 4; i++) {
+ video::SColor c = encode_light(li[i], tile.emissive_light);
+ if (!tile.emissive_light)
+ applyFacesShading(c, normal);
- face.tile = tile;
+ face.vertices[i] = video::S3DVertex(vertex_pos[i], normal, c, f[i]);
+ }
+
+ /*
+ Revert triangles for nicer looking gradient if the
+ brightness of vertices 1 and 3 differ less than
+ the brightness of vertices 0 and 2.
+ */
+ face.vertex_0_2_connected = vertex_0_2_connected;
+
+ face.layer = *layer;
+ face.layernum = layernum;
+ }
}
/*
@@ -663,13 +693,20 @@ TileSpec getNodeTileN(MapNode mn, v3s16 p, u8 tileindex, MeshMakeData *data)
{
INodeDefManager *ndef = data->m_client->ndef();
const ContentFeatures &f = ndef->get(mn);
- TileSpec spec = f.tiles[tileindex];
- if (!spec.has_color)
- mn.getColor(f, &spec.color);
+ TileSpec tile = f.tiles[tileindex];
+ TileLayer *top_layer = NULL;
+ for (int layernum = 0; layernum < MAX_TILE_LAYERS; layernum++) {
+ TileLayer *layer = &tile.layers[layernum];
+ if (layer->texture_id == 0)
+ continue;
+ top_layer = layer;
+ if (!layer->has_color)
+ mn.getColor(f, &(layer->color));
+ }
// Apply temporary crack
if (p == data->m_crack_pos_relative)
- spec.material_flags |= MATERIAL_FLAG_CRACK;
- return spec;
+ top_layer->material_flags |= MATERIAL_FLAG_CRACK;
+ return tile;
}
/*
@@ -732,10 +769,9 @@ TileSpec getNodeTile(MapNode mn, v3s16 p, v3s16 dir, MeshMakeData *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_client->tsrc()->getTexture(spec.texture_id);
- return spec;
+ TileSpec tile = getNodeTileN(mn, p, dir_to_tile[tile_index], data);
+ tile.rotation = dir_to_tile[tile_index + 1];
+ return tile;
}
static void getTileInfo(
@@ -800,7 +836,9 @@ static void getTileInfo(
// eg. water and glass
if (equivalent)
- tile.material_flags |= MATERIAL_FLAG_BACKFACE_CULLING;
+ for (int layernum = 0; layernum < MAX_TILE_LAYERS; layernum++)
+ tile.layers[layernum].material_flags |=
+ MATERIAL_FLAG_BACKFACE_CULLING;
if (data->m_smooth_lighting == false)
{
@@ -880,12 +918,7 @@ static void updateFastFaceRow(
&& next_lights[1] == lights[1]
&& next_lights[2] == lights[2]
&& next_lights[3] == lights[3]
- && next_tile == tile
- && tile.rotation == 0
- && (tile.material_flags & MATERIAL_FLAG_TILEABLE_HORIZONTAL)
- && (tile.material_flags & MATERIAL_FLAG_TILEABLE_VERTICAL)
- && tile.color == next_tile.color
- && tile.emissive_light == next_tile.emissive_light) {
+ && next_tile.isTileable(tile)) {
next_is_different = false;
continuous_tiles_count++;
}
@@ -988,7 +1021,6 @@ static void updateAllFastFaceRows(MeshMakeData *data,
*/
MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
- m_mesh(new scene::SMesh()),
m_minimap_mapblock(NULL),
m_client(data->m_client),
m_driver(m_client->tsrc()->getDevice()->getVideoDriver()),
@@ -1000,6 +1032,8 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
m_last_daynight_ratio((u32) -1),
m_daynight_diffs()
{
+ for (int m = 0; m < MAX_TILE_LAYERS; m++)
+ m_mesh[m] = new scene::SMesh();
m_enable_shaders = data->m_use_shaders;
m_use_tangent_vertices = data->m_use_tangent_vertices;
m_enable_vbo = g_settings->getBool("enable_vbo");
@@ -1048,23 +1082,14 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
const u16 indices[] = {0,1,2,2,3,0};
const u16 indices_alternate[] = {0,1,3,2,3,1};
- if(f.tile.texture == NULL)
+ if (f.layer.texture == NULL)
continue;
- const u16 *indices_p = indices;
+ const u16 *indices_p =
+ f.vertex_0_2_connected ? indices : indices_alternate;
- /*
- Revert triangles for nicer looking gradient if the
- brightness of vertices 1 and 3 differ less than
- the brightness of vertices 0 and 2.
- */
- if (fabs(f.vertices[0].Color.getLuminance()
- - f.vertices[2].Color.getLuminance())
- > fabs(f.vertices[1].Color.getLuminance()
- - f.vertices[3].Color.getLuminance()))
- indices_p = indices_alternate;
-
- collector.append(f.tile, f.vertices, 4, indices_p, 6);
+ collector.append(f.layer, f.vertices, 4, indices_p, 6,
+ f.layernum);
}
}
@@ -1081,146 +1106,151 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
generator.generate();
}
+ collector.applyTileColors();
+
/*
Convert MeshCollector to SMesh
*/
- for(u32 i = 0; i < collector.prebuffers.size(); i++)
- {
- PreMeshBuffer &p = collector.prebuffers[i];
-
- // Generate animation data
- // - Cracks
- if(p.tile.material_flags & MATERIAL_FLAG_CRACK)
+ for (int layer = 0; layer < MAX_TILE_LAYERS; layer++) {
+ for(u32 i = 0; i < collector.prebuffers[layer].size(); i++)
{
- // Find the texture name plus ^[crack:N:
- std::ostringstream os(std::ios::binary);
- os<<m_tsrc->getTextureName(p.tile.texture_id)<<"^[crack";
- if(p.tile.material_flags & MATERIAL_FLAG_CRACK_OVERLAY)
- 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 = m_tsrc->getTextureForMesh(
- os.str()+"0",
- &p.tile.texture_id);
- }
- // - Texture animation
- if (p.tile.material_flags & MATERIAL_FLAG_ANIMATION) {
- // Add to MapBlockMesh in order to animate these tiles
- m_animation_tiles[i] = p.tile;
- m_animation_frames[i] = 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
- FrameSpec animation_frame = p.tile.frames[0];
- p.tile.texture = animation_frame.texture;
- }
+ PreMeshBuffer &p = collector.prebuffers[layer][i];
- if (!m_enable_shaders) {
- // Extract colors for day-night animation
- // Dummy sunlight to handle non-sunlit areas
- video::SColorf sunlight;
- get_sunlight_color(&sunlight, 0);
- u32 vertex_count =
- m_use_tangent_vertices ?
- p.tangent_vertices.size() : p.vertices.size();
- for (u32 j = 0; j < vertex_count; j++) {
- video::SColor *vc;
- if (m_use_tangent_vertices) {
- vc = &p.tangent_vertices[j].Color;
+ // Generate animation data
+ // - Cracks
+ if(p.layer.material_flags & MATERIAL_FLAG_CRACK)
+ {
+ // Find the texture name plus ^[crack:N:
+ std::ostringstream os(std::ios::binary);
+ os<<m_tsrc->getTextureName(p.layer.texture_id)<<"^[crack";
+ if(p.layer.material_flags & MATERIAL_FLAG_CRACK_OVERLAY)
+ os<<"o"; // use ^[cracko
+ os<<":"<<(u32)p.layer.animation_frame_count<<":";
+ m_crack_materials.insert(std::make_pair(std::pair<u8, u32>(layer, i), os.str()));
+ // Replace tile texture with the cracked one
+ p.layer.texture = m_tsrc->getTextureForMesh(
+ os.str()+"0",
+ &p.layer.texture_id);
+ }
+ // - Texture animation
+ if (p.layer.material_flags & MATERIAL_FLAG_ANIMATION) {
+ // Add to MapBlockMesh in order to animate these tiles
+ m_animation_tiles[std::pair<u8, u32>(layer, i)] = p.layer;
+ m_animation_frames[std::pair<u8, u32>(layer, i)] = 0;
+ if(g_settings->getBool("desynchronize_mapblock_texture_animation")){
+ // Get starting position from noise
+ m_animation_frame_offsets[std::pair<u8, u32>(layer, i)] = 100000 * (2.0 + noise3d(
+ data->m_blockpos.X, data->m_blockpos.Y,
+ data->m_blockpos.Z, 0));
} else {
- vc = &p.vertices[j].Color;
+ // Play all synchronized
+ m_animation_frame_offsets[std::pair<u8, u32>(layer, i)] = 0;
}
- video::SColor copy(*vc);
- if (vc->getAlpha() == 0) // No sunlight - no need to animate
- final_color_blend(vc, copy, sunlight); // Finalize color
- else // Record color to animate
- m_daynight_diffs[i][j] = copy;
-
- // The sunlight ratio has been stored,
- // delete alpha (for the final rendering).
- vc->setAlpha(255);
+ // Replace tile texture with the first animation frame
+ FrameSpec animation_frame = p.layer.frames[0];
+ p.layer.texture = animation_frame.texture;
}
- }
- // Create material
- video::SMaterial material;
- material.setFlag(video::EMF_LIGHTING, false);
- material.setFlag(video::EMF_BACK_FACE_CULLING, true);
- material.setFlag(video::EMF_BILINEAR_FILTER, false);
- material.setFlag(video::EMF_FOG_ENABLE, true);
- material.setTexture(0, p.tile.texture);
+ if (!m_enable_shaders) {
+ // Extract colors for day-night animation
+ // Dummy sunlight to handle non-sunlit areas
+ video::SColorf sunlight;
+ get_sunlight_color(&sunlight, 0);
+ u32 vertex_count =
+ m_use_tangent_vertices ?
+ p.tangent_vertices.size() : p.vertices.size();
+ for (u32 j = 0; j < vertex_count; j++) {
+ video::SColor *vc;
+ if (m_use_tangent_vertices) {
+ vc = &p.tangent_vertices[j].Color;
+ } else {
+ vc = &p.vertices[j].Color;
+ }
+ video::SColor copy(*vc);
+ if (vc->getAlpha() == 0) // No sunlight - no need to animate
+ final_color_blend(vc, copy, sunlight); // Finalize color
+ else // Record color to animate
+ m_daynight_diffs[std::pair<u8, u32>(layer, i)][j] = copy;
+
+ // The sunlight ratio has been stored,
+ // delete alpha (for the final rendering).
+ vc->setAlpha(255);
+ }
+ }
- 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);
+ // Create material
+ video::SMaterial material;
+ material.setFlag(video::EMF_LIGHTING, false);
+ material.setFlag(video::EMF_BACK_FACE_CULLING, true);
+ material.setFlag(video::EMF_BILINEAR_FILTER, false);
+ material.setFlag(video::EMF_FOG_ENABLE, true);
+ material.setTexture(0, p.layer.texture);
+
+ if (m_enable_shaders) {
+ material.MaterialType = m_shdrsrc->getShaderInfo(p.layer.shader_id).material;
+ p.layer.applyMaterialOptionsWithShaders(material);
+ if (p.layer.normal_texture) {
+ material.setTexture(1, p.layer.normal_texture);
+ }
+ material.setTexture(2, p.layer.flags_texture);
+ } else {
+ p.layer.applyMaterialOptions(material);
+ }
+
+ scene::SMesh *mesh = (scene::SMesh *)m_mesh[layer];
+
+ // 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());
}
- material.setTexture(2, p.tile.flags_texture);
- } else {
- p.tile.applyMaterialOptions(material);
}
- scene::SMesh *mesh = (scene::SMesh *)m_mesh;
- // Create meshbuffer, add to mesh
+ /*
+ Do some stuff to the mesh
+ */
+ m_camera_offset = camera_offset;
+ translateMesh(m_mesh[layer],
+ intToFloat(data->m_blockpos * MAP_BLOCKSIZE - camera_offset, BS));
+
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());
+ scene::IMeshManipulator* meshmanip =
+ m_client->getSceneManager()->getMeshManipulator();
+ meshmanip->recalculateTangents(m_mesh[layer], true, false, false);
}
- }
-
- /*
- 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_client->getSceneManager()->getMeshManipulator();
- meshmanip->recalculateTangents(m_mesh, true, false, false);
- }
-
- if (m_mesh)
- {
+ if (m_mesh[layer])
+ {
#if 0
- // Usually 1-700 faces and 1-7 materials
- std::cout<<"Updated MapBlock has "<<fastfaces_new.size()<<" faces "
- <<"and uses "<<m_mesh->getMeshBufferCount()
- <<" materials (meshbuffers)"<<std::endl;
+ // Usually 1-700 faces and 1-7 materials
+ std::cout<<"Updated MapBlock has "<<fastfaces_new.size()<<" faces "
+ <<"and uses "<<m_mesh[layer]->getMeshBufferCount()
+ <<" materials (meshbuffers)"<<std::endl;
#endif
- // Use VBO for mesh (this just would set this for ever buffer)
- if (m_enable_vbo) {
- m_mesh->setHardwareMappingHint(scene::EHM_STATIC);
+ // Use VBO for mesh (this just would set this for ever buffer)
+ if (m_enable_vbo) {
+ m_mesh[layer]->setHardwareMappingHint(scene::EHM_STATIC);
+ }
}
}
@@ -1235,14 +1265,15 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
MapBlockMesh::~MapBlockMesh()
{
- if (m_enable_vbo && m_mesh) {
- for (u32 i = 0; i < m_mesh->getMeshBufferCount(); i++) {
- scene::IMeshBuffer *buf = m_mesh->getMeshBuffer(i);
- m_driver->removeHardwareBuffer(buf);
- }
+ for (int m = 0; m < MAX_TILE_LAYERS; m++) {
+ if (m_enable_vbo && m_mesh[m])
+ for (u32 i = 0; i < m_mesh[m]->getMeshBufferCount(); i++) {
+ scene::IMeshBuffer *buf = m_mesh[m]->getMeshBuffer(i);
+ m_driver->removeHardwareBuffer(buf);
+ }
+ m_mesh[m]->drop();
+ m_mesh[m] = NULL;
}
- m_mesh->drop();
- m_mesh = NULL;
delete m_minimap_mapblock;
}
@@ -1259,9 +1290,10 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat
// Cracks
if(crack != m_last_crack)
{
- for (UNORDERED_MAP<u32, std::string>::iterator i = m_crack_materials.begin();
- i != m_crack_materials.end(); ++i) {
- scene::IMeshBuffer *buf = m_mesh->getMeshBuffer(i->first);
+ for (std::map<std::pair<u8, u32>, std::string>::iterator i =
+ m_crack_materials.begin(); i != m_crack_materials.end(); ++i) {
+ scene::IMeshBuffer *buf = m_mesh[i->first.first]->
+ getMeshBuffer(i->first.second);
std::string basename = i->second;
// Create new texture name from original
@@ -1274,10 +1306,10 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat
// If the current material is also animated,
// update animation info
- UNORDERED_MAP<u32, TileSpec>::iterator anim_iter =
- m_animation_tiles.find(i->first);
+ std::map<std::pair<u8, u32>, TileLayer>::iterator anim_iter =
+ m_animation_tiles.find(i->first);
if (anim_iter != m_animation_tiles.end()){
- TileSpec &tile = anim_iter->second;
+ TileLayer &tile = anim_iter->second;
tile.texture = new_texture;
tile.texture_id = new_texture_id;
// force animation update
@@ -1289,9 +1321,9 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat
}
// Texture animation
- for (UNORDERED_MAP<u32, TileSpec>::iterator i = m_animation_tiles.begin();
- i != m_animation_tiles.end(); ++i) {
- const TileSpec &tile = i->second;
+ for (std::map<std::pair<u8, u32>, TileLayer>::iterator i =
+ m_animation_tiles.begin(); i != m_animation_tiles.end(); ++i) {
+ const TileLayer &tile = i->second;
// Figure out current frame
int frameoffset = m_animation_frame_offsets[i->first];
int frame = (int)(time * 1000 / tile.animation_frame_length_ms
@@ -1302,7 +1334,8 @@ 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);
+ scene::IMeshBuffer *buf = m_mesh[i->first.first]->
+ getMeshBuffer(i->first.second);
FrameSpec animation_frame = tile.frames[frame];
buf->getMaterial().setTexture(0, animation_frame.texture);
@@ -1318,22 +1351,24 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat
if(!m_enable_shaders && (daynight_ratio != m_last_daynight_ratio))
{
// Force reload mesh to VBO
- if (m_enable_vbo) {
- m_mesh->setDirty();
- }
+ if (m_enable_vbo)
+ for (int m = 0; m < MAX_TILE_LAYERS; m++)
+ m_mesh[m]->setDirty();
video::SColorf day_color;
get_sunlight_color(&day_color, daynight_ratio);
- for(std::map<u32, std::map<u32, video::SColor > >::iterator
+ for(std::map<std::pair<u8, u32>, std::map<u32, video::SColor > >::iterator
i = m_daynight_diffs.begin();
i != m_daynight_diffs.end(); ++i)
{
- scene::IMeshBuffer *buf = m_mesh->getMeshBuffer(i->first);
+ scene::IMeshBuffer *buf = m_mesh[i->first.first]->
+ getMeshBuffer(i->first.second);
video::S3DVertex *vertices = (video::S3DVertex *)buf->getVertices();
for(std::map<u32, video::SColor >::iterator
j = i->second.begin();
j != i->second.end(); ++j)
{
- final_color_blend(&(vertices[j->first].Color), j->second, day_color);
+ final_color_blend(&(vertices[j->first].Color),
+ j->second, day_color);
}
}
m_last_daynight_ratio = daynight_ratio;
@@ -1345,9 +1380,12 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat
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();
+ for (u8 layer = 0; layer < 2; layer++) {
+ translateMesh(m_mesh[layer],
+ intToFloat(m_camera_offset - camera_offset, BS));
+ if (m_enable_vbo) {
+ m_mesh[layer]->setDirty();
+ }
}
m_camera_offset = camera_offset;
}
@@ -1361,15 +1399,29 @@ void MeshCollector::append(const TileSpec &tile,
const video::S3DVertex *vertices, u32 numVertices,
const u16 *indices, u32 numIndices)
{
+ for (int layernum = 0; layernum < MAX_TILE_LAYERS; layernum++) {
+ const TileLayer *layer = &tile.layers[layernum];
+ if (layer->texture_id == 0)
+ continue;
+ append(*layer, vertices, numVertices, indices, numIndices,
+ layernum);
+ }
+}
+
+void MeshCollector::append(const TileLayer &layer,
+ const video::S3DVertex *vertices, u32 numVertices,
+ const u16 *indices, u32 numIndices, u8 layernum)
+{
if (numIndices > 65535) {
dstream<<"FIXME: MeshCollector::append() called with numIndices="<<numIndices<<" (limit 65535)"<<std::endl;
return;
}
+ std::vector<PreMeshBuffer> *buffers = &prebuffers[layernum];
PreMeshBuffer *p = NULL;
- for (u32 i = 0; i < prebuffers.size(); i++) {
- PreMeshBuffer &pp = prebuffers[i];
- if (pp.tile != tile)
+ for (u32 i = 0; i < buffers->size(); i++) {
+ PreMeshBuffer &pp = (*buffers)[i];
+ if (pp.layer != layer)
continue;
if (pp.indices.size() + numIndices > 65535)
continue;
@@ -1380,9 +1432,9 @@ void MeshCollector::append(const TileSpec &tile,
if (p == NULL) {
PreMeshBuffer pp;
- pp.tile = tile;
- prebuffers.push_back(pp);
- p = &prebuffers[prebuffers.size() - 1];
+ pp.layer = layer;
+ buffers->push_back(pp);
+ p = &(*buffers)[buffers->size() - 1];
}
u32 vertex_count;
@@ -1417,15 +1469,30 @@ void MeshCollector::append(const TileSpec &tile,
const u16 *indices, u32 numIndices,
v3f pos, video::SColor c, u8 light_source)
{
+ for (int layernum = 0; layernum < MAX_TILE_LAYERS; layernum++) {
+ const TileLayer *layer = &tile.layers[layernum];
+ if (layer->texture_id == 0)
+ continue;
+ append(*layer, vertices, numVertices, indices, numIndices, pos,
+ c, light_source, layernum);
+ }
+}
+
+void MeshCollector::append(const TileLayer &layer,
+ const video::S3DVertex *vertices, u32 numVertices,
+ const u16 *indices, u32 numIndices,
+ v3f pos, video::SColor c, u8 light_source, u8 layernum)
+{
if (numIndices > 65535) {
dstream<<"FIXME: MeshCollector::append() called with numIndices="<<numIndices<<" (limit 65535)"<<std::endl;
return;
}
+ std::vector<PreMeshBuffer> *buffers = &prebuffers[layernum];
PreMeshBuffer *p = NULL;
- for (u32 i = 0; i < prebuffers.size(); i++) {
- PreMeshBuffer &pp = prebuffers[i];
- if(pp.tile != tile)
+ for (u32 i = 0; i < buffers->size(); i++) {
+ PreMeshBuffer &pp = (*buffers)[i];
+ if(pp.layer != layer)
continue;
if(pp.indices.size() + numIndices > 65535)
continue;
@@ -1436,9 +1503,9 @@ void MeshCollector::append(const TileSpec &tile,
if (p == NULL) {
PreMeshBuffer pp;
- pp.tile = tile;
- prebuffers.push_back(pp);
- p = &prebuffers[prebuffers.size() - 1];
+ pp.layer = layer;
+ buffers->push_back(pp);
+ p = &(*buffers)[buffers->size() - 1];
}
video::SColor original_c = c;
@@ -1473,14 +1540,49 @@ void MeshCollector::append(const TileSpec &tile,
}
}
-video::SColor encode_light_and_color(u16 light, const video::SColor &color,
- u8 emissive_light)
+void MeshCollector::applyTileColors()
+{
+ if (m_use_tangent_vertices)
+ for (int layer = 0; layer < MAX_TILE_LAYERS; layer++) {
+ std::vector<PreMeshBuffer> *p = &prebuffers[layer];
+ for (std::vector<PreMeshBuffer>::iterator it = p->begin();
+ it != p->end(); ++it) {
+ video::SColor tc = it->layer.color;
+ if (tc == video::SColor(0xFFFFFFFF))
+ continue;
+ for (u32 index = 0; index < it->tangent_vertices.size(); index++) {
+ video::SColor *c = &it->tangent_vertices[index].Color;
+ c->set(c->getAlpha(), c->getRed() * tc.getRed() / 255,
+ c->getGreen() * tc.getGreen() / 255,
+ c->getBlue() * tc.getBlue() / 255);
+ }
+ }
+ }
+ else
+ for (int layer = 0; layer < MAX_TILE_LAYERS; layer++) {
+ std::vector<PreMeshBuffer> *p = &prebuffers[layer];
+ for (std::vector<PreMeshBuffer>::iterator it = p->begin();
+ it != p->end(); ++it) {
+ video::SColor tc = it->layer.color;
+ if (tc == video::SColor(0xFFFFFFFF))
+ continue;
+ for (u32 index = 0; index < it->vertices.size(); index++) {
+ video::SColor *c = &it->vertices[index].Color;
+ c->set(c->getAlpha(), c->getRed() * tc.getRed() / 255,
+ c->getGreen() * tc.getGreen() / 255,
+ c->getBlue() * tc.getBlue() / 255);
+ }
+ }
+ }
+}
+
+video::SColor encode_light(u16 light, u8 emissive_light)
{
// Get components
- f32 day = (light & 0xff) / 255.0f;
- f32 night = (light >> 8) / 255.0f;
+ u32 day = (light & 0xff);
+ u32 night = (light >> 8);
// Add emissive light
- night += emissive_light * 0.01f;
+ night += emissive_light * 2.5f;
if (night > 255)
night = 255;
// Since we don't know if the day light is sunlight or
@@ -1490,15 +1592,14 @@ video::SColor encode_light_and_color(u16 light, const video::SColor &color,
day = 0;
else
day = day - night;
- f32 sum = day + night;
+ u32 sum = day + night;
// Ratio of sunlight:
- float r;
+ u32 r;
if (sum > 0)
- r = day / sum;
+ r = day * 255 / sum;
else
r = 0;
// Average light:
float b = (day + night) / 2;
- return video::SColor(r * 255, b * color.getRed(), b * color.getGreen(),
- b * color.getBlue());
+ return video::SColor(r, b, b, b);
}