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authorRealBadAngel <maciej.kasatkin@o2.pl>2015-06-14 21:13:36 +0200
committerRealBadAngel <maciej.kasatkin@o2.pl>2015-06-14 21:13:36 +0200
commit43fcfbfe05578d7471d40c8c087fd04e24b264b5 (patch)
tree7b26cc3c87f3255d36bfdee21f1f65785d274bef /src/mapblock_mesh.cpp
parentd105bf27dd9f570754f470c3bb6a46369c4aaaad (diff)
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Improved parallax mapping. Generate heightmaps on the fly.
Diffstat (limited to 'src/mapblock_mesh.cpp')
-rw-r--r--src/mapblock_mesh.cpp126
1 files changed, 59 insertions, 67 deletions
diff --git a/src/mapblock_mesh.cpp b/src/mapblock_mesh.cpp
index ab4b63f86..9c755b102 100644
--- a/src/mapblock_mesh.cpp
+++ b/src/mapblock_mesh.cpp
@@ -30,6 +30,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "shader.h"
#include "settings.h"
#include "util/directiontables.h"
+#include <IMeshManipulator.h>
static void applyFacesShading(video::SColor& color, float factor)
{
@@ -1028,6 +1029,8 @@ static void updateAllFastFaceRows(MeshMakeData *data,
MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
m_mesh(new scene::SMesh()),
m_gamedef(data->m_gamedef),
+ 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(),
@@ -1110,8 +1113,6 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
/*
Convert MeshCollector to SMesh
*/
- ITextureSource *tsrc = m_gamedef->tsrc();
- IShaderSource *shdrsrc = m_gamedef->getShaderSource();
for(u32 i = 0; i < collector.prebuffers.size(); i++)
{
@@ -1123,13 +1124,13 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
{
// Find the texture name plus ^[crack:N:
std::ostringstream os(std::ios::binary);
- os<<tsrc->getTextureName(p.tile.texture_id)<<"^[crack";
+ 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 = tsrc->getTextureForMesh(
+ p.tile.texture = m_tsrc->getTextureForMesh(
os.str()+"0",
&p.tile.texture_id);
}
@@ -1158,20 +1159,21 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
for(u32 j = 0; j < p.vertices.size(); j++)
{
+ video::S3DVertexTangents *vertex = &p.vertices[j];
// Note applyFacesShading second parameter is precalculated sqrt
// value for speed improvement
// Skip it for lightsources and top faces.
- video::SColor &vc = p.vertices[j].Color;
+ video::SColor &vc = vertex->Color;
if (!vc.getBlue()) {
- if (p.vertices[j].Normal.Y < -0.5) {
+ if (vertex->Normal.Y < -0.5) {
applyFacesShading (vc, 0.447213);
- } else if (p.vertices[j].Normal.X > 0.5) {
+ } else if (vertex->Normal.X > 0.5) {
applyFacesShading (vc, 0.670820);
- } else if (p.vertices[j].Normal.X < -0.5) {
+ } else if (vertex->Normal.X < -0.5) {
applyFacesShading (vc, 0.670820);
- } else if (p.vertices[j].Normal.Z > 0.5) {
+ } else if (vertex->Normal.Z > 0.5) {
applyFacesShading (vc, 0.836660);
- } else if (p.vertices[j].Normal.Z < -0.5) {
+ } else if (vertex->Normal.Z < -0.5) {
applyFacesShading (vc, 0.836660);
}
}
@@ -1199,33 +1201,30 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
material.MaterialType = video::EMT_TRANSPARENT_ADD_COLOR;
} else {
if (m_enable_shaders) {
- material.MaterialType = shdrsrc->getShaderInfo(p.tile.shader_id).material;
+ 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, tsrc->getTextureForMesh("enable_img.png"));
+ material.setTexture(2, m_tsrc->getTextureForMesh("enable_img.png"));
} else {
- material.setTexture(2, tsrc->getTextureForMesh("disable_img.png"));
+ material.setTexture(2, m_tsrc->getTextureForMesh("disable_img.png"));
}
} else {
p.tile.applyMaterialOptions(material);
}
}
-
- // Create meshbuffer
- // This is a "Standard MeshBuffer",
- // it's a typedeffed CMeshBuffer<video::S3DVertex>
- 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(),
- &p.indices[0], p.indices.size());
- }
-
+
+ // 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;
/*
@@ -1234,6 +1233,11 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
translateMesh(m_mesh, intToFloat(data->m_blockpos * MAP_BLOCKSIZE - camera_offset, BS));
+ if (m_enable_shaders) {
+ scene::IMeshManipulator* meshmanip = m_gamedef->getSceneManager()->getMeshManipulator();
+ meshmanip->recalculateTangents(m_mesh, true, false, false);
+ }
+
if(m_mesh)
{
#if 0
@@ -1272,7 +1276,6 @@ MapBlockMesh::~MapBlockMesh()
bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_ratio)
{
-
if(!m_has_animation)
{
m_animation_force_timer = 100000;
@@ -1292,12 +1295,11 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat
std::string basename = i->second;
// Create new texture name from original
- ITextureSource *tsrc = m_gamedef->getTextureSource();
std::ostringstream os;
os<<basename<<crack;
u32 new_texture_id = 0;
video::ITexture *new_texture =
- tsrc->getTextureForMesh(os.str(), &new_texture_id);
+ m_tsrc->getTextureForMesh(os.str(), &new_texture_id);
buf->getMaterial().setTexture(0, new_texture);
// If the current material is also animated,
@@ -1333,16 +1335,15 @@ 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();
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, tsrc->getTextureForMesh("enable_img.png"));
+ buf->getMaterial().setTexture(2, m_tsrc->getTextureForMesh("enable_img.png"));
} else {
- buf->getMaterial().setTexture(2, tsrc->getTextureForMesh("disable_img.png"));
+ buf->getMaterial().setTexture(2, m_tsrc->getTextureForMesh("disable_img.png"));
}
}
}
@@ -1355,16 +1356,14 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat
i != m_daynight_diffs.end(); i++)
{
scene::IMeshBuffer *buf = m_mesh->getMeshBuffer(i->first);
- video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices();
+ video::S3DVertexTangents *vertices = (video::S3DVertexTangents *)buf->getVertices();
for(std::map<u32, std::pair<u8, u8 > >::iterator
j = i->second.begin();
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);
+ finalColorBlend(vertices[j->first].Color, day, night, daynight_ratio);
}
}
m_last_daynight_ratio = daynight_ratio;
@@ -1388,7 +1387,7 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat
i != m_highlighted_materials.end(); i++)
{
scene::IMeshBuffer *buf = m_mesh->getMeshBuffer(*i);
- video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices();
+ video::S3DVertexTangents *vertices = (video::S3DVertexTangents*)buf->getVertices();
for (u32 j = 0; j < buf->getVertexCount() ;j++)
vertices[j].Color = hc;
}
@@ -1413,42 +1412,40 @@ 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="<<numIndices<<" (limit 65535)"<<std::endl;
return;
}
PreMeshBuffer *p = NULL;
- for(u32 i=0; i<prebuffers.size(); i++)
- {
+ for (u32 i = 0; i < prebuffers.size(); i++) {
PreMeshBuffer &pp = prebuffers[i];
- if(pp.tile != tile)
+ if (pp.tile != tile)
continue;
- if(pp.indices.size() + numIndices > 65535)
+ if (pp.indices.size() + numIndices > 65535)
continue;
p = &pp;
break;
}
- if(p == NULL)
- {
+ if (p == NULL) {
PreMeshBuffer pp;
pp.tile = tile;
prebuffers.push_back(pp);
- p = &prebuffers[prebuffers.size()-1];
+ p = &prebuffers[prebuffers.size() - 1];
}
u32 vertex_count = p->vertices.size();
- for(u32 i=0; i<numIndices; i++)
- {
+ 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++)
- {
- p->vertices.push_back(vertices[i]);
+
+ 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);
}
}
@@ -1461,15 +1458,13 @@ void MeshCollector::append(const TileSpec &tile,
const u16 *indices, u32 numIndices,
v3f pos, video::SColor c)
{
- if(numIndices > 65535)
- {
+ if (numIndices > 65535) {
dstream<<"FIXME: MeshCollector::append() called with numIndices="<<numIndices<<" (limit 65535)"<<std::endl;
return;
}
PreMeshBuffer *p = NULL;
- for(u32 i=0; i<prebuffers.size(); i++)
- {
+ for (u32 i = 0; i < prebuffers.size(); i++) {
PreMeshBuffer &pp = prebuffers[i];
if(pp.tile != tile)
continue;
@@ -1480,25 +1475,22 @@ void MeshCollector::append(const TileSpec &tile,
break;
}
- if(p == NULL)
- {
+ if (p == NULL) {
PreMeshBuffer pp;
pp.tile = tile;
prebuffers.push_back(pp);
- p = &prebuffers[prebuffers.size()-1];
+ p = &prebuffers[prebuffers.size() - 1];
}
u32 vertex_count = p->vertices.size();
- for(u32 i=0; i<numIndices; i++)
- {
+ 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::S3DVertex vert = vertices[i];
- vert.Pos += pos;
- vert.Color = c;
+
+ 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);
}
}