diff options
Diffstat (limited to 'src/mapblock.cpp')
-rw-r--r-- | src/mapblock.cpp | 1707 |
1 files changed, 5 insertions, 1702 deletions
diff --git a/src/mapblock.cpp b/src/mapblock.cpp index 70006a718..db7894a7b 100644 --- a/src/mapblock.cpp +++ b/src/mapblock.cpp @@ -24,1702 +24,6 @@ with this program; if not, write to the Free Software Foundation, Inc., #include "light.h" #include <sstream> -// TODO: Move content-aware mesh generation to a separate file -#include "content_mapnode.h" - -#ifndef SERVER -void MeshMakeData::fill(u32 daynight_ratio, MapBlock *block) -{ - m_daynight_ratio = daynight_ratio; - m_blockpos = block->getPos(); - - v3s16 blockpos_nodes = m_blockpos*MAP_BLOCKSIZE; - - /* - There is no harm not copying the TempMods of the neighbors - because they are already copied to this block - */ - m_temp_mods.clear(); - block->copyTempMods(m_temp_mods); - - /* - 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))); - - { - //TimeTaker timer("copy central block data"); - // 0ms - - // Copy our data - block->copyTo(m_vmanip); - } - { - //TimeTaker timer("copy neighbor block data"); - // 0ms - - /* - Copy neighbors. This is lightning fast. - Copying only the borders would be *very* slow. - */ - - // Get map - NodeContainer *parentcontainer = block->getParent(); - // This will only work if the parent is the map - assert(parentcontainer->nodeContainerId() == NODECONTAINER_ID_MAP); - // OK, we have the map! - Map *map = (Map*)parentcontainer; - - for(u16 i=0; i<6; i++) - { - const v3s16 &dir = g_6dirs[i]; - v3s16 bp = m_blockpos + dir; - MapBlock *b = map->getBlockNoCreateNoEx(bp); - if(b) - b->copyTo(m_vmanip); - } - } -} -#endif - -/* - Parameters must consist of air and !air. - Order doesn't matter. - - If either of the nodes doesn't exist, light is 0. - - parameters: - daynight_ratio: 0...1000 - n: getNodeParent(p) - n2: getNodeParent(p + face_dir) - face_dir: axis oriented unit vector from p to p2 - - returns encoded light value. -*/ -u8 getFaceLight(u32 daynight_ratio, MapNode n, MapNode n2, - v3s16 face_dir) -{ - try{ - u8 light; - u8 l1 = n.getLightBlend(daynight_ratio); - u8 l2 = n2.getLightBlend(daynight_ratio); - if(l1 > l2) - light = l1; - else - light = l2; - - // 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 light; - } - catch(InvalidPositionException &e) - { - return 0; - } -} - -#ifndef SERVER - -/* - vertex_dirs: v3s16[4] -*/ -void getNodeVertexDirs(v3s16 dir, v3s16 *vertex_dirs) -{ - /* - If looked from outside the node towards the face, the corners are: - 0: bottom-right - 1: bottom-left - 2: top-left - 3: top-right - */ - if(dir == v3s16(0,0,1)) - { - // If looking towards z+, this is the face that is behind - // the center point, facing towards z+. - vertex_dirs[0] = v3s16(-1,-1, 1); - vertex_dirs[1] = v3s16( 1,-1, 1); - vertex_dirs[2] = v3s16( 1, 1, 1); - vertex_dirs[3] = v3s16(-1, 1, 1); - } - else if(dir == v3s16(0,0,-1)) - { - // faces towards Z- - vertex_dirs[0] = v3s16( 1,-1,-1); - vertex_dirs[1] = v3s16(-1,-1,-1); - vertex_dirs[2] = v3s16(-1, 1,-1); - vertex_dirs[3] = v3s16( 1, 1,-1); - } - else if(dir == v3s16(1,0,0)) - { - // faces towards X+ - vertex_dirs[0] = v3s16( 1,-1, 1); - vertex_dirs[1] = v3s16( 1,-1,-1); - vertex_dirs[2] = v3s16( 1, 1,-1); - vertex_dirs[3] = v3s16( 1, 1, 1); - } - else if(dir == v3s16(-1,0,0)) - { - // faces towards X- - vertex_dirs[0] = v3s16(-1,-1,-1); - vertex_dirs[1] = v3s16(-1,-1, 1); - vertex_dirs[2] = v3s16(-1, 1, 1); - vertex_dirs[3] = v3s16(-1, 1,-1); - } - else if(dir == v3s16(0,1,0)) - { - // faces towards Y+ (assume Z- as "down" in texture) - vertex_dirs[0] = v3s16( 1, 1,-1); - vertex_dirs[1] = v3s16(-1, 1,-1); - vertex_dirs[2] = v3s16(-1, 1, 1); - vertex_dirs[3] = v3s16( 1, 1, 1); - } - else if(dir == v3s16(0,-1,0)) - { - // faces towards Y- (assume Z+ as "down" in texture) - vertex_dirs[0] = v3s16( 1,-1, 1); - vertex_dirs[1] = v3s16(-1,-1, 1); - vertex_dirs[2] = v3s16(-1,-1,-1); - vertex_dirs[3] = v3s16( 1,-1,-1); - } -} - -inline video::SColor lightColor(u8 alpha, u8 light) -{ - return video::SColor(alpha,light,light,light); -} - -void makeFastFace(TileSpec tile, u8 li0, u8 li1, u8 li2, u8 li3, v3f p, - v3s16 dir, v3f scale, v3f posRelative_f, - core::array<FastFace> &dest) -{ - FastFace face; - - // Position is at the center of the cube. - v3f pos = p * BS; - posRelative_f *= BS; - - v3f vertex_pos[4]; - v3s16 vertex_dirs[4]; - getNodeVertexDirs(dir, vertex_dirs); - for(u16 i=0; i<4; i++) - { - vertex_pos[i] = v3f( - BS/2*vertex_dirs[i].X, - BS/2*vertex_dirs[i].Y, - BS/2*vertex_dirs[i].Z - ); - } - - for(u16 i=0; i<4; i++) - { - vertex_pos[i].X *= scale.X; - vertex_pos[i].Y *= scale.Y; - vertex_pos[i].Z *= scale.Z; - vertex_pos[i] += pos + posRelative_f; - } - - f32 abs_scale = 1.; - if (scale.X < 0.999 || scale.X > 1.001) abs_scale = scale.X; - else if(scale.Y < 0.999 || scale.Y > 1.001) abs_scale = scale.Y; - else if(scale.Z < 0.999 || scale.Z > 1.001) abs_scale = scale.Z; - - v3f zerovector = v3f(0,0,0); - - u8 alpha = tile.alpha; - /*u8 alpha = 255; - if(tile.id == TILE_WATER) - alpha = WATER_ALPHA;*/ - - float x0 = tile.texture.pos.X; - float y0 = tile.texture.pos.Y; - float w = tile.texture.size.X; - float h = tile.texture.size.Y; - - /*video::SColor c = lightColor(alpha, li); - - face.vertices[0] = video::S3DVertex(vertex_pos[0], v3f(0,1,0), c, - core::vector2d<f32>(x0+w*abs_scale, y0+h)); - face.vertices[1] = video::S3DVertex(vertex_pos[1], v3f(0,1,0), c, - core::vector2d<f32>(x0, y0+h)); - face.vertices[2] = video::S3DVertex(vertex_pos[2], v3f(0,1,0), c, - core::vector2d<f32>(x0, y0)); - face.vertices[3] = video::S3DVertex(vertex_pos[3], v3f(0,1,0), c, - core::vector2d<f32>(x0+w*abs_scale, y0));*/ - - face.vertices[0] = video::S3DVertex(vertex_pos[0], v3f(0,1,0), - lightColor(alpha, li0), - core::vector2d<f32>(x0+w*abs_scale, y0+h)); - face.vertices[1] = video::S3DVertex(vertex_pos[1], v3f(0,1,0), - lightColor(alpha, li1), - core::vector2d<f32>(x0, y0+h)); - face.vertices[2] = video::S3DVertex(vertex_pos[2], v3f(0,1,0), - lightColor(alpha, li2), - core::vector2d<f32>(x0, y0)); - face.vertices[3] = video::S3DVertex(vertex_pos[3], v3f(0,1,0), - lightColor(alpha, li3), - core::vector2d<f32>(x0+w*abs_scale, y0)); - - face.tile = tile; - //DEBUG - //f->tile = TILE_STONE; - - dest.push_back(face); -} - -/* - Gets node tile from any place relative to block. - Returns TILE_NODE if doesn't exist or should not be drawn. -*/ -TileSpec getNodeTile(MapNode mn, v3s16 p, v3s16 face_dir, - NodeModMap &temp_mods) -{ - TileSpec spec; - spec = mn.getTile(face_dir); - - /* - Check temporary modifications on this node - */ - /*core::map<v3s16, NodeMod>::Node *n; - n = m_temp_mods.find(p); - // If modified - if(n != NULL) - { - struct NodeMod mod = n->getValue();*/ - NodeMod mod; - if(temp_mods.get(p, &mod)) - { - if(mod.type == NODEMOD_CHANGECONTENT) - { - MapNode mn2(mod.param); - spec = mn2.getTile(face_dir); - } - if(mod.type == NODEMOD_CRACK) - { - /* - Get texture id, translate it to name, append stuff to - name, get texture id - */ - - // Get original texture name - u32 orig_id = spec.texture.id; - std::string orig_name = g_texturesource->getTextureName(orig_id); - - // Create new texture name - std::ostringstream os; - os<<orig_name<<"^[crack"<<mod.param; - - // Get new texture - u32 new_id = g_texturesource->getTextureId(os.str()); - - /*dstream<<"MapBlock::getNodeTile(): Switching from " - <<orig_name<<" to "<<os.str()<<" (" - <<orig_id<<" to "<<new_id<<")"<<std::endl;*/ - - spec.texture = g_texturesource->getTexture(new_id); - } - } - - return spec; -} - -u8 getNodeContent(v3s16 p, MapNode mn, NodeModMap &temp_mods) -{ - /* - Check temporary modifications on this node - */ - /*core::map<v3s16, NodeMod>::Node *n; - n = m_temp_mods.find(p); - // If modified - if(n != NULL) - { - struct NodeMod mod = n->getValue();*/ - NodeMod mod; - if(temp_mods.get(p, &mod)) - { - if(mod.type == NODEMOD_CHANGECONTENT) - { - // Overrides content - return mod.param; - } - if(mod.type == NODEMOD_CRACK) - { - /* - Content doesn't change. - - face_contents works just like it should, because - there should not be faces between differently cracked - nodes. - - If a semi-transparent node is cracked in front an - another one, it really doesn't matter whether there - is a cracked face drawn in between or not. - */ - } - } - - return mn.d; -} - -v3s16 dirs8[8] = { - v3s16(0,0,0), - v3s16(0,0,1), - v3s16(0,1,0), - v3s16(0,1,1), - v3s16(1,0,0), - v3s16(1,1,0), - v3s16(1,0,1), - v3s16(1,1,1), -}; - -// Calculate lighting at the XYZ- corner of p -u8 getSmoothLight(v3s16 p, VoxelManipulator &vmanip, u32 daynight_ratio) -{ - u16 ambient_occlusion = 0; - u16 light = 0; - u16 light_count = 0; - for(u32 i=0; i<8; i++) - { - MapNode n = vmanip.getNodeNoEx(p - dirs8[i]); - if(content_features(n.d).param_type == CPT_LIGHT) - { - light += decode_light(n.getLightBlend(daynight_ratio)); - light_count++; - } - else - { - if(n.d != CONTENT_IGNORE) - ambient_occlusion++; - } - } - - if(light_count == 0) - return 255; - - light /= light_count; - - if(ambient_occlusion > 4) - { - ambient_occlusion -= 4; - light = (float)light / ((float)ambient_occlusion * 0.5 + 1.0); - } - - return light; -} - -// Calculate lighting at the given corner of p -u8 getSmoothLight(v3s16 p, v3s16 corner, - VoxelManipulator &vmanip, u32 daynight_ratio) -{ - if(corner.X == 1) p.X += 1; - else assert(corner.X == -1); - if(corner.Y == 1) p.Y += 1; - else assert(corner.Y == -1); - if(corner.Z == 1) p.Z += 1; - else assert(corner.Z == -1); - - return getSmoothLight(p, vmanip, daynight_ratio); -} - -void getTileInfo( - // Input: - v3s16 blockpos_nodes, - v3s16 p, - v3s16 face_dir, - u32 daynight_ratio, - VoxelManipulator &vmanip, - NodeModMap &temp_mods, - bool smooth_lighting, - // Output: - bool &makes_face, - v3s16 &p_corrected, - v3s16 &face_dir_corrected, - u8 *lights, - TileSpec &tile - ) -{ - MapNode n0 = vmanip.getNodeNoEx(blockpos_nodes + p); - MapNode n1 = vmanip.getNodeNoEx(blockpos_nodes + p + face_dir); - TileSpec tile0 = getNodeTile(n0, p, face_dir, temp_mods); - TileSpec tile1 = getNodeTile(n1, p + face_dir, -face_dir, temp_mods); - - // This is hackish - u8 content0 = getNodeContent(p, n0, temp_mods); - u8 content1 = getNodeContent(p + face_dir, n1, temp_mods); - u8 mf = face_contents(content0, content1); - - if(mf == 0) - { - makes_face = false; - return; - } - - makes_face = true; - - if(mf == 1) - { - tile = tile0; - p_corrected = p; - face_dir_corrected = face_dir; - } - else - { - tile = tile1; - p_corrected = p + face_dir; - face_dir_corrected = -face_dir; - } - - if(smooth_lighting == false) - { - lights[0] = lights[1] = lights[2] = lights[3] = - decode_light(getFaceLight(daynight_ratio, n0, n1, face_dir)); - } - else - { - v3s16 vertex_dirs[4]; - getNodeVertexDirs(face_dir_corrected, vertex_dirs); - for(u16 i=0; i<4; i++) - { - lights[i] = getSmoothLight(blockpos_nodes + p_corrected, - vertex_dirs[i], vmanip, daynight_ratio); - } - } - - return; -} - -/* - startpos: - translate_dir: unit vector with only one of x, y or z - face_dir: unit vector with only one of x, y or z -*/ -void updateFastFaceRow( - u32 daynight_ratio, - v3f posRelative_f, - v3s16 startpos, - u16 length, - v3s16 translate_dir, - v3f translate_dir_f, - v3s16 face_dir, - v3f face_dir_f, - core::array<FastFace> &dest, - NodeModMap &temp_mods, - VoxelManipulator &vmanip, - v3s16 blockpos_nodes, - bool smooth_lighting) -{ - v3s16 p = startpos; - - u16 continuous_tiles_count = 0; - - bool makes_face; - v3s16 p_corrected; - v3s16 face_dir_corrected; - u8 lights[4]; - TileSpec tile; - getTileInfo(blockpos_nodes, p, face_dir, daynight_ratio, - vmanip, temp_mods, smooth_lighting, - makes_face, p_corrected, face_dir_corrected, lights, tile); - - for(u16 j=0; j<length; j++) - { - // 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; - u8 next_lights[4] = {0,0,0,0}; - TileSpec next_tile; - - // If at last position, there is nothing to compare to and - // the face must be drawn anyway - if(j != length - 1) - { - p_next = p + translate_dir; - - getTileInfo(blockpos_nodes, p_next, face_dir, daynight_ratio, - vmanip, temp_mods, smooth_lighting, - next_makes_face, next_p_corrected, - next_face_dir_corrected, next_lights, - next_tile); - - if(next_makes_face == makes_face - && next_p_corrected == p_corrected - && next_face_dir_corrected == face_dir_corrected - && next_lights[0] == lights[0] - && next_lights[1] == lights[1] - && next_lights[2] == lights[2] - && next_lights[3] == lights[3] - && next_tile == tile) - { - next_is_different = false; - } - } - - continuous_tiles_count++; - - // This is set to true if the texture doesn't allow more tiling - bool end_of_texture = false; - /* - If there is no texture, it can be tiled infinitely. - If tiled==0, it means the texture can be tiled infinitely. - Otherwise check tiled agains continuous_tiles_count. - */ - if(tile.texture.atlas != NULL && tile.texture.tiled != 0) - { - if(tile.texture.tiled <= continuous_tiles_count) - end_of_texture = true; - } - - // Do this to disable tiling textures - //end_of_texture = true; //DEBUG - - if(next_is_different || end_of_texture) - { - /* - Create a face if there should be one - */ - if(makes_face) - { - // 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 scale(1,1,1); - - if(translate_dir.X != 0) - { - scale.X = continuous_tiles_count; - } - if(translate_dir.Y != 0) - { - scale.Y = continuous_tiles_count; - } - 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, - posRelative_f, dest); - } - - continuous_tiles_count = 0; - - makes_face = next_makes_face; - p_corrected = next_p_corrected; - face_dir_corrected = next_face_dir_corrected; - lights[0] = next_lights[0]; - lights[1] = next_lights[1]; - lights[2] = next_lights[2]; - lights[3] = next_lights[3]; - tile = next_tile; - } - - p = p_next; - } -} - -/* - This is used because CMeshBuffer::append() is very slow -*/ -struct PreMeshBuffer -{ - video::SMaterial material; - core::array<u16> indices; - core::array<video::S3DVertex> vertices; -}; - -class MeshCollector -{ -public: - void append( - video::SMaterial material, - const video::S3DVertex* const vertices, - u32 numVertices, - const u16* const indices, - u32 numIndices - ) - { - PreMeshBuffer *p = NULL; - for(u32 i=0; i<m_prebuffers.size(); i++) - { - PreMeshBuffer &pp = m_prebuffers[i]; - if(pp.material != material) - continue; - - p = &pp; - break; - } - - if(p == NULL) - { - PreMeshBuffer pp; - pp.material = material; - m_prebuffers.push_back(pp); - p = &m_prebuffers[m_prebuffers.size()-1]; - } - - u32 vertex_count = p->vertices.size(); - for(u32 i=0; i<numIndices; i++) - { - u32 j = indices[i] + vertex_count; - if(j > 65535) - { - dstream<<"FIXME: Meshbuffer ran out of indices"<<std::endl; - // NOTE: Fix is to just add an another MeshBuffer - } - p->indices.push_back(j); - } - for(u32 i=0; i<numVertices; i++) - { - p->vertices.push_back(vertices[i]); - } - } - - void fillMesh(scene::SMesh *mesh) - { - /*dstream<<"Filling mesh with "<<m_prebuffers.size() - <<" meshbuffers"<<std::endl;*/ - for(u32 i=0; i<m_prebuffers.size(); i++) - { - PreMeshBuffer &p = m_prebuffers[i]; - - /*dstream<<"p.vertices.size()="<<p.vertices.size() - <<", p.indices.size()="<<p.indices.size() - <<std::endl;*/ - - // Create meshbuffer - - // This is a "Standard MeshBuffer", - // it's a typedeffed CMeshBuffer<video::S3DVertex> - scene::SMeshBuffer *buf = new scene::SMeshBuffer(); - // Set material - buf->Material = p.material; - //((scene::SMeshBuffer*)buf)->Material = p.material; - // Use VBO - //buf->setHardwareMappingHint(scene::EHM_STATIC); - // Add to mesh - mesh->addMeshBuffer(buf); - // Mesh grabbed it - buf->drop(); - - buf->append(p.vertices.pointer(), p.vertices.size(), - p.indices.pointer(), p.indices.size()); - } - } - -private: - core::array<PreMeshBuffer> m_prebuffers; -}; - -// Create a cuboid. -// material - the material to use (for all 6 faces) -// collector - the MeshCollector for the resulting polygons -// pa - texture atlas pointer for the material -// c - vertex colour - used for all -// pos - the position of the centre of the cuboid -// rz,ry,rz - the radius of the cuboid in each dimension -// txc - texture coordinates - this is a list of texture coordinates -// for the opposite corners of each face - therefore, there -// should be (2+2)*6=24 values in the list. Alternatively, pass -// NULL to use the entire texture for each face. The order of -// the faces in the list is top-backi-right-front-left-bottom -// If you specified 0,0,1,1 for each face, that would be the -// same as passing NULL. -void makeCuboid(video::SMaterial &material, MeshCollector *collector, - AtlasPointer* pa, video::SColor &c, - v3f &pos, f32 rx, f32 ry, f32 rz, f32* txc) -{ - f32 tu0=pa->x0(); - f32 tu1=pa->x1(); - f32 tv0=pa->y0(); - f32 tv1=pa->y1(); - f32 txus=tu1-tu0; - f32 txvs=tv1-tv0; - - video::S3DVertex v[4] = - { - video::S3DVertex(0,0,0, 0,0,0, c, tu0, tv1), - video::S3DVertex(0,0,0, 0,0,0, c, tu1, tv1), - video::S3DVertex(0,0,0, 0,0,0, c, tu1, tv0), - video::S3DVertex(0,0,0, 0,0,0, c, tu0, tv0) - }; - - for(int i=0;i<6;i++) - { - switch(i) - { - case 0: // top - v[0].Pos.X=-rx; v[0].Pos.Y= ry; v[0].Pos.Z=-rz; - v[1].Pos.X=-rx; v[1].Pos.Y= ry; v[1].Pos.Z= rz; - v[2].Pos.X= rx; v[2].Pos.Y= ry; v[2].Pos.Z= rz; - v[3].Pos.X= rx; v[3].Pos.Y= ry, v[3].Pos.Z=-rz; - break; - case 1: // back - v[0].Pos.X=-rx; v[0].Pos.Y= ry; v[0].Pos.Z=-rz; - v[1].Pos.X= rx; v[1].Pos.Y= ry; v[1].Pos.Z=-rz; - v[2].Pos.X= rx; v[2].Pos.Y=-ry; v[2].Pos.Z=-rz; - v[3].Pos.X=-rx; v[3].Pos.Y=-ry, v[3].Pos.Z=-rz; - break; - case 2: //right - v[0].Pos.X= rx; v[0].Pos.Y= ry; v[0].Pos.Z=-rz; - v[1].Pos.X= rx; v[1].Pos.Y= ry; v[1].Pos.Z= rz; - v[2].Pos.X= rx; v[2].Pos.Y=-ry; v[2].Pos.Z= rz; - v[3].Pos.X= rx; v[3].Pos.Y=-ry, v[3].Pos.Z=-rz; - break; - case 3: // front - v[0].Pos.X= rx; v[0].Pos.Y= ry; v[0].Pos.Z= rz; - v[1].Pos.X=-rx; v[1].Pos.Y= ry; v[1].Pos.Z= rz; - v[2].Pos.X=-rx; v[2].Pos.Y=-ry; v[2].Pos.Z= rz; - v[3].Pos.X= rx; v[3].Pos.Y=-ry, v[3].Pos.Z= rz; - break; - case 4: // left - v[0].Pos.X=-rx; v[0].Pos.Y= ry; v[0].Pos.Z= rz; - v[1].Pos.X=-rx; v[1].Pos.Y= ry; v[1].Pos.Z=-rz; - v[2].Pos.X=-rx; v[2].Pos.Y=-ry; v[2].Pos.Z=-rz; - v[3].Pos.X=-rx; v[3].Pos.Y=-ry, v[3].Pos.Z= rz; - break; - case 5: // bottom - v[0].Pos.X= rx; v[0].Pos.Y=-ry; v[0].Pos.Z= rz; - v[1].Pos.X=-rx; v[1].Pos.Y=-ry; v[1].Pos.Z= rz; - v[2].Pos.X=-rx; v[2].Pos.Y=-ry; v[2].Pos.Z=-rz; - v[3].Pos.X= rx; v[3].Pos.Y=-ry, v[3].Pos.Z=-rz; - break; - } - - if(txc!=NULL) - { - v[0].TCoords.X=tu0+txus*txc[0]; v[0].TCoords.Y=tv0+txvs*txc[3]; - v[1].TCoords.X=tu0+txus*txc[2]; v[1].TCoords.Y=tv0+txvs*txc[3]; - v[2].TCoords.X=tu0+txus*txc[2]; v[2].TCoords.Y=tv0+txvs*txc[1]; - v[3].TCoords.X=tu0+txus*txc[0]; v[3].TCoords.Y=tv0+txvs*txc[1]; - txc+=4; - } - - for(u16 i=0; i<4; i++) - v[i].Pos += pos; - u16 indices[] = {0,1,2,2,3,0}; - collector->append(material, v, 4, indices, 6); - - } - -} - -scene::SMesh* makeMapBlockMesh(MeshMakeData *data) -{ - // 4-21ms for MAP_BLOCKSIZE=16 - // 24-155ms for MAP_BLOCKSIZE=32 - //TimeTaker timer1("makeMapBlockMesh()"); - - core::array<FastFace> fastfaces_new; - - v3s16 blockpos_nodes = data->m_blockpos*MAP_BLOCKSIZE; - - // floating point conversion - v3f posRelative_f(blockpos_nodes.X, blockpos_nodes.Y, blockpos_nodes.Z); - - /* - Some settings - */ - bool new_style_water = g_settings.getBool("new_style_water"); - bool new_style_leaves = g_settings.getBool("new_style_leaves"); - bool smooth_lighting = g_settings.getBool("smooth_lighting"); - - float node_water_level = 1.0; - if(new_style_water) - node_water_level = 0.85; - - /* - We are including the faces of the trailing edges of the block. - This means that when something changes, the caller must - also update the meshes of the blocks at the leading edges. - - NOTE: This is the slowest part of this method. - */ - - { - // 4-23ms for MAP_BLOCKSIZE=16 - //TimeTaker timer2("updateMesh() collect"); - - /* - Go through every y,z and get top(y+) faces in rows of x+ - */ - for(s16 y=0; y<MAP_BLOCKSIZE; y++){ - for(s16 z=0; z<MAP_BLOCKSIZE; z++){ - updateFastFaceRow(data->m_daynight_ratio, posRelative_f, - v3s16(0,y,z), MAP_BLOCKSIZE, - v3s16(1,0,0), //dir - v3f (1,0,0), - v3s16(0,1,0), //face dir - v3f (0,1,0), - fastfaces_new, - data->m_temp_mods, - data->m_vmanip, - blockpos_nodes, - smooth_lighting); - } - } - /* - Go through every x,y and get right(x+) faces in rows of z+ - */ - for(s16 x=0; x<MAP_BLOCKSIZE; x++){ - for(s16 y=0; y<MAP_BLOCKSIZE; y++){ - updateFastFaceRow(data->m_daynight_ratio, posRelative_f, - v3s16(x,y,0), MAP_BLOCKSIZE, - v3s16(0,0,1), - v3f (0,0,1), - v3s16(1,0,0), - v3f (1,0,0), - fastfaces_new, - data->m_temp_mods, - data->m_vmanip, - blockpos_nodes, - smooth_lighting); - } - } - /* - Go through every y,z and get back(z+) faces in rows of x+ - */ - for(s16 z=0; z<MAP_BLOCKSIZE; z++){ - for(s16 y=0; y<MAP_BLOCKSIZE; y++){ - updateFastFaceRow(data->m_daynight_ratio, posRelative_f, - v3s16(0,y,z), MAP_BLOCKSIZE, - v3s16(1,0,0), - v3f (1,0,0), - v3s16(0,0,1), - v3f (0,0,1), - fastfaces_new, - data->m_temp_mods, - data->m_vmanip, - blockpos_nodes, - smooth_lighting); - } - } - } - - // End of slow part - - /* - Convert FastFaces to SMesh - */ - - MeshCollector collector; - - if(fastfaces_new.size() > 0) - { - // avg 0ms (100ms spikes when loading textures the first time) - //TimeTaker timer2("updateMesh() mesh building"); - - video::SMaterial material; - material.setFlag(video::EMF_LIGHTING, false); - 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); - - for(u32 i=0; i<fastfaces_new.size(); i++) - { - FastFace &f = fastfaces_new[i]; - - const u16 indices[] = {0,1,2,2,3,0}; - const u16 indices_alternate[] = {0,1,3,2,3,1}; - - video::ITexture *texture = f.tile.texture.atlas; - if(texture == NULL) - continue; - - material.setTexture(0, texture); - - f.tile.applyMaterialOptions(material); - - const u16 *indices_p = indices; - - /* - Revert triangles for nicer looking gradient if vertices - 1 and 3 have same color or 0 and 2 have different color. - */ - if(f.vertices[0].Color != f.vertices[2].Color - || f.vertices[1].Color == f.vertices[3].Color) - indices_p = indices_alternate; - - collector.append(material, f.vertices, 4, indices_p, 6); - } - } - - /* - Add special graphics: - - torches - - flowing water - */ - - // 0ms - //TimeTaker timer2("updateMesh() adding special stuff"); - - // Flowing water material - video::SMaterial material_water1; - material_water1.setFlag(video::EMF_LIGHTING, false); - material_water1.setFlag(video::EMF_BACK_FACE_CULLING, false); - material_water1.setFlag(video::EMF_BILINEAR_FILTER, false); - material_water1.setFlag(video::EMF_FOG_ENABLE, true); - material_water1.MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA; - AtlasPointer pa_water1 = g_texturesource->getTexture( - g_texturesource->getTextureId("water.png")); - material_water1.setTexture(0, pa_water1.atlas); - - // New-style leaves material - video::SMaterial material_leaves1; - material_leaves1.setFlag(video::EMF_LIGHTING, false); - //material_leaves1.setFlag(video::EMF_BACK_FACE_CULLING, false); - material_leaves1.setFlag(video::EMF_BILINEAR_FILTER, false); - material_leaves1.setFlag(video::EMF_FOG_ENABLE, true); - material_leaves1.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF; - AtlasPointer pa_leaves1 = g_texturesource->getTexture( - g_texturesource->getTextureId("leaves.png")); - material_leaves1.setTexture(0, pa_leaves1.atlas); - - // Glass material - video::SMaterial material_glass; - material_glass.setFlag(video::EMF_LIGHTING, false); - material_glass.setFlag(video::EMF_BILINEAR_FILTER, false); - material_glass.setFlag(video::EMF_FOG_ENABLE, true); - material_glass.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF; - AtlasPointer pa_glass = g_texturesource->getTexture( - g_texturesource->getTextureId("glass.png")); - material_glass.setTexture(0, pa_glass.atlas); - - // Wood material - video::SMaterial material_wood; - material_wood.setFlag(video::EMF_LIGHTING, false); - material_wood.setFlag(video::EMF_BILINEAR_FILTER, false); - material_wood.setFlag(video::EMF_FOG_ENABLE, true); - material_wood.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF; - AtlasPointer pa_wood = g_texturesource->getTexture( - g_texturesource->getTextureId("wood.png")); - material_wood.setTexture(0, pa_wood.atlas); - - for(s16 z=0; z<MAP_BLOCKSIZE; z++) - for(s16 y=0; y<MAP_BLOCKSIZE; y++) - for(s16 x=0; x<MAP_BLOCKSIZE; x++) - { - v3s16 p(x,y,z); - - MapNode n = data->m_vmanip.getNodeNoEx(blockpos_nodes+p); - - /* - Add torches to mesh - */ - if(n.d == CONTENT_TORCH) - { - video::SColor c(255,255,255,255); - - // Wall at X+ of node - video::S3DVertex vertices[4] = - { - video::S3DVertex(-BS/2,-BS/2,0, 0,0,0, c, 0,1), - video::S3DVertex(BS/2,-BS/2,0, 0,0,0, c, 1,1), - video::S3DVertex(BS/2,BS/2,0, 0,0,0, c, 1,0), - video::S3DVertex(-BS/2,BS/2,0, 0,0,0, c, 0,0), - }; - - v3s16 dir = unpackDir(n.dir); - - for(s32 i=0; i<4; i++) - { - if(dir == v3s16(1,0,0)) - vertices[i].Pos.rotateXZBy(0); - if(dir == v3s16(-1,0,0)) - vertices[i].Pos.rotateXZBy(180); - if(dir == v3s16(0,0,1)) - vertices[i].Pos.rotateXZBy(90); - if(dir == v3s16(0,0,-1)) - vertices[i].Pos.rotateXZBy(-90); - if(dir == v3s16(0,-1,0)) - vertices[i].Pos.rotateXZBy(45); - if(dir == v3s16(0,1,0)) - vertices[i].Pos.rotateXZBy(-45); - - vertices[i].Pos += intToFloat(p + blockpos_nodes, BS); - } - - // Set material - video::SMaterial material; - material.setFlag(video::EMF_LIGHTING, false); - material.setFlag(video::EMF_BACK_FACE_CULLING, false); - material.setFlag(video::EMF_BILINEAR_FILTER, false); - //material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL; - material.MaterialType - = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF; - - if(dir == v3s16(0,-1,0)) - material.setTexture(0, - g_texturesource->getTextureRaw("torch_on_floor.png")); - else if(dir == v3s16(0,1,0)) - material.setTexture(0, - g_texturesource->getTextureRaw("torch_on_ceiling.png")); - // For backwards compatibility - else if(dir == v3s16(0,0,0)) - material.setTexture(0, - g_texturesource->getTextureRaw("torch_on_floor.png")); - else - material.setTexture(0, - g_texturesource->getTextureRaw("torch.png")); - - u16 indices[] = {0,1,2,2,3,0}; - // Add to mesh collector - collector.append(material, vertices, 4, indices, 6); - } - /* - Signs on walls - */ - if(n.d == CONTENT_SIGN_WALL) - { - u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio)); - video::SColor c(255,l,l,l); - - float d = (float)BS/16; - // Wall at X+ of node - video::S3DVertex vertices[4] = - { - video::S3DVertex(BS/2-d,-BS/2,-BS/2, 0,0,0, c, 0,1), - video::S3DVertex(BS/2-d,-BS/2,BS/2, 0,0,0, c, 1,1), - video::S3DVertex(BS/2-d,BS/2,BS/2, 0,0,0, c, 1,0), - video::S3DVertex(BS/2-d,BS/2,-BS/2, 0,0,0, c, 0,0), - }; - - v3s16 dir = unpackDir(n.dir); - - for(s32 i=0; i<4; i++) - { - if(dir == v3s16(1,0,0)) - vertices[i].Pos.rotateXZBy(0); - if(dir == v3s16(-1,0,0)) - vertices[i].Pos.rotateXZBy(180); - if(dir == v3s16(0,0,1)) - vertices[i].Pos.rotateXZBy(90); - if(dir == v3s16(0,0,-1)) - vertices[i].Pos.rotateXZBy(-90); - if(dir == v3s16(0,-1,0)) - vertices[i].Pos.rotateXYBy(-90); - if(dir == v3s16(0,1,0)) - vertices[i].Pos.rotateXYBy(90); - - vertices[i].Pos += intToFloat(p + blockpos_nodes, BS); - } - - // Set material - video::SMaterial material; - material.setFlag(video::EMF_LIGHTING, false); - material.setFlag(video::EMF_BACK_FACE_CULLING, false); - material.setFlag(video::EMF_BILINEAR_FILTER, false); - material.setFlag(video::EMF_FOG_ENABLE, true); - //material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL; - material.MaterialType - = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF; - - material.setTexture(0, - g_texturesource->getTextureRaw("sign_wall.png")); - - u16 indices[] = {0,1,2,2,3,0}; - // Add to mesh collector - collector.append(material, vertices, 4, indices, 6); - } - /* - Add flowing water to mesh - */ - else if(n.d == CONTENT_WATER) - { - bool top_is_water = false; - MapNode ntop = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z)); - if(ntop.d == CONTENT_WATER || ntop.d == CONTENT_WATERSOURCE) - top_is_water = true; - - u8 l = 0; - // Use the light of the node on top if possible - if(content_features(ntop.d).param_type == CPT_LIGHT) - l = decode_light(ntop.getLightBlend(data->m_daynight_ratio)); - // Otherwise use the light of this node (the water) - else - l = decode_light(n.getLightBlend(data->m_daynight_ratio)); - video::SColor c(WATER_ALPHA,l,l,l); - - // Neighbor water levels (key = relative position) - // Includes current node - core::map<v3s16, f32> neighbor_levels; - core::map<v3s16, u8> neighbor_contents; - core::map<v3s16, u8> neighbor_flags; - const u8 neighborflag_top_is_water = 0x01; - v3s16 neighbor_dirs[9] = { - v3s16(0,0,0), - v3s16(0,0,1), - v3s16(0,0,-1), - v3s16(1,0,0), - v3s16(-1,0,0), - v3s16(1,0,1), - v3s16(-1,0,-1), - v3s16(1,0,-1), - v3s16(-1,0,1), - }; - for(u32 i=0; i<9; i++) - { - u8 content = CONTENT_AIR; - float level = -0.5 * BS; - u8 flags = 0; - // Check neighbor - v3s16 p2 = p + neighbor_dirs[i]; - MapNode n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2); - if(n2.d != CONTENT_IGNORE) - { - content = n2.d; - - if(n2.d == CONTENT_WATERSOURCE) - level = (-0.5+node_water_level) * BS; - else if(n2.d == CONTENT_WATER) - level = (-0.5 + ((float)n2.param2 + 0.5) / 8.0 - * node_water_level) * BS; - - // Check node above neighbor. - // NOTE: This doesn't get executed if neighbor - // doesn't exist - p2.Y += 1; - n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2); - if(n2.d == CONTENT_WATERSOURCE || n2.d == CONTENT_WATER) - flags |= neighborflag_top_is_water; - } - - neighbor_levels.insert(neighbor_dirs[i], level); - neighbor_contents.insert(neighbor_dirs[i], content); - neighbor_flags.insert(neighbor_dirs[i], flags); - } - - //float water_level = (-0.5 + ((float)n.param2 + 0.5) / 8.0) * BS; - //float water_level = neighbor_levels[v3s16(0,0,0)]; - - // Corner heights (average between four waters) - f32 corner_levels[4]; - - v3s16 halfdirs[4] = { - v3s16(0,0,0), - v3s16(1,0,0), - v3s16(1,0,1), - v3s16(0,0,1), - }; - for(u32 i=0; i<4; i++) - { - v3s16 cornerdir = halfdirs[i]; - float cornerlevel = 0; - u32 valid_count = 0; - for(u32 j=0; j<4; j++) - { - v3s16 neighbordir = cornerdir - halfdirs[j]; - u8 content = neighbor_contents[neighbordir]; - // Special case for source nodes - if(content == CONTENT_WATERSOURCE) - { - cornerlevel = (-0.5+node_water_level)*BS; - valid_count = 1; - break; - } - else if(content == CONTENT_WATER) - { - cornerlevel += neighbor_levels[neighbordir]; - valid_count++; - } - else if(content == CONTENT_AIR) - { - cornerlevel += -0.5*BS; - valid_count++; - } - } - if(valid_count > 0) - cornerlevel /= valid_count; - corner_levels[i] = cornerlevel; - } - - /* - Generate sides - */ - - v3s16 side_dirs[4] = { - v3s16(1,0,0), - v3s16(-1,0,0), - v3s16(0,0,1), - v3s16(0,0,-1), - }; - s16 side_corners[4][2] = { - {1, 2}, - {3, 0}, - {2, 3}, - {0, 1}, - }; - for(u32 i=0; i<4; i++) - { - v3s16 dir = side_dirs[i]; - - /* - If our topside is water and neighbor's topside - is water, don't draw side face - */ - if(top_is_water && - neighbor_flags[dir] & neighborflag_top_is_water) - continue; - - u8 neighbor_content = neighbor_contents[dir]; - - // Don't draw face if neighbor is not air or water - if(neighbor_content != CONTENT_AIR - && neighbor_content != CONTENT_WATER) - continue; - - bool neighbor_is_water = (neighbor_content == CONTENT_WATER); - - // Don't draw any faces if neighbor is water and top is water - if(neighbor_is_water == true && top_is_water == false) - continue; - - video::S3DVertex vertices[4] = - { - /*video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,1), - video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,1), - video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,0), - video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,0),*/ - video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, - pa_water1.x0(), pa_water1.y1()), - video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, - pa_water1.x1(), pa_water1.y1()), - video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, - pa_water1.x1(), pa_water1.y0()), - video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, - pa_water1.x0(), pa_water1.y0()), - }; - - /* - If our topside is water, set upper border of face - at upper border of node - */ - if(top_is_water) - { - vertices[2].Pos.Y = 0.5*BS; - vertices[3].Pos.Y = 0.5*BS; - } - /* - Otherwise upper position of face is corner levels - */ - else - { - vertices[2].Pos.Y = corner_levels[side_corners[i][0]]; - vertices[3].Pos.Y = corner_levels[side_corners[i][1]]; - } - - /* - If neighbor is water, lower border of face is corner - water levels - */ - if(neighbor_is_water) - { - vertices[0].Pos.Y = corner_levels[side_corners[i][1]]; - vertices[1].Pos.Y = corner_levels[side_corners[i][0]]; - } - /* - If neighbor is not water, lower border of face is - lower border of node - */ - else - { - vertices[0].Pos.Y = -0.5*BS; - vertices[1].Pos.Y = -0.5*BS; - } - - for(s32 j=0; j<4; j++) - { - if(dir == v3s16(0,0,1)) - vertices[j].Pos.rotateXZBy(0); - if(dir == v3s16(0,0,-1)) - vertices[j].Pos.rotateXZBy(180); - if(dir == v3s16(-1,0,0)) - vertices[j].Pos.rotateXZBy(90); - if(dir == v3s16(1,0,-0)) - vertices[j].Pos.rotateXZBy(-90); - - vertices[j].Pos += intToFloat(p + blockpos_nodes, BS); - } - - u16 indices[] = {0,1,2,2,3,0}; - // Add to mesh collector - collector.append(material_water1, vertices, 4, indices, 6); - } - - /* - Generate top side, if appropriate - */ - - if(top_is_water == false) - { - video::S3DVertex vertices[4] = - { - /*video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c, 0,1), - video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c, 1,1), - video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,0), - video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,0),*/ - video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, - pa_water1.x0(), pa_water1.y1()), - video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, - pa_water1.x1(), pa_water1.y1()), - video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c, - pa_water1.x1(), pa_water1.y0()), - video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c, - pa_water1.x0(), pa_water1.y0()), - }; - - // This fixes a strange bug - s32 corner_resolve[4] = {3,2,1,0}; - - for(s32 i=0; i<4; i++) - { - //vertices[i].Pos.Y += water_level; - //vertices[i].Pos.Y += neighbor_levels[v3s16(0,0,0)]; - s32 j = corner_resolve[i]; - vertices[i].Pos.Y += corner_levels[j]; - vertices[i].Pos += intToFloat(p + blockpos_nodes, BS); - } - - u16 indices[] = {0,1,2,2,3,0}; - // Add to mesh collector - collector.append(material_water1, vertices, 4, indices, 6); - } - } - /* - Add water sources to mesh if using new style - */ - else if(n.d == CONTENT_WATERSOURCE && new_style_water) - { - //bool top_is_water = false; - bool top_is_air = false; - MapNode n = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z)); - /*if(n.d == CONTENT_WATER || n.d == CONTENT_WATERSOURCE) - top_is_water = true;*/ - if(n.d == CONTENT_AIR) - top_is_air = true; - - /*if(top_is_water == true) - continue;*/ - if(top_is_air == false) - continue; - - u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio)); - video::SColor c(WATER_ALPHA,l,l,l); - - video::S3DVertex vertices[4] = - { - /*video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c, 0,1), - video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c, 1,1), - video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,0), - video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,0),*/ - video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, - pa_water1.x0(), pa_water1.y1()), - video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, - pa_water1.x1(), pa_water1.y1()), - video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c, - pa_water1.x1(), pa_water1.y0()), - video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c, - pa_water1.x0(), pa_water1.y0()), - }; - - for(s32 i=0; i<4; i++) - { - vertices[i].Pos.Y += (-0.5+node_water_level)*BS; - vertices[i].Pos += intToFloat(p + blockpos_nodes, BS); - } - - u16 indices[] = {0,1,2,2,3,0}; - // Add to mesh collector - collector.append(material_water1, vertices, 4, indices, 6); - } - /* - Add leaves if using new style - */ - else if(n.d == CONTENT_LEAVES && new_style_leaves) - { - /*u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio));*/ - u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio))); - video::SColor c(255,l,l,l); - - for(u32 j=0; j<6; j++) - { - video::S3DVertex vertices[4] = - { - /*video::S3DVertex(-BS/2,-BS/2,BS/2, 0,0,0, c, 0,1), - video::S3DVertex(BS/2,-BS/2,BS/2, 0,0,0, c, 1,1), - video::S3DVertex(BS/2,BS/2,BS/2, 0,0,0, c, 1,0), - video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c, 0,0),*/ - video::S3DVertex(-BS/2,-BS/2,BS/2, 0,0,0, c, - pa_leaves1.x0(), pa_leaves1.y1()), - video::S3DVertex(BS/2,-BS/2,BS/2, 0,0,0, c, - pa_leaves1.x1(), pa_leaves1.y1()), - video::S3DVertex(BS/2,BS/2,BS/2, 0,0,0, c, - pa_leaves1.x1(), pa_leaves1.y0()), - video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c, - pa_leaves1.x0(), pa_leaves1.y0()), - }; - - if(j == 0) - { - for(u16 i=0; i<4; i++) - vertices[i].Pos.rotateXZBy(0); - } - else if(j == 1) - { - for(u16 i=0; i<4; i++) - vertices[i].Pos.rotateXZBy(180); - } - else if(j == 2) - { - for(u16 i=0; i<4; i++) - vertices[i].Pos.rotateXZBy(-90); - } - else if(j == 3) - { - for(u16 i=0; i<4; i++) - vertices[i].Pos.rotateXZBy(90); - } - else if(j == 4) - { - for(u16 i=0; i<4; i++) - vertices[i].Pos.rotateYZBy(-90); - } - else if(j == 5) - { - for(u16 i=0; i<4; i++) - vertices[i].Pos.rotateYZBy(90); - } - - for(u16 i=0; i<4; i++) - { - vertices[i].Pos += intToFloat(p + blockpos_nodes, BS); - } - - u16 indices[] = {0,1,2,2,3,0}; - // Add to mesh collector - collector.append(material_leaves1, vertices, 4, indices, 6); - } - } - /* - Add glass - */ - else if(n.d == CONTENT_GLASS) - { - u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio))); - video::SColor c(255,l,l,l); - - for(u32 j=0; j<6; j++) - { - video::S3DVertex vertices[4] = - { - video::S3DVertex(-BS/2,-BS/2,BS/2, 0,0,0, c, - pa_glass.x0(), pa_glass.y1()), - video::S3DVertex(BS/2,-BS/2,BS/2, 0,0,0, c, - pa_glass.x1(), pa_glass.y1()), - video::S3DVertex(BS/2,BS/2,BS/2, 0,0,0, c, - pa_glass.x1(), pa_glass.y0()), - video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c, - pa_glass.x0(), pa_glass.y0()), - }; - - if(j == 0) - { - for(u16 i=0; i<4; i++) - vertices[i].Pos.rotateXZBy(0); - } - else if(j == 1) - { - for(u16 i=0; i<4; i++) - vertices[i].Pos.rotateXZBy(180); - } - else if(j == 2) - { - for(u16 i=0; i<4; i++) - vertices[i].Pos.rotateXZBy(-90); - } - else if(j == 3) - { - for(u16 i=0; i<4; i++) - vertices[i].Pos.rotateXZBy(90); - } - else if(j == 4) - { - for(u16 i=0; i<4; i++) - vertices[i].Pos.rotateYZBy(-90); - } - else if(j == 5) - { - for(u16 i=0; i<4; i++) - vertices[i].Pos.rotateYZBy(90); - } - - for(u16 i=0; i<4; i++) - { - vertices[i].Pos += intToFloat(p + blockpos_nodes, BS); - } - - u16 indices[] = {0,1,2,2,3,0}; - // Add to mesh collector - collector.append(material_glass, vertices, 4, indices, 6); - } - } - /* - Add fence - */ - else if(n.d == CONTENT_FENCE) - { - u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio))); - video::SColor c(255,l,l,l); - - const f32 post_rad=(f32)BS/10; - const f32 bar_rad=(f32)BS/20; - const f32 bar_len=(f32)(BS/2)-post_rad; - - // The post - always present - v3f pos = intToFloat(p+blockpos_nodes, BS); - f32 postuv[24]={ - 0.4,0.4,0.6,0.6, - 0.35,0,0.65,1, - 0.35,0,0.65,1, - 0.35,0,0.65,1, - 0.35,0,0.65,1, - 0.4,0.4,0.6,0.6}; - makeCuboid(material_wood, &collector, - &pa_wood, c, pos, - post_rad,BS/2,post_rad, postuv); - - // Now a section of fence, +X, if there's a post there - v3s16 p2 = p; - p2.X++; - MapNode n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2); - if(n2.d == CONTENT_FENCE) - { - pos = intToFloat(p+blockpos_nodes, BS); - pos.X += BS/2; - pos.Y += BS/4; - f32 xrailuv[24]={ - 0,0.4,1,0.6, - 0,0.4,1,0.6, - 0,0.4,1,0.6, - 0,0.4,1,0.6, - 0,0.4,1,0.6, - 0,0.4,1,0.6}; - makeCuboid(material_wood, &collector, - &pa_wood, c, pos, - bar_len,bar_rad,bar_rad, xrailuv); - - pos.Y -= BS/2; - makeCuboid(material_wood, &collector, - &pa_wood, c, pos, - bar_len,bar_rad,bar_rad, xrailuv); - } - - // Now a section of fence, +Z, if there's a post there - p2 = p; - p2.Z++; - n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2); - if(n2.d == CONTENT_FENCE) - { - pos = intToFloat(p+blockpos_nodes, BS); - pos.Z += BS/2; - pos.Y += BS/4; - f32 zrailuv[24]={ - 0,0.4,1,0.6, - 0,0.4,1,0.6, - 0,0.4,1,0.6, - 0,0.4,1,0.6, - 0,0.4,1,0.6, - 0,0.4,1,0.6}; - makeCuboid(material_wood, &collector, - &pa_wood, c, pos, - bar_rad,bar_rad,bar_len, zrailuv); - pos.Y -= BS/2; - makeCuboid(material_wood, &collector, - &pa_wood, c, pos, - bar_rad,bar_rad,bar_len, zrailuv); - - } - - } - - - - } - - /* - Add stuff from collector to mesh - */ - - scene::SMesh *mesh_new = NULL; - mesh_new = new scene::SMesh(); - - collector.fillMesh(mesh_new); - - /* - Do some stuff to the mesh - */ - - mesh_new->recalculateBoundingBox(); - - /* - Delete new mesh if it is empty - */ - - if(mesh_new->getMeshBufferCount() == 0) - { - mesh_new->drop(); - mesh_new = NULL; - } - - if(mesh_new) - { -#if 0 - // Usually 1-700 faces and 1-7 materials - std::cout<<"Updated MapBlock has "<<fastfaces_new.size()<<" faces " - <<"and uses "<<mesh_new->getMeshBufferCount() - <<" materials (meshbuffers)"<<std::endl; -#endif - - // Use VBO for mesh (this just would set this for ever buffer) - // This will lead to infinite memory usage because or irrlicht. - //mesh_new->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 - */ - } - - return mesh_new; - - //std::cout<<"added "<<fastfaces.getSize()<<" faces."<<std::endl; -} - -#endif // !SERVER - /* MapBlock */ @@ -1914,16 +218,13 @@ void MapBlock::replaceMesh(scene::SMesh *mesh_new) All sunlighted nodes are added to light_sources. - If grow_grass==true, turns sunglighted mud into grass. - if remove_light==true, sets non-sunlighted nodes black. if black_air_left!=NULL, it is set to true if non-sunlighted air is left in block. */ bool MapBlock::propagateSunlight(core::map<v3s16, bool> & light_sources, - bool remove_light, bool *black_air_left, - bool grow_grass) + bool remove_light, bool *black_air_left) { // Whether the sunlight at the top of the bottom block is valid bool block_below_is_valid = true; @@ -1958,7 +259,8 @@ bool MapBlock::propagateSunlight(core::map<v3s16, bool> & light_sources, else { MapNode n = getNode(v3s16(x, MAP_BLOCKSIZE-1, z)); - if(n.d == CONTENT_WATER || n.d == CONTENT_WATERSOURCE) + //if(n.d == CONTENT_WATER || n.d == CONTENT_WATERSOURCE) + if(content_features(n.d).sunlight_propagates == false) { no_sunlight = true; } @@ -2013,6 +315,7 @@ bool MapBlock::propagateSunlight(core::map<v3s16, bool> & light_sources, } else if(n.light_propagates() == false) { + /*// DEPRECATED TODO: REMOVE if(grow_grass) { bool upper_is_air = false; @@ -2030,7 +333,7 @@ bool MapBlock::propagateSunlight(core::map<v3s16, bool> & light_sources, { n.d = CONTENT_GRASS; } - } + }*/ // A solid object is on the way. stopped_to_solid_object = true; |