From 8e7449e09253e138716d8dbad6a2ab5c6e089e28 Mon Sep 17 00:00:00 2001 From: Ner'zhul Date: Mon, 9 Jan 2017 20:39:22 +0100 Subject: Environment & IGameDef code refactoring (#4985) * Environment code refactoring * Cleanup includes & class declarations in client & server environment to improve build speed * ServerEnvironment::m_gamedef is now a pointer to Server instead of IGameDef, permitting to cleanup many casts. * Cleanup IGameDef * Move ITextureSource* IGameDef::getTextureSource() to Client only. * Also move ITextureSource *IGameDef::tsrc() helper * drop getShaderSource, getSceneManager, getSoundManager & getCamera abstract call * drop unused emerge() call * cleanup server unused functions (mentionned before) * Drop one unused parameter from ContentFeatures::updateTextures * move checkLocalPrivilege to Client * Remove some unnecessary casts * create_formspec_menu: remove IWritableTextureSource pointer, as client already knows it * Fix some comments * Change required IGameDef to Server/Client pointers * Previous change that game.cpp sometimes calls functions with Client + InventoryManager + IGameDef in same functions but it's the same objects * Remove duplicate Client pointer in GUIFormSpecMenu::GUIFormSpecMenu * drop ClientMap::sectorWasDrawn which is unused --- src/content_mapblock.cpp | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) (limited to 'src/content_mapblock.cpp') diff --git a/src/content_mapblock.cpp b/src/content_mapblock.cpp index 8ce0f1e0a..a7134590b 100644 --- a/src/content_mapblock.cpp +++ b/src/content_mapblock.cpp @@ -26,7 +26,7 @@ with this program; if not, write to the Free Software Foundation, Inc., #include "client/tile.h" #include "mesh.h" #include -#include "gamedef.h" +#include "client.h" #include "log.h" #include "noise.h" @@ -188,8 +188,8 @@ static inline int NeighborToIndex(const v3s16 &pos) void mapblock_mesh_generate_special(MeshMakeData *data, MeshCollector &collector) { - INodeDefManager *nodedef = data->m_gamedef->ndef(); - scene::ISceneManager* smgr = data->m_gamedef->getSceneManager(); + INodeDefManager *nodedef = data->m_client->ndef(); + scene::ISceneManager* smgr = data->m_client->getSceneManager(); scene::IMeshManipulator* meshmanip = smgr->getMeshManipulator(); // 0ms -- cgit v1.2.3 From d04d8aba7029a2501854a2838fd282b81358a54e Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?D=C3=A1niel=20Juh=C3=A1sz?= Date: Thu, 12 Jan 2017 15:46:30 +0100 Subject: Add hardware node coloring. Includes: - Increase ContentFeatures serialization version - Color property and palettes for nodes - paramtype2 = "color", "colored facedir" or "colored wallmounted" --- src/content_mapblock.cpp | 326 +++++++++++++++++++++++++++++++---------------- 1 file changed, 213 insertions(+), 113 deletions(-) (limited to 'src/content_mapblock.cpp') diff --git a/src/content_mapblock.cpp b/src/content_mapblock.cpp index a7134590b..742bfb1fd 100644 --- a/src/content_mapblock.cpp +++ b/src/content_mapblock.cpp @@ -32,28 +32,29 @@ with this program; if not, write to the Free Software Foundation, Inc., // Create a cuboid. -// collector - the MeshCollector for the resulting polygons -// box - the position and size of the box -// tiles - the tiles (materials) to use (for all 6 faces) -// tilecount - number of entries in tiles, 1<=tilecount<=6 -// c - vertex colour - used for all -// 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 up-down-right-left-back-front -// (compatible with ContentFeatures). If you specified 0,0,1,1 -// for each face, that would be the same as passing NULL. +// collector - the MeshCollector for the resulting polygons +// box - the position and size of the box +// tiles - the tiles (materials) to use (for all 6 faces) +// tilecount - number of entries in tiles, 1<=tilecount<=6 +// c - colors of the cuboid's six sides +// 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 up-down-right-left-back- +// front (compatible with ContentFeatures). If you specified +// 0,0,1,1 for each face, that would be the same as +// passing NULL. +// light source - if greater than zero, the box's faces will not be shaded void makeCuboid(MeshCollector *collector, const aabb3f &box, - TileSpec *tiles, int tilecount, video::SColor &c, const f32* txc) + TileSpec *tiles, int tilecount, const video::SColor *c, + const f32* txc, const u8 light_source) { assert(tilecount >= 1 && tilecount <= 6); // pre-condition v3f min = box.MinEdge; v3f max = box.MaxEdge; - - if(txc == NULL) { static const f32 txc_default[24] = { 0,0,1,1, @@ -66,38 +67,53 @@ void makeCuboid(MeshCollector *collector, const aabb3f &box, txc = txc_default; } + video::SColor c1 = c[0]; + video::SColor c2 = c[1]; + video::SColor c3 = c[2]; + video::SColor c4 = c[3]; + video::SColor c5 = c[4]; + video::SColor c6 = c[5]; + if (!light_source) { + applyFacesShading(c1, v3f(0, 1, 0)); + applyFacesShading(c2, v3f(0, -1, 0)); + applyFacesShading(c3, v3f(1, 0, 0)); + applyFacesShading(c4, v3f(-1, 0, 0)); + applyFacesShading(c5, v3f(0, 0, 1)); + applyFacesShading(c6, v3f(0, 0, -1)); + } + video::S3DVertex vertices[24] = { // up - video::S3DVertex(min.X,max.Y,max.Z, 0,1,0, c, txc[0],txc[1]), - video::S3DVertex(max.X,max.Y,max.Z, 0,1,0, c, txc[2],txc[1]), - video::S3DVertex(max.X,max.Y,min.Z, 0,1,0, c, txc[2],txc[3]), - video::S3DVertex(min.X,max.Y,min.Z, 0,1,0, c, txc[0],txc[3]), + video::S3DVertex(min.X,max.Y,max.Z, 0,1,0, c1, txc[0],txc[1]), + video::S3DVertex(max.X,max.Y,max.Z, 0,1,0, c1, txc[2],txc[1]), + video::S3DVertex(max.X,max.Y,min.Z, 0,1,0, c1, txc[2],txc[3]), + video::S3DVertex(min.X,max.Y,min.Z, 0,1,0, c1, txc[0],txc[3]), // down - video::S3DVertex(min.X,min.Y,min.Z, 0,-1,0, c, txc[4],txc[5]), - video::S3DVertex(max.X,min.Y,min.Z, 0,-1,0, c, txc[6],txc[5]), - video::S3DVertex(max.X,min.Y,max.Z, 0,-1,0, c, txc[6],txc[7]), - video::S3DVertex(min.X,min.Y,max.Z, 0,-1,0, c, txc[4],txc[7]), + video::S3DVertex(min.X,min.Y,min.Z, 0,-1,0, c2, txc[4],txc[5]), + video::S3DVertex(max.X,min.Y,min.Z, 0,-1,0, c2, txc[6],txc[5]), + video::S3DVertex(max.X,min.Y,max.Z, 0,-1,0, c2, txc[6],txc[7]), + video::S3DVertex(min.X,min.Y,max.Z, 0,-1,0, c2, txc[4],txc[7]), // right - video::S3DVertex(max.X,max.Y,min.Z, 1,0,0, c, txc[ 8],txc[9]), - video::S3DVertex(max.X,max.Y,max.Z, 1,0,0, c, txc[10],txc[9]), - video::S3DVertex(max.X,min.Y,max.Z, 1,0,0, c, txc[10],txc[11]), - video::S3DVertex(max.X,min.Y,min.Z, 1,0,0, c, txc[ 8],txc[11]), + video::S3DVertex(max.X,max.Y,min.Z, 1,0,0, c3, txc[ 8],txc[9]), + video::S3DVertex(max.X,max.Y,max.Z, 1,0,0, c3, txc[10],txc[9]), + video::S3DVertex(max.X,min.Y,max.Z, 1,0,0, c3, txc[10],txc[11]), + video::S3DVertex(max.X,min.Y,min.Z, 1,0,0, c3, txc[ 8],txc[11]), // left - video::S3DVertex(min.X,max.Y,max.Z, -1,0,0, c, txc[12],txc[13]), - video::S3DVertex(min.X,max.Y,min.Z, -1,0,0, c, txc[14],txc[13]), - video::S3DVertex(min.X,min.Y,min.Z, -1,0,0, c, txc[14],txc[15]), - video::S3DVertex(min.X,min.Y,max.Z, -1,0,0, c, txc[12],txc[15]), + video::S3DVertex(min.X,max.Y,max.Z, -1,0,0, c4, txc[12],txc[13]), + video::S3DVertex(min.X,max.Y,min.Z, -1,0,0, c4, txc[14],txc[13]), + video::S3DVertex(min.X,min.Y,min.Z, -1,0,0, c4, txc[14],txc[15]), + video::S3DVertex(min.X,min.Y,max.Z, -1,0,0, c4, txc[12],txc[15]), // back - video::S3DVertex(max.X,max.Y,max.Z, 0,0,1, c, txc[16],txc[17]), - video::S3DVertex(min.X,max.Y,max.Z, 0,0,1, c, txc[18],txc[17]), - video::S3DVertex(min.X,min.Y,max.Z, 0,0,1, c, txc[18],txc[19]), - video::S3DVertex(max.X,min.Y,max.Z, 0,0,1, c, txc[16],txc[19]), + video::S3DVertex(max.X,max.Y,max.Z, 0,0,1, c5, txc[16],txc[17]), + video::S3DVertex(min.X,max.Y,max.Z, 0,0,1, c5, txc[18],txc[17]), + video::S3DVertex(min.X,min.Y,max.Z, 0,0,1, c5, txc[18],txc[19]), + video::S3DVertex(max.X,min.Y,max.Z, 0,0,1, c5, txc[16],txc[19]), // front - video::S3DVertex(min.X,max.Y,min.Z, 0,0,-1, c, txc[20],txc[21]), - video::S3DVertex(max.X,max.Y,min.Z, 0,0,-1, c, txc[22],txc[21]), - video::S3DVertex(max.X,min.Y,min.Z, 0,0,-1, c, txc[22],txc[23]), - video::S3DVertex(min.X,min.Y,min.Z, 0,0,-1, c, txc[20],txc[23]), + video::S3DVertex(min.X,max.Y,min.Z, 0,0,-1, c6, txc[20],txc[21]), + video::S3DVertex(max.X,max.Y,min.Z, 0,0,-1, c6, txc[22],txc[21]), + video::S3DVertex(max.X,min.Y,min.Z, 0,0,-1, c6, txc[22],txc[23]), + video::S3DVertex(min.X,min.Y,min.Z, 0,0,-1, c6, txc[20],txc[23]), }; for(int i = 0; i < 6; i++) @@ -164,6 +180,31 @@ void makeCuboid(MeshCollector *collector, const aabb3f &box, } } +// Create a cuboid. +// collector - the MeshCollector for the resulting polygons +// box - the position and size of the box +// tiles - the tiles (materials) to use (for all 6 faces) +// tilecount - number of entries in tiles, 1<=tilecount<=6 +// c - color of the cuboid +// 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 up-down-right-left-back- +// front (compatible with ContentFeatures). If you specified +// 0,0,1,1 for each face, that would be the same as +// passing NULL. +// light source - if greater than zero, the box's faces will not be shaded +void makeCuboid(MeshCollector *collector, const aabb3f &box, TileSpec *tiles, + int tilecount, const video::SColor &c, const f32* txc, + const u8 light_source) +{ + video::SColor color[6]; + for (u8 i = 0; i < 6; i++) + color[i] = c; + makeCuboid(collector, box, tiles, tilecount, color, txc, light_source); +} + static inline void getNeighborConnectingFace(v3s16 p, INodeDefManager *nodedef, MeshMakeData *data, MapNode n, int v, int *neighbors) { @@ -181,6 +222,18 @@ static inline int NeighborToIndex(const v3s16 &pos) return 9 * pos.X + 3 * pos.Y + pos.Z + 13; } +/*! + * Returns the i-th special tile for a map node. + */ +static TileSpec getSpecialTile(const ContentFeatures &f, + const MapNode &n, u8 i) +{ + TileSpec copy = f.special_tiles[i]; + if (!copy.has_color) + n.getColor(f, ©.color); + return copy; +} + /* TODO: Fix alpha blending for special nodes Currently only the last element rendered is blended correct @@ -227,8 +280,13 @@ void mapblock_mesh_generate_special(MeshMakeData *data, /* Add water sources to mesh if using new style */ - TileSpec tile_liquid = f.special_tiles[0]; + TileSpec tile_liquid = getSpecialTile(f, n, 0); TileSpec tile_liquid_bfculled = getNodeTile(n, p, v3s16(0,0,0), data); + u16 l = getInteriorLight(n, 0, nodedef); + video::SColor c1 = encode_light_and_color(l, + tile_liquid.color, f.light_source); + video::SColor c2 = encode_light_and_color(l, + tile_liquid_bfculled.color, f.light_source); bool top_is_same_liquid = false; MapNode ntop = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z)); @@ -237,9 +295,6 @@ void mapblock_mesh_generate_special(MeshMakeData *data, if(ntop.getContent() == c_flowing || ntop.getContent() == c_source) top_is_same_liquid = true; - u16 l = getInteriorLight(n, 0, nodedef); - video::SColor c = MapBlock_LightColor(f.alpha, l, f.light_source); - /* Generate sides */ @@ -285,15 +340,18 @@ void mapblock_mesh_generate_special(MeshMakeData *data, // Use backface culled material if neighbor doesn't have a // solidness of 0 const TileSpec *current_tile = &tile_liquid; - if(n_feat.solidness != 0 || n_feat.visual_solidness != 0) + video::SColor *c = &c1; + if(n_feat.solidness != 0 || n_feat.visual_solidness != 0) { current_tile = &tile_liquid_bfculled; + c = &c2; + } 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, 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), }; /* @@ -359,10 +417,10 @@ void mapblock_mesh_generate_special(MeshMakeData *data, 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, c1, 0,1), + video::S3DVertex(BS/2,0,BS/2, 0,0,0, c1, 1,1), + video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c1, 1,0), + video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c1, 0,0), }; v3f offset(p.X * BS, (p.Y + 0.5) * BS, p.Z * BS); @@ -380,8 +438,8 @@ void mapblock_mesh_generate_special(MeshMakeData *data, /* Add flowing liquid to mesh */ - TileSpec tile_liquid = f.special_tiles[0]; - TileSpec tile_liquid_bfculled = f.special_tiles[1]; + TileSpec tile_liquid = getSpecialTile(f, n, 0); + TileSpec tile_liquid_bfculled = getSpecialTile(f, n, 1); bool top_is_same_liquid = false; MapNode ntop = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z)); @@ -404,7 +462,10 @@ void mapblock_mesh_generate_special(MeshMakeData *data, // Otherwise use the light of this node (the liquid) else l = getInteriorLight(n, 0, nodedef); - video::SColor c = MapBlock_LightColor(f.alpha, l, f.light_source); + video::SColor c1 = encode_light_and_color(l, + tile_liquid.color, f.light_source); + video::SColor c2 = encode_light_and_color(l, + tile_liquid_bfculled.color, f.light_source); u8 range = rangelim(nodedef->get(c_flowing).liquid_range, 1, 8); @@ -552,7 +613,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data, is liquid, don't draw side face */ if (top_is_same_liquid && - neighbor_data.flags & neighborflag_top_is_same_liquid) + (neighbor_data.flags & neighborflag_top_is_same_liquid)) continue; content_t neighbor_content = neighbor_data.content; @@ -574,15 +635,18 @@ void mapblock_mesh_generate_special(MeshMakeData *data, // Use backface culled material if neighbor doesn't have a // solidness of 0 const TileSpec *current_tile = &tile_liquid; - if(n_feat.solidness != 0 || n_feat.visual_solidness != 0) + video::SColor *c = &c1; + if(n_feat.solidness != 0 || n_feat.visual_solidness != 0) { current_tile = &tile_liquid_bfculled; + c = &c2; + } 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, 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), }; /* @@ -656,10 +720,10 @@ void mapblock_mesh_generate_special(MeshMakeData *data, { 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, c1, 0,1), + video::S3DVertex(BS/2,0,BS/2, 0,0,0, c1, 1,1), + video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c1, 1,0), + video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c1, 0,0), }; // To get backface culling right, the vertices need to go @@ -720,8 +784,8 @@ void mapblock_mesh_generate_special(MeshMakeData *data, TileSpec tile = getNodeTile(n, p, v3s16(0,0,0), data); u16 l = getInteriorLight(n, 1, nodedef); - video::SColor c = MapBlock_LightColor(255, l, f.light_source); - + video::SColor c = encode_light_and_color(l, tile.color, + f.light_source); for(u32 j=0; j<6; j++) { // Check this neighbor @@ -731,13 +795,17 @@ void mapblock_mesh_generate_special(MeshMakeData *data, // Don't make face if neighbor is of same type if(n2.getContent() == n.getContent()) continue; + video::SColor c2=c; + if(!f.light_source) + applyFacesShading(c2, v3f(dir.X, dir.Y, dir.Z)); + // The face at Z+ video::S3DVertex vertices[4] = { - video::S3DVertex(-BS/2,-BS/2,BS/2, dir.X,dir.Y,dir.Z, c, 1,1), - video::S3DVertex(BS/2,-BS/2,BS/2, dir.X,dir.Y,dir.Z, c, 0,1), - video::S3DVertex(BS/2,BS/2,BS/2, dir.X,dir.Y,dir.Z, c, 0,0), - video::S3DVertex(-BS/2,BS/2,BS/2, dir.X,dir.Y,dir.Z, c, 1,0), + video::S3DVertex(-BS/2,-BS/2,BS/2, dir.X,dir.Y,dir.Z, c2, 1,1), + video::S3DVertex(BS/2,-BS/2,BS/2, dir.X,dir.Y,dir.Z, c2, 0,1), + video::S3DVertex(BS/2,BS/2,BS/2, dir.X,dir.Y,dir.Z, c2, 0,0), + video::S3DVertex(-BS/2,BS/2,BS/2, dir.X,dir.Y,dir.Z, c2, 1,0), }; // Rotations in the g_6dirs format @@ -784,12 +852,20 @@ void mapblock_mesh_generate_special(MeshMakeData *data, v3s16( 0, 0,-1) }; + u16 l = getInteriorLight(n, 1, nodedef); u8 i; TileSpec tiles[6]; for (i = 0; i < 6; i++) tiles[i] = getNodeTile(n, p, dirs[i], data); + video::SColor tile0color = encode_light_and_color(l, + tiles[0].color, f.light_source); + video::SColor tile0colors[6]; + for (i = 0; i < 6; i++) + tile0colors[i] = tile0color; + TileSpec glass_tiles[6]; + video::SColor glasscolor[6]; if (tiles[1].texture && tiles[2].texture && tiles[3].texture) { glass_tiles[0] = tiles[2]; glass_tiles[1] = tiles[3]; @@ -801,14 +877,15 @@ void mapblock_mesh_generate_special(MeshMakeData *data, for (i = 0; i < 6; i++) glass_tiles[i] = tiles[1]; } + for (i = 0; i < 6; i++) + glasscolor[i] = encode_light_and_color(l, glass_tiles[i].color, + f.light_source); u8 param2 = n.getParam2(); bool H_merge = ! bool(param2 & 128); bool V_merge = ! bool(param2 & 64); param2 = param2 & 63; - u16 l = getInteriorLight(n, 1, nodedef); - video::SColor c = MapBlock_LightColor(255, l, f.light_source); v3f pos = intToFloat(p, BS); static const float a = BS / 2; static const float g = a - 0.003; @@ -947,7 +1024,8 @@ void mapblock_mesh_generate_special(MeshMakeData *data, 1-tx2, 1-ty2, 1-tx1, 1-ty1, tx1, 1-ty2, tx2, 1-ty1, }; - makeCuboid(&collector, box, &tiles[0], 1, c, txc1); + makeCuboid(&collector, box, &tiles[0], 1, tile0colors, + txc1, f.light_source); } for(i = 0; i < 6; i++) @@ -971,16 +1049,21 @@ void mapblock_mesh_generate_special(MeshMakeData *data, 1-tx2, 1-ty2, 1-tx1, 1-ty1, tx1, 1-ty2, tx2, 1-ty1, }; - makeCuboid(&collector, box, &glass_tiles[i], 1, c, txc2); + makeCuboid(&collector, box, &glass_tiles[i], 1, glasscolor, + txc2, f.light_source); } if (param2 > 0 && f.special_tiles[0].texture) { // Interior volume level is in range 0 .. 63, // convert it to -0.5 .. 0.5 float vlev = (((float)param2 / 63.0 ) * 2.0 - 1.0); + TileSpec tile=getSpecialTile(f, n, 0); + video::SColor special_color = encode_light_and_color(l, + tile.color, f.light_source); TileSpec interior_tiles[6]; for (i = 0; i < 6; i++) - interior_tiles[i] = f.special_tiles[0]; + interior_tiles[i] = tile; + float offset = 0.003; box = aabb3f(visible_faces[3] ? -b : -a + offset, visible_faces[1] ? -b : -a + offset, @@ -1004,22 +1087,24 @@ void mapblock_mesh_generate_special(MeshMakeData *data, 1-tx2, 1-ty2, 1-tx1, 1-ty1, tx1, 1-ty2, tx2, 1-ty1, }; - makeCuboid(&collector, box, interior_tiles, 6, c, txc3); + makeCuboid(&collector, box, interior_tiles, 6, special_color, + txc3, f.light_source); } break;} case NDT_ALLFACES: { TileSpec tile_leaves = getNodeTile(n, p, v3s16(0,0,0), data); - u16 l = getInteriorLight(n, 1, nodedef); - video::SColor c = MapBlock_LightColor(255, l, f.light_source); + video::SColor c = encode_light_and_color(l, + tile_leaves.color, f.light_source); v3f pos = intToFloat(p, BS); aabb3f box(-BS/2,-BS/2,-BS/2,BS/2,BS/2,BS/2); box.MinEdge += pos; box.MaxEdge += pos; - makeCuboid(&collector, box, &tile_leaves, 1, c, NULL); + makeCuboid(&collector, box, &tile_leaves, 1, c, NULL, + f.light_source); break;} case NDT_ALLFACES_OPTIONAL: // This is always pre-converted to something else @@ -1046,7 +1131,8 @@ void mapblock_mesh_generate_special(MeshMakeData *data, tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY; u16 l = getInteriorLight(n, 1, nodedef); - video::SColor c = MapBlock_LightColor(255, l, f.light_source); + video::SColor c = encode_light_and_color(l, tile.color, + f.light_source); float s = BS/2*f.visual_scale; // Wall at X+ of node @@ -1087,7 +1173,8 @@ void mapblock_mesh_generate_special(MeshMakeData *data, tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY; u16 l = getInteriorLight(n, 0, nodedef); - video::SColor c = MapBlock_LightColor(255, l, f.light_source); + video::SColor c = encode_light_and_color(l, tile.color, + f.light_source); float d = (float)BS/16; float s = BS/2*f.visual_scale; @@ -1132,7 +1219,8 @@ void mapblock_mesh_generate_special(MeshMakeData *data, tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY; u16 l = getInteriorLight(n, 1, nodedef); - video::SColor c = MapBlock_LightColor(255, l, f.light_source); + video::SColor c = encode_light_and_color(l, tile.color, + f.light_source); float s = BS / 2 * f.visual_scale; // add sqrt(2) visual scale @@ -1302,7 +1390,8 @@ void mapblock_mesh_generate_special(MeshMakeData *data, tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY; u16 l = getInteriorLight(n, 1, nodedef); - video::SColor c = MapBlock_LightColor(255, l, f.light_source); + video::SColor c = encode_light_and_color(l, tile.color, + f.light_source); float s = BS / 2 * f.visual_scale; @@ -1437,7 +1526,8 @@ void mapblock_mesh_generate_special(MeshMakeData *data, tile_rot.rotation = 1; u16 l = getInteriorLight(n, 1, nodedef); - video::SColor c = MapBlock_LightColor(255, l, f.light_source); + video::SColor c = encode_light_and_color(l, tile.color, + f.light_source); const f32 post_rad=(f32)BS/8; const f32 bar_rad=(f32)BS/16; @@ -1456,7 +1546,8 @@ void mapblock_mesh_generate_special(MeshMakeData *data, 4/16.,0,8/16.,1, 8/16.,0,12/16.,1, 12/16.,0,16/16.,1}; - makeCuboid(&collector, post, &tile_rot, 1, c, postuv); + makeCuboid(&collector, post, &tile_rot, 1, c, postuv, + f.light_source); // Now a section of fence, +X, if there's a post there v3s16 p2 = p; @@ -1477,11 +1568,11 @@ void mapblock_mesh_generate_special(MeshMakeData *data, 0/16.,8/16.,16/16.,10/16., 0/16.,14/16.,16/16.,16/16.}; makeCuboid(&collector, bar, &tile_nocrack, 1, - c, xrailuv); + c, xrailuv, f.light_source); bar.MinEdge.Y -= BS/2; bar.MaxEdge.Y -= BS/2; makeCuboid(&collector, bar, &tile_nocrack, 1, - c, xrailuv); + c, xrailuv, f.light_source); } // Now a section of fence, +Z, if there's a post there @@ -1503,11 +1594,11 @@ void mapblock_mesh_generate_special(MeshMakeData *data, 6/16.,6/16.,8/16.,8/16., 10/16.,10/16.,12/16.,12/16.}; makeCuboid(&collector, bar, &tile_nocrack, 1, - c, zrailuv); + c, zrailuv, f.light_source); bar.MinEdge.Y -= BS/2; bar.MaxEdge.Y -= BS/2; makeCuboid(&collector, bar, &tile_nocrack, 1, - c, zrailuv); + c, zrailuv, f.light_source); } break;} case NDT_RAILLIKE: @@ -1616,7 +1707,8 @@ void mapblock_mesh_generate_special(MeshMakeData *data, tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY; u16 l = getInteriorLight(n, 0, nodedef); - video::SColor c = MapBlock_LightColor(255, l, f.light_source); + video::SColor c = encode_light_and_color(l, tile.color, + f.light_source); float d = (float)BS/64; float s = BS/2; @@ -1627,10 +1719,10 @@ void mapblock_mesh_generate_special(MeshMakeData *data, video::S3DVertex vertices[4] = { - video::S3DVertex(-s, -s+d,-s, 0,0,0, c,0,1), - video::S3DVertex( s, -s+d,-s, 0,0,0, c,1,1), - video::S3DVertex( s, g*s+d, s, 0,0,0, c,1,0), - video::S3DVertex(-s, g*s+d, s, 0,0,0, c,0,0), + video::S3DVertex(-s, -s+d, -s, 0, 0, 0, c, 0, 1), + video::S3DVertex( s, -s+d, -s, 0, 0, 0, c, 1, 1), + video::S3DVertex( s, g*s+d, s, 0, 0, 0, c, 1, 0), + video::S3DVertex(-s, g*s+d, s, 0, 0, 0, c, 0, 0), }; for(s32 i=0; i<4; i++) @@ -1653,10 +1745,16 @@ void mapblock_mesh_generate_special(MeshMakeData *data, v3s16(0, 0, 1), v3s16(0, 0, -1) }; - TileSpec tiles[6]; u16 l = getInteriorLight(n, 1, nodedef); - video::SColor c = MapBlock_LightColor(255, l, f.light_source); + TileSpec tiles[6]; + video::SColor colors[6]; + for(int j = 0; j < 6; j++) { + // Handles facedir rotation for textures + tiles[j] = getNodeTile(n, p, tile_dirs[j], data); + colors[j]= encode_light_and_color(l, tiles[j].color, + f.light_source); + } v3f pos = intToFloat(p, BS); @@ -1696,11 +1794,6 @@ void mapblock_mesh_generate_special(MeshMakeData *data, i = boxes.begin(); i != boxes.end(); ++i) { - for(int j = 0; j < 6; j++) - { - // Handles facedir rotation for textures - tiles[j] = getNodeTile(n, p, tile_dirs[j], data); - } aabb3f box = *i; box.MinEdge += pos; box.MaxEdge += pos; @@ -1747,18 +1840,19 @@ void mapblock_mesh_generate_special(MeshMakeData *data, // front tx1, 1-ty2, tx2, 1-ty1, }; - makeCuboid(&collector, box, tiles, 6, c, txc); + makeCuboid(&collector, box, tiles, 6, colors, txc, f.light_source); } break;} case NDT_MESH: { v3f pos = intToFloat(p, BS); - video::SColor c = MapBlock_LightColor(255, getInteriorLight(n, 1, nodedef), f.light_source); - + u16 l = getInteriorLight(n, 1, nodedef); u8 facedir = 0; - if (f.param_type_2 == CPT2_FACEDIR) { + if (f.param_type_2 == CPT2_FACEDIR || + f.param_type_2 == CPT2_COLORED_FACEDIR) { facedir = n.getFaceDir(nodedef); - } else if (f.param_type_2 == CPT2_WALLMOUNTED) { + } else if (f.param_type_2 == CPT2_WALLMOUNTED || + f.param_type_2 == CPT2_COLORED_WALLMOUNTED) { //convert wallmounted to 6dfacedir. //when cache enabled, it is already converted facedir = n.getWallMounted(nodedef); @@ -1771,10 +1865,13 @@ void mapblock_mesh_generate_special(MeshMakeData *data, if (f.mesh_ptr[facedir]) { // use cached meshes for(u16 j = 0; j < f.mesh_ptr[0]->getMeshBufferCount(); j++) { + const TileSpec &tile = getNodeTileN(n, p, j, data); scene::IMeshBuffer *buf = f.mesh_ptr[facedir]->getMeshBuffer(j); - collector.append(getNodeTileN(n, p, j, data), - (video::S3DVertex *)buf->getVertices(), buf->getVertexCount(), - buf->getIndices(), buf->getIndexCount(), pos, c); + collector.append(tile, (video::S3DVertex *) + buf->getVertices(), buf->getVertexCount(), + buf->getIndices(), buf->getIndexCount(), pos, + encode_light_and_color(l, tile.color, f.light_source), + f.light_source); } } else if (f.mesh_ptr[0]) { // no cache, clone and rotate mesh @@ -1783,10 +1880,13 @@ void mapblock_mesh_generate_special(MeshMakeData *data, recalculateBoundingBox(mesh); meshmanip->recalculateNormals(mesh, true, false); for(u16 j = 0; j < mesh->getMeshBufferCount(); j++) { + const TileSpec &tile = getNodeTileN(n, p, j, data); scene::IMeshBuffer *buf = mesh->getMeshBuffer(j); - collector.append(getNodeTileN(n, p, j, data), - (video::S3DVertex *)buf->getVertices(), buf->getVertexCount(), - buf->getIndices(), buf->getIndexCount(), pos, c); + collector.append(tile, (video::S3DVertex *) + buf->getVertices(), buf->getVertexCount(), + buf->getIndices(), buf->getIndexCount(), pos, + encode_light_and_color(l, tile.color, f.light_source), + f.light_source); } mesh->drop(); } -- cgit v1.2.3 From 33e0eedbfb116111fa79cbc506d9e94ffbb1543b Mon Sep 17 00:00:00 2001 From: number Zero Date: Wed, 25 Jan 2017 00:33:01 +0300 Subject: Add smooth lighting for all nodes Note: Smooth lighting disables the mesh cache. --- src/content_mapblock.cpp | 518 +++++++++++++++++++++++++++++++++++------------ 1 file changed, 390 insertions(+), 128 deletions(-) (limited to 'src/content_mapblock.cpp') diff --git a/src/content_mapblock.cpp b/src/content_mapblock.cpp index 742bfb1fd..45822666f 100644 --- a/src/content_mapblock.cpp +++ b/src/content_mapblock.cpp @@ -30,6 +30,27 @@ with this program; if not, write to the Free Software Foundation, Inc., #include "log.h" #include "noise.h" +// Distance of light extrapolation (for oversized nodes) +// After this distance, it gives up and considers light level constant +#define SMOOTH_LIGHTING_OVERSIZE 1.0 + +struct LightFrame +{ + f32 lightsA[8]; + f32 lightsB[8]; + u8 light_source; +}; + +static const v3s16 light_dirs[8] = { + v3s16(-1, -1, -1), + v3s16(-1, -1, 1), + v3s16(-1, 1, -1), + v3s16(-1, 1, 1), + v3s16( 1, -1, -1), + v3s16( 1, -1, 1), + v3s16( 1, 1, -1), + v3s16( 1, 1, 1), +}; // Create a cuboid. // collector - the MeshCollector for the resulting polygons @@ -180,6 +201,150 @@ void makeCuboid(MeshCollector *collector, const aabb3f &box, } } +// Create a cuboid. +// collector - the MeshCollector for the resulting polygons +// box - the position and size of the box +// tiles - the tiles (materials) to use (for all 6 faces) +// tilecount - number of entries in tiles, 1<=tilecount<=6 +// lights - vertex light levels. The order is the same as in light_dirs +// 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 up-down-right-left-back-front +// (compatible with ContentFeatures). If you specified 0,0,1,1 +// for each face, that would be the same as passing NULL. +// light_source - node light emission +static void makeSmoothLightedCuboid(MeshCollector *collector, const aabb3f &box, + TileSpec *tiles, int tilecount, const u16 *lights , const f32 *txc, + const u8 light_source) +{ + assert(tilecount >= 1 && tilecount <= 6); // pre-condition + + v3f min = box.MinEdge; + v3f max = box.MaxEdge; + + if (txc == NULL) { + static const f32 txc_default[24] = { + 0,0,1,1, + 0,0,1,1, + 0,0,1,1, + 0,0,1,1, + 0,0,1,1, + 0,0,1,1 + }; + txc = txc_default; + } + static const u8 light_indices[24] = { + 3, 7, 6, 2, + 0, 4, 5, 1, + 6, 7, 5, 4, + 3, 2, 0, 1, + 7, 3, 1, 5, + 2, 6, 4, 0 + }; + video::S3DVertex vertices[24] = { + // up + video::S3DVertex(min.X, max.Y, max.Z, 0, 1, 0, video::SColor(), txc[0], txc[1]), + video::S3DVertex(max.X, max.Y, max.Z, 0, 1, 0, video::SColor(), txc[2], txc[1]), + video::S3DVertex(max.X, max.Y, min.Z, 0, 1, 0, video::SColor(), txc[2], txc[3]), + video::S3DVertex(min.X, max.Y, min.Z, 0, 1, 0, video::SColor(), txc[0], txc[3]), + // down + video::S3DVertex(min.X, min.Y, min.Z, 0, -1, 0, video::SColor(), txc[4], txc[5]), + video::S3DVertex(max.X, min.Y, min.Z, 0, -1, 0, video::SColor(), txc[6], txc[5]), + video::S3DVertex(max.X, min.Y, max.Z, 0, -1, 0, video::SColor(), txc[6], txc[7]), + video::S3DVertex(min.X, min.Y, max.Z, 0, -1, 0, video::SColor(), txc[4], txc[7]), + // right + video::S3DVertex(max.X, max.Y, min.Z, 1, 0, 0, video::SColor(), txc[ 8], txc[9]), + video::S3DVertex(max.X, max.Y, max.Z, 1, 0, 0, video::SColor(), txc[10], txc[9]), + video::S3DVertex(max.X, min.Y, max.Z, 1, 0, 0, video::SColor(), txc[10], txc[11]), + video::S3DVertex(max.X, min.Y, min.Z, 1, 0, 0, video::SColor(), txc[ 8], txc[11]), + // left + video::S3DVertex(min.X, max.Y, max.Z, -1, 0, 0, video::SColor(), txc[12], txc[13]), + video::S3DVertex(min.X, max.Y, min.Z, -1, 0, 0, video::SColor(), txc[14], txc[13]), + video::S3DVertex(min.X, min.Y, min.Z, -1, 0, 0, video::SColor(), txc[14], txc[15]), + video::S3DVertex(min.X, min.Y, max.Z, -1, 0, 0, video::SColor(), txc[12], txc[15]), + // back + video::S3DVertex(max.X, max.Y, max.Z, 0, 0, 1, video::SColor(), txc[16], txc[17]), + video::S3DVertex(min.X, max.Y, max.Z, 0, 0, 1, video::SColor(), txc[18], txc[17]), + video::S3DVertex(min.X, min.Y, max.Z, 0, 0, 1, video::SColor(), txc[18], txc[19]), + video::S3DVertex(max.X, min.Y, max.Z, 0, 0, 1, video::SColor(), txc[16], txc[19]), + // front + video::S3DVertex(min.X, max.Y, min.Z, 0, 0, -1, video::SColor(), txc[20], txc[21]), + video::S3DVertex(max.X, max.Y, min.Z, 0, 0, -1, video::SColor(), txc[22], txc[21]), + video::S3DVertex(max.X, min.Y, min.Z, 0, 0, -1, video::SColor(), txc[22], txc[23]), + video::S3DVertex(min.X, min.Y, min.Z, 0, 0, -1, video::SColor(), txc[20], txc[23]), + }; + + for(int i = 0; i < 6; i++) { + switch (tiles[MYMIN(i, tilecount-1)].rotation) { + case 0: + break; + case 1: //R90 + for (int x = 0; x < 4; x++) + vertices[i*4+x].TCoords.rotateBy(90,irr::core::vector2df(0, 0)); + break; + case 2: //R180 + for (int x = 0; x < 4; x++) + vertices[i*4+x].TCoords.rotateBy(180,irr::core::vector2df(0, 0)); + break; + case 3: //R270 + for (int x = 0; x < 4; x++) + vertices[i*4+x].TCoords.rotateBy(270,irr::core::vector2df(0, 0)); + break; + case 4: //FXR90 + for (int x = 0; x < 4; x++) { + vertices[i*4+x].TCoords.X = 1.0 - vertices[i*4+x].TCoords.X; + vertices[i*4+x].TCoords.rotateBy(90,irr::core::vector2df(0, 0)); + } + break; + case 5: //FXR270 + for (int x = 0; x < 4; x++) { + vertices[i*4+x].TCoords.X = 1.0 - vertices[i*4+x].TCoords.X; + vertices[i*4+x].TCoords.rotateBy(270,irr::core::vector2df(0, 0)); + } + break; + case 6: //FYR90 + for (int x = 0; x < 4; x++) { + vertices[i*4+x].TCoords.Y = 1.0 - vertices[i*4+x].TCoords.Y; + vertices[i*4+x].TCoords.rotateBy(90,irr::core::vector2df(0, 0)); + } + break; + case 7: //FYR270 + for (int x = 0; x < 4; x++) { + vertices[i*4+x].TCoords.Y = 1.0 - vertices[i*4+x].TCoords.Y; + vertices[i*4+x].TCoords.rotateBy(270,irr::core::vector2df(0, 0)); + } + break; + case 8: //FX + for (int x = 0; x < 4; x++) { + vertices[i*4+x].TCoords.X = 1.0 - vertices[i*4+x].TCoords.X; + } + break; + case 9: //FY + for (int x = 0; x < 4; x++) { + vertices[i*4+x].TCoords.Y = 1.0 - vertices[i*4+x].TCoords.Y; + } + break; + default: + break; + } + } + u16 indices[] = {0,1,2,2,3,0}; + for (s32 j = 0; j < 24; ++j) { + int tileindex = MYMIN(j / 4, tilecount - 1); + vertices[j].Color = encode_light_and_color(lights[light_indices[j]], + tiles[tileindex].color, light_source); + if (!light_source) + applyFacesShading(vertices[j].Color, vertices[j].Normal); + } + // Add to mesh collector + for (s32 k = 0; k < 6; ++k) { + int tileindex = MYMIN(k, tilecount - 1); + collector->append(tiles[tileindex], vertices + 4 * k, 4, indices, 6); + } +} + // Create a cuboid. // collector - the MeshCollector for the resulting polygons // box - the position and size of the box @@ -205,6 +370,64 @@ void makeCuboid(MeshCollector *collector, const aabb3f &box, TileSpec *tiles, makeCuboid(collector, box, tiles, tilecount, color, txc, light_source); } +// Gets the base lighting values for a node +// frame - resulting (opaque) data +// p - node position (absolute) +// data - ... +// light_source - node light emission level +static void getSmoothLightFrame(LightFrame *frame, const v3s16 &p, MeshMakeData *data, u8 light_source) +{ + for (int k = 0; k < 8; ++k) { + u16 light = getSmoothLight(p, light_dirs[k], data); + frame->lightsA[k] = light & 0xff; + frame->lightsB[k] = light >> 8; + } + frame->light_source = light_source; +} + +// Calculates vertex light level +// frame - light values from getSmoothLightFrame() +// vertex_pos - vertex position in the node (coordinates are clamped to [0.0, 1.0] or so) +static u16 blendLight(const LightFrame &frame, const core::vector3df& vertex_pos) +{ + f32 x = core::clamp(vertex_pos.X / BS + 0.5, 0.0 - SMOOTH_LIGHTING_OVERSIZE, 1.0 + SMOOTH_LIGHTING_OVERSIZE); + f32 y = core::clamp(vertex_pos.Y / BS + 0.5, 0.0 - SMOOTH_LIGHTING_OVERSIZE, 1.0 + SMOOTH_LIGHTING_OVERSIZE); + f32 z = core::clamp(vertex_pos.Z / BS + 0.5, 0.0 - SMOOTH_LIGHTING_OVERSIZE, 1.0 + SMOOTH_LIGHTING_OVERSIZE); + f32 lightA = 0.0; + f32 lightB = 0.0; + for (int k = 0; k < 8; ++k) { + f32 dx = (k & 4) ? x : 1 - x; + f32 dy = (k & 2) ? y : 1 - y; + f32 dz = (k & 1) ? z : 1 - z; + lightA += dx * dy * dz * frame.lightsA[k]; + lightB += dx * dy * dz * frame.lightsB[k]; + } + return + core::clamp(core::round32(lightA), 0, 255) | + core::clamp(core::round32(lightB), 0, 255) << 8; +} + +// Calculates vertex color to be used in mapblock mesh +// frame - light values from getSmoothLightFrame() +// vertex_pos - vertex position in the node (coordinates are clamped to [0.0, 1.0] or so) +// tile_color - node's tile color +static video::SColor blendLight(const LightFrame &frame, + const core::vector3df& vertex_pos, video::SColor tile_color) +{ + u16 light = blendLight(frame, vertex_pos); + return encode_light_and_color(light, tile_color, frame.light_source); +} + +static video::SColor blendLight(const LightFrame &frame, + const core::vector3df& vertex_pos, const core::vector3df& vertex_normal, + video::SColor tile_color) +{ + video::SColor color = blendLight(frame, vertex_pos, tile_color); + if (!frame.light_source) + applyFacesShading(color, vertex_normal); + return color; +} + static inline void getNeighborConnectingFace(v3s16 p, INodeDefManager *nodedef, MeshMakeData *data, MapNode n, int v, int *neighbors) { @@ -213,6 +436,74 @@ static inline void getNeighborConnectingFace(v3s16 p, INodeDefManager *nodedef, *neighbors |= v; } +static void makeAutoLightedCuboid(MeshCollector *collector, MeshMakeData *data, + const v3f &pos, aabb3f box, TileSpec &tile, + /* pre-computed, for non-smooth lighting only */ const video::SColor color, + /* for smooth lighting only */ const LightFrame &frame) +{ + f32 dx1 = box.MinEdge.X; + f32 dy1 = box.MinEdge.Y; + f32 dz1 = box.MinEdge.Z; + f32 dx2 = box.MaxEdge.X; + f32 dy2 = box.MaxEdge.Y; + f32 dz2 = box.MaxEdge.Z; + box.MinEdge += pos; + box.MaxEdge += pos; + f32 tx1 = (box.MinEdge.X / BS) + 0.5; + f32 ty1 = (box.MinEdge.Y / BS) + 0.5; + f32 tz1 = (box.MinEdge.Z / BS) + 0.5; + f32 tx2 = (box.MaxEdge.X / BS) + 0.5; + f32 ty2 = (box.MaxEdge.Y / BS) + 0.5; + f32 tz2 = (box.MaxEdge.Z / BS) + 0.5; + f32 txc[24] = { + tx1, 1-tz2, tx2, 1-tz1, // up + tx1, tz1, tx2, tz2, // down + tz1, 1-ty2, tz2, 1-ty1, // right + 1-tz2, 1-ty2, 1-tz1, 1-ty1, // left + 1-tx2, 1-ty2, 1-tx1, 1-ty1, // back + tx1, 1-ty2, tx2, 1-ty1, // front + }; + if (data->m_smooth_lighting) { + u16 lights[8]; + for (int j = 0; j < 8; ++j) { + f32 x = (j & 4) ? dx2 : dx1; + f32 y = (j & 2) ? dy2 : dy1; + f32 z = (j & 1) ? dz2 : dz1; + lights[j] = blendLight(frame, core::vector3df(x, y, z)); + } + makeSmoothLightedCuboid(collector, box, &tile, 1, lights, txc, frame.light_source); + } else { + makeCuboid(collector, box, &tile, 1, color, txc, frame.light_source); + } +} + +static void makeAutoLightedCuboidEx(MeshCollector *collector, MeshMakeData *data, + const v3f &pos, aabb3f box, TileSpec &tile, f32 *txc, + /* pre-computed, for non-smooth lighting only */ const video::SColor color, + /* for smooth lighting only */ const LightFrame &frame) +{ + f32 dx1 = box.MinEdge.X; + f32 dy1 = box.MinEdge.Y; + f32 dz1 = box.MinEdge.Z; + f32 dx2 = box.MaxEdge.X; + f32 dy2 = box.MaxEdge.Y; + f32 dz2 = box.MaxEdge.Z; + box.MinEdge += pos; + box.MaxEdge += pos; + if (data->m_smooth_lighting) { + u16 lights[8]; + for (int j = 0; j < 8; ++j) { + f32 x = (j & 4) ? dx2 : dx1; + f32 y = (j & 2) ? dy2 : dy1; + f32 z = (j & 1) ? dz2 : dz1; + lights[j] = blendLight(frame, core::vector3df(x, y, z)); + } + makeSmoothLightedCuboid(collector, box, &tile, 1, lights, txc, frame.light_source); + } else { + makeCuboid(collector, box, &tile, 1, color, txc, frame.light_source); + } +} + // For use in mapblock_mesh_generate_special // X,Y,Z of position must be -1,0,1 // This expression is a simplification of @@ -251,7 +542,8 @@ void mapblock_mesh_generate_special(MeshMakeData *data, /* Some settings */ - bool enable_mesh_cache = g_settings->getBool("enable_mesh_cache"); + bool enable_mesh_cache = g_settings->getBool("enable_mesh_cache") && + !data->m_smooth_lighting; // Mesh cache is not supported with smooth lighting v3s16 blockpos_nodes = data->m_blockpos*MAP_BLOCKSIZE; @@ -268,13 +560,20 @@ void mapblock_mesh_generate_special(MeshMakeData *data, if(f.solidness != 0) continue; - switch(f.drawtype){ + if (f.drawtype == NDT_AIRLIKE) + continue; + + LightFrame frame; + if (data->m_smooth_lighting) + getSmoothLightFrame(&frame, blockpos_nodes + p, data, f.light_source); + else + frame.light_source = f.light_source; + + switch(f.drawtype) { default: infostream << "Got " << f.drawtype << std::endl; FATAL_ERROR("Unknown drawtype"); break; - case NDT_AIRLIKE: - break; case NDT_LIQUID: { /* @@ -383,8 +682,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data, vertices[1].Pos.Y = -0.5 * BS; } - for(s32 j=0; j<4; j++) - { + for (s32 j = 0; j < 4; j++) { if(dir == v3s16(0,0,1)) vertices[j].Pos.rotateXZBy(0); if(dir == v3s16(0,0,-1)) @@ -401,6 +699,8 @@ void mapblock_mesh_generate_special(MeshMakeData *data, vertices[j].Pos.Z *= 0.98; }*/ + if (data->m_smooth_lighting) + vertices[j].Color = blendLight(frame, vertices[j].Pos, current_tile->color); vertices[j].Pos += intToFloat(p, BS); } @@ -423,10 +723,11 @@ void mapblock_mesh_generate_special(MeshMakeData *data, video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c1, 0,0), }; - v3f offset(p.X * BS, (p.Y + 0.5) * BS, p.Z * BS); - for(s32 i=0; i<4; i++) - { - vertices[i].Pos += offset; + for (s32 i = 0; i < 4; i++) { + vertices[i].Pos.Y += 0.5 * BS; + if (data->m_smooth_lighting) + vertices[i].Color = blendLight(frame, vertices[i].Pos, tile_liquid.color); + vertices[i].Pos += intToFloat(p, BS); } u16 indices[] = {0,1,2,2,3,0}; @@ -704,6 +1005,8 @@ void mapblock_mesh_generate_special(MeshMakeData *data, vertices[j].Pos.Z *= 0.98; }*/ + if (data->m_smooth_lighting) + vertices[j].Color = blendLight(frame, vertices[j].Pos, current_tile->color); vertices[j].Pos += intToFloat(p, BS); } @@ -737,6 +1040,8 @@ void mapblock_mesh_generate_special(MeshMakeData *data, //vertices[i].Pos.Y += neighbor_levels[v3s16(0,0,0)]; s32 j = corner_resolve[i]; vertices[i].Pos.Y += corner_levels[j]; + if (data->m_smooth_lighting) + vertices[i].Color = blendLight(frame, vertices[i].Pos, tile_liquid.color); vertices[i].Pos += intToFloat(p, BS); } @@ -828,7 +1133,9 @@ void mapblock_mesh_generate_special(MeshMakeData *data, for(u16 i=0; i<4; i++) vertices[i].Pos.rotateXZBy(90); - for(u16 i=0; i<4; i++){ + for (u16 i = 0; i < 4; i++) { + if (data->m_smooth_lighting) + vertices[i].Color = blendLight(frame, vertices[i].Pos, vertices[i].Normal, tile.color); vertices[i].Pos += intToFloat(p, BS); } @@ -860,9 +1167,6 @@ void mapblock_mesh_generate_special(MeshMakeData *data, video::SColor tile0color = encode_light_and_color(l, tiles[0].color, f.light_source); - video::SColor tile0colors[6]; - for (i = 0; i < 6; i++) - tile0colors[i] = tile0color; TileSpec glass_tiles[6]; video::SColor glasscolor[6]; @@ -995,7 +1299,6 @@ void mapblock_mesh_generate_special(MeshMakeData *data, 0,1, 8, 0,4,16, 3,4,17, 3,1, 9 }; - f32 tx1, ty1, tz1, tx2, ty2, tz2; aabb3f box; for(i = 0; i < 12; i++) @@ -1008,24 +1311,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data, if (edge_invisible) continue; box = frame_edges[i]; - box.MinEdge += pos; - box.MaxEdge += pos; - tx1 = (box.MinEdge.X / BS) + 0.5; - ty1 = (box.MinEdge.Y / BS) + 0.5; - tz1 = (box.MinEdge.Z / BS) + 0.5; - tx2 = (box.MaxEdge.X / BS) + 0.5; - ty2 = (box.MaxEdge.Y / BS) + 0.5; - tz2 = (box.MaxEdge.Z / BS) + 0.5; - f32 txc1[24] = { - tx1, 1-tz2, tx2, 1-tz1, - tx1, tz1, tx2, tz2, - tz1, 1-ty2, tz2, 1-ty1, - 1-tz2, 1-ty2, 1-tz1, 1-ty1, - 1-tx2, 1-ty2, 1-tx1, 1-ty1, - tx1, 1-ty2, tx2, 1-ty1, - }; - makeCuboid(&collector, box, &tiles[0], 1, tile0colors, - txc1, f.light_source); + makeAutoLightedCuboid(&collector, data, pos, box, tiles[0], tile0color, frame); } for(i = 0; i < 6; i++) @@ -1033,37 +1319,16 @@ void mapblock_mesh_generate_special(MeshMakeData *data, if (!visible_faces[i]) continue; box = glass_faces[i]; - box.MinEdge += pos; - box.MaxEdge += pos; - tx1 = (box.MinEdge.X / BS) + 0.5; - ty1 = (box.MinEdge.Y / BS) + 0.5; - tz1 = (box.MinEdge.Z / BS) + 0.5; - tx2 = (box.MaxEdge.X / BS) + 0.5; - ty2 = (box.MaxEdge.Y / BS) + 0.5; - tz2 = (box.MaxEdge.Z / BS) + 0.5; - f32 txc2[24] = { - tx1, 1-tz2, tx2, 1-tz1, - tx1, tz1, tx2, tz2, - tz1, 1-ty2, tz2, 1-ty1, - 1-tz2, 1-ty2, 1-tz1, 1-ty1, - 1-tx2, 1-ty2, 1-tx1, 1-ty1, - tx1, 1-ty2, tx2, 1-ty1, - }; - makeCuboid(&collector, box, &glass_tiles[i], 1, glasscolor, - txc2, f.light_source); + makeAutoLightedCuboid(&collector, data, pos, box, glass_tiles[i], glasscolor[i], frame); } if (param2 > 0 && f.special_tiles[0].texture) { // Interior volume level is in range 0 .. 63, // convert it to -0.5 .. 0.5 float vlev = (((float)param2 / 63.0 ) * 2.0 - 1.0); - TileSpec tile=getSpecialTile(f, n, 0); + TileSpec tile = getSpecialTile(f, n, 0); video::SColor special_color = encode_light_and_color(l, tile.color, f.light_source); - TileSpec interior_tiles[6]; - for (i = 0; i < 6; i++) - interior_tiles[i] = tile; - float offset = 0.003; box = aabb3f(visible_faces[3] ? -b : -a + offset, visible_faces[1] ? -b : -a + offset, @@ -1071,24 +1336,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data, visible_faces[2] ? b : a - offset, visible_faces[0] ? b * vlev : a * vlev - offset, visible_faces[4] ? b : a - offset); - box.MinEdge += pos; - box.MaxEdge += pos; - tx1 = (box.MinEdge.X / BS) + 0.5; - ty1 = (box.MinEdge.Y / BS) + 0.5; - tz1 = (box.MinEdge.Z / BS) + 0.5; - tx2 = (box.MaxEdge.X / BS) + 0.5; - ty2 = (box.MaxEdge.Y / BS) + 0.5; - tz2 = (box.MaxEdge.Z / BS) + 0.5; - f32 txc3[24] = { - tx1, 1-tz2, tx2, 1-tz1, - tx1, tz1, tx2, tz2, - tz1, 1-ty2, tz2, 1-ty1, - 1-tz2, 1-ty2, 1-tz1, 1-ty1, - 1-tx2, 1-ty2, 1-tx1, 1-ty1, - tx1, 1-ty2, tx2, 1-ty1, - }; - makeCuboid(&collector, box, interior_tiles, 6, special_color, - txc3, f.light_source); + makeAutoLightedCuboid(&collector, data, pos, box, tile, special_color, frame); } break;} case NDT_ALLFACES: @@ -1101,10 +1349,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data, v3f pos = intToFloat(p, BS); aabb3f box(-BS/2,-BS/2,-BS/2,BS/2,BS/2,BS/2); - box.MinEdge += pos; - box.MaxEdge += pos; - makeCuboid(&collector, box, &tile_leaves, 1, c, NULL, - f.light_source); + makeAutoLightedCuboid(&collector, data, pos, box, tile_leaves, c, frame); break;} case NDT_ALLFACES_OPTIONAL: // This is always pre-converted to something else @@ -1144,7 +1389,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data, video::S3DVertex(-s, s,0, 0,0,0, c, 0,0), }; - for(s32 i=0; i<4; i++) + for (s32 i = 0; i < 4; i++) { if(dir == v3s16(1,0,0)) vertices[i].Pos.rotateXZBy(0); @@ -1159,6 +1404,8 @@ void mapblock_mesh_generate_special(MeshMakeData *data, if(dir == v3s16(0,1,0)) vertices[i].Pos.rotateXZBy(-45); + if (data->m_smooth_lighting) + vertices[i].Color = blendLight(frame, vertices[i].Pos, tile.color); vertices[i].Pos += intToFloat(p, BS); } @@ -1189,7 +1436,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data, v3s16 dir = n.getWallMountedDir(nodedef); - for(s32 i=0; i<4; i++) + for (s32 i = 0; i < 4; i++) { if(dir == v3s16(1,0,0)) vertices[i].Pos.rotateXZBy(0); @@ -1204,6 +1451,8 @@ void mapblock_mesh_generate_special(MeshMakeData *data, if(dir == v3s16(0,1,0)) vertices[i].Pos.rotateXYBy(90); + if (data->m_smooth_lighting) + vertices[i].Color = blendLight(frame, vertices[i].Pos, tile.color); vertices[i].Pos += intToFloat(p, BS); } @@ -1355,6 +1604,8 @@ void mapblock_mesh_generate_special(MeshMakeData *data, for (int i = 0; i < 4; i++) { vertices[i].Pos *= f.visual_scale; vertices[i].Pos.Y += BS/2 * (f.visual_scale - 1); + if (data->m_smooth_lighting) + vertices[i].Color = blendLight(frame, vertices[i].Pos, tile.color); vertices[i].Pos += intToFloat(p, BS); // move to a random spot to avoid moire if ((f.param_type_2 == CPT2_MESHOPTIONS) && ((n.param2 & 0x8) != 0)) { @@ -1507,6 +1758,8 @@ void mapblock_mesh_generate_special(MeshMakeData *data, for (int i = 0; i < 4; i++) { vertices[i].Pos *= f.visual_scale; + if (data->m_smooth_lighting) + vertices[i].Color = blendLight(frame, vertices[i].Pos, tile.color); vertices[i].Pos += intToFloat(p, BS); } @@ -1537,8 +1790,6 @@ void mapblock_mesh_generate_special(MeshMakeData *data, // The post - always present aabb3f post(-post_rad,-BS/2,-post_rad,post_rad,BS/2,post_rad); - post.MinEdge += pos; - post.MaxEdge += pos; f32 postuv[24]={ 6/16.,6/16.,10/16.,10/16., 6/16.,6/16.,10/16.,10/16., @@ -1546,8 +1797,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data, 4/16.,0,8/16.,1, 8/16.,0,12/16.,1, 12/16.,0,16/16.,1}; - makeCuboid(&collector, post, &tile_rot, 1, c, postuv, - f.light_source); + makeAutoLightedCuboidEx(&collector, data, pos, post, tile_rot, postuv, c, frame); // Now a section of fence, +X, if there's a post there v3s16 p2 = p; @@ -1558,8 +1808,6 @@ void mapblock_mesh_generate_special(MeshMakeData *data, { aabb3f bar(-bar_len+BS/2,-bar_rad+BS/4,-bar_rad, bar_len+BS/2,bar_rad+BS/4,bar_rad); - bar.MinEdge += pos; - bar.MaxEdge += pos; f32 xrailuv[24]={ 0/16.,2/16.,16/16.,4/16., 0/16.,4/16.,16/16.,6/16., @@ -1567,12 +1815,10 @@ void mapblock_mesh_generate_special(MeshMakeData *data, 10/16.,10/16.,12/16.,12/16., 0/16.,8/16.,16/16.,10/16., 0/16.,14/16.,16/16.,16/16.}; - makeCuboid(&collector, bar, &tile_nocrack, 1, - c, xrailuv, f.light_source); + makeAutoLightedCuboidEx(&collector, data, pos, bar, tile_nocrack, xrailuv, c, frame); bar.MinEdge.Y -= BS/2; bar.MaxEdge.Y -= BS/2; - makeCuboid(&collector, bar, &tile_nocrack, 1, - c, xrailuv, f.light_source); + makeAutoLightedCuboidEx(&collector, data, pos, bar, tile_nocrack, xrailuv, c, frame); } // Now a section of fence, +Z, if there's a post there @@ -1584,8 +1830,6 @@ void mapblock_mesh_generate_special(MeshMakeData *data, { aabb3f bar(-bar_rad,-bar_rad+BS/4,-bar_len+BS/2, bar_rad,bar_rad+BS/4,bar_len+BS/2); - bar.MinEdge += pos; - bar.MaxEdge += pos; f32 zrailuv[24]={ 3/16.,1/16.,5/16.,5/16., // cannot rotate; stretch 4/16.,1/16.,6/16.,5/16., // for wood texture instead @@ -1593,12 +1837,10 @@ void mapblock_mesh_generate_special(MeshMakeData *data, 0/16.,6/16.,16/16.,8/16., 6/16.,6/16.,8/16.,8/16., 10/16.,10/16.,12/16.,12/16.}; - makeCuboid(&collector, bar, &tile_nocrack, 1, - c, zrailuv, f.light_source); + makeAutoLightedCuboidEx(&collector, data, pos, bar, tile_nocrack, zrailuv, c, frame); bar.MinEdge.Y -= BS/2; bar.MaxEdge.Y -= BS/2; - makeCuboid(&collector, bar, &tile_nocrack, 1, - c, zrailuv, f.light_source); + makeAutoLightedCuboidEx(&collector, data, pos, bar, tile_nocrack, zrailuv, c, frame); } break;} case NDT_RAILLIKE: @@ -1729,6 +1971,8 @@ void mapblock_mesh_generate_special(MeshMakeData *data, { if(angle != 0) vertices[i].Pos.rotateXZBy(angle); + if (data->m_smooth_lighting) + vertices[i].Color = blendLight(frame, vertices[i].Pos, tile.color); vertices[i].Pos += intToFloat(p, BS); } @@ -1746,14 +1990,16 @@ void mapblock_mesh_generate_special(MeshMakeData *data, v3s16(0, 0, -1) }; - u16 l = getInteriorLight(n, 1, nodedef); TileSpec tiles[6]; video::SColor colors[6]; - for(int j = 0; j < 6; j++) { + for (int j = 0; j < 6; j++) { // Handles facedir rotation for textures tiles[j] = getNodeTile(n, p, tile_dirs[j], data); - colors[j]= encode_light_and_color(l, tiles[j].color, - f.light_source); + } + if (!data->m_smooth_lighting) { + u16 l = getInteriorLight(n, 1, nodedef); + for (int j = 0; j < 6; j++) + colors[j] = encode_light_and_color(l, tiles[j].color, f.light_source); } v3f pos = intToFloat(p, BS); @@ -1790,33 +2036,27 @@ void mapblock_mesh_generate_special(MeshMakeData *data, std::vector boxes; n.getNodeBoxes(nodedef, &boxes, neighbors); - for(std::vector::iterator + for (std::vector::iterator i = boxes.begin(); - i != boxes.end(); ++i) - { + i != boxes.end(); ++i) { aabb3f box = *i; + + f32 dx1 = box.MinEdge.X; + f32 dy1 = box.MinEdge.Y; + f32 dz1 = box.MinEdge.Z; + f32 dx2 = box.MaxEdge.X; + f32 dy2 = box.MaxEdge.Y; + f32 dz2 = box.MaxEdge.Z; + box.MinEdge += pos; box.MaxEdge += pos; - f32 temp; if (box.MinEdge.X > box.MaxEdge.X) - { - temp=box.MinEdge.X; - box.MinEdge.X=box.MaxEdge.X; - box.MaxEdge.X=temp; - } + std::swap(box.MinEdge.X, box.MaxEdge.X); if (box.MinEdge.Y > box.MaxEdge.Y) - { - temp=box.MinEdge.Y; - box.MinEdge.Y=box.MaxEdge.Y; - box.MaxEdge.Y=temp; - } + std::swap(box.MinEdge.Y, box.MaxEdge.Y); if (box.MinEdge.Z > box.MaxEdge.Z) - { - temp=box.MinEdge.Z; - box.MinEdge.Z=box.MaxEdge.Z; - box.MaxEdge.Z=temp; - } + std::swap(box.MinEdge.Z, box.MaxEdge.Z); // // Compute texture coords @@ -1840,7 +2080,18 @@ void mapblock_mesh_generate_special(MeshMakeData *data, // front tx1, 1-ty2, tx2, 1-ty1, }; - makeCuboid(&collector, box, tiles, 6, colors, txc, f.light_source); + if (data->m_smooth_lighting) { + u16 lights[8]; + for (int j = 0; j < 8; ++j) { + f32 x = (j & 4) ? dx2 : dx1; + f32 y = (j & 2) ? dy2 : dy1; + f32 z = (j & 1) ? dz2 : dz1; + lights[j] = blendLight(frame, core::vector3df(x, y, z)); + } + makeSmoothLightedCuboid(&collector, box, tiles, 6, lights, txc, f.light_source); + } else { + makeCuboid(&collector, box, tiles, 6, colors, txc, f.light_source); + } } break;} case NDT_MESH: @@ -1862,9 +2113,9 @@ void mapblock_mesh_generate_special(MeshMakeData *data, } } - if (f.mesh_ptr[facedir]) { + if (!data->m_smooth_lighting && f.mesh_ptr[facedir]) { // use cached meshes - for(u16 j = 0; j < f.mesh_ptr[0]->getMeshBufferCount(); j++) { + for (u16 j = 0; j < f.mesh_ptr[0]->getMeshBufferCount(); j++) { const TileSpec &tile = getNodeTileN(n, p, j, data); scene::IMeshBuffer *buf = f.mesh_ptr[facedir]->getMeshBuffer(j); collector.append(tile, (video::S3DVertex *) @@ -1879,14 +2130,25 @@ void mapblock_mesh_generate_special(MeshMakeData *data, rotateMeshBy6dFacedir(mesh, facedir); recalculateBoundingBox(mesh); meshmanip->recalculateNormals(mesh, true, false); - for(u16 j = 0; j < mesh->getMeshBufferCount(); j++) { + for (u16 j = 0; j < mesh->getMeshBufferCount(); j++) { const TileSpec &tile = getNodeTileN(n, p, j, data); scene::IMeshBuffer *buf = mesh->getMeshBuffer(j); - collector.append(tile, (video::S3DVertex *) - buf->getVertices(), buf->getVertexCount(), - buf->getIndices(), buf->getIndexCount(), pos, - encode_light_and_color(l, tile.color, f.light_source), - f.light_source); + video::S3DVertex *vertices = (video::S3DVertex *)buf->getVertices(); + u32 vertex_count = buf->getVertexCount(); + if (data->m_smooth_lighting) { + for (u16 m = 0; m < vertex_count; ++m) { + video::S3DVertex &vertex = vertices[m]; + vertex.Color = blendLight(frame, vertex.Pos, vertex.Normal, tile.color); + vertex.Pos += pos; + } + collector.append(tile, vertices, vertex_count, + buf->getIndices(), buf->getIndexCount()); + } else { + collector.append(tile, vertices, vertex_count, + buf->getIndices(), buf->getIndexCount(), pos, + encode_light_and_color(l, tile.color, f.light_source), + f.light_source); + } } mesh->drop(); } -- cgit v1.2.3 From 953cbb3b15997a0e7c7c32af2365cb5046a9e476 Mon Sep 17 00:00:00 2001 From: Paramat Date: Sat, 28 Jan 2017 10:07:35 +0000 Subject: Plantlike: Fix visual_scale being applied squared (#5115) Visual_scale was applied twice to plantlike by accident sometime between 2011 and 2013, squaring the requested scale value. Visual_scale is correctly applied once in it's other uses in signlike and torchlike. Two lines of code are removed, they also had no effect for the vast majority of nodes with the default visual_scale of 1.0. The texture continues to have it's base at ground level. --- src/content_mapblock.cpp | 2 -- 1 file changed, 2 deletions(-) (limited to 'src/content_mapblock.cpp') diff --git a/src/content_mapblock.cpp b/src/content_mapblock.cpp index 45822666f..9923647bc 100644 --- a/src/content_mapblock.cpp +++ b/src/content_mapblock.cpp @@ -1602,8 +1602,6 @@ void mapblock_mesh_generate_special(MeshMakeData *data, } for (int i = 0; i < 4; i++) { - vertices[i].Pos *= f.visual_scale; - vertices[i].Pos.Y += BS/2 * (f.visual_scale - 1); if (data->m_smooth_lighting) vertices[i].Color = blendLight(frame, vertices[i].Pos, tile.color); vertices[i].Pos += intToFloat(p, BS); -- cgit v1.2.3 From 7760948b7ca436ce0c7d26140dcd3867e81c99c9 Mon Sep 17 00:00:00 2001 From: Craig Robbins Date: Fri, 10 Feb 2017 22:21:49 +1000 Subject: Revert "Plantlike: Fix visual_scale being applied squared (#5115)" This reverts commit 953cbb3b15997a0e7c7c32af2365cb5046a9e476. --- src/content_mapblock.cpp | 2 ++ 1 file changed, 2 insertions(+) (limited to 'src/content_mapblock.cpp') diff --git a/src/content_mapblock.cpp b/src/content_mapblock.cpp index 9923647bc..45822666f 100644 --- a/src/content_mapblock.cpp +++ b/src/content_mapblock.cpp @@ -1602,6 +1602,8 @@ void mapblock_mesh_generate_special(MeshMakeData *data, } for (int i = 0; i < 4; i++) { + vertices[i].Pos *= f.visual_scale; + vertices[i].Pos.Y += BS/2 * (f.visual_scale - 1); if (data->m_smooth_lighting) vertices[i].Color = blendLight(frame, vertices[i].Pos, tile.color); vertices[i].Pos += intToFloat(p, BS); -- cgit v1.2.3 From 1de08e196182498a931b496f79b1c1eaf3de7ca4 Mon Sep 17 00:00:00 2001 From: paramat Date: Fri, 10 Feb 2017 17:15:22 +0000 Subject: Plantlike: Fix visual_scale being applied squared This re-applies 2 commits that were reverted. Visual_scale was applied twice to plantlike by accident sometime between 2011 and 2013, squaring the requested scale value. Visual_scale is correctly applied once in it's other uses in signlike and torchlike. Two lines of code are removed, they also had no effect for the vast majority of nodes with the default visual_scale of 1.0. The texture continues to have it's base at ground level. Send sqrt(visual_scale) to old clients. Keep compatibility with protocol < 30 clients now that visual_scale is no longer applied twice to plantlike drawtype and mods are being updated to a new value. --- src/content_mapblock.cpp | 2 -- 1 file changed, 2 deletions(-) (limited to 'src/content_mapblock.cpp') diff --git a/src/content_mapblock.cpp b/src/content_mapblock.cpp index 45822666f..9923647bc 100644 --- a/src/content_mapblock.cpp +++ b/src/content_mapblock.cpp @@ -1602,8 +1602,6 @@ void mapblock_mesh_generate_special(MeshMakeData *data, } for (int i = 0; i < 4; i++) { - vertices[i].Pos *= f.visual_scale; - vertices[i].Pos.Y += BS/2 * (f.visual_scale - 1); if (data->m_smooth_lighting) vertices[i].Color = blendLight(frame, vertices[i].Pos, tile.color); vertices[i].Pos += intToFloat(p, BS); -- cgit v1.2.3 From d4e0c0f9b818120286369b33b1bdb5eb6ece7a83 Mon Sep 17 00:00:00 2001 From: number Zero Date: Mon, 13 Feb 2017 19:31:43 +0300 Subject: Content_mapblock.cpp: Refactor --- src/content_mapblock.cpp | 3032 +++++++++++++++++----------------------------- 1 file changed, 1097 insertions(+), 1935 deletions(-) (limited to 'src/content_mapblock.cpp') diff --git a/src/content_mapblock.cpp b/src/content_mapblock.cpp index 9923647bc..18b4ef6dd 100644 --- a/src/content_mapblock.cpp +++ b/src/content_mapblock.cpp @@ -20,7 +20,7 @@ with this program; if not, write to the Free Software Foundation, Inc., #include "content_mapblock.h" #include "util/numeric.h" #include "util/directiontables.h" -#include "mapblock_mesh.h" // For MapBlock_LightColor() and MeshCollector +#include "mapblock_mesh.h" #include "settings.h" #include "nodedef.h" #include "client/tile.h" @@ -34,12 +34,13 @@ with this program; if not, write to the Free Software Foundation, Inc., // After this distance, it gives up and considers light level constant #define SMOOTH_LIGHTING_OVERSIZE 1.0 -struct LightFrame -{ - f32 lightsA[8]; - f32 lightsB[8]; - u8 light_source; -}; +// Node edge count (for glasslike-framed) +#define FRAMED_EDGE_COUNT 12 + +// Node neighbor count, including edge-connected, but not vertex-connected +// (for glasslike-framed) +// Corresponding offsets are listed in g_27dirs +#define FRAMED_NEIGHBOR_COUNT 18 static const v3s16 light_dirs[8] = { v3s16(-1, -1, -1), @@ -52,189 +53,135 @@ static const v3s16 light_dirs[8] = { v3s16( 1, 1, 1), }; -// Create a cuboid. -// collector - the MeshCollector for the resulting polygons -// box - the position and size of the box -// tiles - the tiles (materials) to use (for all 6 faces) -// tilecount - number of entries in tiles, 1<=tilecount<=6 -// c - colors of the cuboid's six sides -// 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 up-down-right-left-back- -// front (compatible with ContentFeatures). If you specified -// 0,0,1,1 for each face, that would be the same as -// passing NULL. -// light source - if greater than zero, the box's faces will not be shaded -void makeCuboid(MeshCollector *collector, const aabb3f &box, - TileSpec *tiles, int tilecount, const video::SColor *c, - const f32* txc, const u8 light_source) +// Standard index set to make a quad on 4 vertices +static const u16 quad_indices[] = {0, 1, 2, 2, 3, 0}; + +const std::string MapblockMeshGenerator::raillike_groupname = "connect_to_raillike"; + +MapblockMeshGenerator::MapblockMeshGenerator(MeshMakeData *input, MeshCollector *output) { - assert(tilecount >= 1 && tilecount <= 6); // pre-condition + data = input; + collector = output; - v3f min = box.MinEdge; - v3f max = box.MaxEdge; + nodedef = data->m_client->ndef(); + smgr = data->m_client->getSceneManager(); + meshmanip = smgr->getMeshManipulator(); - if(txc == NULL) { - static const f32 txc_default[24] = { - 0,0,1,1, - 0,0,1,1, - 0,0,1,1, - 0,0,1,1, - 0,0,1,1, - 0,0,1,1 - }; - txc = txc_default; - } + enable_mesh_cache = g_settings->getBool("enable_mesh_cache") && + !data->m_smooth_lighting; // Mesh cache is not supported with smooth lighting - video::SColor c1 = c[0]; - video::SColor c2 = c[1]; - video::SColor c3 = c[2]; - video::SColor c4 = c[3]; - video::SColor c5 = c[4]; - video::SColor c6 = c[5]; - if (!light_source) { - applyFacesShading(c1, v3f(0, 1, 0)); - applyFacesShading(c2, v3f(0, -1, 0)); - applyFacesShading(c3, v3f(1, 0, 0)); - applyFacesShading(c4, v3f(-1, 0, 0)); - applyFacesShading(c5, v3f(0, 0, 1)); - applyFacesShading(c6, v3f(0, 0, -1)); - } + blockpos_nodes = data->m_blockpos * MAP_BLOCKSIZE; +} - video::S3DVertex vertices[24] = - { - // up - video::S3DVertex(min.X,max.Y,max.Z, 0,1,0, c1, txc[0],txc[1]), - video::S3DVertex(max.X,max.Y,max.Z, 0,1,0, c1, txc[2],txc[1]), - video::S3DVertex(max.X,max.Y,min.Z, 0,1,0, c1, txc[2],txc[3]), - video::S3DVertex(min.X,max.Y,min.Z, 0,1,0, c1, txc[0],txc[3]), - // down - video::S3DVertex(min.X,min.Y,min.Z, 0,-1,0, c2, txc[4],txc[5]), - video::S3DVertex(max.X,min.Y,min.Z, 0,-1,0, c2, txc[6],txc[5]), - video::S3DVertex(max.X,min.Y,max.Z, 0,-1,0, c2, txc[6],txc[7]), - video::S3DVertex(min.X,min.Y,max.Z, 0,-1,0, c2, txc[4],txc[7]), - // right - video::S3DVertex(max.X,max.Y,min.Z, 1,0,0, c3, txc[ 8],txc[9]), - video::S3DVertex(max.X,max.Y,max.Z, 1,0,0, c3, txc[10],txc[9]), - video::S3DVertex(max.X,min.Y,max.Z, 1,0,0, c3, txc[10],txc[11]), - video::S3DVertex(max.X,min.Y,min.Z, 1,0,0, c3, txc[ 8],txc[11]), - // left - video::S3DVertex(min.X,max.Y,max.Z, -1,0,0, c4, txc[12],txc[13]), - video::S3DVertex(min.X,max.Y,min.Z, -1,0,0, c4, txc[14],txc[13]), - video::S3DVertex(min.X,min.Y,min.Z, -1,0,0, c4, txc[14],txc[15]), - video::S3DVertex(min.X,min.Y,max.Z, -1,0,0, c4, txc[12],txc[15]), - // back - video::S3DVertex(max.X,max.Y,max.Z, 0,0,1, c5, txc[16],txc[17]), - video::S3DVertex(min.X,max.Y,max.Z, 0,0,1, c5, txc[18],txc[17]), - video::S3DVertex(min.X,min.Y,max.Z, 0,0,1, c5, txc[18],txc[19]), - video::S3DVertex(max.X,min.Y,max.Z, 0,0,1, c5, txc[16],txc[19]), - // front - video::S3DVertex(min.X,max.Y,min.Z, 0,0,-1, c6, txc[20],txc[21]), - video::S3DVertex(max.X,max.Y,min.Z, 0,0,-1, c6, txc[22],txc[21]), - video::S3DVertex(max.X,min.Y,min.Z, 0,0,-1, c6, txc[22],txc[23]), - video::S3DVertex(min.X,min.Y,min.Z, 0,0,-1, c6, txc[20],txc[23]), - }; +void MapblockMeshGenerator::useTile(int index, bool disable_backface_culling) +{ + tile = getNodeTileN(n, p, index, data); + if (!data->m_smooth_lighting) + color = encode_light_and_color(light, tile.color, f->light_source); + if (disable_backface_culling) + tile.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING; + tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY; +} - for(int i = 0; i < 6; i++) - { - switch (tiles[MYMIN(i, tilecount-1)].rotation) - { - case 0: - break; - case 1: //R90 - for (int x = 0; x < 4; x++) - vertices[i*4+x].TCoords.rotateBy(90,irr::core::vector2df(0, 0)); - break; - case 2: //R180 - for (int x = 0; x < 4; x++) - vertices[i*4+x].TCoords.rotateBy(180,irr::core::vector2df(0, 0)); - break; - case 3: //R270 - for (int x = 0; x < 4; x++) - vertices[i*4+x].TCoords.rotateBy(270,irr::core::vector2df(0, 0)); - break; - case 4: //FXR90 - for (int x = 0; x < 4; x++){ - vertices[i*4+x].TCoords.X = 1.0 - vertices[i*4+x].TCoords.X; - vertices[i*4+x].TCoords.rotateBy(90,irr::core::vector2df(0, 0)); - } - break; - case 5: //FXR270 - for (int x = 0; x < 4; x++){ - vertices[i*4+x].TCoords.X = 1.0 - vertices[i*4+x].TCoords.X; - vertices[i*4+x].TCoords.rotateBy(270,irr::core::vector2df(0, 0)); - } - break; - case 6: //FYR90 - for (int x = 0; x < 4; x++){ - vertices[i*4+x].TCoords.Y = 1.0 - vertices[i*4+x].TCoords.Y; - vertices[i*4+x].TCoords.rotateBy(90,irr::core::vector2df(0, 0)); - } - break; - case 7: //FYR270 - for (int x = 0; x < 4; x++){ - vertices[i*4+x].TCoords.Y = 1.0 - vertices[i*4+x].TCoords.Y; - vertices[i*4+x].TCoords.rotateBy(270,irr::core::vector2df(0, 0)); - } - break; - case 8: //FX - for (int x = 0; x < 4; x++){ - vertices[i*4+x].TCoords.X = 1.0 - vertices[i*4+x].TCoords.X; - } - break; - case 9: //FY - for (int x = 0; x < 4; x++){ - vertices[i*4+x].TCoords.Y = 1.0 - vertices[i*4+x].TCoords.Y; - } - break; - default: - break; - } - } - u16 indices[] = {0,1,2,2,3,0}; - // Add to mesh collector - for (s32 j = 0; j < 24; j += 4) { - int tileindex = MYMIN(j / 4, tilecount - 1); - collector->append(tiles[tileindex], vertices + j, 4, indices, 6); +void MapblockMeshGenerator::useDefaultTile(bool set_color) +{ + tile = getNodeTile(n, p, v3s16(0, 0, 0), data); + if (set_color && !data->m_smooth_lighting) + color = encode_light_and_color(light, tile.color, f->light_source); +} + +TileSpec MapblockMeshGenerator::getTile(const v3s16& direction) +{ + return getNodeTile(n, p, direction, data); +} + +void MapblockMeshGenerator::drawQuad(v3f *coords, const v3s16 &normal) +{ + static const v2f tcoords[4] = {v2f(0, 1), v2f(1, 1), v2f(1, 0), v2f(0, 0)}; + video::S3DVertex vertices[4]; + bool shade_face = !f->light_source && (normal != v3s16(0, 0, 0)); + v3f normal2(normal.X, normal.Y, normal.Z); + for (int j = 0; j < 4; j++) { + vertices[j].Pos = coords[j] + origin; + vertices[j].Normal = normal2; + if (data->m_smooth_lighting) + vertices[j].Color = blendLight(coords[j], tile.color); + else + vertices[j].Color = color; + if (shade_face) + applyFacesShading(vertices[j].Color, normal2); + vertices[j].TCoords = tcoords[j]; } + collector->append(tile, vertices, 4, quad_indices, 6); } // Create a cuboid. -// collector - the MeshCollector for the resulting polygons -// box - the position and size of the box // tiles - the tiles (materials) to use (for all 6 faces) // tilecount - number of entries in tiles, 1<=tilecount<=6 -// lights - vertex light levels. The order is the same as in light_dirs +// lights - vertex light levels. The order is the same as in light_dirs. +// NULL may be passed if smooth lighting is disabled. // 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 +// should be (2+2)*6=24 values in the list. The order of // the faces in the list is up-down-right-left-back-front -// (compatible with ContentFeatures). If you specified 0,0,1,1 -// for each face, that would be the same as passing NULL. -// light_source - node light emission -static void makeSmoothLightedCuboid(MeshCollector *collector, const aabb3f &box, - TileSpec *tiles, int tilecount, const u16 *lights , const f32 *txc, - const u8 light_source) +// (compatible with ContentFeatures). +void MapblockMeshGenerator::drawCuboid(const aabb3f &box, + TileSpec *tiles, int tilecount, const u16 *lights, const f32 *txc) { assert(tilecount >= 1 && tilecount <= 6); // pre-condition v3f min = box.MinEdge; v3f max = box.MaxEdge; - if (txc == NULL) { - static const f32 txc_default[24] = { - 0,0,1,1, - 0,0,1,1, - 0,0,1,1, - 0,0,1,1, - 0,0,1,1, - 0,0,1,1 - }; - txc = txc_default; + video::SColor colors[6]; + if (!data->m_smooth_lighting) { + for (int face = 0; face != 6; ++face) { + int tileindex = MYMIN(face, tilecount - 1); + colors[face] = encode_light_and_color(light, tiles[tileindex].color, f->light_source); + } + if (!f->light_source) { + applyFacesShading(colors[0], v3f(0, 1, 0)); + applyFacesShading(colors[1], v3f(0, -1, 0)); + applyFacesShading(colors[2], v3f(1, 0, 0)); + applyFacesShading(colors[3], v3f(-1, 0, 0)); + applyFacesShading(colors[4], v3f(0, 0, 1)); + applyFacesShading(colors[5], v3f(0, 0, -1)); + } } + + video::S3DVertex vertices[24] = { + // top + video::S3DVertex(min.X, max.Y, max.Z, 0, 1, 0, colors[0], txc[0], txc[1]), + video::S3DVertex(max.X, max.Y, max.Z, 0, 1, 0, colors[0], txc[2], txc[1]), + video::S3DVertex(max.X, max.Y, min.Z, 0, 1, 0, colors[0], txc[2], txc[3]), + video::S3DVertex(min.X, max.Y, min.Z, 0, 1, 0, colors[0], txc[0], txc[3]), + // bottom + video::S3DVertex(min.X, min.Y, min.Z, 0, -1, 0, colors[1], txc[4], txc[5]), + video::S3DVertex(max.X, min.Y, min.Z, 0, -1, 0, colors[1], txc[6], txc[5]), + video::S3DVertex(max.X, min.Y, max.Z, 0, -1, 0, colors[1], txc[6], txc[7]), + video::S3DVertex(min.X, min.Y, max.Z, 0, -1, 0, colors[1], txc[4], txc[7]), + // right + video::S3DVertex(max.X, max.Y, min.Z, 1, 0, 0, colors[2], txc[ 8], txc[9]), + video::S3DVertex(max.X, max.Y, max.Z, 1, 0, 0, colors[2], txc[10], txc[9]), + video::S3DVertex(max.X, min.Y, max.Z, 1, 0, 0, colors[2], txc[10], txc[11]), + video::S3DVertex(max.X, min.Y, min.Z, 1, 0, 0, colors[2], txc[ 8], txc[11]), + // left + video::S3DVertex(min.X, max.Y, max.Z, -1, 0, 0, colors[3], txc[12], txc[13]), + video::S3DVertex(min.X, max.Y, min.Z, -1, 0, 0, colors[3], txc[14], txc[13]), + video::S3DVertex(min.X, min.Y, min.Z, -1, 0, 0, colors[3], txc[14], txc[15]), + video::S3DVertex(min.X, min.Y, max.Z, -1, 0, 0, colors[3], txc[12], txc[15]), + // back + video::S3DVertex(max.X, max.Y, max.Z, 0, 0, 1, colors[4], txc[16], txc[17]), + video::S3DVertex(min.X, max.Y, max.Z, 0, 0, 1, colors[4], txc[18], txc[17]), + video::S3DVertex(min.X, min.Y, max.Z, 0, 0, 1, colors[4], txc[18], txc[19]), + video::S3DVertex(max.X, min.Y, max.Z, 0, 0, 1, colors[4], txc[16], txc[19]), + // front + video::S3DVertex(min.X, max.Y, min.Z, 0, 0, -1, colors[5], txc[20], txc[21]), + video::S3DVertex(max.X, max.Y, min.Z, 0, 0, -1, colors[5], txc[22], txc[21]), + video::S3DVertex(max.X, min.Y, min.Z, 0, 0, -1, colors[5], txc[22], txc[23]), + video::S3DVertex(min.X, min.Y, min.Z, 0, 0, -1, colors[5], txc[20], txc[23]), + }; + static const u8 light_indices[24] = { 3, 7, 6, 2, 0, 4, 5, 1, @@ -243,152 +190,83 @@ static void makeSmoothLightedCuboid(MeshCollector *collector, const aabb3f &box, 7, 3, 1, 5, 2, 6, 4, 0 }; - video::S3DVertex vertices[24] = { - // up - video::S3DVertex(min.X, max.Y, max.Z, 0, 1, 0, video::SColor(), txc[0], txc[1]), - video::S3DVertex(max.X, max.Y, max.Z, 0, 1, 0, video::SColor(), txc[2], txc[1]), - video::S3DVertex(max.X, max.Y, min.Z, 0, 1, 0, video::SColor(), txc[2], txc[3]), - video::S3DVertex(min.X, max.Y, min.Z, 0, 1, 0, video::SColor(), txc[0], txc[3]), - // down - video::S3DVertex(min.X, min.Y, min.Z, 0, -1, 0, video::SColor(), txc[4], txc[5]), - video::S3DVertex(max.X, min.Y, min.Z, 0, -1, 0, video::SColor(), txc[6], txc[5]), - video::S3DVertex(max.X, min.Y, max.Z, 0, -1, 0, video::SColor(), txc[6], txc[7]), - video::S3DVertex(min.X, min.Y, max.Z, 0, -1, 0, video::SColor(), txc[4], txc[7]), - // right - video::S3DVertex(max.X, max.Y, min.Z, 1, 0, 0, video::SColor(), txc[ 8], txc[9]), - video::S3DVertex(max.X, max.Y, max.Z, 1, 0, 0, video::SColor(), txc[10], txc[9]), - video::S3DVertex(max.X, min.Y, max.Z, 1, 0, 0, video::SColor(), txc[10], txc[11]), - video::S3DVertex(max.X, min.Y, min.Z, 1, 0, 0, video::SColor(), txc[ 8], txc[11]), - // left - video::S3DVertex(min.X, max.Y, max.Z, -1, 0, 0, video::SColor(), txc[12], txc[13]), - video::S3DVertex(min.X, max.Y, min.Z, -1, 0, 0, video::SColor(), txc[14], txc[13]), - video::S3DVertex(min.X, min.Y, min.Z, -1, 0, 0, video::SColor(), txc[14], txc[15]), - video::S3DVertex(min.X, min.Y, max.Z, -1, 0, 0, video::SColor(), txc[12], txc[15]), - // back - video::S3DVertex(max.X, max.Y, max.Z, 0, 0, 1, video::SColor(), txc[16], txc[17]), - video::S3DVertex(min.X, max.Y, max.Z, 0, 0, 1, video::SColor(), txc[18], txc[17]), - video::S3DVertex(min.X, min.Y, max.Z, 0, 0, 1, video::SColor(), txc[18], txc[19]), - video::S3DVertex(max.X, min.Y, max.Z, 0, 0, 1, video::SColor(), txc[16], txc[19]), - // front - video::S3DVertex(min.X, max.Y, min.Z, 0, 0, -1, video::SColor(), txc[20], txc[21]), - video::S3DVertex(max.X, max.Y, min.Z, 0, 0, -1, video::SColor(), txc[22], txc[21]), - video::S3DVertex(max.X, min.Y, min.Z, 0, 0, -1, video::SColor(), txc[22], txc[23]), - video::S3DVertex(min.X, min.Y, min.Z, 0, 0, -1, video::SColor(), txc[20], txc[23]), - }; - for(int i = 0; i < 6; i++) { - switch (tiles[MYMIN(i, tilecount-1)].rotation) { - case 0: - break; - case 1: //R90 - for (int x = 0; x < 4; x++) - vertices[i*4+x].TCoords.rotateBy(90,irr::core::vector2df(0, 0)); - break; - case 2: //R180 - for (int x = 0; x < 4; x++) - vertices[i*4+x].TCoords.rotateBy(180,irr::core::vector2df(0, 0)); - break; - case 3: //R270 - for (int x = 0; x < 4; x++) - vertices[i*4+x].TCoords.rotateBy(270,irr::core::vector2df(0, 0)); - break; - case 4: //FXR90 - for (int x = 0; x < 4; x++) { - vertices[i*4+x].TCoords.X = 1.0 - vertices[i*4+x].TCoords.X; - vertices[i*4+x].TCoords.rotateBy(90,irr::core::vector2df(0, 0)); - } - break; - case 5: //FXR270 - for (int x = 0; x < 4; x++) { - vertices[i*4+x].TCoords.X = 1.0 - vertices[i*4+x].TCoords.X; - vertices[i*4+x].TCoords.rotateBy(270,irr::core::vector2df(0, 0)); - } - break; - case 6: //FYR90 - for (int x = 0; x < 4; x++) { - vertices[i*4+x].TCoords.Y = 1.0 - vertices[i*4+x].TCoords.Y; - vertices[i*4+x].TCoords.rotateBy(90,irr::core::vector2df(0, 0)); - } - break; - case 7: //FYR270 - for (int x = 0; x < 4; x++) { - vertices[i*4+x].TCoords.Y = 1.0 - vertices[i*4+x].TCoords.Y; - vertices[i*4+x].TCoords.rotateBy(270,irr::core::vector2df(0, 0)); - } - break; - case 8: //FX - for (int x = 0; x < 4; x++) { - vertices[i*4+x].TCoords.X = 1.0 - vertices[i*4+x].TCoords.X; - } - break; - case 9: //FY - for (int x = 0; x < 4; x++) { - vertices[i*4+x].TCoords.Y = 1.0 - vertices[i*4+x].TCoords.Y; + for (int face = 0; face < 6; face++) { + int tileindex = MYMIN(face, tilecount - 1); + const TileSpec &tile = tiles[tileindex]; + for (int j = 0; j < 4; j++) { + video::S3DVertex &vertex = vertices[face * 4 + j]; + v2f &tcoords = vertex.TCoords; + switch (tile.rotation) { + case 0: + break; + case 1: // R90 + tcoords.rotateBy(90, irr::core::vector2df(0, 0)); + break; + case 2: // R180 + tcoords.rotateBy(180, irr::core::vector2df(0, 0)); + break; + case 3: // R270 + tcoords.rotateBy(270, irr::core::vector2df(0, 0)); + break; + case 4: // FXR90 + tcoords.X = 1.0 - tcoords.X; + tcoords.rotateBy(90, irr::core::vector2df(0, 0)); + break; + case 5: // FXR270 + tcoords.X = 1.0 - tcoords.X; + tcoords.rotateBy(270, irr::core::vector2df(0, 0)); + break; + case 6: // FYR90 + tcoords.Y = 1.0 - tcoords.Y; + tcoords.rotateBy(90, irr::core::vector2df(0, 0)); + break; + case 7: // FYR270 + tcoords.Y = 1.0 - tcoords.Y; + tcoords.rotateBy(270, irr::core::vector2df(0, 0)); + break; + case 8: // FX + tcoords.X = 1.0 - tcoords.X; + break; + case 9: // FY + tcoords.Y = 1.0 - tcoords.Y; + break; + default: + break; } - break; - default: - break; } } - u16 indices[] = {0,1,2,2,3,0}; - for (s32 j = 0; j < 24; ++j) { - int tileindex = MYMIN(j / 4, tilecount - 1); - vertices[j].Color = encode_light_and_color(lights[light_indices[j]], - tiles[tileindex].color, light_source); - if (!light_source) - applyFacesShading(vertices[j].Color, vertices[j].Normal); + + if (data->m_smooth_lighting) { + for (int j = 0; j < 24; ++j) { + int tileindex = MYMIN(j / 4, tilecount - 1); + vertices[j].Color = encode_light_and_color(lights[light_indices[j]], + tiles[tileindex].color, f->light_source); + if (!f->light_source) + applyFacesShading(vertices[j].Color, vertices[j].Normal); + } } + // Add to mesh collector - for (s32 k = 0; k < 6; ++k) { + for (int k = 0; k < 6; ++k) { int tileindex = MYMIN(k, tilecount - 1); - collector->append(tiles[tileindex], vertices + 4 * k, 4, indices, 6); + collector->append(tiles[tileindex], vertices + 4 * k, 4, quad_indices, 6); } } -// Create a cuboid. -// collector - the MeshCollector for the resulting polygons -// box - the position and size of the box -// tiles - the tiles (materials) to use (for all 6 faces) -// tilecount - number of entries in tiles, 1<=tilecount<=6 -// c - color of the cuboid -// 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 up-down-right-left-back- -// front (compatible with ContentFeatures). If you specified -// 0,0,1,1 for each face, that would be the same as -// passing NULL. -// light source - if greater than zero, the box's faces will not be shaded -void makeCuboid(MeshCollector *collector, const aabb3f &box, TileSpec *tiles, - int tilecount, const video::SColor &c, const f32* txc, - const u8 light_source) -{ - video::SColor color[6]; - for (u8 i = 0; i < 6; i++) - color[i] = c; - makeCuboid(collector, box, tiles, tilecount, color, txc, light_source); -} - // Gets the base lighting values for a node -// frame - resulting (opaque) data -// p - node position (absolute) -// data - ... -// light_source - node light emission level -static void getSmoothLightFrame(LightFrame *frame, const v3s16 &p, MeshMakeData *data, u8 light_source) +void MapblockMeshGenerator::getSmoothLightFrame() { for (int k = 0; k < 8; ++k) { - u16 light = getSmoothLight(p, light_dirs[k], data); - frame->lightsA[k] = light & 0xff; - frame->lightsB[k] = light >> 8; + u16 light = getSmoothLight(blockpos_nodes + p, light_dirs[k], data); + frame.lightsA[k] = light & 0xff; + frame.lightsB[k] = light >> 8; } - frame->light_source = light_source; } // Calculates vertex light level -// frame - light values from getSmoothLightFrame() -// vertex_pos - vertex position in the node (coordinates are clamped to [0.0, 1.0] or so) -static u16 blendLight(const LightFrame &frame, const core::vector3df& vertex_pos) +// vertex_pos - vertex position in the node (coordinates are clamped to [0.0, 1.0] or so) +u16 MapblockMeshGenerator::blendLight(const v3f &vertex_pos) { f32 x = core::clamp(vertex_pos.X / BS + 0.5, 0.0 - SMOOTH_LIGHTING_OVERSIZE, 1.0 + SMOOTH_LIGHTING_OVERSIZE); f32 y = core::clamp(vertex_pos.Y / BS + 0.5, 0.0 - SMOOTH_LIGHTING_OVERSIZE, 1.0 + SMOOTH_LIGHTING_OVERSIZE); @@ -408,47 +286,26 @@ static u16 blendLight(const LightFrame &frame, const core::vector3df& vertex_pos } // Calculates vertex color to be used in mapblock mesh -// frame - light values from getSmoothLightFrame() -// vertex_pos - vertex position in the node (coordinates are clamped to [0.0, 1.0] or so) -// tile_color - node's tile color -static video::SColor blendLight(const LightFrame &frame, - const core::vector3df& vertex_pos, video::SColor tile_color) -{ - u16 light = blendLight(frame, vertex_pos); - return encode_light_and_color(light, tile_color, frame.light_source); -} - -static video::SColor blendLight(const LightFrame &frame, - const core::vector3df& vertex_pos, const core::vector3df& vertex_normal, +// vertex_pos - vertex position in the node (coordinates are clamped to [0.0, 1.0] or so) +// tile_color - node's tile color +video::SColor MapblockMeshGenerator::blendLight(const v3f &vertex_pos, video::SColor tile_color) { - video::SColor color = blendLight(frame, vertex_pos, tile_color); - if (!frame.light_source) - applyFacesShading(color, vertex_normal); - return color; + u16 light = blendLight(vertex_pos); + return encode_light_and_color(light, tile_color, f->light_source); } -static inline void getNeighborConnectingFace(v3s16 p, INodeDefManager *nodedef, - MeshMakeData *data, MapNode n, int v, int *neighbors) +video::SColor MapblockMeshGenerator::blendLight(const v3f &vertex_pos, + const v3f &vertex_normal, video::SColor tile_color) { - MapNode n2 = data->m_vmanip.getNodeNoEx(p); - if (nodedef->nodeboxConnects(n, n2, v)) - *neighbors |= v; + video::SColor color = blendLight(vertex_pos, tile_color); + if (!f->light_source) + applyFacesShading(color, vertex_normal); + return color; } -static void makeAutoLightedCuboid(MeshCollector *collector, MeshMakeData *data, - const v3f &pos, aabb3f box, TileSpec &tile, - /* pre-computed, for non-smooth lighting only */ const video::SColor color, - /* for smooth lighting only */ const LightFrame &frame) +void MapblockMeshGenerator::generateCuboidTextureCoords(const aabb3f &box, f32 *coords) { - f32 dx1 = box.MinEdge.X; - f32 dy1 = box.MinEdge.Y; - f32 dz1 = box.MinEdge.Z; - f32 dx2 = box.MaxEdge.X; - f32 dy2 = box.MaxEdge.Y; - f32 dz2 = box.MaxEdge.Z; - box.MinEdge += pos; - box.MaxEdge += pos; f32 tx1 = (box.MinEdge.X / BS) + 0.5; f32 ty1 = (box.MinEdge.Y / BS) + 0.5; f32 tz1 = (box.MinEdge.Z / BS) + 0.5; @@ -456,63 +313,52 @@ static void makeAutoLightedCuboid(MeshCollector *collector, MeshMakeData *data, f32 ty2 = (box.MaxEdge.Y / BS) + 0.5; f32 tz2 = (box.MaxEdge.Z / BS) + 0.5; f32 txc[24] = { - tx1, 1-tz2, tx2, 1-tz1, // up - tx1, tz1, tx2, tz2, // down - tz1, 1-ty2, tz2, 1-ty1, // right - 1-tz2, 1-ty2, 1-tz1, 1-ty1, // left - 1-tx2, 1-ty2, 1-tx1, 1-ty1, // back - tx1, 1-ty2, tx2, 1-ty1, // front + tx1, 1 - tz2, tx2, 1 - tz1, // up + tx1, tz1, tx2, tz2, // down + tz1, 1 - ty2, tz2, 1 - ty1, // right + 1 - tz2, 1 - ty2, 1 - tz1, 1 - ty1, // left + 1 - tx2, 1 - ty2, 1 - tx1, 1 - ty1, // back + tx1, 1 - ty2, tx2, 1 - ty1, // front }; - if (data->m_smooth_lighting) { - u16 lights[8]; - for (int j = 0; j < 8; ++j) { - f32 x = (j & 4) ? dx2 : dx1; - f32 y = (j & 2) ? dy2 : dy1; - f32 z = (j & 1) ? dz2 : dz1; - lights[j] = blendLight(frame, core::vector3df(x, y, z)); - } - makeSmoothLightedCuboid(collector, box, &tile, 1, lights, txc, frame.light_source); - } else { - makeCuboid(collector, box, &tile, 1, color, txc, frame.light_source); - } + for (int i = 0; i != 24; ++i) + coords[i] = txc[i]; } -static void makeAutoLightedCuboidEx(MeshCollector *collector, MeshMakeData *data, - const v3f &pos, aabb3f box, TileSpec &tile, f32 *txc, - /* pre-computed, for non-smooth lighting only */ const video::SColor color, - /* for smooth lighting only */ const LightFrame &frame) +void MapblockMeshGenerator::drawAutoLightedCuboid(aabb3f box, const f32 *txc, + TileSpec *tiles, int tile_count) { + f32 texture_coord_buf[24]; f32 dx1 = box.MinEdge.X; f32 dy1 = box.MinEdge.Y; f32 dz1 = box.MinEdge.Z; f32 dx2 = box.MaxEdge.X; f32 dy2 = box.MaxEdge.Y; f32 dz2 = box.MaxEdge.Z; - box.MinEdge += pos; - box.MaxEdge += pos; + box.MinEdge += origin; + box.MaxEdge += origin; + if (!txc) { + generateCuboidTextureCoords(box, texture_coord_buf); + txc = texture_coord_buf; + } + if (!tiles) { + tiles = &tile; + tile_count = 1; + } if (data->m_smooth_lighting) { u16 lights[8]; for (int j = 0; j < 8; ++j) { - f32 x = (j & 4) ? dx2 : dx1; - f32 y = (j & 2) ? dy2 : dy1; - f32 z = (j & 1) ? dz2 : dz1; - lights[j] = blendLight(frame, core::vector3df(x, y, z)); + v3f d; + d.X = (j & 4) ? dx2 : dx1; + d.Y = (j & 2) ? dy2 : dy1; + d.Z = (j & 1) ? dz2 : dz1; + lights[j] = blendLight(d); } - makeSmoothLightedCuboid(collector, box, &tile, 1, lights, txc, frame.light_source); + drawCuboid(box, tiles, tile_count, lights, txc); } else { - makeCuboid(collector, box, &tile, 1, color, txc, frame.light_source); + drawCuboid(box, tiles, tile_count, NULL, txc); } } -// For use in mapblock_mesh_generate_special -// X,Y,Z of position must be -1,0,1 -// This expression is a simplification of -// 3 * 3 * (pos.X + 1) + 3 * (pos.Y + 1) + (pos.Z + 1) -static inline int NeighborToIndex(const v3s16 &pos) -{ - return 9 * pos.X + 3 * pos.Y + pos.Z + 13; -} - /*! * Returns the i-th special tile for a map node. */ @@ -525,1633 +371,949 @@ static TileSpec getSpecialTile(const ContentFeatures &f, return copy; } -/* - TODO: Fix alpha blending for special nodes - Currently only the last element rendered is blended correct -*/ -void mapblock_mesh_generate_special(MeshMakeData *data, - MeshCollector &collector) +void MapblockMeshGenerator::prepareLiquidNodeDrawing(bool flowing) { - INodeDefManager *nodedef = data->m_client->ndef(); - scene::ISceneManager* smgr = data->m_client->getSceneManager(); - scene::IMeshManipulator* meshmanip = smgr->getMeshManipulator(); - - // 0ms - //TimeTaker timer("mapblock_mesh_generate_special()"); - - /* - Some settings - */ - bool enable_mesh_cache = g_settings->getBool("enable_mesh_cache") && - !data->m_smooth_lighting; // Mesh cache is not supported with smooth lighting - - v3s16 blockpos_nodes = data->m_blockpos*MAP_BLOCKSIZE; - - 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); + tile_liquid_top = getSpecialTile(*f, n, 0); + tile_liquid = getSpecialTile(*f, n, flowing ? 1 : 0); + + MapNode ntop = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(p.X, p.Y + 1, p.Z)); + c_flowing = nodedef->getId(f->liquid_alternative_flowing); + c_source = nodedef->getId(f->liquid_alternative_source); + top_is_same_liquid = (ntop.getContent() == c_flowing) || (ntop.getContent() == c_source); + + if (data->m_smooth_lighting) + return; // don't need to pre-compute anything in this case + + if (f->light_source != 0) { + // If this liquid emits light and doesn't contain light, draw + // it at what it emits, for an increased effect + light = decode_light(f->light_source); + light = light | (light << 8); + } else if (nodedef->get(ntop).param_type == CPT_LIGHT) { + // Otherwise, use the light of the node on top if possible + light = getInteriorLight(ntop, 0, nodedef); + } - MapNode n = data->m_vmanip.getNodeNoEx(blockpos_nodes + p); - const ContentFeatures &f = nodedef->get(n); + color_liquid_top = encode_light_and_color(light, tile_liquid_top.color, f->light_source); + color = encode_light_and_color(light, tile_liquid.color, f->light_source); +} - // Only solidness=0 stuff is drawn here - if(f.solidness != 0) - continue; +void MapblockMeshGenerator::getLiquidNeighborhood(bool flowing) +{ + u8 range = rangelim(nodedef->get(c_flowing).liquid_range, 1, 8); - if (f.drawtype == NDT_AIRLIKE) + for (int w = -1; w <= 1; w++) + for (int u = -1; u <= 1; u++) { + // Skip getting unneeded data + if (!flowing && u && w) continue; - LightFrame frame; - if (data->m_smooth_lighting) - getSmoothLightFrame(&frame, blockpos_nodes + p, data, f.light_source); - else - frame.light_source = f.light_source; - - switch(f.drawtype) { - default: - infostream << "Got " << f.drawtype << std::endl; - FATAL_ERROR("Unknown drawtype"); - break; - case NDT_LIQUID: - { - /* - Add water sources to mesh if using new style - */ - TileSpec tile_liquid = getSpecialTile(f, n, 0); - TileSpec tile_liquid_bfculled = getNodeTile(n, p, v3s16(0,0,0), data); - u16 l = getInteriorLight(n, 0, nodedef); - video::SColor c1 = encode_light_and_color(l, - tile_liquid.color, f.light_source); - video::SColor c2 = encode_light_and_color(l, - tile_liquid_bfculled.color, f.light_source); - - bool top_is_same_liquid = false; - MapNode ntop = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z)); - content_t c_flowing = nodedef->getId(f.liquid_alternative_flowing); - content_t c_source = nodedef->getId(f.liquid_alternative_source); - if(ntop.getContent() == c_flowing || ntop.getContent() == c_source) - top_is_same_liquid = true; - - /* - Generate sides - */ - v3s16 side_dirs[4] = { - v3s16(1,0,0), - v3s16(-1,0,0), - v3s16(0,0,1), - v3s16(0,0,-1), - }; - for(u32 i=0; i<4; i++) - { - v3s16 dir = side_dirs[i]; - - MapNode neighbor = data->m_vmanip.getNodeNoEx(blockpos_nodes + p + dir); - content_t neighbor_content = neighbor.getContent(); - const ContentFeatures &n_feat = nodedef->get(neighbor_content); - MapNode n_top = data->m_vmanip.getNodeNoEx(blockpos_nodes + p + dir+ v3s16(0,1,0)); - content_t n_top_c = n_top.getContent(); - - if(neighbor_content == CONTENT_IGNORE) - continue; - - /* - If our topside is liquid and neighbor's topside - is liquid, don't draw side face - */ - if(top_is_same_liquid && (n_top_c == c_flowing || - n_top_c == c_source || n_top_c == CONTENT_IGNORE)) - continue; - - // Don't draw face if neighbor is blocking the view - if(n_feat.solidness == 2) - continue; - - bool neighbor_is_same_liquid = (neighbor_content == c_source - || neighbor_content == c_flowing); - - // Don't draw any faces if neighbor same is liquid and top is - // same liquid - if(neighbor_is_same_liquid && !top_is_same_liquid) - continue; - - // Use backface culled material if neighbor doesn't have a - // solidness of 0 - const TileSpec *current_tile = &tile_liquid; - video::SColor *c = &c1; - if(n_feat.solidness != 0 || n_feat.visual_solidness != 0) { - current_tile = &tile_liquid_bfculled; - c = &c2; - } - - 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), - }; - - /* - If our topside is liquid, set upper border of face - at upper border of node - */ - if (top_is_same_liquid) { - vertices[2].Pos.Y = 0.5 * BS; - vertices[3].Pos.Y = 0.5 * BS; - } else { - /* - Otherwise upper position of face is liquid level - */ - vertices[2].Pos.Y = 0.5 * BS; - vertices[3].Pos.Y = 0.5 * BS; - } - /* - If neighbor is liquid, lower border of face is liquid level - */ - if (neighbor_is_same_liquid) { - vertices[0].Pos.Y = 0.5 * BS; - vertices[1].Pos.Y = 0.5 * BS; - } else { - /* - If neighbor is not liquid, lower border of face is - lower border of node - */ - 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); - - // Do this to not cause glitches when two liquids are - // side-by-side - /*if(neighbor_is_same_liquid == false){ - vertices[j].Pos.X *= 0.98; - vertices[j].Pos.Z *= 0.98; - }*/ - - if (data->m_smooth_lighting) - vertices[j].Color = blendLight(frame, vertices[j].Pos, current_tile->color); - vertices[j].Pos += intToFloat(p, BS); - } - - u16 indices[] = {0,1,2,2,3,0}; - // Add to mesh collector - collector.append(*current_tile, vertices, 4, indices, 6); - } + NeighborData &neighbor = liquid_neighbors[w + 1][u + 1]; + v3s16 p2 = p + v3s16(u, 0, w); + MapNode n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2); + neighbor.content = n2.getContent(); + neighbor.level = -0.5 * BS; + neighbor.is_same_liquid = false; + neighbor.top_is_same_liquid = false; - /* - Generate top - */ - if(top_is_same_liquid) - continue; + if (neighbor.content == CONTENT_IGNORE) + continue; - video::S3DVertex vertices[4] = - { - video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c1, 0,1), - video::S3DVertex(BS/2,0,BS/2, 0,0,0, c1, 1,1), - video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c1, 1,0), - video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c1, 0,0), - }; + if (neighbor.content == c_source) { + neighbor.is_same_liquid = true; + neighbor.level = 0.5 * BS; + } else if (neighbor.content == c_flowing) { + neighbor.is_same_liquid = true; + u8 liquid_level = (n2.param2 & LIQUID_LEVEL_MASK); + if (liquid_level <= LIQUID_LEVEL_MAX + 1 - range) + liquid_level = 0; + else + liquid_level -= (LIQUID_LEVEL_MAX + 1 - range); + neighbor.level = (-0.5 + (liquid_level + 0.5) / range) * BS; + } - for (s32 i = 0; i < 4; i++) { - vertices[i].Pos.Y += 0.5 * BS; - if (data->m_smooth_lighting) - vertices[i].Color = blendLight(frame, vertices[i].Pos, tile_liquid.color); - vertices[i].Pos += intToFloat(p, BS); - } + // Check node above neighbor. + // NOTE: This doesn't get executed if neighbor + // doesn't exist + p2.Y++; + n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2); + if (n2.getContent() == c_source || n2.getContent() == c_flowing) + neighbor.top_is_same_liquid = true; + } +} - u16 indices[] = {0,1,2,2,3,0}; - // Add to mesh collector - collector.append(tile_liquid, vertices, 4, indices, 6); - break;} - case NDT_FLOWINGLIQUID: - { - /* - Add flowing liquid to mesh - */ - TileSpec tile_liquid = getSpecialTile(f, n, 0); - TileSpec tile_liquid_bfculled = getSpecialTile(f, n, 1); - - bool top_is_same_liquid = false; - MapNode ntop = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z)); - content_t c_flowing = nodedef->getId(f.liquid_alternative_flowing); - content_t c_source = nodedef->getId(f.liquid_alternative_source); - if(ntop.getContent() == c_flowing || ntop.getContent() == c_source) - top_is_same_liquid = true; - - u16 l = 0; - // If this liquid emits light and doesn't contain light, draw - // it at what it emits, for an increased effect - u8 light_source = nodedef->get(n).light_source; - if(light_source != 0){ - l = decode_light(light_source); - l = l | (l<<8); - } - // Use the light of the node on top if possible - else if(nodedef->get(ntop).param_type == CPT_LIGHT) - l = getInteriorLight(ntop, 0, nodedef); - // Otherwise use the light of this node (the liquid) - else - l = getInteriorLight(n, 0, nodedef); - video::SColor c1 = encode_light_and_color(l, - tile_liquid.color, f.light_source); - video::SColor c2 = encode_light_and_color(l, - tile_liquid_bfculled.color, f.light_source); +void MapblockMeshGenerator::resetCornerLevels() +{ + for (int k = 0; k < 2; k++) + for (int i = 0; i < 2; i++) + corner_levels[k][i] = 0.5 * BS; +} - u8 range = rangelim(nodedef->get(c_flowing).liquid_range, 1, 8); +void MapblockMeshGenerator::calculateCornerLevels() +{ + for (int k = 0; k < 2; k++) + for (int i = 0; i < 2; i++) + corner_levels[k][i] = getCornerLevel(i, k); +} - // Neighbor liquid levels (key = relative position) - // Includes current node +f32 MapblockMeshGenerator::getCornerLevel(int i, int k) +{ + float sum = 0; + int count = 0; + int air_count = 0; + for (int dk = 0; dk < 2; dk++) + for (int di = 0; di < 2; di++) { + NeighborData &neighbor_data = liquid_neighbors[k + dk][i + di]; + content_t content = neighbor_data.content; + + // If top is liquid, draw starting from top of node + if (neighbor_data.top_is_same_liquid) + return 0.5 * BS; + + // Source always has the full height + if (content == c_source) + return 0.5 * BS; + + // Flowing liquid has level information + if (content == c_flowing) { + sum += neighbor_data.level; + count++; + } else if (content == CONTENT_AIR) { + air_count++; + if (air_count >= 2) + return -0.5 * BS + 0.2; + } + } + if (count > 0) + return sum / count; + return 0; +} - struct NeighborData { - f32 level; - content_t content; - u8 flags; - }; - NeighborData neighbor_data_matrix[27]; - - const u8 neighborflag_top_is_same_liquid = 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++) - { - content_t 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.getContent() != CONTENT_IGNORE) - { - content = n2.getContent(); - - if(n2.getContent() == c_source) - level = 0.5 * BS; - else if(n2.getContent() == c_flowing){ - u8 liquid_level = (n2.param2&LIQUID_LEVEL_MASK); - if (liquid_level <= LIQUID_LEVEL_MAX+1-range) - liquid_level = 0; - else - liquid_level -= (LIQUID_LEVEL_MAX+1-range); - level = (-0.5 + ((float)liquid_level + 0.5) / (float)range) * 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.getContent() == c_source || - n2.getContent() == c_flowing) - flags |= neighborflag_top_is_same_liquid; - } - - NeighborData &neighbor_data = - neighbor_data_matrix[NeighborToIndex(neighbor_dirs[i])]; - - neighbor_data.level = level; - neighbor_data.content = content; - neighbor_data.flags = flags; - } +void MapblockMeshGenerator::drawLiquidSides(bool flowing) +{ + struct LiquidFaceDesc { + v3s16 dir; // XZ + v3s16 p[2]; // XZ only; 1 means +, 0 means - + }; + struct UV { + int u, v; + }; + static const LiquidFaceDesc base_faces[4] = { + {v3s16( 1, 0, 0), {v3s16(1, 0, 1), v3s16(1, 0, 0)}}, + {v3s16(-1, 0, 0), {v3s16(0, 0, 0), v3s16(0, 0, 1)}}, + {v3s16( 0, 0, 1), {v3s16(0, 0, 1), v3s16(1, 0, 1)}}, + {v3s16( 0, 0, -1), {v3s16(1, 0, 0), v3s16(0, 0, 0)}}, + }; + static const UV base_vertices[4] = { + {0, 1}, + {1, 1}, + {1, 0}, + {0, 0} + }; + for (int i = 0; i < 4; i++) { + const LiquidFaceDesc &face = base_faces[i]; + const NeighborData &neighbor = liquid_neighbors[face.dir.Z + 1][face.dir.X + 1]; + + // No face between nodes of the same liquid, unless there is node + // at the top to which it should be connected. Again, unless the face + // there would be inside the liquid + if (neighbor.is_same_liquid) { + if (!flowing) + continue; + if (!top_is_same_liquid) + continue; + if (neighbor.top_is_same_liquid) + continue; + } - // Corner heights (average between four liquids) - f32 corner_levels[4]; + if (!flowing && (neighbor.content == CONTENT_IGNORE)) + continue; - 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; - u32 air_count = 0; - for(u32 j=0; j<4; j++) - { - v3s16 neighbordir = cornerdir - halfdirs[j]; - - NeighborData &neighbor_data = - neighbor_data_matrix[NeighborToIndex(neighbordir)]; - content_t content = neighbor_data.content; - // If top is liquid, draw starting from top of node - if (neighbor_data.flags & neighborflag_top_is_same_liquid) - { - cornerlevel = 0.5*BS; - valid_count = 1; - break; - } - // Source is always the same height - else if(content == c_source) - { - cornerlevel = 0.5 * BS; - valid_count = 1; - break; - } - // Flowing liquid has level information - else if(content == c_flowing) - { - cornerlevel += neighbor_data.level; - valid_count++; - } - else if(content == CONTENT_AIR) - { - air_count++; - } - } - if(air_count >= 2) - cornerlevel = -0.5*BS+0.2; - else if(valid_count > 0) - cornerlevel /= valid_count; - corner_levels[i] = cornerlevel; - } + const ContentFeatures &neighbor_features = nodedef->get(neighbor.content); + // Don't draw face if neighbor is blocking the view + if (neighbor_features.solidness == 2) + continue; - /* - Generate sides - */ + video::S3DVertex vertices[4]; + for (int j = 0; j < 4; j++) { + const UV &vertex = base_vertices[j]; + const v3s16 &base = face.p[vertex.u]; + v3f pos; + pos.X = (base.X - 0.5) * BS; + pos.Z = (base.Z - 0.5) * BS; + if (vertex.v) + pos.Y = neighbor.is_same_liquid ? corner_levels[base.Z][base.X] : -0.5 * BS; + else + pos.Y = !top_is_same_liquid ? corner_levels[base.Z][base.X] : 0.5 * BS; + if (data->m_smooth_lighting) + color = blendLight(pos, tile_liquid.color); + pos += origin; + vertices[j] = video::S3DVertex(pos.X, pos.Y, pos.Z, 0, 0, 0, color, vertex.u, vertex.v); + }; + collector->append(tile_liquid, vertices, 4, quad_indices, 6); + } +} - 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]; - - NeighborData& neighbor_data = - neighbor_data_matrix[NeighborToIndex(dir)]; - /* - If our topside is liquid and neighbor's topside - is liquid, don't draw side face - */ - if (top_is_same_liquid && - (neighbor_data.flags & neighborflag_top_is_same_liquid)) - continue; - - content_t neighbor_content = neighbor_data.content; - const ContentFeatures &n_feat = nodedef->get(neighbor_content); - - // Don't draw face if neighbor is blocking the view - if(n_feat.solidness == 2) - continue; - - bool neighbor_is_same_liquid = (neighbor_content == c_source - || neighbor_content == c_flowing); - - // Don't draw any faces if neighbor same is liquid and top is - // same liquid - if(neighbor_is_same_liquid == true - && top_is_same_liquid == false) - continue; - - // Use backface culled material if neighbor doesn't have a - // solidness of 0 - const TileSpec *current_tile = &tile_liquid; - video::SColor *c = &c1; - if(n_feat.solidness != 0 || n_feat.visual_solidness != 0) { - current_tile = &tile_liquid_bfculled; - c = &c2; - } - - 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), - }; - - /* - If our topside is liquid, set upper border of face - at upper border of node - */ - if(top_is_same_liquid) - { - 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 liquid, lower border of face is corner - liquid levels - */ - if(neighbor_is_same_liquid) - { - vertices[0].Pos.Y = corner_levels[side_corners[i][1]]; - vertices[1].Pos.Y = corner_levels[side_corners[i][0]]; - } - /* - If neighbor is not liquid, 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); - - // Do this to not cause glitches when two liquids are - // side-by-side - /*if(neighbor_is_same_liquid == false){ - vertices[j].Pos.X *= 0.98; - vertices[j].Pos.Z *= 0.98; - }*/ - - if (data->m_smooth_lighting) - vertices[j].Color = blendLight(frame, vertices[j].Pos, current_tile->color); - vertices[j].Pos += intToFloat(p, BS); - } - - u16 indices[] = {0,1,2,2,3,0}; - // Add to mesh collector - collector.append(*current_tile, vertices, 4, indices, 6); - } +void MapblockMeshGenerator::drawLiquidTop(bool flowing) +{ + // To get backface culling right, the vertices need to go + // clockwise around the front of the face. And we happened to + // calculate corner levels in exact reverse order. + static const int corner_resolve[4][2] = {{0, 1}, {1, 1}, {1, 0}, {0, 0}}; + + video::S3DVertex vertices[4] = { + video::S3DVertex(-BS / 2, 0, BS / 2, 0, 0, 0, color_liquid_top, 0, 1), + video::S3DVertex( BS / 2, 0, BS / 2, 0, 0, 0, color_liquid_top, 1, 1), + video::S3DVertex( BS / 2, 0, -BS / 2, 0, 0, 0, color_liquid_top, 1, 0), + video::S3DVertex(-BS / 2, 0, -BS / 2, 0, 0, 0, color_liquid_top, 0, 0), + }; - /* - Generate top side, if appropriate - */ - - if(top_is_same_liquid == false) - { - video::S3DVertex vertices[4] = - { - video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c1, 0,1), - video::S3DVertex(BS/2,0,BS/2, 0,0,0, c1, 1,1), - video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c1, 1,0), - video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c1, 0,0), - }; - - // To get backface culling right, the vertices need to go - // clockwise around the front of the face. And we happened to - // calculate corner levels in exact reverse order. - s32 corner_resolve[4] = {3,2,1,0}; - - for(s32 i=0; i<4; i++) - { - //vertices[i].Pos.Y += liquid_level; - //vertices[i].Pos.Y += neighbor_levels[v3s16(0,0,0)]; - s32 j = corner_resolve[i]; - vertices[i].Pos.Y += corner_levels[j]; - if (data->m_smooth_lighting) - vertices[i].Color = blendLight(frame, vertices[i].Pos, tile_liquid.color); - vertices[i].Pos += intToFloat(p, BS); - } - - // Default downwards-flowing texture animation goes from - // -Z towards +Z, thus the direction is +Z. - // Rotate texture to make animation go in flow direction - // Positive if liquid moves towards +Z - f32 dz = (corner_levels[side_corners[3][0]] + - corner_levels[side_corners[3][1]]) - - (corner_levels[side_corners[2][0]] + - corner_levels[side_corners[2][1]]); - // Positive if liquid moves towards +X - f32 dx = (corner_levels[side_corners[1][0]] + - corner_levels[side_corners[1][1]]) - - (corner_levels[side_corners[0][0]] + - corner_levels[side_corners[0][1]]); - f32 tcoord_angle = atan2(dz, dx) * core::RADTODEG ; - v2f tcoord_center(0.5, 0.5); - v2f tcoord_translate( - blockpos_nodes.Z + z, - blockpos_nodes.X + x); - tcoord_translate.rotateBy(tcoord_angle); - tcoord_translate.X -= floor(tcoord_translate.X); - tcoord_translate.Y -= floor(tcoord_translate.Y); - - for(s32 i=0; i<4; i++) - { - vertices[i].TCoords.rotateBy( - tcoord_angle, - tcoord_center); - vertices[i].TCoords += tcoord_translate; - } - - v2f t = vertices[0].TCoords; - vertices[0].TCoords = vertices[2].TCoords; - vertices[2].TCoords = t; - - u16 indices[] = {0,1,2,2,3,0}; - // Add to mesh collector - collector.append(tile_liquid, vertices, 4, indices, 6); - } - break;} - case NDT_GLASSLIKE: - { - TileSpec tile = getNodeTile(n, p, v3s16(0,0,0), data); - - u16 l = getInteriorLight(n, 1, nodedef); - video::SColor c = encode_light_and_color(l, tile.color, - f.light_source); - for(u32 j=0; j<6; j++) - { - // Check this neighbor - v3s16 dir = g_6dirs[j]; - v3s16 n2p = blockpos_nodes + p + dir; - MapNode n2 = data->m_vmanip.getNodeNoEx(n2p); - // Don't make face if neighbor is of same type - if(n2.getContent() == n.getContent()) - continue; - video::SColor c2=c; - if(!f.light_source) - applyFacesShading(c2, v3f(dir.X, dir.Y, dir.Z)); - - - // The face at Z+ - video::S3DVertex vertices[4] = { - video::S3DVertex(-BS/2,-BS/2,BS/2, dir.X,dir.Y,dir.Z, c2, 1,1), - video::S3DVertex(BS/2,-BS/2,BS/2, dir.X,dir.Y,dir.Z, c2, 0,1), - video::S3DVertex(BS/2,BS/2,BS/2, dir.X,dir.Y,dir.Z, c2, 0,0), - video::S3DVertex(-BS/2,BS/2,BS/2, dir.X,dir.Y,dir.Z, c2, 1,0), - }; - - // Rotations in the g_6dirs format - if(j == 0) // Z+ - for(u16 i=0; i<4; i++) - vertices[i].Pos.rotateXZBy(0); - else if(j == 1) // Y+ - for(u16 i=0; i<4; i++) - vertices[i].Pos.rotateYZBy(-90); - else if(j == 2) // X+ - for(u16 i=0; i<4; i++) - vertices[i].Pos.rotateXZBy(-90); - else if(j == 3) // Z- - for(u16 i=0; i<4; i++) - vertices[i].Pos.rotateXZBy(180); - else if(j == 4) // Y- - for(u16 i=0; i<4; i++) - vertices[i].Pos.rotateYZBy(90); - else if(j == 5) // X- - for(u16 i=0; i<4; i++) - vertices[i].Pos.rotateXZBy(90); - - for (u16 i = 0; i < 4; i++) { - if (data->m_smooth_lighting) - vertices[i].Color = blendLight(frame, vertices[i].Pos, vertices[i].Normal, tile.color); - vertices[i].Pos += intToFloat(p, BS); - } - - u16 indices[] = {0,1,2,2,3,0}; - // Add to mesh collector - collector.append(tile, vertices, 4, indices, 6); - } - break;} - case NDT_GLASSLIKE_FRAMED_OPTIONAL: - // This is always pre-converted to something else - FATAL_ERROR("NDT_GLASSLIKE_FRAMED_OPTIONAL not pre-converted as expected"); - break; - case NDT_GLASSLIKE_FRAMED: - { - static const v3s16 dirs[6] = { - v3s16( 0, 1, 0), - v3s16( 0,-1, 0), - v3s16( 1, 0, 0), - v3s16(-1, 0, 0), - v3s16( 0, 0, 1), - v3s16( 0, 0,-1) - }; + for (int i = 0; i < 4; i++) { + int u = corner_resolve[i][0]; + int w = corner_resolve[i][1]; + vertices[i].Pos.Y += corner_levels[w][u]; + if (data->m_smooth_lighting) + vertices[i].Color = blendLight(vertices[i].Pos, tile_liquid_top.color); + vertices[i].Pos += origin; + } - u16 l = getInteriorLight(n, 1, nodedef); - u8 i; - TileSpec tiles[6]; - for (i = 0; i < 6; i++) - tiles[i] = getNodeTile(n, p, dirs[i], data); - - video::SColor tile0color = encode_light_and_color(l, - tiles[0].color, f.light_source); - - TileSpec glass_tiles[6]; - video::SColor glasscolor[6]; - if (tiles[1].texture && tiles[2].texture && tiles[3].texture) { - glass_tiles[0] = tiles[2]; - glass_tiles[1] = tiles[3]; - glass_tiles[2] = tiles[1]; - glass_tiles[3] = tiles[1]; - glass_tiles[4] = tiles[1]; - glass_tiles[5] = tiles[1]; - } else { - for (i = 0; i < 6; i++) - glass_tiles[i] = tiles[1]; - } - for (i = 0; i < 6; i++) - glasscolor[i] = encode_light_and_color(l, glass_tiles[i].color, - f.light_source); - - u8 param2 = n.getParam2(); - bool H_merge = ! bool(param2 & 128); - bool V_merge = ! bool(param2 & 64); - param2 = param2 & 63; - - v3f pos = intToFloat(p, BS); - static const float a = BS / 2; - static const float g = a - 0.003; - static const float b = .876 * ( BS / 2 ); - - static const aabb3f frame_edges[12] = { - aabb3f( b, b,-a, a, a, a), // y+ - aabb3f(-a, b,-a,-b, a, a), // y+ - aabb3f( b,-a,-a, a,-b, a), // y- - aabb3f(-a,-a,-a,-b,-b, a), // y- - aabb3f( b,-a, b, a, a, a), // x+ - aabb3f( b,-a,-a, a, a,-b), // x+ - aabb3f(-a,-a, b,-b, a, a), // x- - aabb3f(-a,-a,-a,-b, a,-b), // x- - aabb3f(-a, b, b, a, a, a), // z+ - aabb3f(-a,-a, b, a,-b, a), // z+ - aabb3f(-a,-a,-a, a,-b,-b), // z- - aabb3f(-a, b,-a, a, a,-b) // z- - }; - static const aabb3f glass_faces[6] = { - aabb3f(-g, g,-g, g, g, g), // y+ - aabb3f(-g,-g,-g, g,-g, g), // y- - aabb3f( g,-g,-g, g, g, g), // x+ - aabb3f(-g,-g,-g,-g, g, g), // x- - aabb3f(-g,-g, g, g, g, g), // z+ - aabb3f(-g,-g,-g, g, g,-g) // z- - }; + if (flowing) { + // Default downwards-flowing texture animation goes from + // -Z towards +Z, thus the direction is +Z. + // Rotate texture to make animation go in flow direction + // Positive if liquid moves towards +Z + f32 dz = (corner_levels[0][0] + corner_levels[0][1]) - + (corner_levels[1][0] + corner_levels[1][1]); + // Positive if liquid moves towards +X + f32 dx = (corner_levels[0][0] + corner_levels[1][0]) - + (corner_levels[0][1] + corner_levels[1][1]); + f32 tcoord_angle = atan2(dz, dx) * core::RADTODEG; + v2f tcoord_center(0.5, 0.5); + v2f tcoord_translate(blockpos_nodes.Z + p.Z, blockpos_nodes.X + p.X); + tcoord_translate.rotateBy(tcoord_angle); + tcoord_translate.X -= floor(tcoord_translate.X); + tcoord_translate.Y -= floor(tcoord_translate.Y); + + for (int i = 0; i < 4; i++) { + vertices[i].TCoords.rotateBy(tcoord_angle, tcoord_center); + vertices[i].TCoords += tcoord_translate; + } - // table of node visible faces, 0 = invisible - int visible_faces[6] = {0,0,0,0,0,0}; - - // table of neighbours, 1 = same type, checked with g_26dirs - int nb[18] = {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}; - - // g_26dirs to check when only horizontal merge is allowed - int nb_H_dirs[8] = {0,2,3,5,10,11,12,13}; - - content_t current = n.getContent(); - content_t n2c; - MapNode n2; - v3s16 n2p; - - // neighbours checks for frames visibility - - if (!H_merge && V_merge) { - n2p = blockpos_nodes + p + g_26dirs[1]; - n2 = data->m_vmanip.getNodeNoEx(n2p); - n2c = n2.getContent(); - if (n2c == current || n2c == CONTENT_IGNORE) - nb[1] = 1; - n2p = blockpos_nodes + p + g_26dirs[4]; - n2 = data->m_vmanip.getNodeNoEx(n2p); - n2c = n2.getContent(); - if (n2c == current || n2c == CONTENT_IGNORE) - nb[4] = 1; - } else if (H_merge && !V_merge) { - for(i = 0; i < 8; i++) { - n2p = blockpos_nodes + p + g_26dirs[nb_H_dirs[i]]; - n2 = data->m_vmanip.getNodeNoEx(n2p); - n2c = n2.getContent(); - if (n2c == current || n2c == CONTENT_IGNORE) - nb[nb_H_dirs[i]] = 1; - } - } else if (H_merge && V_merge) { - for(i = 0; i < 18; i++) { - n2p = blockpos_nodes + p + g_26dirs[i]; - n2 = data->m_vmanip.getNodeNoEx(n2p); - n2c = n2.getContent(); - if (n2c == current || n2c == CONTENT_IGNORE) - nb[i] = 1; - } - } + std::swap(vertices[0].TCoords, vertices[2].TCoords); + } - // faces visibility checks - - if (!V_merge) { - visible_faces[0] = 1; - visible_faces[1] = 1; - } else { - for(i = 0; i < 2; i++) { - n2p = blockpos_nodes + p + dirs[i]; - n2 = data->m_vmanip.getNodeNoEx(n2p); - n2c = n2.getContent(); - if (n2c != current) - visible_faces[i] = 1; - } - } + collector->append(tile_liquid_top, vertices, 4, quad_indices, 6); +} - if (!H_merge) { - visible_faces[2] = 1; - visible_faces[3] = 1; - visible_faces[4] = 1; - visible_faces[5] = 1; - } else { - for(i = 2; i < 6; i++) { - n2p = blockpos_nodes + p + dirs[i]; - n2 = data->m_vmanip.getNodeNoEx(n2p); - n2c = n2.getContent(); - if (n2c != current) - visible_faces[i] = 1; - } - } +void MapblockMeshGenerator::drawLiquidNode(bool flowing) +{ + prepareLiquidNodeDrawing(flowing); + getLiquidNeighborhood(flowing); + if (flowing) + calculateCornerLevels(); + else + resetCornerLevels(); + drawLiquidSides(flowing); + if (!top_is_same_liquid) + drawLiquidTop(flowing); +} - static const u8 nb_triplet[12*3] = { - 1,2, 7, 1,5, 6, 4,2,15, 4,5,14, - 2,0,11, 2,3,13, 5,0,10, 5,3,12, - 0,1, 8, 0,4,16, 3,4,17, 3,1, 9 +void MapblockMeshGenerator::drawGlasslikeNode() +{ + useDefaultTile(); + + for (int face = 0; face < 6; face++) { + // Check this neighbor + v3s16 dir = g_6dirs[face]; + v3s16 neighbor_pos = blockpos_nodes + p + dir; + MapNode neighbor = data->m_vmanip.getNodeNoExNoEmerge(neighbor_pos); + // Don't make face if neighbor is of same type + if (neighbor.getContent() == n.getContent()) + continue; + v3f vertices[4] = { + v3f(-BS / 2, -BS / 2, BS / 2), + v3f( BS / 2, -BS / 2, BS / 2), + v3f( BS / 2, BS / 2, BS / 2), + v3f(-BS / 2, BS / 2, BS / 2), + }; + for (int i = 0; i < 4; i++) { + // Rotations in the g_6dirs format + switch (face) { + case 0: vertices[i].rotateXZBy( 0); break; // Z+ + case 1: vertices[i].rotateYZBy(-90); break; // Y+ + case 2: vertices[i].rotateXZBy(-90); break; // X+ + case 3: vertices[i].rotateXZBy(180); break; // Z- + case 4: vertices[i].rotateYZBy( 90); break; // Y- + case 5: vertices[i].rotateXZBy( 90); break; // X- }; + } + drawQuad(vertices, dir); + } +} - aabb3f box; - - for(i = 0; i < 12; i++) - { - int edge_invisible; - if (nb[nb_triplet[i*3+2]]) - edge_invisible = nb[nb_triplet[i*3]] & nb[nb_triplet[i*3+1]]; - else - edge_invisible = nb[nb_triplet[i*3]] ^ nb[nb_triplet[i*3+1]]; - if (edge_invisible) - continue; - box = frame_edges[i]; - makeAutoLightedCuboid(&collector, data, pos, box, tiles[0], tile0color, frame); - } +void MapblockMeshGenerator::drawGlasslikeFramedNode() +{ + TileSpec tiles[6]; + for (int face = 0; face < 6; face++) + tiles[face] = getTile(g_6dirs[face]); + + TileSpec glass_tiles[6]; + if (tiles[0].texture && tiles[3].texture && tiles[4].texture) { + glass_tiles[0] = tiles[4]; + glass_tiles[1] = tiles[0]; + glass_tiles[2] = tiles[4]; + glass_tiles[3] = tiles[4]; + glass_tiles[4] = tiles[3]; + glass_tiles[5] = tiles[4]; + } else { + for (int face = 0; face < 6; face++) + glass_tiles[face] = tiles[4]; + } - for(i = 0; i < 6; i++) - { - if (!visible_faces[i]) - continue; - box = glass_faces[i]; - makeAutoLightedCuboid(&collector, data, pos, box, glass_tiles[i], glasscolor[i], frame); - } + u8 param2 = n.getParam2(); + bool H_merge = !(param2 & 128); + bool V_merge = !(param2 & 64); + param2 &= 63; + + static const float a = BS / 2; + static const float g = a - 0.003; + static const float b = .876 * ( BS / 2 ); + + static const aabb3f frame_edges[FRAMED_EDGE_COUNT] = { + aabb3f( b, b, -a, a, a, a), // y+ + aabb3f(-a, b, -a, -b, a, a), // y+ + aabb3f( b, -a, -a, a, -b, a), // y- + aabb3f(-a, -a, -a, -b, -b, a), // y- + aabb3f( b, -a, b, a, a, a), // x+ + aabb3f( b, -a, -a, a, a, -b), // x+ + aabb3f(-a, -a, b, -b, a, a), // x- + aabb3f(-a, -a, -a, -b, a, -b), // x- + aabb3f(-a, b, b, a, a, a), // z+ + aabb3f(-a, -a, b, a, -b, a), // z+ + aabb3f(-a, -a, -a, a, -b, -b), // z- + aabb3f(-a, b, -a, a, a, -b), // z- + }; + static const aabb3f glass_faces[6] = { + aabb3f(-g, -g, g, g, g, g), // z+ + aabb3f(-g, g, -g, g, g, g), // y+ + aabb3f( g, -g, -g, g, g, g), // x+ + aabb3f(-g, -g, -g, g, g, -g), // z- + aabb3f(-g, -g, -g, g, -g, g), // y- + aabb3f(-g, -g, -g, -g, g, g), // x- + }; - if (param2 > 0 && f.special_tiles[0].texture) { - // Interior volume level is in range 0 .. 63, - // convert it to -0.5 .. 0.5 - float vlev = (((float)param2 / 63.0 ) * 2.0 - 1.0); - TileSpec tile = getSpecialTile(f, n, 0); - video::SColor special_color = encode_light_and_color(l, - tile.color, f.light_source); - float offset = 0.003; - box = aabb3f(visible_faces[3] ? -b : -a + offset, - visible_faces[1] ? -b : -a + offset, - visible_faces[5] ? -b : -a + offset, - visible_faces[2] ? b : a - offset, - visible_faces[0] ? b * vlev : a * vlev - offset, - visible_faces[4] ? b : a - offset); - makeAutoLightedCuboid(&collector, data, pos, box, tile, special_color, frame); - } - break;} - case NDT_ALLFACES: - { - TileSpec tile_leaves = getNodeTile(n, p, - v3s16(0,0,0), data); - u16 l = getInteriorLight(n, 1, nodedef); - video::SColor c = encode_light_and_color(l, - tile_leaves.color, f.light_source); - - v3f pos = intToFloat(p, BS); - aabb3f box(-BS/2,-BS/2,-BS/2,BS/2,BS/2,BS/2); - makeAutoLightedCuboid(&collector, data, pos, box, tile_leaves, c, frame); - break;} - case NDT_ALLFACES_OPTIONAL: - // This is always pre-converted to something else - FATAL_ERROR("NDT_ALLFACES_OPTIONAL not pre-converted"); - break; - case NDT_TORCHLIKE: - { - v3s16 dir = n.getWallMountedDir(nodedef); - - u8 tileindex = 0; - if(dir == v3s16(0,-1,0)){ - tileindex = 0; // floor - } else if(dir == v3s16(0,1,0)){ - tileindex = 1; // ceiling - // For backwards compatibility - } else if(dir == v3s16(0,0,0)){ - tileindex = 0; // floor - } else { - tileindex = 2; // side - } + // tables of neighbour (connect if same type and merge allowed), + // checked with g_26dirs + + // 1 = connect, 0 = face visible + bool nb[FRAMED_NEIGHBOR_COUNT] = {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}; + + // 1 = check + static const bool check_nb_vertical [FRAMED_NEIGHBOR_COUNT] = {0,1,0,0,1,0, 0,0,0,0, 0,0,0,0, 0,0,0,0}; + static const bool check_nb_horizontal [FRAMED_NEIGHBOR_COUNT] = {1,0,1,1,0,1, 0,0,0,0, 1,1,1,1, 0,0,0,0}; + static const bool check_nb_all [FRAMED_NEIGHBOR_COUNT] = {1,1,1,1,1,1, 1,1,1,1, 1,1,1,1, 1,1,1,1}; + const bool *check_nb = check_nb_all; + + // neighbours checks for frames visibility + if (H_merge || V_merge) { + if (!H_merge) + check_nb = check_nb_vertical; // vertical-only merge + if (!V_merge) + check_nb = check_nb_horizontal; // horizontal-only merge + content_t current = n.getContent(); + for (int i = 0; i < FRAMED_NEIGHBOR_COUNT; i++) { + if (!check_nb[i]) + continue; + v3s16 n2p = blockpos_nodes + p + g_26dirs[i]; + MapNode n2 = data->m_vmanip.getNodeNoEx(n2p); + content_t n2c = n2.getContent(); + if (n2c == current || n2c == CONTENT_IGNORE) + nb[i] = 1; + } + } - TileSpec tile = getNodeTileN(n, p, tileindex, data); - tile.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING; - tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY; - - u16 l = getInteriorLight(n, 1, nodedef); - video::SColor c = encode_light_and_color(l, tile.color, - f.light_source); - - float s = BS/2*f.visual_scale; - // Wall at X+ of node - video::S3DVertex vertices[4] = - { - video::S3DVertex(-s,-s,0, 0,0,0, c, 0,1), - video::S3DVertex( s,-s,0, 0,0,0, c, 1,1), - video::S3DVertex( s, s,0, 0,0,0, c, 1,0), - video::S3DVertex(-s, s,0, 0,0,0, c, 0,0), - }; + // edge visibility - 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); - - if (data->m_smooth_lighting) - vertices[i].Color = blendLight(frame, vertices[i].Pos, tile.color); - vertices[i].Pos += intToFloat(p, BS); - } - - u16 indices[] = {0,1,2,2,3,0}; - // Add to mesh collector - collector.append(tile, vertices, 4, indices, 6); - break;} - case NDT_SIGNLIKE: - { - TileSpec tile = getNodeTileN(n, p, 0, data); - tile.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING; - tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY; - - u16 l = getInteriorLight(n, 0, nodedef); - video::SColor c = encode_light_and_color(l, tile.color, - f.light_source); - - float d = (float)BS/16; - float s = BS/2*f.visual_scale; - // Wall at X+ of node - video::S3DVertex vertices[4] = - { - video::S3DVertex(BS/2-d, s, s, 0,0,0, c, 0,0), - video::S3DVertex(BS/2-d, s, -s, 0,0,0, c, 1,0), - video::S3DVertex(BS/2-d, -s, -s, 0,0,0, c, 1,1), - video::S3DVertex(BS/2-d, -s, s, 0,0,0, c, 0,1), - }; + static const u8 nb_triplet[FRAMED_EDGE_COUNT][3] = { + {1, 2, 7}, {1, 5, 6}, {4, 2, 15}, {4, 5, 14}, + {2, 0, 11}, {2, 3, 13}, {5, 0, 10}, {5, 3, 12}, + {0, 1, 8}, {0, 4, 16}, {3, 4, 17}, {3, 1, 9}, + }; - v3s16 dir = n.getWallMountedDir(nodedef); - - 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); - - if (data->m_smooth_lighting) - vertices[i].Color = blendLight(frame, vertices[i].Pos, tile.color); - vertices[i].Pos += intToFloat(p, BS); - } + tile = tiles[1]; + for (int edge = 0; edge < FRAMED_EDGE_COUNT; edge++) { + bool edge_invisible; + if (nb[nb_triplet[edge][2]]) + edge_invisible = nb[nb_triplet[edge][0]] & nb[nb_triplet[edge][1]]; + else + edge_invisible = nb[nb_triplet[edge][0]] ^ nb[nb_triplet[edge][1]]; + if (edge_invisible) + continue; + drawAutoLightedCuboid(frame_edges[edge]); + } - u16 indices[] = {0,1,2,2,3,0}; - // Add to mesh collector - collector.append(tile, vertices, 4, indices, 6); - break;} - case NDT_PLANTLIKE: - { - PseudoRandom rng(x<<8 | z | y<<16); - - TileSpec tile = getNodeTileN(n, p, 0, data); - tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY; - - u16 l = getInteriorLight(n, 1, nodedef); - video::SColor c = encode_light_and_color(l, tile.color, - f.light_source); - - float s = BS / 2 * f.visual_scale; - // add sqrt(2) visual scale - if ((f.param_type_2 == CPT2_MESHOPTIONS) && ((n.param2 & 0x10) != 0)) - s *= 1.41421; - - float random_offset_X = .0; - float random_offset_Z = .0; - if ((f.param_type_2 == CPT2_MESHOPTIONS) && ((n.param2 & 0x8) != 0)) { - random_offset_X = BS * ((rng.next() % 16 / 16.0) * 0.29 - 0.145); - random_offset_Z = BS * ((rng.next() % 16 / 16.0) * 0.29 - 0.145); - } + for (int face = 0; face < 6; face++) { + if (nb[face]) + continue; + tile = glass_tiles[face]; + drawAutoLightedCuboid(glass_faces[face]); + } - for (int j = 0; j < 4; j++) { - video::S3DVertex vertices[4] = - { - video::S3DVertex(-s,-BS/2, 0, 0,0,0, c, 0,1), - video::S3DVertex( s,-BS/2, 0, 0,0,0, c, 1,1), - video::S3DVertex( s,-BS/2 + s*2,0, 0,0,0, c, 1,0), - video::S3DVertex(-s,-BS/2 + s*2,0, 0,0,0, c, 0,0), - }; - - float rotate_degree = 0; - u8 p2mesh = 0; - if (f.param_type_2 == CPT2_DEGROTATE) - rotate_degree = n.param2 * 2; - if (f.param_type_2 != CPT2_MESHOPTIONS) { - if (j == 0) { - for (u16 i = 0; i < 4; i++) - vertices[i].Pos.rotateXZBy(46 + rotate_degree); - } else if (j == 1) { - for (u16 i = 0; i < 4; i++) - vertices[i].Pos.rotateXZBy(-44 + rotate_degree); - } - } else { - p2mesh = n.param2 & 0x7; - switch (p2mesh) { - case 0: - // x - if (j == 0) { - for (u16 i = 0; i < 4; i++) - vertices[i].Pos.rotateXZBy(46); - } else if (j == 1) { - for (u16 i = 0; i < 4; i++) - vertices[i].Pos.rotateXZBy(-44); - } - break; - case 1: - // + - if (j == 0) { - for (u16 i = 0; i < 4; i++) - vertices[i].Pos.rotateXZBy(91); - } else if (j == 1) { - for (u16 i = 0; i < 4; i++) - vertices[i].Pos.rotateXZBy(1); - } - break; - case 2: - // * - if (j == 0) { - for (u16 i = 0; i < 4; i++) - vertices[i].Pos.rotateXZBy(121); - } else if (j == 1) { - for (u16 i = 0; i < 4; i++) - vertices[i].Pos.rotateXZBy(241); - } else { // (j == 2) - for (u16 i = 0; i < 4; i++) - vertices[i].Pos.rotateXZBy(1); - } - break; - case 3: - // # - switch (j) { - case 0: - for (u16 i = 0; i < 4; i++) { - vertices[i].Pos.rotateXZBy(1); - vertices[i].Pos.Z += BS / 4; - } - break; - case 1: - for (u16 i = 0; i < 4; i++) { - vertices[i].Pos.rotateXZBy(91); - vertices[i].Pos.X += BS / 4; - } - break; - case 2: - for (u16 i = 0; i < 4; i++) { - vertices[i].Pos.rotateXZBy(181); - vertices[i].Pos.Z -= BS / 4; - } - break; - case 3: - for (u16 i = 0; i < 4; i++) { - vertices[i].Pos.rotateXZBy(271); - vertices[i].Pos.X -= BS / 4; - } - break; - } - break; - case 4: - // outward leaning #-like - switch (j) { - case 0: - for (u16 i = 2; i < 4; i++) - vertices[i].Pos.Z -= BS / 2; - for (u16 i = 0; i < 4; i++) - vertices[i].Pos.rotateXZBy(1); - break; - case 1: - for (u16 i = 2; i < 4; i++) - vertices[i].Pos.Z -= BS / 2; - for (u16 i = 0; i < 4; i++) - vertices[i].Pos.rotateXZBy(91); - break; - case 2: - for (u16 i = 2; i < 4; i++) - vertices[i].Pos.Z -= BS / 2; - for (u16 i = 0; i < 4; i++) - vertices[i].Pos.rotateXZBy(181); - break; - case 3: - for (u16 i = 2; i < 4; i++) - vertices[i].Pos.Z -= BS / 2; - for (u16 i = 0; i < 4; i++) - vertices[i].Pos.rotateXZBy(271); - break; - } - break; - } - } - - for (int i = 0; i < 4; i++) { - if (data->m_smooth_lighting) - vertices[i].Color = blendLight(frame, vertices[i].Pos, tile.color); - vertices[i].Pos += intToFloat(p, BS); - // move to a random spot to avoid moire - if ((f.param_type_2 == CPT2_MESHOPTIONS) && ((n.param2 & 0x8) != 0)) { - vertices[i].Pos.X += random_offset_X; - vertices[i].Pos.Z += random_offset_Z; - } - // randomly move each face up/down - if ((f.param_type_2 == CPT2_MESHOPTIONS) && ((n.param2 & 0x20) != 0)) { - PseudoRandom yrng(j | x<<16 | z<<8 | y<<24 ); - vertices[i].Pos.Y -= BS * ((yrng.next() % 16 / 16.0) * 0.125); - } - } - - u16 indices[] = {0, 1, 2, 2, 3, 0}; - // Add to mesh collector - collector.append(tile, vertices, 4, indices, 6); - - // stop adding faces for meshes with less than 4 faces - if (f.param_type_2 == CPT2_MESHOPTIONS) { - if (((p2mesh == 0) || (p2mesh == 1)) && (j == 1)) - break; - else if ((p2mesh == 2) && (j == 2)) - break; - } else if (j == 1) { - break; - } + if (param2 > 0 && f->special_tiles[0].texture) { + // Interior volume level is in range 0 .. 63, + // convert it to -0.5 .. 0.5 + float vlev = (param2 / 63.0) * 2.0 - 1.0; + tile = getSpecialTile(*f, n, 0); + drawAutoLightedCuboid(aabb3f(-(nb[5] ? g : b), + -(nb[4] ? g : b), + -(nb[3] ? g : b), + (nb[2] ? g : b), + (nb[1] ? g : b) * vlev, + (nb[0] ? g : b))); + } +} - } - break;} - case NDT_FIRELIKE: - { - TileSpec tile = getNodeTileN(n, p, 0, data); - tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY; - - u16 l = getInteriorLight(n, 1, nodedef); - video::SColor c = encode_light_and_color(l, tile.color, - f.light_source); - - float s = BS / 2 * f.visual_scale; - - content_t current = n.getContent(); - content_t n2c; - MapNode n2; - v3s16 n2p; - - static const v3s16 dirs[6] = { - v3s16( 0, 1, 0), - v3s16( 0, -1, 0), - v3s16( 1, 0, 0), - v3s16(-1, 0, 0), - v3s16( 0, 0, 1), - v3s16( 0, 0, -1) - }; +void MapblockMeshGenerator::drawAllfacesNode() +{ + static const aabb3f box(-BS / 2, -BS / 2, -BS / 2, BS / 2, BS / 2, BS / 2); + useDefaultTile(false); + drawAutoLightedCuboid(box); +} - int doDraw[6] = {0, 0, 0, 0, 0, 0}; +void MapblockMeshGenerator::drawTorchlikeNode() +{ + u8 wall = n.getWallMounted(nodedef); + u8 tileindex = 0; + switch (wall) { + case DWM_YP: tileindex = 1; break; // ceiling + case DWM_YN: tileindex = 0; break; // floor + default: tileindex = 2; // side (or invalid—should we care?) + } + useTile(tileindex, true); + + float size = BS / 2 * f->visual_scale; + v3f vertices[4] = { + v3f(-size, -size, 0), + v3f( size, -size, 0), + v3f( size, size, 0), + v3f(-size, size, 0), + }; + for (int i = 0; i < 4; i++) { + switch (wall) { + case DWM_YP: vertices[i].rotateXZBy(-45); break; + case DWM_YN: vertices[i].rotateXZBy( 45); break; + case DWM_XP: vertices[i].rotateXZBy( 0); break; + case DWM_XN: vertices[i].rotateXZBy(180); break; + case DWM_ZP: vertices[i].rotateXZBy( 90); break; + case DWM_ZN: vertices[i].rotateXZBy(-90); break; + } + } + drawQuad(vertices); +} - bool drawAllFaces = true; +void MapblockMeshGenerator::drawSignlikeNode() +{ + u8 wall = n.getWallMounted(nodedef); + useTile(0, true); + static const float offset = BS / 16; + float size = BS / 2 * f->visual_scale; + // Wall at X+ of node + v3f vertices[4] = { + v3f(BS / 2 - offset, size, size), + v3f(BS / 2 - offset, size, -size), + v3f(BS / 2 - offset, -size, -size), + v3f(BS / 2 - offset, -size, size), + }; + for (int i = 0; i < 4; i++) { + switch (wall) { + case DWM_YP: vertices[i].rotateXYBy( 90); break; + case DWM_YN: vertices[i].rotateXYBy(-90); break; + case DWM_XP: vertices[i].rotateXZBy( 0); break; + case DWM_XN: vertices[i].rotateXZBy(180); break; + case DWM_ZP: vertices[i].rotateXZBy( 90); break; + case DWM_ZN: vertices[i].rotateXZBy(-90); break; + } + } + drawQuad(vertices); +} - // Check for adjacent nodes - for (int i = 0; i < 6; i++) { - n2p = blockpos_nodes + p + dirs[i]; - n2 = data->m_vmanip.getNodeNoEx(n2p); - n2c = n2.getContent(); - if (n2c != CONTENT_IGNORE && n2c != CONTENT_AIR && n2c != current) { - doDraw[i] = 1; - if (drawAllFaces) - drawAllFaces = false; +void MapblockMeshGenerator::drawPlantlikeQuad(float rotation, float quad_offset, + bool offset_top_only) +{ + v3f vertices[4] = { + v3f(-scale, -BS / 2, 0), + v3f( scale, -BS / 2, 0), + v3f( scale, -BS / 2 + scale * 2, 0), + v3f(-scale, -BS / 2 + scale * 2, 0), + }; + if (random_offset_Y) { + PseudoRandom yrng(face_num++ | p.X << 16 | p.Z << 8 | p.Y << 24); + offset.Y = BS * ((yrng.next() % 16 / 16.0) * 0.125); + } + int offset_first_index = offset_top_only ? 2 : 0; + for (int i = 0; i < 4; i++) { + if (i >= offset_first_index) + vertices[i].Z += quad_offset; + vertices[i].rotateXZBy(rotation + rotate_degree); + vertices[i] += offset; + } + drawQuad(vertices); +} - } - } +void MapblockMeshGenerator::drawPlantlikeNode() +{ + useTile(0, false); + draw_style = PLANT_STYLE_CROSS; + scale = BS / 2 * f->visual_scale; + offset = v3f(0, 0, 0); + rotate_degree = 0; + random_offset_Y = false; + face_num = 0; + + switch (f->param_type_2) { + case CPT2_MESHOPTIONS: + draw_style = PlantlikeStyle(n.param2 & MO_MASK_STYLE); + if (n.param2 & MO_BIT_SCALE_SQRT2) + scale *= 1.41421; + if (n.param2 & MO_BIT_RANDOM_OFFSET) { + PseudoRandom rng(p.X << 8 | p.Z | p.Y << 16); + offset.X = BS * ((rng.next() % 16 / 16.0) * 0.29 - 0.145); + offset.Z = BS * ((rng.next() % 16 / 16.0) * 0.29 - 0.145); + } + if (n.param2 & MO_BIT_RANDOM_OFFSET_Y) + random_offset_Y = true; + break; - for (int j = 0; j < 6; j++) { - - video::S3DVertex vertices[4] = { - video::S3DVertex(-s, -BS / 2, 0, 0, 0, 0, c, 0, 1), - video::S3DVertex( s, -BS / 2, 0, 0, 0, 0, c, 1, 1), - video::S3DVertex( s, -BS / 2 + s * 2, 0, 0, 0, 0, c, 1, 0), - video::S3DVertex(-s, -BS / 2 + s * 2, 0, 0, 0, 0, c, 0, 0), - }; - - // Calculate which faces should be drawn, (top or sides) - if (j == 0 && (drawAllFaces || - (doDraw[3] == 1 || doDraw[1] == 1))) { - for (int i = 0; i < 4; i++) { - vertices[i].Pos.rotateXZBy(90); - vertices[i].Pos.rotateXYBy(-10); - vertices[i].Pos.X -= 4.0; - } - } else if (j == 1 && (drawAllFaces || - (doDraw[5] == 1 || doDraw[1] == 1))) { - for (int i = 0; i < 4; i++) { - vertices[i].Pos.rotateXZBy(180); - vertices[i].Pos.rotateYZBy(10); - vertices[i].Pos.Z -= 4.0; - } - } else if (j == 2 && (drawAllFaces || - (doDraw[2] == 1 || doDraw[1] == 1))) { - for (int i = 0; i < 4; i++) { - vertices[i].Pos.rotateXZBy(270); - vertices[i].Pos.rotateXYBy(10); - vertices[i].Pos.X += 4.0; - } - } else if (j == 3 && (drawAllFaces || - (doDraw[4] == 1 || doDraw[1] == 1))) { - for (int i = 0; i < 4; i++) { - vertices[i].Pos.rotateYZBy(-10); - vertices[i].Pos.Z += 4.0; - } - // Center cross-flames - } else if (j == 4 && (drawAllFaces || doDraw[1] == 1)) { - for (int i = 0; i < 4; i++) { - vertices[i].Pos.rotateXZBy(45); - } - } else if (j == 5 && (drawAllFaces || doDraw[1] == 1)) { - for (int i = 0; i < 4; i++) { - vertices[i].Pos.rotateXZBy(-45); - } - // Render flames on bottom of node above - } else if (j == 0 && doDraw[0] == 1 && doDraw[1] == 0) { - for (int i = 0; i < 4; i++) { - vertices[i].Pos.rotateYZBy(70); - vertices[i].Pos.rotateXZBy(90); - vertices[i].Pos.Y += 4.84; - vertices[i].Pos.X -= 4.7; - } - } else if (j == 1 && doDraw[0] == 1 && doDraw[1] == 0) { - for (int i = 0; i < 4; i++) { - vertices[i].Pos.rotateYZBy(70); - vertices[i].Pos.rotateXZBy(180); - vertices[i].Pos.Y += 4.84; - vertices[i].Pos.Z -= 4.7; - } - } else if (j == 2 && doDraw[0] == 1 && doDraw[1] == 0) { - for (int i = 0; i < 4; i++) { - vertices[i].Pos.rotateYZBy(70); - vertices[i].Pos.rotateXZBy(270); - vertices[i].Pos.Y += 4.84; - vertices[i].Pos.X += 4.7; - } - } else if (j == 3 && doDraw[0] == 1 && doDraw[1] == 0) { - for (int i = 0; i < 4; i++) { - vertices[i].Pos.rotateYZBy(70); - vertices[i].Pos.Y += 4.84; - vertices[i].Pos.Z += 4.7; - } - } else { - // Skip faces that aren't adjacent to a node - continue; - } - - for (int i = 0; i < 4; i++) { - vertices[i].Pos *= f.visual_scale; - if (data->m_smooth_lighting) - vertices[i].Color = blendLight(frame, vertices[i].Pos, tile.color); - vertices[i].Pos += intToFloat(p, BS); - } - - u16 indices[] = {0, 1, 2, 2, 3, 0}; - // Add to mesh collector - collector.append(tile, vertices, 4, indices, 6); - } - break;} - case NDT_FENCELIKE: - { - TileSpec tile = getNodeTile(n, p, v3s16(0,0,0), data); - TileSpec tile_nocrack = tile; - tile_nocrack.material_flags &= ~MATERIAL_FLAG_CRACK; - - // Put wood the right way around in the posts - TileSpec tile_rot = tile; - tile_rot.rotation = 1; - - u16 l = getInteriorLight(n, 1, nodedef); - video::SColor c = encode_light_and_color(l, tile.color, - f.light_source); - - const f32 post_rad=(f32)BS/8; - const f32 bar_rad=(f32)BS/16; - const f32 bar_len=(f32)(BS/2)-post_rad; - - v3f pos = intToFloat(p, BS); - - // The post - always present - aabb3f post(-post_rad,-BS/2,-post_rad,post_rad,BS/2,post_rad); - f32 postuv[24]={ - 6/16.,6/16.,10/16.,10/16., - 6/16.,6/16.,10/16.,10/16., - 0/16.,0,4/16.,1, - 4/16.,0,8/16.,1, - 8/16.,0,12/16.,1, - 12/16.,0,16/16.,1}; - makeAutoLightedCuboidEx(&collector, data, pos, post, tile_rot, postuv, c, frame); - - // 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); - const ContentFeatures *f2 = &nodedef->get(n2); - if(f2->drawtype == NDT_FENCELIKE) - { - aabb3f bar(-bar_len+BS/2,-bar_rad+BS/4,-bar_rad, - bar_len+BS/2,bar_rad+BS/4,bar_rad); - f32 xrailuv[24]={ - 0/16.,2/16.,16/16.,4/16., - 0/16.,4/16.,16/16.,6/16., - 6/16.,6/16.,8/16.,8/16., - 10/16.,10/16.,12/16.,12/16., - 0/16.,8/16.,16/16.,10/16., - 0/16.,14/16.,16/16.,16/16.}; - makeAutoLightedCuboidEx(&collector, data, pos, bar, tile_nocrack, xrailuv, c, frame); - bar.MinEdge.Y -= BS/2; - bar.MaxEdge.Y -= BS/2; - makeAutoLightedCuboidEx(&collector, data, pos, bar, tile_nocrack, xrailuv, c, frame); - } + case CPT2_DEGROTATE: + rotate_degree = n.param2 * 2; + break; - // Now a section of fence, +Z, if there's a post there - p2 = p; - p2.Z++; - n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2); - f2 = &nodedef->get(n2); - if(f2->drawtype == NDT_FENCELIKE) - { - aabb3f bar(-bar_rad,-bar_rad+BS/4,-bar_len+BS/2, - bar_rad,bar_rad+BS/4,bar_len+BS/2); - f32 zrailuv[24]={ - 3/16.,1/16.,5/16.,5/16., // cannot rotate; stretch - 4/16.,1/16.,6/16.,5/16., // for wood texture instead - 0/16.,9/16.,16/16.,11/16., - 0/16.,6/16.,16/16.,8/16., - 6/16.,6/16.,8/16.,8/16., - 10/16.,10/16.,12/16.,12/16.}; - makeAutoLightedCuboidEx(&collector, data, pos, bar, tile_nocrack, zrailuv, c, frame); - bar.MinEdge.Y -= BS/2; - bar.MaxEdge.Y -= BS/2; - makeAutoLightedCuboidEx(&collector, data, pos, bar, tile_nocrack, zrailuv, c, frame); - } - break;} - case NDT_RAILLIKE: - { - bool is_rail_x[6]; /* (-1,-1,0) X (1,-1,0) (-1,0,0) X (1,0,0) (-1,1,0) X (1,1,0) */ - bool is_rail_z[6]; - - content_t thiscontent = n.getContent(); - std::string groupname = "connect_to_raillike"; // name of the group that enables connecting to raillike nodes of different kind - int self_group = ((ItemGroupList) nodedef->get(n).groups)[groupname]; - - u8 index = 0; - for (s8 y0 = -1; y0 <= 1; y0++) { - // Prevent from indexing never used coordinates - for (s8 xz = -1; xz <= 1; xz++) { - if (xz == 0) - continue; - MapNode n_xy = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x + xz, y + y0, z)); - MapNode n_zy = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x, y + y0, z + xz)); - const ContentFeatures &def_xy = nodedef->get(n_xy); - const ContentFeatures &def_zy = nodedef->get(n_zy); - - // Check if current node would connect with the rail - is_rail_x[index] = ((def_xy.drawtype == NDT_RAILLIKE - && ((ItemGroupList) def_xy.groups)[groupname] == self_group) - || n_xy.getContent() == thiscontent); - - is_rail_z[index] = ((def_zy.drawtype == NDT_RAILLIKE - && ((ItemGroupList) def_zy.groups)[groupname] == self_group) - || n_zy.getContent() == thiscontent); - index++; - } - } + default: + break; + } - bool is_rail_x_all[2]; // [0] = negative x, [1] = positive x coordinate from the current node position - bool is_rail_z_all[2]; - is_rail_x_all[0] = is_rail_x[0] || is_rail_x[2] || is_rail_x[4]; - is_rail_x_all[1] = is_rail_x[1] || is_rail_x[3] || is_rail_x[5]; - is_rail_z_all[0] = is_rail_z[0] || is_rail_z[2] || is_rail_z[4]; - is_rail_z_all[1] = is_rail_z[1] || is_rail_z[3] || is_rail_z[5]; - - // reasonable default, flat straight unrotated rail - bool is_straight = true; - int adjacencies = 0; - int angle = 0; - u8 tileindex = 0; - - // check for sloped rail - if (is_rail_x[4] || is_rail_x[5] || is_rail_z[4] || is_rail_z[5]) { - adjacencies = 5; // 5 means sloped - is_straight = true; // sloped is always straight - } else { - // is really straight, rails on both sides - is_straight = (is_rail_x_all[0] && is_rail_x_all[1]) || (is_rail_z_all[0] && is_rail_z_all[1]); - adjacencies = is_rail_x_all[0] + is_rail_x_all[1] + is_rail_z_all[0] + is_rail_z_all[1]; - } + switch (draw_style) { + case PLANT_STYLE_CROSS: + drawPlantlikeQuad(46); + drawPlantlikeQuad(-44); + break; + + case PLANT_STYLE_CROSS2: + drawPlantlikeQuad(91); + drawPlantlikeQuad(1); + break; + + case PLANT_STYLE_STAR: + drawPlantlikeQuad(121); + drawPlantlikeQuad(241); + drawPlantlikeQuad(1); + break; + + case PLANT_STYLE_HASH: + drawPlantlikeQuad( 1, BS / 4); + drawPlantlikeQuad( 91, BS / 4); + drawPlantlikeQuad(181, BS / 4); + drawPlantlikeQuad(271, BS / 4); + break; + + case PLANT_STYLE_HASH2: + drawPlantlikeQuad( 1, -BS / 2, true); + drawPlantlikeQuad( 91, -BS / 2, true); + drawPlantlikeQuad(181, -BS / 2, true); + drawPlantlikeQuad(271, -BS / 2, true); + break; + } +} - switch (adjacencies) { - case 1: - if (is_rail_x_all[0] || is_rail_x_all[1]) - angle = 90; - break; - case 2: - if (!is_straight) - tileindex = 1; // curved - if (is_rail_x_all[0] && is_rail_x_all[1]) - angle = 90; - if (is_rail_z_all[0] && is_rail_z_all[1]) { - if (is_rail_z[4]) - angle = 180; - } - else if (is_rail_x_all[0] && is_rail_z_all[0]) - angle = 270; - else if (is_rail_x_all[0] && is_rail_z_all[1]) - angle = 180; - else if (is_rail_x_all[1] && is_rail_z_all[1]) - angle = 90; - break; - case 3: - // here is where the potential to 'switch' a junction is, but not implemented at present - tileindex = 2; // t-junction - if(!is_rail_x_all[1]) - angle = 180; - if(!is_rail_z_all[0]) - angle = 90; - if(!is_rail_z_all[1]) - angle = 270; - break; - case 4: - tileindex = 3; // crossing - break; - case 5: //sloped - if (is_rail_z[4]) - angle = 180; - if (is_rail_x[4]) - angle = 90; - if (is_rail_x[5]) - angle = -90; - break; - default: - break; - } +void MapblockMeshGenerator::drawFirelikeQuad(float rotation, float opening_angle, + float offset_h, float offset_v) +{ + v3f vertices[4] = { + v3f(-scale, -BS / 2, 0), + v3f( scale, -BS / 2, 0), + v3f( scale, -BS / 2 + scale * 2, 0), + v3f(-scale, -BS / 2 + scale * 2, 0), + }; + for (int i = 0; i < 4; i++) { + vertices[i].rotateYZBy(opening_angle); + vertices[i].Z += offset_h; + vertices[i].rotateXZBy(rotation); + vertices[i].Y += offset_v; + } + drawQuad(vertices); +} - TileSpec tile = getNodeTileN(n, p, tileindex, data); - tile.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING; - tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY; +void MapblockMeshGenerator::drawFirelikeNode() +{ + useTile(0, false); + scale = BS / 2 * f->visual_scale; + + // Check for adjacent nodes + bool neighbors = false; + bool neighbor[6] = {0, 0, 0, 0, 0, 0}; + content_t current = n.getContent(); + for (int i = 0; i < 6; i++) { + v3s16 n2p = blockpos_nodes + p + g_6dirs[i]; + MapNode n2 = data->m_vmanip.getNodeNoEx(n2p); + content_t n2c = n2.getContent(); + if (n2c != CONTENT_IGNORE && n2c != CONTENT_AIR && n2c != current) { + neighbor[i] = true; + neighbors = true; + } + } + bool drawBasicFire = neighbor[D6D_YN] || !neighbors; + bool drawBottomFire = neighbor[D6D_YP]; + + if (drawBasicFire || neighbor[D6D_ZP]) + drawFirelikeQuad(0, -10, 0.4 * BS); + else if (drawBottomFire) + drawFirelikeQuad(0, 70, 0.47 * BS, 0.484 * BS); + + if (drawBasicFire || neighbor[D6D_XN]) + drawFirelikeQuad(90, -10, 0.4 * BS); + else if (drawBottomFire) + drawFirelikeQuad(90, 70, 0.47 * BS, 0.484 * BS); + + if (drawBasicFire || neighbor[D6D_ZN]) + drawFirelikeQuad(180, -10, 0.4 * BS); + else if (drawBottomFire) + drawFirelikeQuad(180, 70, 0.47 * BS, 0.484 * BS); + + if (drawBasicFire || neighbor[D6D_XP]) + drawFirelikeQuad(270, -10, 0.4 * BS); + else if (drawBottomFire) + drawFirelikeQuad(270, 70, 0.47 * BS, 0.484 * BS); + + if (drawBasicFire) { + drawFirelikeQuad(45, 0, 0.0); + drawFirelikeQuad(-45, 0, 0.0); + } +} - u16 l = getInteriorLight(n, 0, nodedef); - video::SColor c = encode_light_and_color(l, tile.color, - f.light_source); +void MapblockMeshGenerator::drawFencelikeNode() +{ + useDefaultTile(false); + TileSpec tile_nocrack = tile; + tile_nocrack.material_flags &= ~MATERIAL_FLAG_CRACK; + + // Put wood the right way around in the posts + TileSpec tile_rot = tile; + tile_rot.rotation = 1; + + static const f32 post_rad = BS / 8; + static const f32 bar_rad = BS / 16; + static const f32 bar_len = BS / 2 - post_rad; + + // The post - always present + static const aabb3f post(-post_rad, -BS / 2, -post_rad, + post_rad, BS / 2, post_rad); + static const f32 postuv[24] = { + 0.375, 0.375, 0.625, 0.625, + 0.375, 0.375, 0.625, 0.625, + 0.000, 0.000, 0.250, 1.000, + 0.250, 0.000, 0.500, 1.000, + 0.500, 0.000, 0.750, 1.000, + 0.750, 0.000, 1.000, 1.000, + }; + tile = tile_rot; + drawAutoLightedCuboid(post, postuv); + + tile = tile_nocrack; + + // 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); + const ContentFeatures *f2 = &nodedef->get(n2); + if (f2->drawtype == NDT_FENCELIKE) { + static const aabb3f bar_x1(BS / 2 - bar_len, BS / 4 - bar_rad, -bar_rad, + BS / 2 + bar_len, BS / 4 + bar_rad, bar_rad); + static const aabb3f bar_x2(BS / 2 - bar_len, -BS / 4 - bar_rad, -bar_rad, + BS / 2 + bar_len, -BS / 4 + bar_rad, bar_rad); + static const f32 xrailuv[24] = { + 0.000, 0.125, 1.000, 0.250, + 0.000, 0.250, 1.000, 0.375, + 0.375, 0.375, 0.500, 0.500, + 0.625, 0.625, 0.750, 0.750, + 0.000, 0.500, 1.000, 0.625, + 0.000, 0.875, 1.000, 1.000, + }; + drawAutoLightedCuboid(bar_x1, xrailuv); + drawAutoLightedCuboid(bar_x2, xrailuv); + } - float d = (float)BS/64; - float s = BS/2; + // Now a section of fence, +Z, if there's a post there + p2 = p; + p2.Z++; + n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2); + f2 = &nodedef->get(n2); + if (f2->drawtype == NDT_FENCELIKE) { + static const aabb3f bar_z1(-bar_rad, BS / 4 - bar_rad, BS / 2 - bar_len, + bar_rad, BS / 4 + bar_rad, BS / 2 + bar_len); + static const aabb3f bar_z2(-bar_rad, -BS / 4 - bar_rad, BS / 2 - bar_len, + bar_rad, -BS / 4 + bar_rad, BS / 2 + bar_len); + static const f32 zrailuv[24] = { + 0.1875, 0.0625, 0.3125, 0.3125, // cannot rotate; stretch + 0.2500, 0.0625, 0.3750, 0.3125, // for wood texture instead + 0.0000, 0.5625, 1.0000, 0.6875, + 0.0000, 0.3750, 1.0000, 0.5000, + 0.3750, 0.3750, 0.5000, 0.5000, + 0.6250, 0.6250, 0.7500, 0.7500, + }; + drawAutoLightedCuboid(bar_z1, zrailuv); + drawAutoLightedCuboid(bar_z2, zrailuv); + } +} - short g = -1; - if (is_rail_x[4] || is_rail_x[5] || is_rail_z[4] || is_rail_z[5]) - g = 1; //Object is at a slope +bool MapblockMeshGenerator::isSameRail(v3s16 dir) +{ + MapNode node2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p + dir); + if (node2.getContent() == n.getContent()) + return true; + const ContentFeatures &def2 = nodedef->get(node2); + return ((def2.drawtype == NDT_RAILLIKE) && + (def2.getGroup(raillike_groupname) == raillike_group)); +} - video::S3DVertex vertices[4] = - { - video::S3DVertex(-s, -s+d, -s, 0, 0, 0, c, 0, 1), - video::S3DVertex( s, -s+d, -s, 0, 0, 0, c, 1, 1), - video::S3DVertex( s, g*s+d, s, 0, 0, 0, c, 1, 0), - video::S3DVertex(-s, g*s+d, s, 0, 0, 0, c, 0, 0), - }; +void MapblockMeshGenerator::drawRaillikeNode() +{ + static const v3s16 direction[4] = { + v3s16( 0, 0, 1), + v3s16( 0, 0, -1), + v3s16(-1, 0, 0), + v3s16( 1, 0, 0), + }; + static const int slope_angle[4] = {0, 180, 90, -90}; - for(s32 i=0; i<4; i++) - { - if(angle != 0) - vertices[i].Pos.rotateXZBy(angle); - if (data->m_smooth_lighting) - vertices[i].Color = blendLight(frame, vertices[i].Pos, tile.color); - vertices[i].Pos += intToFloat(p, BS); - } + enum RailTile { + straight, + curved, + junction, + cross, + }; + struct RailDesc { + int tile_index; + int angle; + }; + static const RailDesc rail_kinds[16] = { + // +x -x -z +z + //------------- + {straight, 0}, // . . . . + {straight, 0}, // . . . +Z + {straight, 0}, // . . -Z . + {straight, 0}, // . . -Z +Z + {straight, 90}, // . -X . . + { curved, 180}, // . -X . +Z + { curved, 270}, // . -X -Z . + {junction, 180}, // . -X -Z +Z + {straight, 90}, // +X . . . + { curved, 90}, // +X . . +Z + { curved, 0}, // +X . -Z . + {junction, 0}, // +X . -Z +Z + {straight, 90}, // +X -X . . + {junction, 90}, // +X -X . +Z + {junction, 270}, // +X -X -Z . + { cross, 0}, // +X -X -Z +Z + }; - u16 indices[] = {0,1,2,2,3,0}; - collector.append(tile, vertices, 4, indices, 6); - break;} - case NDT_NODEBOX: - { - static const v3s16 tile_dirs[6] = { - v3s16(0, 1, 0), - v3s16(0, -1, 0), - v3s16(1, 0, 0), - v3s16(-1, 0, 0), - v3s16(0, 0, 1), - v3s16(0, 0, -1) - }; + raillike_group = nodedef->get(n).getGroup(raillike_groupname); + + int code = 0; + int angle; + int tile_index; + bool sloped = false; + for (int dir = 0; dir < 4; dir++) { + bool rail_above = isSameRail(direction[dir] + v3s16(0, 1, 0)); + if (rail_above) { + sloped = true; + angle = slope_angle[dir]; + } + if (rail_above || + isSameRail(direction[dir]) || + isSameRail(direction[dir] + v3s16(0, -1, 0))) + code |= 1 << dir; + } - TileSpec tiles[6]; - video::SColor colors[6]; - for (int j = 0; j < 6; j++) { - // Handles facedir rotation for textures - tiles[j] = getNodeTile(n, p, tile_dirs[j], data); - } - if (!data->m_smooth_lighting) { - u16 l = getInteriorLight(n, 1, nodedef); - for (int j = 0; j < 6; j++) - colors[j] = encode_light_and_color(l, tiles[j].color, f.light_source); - } + if (sloped) { + tile_index = straight; + } else { + tile_index = rail_kinds[code].tile_index; + angle = rail_kinds[code].angle; + } - v3f pos = intToFloat(p, BS); + useTile(tile_index, true); - int neighbors = 0; + static const float offset = BS / 64; + static const float size = BS / 2; + float y2 = sloped ? size : -size; + v3f vertices[4] = { + v3f(-size, -size + offset, -size), + v3f( size, -size + offset, -size), + v3f( size, y2 + offset, size), + v3f(-size, y2 + offset, size), + }; + if (angle) + for (int i = 0; i < 4; i++) + vertices[i].rotateXZBy(angle); + drawQuad(vertices); +} - // locate possible neighboring nodes to connect to - if (f.node_box.type == NODEBOX_CONNECTED) { - v3s16 p2 = p; +void MapblockMeshGenerator::drawNodeboxNode() +{ + static const v3s16 tile_dirs[6] = { + v3s16(0, 1, 0), + v3s16(0, -1, 0), + v3s16(1, 0, 0), + v3s16(-1, 0, 0), + v3s16(0, 0, 1), + v3s16(0, 0, -1) + }; - p2.Y++; - getNeighborConnectingFace(blockpos_nodes + p2, nodedef, data, n, 1, &neighbors); + // we have this order for some reason... + static const v3s16 connection_dirs[6] = { + v3s16( 0, 1, 0), // top + v3s16( 0, -1, 0), // bottom + v3s16( 0, 0, -1), // front + v3s16(-1, 0, 0), // left + v3s16( 0, 0, 1), // back + v3s16( 1, 0, 0), // right + }; - p2 = p; - p2.Y--; - getNeighborConnectingFace(blockpos_nodes + p2, nodedef, data, n, 2, &neighbors); + TileSpec tiles[6]; + for (int face = 0; face < 6; face++) { + // Handles facedir rotation for textures + tiles[face] = getTile(tile_dirs[face]); + } - p2 = p; - p2.Z--; - getNeighborConnectingFace(blockpos_nodes + p2, nodedef, data, n, 4, &neighbors); + // locate possible neighboring nodes to connect to + int neighbors_set = 0; + if (f->node_box.type == NODEBOX_CONNECTED) { + for (int dir = 0; dir != 6; dir++) { + int flag = 1 << dir; + v3s16 p2 = blockpos_nodes + p + connection_dirs[dir]; + MapNode n2 = data->m_vmanip.getNodeNoEx(p2); + if (nodedef->nodeboxConnects(n, n2, flag)) + neighbors_set |= flag; + } + } - p2 = p; - p2.X--; - getNeighborConnectingFace(blockpos_nodes + p2, nodedef, data, n, 8, &neighbors); + std::vector boxes; + n.getNodeBoxes(nodedef, &boxes, neighbors_set); + for (std::vector::iterator i = boxes.begin(); i != boxes.end(); ++i) + drawAutoLightedCuboid(*i, NULL, tiles, 6); +} - p2 = p; - p2.Z++; - getNeighborConnectingFace(blockpos_nodes + p2, nodedef, data, n, 16, &neighbors); +void MapblockMeshGenerator::drawMeshNode() +{ + u8 facedir = 0; + scene::IMesh* mesh; + bool private_mesh; // as a grab/drop pair is not thread-safe + + if (f->param_type_2 == CPT2_FACEDIR || + f->param_type_2 == CPT2_COLORED_FACEDIR) { + facedir = n.getFaceDir(nodedef); + } else if (f->param_type_2 == CPT2_WALLMOUNTED || + f->param_type_2 == CPT2_COLORED_WALLMOUNTED) { + // Convert wallmounted to 6dfacedir. + // When cache enabled, it is already converted. + facedir = n.getWallMounted(nodedef); + if (!enable_mesh_cache) { + static const u8 wm_to_6d[6] = {20, 0, 16 + 1, 12 + 3, 8, 4 + 2}; + facedir = wm_to_6d[facedir]; + } + } - p2 = p; - p2.X++; - getNeighborConnectingFace(blockpos_nodes + p2, nodedef, data, n, 32, &neighbors); + if (!data->m_smooth_lighting && f->mesh_ptr[facedir]) { + // use cached meshes + private_mesh = false; + mesh = f->mesh_ptr[facedir]; + } else if (f->mesh_ptr[0]) { + // no cache, clone and rotate mesh + private_mesh = true; + mesh = cloneMesh(f->mesh_ptr[0]); + rotateMeshBy6dFacedir(mesh, facedir); + recalculateBoundingBox(mesh); + meshmanip->recalculateNormals(mesh, true, false); + } else + return; + + int mesh_buffer_count = mesh->getMeshBufferCount(); + for (int j = 0; j < mesh_buffer_count; j++) { + useTile(j, false); + scene::IMeshBuffer *buf = mesh->getMeshBuffer(j); + video::S3DVertex *vertices = (video::S3DVertex *)buf->getVertices(); + int vertex_count = buf->getVertexCount(); + + if (data->m_smooth_lighting) { + // Mesh is always private here. So the lighting is applied to each + // vertex right here. + for (int k = 0; k < vertex_count; k++) { + video::S3DVertex &vertex = vertices[k]; + vertex.Color = blendLight(vertex.Pos, vertex.Normal, tile.color); + vertex.Pos += origin; } + collector->append(tile, vertices, vertex_count, + buf->getIndices(), buf->getIndexCount()); + } else { + // Don't modify the mesh, it may not be private here. + // Instead, let the collector process colors, etc. + collector->append(tile, vertices, vertex_count, + buf->getIndices(), buf->getIndexCount(), origin, + color, f->light_source); + } + } + if (private_mesh) + mesh->drop(); +} - std::vector boxes; - n.getNodeBoxes(nodedef, &boxes, neighbors); - for (std::vector::iterator - i = boxes.begin(); - i != boxes.end(); ++i) { - aabb3f box = *i; - - f32 dx1 = box.MinEdge.X; - f32 dy1 = box.MinEdge.Y; - f32 dz1 = box.MinEdge.Z; - f32 dx2 = box.MaxEdge.X; - f32 dy2 = box.MaxEdge.Y; - f32 dz2 = box.MaxEdge.Z; - - box.MinEdge += pos; - box.MaxEdge += pos; - - if (box.MinEdge.X > box.MaxEdge.X) - std::swap(box.MinEdge.X, box.MaxEdge.X); - if (box.MinEdge.Y > box.MaxEdge.Y) - std::swap(box.MinEdge.Y, box.MaxEdge.Y); - if (box.MinEdge.Z > box.MaxEdge.Z) - std::swap(box.MinEdge.Z, box.MaxEdge.Z); - - // - // Compute texture coords - f32 tx1 = (box.MinEdge.X/BS)+0.5; - f32 ty1 = (box.MinEdge.Y/BS)+0.5; - f32 tz1 = (box.MinEdge.Z/BS)+0.5; - f32 tx2 = (box.MaxEdge.X/BS)+0.5; - f32 ty2 = (box.MaxEdge.Y/BS)+0.5; - f32 tz2 = (box.MaxEdge.Z/BS)+0.5; - f32 txc[24] = { - // up - tx1, 1-tz2, tx2, 1-tz1, - // down - tx1, tz1, tx2, tz2, - // right - tz1, 1-ty2, tz2, 1-ty1, - // left - 1-tz2, 1-ty2, 1-tz1, 1-ty1, - // back - 1-tx2, 1-ty2, 1-tx1, 1-ty1, - // front - tx1, 1-ty2, tx2, 1-ty1, - }; - if (data->m_smooth_lighting) { - u16 lights[8]; - for (int j = 0; j < 8; ++j) { - f32 x = (j & 4) ? dx2 : dx1; - f32 y = (j & 2) ? dy2 : dy1; - f32 z = (j & 1) ? dz2 : dz1; - lights[j] = blendLight(frame, core::vector3df(x, y, z)); - } - makeSmoothLightedCuboid(&collector, box, tiles, 6, lights, txc, f.light_source); - } else { - makeCuboid(&collector, box, tiles, 6, colors, txc, f.light_source); - } - } - break;} - case NDT_MESH: - { - v3f pos = intToFloat(p, BS); - u16 l = getInteriorLight(n, 1, nodedef); - u8 facedir = 0; - if (f.param_type_2 == CPT2_FACEDIR || - f.param_type_2 == CPT2_COLORED_FACEDIR) { - facedir = n.getFaceDir(nodedef); - } else if (f.param_type_2 == CPT2_WALLMOUNTED || - f.param_type_2 == CPT2_COLORED_WALLMOUNTED) { - //convert wallmounted to 6dfacedir. - //when cache enabled, it is already converted - facedir = n.getWallMounted(nodedef); - if (!enable_mesh_cache) { - static const u8 wm_to_6d[6] = {20, 0, 16+1, 12+3, 8, 4+2}; - facedir = wm_to_6d[facedir]; - } - } +// also called when the drawtype is known but should have been pre-converted +void MapblockMeshGenerator::errorUnknownDrawtype() +{ + infostream << "Got drawtype " << f->drawtype << std::endl; + FATAL_ERROR("Unknown drawtype"); +} - if (!data->m_smooth_lighting && f.mesh_ptr[facedir]) { - // use cached meshes - for (u16 j = 0; j < f.mesh_ptr[0]->getMeshBufferCount(); j++) { - const TileSpec &tile = getNodeTileN(n, p, j, data); - scene::IMeshBuffer *buf = f.mesh_ptr[facedir]->getMeshBuffer(j); - collector.append(tile, (video::S3DVertex *) - buf->getVertices(), buf->getVertexCount(), - buf->getIndices(), buf->getIndexCount(), pos, - encode_light_and_color(l, tile.color, f.light_source), - f.light_source); - } - } else if (f.mesh_ptr[0]) { - // no cache, clone and rotate mesh - scene::IMesh* mesh = cloneMesh(f.mesh_ptr[0]); - rotateMeshBy6dFacedir(mesh, facedir); - recalculateBoundingBox(mesh); - meshmanip->recalculateNormals(mesh, true, false); - for (u16 j = 0; j < mesh->getMeshBufferCount(); j++) { - const TileSpec &tile = getNodeTileN(n, p, j, data); - scene::IMeshBuffer *buf = mesh->getMeshBuffer(j); - video::S3DVertex *vertices = (video::S3DVertex *)buf->getVertices(); - u32 vertex_count = buf->getVertexCount(); - if (data->m_smooth_lighting) { - for (u16 m = 0; m < vertex_count; ++m) { - video::S3DVertex &vertex = vertices[m]; - vertex.Color = blendLight(frame, vertex.Pos, vertex.Normal, tile.color); - vertex.Pos += pos; - } - collector.append(tile, vertices, vertex_count, - buf->getIndices(), buf->getIndexCount()); - } else { - collector.append(tile, vertices, vertex_count, - buf->getIndices(), buf->getIndexCount(), pos, - encode_light_and_color(l, tile.color, f.light_source), - f.light_source); - } - } - mesh->drop(); - } - break;} - } +void MapblockMeshGenerator::drawNode() +{ + if (data->m_smooth_lighting) + getSmoothLightFrame(); + else + light = getInteriorLight(n, 1, nodedef); + switch (f->drawtype) { + case NDT_LIQUID: drawLiquidNode(false); break; + case NDT_FLOWINGLIQUID: drawLiquidNode(true); break; + case NDT_GLASSLIKE: drawGlasslikeNode(); break; + case NDT_GLASSLIKE_FRAMED: drawGlasslikeFramedNode(); break; + case NDT_ALLFACES: drawAllfacesNode(); break; + case NDT_TORCHLIKE: drawTorchlikeNode(); break; + case NDT_SIGNLIKE: drawSignlikeNode(); break; + case NDT_PLANTLIKE: drawPlantlikeNode(); break; + case NDT_FIRELIKE: drawFirelikeNode(); break; + case NDT_FENCELIKE: drawFencelikeNode(); break; + case NDT_RAILLIKE: drawRaillikeNode(); break; + case NDT_NODEBOX: drawNodeboxNode(); break; + case NDT_MESH: drawMeshNode(); break; + default: errorUnknownDrawtype(); break; } } +/* + TODO: Fix alpha blending for special nodes + Currently only the last element rendered is blended correct +*/ +void MapblockMeshGenerator::generate() +{ + for (p.Z = 0; p.Z < MAP_BLOCKSIZE; p.Z++) + for (p.Y = 0; p.Y < MAP_BLOCKSIZE; p.Y++) + for (p.X = 0; p.X < MAP_BLOCKSIZE; p.X++) { + n = data->m_vmanip.getNodeNoEx(blockpos_nodes + p); + f = &nodedef->get(n); + // Solid nodes are drawn by MapBlockMesh + if (f->solidness != 0) + continue; + if (f->drawtype == NDT_AIRLIKE) + continue; + origin = intToFloat(p, BS); + drawNode(); + } +} -- cgit v1.2.3 From b605b95749aad90b53e6c58a1ee43b50f8217e7c Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Lo=C3=AFc=20Blot?= Date: Wed, 29 Mar 2017 13:34:57 +0200 Subject: Add CPP11 header to define nullptr & constexpr (#5471) This header permit to use nullptr & constexpr keywords in portable code segments and benefit from nullptr & constexpr when using C++11 and greater --- src/content_mapblock.cpp | 5 +++-- 1 file changed, 3 insertions(+), 2 deletions(-) (limited to 'src/content_mapblock.cpp') diff --git a/src/content_mapblock.cpp b/src/content_mapblock.cpp index 18b4ef6dd..d0cb50db3 100644 --- a/src/content_mapblock.cpp +++ b/src/content_mapblock.cpp @@ -29,6 +29,7 @@ with this program; if not, write to the Free Software Foundation, Inc., #include "client.h" #include "log.h" #include "noise.h" +#include "util/cpp11.h" // Distance of light extrapolation (for oversized nodes) // After this distance, it gives up and considers light level constant @@ -42,7 +43,7 @@ with this program; if not, write to the Free Software Foundation, Inc., // Corresponding offsets are listed in g_27dirs #define FRAMED_NEIGHBOR_COUNT 18 -static const v3s16 light_dirs[8] = { +static constexpr v3s16 light_dirs[8] = { v3s16(-1, -1, -1), v3s16(-1, -1, 1), v3s16(-1, 1, -1), @@ -54,7 +55,7 @@ static const v3s16 light_dirs[8] = { }; // Standard index set to make a quad on 4 vertices -static const u16 quad_indices[] = {0, 1, 2, 2, 3, 0}; +static constexpr u16 quad_indices[] = {0, 1, 2, 2, 3, 0}; const std::string MapblockMeshGenerator::raillike_groupname = "connect_to_raillike"; -- cgit v1.2.3 From ea549bbae3650d246db7b70a2b07485a4b404409 Mon Sep 17 00:00:00 2001 From: paramat Date: Wed, 29 Mar 2017 03:40:30 +0100 Subject: Paramtype2: Add missing type CPT2_GLASSLIKE_LIQUID_LEVEL Add the missing paramtype2 for param2 controlling the liquid level inside the glasslike_framed drawtype. Add missing documentation of the feature to lua_api.txt. Update and improve comments for drawtype enumerations in nodedef.h. --- src/content_mapblock.cpp | 7 +++++-- 1 file changed, 5 insertions(+), 2 deletions(-) (limited to 'src/content_mapblock.cpp') diff --git a/src/content_mapblock.cpp b/src/content_mapblock.cpp index d0cb50db3..d18aff879 100644 --- a/src/content_mapblock.cpp +++ b/src/content_mapblock.cpp @@ -760,8 +760,11 @@ void MapblockMeshGenerator::drawGlasslikeFramedNode() drawAutoLightedCuboid(glass_faces[face]); } - if (param2 > 0 && f->special_tiles[0].texture) { - // Interior volume level is in range 0 .. 63, + // Optionally render internal liquid level defined by param2 + // Liquid is textured with 1 tile defined in nodedef 'special_tiles' + if (param2 > 0 && f->param_type_2 == CPT2_GLASSLIKE_LIQUID_LEVEL && + f->special_tiles[0].texture) { + // Internal liquid level has param2 range 0 .. 63, // convert it to -0.5 .. 0.5 float vlev = (param2 / 63.0) * 2.0 - 1.0; tile = getSpecialTile(*f, n, 0); -- cgit v1.2.3 From 813a9a36b22a4e2d7383622311b6f52e31a94733 Mon Sep 17 00:00:00 2001 From: number Zero Date: Sat, 25 Mar 2017 21:01:27 +0300 Subject: Signlike, glasslike drawtypes: Fix inverted textures --- src/content_mapblock.cpp | 56 ++++++++++++++++++++++++------------------------ 1 file changed, 28 insertions(+), 28 deletions(-) (limited to 'src/content_mapblock.cpp') diff --git a/src/content_mapblock.cpp b/src/content_mapblock.cpp index d18aff879..153dacf42 100644 --- a/src/content_mapblock.cpp +++ b/src/content_mapblock.cpp @@ -98,7 +98,7 @@ TileSpec MapblockMeshGenerator::getTile(const v3s16& direction) void MapblockMeshGenerator::drawQuad(v3f *coords, const v3s16 &normal) { - static const v2f tcoords[4] = {v2f(0, 1), v2f(1, 1), v2f(1, 0), v2f(0, 0)}; + static const v2f tcoords[4] = {v2f(0, 0), v2f(1, 0), v2f(1, 1), v2f(0, 1)}; video::S3DVertex vertices[4]; bool shade_face = !f->light_source && (normal != v3s16(0, 0, 0)); v3f normal2(normal.X, normal.Y, normal.Z); @@ -631,22 +631,22 @@ void MapblockMeshGenerator::drawGlasslikeNode() // Don't make face if neighbor is of same type if (neighbor.getContent() == n.getContent()) continue; + // Face at Z- v3f vertices[4] = { - v3f(-BS / 2, -BS / 2, BS / 2), - v3f( BS / 2, -BS / 2, BS / 2), - v3f( BS / 2, BS / 2, BS / 2), - v3f(-BS / 2, BS / 2, BS / 2), + v3f(-BS / 2, BS / 2, -BS / 2), + v3f( BS / 2, BS / 2, -BS / 2), + v3f( BS / 2, -BS / 2, -BS / 2), + v3f(-BS / 2, -BS / 2, -BS / 2), }; for (int i = 0; i < 4; i++) { - // Rotations in the g_6dirs format switch (face) { - case 0: vertices[i].rotateXZBy( 0); break; // Z+ - case 1: vertices[i].rotateYZBy(-90); break; // Y+ - case 2: vertices[i].rotateXZBy(-90); break; // X+ - case 3: vertices[i].rotateXZBy(180); break; // Z- - case 4: vertices[i].rotateYZBy( 90); break; // Y- - case 5: vertices[i].rotateXZBy( 90); break; // X- - }; + case D6D_ZP: vertices[i].rotateXZBy(180); break; + case D6D_YP: vertices[i].rotateYZBy( 90); break; + case D6D_XP: vertices[i].rotateXZBy( 90); break; + case D6D_ZN: vertices[i].rotateXZBy( 0); break; + case D6D_YN: vertices[i].rotateYZBy(-90); break; + case D6D_XN: vertices[i].rotateXZBy(-90); break; + } } drawQuad(vertices, dir); } @@ -797,10 +797,10 @@ void MapblockMeshGenerator::drawTorchlikeNode() float size = BS / 2 * f->visual_scale; v3f vertices[4] = { - v3f(-size, -size, 0), - v3f( size, -size, 0), - v3f( size, size, 0), v3f(-size, size, 0), + v3f( size, size, 0), + v3f( size, -size, 0), + v3f(-size, -size, 0), }; for (int i = 0; i < 4; i++) { switch (wall) { @@ -845,19 +845,19 @@ void MapblockMeshGenerator::drawPlantlikeQuad(float rotation, float quad_offset, bool offset_top_only) { v3f vertices[4] = { - v3f(-scale, -BS / 2, 0), - v3f( scale, -BS / 2, 0), - v3f( scale, -BS / 2 + scale * 2, 0), v3f(-scale, -BS / 2 + scale * 2, 0), + v3f( scale, -BS / 2 + scale * 2, 0), + v3f( scale, -BS / 2, 0), + v3f(-scale, -BS / 2, 0), }; if (random_offset_Y) { PseudoRandom yrng(face_num++ | p.X << 16 | p.Z << 8 | p.Y << 24); offset.Y = BS * ((yrng.next() % 16 / 16.0) * 0.125); } - int offset_first_index = offset_top_only ? 2 : 0; + int offset_count = offset_top_only ? 2 : 4; + for (int i = 0; i < offset_count; i++) + vertices[i].Z += quad_offset; for (int i = 0; i < 4; i++) { - if (i >= offset_first_index) - vertices[i].Z += quad_offset; vertices[i].rotateXZBy(rotation + rotate_degree); vertices[i] += offset; } @@ -933,10 +933,10 @@ void MapblockMeshGenerator::drawFirelikeQuad(float rotation, float opening_angle float offset_h, float offset_v) { v3f vertices[4] = { - v3f(-scale, -BS / 2, 0), - v3f( scale, -BS / 2, 0), - v3f( scale, -BS / 2 + scale * 2, 0), v3f(-scale, -BS / 2 + scale * 2, 0), + v3f( scale, -BS / 2 + scale * 2, 0), + v3f( scale, -BS / 2, 0), + v3f(-scale, -BS / 2, 0), }; for (int i = 0; i < 4; i++) { vertices[i].rotateYZBy(opening_angle); @@ -1151,10 +1151,10 @@ void MapblockMeshGenerator::drawRaillikeNode() static const float size = BS / 2; float y2 = sloped ? size : -size; v3f vertices[4] = { - v3f(-size, -size + offset, -size), - v3f( size, -size + offset, -size), - v3f( size, y2 + offset, size), v3f(-size, y2 + offset, size), + v3f( size, y2 + offset, size), + v3f( size, -size + offset, -size), + v3f(-size, -size + offset, -size), }; if (angle) for (int i = 0; i < 4; i++) -- cgit v1.2.3 From 1ffb180868ffcec6812cd3aac8f56ffefb91c8bc Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?D=C3=A1niel=20Juh=C3=A1sz?= Date: Fri, 21 Apr 2017 15:34:59 +0200 Subject: Soft node overlay (#5186) This commit adds node overlays, which are tiles that are drawn on top of other tiles. --- src/content_mapblock.cpp | 61 +++++++++++++++++++++++++++--------------------- 1 file changed, 34 insertions(+), 27 deletions(-) (limited to 'src/content_mapblock.cpp') diff --git a/src/content_mapblock.cpp b/src/content_mapblock.cpp index 153dacf42..9f4223bac 100644 --- a/src/content_mapblock.cpp +++ b/src/content_mapblock.cpp @@ -78,17 +78,19 @@ void MapblockMeshGenerator::useTile(int index, bool disable_backface_culling) { tile = getNodeTileN(n, p, index, data); if (!data->m_smooth_lighting) - color = encode_light_and_color(light, tile.color, f->light_source); - if (disable_backface_culling) - tile.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING; - tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY; + color = encode_light(light, f->light_source); + for (int layer = 0; layer < MAX_TILE_LAYERS; layer++) { + tile.layers[layer].material_flags |= MATERIAL_FLAG_CRACK_OVERLAY; + if (disable_backface_culling) + tile.layers[layer].material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING; + } } void MapblockMeshGenerator::useDefaultTile(bool set_color) { tile = getNodeTile(n, p, v3s16(0, 0, 0), data); if (set_color && !data->m_smooth_lighting) - color = encode_light_and_color(light, tile.color, f->light_source); + color = encode_light(light, f->light_source); } TileSpec MapblockMeshGenerator::getTile(const v3s16& direction) @@ -106,7 +108,7 @@ void MapblockMeshGenerator::drawQuad(v3f *coords, const v3s16 &normal) vertices[j].Pos = coords[j] + origin; vertices[j].Normal = normal2; if (data->m_smooth_lighting) - vertices[j].Color = blendLight(coords[j], tile.color); + vertices[j].Color = blendLight(coords[j]); else vertices[j].Color = color; if (shade_face) @@ -137,8 +139,7 @@ void MapblockMeshGenerator::drawCuboid(const aabb3f &box, video::SColor colors[6]; if (!data->m_smooth_lighting) { for (int face = 0; face != 6; ++face) { - int tileindex = MYMIN(face, tilecount - 1); - colors[face] = encode_light_and_color(light, tiles[tileindex].color, f->light_source); + colors[face] = encode_light(light, f->light_source); } if (!f->light_source) { applyFacesShading(colors[0], v3f(0, 1, 0)); @@ -240,9 +241,8 @@ void MapblockMeshGenerator::drawCuboid(const aabb3f &box, if (data->m_smooth_lighting) { for (int j = 0; j < 24; ++j) { - int tileindex = MYMIN(j / 4, tilecount - 1); - vertices[j].Color = encode_light_and_color(lights[light_indices[j]], - tiles[tileindex].color, f->light_source); + vertices[j].Color = encode_light(lights[light_indices[j]], + f->light_source); if (!f->light_source) applyFacesShading(vertices[j].Color, vertices[j].Normal); } @@ -289,17 +289,16 @@ u16 MapblockMeshGenerator::blendLight(const v3f &vertex_pos) // Calculates vertex color to be used in mapblock mesh // vertex_pos - vertex position in the node (coordinates are clamped to [0.0, 1.0] or so) // tile_color - node's tile color -video::SColor MapblockMeshGenerator::blendLight(const v3f &vertex_pos, - video::SColor tile_color) +video::SColor MapblockMeshGenerator::blendLightColor(const v3f &vertex_pos) { u16 light = blendLight(vertex_pos); - return encode_light_and_color(light, tile_color, f->light_source); + return encode_light(light, f->light_source); } -video::SColor MapblockMeshGenerator::blendLight(const v3f &vertex_pos, - const v3f &vertex_normal, video::SColor tile_color) +video::SColor MapblockMeshGenerator::blendLightColor(const v3f &vertex_pos, + const v3f &vertex_normal) { - video::SColor color = blendLight(vertex_pos, tile_color); + video::SColor color = blendLight(vertex_pos); if (!f->light_source) applyFacesShading(color, vertex_normal); return color; @@ -367,8 +366,13 @@ static TileSpec getSpecialTile(const ContentFeatures &f, const MapNode &n, u8 i) { TileSpec copy = f.special_tiles[i]; - if (!copy.has_color) - n.getColor(f, ©.color); + for (int layernum = 0; layernum < MAX_TILE_LAYERS; layernum++) { + TileLayer *layer = ©.layers[layernum]; + if (layer->texture_id == 0) + continue; + if (!layer->has_color) + n.getColor(f, &(layer->color)); + } return copy; } @@ -395,8 +399,8 @@ void MapblockMeshGenerator::prepareLiquidNodeDrawing(bool flowing) light = getInteriorLight(ntop, 0, nodedef); } - color_liquid_top = encode_light_and_color(light, tile_liquid_top.color, f->light_source); - color = encode_light_and_color(light, tile_liquid.color, f->light_source); + color_liquid_top = encode_light(light, f->light_source); + color = encode_light(light, f->light_source); } void MapblockMeshGenerator::getLiquidNeighborhood(bool flowing) @@ -547,7 +551,7 @@ void MapblockMeshGenerator::drawLiquidSides(bool flowing) else pos.Y = !top_is_same_liquid ? corner_levels[base.Z][base.X] : 0.5 * BS; if (data->m_smooth_lighting) - color = blendLight(pos, tile_liquid.color); + color = blendLightColor(pos); pos += origin; vertices[j] = video::S3DVertex(pos.X, pos.Y, pos.Z, 0, 0, 0, color, vertex.u, vertex.v); }; @@ -574,7 +578,7 @@ void MapblockMeshGenerator::drawLiquidTop(bool flowing) int w = corner_resolve[i][1]; vertices[i].Pos.Y += corner_levels[w][u]; if (data->m_smooth_lighting) - vertices[i].Color = blendLight(vertices[i].Pos, tile_liquid_top.color); + vertices[i].Color = blendLightColor(vertices[i].Pos); vertices[i].Pos += origin; } @@ -659,7 +663,9 @@ void MapblockMeshGenerator::drawGlasslikeFramedNode() tiles[face] = getTile(g_6dirs[face]); TileSpec glass_tiles[6]; - if (tiles[0].texture && tiles[3].texture && tiles[4].texture) { + if (tiles[1].layers[0].texture && + tiles[2].layers[0].texture && + tiles[3].layers[0].texture) { glass_tiles[0] = tiles[4]; glass_tiles[1] = tiles[0]; glass_tiles[2] = tiles[4]; @@ -763,7 +769,7 @@ void MapblockMeshGenerator::drawGlasslikeFramedNode() // Optionally render internal liquid level defined by param2 // Liquid is textured with 1 tile defined in nodedef 'special_tiles' if (param2 > 0 && f->param_type_2 == CPT2_GLASSLIKE_LIQUID_LEVEL && - f->special_tiles[0].texture) { + f->special_tiles[0].layers[0].texture) { // Internal liquid level has param2 range 0 .. 63, // convert it to -0.5 .. 0.5 float vlev = (param2 / 63.0) * 2.0 - 1.0; @@ -998,7 +1004,8 @@ void MapblockMeshGenerator::drawFencelikeNode() { useDefaultTile(false); TileSpec tile_nocrack = tile; - tile_nocrack.material_flags &= ~MATERIAL_FLAG_CRACK; + for (int layer = 0; layer < MAX_TILE_LAYERS; layer++) + tile_nocrack.layers[layer].material_flags &= ~MATERIAL_FLAG_CRACK; // Put wood the right way around in the posts TileSpec tile_rot = tile; @@ -1253,7 +1260,7 @@ void MapblockMeshGenerator::drawMeshNode() // vertex right here. for (int k = 0; k < vertex_count; k++) { video::S3DVertex &vertex = vertices[k]; - vertex.Color = blendLight(vertex.Pos, vertex.Normal, tile.color); + vertex.Color = blendLightColor(vertex.Pos, vertex.Normal); vertex.Pos += origin; } collector->append(tile, vertices, vertex_count, -- cgit v1.2.3 From 900b816162401a6d9006334e2e8e8a9a26a1613b Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?D=C3=A1niel=20Juh=C3=A1sz?= Date: Fri, 21 Apr 2017 18:04:06 +0200 Subject: Fix after soft node overlays This removes a segmentation fault and makes node meshes well colorized. --- src/content_mapblock.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'src/content_mapblock.cpp') diff --git a/src/content_mapblock.cpp b/src/content_mapblock.cpp index 9f4223bac..6673e2bd9 100644 --- a/src/content_mapblock.cpp +++ b/src/content_mapblock.cpp @@ -108,7 +108,7 @@ void MapblockMeshGenerator::drawQuad(v3f *coords, const v3s16 &normal) vertices[j].Pos = coords[j] + origin; vertices[j].Normal = normal2; if (data->m_smooth_lighting) - vertices[j].Color = blendLight(coords[j]); + vertices[j].Color = blendLightColor(coords[j]); else vertices[j].Color = color; if (shade_face) @@ -298,7 +298,7 @@ video::SColor MapblockMeshGenerator::blendLightColor(const v3f &vertex_pos) video::SColor MapblockMeshGenerator::blendLightColor(const v3f &vertex_pos, const v3f &vertex_normal) { - video::SColor color = blendLight(vertex_pos); + video::SColor color = blendLightColor(vertex_pos); if (!f->light_source) applyFacesShading(color, vertex_normal); return color; -- cgit v1.2.3 From 95409da87d009c352f27c737621972c2225796c9 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Lo=C3=AFc=20Blot?= Date: Sat, 29 Apr 2017 20:36:09 +0200 Subject: Optimize updateFastFaceRow processing by removing some TileSpec copy (#5678) * Optimize updateFastFaceRow processing by removing some TileSpec copy It permit to decrease this function from 54% runtime to 45% and reduce copy from 14% runtime to 12.5% getTileInfo also reduced from 27% to 23% * makeFastFace should use a const ref too this trigger a const pointer need in the underlying function Also fix some code style and prevent calculating 4 times the same position at a point * Reduce a comparison cost for lights in updateFastFaceRow --- src/content_mapblock.cpp | 12 ++++++------ 1 file changed, 6 insertions(+), 6 deletions(-) (limited to 'src/content_mapblock.cpp') diff --git a/src/content_mapblock.cpp b/src/content_mapblock.cpp index 6673e2bd9..8be0a7d7b 100644 --- a/src/content_mapblock.cpp +++ b/src/content_mapblock.cpp @@ -76,7 +76,7 @@ MapblockMeshGenerator::MapblockMeshGenerator(MeshMakeData *input, MeshCollector void MapblockMeshGenerator::useTile(int index, bool disable_backface_culling) { - tile = getNodeTileN(n, p, index, data); + getNodeTileN(n, p, index, data, tile); if (!data->m_smooth_lighting) color = encode_light(light, f->light_source); for (int layer = 0; layer < MAX_TILE_LAYERS; layer++) { @@ -88,14 +88,14 @@ void MapblockMeshGenerator::useTile(int index, bool disable_backface_culling) void MapblockMeshGenerator::useDefaultTile(bool set_color) { - tile = getNodeTile(n, p, v3s16(0, 0, 0), data); + getNodeTile(n, p, v3s16(0, 0, 0), data, tile); if (set_color && !data->m_smooth_lighting) color = encode_light(light, f->light_source); } -TileSpec MapblockMeshGenerator::getTile(const v3s16& direction) +void MapblockMeshGenerator::getTile(const v3s16& direction, TileSpec &tile) { - return getNodeTile(n, p, direction, data); + getNodeTile(n, p, direction, data, tile); } void MapblockMeshGenerator::drawQuad(v3f *coords, const v3s16 &normal) @@ -660,7 +660,7 @@ void MapblockMeshGenerator::drawGlasslikeFramedNode() { TileSpec tiles[6]; for (int face = 0; face < 6; face++) - tiles[face] = getTile(g_6dirs[face]); + getTile(g_6dirs[face], tiles[face]); TileSpec glass_tiles[6]; if (tiles[1].layers[0].texture && @@ -1193,7 +1193,7 @@ void MapblockMeshGenerator::drawNodeboxNode() TileSpec tiles[6]; for (int face = 0; face < 6; face++) { // Handles facedir rotation for textures - tiles[face] = getTile(tile_dirs[face]); + getTile(tile_dirs[face], tiles[face]); } // locate possible neighboring nodes to connect to -- cgit v1.2.3 From 7779bac3a5cb93e3336f096ba0a55d965e6123b5 Mon Sep 17 00:00:00 2001 From: numberZero Date: Sat, 20 May 2017 14:29:54 +0400 Subject: Cleanup in content_mapblock (#5746) NDT_LIQUID is being drawn by MapBlockMesh since a long time ago... --- src/content_mapblock.cpp | 86 ++++++++++++++++++------------------------------ 1 file changed, 32 insertions(+), 54 deletions(-) (limited to 'src/content_mapblock.cpp') diff --git a/src/content_mapblock.cpp b/src/content_mapblock.cpp index 8be0a7d7b..e6dd8e83e 100644 --- a/src/content_mapblock.cpp +++ b/src/content_mapblock.cpp @@ -376,10 +376,10 @@ static TileSpec getSpecialTile(const ContentFeatures &f, return copy; } -void MapblockMeshGenerator::prepareLiquidNodeDrawing(bool flowing) +void MapblockMeshGenerator::prepareLiquidNodeDrawing() { tile_liquid_top = getSpecialTile(*f, n, 0); - tile_liquid = getSpecialTile(*f, n, flowing ? 1 : 0); + tile_liquid = getSpecialTile(*f, n, 1); MapNode ntop = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(p.X, p.Y + 1, p.Z)); c_flowing = nodedef->getId(f->liquid_alternative_flowing); @@ -403,16 +403,12 @@ void MapblockMeshGenerator::prepareLiquidNodeDrawing(bool flowing) color = encode_light(light, f->light_source); } -void MapblockMeshGenerator::getLiquidNeighborhood(bool flowing) +void MapblockMeshGenerator::getLiquidNeighborhood() { u8 range = rangelim(nodedef->get(c_flowing).liquid_range, 1, 8); for (int w = -1; w <= 1; w++) for (int u = -1; u <= 1; u++) { - // Skip getting unneeded data - if (!flowing && u && w) - continue; - NeighborData &neighbor = liquid_neighbors[w + 1][u + 1]; v3s16 p2 = p + v3s16(u, 0, w); MapNode n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2); @@ -447,13 +443,6 @@ void MapblockMeshGenerator::getLiquidNeighborhood(bool flowing) } } -void MapblockMeshGenerator::resetCornerLevels() -{ - for (int k = 0; k < 2; k++) - for (int i = 0; i < 2; i++) - corner_levels[k][i] = 0.5 * BS; -} - void MapblockMeshGenerator::calculateCornerLevels() { for (int k = 0; k < 2; k++) @@ -494,7 +483,7 @@ f32 MapblockMeshGenerator::getCornerLevel(int i, int k) return 0; } -void MapblockMeshGenerator::drawLiquidSides(bool flowing) +void MapblockMeshGenerator::drawLiquidSides() { struct LiquidFaceDesc { v3s16 dir; // XZ @@ -523,17 +512,12 @@ void MapblockMeshGenerator::drawLiquidSides(bool flowing) // at the top to which it should be connected. Again, unless the face // there would be inside the liquid if (neighbor.is_same_liquid) { - if (!flowing) - continue; if (!top_is_same_liquid) continue; if (neighbor.top_is_same_liquid) continue; } - if (!flowing && (neighbor.content == CONTENT_IGNORE)) - continue; - const ContentFeatures &neighbor_features = nodedef->get(neighbor.content); // Don't draw face if neighbor is blocking the view if (neighbor_features.solidness == 2) @@ -559,7 +543,7 @@ void MapblockMeshGenerator::drawLiquidSides(bool flowing) } } -void MapblockMeshGenerator::drawLiquidTop(bool flowing) +void MapblockMeshGenerator::drawLiquidTop() { // To get backface culling right, the vertices need to go // clockwise around the front of the face. And we happened to @@ -582,45 +566,40 @@ void MapblockMeshGenerator::drawLiquidTop(bool flowing) vertices[i].Pos += origin; } - if (flowing) { - // Default downwards-flowing texture animation goes from - // -Z towards +Z, thus the direction is +Z. - // Rotate texture to make animation go in flow direction - // Positive if liquid moves towards +Z - f32 dz = (corner_levels[0][0] + corner_levels[0][1]) - - (corner_levels[1][0] + corner_levels[1][1]); - // Positive if liquid moves towards +X - f32 dx = (corner_levels[0][0] + corner_levels[1][0]) - - (corner_levels[0][1] + corner_levels[1][1]); - f32 tcoord_angle = atan2(dz, dx) * core::RADTODEG; - v2f tcoord_center(0.5, 0.5); - v2f tcoord_translate(blockpos_nodes.Z + p.Z, blockpos_nodes.X + p.X); - tcoord_translate.rotateBy(tcoord_angle); - tcoord_translate.X -= floor(tcoord_translate.X); - tcoord_translate.Y -= floor(tcoord_translate.Y); - - for (int i = 0; i < 4; i++) { - vertices[i].TCoords.rotateBy(tcoord_angle, tcoord_center); - vertices[i].TCoords += tcoord_translate; - } + // Default downwards-flowing texture animation goes from + // -Z towards +Z, thus the direction is +Z. + // Rotate texture to make animation go in flow direction + // Positive if liquid moves towards +Z + f32 dz = (corner_levels[0][0] + corner_levels[0][1]) - + (corner_levels[1][0] + corner_levels[1][1]); + // Positive if liquid moves towards +X + f32 dx = (corner_levels[0][0] + corner_levels[1][0]) - + (corner_levels[0][1] + corner_levels[1][1]); + f32 tcoord_angle = atan2(dz, dx) * core::RADTODEG; + v2f tcoord_center(0.5, 0.5); + v2f tcoord_translate(blockpos_nodes.Z + p.Z, blockpos_nodes.X + p.X); + tcoord_translate.rotateBy(tcoord_angle); + tcoord_translate.X -= floor(tcoord_translate.X); + tcoord_translate.Y -= floor(tcoord_translate.Y); - std::swap(vertices[0].TCoords, vertices[2].TCoords); + for (int i = 0; i < 4; i++) { + vertices[i].TCoords.rotateBy(tcoord_angle, tcoord_center); + vertices[i].TCoords += tcoord_translate; } + std::swap(vertices[0].TCoords, vertices[2].TCoords); + collector->append(tile_liquid_top, vertices, 4, quad_indices, 6); } -void MapblockMeshGenerator::drawLiquidNode(bool flowing) +void MapblockMeshGenerator::drawLiquidNode() { - prepareLiquidNodeDrawing(flowing); - getLiquidNeighborhood(flowing); - if (flowing) - calculateCornerLevels(); - else - resetCornerLevels(); - drawLiquidSides(flowing); + prepareLiquidNodeDrawing(); + getLiquidNeighborhood(); + calculateCornerLevels(); + drawLiquidSides(); if (!top_is_same_liquid) - drawLiquidTop(flowing); + drawLiquidTop(); } void MapblockMeshGenerator::drawGlasslikeNode() @@ -1291,8 +1270,7 @@ void MapblockMeshGenerator::drawNode() else light = getInteriorLight(n, 1, nodedef); switch (f->drawtype) { - case NDT_LIQUID: drawLiquidNode(false); break; - case NDT_FLOWINGLIQUID: drawLiquidNode(true); break; + case NDT_FLOWINGLIQUID: drawLiquidNode(); break; case NDT_GLASSLIKE: drawGlasslikeNode(); break; case NDT_GLASSLIKE_FRAMED: drawGlasslikeFramedNode(); break; case NDT_ALLFACES: drawAllfacesNode(); break; -- cgit v1.2.3