From 807a0d313ba667356ee8af8ef5ae82b6c4881d15 Mon Sep 17 00:00:00 2001 From: Kahrl Date: Tue, 13 Mar 2012 18:56:12 +0100 Subject: MapBlockMesh, mesh animation system, urgent mesh updates, athmospheric light, removed footprints --- src/mapblock_mesh.cpp | 968 +++++++++++++++++++++++++++++++------------------- 1 file changed, 596 insertions(+), 372 deletions(-) (limited to 'src/mapblock_mesh.cpp') diff --git a/src/mapblock_mesh.cpp b/src/mapblock_mesh.cpp index b843448c4..abe23855f 100644 --- a/src/mapblock_mesh.cpp +++ b/src/mapblock_mesh.cpp @@ -21,27 +21,31 @@ with this program; if not, write to the Free Software Foundation, Inc., #include "light.h" #include "mapblock.h" #include "map.h" -#include "main.h" // For g_settings and g_texturesource -#include "settings.h" +#include "main.h" // for g_profiler #include "profiler.h" #include "nodedef.h" #include "gamedef.h" +#include "mesh.h" #include "content_mapblock.h" -void MeshMakeData::fill(u32 daynight_ratio, MapBlock *block) +/* + MeshMakeData +*/ + +MeshMakeData::MeshMakeData(IGameDef *gamedef): + m_vmanip(), + m_blockpos(-1337,-1337,-1337), + m_crack_pos_relative(-1337, -1337, -1337), + m_smooth_lighting(false), + m_gamedef(gamedef) +{} + +void MeshMakeData::fill(MapBlock *block) { - m_daynight_ratio = daynight_ratio; m_blockpos = block->getPos(); v3s16 blockpos_nodes = m_blockpos*MAP_BLOCKSIZE; - /* - There is no harm not copying the TempMods of the neighbors - because they are already copied to this block - */ - m_temp_mods.clear(); - block->copyTempMods(m_temp_mods); - /* Copy data */ @@ -81,11 +85,9 @@ void MeshMakeData::fill(u32 daynight_ratio, MapBlock *block) } } -void MeshMakeData::fillSingleNode(u32 daynight_ratio, MapNode *node) +void MeshMakeData::fillSingleNode(MapNode *node) { - m_daynight_ratio = daynight_ratio; m_blockpos = v3s16(0,0,0); - m_temp_mods.clear(); v3s16 blockpos_nodes = v3s16(0,0,0); VoxelArea area(blockpos_nodes-v3s16(1,1,1)*MAP_BLOCKSIZE, @@ -114,6 +116,226 @@ void MeshMakeData::fillSingleNode(u32 daynight_ratio, MapNode *node) delete[] data; } +void MeshMakeData::setCrack(int crack_level, v3s16 crack_pos) +{ + if(crack_level >= 0) + m_crack_pos_relative = crack_pos - m_blockpos*MAP_BLOCKSIZE; +} + +void MeshMakeData::setSmoothLighting(bool smooth_lighting) +{ + m_smooth_lighting = smooth_lighting; +} + +/* + Light and vertex color functions +*/ + +/* + Calculate non-smooth lighting at interior of node. + Single light bank. +*/ +static u8 getInteriorLight(enum LightBank bank, MapNode n, s32 increment, + MeshMakeData *data) +{ + INodeDefManager *ndef = data->m_gamedef->ndef(); + u8 light = n.getLight(bank, ndef); + + while(increment > 0) + { + light = undiminish_light(light); + --increment; + } + while(increment < 0) + { + light = diminish_light(light); + ++increment; + } + + return decode_light(light); +} + +/* + Calculate non-smooth lighting at interior of node. + Both light banks. +*/ +u16 getInteriorLight(MapNode n, s32 increment, MeshMakeData *data) +{ + u16 day = getInteriorLight(LIGHTBANK_DAY, n, increment, data); + u16 night = getInteriorLight(LIGHTBANK_NIGHT, n, increment, data); + return day | (night << 8); +} + +/* + Calculate non-smooth lighting at face of node. + Single light bank. +*/ +static u8 getFaceLight(enum LightBank bank, MapNode n, MapNode n2, + v3s16 face_dir, MeshMakeData *data) +{ + INodeDefManager *ndef = data->m_gamedef->ndef(); + + u8 light; + u8 l1 = n.getLight(bank, ndef); + u8 l2 = n2.getLight(bank, ndef); + if(l1 > l2) + light = l1; + else + light = l2; + + // Make some nice difference to different sides + + // This makes light come from a corner + /*if(face_dir.X == 1 || face_dir.Z == 1 || face_dir.Y == -1) + light = diminish_light(diminish_light(light)); + else if(face_dir.X == -1 || face_dir.Z == -1) + light = diminish_light(light);*/ + + // All neighboring faces have different shade (like in minecraft) + if(face_dir.X == 1 || face_dir.X == -1 || face_dir.Y == -1) + light = diminish_light(diminish_light(light)); + else if(face_dir.Z == 1 || face_dir.Z == -1) + light = diminish_light(light); + + return decode_light(light); +} + +/* + Calculate non-smooth lighting at face of node. + Both light banks. +*/ +u16 getFaceLight(MapNode n, MapNode n2, v3s16 face_dir, MeshMakeData *data) +{ + u16 day = getFaceLight(LIGHTBANK_DAY, n, n2, face_dir, data); + u16 night = getFaceLight(LIGHTBANK_NIGHT, n, n2, face_dir, data); + return day | (night << 8); +} + +/* + Calculate smooth lighting at the XYZ- corner of p. + Single light bank. +*/ +static u8 getSmoothLight(enum LightBank bank, v3s16 p, MeshMakeData *data) +{ + static v3s16 dirs8[8] = { + v3s16(0,0,0), + v3s16(0,0,1), + v3s16(0,1,0), + v3s16(0,1,1), + v3s16(1,0,0), + v3s16(1,1,0), + v3s16(1,0,1), + v3s16(1,1,1), + }; + + INodeDefManager *ndef = data->m_gamedef->ndef(); + + u16 ambient_occlusion = 0; + u16 light = 0; + u16 light_count = 0; + for(u32 i=0; i<8; i++) + { + MapNode n = data->m_vmanip.getNodeNoEx(p - dirs8[i]); + const ContentFeatures &f = ndef->get(n); + // Check f.solidness because fast-style leaves look + // better this way + if(f.param_type == CPT_LIGHT && f.solidness != 2) + { + light += decode_light(n.getLight(bank, ndef)); + light_count++; + } + else if(n.getContent() != CONTENT_IGNORE) + { + ambient_occlusion++; + } + } + + if(light_count == 0) + return 255; + + light /= light_count; + + if(ambient_occlusion > 4) + { + ambient_occlusion -= 4; + light = (float)light / ((float)ambient_occlusion * 0.5 + 1.0); + } + + return light; +} + +/* + Calculate smooth lighting at the XYZ- corner of p. + Both light banks. +*/ +static u16 getSmoothLight(v3s16 p, MeshMakeData *data) +{ + u16 day = getSmoothLight(LIGHTBANK_DAY, p, data); + u16 night = getSmoothLight(LIGHTBANK_NIGHT, p, data); + return day | (night << 8); +} + +/* + Calculate smooth lighting at the given corner of p. + Both light banks. +*/ +u16 getSmoothLight(v3s16 p, v3s16 corner, MeshMakeData *data) +{ + if(corner.X == 1) p.X += 1; + else assert(corner.X == -1); + if(corner.Y == 1) p.Y += 1; + else assert(corner.Y == -1); + if(corner.Z == 1) p.Z += 1; + else assert(corner.Z == -1); + + return getSmoothLight(p, data); +} + +/* + Converts from day + night color values (0..255) + and a given daynight_ratio to the final SColor shown on screen. +*/ +static void finalColorBlend(video::SColor& result, + u8 day, u8 night, u32 daynight_ratio) +{ + s32 rg = (day * daynight_ratio + night * (1000-daynight_ratio)) / 1000; + s32 b = rg; + + // Moonlight is blue + b += (day - night) / 13; + rg -= (day - night) / 23; + + // Emphase blue a bit in darker places + // Each entry of this array represents a range of 8 blue levels + static u8 emphase_blue_when_dark[32] = { + 1, 4, 6, 6, 6, 5, 4, 3, 2, 1, 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, + }; + if(b < 0) + b = 0; + if(b > 255) + b = 255; + b += emphase_blue_when_dark[b / 8]; + + // Artificial light is yellow-ish + static u8 emphase_yellow_when_artificial[16] = { + 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 5, 10, 15, 15, 15 + }; + rg += emphase_yellow_when_artificial[night/16]; + if(rg < 0) + rg = 0; + if(rg > 255) + rg = 255; + + result.setRed(rg); + result.setGreen(rg); + result.setBlue(b); +} + +/* + Mesh generation helpers +*/ + /* vertex_dirs: v3s16[4] */ @@ -177,41 +399,19 @@ static void getNodeVertexDirs(v3s16 dir, v3s16 *vertex_dirs) } } -video::SColor MapBlock_LightColor(u8 alpha, u8 light) -{ -#if 0 - return video::SColor(alpha,light,light,light); -#endif - //return video::SColor(alpha,light,light,MYMAX(0, (s16)light-25)+25); - /*return video::SColor(alpha,light,light,MYMAX(0, - pow((float)light/255.0, 0.8)*255.0));*/ -#if 1 - // Emphase blue a bit in darker places - float lim = 80; - float power = 0.8; - if(light > lim) - return video::SColor(alpha,light,light,light); - else - return video::SColor(alpha,light,light,MYMAX(0, - pow((float)light/lim, power)*lim)); -#endif -} - struct FastFace { TileSpec tile; video::S3DVertex vertices[4]; // Precalculated vertices }; -static void makeFastFace(TileSpec tile, u8 li0, u8 li1, u8 li2, u8 li3, v3f p, - v3s16 dir, v3f scale, v3f posRelative_f, - core::array &dest) +static void makeFastFace(TileSpec tile, u16 li0, u16 li1, u16 li2, u16 li3, + v3f p, v3s16 dir, v3f scale, core::array &dest) { FastFace face; // Position is at the center of the cube. v3f pos = p * BS; - posRelative_f *= BS; v3f vertex_pos[4]; v3s16 vertex_dirs[4]; @@ -230,7 +430,7 @@ static void makeFastFace(TileSpec tile, u8 li0, u8 li1, u8 li2, u8 li3, v3f p, vertex_pos[i].X *= scale.X; vertex_pos[i].Y *= scale.Y; vertex_pos[i].Z *= scale.Z; - vertex_pos[i] += pos + posRelative_f; + vertex_pos[i] += pos; } f32 abs_scale = 1.; @@ -241,26 +441,12 @@ static void makeFastFace(TileSpec tile, u8 li0, u8 li1, u8 li2, u8 li3, v3f p, v3f normal(dir.X, dir.Y, dir.Z); u8 alpha = tile.alpha; - /*u8 alpha = 255; - if(tile.id == TILE_WATER) - alpha = WATER_ALPHA;*/ float x0 = tile.texture.pos.X; float y0 = tile.texture.pos.Y; float w = tile.texture.size.X; float h = tile.texture.size.Y; - /*video::SColor c = MapBlock_LightColor(alpha, li); - - face.vertices[0] = video::S3DVertex(vertex_pos[0], v3f(0,1,0), c, - core::vector2d(x0+w*abs_scale, y0+h)); - face.vertices[1] = video::S3DVertex(vertex_pos[1], v3f(0,1,0), c, - core::vector2d(x0, y0+h)); - face.vertices[2] = video::S3DVertex(vertex_pos[2], v3f(0,1,0), c, - core::vector2d(x0, y0)); - face.vertices[3] = video::S3DVertex(vertex_pos[3], v3f(0,1,0), c, - core::vector2d(x0+w*abs_scale, y0));*/ - face.vertices[0] = video::S3DVertex(vertex_pos[0], normal, MapBlock_LightColor(alpha, li0), core::vector2d(x0+w*abs_scale, y0+h)); @@ -275,14 +461,89 @@ static void makeFastFace(TileSpec tile, u8 li0, u8 li1, u8 li2, u8 li3, v3f p, core::vector2d(x0+w*abs_scale, y0)); face.tile = tile; - //DEBUG - //f->tile = TILE_STONE; dest.push_back(face); } + +/* + Nodes make a face if contents differ and solidness differs. + Return value: + 0: No face + 1: Face uses m1's content + 2: Face uses m2's content + equivalent: Whether the blocks share the same face (eg. water and glass) + + TODO: Add 3: Both faces drawn with backface culling, remove equivalent +*/ +static u8 face_contents(content_t m1, content_t m2, bool *equivalent, + INodeDefManager *ndef) +{ + *equivalent = false; + + if(m1 == CONTENT_IGNORE || m2 == CONTENT_IGNORE) + return 0; + + bool contents_differ = (m1 != m2); + + const ContentFeatures &f1 = ndef->get(m1); + const ContentFeatures &f2 = ndef->get(m2); + + // Contents don't differ for different forms of same liquid + if(f1.sameLiquid(f2)) + contents_differ = false; + + u8 c1 = f1.solidness; + u8 c2 = f2.solidness; + + bool solidness_differs = (c1 != c2); + bool makes_face = contents_differ && solidness_differs; + + if(makes_face == false) + return 0; -static TileSpec getTile(const MapNode &node, v3s16 dir, INodeDefManager *nodemgr) + if(c1 == 0) + c1 = f1.visual_solidness; + if(c2 == 0) + c2 = f2.visual_solidness; + + if(c1 == c2){ + *equivalent = true; + // If same solidness, liquid takes precense + if(f1.isLiquid()) + return 1; + if(f2.isLiquid()) + return 2; + } + + if(c1 > c2) + return 1; + else + return 2; +} + +/* + Gets nth node tile (0 <= n <= 5). +*/ +TileSpec getNodeTileN(MapNode mn, v3s16 p, u8 tileindex, MeshMakeData *data) { + INodeDefManager *ndef = data->m_gamedef->ndef(); + TileSpec spec = ndef->get(mn).tiles[tileindex]; + // Apply temporary crack + if(p == data->m_crack_pos_relative) + { + spec.material_flags |= MATERIAL_FLAG_CRACK; + spec.texture = data->m_gamedef->tsrc()->getTextureRawAP(spec.texture); + } + return spec; +} + +/* + Gets node tile given a face direction. +*/ +TileSpec getNodeTile(MapNode mn, v3s16 p, v3s16 dir, MeshMakeData *data) +{ + INodeDefManager *ndef = data->m_gamedef->ndef(); + // Direction must be (1,0,0), (-1,0,0), (0,1,0), (0,-1,0), // (0,0,1), (0,0,-1) or (0,0,0) assert(dir.X * dir.X + dir.Y * dir.Y + dir.Z * dir.Z <= 1); @@ -299,7 +560,7 @@ static TileSpec getTile(const MapNode &node, v3s16 dir, INodeDefManager *nodemgr u8 dir_i = (dir.X + 2 * dir.Y + 3 * dir.Z) & 7; // Get rotation for things like chests - u8 facedir = node.getFaceDir(nodemgr); + u8 facedir = mn.getFaceDir(ndef); assert(facedir <= 3); static const u8 dir_to_tile[4 * 8] = @@ -310,196 +571,36 @@ static TileSpec getTile(const MapNode &node, v3s16 dir, INodeDefManager *nodemgr 0, 3, 0, 5, 0, 4, 1, 2, // facedir = 2 0, 5, 0, 2, 0, 3, 1, 4, // facedir = 3 }; - - return nodemgr->get(node).tiles[dir_to_tile[facedir*8 + dir_i]]; -} - -/* - Gets node tile from any place relative to block. - Returns TILE_NODE if doesn't exist or should not be drawn. -*/ -TileSpec getNodeTile(MapNode mn, v3s16 p, v3s16 face_dir, - NodeModMap *temp_mods, ITextureSource *tsrc, INodeDefManager *ndef) -{ - TileSpec spec; - spec = getTile(mn, face_dir, ndef); - - /* - Check temporary modifications on this node - */ - /*core::map::Node *n; - n = m_temp_mods.find(p); - // If modified - if(n != NULL) - { - struct NodeMod mod = n->getValue();*/ - NodeMod mod; - if(temp_mods && temp_mods->get(p, &mod)) - { - #if 0 // NODEMOD_CHANGECONTENT isn't used at the moment - if(mod.type == NODEMOD_CHANGECONTENT) - { - MapNode mn2(mod.param); - spec = getTile(mn2, face_dir, ndef); - } - #endif - if(mod.type == NODEMOD_CRACK) - { - /* - Get texture id, translate it to name, append stuff to - name, get texture id - */ - - // Get original texture name - u32 orig_id = spec.texture.id; - std::string orig_name = tsrc->getTextureName(orig_id); - - // Create new texture name - std::ostringstream os; - os<getTextureId(os.str()); - - /*dstream<<"MapBlock::getNodeTile(): Switching from " - <getTexture(new_id); - } - } - - return spec; -} - -static content_t getNodeContent(v3s16 p, MapNode mn, NodeModMap *temp_mods) -{ - /* - Check temporary modifications on this node - */ - #if 0 // NODEMOD_CHANGECONTENT isn't used at the moment - NodeMod mod; - if(temp_mods && temp_mods->get(p, &mod)) - { - if(mod.type == NODEMOD_CHANGECONTENT) - { - // Overrides content - return mod.param; - } - if(mod.type == NODEMOD_CRACK) - { - /* - Content doesn't change. - - face_contents works just like it should, because - there should not be faces between differently cracked - nodes. - - If a semi-transparent node is cracked in front an - another one, it really doesn't matter whether there - is a cracked face drawn in between or not. - */ - } - } - #endif - - return mn.getContent(); -} - -v3s16 dirs8[8] = { - v3s16(0,0,0), - v3s16(0,0,1), - v3s16(0,1,0), - v3s16(0,1,1), - v3s16(1,0,0), - v3s16(1,1,0), - v3s16(1,0,1), - v3s16(1,1,1), -}; - -// Calculate lighting at the XYZ- corner of p -static u8 getSmoothLight(v3s16 p, VoxelManipulator &vmanip, u32 daynight_ratio, - INodeDefManager *ndef) -{ - u16 ambient_occlusion = 0; - u16 light = 0; - u16 light_count = 0; - for(u32 i=0; i<8; i++) - { - MapNode n = vmanip.getNodeNoEx(p - dirs8[i]); - if(ndef->get(n).param_type == CPT_LIGHT - // Fast-style leaves look better this way - && ndef->get(n).solidness != 2) - { - light += decode_light(n.getLightBlend(daynight_ratio, ndef)); - light_count++; - } - else - { - if(n.getContent() != CONTENT_IGNORE) - ambient_occlusion++; - } - } - - if(light_count == 0) - return 255; - - light /= light_count; - - if(ambient_occlusion > 4) - { - ambient_occlusion -= 4; - light = (float)light / ((float)ambient_occlusion * 0.5 + 1.0); - } - - return light; -} - -// Calculate lighting at the given corner of p -static u8 getSmoothLight(v3s16 p, v3s16 corner, - VoxelManipulator &vmanip, u32 daynight_ratio, INodeDefManager *ndef) -{ - if(corner.X == 1) p.X += 1; - else assert(corner.X == -1); - if(corner.Y == 1) p.Y += 1; - else assert(corner.Y == -1); - if(corner.Z == 1) p.Z += 1; - else assert(corner.Z == -1); - - return getSmoothLight(p, vmanip, daynight_ratio, ndef); + u8 tileindex = dir_to_tile[facedir*8 + dir_i]; + return getNodeTileN(mn, p, tileindex, data); } static void getTileInfo( // Input: - v3s16 blockpos_nodes, + MeshMakeData *data, v3s16 p, v3s16 face_dir, - u32 daynight_ratio, - VoxelManipulator &vmanip, - NodeModMap *temp_mods, - bool smooth_lighting, - IGameDef *gamedef, // Output: bool &makes_face, v3s16 &p_corrected, v3s16 &face_dir_corrected, - u8 *lights, + u16 *lights, TileSpec &tile ) { - ITextureSource *tsrc = gamedef->tsrc(); - INodeDefManager *ndef = gamedef->ndef(); + VoxelManipulator &vmanip = data->m_vmanip; + INodeDefManager *ndef = data->m_gamedef->ndef(); + v3s16 blockpos_nodes = data->m_blockpos * MAP_BLOCKSIZE; MapNode n0 = vmanip.getNodeNoEx(blockpos_nodes + p); MapNode n1 = vmanip.getNodeNoEx(blockpos_nodes + p + face_dir); - TileSpec tile0 = getNodeTile(n0, p, face_dir, temp_mods, tsrc, ndef); - TileSpec tile1 = getNodeTile(n1, p + face_dir, -face_dir, temp_mods, tsrc, ndef); + TileSpec tile0 = getNodeTile(n0, p, face_dir, data); + TileSpec tile1 = getNodeTile(n1, p + face_dir, -face_dir, data); // This is hackish - content_t content0 = getNodeContent(p, n0, temp_mods); - content_t content1 = getNodeContent(p + face_dir, n1, temp_mods); bool equivalent = false; - u8 mf = face_contents(content0, content1, &equivalent, ndef); + u8 mf = face_contents(n0.getContent(), n1.getContent(), + &equivalent, ndef); if(mf == 0) { @@ -526,10 +627,10 @@ static void getTileInfo( if(equivalent) tile.material_flags |= MATERIAL_FLAG_BACKFACE_CULLING; - if(smooth_lighting == false) + if(data->m_smooth_lighting == false) { lights[0] = lights[1] = lights[2] = lights[3] = - decode_light(getFaceLight(daynight_ratio, n0, n1, face_dir, ndef)); + getFaceLight(n0, n1, face_dir, data); } else { @@ -537,8 +638,9 @@ static void getTileInfo( getNodeVertexDirs(face_dir_corrected, vertex_dirs); for(u16 i=0; i<4; i++) { - lights[i] = getSmoothLight(blockpos_nodes + p_corrected, - vertex_dirs[i], vmanip, daynight_ratio, ndef); + lights[i] = getSmoothLight( + blockpos_nodes + p_corrected, + vertex_dirs[i], data); } } @@ -551,20 +653,13 @@ static void getTileInfo( face_dir: unit vector with only one of x, y or z */ static void updateFastFaceRow( - u32 daynight_ratio, - v3f posRelative_f, + MeshMakeData *data, v3s16 startpos, - u16 length, v3s16 translate_dir, v3f translate_dir_f, v3s16 face_dir, v3f face_dir_f, - core::array &dest, - NodeModMap *temp_mods, - VoxelManipulator &vmanip, - v3s16 blockpos_nodes, - bool smooth_lighting, - IGameDef *gamedef) + core::array &dest) { v3s16 p = startpos; @@ -573,13 +668,13 @@ static void updateFastFaceRow( bool makes_face = false; v3s16 p_corrected; v3s16 face_dir_corrected; - u8 lights[4] = {0,0,0,0}; + u16 lights[4] = {0,0,0,0}; TileSpec tile; - getTileInfo(blockpos_nodes, p, face_dir, daynight_ratio, - vmanip, temp_mods, smooth_lighting, gamedef, - makes_face, p_corrected, face_dir_corrected, lights, tile); + getTileInfo(data, p, face_dir, + makes_face, p_corrected, face_dir_corrected, + lights, tile); - for(u16 j=0; javg("Meshgen: faces drawn by tiling", 0); for(int i=1; i &dest) { - // 4-21ms for MAP_BLOCKSIZE=16 - // 24-155ms for MAP_BLOCKSIZE=32 - //TimeTaker timer1("makeMapBlockMesh()"); + /* + Go through every y,z and get top(y+) faces in rows of x+ + */ + for(s16 y=0; y fastfaces_new; + /* + Go through every x,y and get right(x+) faces in rows of z+ + */ + for(s16 x=0; xm_blockpos*MAP_BLOCKSIZE; - - // floating point conversion - v3f posRelative_f(blockpos_nodes.X, blockpos_nodes.Y, blockpos_nodes.Z); - /* - Some settings + Go through every y,z and get back(z+) faces in rows of x+ */ - //bool new_style_water = g_settings->getBool("new_style_water"); - //bool new_style_leaves = g_settings->getBool("new_style_leaves"); - bool smooth_lighting = g_settings->getBool("smooth_lighting"); - + for(s16 z=0; zm_gamedef), + m_animation_force_timer(0), // force initial animation + m_last_crack(-1), + m_crack_materials(), + m_last_daynight_ratio((u32) -1), + m_daynight_diffs() +{ + // 4-21ms for MAP_BLOCKSIZE=16 (NOTE: probably outdated) + // 24-155ms for MAP_BLOCKSIZE=32 (NOTE: probably outdated) + //TimeTaker timer1("MapBlockMesh()"); + + core::array fastfaces_new; + /* We are including the faces of the trailing edges of the block. This means that when something changes, the caller must @@ -739,92 +881,23 @@ scene::SMesh* makeMapBlockMesh(MeshMakeData *data, IGameDef *gamedef) NOTE: This is the slowest part of this method. */ - { - // 4-23ms for MAP_BLOCKSIZE=16 - //TimeTaker timer2("updateMesh() collect"); - - /* - Go through every y,z and get top(y+) faces in rows of x+ - */ - for(s16 y=0; ym_daynight_ratio, posRelative_f, - v3s16(0,y,z), MAP_BLOCKSIZE, - v3s16(1,0,0), //dir - v3f (1,0,0), - v3s16(0,1,0), //face dir - v3f (0,1,0), - fastfaces_new, - &data->m_temp_mods, - data->m_vmanip, - blockpos_nodes, - smooth_lighting, - gamedef); - } - } - /* - Go through every x,y and get right(x+) faces in rows of z+ - */ - for(s16 x=0; xm_daynight_ratio, posRelative_f, - v3s16(x,y,0), MAP_BLOCKSIZE, - v3s16(0,0,1), - v3f (0,0,1), - v3s16(1,0,0), - v3f (1,0,0), - fastfaces_new, - &data->m_temp_mods, - data->m_vmanip, - blockpos_nodes, - smooth_lighting, - gamedef); - } - } - /* - Go through every y,z and get back(z+) faces in rows of x+ - */ - for(s16 z=0; zm_daynight_ratio, posRelative_f, - v3s16(0,y,z), MAP_BLOCKSIZE, - v3s16(1,0,0), - v3f (1,0,0), - v3s16(0,0,1), - v3f (0,0,1), - fastfaces_new, - &data->m_temp_mods, - data->m_vmanip, - blockpos_nodes, - smooth_lighting, - gamedef); - } - } + // 4-23ms for MAP_BLOCKSIZE=16 (NOTE: probably outdated) + //TimeTaker timer2("updateAllFastFaceRows()"); + updateAllFastFaceRows(data, fastfaces_new); } - // End of slow part /* - Convert FastFaces to SMesh + Convert FastFaces to MeshCollector */ MeshCollector collector; - if(fastfaces_new.size() > 0) { // avg 0ms (100ms spikes when loading textures the first time) - //TimeTaker timer2("updateMesh() mesh building"); - - video::SMaterial material; - material.setFlag(video::EMF_LIGHTING, false); - material.setFlag(video::EMF_BACK_FACE_CULLING, true); - material.setFlag(video::EMF_BILINEAR_FILTER, false); - material.setFlag(video::EMF_FOG_ENABLE, true); - //material.setFlag(video::EMF_ANTI_ALIASING, video::EAAM_OFF); - //material.setFlag(video::EMF_ANTI_ALIASING, video::EAAM_SIMPLE); - material.MaterialType - = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF; + // (NOTE: probably outdated) + //TimeTaker timer2("MeshCollector building"); for(u32 i=0; irecalculateBoundingBox(); + // Create material + video::SMaterial material; + material.setFlag(video::EMF_LIGHTING, false); + material.setFlag(video::EMF_BACK_FACE_CULLING, true); + material.setFlag(video::EMF_BILINEAR_FILTER, false); + material.setFlag(video::EMF_FOG_ENABLE, true); + //material.setFlag(video::EMF_ANTI_ALIASING, video::EAAM_OFF); + //material.setFlag(video::EMF_ANTI_ALIASING, video::EAAM_SIMPLE); + material.MaterialType + = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF; + material.setTexture(0, p.tile.texture.atlas); + p.tile.applyMaterialOptions(material); + + // Create meshbuffer + + // This is a "Standard MeshBuffer", + // it's a typedeffed CMeshBuffer + scene::SMeshBuffer *buf = new scene::SMeshBuffer(); + // Set material + buf->Material = material; + // Add to mesh + m_mesh->addMeshBuffer(buf); + // Mesh grabbed it + buf->drop(); + buf->append(p.vertices.pointer(), p.vertices.size(), + p.indices.pointer(), p.indices.size()); + } /* - Delete new mesh if it is empty + Do some stuff to the mesh */ - if(mesh_new->getMeshBufferCount() == 0) - { - mesh_new->drop(); - mesh_new = NULL; - } + translateMesh(m_mesh, intToFloat(data->m_blockpos * MAP_BLOCKSIZE, BS)); + m_mesh->recalculateBoundingBox(); // translateMesh already does this - if(mesh_new) + if(m_mesh) { #if 0 // Usually 1-700 faces and 1-7 materials std::cout<<"Updated MapBlock has "<getMeshBufferCount() + <<"and uses "<getMeshBufferCount() <<" materials (meshbuffers)"<setHardwareMappingHint(scene::EHM_STATIC); + //m_mesh->setHardwareMappingHint(scene::EHM_STATIC); /* NOTE: If that is enabled, some kind of a queue to the main @@ -909,9 +1024,118 @@ scene::SMesh* makeMapBlockMesh(MeshMakeData *data, IGameDef *gamedef) the hardware buffer and then delete the mesh */ } - - return mesh_new; //std::cout<<"added "<drop(); + m_mesh = NULL; } +bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_ratio) +{ + if(!m_has_animation) + { + m_animation_force_timer = 100000; + return false; + } + + m_animation_force_timer = myrand_range(5, 100); + + // Cracks + if(crack != m_last_crack) + { + for(std::map::iterator + i = m_crack_materials.begin(); + i != m_crack_materials.end(); i++) + { + scene::IMeshBuffer *buf = m_mesh->getMeshBuffer(i->first); + std::string basename = i->second; + + // Create new texture name from original + ITextureSource *tsrc = m_gamedef->getTextureSource(); + std::ostringstream os; + os<getTexture(os.str()); + buf->getMaterial().setTexture(0, ap.atlas); + } + + m_last_crack = crack; + } + + // Day-night transition + if(daynight_ratio != m_last_daynight_ratio) + { + for(std::map > >::iterator + i = m_daynight_diffs.begin(); + i != m_daynight_diffs.end(); i++) + { + scene::IMeshBuffer *buf = m_mesh->getMeshBuffer(i->first); + video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices(); + for(std::map >::iterator + j = i->second.begin(); + j != i->second.end(); j++) + { + u32 vertexIndex = j->first; + u8 day = j->second.first; + u8 night = j->second.second; + finalColorBlend(vertices[vertexIndex].Color, + day, night, daynight_ratio); + } + } + m_last_daynight_ratio = daynight_ratio; + } + + return true; +} + +/* + MeshCollector +*/ + +void MeshCollector::append(const TileSpec &tile, + const video::S3DVertex *vertices, u32 numVertices, + const u16 *indices, u32 numIndices) +{ + PreMeshBuffer *p = NULL; + for(u32 i=0; ivertices.size(); + for(u32 i=0; i 65535) + { + dstream<<"FIXME: Meshbuffer ran out of indices"<indices.push_back(j); + } + for(u32 i=0; ivertices.push_back(vertices[i]); + } +} -- cgit v1.2.3