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path: root/advtrains/trackplacer.lua
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--trackplacer.lua
--holds code for the track-placing system. the default 'track' item will be a craftitem that places rails as needed. this will neither place or change switches nor place vertical rails.

--all new trackplacer code
local tp={
	tracks={}
}

function tp.register_tracktype(nnprefix, n_suffix)
	if tp.tracks[nnprefix] then return end--due to the separate registration of slopes and flats for the same nnpref, definition would be overridden here. just don't.
	tp.tracks[nnprefix]={
		default=n_suffix,
		single_conn={},
		single_conn_1={},
		single_conn_2={},
		double_conn={},
		double_conn_1={},
		double_conn_2={},
		--keys:conn1_conn2 (example:1_4)
		--values:{name=x, param2=x}
		twcycle={},
		twrotate={},--indexed by suffix, list, tells order of rotations
		modify={},
	}
end
function tp.add_double_conn(nnprefix, suffix, rotation, conns)
	local nodename=nnprefix.."_"..suffix..rotation
	for i=0,3 do
		tp.tracks[nnprefix].double_conn[((conns.conn1+4*i)%16).."_"..((conns.conn2+4*i)%16)]={name=nodename, param2=i}
		tp.tracks[nnprefix].double_conn[((conns.conn2+4*i)%16).."_"..((conns.conn1+4*i)%16)]={name=nodename, param2=i}
		tp.tracks[nnprefix].double_conn_1[((conns.conn1+4*i)%16).."_"..((conns.conn2+4*i)%16)]={name=nodename, param2=i}
		tp.tracks[nnprefix].double_conn_2[((conns.conn2+4*i)%16).."_"..((conns.conn1+4*i)%16)]={name=nodename, param2=i}
	end
	tp.tracks[nnprefix].modify[nodename]=true
end
function tp.add_single_conn(nnprefix, suffix, rotation, conns)
	local nodename=nnprefix.."_"..suffix..rotation
	for i=0,3 do
		tp.tracks[nnprefix].single_conn[((conns.conn1+4*i)%16)]={name=nodename, param2=i}
		tp.tracks[nnprefix].single_conn[((conns.conn2+4*i)%16)]={name=nodename, param2=i}
		tp.tracks[nnprefix].single_conn_1[((conns.conn1+4*i)%16)]={name=nodename, param2=i}
		tp.tracks[nnprefix].single_conn_2[((conns.conn2+4*i)%16)]={name=nodename, param2=i}
	end
	tp.tracks[nnprefix].modify[nodename]=true
end


function tp.add_worked(nnprefix, suffix, rotation, cycle_follows)
	tp.tracks[nnprefix].twcycle[suffix]=cycle_follows
	if not tp.tracks[nnprefix].twrotate[suffix] then tp.tracks[nnprefix].twrotate[suffix]={} end
	table.insert(tp.tracks[nnprefix].twrotate[suffix], rotation)
end


--[[
	rewrite algorithm.
	selection criteria: these will never be changed or even selected:
	- tracks being already connected on both sides
	- tracks that are already connected on one side but are not bendable to the desired position
	the following situations can occur:
	1. there are two more than two rails around
		1.1 there is one or more subset(s) that can be directly connected
			-> choose the first possibility
		2.2 not
			-> choose the first one and orient straight
	2. there's exactly 1 rail around
		-> choose and orient straight
	3. there's no rail around
		-> set straight
]]

local function istrackandbc(pos_p, conn)
	local tpos = pos_p
	local cnode=minetest.get_node(advtrains.dirCoordSet(tpos, conn.c))
	if advtrains.is_track_and_drives_on(cnode.name, advtrains.all_tracktypes) then
		local cconns=advtrains.get_track_connections(cnode.name, cnode.param2)
		return advtrains.conn_matches_to(conn, cconns)
	end
	--try the same 1 node below
	tpos = {x=tpos.x, y=tpos.y-1, z=tpos.z}
	cnode=minetest.get_node(advtrains.dirCoordSet(tpos, conn.c))
	if advtrains.is_track_and_drives_on(cnode.name, advtrains.all_tracktypes) then
		local cconns=advtrains.get_track_connections(cnode.name, cnode.param2)
		return advtrains.conn_matches_to(conn, cconns)
	end
	return false
end

function tp.find_already_connected(pos)
	local dnode=minetest.get_node(pos)
	local dconns=advtrains.get_track_connections(dnode.name, dnode.param2)
	local found_conn
	for connid, conn in ipairs(dconns) do
		if istrackandbc(pos, conn) then
			if found_conn then --we found one in previous iteration
				return true, true --signal that it's connected
			else
				found_conn = conn.c
			end
		end
	end
	return found_conn
end
function tp.rail_and_can_be_bent(originpos, conn)
	local pos=advtrains.dirCoordSet(originpos, conn)
	local newdir=(conn+8)%16
	local node=minetest.get_node(pos)
	if not advtrains.is_track_and_drives_on(node.name, advtrains.all_tracktypes) then
		return false
	end
	local ndef=minetest.registered_nodes[node.name]
	local nnpref = ndef and ndef.at_nnpref
	if not nnpref then return false end
	local tr=tp.tracks[nnpref]
	if not tr then return false end
	if not tr.modify[node.name] then 
		--we actually can use this rail, but only if it already points to the desired direction.
		if advtrains.is_track_and_drives_on(node.name, advtrains.all_tracktypes) then
			local cconns=advtrains.get_track_connections(node.name, node.param2)
			return advtrains.conn_matches_to(conn, cconns)
		end
	end
	--rail at other end?
	local adj1, adj2=tp.find_already_connected(pos)
	if adj1 and adj2 then
		return false--dont destroy existing track
	elseif adj1 and not adj2 then
		if tr.double_conn[adj1.."_"..newdir] then
			return true--if exists, connect new rail and old end
		end
		return false
	else
		if tr.single_conn[newdir] then--just rotate old rail to right orientation
			return true
		end
		return false
	end
end
function tp.bend_rail(originpos, conn)
	local pos=advtrains.dirCoordSet(originpos, conn)
	local newdir=advtrains.oppd(conn)
	local node=minetest.get_node(pos)
	local ndef=minetest.registered_nodes[node.name]
	local nnpref = ndef and ndef.at_nnpref
	if not nnpref then return false end
	local tr=tp.tracks[nnpref]
	if not tr then return false end
	--is rail already connected? no need to bend.
	local conns=advtrains.get_track_connections(node.name, node.param2)
	if advtrains.conn_matches_to(conn, conns) then
		return
	end
	--rail at other end?
	local adj1, adj2=tp.find_already_connected(pos)
	if adj1 and adj2 then
		return false--dont destroy existing track
	elseif adj1 and not adj2 then
		if tr.double_conn[adj1.."_"..newdir] then
			advtrains.ndb.swap_node(pos, tr.double_conn[adj1.."_"..newdir])
			return true--if exists, connect new rail and old end
		end
		return false
	else
		if tr.single_conn[newdir] then--just rotate old rail to right orientation
			advtrains.ndb.swap_node(pos, tr.single_conn[newdir])
			return true
		end
		return false
	end
end
function tp.placetrack(pos, nnpref, placer, itemstack, pointed_thing, yaw)
	--1. find all rails that are likely to be connected
	local tr=tp.tracks[nnpref]
	local p_rails={}
	local p_railpos={}
	for i=0,15 do
		if tp.rail_and_can_be_bent(pos, i, nnpref) then
			p_rails[#p_rails+1]=i
			p_railpos[i] = pos
		else
			local upos = {x=pos.x, y=pos.y-1, z=pos.z}
			if tp.rail_and_can_be_bent(upos, i, nnpref) then
				p_rails[#p_rails+1]=i
				p_railpos[i] = upos
			end
		end
	end
	
	-- try double_conn
	if #p_rails > 1 then
		--iterate subsets
		for k1, conn1 in ipairs(p_rails) do
			for k2, conn2 in ipairs(p_rails) do
				if k1~=k2 then
					local dconn1 = tr.double_conn_1
					local dconn2 = tr.double_conn_2
					if not (advtrains.yawToDirection(yaw, conn1, conn2) == conn1) then
						dconn1 = tr.double_conn_2
						dconn2 = tr.double_conn_1
					end
					-- Checks are made this way round so that dconn1 has priority (this will make arrows of atc rails
					-- point in the right direction)
					local using
					if (dconn2[conn1.."_"..conn2]) then
						using = dconn2[conn1.."_"..conn2]
					end
					if (dconn1[conn1.."_"..conn2]) then
						using = dconn1[conn1.."_"..conn2]
					end
					
					tp.bend_rail(p_railpos[conn1], conn1, nnpref)
					tp.bend_rail(p_railpos[conn2], conn2, nnpref)
					advtrains.ndb.swap_node(pos, using)
					local nname=using.name
					if minetest.registered_nodes[nname] and minetest.registered_nodes[nname].after_place_node then
						minetest.registered_nodes[nname].after_place_node(pos, placer, itemstack, pointed_thing)
					end
					return
				end
			end
		end
	end
	-- try single_conn
	if #p_rails > 0 then
		for ix, p_rail in ipairs(p_rails) do
			local sconn1 = tr.single_conn_1
			local sconn2 = tr.single_conn_2
			if not (advtrains.yawToDirection(yaw, p_rail, (p_rail+8)%16) == p_rail) then
				sconn1 = tr.single_conn_2
				sconn2 = tr.single_conn_1
			end
			if sconn1[p_rail] then
				local using = sconn1[p_rail]
				tp.bend_rail(p_railpos[p_rail], p_rail, nnpref)
				advtrains.ndb.swap_node(pos, using)
				local nname=using.name
				if minetest.registered_nodes[nname] and minetest.registered_nodes[nname].after_place_node then
					minetest.registered_nodes[nname].after_place_node(pos, placer, itemstack, pointed_thing)
				end
				return
			end
			if sconn2[p_rail] then
				local using = sconn2[p_rail]
				tp.bend_rail(p_railpos[p_rail], p_rail, nnpref)
				advtrains.ndb.swap_node(pos, using)
				local nname=using.name
				if minetest.registered_nodes[nname] and minetest.registered_nodes[nname].after_place_node then
					minetest.registered_nodes[nname].after_place_node(pos, placer, itemstack, pointed_thing)
				end
				return
			end
		end
	end
	--use default
	minetest.set_node(pos, {name=nnpref.."_"..tr.default})
	if minetest.registered_nodes[nnpref.."_"..tr.default] and minetest.registered_nodes[nnpref.."_"..tr.default].after_place_node then
		minetest.registered_nodes[nnpref.."_"..tr.default].after_place_node(pos, placer, itemstack, pointed_thing)
	end
end


function tp.register_track_placer(nnprefix, imgprefix, dispname)
	minetest.register_craftitem(":"..nnprefix.."_placer",{
		description = dispname,
		inventory_image = imgprefix.."_placer.png",
		wield_image = imgprefix.."_placer.png",
		groups={advtrains_trackplacer=1},
		on_place = function(itemstack, placer, pointed_thing)
			return advtrains.pcall(function()
					local name = placer:get_player_name()
				if not name then
				   return itemstack, false
				end
				if pointed_thing.type=="node" then
					local pos=pointed_thing.above
					local upos=vector.subtract(pointed_thing.above, {x=0, y=1, z=0})
					if advtrains.is_protected(pos,name) then
						minetest.record_protection_violation(pos, name)
						return itemstack, false
					end
					if minetest.registered_nodes[minetest.get_node(pos).name] and minetest.registered_nodes[minetest.get_node(pos).name].buildable_to
					and minetest.registered_nodes[minetest.get_node(upos).name] and minetest.registered_nodes[minetest.get_node(upos).name].walkable then
--						minetest.chat_send_all(nnprefix)
						local yaw = placer:get_look_horizontal()
						tp.placetrack(pos, nnprefix, placer, itemstack, pointed_thing, yaw)
						if not minetest.settings:get_bool("creative_mode") then
							itemstack:take_item()
						end
					end
				end
				return itemstack, true
			end)
		end,
	})
end



minetest.register_craftitem("advtrains:trackworker",{
	description = attrans("Track Worker Tool\n\nLeft-click: change rail type (straight/curve/switch)\nRight-click: rotate rail/bumper/signal/etc."),
	groups = {cracky=1}, -- key=name, value=rating; rating=1..3.
	inventory_image = "advtrains_trackworker.png",
	wield_image = "advtrains_trackworker.png",
	stack_max = 1,
	on_place = function(itemstack, placer, pointed_thing)
		return advtrains.pcall(function()
			local name = placer:get_player_name()
			if not name then
				return
			end
			local has_aux1_down = placer:get_player_control().aux1
			if pointed_thing.type=="node" then
				local pos=pointed_thing.under
				if advtrains.is_protected(pos, name) then
					minetest.record_protection_violation(pos, name)
					return
				end
				local node=minetest.get_node(pos)

				--if not advtrains.is_track_and_drives_on(minetest.get_node(pos).name, advtrains.all_tracktypes) then return end
				if advtrains.get_train_at_pos(pos) then return end
				
				if has_aux1_down then
					--feature: flip the node by 180°
					--i've always wanted this!
					advtrains.ndb.swap_node(pos, {name=node.name, param2=(node.param2+2)%4})
					return
				end

				local nnprefix, suffix, rotation=string.match(node.name, "^(.+)_([^_]+)(_[^_]+)$")
				--atprint(node.name.."\npattern recognizes:"..nodeprefix.." / "..railtype.." / "..rotation)
				if not tp.tracks[nnprefix] or not tp.tracks[nnprefix].twrotate[suffix] then
					nnprefix, suffix=string.match(node.name, "^(.+)_([^_]+)$")
					rotation = ""
					if not tp.tracks[nnprefix] or not tp.tracks[nnprefix].twrotate[suffix] then
						minetest.chat_send_player(placer:get_player_name(), attrans("This node can't be rotated using the trackworker!"))
						return
					end
				end
				local modext=tp.tracks[nnprefix].twrotate[suffix]

				if rotation==modext[#modext] then --increase param2
					advtrains.ndb.swap_node(pos, {name=nnprefix.."_"..suffix..modext[1], param2=(node.param2+1)%4})
					return
				else
					local modpos
					for k,v in pairs(modext) do if v==rotation then modpos=k end end
						if not modpos then
							minetest.chat_send_player(placer:get_player_name(), attrans("This node can't be rotated using the trackworker!"))
						return
					end
					advtrains.ndb.swap_node(pos, {name=nnprefix.."_"..suffix..modext[modpos+1], param2=node.param2})
				end
			end
		end)
	end,
	on_use=function(itemstack, user, pointed_thing)
		return advtrains.pcall(function()
				local name = user:get_player_name()
			if not name then
			   return
			end
			if pointed_thing.type=="node" then
				local pos=pointed_thing.under
				local node=minetest.get_node(pos)
				if advtrains.is_protected(pos, name) then
					minetest.record_protection_violation(pos, name)
					return
				end
				
				--if not advtrains.is_track_and_drives_on(minetest.get_node(pos).name, advtrains.all_tracktypes) then return end
				if advtrains.get_train_at_pos(pos) then return end
				local nnprefix, suffix, rotation=string.match(node.name, "^(.+)_([^_]+)(_[^_]+)$")
				--atprint(node.name.."\npattern recognizes:"..nodeprefix.." / "..railtype.." / "..rotation)
				if not tp.tracks[nnprefix] or not tp.tracks[nnprefix].twcycle[suffix] then
				  nnprefix, suffix=string.match(node.name, "^(.+)_([^_]+)$")
				  rotation = ""
				  if not tp.tracks[nnprefix] or not tp.tracks[nnprefix].twcycle[suffix] then
					minetest.chat_send_player(user:get_player_name(), attrans("This node can't be changed using the trackworker!"))
					return
				  end
				end
				local nextsuffix=tp.tracks[nnprefix].twcycle[suffix]
				advtrains.ndb.swap_node(pos, {name=nnprefix.."_"..nextsuffix..rotation, param2=node.param2})
				
			else
				atprint(name, dump(tp.tracks))
			end
		end)
	end,
})

--putting into right place
advtrains.trackplacer=tp
n>,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_client->ndef(); u16 ambient_occlusion = 0; u16 light_count = 0; u8 light_source_max = 0; u16 light_day = 0; u16 light_night = 0; for (u32 i = 0; i < 8; i++) { MapNode n = data->m_vmanip.getNodeNoExNoEmerge(p - dirs8[i]); // if it's CONTENT_IGNORE we can't do any light calculations if (n.getContent() == CONTENT_IGNORE) { continue; } const ContentFeatures &f = ndef->get(n); if (f.light_source > light_source_max) light_source_max = f.light_source; // Check f.solidness because fast-style leaves look better this way if (f.param_type == CPT_LIGHT && f.solidness != 2) { light_day += decode_light(n.getLightNoChecks(LIGHTBANK_DAY, &f)); light_night += decode_light(n.getLightNoChecks(LIGHTBANK_NIGHT, &f)); light_count++; } else { ambient_occlusion++; } } if(light_count == 0) return 0xffff; light_day /= light_count; light_night /= light_count; // Boost brightness around light sources bool skip_ambient_occlusion_day = false; if(decode_light(light_source_max) >= light_day) { light_day = decode_light(light_source_max); skip_ambient_occlusion_day = true; } bool skip_ambient_occlusion_night = false; if(decode_light(light_source_max) >= light_night) { light_night = decode_light(light_source_max); skip_ambient_occlusion_night = true; } if (ambient_occlusion > 4) { static const float ao_gamma = rangelim( g_settings->getFloat("ambient_occlusion_gamma"), 0.25, 4.0); // Table of gamma space multiply factors. static const float light_amount[3] = { powf(0.75, 1.0 / ao_gamma), powf(0.5, 1.0 / ao_gamma), powf(0.25, 1.0 / ao_gamma) }; //calculate table index for gamma space multiplier ambient_occlusion -= 5; if (!skip_ambient_occlusion_day) light_day = rangelim(core::round32(light_day*light_amount[ambient_occlusion]), 0, 255); if (!skip_ambient_occlusion_night) light_night = rangelim(core::round32(light_night*light_amount[ambient_occlusion]), 0, 255); } return light_day | (light_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 corner.X == -1 if(corner.Y == 1) p.Y += 1; // else corner.Y == -1 if(corner.Z == 1) p.Z += 1; // else corner.Z == -1 return getSmoothLightCombined(p, data); } void get_sunlight_color(video::SColorf *sunlight, u32 daynight_ratio){ f32 rg = daynight_ratio / 1000.0f - 0.04f; f32 b = (0.98f * daynight_ratio) / 1000.0f + 0.078f; sunlight->r = rg; sunlight->g = rg; sunlight->b = b; } void final_color_blend(video::SColor *result, u16 light, u32 daynight_ratio) { video::SColorf dayLight; get_sunlight_color(&dayLight, daynight_ratio); final_color_blend(result, encode_light_and_color(light, video::SColor(0xFFFFFFFF), 0), dayLight); } void final_color_blend(video::SColor *result, const video::SColor &data, const video::SColorf &dayLight) { static const video::SColorf artificialColor(1.04f, 1.04f, 1.04f); video::SColorf c(data); f32 n = 1 - c.a; f32 r = c.r * (c.a * dayLight.r + n * artificialColor.r) * 2.0f; f32 g = c.g * (c.a * dayLight.g + n * artificialColor.g) * 2.0f; f32 b = c.b * (c.a * dayLight.b + n * artificialColor.b) * 2.0f; // Emphase blue a bit in darker places // Each entry of this array represents a range of 8 blue levels static const 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, }; b += emphase_blue_when_dark[irr::core::clamp((s32) ((r + g + b) / 3 * 255), 0, 255) / 8] / 255.0f; result->setRed(core::clamp((s32) (r * 255.0f), 0, 255)); result->setGreen(core::clamp((s32) (g * 255.0f), 0, 255)); result->setBlue(core::clamp((s32) (b * 255.0f), 0, 255)); } /* Mesh generation helpers */ /* vertex_dirs: v3s16[4] */ static void getNodeVertexDirs(v3s16 dir, v3s16 *vertex_dirs) { /* If looked from outside the node towards the face, the corners are: 0: bottom-right 1: bottom-left 2: top-left 3: top-right */ if(dir == v3s16(0,0,1)) { // If looking towards z+, this is the face that is behind // the center point, facing towards z+. vertex_dirs[0] = v3s16(-1,-1, 1); vertex_dirs[1] = v3s16( 1,-1, 1); vertex_dirs[2] = v3s16( 1, 1, 1); vertex_dirs[3] = v3s16(-1, 1, 1); } else if(dir == v3s16(0,0,-1)) { // faces towards Z- vertex_dirs[0] = v3s16( 1,-1,-1); vertex_dirs[1] = v3s16(-1,-1,-1); vertex_dirs[2] = v3s16(-1, 1,-1); vertex_dirs[3] = v3s16( 1, 1,-1); } else if(dir == v3s16(1,0,0)) { // faces towards X+ vertex_dirs[0] = v3s16( 1,-1, 1); vertex_dirs[1] = v3s16( 1,-1,-1); vertex_dirs[2] = v3s16( 1, 1,-1); vertex_dirs[3] = v3s16( 1, 1, 1); } else if(dir == v3s16(-1,0,0)) { // faces towards X- vertex_dirs[0] = v3s16(-1,-1,-1); vertex_dirs[1] = v3s16(-1,-1, 1); vertex_dirs[2] = v3s16(-1, 1, 1); vertex_dirs[3] = v3s16(-1, 1,-1); } else if(dir == v3s16(0,1,0)) { // faces towards Y+ (assume Z- as "down" in texture) vertex_dirs[0] = v3s16( 1, 1,-1); vertex_dirs[1] = v3s16(-1, 1,-1); vertex_dirs[2] = v3s16(-1, 1, 1); vertex_dirs[3] = v3s16( 1, 1, 1); } else if(dir == v3s16(0,-1,0)) { // faces towards Y- (assume Z+ as "down" in texture) vertex_dirs[0] = v3s16( 1,-1, 1); vertex_dirs[1] = v3s16(-1,-1, 1); vertex_dirs[2] = v3s16(-1,-1,-1); vertex_dirs[3] = v3s16( 1,-1,-1); } } struct FastFace { TileSpec tile; video::S3DVertex vertices[4]; // Precalculated vertices }; static void makeFastFace(TileSpec tile, u16 li0, u16 li1, u16 li2, u16 li3, v3f p, v3s16 dir, v3f scale, std::vector<FastFace> &dest) { // Position is at the center of the cube. v3f pos = p * BS; float x0 = 0.0; float y0 = 0.0; float w = 1.0; float h = 1.0; v3f vertex_pos[4]; v3s16 vertex_dirs[4]; getNodeVertexDirs(dir, vertex_dirs); v3s16 t; u16 t1; switch (tile.rotation) { case 0: break; case 1: //R90 t = vertex_dirs[0]; vertex_dirs[0] = vertex_dirs[3]; vertex_dirs[3] = vertex_dirs[2]; vertex_dirs[2] = vertex_dirs[1]; vertex_dirs[1] = t; t1=li0; li0=li3; li3=li2; li2=li1; li1=t1; break; case 2: //R180 t = vertex_dirs[0]; vertex_dirs[0] = vertex_dirs[2]; vertex_dirs[2] = t; t = vertex_dirs[1]; vertex_dirs[1] = vertex_dirs[3]; vertex_dirs[3] = t; t1 = li0; li0 = li2; li2 = t1; t1 = li1; li1 = li3; li3 = t1; break; case 3: //R270 t = vertex_dirs[0]; vertex_dirs[0] = vertex_dirs[1]; vertex_dirs[1] = vertex_dirs[2]; vertex_dirs[2] = vertex_dirs[3]; vertex_dirs[3] = t; t1 = li0; li0 = li1; li1 = li2; li2 = li3; li3 = t1; break; case 4: //FXR90 t = vertex_dirs[0]; vertex_dirs[0] = vertex_dirs[3]; vertex_dirs[3] = vertex_dirs[2]; vertex_dirs[2] = vertex_dirs[1]; vertex_dirs[1] = t; t1 = li0; li0 = li3; li3 = li2; li2 = li1; li1 = t1; y0 += h; h *= -1; break; case 5: //FXR270 t = vertex_dirs[0]; vertex_dirs[0] = vertex_dirs[1]; vertex_dirs[1] = vertex_dirs[2]; vertex_dirs[2] = vertex_dirs[3]; vertex_dirs[3] = t; t1 = li0; li0 = li1; li1 = li2; li2 = li3; li3 = t1; y0 += h; h *= -1; break; case 6: //FYR90 t = vertex_dirs[0]; vertex_dirs[0] = vertex_dirs[3]; vertex_dirs[3] = vertex_dirs[2]; vertex_dirs[2] = vertex_dirs[1]; vertex_dirs[1] = t; t1 = li0; li0 = li3; li3 = li2; li2 = li1; li1 = t1; x0 += w; w *= -1; break; case 7: //FYR270 t = vertex_dirs[0]; vertex_dirs[0] = vertex_dirs[1]; vertex_dirs[1] = vertex_dirs[2]; vertex_dirs[2] = vertex_dirs[3]; vertex_dirs[3] = t; t1 = li0; li0 = li1; li1 = li2; li2 = li3; li3 = t1; x0 += w; w *= -1; break; case 8: //FX y0 += h; h *= -1; break; case 9: //FY x0 += w; w *= -1; break; default: break; } for(u16 i=0; i<4; i++) { vertex_pos[i] = v3f( BS/2*vertex_dirs[i].X, BS/2*vertex_dirs[i].Y, BS/2*vertex_dirs[i].Z ); } for(u16 i=0; i<4; i++) { vertex_pos[i].X *= scale.X; vertex_pos[i].Y *= scale.Y; vertex_pos[i].Z *= scale.Z; vertex_pos[i] += pos; } f32 abs_scale = 1.0; if (scale.X < 0.999 || scale.X > 1.001) abs_scale = scale.X; else if(scale.Y < 0.999 || scale.Y > 1.001) abs_scale = scale.Y; else if(scale.Z < 0.999 || scale.Z > 1.001) abs_scale = scale.Z; v3f normal(dir.X, dir.Y, dir.Z); dest.push_back(FastFace()); FastFace& face = *dest.rbegin(); u16 li[4] = { li0, li1, li2, li3 }; v2f32 f[4] = { core::vector2d<f32>(x0 + w * abs_scale, y0 + h), core::vector2d<f32>(x0, y0 + h), core::vector2d<f32>(x0, y0), core::vector2d<f32>(x0 + w * abs_scale, y0) }; for (u8 i = 0; i < 4; i++) { video::SColor c = encode_light_and_color(li[i], tile.color, tile.emissive_light); if (!tile.emissive_light) applyFacesShading(c, normal); face.vertices[i] = video::S3DVertex(vertex_pos[i], normal, c, f[i]); } face.tile = tile; } /* 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; 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_client->ndef(); const ContentFeatures &f = ndef->get(mn); TileSpec spec = f.tiles[tileindex]; if (!spec.has_color) mn.getColor(f, &spec.color); // Apply temporary crack if (p == data->m_crack_pos_relative) spec.material_flags |= MATERIAL_FLAG_CRACK; return spec; } /* Gets node tile given a face direction. */ TileSpec getNodeTile(MapNode mn, v3s16 p, v3s16 dir, MeshMakeData *data) { INodeDefManager *ndef = data->m_client->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); // Convert direction to single integer for table lookup // 0 = (0,0,0) // 1 = (1,0,0) // 2 = (0,1,0) // 3 = (0,0,1) // 4 = invalid, treat as (0,0,0) // 5 = (0,0,-1) // 6 = (0,-1,0) // 7 = (-1,0,0) u8 dir_i = ((dir.X + 2 * dir.Y + 3 * dir.Z) & 7)*2; // Get rotation for things like chests u8 facedir = mn.getFaceDir(ndef); static const u16 dir_to_tile[24 * 16] = { // 0 +X +Y +Z -Z -Y -X -> value=tile,rotation 0,0, 2,0 , 0,0 , 4,0 , 0,0, 5,0 , 1,0 , 3,0 , // rotate around y+ 0 - 3 0,0, 4,0 , 0,3 , 3,0 , 0,0, 2,0 , 1,1 , 5,0 , 0,0, 3,0 , 0,2 , 5,0 , 0,0, 4,0 , 1,2 , 2,0 , 0,0, 5,0 , 0,1 , 2,0 , 0,0, 3,0 , 1,3 , 4,0 , 0,0, 2,3 , 5,0 , 0,2 , 0,0, 1,0 , 4,2 , 3,1 , // rotate around z+ 4 - 7 0,0, 4,3 , 2,0 , 0,1 , 0,0, 1,1 , 3,2 , 5,1 , 0,0, 3,3 , 4,0 , 0,0 , 0,0, 1,2 , 5,2 , 2,1 , 0,0, 5,3 , 3,0 , 0,3 , 0,0, 1,3 , 2,2 , 4,1 , 0,0, 2,1 , 4,2 , 1,2 , 0,0, 0,0 , 5,0 , 3,3 , // rotate around z- 8 - 11 0,0, 4,1 , 3,2 , 1,3 , 0,0, 0,3 , 2,0 , 5,3 , 0,0, 3,1 , 5,2 , 1,0 , 0,0, 0,2 , 4,0 , 2,3 , 0,0, 5,1 , 2,2 , 1,1 , 0,0, 0,1 , 3,0 , 4,3 , 0,0, 0,3 , 3,3 , 4,1 , 0,0, 5,3 , 2,3 , 1,3 , // rotate around x+ 12 - 15 0,0, 0,2 , 5,3 , 3,1 , 0,0, 2,3 , 4,3 , 1,0 , 0,0, 0,1 , 2,3 , 5,1 , 0,0, 4,3 , 3,3 , 1,1 , 0,0, 0,0 , 4,3 , 2,1 , 0,0, 3,3 , 5,3 , 1,2 , 0,0, 1,1 , 2,1 , 4,3 , 0,0, 5,1 , 3,1 , 0,1 , // rotate around x- 16 - 19 0,0, 1,2 , 4,1 , 3,3 , 0,0, 2,1 , 5,1 , 0,0 , 0,0, 1,3 , 3,1 , 5,3 , 0,0, 4,1 , 2,1 , 0,3 , 0,0, 1,0 , 5,1 , 2,3 , 0,0, 3,1 , 4,1 , 0,2 , 0,0, 3,2 , 1,2 , 4,2 , 0,0, 5,2 , 0,2 , 2,2 , // rotate around y- 20 - 23 0,0, 5,2 , 1,3 , 3,2 , 0,0, 2,2 , 0,1 , 4,2 , 0,0, 2,2 , 1,0 , 5,2 , 0,0, 4,2 , 0,0 , 3,2 , 0,0, 4,2 , 1,1 , 2,2 , 0,0, 3,2 , 0,3 , 5,2 }; u16 tile_index=facedir*16 + dir_i; TileSpec spec = getNodeTileN(mn, p, dir_to_tile[tile_index], data); spec.rotation=dir_to_tile[tile_index + 1]; spec.texture = data->m_client->tsrc()->getTexture(spec.texture_id); return spec; } static void getTileInfo( // Input: MeshMakeData *data, const v3s16 &p, const v3s16 &face_dir, // Output: bool &makes_face, v3s16 &p_corrected, v3s16 &face_dir_corrected, u16 *lights, TileSpec &tile ) { VoxelManipulator &vmanip = data->m_vmanip; INodeDefManager *ndef = data->m_client->ndef(); v3s16 blockpos_nodes = data->m_blockpos * MAP_BLOCKSIZE; MapNode &n0 = vmanip.getNodeRefUnsafe(blockpos_nodes + p); // Don't even try to get n1 if n0 is already CONTENT_IGNORE if (n0.getContent() == CONTENT_IGNORE) { makes_face = false; return; } const MapNode &n1 = vmanip.getNodeRefUnsafeCheckFlags( blockpos_nodes + p + face_dir); if (n1.getContent() == CONTENT_IGNORE) { makes_face = false; return; } // This is hackish bool equivalent = false; u8 mf = face_contents(n0.getContent(), n1.getContent(), &equivalent, ndef); if(mf == 0) { makes_face = false; return; } makes_face = true; MapNode n = n0; if (mf == 1) { p_corrected = p; face_dir_corrected = face_dir; } else { n = n1; p_corrected = p + face_dir; face_dir_corrected = -face_dir; } tile = getNodeTile(n, p_corrected, face_dir_corrected, data); const ContentFeatures &f = ndef->get(n); tile.emissive_light = f.light_source; // eg. water and glass if (equivalent) tile.material_flags |= MATERIAL_FLAG_BACKFACE_CULLING; if (data->m_smooth_lighting == false) { lights[0] = lights[1] = lights[2] = lights[3] = getFaceLight(n0, n1, face_dir, ndef); } else { v3s16 vertex_dirs[4]; getNodeVertexDirs(face_dir_corrected, vertex_dirs); for(u16 i=0; i<4; i++) { lights[i] = getSmoothLight( blockpos_nodes + p_corrected, vertex_dirs[i], data); } } return; } /* startpos: translate_dir: unit vector with only one of x, y or z face_dir: unit vector with only one of x, y or z */ static void updateFastFaceRow( MeshMakeData *data, v3s16 startpos, v3s16 translate_dir, v3f translate_dir_f, v3s16 face_dir, v3f face_dir_f, std::vector<FastFace> &dest) { v3s16 p = startpos; u16 continuous_tiles_count = 1; bool makes_face = false; v3s16 p_corrected; v3s16 face_dir_corrected; u16 lights[4] = {0,0,0,0}; TileSpec tile; getTileInfo(data, p, face_dir, makes_face, p_corrected, face_dir_corrected, lights, tile); // Unroll this variable which has a significant build cost TileSpec next_tile; for (u16 j = 0; j < MAP_BLOCKSIZE; j++) { // If tiling can be done, this is set to false in the next step bool next_is_different = true; v3s16 p_next; bool next_makes_face = false; v3s16 next_p_corrected; v3s16 next_face_dir_corrected; u16 next_lights[4] = {0,0,0,0}; // If at last position, there is nothing to compare to and // the face must be drawn anyway if (j != MAP_BLOCKSIZE - 1) { p_next = p + translate_dir; getTileInfo(data, p_next, face_dir, next_makes_face, next_p_corrected, next_face_dir_corrected, next_lights, next_tile); if (next_makes_face == makes_face && next_p_corrected == p_corrected + translate_dir && next_face_dir_corrected == face_dir_corrected && next_lights[0] == lights[0] && next_lights[1] == lights[1] && next_lights[2] == lights[2] && next_lights[3] == lights[3] && next_tile == tile && tile.rotation == 0 && (tile.material_flags & MATERIAL_FLAG_TILEABLE_HORIZONTAL) && (tile.material_flags & MATERIAL_FLAG_TILEABLE_VERTICAL) && tile.color == next_tile.color && tile.emissive_light == next_tile.emissive_light) { next_is_different = false; continuous_tiles_count++; } } if (next_is_different) { /* Create a face if there should be one */ if (makes_face) { // Floating point conversion of the position vector v3f pf(p_corrected.X, p_corrected.Y, p_corrected.Z); // Center point of face (kind of) v3f sp = pf - ((f32)continuous_tiles_count / 2.0 - 0.5) * translate_dir_f; v3f scale(1,1,1); if(translate_dir.X != 0) { scale.X = continuous_tiles_count; } if(translate_dir.Y != 0) { scale.Y = continuous_tiles_count; } if(translate_dir.Z != 0) { scale.Z = continuous_tiles_count; } makeFastFace(tile, lights[0], lights[1], lights[2], lights[3], sp, face_dir_corrected, scale, dest); g_profiler->avg("Meshgen: faces drawn by tiling", 0); for(int i = 1; i < continuous_tiles_count; i++){ g_profiler->avg("Meshgen: faces drawn by tiling", 1); } } continuous_tiles_count = 1; } makes_face = next_makes_face; p_corrected = next_p_corrected; face_dir_corrected = next_face_dir_corrected; std::memcpy(lights, next_lights, ARRLEN(lights) * sizeof(u16)); if (next_is_different) tile = next_tile; p = p_next; } } static void updateAllFastFaceRows(MeshMakeData *data, std::vector<FastFace> &dest) { /* Go through every y,z and get top(y+) faces in rows of x+ */ for(s16 y = 0; y < MAP_BLOCKSIZE; y++) { for(s16 z = 0; z < MAP_BLOCKSIZE; z++) { updateFastFaceRow(data, v3s16(0,y,z), v3s16(1,0,0), //dir v3f (1,0,0), v3s16(0,1,0), //face dir v3f (0,1,0), dest); } } /* Go through every x,y and get right(x+) faces in rows of z+ */ for(s16 x = 0; x < MAP_BLOCKSIZE; x++) { for(s16 y = 0; y < MAP_BLOCKSIZE; y++) { updateFastFaceRow(data, v3s16(x,y,0), v3s16(0,0,1), //dir v3f (0,0,1), v3s16(1,0,0), //face dir v3f (1,0,0), dest); } } /* Go through every y,z and get back(z+) faces in rows of x+ */ for(s16 z = 0; z < MAP_BLOCKSIZE; z++) { for(s16 y = 0; y < MAP_BLOCKSIZE; y++) { updateFastFaceRow(data, v3s16(0,y,z), v3s16(1,0,0), //dir v3f (1,0,0), v3s16(0,0,1), //face dir v3f (0,0,1), dest); } } } /* MapBlockMesh */ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset): m_mesh(new scene::SMesh()), m_minimap_mapblock(NULL), m_client(data->m_client), m_driver(m_client->tsrc()->getDevice()->getVideoDriver()), m_tsrc(m_client->getTextureSource()), m_shdrsrc(m_client->getShaderSource()), m_animation_force_timer(0), // force initial animation m_last_crack(-1), m_crack_materials(), m_last_daynight_ratio((u32) -1), m_daynight_diffs() { m_enable_shaders = data->m_use_shaders; m_use_tangent_vertices = data->m_use_tangent_vertices; m_enable_vbo = g_settings->getBool("enable_vbo"); if (g_settings->getBool("enable_minimap")) { m_minimap_mapblock = new MinimapMapblock; m_minimap_mapblock->getMinimapNodes( &data->m_vmanip, data->m_blockpos * MAP_BLOCKSIZE); } // 4-21ms for MAP_BLOCKSIZE=16 (NOTE: probably outdated) // 24-155ms for MAP_BLOCKSIZE=32 (NOTE: probably outdated) //TimeTaker timer1("MapBlockMesh()"); std::vector<FastFace> fastfaces_new; fastfaces_new.reserve(512); /* We are including the faces of the trailing edges of the block. This means that when something changes, the caller must also update the meshes of the blocks at the leading edges. NOTE: This is the slowest part of this method. */ { // 4-23ms for MAP_BLOCKSIZE=16 (NOTE: probably outdated) //TimeTaker timer2("updateAllFastFaceRows()"); updateAllFastFaceRows(data, fastfaces_new); } // End of slow part /* Convert FastFaces to MeshCollector */ MeshCollector collector(m_use_tangent_vertices); { // avg 0ms (100ms spikes when loading textures the first time) // (NOTE: probably outdated) //TimeTaker timer2("MeshCollector building"); for (u32 i = 0; i < fastfaces_new.size(); i++) { FastFace &f = fastfaces_new[i]; const u16 indices[] = {0,1,2,2,3,0}; const u16 indices_alternate[] = {0,1,3,2,3,1}; if(f.tile.texture == NULL) continue; const u16 *indices_p = indices; /* Revert triangles for nicer looking gradient if the brightness of vertices 1 and 3 differ less than the brightness of vertices 0 and 2. */ if (fabs(f.vertices[0].Color.getLuminance() - f.vertices[2].Color.getLuminance()) > fabs(f.vertices[1].Color.getLuminance() - f.vertices[3].Color.getLuminance())) indices_p = indices_alternate; collector.append(f.tile, f.vertices, 4, indices_p, 6); } } /* Add special graphics: - torches - flowing water - fences - whatever */ { MapblockMeshGenerator generator(data, &collector); generator.generate(); } /* Convert MeshCollector to SMesh */ for(u32 i = 0; i < collector.prebuffers.size(); i++) { PreMeshBuffer &p = collector.prebuffers[i]; // Generate animation data // - Cracks if(p.tile.material_flags & MATERIAL_FLAG_CRACK) { // Find the texture name plus ^[crack:N: std::ostringstream os(std::ios::binary); os<<m_tsrc->getTextureName(p.tile.texture_id)<<"^[crack"; if(p.tile.material_flags & MATERIAL_FLAG_CRACK_OVERLAY) os<<"o"; // use ^[cracko os<<":"<<(u32)p.tile.animation_frame_count<<":"; m_crack_materials.insert(std::make_pair(i, os.str())); // Replace tile texture with the cracked one p.tile.texture = m_tsrc->getTextureForMesh( os.str()+"0", &p.tile.texture_id); } // - Texture animation if (p.tile.material_flags & MATERIAL_FLAG_ANIMATION) { // Add to MapBlockMesh in order to animate these tiles m_animation_tiles[i] = p.tile; m_animation_frames[i] = 0; if(g_settings->getBool("desynchronize_mapblock_texture_animation")){ // Get starting position from noise m_animation_frame_offsets[i] = 100000 * (2.0 + noise3d( data->m_blockpos.X, data->m_blockpos.Y, data->m_blockpos.Z, 0)); } else { // Play all synchronized m_animation_frame_offsets[i] = 0; } // Replace tile texture with the first animation frame FrameSpec animation_frame = p.tile.frames[0]; p.tile.texture = animation_frame.texture; } if (!m_enable_shaders) { // Extract colors for day-night animation // Dummy sunlight to handle non-sunlit areas video::SColorf sunlight; get_sunlight_color(&sunlight, 0); u32 vertex_count = m_use_tangent_vertices ? p.tangent_vertices.size() : p.vertices.size(); for (u32 j = 0; j < vertex_count; j++) { video::SColor *vc; if (m_use_tangent_vertices) { vc = &p.tangent_vertices[j].Color; } else { vc = &p.vertices[j].Color; } video::SColor copy(*vc); if (vc->getAlpha() == 0) // No sunlight - no need to animate final_color_blend(vc, copy, sunlight); // Finalize color else // Record color to animate m_daynight_diffs[i][j] = copy; // The sunlight ratio has been stored, // delete alpha (for the final rendering). vc->setAlpha(255); } } // Create material video::SMaterial material; material.setFlag(video::EMF_LIGHTING, false); material.setFlag(video::EMF_BACK_FACE_CULLING, true); material.setFlag(video::EMF_BILINEAR_FILTER, false); material.setFlag(video::EMF_FOG_ENABLE, true); material.setTexture(0, p.tile.texture); if (m_enable_shaders) { material.MaterialType = m_shdrsrc->getShaderInfo(p.tile.shader_id).material; p.tile.applyMaterialOptionsWithShaders(material); if (p.tile.normal_texture) { material.setTexture(1, p.tile.normal_texture); } material.setTexture(2, p.tile.flags_texture); } else { p.tile.applyMaterialOptions(material); } scene::SMesh *mesh = (scene::SMesh *)m_mesh; // Create meshbuffer, add to mesh if (m_use_tangent_vertices) { scene::SMeshBufferTangents *buf = new scene::SMeshBufferTangents(); // Set material buf->Material = material; // Add to mesh mesh->addMeshBuffer(buf); // Mesh grabbed it buf->drop(); buf->append(&p.tangent_vertices[0], p.tangent_vertices.size(), &p.indices[0], p.indices.size()); } else { scene::SMeshBuffer *buf = new scene::SMeshBuffer(); // Set material buf->Material = material; // Add to mesh mesh->addMeshBuffer(buf); // Mesh grabbed it buf->drop(); buf->append(&p.vertices[0], p.vertices.size(), &p.indices[0], p.indices.size()); } } /* Do some stuff to the mesh */ m_camera_offset = camera_offset; translateMesh(m_mesh, intToFloat(data->m_blockpos * MAP_BLOCKSIZE - camera_offset, BS)); if (m_use_tangent_vertices) { scene::IMeshManipulator* meshmanip = m_client->getSceneManager()->getMeshManipulator(); meshmanip->recalculateTangents(m_mesh, true, false, false); } if (m_mesh) { #if 0 // Usually 1-700 faces and 1-7 materials std::cout<<"Updated MapBlock has "<<fastfaces_new.size()<<" faces " <<"and uses "<<m_mesh->getMeshBufferCount() <<" materials (meshbuffers)"<<std::endl; #endif // Use VBO for mesh (this just would set this for ever buffer) if (m_enable_vbo) { m_mesh->setHardwareMappingHint(scene::EHM_STATIC); } } //std::cout<<"added "<<fastfaces.getSize()<<" faces."<<std::endl; // Check if animation is required for this mesh m_has_animation = !m_crack_materials.empty() || !m_daynight_diffs.empty() || !m_animation_tiles.empty(); } MapBlockMesh::~MapBlockMesh() { if (m_enable_vbo && m_mesh) { for (u32 i = 0; i < m_mesh->getMeshBufferCount(); i++) { scene::IMeshBuffer *buf = m_mesh->getMeshBuffer(i); m_driver->removeHardwareBuffer(buf); } } m_mesh->drop(); m_mesh = NULL; delete m_minimap_mapblock; } 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 (UNORDERED_MAP<u32, std::string>::iterator i = m_crack_materials.begin(); i != m_crack_materials.end(); ++i) { scene::IMeshBuffer *buf = m_mesh->getMeshBuffer(i->first); std::string basename = i->second; // Create new texture name from original std::ostringstream os; os<<basename<<crack; u32 new_texture_id = 0; video::ITexture *new_texture = m_tsrc->getTextureForMesh(os.str(), &new_texture_id); buf->getMaterial().setTexture(0, new_texture); // If the current material is also animated, // update animation info UNORDERED_MAP<u32, TileSpec>::iterator anim_iter = m_animation_tiles.find(i->first); if (anim_iter != m_animation_tiles.end()){ TileSpec &tile = anim_iter->second; tile.texture = new_texture; tile.texture_id = new_texture_id; // force animation update m_animation_frames[i->first] = -1; } } m_last_crack = crack; } // Texture animation for (UNORDERED_MAP<u32, TileSpec>::iterator i = m_animation_tiles.begin(); i != m_animation_tiles.end(); ++i) { const TileSpec &tile = i->second; // Figure out current frame int frameoffset = m_animation_frame_offsets[i->first]; int frame = (int)(time * 1000 / tile.animation_frame_length_ms + frameoffset) % tile.animation_frame_count; // If frame doesn't change, skip if(frame == m_animation_frames[i->first]) continue; m_animation_frames[i->first] = frame; scene::IMeshBuffer *buf = m_mesh->getMeshBuffer(i->first); FrameSpec animation_frame = tile.frames[frame]; buf->getMaterial().setTexture(0, animation_frame.texture); if (m_enable_shaders) { if (animation_frame.normal_texture) { buf->getMaterial().setTexture(1, animation_frame.normal_texture); } buf->getMaterial().setTexture(2, animation_frame.flags_texture); } } // Day-night transition if(!m_enable_shaders && (daynight_ratio != m_last_daynight_ratio)) { // Force reload mesh to VBO if (m_enable_vbo) { m_mesh->setDirty(); } video::SColorf day_color; get_sunlight_color(&day_color, daynight_ratio); for(std::map<u32, std::map<u32, video::SColor > >::iterator i = m_daynight_diffs.begin(); i != m_daynight_diffs.end(); ++i) { scene::IMeshBuffer *buf = m_mesh->getMeshBuffer(i->first); video::S3DVertex *vertices = (video::S3DVertex *)buf->getVertices(); for(std::map<u32, video::SColor >::iterator j = i->second.begin(); j != i->second.end(); ++j) { final_color_blend(&(vertices[j->first].Color), j->second, day_color); } } m_last_daynight_ratio = daynight_ratio; } return true; } void MapBlockMesh::updateCameraOffset(v3s16 camera_offset) { if (camera_offset != m_camera_offset) { translateMesh(m_mesh, intToFloat(m_camera_offset-camera_offset, BS)); if (m_enable_vbo) { m_mesh->setDirty(); } m_camera_offset = camera_offset; } } /* MeshCollector */ void MeshCollector::append(const TileSpec &tile, const video::S3DVertex *vertices, u32 numVertices, const u16 *indices, u32 numIndices) { if (numIndices > 65535) { dstream<<"FIXME: MeshCollector::append() called with numIndices="<<numIndices<<" (limit 65535)"<<std::endl; return; } PreMeshBuffer *p = NULL; for (u32 i = 0; i < prebuffers.size(); i++) { PreMeshBuffer &pp = prebuffers[i]; if (pp.tile != tile) continue; if (pp.indices.size() + numIndices > 65535) continue; p = &pp; break; } if (p == NULL) { PreMeshBuffer pp; pp.tile = tile; prebuffers.push_back(pp); p = &prebuffers[prebuffers.size() - 1]; } u32 vertex_count; if (m_use_tangent_vertices) { vertex_count = p->tangent_vertices.size(); for (u32 i = 0; i < numVertices; i++) { video::S3DVertexTangents vert(vertices[i].Pos, vertices[i].Normal, vertices[i].Color, vertices[i].TCoords); p->tangent_vertices.push_back(vert); } } else { vertex_count = p->vertices.size(); for (u32 i = 0; i < numVertices; i++) { video::S3DVertex vert(vertices[i].Pos, vertices[i].Normal, vertices[i].Color, vertices[i].TCoords); p->vertices.push_back(vert); } } for (u32 i = 0; i < numIndices; i++) { u32 j = indices[i] + vertex_count; p->indices.push_back(j); } } /* MeshCollector - for meshnodes and converted drawtypes. */ void MeshCollector::append(const TileSpec &tile, const video::S3DVertex *vertices, u32 numVertices, const u16 *indices, u32 numIndices, v3f pos, video::SColor c, u8 light_source) { if (numIndices > 65535) { dstream<<"FIXME: MeshCollector::append() called with numIndices="<<numIndices<<" (limit 65535)"<<std::endl; return; } PreMeshBuffer *p = NULL;