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authorQuentin Bazin <quent42340@gmail.com>2018-11-28 20:01:49 +0100
committerSmallJoker <SmallJoker@users.noreply.github.com>2018-11-28 20:01:49 +0100
commit5f1cd555cd9d1c64426e173b30b5b792d211c835 (patch)
tree2c8508467d3bf28d549cce2d25144fa8ef42beae /src/client/mapblock_mesh.cpp
parentddd9317b733857630499972179caebc236b4d991 (diff)
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Move client-specific files to 'src/client' (#7902)
Update Android.mk Remove 'src/client' from include_directories
Diffstat (limited to 'src/client/mapblock_mesh.cpp')
-rw-r--r--src/client/mapblock_mesh.cpp1389
1 files changed, 1389 insertions, 0 deletions
diff --git a/src/client/mapblock_mesh.cpp b/src/client/mapblock_mesh.cpp
new file mode 100644
index 000000000..ed8a073de
--- /dev/null
+++ b/src/client/mapblock_mesh.cpp
@@ -0,0 +1,1389 @@
+/*
+Minetest
+Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
+
+This program is free software; you can redistribute it and/or modify
+it under the terms of the GNU Lesser General Public License as published by
+the Free Software Foundation; either version 2.1 of the License, or
+(at your option) any later version.
+
+This program is distributed in the hope that it will be useful,
+but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+GNU Lesser General Public License for more details.
+
+You should have received a copy of the GNU Lesser General Public License along
+with this program; if not, write to the Free Software Foundation, Inc.,
+51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
+*/
+
+#include "mapblock_mesh.h"
+#include "client.h"
+#include "mapblock.h"
+#include "map.h"
+#include "profiler.h"
+#include "shader.h"
+#include "mesh.h"
+#include "minimap.h"
+#include "content_mapblock.h"
+#include "util/directiontables.h"
+#include "client/meshgen/collector.h"
+#include "client/renderingengine.h"
+#include <array>
+
+/*
+ MeshMakeData
+*/
+
+MeshMakeData::MeshMakeData(Client *client, bool use_shaders,
+ bool use_tangent_vertices):
+ m_client(client),
+ m_use_shaders(use_shaders),
+ m_use_tangent_vertices(use_tangent_vertices)
+{}
+
+void MeshMakeData::fillBlockDataBegin(const v3s16 &blockpos)
+{
+ m_blockpos = blockpos;
+
+ v3s16 blockpos_nodes = m_blockpos*MAP_BLOCKSIZE;
+
+ m_vmanip.clear();
+ VoxelArea voxel_area(blockpos_nodes - v3s16(1,1,1) * MAP_BLOCKSIZE,
+ blockpos_nodes + v3s16(1,1,1) * MAP_BLOCKSIZE*2-v3s16(1,1,1));
+ m_vmanip.addArea(voxel_area);
+}
+
+void MeshMakeData::fillBlockData(const v3s16 &block_offset, MapNode *data)
+{
+ v3s16 data_size(MAP_BLOCKSIZE, MAP_BLOCKSIZE, MAP_BLOCKSIZE);
+ VoxelArea data_area(v3s16(0,0,0), data_size - v3s16(1,1,1));
+
+ v3s16 bp = m_blockpos + block_offset;
+ v3s16 blockpos_nodes = bp * MAP_BLOCKSIZE;
+ m_vmanip.copyFrom(data, data_area, v3s16(0,0,0), blockpos_nodes, data_size);
+}
+
+void MeshMakeData::fill(MapBlock *block)
+{
+ fillBlockDataBegin(block->getPos());
+
+ fillBlockData(v3s16(0,0,0), block->getData());
+
+ // Get map for reading neighbor blocks
+ Map *map = block->getParent();
+
+ for (const v3s16 &dir : g_26dirs) {
+ v3s16 bp = m_blockpos + dir;
+ MapBlock *b = map->getBlockNoCreateNoEx(bp);
+ if(b)
+ fillBlockData(dir, b->getData());
+ }
+}
+
+void MeshMakeData::fillSingleNode(MapNode *node)
+{
+ m_blockpos = v3s16(0,0,0);
+
+ v3s16 blockpos_nodes = v3s16(0,0,0);
+ VoxelArea area(blockpos_nodes-v3s16(1,1,1)*MAP_BLOCKSIZE,
+ blockpos_nodes+v3s16(1,1,1)*MAP_BLOCKSIZE*2-v3s16(1,1,1));
+ s32 volume = area.getVolume();
+ s32 our_node_index = area.index(1,1,1);
+
+ // Allocate this block + neighbors
+ m_vmanip.clear();
+ m_vmanip.addArea(area);
+
+ // Fill in data
+ MapNode *data = new MapNode[volume];
+ for(s32 i = 0; i < volume; i++)
+ {
+ if (i == our_node_index)
+ data[i] = *node;
+ else
+ data[i] = MapNode(CONTENT_AIR, LIGHT_MAX, 0);
+ }
+ m_vmanip.copyFrom(data, area, area.MinEdge, area.MinEdge, area.getExtent());
+ 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,
+ const NodeDefManager *ndef)
+{
+ u8 light = n.getLight(bank, ndef);
+ if (light > 0)
+ light = rangelim(light + increment, 0, LIGHT_SUN);
+ return decode_light(light);
+}
+
+/*
+ Calculate non-smooth lighting at interior of node.
+ Both light banks.
+*/
+u16 getInteriorLight(MapNode n, s32 increment, const NodeDefManager *ndef)
+{
+ u16 day = getInteriorLight(LIGHTBANK_DAY, n, increment, ndef);
+ u16 night = getInteriorLight(LIGHTBANK_NIGHT, n, increment, ndef);
+ 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, const NodeDefManager *ndef)
+{
+ u8 light;
+ u8 l1 = n.getLight(bank, ndef);
+ u8 l2 = n2.getLight(bank, ndef);
+ if(l1 > l2)
+ light = l1;
+ else
+ light = l2;
+
+ // Boost light level for light sources
+ u8 light_source = MYMAX(ndef->get(n).light_source,
+ ndef->get(n2).light_source);
+ if(light_source > light)
+ light = light_source;
+
+ return decode_light(light);
+}
+
+/*
+ Calculate non-smooth lighting at face of node.
+ Both light banks.
+*/
+u16 getFaceLight(MapNode n, MapNode n2, const v3s16 &face_dir,
+ const NodeDefManager *ndef)
+{
+ u16 day = getFaceLight(LIGHTBANK_DAY, n, n2, face_dir, ndef);
+ u16 night = getFaceLight(LIGHTBANK_NIGHT, n, n2, face_dir, ndef);
+ return day | (night << 8);
+}
+
+/*
+ Calculate smooth lighting at the XYZ- corner of p.
+ Both light banks
+*/
+static u16 getSmoothLightCombined(const v3s16 &p,
+ const std::array<v3s16,8> &dirs, MeshMakeData *data)
+{
+ const NodeDefManager *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;
+ bool direct_sunlight = false;
+
+ auto add_node = [&] (u8 i, bool obstructed = false) -> bool {
+ if (obstructed) {
+ ambient_occlusion++;
+ return false;
+ }
+ MapNode n = data->m_vmanip.getNodeNoExNoEmerge(p + dirs[i]);
+ if (n.getContent() == CONTENT_IGNORE)
+ return true;
+ 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) {
+ u8 light_level_day = n.getLightNoChecks(LIGHTBANK_DAY, &f);
+ u8 light_level_night = n.getLightNoChecks(LIGHTBANK_NIGHT, &f);
+ if (light_level_day == LIGHT_SUN)
+ direct_sunlight = true;
+ light_day += decode_light(light_level_day);
+ light_night += decode_light(light_level_night);
+ light_count++;
+ } else {
+ ambient_occlusion++;
+ }
+ return f.light_propagates;
+ };
+
+ std::array<bool, 4> obstructed = {{ 1, 1, 1, 1 }};
+ add_node(0);
+ bool opaque1 = !add_node(1);
+ bool opaque2 = !add_node(2);
+ bool opaque3 = !add_node(3);
+ obstructed[0] = opaque1 && opaque2;
+ obstructed[1] = opaque1 && opaque3;
+ obstructed[2] = opaque2 && opaque3;
+ for (u8 k = 0; k < 3; ++k)
+ if (add_node(k + 4, obstructed[k]))
+ obstructed[3] = false;
+ if (add_node(7, obstructed[3])) { // wrap light around nodes
+ ambient_occlusion -= 3;
+ for (u8 k = 0; k < 3; ++k)
+ add_node(k + 4, !obstructed[k]);
+ }
+
+ if (light_count == 0) {
+ light_day = light_night = 0;
+ } else {
+ light_day /= light_count;
+ light_night /= light_count;
+ }
+
+ // boost direct sunlight, if any
+ if (direct_sunlight)
+ light_day = 0xFF;
+
+ // 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 thread_local const float ao_gamma = rangelim(
+ g_settings->getFloat("ambient_occlusion_gamma"), 0.25, 4.0);
+
+ // Table of gamma space multiply factors.
+ static thread_local 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.
+ Node at p is solid, and thus the lighting is face-dependent.
+*/
+u16 getSmoothLightSolid(const v3s16 &p, const v3s16 &face_dir, const v3s16 &corner, MeshMakeData *data)
+{
+ return getSmoothLightTransparent(p + face_dir, corner - 2 * face_dir, data);
+}
+
+/*
+ Calculate smooth lighting at the given corner of p.
+ Both light banks.
+ Node at p is not solid, and the lighting is not face-dependent.
+*/
+u16 getSmoothLightTransparent(const v3s16 &p, const v3s16 &corner, MeshMakeData *data)
+{
+ const std::array<v3s16,8> dirs = {{
+ // Always shine light
+ v3s16(0,0,0),
+ v3s16(corner.X,0,0),
+ v3s16(0,corner.Y,0),
+ v3s16(0,0,corner.Z),
+
+ // Can be obstructed
+ v3s16(corner.X,corner.Y,0),
+ v3s16(corner.X,0,corner.Z),
+ v3s16(0,corner.Y,corner.Z),
+ v3s16(corner.X,corner.Y,corner.Z)
+ }};
+ return getSmoothLightCombined(p, dirs, 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(light, 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(const 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);
+ }
+}
+
+static void getNodeTextureCoords(v3f base, const v3f &scale, const v3s16 &dir, float *u, float *v)
+{
+ if (dir.X > 0 || dir.Y > 0 || dir.Z < 0)
+ base -= scale;
+ if (dir == v3s16(0,0,1)) {
+ *u = -base.X - 1;
+ *v = -base.Y - 1;
+ } else if (dir == v3s16(0,0,-1)) {
+ *u = base.X + 1;
+ *v = -base.Y - 2;
+ } else if (dir == v3s16(1,0,0)) {
+ *u = base.Z + 1;
+ *v = -base.Y - 2;
+ } else if (dir == v3s16(-1,0,0)) {
+ *u = -base.Z - 1;
+ *v = -base.Y - 1;
+ } else if (dir == v3s16(0,1,0)) {
+ *u = base.X + 1;
+ *v = -base.Z - 2;
+ } else if (dir == v3s16(0,-1,0)) {
+ *u = base.X;
+ *v = base.Z;
+ }
+}
+
+struct FastFace
+{
+ TileSpec tile;
+ video::S3DVertex vertices[4]; // Precalculated vertices
+ /*!
+ * The face is divided into two triangles. If this is true,
+ * vertices 0 and 2 are connected, othervise vertices 1 and 3
+ * are connected.
+ */
+ bool vertex_0_2_connected;
+};
+
+static void makeFastFace(const TileSpec &tile, u16 li0, u16 li1, u16 li2, u16 li3,
+ const v3f &tp, const v3f &p, const v3s16 &dir, const v3f &scale, std::vector<FastFace> &dest)
+{
+ // Position is at the center of the cube.
+ v3f pos = p * BS;
+
+ float x0 = 0.0f;
+ float y0 = 0.0f;
+ float w = 1.0f;
+ float h = 1.0f;
+
+ v3f vertex_pos[4];
+ v3s16 vertex_dirs[4];
+ getNodeVertexDirs(dir, vertex_dirs);
+ if (tile.world_aligned)
+ getNodeTextureCoords(tp, scale, dir, &x0, &y0);
+
+ 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 (v3f &vpos : vertex_pos) {
+ vpos.X *= scale.X;
+ vpos.Y *= scale.Y;
+ vpos.Z *= scale.Z;
+ vpos += pos;
+ }
+
+ f32 abs_scale = 1.0f;
+ if (scale.X < 0.999f || scale.X > 1.001f) abs_scale = scale.X;
+ else if (scale.Y < 0.999f || scale.Y > 1.001f) abs_scale = scale.Y;
+ else if (scale.Z < 0.999f || scale.Z > 1.001f) abs_scale = scale.Z;
+
+ v3f normal(dir.X, dir.Y, dir.Z);
+
+ u16 li[4] = { li0, li1, li2, li3 };
+ u16 day[4];
+ u16 night[4];
+
+ for (u8 i = 0; i < 4; i++) {
+ day[i] = li[i] >> 8;
+ night[i] = li[i] & 0xFF;
+ }
+
+ bool vertex_0_2_connected = abs(day[0] - day[2]) + abs(night[0] - night[2])
+ < abs(day[1] - day[3]) + abs(night[1] - night[3]);
+
+ 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) };
+
+ // equivalent to dest.push_back(FastFace()) but faster
+ dest.emplace_back();
+ FastFace& face = *dest.rbegin();
+
+ for (u8 i = 0; i < 4; i++) {
+ video::SColor c = encode_light(li[i], tile.emissive_light);
+ if (!tile.emissive_light)
+ applyFacesShading(c, normal);
+
+ face.vertices[i] = video::S3DVertex(vertex_pos[i], normal, c, f[i]);
+ }
+
+ /*
+ Revert triangles for nicer looking gradient if the
+ brightness of vertices 1 and 3 differ less than
+ the brightness of vertices 0 and 2.
+ */
+ face.vertex_0_2_connected = vertex_0_2_connected;
+ 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,
+ const NodeDefManager *ndef)
+{
+ *equivalent = false;
+
+ if (m1 == m2 || m1 == CONTENT_IGNORE || m2 == CONTENT_IGNORE)
+ return 0;
+
+ 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))
+ return 0;
+
+ u8 c1 = f1.solidness;
+ u8 c2 = f2.solidness;
+
+ if (c1 == c2)
+ return 0;
+
+ if (c1 == 0)
+ c1 = f1.visual_solidness;
+ else 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;
+
+ return 2;
+}
+
+/*
+ Gets nth node tile (0 <= n <= 5).
+*/
+void getNodeTileN(MapNode mn, const v3s16 &p, u8 tileindex, MeshMakeData *data, TileSpec &tile)
+{
+ const NodeDefManager *ndef = data->m_client->ndef();
+ const ContentFeatures &f = ndef->get(mn);
+ tile = f.tiles[tileindex];
+ bool has_crack = p == data->m_crack_pos_relative;
+ for (TileLayer &layer : tile.layers) {
+ if (layer.texture_id == 0)
+ continue;
+ if (!layer.has_color)
+ mn.getColor(f, &(layer.color));
+ // Apply temporary crack
+ if (has_crack)
+ layer.material_flags |= MATERIAL_FLAG_CRACK;
+ }
+}
+
+/*
+ Gets node tile given a face direction.
+*/
+void getNodeTile(MapNode mn, const v3s16 &p, const v3s16 &dir, MeshMakeData *data, TileSpec &tile)
+{
+ const NodeDefManager *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;
+ getNodeTileN(mn, p, dir_to_tile[tile_index], data, tile);
+ tile.rotation = tile.world_aligned ? 0 : dir_to_tile[tile_index + 1];
+}
+
+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;
+ const NodeDefManager *ndef = data->m_client->ndef();
+ v3s16 blockpos_nodes = data->m_blockpos * MAP_BLOCKSIZE;
+
+ const 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;
+ }
+
+ getNodeTile(n, p_corrected, face_dir_corrected, data, tile);
+ const ContentFeatures &f = ndef->get(n);
+ tile.emissive_light = f.light_source;
+
+ // eg. water and glass
+ if (equivalent) {
+ for (TileLayer &layer : tile.layers)
+ layer.material_flags |= MATERIAL_FLAG_BACKFACE_CULLING;
+ }
+
+ if (!data->m_smooth_lighting) {
+ 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);
+
+ v3s16 light_p = blockpos_nodes + p_corrected;
+ for (u16 i = 0; i < 4; i++)
+ lights[i] = getSmoothLightSolid(light_p, face_dir_corrected, vertex_dirs[i], data);
+ }
+}
+
+/*
+ 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,
+ const v3s16 &&startpos,
+ v3s16 translate_dir,
+ const v3f &&translate_dir_f,
+ const v3s16 &&face_dir,
+ 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
+ && memcmp(next_lights, lights, ARRLEN(lights) * sizeof(u16)) == 0
+ && next_tile.isTileable(tile)) {
+ 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 * 0.5f - 0.5f)
+ * 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],
+ pf, 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
+ 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
+ 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
+ dest);
+}
+
+static void applyTileColor(PreMeshBuffer &pmb)
+{
+ video::SColor tc = pmb.layer.color;
+ if (tc == video::SColor(0xFFFFFFFF))
+ return;
+ for (video::S3DVertex &vertex : pmb.vertices) {
+ video::SColor *c = &vertex.Color;
+ c->set(c->getAlpha(),
+ c->getRed() * tc.getRed() / 255,
+ c->getGreen() * tc.getGreen() / 255,
+ c->getBlue() * tc.getBlue() / 255);
+ }
+}
+
+/*
+ MapBlockMesh
+*/
+
+MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
+ m_minimap_mapblock(NULL),
+ m_tsrc(data->m_client->getTextureSource()),
+ m_shdrsrc(data->m_client->getShaderSource()),
+ m_animation_force_timer(0), // force initial animation
+ m_last_crack(-1),
+ m_last_daynight_ratio((u32) -1)
+{
+ for (auto &m : m_mesh)
+ m = new scene::SMesh();
+ 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;
+
+ {
+ // avg 0ms (100ms spikes when loading textures the first time)
+ // (NOTE: probably outdated)
+ //TimeTaker timer2("MeshCollector building");
+
+ for (const FastFace &f : fastfaces_new) {
+ static const u16 indices[] = {0, 1, 2, 2, 3, 0};
+ static const u16 indices_alternate[] = {0, 1, 3, 2, 3, 1};
+ const u16 *indices_p =
+ f.vertex_0_2_connected ? indices : 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 (int layer = 0; layer < MAX_TILE_LAYERS; layer++) {
+ for(u32 i = 0; i < collector.prebuffers[layer].size(); i++)
+ {
+ PreMeshBuffer &p = collector.prebuffers[layer][i];
+
+ applyTileColor(p);
+
+ // Generate animation data
+ // - Cracks
+ if (p.layer.material_flags & MATERIAL_FLAG_CRACK) {
+ // Find the texture name plus ^[crack:N:
+ std::ostringstream os(std::ios::binary);
+ os << m_tsrc->getTextureName(p.layer.texture_id) << "^[crack";
+ if (p.layer.material_flags & MATERIAL_FLAG_CRACK_OVERLAY)
+ os << "o"; // use ^[cracko
+ u8 tiles = p.layer.scale;
+ if (tiles > 1)
+ os << ":" << (u32)tiles;
+ os << ":" << (u32)p.layer.animation_frame_count << ":";
+ m_crack_materials.insert(std::make_pair(
+ std::pair<u8, u32>(layer, i), os.str()));
+ // Replace tile texture with the cracked one
+ p.layer.texture = m_tsrc->getTextureForMesh(
+ os.str() + "0",
+ &p.layer.texture_id);
+ }
+ // - Texture animation
+ if (p.layer.material_flags & MATERIAL_FLAG_ANIMATION) {
+ // Add to MapBlockMesh in order to animate these tiles
+ m_animation_tiles[std::pair<u8, u32>(layer, i)] = p.layer;
+ m_animation_frames[std::pair<u8, u32>(layer, i)] = 0;
+ if (g_settings->getBool(
+ "desynchronize_mapblock_texture_animation")) {
+ // Get starting position from noise
+ m_animation_frame_offsets[std::pair<u8, u32>(layer, 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[std::pair<u8, u32>(layer, i)] = 0;
+ }
+ // Replace tile texture with the first animation frame
+ p.layer.texture = (*p.layer.frames)[0].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 = p.vertices.size();
+ for (u32 j = 0; j < vertex_count; j++) {
+ video::SColor *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[std::pair<u8, u32>(layer, 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.layer.texture);
+
+ if (m_enable_shaders) {
+ material.MaterialType = m_shdrsrc->getShaderInfo(
+ p.layer.shader_id).material;
+ p.layer.applyMaterialOptionsWithShaders(material);
+ if (p.layer.normal_texture)
+ material.setTexture(1, p.layer.normal_texture);
+ material.setTexture(2, p.layer.flags_texture);
+ } else {
+ p.layer.applyMaterialOptions(material);
+ }
+
+ scene::SMesh *mesh = (scene::SMesh *)m_mesh[layer];
+
+ // Create meshbuffer, add to mesh
+ if (m_use_tangent_vertices) {
+ scene::SMeshBufferTangents *buf =
+ new scene::SMeshBufferTangents();
+ buf->Material = material;
+ buf->Vertices.reallocate(p.vertices.size());
+ buf->Indices.reallocate(p.indices.size());
+ for (const video::S3DVertex &v: p.vertices)
+ buf->Vertices.push_back(video::S3DVertexTangents(v.Pos, v.Color, v.TCoords));
+ for (u16 i: p.indices)
+ buf->Indices.push_back(i);
+ buf->recalculateBoundingBox();
+ mesh->addMeshBuffer(buf);
+ buf->drop();
+ } else {
+ scene::SMeshBuffer *buf = new scene::SMeshBuffer();
+ buf->Material = material;
+ buf->append(&p.vertices[0], p.vertices.size(),
+ &p.indices[0], p.indices.size());
+ mesh->addMeshBuffer(buf);
+ buf->drop();
+ }
+ }
+
+ /*
+ Do some stuff to the mesh
+ */
+ m_camera_offset = camera_offset;
+ translateMesh(m_mesh[layer],
+ intToFloat(data->m_blockpos * MAP_BLOCKSIZE - camera_offset, BS));
+
+ if (m_use_tangent_vertices) {
+ scene::IMeshManipulator* meshmanip =
+ RenderingEngine::get_scene_manager()->getMeshManipulator();
+ meshmanip->recalculateTangents(m_mesh[layer], true, false, false);
+ }
+
+ if (m_mesh[layer]) {
+#if 0
+ // Usually 1-700 faces and 1-7 materials
+ std::cout << "Updated MapBlock has " << fastfaces_new.size()
+ << " faces and uses " << m_mesh[layer]->getMeshBufferCount()
+ << " materials (meshbuffers)" << std::endl;
+#endif
+
+ // Use VBO for mesh (this just would set this for ever buffer)
+ if (m_enable_vbo)
+ m_mesh[layer]->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()
+{
+ for (scene::IMesh *m : m_mesh) {
+ if (m_enable_vbo && m)
+ for (u32 i = 0; i < m->getMeshBufferCount(); i++) {
+ scene::IMeshBuffer *buf = m->getMeshBuffer(i);
+ RenderingEngine::get_video_driver()->removeHardwareBuffer(buf);
+ }
+ m->drop();
+ m = 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 (auto &crack_material : m_crack_materials) {
+ scene::IMeshBuffer *buf = m_mesh[crack_material.first.first]->
+ getMeshBuffer(crack_material.first.second);
+ std::string basename = crack_material.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
+ auto anim_iter = m_animation_tiles.find(crack_material.first);
+ if (anim_iter != m_animation_tiles.end()) {
+ TileLayer &tile = anim_iter->second;
+ tile.texture = new_texture;
+ tile.texture_id = new_texture_id;
+ // force animation update
+ m_animation_frames[crack_material.first] = -1;
+ }
+ }
+
+ m_last_crack = crack;
+ }
+
+ // Texture animation
+ for (auto &animation_tile : m_animation_tiles) {
+ const TileLayer &tile = animation_tile.second;
+ // Figure out current frame
+ int frameoffset = m_animation_frame_offsets[animation_tile.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[animation_tile.first])
+ continue;
+
+ m_animation_frames[animation_tile.first] = frame;
+
+ scene::IMeshBuffer *buf = m_mesh[animation_tile.first.first]->
+ getMeshBuffer(animation_tile.first.second);
+
+ const 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)
+ for (scene::IMesh *m : m_mesh)
+ m->setDirty();
+ video::SColorf day_color;
+ get_sunlight_color(&day_color, daynight_ratio);
+
+ for (auto &daynight_diff : m_daynight_diffs) {
+ scene::IMeshBuffer *buf = m_mesh[daynight_diff.first.first]->
+ getMeshBuffer(daynight_diff.first.second);
+ video::S3DVertex *vertices = (video::S3DVertex *)buf->getVertices();
+ for (const auto &j : daynight_diff.second)
+ 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) {
+ for (scene::IMesh *layer : m_mesh) {
+ translateMesh(layer,
+ intToFloat(m_camera_offset - camera_offset, BS));
+ if (m_enable_vbo)
+ layer->setDirty();
+ }
+ m_camera_offset = camera_offset;
+ }
+}
+
+video::SColor encode_light(u16 light, u8 emissive_light)
+{
+ // Get components
+ u32 day = (light & 0xff);
+ u32 night = (light >> 8);
+ // Add emissive light
+ night += emissive_light * 2.5f;
+ if (night > 255)
+ night = 255;
+ // Since we don't know if the day light is sunlight or
+ // artificial light, assume it is artificial when the night
+ // light bank is also lit.
+ if (day < night)
+ day = 0;
+ else
+ day = day - night;
+ u32 sum = day + night;
+ // Ratio of sunlight:
+ u32 r;
+ if (sum > 0)
+ r = day * 255 / sum;
+ else
+ r = 0;
+ // Average light:
+ float b = (day + night) / 2;
+ return video::SColor(r, b, b, b);
+}