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author | x2048 <codeforsmile@gmail.com> | 2022-04-02 10:42:27 +0200 |
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committer | GitHub <noreply@github.com> | 2022-04-02 10:42:27 +0200 |
commit | b0b9732359d43325c8bd820abeb8417353365a0c (patch) | |
tree | 3de2c5a55f67ee142a9f2a1b95c2b47b6d881c54 /src/client/mapblock_mesh.h | |
parent | 26c046a563f686f9309055f5d566a92d436eed7e (diff) | |
download | minetest-b0b9732359d43325c8bd820abeb8417353365a0c.tar.gz minetest-b0b9732359d43325c8bd820abeb8417353365a0c.tar.bz2 minetest-b0b9732359d43325c8bd820abeb8417353365a0c.zip |
Add depth sorting for node faces (#11696)
Use BSP tree to order transparent triangles
https://en.wikipedia.org/wiki/Binary_space_partitioning
Diffstat (limited to 'src/client/mapblock_mesh.h')
-rw-r--r-- | src/client/mapblock_mesh.h | 101 |
1 files changed, 101 insertions, 0 deletions
diff --git a/src/client/mapblock_mesh.h b/src/client/mapblock_mesh.h index 3b17c4af9..cfc39ade2 100644 --- a/src/client/mapblock_mesh.h +++ b/src/client/mapblock_mesh.h @@ -71,6 +71,91 @@ struct MeshMakeData void setSmoothLighting(bool smooth_lighting); }; +// represents a triangle as indexes into the vertex buffer in SMeshBuffer +class MeshTriangle +{ +public: + scene::SMeshBuffer *buffer; + u16 p1, p2, p3; + v3f centroid; + float areaSQ; + + void updateAttributes() + { + v3f v1 = buffer->getPosition(p1); + v3f v2 = buffer->getPosition(p2); + v3f v3 = buffer->getPosition(p3); + + centroid = (v1 + v2 + v3) / 3; + areaSQ = (v2-v1).crossProduct(v3-v1).getLengthSQ() / 4; + } + + v3f getNormal() const { + v3f v1 = buffer->getPosition(p1); + v3f v2 = buffer->getPosition(p2); + v3f v3 = buffer->getPosition(p3); + + return (v2-v1).crossProduct(v3-v1); + } +}; + +/** + * Implements a binary space partitioning tree + * See also: https://en.wikipedia.org/wiki/Binary_space_partitioning + */ +class MapBlockBspTree +{ +public: + MapBlockBspTree() {} + + void buildTree(const std::vector<MeshTriangle> *triangles); + + void traverse(v3f viewpoint, std::vector<s32> &output) const + { + traverse(root, viewpoint, output); + } + +private: + // Tree node definition; + struct TreeNode + { + v3f normal; + v3f origin; + std::vector<s32> triangle_refs; + s32 front_ref; + s32 back_ref; + + TreeNode() = default; + TreeNode(v3f normal, v3f origin, const std::vector<s32> &triangle_refs, s32 front_ref, s32 back_ref) : + normal(normal), origin(origin), triangle_refs(triangle_refs), front_ref(front_ref), back_ref(back_ref) + {} + }; + + + s32 buildTree(v3f normal, v3f origin, float delta, const std::vector<s32> &list, u32 depth); + void traverse(s32 node, v3f viewpoint, std::vector<s32> &output) const; + + const std::vector<MeshTriangle> *triangles = nullptr; // this reference is managed externally + std::vector<TreeNode> nodes; // list of nodes + s32 root = -1; // index of the root node +}; + +class PartialMeshBuffer +{ +public: + PartialMeshBuffer(scene::SMeshBuffer *buffer, const std::vector<u16> &vertex_indexes) : + m_buffer(buffer), m_vertex_indexes(vertex_indexes) + {} + + scene::IMeshBuffer *getBuffer() const { return m_buffer; } + const std::vector<u16> &getVertexIndexes() const { return m_vertex_indexes; } + + void beforeDraw() const; +private: + scene::SMeshBuffer *m_buffer; + std::vector<u16> m_vertex_indexes; +}; + /* Holds a mesh for a mapblock. @@ -125,6 +210,15 @@ public: m_animation_force_timer--; } + /// update transparent buffers to render towards the camera + void updateTransparentBuffers(v3f camera_pos, v3s16 block_pos); + void consolidateTransparentBuffers(); + + /// get the list of transparent buffers + const std::vector<PartialMeshBuffer> &getTransparentBuffers() const + { + return this->m_transparent_buffers; + } private: scene::IMesh *m_mesh[MAX_TILE_LAYERS]; MinimapMapblock *m_minimap_mapblock; @@ -158,6 +252,13 @@ private: // of sunlit vertices // Keys are pairs of (mesh index, buffer index in the mesh) std::map<std::pair<u8, u32>, std::map<u32, video::SColor > > m_daynight_diffs; + + // list of all semitransparent triangles in the mapblock + std::vector<MeshTriangle> m_transparent_triangles; + // Binary Space Partitioning tree for the block + MapBlockBspTree m_bsp_tree; + // Ordered list of references to parts of transparent buffers to draw + std::vector<PartialMeshBuffer> m_transparent_buffers; }; /*! |