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-rw-r--r--src/client/mapblock_mesh.cpp257
1 files changed, 255 insertions, 2 deletions
diff --git a/src/client/mapblock_mesh.cpp b/src/client/mapblock_mesh.cpp
index 03522eca9..8c7d66186 100644
--- a/src/client/mapblock_mesh.cpp
+++ b/src/client/mapblock_mesh.cpp
@@ -30,6 +30,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "client/meshgen/collector.h"
#include "client/renderingengine.h"
#include <array>
+#include <algorithm>
/*
MeshMakeData
@@ -1004,6 +1005,173 @@ static void applyTileColor(PreMeshBuffer &pmb)
}
/*
+ MapBlockBspTree
+*/
+
+void MapBlockBspTree::buildTree(const std::vector<MeshTriangle> *triangles)
+{
+ this->triangles = triangles;
+
+ nodes.clear();
+
+ // assert that triangle index can fit into s32
+ assert(triangles->size() <= 0x7FFFFFFFL);
+ std::vector<s32> indexes;
+ indexes.reserve(triangles->size());
+ for (u32 i = 0; i < triangles->size(); i++)
+ indexes.push_back(i);
+
+ root = buildTree(v3f(1, 0, 0), v3f(85, 85, 85), 40, indexes, 0);
+}
+
+/**
+ * @brief Find a candidate plane to split a set of triangles in two
+ *
+ * The candidate plane is represented by one of the triangles from the set.
+ *
+ * @param list Vector of indexes of the triangles in the set
+ * @param triangles Vector of all triangles in the BSP tree
+ * @return Address of the triangle that represents the proposed split plane
+ */
+static const MeshTriangle *findSplitCandidate(const std::vector<s32> &list, const std::vector<MeshTriangle> &triangles)
+{
+ // find the center of the cluster.
+ v3f center(0, 0, 0);
+ size_t n = list.size();
+ for (s32 i : list) {
+ center += triangles[i].centroid / n;
+ }
+
+ // find the triangle with the largest area and closest to the center
+ const MeshTriangle *candidate_triangle = &triangles[list[0]];
+ const MeshTriangle *ith_triangle;
+ for (s32 i : list) {
+ ith_triangle = &triangles[i];
+ if (ith_triangle->areaSQ > candidate_triangle->areaSQ ||
+ (ith_triangle->areaSQ == candidate_triangle->areaSQ &&
+ ith_triangle->centroid.getDistanceFromSQ(center) < candidate_triangle->centroid.getDistanceFromSQ(center))) {
+ candidate_triangle = ith_triangle;
+ }
+ }
+ return candidate_triangle;
+}
+
+s32 MapBlockBspTree::buildTree(v3f normal, v3f origin, float delta, const std::vector<s32> &list, u32 depth)
+{
+ // if the list is empty, don't bother
+ if (list.empty())
+ return -1;
+
+ // if there is only one triangle, or the delta is insanely small, this is a leaf node
+ if (list.size() == 1 || delta < 0.01) {
+ nodes.emplace_back(normal, origin, list, -1, -1);
+ return nodes.size() - 1;
+ }
+
+ std::vector<s32> front_list;
+ std::vector<s32> back_list;
+ std::vector<s32> node_list;
+
+ // split the list
+ for (s32 i : list) {
+ const MeshTriangle &triangle = (*triangles)[i];
+ float factor = normal.dotProduct(triangle.centroid - origin);
+ if (factor == 0)
+ node_list.push_back(i);
+ else if (factor > 0)
+ front_list.push_back(i);
+ else
+ back_list.push_back(i);
+ }
+
+ // define the new split-plane
+ v3f candidate_normal(normal.Z, normal.X, normal.Y);
+ float candidate_delta = delta;
+ if (depth % 3 == 2)
+ candidate_delta /= 2;
+
+ s32 front_index = -1;
+ s32 back_index = -1;
+
+ if (!front_list.empty()) {
+ v3f next_normal = candidate_normal;
+ v3f next_origin = origin + delta * normal;
+ float next_delta = candidate_delta;
+ if (next_delta < 10) {
+ const MeshTriangle *candidate = findSplitCandidate(front_list, *triangles);
+ next_normal = candidate->getNormal();
+ next_origin = candidate->centroid;
+ }
+ front_index = buildTree(next_normal, next_origin, next_delta, front_list, depth + 1);
+
+ // if there are no other triangles, don't create a new node
+ if (back_list.empty() && node_list.empty())
+ return front_index;
+ }
+
+ if (!back_list.empty()) {
+ v3f next_normal = candidate_normal;
+ v3f next_origin = origin - delta * normal;
+ float next_delta = candidate_delta;
+ if (next_delta < 10) {
+ const MeshTriangle *candidate = findSplitCandidate(back_list, *triangles);
+ next_normal = candidate->getNormal();
+ next_origin = candidate->centroid;
+ }
+
+ back_index = buildTree(next_normal, next_origin, next_delta, back_list, depth + 1);
+
+ // if there are no other triangles, don't create a new node
+ if (front_list.empty() && node_list.empty())
+ return back_index;
+ }
+
+ nodes.emplace_back(normal, origin, node_list, front_index, back_index);
+
+ return nodes.size() - 1;
+}
+
+void MapBlockBspTree::traverse(s32 node, v3f viewpoint, std::vector<s32> &output) const
+{
+ if (node < 0) return; // recursion break;
+
+ const TreeNode &n = nodes[node];
+ float factor = n.normal.dotProduct(viewpoint - n.origin);
+
+ if (factor > 0)
+ traverse(n.back_ref, viewpoint, output);
+ else
+ traverse(n.front_ref, viewpoint, output);
+
+ if (factor != 0)
+ for (s32 i : n.triangle_refs)
+ output.push_back(i);
+
+ if (factor > 0)
+ traverse(n.front_ref, viewpoint, output);
+ else
+ traverse(n.back_ref, viewpoint, output);
+}
+
+
+
+/*
+ PartialMeshBuffer
+*/
+
+void PartialMeshBuffer::beforeDraw() const
+{
+ // Patch the indexes in the mesh buffer before draw
+
+ m_buffer->Indices.clear();
+ if (!m_vertex_indexes.empty()) {
+ for (auto index : m_vertex_indexes)
+ m_buffer->Indices.push_back(index);
+ }
+ m_buffer->setDirty(scene::EBT_INDEX);
+}
+
+/*
MapBlockMesh
*/
@@ -1173,8 +1341,31 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
scene::SMeshBuffer *buf = new scene::SMeshBuffer();
buf->Material = material;
- buf->append(&p.vertices[0], p.vertices.size(),
- &p.indices[0], p.indices.size());
+ switch (p.layer.material_type) {
+ // list of transparent materials taken from tile.h
+ case TILE_MATERIAL_ALPHA:
+ case TILE_MATERIAL_LIQUID_TRANSPARENT:
+ case TILE_MATERIAL_WAVING_LIQUID_TRANSPARENT:
+ {
+ buf->append(&p.vertices[0], p.vertices.size(),
+ &p.indices[0], 0);
+
+ MeshTriangle t;
+ t.buffer = buf;
+ for (u32 i = 0; i < p.indices.size(); i += 3) {
+ t.p1 = p.indices[i];
+ t.p2 = p.indices[i + 1];
+ t.p3 = p.indices[i + 2];
+ t.updateAttributes();
+ m_transparent_triangles.push_back(t);
+ }
+ }
+ break;
+ default:
+ buf->append(&p.vertices[0], p.vertices.size(),
+ &p.indices[0], p.indices.size());
+ break;
+ }
mesh->addMeshBuffer(buf);
buf->drop();
}
@@ -1187,6 +1378,7 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
}
//std::cout<<"added "<<fastfaces.getSize()<<" faces."<<std::endl;
+ m_bsp_tree.buildTree(&m_transparent_triangles);
// Check if animation is required for this mesh
m_has_animation =
@@ -1298,6 +1490,67 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack,
return true;
}
+void MapBlockMesh::updateTransparentBuffers(v3f camera_pos, v3s16 block_pos)
+{
+ // nothing to do if the entire block is opaque
+ if (m_transparent_triangles.empty())
+ return;
+
+ v3f block_posf = intToFloat(block_pos * MAP_BLOCKSIZE, BS);
+ v3f rel_camera_pos = camera_pos - block_posf;
+
+ std::vector<s32> triangle_refs;
+ m_bsp_tree.traverse(rel_camera_pos, triangle_refs);
+
+ // arrange index sequences into partial buffers
+ m_transparent_buffers.clear();
+
+ scene::SMeshBuffer *current_buffer = nullptr;
+ std::vector<u16> current_strain;
+ for (auto i : triangle_refs) {
+ const auto &t = m_transparent_triangles[i];
+ if (current_buffer != t.buffer) {
+ if (current_buffer) {
+ m_transparent_buffers.emplace_back(current_buffer, current_strain);
+ current_strain.clear();
+ }
+ current_buffer = t.buffer;
+ }
+ current_strain.push_back(t.p1);
+ current_strain.push_back(t.p2);
+ current_strain.push_back(t.p3);
+ }
+
+ if (!current_strain.empty())
+ m_transparent_buffers.emplace_back(current_buffer, current_strain);
+}
+
+void MapBlockMesh::consolidateTransparentBuffers()
+{
+ m_transparent_buffers.clear();
+
+ scene::SMeshBuffer *current_buffer = nullptr;
+ std::vector<u16> current_strain;
+
+ // use the fact that m_transparent_triangles is already arranged by buffer
+ for (const auto &t : m_transparent_triangles) {
+ if (current_buffer != t.buffer) {
+ if (current_buffer != nullptr) {
+ this->m_transparent_buffers.emplace_back(current_buffer, current_strain);
+ current_strain.clear();
+ }
+ current_buffer = t.buffer;
+ }
+ current_strain.push_back(t.p1);
+ current_strain.push_back(t.p2);
+ current_strain.push_back(t.p3);
+ }
+
+ if (!current_strain.empty()) {
+ this->m_transparent_buffers.emplace_back(current_buffer, current_strain);
+ }
+}
+
video::SColor encode_light(u16 light, u8 emissive_light)
{
// Get components