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diff --git a/src/mapblock_mesh.cpp b/src/mapblock_mesh.cpp
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+/*
+Minetest-c55
+Copyright (C) 2010-2011 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 General Public License as published by
+the Free Software Foundation; either version 2 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 General Public License for more details.
+
+You should have received a copy of the GNU 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 "light.h"
+#include "mapblock.h"
+#include "map.h"
+#include "main.h" // For g_settings and g_texturesource
+#include "content_mapblock.h"
+
+void MeshMakeData::fill(u32 daynight_ratio, MapBlock *block)
+{
+ m_daynight_ratio = daynight_ratio;
+ m_blockpos = block->getPos();
+
+ v3s16 blockpos_nodes = m_blockpos*MAP_BLOCKSIZE;
+
+ /*
+ There is no harm not copying the TempMods of the neighbors
+ because they are already copied to this block
+ */
+ m_temp_mods.clear();
+ block->copyTempMods(m_temp_mods);
+
+ /*
+ Copy data
+ */
+
+ // Allocate this block + neighbors
+ m_vmanip.clear();
+ m_vmanip.addArea(VoxelArea(blockpos_nodes-v3s16(1,1,1)*MAP_BLOCKSIZE,
+ blockpos_nodes+v3s16(1,1,1)*MAP_BLOCKSIZE*2-v3s16(1,1,1)));
+
+ {
+ //TimeTaker timer("copy central block data");
+ // 0ms
+
+ // Copy our data
+ block->copyTo(m_vmanip);
+ }
+ {
+ //TimeTaker timer("copy neighbor block data");
+ // 0ms
+
+ /*
+ Copy neighbors. This is lightning fast.
+ Copying only the borders would be *very* slow.
+ */
+
+ // Get map
+ NodeContainer *parentcontainer = block->getParent();
+ // This will only work if the parent is the map
+ assert(parentcontainer->nodeContainerId() == NODECONTAINER_ID_MAP);
+ // OK, we have the map!
+ Map *map = (Map*)parentcontainer;
+
+ for(u16 i=0; i<6; i++)
+ {
+ const v3s16 &dir = g_6dirs[i];
+ v3s16 bp = m_blockpos + dir;
+ MapBlock *b = map->getBlockNoCreateNoEx(bp);
+ if(b)
+ b->copyTo(m_vmanip);
+ }
+ }
+}
+
+/*
+ vertex_dirs: v3s16[4]
+*/
+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);
+ }
+}
+
+inline video::SColor lightColor(u8 alpha, u8 light)
+{
+ return video::SColor(alpha,light,light,light);
+}
+
+struct FastFace
+{
+ TileSpec tile;
+ video::S3DVertex vertices[4]; // Precalculated vertices
+};
+
+void makeFastFace(TileSpec tile, u8 li0, u8 li1, u8 li2, u8 li3, v3f p,
+ v3s16 dir, v3f scale, v3f posRelative_f,
+ core::array<FastFace> &dest)
+{
+ FastFace face;
+
+ // Position is at the center of the cube.
+ v3f pos = p * BS;
+ posRelative_f *= BS;
+
+ v3f vertex_pos[4];
+ v3s16 vertex_dirs[4];
+ getNodeVertexDirs(dir, vertex_dirs);
+ 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 + posRelative_f;
+ }
+
+ f32 abs_scale = 1.;
+ 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 zerovector = v3f(0,0,0);
+
+ u8 alpha = tile.alpha;
+ /*u8 alpha = 255;
+ if(tile.id == TILE_WATER)
+ alpha = WATER_ALPHA;*/
+
+ float x0 = tile.texture.pos.X;
+ float y0 = tile.texture.pos.Y;
+ float w = tile.texture.size.X;
+ float h = tile.texture.size.Y;
+
+ /*video::SColor c = lightColor(alpha, li);
+
+ face.vertices[0] = video::S3DVertex(vertex_pos[0], v3f(0,1,0), c,
+ core::vector2d<f32>(x0+w*abs_scale, y0+h));
+ face.vertices[1] = video::S3DVertex(vertex_pos[1], v3f(0,1,0), c,
+ core::vector2d<f32>(x0, y0+h));
+ face.vertices[2] = video::S3DVertex(vertex_pos[2], v3f(0,1,0), c,
+ core::vector2d<f32>(x0, y0));
+ face.vertices[3] = video::S3DVertex(vertex_pos[3], v3f(0,1,0), c,
+ core::vector2d<f32>(x0+w*abs_scale, y0));*/
+
+ face.vertices[0] = video::S3DVertex(vertex_pos[0], v3f(0,1,0),
+ lightColor(alpha, li0),
+ core::vector2d<f32>(x0+w*abs_scale, y0+h));
+ face.vertices[1] = video::S3DVertex(vertex_pos[1], v3f(0,1,0),
+ lightColor(alpha, li1),
+ core::vector2d<f32>(x0, y0+h));
+ face.vertices[2] = video::S3DVertex(vertex_pos[2], v3f(0,1,0),
+ lightColor(alpha, li2),
+ core::vector2d<f32>(x0, y0));
+ face.vertices[3] = video::S3DVertex(vertex_pos[3], v3f(0,1,0),
+ lightColor(alpha, li3),
+ core::vector2d<f32>(x0+w*abs_scale, y0));
+
+ face.tile = tile;
+ //DEBUG
+ //f->tile = TILE_STONE;
+
+ dest.push_back(face);
+}
+
+/*
+ Gets node tile from any place relative to block.
+ Returns TILE_NODE if doesn't exist or should not be drawn.
+*/
+TileSpec getNodeTile(MapNode mn, v3s16 p, v3s16 face_dir,
+ NodeModMap &temp_mods)
+{
+ TileSpec spec;
+ spec = mn.getTile(face_dir);
+
+ /*
+ Check temporary modifications on this node
+ */
+ /*core::map<v3s16, NodeMod>::Node *n;
+ n = m_temp_mods.find(p);
+ // If modified
+ if(n != NULL)
+ {
+ struct NodeMod mod = n->getValue();*/
+ NodeMod mod;
+ if(temp_mods.get(p, &mod))
+ {
+ if(mod.type == NODEMOD_CHANGECONTENT)
+ {
+ MapNode mn2(mod.param);
+ spec = mn2.getTile(face_dir);
+ }
+ if(mod.type == NODEMOD_CRACK)
+ {
+ /*
+ Get texture id, translate it to name, append stuff to
+ name, get texture id
+ */
+
+ // Get original texture name
+ u32 orig_id = spec.texture.id;
+ std::string orig_name = g_texturesource->getTextureName(orig_id);
+
+ // Create new texture name
+ std::ostringstream os;
+ os<<orig_name<<"^[crack"<<mod.param;
+
+ // Get new texture
+ u32 new_id = g_texturesource->getTextureId(os.str());
+
+ /*dstream<<"MapBlock::getNodeTile(): Switching from "
+ <<orig_name<<" to "<<os.str()<<" ("
+ <<orig_id<<" to "<<new_id<<")"<<std::endl;*/
+
+ spec.texture = g_texturesource->getTexture(new_id);
+ }
+ }
+
+ return spec;
+}
+
+u8 getNodeContent(v3s16 p, MapNode mn, NodeModMap &temp_mods)
+{
+ /*
+ Check temporary modifications on this node
+ */
+ /*core::map<v3s16, NodeMod>::Node *n;
+ n = m_temp_mods.find(p);
+ // If modified
+ if(n != NULL)
+ {
+ struct NodeMod mod = n->getValue();*/
+ NodeMod mod;
+ if(temp_mods.get(p, &mod))
+ {
+ if(mod.type == NODEMOD_CHANGECONTENT)
+ {
+ // Overrides content
+ return mod.param;
+ }
+ if(mod.type == NODEMOD_CRACK)
+ {
+ /*
+ Content doesn't change.
+
+ face_contents works just like it should, because
+ there should not be faces between differently cracked
+ nodes.
+
+ If a semi-transparent node is cracked in front an
+ another one, it really doesn't matter whether there
+ is a cracked face drawn in between or not.
+ */
+ }
+ }
+
+ return mn.d;
+}
+
+v3s16 dirs8[8] = {
+ v3s16(0,0,0),
+ v3s16(0,0,1),
+ v3s16(0,1,0),
+ v3s16(0,1,1),
+ v3s16(1,0,0),
+ v3s16(1,1,0),
+ v3s16(1,0,1),
+ v3s16(1,1,1),
+};
+
+// Calculate lighting at the XYZ- corner of p
+u8 getSmoothLight(v3s16 p, VoxelManipulator &vmanip, u32 daynight_ratio)
+{
+ u16 ambient_occlusion = 0;
+ u16 light = 0;
+ u16 light_count = 0;
+ for(u32 i=0; i<8; i++)
+ {
+ MapNode n = vmanip.getNodeNoEx(p - dirs8[i]);
+ if(content_features(n.d).param_type == CPT_LIGHT)
+ {
+ light += decode_light(n.getLightBlend(daynight_ratio));
+ light_count++;
+ }
+ else
+ {
+ if(n.d != CONTENT_IGNORE)
+ ambient_occlusion++;
+ }
+ }
+
+ if(light_count == 0)
+ return 255;
+
+ light /= light_count;
+
+ if(ambient_occlusion > 4)
+ {
+ ambient_occlusion -= 4;
+ light = (float)light / ((float)ambient_occlusion * 0.5 + 1.0);
+ }
+
+ return light;
+}
+
+// Calculate lighting at the given corner of p
+u8 getSmoothLight(v3s16 p, v3s16 corner,
+ VoxelManipulator &vmanip, u32 daynight_ratio)
+{
+ if(corner.X == 1) p.X += 1;
+ else assert(corner.X == -1);
+ if(corner.Y == 1) p.Y += 1;
+ else assert(corner.Y == -1);
+ if(corner.Z == 1) p.Z += 1;
+ else assert(corner.Z == -1);
+
+ return getSmoothLight(p, vmanip, daynight_ratio);
+}
+
+void getTileInfo(
+ // Input:
+ v3s16 blockpos_nodes,
+ v3s16 p,
+ v3s16 face_dir,
+ u32 daynight_ratio,
+ VoxelManipulator &vmanip,
+ NodeModMap &temp_mods,
+ bool smooth_lighting,
+ // Output:
+ bool &makes_face,
+ v3s16 &p_corrected,
+ v3s16 &face_dir_corrected,
+ u8 *lights,
+ TileSpec &tile
+ )
+{
+ MapNode n0 = vmanip.getNodeNoEx(blockpos_nodes + p);
+ MapNode n1 = vmanip.getNodeNoEx(blockpos_nodes + p + face_dir);
+ TileSpec tile0 = getNodeTile(n0, p, face_dir, temp_mods);
+ TileSpec tile1 = getNodeTile(n1, p + face_dir, -face_dir, temp_mods);
+
+ // This is hackish
+ u8 content0 = getNodeContent(p, n0, temp_mods);
+ u8 content1 = getNodeContent(p + face_dir, n1, temp_mods);
+ u8 mf = face_contents(content0, content1);
+
+ if(mf == 0)
+ {
+ makes_face = false;
+ return;
+ }
+
+ makes_face = true;
+
+ if(mf == 1)
+ {
+ tile = tile0;
+ p_corrected = p;
+ face_dir_corrected = face_dir;
+ }
+ else
+ {
+ tile = tile1;
+ p_corrected = p + face_dir;
+ face_dir_corrected = -face_dir;
+ }
+
+ if(smooth_lighting == false)
+ {
+ lights[0] = lights[1] = lights[2] = lights[3] =
+ decode_light(getFaceLight(daynight_ratio, n0, n1, face_dir));
+ }
+ 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], vmanip, daynight_ratio);
+ }
+ }
+
+ 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
+*/
+void updateFastFaceRow(
+ u32 daynight_ratio,
+ v3f posRelative_f,
+ v3s16 startpos,
+ u16 length,
+ v3s16 translate_dir,
+ v3f translate_dir_f,
+ v3s16 face_dir,
+ v3f face_dir_f,
+ core::array<FastFace> &dest,
+ NodeModMap &temp_mods,
+ VoxelManipulator &vmanip,
+ v3s16 blockpos_nodes,
+ bool smooth_lighting)
+{
+ v3s16 p = startpos;
+
+ u16 continuous_tiles_count = 0;
+
+ bool makes_face;
+ v3s16 p_corrected;
+ v3s16 face_dir_corrected;
+ u8 lights[4];
+ TileSpec tile;
+ getTileInfo(blockpos_nodes, p, face_dir, daynight_ratio,
+ vmanip, temp_mods, smooth_lighting,
+ makes_face, p_corrected, face_dir_corrected, lights, tile);
+
+ for(u16 j=0; j<length; 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;
+ u8 next_lights[4] = {0,0,0,0};
+ TileSpec next_tile;
+
+ // If at last position, there is nothing to compare to and
+ // the face must be drawn anyway
+ if(j != length - 1)
+ {
+ p_next = p + translate_dir;
+
+ getTileInfo(blockpos_nodes, p_next, face_dir, daynight_ratio,
+ vmanip, temp_mods, smooth_lighting,
+ 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
+ && 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)
+ {
+ next_is_different = false;
+ }
+ }
+
+ continuous_tiles_count++;
+
+ // This is set to true if the texture doesn't allow more tiling
+ bool end_of_texture = false;
+ /*
+ If there is no texture, it can be tiled infinitely.
+ If tiled==0, it means the texture can be tiled infinitely.
+ Otherwise check tiled agains continuous_tiles_count.
+ */
+ if(tile.texture.atlas != NULL && tile.texture.tiled != 0)
+ {
+ if(tile.texture.tiled <= continuous_tiles_count)
+ end_of_texture = true;
+ }
+
+ // Do this to disable tiling textures
+ //end_of_texture = true; //DEBUG
+
+ if(next_is_different || end_of_texture)
+ {
+ /*
+ 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. - 0.5) * 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,
+ posRelative_f, dest);
+ }
+
+ continuous_tiles_count = 0;
+
+ makes_face = next_makes_face;
+ p_corrected = next_p_corrected;
+ face_dir_corrected = next_face_dir_corrected;
+ lights[0] = next_lights[0];
+ lights[1] = next_lights[1];
+ lights[2] = next_lights[2];
+ lights[3] = next_lights[3];
+ tile = next_tile;
+ }
+
+ p = p_next;
+ }
+}
+
+scene::SMesh* makeMapBlockMesh(MeshMakeData *data)
+{
+ // 4-21ms for MAP_BLOCKSIZE=16
+ // 24-155ms for MAP_BLOCKSIZE=32
+ //TimeTaker timer1("makeMapBlockMesh()");
+
+ core::array<FastFace> fastfaces_new;
+
+ v3s16 blockpos_nodes = data->m_blockpos*MAP_BLOCKSIZE;
+
+ // floating point conversion
+ v3f posRelative_f(blockpos_nodes.X, blockpos_nodes.Y, blockpos_nodes.Z);
+
+ /*
+ Some settings
+ */
+ //bool new_style_water = g_settings.getBool("new_style_water");
+ //bool new_style_leaves = g_settings.getBool("new_style_leaves");
+ bool smooth_lighting = g_settings.getBool("smooth_lighting");
+
+ /*
+ 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
+ //TimeTaker timer2("updateMesh() collect");
+
+ /*
+ 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->m_daynight_ratio, posRelative_f,
+ v3s16(0,y,z), MAP_BLOCKSIZE,
+ v3s16(1,0,0), //dir
+ v3f (1,0,0),
+ v3s16(0,1,0), //face dir
+ v3f (0,1,0),
+ fastfaces_new,
+ data->m_temp_mods,
+ data->m_vmanip,
+ blockpos_nodes,
+ smooth_lighting);
+ }
+ }
+ /*
+ 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->m_daynight_ratio, posRelative_f,
+ v3s16(x,y,0), MAP_BLOCKSIZE,
+ v3s16(0,0,1),
+ v3f (0,0,1),
+ v3s16(1,0,0),
+ v3f (1,0,0),
+ fastfaces_new,
+ data->m_temp_mods,
+ data->m_vmanip,
+ blockpos_nodes,
+ smooth_lighting);
+ }
+ }
+ /*
+ 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->m_daynight_ratio, posRelative_f,
+ v3s16(0,y,z), MAP_BLOCKSIZE,
+ v3s16(1,0,0),
+ v3f (1,0,0),
+ v3s16(0,0,1),
+ v3f (0,0,1),
+ fastfaces_new,
+ data->m_temp_mods,
+ data->m_vmanip,
+ blockpos_nodes,
+ smooth_lighting);
+ }
+ }
+ }
+
+ // End of slow part
+
+ /*
+ Convert FastFaces to SMesh
+ */
+
+ MeshCollector collector;
+
+ if(fastfaces_new.size() > 0)
+ {
+ // avg 0ms (100ms spikes when loading textures the first time)
+ //TimeTaker timer2("updateMesh() mesh building");
+
+ video::SMaterial material;
+ material.setFlag(video::EMF_LIGHTING, false);
+ material.setFlag(video::EMF_BILINEAR_FILTER, false);
+ material.setFlag(video::EMF_FOG_ENABLE, true);
+ //material.setFlag(video::EMF_ANTI_ALIASING, video::EAAM_OFF);
+ //material.setFlag(video::EMF_ANTI_ALIASING, video::EAAM_SIMPLE);
+
+ 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};
+
+ video::ITexture *texture = f.tile.texture.atlas;
+ if(texture == NULL)
+ continue;
+
+ material.setTexture(0, texture);
+
+ f.tile.applyMaterialOptions(material);
+
+ const u16 *indices_p = indices;
+
+ /*
+ Revert triangles for nicer looking gradient if vertices
+ 1 and 3 have same color or 0 and 2 have different color.
+ */
+ if(f.vertices[0].Color != f.vertices[2].Color
+ || f.vertices[1].Color == f.vertices[3].Color)
+ indices_p = indices_alternate;
+
+ collector.append(material, f.vertices, 4, indices_p, 6);
+ }
+ }
+
+ /*
+ Add special graphics:
+ - torches
+ - flowing water
+ - fences
+ - whatever
+ */
+
+ mapblock_mesh_generate_special(data, collector);
+
+ /*
+ Add stuff from collector to mesh
+ */
+
+ scene::SMesh *mesh_new = NULL;
+ mesh_new = new scene::SMesh();
+
+ collector.fillMesh(mesh_new);
+
+ /*
+ Do some stuff to the mesh
+ */
+
+ mesh_new->recalculateBoundingBox();
+
+ /*
+ Delete new mesh if it is empty
+ */
+
+ if(mesh_new->getMeshBufferCount() == 0)
+ {
+ mesh_new->drop();
+ mesh_new = NULL;
+ }
+
+ if(mesh_new)
+ {
+#if 0
+ // Usually 1-700 faces and 1-7 materials
+ std::cout<<"Updated MapBlock has "<<fastfaces_new.size()<<" faces "
+ <<"and uses "<<mesh_new->getMeshBufferCount()
+ <<" materials (meshbuffers)"<<std::endl;
+#endif
+
+ // Use VBO for mesh (this just would set this for ever buffer)
+ // This will lead to infinite memory usage because or irrlicht.
+ //mesh_new->setHardwareMappingHint(scene::EHM_STATIC);
+
+ /*
+ NOTE: If that is enabled, some kind of a queue to the main
+ thread should be made which would call irrlicht to delete
+ the hardware buffer and then delete the mesh
+ */
+ }
+
+ return mesh_new;
+
+ //std::cout<<"added "<<fastfaces.getSize()<<" faces."<<std::endl;
+}
+