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/*
** $Id: lua.h,v 1.218.1.5 2008/08/06 13:30:12 roberto Exp $
** Lua - An Extensible Extension Language
** Lua.org, PUC-Rio, Brazil (http://www.lua.org)
** See Copyright Notice at the end of this file
*/


#ifndef lua_h
#define lua_h

#include <stdarg.h>
#include <stddef.h>


#include "luaconf.h"


#define LUA_VERSION	"Lua 5.1"
#define LUA_RELEASE	"Lua 5.1.4"
#define LUA_VERSION_NUM	501
#define LUA_COPYRIGHT	"Copyright (C) 1994-2008 Lua.org, PUC-Rio"
#define LUA_AUTHORS 	"R. Ierusalimschy, L. H. de Figueiredo & W. Celes"


/* mark for precompiled code (`<esc>Lua') */
#define	LUA_SIGNATURE	"\033Lua"

/* option for multiple returns in `lua_pcall' and `lua_call' */
#define LUA_MULTRET	(-1)


/*
** pseudo-indices
*/
#define LUA_REGISTRYINDEX	(-10000)
#define LUA_ENVIRONINDEX	(-10001)
#define LUA_GLOBALSINDEX	(-10002)
#define lua_upvalueindex(i)	(LUA_GLOBALSINDEX-(i))


/* thread status; 0 is OK */
#define LUA_YIELD	1
#define LUA_ERRRUN	2
#define LUA_ERRSYNTAX	3
#define LUA_ERRMEM	4
#define LUA_ERRERR	5


typedef struct lua_State lua_State;

typedef int (*lua_CFunction) (lua_State *L);


/*
** functions that read/write blocks when loading/dumping Lua chunks
*/
typedef const char * (*lua_Reader) (lua_State *L, void *ud, size_t *sz);

typedef int (*lua_Writer) (lua_State *L, const void* p, size_t sz, void* ud);


/*
** prototype for memory-allocation functions
*/
typedef void * (*lua_Alloc) (void *ud, void *ptr, size_t osize, size_t nsize);


/*
** basic types
*/
#define LUA_TNONE		(-1)

#define LUA_TNIL		0
#define LUA_TBOOLEAN		1
#define LUA_TLIGHTUSERDATA	2
#define LUA_TNUMBER		3
#define LUA_TSTRING		4
#define LUA_TTABLE		5
#define LUA_TFUNCTION		6
#define LUA_TUSERDATA		7
#define LUA_TTHREAD		8



/* minimum Lua stack available to a C function */
#define LUA_MINSTACK	20


/*
** generic extra include file
*/
#if defined(LUA_USER_H)
#include LUA_USER_H
#endif


/* type of numbers in Lua */
typedef LUA_NUMBER lua_Number;


/* type for integer functions */
typedef LUA_INTEGER lua_Integer;



/*
** state manipulation
*/
LUA_API lua_State *(lua_newstate) (lua_Alloc f, void *ud);
LUA_API void       (lua_close) (lua_State *L);
LUA_API lua_State *(lua_newthread) (lua_State *L);

LUA_API lua_CFunction (lua_atpanic) (lua_State *L, lua_CFunction panicf);


/*
** basic stack manipulation
*/
LUA_API int   (lua_gettop) (lua_State *L);
LUA_API void  (lua_settop) (lua_State *L, int idx);
LUA_API void  (lua_pushvalue) (lua_State *L, int idx);
LUA_API void  (lua_remove) (lua_State *L, int idx);
LUA_API void  (lua_insert) (lua_State *L, int idx);
LUA_API void  (lua_replace) (lua_State *L, int idx);
LUA_API int   (lua_checkstack) (lua_State *L, int sz);

LUA_API void  (lua_xmove) (lua_State *from, lua_State *to, int n);


/*
** access functions (stack -> C)
*/

LUA_API int             (lua_isnumber) (lua_State *L, int idx);
LUA_API int             (lua_isstring) (lua_State *L, int idx);
LUA_API int             (lua_iscfunction) (lua_State *L, int idx);
LUA_API int             (lua_isuserdata) (lua_State *L, int idx);
LUA_API int             (lua_type) (lua_State *L, int idx);
LUA_API const char     *(lua_typename) (lua_State *L, int tp);

LUA_API int            (lua_equal) (lua_State *L, int idx1, int idx2);
LUA_API int            (lua_rawequal) (lua_State *L, int idx1, int idx2);
LUA_API int            (lua_lessthan) (lua_State *L, int idx1, int idx2);

LUA_API lua_Number      (lua_tonumber) (lua_State *L, int idx);
LUA_API lua_Integer     (lua_tointeger) (lua_State *L, int idx);
LUA_API int             (lua_toboolean) (lua_State *L, int idx);
LUA_API const char     *(lua_tolstring) (lua_State *L, int idx, size_t *len);
LUA_API size_t          (lua_objlen) (lua_State *L, int idx);
LUA_API lua_CFunction   (lua_tocfunction) (lua_State *L, int idx);
LUA_API void	       *(lua_touserdata) (lua_State *L, int idx);
LUA_API lua_State      *(lua_tothread) (lua_State *L, int idx);
LUA_API const void     *(lua_topointer) (lua_State *L, int idx);


/*
** push functions (C -> stack)
*/
LUA_API void  (lua_pushnil) (lua_State *L);
LUA_API void  (lua_pushnumber) (lua_State *L, lua_Number n);
LUA_API void  (lua_pushinteger) (lua_State *L, lua_Integer n);
LUA_API void  (lua_pushlstring) (lua_State *L, const char *s, size_t l);
LUA_API void  (lua_pushstring) (lua_State *L, const char *s);
LUA_API const char *(lua_pushvfstring) (lua_State *L, const char *fmt,
                                                      va_list argp);
LUA_API const char *(lua_pushfstring) (lua_State *L, const char *fmt, ...);
LUA_API void  (lua_pushcclosure) (lua_State *L, lua_CFunction fn, int n);
LUA_API void  (lua_pushboolean) (lua_State *L, int b);
LUA_API void  (lua_pushlightuserdata) (lua_State *L, void *p);
LUA_API int   (lua_pushthread) (lua_State *L);


/*
** get functions (Lua -> stack)
*/
LUA_API void  (lua_gettable) (lua_State *L, int idx);
LUA_API void  (lua_getfield) (lua_State *L, int idx, const char *k);
LUA_API void  (lua_rawget) (lua_State *L, int idx);
LUA_API void  (lua_rawgeti) (lua_State *L, int idx, int n);
LUA_API void  (lua_createtable) (lua_State *L, int narr, int nrec);
LUA_API void *(lua_newuserdata) (lua_State *L, size_t sz);
LUA_API int   (lua_getmetatable) (lua_State *L, int objindex);
LUA_API void  (lua_getfenv) (lua_State *L, int idx);


/*
** set functions (stack -> Lua)
*/
LUA_API void  (lua_settable) (lua_State *L, int idx);
LUA_API void  (lua_setfield) (lua_State *L, int idx, const char *k);
LUA_API void  (lua_rawset) (lua_State *L, int idx);
LUA_API void  (lua_rawseti) (lua_State *L, int idx, int n);
LUA_API int   (lua_setmetatable) (lua_State *L, int objindex);
LUA_API int   (lua_setfenv) (lua_State *L, int idx);


/*
** `load' and `call' functions (load and run Lua code)
*/
LUA_API void  (lua_call) (lua_State *L, int nargs, int nresults);
LUA_API int   (lua_pcall) (lua_State *L, int nargs, int nresults, int errfunc);
LUA_API int   (lua_cpcall) (lua_State *L, lua_CFunction func, void *ud);
LUA_API int   (lua_load) (lua_State *L, lua_Reader reader, void *dt,
                                        const char *chunkname);

LUA_API int (lua_dump) (lua_State *L, lua_Writer writer, void *data);


/*
** coroutine functions
*/
LUA_API int  (lua_yield) (lua_State *L, int nresults);
LUA_API int  (lua_resume) (lua_State *L, int narg);
LUA_API int  (lua_status) (lua_State *L);

/*
** garbage-collection function and options
*/

#define LUA_GCSTOP		0
#define LUA_GCRESTART		1
#define LUA_GCCOLLECT		2
#define LUA_GCCOUNT		3
#define LUA_GCCOUNTB		4
#define LUA_GCSTEP		5
#define LUA_GCSETPAUSE		6
#define LUA_GCSETSTEPMUL	7

LUA_API int (lua_gc) (lua_State *L, int what, int data);


/*
** miscellaneous functions
*/

LUA_API int   (lua_error) (lua_State *L);

LUA_API int   (lua_next) (lua_State *L, int idx);

LUA_API void  (lua_concat) (lua_State *L, int n);

LUA_API lua_Alloc (lua_getallocf) (lua_State *L, void **ud);
LUA_API void lua_setallocf (lua_State *L, lua_Alloc f, void *ud);



/* 
** ===============================================================
** some useful macros
** ===============================================================
*/

#define lua_pop(L,n)		lua_settop(L, -(n)-1)

#define lua_newtable(L)		lua_createtable(L, 0, 0)

#define lua_register(L,n,f) (lua_pushcfunction(L, (f)), lua_setglobal(L, (n)))

#define lua_pushcfunction(L,f)	lua_pushcclosure(L, (f), 0)

#define lua_strlen(L,i)		lua_objlen(L, (i))

#define lua_isfunction(L,n)	(lua_type(L, (n)) == LUA_TFUNCTION)
#define lua_istable(L,n)	(lua_type(L, (n)) == LUA_TTABLE)
#define lua_islightuserdata(L,n)	(lua_type(L, (n)) == LUA_TLIGHTUSERDATA)
#define lua_isnil(L,n)		(lua_type(L, (n)) == LUA_TNIL)
#define lua_isboolean(L,n)	(lua_type(L, (n)) == LUA_TBOOLEAN)
#define lua_isthread(L,n)	(lua_type(L, (n)) == LUA_TTHREAD)
#define lua_isnone(L,n)		(lua_type(L, (n)) == LUA_TNONE)
#define lua_isnoneornil(L, n)	(lua_type(L, (n)) <= 0)

#define lua_pushliteral(L, s)	\
	lua_pushlstring(L, "" s, (sizeof(s)/sizeof(char))-1)

#define lua_setglobal(L,s)	lua_setfield(L, LUA_GLOBALSINDEX, (s))
#define lua_getglobal(L,s)	lua_getfield(L, LUA_GLOBALSINDEX, (s))

#define lua_tostring(L,i)	lua_tolstring(L, (i), NULL)



/*
** compatibility macros and functions
*/

#define lua_open()	luaL_newstate()

#define lua_getregistry(L)	lua_pushvalue(L, LUA_REGISTRYINDEX)

#define lua_getgccount(L)	lua_gc(L, LUA_GCCOUNT, 0)

#define lua_Chunkreader		lua_Reader
#define lua_Chunkwriter		lua_Writer


/* hack */
LUA_API void lua_setlevel	(lua_State *from, lua_State *to);


/*
** {======================================================================
** Debug API
** =======================================================================
*/


/*
** Event codes
*/
#define LUA_HOOKCALL	0
#define LUA_HOOKRET	1
#define LUA_HOOKLINE	2
#define LUA_HOOKCOUNT	3
#define LUA_HOOKTAILRET 4


/*
** Event masks
*/
#define LUA_MASKCALL	(1 << LUA_HOOKCALL)
#define LUA_MASKRET	(1 << LUA_HOOKRET)
#define LUA_MASKLINE	(1 << LUA_HOOKLINE)
#define LUA_MASKCOUNT	(1 << LUA_HOOKCOUNT)

typedef struct lua_Debug lua_Debug;  /* activation record */


/* Functions to be called by the debuger in specific events */
typedef void (*lua_Hook) (lua_State *L, lua_Debug *ar);


LUA_API int lua_getstack (lua_State *L, int level, lua_Debug *ar);
LUA_API int lua_getinfo (lua_State *L, const char *what, lua_Debug *ar);
LUA_API const char *lua_getlocal (lua_State *L, const lua_Debug *ar, int n);
LUA_API const char *lua_setlocal (lua_State *L, const lua_Debug *ar, int n);
LUA_API const char *lua_getupvalue (lua_State *L, int funcindex, int n);
LUA_API const char *lua_setupvalue (lua_State *L, int funcindex, int n);

LUA_API int lua_sethook (lua_State *L, lua_Hook func, int mask, int count);
LUA_API lua_Hook lua_gethook (lua_State *L);
LUA_API int lua_gethookmask (lua_State *L);
LUA_API int lua_gethookcount (lua_State *L);


struct lua_Debug {
  int event;
  const char *name;	/* (n) */
  const char *namewhat;	/* (n) `global', `local', `field', `method' */
  const char *what;	/* (S) `Lua', `C', `main', `tail' */
  const char *source;	/* (S) */
  int currentline;	/* (l) */
  int nups;		/* (u) number of upvalues */
  int linedefined;	/* (S) */
  int lastlinedefined;	/* (S) */
  char short_src[LUA_IDSIZE]; /* (S) */
  /* private part */
  int i_ci;  /* active function */
};

/* }====================================================================== */


/******************************************************************************
* Copyright (C) 1994-2008 Lua.org, PUC-Rio.  All rights reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining
* a copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, sublicense, and/or sell copies of the Software, and to
* permit persons to whom the Software is furnished to do so, subject to
* the following conditions:
*
* The above copyright notice and this permission notice shall be
* included in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
******************************************************************************/


#endif
span> //return video::SColor(alpha,light,light,MYMAX(0, (s16)light-25)+25); /*return video::SColor(alpha,light,light,MYMAX(0, pow((float)light/255.0, 0.8)*255.0));*/ #if 1 // Emphase blue a bit in darker places float lim = 80; float power = 0.8; if(light > lim) return video::SColor(alpha,light,light,light); else return video::SColor(alpha,light,light,MYMAX(0, pow((float)light/lim, power)*lim)); #endif } struct FastFace { TileSpec tile; video::S3DVertex vertices[4]; // Precalculated vertices }; static 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 = MapBlock_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), MapBlock_LightColor(alpha, li0), core::vector2d<f32>(x0+w*abs_scale, y0+h)); face.vertices[1] = video::S3DVertex(vertex_pos[1], v3f(0,1,0), MapBlock_LightColor(alpha, li1), core::vector2d<f32>(x0, y0+h)); face.vertices[2] = video::S3DVertex(vertex_pos[2], v3f(0,1,0), MapBlock_LightColor(alpha, li2), core::vector2d<f32>(x0, y0)); face.vertices[3] = video::S3DVertex(vertex_pos[3], v3f(0,1,0), MapBlock_LightColor(alpha, li3), core::vector2d<f32>(x0+w*abs_scale, y0)); face.tile = tile; //DEBUG //f->tile = TILE_STONE; dest.push_back(face); } static TileSpec getTile(const MapNode &node, v3s16 dir, ITextureSource *tsrc, INodeDefManager *nodemgr) { const ContentFeatures &f = nodemgr->get(node); if(f.param_type == CPT_FACEDIR_SIMPLE) dir = facedir_rotate(node.param1, dir); TileSpec spec; s32 dir_i = -1; if(dir == v3s16(0,0,0)) dir_i = -1; else if(dir == v3s16(0,1,0)) dir_i = 0; else if(dir == v3s16(0,-1,0)) dir_i = 1; else if(dir == v3s16(1,0,0)) dir_i = 2; else if(dir == v3s16(-1,0,0)) dir_i = 3; else if(dir == v3s16(0,0,1)) dir_i = 4; else if(dir == v3s16(0,0,-1)) dir_i = 5; if(dir_i == -1) // Non-directional spec = f.tiles[0]; else spec = f.tiles[dir_i]; /* If it contains some mineral, change texture id */ if(f.param_type == CPT_MINERAL && tsrc) { u8 mineral = node.getMineral(nodemgr); std::string mineral_texture_name = mineral_block_texture(mineral); if(mineral_texture_name != "") { u32 orig_id = spec.texture.id; std::string texture_name = tsrc->getTextureName(orig_id); //texture_name += "^blit:"; texture_name += "^"; texture_name += mineral_texture_name; u32 new_id = tsrc->getTextureId(texture_name); spec.texture = tsrc->getTexture(new_id); } } return spec; } /* Gets node tile from any place relative to block. Returns TILE_NODE if doesn't exist or should not be drawn. */ static TileSpec getNodeTile(MapNode mn, v3s16 p, v3s16 face_dir, NodeModMap &temp_mods, ITextureSource *tsrc, INodeDefManager *ndef) { TileSpec spec; spec = getTile(mn, face_dir, tsrc, ndef); /* 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 = getTile(mn2, face_dir, tsrc, ndef); } 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 = tsrc->getTextureName(orig_id); // Create new texture name std::ostringstream os; os<<orig_name<<"^[crack"<<mod.param; // Get new texture u32 new_id = tsrc->getTextureId(os.str()); /*dstream<<"MapBlock::getNodeTile(): Switching from " <<orig_name<<" to "<<os.str()<<" (" <<orig_id<<" to "<<new_id<<")"<<std::endl;*/ spec.texture = tsrc->getTexture(new_id); } } return spec; } static content_t 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.getContent(); } 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 static u8 getSmoothLight(v3s16 p, VoxelManipulator &vmanip, u32 daynight_ratio, INodeDefManager *ndef) { 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(ndef->get(n).param_type == CPT_LIGHT // Fast-style leaves look better this way && ndef->get(n).solidness != 2) { light += decode_light(n.getLightBlend(daynight_ratio, ndef)); light_count++; } else { if(n.getContent() != 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 static u8 getSmoothLight(v3s16 p, v3s16 corner, VoxelManipulator &vmanip, u32 daynight_ratio, INodeDefManager *ndef) { 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, ndef); } static void getTileInfo( // Input: v3s16 blockpos_nodes, v3s16 p, v3s16 face_dir, u32 daynight_ratio, VoxelManipulator &vmanip, NodeModMap &temp_mods, bool smooth_lighting, IGameDef *gamedef, // Output: bool &makes_face, v3s16 &p_corrected, v3s16 &face_dir_corrected, u8 *lights, TileSpec &tile ) { ITextureSource *tsrc = gamedef->tsrc(); INodeDefManager *ndef = gamedef->ndef(); 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, tsrc, ndef); TileSpec tile1 = getNodeTile(n1, p + face_dir, -face_dir, temp_mods, tsrc, ndef); // This is hackish content_t content0 = getNodeContent(p, n0, temp_mods); content_t content1 = getNodeContent(p + face_dir, n1, temp_mods); bool equivalent = false; u8 mf = face_contents(content0, content1, &equivalent, ndef); 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; } // eg. water and glass if(equivalent) tile.material_flags |= MATERIAL_FLAG_BACKFACE_CULLING; if(smooth_lighting == false) { lights[0] = lights[1] = lights[2] = lights[3] = decode_light(getFaceLight(daynight_ratio, 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], vmanip, daynight_ratio, ndef); } } 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( 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, IGameDef *gamedef) { v3s16 p = startpos; u16 continuous_tiles_count = 0; bool makes_face = false; v3s16 p_corrected; v3s16 face_dir_corrected; u8 lights[4] = {0,0,0,0}; TileSpec tile; getTileInfo(blockpos_nodes, p, face_dir, daynight_ratio, vmanip, temp_mods, smooth_lighting, gamedef, 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, gamedef, 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) { next_is_different = false; } else{ /*if(makes_face){ g_profiler->add("Meshgen: diff: next_makes_face != makes_face", next_makes_face != makes_face ? 1 : 0); g_profiler->add("Meshgen: diff: n_p_corr != p_corr + t_dir", (next_p_corrected != p_corrected + translate_dir) ? 1 : 0); g_profiler->add("Meshgen: diff: next_f_dir_corr != f_dir_corr", next_face_dir_corrected != face_dir_corrected ? 1 : 0); g_profiler->add("Meshgen: diff: next_lights[] != lights[]", (next_lights[0] != lights[0] || next_lights[0] != lights[0] || next_lights[0] != lights[0] || next_lights[0] != lights[0]) ? 1 : 0); g_profiler->add("Meshgen: diff: !(next_tile == tile)", !(next_tile == tile) ? 1 : 0); }*/ } /*g_profiler->add("Meshgen: Total faces checked", 1); if(makes_face) g_profiler->add("Meshgen: Total makes_face checked", 1);*/ } else { /*if(makes_face) g_profiler->add("Meshgen: diff: last position", 1);*/ } 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; if(continuous_tiles_count != 1) sp += 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); 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 = 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, IGameDef *gamedef) { // 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, gamedef); } } /* 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, gamedef); } } /* 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, gamedef); } } } // 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_BACK_FACE_CULLING, true);