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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 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 "light.h"
#include "mapblock.h"
#include "map.h"
#include "main.h" // for g_profiler
#include "profiler.h"
#include "nodedef.h"
#include "gamedef.h"
#include "mesh.h"
#include "content_mapblock.h"
#include "noise.h"
#include "shader.h"
#include "settings.h"
#include "util/directiontables.h"
/*
MeshMakeData
*/
MeshMakeData::MeshMakeData(IGameDef *gamedef):
m_vmanip(),
m_blockpos(-1337,-1337,-1337),
m_crack_pos_relative(-1337, -1337, -1337),
m_smooth_lighting(false),
m_gamedef(gamedef)
{}
void MeshMakeData::fill(MapBlock *block)
{
m_blockpos = block->getPos();
v3s16 blockpos_nodes = m_blockpos*MAP_BLOCKSIZE;
/*
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
Map *map = block->getParent();
for(u16 i=0; i<26; i++)
{
const v3s16 &dir = g_26dirs[i];
v3s16 bp = m_blockpos + dir;
MapBlock *b = map->getBlockNoCreateNoEx(bp);
if(b)
b->copyTo(m_vmanip);
}
}
}
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,
MeshMakeData *data)
{
INodeDefManager *ndef = data->m_gamedef->ndef();
u8 light = n.getLight(bank, ndef);
while(increment > 0)
{
light = undiminish_light(light);
--increment;
}
while(increment < 0)
{
light = diminish_light(light);
++increment;
}
return decode_light(light);
}
/*
Calculate non-smooth lighting at interior of node.
Both light banks.
*/
u16 getInteriorLight(MapNode n, s32 increment, MeshMakeData *data)
{
u16 day = getInteriorLight(LIGHTBANK_DAY, n, increment, data);
u16 night = getInteriorLight(LIGHTBANK_NIGHT, n, increment, data);
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, MeshMakeData *data)
{
INodeDefManager *ndef = data->m_gamedef->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)
//return decode_light(undiminish_light(light_source));
if(light_source > light)
//return decode_light(light_source);
light = light_source;
// Make some nice difference to different sides
// This makes light come from a corner
/*if(face_dir.X == 1 || face_dir.Z == 1 || face_dir.Y == -1)
light = diminish_light(diminish_light(light));
else if(face_dir.X == -1 || face_dir.Z == -1)
light = diminish_light(light);*/
// All neighboring faces have different shade (like in minecraft)
if(face_dir.X == 1 || face_dir.X == -1 || face_dir.Y == -1)
light = diminish_light(diminish_light(light));
else if(face_dir.Z == 1 || face_dir.Z == -1)
light = diminish_light(light);
return decode_light(light);
}
/*
Calculate non-smooth lighting at face of node.
Both light banks.
*/
u16 getFaceLight(MapNode n, MapNode n2, v3s16 face_dir, MeshMakeData *data)
{
u16 day = getFaceLight(LIGHTBANK_DAY, n, n2, face_dir, data);
u16 night = getFaceLight(LIGHTBANK_NIGHT, n, n2, face_dir, data);
return day | (night << 8);
}
/*
Calculate smooth lighting at the XYZ- corner of p.
Single light bank.
*/
static u8 getSmoothLight(enum LightBank bank, v3s16 p, MeshMakeData *data)
{
static 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),
};
INodeDefManager *ndef = data->m_gamedef->ndef();
u16 ambient_occlusion = 0;
u16 light = 0;
u16 light_count = 0;
u8 light_source_max = 0;
for(u32 i=0; i<8; i++)
{
MapNode n = data->m_vmanip.getNodeNoEx(p - dirs8[i]);
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)
{
light += decode_light(n.getLight(bank, ndef));
light_count++;
}
else if(n.getContent() != CONTENT_IGNORE)
{
ambient_occlusion++;
}
}
if(light_count == 0)
return 255;
light /= light_count;
// Boost brightness around light sources
if(decode_light(light_source_max) >= light)
//return decode_light(undiminish_light(light_source_max));
return decode_light(light_source_max);
if(ambient_occlusion > 4)
{
//ambient_occlusion -= 4;
//light = (float)light / ((float)ambient_occlusion * 0.5 + 1.0);
float light_amount = (8 - ambient_occlusion) / 4.0;
float light_f = (float)light / 255.0;
light_f = pow(light_f, 2.2f); // gamma -> linear space
light_f = light_f * light_amount;
light_f = pow(light_f, 1.0f/2.2f); // linear -> gamma space
if(light_f > 1.0)
light_f = 1.0;
light = 255.0 * light_f + 0.5;
}
return light;
}
/*
Calculate smooth lighting at the XYZ- corner of p.
Both light banks.
*/
static u16 getSmoothLight(v3s16 p, MeshMakeData *data)
{
u16 day = getSmoothLight(LIGHTBANK_DAY, p, data);
u16 night = getSmoothLight(LIGHTBANK_NIGHT, p, data);
return day | (night << 8);
}
/*
Calculate smooth lighting at the given corner of p.
Both light banks.
*/
u16 getSmoothLight(v3s16 p, v3s16 corner, MeshMakeData *data)
{
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, data);
}
/*
Converts from day + night color values (0..255)
and a given daynight_ratio to the final SColor shown on screen.
*/
static void finalColorBlend(video::SColor& result,
u8 day, u8 night, u32 daynight_ratio)
{
s32 rg = (day * daynight_ratio + night * (1000-daynight_ratio)) / 1000;
s32 b = rg;
// Moonlight is blue
b += (day - night) / 13;
rg -= (day - night) / 23;
// Emphase blue a bit in darker places
// Each entry of this array represents a range of 8 blue levels
static 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,
};
if(b < 0)
b = 0;
if(b > 255)
b = 255;
b += emphase_blue_when_dark[b / 8];
// Artificial light is yellow-ish
static u8 emphase_yellow_when_artificial[16] = {
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 5, 10, 15, 15, 15
};
rg += emphase_yellow_when_artificial[night/16];
if(rg < 0)
rg = 0;
if(rg > 255)
rg = 255;
result.setRed(rg);
result.setGreen(rg);
result.setBlue(b);
}
/*
Mesh generation helpers
*/
/*
vertex_dirs: v3s16[4]
*/
static 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);
}
}
struct FastFace
{
TileSpec tile;
video::S3DVertex vertices[4]; // Precalculated vertices
};
static void makeFastFace(TileSpec tile, u16 li0, u16 li1, u16 li2, u16 li3,
v3f p, v3s16 dir, v3f scale, core::array<FastFace> &dest)
{
FastFace face;
// Position is at the center of the cube.
v3f pos = p * 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;
}
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 normal(dir.X, dir.Y, dir.Z);
u8 alpha = tile.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;
face.vertices[0] = video::S3DVertex(vertex_pos[0], normal,
MapBlock_LightColor(alpha, li0),
core::vector2d<f32>(x0+w*abs_scale, y0+h));
face.vertices[1] = video::S3DVertex(vertex_pos[1], normal,
MapBlock_LightColor(alpha, li1),
core::vector2d<f32>(x0, y0+h));
face.vertices[2] = video::S3DVertex(vertex_pos[2], normal,
MapBlock_LightColor(alpha, li2),
core::vector2d<f32>(x0, y0));
face.vertices[3] = video::S3DVertex(vertex_pos[3], normal,
MapBlock_LightColor(alpha, li3),
core::vector2d<f32>(x0+w*abs_scale, y0));
face.tile = tile;
dest.push_back(face);
}
/*
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,
INodeDefManager *ndef)
{
*equivalent = false;
if(m1 == CONTENT_IGNORE || m2 == CONTENT_IGNORE)
return 0;
bool contents_differ = (m1 != m2);
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))
contents_differ = false;
u8 c1 = f1.solidness;
u8 c2 = f2.solidness;
bool solidness_differs = (c1 != c2);
bool makes_face = contents_differ && solidness_differs;
if(makes_face == false)
return 0;
if(c1 == 0)
c1 = f1.visual_solidness;
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;
else
return 2;
}
/*
Gets nth node tile (0 <= n <= 5).
*/
TileSpec getNodeTileN(MapNode mn, v3s16 p, u8 tileindex, MeshMakeData *data)
{
INodeDefManager *ndef = data->m_gamedef->ndef();
TileSpec spec = ndef->get(mn).tiles[tileindex];
// Apply temporary crack
if(p == data->m_crack_pos_relative)
{
spec.material_flags |= MATERIAL_FLAG_CRACK;
spec.texture = data->m_gamedef->tsrc()->getTextureRawAP(spec.texture);
}
// If animated, replace tile texture with one without texture atlas
if(spec.material_flags & MATERIAL_FLAG_ANIMATION_VERTICAL_FRAMES)
{
spec.texture = data->m_gamedef->tsrc()->getTextureRawAP(spec.texture);
}
return spec;
}
/*
Gets node tile given a face direction.
*/
TileSpec getNodeTile(MapNode mn, v3s16 p, v3s16 dir, MeshMakeData *data)
{
INodeDefManager *ndef = data->m_gamedef->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;
// Get rotation for things like chests
u8 facedir = mn.getFaceDir(ndef);
assert(facedir <= 3);
static const u8 dir_to_tile[4 * 8] =
{
// 0 +X +Y +Z 0 -Z -Y -X
0, 2, 0, 4, 0, 5, 1, 3, // facedir = 0
0, 4, 0, 3, 0, 2, 1, 5, // facedir = 1
0, 3, 0, 5, 0, 4, 1, 2, // facedir = 2
0, 5, 0, 2, 0, 3, 1, 4, // facedir = 3
};
u8 tileindex = dir_to_tile[facedir*8 + dir_i];
// If not rotated or is side tile, we're done
if(facedir == 0 || (tileindex != 0 && tileindex != 1))
return getNodeTileN(mn, p, tileindex, data);
// This is the top or bottom tile, and it shall be rotated; thus rotate it
TileSpec spec = getNodeTileN(mn, p, tileindex, data);
if(tileindex == 0){
if(facedir == 1){ // -90
std::string name = data->m_gamedef->tsrc()->getTextureName(spec.texture.id);
name += "^[transformR270";
spec.texture = data->m_gamedef->tsrc()->getTexture(name);
}
else if(facedir == 2){ // 180
spec.texture.pos += spec.texture.size;
spec.texture.size *= -1;
}
else if(facedir == 3){ // 90
std::string name = data->m_gamedef->tsrc()->getTextureName(spec.texture.id);
name += "^[transformR90";
spec.texture = data->m_gamedef->tsrc()->getTexture(name);
}
}
else if(tileindex == 1){
if(facedir == 1){ // -90
std::string name = data->m_gamedef->tsrc()->getTextureName(spec.texture.id);
name += "^[transformR90";
spec.texture = data->m_gamedef->tsrc()->getTexture(name);
}
else if(facedir == 2){ // 180
spec.texture.pos += spec.texture.size;
spec.texture.size *= -1;
}
else if(facedir == 3){ // 90
std::string name = data->m_gamedef->tsrc()->getTextureName(spec.texture.id);
name += "^[transformR270";
spec.texture = data->m_gamedef->tsrc()->getTexture(name);
}
}
return spec;
}
static void getTileInfo(
// Input:
MeshMakeData *data,
v3s16 p,
v3s16 face_dir,
// Output:
bool &makes_face,
v3s16 &p_corrected,
v3s16 &face_dir_corrected,
u16 *lights,
TileSpec &tile
)
{
VoxelManipulator &vmanip = data->m_vmanip;
INodeDefManager *ndef = data->m_gamedef->ndef();
v3s16 blockpos_nodes = data->m_blockpos * MAP_BLOCKSIZE;
MapNode n0 = vmanip.getNodeNoEx(blockpos_nodes + p);
MapNode n1 = vmanip.getNodeNoEx(blockpos_nodes + p + face_dir);
TileSpec tile0 = getNodeTile(n0, p, face_dir, data);
TileSpec tile1 = getNodeTile(n1, p + face_dir, -face_dir, data);
// 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;
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(data->m_smooth_lighting == false)
{
lights[0] = lights[1] = lights[2] = lights[3] =
getFaceLight(n0, n1, face_dir, data);
}
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], data);
}
}
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(
MeshMakeData *data,
v3s16 startpos,
v3s16 translate_dir,
v3f translate_dir_f,
v3s16 face_dir,
v3f face_dir_f,
core::array<FastFace> &dest)
{
v3s16 p = startpos;
u16 continuous_tiles_count = 0;
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);
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};
TileSpec next_tile;
// 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
&& 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,
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;
}
}
static void updateAllFastFaceRows(MeshMakeData *data,
core::array<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
v3f (0,1,0),
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
v3f (1,0,0),
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
v3f (0,0,1),
dest);
}
}
}
/*
MapBlockMesh
*/
MapBlockMesh::MapBlockMesh(MeshMakeData *data):
m_mesh(new scene::SMesh()),
m_gamedef(data->m_gamedef),
m_animation_force_timer(0), // force initial animation
m_last_crack(-1),
m_crack_materials(),
m_last_daynight_ratio((u32) -1),
m_daynight_diffs()
{
// 4-21ms for MAP_BLOCKSIZE=16 (NOTE: probably outdated)
// 24-155ms for MAP_BLOCKSIZE=32 (NOTE: probably outdated)
//TimeTaker timer1("MapBlockMesh()");
core::array<FastFace> fastfaces_new;
/*
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(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};
if(f.tile.texture.atlas == NULL)
continue;
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.
getRed() is the day color.
*/
if(f.vertices[0].Color.getRed() != f.vertices[2].Color.getRed()
|| f.vertices[1].Color.getRed() == f.vertices[3].Color.getRed())
indices_p = indices_alternate;
collector.append(f.tile, f.vertices, 4, indices_p, 6);
}
}
/*
Add special graphics:
- torches
- flowing water
- fences
- whatever
*/
mapblock_mesh_generate_special(data, collector);
/*
Convert MeshCollector to SMesh
Also store animation info
*/
bool enable_shaders = (g_settings->getS32("enable_shaders") > 0);
video::E_MATERIAL_TYPE shadermat1 = m_gamedef->getShaderSource()->
getShader("test_shader_1").material;
video::E_MATERIAL_TYPE shadermat2 = m_gamedef->getShaderSource()->
getShader("test_shader_2").material;
for(u32 i = 0; i < collector.prebuffers.size(); i++)
{
PreMeshBuffer &p = collector.prebuffers[i];
/*dstream<<"p.vertices.size()="<<p.vertices.size()
<<", p.indices.size()="<<p.indices.size()
<<std::endl;*/
// Generate animation data
// - Cracks
if(p.tile.material_flags & MATERIAL_FLAG_CRACK)
{
ITextureSource *tsrc = data->m_gamedef->tsrc();
std::string crack_basename = tsrc->getTextureName(p.tile.texture.id);
if(p.tile.material_flags & MATERIAL_FLAG_CRACK_OVERLAY)
crack_basename += "^[cracko";
else
crack_basename += "^[crack";
m_crack_materials.insert(std::make_pair(i, crack_basename));
}
// - Texture animation
if(p.tile.material_flags & MATERIAL_FLAG_ANIMATION_VERTICAL_FRAMES)
{
ITextureSource *tsrc = data->m_gamedef->tsrc();
// Add to MapBlockMesh in order to animate these tiles
m_animation_tiles[i] = p.tile;
m_animation_frames[i] = 0;
if(g_settings->getBool("desynchronize_mapblock_texture_animation")){
// Get starting position from noise
m_animation_frame_offsets[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[i] = 0;
}
// Replace tile texture with the first animation frame
std::ostringstream os(std::ios::binary);
os<<tsrc->getTextureName(p.tile.texture.id);
os<<"^[verticalframe:"<<(int)p.tile.animation_frame_count<<":0";
p.tile.texture = tsrc->getTexture(os.str());
}
// - Lighting
for(u32 j = 0; j < p.vertices.size(); j++)
{
video::SColor &vc = p.vertices[j].Color;
u8 day = vc.getRed();
u8 night = vc.getGreen();
finalColorBlend(vc, day, night, 1000);
if(day != night)
m_daynight_diffs[i][j] = std::make_pair(day, night);
}
// 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.setFlag(video::EMF_ANTI_ALIASING, video::EAAM_OFF);
//material.setFlag(video::EMF_ANTI_ALIASING, video::EAAM_SIMPLE);
material.MaterialType
= video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
material.setTexture(0, p.tile.texture.atlas);
p.tile.applyMaterialOptions(material);
if(enable_shaders){
if(material.MaterialType == video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF)
material.MaterialType = shadermat1;
if(material.MaterialType == video::EMT_TRANSPARENT_VERTEX_ALPHA)
material.MaterialType = shadermat2;
}
// Create meshbuffer
// This is a "Standard MeshBuffer",
// it's a typedeffed CMeshBuffer<video::S3DVertex>
scene::SMeshBuffer *buf = new scene::SMeshBuffer();
// Set material
buf->Material = material;
// Add to mesh
m_mesh->addMeshBuffer(buf);
// Mesh grabbed it
buf->drop();
buf->append(p.vertices.pointer(), p.vertices.size(),
p.indices.pointer(), p.indices.size());
}
/*
Do some stuff to the mesh
*/
translateMesh(m_mesh, intToFloat(data->m_blockpos * MAP_BLOCKSIZE, BS));
m_mesh->recalculateBoundingBox(); // translateMesh already does this
if(m_mesh)
{
#if 0
// Usually 1-700 faces and 1-7 materials
std::cout<<"Updated MapBlock has "<<fastfaces_new.size()<<" faces "
<<"and uses "<<m_mesh->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.
//m_mesh->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
*/
}
//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()
{
m_mesh->drop();
m_mesh = NULL;
}
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(std::map<u32, std::string>::iterator
i = m_crack_materials.begin();
i != m_crack_materials.end(); i++)
{
scene::IMeshBuffer *buf = m_mesh->getMeshBuffer(i->first);
std::string basename = i->second;
// Create new texture name from original
ITextureSource *tsrc = m_gamedef->getTextureSource();
std::ostringstream os;
os<<basename<<crack;
AtlasPointer ap = tsrc->getTexture(os.str());
buf->getMaterial().setTexture(0, ap.atlas);
}
m_last_crack = crack;
}
// Texture animation
for(std::map<u32, TileSpec>::iterator
i = m_animation_tiles.begin();
i != m_animation_tiles.end(); i++)
{
const TileSpec &tile = i->second;
// Figure out current frame
int frameoffset = m_animation_frame_offsets[i->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[i->first])
continue;
m_animation_frames[i->first] = frame;
scene::IMeshBuffer *buf = m_mesh->getMeshBuffer(i->first);
ITextureSource *tsrc = m_gamedef->getTextureSource();
// Create new texture name from original
std::ostringstream os(std::ios::binary);
os<<tsrc->getTextureName(tile.texture.id);
os<<"^[verticalframe:"<<(int)tile.animation_frame_count<<":"<<frame;
// Set the texture
AtlasPointer ap = tsrc->getTexture(os.str());
buf->getMaterial().setTexture(0, ap.atlas);
}
// Day-night transition
if(daynight_ratio != m_last_daynight_ratio)
{
for(std::map<u32, std::map<u32, std::pair<u8, u8> > >::iterator
i = m_daynight_diffs.begin();
i != m_daynight_diffs.end(); i++)
{
scene::IMeshBuffer *buf = m_mesh->getMeshBuffer(i->first);
video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices();
for(std::map<u32, std::pair<u8, u8 > >::iterator
j = i->second.begin();
j != i->second.end(); j++)
{
u32 vertexIndex = j->first;
u8 day = j->second.first;
u8 night = j->second.second;
finalColorBlend(vertices[vertexIndex].Color,
day, night, daynight_ratio);
}
}
m_last_daynight_ratio = daynight_ratio;
}
return true;
}
/*
MeshCollector
*/
void MeshCollector::append(const TileSpec &tile,
const video::S3DVertex *vertices, u32 numVertices,
const u16 *indices, u32 numIndices)
{
PreMeshBuffer *p = NULL;
for(u32 i=0; i<prebuffers.size(); i++)
{
PreMeshBuffer &pp = prebuffers[i];
if(pp.tile != tile)
continue;
p = &pp;
break;
}
if(p == NULL)
{
PreMeshBuffer pp;
pp.tile = tile;
prebuffers.push_back(pp);
p = &prebuffers[prebuffers.size()-1];
}
u32 vertex_count = p->vertices.size();
for(u32 i=0; i<numIndices; i++)
{
u32 j = indices[i] + vertex_count;
if(j > 65535)
{
dstream<<"FIXME: Meshbuffer ran out of indices"<<std::endl;
// NOTE: Fix is to just add an another MeshBuffer
}
p->indices.push_back(j);
}
for(u32 i=0; i<numVertices; i++)
{
p->vertices.push_back(vertices[i]);
}
}
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