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/*
Minetest
Copyright (C) 2013 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 "voxel.h"
#include "map.h"
#include "gettime.h"
#include "nodedef.h"
#include "util/timetaker.h"
#include <string.h>  // memcpy, memset

/*
	Debug stuff
*/
u32 addarea_time = 0;
u32 emerge_time = 0;
u32 emerge_load_time = 0;
u32 clearflag_time = 0;
//u32 getwaterpressure_time = 0;
//u32 spreadwaterpressure_time = 0;
u32 updateareawaterpressure_time = 0;
u32 flowwater_pre_time = 0;


VoxelManipulator::VoxelManipulator():
	m_data(NULL),
	m_flags(NULL)
{
}

VoxelManipulator::~VoxelManipulator()
{
	clear();
}

void VoxelManipulator::clear()
{
	// Reset area to volume=0
	m_area = VoxelArea();
	delete[] m_data;
	m_data = NULL;
	delete[] m_flags;
	m_flags = NULL;
}

void VoxelManipulator::print(std::ostream &o, INodeDefManager *ndef,
		VoxelPrintMode mode)
{
	v3s16 em = m_area.getExtent();
	v3s16 of = m_area.MinEdge;
	o<<"size: "<<em.X<<"x"<<em.Y<<"x"<<em.Z
	 <<" offset: ("<<of.X<<","<<of.Y<<","<<of.Z<<")"<<std::endl;

	for(s32 y=m_area.MaxEdge.Y; y>=m_area.MinEdge.Y; y--)
	{
		if(em.X >= 3 && em.Y >= 3)
		{
			if     (y==m_area.MinEdge.Y+2) o<<"^     ";
			else if(y==m_area.MinEdge.Y+1) o<<"|     ";
			else if(y==m_area.MinEdge.Y+0) o<<"y x-> ";
			else                           o<<"      ";
		}

		for(s32 z=m_area.MinEdge.Z; z<=m_area.MaxEdge.Z; z++)
		{
			for(s32 x=m_area.MinEdge.X; x<=m_area.MaxEdge.X; x++)
			{
				u8 f = m_flags[m_area.index(x,y,z)];
				char c;
				if(f & VOXELFLAG_NO_DATA)
					c = 'N';
				else
				{
					c = 'X';
					MapNode n = m_data[m_area.index(x,y,z)];
					content_t m = n.getContent();
					u8 pr = n.param2;
					if(mode == VOXELPRINT_MATERIAL)
					{
						if(m <= 9)
							c = m + '0';
					}
					else if(mode == VOXELPRINT_WATERPRESSURE)
					{
						if(ndef->get(m).isLiquid())
						{
							c = 'w';
							if(pr <= 9)
								c = pr + '0';
						}
						else if(m == CONTENT_AIR)
						{
							c = ' ';
						}
						else
						{
							c = '#';
						}
					}
					else if(mode == VOXELPRINT_LIGHT_DAY)
					{
						if(ndef->get(m).light_source != 0)
							c = 'S';
						else if(ndef->get(m).light_propagates == false)
							c = 'X';
						else
						{
							u8 light = n.getLight(LIGHTBANK_DAY, ndef);
							if(light < 10)
								c = '0' + light;
							else
								c = 'a' + (light-10);
						}
					}
				}
				o<<c;
			}
			o<<' ';
		}
		o<<std::endl;
	}
}

void VoxelManipulator::addArea(const VoxelArea &area)
{
	// Cancel if requested area has zero volume
	if (area.hasEmptyExtent())
		return;

	// Cancel if m_area already contains the requested area
	if(m_area.contains(area))
		return;

	TimeTaker timer("addArea", &addarea_time);

	// Calculate new area
	VoxelArea new_area;
	// New area is the requested area if m_area has zero volume
	if(m_area.hasEmptyExtent())
	{
		new_area = area;
	}
	// Else add requested area to m_area
	else
	{
		new_area = m_area;
		new_area.addArea(area);
	}

	s32 new_size = new_area.getVolume();

	/*dstream<<"adding area ";
	area.print(dstream);
	dstream<<", old area ";
	m_area.print(dstream);
	dstream<<", new area ";
	new_area.print(dstream);
	dstream<<", new_size="<<new_size;
	dstream<<std::endl;*/

	// Allocate new data and clear flags
	MapNode *new_data = new MapNode[new_size];
	assert(new_data);
	u8 *new_flags = new u8[new_size];
	assert(new_flags);
	memset(new_flags, VOXELFLAG_NO_DATA, new_size);

	// Copy old data
	s32 old_x_width = m_area.MaxEdge.X - m_area.MinEdge.X + 1;
	for(s32 z=m_area.MinEdge.Z; z<=m_area.MaxEdge.Z; z++)
	for(s32 y=m_area.MinEdge.Y; y<=m_area.MaxEdge.Y; y++)
	{
		unsigned int old_index = m_area.index(m_area.MinEdge.X,y,z);
		unsigned int new_index = new_area.index(m_area.MinEdge.X,y,z);

		memcpy(&new_data[new_index], &m_data[old_index],
				old_x_width * sizeof(MapNode));
		memcpy(&new_flags[new_index], &m_flags[old_index],
				old_x_width * sizeof(u8));
	}

	// Replace area, data and flags

	m_area = new_area;

	MapNode *old_data = m_data;
	u8 *old_flags = m_flags;

	/*dstream<<"old_data="<<(int)old_data<<", new_data="<<(int)new_data
	<<", old_flags="<<(int)m_flags<<", new_flags="<<(int)new_flags<<std::endl;*/

	m_data = new_data;
	m_flags = new_flags;

	delete[] old_data;
	delete[] old_flags;

	//dstream<<"addArea done"<<std::endl;
}

void VoxelManipulator::copyFrom(MapNode *src, const VoxelArea& src_area,
		v3s16 from_pos, v3s16 to_pos, v3s16 size)
{
	/* The reason for this optimised code is that we're a member function
	 * and the data type/layout of m_data is know to us: it's stored as
	 * [z*h*w + y*h + x]. Therefore we can take the calls to m_area index
	 * (which performs the preceding mapping/indexing of m_data) out of the
	 * inner loop and calculate the next index as we're iterating to gain
	 * performance.
	 *
	 * src_step and dest_step is the amount required to be added to our index
	 * every time y increments. Because the destination area may be larger
	 * than the source area we need one additional variable (otherwise we could
	 * just continue adding dest_step as is done for the source data): dest_mod.
	 * dest_mod is the difference in size between a "row" in the source data
	 * and a "row" in the destination data (I am using the term row loosely
	 * and for illustrative purposes). E.g.
	 *
	 * src       <-------------------->|'''''' dest mod ''''''''
	 * dest      <--------------------------------------------->
	 *
	 * dest_mod (it's essentially a modulus) is added to the destination index
	 * after every full iteration of the y span.
	 *
	 * This method falls under the category "linear array and incrementing
	 * index".
	 */

	s32 src_step = src_area.getExtent().X;
	s32 dest_step = m_area.getExtent().X;
	s32 dest_mod = m_area.index(to_pos.X, to_pos.Y, to_pos.Z + 1)
			- m_area.index(to_pos.X, to_pos.Y, to_pos.Z)
			- dest_step * size.Y;

	s32 i_src = src_area.index(from_pos.X, from_pos.Y, from_pos.Z);
	s32 i_local = m_area.index(to_pos.X, to_pos.Y, to_pos.Z);

	for (s16 z = 0; z < size.Z; z++) {
		for (s16 y = 0; y < size.Y; y++) {
			memcpy(&m_data[i_local], &src[i_src], size.X * sizeof(*m_data));
			memset(&m_flags[i_local], 0, size.X);
			i_src += src_step;
			i_local += dest_step;
		}
		i_local += dest_mod;
	}
}

void VoxelManipulator::copyTo(MapNode *dst, const VoxelArea& dst_area,
		v3s16 dst_pos, v3s16 from_pos, v3s16 size)
{
	for(s16 z=0; z<size.Z; z++)
	for(s16 y=0; y<size.Y; y++)
	{
		s32 i_dst = dst_area.index(dst_pos.X, dst_pos.Y+y, dst_pos.Z+z);
		s32 i_local = m_area.index(from_pos.X, from_pos.Y+y, from_pos.Z+z);
		for (s16 x = 0; x < size.X; x++) {
			if (m_data[i_local].getContent() != CONTENT_IGNORE)
				dst[i_dst] = m_data[i_local];
			i_dst++;
			i_local++;
		}
	}
}

/*
	Algorithms
	-----------------------------------------------------
*/

void VoxelManipulator::clearFlag(u8 flags)
{
	// 0-1ms on moderate area
	TimeTaker timer("clearFlag", &clearflag_time);

	//v3s16 s = m_area.getExtent();

	/*dstream<<"clearFlag clearing area of size "
			<<""<<s.X<<"x"<<s.Y<<"x"<<s.Z<<""
			<<std::endl;*/

	//s32 count = 0;

	/*for(s32 z=m_area.MinEdge.Z; z<=m_area.MaxEdge.Z; z++)
	for(s32 y=m_area.MinEdge.Y; y<=m_area.MaxEdge.Y; y++)
	for(s32 x=m_area.MinEdge.X; x<=m_area.MaxEdge.X; x++)
	{
		u8 f = m_flags[m_area.index(x,y,z)];
		m_flags[m_area.index(x,y,z)] &= ~flags;
		if(m_flags[m_area.index(x,y,z)] != f)
			count++;
	}*/

	s32 volume = m_area.getVolume();
	for(s32 i=0; i<volume; i++)
	{
		m_flags[i] &= ~flags;
	}

	/*s32 volume = m_area.getVolume();
	for(s32 i=0; i<volume; i++)
	{
		u8 f = m_flags[i];
		m_flags[i] &= ~flags;
		if(m_flags[i] != f)
			count++;
	}

	dstream<<"clearFlag changed "<<count<<" flags out of "
			<<volume<<" nodes"<<std::endl;*/
}

void VoxelManipulator::unspreadLight(enum LightBank bank, v3s16 p, u8 oldlight,
		std::set<v3s16> & light_sources, INodeDefManager *nodemgr)
{
	v3s16 dirs[6] = {
		v3s16(0,0,1), // back
		v3s16(0,1,0), // top
		v3s16(1,0,0), // right
		v3s16(0,0,-1), // front
		v3s16(0,-1,0), // bottom
		v3s16(-1,0,0), // left
	};

	VoxelArea voxel_area(p - v3s16(1,1,1), p + v3s16(1,1,1));
	addArea(voxel_area);

	// Loop through 6 neighbors
	for(u16 i=0; i<6; i++)
	{
		// Get the position of the neighbor node
		v3s16 n2pos = p + dirs[i];

		u32 n2i = m_area.index(n2pos);

		if(m_flags[n2i] & VOXELFLAG_NO_DATA)
			continue;

		MapNode &n2 = m_data[n2i];

		/*
			If the neighbor is dimmer than what was specified
			as oldlight (the light of the previous node)
		*/
		u8 light2 = n2.getLight(bank, nodemgr);
		if(light2 < oldlight)
		{
			/*
				And the neighbor is transparent and it has some light
			*/
			if(nodemgr->get(n2).light_propagates && light2 != 0)
			{
				/*
					Set light to 0 and add to queue
				*/

				n2.setLight(bank, 0, nodemgr);

				unspreadLight(bank, n2pos, light2, light_sources, nodemgr);

				/*
					Remove from light_sources if it is there
					NOTE: This doesn't happen nearly at all
				*/
				/*if(light_sources.find(n2pos))
				{
					std::cout<<"Removed from light_sources"<<std::endl;
					light_sources.remove(n2pos);
				}*/
			}
		}
		else{
			light_sources.insert(n2pos);
		}
	}
}

/*
	Goes recursively through the neighbours of the node.

	Alters only transparent nodes.

	If the lighting of the neighbour is lower than the lighting of
	the node was (before changing it to 0 at the step before), the
	lighting of the neighbour is set to 0 and then the same stuff
	repeats for the neighbour.

	The ending nodes of the routine are stored in light_sources.
	This is useful when a light is removed. In such case, this
	routine can be called for the light node and then again for
	light_sources to re-light the area without the removed light.

	values of from_nodes are lighting values.
*/
void VoxelManipulator::unspreadLight(enum LightBank bank,
		std::map<v3s16, u8> & from_nodes,
		std::set<v3s16> & light_sources, INodeDefManager *nodemgr)
{
	if(from_nodes.empty())
		return;

	for(std::map<v3s16, u8>::iterator j = from_nodes.begin();
		j != from_nodes.end(); ++j)
	{
		unspreadLight(bank, j->first, j->second, light_sources, nodemgr);
	}
}

void VoxelManipulator::spreadLight(enum LightBank bank, v3s16 p,
		INodeDefManager *nodemgr)
{
	const v3s16 dirs[6] = {
		v3s16(0,0,1), // back
		v3s16(0,1,0), // top
		v3s16(1,0,0), // right
		v3s16(0,0,-1), // front
		v3s16(0,-1,0), // bottom
		v3s16(-1,0,0), // left
	};

	VoxelArea voxel_area(p - v3s16(1,1,1), p + v3s16(1,1,1));
	addArea(voxel_area);

	u32 i = m_area.index(p);

	if(m_flags[i] & VOXELFLAG_NO_DATA)
		return;

	MapNode &n = m_data[i];

	u8 oldlight = n.getLight(bank, nodemgr);
	u8 newlight = diminish_light(oldlight);

	// Loop through 6 neighbors
	for(u16 i=0; i<6; i++)
	{
		// Get the position of the neighbor node
		v3s16 n2pos = p + dirs[i];

		u32 n2i = m_area.index(n2pos);

		if(m_flags[n2i] & VOXELFLAG_NO_DATA)
			continue;

		MapNode &n2 = m_data[n2i];

		u8 light2 = n2.getLight(bank, nodemgr);

		/*
			If the neighbor is brighter than the current node,
			add to list (it will light up this node on its turn)
		*/
		if(light2 > undiminish_light(oldlight))
		{
			spreadLight(bank, n2pos, nodemgr);
		}
		/*
			If the neighbor is dimmer than how much light this node
			would spread on it, add to list
		*/
		if(light2 < newlight)
		{
			if(nodemgr->get(n2).light_propagates)
			{
				n2.setLight(bank, newlight, nodemgr);
				spreadLight(bank, n2pos, nodemgr);
			}
		}
	}
}


const MapNode VoxelManipulator::ContentIgnoreNode = MapNode(CONTENT_IGNORE);

/*
	Lights neighbors of from_nodes, collects all them and then
	goes on recursively.
*/
void VoxelManipulator::spreadLight(enum LightBank bank,
		std::set<v3s16> & from_nodes, INodeDefManager *nodemgr)
{
	const v3s16 dirs[6] = {
		v3s16(0,0,1), // back
		v3s16(0,1,0), // top
		v3s16(1,0,0), // right
		v3s16(0,0,-1), // front
		v3s16(0,-1,0), // bottom
		v3s16(-1,0,0), // left
	};

	if(from_nodes.empty())
		return;

	std::set<v3s16> lighted_nodes;

	for(std::set<v3s16>::iterator j = from_nodes.begin();
		j != from_nodes.end(); ++j)
	{
		v3s16 pos = *j;

		VoxelArea voxel_area(pos - v3s16(1,1,1), pos + v3s16(1,1,1));
		addArea(voxel_area);

		u32 i = m_area.index(pos);

		if(m_flags[i] & VOXELFLAG_NO_DATA)
			continue;

		MapNode &n = m_data[i];

		u8 oldlight = n.getLight(bank, nodemgr);
		u8 newlight = diminish_light(oldlight);

		// Loop through 6 neighbors
		for(u16 i=0; i<6; i++)
		{
			// Get the position of the neighbor node
			v3s16 n2pos = pos + dirs[i];

			try
			{
				u32 n2i = m_area.index(n2pos);

				if(m_flags[n2i] & VOXELFLAG_NO_DATA)
					continue;

				MapNode &n2 = m_data[n2i];

				u8 light2 = n2.getLight(bank, nodemgr);

				/*
					If the neighbor is brighter than the current node,
					add to list (it will light up this node on its turn)
				*/
				if(light2 > undiminish_light(oldlight))
				{
					lighted_nodes.insert(n2pos);
				}
				/*
					If the neighbor is dimmer than how much light this node
					would spread on it, add to list
				*/
				if(light2 < newlight)
				{
					if(nodemgr->get(n2).light_propagates)
					{
						n2.setLight(bank, newlight, nodemgr);
						lighted_nodes.insert(n2pos);
					}
				}
			}
			catch(InvalidPositionException &e)
			{
				continue;
			}
		}
	}

	/*dstream<<"spreadLight(): Changed block "
			<<blockchangecount<<" times"
			<<" for "<<from_nodes.size()<<" nodes"
			<<std::endl;*/

	if(!lighted_nodes.empty())
		spreadLight(bank, lighted_nodes, nodemgr);
}

//END
aves look better this way if (f.param_type == CPT_LIGHT && f.solidness != 2) { light_day += decode_light(n.getLightNoChecks(LIGHTBANK_DAY, &f)); light_night += decode_light(n.getLightNoChecks(LIGHTBANK_NIGHT, &f)); light_count++; } else { ambient_occlusion++; } } if(light_count == 0) return 0xffff; light_day /= light_count; light_night /= light_count; // Boost brightness around light sources bool skip_ambient_occlusion_day = false; if(decode_light(light_source_max) >= light_day) { light_day = decode_light(light_source_max); skip_ambient_occlusion_day = true; } bool skip_ambient_occlusion_night = false; if(decode_light(light_source_max) >= light_night) { light_night = decode_light(light_source_max); skip_ambient_occlusion_night = true; } if (ambient_occlusion > 4) { static const float ao_gamma = rangelim( g_settings->getFloat("ambient_occlusion_gamma"), 0.25, 4.0); // Table of gamma space multiply factors. static const float light_amount[3] = { powf(0.75, 1.0 / ao_gamma), powf(0.5, 1.0 / ao_gamma), powf(0.25, 1.0 / ao_gamma) }; //calculate table index for gamma space multiplier ambient_occlusion -= 5; if (!skip_ambient_occlusion_day) light_day = rangelim(core::round32(light_day*light_amount[ambient_occlusion]), 0, 255); if (!skip_ambient_occlusion_night) light_night = rangelim(core::round32(light_night*light_amount[ambient_occlusion]), 0, 255); } return light_day | (light_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 corner.X == -1 if(corner.Y == 1) p.Y += 1; // else corner.Y == -1 if(corner.Z == 1) p.Z += 1; // else corner.Z == -1 return getSmoothLightCombined(p, data); } /* Converts from day + night color values (0..255) and a given daynight_ratio to the final SColor shown on screen. */ 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 const 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, }; b += emphase_blue_when_dark[irr::core::clamp(b, 0, 255) / 8]; b = irr::core::clamp(b, 0, 255); // Artificial light is yellow-ish static const 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]; rg = irr::core::clamp(rg, 0, 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, u8 light_source, std::vector<FastFace> &dest) { FastFace face; // Position is at the center of the cube. v3f pos = p * BS; float x0 = 0.0; float y0 = 0.0; float w = 1.0; float h = 1.0; v3f vertex_pos[4]; v3s16 vertex_dirs[4]; getNodeVertexDirs(dir, vertex_dirs); v3s16 t; u16 t1; switch (tile.rotation) { case 0: break; case 1: //R90 t = vertex_dirs[0]; vertex_dirs[0] = vertex_dirs[3]; vertex_dirs[3] = vertex_dirs[2]; vertex_dirs[2] = vertex_dirs[1]; vertex_dirs[1] = t; t1=li0; li0=li3; li3=li2; li2=li1; li1=t1; break; case 2: //R180 t = vertex_dirs[0]; vertex_dirs[0] = vertex_dirs[2]; vertex_dirs[2] = t; t = vertex_dirs[1]; vertex_dirs[1] = vertex_dirs[3]; vertex_dirs[3] = t; t1 = li0; li0 = li2; li2 = t1; t1 = li1; li1 = li3; li3 = t1; break; case 3: //R270 t = vertex_dirs[0]; vertex_dirs[0] = vertex_dirs[1]; vertex_dirs[1] = vertex_dirs[2]; vertex_dirs[2] = vertex_dirs[3]; vertex_dirs[3] = t; t1 = li0; li0 = li1; li1 = li2; li2 = li3; li3 = t1; break; case 4: //FXR90 t = vertex_dirs[0]; vertex_dirs[0] = vertex_dirs[3]; vertex_dirs[3] = vertex_dirs[2]; vertex_dirs[2] = vertex_dirs[1]; vertex_dirs[1] = t; t1 = li0; li0 = li3; li3 = li2; li2 = li1; li1 = t1; y0 += h; h *= -1; break; case 5: //FXR270 t = vertex_dirs[0]; vertex_dirs[0] = vertex_dirs[1]; vertex_dirs[1] = vertex_dirs[2]; vertex_dirs[2] = vertex_dirs[3]; vertex_dirs[3] = t; t1 = li0; li0 = li1; li1 = li2; li2 = li3; li3 = t1; y0 += h; h *= -1; break; case 6: //FYR90 t = vertex_dirs[0]; vertex_dirs[0] = vertex_dirs[3]; vertex_dirs[3] = vertex_dirs[2]; vertex_dirs[2] = vertex_dirs[1]; vertex_dirs[1] = t; t1 = li0; li0 = li3; li3 = li2; li2 = li1; li1 = t1; x0 += w; w *= -1; break; case 7: //FYR270 t = vertex_dirs[0]; vertex_dirs[0] = vertex_dirs[1]; vertex_dirs[1] = vertex_dirs[2]; vertex_dirs[2] = vertex_dirs[3]; vertex_dirs[3] = t; t1 = li0; li0 = li1; li1 = li2; li2 = li3; li3 = t1; x0 += w; w *= -1; break; case 8: //FX y0 += h; h *= -1; break; case 9: //FY x0 += w; w *= -1; break; default: break; } 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 = 1.0; 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; face.vertices[0] = video::S3DVertex(vertex_pos[0], normal, MapBlock_LightColor(alpha, li0, light_source), core::vector2d<f32>(x0+w*abs_scale, y0+h)); face.vertices[1] = video::S3DVertex(vertex_pos[1], normal, MapBlock_LightColor(alpha, li1, light_source), core::vector2d<f32>(x0, y0+h)); face.vertices[2] = video::S3DVertex(vertex_pos[2], normal, MapBlock_LightColor(alpha, li2, light_source), core::vector2d<f32>(x0, y0)); face.vertices[3] = video::S3DVertex(vertex_pos[3], normal, MapBlock_LightColor(alpha, li3, light_source), 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; 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)*2; // Get rotation for things like chests u8 facedir = mn.getFaceDir(ndef); static const u16 dir_to_tile[24 * 16] = { // 0 +X +Y +Z -Z -Y -X -> value=tile,rotation 0,0, 2,0 , 0,0 , 4,0 , 0,0, 5,0 , 1,0 , 3,0 , // rotate around y+ 0 - 3 0,0, 4,0 , 0,3 , 3,0 , 0,0, 2,0 , 1,1 , 5,0 , 0,0, 3,0 , 0,2 , 5,0 , 0,0, 4,0 , 1,2 , 2,0 , 0,0, 5,0 , 0,1 , 2,0 , 0,0, 3,0 , 1,3 , 4,0 , 0,0, 2,3 , 5,0 , 0,2 , 0,0, 1,0 , 4,2 , 3,1 , // rotate around z+ 4 - 7 0,0, 4,3 , 2,0 , 0,1 , 0,0, 1,1 , 3,2 , 5,1 , 0,0, 3,3 , 4,0 , 0,0 , 0,0, 1,2 , 5,2 , 2,1 , 0,0, 5,3 , 3,0 , 0,3 , 0,0, 1,3 , 2,2 , 4,1 , 0,0, 2,1 , 4,2 , 1,2 , 0,0, 0,0 , 5,0 , 3,3 , // rotate around z- 8 - 11 0,0, 4,1 , 3,2 , 1,3 , 0,0, 0,3 , 2,0 , 5,3 , 0,0, 3,1 , 5,2 , 1,0 , 0,0, 0,2 , 4,0 , 2,3 , 0,0, 5,1 , 2,2 , 1,1 , 0,0, 0,1 , 3,0 , 4,3 , 0,0, 0,3 , 3,3 , 4,1 , 0,0, 5,3 , 2,3 , 1,3 , // rotate around x+ 12 - 15 0,0, 0,2 , 5,3 , 3,1 , 0,0, 2,3 , 4,3 , 1,0 , 0,0, 0,1 , 2,3 , 5,1 , 0,0, 4,3 , 3,3 , 1,1 , 0,0, 0,0 , 4,3 , 2,1 , 0,0, 3,3 , 5,3 , 1,2 , 0,0, 1,1 , 2,1 , 4,3 , 0,0, 5,1 , 3,1 , 0,1 , // rotate around x- 16 - 19 0,0, 1,2 , 4,1 , 3,3 , 0,0, 2,1 , 5,1 , 0,0 , 0,0, 1,3 , 3,1 , 5,3 , 0,0, 4,1 , 2,1 , 0,3 , 0,0, 1,0 , 5,1 , 2,3 , 0,0, 3,1 , 4,1 , 0,2 , 0,0, 3,2 , 1,2 , 4,2 , 0,0, 5,2 , 0,2 , 2,2 , // rotate around y- 20 - 23 0,0, 5,2 , 1,3 , 3,2 , 0,0, 2,2 , 0,1 , 4,2 , 0,0, 2,2 , 1,0 , 5,2 , 0,0, 4,2 , 0,0 , 3,2 , 0,0, 4,2 , 1,1 , 2,2 , 0,0, 3,2 , 0,3 , 5,2 }; u16 tile_index=facedir*16 + dir_i; TileSpec spec = getNodeTileN(mn, p, dir_to_tile[tile_index], data); spec.rotation=dir_to_tile[tile_index + 1]; spec.texture = data->m_gamedef->tsrc()->getTexture(spec.texture_id); 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, u8 &light_source ) { 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); // Don't even try to get n1 if n0 is already CONTENT_IGNORE if (n0.getContent() == CONTENT_IGNORE ) { makes_face = false; return; } MapNode n1 = vmanip.getNodeNoEx(blockpos_nodes + p + face_dir); // 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 = getNodeTile(n0, p, face_dir, data); p_corrected = p; face_dir_corrected = face_dir; light_source = ndef->get(n0).light_source; } else { tile = getNodeTile(n1, p + face_dir, -face_dir, data); p_corrected = p + face_dir; face_dir_corrected = -face_dir; light_source = ndef->get(n1).light_source; } // 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, 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], 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, std::vector<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; u8 light_source = 0; getTileInfo(data, p, face_dir, makes_face, p_corrected, face_dir_corrected, lights, tile, light_source); 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; u8 next_light_source = 0; // 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, next_light_source); 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 && tile.rotation == 0 && next_light_source == light_source) { 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++; if(next_is_different) { /* 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 - 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, light_source, 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; light_source = next_light_source; } p = p_next; } } static void updateAllFastFaceRows(MeshMakeData *data, std::vector<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, v3s16 camera_offset): 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_highlighted_materials(), m_last_daynight_ratio((u32) -1), m_daynight_diffs() { m_enable_shaders = g_settings->getBool("enable_shaders"); m_enable_highlighting = g_settings->getBool("enable_node_highlighting"); // 4-21ms for MAP_BLOCKSIZE=16 (NOTE: probably outdated) // 24-155ms for MAP_BLOCKSIZE=32 (NOTE: probably outdated) //TimeTaker timer1("MapBlockMesh()"); std::vector<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 == 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); m_highlight_mesh_color = data->m_highlight_mesh_color; /* Convert MeshCollector to SMesh */ ITextureSource *tsrc = m_gamedef->tsrc(); IShaderSource *shdrsrc = m_gamedef->getShaderSource(); for(u32 i = 0; i < collector.prebuffers.size(); i++) { PreMeshBuffer &p = collector.prebuffers[i]; // Generate animation data // - Cracks if(p.tile.material_flags & MATERIAL_FLAG_CRACK) { // Find the texture name plus ^[crack:N: std::ostringstream os(std::ios::binary); os<<tsrc->getTextureName(p.tile.texture_id)<<"^[crack"; if(p.tile.material_flags & MATERIAL_FLAG_CRACK_OVERLAY) os<<"o"; // use ^[cracko os<<":"<<(u32)p.tile.animation_frame_count<<":"; m_crack_materials.insert(std::make_pair(i, os.str())); // Replace tile texture with the cracked one p.tile.texture = tsrc->getTexture( os.str()+"0", &p.tile.texture_id); } // - Texture animation if(p.tile.material_flags & MATERIAL_FLAG_ANIMATION_VERTICAL_FRAMES) { // 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 FrameSpec animation_frame = p.tile.frames[0]; p.tile.texture = animation_frame.texture; } if(m_enable_highlighting && p.tile.material_flags & MATERIAL_FLAG_HIGHLIGHTED) m_highlighted_materials.push_back(i); for(u32 j = 0; j < p.vertices.size(); j++) { // Note applyFacesShading second parameter is precalculated sqrt // value for speed improvement // Skip it for lightsources and top faces. video::SColor &vc = p.vertices[j].Color; if (!vc.getBlue()) { if (p.vertices[j].Normal.Y < -0.5) { applyFacesShading (vc, 0.447213); } else if (p.vertices[j].Normal.X > 0.5) { applyFacesShading (vc, 0.670820); } else if (p.vertices[j].Normal.X < -0.5) { applyFacesShading (vc, 0.670820); } else if (p.vertices[j].Normal.Z > 0.5) { applyFacesShading (vc, 0.836660); } else if (p.vertices[j].Normal.Z < -0.5) { applyFacesShading (vc, 0.836660); } } if(!m_enable_shaders) { // - Classic lighting (shaders handle this by themselves) // Set initial real color and store for later updates 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.setTexture(0, p.tile.texture); if (p.tile.material_flags & MATERIAL_FLAG_HIGHLIGHTED) { material.MaterialType = video::EMT_TRANSPARENT_ADD_COLOR; } else { if (m_enable_shaders) { material.MaterialType = shdrsrc->getShaderInfo(p.tile.shader_id).material; p.tile.applyMaterialOptionsWithShaders(material); if (p.tile.normal_texture) { material.setTexture(1, p.tile.normal_texture); material.setTexture(2, tsrc->getTexture("enable_img.png")); } else { material.setTexture(2, tsrc->getTexture("disable_img.png")); } } else { p.tile.applyMaterialOptions(material); } } // 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[0], p.vertices.size(), &p.indices[0], p.indices.size()); } m_camera_offset = camera_offset; /* Do some stuff to the mesh */ translateMesh(m_mesh, intToFloat(data->m_blockpos * MAP_BLOCKSIZE - camera_offset, BS)); 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() || !m_highlighted_materials.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; u32 new_texture_id = 0; video::ITexture *new_texture = tsrc->getTexture(os.str(), &new_texture_id); buf->getMaterial().setTexture(0, new_texture); // If the current material is also animated, // update animation info std::map<u32, TileSpec>::iterator anim_iter = m_animation_tiles.find(i->first); if(anim_iter != m_animation_tiles.end()){ TileSpec &tile = anim_iter->second; tile.texture = new_texture; tile.texture_id = new_texture_id; // force animation update m_animation_frames[i->first] = -1; } } 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(); FrameSpec animation_frame = tile.frames[frame]; buf->getMaterial().setTexture(0, animation_frame.texture); if (m_enable_shaders) { if (animation_frame.normal_texture) { buf->getMaterial().setTexture(1, animation_frame.normal_texture); buf->getMaterial().setTexture(2, tsrc->getTexture("enable_img.png")); } else { buf->getMaterial().setTexture(2, tsrc->getTexture("disable_img.png")); } } } // Day-night transition if(!m_enable_shaders && (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; } // Node highlighting if (m_enable_highlighting) { u8 day = m_highlight_mesh_color.getRed(); u8 night = m_highlight_mesh_color.getGreen(); video::SColor hc; finalColorBlend(hc, day, night, daynight_ratio); float sin_r = 0.07 * sin(1.5 * time); float sin_g = 0.07 * sin(1.5 * time + irr::core::PI * 0.5); float sin_b = 0.07 * sin(1.5 * time + irr::core::PI); hc.setRed(core::clamp(core::round32(hc.getRed() * (0.8 + sin_r)), 0, 255)); hc.setGreen(core::clamp(core::round32(hc.getGreen() * (0.8 + sin_g)), 0, 255)); hc.setBlue(core::clamp(core::round32(hc.getBlue() * (0.8 + sin_b)), 0, 255)); for(std::list<u32>::iterator i = m_highlighted_materials.begin(); i != m_highlighted_materials.end(); i++) { scene::IMeshBuffer *buf = m_mesh->getMeshBuffer(*i); video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices(); for (u32 j = 0; j < buf->getVertexCount() ;j++) vertices[j].Color = hc; } } return true; } void MapBlockMesh::updateCameraOffset(v3s16 camera_offset) { if (camera_offset != m_camera_offset) { translateMesh(m_mesh, intToFloat(m_camera_offset-camera_offset, BS)); m_camera_offset = camera_offset; } } /* MeshCollector */ void MeshCollector::append(const TileSpec &tile, const video::S3DVertex *vertices, u32 numVertices, const u16 *indices, u32 numIndices) { if(numIndices > 65535) { dstream<<"FIXME: MeshCollector::append() called with numIndices="<<numIndices<<" (limit 65535)"<<std::endl; return; } PreMeshBuffer *p = NULL; for(u32 i=0; i<prebuffers.size(); i++) { PreMeshBuffer &pp = prebuffers[i]; if(pp.tile != tile) continue; if(pp.indices.size() + numIndices > 65535) 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; p->indices.push_back(j); } for(u32 i=0; i<numVertices; i++) { p->vertices.push_back(vertices[i]); } } /* MeshCollector - for meshnodes and converted drawtypes. */ void MeshCollector::append(const TileSpec &tile, const video::S3DVertex *vertices, u32 numVertices, const u16 *indices, u32 numIndices, v3f pos, video::SColor c) { if(numIndices > 65535) { dstream<<"FIXME: MeshCollector::append() called with numIndices="<<numIndices<<" (limit 65535)"<<std::endl; return; } PreMeshBuffer *p = NULL; for(u32 i=0; i<prebuffers.size(); i++) { PreMeshBuffer &pp = prebuffers[i]; if(pp.tile != tile) continue; if(pp.indices.size() + numIndices > 65535) 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; p->indices.push_back(j); } for(u32 i=0; i<numVertices; i++) { video::S3DVertex vert = vertices[i]; vert.Pos += pos; vert.Color = c; p->vertices.push_back(vert); } }