1
0
mirror of https://github.com/moparisthebest/minetest synced 2024-11-04 16:35:03 -05:00

Moved stuff from mapblock{h,cpp} to mapblock_mesh.{h,cpp} and content_mapblock.{h,cpp}

This commit is contained in:
Perttu Ahola 2011-06-17 23:20:31 +03:00
parent df5affe836
commit 682c9d8e7d
10 changed files with 1877 additions and 1832 deletions

View File

@ -50,6 +50,7 @@ configure_file(
)
set(common_SRCS
content_mapblock.cpp
content_mapnode.cpp
auth.cpp
collision.cpp
@ -86,6 +87,7 @@ set(common_SRCS
# Client sources
set(minetest_SRCS
${common_SRCS}
mapblock_mesh.cpp
farmesh.cpp
keycode.cpp
clouds.cpp

831
src/content_mapblock.cpp Normal file
View File

@ -0,0 +1,831 @@
/*
Minetest-c55
Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#include "content_mapblock.h"
#include "content_mapnode.h"
#include "main.h" // For g_settings and g_texturesource
#ifndef SERVER
// Create a cuboid.
// material - the material to use (for all 6 faces)
// collector - the MeshCollector for the resulting polygons
// pa - texture atlas pointer for the material
// c - vertex colour - used for all
// pos - the position of the centre of the cuboid
// rz,ry,rz - the radius of the cuboid in each dimension
// txc - texture coordinates - this is a list of texture coordinates
// for the opposite corners of each face - therefore, there
// should be (2+2)*6=24 values in the list. Alternatively, pass
// NULL to use the entire texture for each face. The order of
// the faces in the list is top-backi-right-front-left-bottom
// If you specified 0,0,1,1 for each face, that would be the
// same as passing NULL.
void makeCuboid(video::SMaterial &material, MeshCollector *collector,
AtlasPointer* pa, video::SColor &c,
v3f &pos, f32 rx, f32 ry, f32 rz, f32* txc)
{
f32 tu0=pa->x0();
f32 tu1=pa->x1();
f32 tv0=pa->y0();
f32 tv1=pa->y1();
f32 txus=tu1-tu0;
f32 txvs=tv1-tv0;
video::S3DVertex v[4] =
{
video::S3DVertex(0,0,0, 0,0,0, c, tu0, tv1),
video::S3DVertex(0,0,0, 0,0,0, c, tu1, tv1),
video::S3DVertex(0,0,0, 0,0,0, c, tu1, tv0),
video::S3DVertex(0,0,0, 0,0,0, c, tu0, tv0)
};
for(int i=0;i<6;i++)
{
switch(i)
{
case 0: // top
v[0].Pos.X=-rx; v[0].Pos.Y= ry; v[0].Pos.Z=-rz;
v[1].Pos.X=-rx; v[1].Pos.Y= ry; v[1].Pos.Z= rz;
v[2].Pos.X= rx; v[2].Pos.Y= ry; v[2].Pos.Z= rz;
v[3].Pos.X= rx; v[3].Pos.Y= ry, v[3].Pos.Z=-rz;
break;
case 1: // back
v[0].Pos.X=-rx; v[0].Pos.Y= ry; v[0].Pos.Z=-rz;
v[1].Pos.X= rx; v[1].Pos.Y= ry; v[1].Pos.Z=-rz;
v[2].Pos.X= rx; v[2].Pos.Y=-ry; v[2].Pos.Z=-rz;
v[3].Pos.X=-rx; v[3].Pos.Y=-ry, v[3].Pos.Z=-rz;
break;
case 2: //right
v[0].Pos.X= rx; v[0].Pos.Y= ry; v[0].Pos.Z=-rz;
v[1].Pos.X= rx; v[1].Pos.Y= ry; v[1].Pos.Z= rz;
v[2].Pos.X= rx; v[2].Pos.Y=-ry; v[2].Pos.Z= rz;
v[3].Pos.X= rx; v[3].Pos.Y=-ry, v[3].Pos.Z=-rz;
break;
case 3: // front
v[0].Pos.X= rx; v[0].Pos.Y= ry; v[0].Pos.Z= rz;
v[1].Pos.X=-rx; v[1].Pos.Y= ry; v[1].Pos.Z= rz;
v[2].Pos.X=-rx; v[2].Pos.Y=-ry; v[2].Pos.Z= rz;
v[3].Pos.X= rx; v[3].Pos.Y=-ry, v[3].Pos.Z= rz;
break;
case 4: // left
v[0].Pos.X=-rx; v[0].Pos.Y= ry; v[0].Pos.Z= rz;
v[1].Pos.X=-rx; v[1].Pos.Y= ry; v[1].Pos.Z=-rz;
v[2].Pos.X=-rx; v[2].Pos.Y=-ry; v[2].Pos.Z=-rz;
v[3].Pos.X=-rx; v[3].Pos.Y=-ry, v[3].Pos.Z= rz;
break;
case 5: // bottom
v[0].Pos.X= rx; v[0].Pos.Y=-ry; v[0].Pos.Z= rz;
v[1].Pos.X=-rx; v[1].Pos.Y=-ry; v[1].Pos.Z= rz;
v[2].Pos.X=-rx; v[2].Pos.Y=-ry; v[2].Pos.Z=-rz;
v[3].Pos.X= rx; v[3].Pos.Y=-ry, v[3].Pos.Z=-rz;
break;
}
if(txc!=NULL)
{
v[0].TCoords.X=tu0+txus*txc[0]; v[0].TCoords.Y=tv0+txvs*txc[3];
v[1].TCoords.X=tu0+txus*txc[2]; v[1].TCoords.Y=tv0+txvs*txc[3];
v[2].TCoords.X=tu0+txus*txc[2]; v[2].TCoords.Y=tv0+txvs*txc[1];
v[3].TCoords.X=tu0+txus*txc[0]; v[3].TCoords.Y=tv0+txvs*txc[1];
txc+=4;
}
for(u16 i=0; i<4; i++)
v[i].Pos += pos;
u16 indices[] = {0,1,2,2,3,0};
collector->append(material, v, 4, indices, 6);
}
}
#endif
#ifndef SERVER
void mapblock_mesh_generate_special(MeshMakeData *data,
MeshCollector &collector)
{
// 0ms
//TimeTaker timer("mapblock_mesh_generate_special()");
/*
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");
float node_water_level = 1.0;
if(new_style_water)
node_water_level = 0.85;
v3s16 blockpos_nodes = data->m_blockpos*MAP_BLOCKSIZE;
// Flowing water material
video::SMaterial material_water1;
material_water1.setFlag(video::EMF_LIGHTING, false);
material_water1.setFlag(video::EMF_BACK_FACE_CULLING, false);
material_water1.setFlag(video::EMF_BILINEAR_FILTER, false);
material_water1.setFlag(video::EMF_FOG_ENABLE, true);
material_water1.MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA;
AtlasPointer pa_water1 = g_texturesource->getTexture(
g_texturesource->getTextureId("water.png"));
material_water1.setTexture(0, pa_water1.atlas);
// New-style leaves material
video::SMaterial material_leaves1;
material_leaves1.setFlag(video::EMF_LIGHTING, false);
//material_leaves1.setFlag(video::EMF_BACK_FACE_CULLING, false);
material_leaves1.setFlag(video::EMF_BILINEAR_FILTER, false);
material_leaves1.setFlag(video::EMF_FOG_ENABLE, true);
material_leaves1.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
AtlasPointer pa_leaves1 = g_texturesource->getTexture(
g_texturesource->getTextureId("leaves.png"));
material_leaves1.setTexture(0, pa_leaves1.atlas);
// Glass material
video::SMaterial material_glass;
material_glass.setFlag(video::EMF_LIGHTING, false);
material_glass.setFlag(video::EMF_BILINEAR_FILTER, false);
material_glass.setFlag(video::EMF_FOG_ENABLE, true);
material_glass.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
AtlasPointer pa_glass = g_texturesource->getTexture(
g_texturesource->getTextureId("glass.png"));
material_glass.setTexture(0, pa_glass.atlas);
// Wood material
video::SMaterial material_wood;
material_wood.setFlag(video::EMF_LIGHTING, false);
material_wood.setFlag(video::EMF_BILINEAR_FILTER, false);
material_wood.setFlag(video::EMF_FOG_ENABLE, true);
material_wood.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
AtlasPointer pa_wood = g_texturesource->getTexture(
g_texturesource->getTextureId("wood.png"));
material_wood.setTexture(0, pa_wood.atlas);
for(s16 z=0; z<MAP_BLOCKSIZE; z++)
for(s16 y=0; y<MAP_BLOCKSIZE; y++)
for(s16 x=0; x<MAP_BLOCKSIZE; x++)
{
v3s16 p(x,y,z);
MapNode n = data->m_vmanip.getNodeNoEx(blockpos_nodes+p);
/*
Add torches to mesh
*/
if(n.d == CONTENT_TORCH)
{
video::SColor c(255,255,255,255);
// Wall at X+ of node
video::S3DVertex vertices[4] =
{
video::S3DVertex(-BS/2,-BS/2,0, 0,0,0, c, 0,1),
video::S3DVertex(BS/2,-BS/2,0, 0,0,0, c, 1,1),
video::S3DVertex(BS/2,BS/2,0, 0,0,0, c, 1,0),
video::S3DVertex(-BS/2,BS/2,0, 0,0,0, c, 0,0),
};
v3s16 dir = unpackDir(n.dir);
for(s32 i=0; i<4; i++)
{
if(dir == v3s16(1,0,0))
vertices[i].Pos.rotateXZBy(0);
if(dir == v3s16(-1,0,0))
vertices[i].Pos.rotateXZBy(180);
if(dir == v3s16(0,0,1))
vertices[i].Pos.rotateXZBy(90);
if(dir == v3s16(0,0,-1))
vertices[i].Pos.rotateXZBy(-90);
if(dir == v3s16(0,-1,0))
vertices[i].Pos.rotateXZBy(45);
if(dir == v3s16(0,1,0))
vertices[i].Pos.rotateXZBy(-45);
vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
}
// Set material
video::SMaterial material;
material.setFlag(video::EMF_LIGHTING, false);
material.setFlag(video::EMF_BACK_FACE_CULLING, false);
material.setFlag(video::EMF_BILINEAR_FILTER, false);
//material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
material.MaterialType
= video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
if(dir == v3s16(0,-1,0))
material.setTexture(0,
g_texturesource->getTextureRaw("torch_on_floor.png"));
else if(dir == v3s16(0,1,0))
material.setTexture(0,
g_texturesource->getTextureRaw("torch_on_ceiling.png"));
// For backwards compatibility
else if(dir == v3s16(0,0,0))
material.setTexture(0,
g_texturesource->getTextureRaw("torch_on_floor.png"));
else
material.setTexture(0,
g_texturesource->getTextureRaw("torch.png"));
u16 indices[] = {0,1,2,2,3,0};
// Add to mesh collector
collector.append(material, vertices, 4, indices, 6);
}
/*
Signs on walls
*/
if(n.d == CONTENT_SIGN_WALL)
{
u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio));
video::SColor c(255,l,l,l);
float d = (float)BS/16;
// Wall at X+ of node
video::S3DVertex vertices[4] =
{
video::S3DVertex(BS/2-d,-BS/2,-BS/2, 0,0,0, c, 0,1),
video::S3DVertex(BS/2-d,-BS/2,BS/2, 0,0,0, c, 1,1),
video::S3DVertex(BS/2-d,BS/2,BS/2, 0,0,0, c, 1,0),
video::S3DVertex(BS/2-d,BS/2,-BS/2, 0,0,0, c, 0,0),
};
v3s16 dir = unpackDir(n.dir);
for(s32 i=0; i<4; i++)
{
if(dir == v3s16(1,0,0))
vertices[i].Pos.rotateXZBy(0);
if(dir == v3s16(-1,0,0))
vertices[i].Pos.rotateXZBy(180);
if(dir == v3s16(0,0,1))
vertices[i].Pos.rotateXZBy(90);
if(dir == v3s16(0,0,-1))
vertices[i].Pos.rotateXZBy(-90);
if(dir == v3s16(0,-1,0))
vertices[i].Pos.rotateXYBy(-90);
if(dir == v3s16(0,1,0))
vertices[i].Pos.rotateXYBy(90);
vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
}
// Set material
video::SMaterial material;
material.setFlag(video::EMF_LIGHTING, false);
material.setFlag(video::EMF_BACK_FACE_CULLING, false);
material.setFlag(video::EMF_BILINEAR_FILTER, false);
material.setFlag(video::EMF_FOG_ENABLE, true);
//material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
material.MaterialType
= video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
material.setTexture(0,
g_texturesource->getTextureRaw("sign_wall.png"));
u16 indices[] = {0,1,2,2,3,0};
// Add to mesh collector
collector.append(material, vertices, 4, indices, 6);
}
/*
Add flowing water to mesh
*/
else if(n.d == CONTENT_WATER)
{
bool top_is_water = false;
MapNode ntop = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z));
if(ntop.d == CONTENT_WATER || ntop.d == CONTENT_WATERSOURCE)
top_is_water = true;
u8 l = 0;
// Use the light of the node on top if possible
if(content_features(ntop.d).param_type == CPT_LIGHT)
l = decode_light(ntop.getLightBlend(data->m_daynight_ratio));
// Otherwise use the light of this node (the water)
else
l = decode_light(n.getLightBlend(data->m_daynight_ratio));
video::SColor c(WATER_ALPHA,l,l,l);
// Neighbor water levels (key = relative position)
// Includes current node
core::map<v3s16, f32> neighbor_levels;
core::map<v3s16, u8> neighbor_contents;
core::map<v3s16, u8> neighbor_flags;
const u8 neighborflag_top_is_water = 0x01;
v3s16 neighbor_dirs[9] = {
v3s16(0,0,0),
v3s16(0,0,1),
v3s16(0,0,-1),
v3s16(1,0,0),
v3s16(-1,0,0),
v3s16(1,0,1),
v3s16(-1,0,-1),
v3s16(1,0,-1),
v3s16(-1,0,1),
};
for(u32 i=0; i<9; i++)
{
u8 content = CONTENT_AIR;
float level = -0.5 * BS;
u8 flags = 0;
// Check neighbor
v3s16 p2 = p + neighbor_dirs[i];
MapNode n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
if(n2.d != CONTENT_IGNORE)
{
content = n2.d;
if(n2.d == CONTENT_WATERSOURCE)
level = (-0.5+node_water_level) * BS;
else if(n2.d == CONTENT_WATER)
level = (-0.5 + ((float)n2.param2 + 0.5) / 8.0
* node_water_level) * BS;
// Check node above neighbor.
// NOTE: This doesn't get executed if neighbor
// doesn't exist
p2.Y += 1;
n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
if(n2.d == CONTENT_WATERSOURCE || n2.d == CONTENT_WATER)
flags |= neighborflag_top_is_water;
}
neighbor_levels.insert(neighbor_dirs[i], level);
neighbor_contents.insert(neighbor_dirs[i], content);
neighbor_flags.insert(neighbor_dirs[i], flags);
}
//float water_level = (-0.5 + ((float)n.param2 + 0.5) / 8.0) * BS;
//float water_level = neighbor_levels[v3s16(0,0,0)];
// Corner heights (average between four waters)
f32 corner_levels[4];
v3s16 halfdirs[4] = {
v3s16(0,0,0),
v3s16(1,0,0),
v3s16(1,0,1),
v3s16(0,0,1),
};
for(u32 i=0; i<4; i++)
{
v3s16 cornerdir = halfdirs[i];
float cornerlevel = 0;
u32 valid_count = 0;
for(u32 j=0; j<4; j++)
{
v3s16 neighbordir = cornerdir - halfdirs[j];
u8 content = neighbor_contents[neighbordir];
// Special case for source nodes
if(content == CONTENT_WATERSOURCE)
{
cornerlevel = (-0.5+node_water_level)*BS;
valid_count = 1;
break;
}
else if(content == CONTENT_WATER)
{
cornerlevel += neighbor_levels[neighbordir];
valid_count++;
}
else if(content == CONTENT_AIR)
{
cornerlevel += -0.5*BS;
valid_count++;
}
}
if(valid_count > 0)
cornerlevel /= valid_count;
corner_levels[i] = cornerlevel;
}
/*
Generate sides
*/
v3s16 side_dirs[4] = {
v3s16(1,0,0),
v3s16(-1,0,0),
v3s16(0,0,1),
v3s16(0,0,-1),
};
s16 side_corners[4][2] = {
{1, 2},
{3, 0},
{2, 3},
{0, 1},
};
for(u32 i=0; i<4; i++)
{
v3s16 dir = side_dirs[i];
/*
If our topside is water and neighbor's topside
is water, don't draw side face
*/
if(top_is_water &&
neighbor_flags[dir] & neighborflag_top_is_water)
continue;
u8 neighbor_content = neighbor_contents[dir];
// Don't draw face if neighbor is not air or water
if(neighbor_content != CONTENT_AIR
&& neighbor_content != CONTENT_WATER)
continue;
bool neighbor_is_water = (neighbor_content == CONTENT_WATER);
// Don't draw any faces if neighbor is water and top is water
if(neighbor_is_water == true && top_is_water == false)
continue;
video::S3DVertex vertices[4] =
{
/*video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,1),
video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,1),
video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,0),
video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,0),*/
video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
pa_water1.x0(), pa_water1.y1()),
video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
pa_water1.x1(), pa_water1.y1()),
video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
pa_water1.x1(), pa_water1.y0()),
video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
pa_water1.x0(), pa_water1.y0()),
};
/*
If our topside is water, set upper border of face
at upper border of node
*/
if(top_is_water)
{
vertices[2].Pos.Y = 0.5*BS;
vertices[3].Pos.Y = 0.5*BS;
}
/*
Otherwise upper position of face is corner levels
*/
else
{
vertices[2].Pos.Y = corner_levels[side_corners[i][0]];
vertices[3].Pos.Y = corner_levels[side_corners[i][1]];
}
/*
If neighbor is water, lower border of face is corner
water levels
*/
if(neighbor_is_water)
{
vertices[0].Pos.Y = corner_levels[side_corners[i][1]];
vertices[1].Pos.Y = corner_levels[side_corners[i][0]];
}
/*
If neighbor is not water, lower border of face is
lower border of node
*/
else
{
vertices[0].Pos.Y = -0.5*BS;
vertices[1].Pos.Y = -0.5*BS;
}
for(s32 j=0; j<4; j++)
{
if(dir == v3s16(0,0,1))
vertices[j].Pos.rotateXZBy(0);
if(dir == v3s16(0,0,-1))
vertices[j].Pos.rotateXZBy(180);
if(dir == v3s16(-1,0,0))
vertices[j].Pos.rotateXZBy(90);
if(dir == v3s16(1,0,-0))
vertices[j].Pos.rotateXZBy(-90);
vertices[j].Pos += intToFloat(p + blockpos_nodes, BS);
}
u16 indices[] = {0,1,2,2,3,0};
// Add to mesh collector
collector.append(material_water1, vertices, 4, indices, 6);
}
/*
Generate top side, if appropriate
*/
if(top_is_water == false)
{
video::S3DVertex vertices[4] =
{
/*video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c, 0,1),
video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c, 1,1),
video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,0),
video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,0),*/
video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
pa_water1.x0(), pa_water1.y1()),
video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
pa_water1.x1(), pa_water1.y1()),
video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c,
pa_water1.x1(), pa_water1.y0()),
video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c,
pa_water1.x0(), pa_water1.y0()),
};
// This fixes a strange bug
s32 corner_resolve[4] = {3,2,1,0};
for(s32 i=0; i<4; i++)
{
//vertices[i].Pos.Y += water_level;
//vertices[i].Pos.Y += neighbor_levels[v3s16(0,0,0)];
s32 j = corner_resolve[i];
vertices[i].Pos.Y += corner_levels[j];
vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
}
u16 indices[] = {0,1,2,2,3,0};
// Add to mesh collector
collector.append(material_water1, vertices, 4, indices, 6);
}
}
/*
Add water sources to mesh if using new style
*/
else if(n.d == CONTENT_WATERSOURCE && new_style_water)
{
//bool top_is_water = false;
bool top_is_air = false;
MapNode n = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z));
/*if(n.d == CONTENT_WATER || n.d == CONTENT_WATERSOURCE)
top_is_water = true;*/
if(n.d == CONTENT_AIR)
top_is_air = true;
/*if(top_is_water == true)
continue;*/
if(top_is_air == false)
continue;
u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio));
video::SColor c(WATER_ALPHA,l,l,l);
video::S3DVertex vertices[4] =
{
/*video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c, 0,1),
video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c, 1,1),
video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,0),
video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,0),*/
video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
pa_water1.x0(), pa_water1.y1()),
video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
pa_water1.x1(), pa_water1.y1()),
video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c,
pa_water1.x1(), pa_water1.y0()),
video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c,
pa_water1.x0(), pa_water1.y0()),
};
for(s32 i=0; i<4; i++)
{
vertices[i].Pos.Y += (-0.5+node_water_level)*BS;
vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
}
u16 indices[] = {0,1,2,2,3,0};
// Add to mesh collector
collector.append(material_water1, vertices, 4, indices, 6);
}
/*
Add leaves if using new style
*/
else if(n.d == CONTENT_LEAVES && new_style_leaves)
{
/*u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio));*/
u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio)));
video::SColor c(255,l,l,l);
for(u32 j=0; j<6; j++)
{
video::S3DVertex vertices[4] =
{
/*video::S3DVertex(-BS/2,-BS/2,BS/2, 0,0,0, c, 0,1),
video::S3DVertex(BS/2,-BS/2,BS/2, 0,0,0, c, 1,1),
video::S3DVertex(BS/2,BS/2,BS/2, 0,0,0, c, 1,0),
video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c, 0,0),*/
video::S3DVertex(-BS/2,-BS/2,BS/2, 0,0,0, c,
pa_leaves1.x0(), pa_leaves1.y1()),
video::S3DVertex(BS/2,-BS/2,BS/2, 0,0,0, c,
pa_leaves1.x1(), pa_leaves1.y1()),
video::S3DVertex(BS/2,BS/2,BS/2, 0,0,0, c,
pa_leaves1.x1(), pa_leaves1.y0()),
video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c,
pa_leaves1.x0(), pa_leaves1.y0()),
};
if(j == 0)
{
for(u16 i=0; i<4; i++)
vertices[i].Pos.rotateXZBy(0);
}
else if(j == 1)
{
for(u16 i=0; i<4; i++)
vertices[i].Pos.rotateXZBy(180);
}
else if(j == 2)
{
for(u16 i=0; i<4; i++)
vertices[i].Pos.rotateXZBy(-90);
}
else if(j == 3)
{
for(u16 i=0; i<4; i++)
vertices[i].Pos.rotateXZBy(90);
}
else if(j == 4)
{
for(u16 i=0; i<4; i++)
vertices[i].Pos.rotateYZBy(-90);
}
else if(j == 5)
{
for(u16 i=0; i<4; i++)
vertices[i].Pos.rotateYZBy(90);
}
for(u16 i=0; i<4; i++)
{
vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
}
u16 indices[] = {0,1,2,2,3,0};
// Add to mesh collector
collector.append(material_leaves1, vertices, 4, indices, 6);
}
}
/*
Add glass
*/
else if(n.d == CONTENT_GLASS)
{
u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio)));
video::SColor c(255,l,l,l);
for(u32 j=0; j<6; j++)
{
video::S3DVertex vertices[4] =
{
video::S3DVertex(-BS/2,-BS/2,BS/2, 0,0,0, c,
pa_glass.x0(), pa_glass.y1()),
video::S3DVertex(BS/2,-BS/2,BS/2, 0,0,0, c,
pa_glass.x1(), pa_glass.y1()),
video::S3DVertex(BS/2,BS/2,BS/2, 0,0,0, c,
pa_glass.x1(), pa_glass.y0()),
video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c,
pa_glass.x0(), pa_glass.y0()),
};
if(j == 0)
{
for(u16 i=0; i<4; i++)
vertices[i].Pos.rotateXZBy(0);
}
else if(j == 1)
{
for(u16 i=0; i<4; i++)
vertices[i].Pos.rotateXZBy(180);
}
else if(j == 2)
{
for(u16 i=0; i<4; i++)
vertices[i].Pos.rotateXZBy(-90);
}
else if(j == 3)
{
for(u16 i=0; i<4; i++)
vertices[i].Pos.rotateXZBy(90);
}
else if(j == 4)
{
for(u16 i=0; i<4; i++)
vertices[i].Pos.rotateYZBy(-90);
}
else if(j == 5)
{
for(u16 i=0; i<4; i++)
vertices[i].Pos.rotateYZBy(90);
}
for(u16 i=0; i<4; i++)
{
vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
}
u16 indices[] = {0,1,2,2,3,0};
// Add to mesh collector
collector.append(material_glass, vertices, 4, indices, 6);
}
}
/*
Add fence
*/
else if(n.d == CONTENT_FENCE)
{
u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio)));
video::SColor c(255,l,l,l);
const f32 post_rad=(f32)BS/10;
const f32 bar_rad=(f32)BS/20;
const f32 bar_len=(f32)(BS/2)-post_rad;
// The post - always present
v3f pos = intToFloat(p+blockpos_nodes, BS);
f32 postuv[24]={
0.4,0.4,0.6,0.6,
0.35,0,0.65,1,
0.35,0,0.65,1,
0.35,0,0.65,1,
0.35,0,0.65,1,
0.4,0.4,0.6,0.6};
makeCuboid(material_wood, &collector,
&pa_wood, c, pos,
post_rad,BS/2,post_rad, postuv);
// Now a section of fence, +X, if there's a post there
v3s16 p2 = p;
p2.X++;
MapNode n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
if(n2.d == CONTENT_FENCE)
{
pos = intToFloat(p+blockpos_nodes, BS);
pos.X += BS/2;
pos.Y += BS/4;
f32 xrailuv[24]={
0,0.4,1,0.6,
0,0.4,1,0.6,
0,0.4,1,0.6,
0,0.4,1,0.6,
0,0.4,1,0.6,
0,0.4,1,0.6};
makeCuboid(material_wood, &collector,
&pa_wood, c, pos,
bar_len,bar_rad,bar_rad, xrailuv);
pos.Y -= BS/2;
makeCuboid(material_wood, &collector,
&pa_wood, c, pos,
bar_len,bar_rad,bar_rad, xrailuv);
}
// Now a section of fence, +Z, if there's a post there
p2 = p;
p2.Z++;
n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
if(n2.d == CONTENT_FENCE)
{
pos = intToFloat(p+blockpos_nodes, BS);
pos.Z += BS/2;
pos.Y += BS/4;
f32 zrailuv[24]={
0,0.4,1,0.6,
0,0.4,1,0.6,
0,0.4,1,0.6,
0,0.4,1,0.6,
0,0.4,1,0.6,
0,0.4,1,0.6};
makeCuboid(material_wood, &collector,
&pa_wood, c, pos,
bar_rad,bar_rad,bar_len, zrailuv);
pos.Y -= BS/2;
makeCuboid(material_wood, &collector,
&pa_wood, c, pos,
bar_rad,bar_rad,bar_len, zrailuv);
}
}
}
}
#endif

31
src/content_mapblock.h Normal file
View File

@ -0,0 +1,31 @@
/*
Minetest-c55
Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#ifndef CONTENT_MAPBLOCK_HEADER
#define CONTENT_MAPBLOCK_HEADER
#ifndef SERVER
#include "mapblock_mesh.h"
#include "utility.h"
void mapblock_mesh_generate_special(MeshMakeData *data,
MeshCollector &collector);
#endif
#endif

View File

@ -4829,7 +4829,7 @@ MapBlock * ServerMap::emergeBlock(
bool black_air_left = false;
bool bottom_invalid =
block->propagateSunlight(light_sources, true,
&black_air_left, true);
&black_air_left);
// If sunlight didn't reach everywhere and part of block is
// above ground, lighting has to be properly updated

File diff suppressed because it is too large Load Diff

View File

@ -33,10 +33,15 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "voxel.h"
#include "nodemetadata.h"
#include "staticobject.h"
#include "mapblock_nodemod.h"
#ifndef SERVER
#include "mapblock_mesh.h"
#endif
#define BLOCK_TIMESTAMP_UNDEFINED 0xffffffff
// Named by looking towards z+
/*// Named by looking towards z+
enum{
FACE_BACK=0,
FACE_TOP,
@ -44,103 +49,7 @@ enum{
FACE_FRONT,
FACE_BOTTOM,
FACE_LEFT
};
struct FastFace
{
TileSpec tile;
video::S3DVertex vertices[4]; // Precalculated vertices
};
enum NodeModType
{
NODEMOD_NONE,
NODEMOD_CHANGECONTENT, //param is content id
NODEMOD_CRACK // param is crack progression
};
struct NodeMod
{
NodeMod(enum NodeModType a_type=NODEMOD_NONE, u16 a_param=0)
{
type = a_type;
param = a_param;
}
bool operator==(const NodeMod &other)
{
return (type == other.type && param == other.param);
}
enum NodeModType type;
u16 param;
};
class NodeModMap
{
public:
/*
returns true if the mod was different last time
*/
bool set(v3s16 p, const NodeMod &mod)
{
// See if old is different, cancel if it is not different.
core::map<v3s16, NodeMod>::Node *n = m_mods.find(p);
if(n)
{
NodeMod old = n->getValue();
if(old == mod)
return false;
n->setValue(mod);
}
else
{
m_mods.insert(p, mod);
}
return true;
}
// Returns true if there was one
bool get(v3s16 p, NodeMod *mod)
{
core::map<v3s16, NodeMod>::Node *n;
n = m_mods.find(p);
if(n == NULL)
return false;
if(mod)
*mod = n->getValue();
return true;
}
bool clear(v3s16 p)
{
if(m_mods.find(p))
{
m_mods.remove(p);
return true;
}
return false;
}
bool clear()
{
if(m_mods.size() == 0)
return false;
m_mods.clear();
return true;
}
void copy(NodeModMap &dest)
{
dest.m_mods.clear();
for(core::map<v3s16, NodeMod>::Iterator
i = m_mods.getIterator();
i.atEnd() == false; i++)
{
dest.m_mods.insert(i.getNode()->getKey(), i.getNode()->getValue());
}
}
private:
core::map<v3s16, NodeMod> m_mods;
};
};*/
enum
{
@ -170,35 +79,6 @@ public:
}
};
/*
Mesh making stuff
*/
class MapBlock;
#ifndef SERVER
struct MeshMakeData
{
u32 m_daynight_ratio;
NodeModMap m_temp_mods;
VoxelManipulator m_vmanip;
v3s16 m_blockpos;
/*
Copy central data directly from block, and other data from
parent of block.
*/
void fill(u32 daynight_ratio, MapBlock *block);
};
scene::SMesh* makeMapBlockMesh(MeshMakeData *data);
#endif
u8 getFaceLight(u32 daynight_ratio, MapNode n, MapNode n2,
v3s16 face_dir);
/*
MapBlock itself
*/
@ -474,8 +354,7 @@ public:
// See comments in mapblock.cpp
bool propagateSunlight(core::map<v3s16, bool> & light_sources,
bool remove_light=false, bool *black_air_left=NULL,
bool grow_grass=false);
bool remove_light=false, bool *black_air_left=NULL);
// Copies data to VoxelManipulator to getPosRelative()
void copyTo(VoxelManipulator &dst);

789
src/mapblock_mesh.cpp Normal file
View File

@ -0,0 +1,789 @@
/*
Minetest-c55
Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#include "mapblock_mesh.h"
#include "light.h"
#include "mapblock.h"
#include "map.h"
#include "main.h" // For g_settings and g_texturesource
#include "content_mapblock.h"
void MeshMakeData::fill(u32 daynight_ratio, MapBlock *block)
{
m_daynight_ratio = daynight_ratio;
m_blockpos = block->getPos();
v3s16 blockpos_nodes = m_blockpos*MAP_BLOCKSIZE;
/*
There is no harm not copying the TempMods of the neighbors
because they are already copied to this block
*/
m_temp_mods.clear();
block->copyTempMods(m_temp_mods);
/*
Copy data
*/
// Allocate this block + neighbors
m_vmanip.clear();
m_vmanip.addArea(VoxelArea(blockpos_nodes-v3s16(1,1,1)*MAP_BLOCKSIZE,
blockpos_nodes+v3s16(1,1,1)*MAP_BLOCKSIZE*2-v3s16(1,1,1)));
{
//TimeTaker timer("copy central block data");
// 0ms
// Copy our data
block->copyTo(m_vmanip);
}
{
//TimeTaker timer("copy neighbor block data");
// 0ms
/*
Copy neighbors. This is lightning fast.
Copying only the borders would be *very* slow.
*/
// Get map
NodeContainer *parentcontainer = block->getParent();
// This will only work if the parent is the map
assert(parentcontainer->nodeContainerId() == NODECONTAINER_ID_MAP);
// OK, we have the map!
Map *map = (Map*)parentcontainer;
for(u16 i=0; i<6; i++)
{
const v3s16 &dir = g_6dirs[i];
v3s16 bp = m_blockpos + dir;
MapBlock *b = map->getBlockNoCreateNoEx(bp);
if(b)
b->copyTo(m_vmanip);
}
}
}
/*
vertex_dirs: v3s16[4]
*/
void getNodeVertexDirs(v3s16 dir, v3s16 *vertex_dirs)
{
/*
If looked from outside the node towards the face, the corners are:
0: bottom-right
1: bottom-left
2: top-left
3: top-right
*/
if(dir == v3s16(0,0,1))
{
// If looking towards z+, this is the face that is behind
// the center point, facing towards z+.
vertex_dirs[0] = v3s16(-1,-1, 1);
vertex_dirs[1] = v3s16( 1,-1, 1);
vertex_dirs[2] = v3s16( 1, 1, 1);
vertex_dirs[3] = v3s16(-1, 1, 1);
}
else if(dir == v3s16(0,0,-1))
{
// faces towards Z-
vertex_dirs[0] = v3s16( 1,-1,-1);
vertex_dirs[1] = v3s16(-1,-1,-1);
vertex_dirs[2] = v3s16(-1, 1,-1);
vertex_dirs[3] = v3s16( 1, 1,-1);
}
else if(dir == v3s16(1,0,0))
{
// faces towards X+
vertex_dirs[0] = v3s16( 1,-1, 1);
vertex_dirs[1] = v3s16( 1,-1,-1);
vertex_dirs[2] = v3s16( 1, 1,-1);
vertex_dirs[3] = v3s16( 1, 1, 1);
}
else if(dir == v3s16(-1,0,0))
{
// faces towards X-
vertex_dirs[0] = v3s16(-1,-1,-1);
vertex_dirs[1] = v3s16(-1,-1, 1);
vertex_dirs[2] = v3s16(-1, 1, 1);
vertex_dirs[3] = v3s16(-1, 1,-1);
}
else if(dir == v3s16(0,1,0))
{
// faces towards Y+ (assume Z- as "down" in texture)
vertex_dirs[0] = v3s16( 1, 1,-1);
vertex_dirs[1] = v3s16(-1, 1,-1);
vertex_dirs[2] = v3s16(-1, 1, 1);
vertex_dirs[3] = v3s16( 1, 1, 1);
}
else if(dir == v3s16(0,-1,0))
{
// faces towards Y- (assume Z+ as "down" in texture)
vertex_dirs[0] = v3s16( 1,-1, 1);
vertex_dirs[1] = v3s16(-1,-1, 1);
vertex_dirs[2] = v3s16(-1,-1,-1);
vertex_dirs[3] = v3s16( 1,-1,-1);
}
}
inline video::SColor lightColor(u8 alpha, u8 light)
{
return video::SColor(alpha,light,light,light);
}
struct FastFace
{
TileSpec tile;
video::S3DVertex vertices[4]; // Precalculated vertices
};
void makeFastFace(TileSpec tile, u8 li0, u8 li1, u8 li2, u8 li3, v3f p,
v3s16 dir, v3f scale, v3f posRelative_f,
core::array<FastFace> &dest)
{
FastFace face;
// Position is at the center of the cube.
v3f pos = p * BS;
posRelative_f *= BS;
v3f vertex_pos[4];
v3s16 vertex_dirs[4];
getNodeVertexDirs(dir, vertex_dirs);
for(u16 i=0; i<4; i++)
{
vertex_pos[i] = v3f(
BS/2*vertex_dirs[i].X,
BS/2*vertex_dirs[i].Y,
BS/2*vertex_dirs[i].Z
);
}
for(u16 i=0; i<4; i++)
{
vertex_pos[i].X *= scale.X;
vertex_pos[i].Y *= scale.Y;
vertex_pos[i].Z *= scale.Z;
vertex_pos[i] += pos + posRelative_f;
}
f32 abs_scale = 1.;
if (scale.X < 0.999 || scale.X > 1.001) abs_scale = scale.X;
else if(scale.Y < 0.999 || scale.Y > 1.001) abs_scale = scale.Y;
else if(scale.Z < 0.999 || scale.Z > 1.001) abs_scale = scale.Z;
v3f zerovector = v3f(0,0,0);
u8 alpha = tile.alpha;
/*u8 alpha = 255;
if(tile.id == TILE_WATER)
alpha = WATER_ALPHA;*/
float x0 = tile.texture.pos.X;
float y0 = tile.texture.pos.Y;
float w = tile.texture.size.X;
float h = tile.texture.size.Y;
/*video::SColor c = lightColor(alpha, li);
face.vertices[0] = video::S3DVertex(vertex_pos[0], v3f(0,1,0), c,
core::vector2d<f32>(x0+w*abs_scale, y0+h));
face.vertices[1] = video::S3DVertex(vertex_pos[1], v3f(0,1,0), c,
core::vector2d<f32>(x0, y0+h));
face.vertices[2] = video::S3DVertex(vertex_pos[2], v3f(0,1,0), c,
core::vector2d<f32>(x0, y0));
face.vertices[3] = video::S3DVertex(vertex_pos[3], v3f(0,1,0), c,
core::vector2d<f32>(x0+w*abs_scale, y0));*/
face.vertices[0] = video::S3DVertex(vertex_pos[0], v3f(0,1,0),
lightColor(alpha, li0),
core::vector2d<f32>(x0+w*abs_scale, y0+h));
face.vertices[1] = video::S3DVertex(vertex_pos[1], v3f(0,1,0),
lightColor(alpha, li1),
core::vector2d<f32>(x0, y0+h));
face.vertices[2] = video::S3DVertex(vertex_pos[2], v3f(0,1,0),
lightColor(alpha, li2),
core::vector2d<f32>(x0, y0));
face.vertices[3] = video::S3DVertex(vertex_pos[3], v3f(0,1,0),
lightColor(alpha, li3),
core::vector2d<f32>(x0+w*abs_scale, y0));
face.tile = tile;
//DEBUG
//f->tile = TILE_STONE;
dest.push_back(face);
}
/*
Gets node tile from any place relative to block.
Returns TILE_NODE if doesn't exist or should not be drawn.
*/
TileSpec getNodeTile(MapNode mn, v3s16 p, v3s16 face_dir,
NodeModMap &temp_mods)
{
TileSpec spec;
spec = mn.getTile(face_dir);
/*
Check temporary modifications on this node
*/
/*core::map<v3s16, NodeMod>::Node *n;
n = m_temp_mods.find(p);
// If modified
if(n != NULL)
{
struct NodeMod mod = n->getValue();*/
NodeMod mod;
if(temp_mods.get(p, &mod))
{
if(mod.type == NODEMOD_CHANGECONTENT)
{
MapNode mn2(mod.param);
spec = mn2.getTile(face_dir);
}
if(mod.type == NODEMOD_CRACK)
{
/*
Get texture id, translate it to name, append stuff to
name, get texture id
*/
// Get original texture name
u32 orig_id = spec.texture.id;
std::string orig_name = g_texturesource->getTextureName(orig_id);
// Create new texture name
std::ostringstream os;
os<<orig_name<<"^[crack"<<mod.param;
// Get new texture
u32 new_id = g_texturesource->getTextureId(os.str());
/*dstream<<"MapBlock::getNodeTile(): Switching from "
<<orig_name<<" to "<<os.str()<<" ("
<<orig_id<<" to "<<new_id<<")"<<std::endl;*/
spec.texture = g_texturesource->getTexture(new_id);
}
}
return spec;
}
u8 getNodeContent(v3s16 p, MapNode mn, NodeModMap &temp_mods)
{
/*
Check temporary modifications on this node
*/
/*core::map<v3s16, NodeMod>::Node *n;
n = m_temp_mods.find(p);
// If modified
if(n != NULL)
{
struct NodeMod mod = n->getValue();*/
NodeMod mod;
if(temp_mods.get(p, &mod))
{
if(mod.type == NODEMOD_CHANGECONTENT)
{
// Overrides content
return mod.param;
}
if(mod.type == NODEMOD_CRACK)
{
/*
Content doesn't change.
face_contents works just like it should, because
there should not be faces between differently cracked
nodes.
If a semi-transparent node is cracked in front an
another one, it really doesn't matter whether there
is a cracked face drawn in between or not.
*/
}
}
return mn.d;
}
v3s16 dirs8[8] = {
v3s16(0,0,0),
v3s16(0,0,1),
v3s16(0,1,0),
v3s16(0,1,1),
v3s16(1,0,0),
v3s16(1,1,0),
v3s16(1,0,1),
v3s16(1,1,1),
};
// Calculate lighting at the XYZ- corner of p
u8 getSmoothLight(v3s16 p, VoxelManipulator &vmanip, u32 daynight_ratio)
{
u16 ambient_occlusion = 0;
u16 light = 0;
u16 light_count = 0;
for(u32 i=0; i<8; i++)
{
MapNode n = vmanip.getNodeNoEx(p - dirs8[i]);
if(content_features(n.d).param_type == CPT_LIGHT)
{
light += decode_light(n.getLightBlend(daynight_ratio));
light_count++;
}
else
{
if(n.d != CONTENT_IGNORE)
ambient_occlusion++;
}
}
if(light_count == 0)
return 255;
light /= light_count;
if(ambient_occlusion > 4)
{
ambient_occlusion -= 4;
light = (float)light / ((float)ambient_occlusion * 0.5 + 1.0);
}
return light;
}
// Calculate lighting at the given corner of p
u8 getSmoothLight(v3s16 p, v3s16 corner,
VoxelManipulator &vmanip, u32 daynight_ratio)
{
if(corner.X == 1) p.X += 1;
else assert(corner.X == -1);
if(corner.Y == 1) p.Y += 1;
else assert(corner.Y == -1);
if(corner.Z == 1) p.Z += 1;
else assert(corner.Z == -1);
return getSmoothLight(p, vmanip, daynight_ratio);
}
void getTileInfo(
// Input:
v3s16 blockpos_nodes,
v3s16 p,
v3s16 face_dir,
u32 daynight_ratio,
VoxelManipulator &vmanip,
NodeModMap &temp_mods,
bool smooth_lighting,
// Output:
bool &makes_face,
v3s16 &p_corrected,
v3s16 &face_dir_corrected,
u8 *lights,
TileSpec &tile
)
{
MapNode n0 = vmanip.getNodeNoEx(blockpos_nodes + p);
MapNode n1 = vmanip.getNodeNoEx(blockpos_nodes + p + face_dir);
TileSpec tile0 = getNodeTile(n0, p, face_dir, temp_mods);
TileSpec tile1 = getNodeTile(n1, p + face_dir, -face_dir, temp_mods);
// This is hackish
u8 content0 = getNodeContent(p, n0, temp_mods);
u8 content1 = getNodeContent(p + face_dir, n1, temp_mods);
u8 mf = face_contents(content0, content1);
if(mf == 0)
{
makes_face = false;
return;
}
makes_face = true;
if(mf == 1)
{
tile = tile0;
p_corrected = p;
face_dir_corrected = face_dir;
}
else
{
tile = tile1;
p_corrected = p + face_dir;
face_dir_corrected = -face_dir;
}
if(smooth_lighting == false)
{
lights[0] = lights[1] = lights[2] = lights[3] =
decode_light(getFaceLight(daynight_ratio, n0, n1, face_dir));
}
else
{
v3s16 vertex_dirs[4];
getNodeVertexDirs(face_dir_corrected, vertex_dirs);
for(u16 i=0; i<4; i++)
{
lights[i] = getSmoothLight(blockpos_nodes + p_corrected,
vertex_dirs[i], vmanip, daynight_ratio);
}
}
return;
}
/*
startpos:
translate_dir: unit vector with only one of x, y or z
face_dir: unit vector with only one of x, y or z
*/
void updateFastFaceRow(
u32 daynight_ratio,
v3f posRelative_f,
v3s16 startpos,
u16 length,
v3s16 translate_dir,
v3f translate_dir_f,
v3s16 face_dir,
v3f face_dir_f,
core::array<FastFace> &dest,
NodeModMap &temp_mods,
VoxelManipulator &vmanip,
v3s16 blockpos_nodes,
bool smooth_lighting)
{
v3s16 p = startpos;
u16 continuous_tiles_count = 0;
bool makes_face;
v3s16 p_corrected;
v3s16 face_dir_corrected;
u8 lights[4];
TileSpec tile;
getTileInfo(blockpos_nodes, p, face_dir, daynight_ratio,
vmanip, temp_mods, smooth_lighting,
makes_face, p_corrected, face_dir_corrected, lights, tile);
for(u16 j=0; j<length; j++)
{
// If tiling can be done, this is set to false in the next step
bool next_is_different = true;
v3s16 p_next;
bool next_makes_face = false;
v3s16 next_p_corrected;
v3s16 next_face_dir_corrected;
u8 next_lights[4] = {0,0,0,0};
TileSpec next_tile;
// If at last position, there is nothing to compare to and
// the face must be drawn anyway
if(j != length - 1)
{
p_next = p + translate_dir;
getTileInfo(blockpos_nodes, p_next, face_dir, daynight_ratio,
vmanip, temp_mods, smooth_lighting,
next_makes_face, next_p_corrected,
next_face_dir_corrected, next_lights,
next_tile);
if(next_makes_face == makes_face
&& next_p_corrected == p_corrected
&& next_face_dir_corrected == face_dir_corrected
&& next_lights[0] == lights[0]
&& next_lights[1] == lights[1]
&& next_lights[2] == lights[2]
&& next_lights[3] == lights[3]
&& next_tile == tile)
{
next_is_different = false;
}
}
continuous_tiles_count++;
// This is set to true if the texture doesn't allow more tiling
bool end_of_texture = false;
/*
If there is no texture, it can be tiled infinitely.
If tiled==0, it means the texture can be tiled infinitely.
Otherwise check tiled agains continuous_tiles_count.
*/
if(tile.texture.atlas != NULL && tile.texture.tiled != 0)
{
if(tile.texture.tiled <= continuous_tiles_count)
end_of_texture = true;
}
// Do this to disable tiling textures
//end_of_texture = true; //DEBUG
if(next_is_different || end_of_texture)
{
/*
Create a face if there should be one
*/
if(makes_face)
{
// Floating point conversion of the position vector
v3f pf(p_corrected.X, p_corrected.Y, p_corrected.Z);
// Center point of face (kind of)
v3f sp = pf - ((f32)continuous_tiles_count / 2. - 0.5) * translate_dir_f;
v3f scale(1,1,1);
if(translate_dir.X != 0)
{
scale.X = continuous_tiles_count;
}
if(translate_dir.Y != 0)
{
scale.Y = continuous_tiles_count;
}
if(translate_dir.Z != 0)
{
scale.Z = continuous_tiles_count;
}
makeFastFace(tile, lights[0], lights[1], lights[2], lights[3],
sp, face_dir_corrected, scale,
posRelative_f, dest);
}
continuous_tiles_count = 0;
makes_face = next_makes_face;
p_corrected = next_p_corrected;
face_dir_corrected = next_face_dir_corrected;
lights[0] = next_lights[0];
lights[1] = next_lights[1];
lights[2] = next_lights[2];
lights[3] = next_lights[3];
tile = next_tile;
}
p = p_next;
}
}
scene::SMesh* makeMapBlockMesh(MeshMakeData *data)
{
// 4-21ms for MAP_BLOCKSIZE=16
// 24-155ms for MAP_BLOCKSIZE=32
//TimeTaker timer1("makeMapBlockMesh()");
core::array<FastFace> fastfaces_new;
v3s16 blockpos_nodes = data->m_blockpos*MAP_BLOCKSIZE;
// floating point conversion
v3f posRelative_f(blockpos_nodes.X, blockpos_nodes.Y, blockpos_nodes.Z);
/*
Some settings
*/
//bool new_style_water = g_settings.getBool("new_style_water");
//bool new_style_leaves = g_settings.getBool("new_style_leaves");
bool smooth_lighting = g_settings.getBool("smooth_lighting");
/*
We are including the faces of the trailing edges of the block.
This means that when something changes, the caller must
also update the meshes of the blocks at the leading edges.
NOTE: This is the slowest part of this method.
*/
{
// 4-23ms for MAP_BLOCKSIZE=16
//TimeTaker timer2("updateMesh() collect");
/*
Go through every y,z and get top(y+) faces in rows of x+
*/
for(s16 y=0; y<MAP_BLOCKSIZE; y++){
for(s16 z=0; z<MAP_BLOCKSIZE; z++){
updateFastFaceRow(data->m_daynight_ratio, posRelative_f,
v3s16(0,y,z), MAP_BLOCKSIZE,
v3s16(1,0,0), //dir
v3f (1,0,0),
v3s16(0,1,0), //face dir
v3f (0,1,0),
fastfaces_new,
data->m_temp_mods,
data->m_vmanip,
blockpos_nodes,
smooth_lighting);
}
}
/*
Go through every x,y and get right(x+) faces in rows of z+
*/
for(s16 x=0; x<MAP_BLOCKSIZE; x++){
for(s16 y=0; y<MAP_BLOCKSIZE; y++){
updateFastFaceRow(data->m_daynight_ratio, posRelative_f,
v3s16(x,y,0), MAP_BLOCKSIZE,
v3s16(0,0,1),
v3f (0,0,1),
v3s16(1,0,0),
v3f (1,0,0),
fastfaces_new,
data->m_temp_mods,
data->m_vmanip,
blockpos_nodes,
smooth_lighting);
}
}
/*
Go through every y,z and get back(z+) faces in rows of x+
*/
for(s16 z=0; z<MAP_BLOCKSIZE; z++){
for(s16 y=0; y<MAP_BLOCKSIZE; y++){
updateFastFaceRow(data->m_daynight_ratio, posRelative_f,
v3s16(0,y,z), MAP_BLOCKSIZE,
v3s16(1,0,0),
v3f (1,0,0),
v3s16(0,0,1),
v3f (0,0,1),
fastfaces_new,
data->m_temp_mods,
data->m_vmanip,
blockpos_nodes,
smooth_lighting);
}
}
}
// End of slow part
/*
Convert FastFaces to SMesh
*/
MeshCollector collector;
if(fastfaces_new.size() > 0)
{
// avg 0ms (100ms spikes when loading textures the first time)
//TimeTaker timer2("updateMesh() mesh building");
video::SMaterial material;
material.setFlag(video::EMF_LIGHTING, false);
material.setFlag(video::EMF_BILINEAR_FILTER, false);
material.setFlag(video::EMF_FOG_ENABLE, true);
//material.setFlag(video::EMF_ANTI_ALIASING, video::EAAM_OFF);
//material.setFlag(video::EMF_ANTI_ALIASING, video::EAAM_SIMPLE);
for(u32 i=0; i<fastfaces_new.size(); i++)
{
FastFace &f = fastfaces_new[i];
const u16 indices[] = {0,1,2,2,3,0};
const u16 indices_alternate[] = {0,1,3,2,3,1};
video::ITexture *texture = f.tile.texture.atlas;
if(texture == NULL)
continue;
material.setTexture(0, texture);
f.tile.applyMaterialOptions(material);
const u16 *indices_p = indices;
/*
Revert triangles for nicer looking gradient if vertices
1 and 3 have same color or 0 and 2 have different color.
*/
if(f.vertices[0].Color != f.vertices[2].Color
|| f.vertices[1].Color == f.vertices[3].Color)
indices_p = indices_alternate;
collector.append(material, f.vertices, 4, indices_p, 6);
}
}
/*
Add special graphics:
- torches
- flowing water
- fences
- whatever
*/
mapblock_mesh_generate_special(data, collector);
/*
Add stuff from collector to mesh
*/
scene::SMesh *mesh_new = NULL;
mesh_new = new scene::SMesh();
collector.fillMesh(mesh_new);
/*
Do some stuff to the mesh
*/
mesh_new->recalculateBoundingBox();
/*
Delete new mesh if it is empty
*/
if(mesh_new->getMeshBufferCount() == 0)
{
mesh_new->drop();
mesh_new = NULL;
}
if(mesh_new)
{
#if 0
// Usually 1-700 faces and 1-7 materials
std::cout<<"Updated MapBlock has "<<fastfaces_new.size()<<" faces "
<<"and uses "<<mesh_new->getMeshBufferCount()
<<" materials (meshbuffers)"<<std::endl;
#endif
// Use VBO for mesh (this just would set this for ever buffer)
// This will lead to infinite memory usage because or irrlicht.
//mesh_new->setHardwareMappingHint(scene::EHM_STATIC);
/*
NOTE: If that is enabled, some kind of a queue to the main
thread should be made which would call irrlicht to delete
the hardware buffer and then delete the mesh
*/
}
return mesh_new;
//std::cout<<"added "<<fastfaces.getSize()<<" faces."<<std::endl;
}

143
src/mapblock_mesh.h Normal file
View File

@ -0,0 +1,143 @@
/*
Minetest-c55
Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#ifndef MAPBLOCK_MESH_HEADER
#define MAPBLOCK_MESH_HEADER
#include "common_irrlicht.h"
#include "mapblock_nodemod.h"
#include "voxel.h"
/*
Mesh making stuff
*/
/*
This is used because CMeshBuffer::append() is very slow
*/
struct PreMeshBuffer
{
video::SMaterial material;
core::array<u16> indices;
core::array<video::S3DVertex> vertices;
};
class MeshCollector
{
public:
void append(
video::SMaterial material,
const video::S3DVertex* const vertices,
u32 numVertices,
const u16* const indices,
u32 numIndices
)
{
PreMeshBuffer *p = NULL;
for(u32 i=0; i<m_prebuffers.size(); i++)
{
PreMeshBuffer &pp = m_prebuffers[i];
if(pp.material != material)
continue;
p = &pp;
break;
}
if(p == NULL)
{
PreMeshBuffer pp;
pp.material = material;
m_prebuffers.push_back(pp);
p = &m_prebuffers[m_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]);
}
}
void fillMesh(scene::SMesh *mesh)
{
/*dstream<<"Filling mesh with "<<m_prebuffers.size()
<<" meshbuffers"<<std::endl;*/
for(u32 i=0; i<m_prebuffers.size(); i++)
{
PreMeshBuffer &p = m_prebuffers[i];
/*dstream<<"p.vertices.size()="<<p.vertices.size()
<<", p.indices.size()="<<p.indices.size()
<<std::endl;*/
// Create meshbuffer
// This is a "Standard MeshBuffer",
// it's a typedeffed CMeshBuffer<video::S3DVertex>
scene::SMeshBuffer *buf = new scene::SMeshBuffer();
// Set material
buf->Material = p.material;
//((scene::SMeshBuffer*)buf)->Material = p.material;
// Use VBO
//buf->setHardwareMappingHint(scene::EHM_STATIC);
// Add to mesh
mesh->addMeshBuffer(buf);
// Mesh grabbed it
buf->drop();
buf->append(p.vertices.pointer(), p.vertices.size(),
p.indices.pointer(), p.indices.size());
}
}
private:
core::array<PreMeshBuffer> m_prebuffers;
};
class MapBlock;
struct MeshMakeData
{
u32 m_daynight_ratio;
NodeModMap m_temp_mods;
VoxelManipulator m_vmanip;
v3s16 m_blockpos;
/*
Copy central data directly from block, and other data from
parent of block.
*/
void fill(u32 daynight_ratio, MapBlock *block);
};
scene::SMesh* makeMapBlockMesh(MeshMakeData *data);
#endif

View File

@ -230,4 +230,54 @@ u8 MapNode::getMineral()
return MINERAL_NONE;
}
/*
Gets lighting value at face of node
Parameters must consist of air and !air.
Order doesn't matter.
If either of the nodes doesn't exist, light is 0.
parameters:
daynight_ratio: 0...1000
n: getNodeParent(p)
n2: getNodeParent(p + face_dir)
face_dir: axis oriented unit vector from p to p2
returns encoded light value.
*/
u8 getFaceLight(u32 daynight_ratio, MapNode n, MapNode n2,
v3s16 face_dir)
{
try{
u8 light;
u8 l1 = n.getLightBlend(daynight_ratio);
u8 l2 = n2.getLightBlend(daynight_ratio);
if(l1 > l2)
light = l1;
else
light = l2;
// 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 light;
}
catch(InvalidPositionException &e)
{
return 0;
}
}

View File

@ -648,7 +648,24 @@ struct MapNode
}
};
/*
Gets lighting value at face of node
Parameters must consist of air and !air.
Order doesn't matter.
If either of the nodes doesn't exist, light is 0.
parameters:
daynight_ratio: 0...1000
n: getNodeParent(p)
n2: getNodeParent(p + face_dir)
face_dir: axis oriented unit vector from p to p2
returns encoded light value.
*/
u8 getFaceLight(u32 daynight_ratio, MapNode n, MapNode n2,
v3s16 face_dir);
#endif