mirror of
https://github.com/moparisthebest/minetest
synced 2024-11-07 09:55:09 -05:00
911 lines
22 KiB
C++
911 lines
22 KiB
C++
/*
|
|
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 "settings.h"
|
|
#include "profiler.h"
|
|
#include "nodedef.h"
|
|
#include "tile.h"
|
|
#include "gamedef.h"
|
|
#include "content_mapblock.h"
|
|
#include "mineral.h" // For mineral_block_texture
|
|
|
|
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
|
|
Map *map = block->getParent();
|
|
|
|
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]
|
|
*/
|
|
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);
|
|
}
|
|
}
|
|
|
|
video::SColor MapBlock_LightColor(u8 alpha, u8 light)
|
|
{
|
|
#if 0
|
|
return video::SColor(alpha,light,light,light);
|
|
#endif
|
|
//return video::SColor(alpha,light,light,MYMAX(0, (s16)light-25)+25);
|
|
/*return video::SColor(alpha,light,light,MYMAX(0,
|
|
pow((float)light/255.0, 0.8)*255.0));*/
|
|
#if 1
|
|
// Emphase blue a bit in darker places
|
|
float lim = 80;
|
|
float power = 0.8;
|
|
if(light > lim)
|
|
return video::SColor(alpha,light,light,light);
|
|
else
|
|
return video::SColor(alpha,light,light,MYMAX(0,
|
|
pow((float)light/lim, power)*lim));
|
|
#endif
|
|
}
|
|
|
|
struct FastFace
|
|
{
|
|
TileSpec tile;
|
|
video::S3DVertex vertices[4]; // Precalculated vertices
|
|
};
|
|
|
|
static void makeFastFace(TileSpec tile, u8 li0, u8 li1, u8 li2, u8 li3, v3f p,
|
|
v3s16 dir, v3f scale, v3f posRelative_f,
|
|
core::array<FastFace> &dest)
|
|
{
|
|
FastFace face;
|
|
|
|
// Position is at the center of the cube.
|
|
v3f pos = p * BS;
|
|
posRelative_f *= BS;
|
|
|
|
v3f vertex_pos[4];
|
|
v3s16 vertex_dirs[4];
|
|
getNodeVertexDirs(dir, vertex_dirs);
|
|
for(u16 i=0; i<4; i++)
|
|
{
|
|
vertex_pos[i] = v3f(
|
|
BS/2*vertex_dirs[i].X,
|
|
BS/2*vertex_dirs[i].Y,
|
|
BS/2*vertex_dirs[i].Z
|
|
);
|
|
}
|
|
|
|
for(u16 i=0; i<4; i++)
|
|
{
|
|
vertex_pos[i].X *= scale.X;
|
|
vertex_pos[i].Y *= scale.Y;
|
|
vertex_pos[i].Z *= scale.Z;
|
|
vertex_pos[i] += pos + posRelative_f;
|
|
}
|
|
|
|
f32 abs_scale = 1.;
|
|
if (scale.X < 0.999 || scale.X > 1.001) abs_scale = scale.X;
|
|
else if(scale.Y < 0.999 || scale.Y > 1.001) abs_scale = scale.Y;
|
|
else if(scale.Z < 0.999 || scale.Z > 1.001) abs_scale = scale.Z;
|
|
|
|
v3f zerovector = v3f(0,0,0);
|
|
|
|
u8 alpha = tile.alpha;
|
|
/*u8 alpha = 255;
|
|
if(tile.id == TILE_WATER)
|
|
alpha = WATER_ALPHA;*/
|
|
|
|
float x0 = tile.texture.pos.X;
|
|
float y0 = tile.texture.pos.Y;
|
|
float w = tile.texture.size.X;
|
|
float h = tile.texture.size.Y;
|
|
|
|
/*video::SColor c = MapBlock_LightColor(alpha, li);
|
|
|
|
face.vertices[0] = video::S3DVertex(vertex_pos[0], v3f(0,1,0), c,
|
|
core::vector2d<f32>(x0+w*abs_scale, y0+h));
|
|
face.vertices[1] = video::S3DVertex(vertex_pos[1], v3f(0,1,0), c,
|
|
core::vector2d<f32>(x0, y0+h));
|
|
face.vertices[2] = video::S3DVertex(vertex_pos[2], v3f(0,1,0), c,
|
|
core::vector2d<f32>(x0, y0));
|
|
face.vertices[3] = video::S3DVertex(vertex_pos[3], v3f(0,1,0), c,
|
|
core::vector2d<f32>(x0+w*abs_scale, y0));*/
|
|
|
|
face.vertices[0] = video::S3DVertex(vertex_pos[0], v3f(0,1,0),
|
|
MapBlock_LightColor(alpha, li0),
|
|
core::vector2d<f32>(x0+w*abs_scale, y0+h));
|
|
face.vertices[1] = video::S3DVertex(vertex_pos[1], v3f(0,1,0),
|
|
MapBlock_LightColor(alpha, li1),
|
|
core::vector2d<f32>(x0, y0+h));
|
|
face.vertices[2] = video::S3DVertex(vertex_pos[2], v3f(0,1,0),
|
|
MapBlock_LightColor(alpha, li2),
|
|
core::vector2d<f32>(x0, y0));
|
|
face.vertices[3] = video::S3DVertex(vertex_pos[3], v3f(0,1,0),
|
|
MapBlock_LightColor(alpha, li3),
|
|
core::vector2d<f32>(x0+w*abs_scale, y0));
|
|
|
|
face.tile = tile;
|
|
//DEBUG
|
|
//f->tile = TILE_STONE;
|
|
|
|
dest.push_back(face);
|
|
}
|
|
|
|
static TileSpec getTile(const MapNode &node, v3s16 dir,
|
|
ITextureSource *tsrc, INodeDefManager *nodemgr)
|
|
{
|
|
const ContentFeatures &f = nodemgr->get(node);
|
|
|
|
if(f.param_type == CPT_FACEDIR_SIMPLE)
|
|
dir = facedir_rotate(node.param1, dir);
|
|
|
|
TileSpec spec;
|
|
|
|
s32 dir_i = -1;
|
|
|
|
if(dir == v3s16(0,0,0))
|
|
dir_i = -1;
|
|
else if(dir == v3s16(0,1,0))
|
|
dir_i = 0;
|
|
else if(dir == v3s16(0,-1,0))
|
|
dir_i = 1;
|
|
else if(dir == v3s16(1,0,0))
|
|
dir_i = 2;
|
|
else if(dir == v3s16(-1,0,0))
|
|
dir_i = 3;
|
|
else if(dir == v3s16(0,0,1))
|
|
dir_i = 4;
|
|
else if(dir == v3s16(0,0,-1))
|
|
dir_i = 5;
|
|
|
|
if(dir_i == -1)
|
|
// Non-directional
|
|
spec = f.tiles[0];
|
|
else
|
|
spec = f.tiles[dir_i];
|
|
|
|
/*
|
|
If it contains some mineral, change texture id
|
|
*/
|
|
if(f.param_type == CPT_MINERAL && tsrc)
|
|
{
|
|
u8 mineral = node.getMineral(nodemgr);
|
|
std::string mineral_texture_name = mineral_block_texture(mineral);
|
|
if(mineral_texture_name != "")
|
|
{
|
|
u32 orig_id = spec.texture.id;
|
|
std::string texture_name = tsrc->getTextureName(orig_id);
|
|
//texture_name += "^blit:";
|
|
texture_name += "^";
|
|
texture_name += mineral_texture_name;
|
|
u32 new_id = tsrc->getTextureId(texture_name);
|
|
spec.texture = tsrc->getTexture(new_id);
|
|
}
|
|
}
|
|
|
|
return spec;
|
|
}
|
|
|
|
/*
|
|
Gets node tile from any place relative to block.
|
|
Returns TILE_NODE if doesn't exist or should not be drawn.
|
|
*/
|
|
static TileSpec getNodeTile(MapNode mn, v3s16 p, v3s16 face_dir,
|
|
NodeModMap &temp_mods, ITextureSource *tsrc, INodeDefManager *ndef)
|
|
{
|
|
TileSpec spec;
|
|
spec = getTile(mn, face_dir, tsrc, ndef);
|
|
|
|
/*
|
|
Check temporary modifications on this node
|
|
*/
|
|
/*core::map<v3s16, NodeMod>::Node *n;
|
|
n = m_temp_mods.find(p);
|
|
// If modified
|
|
if(n != NULL)
|
|
{
|
|
struct NodeMod mod = n->getValue();*/
|
|
NodeMod mod;
|
|
if(temp_mods.get(p, &mod))
|
|
{
|
|
if(mod.type == NODEMOD_CHANGECONTENT)
|
|
{
|
|
MapNode mn2(mod.param);
|
|
spec = getTile(mn2, face_dir, tsrc, ndef);
|
|
}
|
|
if(mod.type == NODEMOD_CRACK)
|
|
{
|
|
/*
|
|
Get texture id, translate it to name, append stuff to
|
|
name, get texture id
|
|
*/
|
|
|
|
// Get original texture name
|
|
u32 orig_id = spec.texture.id;
|
|
std::string orig_name = tsrc->getTextureName(orig_id);
|
|
|
|
// Create new texture name
|
|
std::ostringstream os;
|
|
os<<orig_name<<"^[crack"<<mod.param;
|
|
|
|
// Get new texture
|
|
u32 new_id = tsrc->getTextureId(os.str());
|
|
|
|
/*dstream<<"MapBlock::getNodeTile(): Switching from "
|
|
<<orig_name<<" to "<<os.str()<<" ("
|
|
<<orig_id<<" to "<<new_id<<")"<<std::endl;*/
|
|
|
|
spec.texture = tsrc->getTexture(new_id);
|
|
}
|
|
}
|
|
|
|
return spec;
|
|
}
|
|
|
|
static content_t getNodeContent(v3s16 p, MapNode mn, NodeModMap &temp_mods)
|
|
{
|
|
/*
|
|
Check temporary modifications on this node
|
|
*/
|
|
/*core::map<v3s16, NodeMod>::Node *n;
|
|
n = m_temp_mods.find(p);
|
|
// If modified
|
|
if(n != NULL)
|
|
{
|
|
struct NodeMod mod = n->getValue();*/
|
|
NodeMod mod;
|
|
if(temp_mods.get(p, &mod))
|
|
{
|
|
if(mod.type == NODEMOD_CHANGECONTENT)
|
|
{
|
|
// Overrides content
|
|
return mod.param;
|
|
}
|
|
if(mod.type == NODEMOD_CRACK)
|
|
{
|
|
/*
|
|
Content doesn't change.
|
|
|
|
face_contents works just like it should, because
|
|
there should not be faces between differently cracked
|
|
nodes.
|
|
|
|
If a semi-transparent node is cracked in front an
|
|
another one, it really doesn't matter whether there
|
|
is a cracked face drawn in between or not.
|
|
*/
|
|
}
|
|
}
|
|
|
|
return mn.getContent();
|
|
}
|
|
|
|
v3s16 dirs8[8] = {
|
|
v3s16(0,0,0),
|
|
v3s16(0,0,1),
|
|
v3s16(0,1,0),
|
|
v3s16(0,1,1),
|
|
v3s16(1,0,0),
|
|
v3s16(1,1,0),
|
|
v3s16(1,0,1),
|
|
v3s16(1,1,1),
|
|
};
|
|
|
|
// Calculate lighting at the XYZ- corner of p
|
|
static u8 getSmoothLight(v3s16 p, VoxelManipulator &vmanip, u32 daynight_ratio,
|
|
INodeDefManager *ndef)
|
|
{
|
|
u16 ambient_occlusion = 0;
|
|
u16 light = 0;
|
|
u16 light_count = 0;
|
|
for(u32 i=0; i<8; i++)
|
|
{
|
|
MapNode n = vmanip.getNodeNoEx(p - dirs8[i]);
|
|
if(ndef->get(n).param_type == CPT_LIGHT
|
|
// Fast-style leaves look better this way
|
|
&& ndef->get(n).solidness != 2)
|
|
{
|
|
light += decode_light(n.getLightBlend(daynight_ratio, ndef));
|
|
light_count++;
|
|
}
|
|
else
|
|
{
|
|
if(n.getContent() != CONTENT_IGNORE)
|
|
ambient_occlusion++;
|
|
}
|
|
}
|
|
|
|
if(light_count == 0)
|
|
return 255;
|
|
|
|
light /= light_count;
|
|
|
|
if(ambient_occlusion > 4)
|
|
{
|
|
ambient_occlusion -= 4;
|
|
light = (float)light / ((float)ambient_occlusion * 0.5 + 1.0);
|
|
}
|
|
|
|
return light;
|
|
}
|
|
|
|
// Calculate lighting at the given corner of p
|
|
static u8 getSmoothLight(v3s16 p, v3s16 corner,
|
|
VoxelManipulator &vmanip, u32 daynight_ratio, INodeDefManager *ndef)
|
|
{
|
|
if(corner.X == 1) p.X += 1;
|
|
else assert(corner.X == -1);
|
|
if(corner.Y == 1) p.Y += 1;
|
|
else assert(corner.Y == -1);
|
|
if(corner.Z == 1) p.Z += 1;
|
|
else assert(corner.Z == -1);
|
|
|
|
return getSmoothLight(p, vmanip, daynight_ratio, ndef);
|
|
}
|
|
|
|
static void getTileInfo(
|
|
// Input:
|
|
v3s16 blockpos_nodes,
|
|
v3s16 p,
|
|
v3s16 face_dir,
|
|
u32 daynight_ratio,
|
|
VoxelManipulator &vmanip,
|
|
NodeModMap &temp_mods,
|
|
bool smooth_lighting,
|
|
IGameDef *gamedef,
|
|
// Output:
|
|
bool &makes_face,
|
|
v3s16 &p_corrected,
|
|
v3s16 &face_dir_corrected,
|
|
u8 *lights,
|
|
TileSpec &tile
|
|
)
|
|
{
|
|
ITextureSource *tsrc = gamedef->tsrc();
|
|
INodeDefManager *ndef = gamedef->ndef();
|
|
|
|
MapNode n0 = vmanip.getNodeNoEx(blockpos_nodes + p);
|
|
MapNode n1 = vmanip.getNodeNoEx(blockpos_nodes + p + face_dir);
|
|
TileSpec tile0 = getNodeTile(n0, p, face_dir, temp_mods, tsrc, ndef);
|
|
TileSpec tile1 = getNodeTile(n1, p + face_dir, -face_dir, temp_mods, tsrc, ndef);
|
|
|
|
// This is hackish
|
|
content_t content0 = getNodeContent(p, n0, temp_mods);
|
|
content_t content1 = getNodeContent(p + face_dir, n1, temp_mods);
|
|
bool equivalent = false;
|
|
u8 mf = face_contents(content0, content1, &equivalent, ndef);
|
|
|
|
if(mf == 0)
|
|
{
|
|
makes_face = false;
|
|
return;
|
|
}
|
|
|
|
makes_face = true;
|
|
|
|
if(mf == 1)
|
|
{
|
|
tile = tile0;
|
|
p_corrected = p;
|
|
face_dir_corrected = face_dir;
|
|
}
|
|
else
|
|
{
|
|
tile = tile1;
|
|
p_corrected = p + face_dir;
|
|
face_dir_corrected = -face_dir;
|
|
}
|
|
|
|
// eg. water and glass
|
|
if(equivalent)
|
|
tile.material_flags |= MATERIAL_FLAG_BACKFACE_CULLING;
|
|
|
|
if(smooth_lighting == false)
|
|
{
|
|
lights[0] = lights[1] = lights[2] = lights[3] =
|
|
decode_light(getFaceLight(daynight_ratio, n0, n1, face_dir, ndef));
|
|
}
|
|
else
|
|
{
|
|
v3s16 vertex_dirs[4];
|
|
getNodeVertexDirs(face_dir_corrected, vertex_dirs);
|
|
for(u16 i=0; i<4; i++)
|
|
{
|
|
lights[i] = getSmoothLight(blockpos_nodes + p_corrected,
|
|
vertex_dirs[i], vmanip, daynight_ratio, ndef);
|
|
}
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
/*
|
|
startpos:
|
|
translate_dir: unit vector with only one of x, y or z
|
|
face_dir: unit vector with only one of x, y or z
|
|
*/
|
|
static void updateFastFaceRow(
|
|
u32 daynight_ratio,
|
|
v3f posRelative_f,
|
|
v3s16 startpos,
|
|
u16 length,
|
|
v3s16 translate_dir,
|
|
v3f translate_dir_f,
|
|
v3s16 face_dir,
|
|
v3f face_dir_f,
|
|
core::array<FastFace> &dest,
|
|
NodeModMap &temp_mods,
|
|
VoxelManipulator &vmanip,
|
|
v3s16 blockpos_nodes,
|
|
bool smooth_lighting,
|
|
IGameDef *gamedef)
|
|
{
|
|
v3s16 p = startpos;
|
|
|
|
u16 continuous_tiles_count = 0;
|
|
|
|
bool makes_face = false;
|
|
v3s16 p_corrected;
|
|
v3s16 face_dir_corrected;
|
|
u8 lights[4] = {0,0,0,0};
|
|
TileSpec tile;
|
|
getTileInfo(blockpos_nodes, p, face_dir, daynight_ratio,
|
|
vmanip, temp_mods, smooth_lighting, gamedef,
|
|
makes_face, p_corrected, face_dir_corrected, lights, tile);
|
|
|
|
for(u16 j=0; j<length; j++)
|
|
{
|
|
// If tiling can be done, this is set to false in the next step
|
|
bool next_is_different = true;
|
|
|
|
v3s16 p_next;
|
|
|
|
bool next_makes_face = false;
|
|
v3s16 next_p_corrected;
|
|
v3s16 next_face_dir_corrected;
|
|
u8 next_lights[4] = {0,0,0,0};
|
|
TileSpec next_tile;
|
|
|
|
// If at last position, there is nothing to compare to and
|
|
// the face must be drawn anyway
|
|
if(j != length - 1)
|
|
{
|
|
p_next = p + translate_dir;
|
|
|
|
getTileInfo(blockpos_nodes, p_next, face_dir, daynight_ratio,
|
|
vmanip, temp_mods, smooth_lighting, gamedef,
|
|
next_makes_face, next_p_corrected,
|
|
next_face_dir_corrected, next_lights,
|
|
next_tile);
|
|
|
|
if(next_makes_face == makes_face
|
|
&& next_p_corrected == p_corrected + translate_dir
|
|
&& next_face_dir_corrected == face_dir_corrected
|
|
&& next_lights[0] == lights[0]
|
|
&& next_lights[1] == lights[1]
|
|
&& next_lights[2] == lights[2]
|
|
&& next_lights[3] == lights[3]
|
|
&& next_tile == tile)
|
|
{
|
|
next_is_different = false;
|
|
}
|
|
else{
|
|
/*if(makes_face){
|
|
g_profiler->add("Meshgen: diff: next_makes_face != makes_face",
|
|
next_makes_face != makes_face ? 1 : 0);
|
|
g_profiler->add("Meshgen: diff: n_p_corr != p_corr + t_dir",
|
|
(next_p_corrected != p_corrected + translate_dir) ? 1 : 0);
|
|
g_profiler->add("Meshgen: diff: next_f_dir_corr != f_dir_corr",
|
|
next_face_dir_corrected != face_dir_corrected ? 1 : 0);
|
|
g_profiler->add("Meshgen: diff: next_lights[] != lights[]",
|
|
(next_lights[0] != lights[0] ||
|
|
next_lights[0] != lights[0] ||
|
|
next_lights[0] != lights[0] ||
|
|
next_lights[0] != lights[0]) ? 1 : 0);
|
|
g_profiler->add("Meshgen: diff: !(next_tile == tile)",
|
|
!(next_tile == tile) ? 1 : 0);
|
|
}*/
|
|
}
|
|
/*g_profiler->add("Meshgen: Total faces checked", 1);
|
|
if(makes_face)
|
|
g_profiler->add("Meshgen: Total makes_face checked", 1);*/
|
|
} else {
|
|
/*if(makes_face)
|
|
g_profiler->add("Meshgen: diff: last position", 1);*/
|
|
}
|
|
|
|
continuous_tiles_count++;
|
|
|
|
// This is set to true if the texture doesn't allow more tiling
|
|
bool end_of_texture = false;
|
|
/*
|
|
If there is no texture, it can be tiled infinitely.
|
|
If tiled==0, it means the texture can be tiled infinitely.
|
|
Otherwise check tiled agains continuous_tiles_count.
|
|
*/
|
|
if(tile.texture.atlas != NULL && tile.texture.tiled != 0)
|
|
{
|
|
if(tile.texture.tiled <= continuous_tiles_count)
|
|
end_of_texture = true;
|
|
}
|
|
|
|
// Do this to disable tiling textures
|
|
//end_of_texture = true; //DEBUG
|
|
|
|
if(next_is_different || end_of_texture)
|
|
{
|
|
/*
|
|
Create a face if there should be one
|
|
*/
|
|
if(makes_face)
|
|
{
|
|
// Floating point conversion of the position vector
|
|
v3f pf(p_corrected.X, p_corrected.Y, p_corrected.Z);
|
|
// Center point of face (kind of)
|
|
v3f sp = pf - ((f32)continuous_tiles_count / 2. - 0.5) * translate_dir_f;
|
|
if(continuous_tiles_count != 1)
|
|
sp += translate_dir_f;
|
|
v3f scale(1,1,1);
|
|
|
|
if(translate_dir.X != 0)
|
|
{
|
|
scale.X = continuous_tiles_count;
|
|
}
|
|
if(translate_dir.Y != 0)
|
|
{
|
|
scale.Y = continuous_tiles_count;
|
|
}
|
|
if(translate_dir.Z != 0)
|
|
{
|
|
scale.Z = continuous_tiles_count;
|
|
}
|
|
|
|
makeFastFace(tile, lights[0], lights[1], lights[2], lights[3],
|
|
sp, face_dir_corrected, scale,
|
|
posRelative_f, dest);
|
|
|
|
g_profiler->avg("Meshgen: faces drawn by tiling", 0);
|
|
for(int i=1; i<continuous_tiles_count; i++){
|
|
g_profiler->avg("Meshgen: faces drawn by tiling", 1);
|
|
}
|
|
}
|
|
|
|
continuous_tiles_count = 0;
|
|
|
|
makes_face = next_makes_face;
|
|
p_corrected = next_p_corrected;
|
|
face_dir_corrected = next_face_dir_corrected;
|
|
lights[0] = next_lights[0];
|
|
lights[1] = next_lights[1];
|
|
lights[2] = next_lights[2];
|
|
lights[3] = next_lights[3];
|
|
tile = next_tile;
|
|
}
|
|
|
|
p = p_next;
|
|
}
|
|
}
|
|
|
|
scene::SMesh* makeMapBlockMesh(MeshMakeData *data, IGameDef *gamedef)
|
|
{
|
|
// 4-21ms for MAP_BLOCKSIZE=16
|
|
// 24-155ms for MAP_BLOCKSIZE=32
|
|
//TimeTaker timer1("makeMapBlockMesh()");
|
|
|
|
core::array<FastFace> fastfaces_new;
|
|
|
|
v3s16 blockpos_nodes = data->m_blockpos*MAP_BLOCKSIZE;
|
|
|
|
// floating point conversion
|
|
v3f posRelative_f(blockpos_nodes.X, blockpos_nodes.Y, blockpos_nodes.Z);
|
|
|
|
/*
|
|
Some settings
|
|
*/
|
|
//bool new_style_water = g_settings->getBool("new_style_water");
|
|
//bool new_style_leaves = g_settings->getBool("new_style_leaves");
|
|
bool smooth_lighting = g_settings->getBool("smooth_lighting");
|
|
|
|
/*
|
|
We are including the faces of the trailing edges of the block.
|
|
This means that when something changes, the caller must
|
|
also update the meshes of the blocks at the leading edges.
|
|
|
|
NOTE: This is the slowest part of this method.
|
|
*/
|
|
|
|
{
|
|
// 4-23ms for MAP_BLOCKSIZE=16
|
|
//TimeTaker timer2("updateMesh() collect");
|
|
|
|
/*
|
|
Go through every y,z and get top(y+) faces in rows of x+
|
|
*/
|
|
for(s16 y=0; y<MAP_BLOCKSIZE; y++){
|
|
for(s16 z=0; z<MAP_BLOCKSIZE; z++){
|
|
updateFastFaceRow(data->m_daynight_ratio, posRelative_f,
|
|
v3s16(0,y,z), MAP_BLOCKSIZE,
|
|
v3s16(1,0,0), //dir
|
|
v3f (1,0,0),
|
|
v3s16(0,1,0), //face dir
|
|
v3f (0,1,0),
|
|
fastfaces_new,
|
|
data->m_temp_mods,
|
|
data->m_vmanip,
|
|
blockpos_nodes,
|
|
smooth_lighting,
|
|
gamedef);
|
|
}
|
|
}
|
|
/*
|
|
Go through every x,y and get right(x+) faces in rows of z+
|
|
*/
|
|
for(s16 x=0; x<MAP_BLOCKSIZE; x++){
|
|
for(s16 y=0; y<MAP_BLOCKSIZE; y++){
|
|
updateFastFaceRow(data->m_daynight_ratio, posRelative_f,
|
|
v3s16(x,y,0), MAP_BLOCKSIZE,
|
|
v3s16(0,0,1),
|
|
v3f (0,0,1),
|
|
v3s16(1,0,0),
|
|
v3f (1,0,0),
|
|
fastfaces_new,
|
|
data->m_temp_mods,
|
|
data->m_vmanip,
|
|
blockpos_nodes,
|
|
smooth_lighting,
|
|
gamedef);
|
|
}
|
|
}
|
|
/*
|
|
Go through every y,z and get back(z+) faces in rows of x+
|
|
*/
|
|
for(s16 z=0; z<MAP_BLOCKSIZE; z++){
|
|
for(s16 y=0; y<MAP_BLOCKSIZE; y++){
|
|
updateFastFaceRow(data->m_daynight_ratio, posRelative_f,
|
|
v3s16(0,y,z), MAP_BLOCKSIZE,
|
|
v3s16(1,0,0),
|
|
v3f (1,0,0),
|
|
v3s16(0,0,1),
|
|
v3f (0,0,1),
|
|
fastfaces_new,
|
|
data->m_temp_mods,
|
|
data->m_vmanip,
|
|
blockpos_nodes,
|
|
smooth_lighting,
|
|
gamedef);
|
|
}
|
|
}
|
|
}
|
|
|
|
// End of slow part
|
|
|
|
/*
|
|
Convert FastFaces to SMesh
|
|
*/
|
|
|
|
MeshCollector collector;
|
|
|
|
if(fastfaces_new.size() > 0)
|
|
{
|
|
// avg 0ms (100ms spikes when loading textures the first time)
|
|
//TimeTaker timer2("updateMesh() mesh building");
|
|
|
|
video::SMaterial material;
|
|
material.setFlag(video::EMF_LIGHTING, false);
|
|
material.setFlag(video::EMF_BACK_FACE_CULLING, true);
|
|
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;
|
|
|
|
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, gamedef);
|
|
|
|
/*
|
|
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;
|
|
}
|
|
|