forked from Mirrorlandia_minetest/minetest
7e38475554
* mapblock_mesh.cpp: Fix code style and simplify a bit code
1519 lines
40 KiB
C++
1519 lines
40 KiB
C++
/*
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Minetest
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Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#include "mapblock_mesh.h"
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#include "client.h"
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#include "mapblock.h"
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#include "map.h"
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#include "profiler.h"
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#include "shader.h"
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#include "mesh.h"
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#include "minimap.h"
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#include "content_mapblock.h"
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#include "util/directiontables.h"
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#include "client/renderingengine.h"
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/*
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MeshMakeData
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*/
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MeshMakeData::MeshMakeData(Client *client, bool use_shaders,
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bool use_tangent_vertices):
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m_client(client),
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m_use_shaders(use_shaders),
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m_use_tangent_vertices(use_tangent_vertices)
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{}
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void MeshMakeData::fillBlockDataBegin(const v3s16 &blockpos)
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{
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m_blockpos = blockpos;
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v3s16 blockpos_nodes = m_blockpos*MAP_BLOCKSIZE;
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m_vmanip.clear();
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VoxelArea voxel_area(blockpos_nodes - v3s16(1,1,1) * MAP_BLOCKSIZE,
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blockpos_nodes + v3s16(1,1,1) * MAP_BLOCKSIZE*2-v3s16(1,1,1));
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m_vmanip.addArea(voxel_area);
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}
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void MeshMakeData::fillBlockData(const v3s16 &block_offset, MapNode *data)
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{
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v3s16 data_size(MAP_BLOCKSIZE, MAP_BLOCKSIZE, MAP_BLOCKSIZE);
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VoxelArea data_area(v3s16(0,0,0), data_size - v3s16(1,1,1));
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v3s16 bp = m_blockpos + block_offset;
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v3s16 blockpos_nodes = bp * MAP_BLOCKSIZE;
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m_vmanip.copyFrom(data, data_area, v3s16(0,0,0), blockpos_nodes, data_size);
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}
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void MeshMakeData::fill(MapBlock *block)
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{
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fillBlockDataBegin(block->getPos());
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fillBlockData(v3s16(0,0,0), block->getData());
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// Get map for reading neigbhor blocks
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Map *map = block->getParent();
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for (const v3s16 &dir : g_26dirs) {
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v3s16 bp = m_blockpos + dir;
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MapBlock *b = map->getBlockNoCreateNoEx(bp);
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if(b)
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fillBlockData(dir, b->getData());
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}
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}
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void MeshMakeData::fillSingleNode(MapNode *node)
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{
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m_blockpos = v3s16(0,0,0);
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v3s16 blockpos_nodes = v3s16(0,0,0);
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VoxelArea area(blockpos_nodes-v3s16(1,1,1)*MAP_BLOCKSIZE,
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blockpos_nodes+v3s16(1,1,1)*MAP_BLOCKSIZE*2-v3s16(1,1,1));
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s32 volume = area.getVolume();
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s32 our_node_index = area.index(1,1,1);
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// Allocate this block + neighbors
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m_vmanip.clear();
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m_vmanip.addArea(area);
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// Fill in data
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MapNode *data = new MapNode[volume];
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for(s32 i = 0; i < volume; i++)
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{
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if (i == our_node_index)
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data[i] = *node;
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else
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data[i] = MapNode(CONTENT_AIR, LIGHT_MAX, 0);
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}
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m_vmanip.copyFrom(data, area, area.MinEdge, area.MinEdge, area.getExtent());
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delete[] data;
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}
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void MeshMakeData::setCrack(int crack_level, v3s16 crack_pos)
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{
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if (crack_level >= 0)
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m_crack_pos_relative = crack_pos - m_blockpos*MAP_BLOCKSIZE;
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}
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void MeshMakeData::setSmoothLighting(bool smooth_lighting)
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{
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m_smooth_lighting = smooth_lighting;
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}
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/*
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Light and vertex color functions
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*/
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/*
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Calculate non-smooth lighting at interior of node.
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Single light bank.
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*/
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static u8 getInteriorLight(enum LightBank bank, MapNode n, s32 increment,
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INodeDefManager *ndef)
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{
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u8 light = n.getLight(bank, ndef);
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while(increment > 0)
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{
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light = undiminish_light(light);
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--increment;
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}
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while(increment < 0)
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{
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light = diminish_light(light);
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++increment;
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}
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return decode_light(light);
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}
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/*
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Calculate non-smooth lighting at interior of node.
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Both light banks.
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*/
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u16 getInteriorLight(MapNode n, s32 increment, INodeDefManager *ndef)
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{
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u16 day = getInteriorLight(LIGHTBANK_DAY, n, increment, ndef);
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u16 night = getInteriorLight(LIGHTBANK_NIGHT, n, increment, ndef);
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return day | (night << 8);
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}
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/*
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Calculate non-smooth lighting at face of node.
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Single light bank.
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*/
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static u8 getFaceLight(enum LightBank bank, MapNode n, MapNode n2,
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v3s16 face_dir, INodeDefManager *ndef)
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{
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u8 light;
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u8 l1 = n.getLight(bank, ndef);
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u8 l2 = n2.getLight(bank, ndef);
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if(l1 > l2)
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light = l1;
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else
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light = l2;
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// Boost light level for light sources
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u8 light_source = MYMAX(ndef->get(n).light_source,
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ndef->get(n2).light_source);
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if(light_source > light)
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light = light_source;
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return decode_light(light);
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}
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/*
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Calculate non-smooth lighting at face of node.
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Both light banks.
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*/
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u16 getFaceLight(MapNode n, MapNode n2, v3s16 face_dir, INodeDefManager *ndef)
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{
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u16 day = getFaceLight(LIGHTBANK_DAY, n, n2, face_dir, ndef);
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u16 night = getFaceLight(LIGHTBANK_NIGHT, n, n2, face_dir, ndef);
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return day | (night << 8);
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}
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/*
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Calculate smooth lighting at the XYZ- corner of p.
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Both light banks
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*/
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static u16 getSmoothLightCombined(const v3s16 &p, MeshMakeData *data)
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{
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static const v3s16 dirs8[8] = {
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v3s16(0,0,0),
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v3s16(0,0,1),
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v3s16(0,1,0),
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v3s16(0,1,1),
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v3s16(1,0,0),
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v3s16(1,1,0),
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v3s16(1,0,1),
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v3s16(1,1,1),
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};
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INodeDefManager *ndef = data->m_client->ndef();
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u16 ambient_occlusion = 0;
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u16 light_count = 0;
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u8 light_source_max = 0;
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u16 light_day = 0;
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u16 light_night = 0;
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for (const v3s16 &dir : dirs8) {
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MapNode n = data->m_vmanip.getNodeNoExNoEmerge(p - dir);
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// if it's CONTENT_IGNORE we can't do any light calculations
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if (n.getContent() == CONTENT_IGNORE)
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continue;
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const ContentFeatures &f = ndef->get(n);
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if (f.light_source > light_source_max)
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light_source_max = f.light_source;
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// Check f.solidness because fast-style leaves look better this way
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if (f.param_type == CPT_LIGHT && f.solidness != 2) {
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light_day += decode_light(n.getLightNoChecks(LIGHTBANK_DAY, &f));
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light_night += decode_light(
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n.getLightNoChecks(LIGHTBANK_NIGHT, &f));
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light_count++;
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} else {
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ambient_occlusion++;
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}
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}
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if(light_count == 0)
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return 0xffff;
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light_day /= light_count;
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light_night /= light_count;
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// Boost brightness around light sources
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bool skip_ambient_occlusion_day = false;
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if (decode_light(light_source_max) >= light_day) {
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light_day = decode_light(light_source_max);
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skip_ambient_occlusion_day = true;
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}
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bool skip_ambient_occlusion_night = false;
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if(decode_light(light_source_max) >= light_night) {
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light_night = decode_light(light_source_max);
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skip_ambient_occlusion_night = true;
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}
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if (ambient_occlusion > 4) {
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static thread_local const float ao_gamma = rangelim(
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g_settings->getFloat("ambient_occlusion_gamma"), 0.25, 4.0);
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// Table of gamma space multiply factors.
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static const float light_amount[3] = {
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powf(0.75, 1.0 / ao_gamma),
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powf(0.5, 1.0 / ao_gamma),
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powf(0.25, 1.0 / ao_gamma)
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};
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//calculate table index for gamma space multiplier
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ambient_occlusion -= 5;
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if (!skip_ambient_occlusion_day)
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light_day = rangelim(core::round32(
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light_day * light_amount[ambient_occlusion]), 0, 255);
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if (!skip_ambient_occlusion_night)
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light_night = rangelim(core::round32(
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light_night * light_amount[ambient_occlusion]), 0, 255);
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}
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return light_day | (light_night << 8);
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}
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/*
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Calculate smooth lighting at the given corner of p.
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Both light banks.
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*/
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u16 getSmoothLight(v3s16 p, v3s16 corner, MeshMakeData *data)
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{
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if (corner.X == 1)
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++p.X;
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// else corner.X == -1
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if (corner.Y == 1)
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++p.Y;
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// else corner.Y == -1
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if (corner.Z == 1)
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++p.Z;
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// else corner.Z == -1
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return getSmoothLightCombined(p, data);
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}
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void get_sunlight_color(video::SColorf *sunlight, u32 daynight_ratio){
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f32 rg = daynight_ratio / 1000.0f - 0.04f;
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f32 b = (0.98f * daynight_ratio) / 1000.0f + 0.078f;
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sunlight->r = rg;
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sunlight->g = rg;
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sunlight->b = b;
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}
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void final_color_blend(video::SColor *result,
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u16 light, u32 daynight_ratio)
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{
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video::SColorf dayLight;
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get_sunlight_color(&dayLight, daynight_ratio);
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final_color_blend(result,
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encode_light(light, 0), dayLight);
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}
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void final_color_blend(video::SColor *result,
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const video::SColor &data, const video::SColorf &dayLight)
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{
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static const video::SColorf artificialColor(1.04f, 1.04f, 1.04f);
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video::SColorf c(data);
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f32 n = 1 - c.a;
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f32 r = c.r * (c.a * dayLight.r + n * artificialColor.r) * 2.0f;
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f32 g = c.g * (c.a * dayLight.g + n * artificialColor.g) * 2.0f;
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f32 b = c.b * (c.a * dayLight.b + n * artificialColor.b) * 2.0f;
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// Emphase blue a bit in darker places
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// Each entry of this array represents a range of 8 blue levels
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static const u8 emphase_blue_when_dark[32] = {
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1, 4, 6, 6, 6, 5, 4, 3, 2, 1, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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};
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b += emphase_blue_when_dark[irr::core::clamp((s32) ((r + g + b) / 3 * 255),
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0, 255) / 8] / 255.0f;
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result->setRed(core::clamp((s32) (r * 255.0f), 0, 255));
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result->setGreen(core::clamp((s32) (g * 255.0f), 0, 255));
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result->setBlue(core::clamp((s32) (b * 255.0f), 0, 255));
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}
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/*
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Mesh generation helpers
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*/
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/*
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vertex_dirs: v3s16[4]
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*/
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static void getNodeVertexDirs(v3s16 dir, v3s16 *vertex_dirs)
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{
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/*
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If looked from outside the node towards the face, the corners are:
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0: bottom-right
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1: bottom-left
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2: top-left
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3: top-right
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*/
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if (dir == v3s16(0, 0, 1)) {
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// If looking towards z+, this is the face that is behind
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// the center point, facing towards z+.
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vertex_dirs[0] = v3s16(-1,-1, 1);
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vertex_dirs[1] = v3s16( 1,-1, 1);
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vertex_dirs[2] = v3s16( 1, 1, 1);
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vertex_dirs[3] = v3s16(-1, 1, 1);
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} else if (dir == v3s16(0, 0, -1)) {
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// faces towards Z-
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vertex_dirs[0] = v3s16( 1,-1,-1);
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vertex_dirs[1] = v3s16(-1,-1,-1);
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vertex_dirs[2] = v3s16(-1, 1,-1);
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vertex_dirs[3] = v3s16( 1, 1,-1);
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} else if (dir == v3s16(1, 0, 0)) {
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// faces towards X+
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vertex_dirs[0] = v3s16( 1,-1, 1);
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vertex_dirs[1] = v3s16( 1,-1,-1);
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vertex_dirs[2] = v3s16( 1, 1,-1);
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vertex_dirs[3] = v3s16( 1, 1, 1);
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} else if (dir == v3s16(-1, 0, 0)) {
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// faces towards X-
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vertex_dirs[0] = v3s16(-1,-1,-1);
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vertex_dirs[1] = v3s16(-1,-1, 1);
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vertex_dirs[2] = v3s16(-1, 1, 1);
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vertex_dirs[3] = v3s16(-1, 1,-1);
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} else if (dir == v3s16(0, 1, 0)) {
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// faces towards Y+ (assume Z- as "down" in texture)
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vertex_dirs[0] = v3s16( 1, 1,-1);
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vertex_dirs[1] = v3s16(-1, 1,-1);
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vertex_dirs[2] = v3s16(-1, 1, 1);
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vertex_dirs[3] = v3s16( 1, 1, 1);
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} else if (dir == v3s16(0, -1, 0)) {
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// faces towards Y- (assume Z+ as "down" in texture)
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vertex_dirs[0] = v3s16( 1,-1, 1);
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vertex_dirs[1] = v3s16(-1,-1, 1);
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vertex_dirs[2] = v3s16(-1,-1,-1);
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vertex_dirs[3] = v3s16( 1,-1,-1);
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}
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}
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struct FastFace
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{
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TileLayer layer;
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video::S3DVertex vertices[4]; // Precalculated vertices
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/*!
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* The face is divided into two triangles. If this is true,
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* vertices 0 and 2 are connected, othervise vertices 1 and 3
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* are connected.
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*/
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bool vertex_0_2_connected;
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u8 layernum;
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};
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static void makeFastFace(const TileSpec &tile, u16 li0, u16 li1, u16 li2, u16 li3,
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const v3f &p, v3s16 dir, v3f scale, std::vector<FastFace> &dest)
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{
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// Position is at the center of the cube.
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v3f pos = p * BS;
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float x0 = 0.0f;
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float y0 = 0.0f;
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float w = 1.0f;
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float h = 1.0f;
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v3f vertex_pos[4];
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v3s16 vertex_dirs[4];
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getNodeVertexDirs(dir, vertex_dirs);
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v3s16 t;
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u16 t1;
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switch (tile.rotation) {
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case 0:
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break;
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case 1: //R90
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t = vertex_dirs[0];
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vertex_dirs[0] = vertex_dirs[3];
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vertex_dirs[3] = vertex_dirs[2];
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vertex_dirs[2] = vertex_dirs[1];
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vertex_dirs[1] = t;
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t1 = li0;
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li0 = li3;
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li3 = li2;
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li2 = li1;
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li1 = t1;
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break;
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case 2: //R180
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t = vertex_dirs[0];
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vertex_dirs[0] = vertex_dirs[2];
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vertex_dirs[2] = t;
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t = vertex_dirs[1];
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vertex_dirs[1] = vertex_dirs[3];
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vertex_dirs[3] = t;
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t1 = li0;
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li0 = li2;
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li2 = t1;
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t1 = li1;
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li1 = li3;
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li3 = t1;
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break;
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case 3: //R270
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t = vertex_dirs[0];
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vertex_dirs[0] = vertex_dirs[1];
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vertex_dirs[1] = vertex_dirs[2];
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vertex_dirs[2] = vertex_dirs[3];
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vertex_dirs[3] = t;
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t1 = li0;
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li0 = li1;
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li1 = li2;
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li2 = li3;
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li3 = t1;
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break;
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case 4: //FXR90
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t = vertex_dirs[0];
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vertex_dirs[0] = vertex_dirs[3];
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vertex_dirs[3] = vertex_dirs[2];
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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 (v3f &vpos : vertex_pos) {
|
|
vpos.X *= scale.X;
|
|
vpos.Y *= scale.Y;
|
|
vpos.Z *= scale.Z;
|
|
vpos += pos;
|
|
}
|
|
|
|
f32 abs_scale = 1.0f;
|
|
if (scale.X < 0.999f || scale.X > 1.001f) abs_scale = scale.X;
|
|
else if (scale.Y < 0.999f || scale.Y > 1.001f) abs_scale = scale.Y;
|
|
else if (scale.Z < 0.999f || scale.Z > 1.001f) abs_scale = scale.Z;
|
|
|
|
v3f normal(dir.X, dir.Y, dir.Z);
|
|
|
|
u16 li[4] = { li0, li1, li2, li3 };
|
|
u16 day[4];
|
|
u16 night[4];
|
|
|
|
for (u8 i = 0; i < 4; i++) {
|
|
day[i] = li[i] >> 8;
|
|
night[i] = li[i] & 0xFF;
|
|
}
|
|
|
|
bool vertex_0_2_connected = abs(day[0] - day[2]) + abs(night[0] - night[2])
|
|
< abs(day[1] - day[3]) + abs(night[1] - night[3]);
|
|
|
|
v2f32 f[4] = {
|
|
core::vector2d<f32>(x0 + w * abs_scale, y0 + h),
|
|
core::vector2d<f32>(x0, y0 + h),
|
|
core::vector2d<f32>(x0, y0),
|
|
core::vector2d<f32>(x0 + w * abs_scale, y0) };
|
|
|
|
for (int layernum = 0; layernum < MAX_TILE_LAYERS; layernum++) {
|
|
const TileLayer *layer = &tile.layers[layernum];
|
|
if (layer->texture_id == 0)
|
|
continue;
|
|
|
|
// equivalent to dest.push_back(FastFace()) but faster
|
|
dest.emplace_back();
|
|
FastFace& face = *dest.rbegin();
|
|
|
|
for (u8 i = 0; i < 4; i++) {
|
|
video::SColor c = encode_light(li[i], tile.emissive_light);
|
|
if (!tile.emissive_light)
|
|
applyFacesShading(c, normal);
|
|
|
|
face.vertices[i] = video::S3DVertex(vertex_pos[i], normal, c, f[i]);
|
|
}
|
|
|
|
/*
|
|
Revert triangles for nicer looking gradient if the
|
|
brightness of vertices 1 and 3 differ less than
|
|
the brightness of vertices 0 and 2.
|
|
*/
|
|
face.vertex_0_2_connected = vertex_0_2_connected;
|
|
|
|
face.layer = *layer;
|
|
face.layernum = layernum;
|
|
}
|
|
}
|
|
|
|
/*
|
|
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 == m2 || m1 == CONTENT_IGNORE || m2 == CONTENT_IGNORE)
|
|
return 0;
|
|
|
|
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))
|
|
return 0;
|
|
|
|
u8 c1 = f1.solidness;
|
|
u8 c2 = f2.solidness;
|
|
|
|
if (c1 == c2)
|
|
return 0;
|
|
|
|
if (c1 == 0)
|
|
c1 = f1.visual_solidness;
|
|
else 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;
|
|
|
|
return 2;
|
|
}
|
|
|
|
/*
|
|
Gets nth node tile (0 <= n <= 5).
|
|
*/
|
|
void getNodeTileN(MapNode mn, v3s16 p, u8 tileindex, MeshMakeData *data, TileSpec &tile)
|
|
{
|
|
INodeDefManager *ndef = data->m_client->ndef();
|
|
const ContentFeatures &f = ndef->get(mn);
|
|
tile = f.tiles[tileindex];
|
|
bool has_crack = p == data->m_crack_pos_relative;
|
|
for (TileLayer &layer : tile.layers) {
|
|
if (layer.texture_id == 0)
|
|
continue;
|
|
if (!layer.has_color)
|
|
mn.getColor(f, &(layer.color));
|
|
// Apply temporary crack
|
|
if (has_crack)
|
|
layer.material_flags |= MATERIAL_FLAG_CRACK;
|
|
}
|
|
}
|
|
|
|
/*
|
|
Gets node tile given a face direction.
|
|
*/
|
|
void getNodeTile(MapNode mn, v3s16 p, v3s16 dir, MeshMakeData *data, TileSpec &tile)
|
|
{
|
|
INodeDefManager *ndef = data->m_client->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;
|
|
getNodeTileN(mn, p, dir_to_tile[tile_index], data, tile);
|
|
tile.rotation = dir_to_tile[tile_index + 1];
|
|
}
|
|
|
|
static void getTileInfo(
|
|
// Input:
|
|
MeshMakeData *data,
|
|
const v3s16 &p,
|
|
const v3s16 &face_dir,
|
|
// Output:
|
|
bool &makes_face,
|
|
v3s16 &p_corrected,
|
|
v3s16 &face_dir_corrected,
|
|
u16 *lights,
|
|
TileSpec &tile
|
|
)
|
|
{
|
|
VoxelManipulator &vmanip = data->m_vmanip;
|
|
INodeDefManager *ndef = data->m_client->ndef();
|
|
v3s16 blockpos_nodes = data->m_blockpos * MAP_BLOCKSIZE;
|
|
|
|
const MapNode &n0 = vmanip.getNodeRefUnsafe(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;
|
|
}
|
|
|
|
const MapNode &n1 = vmanip.getNodeRefUnsafeCheckFlags(blockpos_nodes + p + face_dir);
|
|
|
|
if (n1.getContent() == CONTENT_IGNORE) {
|
|
makes_face = false;
|
|
return;
|
|
}
|
|
|
|
// 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;
|
|
|
|
MapNode n = n0;
|
|
|
|
if (mf == 1) {
|
|
p_corrected = p;
|
|
face_dir_corrected = face_dir;
|
|
} else {
|
|
n = n1;
|
|
p_corrected = p + face_dir;
|
|
face_dir_corrected = -face_dir;
|
|
}
|
|
|
|
getNodeTile(n, p_corrected, face_dir_corrected, data, tile);
|
|
const ContentFeatures &f = ndef->get(n);
|
|
tile.emissive_light = f.light_source;
|
|
|
|
// eg. water and glass
|
|
if (equivalent) {
|
|
for (TileLayer &layer : tile.layers)
|
|
layer.material_flags |= MATERIAL_FLAG_BACKFACE_CULLING;
|
|
}
|
|
|
|
if (!data->m_smooth_lighting) {
|
|
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);
|
|
|
|
v3s16 light_p = blockpos_nodes + p_corrected;
|
|
for (u16 i = 0; i < 4; i++)
|
|
lights[i] = getSmoothLight(light_p, vertex_dirs[i], data);
|
|
}
|
|
}
|
|
|
|
/*
|
|
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,
|
|
const v3s16 &&startpos,
|
|
v3s16 translate_dir,
|
|
const v3f &&translate_dir_f,
|
|
const v3s16 &&face_dir,
|
|
std::vector<FastFace> &dest)
|
|
{
|
|
v3s16 p = startpos;
|
|
|
|
u16 continuous_tiles_count = 1;
|
|
|
|
bool makes_face = false;
|
|
v3s16 p_corrected;
|
|
v3s16 face_dir_corrected;
|
|
u16 lights[4] = {0, 0, 0, 0};
|
|
TileSpec tile;
|
|
getTileInfo(data, p, face_dir,
|
|
makes_face, p_corrected, face_dir_corrected,
|
|
lights, tile);
|
|
|
|
// Unroll this variable which has a significant build cost
|
|
TileSpec next_tile;
|
|
for (u16 j = 0; j < MAP_BLOCKSIZE; j++) {
|
|
// If tiling can be done, this is set to false in the next step
|
|
bool next_is_different = true;
|
|
|
|
v3s16 p_next;
|
|
|
|
bool next_makes_face = false;
|
|
v3s16 next_p_corrected;
|
|
v3s16 next_face_dir_corrected;
|
|
u16 next_lights[4] = {0, 0, 0, 0};
|
|
|
|
// If at last position, there is nothing to compare to and
|
|
// the face must be drawn anyway
|
|
if (j != MAP_BLOCKSIZE - 1) {
|
|
p_next = p + translate_dir;
|
|
|
|
getTileInfo(data, p_next, face_dir,
|
|
next_makes_face, next_p_corrected,
|
|
next_face_dir_corrected, next_lights,
|
|
next_tile);
|
|
|
|
if (next_makes_face == makes_face
|
|
&& next_p_corrected == p_corrected + translate_dir
|
|
&& next_face_dir_corrected == face_dir_corrected
|
|
&& memcmp(next_lights, lights, ARRLEN(lights) * sizeof(u16)) == 0
|
|
&& next_tile.isTileable(tile)) {
|
|
next_is_different = false;
|
|
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 * 0.5f - 0.5f)
|
|
* translate_dir_f;
|
|
v3f scale(1, 1, 1);
|
|
|
|
if (translate_dir.X != 0)
|
|
scale.X = continuous_tiles_count;
|
|
if (translate_dir.Y != 0)
|
|
scale.Y = continuous_tiles_count;
|
|
if (translate_dir.Z != 0)
|
|
scale.Z = continuous_tiles_count;
|
|
|
|
makeFastFace(tile, lights[0], lights[1], lights[2], lights[3],
|
|
sp, face_dir_corrected, scale, dest);
|
|
|
|
g_profiler->avg("Meshgen: faces drawn by tiling", 0);
|
|
for (int i = 1; i < continuous_tiles_count; i++)
|
|
g_profiler->avg("Meshgen: faces drawn by tiling", 1);
|
|
}
|
|
|
|
continuous_tiles_count = 1;
|
|
}
|
|
|
|
makes_face = next_makes_face;
|
|
p_corrected = next_p_corrected;
|
|
face_dir_corrected = next_face_dir_corrected;
|
|
std::memcpy(lights, next_lights, ARRLEN(lights) * sizeof(u16));
|
|
if (next_is_different)
|
|
tile = next_tile;
|
|
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
|
|
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
|
|
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
|
|
dest);
|
|
}
|
|
|
|
/*
|
|
MapBlockMesh
|
|
*/
|
|
|
|
MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
|
|
m_minimap_mapblock(NULL),
|
|
m_tsrc(data->m_client->getTextureSource()),
|
|
m_shdrsrc(data->m_client->getShaderSource()),
|
|
m_animation_force_timer(0), // force initial animation
|
|
m_last_crack(-1),
|
|
m_last_daynight_ratio((u32) -1)
|
|
{
|
|
for (auto &m : m_mesh)
|
|
m = new scene::SMesh();
|
|
m_enable_shaders = data->m_use_shaders;
|
|
m_use_tangent_vertices = data->m_use_tangent_vertices;
|
|
m_enable_vbo = g_settings->getBool("enable_vbo");
|
|
|
|
if (g_settings->getBool("enable_minimap")) {
|
|
m_minimap_mapblock = new MinimapMapblock;
|
|
m_minimap_mapblock->getMinimapNodes(
|
|
&data->m_vmanip, data->m_blockpos * MAP_BLOCKSIZE);
|
|
}
|
|
|
|
// 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;
|
|
fastfaces_new.reserve(512);
|
|
|
|
/*
|
|
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(m_use_tangent_vertices);
|
|
|
|
{
|
|
// avg 0ms (100ms spikes when loading textures the first time)
|
|
// (NOTE: probably outdated)
|
|
//TimeTaker timer2("MeshCollector building");
|
|
|
|
for (const FastFace &f : fastfaces_new) {
|
|
static const u16 indices[] = {0, 1, 2, 2, 3, 0};
|
|
static const u16 indices_alternate[] = {0, 1, 3, 2, 3, 1};
|
|
|
|
if (!f.layer.texture)
|
|
continue;
|
|
|
|
const u16 *indices_p =
|
|
f.vertex_0_2_connected ? indices : indices_alternate;
|
|
|
|
collector.append(f.layer, f.vertices, 4, indices_p, 6,
|
|
f.layernum);
|
|
}
|
|
}
|
|
|
|
/*
|
|
Add special graphics:
|
|
- torches
|
|
- flowing water
|
|
- fences
|
|
- whatever
|
|
*/
|
|
|
|
{
|
|
MapblockMeshGenerator generator(data, &collector);
|
|
generator.generate();
|
|
}
|
|
|
|
collector.applyTileColors();
|
|
|
|
/*
|
|
Convert MeshCollector to SMesh
|
|
*/
|
|
|
|
for (int layer = 0; layer < MAX_TILE_LAYERS; layer++) {
|
|
for(u32 i = 0; i < collector.prebuffers[layer].size(); i++)
|
|
{
|
|
PreMeshBuffer &p = collector.prebuffers[layer][i];
|
|
|
|
// Generate animation data
|
|
// - Cracks
|
|
if (p.layer.material_flags & MATERIAL_FLAG_CRACK) {
|
|
// Find the texture name plus ^[crack:N:
|
|
std::ostringstream os(std::ios::binary);
|
|
os << m_tsrc->getTextureName(p.layer.texture_id) << "^[crack";
|
|
if (p.layer.material_flags & MATERIAL_FLAG_CRACK_OVERLAY)
|
|
os << "o"; // use ^[cracko
|
|
os << ":" << (u32)p.layer.animation_frame_count << ":";
|
|
m_crack_materials.insert(std::make_pair(
|
|
std::pair<u8, u32>(layer, i), os.str()));
|
|
// Replace tile texture with the cracked one
|
|
p.layer.texture = m_tsrc->getTextureForMesh(
|
|
os.str() + "0",
|
|
&p.layer.texture_id);
|
|
}
|
|
// - Texture animation
|
|
if (p.layer.material_flags & MATERIAL_FLAG_ANIMATION) {
|
|
// Add to MapBlockMesh in order to animate these tiles
|
|
m_animation_tiles[std::pair<u8, u32>(layer, i)] = p.layer;
|
|
m_animation_frames[std::pair<u8, u32>(layer, i)] = 0;
|
|
if (g_settings->getBool(
|
|
"desynchronize_mapblock_texture_animation")) {
|
|
// Get starting position from noise
|
|
m_animation_frame_offsets[std::pair<u8, u32>(layer, 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[std::pair<u8, u32>(layer, i)] = 0;
|
|
}
|
|
// Replace tile texture with the first animation frame
|
|
p.layer.texture = (*p.layer.frames)[0].texture;
|
|
}
|
|
|
|
if (!m_enable_shaders) {
|
|
// Extract colors for day-night animation
|
|
// Dummy sunlight to handle non-sunlit areas
|
|
video::SColorf sunlight;
|
|
get_sunlight_color(&sunlight, 0);
|
|
u32 vertex_count = m_use_tangent_vertices ?
|
|
p.tangent_vertices.size() : p.vertices.size();
|
|
for (u32 j = 0; j < vertex_count; j++) {
|
|
video::SColor *vc;
|
|
if (m_use_tangent_vertices) {
|
|
vc = &p.tangent_vertices[j].Color;
|
|
} else {
|
|
vc = &p.vertices[j].Color;
|
|
}
|
|
video::SColor copy(*vc);
|
|
if (vc->getAlpha() == 0) // No sunlight - no need to animate
|
|
final_color_blend(vc, copy, sunlight); // Finalize color
|
|
else // Record color to animate
|
|
m_daynight_diffs[std::pair<u8, u32>(layer, i)][j] = copy;
|
|
|
|
// The sunlight ratio has been stored,
|
|
// delete alpha (for the final rendering).
|
|
vc->setAlpha(255);
|
|
}
|
|
}
|
|
|
|
// 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.layer.texture);
|
|
|
|
if (m_enable_shaders) {
|
|
material.MaterialType = m_shdrsrc->getShaderInfo(
|
|
p.layer.shader_id).material;
|
|
p.layer.applyMaterialOptionsWithShaders(material);
|
|
if (p.layer.normal_texture)
|
|
material.setTexture(1, p.layer.normal_texture);
|
|
material.setTexture(2, p.layer.flags_texture);
|
|
} else {
|
|
p.layer.applyMaterialOptions(material);
|
|
}
|
|
|
|
scene::SMesh *mesh = (scene::SMesh *)m_mesh[layer];
|
|
|
|
// Create meshbuffer, add to mesh
|
|
if (m_use_tangent_vertices) {
|
|
scene::SMeshBufferTangents *buf =
|
|
new scene::SMeshBufferTangents();
|
|
// Set material
|
|
buf->Material = material;
|
|
// Add to mesh
|
|
mesh->addMeshBuffer(buf);
|
|
// Mesh grabbed it
|
|
buf->drop();
|
|
buf->append(&p.tangent_vertices[0], p.tangent_vertices.size(),
|
|
&p.indices[0], p.indices.size());
|
|
} else {
|
|
scene::SMeshBuffer *buf = new scene::SMeshBuffer();
|
|
// Set material
|
|
buf->Material = material;
|
|
// Add to mesh
|
|
mesh->addMeshBuffer(buf);
|
|
// Mesh grabbed it
|
|
buf->drop();
|
|
buf->append(&p.vertices[0], p.vertices.size(),
|
|
&p.indices[0], p.indices.size());
|
|
}
|
|
}
|
|
|
|
/*
|
|
Do some stuff to the mesh
|
|
*/
|
|
m_camera_offset = camera_offset;
|
|
translateMesh(m_mesh[layer],
|
|
intToFloat(data->m_blockpos * MAP_BLOCKSIZE - camera_offset, BS));
|
|
|
|
if (m_use_tangent_vertices) {
|
|
scene::IMeshManipulator* meshmanip =
|
|
RenderingEngine::get_scene_manager()->getMeshManipulator();
|
|
meshmanip->recalculateTangents(m_mesh[layer], true, false, false);
|
|
}
|
|
|
|
if (m_mesh[layer]) {
|
|
#if 0
|
|
// Usually 1-700 faces and 1-7 materials
|
|
std::cout << "Updated MapBlock has " << fastfaces_new.size()
|
|
<< " faces and uses " << m_mesh[layer]->getMeshBufferCount()
|
|
<< " materials (meshbuffers)" << std::endl;
|
|
#endif
|
|
|
|
// Use VBO for mesh (this just would set this for ever buffer)
|
|
if (m_enable_vbo)
|
|
m_mesh[layer]->setHardwareMappingHint(scene::EHM_STATIC);
|
|
}
|
|
}
|
|
|
|
//std::cout<<"added "<<fastfaces.getSize()<<" faces."<<std::endl;
|
|
|
|
// Check if animation is required for this mesh
|
|
m_has_animation =
|
|
!m_crack_materials.empty() ||
|
|
!m_daynight_diffs.empty() ||
|
|
!m_animation_tiles.empty();
|
|
}
|
|
|
|
MapBlockMesh::~MapBlockMesh()
|
|
{
|
|
for (scene::IMesh *m : m_mesh) {
|
|
if (m_enable_vbo && m)
|
|
for (u32 i = 0; i < m->getMeshBufferCount(); i++) {
|
|
scene::IMeshBuffer *buf = m->getMeshBuffer(i);
|
|
RenderingEngine::get_video_driver()->removeHardwareBuffer(buf);
|
|
}
|
|
m->drop();
|
|
m = NULL;
|
|
}
|
|
delete m_minimap_mapblock;
|
|
}
|
|
|
|
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 (auto &crack_material : m_crack_materials) {
|
|
scene::IMeshBuffer *buf = m_mesh[crack_material.first.first]->
|
|
getMeshBuffer(crack_material.first.second);
|
|
std::string basename = crack_material.second;
|
|
|
|
// Create new texture name from original
|
|
std::ostringstream os;
|
|
os << basename << crack;
|
|
u32 new_texture_id = 0;
|
|
video::ITexture *new_texture =
|
|
m_tsrc->getTextureForMesh(os.str(), &new_texture_id);
|
|
buf->getMaterial().setTexture(0, new_texture);
|
|
|
|
// If the current material is also animated,
|
|
// update animation info
|
|
auto anim_iter = m_animation_tiles.find(crack_material.first);
|
|
if (anim_iter != m_animation_tiles.end()) {
|
|
TileLayer &tile = anim_iter->second;
|
|
tile.texture = new_texture;
|
|
tile.texture_id = new_texture_id;
|
|
// force animation update
|
|
m_animation_frames[crack_material.first] = -1;
|
|
}
|
|
}
|
|
|
|
m_last_crack = crack;
|
|
}
|
|
|
|
// Texture animation
|
|
for (auto &animation_tile : m_animation_tiles) {
|
|
const TileLayer &tile = animation_tile.second;
|
|
// Figure out current frame
|
|
int frameoffset = m_animation_frame_offsets[animation_tile.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[animation_tile.first])
|
|
continue;
|
|
|
|
m_animation_frames[animation_tile.first] = frame;
|
|
|
|
scene::IMeshBuffer *buf = m_mesh[animation_tile.first.first]->
|
|
getMeshBuffer(animation_tile.first.second);
|
|
|
|
const 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, animation_frame.flags_texture);
|
|
}
|
|
}
|
|
|
|
// Day-night transition
|
|
if (!m_enable_shaders && (daynight_ratio != m_last_daynight_ratio)) {
|
|
// Force reload mesh to VBO
|
|
if (m_enable_vbo)
|
|
for (scene::IMesh *m : m_mesh)
|
|
m->setDirty();
|
|
video::SColorf day_color;
|
|
get_sunlight_color(&day_color, daynight_ratio);
|
|
|
|
for (auto &daynight_diff : m_daynight_diffs) {
|
|
scene::IMeshBuffer *buf = m_mesh[daynight_diff.first.first]->
|
|
getMeshBuffer(daynight_diff.first.second);
|
|
video::S3DVertex *vertices = (video::S3DVertex *)buf->getVertices();
|
|
for (const auto &j : daynight_diff.second)
|
|
final_color_blend(&(vertices[j.first].Color), j.second,
|
|
day_color);
|
|
}
|
|
m_last_daynight_ratio = daynight_ratio;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
void MapBlockMesh::updateCameraOffset(v3s16 camera_offset)
|
|
{
|
|
if (camera_offset != m_camera_offset) {
|
|
for (scene::IMesh *layer : m_mesh) {
|
|
translateMesh(layer,
|
|
intToFloat(m_camera_offset - camera_offset, BS));
|
|
if (m_enable_vbo)
|
|
layer->setDirty();
|
|
}
|
|
m_camera_offset = camera_offset;
|
|
}
|
|
}
|
|
|
|
/*
|
|
MeshCollector
|
|
*/
|
|
|
|
void MeshCollector::append(const TileSpec &tile,
|
|
const video::S3DVertex *vertices, u32 numVertices,
|
|
const u16 *indices, u32 numIndices)
|
|
{
|
|
for (int layernum = 0; layernum < MAX_TILE_LAYERS; layernum++) {
|
|
const TileLayer *layer = &tile.layers[layernum];
|
|
if (layer->texture_id == 0)
|
|
continue;
|
|
append(*layer, vertices, numVertices, indices, numIndices, layernum);
|
|
}
|
|
}
|
|
|
|
void MeshCollector::append(const TileLayer &layer,
|
|
const video::S3DVertex *vertices, u32 numVertices,
|
|
const u16 *indices, u32 numIndices, u8 layernum)
|
|
{
|
|
if (numIndices > 65535) {
|
|
dstream << "FIXME: MeshCollector::append() called with numIndices="
|
|
<< numIndices << " (limit 65535)" << std::endl;
|
|
return;
|
|
}
|
|
std::vector<PreMeshBuffer> *buffers = &prebuffers[layernum];
|
|
|
|
PreMeshBuffer *p = NULL;
|
|
for (PreMeshBuffer &pp : *buffers) {
|
|
if (pp.layer == layer && pp.indices.size() + numIndices <= 65535) {
|
|
p = &pp;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (p == NULL) {
|
|
PreMeshBuffer pp;
|
|
pp.layer = layer;
|
|
buffers->push_back(pp);
|
|
p = &(*buffers)[buffers->size() - 1];
|
|
}
|
|
|
|
u32 vertex_count;
|
|
if (m_use_tangent_vertices) {
|
|
vertex_count = p->tangent_vertices.size();
|
|
for (u32 i = 0; i < numVertices; i++) {
|
|
|
|
video::S3DVertexTangents vert(vertices[i].Pos, vertices[i].Normal,
|
|
vertices[i].Color, vertices[i].TCoords);
|
|
p->tangent_vertices.push_back(vert);
|
|
}
|
|
} else {
|
|
vertex_count = p->vertices.size();
|
|
for (u32 i = 0; i < numVertices; i++) {
|
|
video::S3DVertex vert(vertices[i].Pos, vertices[i].Normal,
|
|
vertices[i].Color, vertices[i].TCoords);
|
|
|
|
p->vertices.push_back(vert);
|
|
}
|
|
}
|
|
|
|
for (u32 i = 0; i < numIndices; i++) {
|
|
u32 j = indices[i] + vertex_count;
|
|
p->indices.push_back(j);
|
|
}
|
|
}
|
|
|
|
/*
|
|
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, u8 light_source)
|
|
{
|
|
for (int layernum = 0; layernum < MAX_TILE_LAYERS; layernum++) {
|
|
const TileLayer *layer = &tile.layers[layernum];
|
|
if (layer->texture_id == 0)
|
|
continue;
|
|
append(*layer, vertices, numVertices, indices, numIndices, pos,
|
|
c, light_source, layernum);
|
|
}
|
|
}
|
|
|
|
void MeshCollector::append(const TileLayer &layer,
|
|
const video::S3DVertex *vertices, u32 numVertices,
|
|
const u16 *indices, u32 numIndices,
|
|
v3f pos, video::SColor c, u8 light_source, u8 layernum)
|
|
{
|
|
if (numIndices > 65535) {
|
|
dstream << "FIXME: MeshCollector::append() called with numIndices="
|
|
<< numIndices << " (limit 65535)" << std::endl;
|
|
return;
|
|
}
|
|
std::vector<PreMeshBuffer> *buffers = &prebuffers[layernum];
|
|
|
|
PreMeshBuffer *p = NULL;
|
|
for (PreMeshBuffer &pp : *buffers) {
|
|
if (pp.layer == layer && pp.indices.size() + numIndices <= 65535) {
|
|
p = &pp;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (p == NULL) {
|
|
PreMeshBuffer pp;
|
|
pp.layer = layer;
|
|
buffers->push_back(pp);
|
|
p = &(*buffers)[buffers->size() - 1];
|
|
}
|
|
|
|
video::SColor original_c = c;
|
|
u32 vertex_count;
|
|
if (m_use_tangent_vertices) {
|
|
vertex_count = p->tangent_vertices.size();
|
|
for (u32 i = 0; i < numVertices; i++) {
|
|
if (!light_source) {
|
|
c = original_c;
|
|
applyFacesShading(c, vertices[i].Normal);
|
|
}
|
|
video::S3DVertexTangents vert(vertices[i].Pos + pos,
|
|
vertices[i].Normal, c, vertices[i].TCoords);
|
|
p->tangent_vertices.push_back(vert);
|
|
}
|
|
} else {
|
|
vertex_count = p->vertices.size();
|
|
for (u32 i = 0; i < numVertices; i++) {
|
|
if (!light_source) {
|
|
c = original_c;
|
|
applyFacesShading(c, vertices[i].Normal);
|
|
}
|
|
video::S3DVertex vert(vertices[i].Pos + pos, vertices[i].Normal, c,
|
|
vertices[i].TCoords);
|
|
p->vertices.push_back(vert);
|
|
}
|
|
}
|
|
|
|
for (u32 i = 0; i < numIndices; i++) {
|
|
u32 j = indices[i] + vertex_count;
|
|
p->indices.push_back(j);
|
|
}
|
|
}
|
|
|
|
void MeshCollector::applyTileColors()
|
|
{
|
|
if (m_use_tangent_vertices)
|
|
for (auto &prebuffer : prebuffers) {
|
|
for (PreMeshBuffer &pmb : prebuffer) {
|
|
video::SColor tc = pmb.layer.color;
|
|
if (tc == video::SColor(0xFFFFFFFF))
|
|
continue;
|
|
for (video::S3DVertexTangents &tangent_vertex : pmb.tangent_vertices) {
|
|
video::SColor *c = &tangent_vertex.Color;
|
|
c->set(c->getAlpha(), c->getRed() * tc.getRed() / 255,
|
|
c->getGreen() * tc.getGreen() / 255,
|
|
c->getBlue() * tc.getBlue() / 255);
|
|
}
|
|
}
|
|
}
|
|
else
|
|
for (auto &prebuffer : prebuffers) {
|
|
for (PreMeshBuffer &pmb : prebuffer) {
|
|
video::SColor tc = pmb.layer.color;
|
|
if (tc == video::SColor(0xFFFFFFFF))
|
|
continue;
|
|
for (video::S3DVertex &vertex : pmb.vertices) {
|
|
video::SColor *c = &vertex.Color;
|
|
c->set(c->getAlpha(), c->getRed() * tc.getRed() / 255,
|
|
c->getGreen() * tc.getGreen() / 255,
|
|
c->getBlue() * tc.getBlue() / 255);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
video::SColor encode_light(u16 light, u8 emissive_light)
|
|
{
|
|
// Get components
|
|
u32 day = (light & 0xff);
|
|
u32 night = (light >> 8);
|
|
// Add emissive light
|
|
night += emissive_light * 2.5f;
|
|
if (night > 255)
|
|
night = 255;
|
|
// Since we don't know if the day light is sunlight or
|
|
// artificial light, assume it is artificial when the night
|
|
// light bank is also lit.
|
|
if (day < night)
|
|
day = 0;
|
|
else
|
|
day = day - night;
|
|
u32 sum = day + night;
|
|
// Ratio of sunlight:
|
|
u32 r;
|
|
if (sum > 0)
|
|
r = day * 255 / sum;
|
|
else
|
|
r = 0;
|
|
// Average light:
|
|
float b = (day + night) / 2;
|
|
return video::SColor(r, b, b, b);
|
|
}
|