forked from Mirrorlandia_minetest/minetest
1378 lines
35 KiB
C++
1378 lines
35 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 "light.h"
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#include "mapblock.h"
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#include "map.h"
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#include "main.h" // for g_profiler
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#include "profiler.h"
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#include "nodedef.h"
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#include "gamedef.h"
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#include "mesh.h"
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#include "content_mapblock.h"
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#include "noise.h"
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#include "shader.h"
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#include "settings.h"
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#include "util/directiontables.h"
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float srgb_linear_multiply(float f, float m, float max)
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{
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f = f * f; // SRGB -> Linear
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f *= m;
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f = sqrt(f); // Linear -> SRGB
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if(f > max)
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f = max;
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return f;
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}
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/*
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MeshMakeData
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*/
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MeshMakeData::MeshMakeData(IGameDef *gamedef):
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m_vmanip(),
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m_blockpos(-1337,-1337,-1337),
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m_crack_pos_relative(-1337, -1337, -1337),
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m_smooth_lighting(false),
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m_gamedef(gamedef)
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{}
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void MeshMakeData::fill(MapBlock *block)
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{
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m_blockpos = block->getPos();
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v3s16 blockpos_nodes = m_blockpos*MAP_BLOCKSIZE;
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/*
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Copy data
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*/
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// Allocate this block + neighbors
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m_vmanip.clear();
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m_vmanip.addArea(VoxelArea(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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{
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//TimeTaker timer("copy central block data");
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// 0ms
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// Copy our data
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block->copyTo(m_vmanip);
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}
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{
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//TimeTaker timer("copy neighbor block data");
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// 0ms
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/*
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Copy neighbors. This is lightning fast.
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Copying only the borders would be *very* slow.
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*/
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// Get map
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Map *map = block->getParent();
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for(u16 i=0; i<26; i++)
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{
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const v3s16 &dir = g_26dirs[i];
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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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b->copyTo(m_vmanip);
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}
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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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{
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data[i] = *node;
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}
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else
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{
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data[i] = MapNode(CONTENT_AIR, LIGHT_MAX, 0);
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}
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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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MeshMakeData *data)
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{
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INodeDefManager *ndef = data->m_gamedef->ndef();
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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, MeshMakeData *data)
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{
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u16 day = getInteriorLight(LIGHTBANK_DAY, n, increment, data);
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u16 night = getInteriorLight(LIGHTBANK_NIGHT, n, increment, data);
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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, MeshMakeData *data)
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{
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INodeDefManager *ndef = data->m_gamedef->ndef();
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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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//return decode_light(undiminish_light(light_source));
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if(light_source > light)
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//return decode_light(light_source);
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light = light_source;
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// Make some nice difference to different sides
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// This makes light come from a corner
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/*if(face_dir.X == 1 || face_dir.Z == 1 || face_dir.Y == -1)
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light = diminish_light(diminish_light(light));
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else if(face_dir.X == -1 || face_dir.Z == -1)
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light = diminish_light(light);*/
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// All neighboring faces have different shade (like in minecraft)
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if(face_dir.X == 1 || face_dir.X == -1 || face_dir.Y == -1)
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light = diminish_light(diminish_light(light));
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else if(face_dir.Z == 1 || face_dir.Z == -1)
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light = diminish_light(light);
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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, MeshMakeData *data)
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{
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u16 day = getFaceLight(LIGHTBANK_DAY, n, n2, face_dir, data);
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u16 night = getFaceLight(LIGHTBANK_NIGHT, n, n2, face_dir, data);
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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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Single light bank.
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*/
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static u8 getSmoothLight(enum LightBank bank, v3s16 p, MeshMakeData *data)
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{
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static 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_gamedef->ndef();
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u16 ambient_occlusion = 0;
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u16 light = 0;
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u16 light_count = 0;
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u8 light_source_max = 0;
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for(u32 i=0; i<8; i++)
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{
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MapNode n = data->m_vmanip.getNodeNoEx(p - dirs8[i]);
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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
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// better this way
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if(f.param_type == CPT_LIGHT && f.solidness != 2)
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{
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light += decode_light(n.getLight(bank, ndef));
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light_count++;
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}
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else if(n.getContent() != CONTENT_IGNORE)
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{
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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 255;
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light /= light_count;
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// Boost brightness around light sources
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if(decode_light(light_source_max) >= light)
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//return decode_light(undiminish_light(light_source_max));
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return decode_light(light_source_max);
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if(ambient_occlusion > 4)
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{
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//ambient_occlusion -= 4;
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//light = (float)light / ((float)ambient_occlusion * 0.5 + 1.0);
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float light_amount = (8 - ambient_occlusion) / 4.0;
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float light_f = (float)light / 255.0;
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light_f = pow(light_f, 2.2f); // gamma -> linear space
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light_f = light_f * light_amount;
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light_f = pow(light_f, 1.0f/2.2f); // linear -> gamma space
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if(light_f > 1.0)
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light_f = 1.0;
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light = 255.0 * light_f + 0.5;
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}
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return light;
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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 getSmoothLight(v3s16 p, MeshMakeData *data)
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{
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u16 day = getSmoothLight(LIGHTBANK_DAY, p, data);
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u16 night = getSmoothLight(LIGHTBANK_NIGHT, p, data);
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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 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) p.X += 1;
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else assert(corner.X == -1);
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if(corner.Y == 1) p.Y += 1;
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else assert(corner.Y == -1);
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if(corner.Z == 1) p.Z += 1;
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else assert(corner.Z == -1);
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return getSmoothLight(p, data);
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}
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/*
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Converts from day + night color values (0..255)
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and a given daynight_ratio to the final SColor shown on screen.
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*/
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static void finalColorBlend(video::SColor& result,
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u8 day, u8 night, u32 daynight_ratio)
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{
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s32 rg = (day * daynight_ratio + night * (1000-daynight_ratio)) / 1000;
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s32 b = rg;
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// Moonlight is blue
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b += (day - night) / 13;
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rg -= (day - night) / 23;
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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 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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if(b < 0)
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b = 0;
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if(b > 255)
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b = 255;
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b += emphase_blue_when_dark[b / 8];
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// Artificial light is yellow-ish
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static u8 emphase_yellow_when_artificial[16] = {
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 5, 10, 15, 15, 15
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};
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rg += emphase_yellow_when_artificial[night/16];
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if(rg < 0)
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rg = 0;
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if(rg > 255)
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rg = 255;
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result.setRed(rg);
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result.setGreen(rg);
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result.setBlue(b);
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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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{
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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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}
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else if(dir == v3s16(0,0,-1))
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{
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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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}
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else if(dir == v3s16(1,0,0))
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{
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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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}
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else if(dir == v3s16(-1,0,0))
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{
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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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}
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else if(dir == v3s16(0,1,0))
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{
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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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else if(dir == v3s16(0,-1,0))
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{
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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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TileSpec tile;
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video::S3DVertex vertices[4]; // Precalculated vertices
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};
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static void makeFastFace(TileSpec tile, u16 li0, u16 li1, u16 li2, u16 li3,
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v3f p, v3s16 dir, v3f scale, u8 light_source, std::vector<FastFace> &dest)
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{
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FastFace face;
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// Position is at the center of the cube.
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v3f pos = p * BS;
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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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switch (tile.rotation)
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{
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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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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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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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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];
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vertex_dirs[1] = t;
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tile.texture.pos.Y += tile.texture.size.Y;
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tile.texture.size.Y *= -1;
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break;
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case 5: //FXR270
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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;
|
|
tile.texture.pos.Y += tile.texture.size.Y;
|
|
tile.texture.size.Y *= -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;
|
|
tile.texture.pos.X += tile.texture.size.X;
|
|
tile.texture.size.X *= -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;
|
|
tile.texture.pos.X += tile.texture.size.X;
|
|
tile.texture.size.X *= -1;
|
|
break;
|
|
case 8: //FX
|
|
tile.texture.pos.Y += tile.texture.size.Y;
|
|
tile.texture.size.Y *= -1;
|
|
break;
|
|
case 9: //FY
|
|
tile.texture.pos.X += tile.texture.size.X;
|
|
tile.texture.size.X *= -1;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
for(u16 i=0; i<4; i++)
|
|
{
|
|
vertex_pos[i] = v3f(
|
|
BS/2*vertex_dirs[i].X,
|
|
BS/2*vertex_dirs[i].Y,
|
|
BS/2*vertex_dirs[i].Z
|
|
);
|
|
}
|
|
|
|
for(u16 i=0; i<4; i++)
|
|
{
|
|
vertex_pos[i].X *= scale.X;
|
|
vertex_pos[i].Y *= scale.Y;
|
|
vertex_pos[i].Z *= scale.Z;
|
|
vertex_pos[i] += pos;
|
|
}
|
|
|
|
f32 abs_scale = 1.;
|
|
if (scale.X < 0.999 || scale.X > 1.001) abs_scale = scale.X;
|
|
else if(scale.Y < 0.999 || scale.Y > 1.001) abs_scale = scale.Y;
|
|
else if(scale.Z < 0.999 || scale.Z > 1.001) abs_scale = scale.Z;
|
|
|
|
v3f normal(dir.X, dir.Y, dir.Z);
|
|
|
|
u8 alpha = tile.alpha;
|
|
|
|
float x0 = tile.texture.pos.X;
|
|
float y0 = tile.texture.pos.Y;
|
|
float w = tile.texture.size.X;
|
|
float h = tile.texture.size.Y;
|
|
|
|
face.vertices[0] = video::S3DVertex(vertex_pos[0], normal,
|
|
MapBlock_LightColor(alpha, li0, light_source),
|
|
core::vector2d<f32>(x0+w*abs_scale, y0+h));
|
|
face.vertices[1] = video::S3DVertex(vertex_pos[1], normal,
|
|
MapBlock_LightColor(alpha, li1, light_source),
|
|
core::vector2d<f32>(x0, y0+h));
|
|
face.vertices[2] = video::S3DVertex(vertex_pos[2], normal,
|
|
MapBlock_LightColor(alpha, li2, light_source),
|
|
core::vector2d<f32>(x0, y0));
|
|
face.vertices[3] = video::S3DVertex(vertex_pos[3], normal,
|
|
MapBlock_LightColor(alpha, li3, light_source),
|
|
core::vector2d<f32>(x0+w*abs_scale, y0));
|
|
|
|
face.tile = tile;
|
|
|
|
dest.push_back(face);
|
|
}
|
|
|
|
/*
|
|
Nodes make a face if contents differ and solidness differs.
|
|
Return value:
|
|
0: No face
|
|
1: Face uses m1's content
|
|
2: Face uses m2's content
|
|
equivalent: Whether the blocks share the same face (eg. water and glass)
|
|
|
|
TODO: Add 3: Both faces drawn with backface culling, remove equivalent
|
|
*/
|
|
static u8 face_contents(content_t m1, content_t m2, bool *equivalent,
|
|
INodeDefManager *ndef)
|
|
{
|
|
*equivalent = false;
|
|
|
|
if(m1 == CONTENT_IGNORE || m2 == CONTENT_IGNORE)
|
|
return 0;
|
|
|
|
bool contents_differ = (m1 != m2);
|
|
|
|
const ContentFeatures &f1 = ndef->get(m1);
|
|
const ContentFeatures &f2 = ndef->get(m2);
|
|
|
|
// Contents don't differ for different forms of same liquid
|
|
if(f1.sameLiquid(f2))
|
|
contents_differ = false;
|
|
|
|
u8 c1 = f1.solidness;
|
|
u8 c2 = f2.solidness;
|
|
|
|
bool solidness_differs = (c1 != c2);
|
|
bool makes_face = contents_differ && solidness_differs;
|
|
|
|
if(makes_face == false)
|
|
return 0;
|
|
|
|
if(c1 == 0)
|
|
c1 = f1.visual_solidness;
|
|
if(c2 == 0)
|
|
c2 = f2.visual_solidness;
|
|
|
|
if(c1 == c2){
|
|
*equivalent = true;
|
|
// If same solidness, liquid takes precense
|
|
if(f1.isLiquid())
|
|
return 1;
|
|
if(f2.isLiquid())
|
|
return 2;
|
|
}
|
|
|
|
if(c1 > c2)
|
|
return 1;
|
|
else
|
|
return 2;
|
|
}
|
|
|
|
/*
|
|
Gets nth node tile (0 <= n <= 5).
|
|
*/
|
|
TileSpec getNodeTileN(MapNode mn, v3s16 p, u8 tileindex, MeshMakeData *data)
|
|
{
|
|
INodeDefManager *ndef = data->m_gamedef->ndef();
|
|
TileSpec spec = ndef->get(mn).tiles[tileindex];
|
|
// Apply temporary crack
|
|
if(p == data->m_crack_pos_relative)
|
|
{
|
|
spec.material_flags |= MATERIAL_FLAG_CRACK;
|
|
spec.texture = data->m_gamedef->tsrc()->getTextureRawAP(spec.texture);
|
|
}
|
|
// If animated, replace tile texture with one without texture atlas
|
|
if(spec.material_flags & MATERIAL_FLAG_ANIMATION_VERTICAL_FRAMES)
|
|
{
|
|
spec.texture = data->m_gamedef->tsrc()->getTextureRawAP(spec.texture);
|
|
}
|
|
return spec;
|
|
}
|
|
|
|
/*
|
|
Gets node tile given a face direction.
|
|
*/
|
|
TileSpec getNodeTile(MapNode mn, v3s16 p, v3s16 dir, MeshMakeData *data)
|
|
{
|
|
INodeDefManager *ndef = data->m_gamedef->ndef();
|
|
|
|
// Direction must be (1,0,0), (-1,0,0), (0,1,0), (0,-1,0),
|
|
// (0,0,1), (0,0,-1) or (0,0,0)
|
|
assert(dir.X * dir.X + dir.Y * dir.Y + dir.Z * dir.Z <= 1);
|
|
|
|
// Convert direction to single integer for table lookup
|
|
// 0 = (0,0,0)
|
|
// 1 = (1,0,0)
|
|
// 2 = (0,1,0)
|
|
// 3 = (0,0,1)
|
|
// 4 = invalid, treat as (0,0,0)
|
|
// 5 = (0,0,-1)
|
|
// 6 = (0,-1,0)
|
|
// 7 = (-1,0,0)
|
|
u8 dir_i = ((dir.X + 2 * dir.Y + 3 * dir.Z) & 7)*2;
|
|
|
|
// Get rotation for things like chests
|
|
u8 facedir = mn.getFaceDir(ndef);
|
|
assert(facedir <= 23);
|
|
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 , 0,3 , 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 , 0,1 , 0,0, 1,3 , 2,2 , 4,1 ,
|
|
|
|
0,0, 2,1 , 4,2 , 1,2 , 0,0, 0,0 , 5,0 , 3,3 , // rotate around z- 8 - 11
|
|
0,0, 4,1 , 3,2 , 1,3 , 0,0, 0,3 , 2,0 , 5,3 ,
|
|
0,0, 3,1 , 5,2 , 1,0 , 0,0, 0,2 , 4,0 , 2,3 ,
|
|
0,0, 5,1 , 2,2 , 1,1 , 0,0, 0,1 , 3,0 , 4,3 ,
|
|
|
|
0,0, 0,3 , 3,3 , 4,1 , 0,0, 5,3 , 2,3 , 1,3 , // rotate around x+ 12 - 15
|
|
0,0, 0,2 , 5,3 , 3,1 , 0,0, 2,3 , 4,3 , 1,0 ,
|
|
0,0, 0,1 , 2,3 , 5,1 , 0,0, 4,3 , 3,3 , 1,1 ,
|
|
0,0, 0,0 , 4,3 , 2,1 , 0,0, 3,3 , 5,3 , 1,2 ,
|
|
|
|
0,0, 1,1 , 2,1 , 4,3 , 0,0, 5,1 , 3,1 , 0,1 , // rotate around x- 16 - 19
|
|
0,0, 1,2 , 4,1 , 3,3 , 0,0, 2,1 , 5,1 , 0,0 ,
|
|
0,0, 1,3 , 3,1 , 5,3 , 0,0, 4,1 , 2,1 , 0,3 ,
|
|
0,0, 1,0 , 5,1 , 2,3 , 0,0, 3,1 , 4,1 , 0,2 ,
|
|
|
|
0,0, 3,2 , 1,2 , 4,2 , 0,0, 5,2 , 0,2 , 2,2 , // rotate around y- 20 - 23
|
|
0,0, 5,2 , 1,3 , 3,2 , 0,0, 2,2 , 0,1 , 4,2 ,
|
|
0,0, 2,2 , 1,0 , 5,2 , 0,0, 4,2 , 0,0 , 3,2 ,
|
|
0,0, 4,2 , 1,1 , 2,2 , 0,0, 3,2 , 0,3 , 5,2
|
|
|
|
};
|
|
u16 tile_index=facedir*16 + dir_i;
|
|
TileSpec spec = getNodeTileN(mn, p, dir_to_tile[tile_index], data);
|
|
spec.rotation=dir_to_tile[tile_index + 1];
|
|
spec.texture = data->m_gamedef->tsrc()->getTexture(spec.texture.id);
|
|
return spec;
|
|
}
|
|
|
|
static void getTileInfo(
|
|
// Input:
|
|
MeshMakeData *data,
|
|
v3s16 p,
|
|
v3s16 face_dir,
|
|
// Output:
|
|
bool &makes_face,
|
|
v3s16 &p_corrected,
|
|
v3s16 &face_dir_corrected,
|
|
u16 *lights,
|
|
TileSpec &tile,
|
|
u8 &light_source
|
|
)
|
|
{
|
|
VoxelManipulator &vmanip = data->m_vmanip;
|
|
INodeDefManager *ndef = data->m_gamedef->ndef();
|
|
v3s16 blockpos_nodes = data->m_blockpos * MAP_BLOCKSIZE;
|
|
|
|
MapNode n0 = vmanip.getNodeNoEx(blockpos_nodes + p);
|
|
MapNode n1 = vmanip.getNodeNoEx(blockpos_nodes + p + face_dir);
|
|
TileSpec tile0 = getNodeTile(n0, p, face_dir, data);
|
|
TileSpec tile1 = getNodeTile(n1, p + face_dir, -face_dir, data);
|
|
|
|
// This is hackish
|
|
bool equivalent = false;
|
|
u8 mf = face_contents(n0.getContent(), n1.getContent(),
|
|
&equivalent, ndef);
|
|
|
|
if(mf == 0)
|
|
{
|
|
makes_face = false;
|
|
return;
|
|
}
|
|
|
|
makes_face = true;
|
|
|
|
if(mf == 1)
|
|
{
|
|
tile = tile0;
|
|
p_corrected = p;
|
|
face_dir_corrected = face_dir;
|
|
light_source = ndef->get(n0).light_source;
|
|
}
|
|
else
|
|
{
|
|
tile = tile1;
|
|
p_corrected = p + face_dir;
|
|
face_dir_corrected = -face_dir;
|
|
light_source = ndef->get(n1).light_source;
|
|
}
|
|
|
|
// eg. water and glass
|
|
if(equivalent)
|
|
tile.material_flags |= MATERIAL_FLAG_BACKFACE_CULLING;
|
|
|
|
if(data->m_smooth_lighting == false)
|
|
{
|
|
lights[0] = lights[1] = lights[2] = lights[3] =
|
|
getFaceLight(n0, n1, face_dir, data);
|
|
}
|
|
else
|
|
{
|
|
v3s16 vertex_dirs[4];
|
|
getNodeVertexDirs(face_dir_corrected, vertex_dirs);
|
|
for(u16 i=0; i<4; i++)
|
|
{
|
|
lights[i] = getSmoothLight(
|
|
blockpos_nodes + p_corrected,
|
|
vertex_dirs[i], data);
|
|
}
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
/*
|
|
startpos:
|
|
translate_dir: unit vector with only one of x, y or z
|
|
face_dir: unit vector with only one of x, y or z
|
|
*/
|
|
static void updateFastFaceRow(
|
|
MeshMakeData *data,
|
|
v3s16 startpos,
|
|
v3s16 translate_dir,
|
|
v3f translate_dir_f,
|
|
v3s16 face_dir,
|
|
v3f face_dir_f,
|
|
std::vector<FastFace> &dest)
|
|
{
|
|
v3s16 p = startpos;
|
|
|
|
u16 continuous_tiles_count = 0;
|
|
|
|
bool makes_face = false;
|
|
v3s16 p_corrected;
|
|
v3s16 face_dir_corrected;
|
|
u16 lights[4] = {0,0,0,0};
|
|
TileSpec tile;
|
|
u8 light_source = 0;
|
|
getTileInfo(data, p, face_dir,
|
|
makes_face, p_corrected, face_dir_corrected,
|
|
lights, tile, light_source);
|
|
|
|
for(u16 j=0; j<MAP_BLOCKSIZE; j++)
|
|
{
|
|
// If tiling can be done, this is set to false in the next step
|
|
bool next_is_different = true;
|
|
|
|
v3s16 p_next;
|
|
|
|
bool next_makes_face = false;
|
|
v3s16 next_p_corrected;
|
|
v3s16 next_face_dir_corrected;
|
|
u16 next_lights[4] = {0,0,0,0};
|
|
TileSpec next_tile;
|
|
u8 next_light_source = 0;
|
|
|
|
// If at last position, there is nothing to compare to and
|
|
// the face must be drawn anyway
|
|
if(j != MAP_BLOCKSIZE - 1)
|
|
{
|
|
p_next = p + translate_dir;
|
|
|
|
getTileInfo(data, p_next, face_dir,
|
|
next_makes_face, next_p_corrected,
|
|
next_face_dir_corrected, next_lights,
|
|
next_tile, next_light_source);
|
|
|
|
if(next_makes_face == makes_face
|
|
&& next_p_corrected == p_corrected + translate_dir
|
|
&& next_face_dir_corrected == face_dir_corrected
|
|
&& next_lights[0] == lights[0]
|
|
&& next_lights[1] == lights[1]
|
|
&& next_lights[2] == lights[2]
|
|
&& next_lights[3] == lights[3]
|
|
&& next_tile == tile
|
|
&& tile.rotation == 0
|
|
&& next_light_source == light_source)
|
|
{
|
|
next_is_different = false;
|
|
}
|
|
else{
|
|
/*if(makes_face){
|
|
g_profiler->add("Meshgen: diff: next_makes_face != makes_face",
|
|
next_makes_face != makes_face ? 1 : 0);
|
|
g_profiler->add("Meshgen: diff: n_p_corr != p_corr + t_dir",
|
|
(next_p_corrected != p_corrected + translate_dir) ? 1 : 0);
|
|
g_profiler->add("Meshgen: diff: next_f_dir_corr != f_dir_corr",
|
|
next_face_dir_corrected != face_dir_corrected ? 1 : 0);
|
|
g_profiler->add("Meshgen: diff: next_lights[] != lights[]",
|
|
(next_lights[0] != lights[0] ||
|
|
next_lights[0] != lights[0] ||
|
|
next_lights[0] != lights[0] ||
|
|
next_lights[0] != lights[0]) ? 1 : 0);
|
|
g_profiler->add("Meshgen: diff: !(next_tile == tile)",
|
|
!(next_tile == tile) ? 1 : 0);
|
|
}*/
|
|
}
|
|
/*g_profiler->add("Meshgen: Total faces checked", 1);
|
|
if(makes_face)
|
|
g_profiler->add("Meshgen: Total makes_face checked", 1);*/
|
|
} else {
|
|
/*if(makes_face)
|
|
g_profiler->add("Meshgen: diff: last position", 1);*/
|
|
}
|
|
|
|
continuous_tiles_count++;
|
|
|
|
// 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, light_source,
|
|
dest);
|
|
|
|
g_profiler->avg("Meshgen: faces drawn by tiling", 0);
|
|
for(int i=1; i<continuous_tiles_count; i++){
|
|
g_profiler->avg("Meshgen: faces drawn by tiling", 1);
|
|
}
|
|
}
|
|
|
|
continuous_tiles_count = 0;
|
|
|
|
makes_face = next_makes_face;
|
|
p_corrected = next_p_corrected;
|
|
face_dir_corrected = next_face_dir_corrected;
|
|
lights[0] = next_lights[0];
|
|
lights[1] = next_lights[1];
|
|
lights[2] = next_lights[2];
|
|
lights[3] = next_lights[3];
|
|
tile = next_tile;
|
|
light_source = next_light_source;
|
|
}
|
|
|
|
p = p_next;
|
|
}
|
|
}
|
|
|
|
static void updateAllFastFaceRows(MeshMakeData *data,
|
|
std::vector<FastFace> &dest)
|
|
{
|
|
/*
|
|
Go through every y,z and get top(y+) faces in rows of x+
|
|
*/
|
|
for(s16 y=0; y<MAP_BLOCKSIZE; y++){
|
|
for(s16 z=0; z<MAP_BLOCKSIZE; z++){
|
|
updateFastFaceRow(data,
|
|
v3s16(0,y,z),
|
|
v3s16(1,0,0), //dir
|
|
v3f (1,0,0),
|
|
v3s16(0,1,0), //face dir
|
|
v3f (0,1,0),
|
|
dest);
|
|
}
|
|
}
|
|
|
|
/*
|
|
Go through every x,y and get right(x+) faces in rows of z+
|
|
*/
|
|
for(s16 x=0; x<MAP_BLOCKSIZE; x++){
|
|
for(s16 y=0; y<MAP_BLOCKSIZE; y++){
|
|
updateFastFaceRow(data,
|
|
v3s16(x,y,0),
|
|
v3s16(0,0,1), //dir
|
|
v3f (0,0,1),
|
|
v3s16(1,0,0), //face dir
|
|
v3f (1,0,0),
|
|
dest);
|
|
}
|
|
}
|
|
|
|
/*
|
|
Go through every y,z and get back(z+) faces in rows of x+
|
|
*/
|
|
for(s16 z=0; z<MAP_BLOCKSIZE; z++){
|
|
for(s16 y=0; y<MAP_BLOCKSIZE; y++){
|
|
updateFastFaceRow(data,
|
|
v3s16(0,y,z),
|
|
v3s16(1,0,0), //dir
|
|
v3f (1,0,0),
|
|
v3s16(0,0,1), //face dir
|
|
v3f (0,0,1),
|
|
dest);
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
MapBlockMesh
|
|
*/
|
|
|
|
MapBlockMesh::MapBlockMesh(MeshMakeData *data):
|
|
m_mesh(new scene::SMesh()),
|
|
m_gamedef(data->m_gamedef),
|
|
m_animation_force_timer(0), // force initial animation
|
|
m_last_crack(-1),
|
|
m_crack_materials(),
|
|
m_last_daynight_ratio((u32) -1),
|
|
m_daynight_diffs()
|
|
{
|
|
// 4-21ms for MAP_BLOCKSIZE=16 (NOTE: probably outdated)
|
|
// 24-155ms for MAP_BLOCKSIZE=32 (NOTE: probably outdated)
|
|
//TimeTaker timer1("MapBlockMesh()");
|
|
|
|
std::vector<FastFace> fastfaces_new;
|
|
|
|
/*
|
|
We are including the faces of the trailing edges of the block.
|
|
This means that when something changes, the caller must
|
|
also update the meshes of the blocks at the leading edges.
|
|
|
|
NOTE: This is the slowest part of this method.
|
|
*/
|
|
{
|
|
// 4-23ms for MAP_BLOCKSIZE=16 (NOTE: probably outdated)
|
|
//TimeTaker timer2("updateAllFastFaceRows()");
|
|
updateAllFastFaceRows(data, fastfaces_new);
|
|
}
|
|
// End of slow part
|
|
|
|
/*
|
|
Convert FastFaces to MeshCollector
|
|
*/
|
|
|
|
MeshCollector collector;
|
|
|
|
{
|
|
// avg 0ms (100ms spikes when loading textures the first time)
|
|
// (NOTE: probably outdated)
|
|
//TimeTaker timer2("MeshCollector building");
|
|
|
|
for(u32 i=0; i<fastfaces_new.size(); i++)
|
|
{
|
|
FastFace &f = fastfaces_new[i];
|
|
|
|
const u16 indices[] = {0,1,2,2,3,0};
|
|
const u16 indices_alternate[] = {0,1,3,2,3,1};
|
|
|
|
if(f.tile.texture.atlas == NULL)
|
|
continue;
|
|
|
|
const u16 *indices_p = indices;
|
|
|
|
/*
|
|
Revert triangles for nicer looking gradient if vertices
|
|
1 and 3 have same color or 0 and 2 have different color.
|
|
getRed() is the day color.
|
|
*/
|
|
if(f.vertices[0].Color.getRed() != f.vertices[2].Color.getRed()
|
|
|| f.vertices[1].Color.getRed() == f.vertices[3].Color.getRed())
|
|
indices_p = indices_alternate;
|
|
|
|
collector.append(f.tile, f.vertices, 4, indices_p, 6);
|
|
}
|
|
}
|
|
|
|
/*
|
|
Add special graphics:
|
|
- torches
|
|
- flowing water
|
|
- fences
|
|
- whatever
|
|
*/
|
|
|
|
mapblock_mesh_generate_special(data, collector);
|
|
|
|
|
|
/*
|
|
Convert MeshCollector to SMesh
|
|
Also store animation info
|
|
*/
|
|
bool enable_shaders = (g_settings->getS32("enable_shaders") > 0);
|
|
video::E_MATERIAL_TYPE shadermat1 = m_gamedef->getShaderSource()->
|
|
getShader("test_shader_1").material;
|
|
video::E_MATERIAL_TYPE shadermat2 = m_gamedef->getShaderSource()->
|
|
getShader("test_shader_2").material;
|
|
video::E_MATERIAL_TYPE shadermat3 = m_gamedef->getShaderSource()->
|
|
getShader("test_shader_3").material;
|
|
for(u32 i = 0; i < collector.prebuffers.size(); i++)
|
|
{
|
|
PreMeshBuffer &p = collector.prebuffers[i];
|
|
/*dstream<<"p.vertices.size()="<<p.vertices.size()
|
|
<<", p.indices.size()="<<p.indices.size()
|
|
<<std::endl;*/
|
|
|
|
// Generate animation data
|
|
// - Cracks
|
|
if(p.tile.material_flags & MATERIAL_FLAG_CRACK)
|
|
{
|
|
ITextureSource *tsrc = data->m_gamedef->tsrc();
|
|
std::string crack_basename = tsrc->getTextureName(p.tile.texture.id);
|
|
if(p.tile.material_flags & MATERIAL_FLAG_CRACK_OVERLAY)
|
|
crack_basename += "^[cracko";
|
|
else
|
|
crack_basename += "^[crack";
|
|
m_crack_materials.insert(std::make_pair(i, crack_basename));
|
|
}
|
|
// - Texture animation
|
|
if(p.tile.material_flags & MATERIAL_FLAG_ANIMATION_VERTICAL_FRAMES)
|
|
{
|
|
ITextureSource *tsrc = data->m_gamedef->tsrc();
|
|
// Add to MapBlockMesh in order to animate these tiles
|
|
m_animation_tiles[i] = p.tile;
|
|
m_animation_frames[i] = 0;
|
|
if(g_settings->getBool("desynchronize_mapblock_texture_animation")){
|
|
// Get starting position from noise
|
|
m_animation_frame_offsets[i] = 100000 * (2.0 + noise3d(
|
|
data->m_blockpos.X, data->m_blockpos.Y,
|
|
data->m_blockpos.Z, 0));
|
|
} else {
|
|
// Play all synchronized
|
|
m_animation_frame_offsets[i] = 0;
|
|
}
|
|
// Replace tile texture with the first animation frame
|
|
std::ostringstream os(std::ios::binary);
|
|
os<<tsrc->getTextureName(p.tile.texture.id);
|
|
os<<"^[verticalframe:"<<(int)p.tile.animation_frame_count<<":0";
|
|
p.tile.texture = tsrc->getTexture(os.str());
|
|
}
|
|
// - Classic lighting (shaders handle this by themselves)
|
|
if(!enable_shaders)
|
|
{
|
|
for(u32 j = 0; j < p.vertices.size(); j++)
|
|
{
|
|
video::SColor &vc = p.vertices[j].Color;
|
|
// Set initial real color and store for later updates
|
|
u8 day = vc.getRed();
|
|
u8 night = vc.getGreen();
|
|
finalColorBlend(vc, day, night, 1000);
|
|
if(day != night)
|
|
m_daynight_diffs[i][j] = std::make_pair(day, night);
|
|
// Brighten topside (no shaders)
|
|
if(p.vertices[j].Normal.Y > 0.5)
|
|
{
|
|
vc.setRed (srgb_linear_multiply(vc.getRed(), 1.3, 255.0));
|
|
vc.setGreen(srgb_linear_multiply(vc.getGreen(), 1.3, 255.0));
|
|
vc.setBlue (srgb_linear_multiply(vc.getBlue(), 1.3, 255.0));
|
|
}
|
|
}
|
|
}
|
|
|
|
// Create material
|
|
video::SMaterial material;
|
|
material.setFlag(video::EMF_LIGHTING, false);
|
|
material.setFlag(video::EMF_BACK_FACE_CULLING, true);
|
|
material.setFlag(video::EMF_BILINEAR_FILTER, false);
|
|
material.setFlag(video::EMF_FOG_ENABLE, true);
|
|
//material.setFlag(video::EMF_ANTI_ALIASING, video::EAAM_OFF);
|
|
//material.setFlag(video::EMF_ANTI_ALIASING, video::EAAM_SIMPLE);
|
|
material.MaterialType
|
|
= video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
|
|
material.setTexture(0, p.tile.texture.atlas);
|
|
if(enable_shaders)
|
|
p.tile.applyMaterialOptionsWithShaders(material, shadermat1, shadermat2, shadermat3);
|
|
else
|
|
p.tile.applyMaterialOptions(material);
|
|
|
|
// Create meshbuffer
|
|
|
|
// This is a "Standard MeshBuffer",
|
|
// it's a typedeffed CMeshBuffer<video::S3DVertex>
|
|
scene::SMeshBuffer *buf = new scene::SMeshBuffer();
|
|
// Set material
|
|
buf->Material = material;
|
|
// Add to mesh
|
|
m_mesh->addMeshBuffer(buf);
|
|
// Mesh grabbed it
|
|
buf->drop();
|
|
buf->append(&p.vertices[0], p.vertices.size(),
|
|
&p.indices[0], p.indices.size());
|
|
}
|
|
|
|
/*
|
|
Do some stuff to the mesh
|
|
*/
|
|
|
|
translateMesh(m_mesh, intToFloat(data->m_blockpos * MAP_BLOCKSIZE, BS));
|
|
m_mesh->recalculateBoundingBox(); // translateMesh already does this
|
|
|
|
if(m_mesh)
|
|
{
|
|
#if 0
|
|
// Usually 1-700 faces and 1-7 materials
|
|
std::cout<<"Updated MapBlock has "<<fastfaces_new.size()<<" faces "
|
|
<<"and uses "<<m_mesh->getMeshBufferCount()
|
|
<<" materials (meshbuffers)"<<std::endl;
|
|
#endif
|
|
|
|
// Use VBO for mesh (this just would set this for ever buffer)
|
|
// This will lead to infinite memory usage because or irrlicht.
|
|
//m_mesh->setHardwareMappingHint(scene::EHM_STATIC);
|
|
|
|
/*
|
|
NOTE: If that is enabled, some kind of a queue to the main
|
|
thread should be made which would call irrlicht to delete
|
|
the hardware buffer and then delete the mesh
|
|
*/
|
|
}
|
|
|
|
//std::cout<<"added "<<fastfaces.getSize()<<" faces."<<std::endl;
|
|
|
|
// Check if animation is required for this mesh
|
|
m_has_animation =
|
|
!m_crack_materials.empty() ||
|
|
!m_daynight_diffs.empty() ||
|
|
!m_animation_tiles.empty();
|
|
}
|
|
|
|
MapBlockMesh::~MapBlockMesh()
|
|
{
|
|
m_mesh->drop();
|
|
m_mesh = NULL;
|
|
}
|
|
|
|
bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_ratio)
|
|
{
|
|
if(!m_has_animation)
|
|
{
|
|
m_animation_force_timer = 100000;
|
|
return false;
|
|
}
|
|
|
|
m_animation_force_timer = myrand_range(5, 100);
|
|
|
|
// Cracks
|
|
if(crack != m_last_crack)
|
|
{
|
|
for(std::map<u32, std::string>::iterator
|
|
i = m_crack_materials.begin();
|
|
i != m_crack_materials.end(); i++)
|
|
{
|
|
scene::IMeshBuffer *buf = m_mesh->getMeshBuffer(i->first);
|
|
std::string basename = i->second;
|
|
|
|
// Create new texture name from original
|
|
ITextureSource *tsrc = m_gamedef->getTextureSource();
|
|
std::ostringstream os;
|
|
os<<basename<<crack;
|
|
AtlasPointer ap = tsrc->getTexture(os.str());
|
|
buf->getMaterial().setTexture(0, ap.atlas);
|
|
}
|
|
|
|
m_last_crack = crack;
|
|
}
|
|
|
|
// Texture animation
|
|
for(std::map<u32, TileSpec>::iterator
|
|
i = m_animation_tiles.begin();
|
|
i != m_animation_tiles.end(); i++)
|
|
{
|
|
const TileSpec &tile = i->second;
|
|
// Figure out current frame
|
|
int frameoffset = m_animation_frame_offsets[i->first];
|
|
int frame = (int)(time * 1000 / tile.animation_frame_length_ms
|
|
+ frameoffset) % tile.animation_frame_count;
|
|
// If frame doesn't change, skip
|
|
if(frame == m_animation_frames[i->first])
|
|
continue;
|
|
|
|
m_animation_frames[i->first] = frame;
|
|
|
|
scene::IMeshBuffer *buf = m_mesh->getMeshBuffer(i->first);
|
|
ITextureSource *tsrc = m_gamedef->getTextureSource();
|
|
|
|
// Create new texture name from original
|
|
std::ostringstream os(std::ios::binary);
|
|
os<<tsrc->getTextureName(tile.texture.id);
|
|
os<<"^[verticalframe:"<<(int)tile.animation_frame_count<<":"<<frame;
|
|
// Set the texture
|
|
AtlasPointer ap = tsrc->getTexture(os.str());
|
|
buf->getMaterial().setTexture(0, ap.atlas);
|
|
}
|
|
|
|
// Day-night transition
|
|
if(daynight_ratio != m_last_daynight_ratio)
|
|
{
|
|
for(std::map<u32, std::map<u32, std::pair<u8, u8> > >::iterator
|
|
i = m_daynight_diffs.begin();
|
|
i != m_daynight_diffs.end(); i++)
|
|
{
|
|
scene::IMeshBuffer *buf = m_mesh->getMeshBuffer(i->first);
|
|
video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices();
|
|
for(std::map<u32, std::pair<u8, u8 > >::iterator
|
|
j = i->second.begin();
|
|
j != i->second.end(); j++)
|
|
{
|
|
u32 vertexIndex = j->first;
|
|
u8 day = j->second.first;
|
|
u8 night = j->second.second;
|
|
finalColorBlend(vertices[vertexIndex].Color,
|
|
day, night, daynight_ratio);
|
|
// Brighten topside (no shaders)
|
|
if(vertices[vertexIndex].Normal.Y > 0.5)
|
|
{
|
|
video::SColor &vc = vertices[vertexIndex].Color;
|
|
vc.setRed (srgb_linear_multiply(vc.getRed(), 1.3, 255.0));
|
|
vc.setGreen(srgb_linear_multiply(vc.getGreen(), 1.3, 255.0));
|
|
vc.setBlue (srgb_linear_multiply(vc.getBlue(), 1.3, 255.0));
|
|
}
|
|
}
|
|
}
|
|
m_last_daynight_ratio = daynight_ratio;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
/*
|
|
MeshCollector
|
|
*/
|
|
|
|
void MeshCollector::append(const TileSpec &tile,
|
|
const video::S3DVertex *vertices, u32 numVertices,
|
|
const u16 *indices, u32 numIndices)
|
|
{
|
|
if(numIndices > 65535)
|
|
{
|
|
dstream<<"FIXME: MeshCollector::append() called with numIndices="<<numIndices<<" (limit 65535)"<<std::endl;
|
|
return;
|
|
}
|
|
|
|
PreMeshBuffer *p = NULL;
|
|
for(u32 i=0; i<prebuffers.size(); i++)
|
|
{
|
|
PreMeshBuffer &pp = prebuffers[i];
|
|
if(pp.tile != tile)
|
|
continue;
|
|
if(pp.indices.size() + numIndices > 65535)
|
|
continue;
|
|
|
|
p = &pp;
|
|
break;
|
|
}
|
|
|
|
if(p == NULL)
|
|
{
|
|
PreMeshBuffer pp;
|
|
pp.tile = tile;
|
|
prebuffers.push_back(pp);
|
|
p = &prebuffers[prebuffers.size()-1];
|
|
}
|
|
|
|
u32 vertex_count = p->vertices.size();
|
|
for(u32 i=0; i<numIndices; i++)
|
|
{
|
|
u32 j = indices[i] + vertex_count;
|
|
p->indices.push_back(j);
|
|
}
|
|
for(u32 i=0; i<numVertices; i++)
|
|
{
|
|
p->vertices.push_back(vertices[i]);
|
|
}
|
|
}
|