forked from Mirrorlandia_minetest/minetest
95409da87d
* Optimize updateFastFaceRow processing by removing some TileSpec copy It permit to decrease this function from 54% runtime to 45% and reduce copy from 14% runtime to 12.5% getTileInfo also reduced from 27% to 23% * makeFastFace should use a const ref too this trigger a const pointer need in the underlying function Also fix some code style and prevent calculating 4 times the same position at a point * Reduce a comparison cost for lights in updateFastFaceRow
277 lines
7.5 KiB
C++
277 lines
7.5 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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#ifndef MAPBLOCK_MESH_HEADER
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#define MAPBLOCK_MESH_HEADER
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#include "irrlichttypes_extrabloated.h"
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#include "client/tile.h"
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#include "voxel.h"
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#include "util/cpp11_container.h"
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#include <map>
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class Client;
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class IShaderSource;
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/*
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Mesh making stuff
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*/
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class MapBlock;
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struct MinimapMapblock;
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struct MeshMakeData
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{
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VoxelManipulator m_vmanip;
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v3s16 m_blockpos;
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v3s16 m_crack_pos_relative;
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bool m_smooth_lighting;
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bool m_show_hud;
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Client *m_client;
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bool m_use_shaders;
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bool m_use_tangent_vertices;
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MeshMakeData(Client *client, bool use_shaders,
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bool use_tangent_vertices = false);
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/*
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Copy block data manually (to allow optimizations by the caller)
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*/
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void fillBlockDataBegin(const v3s16 &blockpos);
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void fillBlockData(const v3s16 &block_offset, MapNode *data);
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/*
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Copy central data directly from block, and other data from
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parent of block.
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*/
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void fill(MapBlock *block);
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/*
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Set up with only a single node at (1,1,1)
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*/
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void fillSingleNode(MapNode *node);
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/*
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Set the (node) position of a crack
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*/
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void setCrack(int crack_level, v3s16 crack_pos);
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/*
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Enable or disable smooth lighting
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*/
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void setSmoothLighting(bool smooth_lighting);
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};
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/*
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Holds a mesh for a mapblock.
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Besides the SMesh*, this contains information used for animating
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the vertex positions, colors and texture coordinates of the mesh.
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For example:
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- cracks [implemented]
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- day/night transitions [implemented]
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- animated flowing liquids [not implemented]
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- animating vertex positions for e.g. axles [not implemented]
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*/
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class MapBlockMesh
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{
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public:
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// Builds the mesh given
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MapBlockMesh(MeshMakeData *data, v3s16 camera_offset);
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~MapBlockMesh();
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// Main animation function, parameters:
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// faraway: whether the block is far away from the camera (~50 nodes)
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// time: the global animation time, 0 .. 60 (repeats every minute)
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// daynight_ratio: 0 .. 1000
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// crack: -1 .. CRACK_ANIMATION_LENGTH-1 (-1 for off)
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// Returns true if anything has been changed.
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bool animate(bool faraway, float time, int crack, u32 daynight_ratio);
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scene::IMesh *getMesh()
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{
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return m_mesh[0];
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}
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scene::IMesh *getMesh(u8 layer)
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{
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return m_mesh[layer];
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}
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MinimapMapblock *moveMinimapMapblock()
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{
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MinimapMapblock *p = m_minimap_mapblock;
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m_minimap_mapblock = NULL;
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return p;
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}
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bool isAnimationForced() const
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{
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return m_animation_force_timer == 0;
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}
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void decreaseAnimationForceTimer()
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{
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if(m_animation_force_timer > 0)
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m_animation_force_timer--;
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}
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void updateCameraOffset(v3s16 camera_offset);
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private:
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scene::IMesh *m_mesh[MAX_TILE_LAYERS];
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MinimapMapblock *m_minimap_mapblock;
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Client *m_client;
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video::IVideoDriver *m_driver;
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ITextureSource *m_tsrc;
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IShaderSource *m_shdrsrc;
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bool m_enable_shaders;
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bool m_use_tangent_vertices;
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bool m_enable_vbo;
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// Must animate() be called before rendering?
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bool m_has_animation;
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int m_animation_force_timer;
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// Animation info: cracks
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// Last crack value passed to animate()
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int m_last_crack;
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// Maps mesh and mesh buffer (i.e. material) indices to base texture names
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std::map<std::pair<u8, u32>, std::string> m_crack_materials;
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// Animation info: texture animationi
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// Maps mesh and mesh buffer indices to TileSpecs
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// Keys are pairs of (mesh index, buffer index in the mesh)
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std::map<std::pair<u8, u32>, TileLayer> m_animation_tiles;
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std::map<std::pair<u8, u32>, int> m_animation_frames; // last animation frame
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std::map<std::pair<u8, u32>, int> m_animation_frame_offsets;
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// Animation info: day/night transitions
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// Last daynight_ratio value passed to animate()
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u32 m_last_daynight_ratio;
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// For each mesh and mesh buffer, stores pre-baked colors
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// of sunlit vertices
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// Keys are pairs of (mesh index, buffer index in the mesh)
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std::map<std::pair<u8, u32>, std::map<u32, video::SColor > > m_daynight_diffs;
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// Camera offset info -> do we have to translate the mesh?
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v3s16 m_camera_offset;
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};
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/*
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This is used because CMeshBuffer::append() is very slow
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*/
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struct PreMeshBuffer
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{
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TileLayer layer;
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std::vector<u16> indices;
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std::vector<video::S3DVertex> vertices;
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std::vector<video::S3DVertexTangents> tangent_vertices;
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};
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struct MeshCollector
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{
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std::vector<PreMeshBuffer> prebuffers[MAX_TILE_LAYERS];
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bool m_use_tangent_vertices;
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MeshCollector(bool use_tangent_vertices):
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m_use_tangent_vertices(use_tangent_vertices)
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{
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}
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void append(const TileSpec &material,
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const video::S3DVertex *vertices, u32 numVertices,
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const u16 *indices, u32 numIndices);
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void append(const TileLayer &material,
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const video::S3DVertex *vertices, u32 numVertices,
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const u16 *indices, u32 numIndices, u8 layernum);
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void append(const TileSpec &material,
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const video::S3DVertex *vertices, u32 numVertices,
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const u16 *indices, u32 numIndices, v3f pos,
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video::SColor c, u8 light_source);
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void append(const TileLayer &material,
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const video::S3DVertex *vertices, u32 numVertices,
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const u16 *indices, u32 numIndices, v3f pos,
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video::SColor c, u8 light_source, u8 layernum);
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/*!
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* Colorizes all vertices in the collector.
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*/
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void applyTileColors();
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};
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/*!
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* Encodes light of a node.
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* The result is not the final color, but a
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* half-baked vertex color.
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* You have to multiply the resulting color
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* with the node's color.
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*
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* \param light the first 8 bits are day light,
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* the last 8 bits are night light
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* \param emissive_light amount of light the surface emits,
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* from 0 to LIGHT_SUN.
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*/
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video::SColor encode_light(u16 light, u8 emissive_light);
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// Compute light at node
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u16 getInteriorLight(MapNode n, s32 increment, INodeDefManager *ndef);
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u16 getFaceLight(MapNode n, MapNode n2, v3s16 face_dir, INodeDefManager *ndef);
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u16 getSmoothLight(v3s16 p, v3s16 corner, MeshMakeData *data);
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/*!
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* Returns the sunlight's color from the current
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* day-night ratio.
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*/
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void get_sunlight_color(video::SColorf *sunlight, u32 daynight_ratio);
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/*!
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* Gives the final SColor shown on screen.
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*
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* \param result output color
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* \param light first 8 bits are day light, second 8 bits are
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* night light
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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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* Gives the final SColor shown on screen.
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*
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* \param result output color
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* \param data the half-baked vertex color
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* \param dayLight color of the sunlight
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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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// Retrieves the TileSpec of a face of a node
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// Adds MATERIAL_FLAG_CRACK if the node is cracked
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// TileSpec should be passed as reference due to the underlying TileFrame and its vector
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// TileFrame vector copy cost very much to client
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void getNodeTileN(MapNode mn, v3s16 p, u8 tileindex, MeshMakeData *data, TileSpec &tile);
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void getNodeTile(MapNode mn, v3s16 p, v3s16 dir, MeshMakeData *data, TileSpec &tile);
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#endif
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