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https://github.com/minetest/minetest.git
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parent
c2a9ac24ac
commit
35929d27e3
@ -44,6 +44,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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// Corresponding offsets are listed in g_27dirs
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#define FRAMED_NEIGHBOR_COUNT 18
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// Maps light index to corner direction
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static const v3s16 light_dirs[8] = {
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v3s16(-1, -1, -1),
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v3s16(-1, -1, 1),
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@ -55,8 +56,20 @@ static const v3s16 light_dirs[8] = {
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v3s16( 1, 1, 1),
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};
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// Maps cuboid face and vertex indices to the corresponding light index
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static const u8 light_indices[6][4] = {
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{3, 7, 6, 2},
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{0, 4, 5, 1},
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{6, 7, 5, 4},
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{3, 2, 0, 1},
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{7, 3, 1, 5},
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{2, 6, 4, 0},
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};
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// Standard index set to make a quad on 4 vertices
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static constexpr u16 quad_indices[] = {0, 1, 2, 2, 3, 0};
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static constexpr u16 quad_indices_02[] = {0, 1, 2, 2, 3, 0};
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static constexpr u16 quad_indices_13[] = {0, 1, 3, 3, 1, 2};
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static const auto &quad_indices = quad_indices_02;
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const std::string MapblockMeshGenerator::raillike_groupname = "connect_to_raillike";
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@ -140,82 +153,42 @@ void MapblockMeshGenerator::drawQuad(v3f *coords, const v3s16 &normal,
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collector->append(tile, vertices, 4, quad_indices, 6);
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}
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// Create a cuboid.
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// tiles - the tiles (materials) to use (for all 6 faces)
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// tilecount - number of entries in tiles, 1<=tilecount<=6
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// lights - vertex light levels. The order is the same as in light_dirs.
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// NULL may be passed if smooth lighting is disabled.
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// txc - texture coordinates - this is a list of texture coordinates
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// for the opposite corners of each face - therefore, there
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// should be (2+2)*6=24 values in the list. The order of
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// the faces in the list is up-down-right-left-back-front
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// (compatible with ContentFeatures).
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// mask - a bit mask that suppresses drawing of tiles.
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// tile i will not be drawn if mask & (1 << i) is 1
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void MapblockMeshGenerator::drawCuboid(const aabb3f &box,
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TileSpec *tiles, int tilecount, const LightInfo *lights, const f32 *txc, u8 mask)
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{
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assert(tilecount >= 1 && tilecount <= 6); // pre-condition
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static std::array<video::S3DVertex, 24> setupCuboidVertices(const aabb3f &box, const f32 *txc, TileSpec *tiles, int tilecount) {
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v3f min = box.MinEdge;
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v3f max = box.MaxEdge;
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video::SColor colors[6];
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if (!data->m_smooth_lighting) {
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for (int face = 0; face != 6; ++face) {
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colors[face] = encode_light(light, f->light_source);
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}
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if (!f->light_source) {
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applyFacesShading(colors[0], v3f(0, 1, 0));
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applyFacesShading(colors[1], v3f(0, -1, 0));
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applyFacesShading(colors[2], v3f(1, 0, 0));
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applyFacesShading(colors[3], v3f(-1, 0, 0));
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applyFacesShading(colors[4], v3f(0, 0, 1));
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applyFacesShading(colors[5], v3f(0, 0, -1));
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}
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}
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video::S3DVertex vertices[24] = {
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std::array<video::S3DVertex, 24> vertices = {{
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// top
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video::S3DVertex(min.X, max.Y, max.Z, 0, 1, 0, colors[0], txc[0], txc[1]),
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video::S3DVertex(max.X, max.Y, max.Z, 0, 1, 0, colors[0], txc[2], txc[1]),
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video::S3DVertex(max.X, max.Y, min.Z, 0, 1, 0, colors[0], txc[2], txc[3]),
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video::S3DVertex(min.X, max.Y, min.Z, 0, 1, 0, colors[0], txc[0], txc[3]),
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video::S3DVertex(min.X, max.Y, max.Z, 0, 1, 0, {}, txc[0], txc[1]),
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video::S3DVertex(max.X, max.Y, max.Z, 0, 1, 0, {}, txc[2], txc[1]),
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video::S3DVertex(max.X, max.Y, min.Z, 0, 1, 0, {}, txc[2], txc[3]),
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video::S3DVertex(min.X, max.Y, min.Z, 0, 1, 0, {}, txc[0], txc[3]),
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// bottom
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video::S3DVertex(min.X, min.Y, min.Z, 0, -1, 0, colors[1], txc[4], txc[5]),
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video::S3DVertex(max.X, min.Y, min.Z, 0, -1, 0, colors[1], txc[6], txc[5]),
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video::S3DVertex(max.X, min.Y, max.Z, 0, -1, 0, colors[1], txc[6], txc[7]),
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video::S3DVertex(min.X, min.Y, max.Z, 0, -1, 0, colors[1], txc[4], txc[7]),
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video::S3DVertex(min.X, min.Y, min.Z, 0, -1, 0, {}, txc[4], txc[5]),
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video::S3DVertex(max.X, min.Y, min.Z, 0, -1, 0, {}, txc[6], txc[5]),
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video::S3DVertex(max.X, min.Y, max.Z, 0, -1, 0, {}, txc[6], txc[7]),
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video::S3DVertex(min.X, min.Y, max.Z, 0, -1, 0, {}, txc[4], txc[7]),
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// right
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video::S3DVertex(max.X, max.Y, min.Z, 1, 0, 0, colors[2], txc[ 8], txc[9]),
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video::S3DVertex(max.X, max.Y, max.Z, 1, 0, 0, colors[2], txc[10], txc[9]),
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video::S3DVertex(max.X, min.Y, max.Z, 1, 0, 0, colors[2], txc[10], txc[11]),
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video::S3DVertex(max.X, min.Y, min.Z, 1, 0, 0, colors[2], txc[ 8], txc[11]),
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video::S3DVertex(max.X, max.Y, min.Z, 1, 0, 0, {}, txc[ 8], txc[9]),
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video::S3DVertex(max.X, max.Y, max.Z, 1, 0, 0, {}, txc[10], txc[9]),
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video::S3DVertex(max.X, min.Y, max.Z, 1, 0, 0, {}, txc[10], txc[11]),
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video::S3DVertex(max.X, min.Y, min.Z, 1, 0, 0, {}, txc[ 8], txc[11]),
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// left
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video::S3DVertex(min.X, max.Y, max.Z, -1, 0, 0, colors[3], txc[12], txc[13]),
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video::S3DVertex(min.X, max.Y, min.Z, -1, 0, 0, colors[3], txc[14], txc[13]),
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video::S3DVertex(min.X, min.Y, min.Z, -1, 0, 0, colors[3], txc[14], txc[15]),
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video::S3DVertex(min.X, min.Y, max.Z, -1, 0, 0, colors[3], txc[12], txc[15]),
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video::S3DVertex(min.X, max.Y, max.Z, -1, 0, 0, {}, txc[12], txc[13]),
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video::S3DVertex(min.X, max.Y, min.Z, -1, 0, 0, {}, txc[14], txc[13]),
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video::S3DVertex(min.X, min.Y, min.Z, -1, 0, 0, {}, txc[14], txc[15]),
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video::S3DVertex(min.X, min.Y, max.Z, -1, 0, 0, {}, txc[12], txc[15]),
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// back
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video::S3DVertex(max.X, max.Y, max.Z, 0, 0, 1, colors[4], txc[16], txc[17]),
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video::S3DVertex(min.X, max.Y, max.Z, 0, 0, 1, colors[4], txc[18], txc[17]),
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video::S3DVertex(min.X, min.Y, max.Z, 0, 0, 1, colors[4], txc[18], txc[19]),
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video::S3DVertex(max.X, min.Y, max.Z, 0, 0, 1, colors[4], txc[16], txc[19]),
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video::S3DVertex(max.X, max.Y, max.Z, 0, 0, 1, {}, txc[16], txc[17]),
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video::S3DVertex(min.X, max.Y, max.Z, 0, 0, 1, {}, txc[18], txc[17]),
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video::S3DVertex(min.X, min.Y, max.Z, 0, 0, 1, {}, txc[18], txc[19]),
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video::S3DVertex(max.X, min.Y, max.Z, 0, 0, 1, {}, txc[16], txc[19]),
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// front
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video::S3DVertex(min.X, max.Y, min.Z, 0, 0, -1, colors[5], txc[20], txc[21]),
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video::S3DVertex(max.X, max.Y, min.Z, 0, 0, -1, colors[5], txc[22], txc[21]),
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video::S3DVertex(max.X, min.Y, min.Z, 0, 0, -1, colors[5], txc[22], txc[23]),
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video::S3DVertex(min.X, min.Y, min.Z, 0, 0, -1, colors[5], txc[20], txc[23]),
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};
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static const u8 light_indices[24] = {
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3, 7, 6, 2,
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0, 4, 5, 1,
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6, 7, 5, 4,
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3, 2, 0, 1,
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7, 3, 1, 5,
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2, 6, 4, 0
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};
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video::S3DVertex(min.X, max.Y, min.Z, 0, 0, -1, {}, txc[20], txc[21]),
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video::S3DVertex(max.X, max.Y, min.Z, 0, 0, -1, {}, txc[22], txc[21]),
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video::S3DVertex(max.X, min.Y, min.Z, 0, 0, -1, {}, txc[22], txc[23]),
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video::S3DVertex(min.X, min.Y, min.Z, 0, 0, -1, {}, txc[20], txc[23]),
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}};
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for (int face = 0; face < 6; face++) {
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int tileindex = MYMIN(face, tilecount - 1);
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@ -263,23 +236,42 @@ void MapblockMeshGenerator::drawCuboid(const aabb3f &box,
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}
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}
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if (data->m_smooth_lighting) {
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for (int j = 0; j < 24; ++j) {
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video::S3DVertex &vertex = vertices[j];
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vertex.Color = encode_light(
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lights[light_indices[j]].getPair(MYMAX(0.0f, vertex.Normal.Y)),
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f->light_source);
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if (!f->light_source)
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applyFacesShading(vertex.Color, vertex.Normal);
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}
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}
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return vertices;
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}
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enum class QuadDiagonal {
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Diag02,
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Diag13,
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};
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// Create a cuboid with custom lighting.
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// tiles - the tiles (materials) to use (for all 6 faces)
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// tilecount - number of entries in tiles, 1<=tilecount<=6
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// txc - texture coordinates - this is a list of texture coordinates
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// for the opposite corners of each face - therefore, there
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// should be (2+2)*6=24 values in the list. The order of
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// the faces in the list is up-down-right-left-back-front
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// (compatible with ContentFeatures).
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// mask - a bit mask that suppresses drawing of tiles.
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// tile i will not be drawn if mask & (1 << i) is 1
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// face_lighter(int face, video::S3DVertex vertices[4]) -> QuadDiagonal -
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// a callback that will be called for each face drawn to setup vertex colors,
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// and to choose diagonal to split the quad at.
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template <typename Fn>
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void MapblockMeshGenerator::drawCuboid(const aabb3f &box,
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TileSpec *tiles, int tilecount, const f32 *txc, u8 mask, Fn &&face_lighter)
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{
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assert(tilecount >= 1 && tilecount <= 6); // pre-condition
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auto vertices = setupCuboidVertices(box, txc, tiles, tilecount);
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// Add to mesh collector
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for (int k = 0; k < 6; ++k) {
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if (mask & (1 << k))
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continue;
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QuadDiagonal diagonal = face_lighter(k, &vertices[4 * k]);
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const u16 *indices = diagonal == QuadDiagonal::Diag13 ? quad_indices_13 : quad_indices_02;
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int tileindex = MYMIN(k, tilecount - 1);
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collector->append(tiles[tileindex], vertices + 4 * k, 4, quad_indices, 6);
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collector->append(tiles[tileindex], &vertices[4 * k], 4, indices, 6);
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}
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}
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@ -366,6 +358,11 @@ void MapblockMeshGenerator::generateCuboidTextureCoords(const aabb3f &box, f32 *
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coords[i] = txc[i];
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}
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static inline int lightDiff(LightPair a, LightPair b)
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{
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return abs(a.lightDay - b.lightDay) + abs(a.lightNight - b.lightNight);
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}
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void MapblockMeshGenerator::drawAutoLightedCuboid(aabb3f box, const f32 *txc,
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TileSpec *tiles, int tile_count, u8 mask)
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{
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@ -404,9 +401,124 @@ void MapblockMeshGenerator::drawAutoLightedCuboid(aabb3f box, const f32 *txc,
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d.Z = (j & 1) ? dz2 : dz1;
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lights[j] = blendLight(d);
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}
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drawCuboid(box, tiles, tile_count, lights, txc, mask);
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drawCuboid(box, tiles, tile_count, txc, mask, [&] (int face, video::S3DVertex vertices[4]) {
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LightPair final_lights[4];
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for (int j = 0; j < 4; j++) {
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video::S3DVertex &vertex = vertices[j];
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final_lights[j] = lights[light_indices[face][j]].getPair(MYMAX(0.0f, vertex.Normal.Y));
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vertex.Color = encode_light(final_lights[j], f->light_source);
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if (!f->light_source)
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applyFacesShading(vertex.Color, vertex.Normal);
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}
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if (lightDiff(final_lights[1], final_lights[3]) < lightDiff(final_lights[0], final_lights[2]))
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return QuadDiagonal::Diag13;
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return QuadDiagonal::Diag02;
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});
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} else {
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drawCuboid(box, tiles, tile_count, nullptr, txc, mask);
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drawCuboid(box, tiles, tile_count, txc, mask, [&] (int face, video::S3DVertex vertices[4]) {
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video::SColor color = encode_light(light, f->light_source);
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if (!f->light_source)
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applyFacesShading(color, vertices[0].Normal);
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for (int j = 0; j < 4; j++) {
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video::S3DVertex &vertex = vertices[j];
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vertex.Color = color;
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}
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return QuadDiagonal::Diag02;
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});
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}
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}
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void MapblockMeshGenerator::drawSolidNode()
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{
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u8 faces = 0; // k-th bit will be set if k-th face is to be drawn.
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static const v3s16 tile_dirs[6] = {
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v3s16(0, 1, 0),
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v3s16(0, -1, 0),
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v3s16(1, 0, 0),
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v3s16(-1, 0, 0),
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v3s16(0, 0, 1),
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v3s16(0, 0, -1)
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};
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TileSpec tiles[6];
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u16 lights[6];
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content_t n1 = n.getContent();
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for (int face = 0; face < 6; face++) {
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v3s16 p2 = blockpos_nodes + p + tile_dirs[face];
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MapNode neighbor = data->m_vmanip.getNodeNoEx(p2);
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content_t n2 = neighbor.getContent();
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bool backface_culling = f->drawtype == NDT_NORMAL;
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if (n2 == n1)
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continue;
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if (n2 == CONTENT_IGNORE)
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continue;
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if (n2 != CONTENT_AIR) {
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const ContentFeatures &f2 = nodedef->get(n2);
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if (f2.solidness == 2)
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continue;
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if (f->drawtype == NDT_LIQUID) {
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if (n2 == nodedef->getId(f->liquid_alternative_flowing))
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continue;
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if (n2 == nodedef->getId(f->liquid_alternative_source))
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continue;
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backface_culling = f2.solidness >= 1;
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}
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}
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faces |= 1 << face;
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getTile(tile_dirs[face], &tiles[face]);
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for (auto &layer : tiles[face].layers) {
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if (backface_culling)
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layer.material_flags |= MATERIAL_FLAG_BACKFACE_CULLING;
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else
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layer.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING;
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layer.material_flags |= MATERIAL_FLAG_TILEABLE_HORIZONTAL;
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layer.material_flags |= MATERIAL_FLAG_TILEABLE_VERTICAL;
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}
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if (!data->m_smooth_lighting) {
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lights[face] = getFaceLight(n, neighbor, nodedef);
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}
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}
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if (!faces)
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return;
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u8 mask = faces ^ 0b0011'1111; // k-th bit is set if k-th face is to be *omitted*, as expected by cuboid drawing functions.
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origin = intToFloat(p, BS);
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auto box = aabb3f(v3f(-0.5 * BS), v3f(0.5 * BS));
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f32 texture_coord_buf[24];
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box.MinEdge += origin;
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box.MaxEdge += origin;
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generateCuboidTextureCoords(box, texture_coord_buf);
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if (data->m_smooth_lighting) {
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LightPair lights[6][4];
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for (int face = 0; face < 6; ++face) {
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for (int k = 0; k < 4; k++) {
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v3s16 corner = light_dirs[light_indices[face][k]];
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lights[face][k] = LightPair(getSmoothLightSolid(blockpos_nodes + p, tile_dirs[face], corner, data));
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}
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}
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drawCuboid(box, tiles, 6, texture_coord_buf, mask, [&] (int face, video::S3DVertex vertices[4]) {
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auto final_lights = lights[face];
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for (int j = 0; j < 4; j++) {
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video::S3DVertex &vertex = vertices[j];
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vertex.Color = encode_light(final_lights[j], f->light_source);
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if (!f->light_source)
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applyFacesShading(vertex.Color, vertex.Normal);
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}
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if (lightDiff(final_lights[1], final_lights[3]) < lightDiff(final_lights[0], final_lights[2]))
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return QuadDiagonal::Diag13;
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return QuadDiagonal::Diag02;
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});
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} else {
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drawCuboid(box, tiles, 6, texture_coord_buf, mask, [&] (int face, video::S3DVertex vertices[4]) {
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video::SColor color = encode_light(lights[face], f->light_source);
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if (!f->light_source)
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applyFacesShading(color, vertices[0].Normal);
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for (int j = 0; j < 4; j++) {
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video::S3DVertex &vertex = vertices[j];
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vertex.Color = color;
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}
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return QuadDiagonal::Diag02;
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});
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}
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}
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@ -1124,6 +1236,7 @@ void MapblockMeshGenerator::drawPlantlikeNode()
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void MapblockMeshGenerator::drawPlantlikeRootedNode()
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{
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drawSolidNode();
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useTile(0, MATERIAL_FLAG_CRACK_OVERLAY, 0, true);
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origin += v3f(0.0, BS, 0.0);
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p.Y++;
|
||||
@ -1581,11 +1694,12 @@ void MapblockMeshGenerator::errorUnknownDrawtype()
|
||||
|
||||
void MapblockMeshGenerator::drawNode()
|
||||
{
|
||||
// skip some drawtypes early
|
||||
switch (f->drawtype) {
|
||||
case NDT_NORMAL: // Drawn by MapBlockMesh
|
||||
case NDT_AIRLIKE: // Not drawn at all
|
||||
case NDT_LIQUID: // Drawn by MapBlockMesh
|
||||
return;
|
||||
case NDT_LIQUID:
|
||||
case NDT_NORMAL: // solid nodes don’t need the usual setup
|
||||
drawSolidNode();
|
||||
return;
|
||||
default:
|
||||
break;
|
||||
|
@ -99,11 +99,10 @@ public:
|
||||
float vertical_tiling = 1.0);
|
||||
|
||||
// cuboid drawing!
|
||||
void drawCuboid(const aabb3f &box, TileSpec *tiles, int tilecount,
|
||||
const LightInfo *lights , const f32 *txc, u8 mask = 0);
|
||||
template <typename Fn>
|
||||
void drawCuboid(const aabb3f &box, TileSpec *tiles, int tilecount, const f32 *txc, u8 mask, Fn &&face_lighter);
|
||||
void generateCuboidTextureCoords(aabb3f const &box, f32 *coords);
|
||||
void drawAutoLightedCuboid(aabb3f box, const f32 *txc = NULL,
|
||||
TileSpec *tiles = NULL, int tile_count = 0, u8 mask = 0);
|
||||
void drawAutoLightedCuboid(aabb3f box, f32 const *txc = nullptr, TileSpec *tiles = nullptr, int tile_count = 0, u8 mask = 0);
|
||||
u8 getNodeBoxMask(aabb3f box, u8 solid_neighbors, u8 sametype_neighbors) const;
|
||||
|
||||
// liquid-specific
|
||||
@ -154,6 +153,7 @@ public:
|
||||
float offset_h, float offset_v = 0.0);
|
||||
|
||||
// drawtypes
|
||||
void drawSolidNode();
|
||||
void drawLiquidNode();
|
||||
void drawGlasslikeNode();
|
||||
void drawGlasslikeFramedNode();
|
||||
|
@ -106,8 +106,7 @@ u16 getInteriorLight(MapNode n, s32 increment, const NodeDefManager *ndef)
|
||||
Calculate non-smooth lighting at face of node.
|
||||
Single light bank.
|
||||
*/
|
||||
static u8 getFaceLight(enum LightBank bank, MapNode n, MapNode n2,
|
||||
v3s16 face_dir, const NodeDefManager *ndef)
|
||||
static u8 getFaceLight(enum LightBank bank, MapNode n, MapNode n2, const NodeDefManager *ndef)
|
||||
{
|
||||
ContentLightingFlags f1 = ndef->getLightingFlags(n);
|
||||
ContentLightingFlags f2 = ndef->getLightingFlags(n2);
|
||||
@ -132,11 +131,10 @@ static u8 getFaceLight(enum LightBank bank, MapNode n, MapNode n2,
|
||||
Calculate non-smooth lighting at face of node.
|
||||
Both light banks.
|
||||
*/
|
||||
u16 getFaceLight(MapNode n, MapNode n2, const v3s16 &face_dir,
|
||||
const NodeDefManager *ndef)
|
||||
u16 getFaceLight(MapNode n, MapNode n2, const NodeDefManager *ndef)
|
||||
{
|
||||
u16 day = getFaceLight(LIGHTBANK_DAY, n, n2, face_dir, ndef);
|
||||
u16 night = getFaceLight(LIGHTBANK_NIGHT, n, n2, face_dir, ndef);
|
||||
u16 day = getFaceLight(LIGHTBANK_DAY, n, n2, ndef);
|
||||
u16 night = getFaceLight(LIGHTBANK_NIGHT, n, n2, ndef);
|
||||
return day | (night << 8);
|
||||
}
|
||||
|
||||
@ -355,316 +353,6 @@ static const v3s16 vertex_dirs_table[] = {
|
||||
v3s16(-1, 1, 1), v3s16(-1, 1,-1)
|
||||
};
|
||||
|
||||
/*
|
||||
vertex_dirs: v3s16[4]
|
||||
*/
|
||||
static void getNodeVertexDirs(const v3s16 &dir, v3s16 *vertex_dirs)
|
||||
{
|
||||
/*
|
||||
If looked from outside the node towards the face, the corners are:
|
||||
0: bottom-right
|
||||
1: bottom-left
|
||||
2: top-left
|
||||
3: top-right
|
||||
*/
|
||||
|
||||
// Direction must be (1,0,0), (-1,0,0), (0,1,0), (0,-1,0),
|
||||
// (0,0,1), (0,0,-1)
|
||||
assert(dir.X * dir.X + dir.Y * dir.Y + dir.Z * dir.Z == 1);
|
||||
|
||||
// Convert direction to single integer for table lookup
|
||||
u8 idx = (dir.X + 2 * dir.Y + 3 * dir.Z) & 7;
|
||||
idx = (idx - 1) * 4;
|
||||
|
||||
#if defined(__GNUC__) && !defined(__clang__)
|
||||
#pragma GCC diagnostic push
|
||||
#if __GNUC__ > 7
|
||||
#pragma GCC diagnostic ignored "-Wclass-memaccess"
|
||||
#endif
|
||||
#endif
|
||||
memcpy(vertex_dirs, &vertex_dirs_table[idx], 4 * sizeof(v3s16));
|
||||
#if defined(__GNUC__) && !defined(__clang__)
|
||||
#pragma GCC diagnostic pop
|
||||
#endif
|
||||
}
|
||||
|
||||
static void getNodeTextureCoords(v3f base, const v3f &scale, const v3s16 &dir, float *u, float *v)
|
||||
{
|
||||
if (dir.X > 0 || dir.Y != 0 || dir.Z < 0)
|
||||
base -= scale;
|
||||
if (dir == v3s16(0,0,1)) {
|
||||
*u = -base.X;
|
||||
*v = -base.Y;
|
||||
} else if (dir == v3s16(0,0,-1)) {
|
||||
*u = base.X + 1;
|
||||
*v = -base.Y - 1;
|
||||
} else if (dir == v3s16(1,0,0)) {
|
||||
*u = base.Z + 1;
|
||||
*v = -base.Y - 1;
|
||||
} else if (dir == v3s16(-1,0,0)) {
|
||||
*u = -base.Z;
|
||||
*v = -base.Y;
|
||||
} else if (dir == v3s16(0,1,0)) {
|
||||
*u = base.X + 1;
|
||||
*v = -base.Z - 1;
|
||||
} else if (dir == v3s16(0,-1,0)) {
|
||||
*u = base.X + 1;
|
||||
*v = base.Z + 1;
|
||||
}
|
||||
}
|
||||
|
||||
struct FastFace
|
||||
{
|
||||
TileSpec tile;
|
||||
video::S3DVertex vertices[4]; // Precalculated vertices
|
||||
/*!
|
||||
* The face is divided into two triangles. If this is true,
|
||||
* vertices 0 and 2 are connected, othervise vertices 1 and 3
|
||||
* are connected.
|
||||
*/
|
||||
bool vertex_0_2_connected;
|
||||
};
|
||||
|
||||
static void makeFastFace(const TileSpec &tile, u16 li0, u16 li1, u16 li2, u16 li3,
|
||||
const v3f &tp, const v3f &p, const v3s16 &dir, const v3f &scale, std::vector<FastFace> &dest)
|
||||
{
|
||||
// Position is at the center of the cube.
|
||||
v3f pos = p * BS;
|
||||
|
||||
float x0 = 0.0f;
|
||||
float y0 = 0.0f;
|
||||
float w = 1.0f;
|
||||
float h = 1.0f;
|
||||
|
||||
v3f vertex_pos[4];
|
||||
v3s16 vertex_dirs[4];
|
||||
getNodeVertexDirs(dir, vertex_dirs);
|
||||
if (tile.world_aligned)
|
||||
getNodeTextureCoords(tp, scale, dir, &x0, &y0);
|
||||
|
||||
v3s16 t;
|
||||
u16 t1;
|
||||
switch (tile.rotation) {
|
||||
case 0:
|
||||
break;
|
||||
case 1: //R90
|
||||
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;
|
||||
break;
|
||||
case 2: //R180
|
||||
t = vertex_dirs[0];
|
||||
vertex_dirs[0] = vertex_dirs[2];
|
||||
vertex_dirs[2] = t;
|
||||
t = vertex_dirs[1];
|
||||
vertex_dirs[1] = vertex_dirs[3];
|
||||
vertex_dirs[3] = t;
|
||||
t1 = li0;
|
||||
li0 = li2;
|
||||
li2 = t1;
|
||||
t1 = li1;
|
||||
li1 = li3;
|
||||
li3 = t1;
|
||||
break;
|
||||
case 3: //R270
|
||||
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;
|
||||
break;
|
||||
case 4: //FXR90
|
||||
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;
|
||||
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) };
|
||||
|
||||
// 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.tile = tile;
|
||||
}
|
||||
|
||||
/*
|
||||
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,
|
||||
const NodeDefManager *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.sameLiquidRender(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.isLiquidRender())
|
||||
return 1;
|
||||
if (f2.isLiquidRender())
|
||||
return 2;
|
||||
}
|
||||
|
||||
if (c1 > c2)
|
||||
return 1;
|
||||
|
||||
return 2;
|
||||
}
|
||||
|
||||
/*
|
||||
Gets nth node tile (0 <= n <= 5).
|
||||
*/
|
||||
@ -749,232 +437,6 @@ void getNodeTile(MapNode mn, const v3s16 &p, const v3s16 &dir, MeshMakeData *dat
|
||||
tile.rotation = tile.world_aligned ? 0 : 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,
|
||||
u8 &waving,
|
||||
TileSpec &tile
|
||||
)
|
||||
{
|
||||
VoxelManipulator &vmanip = data->m_vmanip;
|
||||
const NodeDefManager *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);
|
||||
waving = f.waving;
|
||||
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] = getSmoothLightSolid(light_p, face_dir_corrected, 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)
|
||||
{
|
||||
static thread_local const bool waving_liquids =
|
||||
g_settings->getBool("enable_shaders") &&
|
||||
g_settings->getBool("enable_waving_water");
|
||||
|
||||
static thread_local const bool force_not_tiling =
|
||||
g_settings->getBool("enable_dynamic_shadows");
|
||||
|
||||
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};
|
||||
u8 waving = 0;
|
||||
TileSpec tile;
|
||||
|
||||
// Get info of first tile
|
||||
getTileInfo(data, p, face_dir,
|
||||
makes_face, p_corrected, face_dir_corrected,
|
||||
lights, waving, tile);
|
||||
|
||||
// Unroll this variable which has a significant build cost
|
||||
TileSpec next_tile;
|
||||
for (u16 j = 0; j < data->side_length; j++) {
|
||||
// If tiling can be done, this is set to false in the next step
|
||||
bool next_is_different = true;
|
||||
|
||||
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 != data->side_length - 1) {
|
||||
p += translate_dir;
|
||||
|
||||
getTileInfo(data, p, face_dir,
|
||||
next_makes_face, next_p_corrected,
|
||||
next_face_dir_corrected, next_lights,
|
||||
waving,
|
||||
next_tile);
|
||||
|
||||
if (!force_not_tiling
|
||||
&& next_makes_face == makes_face
|
||||
&& next_p_corrected == p_corrected + translate_dir
|
||||
&& next_face_dir_corrected == face_dir_corrected
|
||||
&& memcmp(next_lights, lights, sizeof(lights)) == 0
|
||||
// Don't apply fast faces to waving water.
|
||||
&& (waving != 3 || !waving_liquids)
|
||||
&& 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],
|
||||
pf, sp, face_dir_corrected, scale, dest);
|
||||
g_profiler->avg("Meshgen: Tiles per face [#]", continuous_tiles_count);
|
||||
}
|
||||
|
||||
continuous_tiles_count = 1;
|
||||
}
|
||||
|
||||
makes_face = next_makes_face;
|
||||
p_corrected = next_p_corrected;
|
||||
face_dir_corrected = next_face_dir_corrected;
|
||||
memcpy(lights, next_lights, sizeof(lights));
|
||||
if (next_is_different)
|
||||
tile = std::move(next_tile); // faster than copy
|
||||
}
|
||||
}
|
||||
|
||||
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 < data->side_length; y++)
|
||||
for (s16 z = 0; z < data->side_length; 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 < data->side_length; x++)
|
||||
for (s16 y = 0; y < data->side_length; 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 < data->side_length; z++)
|
||||
for (s16 y = 0; y < data->side_length; y++)
|
||||
updateFastFaceRow(data,
|
||||
v3s16(0, y, z),
|
||||
v3s16(1, 0, 0), //dir
|
||||
v3f (1, 0, 0),
|
||||
v3s16(0, 0, 1), //face dir
|
||||
dest);
|
||||
}
|
||||
|
||||
static void applyTileColor(PreMeshBuffer &pmb)
|
||||
{
|
||||
video::SColor tc = pmb.layer.color;
|
||||
@ -1198,48 +660,8 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
|
||||
}
|
||||
}
|
||||
|
||||
// 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
|
||||
*/
|
||||
|
||||
v3f offset = intToFloat((data->m_blockpos - data->m_mesh_grid.getMeshPos(data->m_blockpos)) * MAP_BLOCKSIZE, BS);
|
||||
MeshCollector collector(m_bounding_sphere_center, offset);
|
||||
|
||||
{
|
||||
// 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};
|
||||
const u16 *indices_p =
|
||||
f.vertex_0_2_connected ? indices : indices_alternate;
|
||||
collector.append(f.tile, f.vertices, 4, indices_p, 6);
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
Add special graphics:
|
||||
- torches
|
||||
|
@ -299,8 +299,7 @@ video::SColor encode_light(u16 light, u8 emissive_light);
|
||||
|
||||
// Compute light at node
|
||||
u16 getInteriorLight(MapNode n, s32 increment, const NodeDefManager *ndef);
|
||||
u16 getFaceLight(MapNode n, MapNode n2, const v3s16 &face_dir,
|
||||
const NodeDefManager *ndef);
|
||||
u16 getFaceLight(MapNode n, MapNode n2, const NodeDefManager *ndef);
|
||||
u16 getSmoothLightSolid(const v3s16 &p, const v3s16 &face_dir, const v3s16 &corner, MeshMakeData *data);
|
||||
u16 getSmoothLightTransparent(const v3s16 &p, const v3s16 &corner, MeshMakeData *data);
|
||||
|
||||
|
@ -254,12 +254,6 @@ struct TileLayer
|
||||
}
|
||||
}
|
||||
|
||||
bool isTileable() const
|
||||
{
|
||||
return (material_flags & MATERIAL_FLAG_TILEABLE_HORIZONTAL)
|
||||
&& (material_flags & MATERIAL_FLAG_TILEABLE_VERTICAL);
|
||||
}
|
||||
|
||||
bool isTransparent() const
|
||||
{
|
||||
switch (material_type) {
|
||||
@ -312,22 +306,6 @@ struct TileSpec
|
||||
{
|
||||
TileSpec() = default;
|
||||
|
||||
/*!
|
||||
* Returns true if this tile can be merged with the other tile.
|
||||
*/
|
||||
bool isTileable(const TileSpec &other) const {
|
||||
for (int layer = 0; layer < MAX_TILE_LAYERS; layer++) {
|
||||
if (layers[layer] != other.layers[layer])
|
||||
return false;
|
||||
// Only non-transparent tiles can be merged into fast faces
|
||||
if (layers[layer].isTransparent() || !layers[layer].isTileable())
|
||||
return false;
|
||||
}
|
||||
return rotation == 0
|
||||
&& rotation == other.rotation
|
||||
&& emissive_light == other.emissive_light;
|
||||
}
|
||||
|
||||
//! If true, the tile rotation is ignored.
|
||||
bool world_aligned = false;
|
||||
//! Tile rotation.
|
||||
|
Loading…
Reference in New Issue
Block a user