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mapblock_mesh: Optimize a few things (#9713)
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@ -225,7 +225,7 @@ static u16 getSmoothLightCombined(const v3s16 &p,
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return f.light_propagates;
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};
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std::array<bool, 4> obstructed = {{ 1, 1, 1, 1 }};
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bool obstructed[4] = { true, true, true, true };
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add_node(0);
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bool opaque1 = !add_node(1);
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bool opaque2 = !add_node(2);
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@ -372,6 +372,32 @@ void final_color_blend(video::SColor *result,
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Mesh generation helpers
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*/
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// This table is moved outside getNodeVertexDirs to avoid the compiler using
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// a mutex to initialize this table at runtime right in the hot path.
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// For details search the internet for "cxa_guard_acquire".
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static const v3s16 vertex_dirs_table[] = {
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// ( 1, 0, 0)
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v3s16( 1,-1, 1), v3s16( 1,-1,-1),
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v3s16( 1, 1,-1), v3s16( 1, 1, 1),
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// ( 0, 1, 0)
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v3s16( 1, 1,-1), v3s16(-1, 1,-1),
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v3s16(-1, 1, 1), v3s16( 1, 1, 1),
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// ( 0, 0, 1)
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v3s16(-1,-1, 1), v3s16( 1,-1, 1),
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v3s16( 1, 1, 1), v3s16(-1, 1, 1),
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// invalid
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v3s16(), v3s16(), v3s16(), v3s16(),
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// ( 0, 0,-1)
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v3s16( 1,-1,-1), v3s16(-1,-1,-1),
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v3s16(-1, 1,-1), v3s16( 1, 1,-1),
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// ( 0,-1, 0)
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v3s16( 1,-1, 1), v3s16(-1,-1, 1),
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v3s16(-1,-1,-1), v3s16( 1,-1,-1),
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// (-1, 0, 0)
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v3s16(-1,-1,-1), v3s16(-1,-1, 1),
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v3s16(-1, 1, 1), v3s16(-1, 1,-1)
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};
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/*
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vertex_dirs: v3s16[4]
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*/
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@ -384,44 +410,16 @@ static void getNodeVertexDirs(const v3s16 &dir, v3s16 *vertex_dirs)
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2: top-left
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3: top-right
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*/
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if (dir == v3s16(0, 0, 1)) {
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// If looking towards z+, this is the face that is behind
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// the center point, facing towards z+.
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vertex_dirs[0] = v3s16(-1,-1, 1);
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vertex_dirs[1] = v3s16( 1,-1, 1);
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vertex_dirs[2] = v3s16( 1, 1, 1);
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vertex_dirs[3] = v3s16(-1, 1, 1);
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} else if (dir == v3s16(0, 0, -1)) {
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// faces towards Z-
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vertex_dirs[0] = v3s16( 1,-1,-1);
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vertex_dirs[1] = v3s16(-1,-1,-1);
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vertex_dirs[2] = v3s16(-1, 1,-1);
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vertex_dirs[3] = v3s16( 1, 1,-1);
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} else if (dir == v3s16(1, 0, 0)) {
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// faces towards X+
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vertex_dirs[0] = v3s16( 1,-1, 1);
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vertex_dirs[1] = v3s16( 1,-1,-1);
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vertex_dirs[2] = v3s16( 1, 1,-1);
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vertex_dirs[3] = v3s16( 1, 1, 1);
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} else if (dir == v3s16(-1, 0, 0)) {
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// faces towards X-
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vertex_dirs[0] = v3s16(-1,-1,-1);
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vertex_dirs[1] = v3s16(-1,-1, 1);
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vertex_dirs[2] = v3s16(-1, 1, 1);
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vertex_dirs[3] = v3s16(-1, 1,-1);
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} else if (dir == v3s16(0, 1, 0)) {
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// faces towards Y+ (assume Z- as "down" in texture)
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vertex_dirs[0] = v3s16( 1, 1,-1);
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vertex_dirs[1] = v3s16(-1, 1,-1);
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vertex_dirs[2] = v3s16(-1, 1, 1);
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vertex_dirs[3] = v3s16( 1, 1, 1);
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} else if (dir == v3s16(0, -1, 0)) {
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// faces towards Y- (assume Z+ as "down" in texture)
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vertex_dirs[0] = v3s16( 1,-1, 1);
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vertex_dirs[1] = v3s16(-1,-1, 1);
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vertex_dirs[2] = v3s16(-1,-1,-1);
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vertex_dirs[3] = v3s16( 1,-1,-1);
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}
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// Direction must be (1,0,0), (-1,0,0), (0,1,0), (0,-1,0),
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// (0,0,1), (0,0,-1)
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assert(dir.X * dir.X + dir.Y * dir.Y + dir.Z * dir.Z == 1);
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// Convert direction to single integer for table lookup
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u8 idx = (dir.X + 2 * dir.Y + 3 * dir.Z) & 7;
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idx = (idx - 1) * 4;
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memcpy(vertex_dirs, &vertex_dirs_table[idx], 4 * sizeof(v3s16));
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}
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static void getNodeTextureCoords(v3f base, const v3f &scale, const v3s16 &dir, float *u, float *v)
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@ -892,6 +890,8 @@ static void updateFastFaceRow(
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u16 lights[4] = {0, 0, 0, 0};
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u8 waving;
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TileSpec tile;
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// Get info of first tile
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getTileInfo(data, p, face_dir,
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makes_face, p_corrected, face_dir_corrected,
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lights, waving, tile);
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@ -902,8 +902,6 @@ static void updateFastFaceRow(
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// If tiling can be done, this is set to false in the next step
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bool next_is_different = true;
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v3s16 p_next;
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bool next_makes_face = false;
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v3s16 next_p_corrected;
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v3s16 next_face_dir_corrected;
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@ -912,9 +910,9 @@ static void updateFastFaceRow(
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// If at last position, there is nothing to compare to and
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// the face must be drawn anyway
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if (j != MAP_BLOCKSIZE - 1) {
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p_next = p + translate_dir;
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p += translate_dir;
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getTileInfo(data, p_next, face_dir,
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getTileInfo(data, p, face_dir,
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next_makes_face, next_p_corrected,
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next_face_dir_corrected, next_lights,
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waving,
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@ -923,7 +921,7 @@ static void updateFastFaceRow(
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if (next_makes_face == makes_face
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&& next_p_corrected == p_corrected + translate_dir
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&& next_face_dir_corrected == face_dir_corrected
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&& memcmp(next_lights, lights, ARRLEN(lights) * sizeof(u16)) == 0
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&& memcmp(next_lights, lights, sizeof(lights)) == 0
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// Don't apply fast faces to waving water.
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&& (waving != 3 || !waving_liquids)
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&& next_tile.isTileable(tile)) {
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@ -961,10 +959,9 @@ static void updateFastFaceRow(
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makes_face = next_makes_face;
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p_corrected = next_p_corrected;
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face_dir_corrected = next_face_dir_corrected;
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std::memcpy(lights, next_lights, ARRLEN(lights) * sizeof(u16));
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memcpy(lights, next_lights, sizeof(lights));
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if (next_is_different)
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tile = next_tile;
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p = p_next;
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tile = std::move(next_tile); // faster than copy
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}
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}
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