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mapblock_mesh.cpp: Fix code style and simplify a bit code (#4558)
* mapblock_mesh.cpp: Fix code style and simplify a bit code
This commit is contained in:
parent
5f38fe33f8
commit
7e38475554
@ -97,14 +97,10 @@ void MeshMakeData::fillSingleNode(MapNode *node)
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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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if (i == our_node_index)
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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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@ -112,7 +108,7 @@ void MeshMakeData::fillSingleNode(MapNode *node)
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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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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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@ -223,9 +219,8 @@ static u16 getSmoothLightCombined(const v3s16 &p, MeshMakeData *data)
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MapNode n = data->m_vmanip.getNodeNoExNoEmerge(p - dir);
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// if it's CONTENT_IGNORE we can't do any light calculations
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if (n.getContent() == CONTENT_IGNORE) {
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if (n.getContent() == CONTENT_IGNORE)
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continue;
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}
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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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@ -233,7 +228,8 @@ static u16 getSmoothLightCombined(const v3s16 &p, MeshMakeData *data)
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// Check f.solidness because fast-style leaves look better this way
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if (f.param_type == CPT_LIGHT && f.solidness != 2) {
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light_day += decode_light(n.getLightNoChecks(LIGHTBANK_DAY, &f));
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light_night += decode_light(n.getLightNoChecks(LIGHTBANK_NIGHT, &f));
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light_night += decode_light(
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n.getLightNoChecks(LIGHTBANK_NIGHT, &f));
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light_count++;
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} else {
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ambient_occlusion++;
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@ -248,7 +244,7 @@ static u16 getSmoothLightCombined(const v3s16 &p, MeshMakeData *data)
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// Boost brightness around light sources
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bool skip_ambient_occlusion_day = false;
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if(decode_light(light_source_max) >= light_day) {
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if (decode_light(light_source_max) >= light_day) {
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light_day = decode_light(light_source_max);
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skip_ambient_occlusion_day = true;
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}
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@ -259,8 +255,7 @@ static u16 getSmoothLightCombined(const v3s16 &p, MeshMakeData *data)
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skip_ambient_occlusion_night = true;
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}
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if (ambient_occlusion > 4)
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{
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if (ambient_occlusion > 4) {
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static thread_local const float ao_gamma = rangelim(
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g_settings->getFloat("ambient_occlusion_gamma"), 0.25, 4.0);
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@ -275,9 +270,11 @@ static u16 getSmoothLightCombined(const v3s16 &p, MeshMakeData *data)
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ambient_occlusion -= 5;
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if (!skip_ambient_occlusion_day)
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light_day = rangelim(core::round32(light_day*light_amount[ambient_occlusion]), 0, 255);
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light_day = rangelim(core::round32(
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light_day * light_amount[ambient_occlusion]), 0, 255);
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if (!skip_ambient_occlusion_night)
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light_night = rangelim(core::round32(light_night*light_amount[ambient_occlusion]), 0, 255);
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light_night = rangelim(core::round32(
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light_night * light_amount[ambient_occlusion]), 0, 255);
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}
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return light_day | (light_night << 8);
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@ -289,11 +286,14 @@ static u16 getSmoothLightCombined(const v3s16 &p, MeshMakeData *data)
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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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if (corner.X == 1)
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++p.X;
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// else corner.X == -1
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if(corner.Y == 1) p.Y += 1;
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if (corner.Y == 1)
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++p.Y;
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// else corner.Y == -1
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if(corner.Z == 1) p.Z += 1;
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if (corner.Z == 1)
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++p.Z;
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// else corner.Z == -1
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return getSmoothLightCombined(p, data);
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@ -359,49 +359,38 @@ static void getNodeVertexDirs(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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{
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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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}
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else if(dir == v3s16(0,0,-1))
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{
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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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}
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else if(dir == v3s16(1,0,0))
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{
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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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}
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else if(dir == v3s16(-1,0,0))
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{
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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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}
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else if(dir == v3s16(0,1,0))
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{
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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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else if(dir == v3s16(0,-1,0))
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{
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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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@ -429,10 +418,10 @@ static void makeFastFace(const TileSpec &tile, u16 li0, u16 li1, u16 li2, u16 li
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// Position is at the center of the cube.
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v3f pos = p * BS;
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float x0 = 0.0;
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float y0 = 0.0;
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float w = 1.0;
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float h = 1.0;
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float x0 = 0.0f;
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float y0 = 0.0f;
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float w = 1.0f;
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float h = 1.0f;
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v3f vertex_pos[4];
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v3s16 vertex_dirs[4];
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@ -440,8 +429,7 @@ static void makeFastFace(const TileSpec &tile, u16 li0, u16 li1, u16 li2, u16 li
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v3s16 t;
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u16 t1;
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switch (tile.rotation)
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{
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switch (tile.rotation) {
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case 0:
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break;
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case 1: //R90
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@ -450,11 +438,11 @@ static void makeFastFace(const TileSpec &tile, u16 li0, u16 li1, u16 li2, u16 li
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vertex_dirs[3] = vertex_dirs[2];
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vertex_dirs[2] = vertex_dirs[1];
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vertex_dirs[1] = t;
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t1=li0;
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li0=li3;
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li3=li2;
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li2=li1;
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li1=t1;
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t1 = li0;
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li0 = li3;
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li3 = li2;
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li2 = li1;
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li1 = t1;
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break;
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case 2: //R180
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t = vertex_dirs[0];
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@ -550,12 +538,11 @@ static void makeFastFace(const TileSpec &tile, u16 li0, u16 li1, u16 li2, u16 li
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break;
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}
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for(u16 i=0; i<4; i++)
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{
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for (u16 i = 0; i < 4; i++) {
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vertex_pos[i] = v3f(
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BS/2*vertex_dirs[i].X,
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BS/2*vertex_dirs[i].Y,
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BS/2*vertex_dirs[i].Z
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BS / 2 * vertex_dirs[i].X,
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BS / 2 * vertex_dirs[i].Y,
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BS / 2 * vertex_dirs[i].Z
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);
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}
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@ -566,10 +553,10 @@ static void makeFastFace(const TileSpec &tile, u16 li0, u16 li1, u16 li2, u16 li
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vpos += pos;
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}
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f32 abs_scale = 1.0;
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if (scale.X < 0.999 || scale.X > 1.001) abs_scale = scale.X;
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else if(scale.Y < 0.999 || scale.Y > 1.001) abs_scale = scale.Y;
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else if(scale.Z < 0.999 || scale.Z > 1.001) abs_scale = scale.Z;
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f32 abs_scale = 1.0f;
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if (scale.X < 0.999f || scale.X > 1.001f) abs_scale = scale.X;
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else if (scale.Y < 0.999f || scale.Y > 1.001f) abs_scale = scale.Y;
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else if (scale.Z < 0.999f || scale.Z > 1.001f) abs_scale = scale.Z;
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v3f normal(dir.X, dir.Y, dir.Z);
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@ -635,38 +622,33 @@ static u8 face_contents(content_t m1, content_t m2, bool *equivalent,
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{
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*equivalent = false;
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if(m1 == CONTENT_IGNORE || m2 == CONTENT_IGNORE)
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if (m1 == m2 || m1 == CONTENT_IGNORE || m2 == CONTENT_IGNORE)
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return 0;
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bool contents_differ = (m1 != m2);
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const ContentFeatures &f1 = ndef->get(m1);
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const ContentFeatures &f2 = ndef->get(m2);
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// Contents don't differ for different forms of same liquid
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if(f1.sameLiquid(f2))
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contents_differ = false;
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if (f1.sameLiquid(f2))
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return 0;
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u8 c1 = f1.solidness;
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u8 c2 = f2.solidness;
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bool solidness_differs = (c1 != c2);
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bool makes_face = contents_differ && solidness_differs;
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if (!makes_face)
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if (c1 == c2)
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return 0;
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if(c1 == 0)
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if (c1 == 0)
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c1 = f1.visual_solidness;
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if(c2 == 0)
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else if (c2 == 0)
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c2 = f2.visual_solidness;
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if(c1 == c2){
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if (c1 == c2) {
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*equivalent = true;
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// If same solidness, liquid takes precense
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if(f1.isLiquid())
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if (f1.isLiquid())
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return 1;
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if(f2.isLiquid())
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if (f2.isLiquid())
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return 2;
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}
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@ -716,7 +698,7 @@ void getNodeTile(MapNode mn, v3s16 p, v3s16 dir, MeshMakeData *data, TileSpec &t
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// 5 = (0,0,-1)
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// 6 = (0,-1,0)
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// 7 = (-1,0,0)
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u8 dir_i = ((dir.X + 2 * dir.Y + 3 * dir.Z) & 7)*2;
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u8 dir_i = ((dir.X + 2 * dir.Y + 3 * dir.Z) & 7) * 2;
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// Get rotation for things like chests
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u8 facedir = mn.getFaceDir(ndef);
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@ -755,7 +737,7 @@ void getNodeTile(MapNode mn, v3s16 p, v3s16 dir, MeshMakeData *data, TileSpec &t
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0,0, 4,2 , 1,1 , 2,2 , 0,0, 3,2 , 0,3 , 5,2
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};
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u16 tile_index=facedir*16 + dir_i;
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u16 tile_index = facedir * 16 + dir_i;
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getNodeTileN(mn, p, dir_to_tile[tile_index], data, tile);
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tile.rotation = dir_to_tile[tile_index + 1];
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}
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@ -828,15 +810,13 @@ static void getTileInfo(
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if (!data->m_smooth_lighting) {
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lights[0] = lights[1] = lights[2] = lights[3] =
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getFaceLight(n0, n1, face_dir, ndef);
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}
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else {
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} else {
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v3s16 vertex_dirs[4];
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getNodeVertexDirs(face_dir_corrected, vertex_dirs);
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v3s16 light_p = blockpos_nodes + p_corrected;
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for (u16 i = 0; i < 4; i++) {
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for (u16 i = 0; i < 4; i++)
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lights[i] = getSmoothLight(light_p, vertex_dirs[i], data);
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}
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}
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}
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@ -860,7 +840,7 @@ static void updateFastFaceRow(
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bool makes_face = false;
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v3s16 p_corrected;
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v3s16 face_dir_corrected;
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u16 lights[4] = {0,0,0,0};
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u16 lights[4] = {0, 0, 0, 0};
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TileSpec 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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@ -877,8 +857,7 @@ static void updateFastFaceRow(
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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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u16 next_lights[4] = {0,0,0,0};
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u16 next_lights[4] = {0, 0, 0, 0};
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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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@ -899,7 +878,6 @@ static void updateFastFaceRow(
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continuous_tiles_count++;
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}
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}
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if (next_is_different) {
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/*
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Create a face if there should be one
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@ -908,27 +886,23 @@ static void updateFastFaceRow(
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// Floating point conversion of the position vector
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v3f pf(p_corrected.X, p_corrected.Y, p_corrected.Z);
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// Center point of face (kind of)
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v3f sp = pf -
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((f32)continuous_tiles_count / 2.0f - 0.5f) * translate_dir_f;
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v3f scale(1,1,1);
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v3f sp = pf - ((f32)continuous_tiles_count * 0.5f - 0.5f)
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* translate_dir_f;
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v3f scale(1, 1, 1);
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if(translate_dir.X != 0) {
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if (translate_dir.X != 0)
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scale.X = continuous_tiles_count;
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}
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if(translate_dir.Y != 0) {
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if (translate_dir.Y != 0)
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scale.Y = continuous_tiles_count;
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}
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if(translate_dir.Z != 0) {
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if (translate_dir.Z != 0)
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scale.Z = continuous_tiles_count;
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}
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makeFastFace(tile, lights[0], lights[1], lights[2], lights[3],
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sp, face_dir_corrected, scale, dest);
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g_profiler->avg("Meshgen: faces drawn by tiling", 0);
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for(int i = 1; i < continuous_tiles_count; i++){
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for (int i = 1; i < continuous_tiles_count; i++)
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g_profiler->avg("Meshgen: faces drawn by tiling", 1);
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}
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}
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continuous_tiles_count = 1;
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@ -950,44 +924,38 @@ static void updateAllFastFaceRows(MeshMakeData *data,
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/*
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Go through every y,z and get top(y+) faces in rows of x+
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*/
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for(s16 y = 0; y < MAP_BLOCKSIZE; y++) {
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for(s16 z = 0; z < MAP_BLOCKSIZE; z++) {
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updateFastFaceRow(data,
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v3s16(0,y,z),
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v3s16(1,0,0), //dir
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v3f (1,0,0),
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v3s16(0,1,0), //face dir
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dest);
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}
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}
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for (s16 y = 0; y < MAP_BLOCKSIZE; y++)
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for (s16 z = 0; z < MAP_BLOCKSIZE; z++)
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updateFastFaceRow(data,
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v3s16(0, y, z),
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v3s16(1, 0, 0), //dir
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v3f (1, 0, 0),
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v3s16(0, 1, 0), //face dir
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dest);
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/*
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Go through every x,y and get right(x+) faces in rows of z+
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*/
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for(s16 x = 0; x < MAP_BLOCKSIZE; x++) {
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for(s16 y = 0; y < MAP_BLOCKSIZE; y++) {
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updateFastFaceRow(data,
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v3s16(x,y,0),
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v3s16(0,0,1), //dir
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v3f (0,0,1),
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v3s16(1,0,0), //face dir
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dest);
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||||
}
|
||||
}
|
||||
for (s16 x = 0; x < MAP_BLOCKSIZE; x++)
|
||||
for (s16 y = 0; y < MAP_BLOCKSIZE; y++)
|
||||
updateFastFaceRow(data,
|
||||
v3s16(x, y, 0),
|
||||
v3s16(0, 0, 1), //dir
|
||||
v3f (0, 0, 1),
|
||||
v3s16(1, 0, 0), //face dir
|
||||
dest);
|
||||
|
||||
/*
|
||||
Go through every y,z and get back(z+) faces in rows of x+
|
||||
*/
|
||||
for(s16 z = 0; z < MAP_BLOCKSIZE; z++) {
|
||||
for(s16 y = 0; y < MAP_BLOCKSIZE; y++) {
|
||||
updateFastFaceRow(data,
|
||||
v3s16(0,y,z),
|
||||
v3s16(1,0,0), //dir
|
||||
v3f (1,0,0),
|
||||
v3s16(0,0,1), //face dir
|
||||
dest);
|
||||
}
|
||||
}
|
||||
for (s16 z = 0; z < MAP_BLOCKSIZE; z++)
|
||||
for (s16 y = 0; y < MAP_BLOCKSIZE; y++)
|
||||
updateFastFaceRow(data,
|
||||
v3s16(0, y, z),
|
||||
v3s16(1, 0, 0), //dir
|
||||
v3f (1, 0, 0),
|
||||
v3s16(0, 0, 1), //face dir
|
||||
dest);
|
||||
}
|
||||
|
||||
/*
|
||||
@ -1047,8 +1015,8 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
|
||||
//TimeTaker timer2("MeshCollector building");
|
||||
|
||||
for (const FastFace &f : fastfaces_new) {
|
||||
const u16 indices[] = {0,1,2,2,3,0};
|
||||
const u16 indices_alternate[] = {0,1,3,2,3,1};
|
||||
static const u16 indices[] = {0, 1, 2, 2, 3, 0};
|
||||
static const u16 indices_alternate[] = {0, 1, 3, 2, 3, 1};
|
||||
|
||||
if (!f.layer.texture)
|
||||
continue;
|
||||
@ -1087,18 +1055,18 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
|
||||
|
||||
// Generate animation data
|
||||
// - Cracks
|
||||
if(p.layer.material_flags & MATERIAL_FLAG_CRACK)
|
||||
{
|
||||
if (p.layer.material_flags & MATERIAL_FLAG_CRACK) {
|
||||
// Find the texture name plus ^[crack:N:
|
||||
std::ostringstream os(std::ios::binary);
|
||||
os<<m_tsrc->getTextureName(p.layer.texture_id)<<"^[crack";
|
||||
if(p.layer.material_flags & MATERIAL_FLAG_CRACK_OVERLAY)
|
||||
os<<"o"; // use ^[cracko
|
||||
os<<":"<<(u32)p.layer.animation_frame_count<<":";
|
||||
m_crack_materials.insert(std::make_pair(std::pair<u8, u32>(layer, i), os.str()));
|
||||
os << m_tsrc->getTextureName(p.layer.texture_id) << "^[crack";
|
||||
if (p.layer.material_flags & MATERIAL_FLAG_CRACK_OVERLAY)
|
||||
os << "o"; // use ^[cracko
|
||||
os << ":" << (u32)p.layer.animation_frame_count << ":";
|
||||
m_crack_materials.insert(std::make_pair(
|
||||
std::pair<u8, u32>(layer, i), os.str()));
|
||||
// Replace tile texture with the cracked one
|
||||
p.layer.texture = m_tsrc->getTextureForMesh(
|
||||
os.str()+"0",
|
||||
os.str() + "0",
|
||||
&p.layer.texture_id);
|
||||
}
|
||||
// - Texture animation
|
||||
@ -1106,9 +1074,11 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
|
||||
// Add to MapBlockMesh in order to animate these tiles
|
||||
m_animation_tiles[std::pair<u8, u32>(layer, i)] = p.layer;
|
||||
m_animation_frames[std::pair<u8, u32>(layer, i)] = 0;
|
||||
if(g_settings->getBool("desynchronize_mapblock_texture_animation")){
|
||||
if (g_settings->getBool(
|
||||
"desynchronize_mapblock_texture_animation")) {
|
||||
// Get starting position from noise
|
||||
m_animation_frame_offsets[std::pair<u8, u32>(layer, i)] = 100000 * (2.0 + noise3d(
|
||||
m_animation_frame_offsets[std::pair<u8, u32>(layer, i)] =
|
||||
100000 * (2.0 + noise3d(
|
||||
data->m_blockpos.X, data->m_blockpos.Y,
|
||||
data->m_blockpos.Z, 0));
|
||||
} else {
|
||||
@ -1124,8 +1094,7 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
|
||||
// Dummy sunlight to handle non-sunlit areas
|
||||
video::SColorf sunlight;
|
||||
get_sunlight_color(&sunlight, 0);
|
||||
u32 vertex_count =
|
||||
m_use_tangent_vertices ?
|
||||
u32 vertex_count = m_use_tangent_vertices ?
|
||||
p.tangent_vertices.size() : p.vertices.size();
|
||||
for (u32 j = 0; j < vertex_count; j++) {
|
||||
video::SColor *vc;
|
||||
@ -1155,11 +1124,11 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
|
||||
material.setTexture(0, p.layer.texture);
|
||||
|
||||
if (m_enable_shaders) {
|
||||
material.MaterialType = m_shdrsrc->getShaderInfo(p.layer.shader_id).material;
|
||||
material.MaterialType = m_shdrsrc->getShaderInfo(
|
||||
p.layer.shader_id).material;
|
||||
p.layer.applyMaterialOptionsWithShaders(material);
|
||||
if (p.layer.normal_texture) {
|
||||
if (p.layer.normal_texture)
|
||||
material.setTexture(1, p.layer.normal_texture);
|
||||
}
|
||||
material.setTexture(2, p.layer.flags_texture);
|
||||
} else {
|
||||
p.layer.applyMaterialOptions(material);
|
||||
@ -1169,7 +1138,8 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
|
||||
|
||||
// Create meshbuffer, add to mesh
|
||||
if (m_use_tangent_vertices) {
|
||||
scene::SMeshBufferTangents *buf = new scene::SMeshBufferTangents();
|
||||
scene::SMeshBufferTangents *buf =
|
||||
new scene::SMeshBufferTangents();
|
||||
// Set material
|
||||
buf->Material = material;
|
||||
// Add to mesh
|
||||
@ -1191,7 +1161,6 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
Do some stuff to the mesh
|
||||
*/
|
||||
@ -1205,19 +1174,17 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
|
||||
meshmanip->recalculateTangents(m_mesh[layer], true, false, false);
|
||||
}
|
||||
|
||||
if (m_mesh[layer])
|
||||
{
|
||||
if (m_mesh[layer]) {
|
||||
#if 0
|
||||
// Usually 1-700 faces and 1-7 materials
|
||||
std::cout<<"Updated MapBlock has "<<fastfaces_new.size()<<" faces "
|
||||
<<"and uses "<<m_mesh[layer]->getMeshBufferCount()
|
||||
<<" materials (meshbuffers)"<<std::endl;
|
||||
std::cout << "Updated MapBlock has " << fastfaces_new.size()
|
||||
<< " faces and uses " << m_mesh[layer]->getMeshBufferCount()
|
||||
<< " materials (meshbuffers)" << std::endl;
|
||||
#endif
|
||||
|
||||
// Use VBO for mesh (this just would set this for ever buffer)
|
||||
if (m_enable_vbo) {
|
||||
if (m_enable_vbo)
|
||||
m_mesh[layer]->setHardwareMappingHint(scene::EHM_STATIC);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@ -1244,10 +1211,10 @@ MapBlockMesh::~MapBlockMesh()
|
||||
delete m_minimap_mapblock;
|
||||
}
|
||||
|
||||
bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_ratio)
|
||||
bool MapBlockMesh::animate(bool faraway, float time, int crack,
|
||||
u32 daynight_ratio)
|
||||
{
|
||||
if(!m_has_animation)
|
||||
{
|
||||
if (!m_has_animation) {
|
||||
m_animation_force_timer = 100000;
|
||||
return false;
|
||||
}
|
||||
@ -1263,16 +1230,16 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat
|
||||
|
||||
// Create new texture name from original
|
||||
std::ostringstream os;
|
||||
os<<basename<<crack;
|
||||
os << basename << crack;
|
||||
u32 new_texture_id = 0;
|
||||
video::ITexture *new_texture =
|
||||
m_tsrc->getTextureForMesh(os.str(), &new_texture_id);
|
||||
m_tsrc->getTextureForMesh(os.str(), &new_texture_id);
|
||||
buf->getMaterial().setTexture(0, new_texture);
|
||||
|
||||
// If the current material is also animated,
|
||||
// update animation info
|
||||
auto anim_iter = m_animation_tiles.find(crack_material.first);
|
||||
if (anim_iter != m_animation_tiles.end()){
|
||||
if (anim_iter != m_animation_tiles.end()) {
|
||||
TileLayer &tile = anim_iter->second;
|
||||
tile.texture = new_texture;
|
||||
tile.texture_id = new_texture_id;
|
||||
@ -1292,7 +1259,7 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat
|
||||
int frame = (int)(time * 1000 / tile.animation_frame_length_ms
|
||||
+ frameoffset) % tile.animation_frame_count;
|
||||
// If frame doesn't change, skip
|
||||
if(frame == m_animation_frames[animation_tile.first])
|
||||
if (frame == m_animation_frames[animation_tile.first])
|
||||
continue;
|
||||
|
||||
m_animation_frames[animation_tile.first] = frame;
|
||||
@ -1303,16 +1270,15 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat
|
||||
const FrameSpec &animation_frame = (*tile.frames)[frame];
|
||||
buf->getMaterial().setTexture(0, animation_frame.texture);
|
||||
if (m_enable_shaders) {
|
||||
if (animation_frame.normal_texture) {
|
||||
buf->getMaterial().setTexture(1, animation_frame.normal_texture);
|
||||
}
|
||||
if (animation_frame.normal_texture)
|
||||
buf->getMaterial().setTexture(1,
|
||||
animation_frame.normal_texture);
|
||||
buf->getMaterial().setTexture(2, animation_frame.flags_texture);
|
||||
}
|
||||
}
|
||||
|
||||
// Day-night transition
|
||||
if(!m_enable_shaders && (daynight_ratio != m_last_daynight_ratio))
|
||||
{
|
||||
if (!m_enable_shaders && (daynight_ratio != m_last_daynight_ratio)) {
|
||||
// Force reload mesh to VBO
|
||||
if (m_enable_vbo)
|
||||
for (scene::IMesh *m : m_mesh)
|
||||
@ -1324,9 +1290,9 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat
|
||||
scene::IMeshBuffer *buf = m_mesh[daynight_diff.first.first]->
|
||||
getMeshBuffer(daynight_diff.first.second);
|
||||
video::S3DVertex *vertices = (video::S3DVertex *)buf->getVertices();
|
||||
for (const auto &j : daynight_diff.second) {
|
||||
final_color_blend(&(vertices[j.first].Color), j.second, day_color);
|
||||
}
|
||||
for (const auto &j : daynight_diff.second)
|
||||
final_color_blend(&(vertices[j.first].Color), j.second,
|
||||
day_color);
|
||||
}
|
||||
m_last_daynight_ratio = daynight_ratio;
|
||||
}
|
||||
@ -1340,9 +1306,8 @@ void MapBlockMesh::updateCameraOffset(v3s16 camera_offset)
|
||||
for (scene::IMesh *layer : m_mesh) {
|
||||
translateMesh(layer,
|
||||
intToFloat(m_camera_offset - camera_offset, BS));
|
||||
if (m_enable_vbo) {
|
||||
if (m_enable_vbo)
|
||||
layer->setDirty();
|
||||
}
|
||||
}
|
||||
m_camera_offset = camera_offset;
|
||||
}
|
||||
@ -1360,8 +1325,7 @@ void MeshCollector::append(const TileSpec &tile,
|
||||
const TileLayer *layer = &tile.layers[layernum];
|
||||
if (layer->texture_id == 0)
|
||||
continue;
|
||||
append(*layer, vertices, numVertices, indices, numIndices,
|
||||
layernum);
|
||||
append(*layer, vertices, numVertices, indices, numIndices, layernum);
|
||||
}
|
||||
}
|
||||
|
||||
@ -1370,20 +1334,18 @@ void MeshCollector::append(const TileLayer &layer,
|
||||
const u16 *indices, u32 numIndices, u8 layernum)
|
||||
{
|
||||
if (numIndices > 65535) {
|
||||
dstream<<"FIXME: MeshCollector::append() called with numIndices="<<numIndices<<" (limit 65535)"<<std::endl;
|
||||
dstream << "FIXME: MeshCollector::append() called with numIndices="
|
||||
<< numIndices << " (limit 65535)" << std::endl;
|
||||
return;
|
||||
}
|
||||
std::vector<PreMeshBuffer> *buffers = &prebuffers[layernum];
|
||||
|
||||
PreMeshBuffer *p = NULL;
|
||||
for (PreMeshBuffer &pp : *buffers) {
|
||||
if (pp.layer != layer)
|
||||
continue;
|
||||
if (pp.indices.size() + numIndices > 65535)
|
||||
continue;
|
||||
|
||||
p = &pp;
|
||||
break;
|
||||
if (pp.layer == layer && pp.indices.size() + numIndices <= 65535) {
|
||||
p = &pp;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (p == NULL) {
|
||||
@ -1397,15 +1359,17 @@ void MeshCollector::append(const TileLayer &layer,
|
||||
if (m_use_tangent_vertices) {
|
||||
vertex_count = p->tangent_vertices.size();
|
||||
for (u32 i = 0; i < numVertices; i++) {
|
||||
|
||||
video::S3DVertexTangents vert(vertices[i].Pos, vertices[i].Normal,
|
||||
vertices[i].Color, vertices[i].TCoords);
|
||||
vertices[i].Color, vertices[i].TCoords);
|
||||
p->tangent_vertices.push_back(vert);
|
||||
}
|
||||
} else {
|
||||
vertex_count = p->vertices.size();
|
||||
for (u32 i = 0; i < numVertices; i++) {
|
||||
video::S3DVertex vert(vertices[i].Pos, vertices[i].Normal,
|
||||
vertices[i].Color, vertices[i].TCoords);
|
||||
vertices[i].Color, vertices[i].TCoords);
|
||||
|
||||
p->vertices.push_back(vert);
|
||||
}
|
||||
}
|
||||
@ -1430,7 +1394,7 @@ void MeshCollector::append(const TileSpec &tile,
|
||||
if (layer->texture_id == 0)
|
||||
continue;
|
||||
append(*layer, vertices, numVertices, indices, numIndices, pos,
|
||||
c, light_source, layernum);
|
||||
c, light_source, layernum);
|
||||
}
|
||||
}
|
||||
|
||||
@ -1440,20 +1404,18 @@ void MeshCollector::append(const TileLayer &layer,
|
||||
v3f pos, video::SColor c, u8 light_source, u8 layernum)
|
||||
{
|
||||
if (numIndices > 65535) {
|
||||
dstream<<"FIXME: MeshCollector::append() called with numIndices="<<numIndices<<" (limit 65535)"<<std::endl;
|
||||
dstream << "FIXME: MeshCollector::append() called with numIndices="
|
||||
<< numIndices << " (limit 65535)" << std::endl;
|
||||
return;
|
||||
}
|
||||
std::vector<PreMeshBuffer> *buffers = &prebuffers[layernum];
|
||||
|
||||
PreMeshBuffer *p = NULL;
|
||||
for (PreMeshBuffer &pp : *buffers) {
|
||||
if(pp.layer != layer)
|
||||
continue;
|
||||
if(pp.indices.size() + numIndices > 65535)
|
||||
continue;
|
||||
|
||||
p = &pp;
|
||||
break;
|
||||
if (pp.layer == layer && pp.indices.size() + numIndices <= 65535) {
|
||||
p = &pp;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (p == NULL) {
|
||||
@ -1473,7 +1435,7 @@ void MeshCollector::append(const TileLayer &layer,
|
||||
applyFacesShading(c, vertices[i].Normal);
|
||||
}
|
||||
video::S3DVertexTangents vert(vertices[i].Pos + pos,
|
||||
vertices[i].Normal, c, vertices[i].TCoords);
|
||||
vertices[i].Normal, c, vertices[i].TCoords);
|
||||
p->tangent_vertices.push_back(vert);
|
||||
}
|
||||
} else {
|
||||
|
Loading…
Reference in New Issue
Block a user