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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
@ -98,14 +98,10 @@ void MeshMakeData::fillSingleNode(MapNode *node)
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for(s32 i = 0; i < volume; i++)
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for(s32 i = 0; i < volume; i++)
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{
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{
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if (i == our_node_index)
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if (i == our_node_index)
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{
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data[i] = *node;
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data[i] = *node;
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}
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else
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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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data[i] = MapNode(CONTENT_AIR, LIGHT_MAX, 0);
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}
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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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m_vmanip.copyFrom(data, area, area.MinEdge, area.MinEdge, area.getExtent());
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delete[] data;
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delete[] data;
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}
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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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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 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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continue;
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}
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const ContentFeatures &f = ndef->get(n);
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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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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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// 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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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_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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light_count++;
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} else {
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} else {
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ambient_occlusion++;
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ambient_occlusion++;
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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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skip_ambient_occlusion_night = true;
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}
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}
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if (ambient_occlusion > 4)
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if (ambient_occlusion > 4) {
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{
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static thread_local const float ao_gamma = rangelim(
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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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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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ambient_occlusion -= 5;
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if (!skip_ambient_occlusion_day)
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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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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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}
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return light_day | (light_night << 8);
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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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*/
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u16 getSmoothLight(v3s16 p, v3s16 corner, MeshMakeData *data)
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u16 getSmoothLight(v3s16 p, v3s16 corner, MeshMakeData *data)
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{
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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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// 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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// 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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// else corner.Z == -1
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return getSmoothLightCombined(p, data);
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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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2: top-left
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3: top-right
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3: top-right
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*/
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*/
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if(dir == v3s16(0,0,1))
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if (dir == v3s16(0, 0, 1)) {
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{
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// If looking towards z+, this is the face that is behind
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// 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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// the center point, facing towards z+.
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vertex_dirs[0] = v3s16(-1,-1, 1);
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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[1] = v3s16( 1,-1, 1);
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vertex_dirs[2] = 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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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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else if(dir == v3s16(0,0,-1))
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{
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// faces towards Z-
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// faces towards Z-
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vertex_dirs[0] = v3s16( 1,-1,-1);
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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[1] = v3s16(-1,-1,-1);
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vertex_dirs[2] = 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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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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else if(dir == v3s16(1,0,0))
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{
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// faces towards X+
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// faces towards X+
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vertex_dirs[0] = v3s16( 1,-1, 1);
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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[1] = v3s16( 1,-1,-1);
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vertex_dirs[2] = 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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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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else if(dir == v3s16(-1,0,0))
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{
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// faces towards X-
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// faces towards X-
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vertex_dirs[0] = v3s16(-1,-1,-1);
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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[1] = v3s16(-1,-1, 1);
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vertex_dirs[2] = 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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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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else if(dir == v3s16(0,1,0))
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{
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// faces towards Y+ (assume Z- as "down" in texture)
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// 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[0] = v3s16( 1, 1,-1);
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vertex_dirs[1] = 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[2] = v3s16(-1, 1, 1);
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vertex_dirs[3] = 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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else if(dir == v3s16(0,-1,0))
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{
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// faces towards Y- (assume Z+ as "down" in texture)
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// 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[0] = v3s16( 1,-1, 1);
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vertex_dirs[1] = 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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// Position is at the center of the cube.
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v3f pos = p * BS;
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v3f pos = p * BS;
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float x0 = 0.0;
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float x0 = 0.0f;
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float y0 = 0.0;
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float y0 = 0.0f;
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float w = 1.0;
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float w = 1.0f;
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float h = 1.0;
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float h = 1.0f;
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v3f vertex_pos[4];
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v3f vertex_pos[4];
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v3s16 vertex_dirs[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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v3s16 t;
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u16 t1;
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u16 t1;
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switch (tile.rotation)
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switch (tile.rotation) {
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{
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case 0:
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case 0:
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break;
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break;
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case 1: //R90
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case 1: //R90
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@ -550,8 +538,7 @@ static void makeFastFace(const TileSpec &tile, u16 li0, u16 li1, u16 li2, u16 li
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break;
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break;
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}
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}
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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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{
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vertex_pos[i] = v3f(
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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].X,
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BS / 2 * vertex_dirs[i].Y,
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BS / 2 * vertex_dirs[i].Y,
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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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vpos += pos;
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}
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}
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f32 abs_scale = 1.0;
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f32 abs_scale = 1.0f;
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if (scale.X < 0.999 || scale.X > 1.001) abs_scale = scale.X;
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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 < 0.999 || scale.Y > 1.001) abs_scale = scale.Y;
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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 < 0.999 || scale.Z > 1.001) abs_scale = scale.Z;
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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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v3f normal(dir.X, dir.Y, dir.Z);
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@ -635,30 +622,25 @@ static u8 face_contents(content_t m1, content_t m2, bool *equivalent,
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{
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{
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*equivalent = false;
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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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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 &f1 = ndef->get(m1);
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const ContentFeatures &f2 = ndef->get(m2);
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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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// Contents don't differ for different forms of same liquid
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if (f1.sameLiquid(f2))
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if (f1.sameLiquid(f2))
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contents_differ = false;
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return 0;
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u8 c1 = f1.solidness;
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u8 c1 = f1.solidness;
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u8 c2 = f2.solidness;
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u8 c2 = f2.solidness;
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bool solidness_differs = (c1 != c2);
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if (c1 == c2)
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bool makes_face = contents_differ && solidness_differs;
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if (!makes_face)
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return 0;
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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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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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c2 = f2.visual_solidness;
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if (c1 == c2) {
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if (c1 == c2) {
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@ -828,17 +810,15 @@ static void getTileInfo(
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if (!data->m_smooth_lighting) {
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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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lights[0] = lights[1] = lights[2] = lights[3] =
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getFaceLight(n0, n1, face_dir, ndef);
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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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v3s16 vertex_dirs[4];
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getNodeVertexDirs(face_dir_corrected, vertex_dirs);
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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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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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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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}
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}
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/*
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/*
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startpos:
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startpos:
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@ -879,7 +859,6 @@ static void updateFastFaceRow(
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v3s16 next_face_dir_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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// 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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// the face must be drawn anyway
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if (j != MAP_BLOCKSIZE - 1) {
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if (j != MAP_BLOCKSIZE - 1) {
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@ -899,7 +878,6 @@ static void updateFastFaceRow(
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continuous_tiles_count++;
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continuous_tiles_count++;
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}
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}
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}
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}
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if (next_is_different) {
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if (next_is_different) {
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/*
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/*
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Create a face if there should be one
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Create a face if there should be one
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@ -908,28 +886,24 @@ static void updateFastFaceRow(
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// Floating point conversion of the position vector
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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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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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// Center point of face (kind of)
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v3f sp = pf -
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v3f sp = pf - ((f32)continuous_tiles_count * 0.5f - 0.5f)
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((f32)continuous_tiles_count / 2.0f - 0.5f) * translate_dir_f;
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* translate_dir_f;
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v3f scale(1, 1, 1);
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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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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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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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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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makeFastFace(tile, lights[0], lights[1], lights[2], lights[3],
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sp, face_dir_corrected, scale, dest);
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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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g_profiler->avg("Meshgen: faces drawn by tiling", 0);
|
||||||
for(int i = 1; i < continuous_tiles_count; i++){
|
for (int i = 1; i < continuous_tiles_count; i++)
|
||||||
g_profiler->avg("Meshgen: faces drawn by tiling", 1);
|
g_profiler->avg("Meshgen: faces drawn by tiling", 1);
|
||||||
}
|
}
|
||||||
}
|
|
||||||
|
|
||||||
continuous_tiles_count = 1;
|
continuous_tiles_count = 1;
|
||||||
}
|
}
|
||||||
@ -950,36 +924,32 @@ static void updateAllFastFaceRows(MeshMakeData *data,
|
|||||||
/*
|
/*
|
||||||
Go through every y,z and get top(y+) faces in rows of x+
|
Go through every y,z and get top(y+) faces in rows of x+
|
||||||
*/
|
*/
|
||||||
for(s16 y = 0; y < MAP_BLOCKSIZE; y++) {
|
for (s16 y = 0; y < MAP_BLOCKSIZE; y++)
|
||||||
for(s16 z = 0; z < MAP_BLOCKSIZE; z++) {
|
for (s16 z = 0; z < MAP_BLOCKSIZE; z++)
|
||||||
updateFastFaceRow(data,
|
updateFastFaceRow(data,
|
||||||
v3s16(0, y, z),
|
v3s16(0, y, z),
|
||||||
v3s16(1, 0, 0), //dir
|
v3s16(1, 0, 0), //dir
|
||||||
v3f (1, 0, 0),
|
v3f (1, 0, 0),
|
||||||
v3s16(0, 1, 0), //face dir
|
v3s16(0, 1, 0), //face dir
|
||||||
dest);
|
dest);
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
/*
|
/*
|
||||||
Go through every x,y and get right(x+) faces in rows of z+
|
Go through every x,y and get right(x+) faces in rows of z+
|
||||||
*/
|
*/
|
||||||
for(s16 x = 0; x < MAP_BLOCKSIZE; x++) {
|
for (s16 x = 0; x < MAP_BLOCKSIZE; x++)
|
||||||
for(s16 y = 0; y < MAP_BLOCKSIZE; y++) {
|
for (s16 y = 0; y < MAP_BLOCKSIZE; y++)
|
||||||
updateFastFaceRow(data,
|
updateFastFaceRow(data,
|
||||||
v3s16(x, y, 0),
|
v3s16(x, y, 0),
|
||||||
v3s16(0, 0, 1), //dir
|
v3s16(0, 0, 1), //dir
|
||||||
v3f (0, 0, 1),
|
v3f (0, 0, 1),
|
||||||
v3s16(1, 0, 0), //face dir
|
v3s16(1, 0, 0), //face dir
|
||||||
dest);
|
dest);
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
/*
|
/*
|
||||||
Go through every y,z and get back(z+) faces in rows of x+
|
Go through every y,z and get back(z+) faces in rows of x+
|
||||||
*/
|
*/
|
||||||
for(s16 z = 0; z < MAP_BLOCKSIZE; z++) {
|
for (s16 z = 0; z < MAP_BLOCKSIZE; z++)
|
||||||
for(s16 y = 0; y < MAP_BLOCKSIZE; y++) {
|
for (s16 y = 0; y < MAP_BLOCKSIZE; y++)
|
||||||
updateFastFaceRow(data,
|
updateFastFaceRow(data,
|
||||||
v3s16(0, y, z),
|
v3s16(0, y, z),
|
||||||
v3s16(1, 0, 0), //dir
|
v3s16(1, 0, 0), //dir
|
||||||
@ -987,8 +957,6 @@ static void updateAllFastFaceRows(MeshMakeData *data,
|
|||||||
v3s16(0, 0, 1), //face dir
|
v3s16(0, 0, 1), //face dir
|
||||||
dest);
|
dest);
|
||||||
}
|
}
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
/*
|
/*
|
||||||
MapBlockMesh
|
MapBlockMesh
|
||||||
@ -1047,8 +1015,8 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
|
|||||||
//TimeTaker timer2("MeshCollector building");
|
//TimeTaker timer2("MeshCollector building");
|
||||||
|
|
||||||
for (const FastFace &f : fastfaces_new) {
|
for (const FastFace &f : fastfaces_new) {
|
||||||
const u16 indices[] = {0,1,2,2,3,0};
|
static const u16 indices[] = {0, 1, 2, 2, 3, 0};
|
||||||
const u16 indices_alternate[] = {0,1,3,2,3,1};
|
static const u16 indices_alternate[] = {0, 1, 3, 2, 3, 1};
|
||||||
|
|
||||||
if (!f.layer.texture)
|
if (!f.layer.texture)
|
||||||
continue;
|
continue;
|
||||||
@ -1087,15 +1055,15 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
|
|||||||
|
|
||||||
// Generate animation data
|
// Generate animation data
|
||||||
// - Cracks
|
// - Cracks
|
||||||
if(p.layer.material_flags & MATERIAL_FLAG_CRACK)
|
if (p.layer.material_flags & MATERIAL_FLAG_CRACK) {
|
||||||
{
|
|
||||||
// Find the texture name plus ^[crack:N:
|
// Find the texture name plus ^[crack:N:
|
||||||
std::ostringstream os(std::ios::binary);
|
std::ostringstream os(std::ios::binary);
|
||||||
os << m_tsrc->getTextureName(p.layer.texture_id) << "^[crack";
|
os << m_tsrc->getTextureName(p.layer.texture_id) << "^[crack";
|
||||||
if (p.layer.material_flags & MATERIAL_FLAG_CRACK_OVERLAY)
|
if (p.layer.material_flags & MATERIAL_FLAG_CRACK_OVERLAY)
|
||||||
os << "o"; // use ^[cracko
|
os << "o"; // use ^[cracko
|
||||||
os << ":" << (u32)p.layer.animation_frame_count << ":";
|
os << ":" << (u32)p.layer.animation_frame_count << ":";
|
||||||
m_crack_materials.insert(std::make_pair(std::pair<u8, u32>(layer, i), os.str()));
|
m_crack_materials.insert(std::make_pair(
|
||||||
|
std::pair<u8, u32>(layer, i), os.str()));
|
||||||
// Replace tile texture with the cracked one
|
// Replace tile texture with the cracked one
|
||||||
p.layer.texture = m_tsrc->getTextureForMesh(
|
p.layer.texture = m_tsrc->getTextureForMesh(
|
||||||
os.str() + "0",
|
os.str() + "0",
|
||||||
@ -1106,9 +1074,11 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
|
|||||||
// Add to MapBlockMesh in order to animate these tiles
|
// Add to MapBlockMesh in order to animate these tiles
|
||||||
m_animation_tiles[std::pair<u8, u32>(layer, i)] = p.layer;
|
m_animation_tiles[std::pair<u8, u32>(layer, i)] = p.layer;
|
||||||
m_animation_frames[std::pair<u8, u32>(layer, i)] = 0;
|
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
|
// 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.X, data->m_blockpos.Y,
|
||||||
data->m_blockpos.Z, 0));
|
data->m_blockpos.Z, 0));
|
||||||
} else {
|
} else {
|
||||||
@ -1124,8 +1094,7 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
|
|||||||
// Dummy sunlight to handle non-sunlit areas
|
// Dummy sunlight to handle non-sunlit areas
|
||||||
video::SColorf sunlight;
|
video::SColorf sunlight;
|
||||||
get_sunlight_color(&sunlight, 0);
|
get_sunlight_color(&sunlight, 0);
|
||||||
u32 vertex_count =
|
u32 vertex_count = m_use_tangent_vertices ?
|
||||||
m_use_tangent_vertices ?
|
|
||||||
p.tangent_vertices.size() : p.vertices.size();
|
p.tangent_vertices.size() : p.vertices.size();
|
||||||
for (u32 j = 0; j < vertex_count; j++) {
|
for (u32 j = 0; j < vertex_count; j++) {
|
||||||
video::SColor *vc;
|
video::SColor *vc;
|
||||||
@ -1155,11 +1124,11 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
|
|||||||
material.setTexture(0, p.layer.texture);
|
material.setTexture(0, p.layer.texture);
|
||||||
|
|
||||||
if (m_enable_shaders) {
|
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);
|
p.layer.applyMaterialOptionsWithShaders(material);
|
||||||
if (p.layer.normal_texture) {
|
if (p.layer.normal_texture)
|
||||||
material.setTexture(1, p.layer.normal_texture);
|
material.setTexture(1, p.layer.normal_texture);
|
||||||
}
|
|
||||||
material.setTexture(2, p.layer.flags_texture);
|
material.setTexture(2, p.layer.flags_texture);
|
||||||
} else {
|
} else {
|
||||||
p.layer.applyMaterialOptions(material);
|
p.layer.applyMaterialOptions(material);
|
||||||
@ -1169,7 +1138,8 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
|
|||||||
|
|
||||||
// Create meshbuffer, add to mesh
|
// Create meshbuffer, add to mesh
|
||||||
if (m_use_tangent_vertices) {
|
if (m_use_tangent_vertices) {
|
||||||
scene::SMeshBufferTangents *buf = new scene::SMeshBufferTangents();
|
scene::SMeshBufferTangents *buf =
|
||||||
|
new scene::SMeshBufferTangents();
|
||||||
// Set material
|
// Set material
|
||||||
buf->Material = material;
|
buf->Material = material;
|
||||||
// Add to mesh
|
// Add to mesh
|
||||||
@ -1191,7 +1161,6 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
/*
|
/*
|
||||||
Do some stuff to the mesh
|
Do some stuff to the mesh
|
||||||
*/
|
*/
|
||||||
@ -1205,21 +1174,19 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
|
|||||||
meshmanip->recalculateTangents(m_mesh[layer], true, false, false);
|
meshmanip->recalculateTangents(m_mesh[layer], true, false, false);
|
||||||
}
|
}
|
||||||
|
|
||||||
if (m_mesh[layer])
|
if (m_mesh[layer]) {
|
||||||
{
|
|
||||||
#if 0
|
#if 0
|
||||||
// Usually 1-700 faces and 1-7 materials
|
// Usually 1-700 faces and 1-7 materials
|
||||||
std::cout<<"Updated MapBlock has "<<fastfaces_new.size()<<" faces "
|
std::cout << "Updated MapBlock has " << fastfaces_new.size()
|
||||||
<<"and uses "<<m_mesh[layer]->getMeshBufferCount()
|
<< " faces and uses " << m_mesh[layer]->getMeshBufferCount()
|
||||||
<< " materials (meshbuffers)" << std::endl;
|
<< " materials (meshbuffers)" << std::endl;
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
// Use VBO for mesh (this just would set this for ever buffer)
|
// 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);
|
m_mesh[layer]->setHardwareMappingHint(scene::EHM_STATIC);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
|
||||||
|
|
||||||
//std::cout<<"added "<<fastfaces.getSize()<<" faces."<<std::endl;
|
//std::cout<<"added "<<fastfaces.getSize()<<" faces."<<std::endl;
|
||||||
|
|
||||||
@ -1244,10 +1211,10 @@ MapBlockMesh::~MapBlockMesh()
|
|||||||
delete m_minimap_mapblock;
|
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;
|
m_animation_force_timer = 100000;
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
@ -1303,16 +1270,15 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat
|
|||||||
const FrameSpec &animation_frame = (*tile.frames)[frame];
|
const FrameSpec &animation_frame = (*tile.frames)[frame];
|
||||||
buf->getMaterial().setTexture(0, animation_frame.texture);
|
buf->getMaterial().setTexture(0, animation_frame.texture);
|
||||||
if (m_enable_shaders) {
|
if (m_enable_shaders) {
|
||||||
if (animation_frame.normal_texture) {
|
if (animation_frame.normal_texture)
|
||||||
buf->getMaterial().setTexture(1, animation_frame.normal_texture);
|
buf->getMaterial().setTexture(1,
|
||||||
}
|
animation_frame.normal_texture);
|
||||||
buf->getMaterial().setTexture(2, animation_frame.flags_texture);
|
buf->getMaterial().setTexture(2, animation_frame.flags_texture);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// Day-night transition
|
// 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
|
// Force reload mesh to VBO
|
||||||
if (m_enable_vbo)
|
if (m_enable_vbo)
|
||||||
for (scene::IMesh *m : m_mesh)
|
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]->
|
scene::IMeshBuffer *buf = m_mesh[daynight_diff.first.first]->
|
||||||
getMeshBuffer(daynight_diff.first.second);
|
getMeshBuffer(daynight_diff.first.second);
|
||||||
video::S3DVertex *vertices = (video::S3DVertex *)buf->getVertices();
|
video::S3DVertex *vertices = (video::S3DVertex *)buf->getVertices();
|
||||||
for (const auto &j : daynight_diff.second) {
|
for (const auto &j : daynight_diff.second)
|
||||||
final_color_blend(&(vertices[j.first].Color), j.second, day_color);
|
final_color_blend(&(vertices[j.first].Color), j.second,
|
||||||
}
|
day_color);
|
||||||
}
|
}
|
||||||
m_last_daynight_ratio = daynight_ratio;
|
m_last_daynight_ratio = daynight_ratio;
|
||||||
}
|
}
|
||||||
@ -1340,10 +1306,9 @@ void MapBlockMesh::updateCameraOffset(v3s16 camera_offset)
|
|||||||
for (scene::IMesh *layer : m_mesh) {
|
for (scene::IMesh *layer : m_mesh) {
|
||||||
translateMesh(layer,
|
translateMesh(layer,
|
||||||
intToFloat(m_camera_offset - camera_offset, BS));
|
intToFloat(m_camera_offset - camera_offset, BS));
|
||||||
if (m_enable_vbo) {
|
if (m_enable_vbo)
|
||||||
layer->setDirty();
|
layer->setDirty();
|
||||||
}
|
}
|
||||||
}
|
|
||||||
m_camera_offset = camera_offset;
|
m_camera_offset = camera_offset;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@ -1360,8 +1325,7 @@ void MeshCollector::append(const TileSpec &tile,
|
|||||||
const TileLayer *layer = &tile.layers[layernum];
|
const TileLayer *layer = &tile.layers[layernum];
|
||||||
if (layer->texture_id == 0)
|
if (layer->texture_id == 0)
|
||||||
continue;
|
continue;
|
||||||
append(*layer, vertices, numVertices, indices, numIndices,
|
append(*layer, vertices, numVertices, indices, numIndices, layernum);
|
||||||
layernum);
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -1370,21 +1334,19 @@ void MeshCollector::append(const TileLayer &layer,
|
|||||||
const u16 *indices, u32 numIndices, u8 layernum)
|
const u16 *indices, u32 numIndices, u8 layernum)
|
||||||
{
|
{
|
||||||
if (numIndices > 65535) {
|
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;
|
return;
|
||||||
}
|
}
|
||||||
std::vector<PreMeshBuffer> *buffers = &prebuffers[layernum];
|
std::vector<PreMeshBuffer> *buffers = &prebuffers[layernum];
|
||||||
|
|
||||||
PreMeshBuffer *p = NULL;
|
PreMeshBuffer *p = NULL;
|
||||||
for (PreMeshBuffer &pp : *buffers) {
|
for (PreMeshBuffer &pp : *buffers) {
|
||||||
if (pp.layer != layer)
|
if (pp.layer == layer && pp.indices.size() + numIndices <= 65535) {
|
||||||
continue;
|
|
||||||
if (pp.indices.size() + numIndices > 65535)
|
|
||||||
continue;
|
|
||||||
|
|
||||||
p = &pp;
|
p = &pp;
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
|
||||||
if (p == NULL) {
|
if (p == NULL) {
|
||||||
PreMeshBuffer pp;
|
PreMeshBuffer pp;
|
||||||
@ -1397,6 +1359,7 @@ void MeshCollector::append(const TileLayer &layer,
|
|||||||
if (m_use_tangent_vertices) {
|
if (m_use_tangent_vertices) {
|
||||||
vertex_count = p->tangent_vertices.size();
|
vertex_count = p->tangent_vertices.size();
|
||||||
for (u32 i = 0; i < numVertices; i++) {
|
for (u32 i = 0; i < numVertices; i++) {
|
||||||
|
|
||||||
video::S3DVertexTangents vert(vertices[i].Pos, vertices[i].Normal,
|
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);
|
p->tangent_vertices.push_back(vert);
|
||||||
@ -1406,6 +1369,7 @@ void MeshCollector::append(const TileLayer &layer,
|
|||||||
for (u32 i = 0; i < numVertices; i++) {
|
for (u32 i = 0; i < numVertices; i++) {
|
||||||
video::S3DVertex vert(vertices[i].Pos, vertices[i].Normal,
|
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);
|
p->vertices.push_back(vert);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@ -1440,21 +1404,19 @@ void MeshCollector::append(const TileLayer &layer,
|
|||||||
v3f pos, video::SColor c, u8 light_source, u8 layernum)
|
v3f pos, video::SColor c, u8 light_source, u8 layernum)
|
||||||
{
|
{
|
||||||
if (numIndices > 65535) {
|
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;
|
return;
|
||||||
}
|
}
|
||||||
std::vector<PreMeshBuffer> *buffers = &prebuffers[layernum];
|
std::vector<PreMeshBuffer> *buffers = &prebuffers[layernum];
|
||||||
|
|
||||||
PreMeshBuffer *p = NULL;
|
PreMeshBuffer *p = NULL;
|
||||||
for (PreMeshBuffer &pp : *buffers) {
|
for (PreMeshBuffer &pp : *buffers) {
|
||||||
if(pp.layer != layer)
|
if (pp.layer == layer && pp.indices.size() + numIndices <= 65535) {
|
||||||
continue;
|
|
||||||
if(pp.indices.size() + numIndices > 65535)
|
|
||||||
continue;
|
|
||||||
|
|
||||||
p = &pp;
|
p = &pp;
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
|
||||||
if (p == NULL) {
|
if (p == NULL) {
|
||||||
PreMeshBuffer pp;
|
PreMeshBuffer pp;
|
||||||
|
Loading…
Reference in New Issue
Block a user