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Avoid rendering invisible faces of simple nodeboxes (#12262)
* Skip rendering faces adjacent to opaque nodes * Cancel out opposite faces of adjacent nodebox nodes of the same type Fixes #6409
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@ -150,8 +150,10 @@ void MapblockMeshGenerator::drawQuad(v3f *coords, const v3s16 &normal,
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// should be (2+2)*6=24 values in the list. The order of
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// the faces in the list is up-down-right-left-back-front
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// (compatible with ContentFeatures).
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// mask - a bit mask that suppresses drawing of tiles.
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// tile i will not be drawn if mask & (1 << i) is 1
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void MapblockMeshGenerator::drawCuboid(const aabb3f &box,
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TileSpec *tiles, int tilecount, const LightInfo *lights, const f32 *txc)
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TileSpec *tiles, int tilecount, const LightInfo *lights, const f32 *txc, u8 mask)
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{
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assert(tilecount >= 1 && tilecount <= 6); // pre-condition
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@ -274,6 +276,8 @@ void MapblockMeshGenerator::drawCuboid(const aabb3f &box,
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// Add to mesh collector
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for (int k = 0; k < 6; ++k) {
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if (mask & (1 << k))
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continue;
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int tileindex = MYMIN(k, tilecount - 1);
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collector->append(tiles[tileindex], vertices + 4 * k, 4, quad_indices, 6);
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}
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@ -363,7 +367,7 @@ void MapblockMeshGenerator::generateCuboidTextureCoords(const aabb3f &box, f32 *
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}
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void MapblockMeshGenerator::drawAutoLightedCuboid(aabb3f box, const f32 *txc,
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TileSpec *tiles, int tile_count)
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TileSpec *tiles, int tile_count, u8 mask)
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{
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bool scale = std::fabs(f->visual_scale - 1.0f) > 1e-3f;
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f32 texture_coord_buf[24];
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@ -403,12 +407,49 @@ void MapblockMeshGenerator::drawAutoLightedCuboid(aabb3f box, const f32 *txc,
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d.Z = (j & 1) ? dz2 : dz1;
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lights[j] = blendLight(d);
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}
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drawCuboid(box, tiles, tile_count, lights, txc);
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drawCuboid(box, tiles, tile_count, lights, txc, mask);
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} else {
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drawCuboid(box, tiles, tile_count, nullptr, txc);
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drawCuboid(box, tiles, tile_count, nullptr, txc, mask);
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}
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}
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u8 MapblockMeshGenerator::getNodeBoxMask(aabb3f box, u8 solid_neighbors, u8 sametype_neighbors) const
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{
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const f32 NODE_BOUNDARY = 0.5 * BS;
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// For an oversized nodebox, return immediately
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if (box.MaxEdge.X > NODE_BOUNDARY ||
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box.MinEdge.X < -NODE_BOUNDARY ||
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box.MaxEdge.Y > NODE_BOUNDARY ||
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box.MinEdge.Y < -NODE_BOUNDARY ||
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box.MaxEdge.Z > NODE_BOUNDARY ||
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box.MinEdge.Z < -NODE_BOUNDARY)
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return 0;
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// We can skip faces at node boundary if the matching neighbor is solid
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u8 solid_mask =
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(box.MaxEdge.Y == NODE_BOUNDARY ? 1 : 0) |
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(box.MinEdge.Y == -NODE_BOUNDARY ? 2 : 0) |
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(box.MaxEdge.X == NODE_BOUNDARY ? 4 : 0) |
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(box.MinEdge.X == -NODE_BOUNDARY ? 8 : 0) |
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(box.MaxEdge.Z == NODE_BOUNDARY ? 16 : 0) |
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(box.MinEdge.Z == -NODE_BOUNDARY ? 32 : 0);
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u8 sametype_mask = 0;
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if (f->alpha == AlphaMode::ALPHAMODE_OPAQUE) {
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// In opaque nodeboxes, faces on opposite sides can cancel
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// each other out if there is a matching neighbor of the same type
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sametype_mask =
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((solid_mask & 3) == 3 ? 3 : 0) |
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((solid_mask & 12) == 12 ? 12 : 0) |
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((solid_mask & 48) == 48 ? 48 : 0);
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}
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// Combine masks with actual neighbors to get the faces to be skipped
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return (solid_mask & solid_neighbors) | (sametype_mask & sametype_neighbors);
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}
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void MapblockMeshGenerator::prepareLiquidNodeDrawing()
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{
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getSpecialTile(0, &tile_liquid_top);
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@ -1366,13 +1407,38 @@ void MapblockMeshGenerator::drawNodeboxNode()
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getTile(nodebox_tile_dirs[face], &tiles[face]);
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}
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bool param2_is_rotation =
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f->param_type_2 == CPT2_COLORED_FACEDIR ||
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f->param_type_2 == CPT2_COLORED_WALLMOUNTED ||
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f->param_type_2 == CPT2_FACEDIR ||
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f->param_type_2 == CPT2_WALLMOUNTED;
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bool param2_is_level =
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f->param_type_2 == CPT2_LEVELED;
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// locate possible neighboring nodes to connect to
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u8 neighbors_set = 0;
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if (f->node_box.type == NODEBOX_CONNECTED) {
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u8 solid_neighbors = 0;
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u8 sametype_neighbors = 0;
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for (int dir = 0; dir != 6; dir++) {
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u8 flag = 1 << dir;
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v3s16 p2 = blockpos_nodes + p + nodebox_connection_dirs[dir];
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v3s16 p2 = blockpos_nodes + p + nodebox_tile_dirs[dir];
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MapNode n2 = data->m_vmanip.getNodeNoEx(p2);
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// mark neighbors that are the same node type
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// and have the same rotation or higher level stored as param2
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if (n2.param0 == n.param0 &&
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(!param2_is_rotation || n.param2 == n2.param2) &&
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(!param2_is_level || n.param2 <= n2.param2))
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sametype_neighbors |= flag;
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// mark neighbors that are simple solid blocks
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if (nodedef->get(n2).drawtype == NDT_NORMAL)
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solid_neighbors |= flag;
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if (f->node_box.type == NODEBOX_CONNECTED) {
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p2 = blockpos_nodes + p + nodebox_connection_dirs[dir];
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n2 = data->m_vmanip.getNodeNoEx(p2);
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if (nodedef->nodeboxConnects(n, n2, flag))
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neighbors_set |= flag;
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}
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@ -1433,8 +1499,10 @@ void MapblockMeshGenerator::drawNodeboxNode()
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}
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}
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for (auto &box : boxes)
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drawAutoLightedCuboid(box, nullptr, tiles, 6);
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for (auto &box : boxes) {
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u8 mask = getNodeBoxMask(box, solid_neighbors, sametype_neighbors);
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drawAutoLightedCuboid(box, nullptr, tiles, 6, mask);
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}
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}
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void MapblockMeshGenerator::drawMeshNode()
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@ -100,10 +100,11 @@ public:
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// cuboid drawing!
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void drawCuboid(const aabb3f &box, TileSpec *tiles, int tilecount,
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const LightInfo *lights , const f32 *txc);
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const LightInfo *lights , const f32 *txc, u8 mask = 0);
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void generateCuboidTextureCoords(aabb3f const &box, f32 *coords);
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void drawAutoLightedCuboid(aabb3f box, const f32 *txc = NULL,
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TileSpec *tiles = NULL, int tile_count = 0);
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TileSpec *tiles = NULL, int tile_count = 0, u8 mask = 0);
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u8 getNodeBoxMask(aabb3f box, u8 solid_neighbors, u8 sametype_neighbors) const;
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// liquid-specific
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bool top_is_same_liquid;
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