mirror of
https://github.com/minetest/minetest.git
synced 2024-11-24 00:23:46 +01:00
157a4cf18c
- Node placement code moved to Lua - Mineral system removed (added default:stone_with_coal and default:stone_with_iron). - MapBlock and MapNode serialization updated. - Mapgen: Frequency of iron increased. - node_dig callback and related changes.
918 lines
23 KiB
C++
918 lines
23 KiB
C++
/*
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Minetest-c55
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Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#include "mapblock_mesh.h"
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#include "light.h"
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#include "mapblock.h"
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#include "map.h"
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#include "main.h" // For g_settings and g_texturesource
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#include "settings.h"
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#include "profiler.h"
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#include "nodedef.h"
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#include "gamedef.h"
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#include "content_mapblock.h"
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void MeshMakeData::fill(u32 daynight_ratio, MapBlock *block)
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{
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m_daynight_ratio = daynight_ratio;
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m_blockpos = block->getPos();
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v3s16 blockpos_nodes = m_blockpos*MAP_BLOCKSIZE;
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/*
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There is no harm not copying the TempMods of the neighbors
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because they are already copied to this block
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*/
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m_temp_mods.clear();
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block->copyTempMods(m_temp_mods);
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/*
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Copy data
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*/
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// Allocate this block + neighbors
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m_vmanip.clear();
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m_vmanip.addArea(VoxelArea(blockpos_nodes-v3s16(1,1,1)*MAP_BLOCKSIZE,
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blockpos_nodes+v3s16(1,1,1)*MAP_BLOCKSIZE*2-v3s16(1,1,1)));
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{
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//TimeTaker timer("copy central block data");
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// 0ms
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// Copy our data
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block->copyTo(m_vmanip);
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}
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{
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//TimeTaker timer("copy neighbor block data");
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// 0ms
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/*
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Copy neighbors. This is lightning fast.
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Copying only the borders would be *very* slow.
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*/
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// Get map
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Map *map = block->getParent();
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for(u16 i=0; i<6; i++)
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{
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const v3s16 &dir = g_6dirs[i];
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v3s16 bp = m_blockpos + dir;
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MapBlock *b = map->getBlockNoCreateNoEx(bp);
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if(b)
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b->copyTo(m_vmanip);
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}
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}
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}
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void MeshMakeData::fillSingleNode(u32 daynight_ratio, MapNode *node)
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{
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m_daynight_ratio = daynight_ratio;
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m_blockpos = v3s16(0,0,0);
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m_temp_mods.clear();
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v3s16 blockpos_nodes = v3s16(0,0,0);
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VoxelArea area(blockpos_nodes-v3s16(1,1,1)*MAP_BLOCKSIZE,
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blockpos_nodes+v3s16(1,1,1)*MAP_BLOCKSIZE*2-v3s16(1,1,1));
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s32 volume = area.getVolume();
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s32 our_node_index = area.index(1,1,1);
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// Allocate this block + neighbors
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m_vmanip.clear();
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m_vmanip.addArea(area);
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// Fill in data
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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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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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}
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/*
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vertex_dirs: v3s16[4]
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*/
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static void getNodeVertexDirs(v3s16 dir, v3s16 *vertex_dirs)
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{
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/*
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If looked from outside the node towards the face, the corners are:
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0: bottom-right
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1: bottom-left
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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 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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// 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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// 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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// 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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// 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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// 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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}
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video::SColor MapBlock_LightColor(u8 alpha, u8 light)
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{
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#if 0
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return video::SColor(alpha,light,light,light);
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#endif
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//return video::SColor(alpha,light,light,MYMAX(0, (s16)light-25)+25);
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/*return video::SColor(alpha,light,light,MYMAX(0,
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pow((float)light/255.0, 0.8)*255.0));*/
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#if 1
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// Emphase blue a bit in darker places
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float lim = 80;
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float power = 0.8;
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if(light > lim)
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return video::SColor(alpha,light,light,light);
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else
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return video::SColor(alpha,light,light,MYMAX(0,
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pow((float)light/lim, power)*lim));
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#endif
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}
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struct FastFace
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{
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TileSpec tile;
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video::S3DVertex vertices[4]; // Precalculated vertices
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};
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static void makeFastFace(TileSpec tile, u8 li0, u8 li1, u8 li2, u8 li3, v3f p,
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v3s16 dir, v3f scale, v3f posRelative_f,
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core::array<FastFace> &dest)
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{
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FastFace face;
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// Position is at the center of the cube.
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v3f pos = p * BS;
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posRelative_f *= BS;
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v3f vertex_pos[4];
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v3s16 vertex_dirs[4];
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getNodeVertexDirs(dir, vertex_dirs);
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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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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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for(u16 i=0; i<4; i++)
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{
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vertex_pos[i].X *= scale.X;
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vertex_pos[i].Y *= scale.Y;
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vertex_pos[i].Z *= scale.Z;
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vertex_pos[i] += pos + posRelative_f;
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}
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f32 abs_scale = 1.;
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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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v3f normal(dir.X, dir.Y, dir.Z);
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u8 alpha = tile.alpha;
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/*u8 alpha = 255;
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if(tile.id == TILE_WATER)
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alpha = WATER_ALPHA;*/
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float x0 = tile.texture.pos.X;
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float y0 = tile.texture.pos.Y;
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float w = tile.texture.size.X;
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float h = tile.texture.size.Y;
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/*video::SColor c = MapBlock_LightColor(alpha, li);
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face.vertices[0] = video::S3DVertex(vertex_pos[0], v3f(0,1,0), c,
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core::vector2d<f32>(x0+w*abs_scale, y0+h));
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face.vertices[1] = video::S3DVertex(vertex_pos[1], v3f(0,1,0), c,
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core::vector2d<f32>(x0, y0+h));
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face.vertices[2] = video::S3DVertex(vertex_pos[2], v3f(0,1,0), c,
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core::vector2d<f32>(x0, y0));
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face.vertices[3] = video::S3DVertex(vertex_pos[3], v3f(0,1,0), c,
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core::vector2d<f32>(x0+w*abs_scale, y0));*/
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face.vertices[0] = video::S3DVertex(vertex_pos[0], normal,
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MapBlock_LightColor(alpha, li0),
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core::vector2d<f32>(x0+w*abs_scale, y0+h));
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face.vertices[1] = video::S3DVertex(vertex_pos[1], normal,
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MapBlock_LightColor(alpha, li1),
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core::vector2d<f32>(x0, y0+h));
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face.vertices[2] = video::S3DVertex(vertex_pos[2], normal,
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MapBlock_LightColor(alpha, li2),
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core::vector2d<f32>(x0, y0));
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face.vertices[3] = video::S3DVertex(vertex_pos[3], normal,
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MapBlock_LightColor(alpha, li3),
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core::vector2d<f32>(x0+w*abs_scale, y0));
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face.tile = tile;
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//DEBUG
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//f->tile = TILE_STONE;
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dest.push_back(face);
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}
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static TileSpec getTile(const MapNode &node, v3s16 dir, INodeDefManager *nodemgr)
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{
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// Direction must be (1,0,0), (-1,0,0), (0,1,0), (0,-1,0),
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// (0,0,1), (0,0,-1) or (0,0,0)
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assert(dir.X * dir.X + dir.Y * dir.Y + dir.Z * dir.Z <= 1);
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// Convert direction to single integer for table lookup
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// 0 = (0,0,0)
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// 1 = (1,0,0)
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// 2 = (0,1,0)
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// 3 = (0,0,1)
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// 4 = invalid, treat as (0,0,0)
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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;
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// Get rotation for things like chests
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u8 facedir = node.getFaceDir(nodemgr);
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assert(facedir <= 3);
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static const u8 dir_to_tile[4 * 8] =
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{
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// 0 +X +Y +Z 0 -Z -Y -X
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0, 2, 0, 4, 0, 5, 1, 3, // facedir = 0
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0, 4, 0, 3, 0, 2, 1, 5, // facedir = 1
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0, 3, 0, 5, 0, 4, 1, 2, // facedir = 2
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0, 5, 0, 2, 0, 3, 1, 4, // facedir = 3
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};
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return nodemgr->get(node).tiles[dir_to_tile[facedir*8 + dir_i]];
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}
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/*
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Gets node tile from any place relative to block.
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Returns TILE_NODE if doesn't exist or should not be drawn.
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*/
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TileSpec getNodeTile(MapNode mn, v3s16 p, v3s16 face_dir,
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NodeModMap *temp_mods, ITextureSource *tsrc, INodeDefManager *ndef)
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{
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TileSpec spec;
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spec = getTile(mn, face_dir, ndef);
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/*
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Check temporary modifications on this node
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*/
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/*core::map<v3s16, NodeMod>::Node *n;
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n = m_temp_mods.find(p);
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// If modified
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if(n != NULL)
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{
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struct NodeMod mod = n->getValue();*/
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NodeMod mod;
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if(temp_mods && temp_mods->get(p, &mod))
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{
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#if 0 // NODEMOD_CHANGECONTENT isn't used at the moment
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if(mod.type == NODEMOD_CHANGECONTENT)
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{
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MapNode mn2(mod.param);
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spec = getTile(mn2, face_dir, ndef);
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}
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#endif
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if(mod.type == NODEMOD_CRACK)
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{
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/*
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Get texture id, translate it to name, append stuff to
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name, get texture id
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*/
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// Get original texture name
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u32 orig_id = spec.texture.id;
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std::string orig_name = tsrc->getTextureName(orig_id);
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// Create new texture name
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std::ostringstream os;
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os<<orig_name<<"^[crack"<<mod.param;
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// Get new texture
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u32 new_id = tsrc->getTextureId(os.str());
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/*dstream<<"MapBlock::getNodeTile(): Switching from "
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<<orig_name<<" to "<<os.str()<<" ("
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<<orig_id<<" to "<<new_id<<")"<<std::endl;*/
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spec.texture = tsrc->getTexture(new_id);
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}
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}
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return spec;
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}
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static content_t getNodeContent(v3s16 p, MapNode mn, NodeModMap *temp_mods)
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{
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/*
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Check temporary modifications on this node
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*/
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#if 0 // NODEMOD_CHANGECONTENT isn't used at the moment
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NodeMod mod;
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if(temp_mods && temp_mods->get(p, &mod))
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{
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if(mod.type == NODEMOD_CHANGECONTENT)
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{
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// Overrides content
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return mod.param;
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}
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if(mod.type == NODEMOD_CRACK)
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{
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/*
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Content doesn't change.
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face_contents works just like it should, because
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there should not be faces between differently cracked
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nodes.
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If a semi-transparent node is cracked in front an
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another one, it really doesn't matter whether there
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is a cracked face drawn in between or not.
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*/
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}
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}
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#endif
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return mn.getContent();
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}
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v3s16 dirs8[8] = {
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v3s16(0,0,0),
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v3s16(0,0,1),
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v3s16(0,1,0),
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v3s16(0,1,1),
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v3s16(1,0,0),
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v3s16(1,1,0),
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v3s16(1,0,1),
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v3s16(1,1,1),
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};
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// Calculate lighting at the XYZ- corner of p
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static u8 getSmoothLight(v3s16 p, VoxelManipulator &vmanip, u32 daynight_ratio,
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INodeDefManager *ndef)
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{
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u16 ambient_occlusion = 0;
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u16 light = 0;
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u16 light_count = 0;
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for(u32 i=0; i<8; i++)
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{
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MapNode n = vmanip.getNodeNoEx(p - dirs8[i]);
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if(ndef->get(n).param_type == CPT_LIGHT
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// Fast-style leaves look better this way
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&& ndef->get(n).solidness != 2)
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{
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light += decode_light(n.getLightBlend(daynight_ratio, ndef));
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light_count++;
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}
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else
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{
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if(n.getContent() != CONTENT_IGNORE)
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ambient_occlusion++;
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}
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}
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if(light_count == 0)
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return 255;
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light /= light_count;
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if(ambient_occlusion > 4)
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{
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ambient_occlusion -= 4;
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light = (float)light / ((float)ambient_occlusion * 0.5 + 1.0);
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}
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return light;
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}
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// Calculate lighting at the given corner of p
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static u8 getSmoothLight(v3s16 p, v3s16 corner,
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VoxelManipulator &vmanip, u32 daynight_ratio, INodeDefManager *ndef)
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{
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if(corner.X == 1) p.X += 1;
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else assert(corner.X == -1);
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if(corner.Y == 1) p.Y += 1;
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else assert(corner.Y == -1);
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if(corner.Z == 1) p.Z += 1;
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else assert(corner.Z == -1);
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return getSmoothLight(p, vmanip, daynight_ratio, ndef);
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}
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static void getTileInfo(
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// Input:
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v3s16 blockpos_nodes,
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v3s16 p,
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v3s16 face_dir,
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u32 daynight_ratio,
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VoxelManipulator &vmanip,
|
|
NodeModMap *temp_mods,
|
|
bool smooth_lighting,
|
|
IGameDef *gamedef,
|
|
// Output:
|
|
bool &makes_face,
|
|
v3s16 &p_corrected,
|
|
v3s16 &face_dir_corrected,
|
|
u8 *lights,
|
|
TileSpec &tile
|
|
)
|
|
{
|
|
ITextureSource *tsrc = gamedef->tsrc();
|
|
INodeDefManager *ndef = gamedef->ndef();
|
|
|
|
MapNode n0 = vmanip.getNodeNoEx(blockpos_nodes + p);
|
|
MapNode n1 = vmanip.getNodeNoEx(blockpos_nodes + p + face_dir);
|
|
TileSpec tile0 = getNodeTile(n0, p, face_dir, temp_mods, tsrc, ndef);
|
|
TileSpec tile1 = getNodeTile(n1, p + face_dir, -face_dir, temp_mods, tsrc, ndef);
|
|
|
|
// This is hackish
|
|
content_t content0 = getNodeContent(p, n0, temp_mods);
|
|
content_t content1 = getNodeContent(p + face_dir, n1, temp_mods);
|
|
bool equivalent = false;
|
|
u8 mf = face_contents(content0, content1, &equivalent, ndef);
|
|
|
|
if(mf == 0)
|
|
{
|
|
makes_face = false;
|
|
return;
|
|
}
|
|
|
|
makes_face = true;
|
|
|
|
if(mf == 1)
|
|
{
|
|
tile = tile0;
|
|
p_corrected = p;
|
|
face_dir_corrected = face_dir;
|
|
}
|
|
else
|
|
{
|
|
tile = tile1;
|
|
p_corrected = p + face_dir;
|
|
face_dir_corrected = -face_dir;
|
|
}
|
|
|
|
// eg. water and glass
|
|
if(equivalent)
|
|
tile.material_flags |= MATERIAL_FLAG_BACKFACE_CULLING;
|
|
|
|
if(smooth_lighting == false)
|
|
{
|
|
lights[0] = lights[1] = lights[2] = lights[3] =
|
|
decode_light(getFaceLight(daynight_ratio, n0, n1, face_dir, ndef));
|
|
}
|
|
else
|
|
{
|
|
v3s16 vertex_dirs[4];
|
|
getNodeVertexDirs(face_dir_corrected, vertex_dirs);
|
|
for(u16 i=0; i<4; i++)
|
|
{
|
|
lights[i] = getSmoothLight(blockpos_nodes + p_corrected,
|
|
vertex_dirs[i], vmanip, daynight_ratio, ndef);
|
|
}
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
/*
|
|
startpos:
|
|
translate_dir: unit vector with only one of x, y or z
|
|
face_dir: unit vector with only one of x, y or z
|
|
*/
|
|
static void updateFastFaceRow(
|
|
u32 daynight_ratio,
|
|
v3f posRelative_f,
|
|
v3s16 startpos,
|
|
u16 length,
|
|
v3s16 translate_dir,
|
|
v3f translate_dir_f,
|
|
v3s16 face_dir,
|
|
v3f face_dir_f,
|
|
core::array<FastFace> &dest,
|
|
NodeModMap *temp_mods,
|
|
VoxelManipulator &vmanip,
|
|
v3s16 blockpos_nodes,
|
|
bool smooth_lighting,
|
|
IGameDef *gamedef)
|
|
{
|
|
v3s16 p = startpos;
|
|
|
|
u16 continuous_tiles_count = 0;
|
|
|
|
bool makes_face = false;
|
|
v3s16 p_corrected;
|
|
v3s16 face_dir_corrected;
|
|
u8 lights[4] = {0,0,0,0};
|
|
TileSpec tile;
|
|
getTileInfo(blockpos_nodes, p, face_dir, daynight_ratio,
|
|
vmanip, temp_mods, smooth_lighting, gamedef,
|
|
makes_face, p_corrected, face_dir_corrected, lights, tile);
|
|
|
|
for(u16 j=0; j<length; j++)
|
|
{
|
|
// If tiling can be done, this is set to false in the next step
|
|
bool next_is_different = true;
|
|
|
|
v3s16 p_next;
|
|
|
|
bool next_makes_face = false;
|
|
v3s16 next_p_corrected;
|
|
v3s16 next_face_dir_corrected;
|
|
u8 next_lights[4] = {0,0,0,0};
|
|
TileSpec next_tile;
|
|
|
|
// If at last position, there is nothing to compare to and
|
|
// the face must be drawn anyway
|
|
if(j != length - 1)
|
|
{
|
|
p_next = p + translate_dir;
|
|
|
|
getTileInfo(blockpos_nodes, p_next, face_dir, daynight_ratio,
|
|
vmanip, temp_mods, smooth_lighting, gamedef,
|
|
next_makes_face, next_p_corrected,
|
|
next_face_dir_corrected, next_lights,
|
|
next_tile);
|
|
|
|
if(next_makes_face == makes_face
|
|
&& next_p_corrected == p_corrected + translate_dir
|
|
&& next_face_dir_corrected == face_dir_corrected
|
|
&& next_lights[0] == lights[0]
|
|
&& next_lights[1] == lights[1]
|
|
&& next_lights[2] == lights[2]
|
|
&& next_lights[3] == lights[3]
|
|
&& next_tile == tile)
|
|
{
|
|
next_is_different = false;
|
|
}
|
|
else{
|
|
/*if(makes_face){
|
|
g_profiler->add("Meshgen: diff: next_makes_face != makes_face",
|
|
next_makes_face != makes_face ? 1 : 0);
|
|
g_profiler->add("Meshgen: diff: n_p_corr != p_corr + t_dir",
|
|
(next_p_corrected != p_corrected + translate_dir) ? 1 : 0);
|
|
g_profiler->add("Meshgen: diff: next_f_dir_corr != f_dir_corr",
|
|
next_face_dir_corrected != face_dir_corrected ? 1 : 0);
|
|
g_profiler->add("Meshgen: diff: next_lights[] != lights[]",
|
|
(next_lights[0] != lights[0] ||
|
|
next_lights[0] != lights[0] ||
|
|
next_lights[0] != lights[0] ||
|
|
next_lights[0] != lights[0]) ? 1 : 0);
|
|
g_profiler->add("Meshgen: diff: !(next_tile == tile)",
|
|
!(next_tile == tile) ? 1 : 0);
|
|
}*/
|
|
}
|
|
/*g_profiler->add("Meshgen: Total faces checked", 1);
|
|
if(makes_face)
|
|
g_profiler->add("Meshgen: Total makes_face checked", 1);*/
|
|
} else {
|
|
/*if(makes_face)
|
|
g_profiler->add("Meshgen: diff: last position", 1);*/
|
|
}
|
|
|
|
continuous_tiles_count++;
|
|
|
|
// This is set to true if the texture doesn't allow more tiling
|
|
bool end_of_texture = false;
|
|
/*
|
|
If there is no texture, it can be tiled infinitely.
|
|
If tiled==0, it means the texture can be tiled infinitely.
|
|
Otherwise check tiled agains continuous_tiles_count.
|
|
*/
|
|
if(tile.texture.atlas != NULL && tile.texture.tiled != 0)
|
|
{
|
|
if(tile.texture.tiled <= continuous_tiles_count)
|
|
end_of_texture = true;
|
|
}
|
|
|
|
// Do this to disable tiling textures
|
|
//end_of_texture = true; //DEBUG
|
|
|
|
if(next_is_different || end_of_texture)
|
|
{
|
|
/*
|
|
Create a face if there should be one
|
|
*/
|
|
if(makes_face)
|
|
{
|
|
// Floating point conversion of the position vector
|
|
v3f pf(p_corrected.X, p_corrected.Y, p_corrected.Z);
|
|
// Center point of face (kind of)
|
|
v3f sp = pf - ((f32)continuous_tiles_count / 2. - 0.5) * translate_dir_f;
|
|
if(continuous_tiles_count != 1)
|
|
sp += translate_dir_f;
|
|
v3f scale(1,1,1);
|
|
|
|
if(translate_dir.X != 0)
|
|
{
|
|
scale.X = continuous_tiles_count;
|
|
}
|
|
if(translate_dir.Y != 0)
|
|
{
|
|
scale.Y = continuous_tiles_count;
|
|
}
|
|
if(translate_dir.Z != 0)
|
|
{
|
|
scale.Z = continuous_tiles_count;
|
|
}
|
|
|
|
makeFastFace(tile, lights[0], lights[1], lights[2], lights[3],
|
|
sp, face_dir_corrected, scale,
|
|
posRelative_f, dest);
|
|
|
|
g_profiler->avg("Meshgen: faces drawn by tiling", 0);
|
|
for(int i=1; i<continuous_tiles_count; i++){
|
|
g_profiler->avg("Meshgen: faces drawn by tiling", 1);
|
|
}
|
|
}
|
|
|
|
continuous_tiles_count = 0;
|
|
|
|
makes_face = next_makes_face;
|
|
p_corrected = next_p_corrected;
|
|
face_dir_corrected = next_face_dir_corrected;
|
|
lights[0] = next_lights[0];
|
|
lights[1] = next_lights[1];
|
|
lights[2] = next_lights[2];
|
|
lights[3] = next_lights[3];
|
|
tile = next_tile;
|
|
}
|
|
|
|
p = p_next;
|
|
}
|
|
}
|
|
|
|
scene::SMesh* makeMapBlockMesh(MeshMakeData *data, IGameDef *gamedef)
|
|
{
|
|
// 4-21ms for MAP_BLOCKSIZE=16
|
|
// 24-155ms for MAP_BLOCKSIZE=32
|
|
//TimeTaker timer1("makeMapBlockMesh()");
|
|
|
|
core::array<FastFace> fastfaces_new;
|
|
|
|
v3s16 blockpos_nodes = data->m_blockpos*MAP_BLOCKSIZE;
|
|
|
|
// floating point conversion
|
|
v3f posRelative_f(blockpos_nodes.X, blockpos_nodes.Y, blockpos_nodes.Z);
|
|
|
|
/*
|
|
Some settings
|
|
*/
|
|
//bool new_style_water = g_settings->getBool("new_style_water");
|
|
//bool new_style_leaves = g_settings->getBool("new_style_leaves");
|
|
bool smooth_lighting = g_settings->getBool("smooth_lighting");
|
|
|
|
/*
|
|
We are including the faces of the trailing edges of the block.
|
|
This means that when something changes, the caller must
|
|
also update the meshes of the blocks at the leading edges.
|
|
|
|
NOTE: This is the slowest part of this method.
|
|
*/
|
|
|
|
{
|
|
// 4-23ms for MAP_BLOCKSIZE=16
|
|
//TimeTaker timer2("updateMesh() collect");
|
|
|
|
/*
|
|
Go through every y,z and get top(y+) faces in rows of x+
|
|
*/
|
|
for(s16 y=0; y<MAP_BLOCKSIZE; y++){
|
|
for(s16 z=0; z<MAP_BLOCKSIZE; z++){
|
|
updateFastFaceRow(data->m_daynight_ratio, posRelative_f,
|
|
v3s16(0,y,z), MAP_BLOCKSIZE,
|
|
v3s16(1,0,0), //dir
|
|
v3f (1,0,0),
|
|
v3s16(0,1,0), //face dir
|
|
v3f (0,1,0),
|
|
fastfaces_new,
|
|
&data->m_temp_mods,
|
|
data->m_vmanip,
|
|
blockpos_nodes,
|
|
smooth_lighting,
|
|
gamedef);
|
|
}
|
|
}
|
|
/*
|
|
Go through every x,y and get right(x+) faces in rows of z+
|
|
*/
|
|
for(s16 x=0; x<MAP_BLOCKSIZE; x++){
|
|
for(s16 y=0; y<MAP_BLOCKSIZE; y++){
|
|
updateFastFaceRow(data->m_daynight_ratio, posRelative_f,
|
|
v3s16(x,y,0), MAP_BLOCKSIZE,
|
|
v3s16(0,0,1),
|
|
v3f (0,0,1),
|
|
v3s16(1,0,0),
|
|
v3f (1,0,0),
|
|
fastfaces_new,
|
|
&data->m_temp_mods,
|
|
data->m_vmanip,
|
|
blockpos_nodes,
|
|
smooth_lighting,
|
|
gamedef);
|
|
}
|
|
}
|
|
/*
|
|
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->m_daynight_ratio, posRelative_f,
|
|
v3s16(0,y,z), MAP_BLOCKSIZE,
|
|
v3s16(1,0,0),
|
|
v3f (1,0,0),
|
|
v3s16(0,0,1),
|
|
v3f (0,0,1),
|
|
fastfaces_new,
|
|
&data->m_temp_mods,
|
|
data->m_vmanip,
|
|
blockpos_nodes,
|
|
smooth_lighting,
|
|
gamedef);
|
|
}
|
|
}
|
|
}
|
|
|
|
// End of slow part
|
|
|
|
/*
|
|
Convert FastFaces to SMesh
|
|
*/
|
|
|
|
MeshCollector collector;
|
|
|
|
if(fastfaces_new.size() > 0)
|
|
{
|
|
// avg 0ms (100ms spikes when loading textures the first time)
|
|
//TimeTaker timer2("updateMesh() mesh building");
|
|
|
|
video::SMaterial material;
|
|
material.setFlag(video::EMF_LIGHTING, false);
|
|
material.setFlag(video::EMF_BACK_FACE_CULLING, true);
|
|
material.setFlag(video::EMF_BILINEAR_FILTER, false);
|
|
material.setFlag(video::EMF_FOG_ENABLE, true);
|
|
//material.setFlag(video::EMF_ANTI_ALIASING, video::EAAM_OFF);
|
|
//material.setFlag(video::EMF_ANTI_ALIASING, video::EAAM_SIMPLE);
|
|
material.MaterialType
|
|
= video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
|
|
|
|
for(u32 i=0; i<fastfaces_new.size(); i++)
|
|
{
|
|
FastFace &f = fastfaces_new[i];
|
|
|
|
const u16 indices[] = {0,1,2,2,3,0};
|
|
const u16 indices_alternate[] = {0,1,3,2,3,1};
|
|
|
|
video::ITexture *texture = f.tile.texture.atlas;
|
|
if(texture == NULL)
|
|
continue;
|
|
|
|
material.setTexture(0, texture);
|
|
|
|
f.tile.applyMaterialOptions(material);
|
|
|
|
const u16 *indices_p = indices;
|
|
|
|
/*
|
|
Revert triangles for nicer looking gradient if vertices
|
|
1 and 3 have same color or 0 and 2 have different color.
|
|
*/
|
|
if(f.vertices[0].Color != f.vertices[2].Color
|
|
|| f.vertices[1].Color == f.vertices[3].Color)
|
|
indices_p = indices_alternate;
|
|
|
|
collector.append(material, f.vertices, 4, indices_p, 6);
|
|
}
|
|
}
|
|
|
|
/*
|
|
Add special graphics:
|
|
- torches
|
|
- flowing water
|
|
- fences
|
|
- whatever
|
|
*/
|
|
|
|
mapblock_mesh_generate_special(data, collector, gamedef);
|
|
|
|
/*
|
|
Add stuff from collector to mesh
|
|
*/
|
|
|
|
scene::SMesh *mesh_new = NULL;
|
|
mesh_new = new scene::SMesh();
|
|
|
|
collector.fillMesh(mesh_new);
|
|
|
|
/*
|
|
Do some stuff to the mesh
|
|
*/
|
|
|
|
mesh_new->recalculateBoundingBox();
|
|
|
|
/*
|
|
Delete new mesh if it is empty
|
|
*/
|
|
|
|
if(mesh_new->getMeshBufferCount() == 0)
|
|
{
|
|
mesh_new->drop();
|
|
mesh_new = NULL;
|
|
}
|
|
|
|
if(mesh_new)
|
|
{
|
|
#if 0
|
|
// Usually 1-700 faces and 1-7 materials
|
|
std::cout<<"Updated MapBlock has "<<fastfaces_new.size()<<" faces "
|
|
<<"and uses "<<mesh_new->getMeshBufferCount()
|
|
<<" materials (meshbuffers)"<<std::endl;
|
|
#endif
|
|
|
|
// Use VBO for mesh (this just would set this for ever buffer)
|
|
// This will lead to infinite memory usage because or irrlicht.
|
|
//mesh_new->setHardwareMappingHint(scene::EHM_STATIC);
|
|
|
|
/*
|
|
NOTE: If that is enabled, some kind of a queue to the main
|
|
thread should be made which would call irrlicht to delete
|
|
the hardware buffer and then delete the mesh
|
|
*/
|
|
}
|
|
|
|
return mesh_new;
|
|
|
|
//std::cout<<"added "<<fastfaces.getSize()<<" faces."<<std::endl;
|
|
}
|
|
|