m_blockpos = block->getPos();
v3s16 blockpos_nodes = m_blockpos*MAP_BLOCKSIZE;
-
+
/*
Copy data
*/
Copy neighbors. This is lightning fast.
Copying only the borders would be *very* slow.
*/
-
+
// Get map
Map *map = block->getParent();
void MeshMakeData::fillSingleNode(MapNode *node)
{
m_blockpos = v3s16(0,0,0);
-
+
v3s16 blockpos_nodes = v3s16(0,0,0);
VoxelArea area(blockpos_nodes-v3s16(1,1,1)*MAP_BLOCKSIZE,
blockpos_nodes+v3s16(1,1,1)*MAP_BLOCKSIZE*2-v3s16(1,1,1));
for(u32 i=0; i<8; i++)
{
MapNode n = data->m_vmanip.getNodeNoEx(p - dirs8[i]);
+
+ if (n.getContent() == CONTENT_IGNORE) {
+ ambient_occlusion++;
+ continue;
+ }
+
const ContentFeatures &f = ndef->get(n);
if(f.light_source > light_source_max)
light_source_max = f.light_source;
light += decode_light(n.getLight(bank, ndef));
light_count++;
}
- else if(n.getContent() != CONTENT_IGNORE)
- {
- ambient_occlusion++;
- }
}
if(light_count == 0)
return 255;
-
+
light /= light_count;
// Boost brightness around light sources
else assert(corner.Y == -1);
if(corner.Z == 1) p.Z += 1;
else assert(corner.Z == -1);
-
+
return getSmoothLight(p, data);
}
if(m1 == CONTENT_IGNORE || m2 == CONTENT_IGNORE)
return 0;
-
+
bool contents_differ = (m1 != m2);
-
+
const ContentFeatures &f1 = ndef->get(m1);
const ContentFeatures &f2 = ndef->get(m2);
// Contents don't differ for different forms of same liquid
if(f1.sameLiquid(f2))
contents_differ = false;
-
+
u8 c1 = f1.solidness;
u8 c2 = f2.solidness;
if(makes_face == false)
return 0;
-
+
if(c1 == 0)
c1 = f1.visual_solidness;
if(c2 == 0)
c2 = f2.visual_solidness;
-
+
if(c1 == c2){
*equivalent = true;
// If same solidness, liquid takes precense
if(f2.isLiquid())
return 2;
}
-
+
if(c1 > c2)
return 1;
else
facedir = 0;
static const u16 dir_to_tile[24 * 16] =
{
- // 0 +X +Y +Z -Z -Y -X -> value=tile,rotation
+ // 0 +X +Y +Z -Z -Y -X -> value=tile,rotation
0,0, 2,0 , 0,0 , 4,0 , 0,0, 5,0 , 1,0 , 3,0 , // rotate around y+ 0 - 3
0,0, 4,0 , 0,3 , 3,0 , 0,0, 2,0 , 1,1 , 5,0 ,
0,0, 3,0 , 0,2 , 5,0 , 0,0, 4,0 , 1,2 , 2,0 ,
0,0, 0,1 , 2,3 , 5,1 , 0,0, 4,3 , 3,3 , 1,1 ,
0,0, 0,0 , 4,3 , 2,1 , 0,0, 3,3 , 5,3 , 1,2 ,
- 0,0, 1,1 , 2,1 , 4,3 , 0,0, 5,1 , 3,1 , 0,1 , // rotate around x- 16 - 19
+ 0,0, 1,1 , 2,1 , 4,3 , 0,0, 5,1 , 3,1 , 0,1 , // rotate around x- 16 - 19
0,0, 1,2 , 4,1 , 3,3 , 0,0, 2,1 , 5,1 , 0,0 ,
- 0,0, 1,3 , 3,1 , 5,3 , 0,0, 4,1 , 2,1 , 0,3 ,
- 0,0, 1,0 , 5,1 , 2,3 , 0,0, 3,1 , 4,1 , 0,2 ,
+ 0,0, 1,3 , 3,1 , 5,3 , 0,0, 4,1 , 2,1 , 0,3 ,
+ 0,0, 1,0 , 5,1 , 2,3 , 0,0, 3,1 , 4,1 , 0,2 ,
0,0, 3,2 , 1,2 , 4,2 , 0,0, 5,2 , 0,2 , 2,2 , // rotate around y- 20 - 23
- 0,0, 5,2 , 1,3 , 3,2 , 0,0, 2,2 , 0,1 , 4,2 ,
- 0,0, 2,2 , 1,0 , 5,2 , 0,0, 4,2 , 0,0 , 3,2 ,
- 0,0, 4,2 , 1,1 , 2,2 , 0,0, 3,2 , 0,3 , 5,2
+ 0,0, 5,2 , 1,3 , 3,2 , 0,0, 2,2 , 0,1 , 4,2 ,
+ 0,0, 2,2 , 1,0 , 5,2 , 0,0, 4,2 , 0,0 , 3,2 ,
+ 0,0, 4,2 , 1,1 , 2,2 , 0,0, 3,2 , 0,3 , 5,2
};
u16 tile_index=facedir*16 + dir_i;
v3s16 blockpos_nodes = data->m_blockpos * MAP_BLOCKSIZE;
MapNode n0 = vmanip.getNodeNoEx(blockpos_nodes + p);
-
+
// Don't even try to get n1 if n0 is already CONTENT_IGNORE
if (n0.getContent() == CONTENT_IGNORE ) {
makes_face = false;
return;
}
MapNode n1 = vmanip.getNodeNoEx(blockpos_nodes + p + face_dir);
-
+
// This is hackish
bool equivalent = false;
u8 mf = face_contents(n0.getContent(), n1.getContent(),
}
makes_face = true;
-
+
if(mf == 1)
{
tile = getNodeTile(n0, p, face_dir, data);
face_dir_corrected = -face_dir;
light_source = ndef->get(n1).light_source;
}
-
+
// eg. water and glass
if(equivalent)
tile.material_flags |= MATERIAL_FLAG_BACKFACE_CULLING;
vertex_dirs[i], data);
}
}
-
+
return;
}
std::vector<FastFace> &dest)
{
v3s16 p = startpos;
-
+
u16 continuous_tiles_count = 0;
-
+
bool makes_face = false;
v3s16 p_corrected;
v3s16 face_dir_corrected;
u16 lights[4] = {0,0,0,0};
TileSpec tile;
u8 light_source = 0;
- getTileInfo(data, p, face_dir,
+ getTileInfo(data, p, face_dir,
makes_face, p_corrected, face_dir_corrected,
lights, tile, light_source);
{
// 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;
u16 next_lights[4] = {0,0,0,0};
TileSpec next_tile;
u8 next_light_source = 0;
-
+
// If at last position, there is nothing to compare to and
// the face must be drawn anyway
if(j != MAP_BLOCKSIZE - 1)
{
p_next = p + translate_dir;
-
+
getTileInfo(data, p_next, face_dir,
next_makes_face, next_p_corrected,
next_face_dir_corrected, next_lights,
next_tile, next_light_source);
-
+
if(next_makes_face == makes_face
&& next_p_corrected == p_corrected + translate_dir
&& next_face_dir_corrected == face_dir_corrected
}
continuous_tiles_count++;
-
+
if(next_is_different)
{
/*
{
scale.Z = continuous_tiles_count;
}
-
+
makeFastFace(tile, lights[0], lights[1], lights[2], lights[3],
sp, face_dir_corrected, scale, light_source,
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;
tile = next_tile;
light_source = next_light_source;
}
-
+
p = p_next;
}
}
const u16 indices[] = {0,1,2,2,3,0};
const u16 indices_alternate[] = {0,1,3,2,3,1};
-
+
if(f.tile.texture == NULL)
continue;
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.getRed() != f.vertices[2].Color.getRed()
|| f.vertices[1].Color.getRed() == f.vertices[3].Color.getRed())
indices_p = indices_alternate;
-
+
collector.append(f.tile, f.vertices, 4, indices_p, 6);
}
}
*/
mapblock_mesh_generate_special(data, collector);
-
+
/*
Convert MeshCollector to SMesh
if (enable_shaders) {
material.MaterialType = shdrsrc->getShaderInfo(p.tile.shader_id).material;
- p.tile.applyMaterialOptionsWithShaders(material);
+ p.tile.applyMaterialOptionsWithShaders(material);
material.setTexture(2, tsrc->getTexture("disable_img.png"));
if (enable_bumpmapping || enable_parallax_occlusion) {
if (tsrc->isKnownSourceImage("override_normal.png")){
std::string fname_normal = fname_base.substr(0, pos) + normal_ext;
if (tsrc->isKnownSourceImage(fname_normal)) {
- // look for image extension and replace it
+ // look for image extension and replace it
size_t i = 0;
while ((i = fname_base.find(".", i)) != std::string::npos) {
fname_base.replace(i, 4, normal_ext);
}
m_camera_offset = camera_offset;
-
+
/*
Do some stuff to the mesh
*/
the hardware buffer and then delete the mesh
*/
}
-
+
//std::cout<<"added "<<fastfaces.getSize()<<" faces."<<std::endl;
// Check if animation is required for this mesh
m_last_crack = crack;
}
-
+
// Texture animation
for(std::map<u32, TileSpec>::iterator
i = m_animation_tiles.begin();