From: Perttu Ahola Date: Fri, 17 Jun 2011 20:20:31 +0000 (+0300) Subject: Moved stuff from mapblock{h,cpp} to mapblock_mesh.{h,cpp} and content_mapblock.{h... X-Git-Url: http://81.2.79.47:8989/gitweb/?a=commitdiff_plain;h=682c9d8e7d05ca7462eda7fee9b07fb6ad94d860;p=zefram%2Fminetest%2Fminetest_engine.git Moved stuff from mapblock{h,cpp} to mapblock_mesh.{h,cpp} and content_mapblock.{h,cpp} --- diff --git a/src/CMakeLists.txt b/src/CMakeLists.txt index 05b56310..10ed8c4a 100644 --- a/src/CMakeLists.txt +++ b/src/CMakeLists.txt @@ -50,6 +50,7 @@ configure_file( ) set(common_SRCS + content_mapblock.cpp content_mapnode.cpp auth.cpp collision.cpp @@ -86,6 +87,7 @@ set(common_SRCS # Client sources set(minetest_SRCS ${common_SRCS} + mapblock_mesh.cpp farmesh.cpp keycode.cpp clouds.cpp diff --git a/src/content_mapblock.cpp b/src/content_mapblock.cpp new file mode 100644 index 00000000..e7c70517 --- /dev/null +++ b/src/content_mapblock.cpp @@ -0,0 +1,831 @@ +/* +Minetest-c55 +Copyright (C) 2010-2011 celeron55, Perttu Ahola + +This program is free software; you can redistribute it and/or modify +it under the terms of the GNU General Public License as published by +the Free Software Foundation; either version 2 of the License, or +(at your option) any later version. + +This program is distributed in the hope that it will be useful, +but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +GNU General Public License for more details. + +You should have received a copy of the GNU General Public License along +with this program; if not, write to the Free Software Foundation, Inc., +51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. +*/ + +#include "content_mapblock.h" +#include "content_mapnode.h" +#include "main.h" // For g_settings and g_texturesource + +#ifndef SERVER +// Create a cuboid. +// material - the material to use (for all 6 faces) +// collector - the MeshCollector for the resulting polygons +// pa - texture atlas pointer for the material +// c - vertex colour - used for all +// pos - the position of the centre of the cuboid +// rz,ry,rz - the radius of the cuboid in each dimension +// txc - texture coordinates - this is a list of texture coordinates +// for the opposite corners of each face - therefore, there +// should be (2+2)*6=24 values in the list. Alternatively, pass +// NULL to use the entire texture for each face. The order of +// the faces in the list is top-backi-right-front-left-bottom +// If you specified 0,0,1,1 for each face, that would be the +// same as passing NULL. +void makeCuboid(video::SMaterial &material, MeshCollector *collector, + AtlasPointer* pa, video::SColor &c, + v3f &pos, f32 rx, f32 ry, f32 rz, f32* txc) +{ + f32 tu0=pa->x0(); + f32 tu1=pa->x1(); + f32 tv0=pa->y0(); + f32 tv1=pa->y1(); + f32 txus=tu1-tu0; + f32 txvs=tv1-tv0; + + video::S3DVertex v[4] = + { + video::S3DVertex(0,0,0, 0,0,0, c, tu0, tv1), + video::S3DVertex(0,0,0, 0,0,0, c, tu1, tv1), + video::S3DVertex(0,0,0, 0,0,0, c, tu1, tv0), + video::S3DVertex(0,0,0, 0,0,0, c, tu0, tv0) + }; + + for(int i=0;i<6;i++) + { + switch(i) + { + case 0: // top + v[0].Pos.X=-rx; v[0].Pos.Y= ry; v[0].Pos.Z=-rz; + v[1].Pos.X=-rx; v[1].Pos.Y= ry; v[1].Pos.Z= rz; + v[2].Pos.X= rx; v[2].Pos.Y= ry; v[2].Pos.Z= rz; + v[3].Pos.X= rx; v[3].Pos.Y= ry, v[3].Pos.Z=-rz; + break; + case 1: // back + v[0].Pos.X=-rx; v[0].Pos.Y= ry; v[0].Pos.Z=-rz; + v[1].Pos.X= rx; v[1].Pos.Y= ry; v[1].Pos.Z=-rz; + v[2].Pos.X= rx; v[2].Pos.Y=-ry; v[2].Pos.Z=-rz; + v[3].Pos.X=-rx; v[3].Pos.Y=-ry, v[3].Pos.Z=-rz; + break; + case 2: //right + v[0].Pos.X= rx; v[0].Pos.Y= ry; v[0].Pos.Z=-rz; + v[1].Pos.X= rx; v[1].Pos.Y= ry; v[1].Pos.Z= rz; + v[2].Pos.X= rx; v[2].Pos.Y=-ry; v[2].Pos.Z= rz; + v[3].Pos.X= rx; v[3].Pos.Y=-ry, v[3].Pos.Z=-rz; + break; + case 3: // front + v[0].Pos.X= rx; v[0].Pos.Y= ry; v[0].Pos.Z= rz; + v[1].Pos.X=-rx; v[1].Pos.Y= ry; v[1].Pos.Z= rz; + v[2].Pos.X=-rx; v[2].Pos.Y=-ry; v[2].Pos.Z= rz; + v[3].Pos.X= rx; v[3].Pos.Y=-ry, v[3].Pos.Z= rz; + break; + case 4: // left + v[0].Pos.X=-rx; v[0].Pos.Y= ry; v[0].Pos.Z= rz; + v[1].Pos.X=-rx; v[1].Pos.Y= ry; v[1].Pos.Z=-rz; + v[2].Pos.X=-rx; v[2].Pos.Y=-ry; v[2].Pos.Z=-rz; + v[3].Pos.X=-rx; v[3].Pos.Y=-ry, v[3].Pos.Z= rz; + break; + case 5: // bottom + v[0].Pos.X= rx; v[0].Pos.Y=-ry; v[0].Pos.Z= rz; + v[1].Pos.X=-rx; v[1].Pos.Y=-ry; v[1].Pos.Z= rz; + v[2].Pos.X=-rx; v[2].Pos.Y=-ry; v[2].Pos.Z=-rz; + v[3].Pos.X= rx; v[3].Pos.Y=-ry, v[3].Pos.Z=-rz; + break; + } + + if(txc!=NULL) + { + v[0].TCoords.X=tu0+txus*txc[0]; v[0].TCoords.Y=tv0+txvs*txc[3]; + v[1].TCoords.X=tu0+txus*txc[2]; v[1].TCoords.Y=tv0+txvs*txc[3]; + v[2].TCoords.X=tu0+txus*txc[2]; v[2].TCoords.Y=tv0+txvs*txc[1]; + v[3].TCoords.X=tu0+txus*txc[0]; v[3].TCoords.Y=tv0+txvs*txc[1]; + txc+=4; + } + + for(u16 i=0; i<4; i++) + v[i].Pos += pos; + u16 indices[] = {0,1,2,2,3,0}; + collector->append(material, v, 4, indices, 6); + + } + +} +#endif + +#ifndef SERVER +void mapblock_mesh_generate_special(MeshMakeData *data, + MeshCollector &collector) +{ + // 0ms + //TimeTaker timer("mapblock_mesh_generate_special()"); + + /* + 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"); + + float node_water_level = 1.0; + if(new_style_water) + node_water_level = 0.85; + + v3s16 blockpos_nodes = data->m_blockpos*MAP_BLOCKSIZE; + + // Flowing water material + video::SMaterial material_water1; + material_water1.setFlag(video::EMF_LIGHTING, false); + material_water1.setFlag(video::EMF_BACK_FACE_CULLING, false); + material_water1.setFlag(video::EMF_BILINEAR_FILTER, false); + material_water1.setFlag(video::EMF_FOG_ENABLE, true); + material_water1.MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA; + AtlasPointer pa_water1 = g_texturesource->getTexture( + g_texturesource->getTextureId("water.png")); + material_water1.setTexture(0, pa_water1.atlas); + + // New-style leaves material + video::SMaterial material_leaves1; + material_leaves1.setFlag(video::EMF_LIGHTING, false); + //material_leaves1.setFlag(video::EMF_BACK_FACE_CULLING, false); + material_leaves1.setFlag(video::EMF_BILINEAR_FILTER, false); + material_leaves1.setFlag(video::EMF_FOG_ENABLE, true); + material_leaves1.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF; + AtlasPointer pa_leaves1 = g_texturesource->getTexture( + g_texturesource->getTextureId("leaves.png")); + material_leaves1.setTexture(0, pa_leaves1.atlas); + + // Glass material + video::SMaterial material_glass; + material_glass.setFlag(video::EMF_LIGHTING, false); + material_glass.setFlag(video::EMF_BILINEAR_FILTER, false); + material_glass.setFlag(video::EMF_FOG_ENABLE, true); + material_glass.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF; + AtlasPointer pa_glass = g_texturesource->getTexture( + g_texturesource->getTextureId("glass.png")); + material_glass.setTexture(0, pa_glass.atlas); + + // Wood material + video::SMaterial material_wood; + material_wood.setFlag(video::EMF_LIGHTING, false); + material_wood.setFlag(video::EMF_BILINEAR_FILTER, false); + material_wood.setFlag(video::EMF_FOG_ENABLE, true); + material_wood.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF; + AtlasPointer pa_wood = g_texturesource->getTexture( + g_texturesource->getTextureId("wood.png")); + material_wood.setTexture(0, pa_wood.atlas); + + for(s16 z=0; zm_vmanip.getNodeNoEx(blockpos_nodes+p); + + /* + Add torches to mesh + */ + if(n.d == CONTENT_TORCH) + { + video::SColor c(255,255,255,255); + + // Wall at X+ of node + video::S3DVertex vertices[4] = + { + video::S3DVertex(-BS/2,-BS/2,0, 0,0,0, c, 0,1), + video::S3DVertex(BS/2,-BS/2,0, 0,0,0, c, 1,1), + video::S3DVertex(BS/2,BS/2,0, 0,0,0, c, 1,0), + video::S3DVertex(-BS/2,BS/2,0, 0,0,0, c, 0,0), + }; + + v3s16 dir = unpackDir(n.dir); + + for(s32 i=0; i<4; i++) + { + if(dir == v3s16(1,0,0)) + vertices[i].Pos.rotateXZBy(0); + if(dir == v3s16(-1,0,0)) + vertices[i].Pos.rotateXZBy(180); + if(dir == v3s16(0,0,1)) + vertices[i].Pos.rotateXZBy(90); + if(dir == v3s16(0,0,-1)) + vertices[i].Pos.rotateXZBy(-90); + if(dir == v3s16(0,-1,0)) + vertices[i].Pos.rotateXZBy(45); + if(dir == v3s16(0,1,0)) + vertices[i].Pos.rotateXZBy(-45); + + vertices[i].Pos += intToFloat(p + blockpos_nodes, BS); + } + + // Set material + video::SMaterial material; + material.setFlag(video::EMF_LIGHTING, false); + material.setFlag(video::EMF_BACK_FACE_CULLING, false); + material.setFlag(video::EMF_BILINEAR_FILTER, false); + //material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL; + material.MaterialType + = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF; + + if(dir == v3s16(0,-1,0)) + material.setTexture(0, + g_texturesource->getTextureRaw("torch_on_floor.png")); + else if(dir == v3s16(0,1,0)) + material.setTexture(0, + g_texturesource->getTextureRaw("torch_on_ceiling.png")); + // For backwards compatibility + else if(dir == v3s16(0,0,0)) + material.setTexture(0, + g_texturesource->getTextureRaw("torch_on_floor.png")); + else + material.setTexture(0, + g_texturesource->getTextureRaw("torch.png")); + + u16 indices[] = {0,1,2,2,3,0}; + // Add to mesh collector + collector.append(material, vertices, 4, indices, 6); + } + /* + Signs on walls + */ + if(n.d == CONTENT_SIGN_WALL) + { + u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio)); + video::SColor c(255,l,l,l); + + float d = (float)BS/16; + // Wall at X+ of node + video::S3DVertex vertices[4] = + { + video::S3DVertex(BS/2-d,-BS/2,-BS/2, 0,0,0, c, 0,1), + video::S3DVertex(BS/2-d,-BS/2,BS/2, 0,0,0, c, 1,1), + video::S3DVertex(BS/2-d,BS/2,BS/2, 0,0,0, c, 1,0), + video::S3DVertex(BS/2-d,BS/2,-BS/2, 0,0,0, c, 0,0), + }; + + v3s16 dir = unpackDir(n.dir); + + for(s32 i=0; i<4; i++) + { + if(dir == v3s16(1,0,0)) + vertices[i].Pos.rotateXZBy(0); + if(dir == v3s16(-1,0,0)) + vertices[i].Pos.rotateXZBy(180); + if(dir == v3s16(0,0,1)) + vertices[i].Pos.rotateXZBy(90); + if(dir == v3s16(0,0,-1)) + vertices[i].Pos.rotateXZBy(-90); + if(dir == v3s16(0,-1,0)) + vertices[i].Pos.rotateXYBy(-90); + if(dir == v3s16(0,1,0)) + vertices[i].Pos.rotateXYBy(90); + + vertices[i].Pos += intToFloat(p + blockpos_nodes, BS); + } + + // Set material + video::SMaterial material; + material.setFlag(video::EMF_LIGHTING, false); + material.setFlag(video::EMF_BACK_FACE_CULLING, false); + material.setFlag(video::EMF_BILINEAR_FILTER, false); + material.setFlag(video::EMF_FOG_ENABLE, true); + //material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL; + material.MaterialType + = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF; + + material.setTexture(0, + g_texturesource->getTextureRaw("sign_wall.png")); + + u16 indices[] = {0,1,2,2,3,0}; + // Add to mesh collector + collector.append(material, vertices, 4, indices, 6); + } + /* + Add flowing water to mesh + */ + else if(n.d == CONTENT_WATER) + { + bool top_is_water = false; + MapNode ntop = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z)); + if(ntop.d == CONTENT_WATER || ntop.d == CONTENT_WATERSOURCE) + top_is_water = true; + + u8 l = 0; + // Use the light of the node on top if possible + if(content_features(ntop.d).param_type == CPT_LIGHT) + l = decode_light(ntop.getLightBlend(data->m_daynight_ratio)); + // Otherwise use the light of this node (the water) + else + l = decode_light(n.getLightBlend(data->m_daynight_ratio)); + video::SColor c(WATER_ALPHA,l,l,l); + + // Neighbor water levels (key = relative position) + // Includes current node + core::map neighbor_levels; + core::map neighbor_contents; + core::map neighbor_flags; + const u8 neighborflag_top_is_water = 0x01; + v3s16 neighbor_dirs[9] = { + v3s16(0,0,0), + v3s16(0,0,1), + v3s16(0,0,-1), + v3s16(1,0,0), + v3s16(-1,0,0), + v3s16(1,0,1), + v3s16(-1,0,-1), + v3s16(1,0,-1), + v3s16(-1,0,1), + }; + for(u32 i=0; i<9; i++) + { + u8 content = CONTENT_AIR; + float level = -0.5 * BS; + u8 flags = 0; + // Check neighbor + v3s16 p2 = p + neighbor_dirs[i]; + MapNode n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2); + if(n2.d != CONTENT_IGNORE) + { + content = n2.d; + + if(n2.d == CONTENT_WATERSOURCE) + level = (-0.5+node_water_level) * BS; + else if(n2.d == CONTENT_WATER) + level = (-0.5 + ((float)n2.param2 + 0.5) / 8.0 + * node_water_level) * BS; + + // Check node above neighbor. + // NOTE: This doesn't get executed if neighbor + // doesn't exist + p2.Y += 1; + n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2); + if(n2.d == CONTENT_WATERSOURCE || n2.d == CONTENT_WATER) + flags |= neighborflag_top_is_water; + } + + neighbor_levels.insert(neighbor_dirs[i], level); + neighbor_contents.insert(neighbor_dirs[i], content); + neighbor_flags.insert(neighbor_dirs[i], flags); + } + + //float water_level = (-0.5 + ((float)n.param2 + 0.5) / 8.0) * BS; + //float water_level = neighbor_levels[v3s16(0,0,0)]; + + // Corner heights (average between four waters) + f32 corner_levels[4]; + + v3s16 halfdirs[4] = { + v3s16(0,0,0), + v3s16(1,0,0), + v3s16(1,0,1), + v3s16(0,0,1), + }; + for(u32 i=0; i<4; i++) + { + v3s16 cornerdir = halfdirs[i]; + float cornerlevel = 0; + u32 valid_count = 0; + for(u32 j=0; j<4; j++) + { + v3s16 neighbordir = cornerdir - halfdirs[j]; + u8 content = neighbor_contents[neighbordir]; + // Special case for source nodes + if(content == CONTENT_WATERSOURCE) + { + cornerlevel = (-0.5+node_water_level)*BS; + valid_count = 1; + break; + } + else if(content == CONTENT_WATER) + { + cornerlevel += neighbor_levels[neighbordir]; + valid_count++; + } + else if(content == CONTENT_AIR) + { + cornerlevel += -0.5*BS; + valid_count++; + } + } + if(valid_count > 0) + cornerlevel /= valid_count; + corner_levels[i] = cornerlevel; + } + + /* + Generate sides + */ + + v3s16 side_dirs[4] = { + v3s16(1,0,0), + v3s16(-1,0,0), + v3s16(0,0,1), + v3s16(0,0,-1), + }; + s16 side_corners[4][2] = { + {1, 2}, + {3, 0}, + {2, 3}, + {0, 1}, + }; + for(u32 i=0; i<4; i++) + { + v3s16 dir = side_dirs[i]; + + /* + If our topside is water and neighbor's topside + is water, don't draw side face + */ + if(top_is_water && + neighbor_flags[dir] & neighborflag_top_is_water) + continue; + + u8 neighbor_content = neighbor_contents[dir]; + + // Don't draw face if neighbor is not air or water + if(neighbor_content != CONTENT_AIR + && neighbor_content != CONTENT_WATER) + continue; + + bool neighbor_is_water = (neighbor_content == CONTENT_WATER); + + // Don't draw any faces if neighbor is water and top is water + if(neighbor_is_water == true && top_is_water == false) + continue; + + video::S3DVertex vertices[4] = + { + /*video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,1), + video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,1), + video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,0), + video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,0),*/ + video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, + pa_water1.x0(), pa_water1.y1()), + video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, + pa_water1.x1(), pa_water1.y1()), + video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, + pa_water1.x1(), pa_water1.y0()), + video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, + pa_water1.x0(), pa_water1.y0()), + }; + + /* + If our topside is water, set upper border of face + at upper border of node + */ + if(top_is_water) + { + vertices[2].Pos.Y = 0.5*BS; + vertices[3].Pos.Y = 0.5*BS; + } + /* + Otherwise upper position of face is corner levels + */ + else + { + vertices[2].Pos.Y = corner_levels[side_corners[i][0]]; + vertices[3].Pos.Y = corner_levels[side_corners[i][1]]; + } + + /* + If neighbor is water, lower border of face is corner + water levels + */ + if(neighbor_is_water) + { + vertices[0].Pos.Y = corner_levels[side_corners[i][1]]; + vertices[1].Pos.Y = corner_levels[side_corners[i][0]]; + } + /* + If neighbor is not water, lower border of face is + lower border of node + */ + else + { + vertices[0].Pos.Y = -0.5*BS; + vertices[1].Pos.Y = -0.5*BS; + } + + for(s32 j=0; j<4; j++) + { + if(dir == v3s16(0,0,1)) + vertices[j].Pos.rotateXZBy(0); + if(dir == v3s16(0,0,-1)) + vertices[j].Pos.rotateXZBy(180); + if(dir == v3s16(-1,0,0)) + vertices[j].Pos.rotateXZBy(90); + if(dir == v3s16(1,0,-0)) + vertices[j].Pos.rotateXZBy(-90); + + vertices[j].Pos += intToFloat(p + blockpos_nodes, BS); + } + + u16 indices[] = {0,1,2,2,3,0}; + // Add to mesh collector + collector.append(material_water1, vertices, 4, indices, 6); + } + + /* + Generate top side, if appropriate + */ + + if(top_is_water == false) + { + video::S3DVertex vertices[4] = + { + /*video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c, 0,1), + video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c, 1,1), + video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,0), + video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,0),*/ + video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, + pa_water1.x0(), pa_water1.y1()), + video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, + pa_water1.x1(), pa_water1.y1()), + video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c, + pa_water1.x1(), pa_water1.y0()), + video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c, + pa_water1.x0(), pa_water1.y0()), + }; + + // This fixes a strange bug + s32 corner_resolve[4] = {3,2,1,0}; + + for(s32 i=0; i<4; i++) + { + //vertices[i].Pos.Y += water_level; + //vertices[i].Pos.Y += neighbor_levels[v3s16(0,0,0)]; + s32 j = corner_resolve[i]; + vertices[i].Pos.Y += corner_levels[j]; + vertices[i].Pos += intToFloat(p + blockpos_nodes, BS); + } + + u16 indices[] = {0,1,2,2,3,0}; + // Add to mesh collector + collector.append(material_water1, vertices, 4, indices, 6); + } + } + /* + Add water sources to mesh if using new style + */ + else if(n.d == CONTENT_WATERSOURCE && new_style_water) + { + //bool top_is_water = false; + bool top_is_air = false; + MapNode n = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z)); + /*if(n.d == CONTENT_WATER || n.d == CONTENT_WATERSOURCE) + top_is_water = true;*/ + if(n.d == CONTENT_AIR) + top_is_air = true; + + /*if(top_is_water == true) + continue;*/ + if(top_is_air == false) + continue; + + u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio)); + video::SColor c(WATER_ALPHA,l,l,l); + + video::S3DVertex vertices[4] = + { + /*video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c, 0,1), + video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c, 1,1), + video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,0), + video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,0),*/ + video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, + pa_water1.x0(), pa_water1.y1()), + video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, + pa_water1.x1(), pa_water1.y1()), + video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c, + pa_water1.x1(), pa_water1.y0()), + video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c, + pa_water1.x0(), pa_water1.y0()), + }; + + for(s32 i=0; i<4; i++) + { + vertices[i].Pos.Y += (-0.5+node_water_level)*BS; + vertices[i].Pos += intToFloat(p + blockpos_nodes, BS); + } + + u16 indices[] = {0,1,2,2,3,0}; + // Add to mesh collector + collector.append(material_water1, vertices, 4, indices, 6); + } + /* + Add leaves if using new style + */ + else if(n.d == CONTENT_LEAVES && new_style_leaves) + { + /*u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio));*/ + u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio))); + video::SColor c(255,l,l,l); + + for(u32 j=0; j<6; j++) + { + video::S3DVertex vertices[4] = + { + /*video::S3DVertex(-BS/2,-BS/2,BS/2, 0,0,0, c, 0,1), + video::S3DVertex(BS/2,-BS/2,BS/2, 0,0,0, c, 1,1), + video::S3DVertex(BS/2,BS/2,BS/2, 0,0,0, c, 1,0), + video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c, 0,0),*/ + video::S3DVertex(-BS/2,-BS/2,BS/2, 0,0,0, c, + pa_leaves1.x0(), pa_leaves1.y1()), + video::S3DVertex(BS/2,-BS/2,BS/2, 0,0,0, c, + pa_leaves1.x1(), pa_leaves1.y1()), + video::S3DVertex(BS/2,BS/2,BS/2, 0,0,0, c, + pa_leaves1.x1(), pa_leaves1.y0()), + video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c, + pa_leaves1.x0(), pa_leaves1.y0()), + }; + + if(j == 0) + { + for(u16 i=0; i<4; i++) + vertices[i].Pos.rotateXZBy(0); + } + else if(j == 1) + { + for(u16 i=0; i<4; i++) + vertices[i].Pos.rotateXZBy(180); + } + else if(j == 2) + { + for(u16 i=0; i<4; i++) + vertices[i].Pos.rotateXZBy(-90); + } + else if(j == 3) + { + for(u16 i=0; i<4; i++) + vertices[i].Pos.rotateXZBy(90); + } + else if(j == 4) + { + for(u16 i=0; i<4; i++) + vertices[i].Pos.rotateYZBy(-90); + } + else if(j == 5) + { + for(u16 i=0; i<4; i++) + vertices[i].Pos.rotateYZBy(90); + } + + for(u16 i=0; i<4; i++) + { + vertices[i].Pos += intToFloat(p + blockpos_nodes, BS); + } + + u16 indices[] = {0,1,2,2,3,0}; + // Add to mesh collector + collector.append(material_leaves1, vertices, 4, indices, 6); + } + } + /* + Add glass + */ + else if(n.d == CONTENT_GLASS) + { + u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio))); + video::SColor c(255,l,l,l); + + for(u32 j=0; j<6; j++) + { + video::S3DVertex vertices[4] = + { + video::S3DVertex(-BS/2,-BS/2,BS/2, 0,0,0, c, + pa_glass.x0(), pa_glass.y1()), + video::S3DVertex(BS/2,-BS/2,BS/2, 0,0,0, c, + pa_glass.x1(), pa_glass.y1()), + video::S3DVertex(BS/2,BS/2,BS/2, 0,0,0, c, + pa_glass.x1(), pa_glass.y0()), + video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c, + pa_glass.x0(), pa_glass.y0()), + }; + + if(j == 0) + { + for(u16 i=0; i<4; i++) + vertices[i].Pos.rotateXZBy(0); + } + else if(j == 1) + { + for(u16 i=0; i<4; i++) + vertices[i].Pos.rotateXZBy(180); + } + else if(j == 2) + { + for(u16 i=0; i<4; i++) + vertices[i].Pos.rotateXZBy(-90); + } + else if(j == 3) + { + for(u16 i=0; i<4; i++) + vertices[i].Pos.rotateXZBy(90); + } + else if(j == 4) + { + for(u16 i=0; i<4; i++) + vertices[i].Pos.rotateYZBy(-90); + } + else if(j == 5) + { + for(u16 i=0; i<4; i++) + vertices[i].Pos.rotateYZBy(90); + } + + for(u16 i=0; i<4; i++) + { + vertices[i].Pos += intToFloat(p + blockpos_nodes, BS); + } + + u16 indices[] = {0,1,2,2,3,0}; + // Add to mesh collector + collector.append(material_glass, vertices, 4, indices, 6); + } + } + /* + Add fence + */ + else if(n.d == CONTENT_FENCE) + { + u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio))); + video::SColor c(255,l,l,l); + + const f32 post_rad=(f32)BS/10; + const f32 bar_rad=(f32)BS/20; + const f32 bar_len=(f32)(BS/2)-post_rad; + + // The post - always present + v3f pos = intToFloat(p+blockpos_nodes, BS); + f32 postuv[24]={ + 0.4,0.4,0.6,0.6, + 0.35,0,0.65,1, + 0.35,0,0.65,1, + 0.35,0,0.65,1, + 0.35,0,0.65,1, + 0.4,0.4,0.6,0.6}; + makeCuboid(material_wood, &collector, + &pa_wood, c, pos, + post_rad,BS/2,post_rad, postuv); + + // Now a section of fence, +X, if there's a post there + v3s16 p2 = p; + p2.X++; + MapNode n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2); + if(n2.d == CONTENT_FENCE) + { + pos = intToFloat(p+blockpos_nodes, BS); + pos.X += BS/2; + pos.Y += BS/4; + f32 xrailuv[24]={ + 0,0.4,1,0.6, + 0,0.4,1,0.6, + 0,0.4,1,0.6, + 0,0.4,1,0.6, + 0,0.4,1,0.6, + 0,0.4,1,0.6}; + makeCuboid(material_wood, &collector, + &pa_wood, c, pos, + bar_len,bar_rad,bar_rad, xrailuv); + + pos.Y -= BS/2; + makeCuboid(material_wood, &collector, + &pa_wood, c, pos, + bar_len,bar_rad,bar_rad, xrailuv); + } + + // Now a section of fence, +Z, if there's a post there + p2 = p; + p2.Z++; + n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2); + if(n2.d == CONTENT_FENCE) + { + pos = intToFloat(p+blockpos_nodes, BS); + pos.Z += BS/2; + pos.Y += BS/4; + f32 zrailuv[24]={ + 0,0.4,1,0.6, + 0,0.4,1,0.6, + 0,0.4,1,0.6, + 0,0.4,1,0.6, + 0,0.4,1,0.6, + 0,0.4,1,0.6}; + makeCuboid(material_wood, &collector, + &pa_wood, c, pos, + bar_rad,bar_rad,bar_len, zrailuv); + pos.Y -= BS/2; + makeCuboid(material_wood, &collector, + &pa_wood, c, pos, + bar_rad,bar_rad,bar_len, zrailuv); + + } + + } + + } +} +#endif + diff --git a/src/content_mapblock.h b/src/content_mapblock.h new file mode 100644 index 00000000..43842201 --- /dev/null +++ b/src/content_mapblock.h @@ -0,0 +1,31 @@ +/* +Minetest-c55 +Copyright (C) 2010-2011 celeron55, Perttu Ahola + +This program is free software; you can redistribute it and/or modify +it under the terms of the GNU General Public License as published by +the Free Software Foundation; either version 2 of the License, or +(at your option) any later version. + +This program is distributed in the hope that it will be useful, +but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +GNU General Public License for more details. + +You should have received a copy of the GNU General Public License along +with this program; if not, write to the Free Software Foundation, Inc., +51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. +*/ + +#ifndef CONTENT_MAPBLOCK_HEADER +#define CONTENT_MAPBLOCK_HEADER + +#ifndef SERVER + #include "mapblock_mesh.h" + #include "utility.h" +void mapblock_mesh_generate_special(MeshMakeData *data, + MeshCollector &collector); +#endif + +#endif + diff --git a/src/map.cpp b/src/map.cpp index 515885d8..f6278e86 100644 --- a/src/map.cpp +++ b/src/map.cpp @@ -4829,7 +4829,7 @@ MapBlock * ServerMap::emergeBlock( bool black_air_left = false; bool bottom_invalid = block->propagateSunlight(light_sources, true, - &black_air_left, true); + &black_air_left); // If sunlight didn't reach everywhere and part of block is // above ground, lighting has to be properly updated diff --git a/src/mapblock.cpp b/src/mapblock.cpp index 70006a71..db7894a7 100644 --- a/src/mapblock.cpp +++ b/src/mapblock.cpp @@ -24,1702 +24,6 @@ with this program; if not, write to the Free Software Foundation, Inc., #include "light.h" #include -// TODO: Move content-aware mesh generation to a separate file -#include "content_mapnode.h" - -#ifndef SERVER -void MeshMakeData::fill(u32 daynight_ratio, MapBlock *block) -{ - m_daynight_ratio = daynight_ratio; - m_blockpos = block->getPos(); - - v3s16 blockpos_nodes = m_blockpos*MAP_BLOCKSIZE; - - /* - There is no harm not copying the TempMods of the neighbors - because they are already copied to this block - */ - m_temp_mods.clear(); - block->copyTempMods(m_temp_mods); - - /* - Copy data - */ - - // Allocate this block + neighbors - m_vmanip.clear(); - m_vmanip.addArea(VoxelArea(blockpos_nodes-v3s16(1,1,1)*MAP_BLOCKSIZE, - blockpos_nodes+v3s16(1,1,1)*MAP_BLOCKSIZE*2-v3s16(1,1,1))); - - { - //TimeTaker timer("copy central block data"); - // 0ms - - // Copy our data - block->copyTo(m_vmanip); - } - { - //TimeTaker timer("copy neighbor block data"); - // 0ms - - /* - Copy neighbors. This is lightning fast. - Copying only the borders would be *very* slow. - */ - - // Get map - NodeContainer *parentcontainer = block->getParent(); - // This will only work if the parent is the map - assert(parentcontainer->nodeContainerId() == NODECONTAINER_ID_MAP); - // OK, we have the map! - Map *map = (Map*)parentcontainer; - - for(u16 i=0; i<6; i++) - { - const v3s16 &dir = g_6dirs[i]; - v3s16 bp = m_blockpos + dir; - MapBlock *b = map->getBlockNoCreateNoEx(bp); - if(b) - b->copyTo(m_vmanip); - } - } -} -#endif - -/* - Parameters must consist of air and !air. - Order doesn't matter. - - If either of the nodes doesn't exist, light is 0. - - parameters: - daynight_ratio: 0...1000 - n: getNodeParent(p) - n2: getNodeParent(p + face_dir) - face_dir: axis oriented unit vector from p to p2 - - returns encoded light value. -*/ -u8 getFaceLight(u32 daynight_ratio, MapNode n, MapNode n2, - v3s16 face_dir) -{ - try{ - u8 light; - u8 l1 = n.getLightBlend(daynight_ratio); - u8 l2 = n2.getLightBlend(daynight_ratio); - if(l1 > l2) - light = l1; - else - light = l2; - - // Make some nice difference to different sides - - // This makes light come from a corner - /*if(face_dir.X == 1 || face_dir.Z == 1 || face_dir.Y == -1) - light = diminish_light(diminish_light(light)); - else if(face_dir.X == -1 || face_dir.Z == -1) - light = diminish_light(light);*/ - - // All neighboring faces have different shade (like in minecraft) - if(face_dir.X == 1 || face_dir.X == -1 || face_dir.Y == -1) - light = diminish_light(diminish_light(light)); - else if(face_dir.Z == 1 || face_dir.Z == -1) - light = diminish_light(light); - - return light; - } - catch(InvalidPositionException &e) - { - return 0; - } -} - -#ifndef SERVER - -/* - vertex_dirs: v3s16[4] -*/ -void getNodeVertexDirs(v3s16 dir, v3s16 *vertex_dirs) -{ - /* - If looked from outside the node towards the face, the corners are: - 0: bottom-right - 1: bottom-left - 2: top-left - 3: top-right - */ - if(dir == v3s16(0,0,1)) - { - // If looking towards z+, this is the face that is behind - // the center point, facing towards z+. - vertex_dirs[0] = v3s16(-1,-1, 1); - vertex_dirs[1] = v3s16( 1,-1, 1); - vertex_dirs[2] = v3s16( 1, 1, 1); - vertex_dirs[3] = v3s16(-1, 1, 1); - } - else if(dir == v3s16(0,0,-1)) - { - // faces towards Z- - vertex_dirs[0] = v3s16( 1,-1,-1); - vertex_dirs[1] = v3s16(-1,-1,-1); - vertex_dirs[2] = v3s16(-1, 1,-1); - vertex_dirs[3] = v3s16( 1, 1,-1); - } - else if(dir == v3s16(1,0,0)) - { - // faces towards X+ - vertex_dirs[0] = v3s16( 1,-1, 1); - vertex_dirs[1] = v3s16( 1,-1,-1); - vertex_dirs[2] = v3s16( 1, 1,-1); - vertex_dirs[3] = v3s16( 1, 1, 1); - } - else if(dir == v3s16(-1,0,0)) - { - // faces towards X- - vertex_dirs[0] = v3s16(-1,-1,-1); - vertex_dirs[1] = v3s16(-1,-1, 1); - vertex_dirs[2] = v3s16(-1, 1, 1); - vertex_dirs[3] = v3s16(-1, 1,-1); - } - else if(dir == v3s16(0,1,0)) - { - // faces towards Y+ (assume Z- as "down" in texture) - vertex_dirs[0] = v3s16( 1, 1,-1); - vertex_dirs[1] = v3s16(-1, 1,-1); - vertex_dirs[2] = v3s16(-1, 1, 1); - vertex_dirs[3] = v3s16( 1, 1, 1); - } - else if(dir == v3s16(0,-1,0)) - { - // faces towards Y- (assume Z+ as "down" in texture) - vertex_dirs[0] = v3s16( 1,-1, 1); - vertex_dirs[1] = v3s16(-1,-1, 1); - vertex_dirs[2] = v3s16(-1,-1,-1); - vertex_dirs[3] = v3s16( 1,-1,-1); - } -} - -inline video::SColor lightColor(u8 alpha, u8 light) -{ - return video::SColor(alpha,light,light,light); -} - -void makeFastFace(TileSpec tile, u8 li0, u8 li1, u8 li2, u8 li3, v3f p, - v3s16 dir, v3f scale, v3f posRelative_f, - core::array &dest) -{ - FastFace face; - - // Position is at the center of the cube. - v3f pos = p * BS; - posRelative_f *= BS; - - v3f vertex_pos[4]; - v3s16 vertex_dirs[4]; - getNodeVertexDirs(dir, vertex_dirs); - for(u16 i=0; i<4; i++) - { - vertex_pos[i] = v3f( - BS/2*vertex_dirs[i].X, - BS/2*vertex_dirs[i].Y, - BS/2*vertex_dirs[i].Z - ); - } - - for(u16 i=0; i<4; i++) - { - vertex_pos[i].X *= scale.X; - vertex_pos[i].Y *= scale.Y; - vertex_pos[i].Z *= scale.Z; - vertex_pos[i] += pos + posRelative_f; - } - - f32 abs_scale = 1.; - if (scale.X < 0.999 || scale.X > 1.001) abs_scale = scale.X; - else if(scale.Y < 0.999 || scale.Y > 1.001) abs_scale = scale.Y; - else if(scale.Z < 0.999 || scale.Z > 1.001) abs_scale = scale.Z; - - v3f zerovector = v3f(0,0,0); - - u8 alpha = tile.alpha; - /*u8 alpha = 255; - if(tile.id == TILE_WATER) - alpha = WATER_ALPHA;*/ - - float x0 = tile.texture.pos.X; - float y0 = tile.texture.pos.Y; - float w = tile.texture.size.X; - float h = tile.texture.size.Y; - - /*video::SColor c = lightColor(alpha, li); - - face.vertices[0] = video::S3DVertex(vertex_pos[0], v3f(0,1,0), c, - core::vector2d(x0+w*abs_scale, y0+h)); - face.vertices[1] = video::S3DVertex(vertex_pos[1], v3f(0,1,0), c, - core::vector2d(x0, y0+h)); - face.vertices[2] = video::S3DVertex(vertex_pos[2], v3f(0,1,0), c, - core::vector2d(x0, y0)); - face.vertices[3] = video::S3DVertex(vertex_pos[3], v3f(0,1,0), c, - core::vector2d(x0+w*abs_scale, y0));*/ - - face.vertices[0] = video::S3DVertex(vertex_pos[0], v3f(0,1,0), - lightColor(alpha, li0), - core::vector2d(x0+w*abs_scale, y0+h)); - face.vertices[1] = video::S3DVertex(vertex_pos[1], v3f(0,1,0), - lightColor(alpha, li1), - core::vector2d(x0, y0+h)); - face.vertices[2] = video::S3DVertex(vertex_pos[2], v3f(0,1,0), - lightColor(alpha, li2), - core::vector2d(x0, y0)); - face.vertices[3] = video::S3DVertex(vertex_pos[3], v3f(0,1,0), - lightColor(alpha, li3), - core::vector2d(x0+w*abs_scale, y0)); - - face.tile = tile; - //DEBUG - //f->tile = TILE_STONE; - - dest.push_back(face); -} - -/* - Gets node tile from any place relative to block. - Returns TILE_NODE if doesn't exist or should not be drawn. -*/ -TileSpec getNodeTile(MapNode mn, v3s16 p, v3s16 face_dir, - NodeModMap &temp_mods) -{ - TileSpec spec; - spec = mn.getTile(face_dir); - - /* - Check temporary modifications on this node - */ - /*core::map::Node *n; - n = m_temp_mods.find(p); - // If modified - if(n != NULL) - { - struct NodeMod mod = n->getValue();*/ - NodeMod mod; - if(temp_mods.get(p, &mod)) - { - if(mod.type == NODEMOD_CHANGECONTENT) - { - MapNode mn2(mod.param); - spec = mn2.getTile(face_dir); - } - if(mod.type == NODEMOD_CRACK) - { - /* - Get texture id, translate it to name, append stuff to - name, get texture id - */ - - // Get original texture name - u32 orig_id = spec.texture.id; - std::string orig_name = g_texturesource->getTextureName(orig_id); - - // Create new texture name - std::ostringstream os; - os<getTextureId(os.str()); - - /*dstream<<"MapBlock::getNodeTile(): Switching from " - <getTexture(new_id); - } - } - - return spec; -} - -u8 getNodeContent(v3s16 p, MapNode mn, NodeModMap &temp_mods) -{ - /* - Check temporary modifications on this node - */ - /*core::map::Node *n; - n = m_temp_mods.find(p); - // If modified - if(n != NULL) - { - struct NodeMod mod = n->getValue();*/ - NodeMod mod; - if(temp_mods.get(p, &mod)) - { - if(mod.type == NODEMOD_CHANGECONTENT) - { - // Overrides content - return mod.param; - } - if(mod.type == NODEMOD_CRACK) - { - /* - Content doesn't change. - - face_contents works just like it should, because - there should not be faces between differently cracked - nodes. - - If a semi-transparent node is cracked in front an - another one, it really doesn't matter whether there - is a cracked face drawn in between or not. - */ - } - } - - return mn.d; -} - -v3s16 dirs8[8] = { - v3s16(0,0,0), - v3s16(0,0,1), - v3s16(0,1,0), - v3s16(0,1,1), - v3s16(1,0,0), - v3s16(1,1,0), - v3s16(1,0,1), - v3s16(1,1,1), -}; - -// Calculate lighting at the XYZ- corner of p -u8 getSmoothLight(v3s16 p, VoxelManipulator &vmanip, u32 daynight_ratio) -{ - u16 ambient_occlusion = 0; - u16 light = 0; - u16 light_count = 0; - for(u32 i=0; i<8; i++) - { - MapNode n = vmanip.getNodeNoEx(p - dirs8[i]); - if(content_features(n.d).param_type == CPT_LIGHT) - { - light += decode_light(n.getLightBlend(daynight_ratio)); - light_count++; - } - else - { - if(n.d != CONTENT_IGNORE) - ambient_occlusion++; - } - } - - if(light_count == 0) - return 255; - - light /= light_count; - - if(ambient_occlusion > 4) - { - ambient_occlusion -= 4; - light = (float)light / ((float)ambient_occlusion * 0.5 + 1.0); - } - - return light; -} - -// Calculate lighting at the given corner of p -u8 getSmoothLight(v3s16 p, v3s16 corner, - VoxelManipulator &vmanip, u32 daynight_ratio) -{ - if(corner.X == 1) p.X += 1; - else assert(corner.X == -1); - if(corner.Y == 1) p.Y += 1; - else assert(corner.Y == -1); - if(corner.Z == 1) p.Z += 1; - else assert(corner.Z == -1); - - return getSmoothLight(p, vmanip, daynight_ratio); -} - -void getTileInfo( - // Input: - v3s16 blockpos_nodes, - v3s16 p, - v3s16 face_dir, - u32 daynight_ratio, - VoxelManipulator &vmanip, - NodeModMap &temp_mods, - bool smooth_lighting, - // Output: - bool &makes_face, - v3s16 &p_corrected, - v3s16 &face_dir_corrected, - u8 *lights, - TileSpec &tile - ) -{ - 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); - TileSpec tile1 = getNodeTile(n1, p + face_dir, -face_dir, temp_mods); - - // This is hackish - u8 content0 = getNodeContent(p, n0, temp_mods); - u8 content1 = getNodeContent(p + face_dir, n1, temp_mods); - u8 mf = face_contents(content0, content1); - - 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; - } - - if(smooth_lighting == false) - { - lights[0] = lights[1] = lights[2] = lights[3] = - decode_light(getFaceLight(daynight_ratio, n0, n1, face_dir)); - } - 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); - } - } - - 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 -*/ -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 &dest, - NodeModMap &temp_mods, - VoxelManipulator &vmanip, - v3s16 blockpos_nodes, - bool smooth_lighting) -{ - v3s16 p = startpos; - - u16 continuous_tiles_count = 0; - - bool makes_face; - v3s16 p_corrected; - v3s16 face_dir_corrected; - u8 lights[4]; - TileSpec tile; - getTileInfo(blockpos_nodes, p, face_dir, daynight_ratio, - vmanip, temp_mods, smooth_lighting, - makes_face, p_corrected, face_dir_corrected, lights, tile); - - for(u16 j=0; j indices; - core::array vertices; -}; - -class MeshCollector -{ -public: - void append( - video::SMaterial material, - const video::S3DVertex* const vertices, - u32 numVertices, - const u16* const indices, - u32 numIndices - ) - { - PreMeshBuffer *p = NULL; - for(u32 i=0; ivertices.size(); - for(u32 i=0; i 65535) - { - dstream<<"FIXME: Meshbuffer ran out of indices"<indices.push_back(j); - } - for(u32 i=0; ivertices.push_back(vertices[i]); - } - } - - void fillMesh(scene::SMesh *mesh) - { - /*dstream<<"Filling mesh with "< - scene::SMeshBuffer *buf = new scene::SMeshBuffer(); - // Set material - buf->Material = p.material; - //((scene::SMeshBuffer*)buf)->Material = p.material; - // Use VBO - //buf->setHardwareMappingHint(scene::EHM_STATIC); - // Add to mesh - mesh->addMeshBuffer(buf); - // Mesh grabbed it - buf->drop(); - - buf->append(p.vertices.pointer(), p.vertices.size(), - p.indices.pointer(), p.indices.size()); - } - } - -private: - core::array m_prebuffers; -}; - -// Create a cuboid. -// material - the material to use (for all 6 faces) -// collector - the MeshCollector for the resulting polygons -// pa - texture atlas pointer for the material -// c - vertex colour - used for all -// pos - the position of the centre of the cuboid -// rz,ry,rz - the radius of the cuboid in each dimension -// txc - texture coordinates - this is a list of texture coordinates -// for the opposite corners of each face - therefore, there -// should be (2+2)*6=24 values in the list. Alternatively, pass -// NULL to use the entire texture for each face. The order of -// the faces in the list is top-backi-right-front-left-bottom -// If you specified 0,0,1,1 for each face, that would be the -// same as passing NULL. -void makeCuboid(video::SMaterial &material, MeshCollector *collector, - AtlasPointer* pa, video::SColor &c, - v3f &pos, f32 rx, f32 ry, f32 rz, f32* txc) -{ - f32 tu0=pa->x0(); - f32 tu1=pa->x1(); - f32 tv0=pa->y0(); - f32 tv1=pa->y1(); - f32 txus=tu1-tu0; - f32 txvs=tv1-tv0; - - video::S3DVertex v[4] = - { - video::S3DVertex(0,0,0, 0,0,0, c, tu0, tv1), - video::S3DVertex(0,0,0, 0,0,0, c, tu1, tv1), - video::S3DVertex(0,0,0, 0,0,0, c, tu1, tv0), - video::S3DVertex(0,0,0, 0,0,0, c, tu0, tv0) - }; - - for(int i=0;i<6;i++) - { - switch(i) - { - case 0: // top - v[0].Pos.X=-rx; v[0].Pos.Y= ry; v[0].Pos.Z=-rz; - v[1].Pos.X=-rx; v[1].Pos.Y= ry; v[1].Pos.Z= rz; - v[2].Pos.X= rx; v[2].Pos.Y= ry; v[2].Pos.Z= rz; - v[3].Pos.X= rx; v[3].Pos.Y= ry, v[3].Pos.Z=-rz; - break; - case 1: // back - v[0].Pos.X=-rx; v[0].Pos.Y= ry; v[0].Pos.Z=-rz; - v[1].Pos.X= rx; v[1].Pos.Y= ry; v[1].Pos.Z=-rz; - v[2].Pos.X= rx; v[2].Pos.Y=-ry; v[2].Pos.Z=-rz; - v[3].Pos.X=-rx; v[3].Pos.Y=-ry, v[3].Pos.Z=-rz; - break; - case 2: //right - v[0].Pos.X= rx; v[0].Pos.Y= ry; v[0].Pos.Z=-rz; - v[1].Pos.X= rx; v[1].Pos.Y= ry; v[1].Pos.Z= rz; - v[2].Pos.X= rx; v[2].Pos.Y=-ry; v[2].Pos.Z= rz; - v[3].Pos.X= rx; v[3].Pos.Y=-ry, v[3].Pos.Z=-rz; - break; - case 3: // front - v[0].Pos.X= rx; v[0].Pos.Y= ry; v[0].Pos.Z= rz; - v[1].Pos.X=-rx; v[1].Pos.Y= ry; v[1].Pos.Z= rz; - v[2].Pos.X=-rx; v[2].Pos.Y=-ry; v[2].Pos.Z= rz; - v[3].Pos.X= rx; v[3].Pos.Y=-ry, v[3].Pos.Z= rz; - break; - case 4: // left - v[0].Pos.X=-rx; v[0].Pos.Y= ry; v[0].Pos.Z= rz; - v[1].Pos.X=-rx; v[1].Pos.Y= ry; v[1].Pos.Z=-rz; - v[2].Pos.X=-rx; v[2].Pos.Y=-ry; v[2].Pos.Z=-rz; - v[3].Pos.X=-rx; v[3].Pos.Y=-ry, v[3].Pos.Z= rz; - break; - case 5: // bottom - v[0].Pos.X= rx; v[0].Pos.Y=-ry; v[0].Pos.Z= rz; - v[1].Pos.X=-rx; v[1].Pos.Y=-ry; v[1].Pos.Z= rz; - v[2].Pos.X=-rx; v[2].Pos.Y=-ry; v[2].Pos.Z=-rz; - v[3].Pos.X= rx; v[3].Pos.Y=-ry, v[3].Pos.Z=-rz; - break; - } - - if(txc!=NULL) - { - v[0].TCoords.X=tu0+txus*txc[0]; v[0].TCoords.Y=tv0+txvs*txc[3]; - v[1].TCoords.X=tu0+txus*txc[2]; v[1].TCoords.Y=tv0+txvs*txc[3]; - v[2].TCoords.X=tu0+txus*txc[2]; v[2].TCoords.Y=tv0+txvs*txc[1]; - v[3].TCoords.X=tu0+txus*txc[0]; v[3].TCoords.Y=tv0+txvs*txc[1]; - txc+=4; - } - - for(u16 i=0; i<4; i++) - v[i].Pos += pos; - u16 indices[] = {0,1,2,2,3,0}; - collector->append(material, v, 4, indices, 6); - - } - -} - -scene::SMesh* makeMapBlockMesh(MeshMakeData *data) -{ - // 4-21ms for MAP_BLOCKSIZE=16 - // 24-155ms for MAP_BLOCKSIZE=32 - //TimeTaker timer1("makeMapBlockMesh()"); - - core::array 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"); - - float node_water_level = 1.0; - if(new_style_water) - node_water_level = 0.85; - - /* - 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; ym_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); - } - } - /* - Go through every x,y and get right(x+) faces in rows of z+ - */ - for(s16 x=0; xm_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); - } - } - /* - Go through every y,z and get back(z+) faces in rows of x+ - */ - for(s16 z=0; zm_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); - } - } - } - - // 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_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); - - for(u32 i=0; igetTexture( - g_texturesource->getTextureId("water.png")); - material_water1.setTexture(0, pa_water1.atlas); - - // New-style leaves material - video::SMaterial material_leaves1; - material_leaves1.setFlag(video::EMF_LIGHTING, false); - //material_leaves1.setFlag(video::EMF_BACK_FACE_CULLING, false); - material_leaves1.setFlag(video::EMF_BILINEAR_FILTER, false); - material_leaves1.setFlag(video::EMF_FOG_ENABLE, true); - material_leaves1.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF; - AtlasPointer pa_leaves1 = g_texturesource->getTexture( - g_texturesource->getTextureId("leaves.png")); - material_leaves1.setTexture(0, pa_leaves1.atlas); - - // Glass material - video::SMaterial material_glass; - material_glass.setFlag(video::EMF_LIGHTING, false); - material_glass.setFlag(video::EMF_BILINEAR_FILTER, false); - material_glass.setFlag(video::EMF_FOG_ENABLE, true); - material_glass.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF; - AtlasPointer pa_glass = g_texturesource->getTexture( - g_texturesource->getTextureId("glass.png")); - material_glass.setTexture(0, pa_glass.atlas); - - // Wood material - video::SMaterial material_wood; - material_wood.setFlag(video::EMF_LIGHTING, false); - material_wood.setFlag(video::EMF_BILINEAR_FILTER, false); - material_wood.setFlag(video::EMF_FOG_ENABLE, true); - material_wood.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF; - AtlasPointer pa_wood = g_texturesource->getTexture( - g_texturesource->getTextureId("wood.png")); - material_wood.setTexture(0, pa_wood.atlas); - - for(s16 z=0; zm_vmanip.getNodeNoEx(blockpos_nodes+p); - - /* - Add torches to mesh - */ - if(n.d == CONTENT_TORCH) - { - video::SColor c(255,255,255,255); - - // Wall at X+ of node - video::S3DVertex vertices[4] = - { - video::S3DVertex(-BS/2,-BS/2,0, 0,0,0, c, 0,1), - video::S3DVertex(BS/2,-BS/2,0, 0,0,0, c, 1,1), - video::S3DVertex(BS/2,BS/2,0, 0,0,0, c, 1,0), - video::S3DVertex(-BS/2,BS/2,0, 0,0,0, c, 0,0), - }; - - v3s16 dir = unpackDir(n.dir); - - for(s32 i=0; i<4; i++) - { - if(dir == v3s16(1,0,0)) - vertices[i].Pos.rotateXZBy(0); - if(dir == v3s16(-1,0,0)) - vertices[i].Pos.rotateXZBy(180); - if(dir == v3s16(0,0,1)) - vertices[i].Pos.rotateXZBy(90); - if(dir == v3s16(0,0,-1)) - vertices[i].Pos.rotateXZBy(-90); - if(dir == v3s16(0,-1,0)) - vertices[i].Pos.rotateXZBy(45); - if(dir == v3s16(0,1,0)) - vertices[i].Pos.rotateXZBy(-45); - - vertices[i].Pos += intToFloat(p + blockpos_nodes, BS); - } - - // Set material - video::SMaterial material; - material.setFlag(video::EMF_LIGHTING, false); - material.setFlag(video::EMF_BACK_FACE_CULLING, false); - material.setFlag(video::EMF_BILINEAR_FILTER, false); - //material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL; - material.MaterialType - = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF; - - if(dir == v3s16(0,-1,0)) - material.setTexture(0, - g_texturesource->getTextureRaw("torch_on_floor.png")); - else if(dir == v3s16(0,1,0)) - material.setTexture(0, - g_texturesource->getTextureRaw("torch_on_ceiling.png")); - // For backwards compatibility - else if(dir == v3s16(0,0,0)) - material.setTexture(0, - g_texturesource->getTextureRaw("torch_on_floor.png")); - else - material.setTexture(0, - g_texturesource->getTextureRaw("torch.png")); - - u16 indices[] = {0,1,2,2,3,0}; - // Add to mesh collector - collector.append(material, vertices, 4, indices, 6); - } - /* - Signs on walls - */ - if(n.d == CONTENT_SIGN_WALL) - { - u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio)); - video::SColor c(255,l,l,l); - - float d = (float)BS/16; - // Wall at X+ of node - video::S3DVertex vertices[4] = - { - video::S3DVertex(BS/2-d,-BS/2,-BS/2, 0,0,0, c, 0,1), - video::S3DVertex(BS/2-d,-BS/2,BS/2, 0,0,0, c, 1,1), - video::S3DVertex(BS/2-d,BS/2,BS/2, 0,0,0, c, 1,0), - video::S3DVertex(BS/2-d,BS/2,-BS/2, 0,0,0, c, 0,0), - }; - - v3s16 dir = unpackDir(n.dir); - - for(s32 i=0; i<4; i++) - { - if(dir == v3s16(1,0,0)) - vertices[i].Pos.rotateXZBy(0); - if(dir == v3s16(-1,0,0)) - vertices[i].Pos.rotateXZBy(180); - if(dir == v3s16(0,0,1)) - vertices[i].Pos.rotateXZBy(90); - if(dir == v3s16(0,0,-1)) - vertices[i].Pos.rotateXZBy(-90); - if(dir == v3s16(0,-1,0)) - vertices[i].Pos.rotateXYBy(-90); - if(dir == v3s16(0,1,0)) - vertices[i].Pos.rotateXYBy(90); - - vertices[i].Pos += intToFloat(p + blockpos_nodes, BS); - } - - // Set material - video::SMaterial material; - material.setFlag(video::EMF_LIGHTING, false); - material.setFlag(video::EMF_BACK_FACE_CULLING, false); - material.setFlag(video::EMF_BILINEAR_FILTER, false); - material.setFlag(video::EMF_FOG_ENABLE, true); - //material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL; - material.MaterialType - = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF; - - material.setTexture(0, - g_texturesource->getTextureRaw("sign_wall.png")); - - u16 indices[] = {0,1,2,2,3,0}; - // Add to mesh collector - collector.append(material, vertices, 4, indices, 6); - } - /* - Add flowing water to mesh - */ - else if(n.d == CONTENT_WATER) - { - bool top_is_water = false; - MapNode ntop = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z)); - if(ntop.d == CONTENT_WATER || ntop.d == CONTENT_WATERSOURCE) - top_is_water = true; - - u8 l = 0; - // Use the light of the node on top if possible - if(content_features(ntop.d).param_type == CPT_LIGHT) - l = decode_light(ntop.getLightBlend(data->m_daynight_ratio)); - // Otherwise use the light of this node (the water) - else - l = decode_light(n.getLightBlend(data->m_daynight_ratio)); - video::SColor c(WATER_ALPHA,l,l,l); - - // Neighbor water levels (key = relative position) - // Includes current node - core::map neighbor_levels; - core::map neighbor_contents; - core::map neighbor_flags; - const u8 neighborflag_top_is_water = 0x01; - v3s16 neighbor_dirs[9] = { - v3s16(0,0,0), - v3s16(0,0,1), - v3s16(0,0,-1), - v3s16(1,0,0), - v3s16(-1,0,0), - v3s16(1,0,1), - v3s16(-1,0,-1), - v3s16(1,0,-1), - v3s16(-1,0,1), - }; - for(u32 i=0; i<9; i++) - { - u8 content = CONTENT_AIR; - float level = -0.5 * BS; - u8 flags = 0; - // Check neighbor - v3s16 p2 = p + neighbor_dirs[i]; - MapNode n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2); - if(n2.d != CONTENT_IGNORE) - { - content = n2.d; - - if(n2.d == CONTENT_WATERSOURCE) - level = (-0.5+node_water_level) * BS; - else if(n2.d == CONTENT_WATER) - level = (-0.5 + ((float)n2.param2 + 0.5) / 8.0 - * node_water_level) * BS; - - // Check node above neighbor. - // NOTE: This doesn't get executed if neighbor - // doesn't exist - p2.Y += 1; - n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2); - if(n2.d == CONTENT_WATERSOURCE || n2.d == CONTENT_WATER) - flags |= neighborflag_top_is_water; - } - - neighbor_levels.insert(neighbor_dirs[i], level); - neighbor_contents.insert(neighbor_dirs[i], content); - neighbor_flags.insert(neighbor_dirs[i], flags); - } - - //float water_level = (-0.5 + ((float)n.param2 + 0.5) / 8.0) * BS; - //float water_level = neighbor_levels[v3s16(0,0,0)]; - - // Corner heights (average between four waters) - f32 corner_levels[4]; - - v3s16 halfdirs[4] = { - v3s16(0,0,0), - v3s16(1,0,0), - v3s16(1,0,1), - v3s16(0,0,1), - }; - for(u32 i=0; i<4; i++) - { - v3s16 cornerdir = halfdirs[i]; - float cornerlevel = 0; - u32 valid_count = 0; - for(u32 j=0; j<4; j++) - { - v3s16 neighbordir = cornerdir - halfdirs[j]; - u8 content = neighbor_contents[neighbordir]; - // Special case for source nodes - if(content == CONTENT_WATERSOURCE) - { - cornerlevel = (-0.5+node_water_level)*BS; - valid_count = 1; - break; - } - else if(content == CONTENT_WATER) - { - cornerlevel += neighbor_levels[neighbordir]; - valid_count++; - } - else if(content == CONTENT_AIR) - { - cornerlevel += -0.5*BS; - valid_count++; - } - } - if(valid_count > 0) - cornerlevel /= valid_count; - corner_levels[i] = cornerlevel; - } - - /* - Generate sides - */ - - v3s16 side_dirs[4] = { - v3s16(1,0,0), - v3s16(-1,0,0), - v3s16(0,0,1), - v3s16(0,0,-1), - }; - s16 side_corners[4][2] = { - {1, 2}, - {3, 0}, - {2, 3}, - {0, 1}, - }; - for(u32 i=0; i<4; i++) - { - v3s16 dir = side_dirs[i]; - - /* - If our topside is water and neighbor's topside - is water, don't draw side face - */ - if(top_is_water && - neighbor_flags[dir] & neighborflag_top_is_water) - continue; - - u8 neighbor_content = neighbor_contents[dir]; - - // Don't draw face if neighbor is not air or water - if(neighbor_content != CONTENT_AIR - && neighbor_content != CONTENT_WATER) - continue; - - bool neighbor_is_water = (neighbor_content == CONTENT_WATER); - - // Don't draw any faces if neighbor is water and top is water - if(neighbor_is_water == true && top_is_water == false) - continue; - - video::S3DVertex vertices[4] = - { - /*video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,1), - video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,1), - video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,0), - video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,0),*/ - video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, - pa_water1.x0(), pa_water1.y1()), - video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, - pa_water1.x1(), pa_water1.y1()), - video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, - pa_water1.x1(), pa_water1.y0()), - video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, - pa_water1.x0(), pa_water1.y0()), - }; - - /* - If our topside is water, set upper border of face - at upper border of node - */ - if(top_is_water) - { - vertices[2].Pos.Y = 0.5*BS; - vertices[3].Pos.Y = 0.5*BS; - } - /* - Otherwise upper position of face is corner levels - */ - else - { - vertices[2].Pos.Y = corner_levels[side_corners[i][0]]; - vertices[3].Pos.Y = corner_levels[side_corners[i][1]]; - } - - /* - If neighbor is water, lower border of face is corner - water levels - */ - if(neighbor_is_water) - { - vertices[0].Pos.Y = corner_levels[side_corners[i][1]]; - vertices[1].Pos.Y = corner_levels[side_corners[i][0]]; - } - /* - If neighbor is not water, lower border of face is - lower border of node - */ - else - { - vertices[0].Pos.Y = -0.5*BS; - vertices[1].Pos.Y = -0.5*BS; - } - - for(s32 j=0; j<4; j++) - { - if(dir == v3s16(0,0,1)) - vertices[j].Pos.rotateXZBy(0); - if(dir == v3s16(0,0,-1)) - vertices[j].Pos.rotateXZBy(180); - if(dir == v3s16(-1,0,0)) - vertices[j].Pos.rotateXZBy(90); - if(dir == v3s16(1,0,-0)) - vertices[j].Pos.rotateXZBy(-90); - - vertices[j].Pos += intToFloat(p + blockpos_nodes, BS); - } - - u16 indices[] = {0,1,2,2,3,0}; - // Add to mesh collector - collector.append(material_water1, vertices, 4, indices, 6); - } - - /* - Generate top side, if appropriate - */ - - if(top_is_water == false) - { - video::S3DVertex vertices[4] = - { - /*video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c, 0,1), - video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c, 1,1), - video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,0), - video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,0),*/ - video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, - pa_water1.x0(), pa_water1.y1()), - video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, - pa_water1.x1(), pa_water1.y1()), - video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c, - pa_water1.x1(), pa_water1.y0()), - video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c, - pa_water1.x0(), pa_water1.y0()), - }; - - // This fixes a strange bug - s32 corner_resolve[4] = {3,2,1,0}; - - for(s32 i=0; i<4; i++) - { - //vertices[i].Pos.Y += water_level; - //vertices[i].Pos.Y += neighbor_levels[v3s16(0,0,0)]; - s32 j = corner_resolve[i]; - vertices[i].Pos.Y += corner_levels[j]; - vertices[i].Pos += intToFloat(p + blockpos_nodes, BS); - } - - u16 indices[] = {0,1,2,2,3,0}; - // Add to mesh collector - collector.append(material_water1, vertices, 4, indices, 6); - } - } - /* - Add water sources to mesh if using new style - */ - else if(n.d == CONTENT_WATERSOURCE && new_style_water) - { - //bool top_is_water = false; - bool top_is_air = false; - MapNode n = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z)); - /*if(n.d == CONTENT_WATER || n.d == CONTENT_WATERSOURCE) - top_is_water = true;*/ - if(n.d == CONTENT_AIR) - top_is_air = true; - - /*if(top_is_water == true) - continue;*/ - if(top_is_air == false) - continue; - - u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio)); - video::SColor c(WATER_ALPHA,l,l,l); - - video::S3DVertex vertices[4] = - { - /*video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c, 0,1), - video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c, 1,1), - video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,0), - video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,0),*/ - video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, - pa_water1.x0(), pa_water1.y1()), - video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, - pa_water1.x1(), pa_water1.y1()), - video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c, - pa_water1.x1(), pa_water1.y0()), - video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c, - pa_water1.x0(), pa_water1.y0()), - }; - - for(s32 i=0; i<4; i++) - { - vertices[i].Pos.Y += (-0.5+node_water_level)*BS; - vertices[i].Pos += intToFloat(p + blockpos_nodes, BS); - } - - u16 indices[] = {0,1,2,2,3,0}; - // Add to mesh collector - collector.append(material_water1, vertices, 4, indices, 6); - } - /* - Add leaves if using new style - */ - else if(n.d == CONTENT_LEAVES && new_style_leaves) - { - /*u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio));*/ - u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio))); - video::SColor c(255,l,l,l); - - for(u32 j=0; j<6; j++) - { - video::S3DVertex vertices[4] = - { - /*video::S3DVertex(-BS/2,-BS/2,BS/2, 0,0,0, c, 0,1), - video::S3DVertex(BS/2,-BS/2,BS/2, 0,0,0, c, 1,1), - video::S3DVertex(BS/2,BS/2,BS/2, 0,0,0, c, 1,0), - video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c, 0,0),*/ - video::S3DVertex(-BS/2,-BS/2,BS/2, 0,0,0, c, - pa_leaves1.x0(), pa_leaves1.y1()), - video::S3DVertex(BS/2,-BS/2,BS/2, 0,0,0, c, - pa_leaves1.x1(), pa_leaves1.y1()), - video::S3DVertex(BS/2,BS/2,BS/2, 0,0,0, c, - pa_leaves1.x1(), pa_leaves1.y0()), - video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c, - pa_leaves1.x0(), pa_leaves1.y0()), - }; - - if(j == 0) - { - for(u16 i=0; i<4; i++) - vertices[i].Pos.rotateXZBy(0); - } - else if(j == 1) - { - for(u16 i=0; i<4; i++) - vertices[i].Pos.rotateXZBy(180); - } - else if(j == 2) - { - for(u16 i=0; i<4; i++) - vertices[i].Pos.rotateXZBy(-90); - } - else if(j == 3) - { - for(u16 i=0; i<4; i++) - vertices[i].Pos.rotateXZBy(90); - } - else if(j == 4) - { - for(u16 i=0; i<4; i++) - vertices[i].Pos.rotateYZBy(-90); - } - else if(j == 5) - { - for(u16 i=0; i<4; i++) - vertices[i].Pos.rotateYZBy(90); - } - - for(u16 i=0; i<4; i++) - { - vertices[i].Pos += intToFloat(p + blockpos_nodes, BS); - } - - u16 indices[] = {0,1,2,2,3,0}; - // Add to mesh collector - collector.append(material_leaves1, vertices, 4, indices, 6); - } - } - /* - Add glass - */ - else if(n.d == CONTENT_GLASS) - { - u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio))); - video::SColor c(255,l,l,l); - - for(u32 j=0; j<6; j++) - { - video::S3DVertex vertices[4] = - { - video::S3DVertex(-BS/2,-BS/2,BS/2, 0,0,0, c, - pa_glass.x0(), pa_glass.y1()), - video::S3DVertex(BS/2,-BS/2,BS/2, 0,0,0, c, - pa_glass.x1(), pa_glass.y1()), - video::S3DVertex(BS/2,BS/2,BS/2, 0,0,0, c, - pa_glass.x1(), pa_glass.y0()), - video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c, - pa_glass.x0(), pa_glass.y0()), - }; - - if(j == 0) - { - for(u16 i=0; i<4; i++) - vertices[i].Pos.rotateXZBy(0); - } - else if(j == 1) - { - for(u16 i=0; i<4; i++) - vertices[i].Pos.rotateXZBy(180); - } - else if(j == 2) - { - for(u16 i=0; i<4; i++) - vertices[i].Pos.rotateXZBy(-90); - } - else if(j == 3) - { - for(u16 i=0; i<4; i++) - vertices[i].Pos.rotateXZBy(90); - } - else if(j == 4) - { - for(u16 i=0; i<4; i++) - vertices[i].Pos.rotateYZBy(-90); - } - else if(j == 5) - { - for(u16 i=0; i<4; i++) - vertices[i].Pos.rotateYZBy(90); - } - - for(u16 i=0; i<4; i++) - { - vertices[i].Pos += intToFloat(p + blockpos_nodes, BS); - } - - u16 indices[] = {0,1,2,2,3,0}; - // Add to mesh collector - collector.append(material_glass, vertices, 4, indices, 6); - } - } - /* - Add fence - */ - else if(n.d == CONTENT_FENCE) - { - u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio))); - video::SColor c(255,l,l,l); - - const f32 post_rad=(f32)BS/10; - const f32 bar_rad=(f32)BS/20; - const f32 bar_len=(f32)(BS/2)-post_rad; - - // The post - always present - v3f pos = intToFloat(p+blockpos_nodes, BS); - f32 postuv[24]={ - 0.4,0.4,0.6,0.6, - 0.35,0,0.65,1, - 0.35,0,0.65,1, - 0.35,0,0.65,1, - 0.35,0,0.65,1, - 0.4,0.4,0.6,0.6}; - makeCuboid(material_wood, &collector, - &pa_wood, c, pos, - post_rad,BS/2,post_rad, postuv); - - // Now a section of fence, +X, if there's a post there - v3s16 p2 = p; - p2.X++; - MapNode n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2); - if(n2.d == CONTENT_FENCE) - { - pos = intToFloat(p+blockpos_nodes, BS); - pos.X += BS/2; - pos.Y += BS/4; - f32 xrailuv[24]={ - 0,0.4,1,0.6, - 0,0.4,1,0.6, - 0,0.4,1,0.6, - 0,0.4,1,0.6, - 0,0.4,1,0.6, - 0,0.4,1,0.6}; - makeCuboid(material_wood, &collector, - &pa_wood, c, pos, - bar_len,bar_rad,bar_rad, xrailuv); - - pos.Y -= BS/2; - makeCuboid(material_wood, &collector, - &pa_wood, c, pos, - bar_len,bar_rad,bar_rad, xrailuv); - } - - // Now a section of fence, +Z, if there's a post there - p2 = p; - p2.Z++; - n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2); - if(n2.d == CONTENT_FENCE) - { - pos = intToFloat(p+blockpos_nodes, BS); - pos.Z += BS/2; - pos.Y += BS/4; - f32 zrailuv[24]={ - 0,0.4,1,0.6, - 0,0.4,1,0.6, - 0,0.4,1,0.6, - 0,0.4,1,0.6, - 0,0.4,1,0.6, - 0,0.4,1,0.6}; - makeCuboid(material_wood, &collector, - &pa_wood, c, pos, - bar_rad,bar_rad,bar_len, zrailuv); - pos.Y -= BS/2; - makeCuboid(material_wood, &collector, - &pa_wood, c, pos, - bar_rad,bar_rad,bar_len, zrailuv); - - } - - } - - - - } - - /* - 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 "<getMeshBufferCount() - <<" materials (meshbuffers)"<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 "< & light_sources, - bool remove_light, bool *black_air_left, - bool grow_grass) + bool remove_light, bool *black_air_left) { // Whether the sunlight at the top of the bottom block is valid bool block_below_is_valid = true; @@ -1958,7 +259,8 @@ bool MapBlock::propagateSunlight(core::map & light_sources, else { MapNode n = getNode(v3s16(x, MAP_BLOCKSIZE-1, z)); - if(n.d == CONTENT_WATER || n.d == CONTENT_WATERSOURCE) + //if(n.d == CONTENT_WATER || n.d == CONTENT_WATERSOURCE) + if(content_features(n.d).sunlight_propagates == false) { no_sunlight = true; } @@ -2013,6 +315,7 @@ bool MapBlock::propagateSunlight(core::map & light_sources, } else if(n.light_propagates() == false) { + /*// DEPRECATED TODO: REMOVE if(grow_grass) { bool upper_is_air = false; @@ -2030,7 +333,7 @@ bool MapBlock::propagateSunlight(core::map & light_sources, { n.d = CONTENT_GRASS; } - } + }*/ // A solid object is on the way. stopped_to_solid_object = true; diff --git a/src/mapblock.h b/src/mapblock.h index 74666eb4..dd1d5e5a 100644 --- a/src/mapblock.h +++ b/src/mapblock.h @@ -33,10 +33,15 @@ with this program; if not, write to the Free Software Foundation, Inc., #include "voxel.h" #include "nodemetadata.h" #include "staticobject.h" +#include "mapblock_nodemod.h" +#ifndef SERVER + #include "mapblock_mesh.h" +#endif + #define BLOCK_TIMESTAMP_UNDEFINED 0xffffffff -// Named by looking towards z+ +/*// Named by looking towards z+ enum{ FACE_BACK=0, FACE_TOP, @@ -44,103 +49,7 @@ enum{ FACE_FRONT, FACE_BOTTOM, FACE_LEFT -}; - -struct FastFace -{ - TileSpec tile; - video::S3DVertex vertices[4]; // Precalculated vertices -}; - -enum NodeModType -{ - NODEMOD_NONE, - NODEMOD_CHANGECONTENT, //param is content id - NODEMOD_CRACK // param is crack progression -}; - -struct NodeMod -{ - NodeMod(enum NodeModType a_type=NODEMOD_NONE, u16 a_param=0) - { - type = a_type; - param = a_param; - } - bool operator==(const NodeMod &other) - { - return (type == other.type && param == other.param); - } - enum NodeModType type; - u16 param; -}; - -class NodeModMap -{ -public: - /* - returns true if the mod was different last time - */ - bool set(v3s16 p, const NodeMod &mod) - { - // See if old is different, cancel if it is not different. - core::map::Node *n = m_mods.find(p); - if(n) - { - NodeMod old = n->getValue(); - if(old == mod) - return false; - - n->setValue(mod); - } - else - { - m_mods.insert(p, mod); - } - - return true; - } - // Returns true if there was one - bool get(v3s16 p, NodeMod *mod) - { - core::map::Node *n; - n = m_mods.find(p); - if(n == NULL) - return false; - if(mod) - *mod = n->getValue(); - return true; - } - bool clear(v3s16 p) - { - if(m_mods.find(p)) - { - m_mods.remove(p); - return true; - } - return false; - } - bool clear() - { - if(m_mods.size() == 0) - return false; - m_mods.clear(); - return true; - } - void copy(NodeModMap &dest) - { - dest.m_mods.clear(); - - for(core::map::Iterator - i = m_mods.getIterator(); - i.atEnd() == false; i++) - { - dest.m_mods.insert(i.getNode()->getKey(), i.getNode()->getValue()); - } - } - -private: - core::map m_mods; -}; +};*/ enum { @@ -170,35 +79,6 @@ public: } }; -/* - Mesh making stuff -*/ - -class MapBlock; - -#ifndef SERVER - -struct MeshMakeData -{ - u32 m_daynight_ratio; - NodeModMap m_temp_mods; - VoxelManipulator m_vmanip; - v3s16 m_blockpos; - - /* - Copy central data directly from block, and other data from - parent of block. - */ - void fill(u32 daynight_ratio, MapBlock *block); -}; - -scene::SMesh* makeMapBlockMesh(MeshMakeData *data); - -#endif - -u8 getFaceLight(u32 daynight_ratio, MapNode n, MapNode n2, - v3s16 face_dir); - /* MapBlock itself */ @@ -474,8 +354,7 @@ public: // See comments in mapblock.cpp bool propagateSunlight(core::map & light_sources, - bool remove_light=false, bool *black_air_left=NULL, - bool grow_grass=false); + bool remove_light=false, bool *black_air_left=NULL); // Copies data to VoxelManipulator to getPosRelative() void copyTo(VoxelManipulator &dst); diff --git a/src/mapblock_mesh.cpp b/src/mapblock_mesh.cpp new file mode 100644 index 00000000..a8624e8f --- /dev/null +++ b/src/mapblock_mesh.cpp @@ -0,0 +1,789 @@ +/* +Minetest-c55 +Copyright (C) 2010-2011 celeron55, Perttu Ahola + +This program is free software; you can redistribute it and/or modify +it under the terms of the GNU General Public License as published by +the Free Software Foundation; either version 2 of the License, or +(at your option) any later version. + +This program is distributed in the hope that it will be useful, +but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +GNU General Public License for more details. + +You should have received a copy of the GNU General Public License along +with this program; if not, write to the Free Software Foundation, Inc., +51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. +*/ + +#include "mapblock_mesh.h" +#include "light.h" +#include "mapblock.h" +#include "map.h" +#include "main.h" // For g_settings and g_texturesource +#include "content_mapblock.h" + +void MeshMakeData::fill(u32 daynight_ratio, MapBlock *block) +{ + m_daynight_ratio = daynight_ratio; + m_blockpos = block->getPos(); + + v3s16 blockpos_nodes = m_blockpos*MAP_BLOCKSIZE; + + /* + There is no harm not copying the TempMods of the neighbors + because they are already copied to this block + */ + m_temp_mods.clear(); + block->copyTempMods(m_temp_mods); + + /* + Copy data + */ + + // Allocate this block + neighbors + m_vmanip.clear(); + m_vmanip.addArea(VoxelArea(blockpos_nodes-v3s16(1,1,1)*MAP_BLOCKSIZE, + blockpos_nodes+v3s16(1,1,1)*MAP_BLOCKSIZE*2-v3s16(1,1,1))); + + { + //TimeTaker timer("copy central block data"); + // 0ms + + // Copy our data + block->copyTo(m_vmanip); + } + { + //TimeTaker timer("copy neighbor block data"); + // 0ms + + /* + Copy neighbors. This is lightning fast. + Copying only the borders would be *very* slow. + */ + + // Get map + NodeContainer *parentcontainer = block->getParent(); + // This will only work if the parent is the map + assert(parentcontainer->nodeContainerId() == NODECONTAINER_ID_MAP); + // OK, we have the map! + Map *map = (Map*)parentcontainer; + + for(u16 i=0; i<6; i++) + { + const v3s16 &dir = g_6dirs[i]; + v3s16 bp = m_blockpos + dir; + MapBlock *b = map->getBlockNoCreateNoEx(bp); + if(b) + b->copyTo(m_vmanip); + } + } +} + +/* + vertex_dirs: v3s16[4] +*/ +void getNodeVertexDirs(v3s16 dir, v3s16 *vertex_dirs) +{ + /* + If looked from outside the node towards the face, the corners are: + 0: bottom-right + 1: bottom-left + 2: top-left + 3: top-right + */ + if(dir == v3s16(0,0,1)) + { + // If looking towards z+, this is the face that is behind + // the center point, facing towards z+. + vertex_dirs[0] = v3s16(-1,-1, 1); + vertex_dirs[1] = v3s16( 1,-1, 1); + vertex_dirs[2] = v3s16( 1, 1, 1); + vertex_dirs[3] = v3s16(-1, 1, 1); + } + else if(dir == v3s16(0,0,-1)) + { + // faces towards Z- + vertex_dirs[0] = v3s16( 1,-1,-1); + vertex_dirs[1] = v3s16(-1,-1,-1); + vertex_dirs[2] = v3s16(-1, 1,-1); + vertex_dirs[3] = v3s16( 1, 1,-1); + } + else if(dir == v3s16(1,0,0)) + { + // faces towards X+ + vertex_dirs[0] = v3s16( 1,-1, 1); + vertex_dirs[1] = v3s16( 1,-1,-1); + vertex_dirs[2] = v3s16( 1, 1,-1); + vertex_dirs[3] = v3s16( 1, 1, 1); + } + else if(dir == v3s16(-1,0,0)) + { + // faces towards X- + vertex_dirs[0] = v3s16(-1,-1,-1); + vertex_dirs[1] = v3s16(-1,-1, 1); + vertex_dirs[2] = v3s16(-1, 1, 1); + vertex_dirs[3] = v3s16(-1, 1,-1); + } + else if(dir == v3s16(0,1,0)) + { + // faces towards Y+ (assume Z- as "down" in texture) + vertex_dirs[0] = v3s16( 1, 1,-1); + vertex_dirs[1] = v3s16(-1, 1,-1); + vertex_dirs[2] = v3s16(-1, 1, 1); + vertex_dirs[3] = v3s16( 1, 1, 1); + } + else if(dir == v3s16(0,-1,0)) + { + // faces towards Y- (assume Z+ as "down" in texture) + vertex_dirs[0] = v3s16( 1,-1, 1); + vertex_dirs[1] = v3s16(-1,-1, 1); + vertex_dirs[2] = v3s16(-1,-1,-1); + vertex_dirs[3] = v3s16( 1,-1,-1); + } +} + +inline video::SColor lightColor(u8 alpha, u8 light) +{ + return video::SColor(alpha,light,light,light); +} + +struct FastFace +{ + TileSpec tile; + video::S3DVertex vertices[4]; // Precalculated vertices +}; + +void makeFastFace(TileSpec tile, u8 li0, u8 li1, u8 li2, u8 li3, v3f p, + v3s16 dir, v3f scale, v3f posRelative_f, + core::array &dest) +{ + FastFace face; + + // Position is at the center of the cube. + v3f pos = p * BS; + posRelative_f *= BS; + + v3f vertex_pos[4]; + v3s16 vertex_dirs[4]; + getNodeVertexDirs(dir, vertex_dirs); + for(u16 i=0; i<4; i++) + { + vertex_pos[i] = v3f( + BS/2*vertex_dirs[i].X, + BS/2*vertex_dirs[i].Y, + BS/2*vertex_dirs[i].Z + ); + } + + for(u16 i=0; i<4; i++) + { + vertex_pos[i].X *= scale.X; + vertex_pos[i].Y *= scale.Y; + vertex_pos[i].Z *= scale.Z; + vertex_pos[i] += pos + posRelative_f; + } + + f32 abs_scale = 1.; + if (scale.X < 0.999 || scale.X > 1.001) abs_scale = scale.X; + else if(scale.Y < 0.999 || scale.Y > 1.001) abs_scale = scale.Y; + else if(scale.Z < 0.999 || scale.Z > 1.001) abs_scale = scale.Z; + + v3f zerovector = v3f(0,0,0); + + u8 alpha = tile.alpha; + /*u8 alpha = 255; + if(tile.id == TILE_WATER) + alpha = WATER_ALPHA;*/ + + float x0 = tile.texture.pos.X; + float y0 = tile.texture.pos.Y; + float w = tile.texture.size.X; + float h = tile.texture.size.Y; + + /*video::SColor c = lightColor(alpha, li); + + face.vertices[0] = video::S3DVertex(vertex_pos[0], v3f(0,1,0), c, + core::vector2d(x0+w*abs_scale, y0+h)); + face.vertices[1] = video::S3DVertex(vertex_pos[1], v3f(0,1,0), c, + core::vector2d(x0, y0+h)); + face.vertices[2] = video::S3DVertex(vertex_pos[2], v3f(0,1,0), c, + core::vector2d(x0, y0)); + face.vertices[3] = video::S3DVertex(vertex_pos[3], v3f(0,1,0), c, + core::vector2d(x0+w*abs_scale, y0));*/ + + face.vertices[0] = video::S3DVertex(vertex_pos[0], v3f(0,1,0), + lightColor(alpha, li0), + core::vector2d(x0+w*abs_scale, y0+h)); + face.vertices[1] = video::S3DVertex(vertex_pos[1], v3f(0,1,0), + lightColor(alpha, li1), + core::vector2d(x0, y0+h)); + face.vertices[2] = video::S3DVertex(vertex_pos[2], v3f(0,1,0), + lightColor(alpha, li2), + core::vector2d(x0, y0)); + face.vertices[3] = video::S3DVertex(vertex_pos[3], v3f(0,1,0), + lightColor(alpha, li3), + core::vector2d(x0+w*abs_scale, y0)); + + face.tile = tile; + //DEBUG + //f->tile = TILE_STONE; + + dest.push_back(face); +} + +/* + Gets node tile from any place relative to block. + Returns TILE_NODE if doesn't exist or should not be drawn. +*/ +TileSpec getNodeTile(MapNode mn, v3s16 p, v3s16 face_dir, + NodeModMap &temp_mods) +{ + TileSpec spec; + spec = mn.getTile(face_dir); + + /* + Check temporary modifications on this node + */ + /*core::map::Node *n; + n = m_temp_mods.find(p); + // If modified + if(n != NULL) + { + struct NodeMod mod = n->getValue();*/ + NodeMod mod; + if(temp_mods.get(p, &mod)) + { + if(mod.type == NODEMOD_CHANGECONTENT) + { + MapNode mn2(mod.param); + spec = mn2.getTile(face_dir); + } + if(mod.type == NODEMOD_CRACK) + { + /* + Get texture id, translate it to name, append stuff to + name, get texture id + */ + + // Get original texture name + u32 orig_id = spec.texture.id; + std::string orig_name = g_texturesource->getTextureName(orig_id); + + // Create new texture name + std::ostringstream os; + os<getTextureId(os.str()); + + /*dstream<<"MapBlock::getNodeTile(): Switching from " + <getTexture(new_id); + } + } + + return spec; +} + +u8 getNodeContent(v3s16 p, MapNode mn, NodeModMap &temp_mods) +{ + /* + Check temporary modifications on this node + */ + /*core::map::Node *n; + n = m_temp_mods.find(p); + // If modified + if(n != NULL) + { + struct NodeMod mod = n->getValue();*/ + NodeMod mod; + if(temp_mods.get(p, &mod)) + { + if(mod.type == NODEMOD_CHANGECONTENT) + { + // Overrides content + return mod.param; + } + if(mod.type == NODEMOD_CRACK) + { + /* + Content doesn't change. + + face_contents works just like it should, because + there should not be faces between differently cracked + nodes. + + If a semi-transparent node is cracked in front an + another one, it really doesn't matter whether there + is a cracked face drawn in between or not. + */ + } + } + + return mn.d; +} + +v3s16 dirs8[8] = { + v3s16(0,0,0), + v3s16(0,0,1), + v3s16(0,1,0), + v3s16(0,1,1), + v3s16(1,0,0), + v3s16(1,1,0), + v3s16(1,0,1), + v3s16(1,1,1), +}; + +// Calculate lighting at the XYZ- corner of p +u8 getSmoothLight(v3s16 p, VoxelManipulator &vmanip, u32 daynight_ratio) +{ + u16 ambient_occlusion = 0; + u16 light = 0; + u16 light_count = 0; + for(u32 i=0; i<8; i++) + { + MapNode n = vmanip.getNodeNoEx(p - dirs8[i]); + if(content_features(n.d).param_type == CPT_LIGHT) + { + light += decode_light(n.getLightBlend(daynight_ratio)); + light_count++; + } + else + { + if(n.d != CONTENT_IGNORE) + ambient_occlusion++; + } + } + + if(light_count == 0) + return 255; + + light /= light_count; + + if(ambient_occlusion > 4) + { + ambient_occlusion -= 4; + light = (float)light / ((float)ambient_occlusion * 0.5 + 1.0); + } + + return light; +} + +// Calculate lighting at the given corner of p +u8 getSmoothLight(v3s16 p, v3s16 corner, + VoxelManipulator &vmanip, u32 daynight_ratio) +{ + if(corner.X == 1) p.X += 1; + else assert(corner.X == -1); + if(corner.Y == 1) p.Y += 1; + else assert(corner.Y == -1); + if(corner.Z == 1) p.Z += 1; + else assert(corner.Z == -1); + + return getSmoothLight(p, vmanip, daynight_ratio); +} + +void getTileInfo( + // Input: + v3s16 blockpos_nodes, + v3s16 p, + v3s16 face_dir, + u32 daynight_ratio, + VoxelManipulator &vmanip, + NodeModMap &temp_mods, + bool smooth_lighting, + // Output: + bool &makes_face, + v3s16 &p_corrected, + v3s16 &face_dir_corrected, + u8 *lights, + TileSpec &tile + ) +{ + 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); + TileSpec tile1 = getNodeTile(n1, p + face_dir, -face_dir, temp_mods); + + // This is hackish + u8 content0 = getNodeContent(p, n0, temp_mods); + u8 content1 = getNodeContent(p + face_dir, n1, temp_mods); + u8 mf = face_contents(content0, content1); + + 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; + } + + if(smooth_lighting == false) + { + lights[0] = lights[1] = lights[2] = lights[3] = + decode_light(getFaceLight(daynight_ratio, n0, n1, face_dir)); + } + 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); + } + } + + 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 +*/ +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 &dest, + NodeModMap &temp_mods, + VoxelManipulator &vmanip, + v3s16 blockpos_nodes, + bool smooth_lighting) +{ + v3s16 p = startpos; + + u16 continuous_tiles_count = 0; + + bool makes_face; + v3s16 p_corrected; + v3s16 face_dir_corrected; + u8 lights[4]; + TileSpec tile; + getTileInfo(blockpos_nodes, p, face_dir, daynight_ratio, + vmanip, temp_mods, smooth_lighting, + makes_face, p_corrected, face_dir_corrected, lights, tile); + + for(u16 j=0; j 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; ym_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); + } + } + /* + Go through every x,y and get right(x+) faces in rows of z+ + */ + for(s16 x=0; xm_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); + } + } + /* + Go through every y,z and get back(z+) faces in rows of x+ + */ + for(s16 z=0; zm_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); + } + } + } + + // 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_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); + + for(u32 i=0; irecalculateBoundingBox(); + + /* + 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 "<getMeshBufferCount() + <<" materials (meshbuffers)"<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 "< + +This program is free software; you can redistribute it and/or modify +it under the terms of the GNU General Public License as published by +the Free Software Foundation; either version 2 of the License, or +(at your option) any later version. + +This program is distributed in the hope that it will be useful, +but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +GNU General Public License for more details. + +You should have received a copy of the GNU General Public License along +with this program; if not, write to the Free Software Foundation, Inc., +51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. +*/ + +#ifndef MAPBLOCK_MESH_HEADER +#define MAPBLOCK_MESH_HEADER + +#include "common_irrlicht.h" +#include "mapblock_nodemod.h" +#include "voxel.h" + +/* + Mesh making stuff +*/ + +/* + This is used because CMeshBuffer::append() is very slow +*/ +struct PreMeshBuffer +{ + video::SMaterial material; + core::array indices; + core::array vertices; +}; + +class MeshCollector +{ +public: + void append( + video::SMaterial material, + const video::S3DVertex* const vertices, + u32 numVertices, + const u16* const indices, + u32 numIndices + ) + { + PreMeshBuffer *p = NULL; + for(u32 i=0; ivertices.size(); + for(u32 i=0; i 65535) + { + dstream<<"FIXME: Meshbuffer ran out of indices"<indices.push_back(j); + } + for(u32 i=0; ivertices.push_back(vertices[i]); + } + } + + void fillMesh(scene::SMesh *mesh) + { + /*dstream<<"Filling mesh with "< + scene::SMeshBuffer *buf = new scene::SMeshBuffer(); + // Set material + buf->Material = p.material; + //((scene::SMeshBuffer*)buf)->Material = p.material; + // Use VBO + //buf->setHardwareMappingHint(scene::EHM_STATIC); + // Add to mesh + mesh->addMeshBuffer(buf); + // Mesh grabbed it + buf->drop(); + + buf->append(p.vertices.pointer(), p.vertices.size(), + p.indices.pointer(), p.indices.size()); + } + } + +private: + core::array m_prebuffers; +}; + +class MapBlock; + +struct MeshMakeData +{ + u32 m_daynight_ratio; + NodeModMap m_temp_mods; + VoxelManipulator m_vmanip; + v3s16 m_blockpos; + + /* + Copy central data directly from block, and other data from + parent of block. + */ + void fill(u32 daynight_ratio, MapBlock *block); +}; + +scene::SMesh* makeMapBlockMesh(MeshMakeData *data); + +#endif + diff --git a/src/mapnode.cpp b/src/mapnode.cpp index 3717bf0a..dae21e7c 100644 --- a/src/mapnode.cpp +++ b/src/mapnode.cpp @@ -230,4 +230,54 @@ u8 MapNode::getMineral() return MINERAL_NONE; } +/* + Gets lighting value at face of node + + Parameters must consist of air and !air. + Order doesn't matter. + + If either of the nodes doesn't exist, light is 0. + + parameters: + daynight_ratio: 0...1000 + n: getNodeParent(p) + n2: getNodeParent(p + face_dir) + face_dir: axis oriented unit vector from p to p2 + + returns encoded light value. +*/ +u8 getFaceLight(u32 daynight_ratio, MapNode n, MapNode n2, + v3s16 face_dir) +{ + try{ + u8 light; + u8 l1 = n.getLightBlend(daynight_ratio); + u8 l2 = n2.getLightBlend(daynight_ratio); + if(l1 > l2) + light = l1; + else + light = l2; + + // Make some nice difference to different sides + + // This makes light come from a corner + /*if(face_dir.X == 1 || face_dir.Z == 1 || face_dir.Y == -1) + light = diminish_light(diminish_light(light)); + else if(face_dir.X == -1 || face_dir.Z == -1) + light = diminish_light(light);*/ + + // All neighboring faces have different shade (like in minecraft) + if(face_dir.X == 1 || face_dir.X == -1 || face_dir.Y == -1) + light = diminish_light(diminish_light(light)); + else if(face_dir.Z == 1 || face_dir.Z == -1) + light = diminish_light(light); + + return light; + } + catch(InvalidPositionException &e) + { + return 0; + } +} + diff --git a/src/mapnode.h b/src/mapnode.h index aa3fa396..d975a50c 100644 --- a/src/mapnode.h +++ b/src/mapnode.h @@ -648,7 +648,24 @@ struct MapNode } }; +/* + Gets lighting value at face of node + + Parameters must consist of air and !air. + Order doesn't matter. + If either of the nodes doesn't exist, light is 0. + + parameters: + daynight_ratio: 0...1000 + n: getNodeParent(p) + n2: getNodeParent(p + face_dir) + face_dir: axis oriented unit vector from p to p2 + + returns encoded light value. +*/ +u8 getFaceLight(u32 daynight_ratio, MapNode n, MapNode n2, + v3s16 face_dir); #endif