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mirror of https://github.com/luanti-org/luanti.git synced 2025-11-10 20:05:26 +01:00

Move client code from nodedef.h/cpp (#16615)

This commit is contained in:
cx384
2025-11-08 21:49:01 +01:00
committed by GitHub
parent 232c833af4
commit 98295cf839
27 changed files with 880 additions and 789 deletions

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src/client/node_visuals.cpp Normal file
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// Luanti
// SPDX-License-Identifier: LGPL-2.1-or-later
// Copyright (C) 2025 cx384
#include "node_visuals.h"
#include "mesh.h"
#include "shader.h"
#include "client.h"
#include "renderingengine.h"
#include "texturesource.h"
#include "wieldmesh.h" // createAnimationFrames
#include "tile.h"
#include <IMeshManipulator.h>
#include <SMesh.h>
#include <SkinnedMesh.h>
struct TileAttribContext {
ITextureSource *tsrc;
PreLoadedTextures *texture_pool;
video::SColor base_color;
const TextureSettings &tsettings;
};
struct ShaderIds {
u32 normal;
// Shader that will handle an array texture and texture_layer_idx
u32 with_layers;
};
/*
Texture pool and related
*/
struct PreLoadedTexture {
video::ITexture *texture = nullptr;
u32 texture_id = 0;
u16 texture_layer_idx = 0;
bool used = false; // For debugging
};
struct PreLoadedTextures {
std::unordered_map<std::string, PreLoadedTexture> pool;
std::unordered_set<std::string> missed; // For debugging
PreLoadedTexture find(const std::string &name);
void add(const std::string &name, const PreLoadedTexture &t);
void printStats(std::ostream &to) const;
};
PreLoadedTexture PreLoadedTextures::find(const std::string &name)
{
auto it = pool.find(name);
if (it == pool.end()) {
missed.emplace(name);
return {};
}
it->second.used = true;
return it->second;
}
void PreLoadedTextures::add(const std::string &name, const PreLoadedTexture &t)
{
assert(pool.find(name) == pool.end());
pool[name] = t;
}
void PreLoadedTextures::printStats(std::ostream &to) const
{
size_t unused = 0;
for (auto &it : pool)
unused += it.second.used ? 0 : 1;
to << "PreLoadedTextures: " << pool.size() << "\n wasted: " << unused
<< " missed: " << missed.size() << std::endl;
}
static void fillTileAttribs(TileLayer *layer, TileAttribContext context,
const TileSpec &tile, const TileDef &tiledef,
MaterialType material_type, ShaderIds shader)
{
auto *tsrc = context.tsrc;
const auto &tsettings = context.tsettings;
std::string texture_image;
if (!tiledef.name.empty()) {
texture_image = tiledef.name;
if (tsrc->needFilterForMesh())
texture_image += tsrc->FILTER_FOR_MESH;
} else {
// Tile is empty, nothing to do.
return;
}
core::dimension2du texture_size;
if (!texture_image.empty())
texture_size = tsrc->getTextureDimensions(texture_image);
if (!texture_size.Width || !texture_size.Height)
texture_size = {1, 1}; // dummy if there's an error
// Scale
bool has_scale = tiledef.scale > 0;
bool use_autoscale = tsettings.autoscale_mode == AUTOSCALE_FORCE ||
(tsettings.autoscale_mode == AUTOSCALE_ENABLE && !has_scale);
if (use_autoscale) {
float base_size = tsettings.node_texture_size;
float size = std::fmin(texture_size.Width, texture_size.Height);
layer->scale = std::fmax(base_size, size) / base_size;
} else if (has_scale) {
layer->scale = tiledef.scale;
} else {
layer->scale = 1;
}
if (!tile.world_aligned)
layer->scale = 1;
// Material
layer->material_type = material_type;
layer->material_flags = 0;
if (tiledef.backface_culling)
layer->material_flags |= MATERIAL_FLAG_BACKFACE_CULLING;
if (tiledef.animation.type != TAT_NONE)
layer->material_flags |= MATERIAL_FLAG_ANIMATION;
if (tiledef.tileable_horizontal)
layer->material_flags |= MATERIAL_FLAG_TILEABLE_HORIZONTAL;
if (tiledef.tileable_vertical)
layer->material_flags |= MATERIAL_FLAG_TILEABLE_VERTICAL;
// Color
layer->has_color = tiledef.has_color;
if (tiledef.has_color)
layer->color = tiledef.color;
else
layer->color = context.base_color;
// Animation
if (layer->material_flags & MATERIAL_FLAG_ANIMATION) {
int frame_length_ms = 0;
std::vector<FrameSpec> frames = createAnimationFrames(
tsrc, tiledef.name, tiledef.animation, frame_length_ms);
if (frames.size() > 1) {
layer->frames = new std::vector<FrameSpec>(frames);
layer->animation_frame_count = layer->frames->size();
layer->animation_frame_length_ms = frame_length_ms;
// Set default texture to first frame (not used practice)
layer->texture = (*layer->frames)[0].texture;
layer->texture_id = (*layer->frames)[0].texture_id;
} else {
layer->material_flags &= ~MATERIAL_FLAG_ANIMATION;
}
}
if (!(layer->material_flags & MATERIAL_FLAG_ANIMATION)) {
// Grab texture
auto tex = context.texture_pool->find(texture_image);
if (!tex.texture) {
// wasn't pre-loaded: create standard texture on the fly
layer->texture = tsrc->getTexture(texture_image, &layer->texture_id);
} else {
layer->texture = tex.texture;
layer->texture_id = tex.texture_id;
layer->texture_layer_idx = tex.texture_layer_idx;
}
}
// Decide on shader to use
if (layer->texture) {
layer->shader_id = (layer->texture->getType() == video::ETT_2D_ARRAY) ?
shader.with_layers : shader.normal;
}
}
static bool isWorldAligned(AlignStyle style, WorldAlignMode mode, NodeDrawType drawtype)
{
if (style == ALIGN_STYLE_WORLD)
return true;
if (mode == WORLDALIGN_DISABLE)
return false;
if (style == ALIGN_STYLE_USER_DEFINED)
return true;
if (drawtype == NDT_NORMAL)
return mode >= WORLDALIGN_FORCE;
if (drawtype == NDT_NODEBOX)
return mode >= WORLDALIGN_FORCE_NODEBOX;
return false;
}
/// @return maximum number of layers in array textures we can use (0 if unsupported)
static size_t getArrayTextureMax(IShaderSource *shdsrc)
{
auto *driver = RenderingEngine::get_video_driver();
// needs to support creating array textures
if (!driver->queryFeature(video::EVDF_TEXTURE_2D_ARRAY))
return 0;
// must support sampling from them
if (!shdsrc->supportsSampler2DArray())
return 0;
// shadow shaders can't handle array textures yet (TODO)
if (g_settings->getBool("enable_dynamic_shadows"))
return 0;
u32 n = driver->getLimits().MaxArrayTextureImages;
constexpr u32 type_max = std::numeric_limits<decltype(TileLayer::texture_layer_idx)>::max();
n = std::min(n, type_max);
n = std::min(n, g_settings->getU32("array_texture_max"));
return n;
}
//// NodeVisuals
NodeVisuals::~NodeVisuals()
{
for (u16 j = 0; j < 6; j++) {
delete tiles[j].layers[0].frames;
delete tiles[j].layers[1].frames;
}
for (u16 j = 0; j < CF_SPECIAL_COUNT; j++) {
delete special_tiles[j].layers[0].frames;
delete special_tiles[j].layers[1].frames;
}
if (mesh_ptr)
mesh_ptr->drop();
}
void NodeVisuals::preUpdateTextures(ITextureSource *tsrc,
std::unordered_set<std::string> &pool, const TextureSettings &tsettings)
{
// Find out the exact texture strings this node might use, and put them into the pool
// (this should match updateTextures, but it's not the end of the world if
// a mismatch occurs)
std::string append;
if (tsrc->needFilterForMesh())
append = ITextureSource::FILTER_FOR_MESH;
std::string append_overlay = append, append_special = append;
bool use = true, use_overlay = true, use_special = true;
if (f->drawtype == NDT_ALLFACES_OPTIONAL) {
use_special = (tsettings.leaves_style == LEAVES_SIMPLE);
use = !use_special;
if (tsettings.leaves_style == LEAVES_OPAQUE)
append.insert(0, "^[noalpha");
}
const auto &consider_tile = [&] (const TileDef &def, const std::string &append) {
// Animations are chopped into frames later, so we won't actually need
// the source texture
if (!def.name.empty() && def.animation.type == TAT_NONE) {
pool.insert(def.name + append);
}
};
for (u32 j = 0; j < 6; j++) {
if (use)
consider_tile(f->tiledef[j], append);
}
for (u32 j = 0; j < 6; j++) {
if (use_overlay)
consider_tile(f->tiledef_overlay[j], append_overlay);
}
for (u32 j = 0; j < CF_SPECIAL_COUNT; j++) {
if (use_special)
consider_tile(f->tiledef_special[j], append_special);
}
}
void NodeVisuals::updateTextures(ITextureSource *tsrc, IShaderSource *shdsrc, Client *client,
PreLoadedTextures *texture_pool, const TextureSettings &tsettings)
{
// Things needed form ContentFeatures
auto &alpha = f->alpha;
auto &drawtype = f->drawtype;
const auto &tiledef = f->tiledef;
const auto &tiledef_overlay = f->tiledef_overlay;
const auto &tiledef_special = f->tiledef_special;
const auto &waving = f->waving;
const auto &color = f->color;
const auto &param_type_2 = f->param_type_2;
const auto &palette_name = f->palette_name;
// Figure out the actual tiles to use
TileDef tdef[6];
for (u32 j = 0; j < 6; j++) {
tdef[j] = tiledef[j];
if (tdef[j].name.empty()) {
tdef[j].name = "no_texture.png";
tdef[j].backface_culling = false;
}
}
// also the overlay tiles
TileDef tdef_overlay[6];
for (u32 j = 0; j < 6; j++)
tdef_overlay[j] = tiledef_overlay[j];
// also the special tiles
TileDef tdef_spec[6];
for (u32 j = 0; j < CF_SPECIAL_COUNT; j++) {
tdef_spec[j] = tiledef_special[j];
}
bool is_liquid = false;
MaterialType material_type = alpha_mode_to_material_type(alpha);
switch (drawtype) {
default:
case NDT_NORMAL:
solidness = 2;
break;
case NDT_AIRLIKE:
solidness = 0;
break;
case NDT_LIQUID:
if (!tsettings.translucent_liquids)
alpha = ALPHAMODE_OPAQUE;
solidness = 1;
is_liquid = true;
break;
case NDT_FLOWINGLIQUID:
solidness = 0;
if (!tsettings.translucent_liquids)
alpha = ALPHAMODE_OPAQUE;
is_liquid = true;
break;
case NDT_GLASSLIKE:
solidness = 0;
visual_solidness = 1;
break;
case NDT_GLASSLIKE_FRAMED:
solidness = 0;
visual_solidness = 1;
break;
case NDT_GLASSLIKE_FRAMED_OPTIONAL:
solidness = 0;
visual_solidness = 1;
drawtype = tsettings.connected_glass ? NDT_GLASSLIKE_FRAMED : NDT_GLASSLIKE;
break;
case NDT_ALLFACES:
solidness = 0;
visual_solidness = 1;
break;
case NDT_ALLFACES_OPTIONAL:
if (tsettings.leaves_style == LEAVES_FANCY) {
drawtype = NDT_ALLFACES;
solidness = 0;
visual_solidness = 1;
} else if (tsettings.leaves_style == LEAVES_SIMPLE) {
for (u32 j = 0; j < 6; j++) {
if (!tdef_spec[j].name.empty())
tdef[j].name = tdef_spec[j].name;
}
drawtype = NDT_GLASSLIKE;
solidness = 0;
visual_solidness = 1;
} else {
if (waving >= 1) {
// waving nodes must make faces so there are no gaps
drawtype = NDT_ALLFACES;
solidness = 0;
visual_solidness = 1;
} else {
drawtype = NDT_NORMAL;
solidness = 2;
}
for (TileDef &td : tdef)
td.name += std::string("^[noalpha");
}
if (waving >= 1)
material_type = TILE_MATERIAL_WAVING_LEAVES;
break;
case NDT_PLANTLIKE:
solidness = 0;
if (waving >= 1)
material_type = TILE_MATERIAL_WAVING_PLANTS;
break;
case NDT_FIRELIKE:
solidness = 0;
break;
case NDT_MESH:
case NDT_NODEBOX:
solidness = 0;
if (waving == 1) {
material_type = TILE_MATERIAL_WAVING_PLANTS;
} else if (waving == 2) {
material_type = TILE_MATERIAL_WAVING_LEAVES;
} else if (waving == 3) {
material_type = alpha == ALPHAMODE_OPAQUE ?
TILE_MATERIAL_WAVING_LIQUID_OPAQUE : (alpha == ALPHAMODE_CLIP ?
TILE_MATERIAL_WAVING_LIQUID_BASIC : TILE_MATERIAL_WAVING_LIQUID_TRANSPARENT);
}
break;
case NDT_TORCHLIKE:
case NDT_SIGNLIKE:
case NDT_FENCELIKE:
case NDT_RAILLIKE:
solidness = 0;
break;
case NDT_PLANTLIKE_ROOTED:
solidness = 2;
break;
}
if (is_liquid) {
if (waving == 3) {
material_type = alpha == ALPHAMODE_OPAQUE ?
TILE_MATERIAL_WAVING_LIQUID_OPAQUE : (alpha == ALPHAMODE_CLIP ?
TILE_MATERIAL_WAVING_LIQUID_BASIC : TILE_MATERIAL_WAVING_LIQUID_TRANSPARENT);
} else {
material_type = alpha == ALPHAMODE_OPAQUE ? TILE_MATERIAL_LIQUID_OPAQUE :
TILE_MATERIAL_LIQUID_TRANSPARENT;
}
}
const bool texture_2d_array = getArrayTextureMax(shdsrc) > 1;
const auto &getNodeShader = [&] (MaterialType my_material, NodeDrawType my_drawtype) {
ShaderIds ret;
ret.normal = shdsrc->getShader("nodes_shader", my_material, my_drawtype);
// need to avoid generating the shader if unsupported
if (texture_2d_array)
ret.with_layers = shdsrc->getShader("nodes_shader", my_material, my_drawtype, true);
return ret;
};
ShaderIds tile_shader = getNodeShader(material_type, drawtype);
MaterialType overlay_material = material_type_with_alpha(material_type);
ShaderIds overlay_shader = getNodeShader(overlay_material, drawtype);
// minimap pixel color = average color of top tile
if (tsettings.enable_minimap && drawtype != NDT_AIRLIKE && !tdef[0].name.empty())
{
if (!tdef_overlay[0].name.empty()) {
// Merge overlay and base texture
std::string combined = tdef[0].name + "^(" + tdef_overlay[0].name + ")";
minimap_color = tsrc->getTextureAverageColor(combined);
} else {
minimap_color = tsrc->getTextureAverageColor(tdef[0].name);
}
}
// Tiles (fill in f->tiles[])
bool any_polygon_offset = false;
TileAttribContext tac{tsrc, texture_pool, color, tsettings};
for (u16 j = 0; j < 6; j++) {
tiles[j].world_aligned = isWorldAligned(tdef[j].align_style,
tsettings.world_aligned_mode, drawtype);
fillTileAttribs(&tiles[j].layers[0], tac, tiles[j], tdef[j],
material_type, tile_shader);
if (!tdef_overlay[j].name.empty()) {
tdef_overlay[j].backface_culling = tdef[j].backface_culling;
fillTileAttribs(&tiles[j].layers[1], tac, tiles[j], tdef_overlay[j],
overlay_material, overlay_shader);
}
tiles[j].layers[0].need_polygon_offset = !tiles[j].layers[1].empty();
any_polygon_offset |= tiles[j].layers[0].need_polygon_offset;
}
if (drawtype == NDT_MESH && any_polygon_offset) {
// Our per-tile polygon offset enablement workaround works fine for normal
// nodes and anything else, where we know that different tiles are different
// faces that couldn't possibly conflict with each other.
// We can't assume this for mesh nodes, so apply it to all tiles (= materials)
// then.
for (u16 j = 0; j < 6; j++)
tiles[j].layers[0].need_polygon_offset = true;
}
MaterialType special_material = material_type;
if (drawtype == NDT_PLANTLIKE_ROOTED) {
if (waving == 1)
special_material = TILE_MATERIAL_WAVING_PLANTS;
else if (waving == 2)
special_material = TILE_MATERIAL_WAVING_LEAVES;
}
ShaderIds special_shader = getNodeShader(special_material, drawtype);
// Special tiles (fill in f->special_tiles[])
for (u16 j = 0; j < CF_SPECIAL_COUNT; j++) {
fillTileAttribs(&special_tiles[j].layers[0], tac,
special_tiles[j], tdef_spec[j], special_material, special_shader);
}
if (param_type_2 == CPT2_COLOR ||
param_type_2 == CPT2_COLORED_FACEDIR ||
param_type_2 == CPT2_COLORED_4DIR ||
param_type_2 == CPT2_COLORED_WALLMOUNTED ||
param_type_2 == CPT2_COLORED_DEGROTATE)
palette = tsrc->getPalette(palette_name);
}
void NodeVisuals::updateMesh(Client *client, const TextureSettings &tsettings)
{
auto *manip = client->getSceneManager()->getMeshManipulator();
(void)tsettings;
const auto &mesh = f->mesh;
if (f->drawtype != NDT_MESH || mesh.empty())
return;
// Note: By freshly reading, we get an unencumbered mesh.
if (scene::IMesh *src_mesh = client->getMesh(mesh)) {
bool apply_bs = false;
if (auto *skinned_mesh = dynamic_cast<scene::SkinnedMesh *>(src_mesh)) {
// Compatibility: Animated meshes, as well as static gltf meshes, are not scaled by BS.
// See https://github.com/luanti-org/luanti/pull/16112#issuecomment-2881860329
bool is_gltf = skinned_mesh->getSourceFormat() ==
scene::SkinnedMesh::SourceFormat::GLTF;
apply_bs = skinned_mesh->isStatic() && !is_gltf;
// Nodes do not support mesh animation, so we clone the static pose.
// This simplifies working with the mesh: We can just scale the vertices
// as transformations have already been applied.
mesh_ptr = cloneStaticMesh(src_mesh);
src_mesh->drop();
} else {
auto *static_mesh = dynamic_cast<scene::SMesh *>(src_mesh);
assert(static_mesh);
mesh_ptr = static_mesh;
// Compatibility: Apply BS scaling to static meshes (.obj). See #15811.
apply_bs = true;
}
scaleMesh(mesh_ptr, v3f((apply_bs ? BS : 1.0f) * f->visual_scale));
recalculateBoundingBox(mesh_ptr);
if (!checkMeshNormals(mesh_ptr)) {
// TODO this should be done consistently when the mesh is loaded
infostream << "ContentFeatures: recalculating normals for mesh "
<< mesh << std::endl;
manip->recalculateNormals(mesh_ptr, true, false);
}
} else {
mesh_ptr = nullptr;
}
}
void NodeVisuals::collectMaterials(std::vector<u32> &leaves_materials)
{
if (f->drawtype == NDT_AIRLIKE)
return;
for (u16 j = 0; j < 6; j++) {
auto &l = tiles[j].layers;
if (!l[0].empty() && l[0].material_type == TILE_MATERIAL_WAVING_LEAVES)
leaves_materials.push_back(l[0].shader_id);
if (!l[1].empty() && l[1].material_type == TILE_MATERIAL_WAVING_LEAVES)
leaves_materials.push_back(l[1].shader_id);
}
}
void NodeVisuals::getColor(u8 param2, video::SColor *color) const
{
if (palette) {
*color = (*palette)[param2];
return;
}
*color = f->color;
}
void NodeVisuals::fillNodeVisuals(NodeDefManager *ndef, Client *client, void *progress_callback_args)
{
infostream << "fillNodeVisuals: Updating "
"textures in node definitions" << std::endl;
ITextureSource *tsrc = client->tsrc();
IShaderSource *shdsrc = client->getShaderSource();
TextureSettings tsettings;
tsettings.readSettings();
tsrc->setImageCaching(true);
const u32 size = ndef->size();
/* collect all textures we might use */
std::unordered_set<std::string> pool;
ndef->applyFunction([&](ContentFeatures &f) {
assert(!f.visuals);
f.visuals = new NodeVisuals(&f);
f.visuals->preUpdateTextures(tsrc, pool, tsettings);
});
/* texture pre-loading stage */
const size_t arraymax = getArrayTextureMax(shdsrc);
// Group by size
std::unordered_map<v2u32, std::vector<std::string_view>> sizes;
if (arraymax > 1) {
infostream << "Using array textures with " << arraymax << " layers" << std::endl;
size_t i = 0;
for (auto &image : pool) {
core::dimension2du dim = tsrc->getTextureDimensions(image);
client->showUpdateProgressTexture(progress_callback_args,
0.33333f * ++i / pool.size());
if (!dim.Width || !dim.Height) // error
continue;
sizes[v2u32(dim)].emplace_back(image);
}
}
// create array textures as far as possible
size_t num_preloadable = 0, preload_progress = 0;
for (auto &it : sizes) {
if (it.second.size() < 2)
continue;
num_preloadable += it.second.size();
}
PreLoadedTextures plt;
const auto &doBunch = [&] (const std::vector<std::string> &bunch) {
PreLoadedTexture t;
t.texture = tsrc->addArrayTexture(bunch, &t.texture_id);
preload_progress += bunch.size();
client->showUpdateProgressTexture(progress_callback_args,
0.33333f + 0.33333f * preload_progress / num_preloadable);
if (t.texture) {
// Success: all of the images in this bunch can now refer to this texture
for (size_t idx = 0; idx < bunch.size(); idx++) {
t.texture_layer_idx = idx;
plt.add(bunch[idx], t);
}
}
};
for (auto &it : sizes) {
if (it.second.size() < 2)
continue;
std::vector<std::string> bunch;
for (auto &image : it.second) {
bunch.emplace_back(image);
if (bunch.size() == arraymax) {
doBunch(bunch);
bunch.clear();
}
}
if (!bunch.empty())
doBunch(bunch);
}
// note that standard textures aren't preloaded
/* final step */
u32 progress = 0;
ndef->applyFunction([&](ContentFeatures &f) {
auto *v = f.visuals;
v->updateTextures(tsrc, shdsrc, client, &plt, tsettings);
v->updateMesh(client, tsettings);
v->collectMaterials(ndef->m_leaves_materials);
client->showUpdateProgressTexture(progress_callback_args,
0.66666f + 0.33333f * progress / size);
progress++;
});
SORT_AND_UNIQUE(ndef->m_leaves_materials);
verbosestream << "m_leaves_materials.size() = " << ndef->m_leaves_materials.size()
<< std::endl;
plt.printStats(infostream);
tsrc->setImageCaching(false);
}