diff --git a/src/client/content_mapblock.cpp b/src/client/content_mapblock.cpp index 4db72c75f..0274c767b 100644 --- a/src/client/content_mapblock.cpp +++ b/src/client/content_mapblock.cpp @@ -44,6 +44,7 @@ with this program; if not, write to the Free Software Foundation, Inc., // Corresponding offsets are listed in g_27dirs #define FRAMED_NEIGHBOR_COUNT 18 +// Maps light index to corner direction static const v3s16 light_dirs[8] = { v3s16(-1, -1, -1), v3s16(-1, -1, 1), @@ -55,8 +56,20 @@ static const v3s16 light_dirs[8] = { v3s16( 1, 1, 1), }; +// Maps cuboid face and vertex indices to the corresponding light index +static const u8 light_indices[6][4] = { + {3, 7, 6, 2}, + {0, 4, 5, 1}, + {6, 7, 5, 4}, + {3, 2, 0, 1}, + {7, 3, 1, 5}, + {2, 6, 4, 0}, +}; + // Standard index set to make a quad on 4 vertices -static constexpr u16 quad_indices[] = {0, 1, 2, 2, 3, 0}; +static constexpr u16 quad_indices_02[] = {0, 1, 2, 2, 3, 0}; +static constexpr u16 quad_indices_13[] = {0, 1, 3, 3, 1, 2}; +static const auto &quad_indices = quad_indices_02; const std::string MapblockMeshGenerator::raillike_groupname = "connect_to_raillike"; @@ -140,82 +153,42 @@ void MapblockMeshGenerator::drawQuad(v3f *coords, const v3s16 &normal, collector->append(tile, vertices, 4, quad_indices, 6); } -// Create a cuboid. -// tiles - the tiles (materials) to use (for all 6 faces) -// tilecount - number of entries in tiles, 1<=tilecount<=6 -// lights - vertex light levels. The order is the same as in light_dirs. -// NULL may be passed if smooth lighting is disabled. -// 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. The order of -// the faces in the list is up-down-right-left-back-front -// (compatible with ContentFeatures). -// mask - a bit mask that suppresses drawing of tiles. -// tile i will not be drawn if mask & (1 << i) is 1 -void MapblockMeshGenerator::drawCuboid(const aabb3f &box, - TileSpec *tiles, int tilecount, const LightInfo *lights, const f32 *txc, u8 mask) -{ - assert(tilecount >= 1 && tilecount <= 6); // pre-condition - +static std::array setupCuboidVertices(const aabb3f &box, const f32 *txc, TileSpec *tiles, int tilecount) { v3f min = box.MinEdge; v3f max = box.MaxEdge; - video::SColor colors[6]; - if (!data->m_smooth_lighting) { - for (int face = 0; face != 6; ++face) { - colors[face] = encode_light(light, f->light_source); - } - if (!f->light_source) { - applyFacesShading(colors[0], v3f(0, 1, 0)); - applyFacesShading(colors[1], v3f(0, -1, 0)); - applyFacesShading(colors[2], v3f(1, 0, 0)); - applyFacesShading(colors[3], v3f(-1, 0, 0)); - applyFacesShading(colors[4], v3f(0, 0, 1)); - applyFacesShading(colors[5], v3f(0, 0, -1)); - } - } - - video::S3DVertex vertices[24] = { + std::array vertices = {{ // top - video::S3DVertex(min.X, max.Y, max.Z, 0, 1, 0, colors[0], txc[0], txc[1]), - video::S3DVertex(max.X, max.Y, max.Z, 0, 1, 0, colors[0], txc[2], txc[1]), - video::S3DVertex(max.X, max.Y, min.Z, 0, 1, 0, colors[0], txc[2], txc[3]), - video::S3DVertex(min.X, max.Y, min.Z, 0, 1, 0, colors[0], txc[0], txc[3]), + video::S3DVertex(min.X, max.Y, max.Z, 0, 1, 0, {}, txc[0], txc[1]), + video::S3DVertex(max.X, max.Y, max.Z, 0, 1, 0, {}, txc[2], txc[1]), + video::S3DVertex(max.X, max.Y, min.Z, 0, 1, 0, {}, txc[2], txc[3]), + video::S3DVertex(min.X, max.Y, min.Z, 0, 1, 0, {}, txc[0], txc[3]), // bottom - video::S3DVertex(min.X, min.Y, min.Z, 0, -1, 0, colors[1], txc[4], txc[5]), - video::S3DVertex(max.X, min.Y, min.Z, 0, -1, 0, colors[1], txc[6], txc[5]), - video::S3DVertex(max.X, min.Y, max.Z, 0, -1, 0, colors[1], txc[6], txc[7]), - video::S3DVertex(min.X, min.Y, max.Z, 0, -1, 0, colors[1], txc[4], txc[7]), + video::S3DVertex(min.X, min.Y, min.Z, 0, -1, 0, {}, txc[4], txc[5]), + video::S3DVertex(max.X, min.Y, min.Z, 0, -1, 0, {}, txc[6], txc[5]), + video::S3DVertex(max.X, min.Y, max.Z, 0, -1, 0, {}, txc[6], txc[7]), + video::S3DVertex(min.X, min.Y, max.Z, 0, -1, 0, {}, txc[4], txc[7]), // right - video::S3DVertex(max.X, max.Y, min.Z, 1, 0, 0, colors[2], txc[ 8], txc[9]), - video::S3DVertex(max.X, max.Y, max.Z, 1, 0, 0, colors[2], txc[10], txc[9]), - video::S3DVertex(max.X, min.Y, max.Z, 1, 0, 0, colors[2], txc[10], txc[11]), - video::S3DVertex(max.X, min.Y, min.Z, 1, 0, 0, colors[2], txc[ 8], txc[11]), + video::S3DVertex(max.X, max.Y, min.Z, 1, 0, 0, {}, txc[ 8], txc[9]), + video::S3DVertex(max.X, max.Y, max.Z, 1, 0, 0, {}, txc[10], txc[9]), + video::S3DVertex(max.X, min.Y, max.Z, 1, 0, 0, {}, txc[10], txc[11]), + video::S3DVertex(max.X, min.Y, min.Z, 1, 0, 0, {}, txc[ 8], txc[11]), // left - video::S3DVertex(min.X, max.Y, max.Z, -1, 0, 0, colors[3], txc[12], txc[13]), - video::S3DVertex(min.X, max.Y, min.Z, -1, 0, 0, colors[3], txc[14], txc[13]), - video::S3DVertex(min.X, min.Y, min.Z, -1, 0, 0, colors[3], txc[14], txc[15]), - video::S3DVertex(min.X, min.Y, max.Z, -1, 0, 0, colors[3], txc[12], txc[15]), + video::S3DVertex(min.X, max.Y, max.Z, -1, 0, 0, {}, txc[12], txc[13]), + video::S3DVertex(min.X, max.Y, min.Z, -1, 0, 0, {}, txc[14], txc[13]), + video::S3DVertex(min.X, min.Y, min.Z, -1, 0, 0, {}, txc[14], txc[15]), + video::S3DVertex(min.X, min.Y, max.Z, -1, 0, 0, {}, txc[12], txc[15]), // back - video::S3DVertex(max.X, max.Y, max.Z, 0, 0, 1, colors[4], txc[16], txc[17]), - video::S3DVertex(min.X, max.Y, max.Z, 0, 0, 1, colors[4], txc[18], txc[17]), - video::S3DVertex(min.X, min.Y, max.Z, 0, 0, 1, colors[4], txc[18], txc[19]), - video::S3DVertex(max.X, min.Y, max.Z, 0, 0, 1, colors[4], txc[16], txc[19]), + video::S3DVertex(max.X, max.Y, max.Z, 0, 0, 1, {}, txc[16], txc[17]), + video::S3DVertex(min.X, max.Y, max.Z, 0, 0, 1, {}, txc[18], txc[17]), + video::S3DVertex(min.X, min.Y, max.Z, 0, 0, 1, {}, txc[18], txc[19]), + video::S3DVertex(max.X, min.Y, max.Z, 0, 0, 1, {}, txc[16], txc[19]), // front - video::S3DVertex(min.X, max.Y, min.Z, 0, 0, -1, colors[5], txc[20], txc[21]), - video::S3DVertex(max.X, max.Y, min.Z, 0, 0, -1, colors[5], txc[22], txc[21]), - video::S3DVertex(max.X, min.Y, min.Z, 0, 0, -1, colors[5], txc[22], txc[23]), - video::S3DVertex(min.X, min.Y, min.Z, 0, 0, -1, colors[5], txc[20], txc[23]), - }; - - static const u8 light_indices[24] = { - 3, 7, 6, 2, - 0, 4, 5, 1, - 6, 7, 5, 4, - 3, 2, 0, 1, - 7, 3, 1, 5, - 2, 6, 4, 0 - }; + video::S3DVertex(min.X, max.Y, min.Z, 0, 0, -1, {}, txc[20], txc[21]), + video::S3DVertex(max.X, max.Y, min.Z, 0, 0, -1, {}, txc[22], txc[21]), + video::S3DVertex(max.X, min.Y, min.Z, 0, 0, -1, {}, txc[22], txc[23]), + video::S3DVertex(min.X, min.Y, min.Z, 0, 0, -1, {}, txc[20], txc[23]), + }}; for (int face = 0; face < 6; face++) { int tileindex = MYMIN(face, tilecount - 1); @@ -263,23 +236,42 @@ void MapblockMeshGenerator::drawCuboid(const aabb3f &box, } } - if (data->m_smooth_lighting) { - for (int j = 0; j < 24; ++j) { - video::S3DVertex &vertex = vertices[j]; - vertex.Color = encode_light( - lights[light_indices[j]].getPair(MYMAX(0.0f, vertex.Normal.Y)), - f->light_source); - if (!f->light_source) - applyFacesShading(vertex.Color, vertex.Normal); - } - } + return vertices; +} + +enum class QuadDiagonal { + Diag02, + Diag13, +}; + +// Create a cuboid with custom lighting. +// tiles - the tiles (materials) to use (for all 6 faces) +// tilecount - number of entries in tiles, 1<=tilecount<=6 +// 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. The order of +// the faces in the list is up-down-right-left-back-front +// (compatible with ContentFeatures). +// mask - a bit mask that suppresses drawing of tiles. +// tile i will not be drawn if mask & (1 << i) is 1 +// face_lighter(int face, video::S3DVertex vertices[4]) -> QuadDiagonal - +// a callback that will be called for each face drawn to setup vertex colors, +// and to choose diagonal to split the quad at. +template +void MapblockMeshGenerator::drawCuboid(const aabb3f &box, + TileSpec *tiles, int tilecount, const f32 *txc, u8 mask, Fn &&face_lighter) +{ + assert(tilecount >= 1 && tilecount <= 6); // pre-condition + + auto vertices = setupCuboidVertices(box, txc, tiles, tilecount); - // Add to mesh collector for (int k = 0; k < 6; ++k) { if (mask & (1 << k)) continue; + QuadDiagonal diagonal = face_lighter(k, &vertices[4 * k]); + const u16 *indices = diagonal == QuadDiagonal::Diag13 ? quad_indices_13 : quad_indices_02; int tileindex = MYMIN(k, tilecount - 1); - collector->append(tiles[tileindex], vertices + 4 * k, 4, quad_indices, 6); + collector->append(tiles[tileindex], &vertices[4 * k], 4, indices, 6); } } @@ -366,6 +358,11 @@ void MapblockMeshGenerator::generateCuboidTextureCoords(const aabb3f &box, f32 * coords[i] = txc[i]; } +static inline int lightDiff(LightPair a, LightPair b) +{ + return abs(a.lightDay - b.lightDay) + abs(a.lightNight - b.lightNight); +} + void MapblockMeshGenerator::drawAutoLightedCuboid(aabb3f box, const f32 *txc, TileSpec *tiles, int tile_count, u8 mask) { @@ -404,9 +401,124 @@ void MapblockMeshGenerator::drawAutoLightedCuboid(aabb3f box, const f32 *txc, d.Z = (j & 1) ? dz2 : dz1; lights[j] = blendLight(d); } - drawCuboid(box, tiles, tile_count, lights, txc, mask); + + drawCuboid(box, tiles, tile_count, txc, mask, [&] (int face, video::S3DVertex vertices[4]) { + LightPair final_lights[4]; + for (int j = 0; j < 4; j++) { + video::S3DVertex &vertex = vertices[j]; + final_lights[j] = lights[light_indices[face][j]].getPair(MYMAX(0.0f, vertex.Normal.Y)); + vertex.Color = encode_light(final_lights[j], f->light_source); + if (!f->light_source) + applyFacesShading(vertex.Color, vertex.Normal); + } + if (lightDiff(final_lights[1], final_lights[3]) < lightDiff(final_lights[0], final_lights[2])) + return QuadDiagonal::Diag13; + return QuadDiagonal::Diag02; + }); } else { - drawCuboid(box, tiles, tile_count, nullptr, txc, mask); + drawCuboid(box, tiles, tile_count, txc, mask, [&] (int face, video::S3DVertex vertices[4]) { + video::SColor color = encode_light(light, f->light_source); + if (!f->light_source) + applyFacesShading(color, vertices[0].Normal); + for (int j = 0; j < 4; j++) { + video::S3DVertex &vertex = vertices[j]; + vertex.Color = color; + } + return QuadDiagonal::Diag02; + }); + } +} + +void MapblockMeshGenerator::drawSolidNode() +{ + u8 faces = 0; // k-th bit will be set if k-th face is to be drawn. + static const v3s16 tile_dirs[6] = { + v3s16(0, 1, 0), + v3s16(0, -1, 0), + v3s16(1, 0, 0), + v3s16(-1, 0, 0), + v3s16(0, 0, 1), + v3s16(0, 0, -1) + }; + TileSpec tiles[6]; + u16 lights[6]; + content_t n1 = n.getContent(); + for (int face = 0; face < 6; face++) { + v3s16 p2 = blockpos_nodes + p + tile_dirs[face]; + MapNode neighbor = data->m_vmanip.getNodeNoEx(p2); + content_t n2 = neighbor.getContent(); + bool backface_culling = f->drawtype == NDT_NORMAL; + if (n2 == n1) + continue; + if (n2 == CONTENT_IGNORE) + continue; + if (n2 != CONTENT_AIR) { + const ContentFeatures &f2 = nodedef->get(n2); + if (f2.solidness == 2) + continue; + if (f->drawtype == NDT_LIQUID) { + if (n2 == nodedef->getId(f->liquid_alternative_flowing)) + continue; + if (n2 == nodedef->getId(f->liquid_alternative_source)) + continue; + backface_culling = f2.solidness >= 1; + } + } + faces |= 1 << face; + getTile(tile_dirs[face], &tiles[face]); + for (auto &layer : tiles[face].layers) { + if (backface_culling) + layer.material_flags |= MATERIAL_FLAG_BACKFACE_CULLING; + else + layer.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING; + layer.material_flags |= MATERIAL_FLAG_TILEABLE_HORIZONTAL; + layer.material_flags |= MATERIAL_FLAG_TILEABLE_VERTICAL; + } + if (!data->m_smooth_lighting) { + lights[face] = getFaceLight(n, neighbor, nodedef); + } + } + if (!faces) + return; + u8 mask = faces ^ 0b0011'1111; // k-th bit is set if k-th face is to be *omitted*, as expected by cuboid drawing functions. + origin = intToFloat(p, BS); + auto box = aabb3f(v3f(-0.5 * BS), v3f(0.5 * BS)); + f32 texture_coord_buf[24]; + box.MinEdge += origin; + box.MaxEdge += origin; + generateCuboidTextureCoords(box, texture_coord_buf); + if (data->m_smooth_lighting) { + LightPair lights[6][4]; + for (int face = 0; face < 6; ++face) { + for (int k = 0; k < 4; k++) { + v3s16 corner = light_dirs[light_indices[face][k]]; + lights[face][k] = LightPair(getSmoothLightSolid(blockpos_nodes + p, tile_dirs[face], corner, data)); + } + } + + drawCuboid(box, tiles, 6, texture_coord_buf, mask, [&] (int face, video::S3DVertex vertices[4]) { + auto final_lights = lights[face]; + for (int j = 0; j < 4; j++) { + video::S3DVertex &vertex = vertices[j]; + vertex.Color = encode_light(final_lights[j], f->light_source); + if (!f->light_source) + applyFacesShading(vertex.Color, vertex.Normal); + } + if (lightDiff(final_lights[1], final_lights[3]) < lightDiff(final_lights[0], final_lights[2])) + return QuadDiagonal::Diag13; + return QuadDiagonal::Diag02; + }); + } else { + drawCuboid(box, tiles, 6, texture_coord_buf, mask, [&] (int face, video::S3DVertex vertices[4]) { + video::SColor color = encode_light(lights[face], f->light_source); + if (!f->light_source) + applyFacesShading(color, vertices[0].Normal); + for (int j = 0; j < 4; j++) { + video::S3DVertex &vertex = vertices[j]; + vertex.Color = color; + } + return QuadDiagonal::Diag02; + }); } } @@ -1124,6 +1236,7 @@ void MapblockMeshGenerator::drawPlantlikeNode() void MapblockMeshGenerator::drawPlantlikeRootedNode() { + drawSolidNode(); useTile(0, MATERIAL_FLAG_CRACK_OVERLAY, 0, true); origin += v3f(0.0, BS, 0.0); p.Y++; @@ -1581,11 +1694,12 @@ void MapblockMeshGenerator::errorUnknownDrawtype() void MapblockMeshGenerator::drawNode() { - // skip some drawtypes early switch (f->drawtype) { - case NDT_NORMAL: // Drawn by MapBlockMesh case NDT_AIRLIKE: // Not drawn at all - case NDT_LIQUID: // Drawn by MapBlockMesh + return; + case NDT_LIQUID: + case NDT_NORMAL: // solid nodes don’t need the usual setup + drawSolidNode(); return; default: break; diff --git a/src/client/content_mapblock.h b/src/client/content_mapblock.h index b13748cbc..2f01dc7f6 100644 --- a/src/client/content_mapblock.h +++ b/src/client/content_mapblock.h @@ -99,11 +99,10 @@ public: float vertical_tiling = 1.0); // cuboid drawing! - void drawCuboid(const aabb3f &box, TileSpec *tiles, int tilecount, - const LightInfo *lights , const f32 *txc, u8 mask = 0); + template + void drawCuboid(const aabb3f &box, TileSpec *tiles, int tilecount, const f32 *txc, u8 mask, Fn &&face_lighter); void generateCuboidTextureCoords(aabb3f const &box, f32 *coords); - void drawAutoLightedCuboid(aabb3f box, const f32 *txc = NULL, - TileSpec *tiles = NULL, int tile_count = 0, u8 mask = 0); + void drawAutoLightedCuboid(aabb3f box, f32 const *txc = nullptr, TileSpec *tiles = nullptr, int tile_count = 0, u8 mask = 0); u8 getNodeBoxMask(aabb3f box, u8 solid_neighbors, u8 sametype_neighbors) const; // liquid-specific @@ -154,6 +153,7 @@ public: float offset_h, float offset_v = 0.0); // drawtypes + void drawSolidNode(); void drawLiquidNode(); void drawGlasslikeNode(); void drawGlasslikeFramedNode(); diff --git a/src/client/mapblock_mesh.cpp b/src/client/mapblock_mesh.cpp index 53d4d0c46..23db42c55 100644 --- a/src/client/mapblock_mesh.cpp +++ b/src/client/mapblock_mesh.cpp @@ -106,8 +106,7 @@ u16 getInteriorLight(MapNode n, s32 increment, const NodeDefManager *ndef) Calculate non-smooth lighting at face of node. Single light bank. */ -static u8 getFaceLight(enum LightBank bank, MapNode n, MapNode n2, - v3s16 face_dir, const NodeDefManager *ndef) +static u8 getFaceLight(enum LightBank bank, MapNode n, MapNode n2, const NodeDefManager *ndef) { ContentLightingFlags f1 = ndef->getLightingFlags(n); ContentLightingFlags f2 = ndef->getLightingFlags(n2); @@ -132,11 +131,10 @@ static u8 getFaceLight(enum LightBank bank, MapNode n, MapNode n2, Calculate non-smooth lighting at face of node. Both light banks. */ -u16 getFaceLight(MapNode n, MapNode n2, const v3s16 &face_dir, - const NodeDefManager *ndef) +u16 getFaceLight(MapNode n, MapNode n2, const NodeDefManager *ndef) { - u16 day = getFaceLight(LIGHTBANK_DAY, n, n2, face_dir, ndef); - u16 night = getFaceLight(LIGHTBANK_NIGHT, n, n2, face_dir, ndef); + u16 day = getFaceLight(LIGHTBANK_DAY, n, n2, ndef); + u16 night = getFaceLight(LIGHTBANK_NIGHT, n, n2, ndef); return day | (night << 8); } @@ -355,316 +353,6 @@ static const v3s16 vertex_dirs_table[] = { v3s16(-1, 1, 1), v3s16(-1, 1,-1) }; -/* - vertex_dirs: v3s16[4] -*/ -static void getNodeVertexDirs(const 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 - */ - - // Direction must be (1,0,0), (-1,0,0), (0,1,0), (0,-1,0), - // (0,0,1), (0,0,-1) - assert(dir.X * dir.X + dir.Y * dir.Y + dir.Z * dir.Z == 1); - - // Convert direction to single integer for table lookup - u8 idx = (dir.X + 2 * dir.Y + 3 * dir.Z) & 7; - idx = (idx - 1) * 4; - -#if defined(__GNUC__) && !defined(__clang__) -#pragma GCC diagnostic push -#if __GNUC__ > 7 -#pragma GCC diagnostic ignored "-Wclass-memaccess" -#endif -#endif - memcpy(vertex_dirs, &vertex_dirs_table[idx], 4 * sizeof(v3s16)); -#if defined(__GNUC__) && !defined(__clang__) -#pragma GCC diagnostic pop -#endif -} - -static void getNodeTextureCoords(v3f base, const v3f &scale, const v3s16 &dir, float *u, float *v) -{ - if (dir.X > 0 || dir.Y != 0 || dir.Z < 0) - base -= scale; - if (dir == v3s16(0,0,1)) { - *u = -base.X; - *v = -base.Y; - } else if (dir == v3s16(0,0,-1)) { - *u = base.X + 1; - *v = -base.Y - 1; - } else if (dir == v3s16(1,0,0)) { - *u = base.Z + 1; - *v = -base.Y - 1; - } else if (dir == v3s16(-1,0,0)) { - *u = -base.Z; - *v = -base.Y; - } else if (dir == v3s16(0,1,0)) { - *u = base.X + 1; - *v = -base.Z - 1; - } else if (dir == v3s16(0,-1,0)) { - *u = base.X + 1; - *v = base.Z + 1; - } -} - -struct FastFace -{ - TileSpec tile; - video::S3DVertex vertices[4]; // Precalculated vertices - /*! - * The face is divided into two triangles. If this is true, - * vertices 0 and 2 are connected, othervise vertices 1 and 3 - * are connected. - */ - bool vertex_0_2_connected; -}; - -static void makeFastFace(const TileSpec &tile, u16 li0, u16 li1, u16 li2, u16 li3, - const v3f &tp, const v3f &p, const v3s16 &dir, const v3f &scale, std::vector &dest) -{ - // Position is at the center of the cube. - v3f pos = p * BS; - - float x0 = 0.0f; - float y0 = 0.0f; - float w = 1.0f; - float h = 1.0f; - - v3f vertex_pos[4]; - v3s16 vertex_dirs[4]; - getNodeVertexDirs(dir, vertex_dirs); - if (tile.world_aligned) - getNodeTextureCoords(tp, scale, dir, &x0, &y0); - - v3s16 t; - u16 t1; - switch (tile.rotation) { - case 0: - break; - case 1: //R90 - t = vertex_dirs[0]; - vertex_dirs[0] = vertex_dirs[3]; - vertex_dirs[3] = vertex_dirs[2]; - vertex_dirs[2] = vertex_dirs[1]; - vertex_dirs[1] = t; - t1 = li0; - li0 = li3; - li3 = li2; - li2 = li1; - li1 = t1; - break; - case 2: //R180 - t = vertex_dirs[0]; - vertex_dirs[0] = vertex_dirs[2]; - vertex_dirs[2] = t; - t = vertex_dirs[1]; - vertex_dirs[1] = vertex_dirs[3]; - vertex_dirs[3] = t; - t1 = li0; - li0 = li2; - li2 = t1; - t1 = li1; - li1 = li3; - li3 = t1; - break; - case 3: //R270 - t = vertex_dirs[0]; - vertex_dirs[0] = vertex_dirs[1]; - vertex_dirs[1] = vertex_dirs[2]; - vertex_dirs[2] = vertex_dirs[3]; - vertex_dirs[3] = t; - t1 = li0; - li0 = li1; - li1 = li2; - li2 = li3; - li3 = t1; - break; - case 4: //FXR90 - t = vertex_dirs[0]; - vertex_dirs[0] = vertex_dirs[3]; - vertex_dirs[3] = vertex_dirs[2]; - vertex_dirs[2] = vertex_dirs[1]; - vertex_dirs[1] = t; - t1 = li0; - li0 = li3; - li3 = li2; - li2 = li1; - li1 = t1; - y0 += h; - h *= -1; - break; - case 5: //FXR270 - t = vertex_dirs[0]; - vertex_dirs[0] = vertex_dirs[1]; - vertex_dirs[1] = vertex_dirs[2]; - vertex_dirs[2] = vertex_dirs[3]; - vertex_dirs[3] = t; - t1 = li0; - li0 = li1; - li1 = li2; - li2 = li3; - li3 = t1; - y0 += h; - h *= -1; - break; - case 6: //FYR90 - t = vertex_dirs[0]; - vertex_dirs[0] = vertex_dirs[3]; - vertex_dirs[3] = vertex_dirs[2]; - vertex_dirs[2] = vertex_dirs[1]; - vertex_dirs[1] = t; - t1 = li0; - li0 = li3; - li3 = li2; - li2 = li1; - li1 = t1; - x0 += w; - w *= -1; - break; - case 7: //FYR270 - t = vertex_dirs[0]; - vertex_dirs[0] = vertex_dirs[1]; - vertex_dirs[1] = vertex_dirs[2]; - vertex_dirs[2] = vertex_dirs[3]; - vertex_dirs[3] = t; - t1 = li0; - li0 = li1; - li1 = li2; - li2 = li3; - li3 = t1; - x0 += w; - w *= -1; - break; - case 8: //FX - y0 += h; - h *= -1; - break; - case 9: //FY - x0 += w; - w *= -1; - break; - default: - break; - } - - 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 (v3f &vpos : vertex_pos) { - vpos.X *= scale.X; - vpos.Y *= scale.Y; - vpos.Z *= scale.Z; - vpos += pos; - } - - f32 abs_scale = 1.0f; - if (scale.X < 0.999f || scale.X > 1.001f) abs_scale = scale.X; - else if (scale.Y < 0.999f || scale.Y > 1.001f) abs_scale = scale.Y; - else if (scale.Z < 0.999f || scale.Z > 1.001f) abs_scale = scale.Z; - - v3f normal(dir.X, dir.Y, dir.Z); - - u16 li[4] = { li0, li1, li2, li3 }; - u16 day[4]; - u16 night[4]; - - for (u8 i = 0; i < 4; i++) { - day[i] = li[i] >> 8; - night[i] = li[i] & 0xFF; - } - - bool vertex_0_2_connected = abs(day[0] - day[2]) + abs(night[0] - night[2]) - < abs(day[1] - day[3]) + abs(night[1] - night[3]); - - v2f32 f[4] = { - core::vector2d(x0 + w * abs_scale, y0 + h), - core::vector2d(x0, y0 + h), - core::vector2d(x0, y0), - core::vector2d(x0 + w * abs_scale, y0) }; - - // equivalent to dest.push_back(FastFace()) but faster - dest.emplace_back(); - FastFace& face = *dest.rbegin(); - - for (u8 i = 0; i < 4; i++) { - video::SColor c = encode_light(li[i], tile.emissive_light); - if (!tile.emissive_light) - applyFacesShading(c, normal); - - face.vertices[i] = video::S3DVertex(vertex_pos[i], normal, c, f[i]); - } - - /* - Revert triangles for nicer looking gradient if the - brightness of vertices 1 and 3 differ less than - the brightness of vertices 0 and 2. - */ - face.vertex_0_2_connected = vertex_0_2_connected; - face.tile = tile; -} - -/* - Nodes make a face if contents differ and solidness differs. - Return value: - 0: No face - 1: Face uses m1's content - 2: Face uses m2's content - equivalent: Whether the blocks share the same face (eg. water and glass) - - TODO: Add 3: Both faces drawn with backface culling, remove equivalent -*/ -static u8 face_contents(content_t m1, content_t m2, bool *equivalent, - const NodeDefManager *ndef) -{ - *equivalent = false; - - if (m1 == m2 || m1 == CONTENT_IGNORE || m2 == CONTENT_IGNORE) - return 0; - - const ContentFeatures &f1 = ndef->get(m1); - const ContentFeatures &f2 = ndef->get(m2); - - // Contents don't differ for different forms of same liquid - if (f1.sameLiquidRender(f2)) - return 0; - - u8 c1 = f1.solidness; - u8 c2 = f2.solidness; - - if (c1 == c2) - return 0; - - if (c1 == 0) - c1 = f1.visual_solidness; - else if (c2 == 0) - c2 = f2.visual_solidness; - - if (c1 == c2) { - *equivalent = true; - // If same solidness, liquid takes precense - if (f1.isLiquidRender()) - return 1; - if (f2.isLiquidRender()) - return 2; - } - - if (c1 > c2) - return 1; - - return 2; -} - /* Gets nth node tile (0 <= n <= 5). */ @@ -749,232 +437,6 @@ void getNodeTile(MapNode mn, const v3s16 &p, const v3s16 &dir, MeshMakeData *dat tile.rotation = tile.world_aligned ? 0 : dir_to_tile[tile_index + 1]; } -static void getTileInfo( - // Input: - MeshMakeData *data, - const v3s16 &p, - const v3s16 &face_dir, - // Output: - bool &makes_face, - v3s16 &p_corrected, - v3s16 &face_dir_corrected, - u16 *lights, - u8 &waving, - TileSpec &tile - ) -{ - VoxelManipulator &vmanip = data->m_vmanip; - const NodeDefManager *ndef = data->m_client->ndef(); - v3s16 blockpos_nodes = data->m_blockpos * MAP_BLOCKSIZE; - - const MapNode &n0 = vmanip.getNodeRefUnsafe(blockpos_nodes + p); - - // Don't even try to get n1 if n0 is already CONTENT_IGNORE - if (n0.getContent() == CONTENT_IGNORE) { - makes_face = false; - return; - } - - const MapNode &n1 = vmanip.getNodeRefUnsafeCheckFlags(blockpos_nodes + p + face_dir); - - if (n1.getContent() == CONTENT_IGNORE) { - makes_face = false; - return; - } - - // This is hackish - bool equivalent = false; - u8 mf = face_contents(n0.getContent(), n1.getContent(), - &equivalent, ndef); - - if (mf == 0) { - makes_face = false; - return; - } - - makes_face = true; - - MapNode n = n0; - - if (mf == 1) { - p_corrected = p; - face_dir_corrected = face_dir; - } else { - n = n1; - p_corrected = p + face_dir; - face_dir_corrected = -face_dir; - } - - getNodeTile(n, p_corrected, face_dir_corrected, data, tile); - const ContentFeatures &f = ndef->get(n); - waving = f.waving; - tile.emissive_light = f.light_source; - - // eg. water and glass - if (equivalent) { - for (TileLayer &layer : tile.layers) - layer.material_flags |= MATERIAL_FLAG_BACKFACE_CULLING; - } - - if (!data->m_smooth_lighting) { - lights[0] = lights[1] = lights[2] = lights[3] = - getFaceLight(n0, n1, face_dir, ndef); - } else { - v3s16 vertex_dirs[4]; - getNodeVertexDirs(face_dir_corrected, vertex_dirs); - - v3s16 light_p = blockpos_nodes + p_corrected; - for (u16 i = 0; i < 4; i++) - lights[i] = getSmoothLightSolid(light_p, face_dir_corrected, vertex_dirs[i], data); - } -} - -/* - startpos: - translate_dir: unit vector with only one of x, y or z - face_dir: unit vector with only one of x, y or z -*/ -static void updateFastFaceRow( - MeshMakeData *data, - const v3s16 &&startpos, - v3s16 translate_dir, - const v3f &&translate_dir_f, - const v3s16 &&face_dir, - std::vector &dest) -{ - static thread_local const bool waving_liquids = - g_settings->getBool("enable_shaders") && - g_settings->getBool("enable_waving_water"); - - static thread_local const bool force_not_tiling = - g_settings->getBool("enable_dynamic_shadows"); - - v3s16 p = startpos; - - u16 continuous_tiles_count = 1; - - bool makes_face = false; - v3s16 p_corrected; - v3s16 face_dir_corrected; - u16 lights[4] = {0, 0, 0, 0}; - u8 waving = 0; - TileSpec tile; - - // Get info of first tile - getTileInfo(data, p, face_dir, - makes_face, p_corrected, face_dir_corrected, - lights, waving, tile); - - // Unroll this variable which has a significant build cost - TileSpec next_tile; - for (u16 j = 0; j < data->side_length; j++) { - // If tiling can be done, this is set to false in the next step - bool next_is_different = true; - - bool next_makes_face = false; - v3s16 next_p_corrected; - v3s16 next_face_dir_corrected; - u16 next_lights[4] = {0, 0, 0, 0}; - - // If at last position, there is nothing to compare to and - // the face must be drawn anyway - if (j != data->side_length - 1) { - p += translate_dir; - - getTileInfo(data, p, face_dir, - next_makes_face, next_p_corrected, - next_face_dir_corrected, next_lights, - waving, - next_tile); - - if (!force_not_tiling - && next_makes_face == makes_face - && next_p_corrected == p_corrected + translate_dir - && next_face_dir_corrected == face_dir_corrected - && memcmp(next_lights, lights, sizeof(lights)) == 0 - // Don't apply fast faces to waving water. - && (waving != 3 || !waving_liquids) - && next_tile.isTileable(tile)) { - next_is_different = false; - continuous_tiles_count++; - } - } - if (next_is_different) { - /* - Create a face if there should be one - */ - if (makes_face) { - // Floating point conversion of the position vector - v3f pf(p_corrected.X, p_corrected.Y, p_corrected.Z); - // Center point of face (kind of) - v3f sp = pf - ((f32)continuous_tiles_count * 0.5f - 0.5f) - * translate_dir_f; - v3f scale(1, 1, 1); - - if (translate_dir.X != 0) - scale.X = continuous_tiles_count; - if (translate_dir.Y != 0) - scale.Y = continuous_tiles_count; - if (translate_dir.Z != 0) - scale.Z = continuous_tiles_count; - - makeFastFace(tile, lights[0], lights[1], lights[2], lights[3], - pf, sp, face_dir_corrected, scale, dest); - g_profiler->avg("Meshgen: Tiles per face [#]", continuous_tiles_count); - } - - continuous_tiles_count = 1; - } - - makes_face = next_makes_face; - p_corrected = next_p_corrected; - face_dir_corrected = next_face_dir_corrected; - memcpy(lights, next_lights, sizeof(lights)); - if (next_is_different) - tile = std::move(next_tile); // faster than copy - } -} - -static void updateAllFastFaceRows(MeshMakeData *data, - std::vector &dest) -{ - /* - Go through every y,z and get top(y+) faces in rows of x+ - */ - for (s16 y = 0; y < data->side_length; y++) - for (s16 z = 0; z < data->side_length; z++) - updateFastFaceRow(data, - v3s16(0, y, z), - v3s16(1, 0, 0), //dir - v3f (1, 0, 0), - v3s16(0, 1, 0), //face dir - dest); - - /* - Go through every x,y and get right(x+) faces in rows of z+ - */ - for (s16 x = 0; x < data->side_length; x++) - for (s16 y = 0; y < data->side_length; y++) - updateFastFaceRow(data, - v3s16(x, y, 0), - v3s16(0, 0, 1), //dir - v3f (0, 0, 1), - v3s16(1, 0, 0), //face dir - dest); - - /* - Go through every y,z and get back(z+) faces in rows of x+ - */ - for (s16 z = 0; z < data->side_length; z++) - for (s16 y = 0; y < data->side_length; y++) - updateFastFaceRow(data, - v3s16(0, y, z), - v3s16(1, 0, 0), //dir - v3f (1, 0, 0), - v3s16(0, 0, 1), //face dir - dest); -} - static void applyTileColor(PreMeshBuffer &pmb) { video::SColor tc = pmb.layer.color; @@ -1198,48 +660,8 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset): } } - // 4-21ms for MAP_BLOCKSIZE=16 (NOTE: probably outdated) - // 24-155ms for MAP_BLOCKSIZE=32 (NOTE: probably outdated) - //TimeTaker timer1("MapBlockMesh()"); - - std::vector fastfaces_new; - fastfaces_new.reserve(512); - - /* - 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 (NOTE: probably outdated) - //TimeTaker timer2("updateAllFastFaceRows()"); - updateAllFastFaceRows(data, fastfaces_new); - } - // End of slow part - - /* - Convert FastFaces to MeshCollector - */ - v3f offset = intToFloat((data->m_blockpos - data->m_mesh_grid.getMeshPos(data->m_blockpos)) * MAP_BLOCKSIZE, BS); MeshCollector collector(m_bounding_sphere_center, offset); - - { - // avg 0ms (100ms spikes when loading textures the first time) - // (NOTE: probably outdated) - //TimeTaker timer2("MeshCollector building"); - - for (const FastFace &f : fastfaces_new) { - static const u16 indices[] = {0, 1, 2, 2, 3, 0}; - static const u16 indices_alternate[] = {0, 1, 3, 2, 3, 1}; - const u16 *indices_p = - f.vertex_0_2_connected ? indices : indices_alternate; - collector.append(f.tile, f.vertices, 4, indices_p, 6); - } - } - /* Add special graphics: - torches diff --git a/src/client/mapblock_mesh.h b/src/client/mapblock_mesh.h index 64433673b..5deaad131 100644 --- a/src/client/mapblock_mesh.h +++ b/src/client/mapblock_mesh.h @@ -299,8 +299,7 @@ video::SColor encode_light(u16 light, u8 emissive_light); // Compute light at node u16 getInteriorLight(MapNode n, s32 increment, const NodeDefManager *ndef); -u16 getFaceLight(MapNode n, MapNode n2, const v3s16 &face_dir, - const NodeDefManager *ndef); +u16 getFaceLight(MapNode n, MapNode n2, const NodeDefManager *ndef); u16 getSmoothLightSolid(const v3s16 &p, const v3s16 &face_dir, const v3s16 &corner, MeshMakeData *data); u16 getSmoothLightTransparent(const v3s16 &p, const v3s16 &corner, MeshMakeData *data); diff --git a/src/client/tile.h b/src/client/tile.h index e55a26e56..c60418d12 100644 --- a/src/client/tile.h +++ b/src/client/tile.h @@ -254,12 +254,6 @@ struct TileLayer } } - bool isTileable() const - { - return (material_flags & MATERIAL_FLAG_TILEABLE_HORIZONTAL) - && (material_flags & MATERIAL_FLAG_TILEABLE_VERTICAL); - } - bool isTransparent() const { switch (material_type) { @@ -312,22 +306,6 @@ struct TileSpec { TileSpec() = default; - /*! - * Returns true if this tile can be merged with the other tile. - */ - bool isTileable(const TileSpec &other) const { - for (int layer = 0; layer < MAX_TILE_LAYERS; layer++) { - if (layers[layer] != other.layers[layer]) - return false; - // Only non-transparent tiles can be merged into fast faces - if (layers[layer].isTransparent() || !layers[layer].isTileable()) - return false; - } - return rotation == 0 - && rotation == other.rotation - && emissive_light == other.emissive_light; - } - //! If true, the tile rotation is ignored. bool world_aligned = false; //! Tile rotation.