Modified block mesh generation to have clearer input and output. Instead of being a messy object oriented cludge, it now is a messy cludge with separate parameters.

This commit is contained in:
Perttu Ahola 2011-04-03 19:50:54 +03:00
parent 01c2b003e1
commit e0f7bd4d57
9 changed files with 240 additions and 83 deletions

View File

@ -1238,6 +1238,35 @@ bool Client::AsyncProcessPacket()
block->deSerialize(istr, ser_version);
sector->insertBlock(block);
//block->setChangedFlag();
//DEBUG
/*NodeMod mod;
mod.type = NODEMOD_CHANGECONTENT;
mod.param = CONTENT_MESE;
block->setTempMod(v3s16(8,10,8), mod);
block->setTempMod(v3s16(8,9,8), mod);
block->setTempMod(v3s16(8,8,8), mod);
block->setTempMod(v3s16(8,7,8), mod);
block->setTempMod(v3s16(8,6,8), mod);*/
/*
Add some coulds
Well, this is a dumb way to do it, they should just
be drawn as separate objects.
*/
/*if(p.Y == 3)
{
NodeMod mod;
mod.type = NODEMOD_CHANGECONTENT;
mod.param = CONTENT_CLOUD;
v3s16 p2;
p2.Y = 8;
for(p2.X=3; p2.X<=13; p2.X++)
for(p2.Z=3; p2.Z<=13; p2.Z++)
{
block->setTempMod(p2, mod);
}
}*/
}
} //envlock

View File

@ -891,7 +891,8 @@ void ClientEnvironment::step(float dtime)
{
v3s16 p_blocks = getNodeBlockPos(bottompos);
MapBlock *b = m_map->getBlockNoCreate(p_blocks);
b->updateMesh(m_daynight_ratio);
//b->updateMesh(m_daynight_ratio);
b->setMeshExpired(true);
}
}
}

View File

@ -5482,8 +5482,8 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
mesh_update_count++;
// Mesh has been expired: generate new mesh
//block->updateMeshes(daynight_i);
block->updateMesh(daynight_ratio);
//m_client->addUpdateMeshTask(block);
mesh_expired = false;
}
@ -5691,6 +5691,7 @@ void ClientMap::updateMeshes(v3s16 blockpos, u32 daynight_ratio)
v3s16 p = blockpos + v3s16(0,0,0);
MapBlock *b = getBlockNoCreate(p);
b->updateMesh(daynight_ratio);
//b->setMeshExpired(true);
}
catch(InvalidPositionException &e){}
// Leading edge
@ -5698,18 +5699,21 @@ void ClientMap::updateMeshes(v3s16 blockpos, u32 daynight_ratio)
v3s16 p = blockpos + v3s16(-1,0,0);
MapBlock *b = getBlockNoCreate(p);
b->updateMesh(daynight_ratio);
//b->setMeshExpired(true);
}
catch(InvalidPositionException &e){}
try{
v3s16 p = blockpos + v3s16(0,-1,0);
MapBlock *b = getBlockNoCreate(p);
b->updateMesh(daynight_ratio);
//b->setMeshExpired(true);
}
catch(InvalidPositionException &e){}
try{
v3s16 p = blockpos + v3s16(0,0,-1);
MapBlock *b = getBlockNoCreate(p);
b->updateMesh(daynight_ratio);
//b->setMeshExpired(true);
}
catch(InvalidPositionException &e){}
}

View File

@ -146,7 +146,7 @@ MapNode MapBlock::getNodeParentNoEx(v3s16 p)
returns encoded light value.
*/
u8 MapBlock::getFaceLight(u32 daynight_ratio, MapNode n, MapNode n2,
u8 getFaceLight(u32 daynight_ratio, MapNode n, MapNode n2,
v3s16 face_dir)
{
try{
@ -182,7 +182,7 @@ u8 MapBlock::getFaceLight(u32 daynight_ratio, MapNode n, MapNode n2,
#ifndef SERVER
void MapBlock::makeFastFace(TileSpec tile, u8 light, v3f p,
void makeFastFace(TileSpec tile, u8 light, v3f p,
v3s16 dir, v3f scale, v3f posRelative_f,
core::array<FastFace> &dest)
{
@ -283,7 +283,7 @@ void MapBlock::makeFastFace(TileSpec tile, u8 light, v3f p,
Gets node tile from any place relative to block.
Returns TILE_NODE if doesn't exist or should not be drawn.
*/
TileSpec MapBlock::getNodeTile(MapNode mn, v3s16 p, v3s16 face_dir,
TileSpec getNodeTile(MapNode mn, v3s16 p, v3s16 face_dir,
NodeModMap &temp_mods)
{
TileSpec spec;
@ -335,7 +335,7 @@ TileSpec MapBlock::getNodeTile(MapNode mn, v3s16 p, v3s16 face_dir,
return spec;
}
u8 MapBlock::getNodeContent(v3s16 p, MapNode mn, NodeModMap &temp_mods)
u8 getNodeContent(v3s16 p, MapNode mn, NodeModMap &temp_mods)
{
/*
Check temporary modifications on this node
@ -378,7 +378,7 @@ u8 MapBlock::getNodeContent(v3s16 p, MapNode mn, NodeModMap &temp_mods)
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 MapBlock::updateFastFaceRow(
void updateFastFaceRow(
u32 daynight_ratio,
v3f posRelative_f,
v3s16 startpos,
@ -388,19 +388,19 @@ void MapBlock::updateFastFaceRow(
v3s16 face_dir,
v3f face_dir_f,
core::array<FastFace> &dest,
NodeModMap &temp_mods)
NodeModMap &temp_mods,
VoxelManipulator &vmanip,
v3s16 blockpos_nodes)
{
v3s16 p = startpos;
u16 continuous_tiles_count = 0;
MapNode n0 = getNodeParentNoEx(p);
MapNode n1 = getNodeParentNoEx(p + face_dir);
u8 light = getFaceLight(daynight_ratio, n0, n1, face_dir);
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);
u8 light = getFaceLight(daynight_ratio, n0, n1, face_dir);
for(u16 j=0; j<length; j++)
{
@ -418,8 +418,9 @@ void MapBlock::updateFastFaceRow(
if(j != length - 1)
{
p_next = p + translate_dir;
n0_next = getNodeParentNoEx(p_next);
n1_next = getNodeParentNoEx(p_next + face_dir);
n0_next = vmanip.getNodeNoEx(blockpos_nodes + p_next);
n1_next = vmanip.getNodeNoEx(blockpos_nodes + p_next + face_dir);
tile0_next = getNodeTile(n0_next, p_next, face_dir, temp_mods);
tile1_next = getNodeTile(n1_next,p_next+face_dir,-face_dir, temp_mods);
light_next = getFaceLight(daynight_ratio, n0_next, n1_next, face_dir);
@ -610,36 +611,20 @@ private:
core::array<PreMeshBuffer> m_prebuffers;
};
void MapBlock::updateMesh(u32 daynight_ratio)
scene::SMesh* makeMapBlockMesh(
u32 daynight_ratio,
NodeModMap &temp_mods,
VoxelManipulator &vmanip,
v3s16 blockpos_nodes)
{
#if 0
/*
DEBUG: If mesh has been generated, don't generate it again
*/
{
JMutexAutoLock meshlock(mesh_mutex);
if(mesh != NULL)
return;
}
#endif
// 4-21ms for MAP_BLOCKSIZE=16
// 24-155ms for MAP_BLOCKSIZE=32
//TimeTaker timer1("updateMesh()");
//TimeTaker timer1("makeMapBlockMesh()");
core::array<FastFace> fastfaces_new;
v3f posRelative_f(getPosRelative().X, getPosRelative().Y,
getPosRelative().Z); // floating point conversion
/*
Avoid interlocks by copying m_temp_mods
*/
NodeModMap temp_mods;
{
JMutexAutoLock lock(m_temp_mods_mutex);
m_temp_mods.copy(temp_mods);
}
// floating point conversion
v3f posRelative_f(blockpos_nodes.X, blockpos_nodes.Y, blockpos_nodes.Z);
/*
Some settings
@ -675,7 +660,9 @@ void MapBlock::updateMesh(u32 daynight_ratio)
v3s16(0,1,0), //face dir
v3f (0,1,0),
fastfaces_new,
temp_mods);
temp_mods,
vmanip,
blockpos_nodes);
}
}
/*
@ -690,7 +677,9 @@ void MapBlock::updateMesh(u32 daynight_ratio)
v3s16(1,0,0),
v3f (1,0,0),
fastfaces_new,
temp_mods);
temp_mods,
vmanip,
blockpos_nodes);
}
}
/*
@ -705,7 +694,9 @@ void MapBlock::updateMesh(u32 daynight_ratio)
v3s16(0,0,1),
v3f (0,0,1),
fastfaces_new,
temp_mods);
temp_mods,
vmanip,
blockpos_nodes);
}
}
}
@ -790,7 +781,7 @@ void MapBlock::updateMesh(u32 daynight_ratio)
{
v3s16 p(x,y,z);
MapNode &n = getNodeRef(x,y,z);
MapNode &n = vmanip.getNodeRef(blockpos_nodes+p);
/*
Add torches to mesh
@ -825,7 +816,7 @@ void MapBlock::updateMesh(u32 daynight_ratio)
if(dir == v3s16(0,1,0))
vertices[i].Pos.rotateXZBy(-45);
vertices[i].Pos += intToFloat(p + getPosRelative(), BS);
vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
}
// Set material
@ -890,7 +881,7 @@ void MapBlock::updateMesh(u32 daynight_ratio)
if(dir == v3s16(0,1,0))
vertices[i].Pos.rotateXYBy(90);
vertices[i].Pos += intToFloat(p + getPosRelative(), BS);
vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
}
// Set material
@ -917,7 +908,7 @@ void MapBlock::updateMesh(u32 daynight_ratio)
{
bool top_is_water = false;
try{
MapNode n = getNodeParent(v3s16(x,y+1,z));
MapNode n = vmanip.getNode(blockpos_nodes + v3s16(x,y+1,z));
if(n.d == CONTENT_WATER || n.d == CONTENT_WATERSOURCE)
top_is_water = true;
}catch(InvalidPositionException &e){}
@ -950,7 +941,7 @@ void MapBlock::updateMesh(u32 daynight_ratio)
try{
// Check neighbor
v3s16 p2 = p + neighbor_dirs[i];
MapNode n2 = getNodeParent(p2);
MapNode n2 = vmanip.getNode(blockpos_nodes + p2);
content = n2.d;
@ -964,7 +955,7 @@ void MapBlock::updateMesh(u32 daynight_ratio)
// NOTE: This doesn't get executed if neighbor
// doesn't exist
p2.Y += 1;
n2 = getNodeParent(p2);
n2 = vmanip.getNode(blockpos_nodes + p2);
if(n2.d == CONTENT_WATERSOURCE || n2.d == CONTENT_WATER)
flags |= neighborflag_top_is_water;
}
@ -1124,7 +1115,7 @@ void MapBlock::updateMesh(u32 daynight_ratio)
if(dir == v3s16(1,0,-0))
vertices[j].Pos.rotateXZBy(-90);
vertices[j].Pos += intToFloat(p + getPosRelative(), BS);
vertices[j].Pos += intToFloat(p + blockpos_nodes, BS);
}
u16 indices[] = {0,1,2,2,3,0};
@ -1163,7 +1154,7 @@ void MapBlock::updateMesh(u32 daynight_ratio)
//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 + getPosRelative(), BS);
vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
}
u16 indices[] = {0,1,2,2,3,0};
@ -1179,7 +1170,7 @@ void MapBlock::updateMesh(u32 daynight_ratio)
//bool top_is_water = false;
bool top_is_air = false;
try{
MapNode n = getNodeParent(v3s16(x,y+1,z));
MapNode n = vmanip.getNode(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)
@ -1213,7 +1204,7 @@ void MapBlock::updateMesh(u32 daynight_ratio)
for(s32 i=0; i<4; i++)
{
vertices[i].Pos.Y += (-0.5+node_water_level)*BS;
vertices[i].Pos += intToFloat(p + getPosRelative(), BS);
vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
}
u16 indices[] = {0,1,2,2,3,0};
@ -1280,7 +1271,7 @@ void MapBlock::updateMesh(u32 daynight_ratio)
for(u16 i=0; i<4; i++)
{
vertices[i].Pos += intToFloat(p + getPosRelative(), BS);
vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
}
u16 indices[] = {0,1,2,2,3,0};
@ -1334,11 +1325,92 @@ void MapBlock::updateMesh(u32 daynight_ratio)
the hardware buffer and then delete the mesh
*/
}
return mesh_new;
//std::cout<<"added "<<fastfaces.getSize()<<" faces."<<std::endl;
}
/*scene::SMesh* makeMapBlockMesh(
u32 daynight_ratio,
NodeModMap &temp_mods,
VoxelManipulator &vmanip,
v3s16 blockpos_nodes)
{
}*/
#if 1
void MapBlock::updateMesh(u32 daynight_ratio)
{
#if 0
/*
DEBUG: If mesh has been generated, don't generate it again
*/
{
JMutexAutoLock meshlock(mesh_mutex);
if(mesh != NULL)
return;
}
#endif
/*
Avoid interlocks by copying m_temp_mods
*/
NodeModMap temp_mods;
copyTempMods(temp_mods);
v3s16 blockpos_nodes = getPosRelative();
VoxelManipulator vmanip;
// Allocate this block + borders
vmanip.addArea(VoxelArea(blockpos_nodes-v3s16(1,1,1),
blockpos_nodes+v3s16(1,1,1)*MAP_BLOCKSIZE));
// Copy our data
copyTo(vmanip);
// Copy borders from map
// +-Z
for(s16 x=-1; x<=MAP_BLOCKSIZE; x++)
for(s16 y=-1; y<=MAP_BLOCKSIZE; y++)
for(s16 z=-1; z<=MAP_BLOCKSIZE; z+=MAP_BLOCKSIZE+1)
{
v3s16 p(x,y,z);
vmanip.setNodeNoRef(blockpos_nodes+p, getNodeParentNoEx(p));
}
// +-Y
for(s16 x=-1; x<=MAP_BLOCKSIZE; x++)
for(s16 y=-1; y<=MAP_BLOCKSIZE; y+=MAP_BLOCKSIZE+1)
for(s16 z=-1; z<=MAP_BLOCKSIZE; z++)
{
v3s16 p(x,y,z);
vmanip.setNodeNoRef(blockpos_nodes+p, getNodeParentNoEx(p));
}
// +-Z
for(s16 x=-1; x<=MAP_BLOCKSIZE; x+=MAP_BLOCKSIZE+1)
for(s16 y=-1; y<=MAP_BLOCKSIZE; y++)
for(s16 z=-1; z<=MAP_BLOCKSIZE; z++)
{
v3s16 p(x,y,z);
vmanip.setNodeNoRef(blockpos_nodes+p, getNodeParentNoEx(p));
}
scene::SMesh *mesh_new = makeMapBlockMesh(
daynight_ratio,
temp_mods,
vmanip,
getPosRelative()
);
/*
Replace the mesh
*/
replaceMesh(mesh_new);
}
#endif
void MapBlock::replaceMesh(scene::SMesh *mesh_new)
{
mesh_mutex.Lock();
//scene::SMesh *mesh_old = mesh[daynight_i];
@ -1375,22 +1447,8 @@ void MapBlock::updateMesh(u32 daynight_ratio)
}
mesh_mutex.Unlock();
//std::cout<<"added "<<fastfaces.getSize()<<" faces."<<std::endl;
}
/*void MapBlock::updateMeshes(s32 first_i)
{
assert(first_i >= 0 && first_i <= DAYNIGHT_CACHE_COUNT);
updateMesh(first_i);
for(s32 i=0; i<DAYNIGHT_CACHE_COUNT; i++)
{
if(i == first_i)
continue;
updateMesh(i);
}
}*/
#endif // !SERVER
/*
@ -1597,6 +1655,7 @@ bool MapBlock::propagateSunlight(core::map<v3s16, bool> & light_sources,
return block_below_is_valid;
}
void MapBlock::copyTo(VoxelManipulator &dst)
{
v3s16 data_size(MAP_BLOCKSIZE, MAP_BLOCKSIZE, MAP_BLOCKSIZE);

View File

@ -33,6 +33,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "voxel.h"
#include "nodemetadata.h"
// Named by looking towards z+
enum{
FACE_BACK=0,
@ -157,6 +158,23 @@ public:
virtual u16 nodeContainerId() const = 0;
};
/*
Plain functions in mapblock.cpp
*/
u8 getFaceLight(u32 daynight_ratio, MapNode n, MapNode n2,
v3s16 face_dir);
scene::SMesh* makeMapBlockMesh(
u32 daynight_ratio,
NodeModMap &temp_mods,
VoxelManipulator &vmanip,
v3s16 blockpos_nodes);
/*
MapBlock itself
*/
class MapBlock : public NodeContainer
{
public:
@ -380,11 +398,18 @@ public:
Graphics-related methods
*/
// A quick version with nodes passed as parameters
/*// A quick version with nodes passed as parameters
u8 getFaceLight(u32 daynight_ratio, MapNode n, MapNode n2,
v3s16 face_dir);
// A more convenient version
v3s16 face_dir);*/
/*// A more convenient version
u8 getFaceLight(u32 daynight_ratio, v3s16 p, v3s16 face_dir)
{
return getFaceLight(daynight_ratio,
getNodeParentNoEx(p),
getNodeParentNoEx(p + face_dir),
face_dir);
}*/
u8 getFaceLight2(u32 daynight_ratio, v3s16 p, v3s16 face_dir)
{
return getFaceLight(daynight_ratio,
getNodeParentNoEx(p),
@ -394,14 +419,14 @@ public:
#ifndef SERVER
// light = 0...255
static void makeFastFace(TileSpec tile, u8 light, v3f p,
/*static void makeFastFace(TileSpec tile, u8 light, v3f p,
v3s16 dir, v3f scale, v3f posRelative_f,
core::array<FastFace> &dest);
core::array<FastFace> &dest);*/
TileSpec getNodeTile(MapNode mn, v3s16 p, v3s16 face_dir,
NodeModMap &temp_mods);
u8 getNodeContent(v3s16 p, MapNode mn,
NodeModMap &temp_mods);
/*TileSpec getNodeTile(MapNode mn, v3s16 p, v3s16 face_dir,
NodeModMap &temp_mods);*/
/*u8 getNodeContent(v3s16 p, MapNode mn,
NodeModMap &temp_mods);*/
/*
Generates the FastFaces of a node row. This has a
@ -411,7 +436,7 @@ public:
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(
/*void updateFastFaceRow(
u32 daynight_ratio,
v3f posRelative_f,
v3s16 startpos,
@ -421,12 +446,16 @@ public:
v3s16 face_dir,
v3f face_dir_f,
core::array<FastFace> &dest,
NodeModMap &temp_mods);
NodeModMap &temp_mods);*/
/*
Thread-safely updates the whole mesh of the mapblock.
*/
#if 1
void updateMesh(u32 daynight_ratio);
#endif
void replaceMesh(scene::SMesh *mesh_new);
#endif // !SERVER
@ -545,6 +574,11 @@ public:
return m_temp_mods.clear();
}
void copyTempMods(NodeModMap &dst)
{
JMutexAutoLock lock(m_temp_mods_mutex);
m_temp_mods.copy(dst);
}
#endif
/*

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@ -517,14 +517,14 @@ struct TestMapBlock
assert(b.getNode(v3s16(1,1,0)).getLight(LIGHTBANK_DAY) == 0);
assert(b.getNode(v3s16(1,0,0)).getLight(LIGHTBANK_DAY) == 0);
assert(b.getNode(v3s16(1,2,3)).getLight(LIGHTBANK_DAY) == LIGHT_SUN);
assert(b.getFaceLight(1000, p, v3s16(0,1,0)) == LIGHT_SUN);
assert(b.getFaceLight(1000, p, v3s16(0,-1,0)) == 0);
assert(b.getFaceLight(0, p, v3s16(0,-1,0)) == 0);
assert(b.getFaceLight2(1000, p, v3s16(0,1,0)) == LIGHT_SUN);
assert(b.getFaceLight2(1000, p, v3s16(0,-1,0)) == 0);
assert(b.getFaceLight2(0, p, v3s16(0,-1,0)) == 0);
// According to MapBlock::getFaceLight,
// The face on the z+ side should have double-diminished light
//assert(b.getFaceLight(p, v3s16(0,0,1)) == diminish_light(diminish_light(LIGHT_MAX)));
// The face on the z+ side should have diminished light
assert(b.getFaceLight(1000, p, v3s16(0,0,1)) == diminish_light(LIGHT_MAX));
assert(b.getFaceLight2(1000, p, v3s16(0,0,1)) == diminish_light(LIGHT_MAX));
}
/*
Check how the block handles being in between blocks with some non-sunlight

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@ -271,6 +271,7 @@ struct TileSpec
// Use this so that leaves don't need a separate material
//material_type(MATERIAL_ALPHA_SIMPLE),
material_flags(
//0 // <- DEBUG, Use the one below
MATERIAL_FLAG_BACKFACE_CULLING
)
{

View File

@ -1391,6 +1391,7 @@ public:
}
u32 size()
{
JMutexAutoLock lock(m_mutex);
return m_list.size();
}
void push_back(T t)

View File

@ -373,6 +373,34 @@ public:
return m_data[m_area.index(p)];
}
MapNode getNodeNoEx(v3s16 p)
{
emerge(p);
if(m_flags[m_area.index(p)] & VOXELFLAG_INEXISTENT)
{
return MapNode(CONTENT_IGNORE);
}
return m_data[m_area.index(p)];
}
MapNode & getNodeRef(v3s16 p)
{
emerge(p);
if(m_flags[m_area.index(p)] & VOXELFLAG_INEXISTENT)
{
dstream<<"EXCEPT: VoxelManipulator::getNode(): "
<<"p=("<<p.X<<","<<p.Y<<","<<p.Z<<")"
<<", index="<<m_area.index(p)
<<", flags="<<(int)m_flags[m_area.index(p)]
<<" is inexistent"<<std::endl;
throw InvalidPositionException
("VoxelManipulator: getNode: inexistent");
}
return m_data[m_area.index(p)];
}
void setNode(v3s16 p, MapNode &n)
{
emerge(p);