/* Minetest Copyright (C) 2010-2013 celeron55, Perttu Ahola This program is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 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 Lesser General Public License for more details. You should have received a copy of the GNU Lesser 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 "profiler.h" #include "nodedef.h" #include "gamedef.h" #include "mesh.h" #include "minimap.h" #include "content_mapblock.h" #include "noise.h" #include "shader.h" #include "settings.h" #include "util/directiontables.h" #include static void applyFacesShading(video::SColor& color, float factor) { color.setRed(core::clamp(core::round32(color.getRed()*factor), 0, 255)); color.setGreen(core::clamp(core::round32(color.getGreen()*factor), 0, 255)); } /* MeshMakeData */ MeshMakeData::MeshMakeData(IGameDef *gamedef, bool use_shaders): m_vmanip(), m_blockpos(-1337,-1337,-1337), m_crack_pos_relative(-1337, -1337, -1337), m_highlighted_pos_relative(-1337, -1337, -1337), m_smooth_lighting(false), m_show_hud(false), m_highlight_mesh_color(255, 255, 255, 255), m_gamedef(gamedef), m_use_shaders(use_shaders) {} void MeshMakeData::fill(MapBlock *block) { m_blockpos = block->getPos(); v3s16 blockpos_nodes = m_blockpos*MAP_BLOCKSIZE; /* Copy data */ // Allocate this block + neighbors m_vmanip.clear(); VoxelArea voxel_area(blockpos_nodes - v3s16(1,1,1) * MAP_BLOCKSIZE, blockpos_nodes + v3s16(1,1,1) * MAP_BLOCKSIZE*2-v3s16(1,1,1)); m_vmanip.addArea(voxel_area); { //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 Map *map = block->getParent(); for(u16 i=0; i<26; i++) { const v3s16 &dir = g_26dirs[i]; v3s16 bp = m_blockpos + dir; MapBlock *b = map->getBlockNoCreateNoEx(bp); if(b) b->copyTo(m_vmanip); } } } void MeshMakeData::fillSingleNode(MapNode *node) { m_blockpos = v3s16(0,0,0); v3s16 blockpos_nodes = v3s16(0,0,0); VoxelArea area(blockpos_nodes-v3s16(1,1,1)*MAP_BLOCKSIZE, blockpos_nodes+v3s16(1,1,1)*MAP_BLOCKSIZE*2-v3s16(1,1,1)); s32 volume = area.getVolume(); s32 our_node_index = area.index(1,1,1); // Allocate this block + neighbors m_vmanip.clear(); m_vmanip.addArea(area); // Fill in data MapNode *data = new MapNode[volume]; for(s32 i = 0; i < volume; i++) { if(i == our_node_index) { data[i] = *node; } else { data[i] = MapNode(CONTENT_AIR, LIGHT_MAX, 0); } } m_vmanip.copyFrom(data, area, area.MinEdge, area.MinEdge, area.getExtent()); delete[] data; } void MeshMakeData::setCrack(int crack_level, v3s16 crack_pos) { if(crack_level >= 0) m_crack_pos_relative = crack_pos - m_blockpos*MAP_BLOCKSIZE; } void MeshMakeData::setHighlighted(v3s16 highlighted_pos, bool show_hud) { m_show_hud = show_hud; m_highlighted_pos_relative = highlighted_pos - m_blockpos*MAP_BLOCKSIZE; } void MeshMakeData::setSmoothLighting(bool smooth_lighting) { m_smooth_lighting = smooth_lighting; } /* Light and vertex color functions */ /* Calculate non-smooth lighting at interior of node. Single light bank. */ static u8 getInteriorLight(enum LightBank bank, MapNode n, s32 increment, INodeDefManager *ndef) { u8 light = n.getLight(bank, ndef); while(increment > 0) { light = undiminish_light(light); --increment; } while(increment < 0) { light = diminish_light(light); ++increment; } return decode_light(light); } /* Calculate non-smooth lighting at interior of node. Both light banks. */ u16 getInteriorLight(MapNode n, s32 increment, INodeDefManager *ndef) { u16 day = getInteriorLight(LIGHTBANK_DAY, n, increment, ndef); u16 night = getInteriorLight(LIGHTBANK_NIGHT, n, increment, ndef); return day | (night << 8); } /* Calculate non-smooth lighting at face of node. Single light bank. */ static u8 getFaceLight(enum LightBank bank, MapNode n, MapNode n2, v3s16 face_dir, INodeDefManager *ndef) { u8 light; u8 l1 = n.getLight(bank, ndef); u8 l2 = n2.getLight(bank, ndef); if(l1 > l2) light = l1; else light = l2; // Boost light level for light sources u8 light_source = MYMAX(ndef->get(n).light_source, ndef->get(n2).light_source); if(light_source > light) light = light_source; return decode_light(light); } /* Calculate non-smooth lighting at face of node. Both light banks. */ u16 getFaceLight(MapNode n, MapNode n2, v3s16 face_dir, INodeDefManager *ndef) { u16 day = getFaceLight(LIGHTBANK_DAY, n, n2, face_dir, ndef); u16 night = getFaceLight(LIGHTBANK_NIGHT, n, n2, face_dir, ndef); return day | (night << 8); } /* Calculate smooth lighting at the XYZ- corner of p. Both light banks */ static u16 getSmoothLightCombined(v3s16 p, MeshMakeData *data) { static const 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), }; INodeDefManager *ndef = data->m_gamedef->ndef(); u16 ambient_occlusion = 0; u16 light_count = 0; u8 light_source_max = 0; u16 light_day = 0; u16 light_night = 0; for (u32 i = 0; i < 8; i++) { const MapNode &n = data->m_vmanip.getNodeRefUnsafeCheckFlags(p - dirs8[i]); // if it's CONTENT_IGNORE we can't do any light calculations if (n.getContent() == CONTENT_IGNORE) { continue; } const ContentFeatures &f = ndef->get(n); if (f.light_source > light_source_max) light_source_max = f.light_source; // Check f.solidness because fast-style leaves look better this way if (f.param_type == CPT_LIGHT && f.solidness != 2) { light_day += decode_light(n.getLightNoChecks(LIGHTBANK_DAY, &f)); light_night += decode_light(n.getLightNoChecks(LIGHTBANK_NIGHT, &f)); light_count++; } else { ambient_occlusion++; } } if(light_count == 0) return 0xffff; light_day /= light_count; light_night /= light_count; // Boost brightness around light sources bool skip_ambient_occlusion_day = false; if(decode_light(light_source_max) >= light_day) { light_day = decode_light(light_source_max); skip_ambient_occlusion_day = true; } bool skip_ambient_occlusion_night = false; if(decode_light(light_source_max) >= light_night) { light_night = decode_light(light_source_max); skip_ambient_occlusion_night = true; } if (ambient_occlusion > 4) { static const float ao_gamma = rangelim( g_settings->getFloat("ambient_occlusion_gamma"), 0.25, 4.0); // Table of gamma space multiply factors. static const float light_amount[3] = { powf(0.75, 1.0 / ao_gamma), powf(0.5, 1.0 / ao_gamma), powf(0.25, 1.0 / ao_gamma) }; //calculate table index for gamma space multiplier ambient_occlusion -= 5; if (!skip_ambient_occlusion_day) light_day = rangelim(core::round32(light_day*light_amount[ambient_occlusion]), 0, 255); if (!skip_ambient_occlusion_night) light_night = rangelim(core::round32(light_night*light_amount[ambient_occlusion]), 0, 255); } return light_day | (light_night << 8); } /* Calculate smooth lighting at the given corner of p. Both light banks. */ u16 getSmoothLight(v3s16 p, v3s16 corner, MeshMakeData *data) { if(corner.X == 1) p.X += 1; // else corner.X == -1 if(corner.Y == 1) p.Y += 1; // else corner.Y == -1 if(corner.Z == 1) p.Z += 1; // else corner.Z == -1 return getSmoothLightCombined(p, data); } /* Converts from day + night color values (0..255) and a given daynight_ratio to the final SColor shown on screen. */ void finalColorBlend(video::SColor& result, u8 day, u8 night, u32 daynight_ratio) { s32 r = (day * daynight_ratio + night * (1000-daynight_ratio)) / 1000; s32 g = r; s32 b = r; // Moonlight is blue b += (day - night) / 13; r -= (day - night) / 23; // Morning/Afternoon is red g -= MYMAX(0, 100 - abs(daynight_ratio - 500)) / 4; b -= MYMAX(0, 100 - abs(daynight_ratio - 500)) / 4; // Emphase blue a bit in darker places // Each entry of this array represents a range of 8 blue levels static const u8 emphase_blue_when_dark[32] = { 1, 4, 6, 6, 6, 5, 4, 3, 2, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, }; b += emphase_blue_when_dark[irr::core::clamp(b, 0, 255) / 8]; b = irr::core::clamp(b, 0, 255); // Artificial light is yellow-ish static const u8 emphase_yellow_when_artificial[16] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 5, 10, 15, 15, 15 }; r += emphase_yellow_when_artificial[night/16]; r = irr::core::clamp(r, 0, 255); g += emphase_yellow_when_artificial[night/16]; g = irr::core::clamp(g, 0, 255); result.setRed(r); result.setGreen(g); result.setBlue(b); } /* Mesh generation helpers */ /* vertex_dirs: v3s16[4] */ static 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); } } struct FastFace { TileSpec tile; video::S3DVertex vertices[4]; // Precalculated vertices }; static void makeFastFace(TileSpec tile, u16 li0, u16 li1, u16 li2, u16 li3, v3f p, v3s16 dir, v3f scale, u8 light_source, std::vector &dest) { // Position is at the center of the cube. v3f pos = p * BS; float x0 = 0.0; float y0 = 0.0; float w = 1.0; float h = 1.0; v3f vertex_pos[4]; v3s16 vertex_dirs[4]; getNodeVertexDirs(dir, vertex_dirs); 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(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; } f32 abs_scale = 1.0; 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 normal(dir.X, dir.Y, dir.Z); u8 alpha = tile.alpha; dest.push_back(FastFace()); FastFace& face = *dest.rbegin(); face.vertices[0] = video::S3DVertex(vertex_pos[0], normal, MapBlock_LightColor(alpha, li0, light_source), core::vector2d(x0+w*abs_scale, y0+h)); face.vertices[1] = video::S3DVertex(vertex_pos[1], normal, MapBlock_LightColor(alpha, li1, light_source), core::vector2d(x0, y0+h)); face.vertices[2] = video::S3DVertex(vertex_pos[2], normal, MapBlock_LightColor(alpha, li2, light_source), core::vector2d(x0, y0)); face.vertices[3] = video::S3DVertex(vertex_pos[3], normal, MapBlock_LightColor(alpha, li3, light_source), core::vector2d(x0+w*abs_scale, y0)); 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, INodeDefManager *ndef) { *equivalent = false; if(m1 == CONTENT_IGNORE || m2 == CONTENT_IGNORE) return 0; bool contents_differ = (m1 != m2); const ContentFeatures &f1 = ndef->get(m1); const ContentFeatures &f2 = ndef->get(m2); // Contents don't differ for different forms of same liquid if(f1.sameLiquid(f2)) contents_differ = false; u8 c1 = f1.solidness; u8 c2 = f2.solidness; bool solidness_differs = (c1 != c2); bool makes_face = contents_differ && solidness_differs; if(makes_face == false) return 0; if(c1 == 0) c1 = f1.visual_solidness; if(c2 == 0) c2 = f2.visual_solidness; if(c1 == c2){ *equivalent = true; // If same solidness, liquid takes precense if(f1.isLiquid()) return 1; if(f2.isLiquid()) return 2; } if(c1 > c2) return 1; else return 2; } /* Gets nth node tile (0 <= n <= 5). */ TileSpec getNodeTileN(MapNode mn, v3s16 p, u8 tileindex, MeshMakeData *data) { INodeDefManager *ndef = data->m_gamedef->ndef(); TileSpec spec = ndef->get(mn).tiles[tileindex]; // Apply temporary crack if (p == data->m_crack_pos_relative) spec.material_flags |= MATERIAL_FLAG_CRACK; return spec; } /* Gets node tile given a face direction. */ TileSpec getNodeTile(MapNode mn, v3s16 p, v3s16 dir, MeshMakeData *data) { INodeDefManager *ndef = data->m_gamedef->ndef(); // Direction must be (1,0,0), (-1,0,0), (0,1,0), (0,-1,0), // (0,0,1), (0,0,-1) or (0,0,0) assert(dir.X * dir.X + dir.Y * dir.Y + dir.Z * dir.Z <= 1); // Convert direction to single integer for table lookup // 0 = (0,0,0) // 1 = (1,0,0) // 2 = (0,1,0) // 3 = (0,0,1) // 4 = invalid, treat as (0,0,0) // 5 = (0,0,-1) // 6 = (0,-1,0) // 7 = (-1,0,0) u8 dir_i = ((dir.X + 2 * dir.Y + 3 * dir.Z) & 7)*2; // Get rotation for things like chests u8 facedir = mn.getFaceDir(ndef); static const u16 dir_to_tile[24 * 16] = { // 0 +X +Y +Z -Z -Y -X -> value=tile,rotation 0,0, 2,0 , 0,0 , 4,0 , 0,0, 5,0 , 1,0 , 3,0 , // rotate around y+ 0 - 3 0,0, 4,0 , 0,3 , 3,0 , 0,0, 2,0 , 1,1 , 5,0 , 0,0, 3,0 , 0,2 , 5,0 , 0,0, 4,0 , 1,2 , 2,0 , 0,0, 5,0 , 0,1 , 2,0 , 0,0, 3,0 , 1,3 , 4,0 , 0,0, 2,3 , 5,0 , 0,2 , 0,0, 1,0 , 4,2 , 3,1 , // rotate around z+ 4 - 7 0,0, 4,3 , 2,0 , 0,1 , 0,0, 1,1 , 3,2 , 5,1 , 0,0, 3,3 , 4,0 , 0,0 , 0,0, 1,2 , 5,2 , 2,1 , 0,0, 5,3 , 3,0 , 0,3 , 0,0, 1,3 , 2,2 , 4,1 , 0,0, 2,1 , 4,2 , 1,2 , 0,0, 0,0 , 5,0 , 3,3 , // rotate around z- 8 - 11 0,0, 4,1 , 3,2 , 1,3 , 0,0, 0,3 , 2,0 , 5,3 , 0,0, 3,1 , 5,2 , 1,0 , 0,0, 0,2 , 4,0 , 2,3 , 0,0, 5,1 , 2,2 , 1,1 , 0,0, 0,1 , 3,0 , 4,3 , 0,0, 0,3 , 3,3 , 4,1 , 0,0, 5,3 , 2,3 , 1,3 , // rotate around x+ 12 - 15 0,0, 0,2 , 5,3 , 3,1 , 0,0, 2,3 , 4,3 , 1,0 , 0,0, 0,1 , 2,3 , 5,1 , 0,0, 4,3 , 3,3 , 1,1 , 0,0, 0,0 , 4,3 , 2,1 , 0,0, 3,3 , 5,3 , 1,2 , 0,0, 1,1 , 2,1 , 4,3 , 0,0, 5,1 , 3,1 , 0,1 , // rotate around x- 16 - 19 0,0, 1,2 , 4,1 , 3,3 , 0,0, 2,1 , 5,1 , 0,0 , 0,0, 1,3 , 3,1 , 5,3 , 0,0, 4,1 , 2,1 , 0,3 , 0,0, 1,0 , 5,1 , 2,3 , 0,0, 3,1 , 4,1 , 0,2 , 0,0, 3,2 , 1,2 , 4,2 , 0,0, 5,2 , 0,2 , 2,2 , // rotate around y- 20 - 23 0,0, 5,2 , 1,3 , 3,2 , 0,0, 2,2 , 0,1 , 4,2 , 0,0, 2,2 , 1,0 , 5,2 , 0,0, 4,2 , 0,0 , 3,2 , 0,0, 4,2 , 1,1 , 2,2 , 0,0, 3,2 , 0,3 , 5,2 }; u16 tile_index=facedir*16 + dir_i; TileSpec spec = getNodeTileN(mn, p, dir_to_tile[tile_index], data); spec.rotation=dir_to_tile[tile_index + 1]; spec.texture = data->m_gamedef->tsrc()->getTexture(spec.texture_id); return spec; } 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, TileSpec &tile, u8 &light_source ) { VoxelManipulator &vmanip = data->m_vmanip; INodeDefManager *ndef = data->m_gamedef->ndef(); v3s16 blockpos_nodes = data->m_blockpos * MAP_BLOCKSIZE; 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; if(mf == 1) { tile = getNodeTile(n0, p, face_dir, data); p_corrected = p; face_dir_corrected = face_dir; light_source = ndef->get(n0).light_source; } else { tile = getNodeTile(n1, p + face_dir, -face_dir, data); p_corrected = p + face_dir; face_dir_corrected = -face_dir; light_source = ndef->get(n1).light_source; } // eg. water and glass if(equivalent) tile.material_flags |= MATERIAL_FLAG_BACKFACE_CULLING; if(data->m_smooth_lighting == false) { 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); for(u16 i=0; i<4; i++) { lights[i] = getSmoothLight( blockpos_nodes + p_corrected, vertex_dirs[i], data); } } 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 */ static void updateFastFaceRow( MeshMakeData *data, v3s16 startpos, v3s16 translate_dir, v3f translate_dir_f, v3s16 face_dir, v3f face_dir_f, std::vector &dest) { v3s16 p = startpos; u16 continuous_tiles_count = 0; bool makes_face = false; v3s16 p_corrected; v3s16 face_dir_corrected; u16 lights[4] = {0,0,0,0}; TileSpec tile; u8 light_source = 0; getTileInfo(data, p, face_dir, makes_face, p_corrected, face_dir_corrected, lights, tile, light_source); for(u16 j=0; jadd("Meshgen: diff: next_makes_face != makes_face", next_makes_face != makes_face ? 1 : 0); g_profiler->add("Meshgen: diff: n_p_corr != p_corr + t_dir", (next_p_corrected != p_corrected + translate_dir) ? 1 : 0); g_profiler->add("Meshgen: diff: next_f_dir_corr != f_dir_corr", next_face_dir_corrected != face_dir_corrected ? 1 : 0); g_profiler->add("Meshgen: diff: next_lights[] != lights[]", (next_lights[0] != lights[0] || next_lights[0] != lights[0] || next_lights[0] != lights[0] || next_lights[0] != lights[0]) ? 1 : 0); g_profiler->add("Meshgen: diff: !(next_tile == tile)", !(next_tile == tile) ? 1 : 0); }*/ } /*g_profiler->add("Meshgen: Total faces checked", 1); if(makes_face) g_profiler->add("Meshgen: Total makes_face checked", 1);*/ } else { /*if(makes_face) g_profiler->add("Meshgen: diff: last position", 1);*/ } 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 / 2.0 - 0.5) * translate_dir_f; if(continuous_tiles_count != 1) sp += 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], sp, face_dir_corrected, scale, light_source, dest); g_profiler->avg("Meshgen: faces drawn by tiling", 0); for(int i = 1; i < continuous_tiles_count; i++){ g_profiler->avg("Meshgen: faces drawn by tiling", 1); } } continuous_tiles_count = 0; makes_face = next_makes_face; p_corrected = next_p_corrected; face_dir_corrected = next_face_dir_corrected; lights[0] = next_lights[0]; lights[1] = next_lights[1]; lights[2] = next_lights[2]; lights[3] = next_lights[3]; tile = next_tile; light_source = next_light_source; } p = p_next; } } 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 < MAP_BLOCKSIZE; y++) { for(s16 z = 0; z < MAP_BLOCKSIZE; z++) { updateFastFaceRow(data, v3s16(0,y,z), v3s16(1,0,0), //dir v3f (1,0,0), v3s16(0,1,0), //face dir v3f (0,1,0), dest); } } /* Go through every x,y and get right(x+) faces in rows of z+ */ for(s16 x = 0; x < MAP_BLOCKSIZE; x++) { for(s16 y = 0; y < MAP_BLOCKSIZE; y++) { updateFastFaceRow(data, v3s16(x,y,0), v3s16(0,0,1), //dir v3f (0,0,1), v3s16(1,0,0), //face dir v3f (1,0,0), dest); } } /* Go through every y,z and get back(z+) faces in rows of x+ */ for(s16 z = 0; z < MAP_BLOCKSIZE; z++) { for(s16 y = 0; y < MAP_BLOCKSIZE; y++) { updateFastFaceRow(data, v3s16(0,y,z), v3s16(1,0,0), //dir v3f (1,0,0), v3s16(0,0,1), //face dir v3f (0,0,1), dest); } } } /* MapBlockMesh */ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset): m_mesh(new scene::SMesh()), m_minimap_mapblock(NULL), m_gamedef(data->m_gamedef), m_tsrc(m_gamedef->getTextureSource()), m_shdrsrc(m_gamedef->getShaderSource()), m_animation_force_timer(0), // force initial animation m_last_crack(-1), m_crack_materials(), m_highlighted_materials(), m_last_daynight_ratio((u32) -1), m_daynight_diffs() { m_enable_shaders = data->m_use_shaders; m_enable_highlighting = g_settings->getBool("enable_node_highlighting"); if (g_settings->getBool("enable_minimap")) { m_minimap_mapblock = new MinimapMapblock; m_minimap_mapblock->getMinimapNodes( &data->m_vmanip, data->m_blockpos * MAP_BLOCKSIZE); } // 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 */ MeshCollector collector; { // avg 0ms (100ms spikes when loading textures the first time) // (NOTE: probably outdated) //TimeTaker timer2("MeshCollector building"); for(u32 i=0; im_highlight_mesh_color; /* Convert MeshCollector to SMesh */ for(u32 i = 0; i < collector.prebuffers.size(); i++) { PreMeshBuffer &p = collector.prebuffers[i]; // Generate animation data // - Cracks if(p.tile.material_flags & MATERIAL_FLAG_CRACK) { // Find the texture name plus ^[crack:N: std::ostringstream os(std::ios::binary); os<getTextureName(p.tile.texture_id)<<"^[crack"; if(p.tile.material_flags & MATERIAL_FLAG_CRACK_OVERLAY) os<<"o"; // use ^[cracko os<<":"<<(u32)p.tile.animation_frame_count<<":"; m_crack_materials.insert(std::make_pair(i, os.str())); // Replace tile texture with the cracked one p.tile.texture = m_tsrc->getTextureForMesh( os.str()+"0", &p.tile.texture_id); } // - Texture animation if(p.tile.material_flags & MATERIAL_FLAG_ANIMATION_VERTICAL_FRAMES) { // Add to MapBlockMesh in order to animate these tiles m_animation_tiles[i] = p.tile; m_animation_frames[i] = 0; if(g_settings->getBool("desynchronize_mapblock_texture_animation")){ // Get starting position from noise m_animation_frame_offsets[i] = 100000 * (2.0 + noise3d( data->m_blockpos.X, data->m_blockpos.Y, data->m_blockpos.Z, 0)); } else { // Play all synchronized m_animation_frame_offsets[i] = 0; } // Replace tile texture with the first animation frame FrameSpec animation_frame = p.tile.frames[0]; p.tile.texture = animation_frame.texture; } if(m_enable_highlighting && p.tile.material_flags & MATERIAL_FLAG_HIGHLIGHTED) m_highlighted_materials.push_back(i); for(u32 j = 0; j < p.vertices.size(); j++) { video::S3DVertexTangents *vertex = &p.vertices[j]; // Note applyFacesShading second parameter is precalculated sqrt // value for speed improvement // Skip it for lightsources and top faces. video::SColor &vc = vertex->Color; if (!vc.getBlue()) { if (vertex->Normal.Y < -0.5) { applyFacesShading (vc, 0.447213); } else if (vertex->Normal.X > 0.5) { applyFacesShading (vc, 0.670820); } else if (vertex->Normal.X < -0.5) { applyFacesShading (vc, 0.670820); } else if (vertex->Normal.Z > 0.5) { applyFacesShading (vc, 0.836660); } else if (vertex->Normal.Z < -0.5) { applyFacesShading (vc, 0.836660); } } if(!m_enable_shaders) { // - Classic lighting (shaders handle this by themselves) // Set initial real color and store for later updates u8 day = vc.getRed(); u8 night = vc.getGreen(); finalColorBlend(vc, day, night, 1000); if(day != night) m_daynight_diffs[i][j] = std::make_pair(day, night); } } // Create material video::SMaterial material; material.setFlag(video::EMF_LIGHTING, false); material.setFlag(video::EMF_BACK_FACE_CULLING, true); material.setFlag(video::EMF_BILINEAR_FILTER, false); material.setFlag(video::EMF_FOG_ENABLE, true); material.setTexture(0, p.tile.texture); if (p.tile.material_flags & MATERIAL_FLAG_HIGHLIGHTED) { material.MaterialType = video::EMT_TRANSPARENT_ADD_COLOR; } else { if (m_enable_shaders) { material.MaterialType = m_shdrsrc->getShaderInfo(p.tile.shader_id).material; p.tile.applyMaterialOptionsWithShaders(material); if (p.tile.normal_texture) { material.setTexture(1, p.tile.normal_texture); } material.setTexture(2, p.tile.flags_texture); } else { p.tile.applyMaterialOptions(material); } } // Create meshbuffer scene::SMeshBufferTangents *buf = new scene::SMeshBufferTangents(); // Set material buf->Material = material; // Add to mesh m_mesh->addMeshBuffer(buf); // Mesh grabbed it buf->drop(); buf->append(&p.vertices[0], p.vertices.size(), &p.indices[0], p.indices.size()); } m_camera_offset = camera_offset; /* Do some stuff to the mesh */ translateMesh(m_mesh, intToFloat(data->m_blockpos * MAP_BLOCKSIZE - camera_offset, BS)); if (m_enable_shaders) { scene::IMeshManipulator* meshmanip = m_gamedef->getSceneManager()->getMeshManipulator(); meshmanip->recalculateTangents(m_mesh, true, false, false); } if(m_mesh) { #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 */ } //std::cout<<"added "<drop(); m_mesh = NULL; delete m_minimap_mapblock; } bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_ratio) { if(!m_has_animation) { m_animation_force_timer = 100000; return false; } m_animation_force_timer = myrand_range(5, 100); // Cracks if(crack != m_last_crack) { for(std::map::iterator i = m_crack_materials.begin(); i != m_crack_materials.end(); ++i) { scene::IMeshBuffer *buf = m_mesh->getMeshBuffer(i->first); std::string basename = i->second; // Create new texture name from original std::ostringstream os; os<getTextureForMesh(os.str(), &new_texture_id); buf->getMaterial().setTexture(0, new_texture); // If the current material is also animated, // update animation info std::map::iterator anim_iter = m_animation_tiles.find(i->first); if(anim_iter != m_animation_tiles.end()){ TileSpec &tile = anim_iter->second; tile.texture = new_texture; tile.texture_id = new_texture_id; // force animation update m_animation_frames[i->first] = -1; } } m_last_crack = crack; } // Texture animation for(std::map::iterator i = m_animation_tiles.begin(); i != m_animation_tiles.end(); ++i) { const TileSpec &tile = i->second; // Figure out current frame int frameoffset = m_animation_frame_offsets[i->first]; int frame = (int)(time * 1000 / tile.animation_frame_length_ms + frameoffset) % tile.animation_frame_count; // If frame doesn't change, skip if(frame == m_animation_frames[i->first]) continue; m_animation_frames[i->first] = frame; scene::IMeshBuffer *buf = m_mesh->getMeshBuffer(i->first); FrameSpec animation_frame = tile.frames[frame]; buf->getMaterial().setTexture(0, animation_frame.texture); if (m_enable_shaders) { if (animation_frame.normal_texture) { buf->getMaterial().setTexture(1, animation_frame.normal_texture); } buf->getMaterial().setTexture(2, animation_frame.flags_texture); } } // Day-night transition if(!m_enable_shaders && (daynight_ratio != m_last_daynight_ratio)) { for(std::map > >::iterator i = m_daynight_diffs.begin(); i != m_daynight_diffs.end(); ++i) { scene::IMeshBuffer *buf = m_mesh->getMeshBuffer(i->first); video::S3DVertexTangents *vertices = (video::S3DVertexTangents *)buf->getVertices(); for(std::map >::iterator j = i->second.begin(); j != i->second.end(); ++j) { u8 day = j->second.first; u8 night = j->second.second; finalColorBlend(vertices[j->first].Color, day, night, daynight_ratio); } } m_last_daynight_ratio = daynight_ratio; } // Node highlighting if (m_enable_highlighting) { u8 day = m_highlight_mesh_color.getRed(); u8 night = m_highlight_mesh_color.getGreen(); video::SColor hc; finalColorBlend(hc, day, night, daynight_ratio); float sin_r = 0.07 * sin(1.5 * time); float sin_g = 0.07 * sin(1.5 * time + irr::core::PI * 0.5); float sin_b = 0.07 * sin(1.5 * time + irr::core::PI); hc.setRed(core::clamp(core::round32(hc.getRed() * (0.8 + sin_r)), 0, 255)); hc.setGreen(core::clamp(core::round32(hc.getGreen() * (0.8 + sin_g)), 0, 255)); hc.setBlue(core::clamp(core::round32(hc.getBlue() * (0.8 + sin_b)), 0, 255)); for(std::list::iterator i = m_highlighted_materials.begin(); i != m_highlighted_materials.end(); ++i) { scene::IMeshBuffer *buf = m_mesh->getMeshBuffer(*i); video::S3DVertexTangents *vertices = (video::S3DVertexTangents*)buf->getVertices(); for (u32 j = 0; j < buf->getVertexCount() ;j++) vertices[j].Color = hc; } } return true; } void MapBlockMesh::updateCameraOffset(v3s16 camera_offset) { if (camera_offset != m_camera_offset) { translateMesh(m_mesh, intToFloat(m_camera_offset-camera_offset, BS)); m_camera_offset = camera_offset; } } /* MeshCollector */ void MeshCollector::append(const TileSpec &tile, const video::S3DVertex *vertices, u32 numVertices, const u16 *indices, u32 numIndices) { if (numIndices > 65535) { dstream<<"FIXME: MeshCollector::append() called with numIndices="< 65535) continue; p = &pp; break; } if (p == NULL) { PreMeshBuffer pp; pp.tile = tile; prebuffers.push_back(pp); p = &prebuffers[prebuffers.size() - 1]; } u32 vertex_count = p->vertices.size(); for (u32 i = 0; i < numIndices; i++) { u32 j = indices[i] + vertex_count; p->indices.push_back(j); } for (u32 i = 0; i < numVertices; i++) { video::S3DVertexTangents vert(vertices[i].Pos, vertices[i].Normal, vertices[i].Color, vertices[i].TCoords); p->vertices.push_back(vert); } } /* MeshCollector - for meshnodes and converted drawtypes. */ void MeshCollector::append(const TileSpec &tile, const video::S3DVertex *vertices, u32 numVertices, const u16 *indices, u32 numIndices, v3f pos, video::SColor c) { if (numIndices > 65535) { dstream<<"FIXME: MeshCollector::append() called with numIndices="< 65535) continue; p = &pp; break; } if (p == NULL) { PreMeshBuffer pp; pp.tile = tile; prebuffers.push_back(pp); p = &prebuffers[prebuffers.size() - 1]; } u32 vertex_count = p->vertices.size(); for (u32 i = 0; i < numIndices; i++) { u32 j = indices[i] + vertex_count; p->indices.push_back(j); } for (u32 i = 0; i < numVertices; i++) { video::S3DVertexTangents vert(vertices[i].Pos + pos, vertices[i].Normal, c, vertices[i].TCoords); p->vertices.push_back(vert); } }