/* Minetest-c55 Copyright (C) 2010 celeron55, Perttu Ahola This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */ #include "mapblock.h" #include "map.h" // For g_settings #include "main.h" #include "light.h" #include #ifndef SERVER void MeshMakeData::fill(u32 daynight_ratio, MapBlock *block) { m_daynight_ratio = daynight_ratio; m_blockpos = block->getPos(); v3s16 blockpos_nodes = m_blockpos*MAP_BLOCKSIZE; /* There is no harm not copying the TempMods of the neighbors because they are already copied to this block */ m_temp_mods.clear(); block->copyTempMods(m_temp_mods); /* Copy data */ // Allocate this block + neighbors m_vmanip.clear(); m_vmanip.addArea(VoxelArea(blockpos_nodes-v3s16(1,1,1)*MAP_BLOCKSIZE, blockpos_nodes+v3s16(1,1,1)*MAP_BLOCKSIZE*2-v3s16(1,1,1))); { //TimeTaker timer("copy central block data"); // 0ms // Copy our data block->copyTo(m_vmanip); } { //TimeTaker timer("copy neighbor block data"); // 0ms /* Copy neighbors. This is lightning fast. Copying only the borders would be *very* slow. */ // Get map NodeContainer *parentcontainer = block->getParent(); // This will only work if the parent is the map assert(parentcontainer->nodeContainerId() == NODECONTAINER_ID_MAP); // OK, we have the map! Map *map = (Map*)parentcontainer; for(u16 i=0; i<6; i++) { const v3s16 &dir = g_6dirs[i]; v3s16 bp = m_blockpos + dir; MapBlock *b = map->getBlockNoCreateNoEx(bp); if(b) b->copyTo(m_vmanip); } } } #endif /* Parameters must consist of air and !air. Order doesn't matter. If either of the nodes doesn't exist, light is 0. parameters: daynight_ratio: 0...1000 n: getNodeParent(p) n2: getNodeParent(p + face_dir) face_dir: axis oriented unit vector from p to p2 returns encoded light value. */ u8 getFaceLight(u32 daynight_ratio, MapNode n, MapNode n2, v3s16 face_dir) { try{ u8 light; u8 l1 = n.getLightBlend(daynight_ratio); u8 l2 = n2.getLightBlend(daynight_ratio); if(l1 > l2) light = l1; else light = l2; // Make some nice difference to different sides // This makes light come from a corner /*if(face_dir.X == 1 || face_dir.Z == 1 || face_dir.Y == -1) light = diminish_light(diminish_light(light)); else if(face_dir.X == -1 || face_dir.Z == -1) light = diminish_light(light);*/ // All neighboring faces have different shade (like in minecraft) if(face_dir.X == 1 || face_dir.X == -1 || face_dir.Y == -1) light = diminish_light(diminish_light(light)); else if(face_dir.Z == 1 || face_dir.Z == -1) light = diminish_light(light); return light; } catch(InvalidPositionException &e) { return 0; } } #ifndef SERVER /* vertex_dirs: v3s16[4] */ void getNodeVertexDirs(v3s16 dir, v3s16 *vertex_dirs) { /* If looked from outside the node towards the face, the corners are: 0: bottom-right 1: bottom-left 2: top-left 3: top-right */ if(dir == v3s16(0,0,1)) { // If looking towards z+, this is the face that is behind // the center point, facing towards z+. vertex_dirs[0] = v3s16(-1,-1, 1); vertex_dirs[1] = v3s16( 1,-1, 1); vertex_dirs[2] = v3s16( 1, 1, 1); vertex_dirs[3] = v3s16(-1, 1, 1); } else if(dir == v3s16(0,0,-1)) { // faces towards Z- vertex_dirs[0] = v3s16( 1,-1,-1); vertex_dirs[1] = v3s16(-1,-1,-1); vertex_dirs[2] = v3s16(-1, 1,-1); vertex_dirs[3] = v3s16( 1, 1,-1); } else if(dir == v3s16(1,0,0)) { // faces towards X+ vertex_dirs[0] = v3s16( 1,-1, 1); vertex_dirs[1] = v3s16( 1,-1,-1); vertex_dirs[2] = v3s16( 1, 1,-1); vertex_dirs[3] = v3s16( 1, 1, 1); } else if(dir == v3s16(-1,0,0)) { // faces towards X- vertex_dirs[0] = v3s16(-1,-1,-1); vertex_dirs[1] = v3s16(-1,-1, 1); vertex_dirs[2] = v3s16(-1, 1, 1); vertex_dirs[3] = v3s16(-1, 1,-1); } else if(dir == v3s16(0,1,0)) { // faces towards Y+ (assume Z- as "down" in texture) vertex_dirs[0] = v3s16( 1, 1,-1); vertex_dirs[1] = v3s16(-1, 1,-1); vertex_dirs[2] = v3s16(-1, 1, 1); vertex_dirs[3] = v3s16( 1, 1, 1); } else if(dir == v3s16(0,-1,0)) { // faces towards Y- (assume Z+ as "down" in texture) vertex_dirs[0] = v3s16( 1,-1, 1); vertex_dirs[1] = v3s16(-1,-1, 1); vertex_dirs[2] = v3s16(-1,-1,-1); vertex_dirs[3] = v3s16( 1,-1,-1); } } inline video::SColor lightColor(u8 alpha, u8 light) { return video::SColor(alpha,light,light,light); } void makeFastFace(TileSpec tile, u8 li0, u8 li1, u8 li2, u8 li3, v3f p, v3s16 dir, v3f scale, v3f posRelative_f, core::array &dest) { FastFace face; // Position is at the center of the cube. v3f pos = p * BS; posRelative_f *= BS; v3f vertex_pos[4]; v3s16 vertex_dirs[4]; getNodeVertexDirs(dir, vertex_dirs); for(u16 i=0; i<4; i++) { vertex_pos[i] = v3f( BS/2*vertex_dirs[i].X, BS/2*vertex_dirs[i].Y, BS/2*vertex_dirs[i].Z ); } for(u16 i=0; i<4; i++) { vertex_pos[i].X *= scale.X; vertex_pos[i].Y *= scale.Y; vertex_pos[i].Z *= scale.Z; vertex_pos[i] += pos + posRelative_f; } f32 abs_scale = 1.; if (scale.X < 0.999 || scale.X > 1.001) abs_scale = scale.X; else if(scale.Y < 0.999 || scale.Y > 1.001) abs_scale = scale.Y; else if(scale.Z < 0.999 || scale.Z > 1.001) abs_scale = scale.Z; v3f zerovector = v3f(0,0,0); u8 alpha = tile.alpha; /*u8 alpha = 255; if(tile.id == TILE_WATER) alpha = WATER_ALPHA;*/ float x0 = tile.texture.pos.X; float y0 = tile.texture.pos.Y; float w = tile.texture.size.X; float h = tile.texture.size.Y; /*video::SColor c = lightColor(alpha, li); face.vertices[0] = video::S3DVertex(vertex_pos[0], v3f(0,1,0), c, core::vector2d(x0+w*abs_scale, y0+h)); face.vertices[1] = video::S3DVertex(vertex_pos[1], v3f(0,1,0), c, core::vector2d(x0, y0+h)); face.vertices[2] = video::S3DVertex(vertex_pos[2], v3f(0,1,0), c, core::vector2d(x0, y0)); face.vertices[3] = video::S3DVertex(vertex_pos[3], v3f(0,1,0), c, core::vector2d(x0+w*abs_scale, y0));*/ face.vertices[0] = video::S3DVertex(vertex_pos[0], v3f(0,1,0), lightColor(alpha, li0), core::vector2d(x0+w*abs_scale, y0+h)); face.vertices[1] = video::S3DVertex(vertex_pos[1], v3f(0,1,0), lightColor(alpha, li1), core::vector2d(x0, y0+h)); face.vertices[2] = video::S3DVertex(vertex_pos[2], v3f(0,1,0), lightColor(alpha, li2), core::vector2d(x0, y0)); face.vertices[3] = video::S3DVertex(vertex_pos[3], v3f(0,1,0), lightColor(alpha, li3), core::vector2d(x0+w*abs_scale, y0)); face.tile = tile; //DEBUG //f->tile = TILE_STONE; dest.push_back(face); } /* Gets node tile from any place relative to block. Returns TILE_NODE if doesn't exist or should not be drawn. */ TileSpec getNodeTile(MapNode mn, v3s16 p, v3s16 face_dir, NodeModMap &temp_mods) { TileSpec spec; spec = mn.getTile(face_dir); /* Check temporary modifications on this node */ /*core::map::Node *n; n = m_temp_mods.find(p); // If modified if(n != NULL) { struct NodeMod mod = n->getValue();*/ NodeMod mod; if(temp_mods.get(p, &mod)) { if(mod.type == NODEMOD_CHANGECONTENT) { MapNode mn2(mod.param); spec = mn2.getTile(face_dir); } if(mod.type == NODEMOD_CRACK) { /* Get texture id, translate it to name, append stuff to name, get texture id */ // Get original texture name u32 orig_id = spec.texture.id; std::string orig_name = g_texturesource->getTextureName(orig_id); // Create new texture name std::ostringstream os; os<getTextureId(os.str()); /*dstream<<"MapBlock::getNodeTile(): Switching from " <getTexture(new_id); } } return spec; } u8 getNodeContent(v3s16 p, MapNode mn, NodeModMap &temp_mods) { /* Check temporary modifications on this node */ /*core::map::Node *n; n = m_temp_mods.find(p); // If modified if(n != NULL) { struct NodeMod mod = n->getValue();*/ NodeMod mod; if(temp_mods.get(p, &mod)) { if(mod.type == NODEMOD_CHANGECONTENT) { // Overrides content return mod.param; } if(mod.type == NODEMOD_CRACK) { /* Content doesn't change. face_contents works just like it should, because there should not be faces between differently cracked nodes. If a semi-transparent node is cracked in front an another one, it really doesn't matter whether there is a cracked face drawn in between or not. */ } } return mn.d; } v3s16 dirs8[8] = { v3s16(0,0,0), v3s16(0,0,1), v3s16(0,1,0), v3s16(0,1,1), v3s16(1,0,0), v3s16(1,1,0), v3s16(1,0,1), v3s16(1,1,1), }; // Calculate lighting at the XYZ- corner of p u8 getSmoothLight(v3s16 p, VoxelManipulator &vmanip, u32 daynight_ratio) { u16 ambient_occlusion = 0; u16 light = 0; u16 light_count = 0; for(u32 i=0; i<8; i++) { MapNode n = vmanip.getNodeNoEx(p - dirs8[i]); if(content_features(n.d).param_type == CPT_LIGHT) { light += decode_light(n.getLightBlend(daynight_ratio)); light_count++; } else { if(n.d != CONTENT_IGNORE) ambient_occlusion++; } } if(light_count == 0) return 255; light /= light_count; if(ambient_occlusion > 4) { ambient_occlusion -= 4; light = (float)light / ((float)ambient_occlusion * 0.5 + 1.0); } return light; } // Calculate lighting at the given corner of p u8 getSmoothLight(v3s16 p, v3s16 corner, VoxelManipulator &vmanip, u32 daynight_ratio) { if(corner.X == 1) p.X += 1; else assert(corner.X == -1); if(corner.Y == 1) p.Y += 1; else assert(corner.Y == -1); if(corner.Z == 1) p.Z += 1; else assert(corner.Z == -1); return getSmoothLight(p, vmanip, daynight_ratio); } void getTileInfo( // Input: v3s16 blockpos_nodes, v3s16 p, v3s16 face_dir, u32 daynight_ratio, VoxelManipulator &vmanip, NodeModMap &temp_mods, bool smooth_lighting, // Output: bool &makes_face, v3s16 &p_corrected, v3s16 &face_dir_corrected, u8 *lights, TileSpec &tile ) { MapNode n0 = vmanip.getNodeNoEx(blockpos_nodes + p); MapNode n1 = vmanip.getNodeNoEx(blockpos_nodes + p + face_dir); TileSpec tile0 = getNodeTile(n0, p, face_dir, temp_mods); TileSpec tile1 = getNodeTile(n1, p + face_dir, -face_dir, temp_mods); // This is hackish u8 content0 = getNodeContent(p, n0, temp_mods); u8 content1 = getNodeContent(p + face_dir, n1, temp_mods); u8 mf = face_contents(content0, content1); if(mf == 0) { makes_face = false; return; } makes_face = true; if(mf == 1) { tile = tile0; p_corrected = p; face_dir_corrected = face_dir; } else { tile = tile1; p_corrected = p + face_dir; face_dir_corrected = -face_dir; } if(smooth_lighting == false) { lights[0] = lights[1] = lights[2] = lights[3] = decode_light(getFaceLight(daynight_ratio, n0, n1, face_dir)); } else { v3s16 vertex_dirs[4]; getNodeVertexDirs(face_dir_corrected, vertex_dirs); for(u16 i=0; i<4; i++) { lights[i] = getSmoothLight(blockpos_nodes + p_corrected, vertex_dirs[i], vmanip, daynight_ratio); } } return; } /* startpos: translate_dir: unit vector with only one of x, y or z face_dir: unit vector with only one of x, y or z */ void updateFastFaceRow( u32 daynight_ratio, v3f posRelative_f, v3s16 startpos, u16 length, v3s16 translate_dir, v3f translate_dir_f, v3s16 face_dir, v3f face_dir_f, core::array &dest, NodeModMap &temp_mods, VoxelManipulator &vmanip, v3s16 blockpos_nodes, bool smooth_lighting) { v3s16 p = startpos; u16 continuous_tiles_count = 0; bool makes_face; v3s16 p_corrected; v3s16 face_dir_corrected; u8 lights[4]; TileSpec tile; getTileInfo(blockpos_nodes, p, face_dir, daynight_ratio, vmanip, temp_mods, smooth_lighting, makes_face, p_corrected, face_dir_corrected, lights, tile); for(u16 j=0; j indices; core::array vertices; }; class MeshCollector { public: void append( video::SMaterial material, const video::S3DVertex* const vertices, u32 numVertices, const u16* const indices, u32 numIndices ) { PreMeshBuffer *p = NULL; for(u32 i=0; ivertices.size(); for(u32 i=0; i 65535) { dstream<<"FIXME: Meshbuffer ran out of indices"<indices.push_back(j); } for(u32 i=0; ivertices.push_back(vertices[i]); } } void fillMesh(scene::SMesh *mesh) { /*dstream<<"Filling mesh with "< scene::SMeshBuffer *buf = new scene::SMeshBuffer(); // Set material buf->Material = p.material; //((scene::SMeshBuffer*)buf)->Material = p.material; // Use VBO //buf->setHardwareMappingHint(scene::EHM_STATIC); // Add to mesh mesh->addMeshBuffer(buf); // Mesh grabbed it buf->drop(); buf->append(p.vertices.pointer(), p.vertices.size(), p.indices.pointer(), p.indices.size()); } } private: core::array m_prebuffers; }; scene::SMesh* makeMapBlockMesh(MeshMakeData *data) { // 4-21ms for MAP_BLOCKSIZE=16 // 24-155ms for MAP_BLOCKSIZE=32 //TimeTaker timer1("makeMapBlockMesh()"); core::array fastfaces_new; v3s16 blockpos_nodes = data->m_blockpos*MAP_BLOCKSIZE; // floating point conversion v3f posRelative_f(blockpos_nodes.X, blockpos_nodes.Y, blockpos_nodes.Z); /* Some settings */ bool new_style_water = g_settings.getBool("new_style_water"); bool new_style_leaves = g_settings.getBool("new_style_leaves"); bool smooth_lighting = g_settings.getBool("smooth_lighting"); float node_water_level = 1.0; if(new_style_water) node_water_level = 0.85; /* We are including the faces of the trailing edges of the block. This means that when something changes, the caller must also update the meshes of the blocks at the leading edges. NOTE: This is the slowest part of this method. */ { // 4-23ms for MAP_BLOCKSIZE=16 //TimeTaker timer2("updateMesh() collect"); /* Go through every y,z and get top(y+) faces in rows of x+ */ for(s16 y=0; ym_daynight_ratio, posRelative_f, v3s16(0,y,z), MAP_BLOCKSIZE, v3s16(1,0,0), //dir v3f (1,0,0), v3s16(0,1,0), //face dir v3f (0,1,0), fastfaces_new, data->m_temp_mods, data->m_vmanip, blockpos_nodes, smooth_lighting); } } /* Go through every x,y and get right(x+) faces in rows of z+ */ for(s16 x=0; xm_daynight_ratio, posRelative_f, v3s16(x,y,0), MAP_BLOCKSIZE, v3s16(0,0,1), v3f (0,0,1), v3s16(1,0,0), v3f (1,0,0), fastfaces_new, data->m_temp_mods, data->m_vmanip, blockpos_nodes, smooth_lighting); } } /* Go through every y,z and get back(z+) faces in rows of x+ */ for(s16 z=0; zm_daynight_ratio, posRelative_f, v3s16(0,y,z), MAP_BLOCKSIZE, v3s16(1,0,0), v3f (1,0,0), v3s16(0,0,1), v3f (0,0,1), fastfaces_new, data->m_temp_mods, data->m_vmanip, blockpos_nodes, smooth_lighting); } } } // End of slow part /* Convert FastFaces to SMesh */ MeshCollector collector; if(fastfaces_new.size() > 0) { // avg 0ms (100ms spikes when loading textures the first time) //TimeTaker timer2("updateMesh() mesh building"); video::SMaterial material; material.setFlag(video::EMF_LIGHTING, false); material.setFlag(video::EMF_BILINEAR_FILTER, false); material.setFlag(video::EMF_FOG_ENABLE, true); //material.setFlag(video::EMF_ANTI_ALIASING, video::EAAM_OFF); //material.setFlag(video::EMF_ANTI_ALIASING, video::EAAM_SIMPLE); for(u32 i=0; igetTexture( g_texturesource->getTextureId("water.png")); material_water1.setTexture(0, pa_water1.atlas); // New-style leaves material video::SMaterial material_leaves1; material_leaves1.setFlag(video::EMF_LIGHTING, false); //material_leaves1.setFlag(video::EMF_BACK_FACE_CULLING, false); material_leaves1.setFlag(video::EMF_BILINEAR_FILTER, false); material_leaves1.setFlag(video::EMF_FOG_ENABLE, true); material_leaves1.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF; AtlasPointer pa_leaves1 = g_texturesource->getTexture( g_texturesource->getTextureId("leaves.png")); material_leaves1.setTexture(0, pa_leaves1.atlas); // Glass material video::SMaterial material_glass; material_glass.setFlag(video::EMF_LIGHTING, false); material_glass.setFlag(video::EMF_BILINEAR_FILTER, false); material_glass.setFlag(video::EMF_FOG_ENABLE, true); material_glass.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF; AtlasPointer pa_glass = g_texturesource->getTexture( g_texturesource->getTextureId("glass.png")); material_glass.setTexture(0, pa_glass.atlas); for(s16 z=0; zm_vmanip.getNodeNoEx(blockpos_nodes+p); /* Add torches to mesh */ if(n.d == CONTENT_TORCH) { video::SColor c(255,255,255,255); // Wall at X+ of node video::S3DVertex vertices[4] = { video::S3DVertex(-BS/2,-BS/2,0, 0,0,0, c, 0,1), video::S3DVertex(BS/2,-BS/2,0, 0,0,0, c, 1,1), video::S3DVertex(BS/2,BS/2,0, 0,0,0, c, 1,0), video::S3DVertex(-BS/2,BS/2,0, 0,0,0, c, 0,0), }; v3s16 dir = unpackDir(n.dir); for(s32 i=0; i<4; i++) { if(dir == v3s16(1,0,0)) vertices[i].Pos.rotateXZBy(0); if(dir == v3s16(-1,0,0)) vertices[i].Pos.rotateXZBy(180); if(dir == v3s16(0,0,1)) vertices[i].Pos.rotateXZBy(90); if(dir == v3s16(0,0,-1)) vertices[i].Pos.rotateXZBy(-90); if(dir == v3s16(0,-1,0)) vertices[i].Pos.rotateXZBy(45); if(dir == v3s16(0,1,0)) vertices[i].Pos.rotateXZBy(-45); vertices[i].Pos += intToFloat(p + blockpos_nodes, BS); } // Set material video::SMaterial material; material.setFlag(video::EMF_LIGHTING, false); material.setFlag(video::EMF_BACK_FACE_CULLING, false); material.setFlag(video::EMF_BILINEAR_FILTER, false); //material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL; material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF; if(dir == v3s16(0,-1,0)) material.setTexture(0, g_texturesource->getTextureRaw("torch_on_floor.png")); else if(dir == v3s16(0,1,0)) material.setTexture(0, g_texturesource->getTextureRaw("torch_on_ceiling.png")); // For backwards compatibility else if(dir == v3s16(0,0,0)) material.setTexture(0, g_texturesource->getTextureRaw("torch_on_floor.png")); else material.setTexture(0, g_texturesource->getTextureRaw("torch.png")); u16 indices[] = {0,1,2,2,3,0}; // Add to mesh collector collector.append(material, vertices, 4, indices, 6); } /* Signs on walls */ if(n.d == CONTENT_SIGN_WALL) { u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio)); video::SColor c(255,l,l,l); float d = (float)BS/16; // Wall at X+ of node video::S3DVertex vertices[4] = { video::S3DVertex(BS/2-d,-BS/2,-BS/2, 0,0,0, c, 0,1), video::S3DVertex(BS/2-d,-BS/2,BS/2, 0,0,0, c, 1,1), video::S3DVertex(BS/2-d,BS/2,BS/2, 0,0,0, c, 1,0), video::S3DVertex(BS/2-d,BS/2,-BS/2, 0,0,0, c, 0,0), }; v3s16 dir = unpackDir(n.dir); for(s32 i=0; i<4; i++) { if(dir == v3s16(1,0,0)) vertices[i].Pos.rotateXZBy(0); if(dir == v3s16(-1,0,0)) vertices[i].Pos.rotateXZBy(180); if(dir == v3s16(0,0,1)) vertices[i].Pos.rotateXZBy(90); if(dir == v3s16(0,0,-1)) vertices[i].Pos.rotateXZBy(-90); if(dir == v3s16(0,-1,0)) vertices[i].Pos.rotateXYBy(-90); if(dir == v3s16(0,1,0)) vertices[i].Pos.rotateXYBy(90); vertices[i].Pos += intToFloat(p + blockpos_nodes, BS); } // Set material video::SMaterial material; material.setFlag(video::EMF_LIGHTING, false); material.setFlag(video::EMF_BACK_FACE_CULLING, false); material.setFlag(video::EMF_BILINEAR_FILTER, false); material.setFlag(video::EMF_FOG_ENABLE, true); //material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL; material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF; material.setTexture(0, g_texturesource->getTextureRaw("sign_wall.png")); u16 indices[] = {0,1,2,2,3,0}; // Add to mesh collector collector.append(material, vertices, 4, indices, 6); } /* Add flowing water to mesh */ else if(n.d == CONTENT_WATER) { bool top_is_water = false; MapNode ntop = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z)); if(ntop.d == CONTENT_WATER || ntop.d == CONTENT_WATERSOURCE) top_is_water = true; u8 l = 0; // Use the light of the node on top if possible if(content_features(ntop.d).param_type == CPT_LIGHT) l = decode_light(ntop.getLightBlend(data->m_daynight_ratio)); // Otherwise use the light of this node (the water) else l = decode_light(n.getLightBlend(data->m_daynight_ratio)); video::SColor c(WATER_ALPHA,l,l,l); // Neighbor water levels (key = relative position) // Includes current node core::map neighbor_levels; core::map neighbor_contents; core::map neighbor_flags; const u8 neighborflag_top_is_water = 0x01; v3s16 neighbor_dirs[9] = { v3s16(0,0,0), v3s16(0,0,1), v3s16(0,0,-1), v3s16(1,0,0), v3s16(-1,0,0), v3s16(1,0,1), v3s16(-1,0,-1), v3s16(1,0,-1), v3s16(-1,0,1), }; for(u32 i=0; i<9; i++) { u8 content = CONTENT_AIR; float level = -0.5 * BS; u8 flags = 0; // Check neighbor v3s16 p2 = p + neighbor_dirs[i]; MapNode n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2); if(n2.d != CONTENT_IGNORE) { content = n2.d; if(n2.d == CONTENT_WATERSOURCE) level = (-0.5+node_water_level) * BS; else if(n2.d == CONTENT_WATER) level = (-0.5 + ((float)n2.param2 + 0.5) / 8.0 * node_water_level) * BS; // Check node above neighbor. // NOTE: This doesn't get executed if neighbor // doesn't exist p2.Y += 1; n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2); if(n2.d == CONTENT_WATERSOURCE || n2.d == CONTENT_WATER) flags |= neighborflag_top_is_water; } neighbor_levels.insert(neighbor_dirs[i], level); neighbor_contents.insert(neighbor_dirs[i], content); neighbor_flags.insert(neighbor_dirs[i], flags); } //float water_level = (-0.5 + ((float)n.param2 + 0.5) / 8.0) * BS; //float water_level = neighbor_levels[v3s16(0,0,0)]; // Corner heights (average between four waters) f32 corner_levels[4]; v3s16 halfdirs[4] = { v3s16(0,0,0), v3s16(1,0,0), v3s16(1,0,1), v3s16(0,0,1), }; for(u32 i=0; i<4; i++) { v3s16 cornerdir = halfdirs[i]; float cornerlevel = 0; u32 valid_count = 0; for(u32 j=0; j<4; j++) { v3s16 neighbordir = cornerdir - halfdirs[j]; u8 content = neighbor_contents[neighbordir]; // Special case for source nodes if(content == CONTENT_WATERSOURCE) { cornerlevel = (-0.5+node_water_level)*BS; valid_count = 1; break; } else if(content == CONTENT_WATER) { cornerlevel += neighbor_levels[neighbordir]; valid_count++; } else if(content == CONTENT_AIR) { cornerlevel += -0.5*BS; valid_count++; } } if(valid_count > 0) cornerlevel /= valid_count; corner_levels[i] = cornerlevel; } /* Generate sides */ v3s16 side_dirs[4] = { v3s16(1,0,0), v3s16(-1,0,0), v3s16(0,0,1), v3s16(0,0,-1), }; s16 side_corners[4][2] = { {1, 2}, {3, 0}, {2, 3}, {0, 1}, }; for(u32 i=0; i<4; i++) { v3s16 dir = side_dirs[i]; /* If our topside is water and neighbor's topside is water, don't draw side face */ if(top_is_water && neighbor_flags[dir] & neighborflag_top_is_water) continue; u8 neighbor_content = neighbor_contents[dir]; // Don't draw face if neighbor is not air or water if(neighbor_content != CONTENT_AIR && neighbor_content != CONTENT_WATER) continue; bool neighbor_is_water = (neighbor_content == CONTENT_WATER); // Don't draw any faces if neighbor is water and top is water if(neighbor_is_water == true && top_is_water == false) continue; video::S3DVertex vertices[4] = { /*video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,1), video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,1), video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,0), video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,0),*/ video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, pa_water1.x0(), pa_water1.y1()), video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, pa_water1.x1(), pa_water1.y1()), video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, pa_water1.x1(), pa_water1.y0()), video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, pa_water1.x0(), pa_water1.y0()), }; /* If our topside is water, set upper border of face at upper border of node */ if(top_is_water) { vertices[2].Pos.Y = 0.5*BS; vertices[3].Pos.Y = 0.5*BS; } /* Otherwise upper position of face is corner levels */ else { vertices[2].Pos.Y = corner_levels[side_corners[i][0]]; vertices[3].Pos.Y = corner_levels[side_corners[i][1]]; } /* If neighbor is water, lower border of face is corner water levels */ if(neighbor_is_water) { vertices[0].Pos.Y = corner_levels[side_corners[i][1]]; vertices[1].Pos.Y = corner_levels[side_corners[i][0]]; } /* If neighbor is not water, lower border of face is lower border of node */ else { vertices[0].Pos.Y = -0.5*BS; vertices[1].Pos.Y = -0.5*BS; } for(s32 j=0; j<4; j++) { if(dir == v3s16(0,0,1)) vertices[j].Pos.rotateXZBy(0); if(dir == v3s16(0,0,-1)) vertices[j].Pos.rotateXZBy(180); if(dir == v3s16(-1,0,0)) vertices[j].Pos.rotateXZBy(90); if(dir == v3s16(1,0,-0)) vertices[j].Pos.rotateXZBy(-90); vertices[j].Pos += intToFloat(p + blockpos_nodes, BS); } u16 indices[] = {0,1,2,2,3,0}; // Add to mesh collector collector.append(material_water1, vertices, 4, indices, 6); } /* Generate top side, if appropriate */ if(top_is_water == false) { video::S3DVertex vertices[4] = { /*video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c, 0,1), video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c, 1,1), video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,0), video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,0),*/ video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, pa_water1.x0(), pa_water1.y1()), video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, pa_water1.x1(), pa_water1.y1()), video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c, pa_water1.x1(), pa_water1.y0()), video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c, pa_water1.x0(), pa_water1.y0()), }; // This fixes a strange bug s32 corner_resolve[4] = {3,2,1,0}; for(s32 i=0; i<4; i++) { //vertices[i].Pos.Y += water_level; //vertices[i].Pos.Y += neighbor_levels[v3s16(0,0,0)]; s32 j = corner_resolve[i]; vertices[i].Pos.Y += corner_levels[j]; vertices[i].Pos += intToFloat(p + blockpos_nodes, BS); } u16 indices[] = {0,1,2,2,3,0}; // Add to mesh collector collector.append(material_water1, vertices, 4, indices, 6); } } /* Add water sources to mesh if using new style */ else if(n.d == CONTENT_WATERSOURCE && new_style_water) { //bool top_is_water = false; bool top_is_air = false; MapNode n = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z)); /*if(n.d == CONTENT_WATER || n.d == CONTENT_WATERSOURCE) top_is_water = true;*/ if(n.d == CONTENT_AIR) top_is_air = true; /*if(top_is_water == true) continue;*/ if(top_is_air == false) continue; u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio)); video::SColor c(WATER_ALPHA,l,l,l); video::S3DVertex vertices[4] = { /*video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c, 0,1), video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c, 1,1), video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,0), video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,0),*/ video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, pa_water1.x0(), pa_water1.y1()), video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, pa_water1.x1(), pa_water1.y1()), video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c, pa_water1.x1(), pa_water1.y0()), video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c, pa_water1.x0(), pa_water1.y0()), }; for(s32 i=0; i<4; i++) { vertices[i].Pos.Y += (-0.5+node_water_level)*BS; vertices[i].Pos += intToFloat(p + blockpos_nodes, BS); } u16 indices[] = {0,1,2,2,3,0}; // Add to mesh collector collector.append(material_water1, vertices, 4, indices, 6); } /* Add leaves if using new style */ else if(n.d == CONTENT_LEAVES && new_style_leaves) { /*u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio));*/ u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio))); video::SColor c(255,l,l,l); for(u32 j=0; j<6; j++) { video::S3DVertex vertices[4] = { /*video::S3DVertex(-BS/2,-BS/2,BS/2, 0,0,0, c, 0,1), video::S3DVertex(BS/2,-BS/2,BS/2, 0,0,0, c, 1,1), video::S3DVertex(BS/2,BS/2,BS/2, 0,0,0, c, 1,0), video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c, 0,0),*/ video::S3DVertex(-BS/2,-BS/2,BS/2, 0,0,0, c, pa_leaves1.x0(), pa_leaves1.y1()), video::S3DVertex(BS/2,-BS/2,BS/2, 0,0,0, c, pa_leaves1.x1(), pa_leaves1.y1()), video::S3DVertex(BS/2,BS/2,BS/2, 0,0,0, c, pa_leaves1.x1(), pa_leaves1.y0()), video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c, pa_leaves1.x0(), pa_leaves1.y0()), }; if(j == 0) { for(u16 i=0; i<4; i++) vertices[i].Pos.rotateXZBy(0); } else if(j == 1) { for(u16 i=0; i<4; i++) vertices[i].Pos.rotateXZBy(180); } else if(j == 2) { for(u16 i=0; i<4; i++) vertices[i].Pos.rotateXZBy(-90); } else if(j == 3) { for(u16 i=0; i<4; i++) vertices[i].Pos.rotateXZBy(90); } else if(j == 4) { for(u16 i=0; i<4; i++) vertices[i].Pos.rotateYZBy(-90); } else if(j == 5) { for(u16 i=0; i<4; i++) vertices[i].Pos.rotateYZBy(90); } for(u16 i=0; i<4; i++) { vertices[i].Pos += intToFloat(p + blockpos_nodes, BS); } u16 indices[] = {0,1,2,2,3,0}; // Add to mesh collector collector.append(material_leaves1, vertices, 4, indices, 6); } } /* Add glass */ else if(n.d == CONTENT_GLASS) { u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio))); video::SColor c(255,l,l,l); for(u32 j=0; j<6; j++) { video::S3DVertex vertices[4] = { video::S3DVertex(-BS/2,-BS/2,BS/2, 0,0,0, c, pa_glass.x0(), pa_glass.y1()), video::S3DVertex(BS/2,-BS/2,BS/2, 0,0,0, c, pa_glass.x1(), pa_glass.y1()), video::S3DVertex(BS/2,BS/2,BS/2, 0,0,0, c, pa_glass.x1(), pa_glass.y0()), video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c, pa_glass.x0(), pa_glass.y0()), }; if(j == 0) { for(u16 i=0; i<4; i++) vertices[i].Pos.rotateXZBy(0); } else if(j == 1) { for(u16 i=0; i<4; i++) vertices[i].Pos.rotateXZBy(180); } else if(j == 2) { for(u16 i=0; i<4; i++) vertices[i].Pos.rotateXZBy(-90); } else if(j == 3) { for(u16 i=0; i<4; i++) vertices[i].Pos.rotateXZBy(90); } else if(j == 4) { for(u16 i=0; i<4; i++) vertices[i].Pos.rotateYZBy(-90); } else if(j == 5) { for(u16 i=0; i<4; i++) vertices[i].Pos.rotateYZBy(90); } for(u16 i=0; i<4; i++) { vertices[i].Pos += intToFloat(p + blockpos_nodes, BS); } u16 indices[] = {0,1,2,2,3,0}; // Add to mesh collector collector.append(material_glass, vertices, 4, indices, 6); } } } /* Add stuff from collector to mesh */ scene::SMesh *mesh_new = NULL; mesh_new = new scene::SMesh(); collector.fillMesh(mesh_new); /* Do some stuff to the mesh */ mesh_new->recalculateBoundingBox(); /* Delete new mesh if it is empty */ if(mesh_new->getMeshBufferCount() == 0) { mesh_new->drop(); mesh_new = NULL; } if(mesh_new) { #if 0 // Usually 1-700 faces and 1-7 materials std::cout<<"Updated MapBlock has "<getMeshBufferCount() <<" materials (meshbuffers)"<setHardwareMappingHint(scene::EHM_STATIC); /* NOTE: If that is enabled, some kind of a queue to the main thread should be made which would call irrlicht to delete the hardware buffer and then delete the mesh */ } return mesh_new; //std::cout<<"added "<drop(); mesh = NULL; } } #endif if(data) delete[] data; } bool MapBlock::isValidPositionParent(v3s16 p) { if(isValidPosition(p)) { return true; } else{ return m_parent->isValidPosition(getPosRelative() + p); } } MapNode MapBlock::getNodeParent(v3s16 p) { if(isValidPosition(p) == false) { return m_parent->getNode(getPosRelative() + p); } else { if(data == NULL) throw InvalidPositionException(); return data[p.Z*MAP_BLOCKSIZE*MAP_BLOCKSIZE + p.Y*MAP_BLOCKSIZE + p.X]; } } void MapBlock::setNodeParent(v3s16 p, MapNode & n) { if(isValidPosition(p) == false) { m_parent->setNode(getPosRelative() + p, n); } else { if(data == NULL) throw InvalidPositionException(); data[p.Z*MAP_BLOCKSIZE*MAP_BLOCKSIZE + p.Y*MAP_BLOCKSIZE + p.X] = n; } } MapNode MapBlock::getNodeParentNoEx(v3s16 p) { if(isValidPosition(p) == false) { try{ return m_parent->getNode(getPosRelative() + p); } catch(InvalidPositionException &e) { return MapNode(CONTENT_IGNORE); } } else { if(data == NULL) { return MapNode(CONTENT_IGNORE); } return data[p.Z*MAP_BLOCKSIZE*MAP_BLOCKSIZE + p.Y*MAP_BLOCKSIZE + p.X]; } } #ifndef SERVER #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 MeshMakeData data; data.fill(daynight_ratio, this); scene::SMesh *mesh_new = makeMapBlockMesh(&data); /* Replace the mesh */ replaceMesh(mesh_new); } #endif void MapBlock::replaceMesh(scene::SMesh *mesh_new) { mesh_mutex.Lock(); //scene::SMesh *mesh_old = mesh[daynight_i]; //mesh[daynight_i] = mesh_new; scene::SMesh *mesh_old = mesh; mesh = mesh_new; setMeshExpired(false); if(mesh_old != NULL) { // Remove hardware buffers of meshbuffers of mesh // NOTE: No way, this runs in a different thread and everything /*u32 c = mesh_old->getMeshBufferCount(); for(u32 i=0; igetMeshBuffer(i); }*/ /*dstream<<"mesh_old->getReferenceCount()=" <getReferenceCount()<getMeshBufferCount(); for(u32 i=0; igetMeshBuffer(i); dstream<<"buf->getReferenceCount()=" <getReferenceCount()<drop(); //delete mesh_old; } mesh_mutex.Unlock(); } #endif // !SERVER /* Propagates sunlight down through the block. Doesn't modify nodes that are not affected by sunlight. Returns false if sunlight at bottom block is invalid Returns true if bottom block doesn't exist. If there is a block above, continues from it. If there is no block above, assumes there is sunlight, unless is_underground is set or highest node is water. At the moment, all sunlighted nodes are added to light_sources. - SUGG: This could be optimized Turns sunglighted mud into grass. if remove_light==true, sets non-sunlighted nodes black. if black_air_left!=NULL, it is set to true if non-sunlighted air is left in block. */ bool MapBlock::propagateSunlight(core::map & light_sources, bool remove_light, bool *black_air_left, bool grow_grass) { // Whether the sunlight at the top of the bottom block is valid bool block_below_is_valid = true; v3s16 pos_relative = getPosRelative(); for(s16 x=0; x= 0) { v3s16 p(p2d.X, y+1, p2d.Y); if(getNode(p).d == CONTENT_AIR && getNode(p).getLightBlend(daynight_ratio) <= 11) { RatObject *obj = new RatObject(NULL, -1, intToFloat(p, BS)); addObject(obj); } } } } #endif setChangedFlag(); } void MapBlock::updateDayNightDiff() { if(data == NULL) { m_day_night_differs = false; return; } bool differs = false; /* Check if any lighting value differs */ for(u32 i=0; i=0; y--) { //if(is_ground_content(getNodeRef(p2d.X, y, p2d.Y).d)) if(content_features(getNodeRef(p2d.X, y, p2d.Y).d).walkable) { if(y == MAP_BLOCKSIZE-1) return -2; else return y; } } return -1; } catch(InvalidPositionException &e) { return -3; } } /* Serialization */ void MapBlock::serialize(std::ostream &os, u8 version) { if(!ser_ver_supported(version)) throw VersionMismatchException("ERROR: MapBlock format not supported"); if(data == NULL) { throw SerializationError("ERROR: Not writing dummy block."); } // These have no compression if(version <= 3 || version == 5 || version == 6) { u32 nodecount = MAP_BLOCKSIZE*MAP_BLOCKSIZE*MAP_BLOCKSIZE; u32 buflen = 1 + nodecount * MapNode::serializedLength(version); SharedBuffer dest(buflen); dest[0] = is_underground; for(u32 i=0; i materialdata(nodecount); for(u32 i=0; i lightdata(nodecount); for(u32 i=0; i= 10) { // Get and compress param2 SharedBuffer param2data(nodecount); for(u32 i=0; i databuf(nodecount*3); // Get contents for(u32 i=0; i= 14) { if(version <= 15) { try{ std::ostringstream oss(std::ios_base::binary); m_node_metadata.serialize(oss); os< d(len); is.read((char*)*d, len); if(is.gcount() != len) throw SerializationError ("MapBlock::deSerialize: no enough input data"); data[i].deSerialize(*d, version); } } else if(version <= 10) { u32 nodecount = MAP_BLOCKSIZE*MAP_BLOCKSIZE*MAP_BLOCKSIZE; u8 t8; is.read((char*)&t8, 1); is_underground = t8; { // Uncompress and set material data std::ostringstream os(std::ios_base::binary); decompress(is, os, version); std::string s = os.str(); if(s.size() != nodecount) throw SerializationError ("MapBlock::deSerialize: invalid format"); for(u32 i=0; i= 10) { // Uncompress and set param2 data std::ostringstream os(std::ios_base::binary); decompress(is, os, version); std::string s = os.str(); if(s.size() != nodecount) throw SerializationError ("MapBlock::deSerialize: invalid format"); for(u32 i=0; i= 14) { // Ignore errors try{ if(version <= 15) { std::string data = deSerializeString(is); std::istringstream iss(data, std::ios_base::binary); m_node_metadata.deSerialize(iss); } else { //std::string data = deSerializeLongString(is); std::ostringstream oss(std::ios_base::binary); decompressZlib(is, oss); std::istringstream iss(oss.str(), std::ios_base::binary); m_node_metadata.deSerialize(iss); } } catch(SerializationError &e) { dstream<<"WARNING: MapBlock::deSerialize(): Ignoring an error" <<" while deserializing node metadata"<d<