/* 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_materials #include "main.h" #include "light.h" #include /* MapBlock */ MapBlock::MapBlock(NodeContainer *parent, v3s16 pos, bool dummy): m_parent(parent), m_pos(pos), changed(true), is_underground(false), m_day_night_differs(false), m_objects(this) { data = NULL; if(dummy == false) reallocate(); m_spawn_timer = -10000; #ifndef SERVER m_mesh_expired = false; mesh_mutex.Init(); mesh = NULL; m_temp_mods_mutex.Init(); #endif } MapBlock::~MapBlock() { #ifndef SERVER { JMutexAutoLock lock(mesh_mutex); if(mesh) { mesh->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]; } } /* 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 MapBlock::getFaceLight(u32 daynight_ratio, MapNode n, MapNode n2, v3s16 face_dir) { try{ // DEBUG /*{ if(n.d == CONTENT_WATER) { u8 l = n.param2*2; if(l > LIGHT_MAX) l = LIGHT_MAX; return l; } if(n2.d == CONTENT_WATER) { u8 l = n2.param2*2; if(l > LIGHT_MAX) l = LIGHT_MAX; return l; } }*/ 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 /*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);*/ 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 void MapBlock::makeFastFace(TileSpec tile, u8 light, 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]; // If looking towards z+, this is the face that is behind // the center point, facing towards z+. vertex_pos[0] = v3f( BS/2,-BS/2,BS/2); vertex_pos[1] = v3f(-BS/2,-BS/2,BS/2); vertex_pos[2] = v3f(-BS/2, BS/2,BS/2); vertex_pos[3] = v3f( BS/2, BS/2,BS/2); if(dir == v3s16(0,0,1)) { for(u16 i=0; i<4; i++) vertex_pos[i].rotateXZBy(0); } else if(dir == v3s16(0,0,-1)) { for(u16 i=0; i<4; i++) vertex_pos[i].rotateXZBy(180); } else if(dir == v3s16(1,0,0)) { for(u16 i=0; i<4; i++) vertex_pos[i].rotateXZBy(-90); } else if(dir == v3s16(-1,0,0)) { for(u16 i=0; i<4; i++) vertex_pos[i].rotateXZBy(90); } else if(dir == v3s16(0,1,0)) { for(u16 i=0; i<4; i++) vertex_pos[i].rotateYZBy(-90); } else if(dir == v3s16(0,-1,0)) { for(u16 i=0; i<4; i++) vertex_pos[i].rotateYZBy(90); } 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 li = decode_light(light); u8 li = light; u8 alpha = 255; if(tile.id == TILE_WATER) { alpha = WATER_ALPHA; } video::SColor c = video::SColor(alpha,li,li,li); face.vertices[0] = video::S3DVertex(vertex_pos[0], zerovector, c, core::vector2d(0,1)); face.vertices[1] = video::S3DVertex(vertex_pos[1], zerovector, c, core::vector2d(abs_scale,1)); face.vertices[2] = video::S3DVertex(vertex_pos[2], zerovector, c, core::vector2d(abs_scale,0)); face.vertices[3] = video::S3DVertex(vertex_pos[3], zerovector, c, core::vector2d(0,0)); face.tile = tile; //DEBUG //f->tile = TILE_STONE; dest.push_back(face); //return f; } /* 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 spec; /*//DEBUG { spec.id = TILE_STONE; return spec; }*/ spec.feature = TILEFEAT_NONE; //spec.id = TILE_STONE; spec.id = 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(); if(mod.type == NODEMOD_CHANGECONTENT) { spec.id = content_tile(mod.param, face_dir); } if(mod.type == NODEMOD_CRACK) { spec.feature = TILEFEAT_CRACK; spec.param.crack.progression = mod.param; } } return spec; } u8 MapBlock::getNodeContent(v3s16 p, MapNode mn) { /* 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(); 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; } /* 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 MapBlock::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) { 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); TileSpec tile0 = getNodeTile(n0, p, face_dir); TileSpec tile1 = getNodeTile(n1, p + face_dir, -face_dir); 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; }; 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 // 4-21ms for MAP_BLOCKSIZE=16 // 24-155ms for MAP_BLOCKSIZE=32 //TimeTaker timer1("updateMesh()"); core::array fastfaces_new; v3f posRelative_f(getPosRelative().X, getPosRelative().Y, getPosRelative().Z); // floating point conversion /* 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. */ { // Lock this, as m_temp_mods will be used directly JMutexAutoLock lock(m_temp_mods_mutex); /* Go through every y,z and get top faces in rows of x+ */ for(s16 y=0; y 0) { for(u32 i=0; igetTexture( TextureSpec(name, path, mod)); video::SMaterial material = tile_material_get(f.tile.id); material.setTexture(0, texture); collector.append(material, f.vertices, 4, indices, 6); } else { // No such feature assert(0); } } } /* Add special graphics: - torches TODO: Optimize by using same meshbuffer for same textures */ for(s16 z=0; zgetTexture(porting::getDataPath("torch_on_floor.png").c_str())); else if(dir == v3s16(0,1,0)) material.setTexture(0, g_irrlicht->getTexture(porting::getDataPath("torch_on_ceiling.png").c_str())); // For backwards compatibility else if(dir == v3s16(0,0,0)) material.setTexture(0, g_irrlicht->getTexture(porting::getDataPath("torch_on_floor.png").c_str())); else material.setTexture(0, g_irrlicht->getTexture(porting::getDataPath("torch.png").c_str())); 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; try{ MapNode n = getNodeParent(v3s16(x,y+1,z)); if(n.d == CONTENT_WATER || n.d == CONTENT_WATERSOURCE) top_is_water = true; }catch(InvalidPositionException &e){} u8 l = decode_light(n.getLightBlend(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; 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; try{ v3s16 p2 = p + neighbor_dirs[i]; MapNode n2 = getNodeParent(p2); content = n2.d; if(n2.d == CONTENT_WATERSOURCE) level = 0.5 * BS; else if(n2.d == CONTENT_WATER) level = (-0.5 + ((float)n2.param2 + 0.5) / 8.0) * BS; } catch(InvalidPositionException &e){} neighbor_levels.insert(neighbor_dirs[i], level); neighbor_contents.insert(neighbor_dirs[i], content); } //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*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]; //float neighbor_level = neighbor_levels[dir]; /*if(neighbor_level > -0.5*BS + 0.001) continue;*/ /*if(neighbor_level > water_level - 0.1*BS) continue;*/ u8 neighbor_content = neighbor_contents[dir]; if(neighbor_content != CONTENT_AIR && neighbor_content != CONTENT_WATER) continue; bool neighbor_is_water = (neighbor_content == CONTENT_WATER); if(neighbor_is_water == true && top_is_water == false) continue; 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/2,0,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), }; if(top_is_water) { vertices[2].Pos.Y = 0.5*BS; vertices[3].Pos.Y = 0.5*BS; } 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) { vertices[0].Pos.Y = corner_levels[side_corners[i][1]]; vertices[1].Pos.Y = corner_levels[side_corners[i][0]]; } 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 + getPosRelative()); } // 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_VERTEX_ALPHA; material.setTexture(0, g_irrlicht->getTexture(porting::getDataPath("water.png").c_str())); u16 indices[] = {0,1,2,2,3,0}; // Add to mesh collector collector.append(material, 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), }; for(s32 i=0; i<4; i++) { //vertices[i].Pos.Y += water_level; //vertices[i].Pos.Y += neighbor_levels[v3s16(0,0,0)]; vertices[i].Pos.Y += corner_levels[i]; vertices[i].Pos += intToFloat(p + getPosRelative()); } // 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_VERTEX_ALPHA; material.setTexture(0, g_irrlicht->getTexture(porting::getDataPath("water.png").c_str())); u16 indices[] = {0,1,2,2,3,0}; // Add to mesh collector collector.append(material, vertices, 4, indices, 6); } } } /* Add stuff from collector to mesh */ 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; } // Use VBO for mesh (this just would set this for ever buffer) // This will lead to infinite memory usage because or irrlicht. //mesh_new->setHardwareMappingHint(scene::EHM_STATIC); /*std::cout<<"MapBlock has "<getMeshBufferCount() <<" materials (meshbuffers)"<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(); //std::cout<<"added "<= 0 && first_i <= DAYNIGHT_CACHE_COUNT); updateMesh(first_i); for(s32 i=0; i & 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 &dest) { }*/ void MapBlock::stepObjects(float dtime, bool server, u32 daynight_ratio) { /* Step objects */ m_objects.step(dtime, server, daynight_ratio); /* Spawn some objects at random. Use dayNightDiffed() to approximate being near ground level */ if(m_spawn_timer < -999) { m_spawn_timer = 60; } if(dayNightDiffed() == true && getObjectCount() == 0) { m_spawn_timer -= dtime; if(m_spawn_timer <= 0.0) { m_spawn_timer += myrand() % 300; v2s16 p2d( (myrand()%(MAP_BLOCKSIZE-1))+0, (myrand()%(MAP_BLOCKSIZE-1))+0 ); s16 y = getGroundLevel(p2d); if(y >= 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)); addObject(obj); } } } } 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(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 pressure SharedBuffer pressuredata(nodecount); for(u32 i=0; i databuf(nodecount*3); // Get contents for(u32 i=0; i 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 pressure 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