|
@@ -225,7 +225,7 @@ static u16 getSmoothLightCombined(const v3s16 &p,
|
|
|
return f.light_propagates;
|
|
|
};
|
|
|
|
|
|
- std::array<bool, 4> obstructed = {{ 1, 1, 1, 1 }};
|
|
|
+ bool obstructed[4] = { true, true, true, true };
|
|
|
add_node(0);
|
|
|
bool opaque1 = !add_node(1);
|
|
|
bool opaque2 = !add_node(2);
|
|
@@ -372,6 +372,32 @@ void final_color_blend(video::SColor *result,
|
|
|
Mesh generation helpers
|
|
|
*/
|
|
|
|
|
|
+// This table is moved outside getNodeVertexDirs to avoid the compiler using
|
|
|
+// a mutex to initialize this table at runtime right in the hot path.
|
|
|
+// For details search the internet for "cxa_guard_acquire".
|
|
|
+static const v3s16 vertex_dirs_table[] = {
|
|
|
+ // ( 1, 0, 0)
|
|
|
+ v3s16( 1,-1, 1), v3s16( 1,-1,-1),
|
|
|
+ v3s16( 1, 1,-1), v3s16( 1, 1, 1),
|
|
|
+ // ( 0, 1, 0)
|
|
|
+ v3s16( 1, 1,-1), v3s16(-1, 1,-1),
|
|
|
+ v3s16(-1, 1, 1), v3s16( 1, 1, 1),
|
|
|
+ // ( 0, 0, 1)
|
|
|
+ v3s16(-1,-1, 1), v3s16( 1,-1, 1),
|
|
|
+ v3s16( 1, 1, 1), v3s16(-1, 1, 1),
|
|
|
+ // invalid
|
|
|
+ v3s16(), v3s16(), v3s16(), v3s16(),
|
|
|
+ // ( 0, 0,-1)
|
|
|
+ v3s16( 1,-1,-1), v3s16(-1,-1,-1),
|
|
|
+ v3s16(-1, 1,-1), v3s16( 1, 1,-1),
|
|
|
+ // ( 0,-1, 0)
|
|
|
+ v3s16( 1,-1, 1), v3s16(-1,-1, 1),
|
|
|
+ v3s16(-1,-1,-1), v3s16( 1,-1,-1),
|
|
|
+ // (-1, 0, 0)
|
|
|
+ v3s16(-1,-1,-1), v3s16(-1,-1, 1),
|
|
|
+ v3s16(-1, 1, 1), v3s16(-1, 1,-1)
|
|
|
+};
|
|
|
+
|
|
|
/*
|
|
|
vertex_dirs: v3s16[4]
|
|
|
*/
|
|
@@ -384,44 +410,16 @@ static void getNodeVertexDirs(const v3s16 &dir, v3s16 *vertex_dirs)
|
|
|
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);
|
|
|
- }
|
|
|
+
|
|
|
+ // Direction must be (1,0,0), (-1,0,0), (0,1,0), (0,-1,0),
|
|
|
+ // (0,0,1), (0,0,-1)
|
|
|
+ assert(dir.X * dir.X + dir.Y * dir.Y + dir.Z * dir.Z == 1);
|
|
|
+
|
|
|
+ // Convert direction to single integer for table lookup
|
|
|
+ u8 idx = (dir.X + 2 * dir.Y + 3 * dir.Z) & 7;
|
|
|
+ idx = (idx - 1) * 4;
|
|
|
+
|
|
|
+ memcpy(vertex_dirs, &vertex_dirs_table[idx], 4 * sizeof(v3s16));
|
|
|
}
|
|
|
|
|
|
static void getNodeTextureCoords(v3f base, const v3f &scale, const v3s16 &dir, float *u, float *v)
|
|
@@ -892,6 +890,8 @@ static void updateFastFaceRow(
|
|
|
u16 lights[4] = {0, 0, 0, 0};
|
|
|
u8 waving;
|
|
|
TileSpec tile;
|
|
|
+
|
|
|
+ // Get info of first tile
|
|
|
getTileInfo(data, p, face_dir,
|
|
|
makes_face, p_corrected, face_dir_corrected,
|
|
|
lights, waving, tile);
|
|
@@ -902,8 +902,6 @@ static void updateFastFaceRow(
|
|
|
// If tiling can be done, this is set to false in the next step
|
|
|
bool next_is_different = true;
|
|
|
|
|
|
- v3s16 p_next;
|
|
|
-
|
|
|
bool next_makes_face = false;
|
|
|
v3s16 next_p_corrected;
|
|
|
v3s16 next_face_dir_corrected;
|
|
@@ -912,9 +910,9 @@ static void updateFastFaceRow(
|
|
|
// If at last position, there is nothing to compare to and
|
|
|
// the face must be drawn anyway
|
|
|
if (j != MAP_BLOCKSIZE - 1) {
|
|
|
- p_next = p + translate_dir;
|
|
|
+ p += translate_dir;
|
|
|
|
|
|
- getTileInfo(data, p_next, face_dir,
|
|
|
+ getTileInfo(data, p, face_dir,
|
|
|
next_makes_face, next_p_corrected,
|
|
|
next_face_dir_corrected, next_lights,
|
|
|
waving,
|
|
@@ -923,7 +921,7 @@ static void updateFastFaceRow(
|
|
|
if (next_makes_face == makes_face
|
|
|
&& next_p_corrected == p_corrected + translate_dir
|
|
|
&& next_face_dir_corrected == face_dir_corrected
|
|
|
- && memcmp(next_lights, lights, ARRLEN(lights) * sizeof(u16)) == 0
|
|
|
+ && memcmp(next_lights, lights, sizeof(lights)) == 0
|
|
|
// Don't apply fast faces to waving water.
|
|
|
&& (waving != 3 || !waving_liquids)
|
|
|
&& next_tile.isTileable(tile)) {
|
|
@@ -961,10 +959,9 @@ static void updateFastFaceRow(
|
|
|
makes_face = next_makes_face;
|
|
|
p_corrected = next_p_corrected;
|
|
|
face_dir_corrected = next_face_dir_corrected;
|
|
|
- std::memcpy(lights, next_lights, ARRLEN(lights) * sizeof(u16));
|
|
|
+ memcpy(lights, next_lights, sizeof(lights));
|
|
|
if (next_is_different)
|
|
|
- tile = next_tile;
|
|
|
- p = p_next;
|
|
|
+ tile = std::move(next_tile); // faster than copy
|
|
|
}
|
|
|
}
|
|
|
|