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- /*
- Minetest
- Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
- 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 "client.h"
- #include "mapblock.h"
- #include "map.h"
- #include "profiler.h"
- #include "shader.h"
- #include "mesh.h"
- #include "minimap.h"
- #include "content_mapblock.h"
- #include "util/directiontables.h"
- #include "client/meshgen/collector.h"
- #include "client/renderingengine.h"
- #include <array>
- #include <algorithm>
- /*
- MeshMakeData
- */
- MeshMakeData::MeshMakeData(Client *client, bool use_shaders):
- m_client(client),
- m_use_shaders(use_shaders)
- {}
- void MeshMakeData::fillBlockDataBegin(const v3s16 &blockpos)
- {
- m_blockpos = blockpos;
- v3s16 blockpos_nodes = m_blockpos*MAP_BLOCKSIZE;
- 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);
- }
- void MeshMakeData::fillBlockData(const v3s16 &block_offset, MapNode *data)
- {
- v3s16 data_size(MAP_BLOCKSIZE, MAP_BLOCKSIZE, MAP_BLOCKSIZE);
- VoxelArea data_area(v3s16(0,0,0), data_size - v3s16(1,1,1));
- v3s16 bp = m_blockpos + block_offset;
- v3s16 blockpos_nodes = bp * MAP_BLOCKSIZE;
- m_vmanip.copyFrom(data, data_area, v3s16(0,0,0), blockpos_nodes, data_size);
- }
- void MeshMakeData::fill(MapBlock *block)
- {
- fillBlockDataBegin(block->getPos());
- fillBlockData(v3s16(0,0,0), block->getData());
- // Get map for reading neighbor blocks
- Map *map = block->getParent();
- for (const v3s16 &dir : g_26dirs) {
- v3s16 bp = m_blockpos + dir;
- MapBlock *b = map->getBlockNoCreateNoEx(bp);
- if(b)
- fillBlockData(dir, b->getData());
- }
- }
- 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::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,
- const NodeDefManager *ndef)
- {
- u8 light = n.getLight(bank, ndef);
- if (light > 0)
- light = rangelim(light + increment, 0, LIGHT_SUN);
- return decode_light(light);
- }
- /*
- Calculate non-smooth lighting at interior of node.
- Both light banks.
- */
- u16 getInteriorLight(MapNode n, s32 increment, const NodeDefManager *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, const NodeDefManager *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, const v3s16 &face_dir,
- const NodeDefManager *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(const v3s16 &p,
- const std::array<v3s16,8> &dirs, MeshMakeData *data)
- {
- const NodeDefManager *ndef = data->m_client->ndef();
- u16 ambient_occlusion = 0;
- u16 light_count = 0;
- u8 light_source_max = 0;
- u16 light_day = 0;
- u16 light_night = 0;
- bool direct_sunlight = false;
- auto add_node = [&] (u8 i, bool obstructed = false) -> bool {
- if (obstructed) {
- ambient_occlusion++;
- return false;
- }
- MapNode n = data->m_vmanip.getNodeNoExNoEmerge(p + dirs[i]);
- if (n.getContent() == CONTENT_IGNORE)
- return true;
- 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) {
- u8 light_level_day = n.getLightNoChecks(LIGHTBANK_DAY, &f);
- u8 light_level_night = n.getLightNoChecks(LIGHTBANK_NIGHT, &f);
- if (light_level_day == LIGHT_SUN)
- direct_sunlight = true;
- light_day += decode_light(light_level_day);
- light_night += decode_light(light_level_night);
- light_count++;
- } else {
- ambient_occlusion++;
- }
- return f.light_propagates;
- };
- bool obstructed[4] = { true, true, true, true };
- add_node(0);
- bool opaque1 = !add_node(1);
- bool opaque2 = !add_node(2);
- bool opaque3 = !add_node(3);
- obstructed[0] = opaque1 && opaque2;
- obstructed[1] = opaque1 && opaque3;
- obstructed[2] = opaque2 && opaque3;
- for (u8 k = 0; k < 3; ++k)
- if (add_node(k + 4, obstructed[k]))
- obstructed[3] = false;
- if (add_node(7, obstructed[3])) { // wrap light around nodes
- ambient_occlusion -= 3;
- for (u8 k = 0; k < 3; ++k)
- add_node(k + 4, !obstructed[k]);
- }
- if (light_count == 0) {
- light_day = light_night = 0;
- } else {
- light_day /= light_count;
- light_night /= light_count;
- }
- // boost direct sunlight, if any
- if (direct_sunlight)
- light_day = 0xFF;
- // 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 thread_local const float ao_gamma = rangelim(
- g_settings->getFloat("ambient_occlusion_gamma"), 0.25, 4.0);
- // Table of gamma space multiply factors.
- static thread_local 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.
- Node at p is solid, and thus the lighting is face-dependent.
- */
- u16 getSmoothLightSolid(const v3s16 &p, const v3s16 &face_dir, const v3s16 &corner, MeshMakeData *data)
- {
- return getSmoothLightTransparent(p + face_dir, corner - 2 * face_dir, data);
- }
- /*
- Calculate smooth lighting at the given corner of p.
- Both light banks.
- Node at p is not solid, and the lighting is not face-dependent.
- */
- u16 getSmoothLightTransparent(const v3s16 &p, const v3s16 &corner, MeshMakeData *data)
- {
- const std::array<v3s16,8> dirs = {{
- // Always shine light
- v3s16(0,0,0),
- v3s16(corner.X,0,0),
- v3s16(0,corner.Y,0),
- v3s16(0,0,corner.Z),
- // Can be obstructed
- v3s16(corner.X,corner.Y,0),
- v3s16(corner.X,0,corner.Z),
- v3s16(0,corner.Y,corner.Z),
- v3s16(corner.X,corner.Y,corner.Z)
- }};
- return getSmoothLightCombined(p, dirs, data);
- }
- void get_sunlight_color(video::SColorf *sunlight, u32 daynight_ratio){
- f32 rg = daynight_ratio / 1000.0f - 0.04f;
- f32 b = (0.98f * daynight_ratio) / 1000.0f + 0.078f;
- sunlight->r = rg;
- sunlight->g = rg;
- sunlight->b = b;
- }
- void final_color_blend(video::SColor *result,
- u16 light, u32 daynight_ratio)
- {
- video::SColorf dayLight;
- get_sunlight_color(&dayLight, daynight_ratio);
- final_color_blend(result,
- encode_light(light, 0), dayLight);
- }
- void final_color_blend(video::SColor *result,
- const video::SColor &data, const video::SColorf &dayLight)
- {
- static const video::SColorf artificialColor(1.04f, 1.04f, 1.04f);
- video::SColorf c(data);
- f32 n = 1 - c.a;
- f32 r = c.r * (c.a * dayLight.r + n * artificialColor.r) * 2.0f;
- f32 g = c.g * (c.a * dayLight.g + n * artificialColor.g) * 2.0f;
- f32 b = c.b * (c.a * dayLight.b + n * artificialColor.b) * 2.0f;
- // 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((s32) ((r + g + b) / 3 * 255),
- 0, 255) / 8] / 255.0f;
- result->setRed(core::clamp((s32) (r * 255.0f), 0, 255));
- result->setGreen(core::clamp((s32) (g * 255.0f), 0, 255));
- result->setBlue(core::clamp((s32) (b * 255.0f), 0, 255));
- }
- /*
- 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]
- */
- static void getNodeVertexDirs(const 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
- */
- // 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;
- #if defined(__GNUC__) && !defined(__clang__)
- #pragma GCC diagnostic push
- #if __GNUC__ > 7
- #pragma GCC diagnostic ignored "-Wclass-memaccess"
- #endif
- #endif
- memcpy(vertex_dirs, &vertex_dirs_table[idx], 4 * sizeof(v3s16));
- #if defined(__GNUC__) && !defined(__clang__)
- #pragma GCC diagnostic pop
- #endif
- }
- static void getNodeTextureCoords(v3f base, const v3f &scale, const v3s16 &dir, float *u, float *v)
- {
- if (dir.X > 0 || dir.Y != 0 || dir.Z < 0)
- base -= scale;
- if (dir == v3s16(0,0,1)) {
- *u = -base.X;
- *v = -base.Y;
- } else if (dir == v3s16(0,0,-1)) {
- *u = base.X + 1;
- *v = -base.Y - 1;
- } else if (dir == v3s16(1,0,0)) {
- *u = base.Z + 1;
- *v = -base.Y - 1;
- } else if (dir == v3s16(-1,0,0)) {
- *u = -base.Z;
- *v = -base.Y;
- } else if (dir == v3s16(0,1,0)) {
- *u = base.X + 1;
- *v = -base.Z - 1;
- } else if (dir == v3s16(0,-1,0)) {
- *u = base.X + 1;
- *v = base.Z + 1;
- }
- }
- struct FastFace
- {
- TileSpec tile;
- video::S3DVertex vertices[4]; // Precalculated vertices
- /*!
- * The face is divided into two triangles. If this is true,
- * vertices 0 and 2 are connected, othervise vertices 1 and 3
- * are connected.
- */
- bool vertex_0_2_connected;
- };
- static void makeFastFace(const TileSpec &tile, u16 li0, u16 li1, u16 li2, u16 li3,
- const v3f &tp, const v3f &p, const v3s16 &dir, const v3f &scale, std::vector<FastFace> &dest)
- {
- // Position is at the center of the cube.
- v3f pos = p * BS;
- float x0 = 0.0f;
- float y0 = 0.0f;
- float w = 1.0f;
- float h = 1.0f;
- v3f vertex_pos[4];
- v3s16 vertex_dirs[4];
- getNodeVertexDirs(dir, vertex_dirs);
- if (tile.world_aligned)
- getNodeTextureCoords(tp, scale, dir, &x0, &y0);
- 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 (v3f &vpos : vertex_pos) {
- vpos.X *= scale.X;
- vpos.Y *= scale.Y;
- vpos.Z *= scale.Z;
- vpos += pos;
- }
- f32 abs_scale = 1.0f;
- if (scale.X < 0.999f || scale.X > 1.001f) abs_scale = scale.X;
- else if (scale.Y < 0.999f || scale.Y > 1.001f) abs_scale = scale.Y;
- else if (scale.Z < 0.999f || scale.Z > 1.001f) abs_scale = scale.Z;
- v3f normal(dir.X, dir.Y, dir.Z);
- u16 li[4] = { li0, li1, li2, li3 };
- u16 day[4];
- u16 night[4];
- for (u8 i = 0; i < 4; i++) {
- day[i] = li[i] >> 8;
- night[i] = li[i] & 0xFF;
- }
- bool vertex_0_2_connected = abs(day[0] - day[2]) + abs(night[0] - night[2])
- < abs(day[1] - day[3]) + abs(night[1] - night[3]);
- v2f32 f[4] = {
- core::vector2d<f32>(x0 + w * abs_scale, y0 + h),
- core::vector2d<f32>(x0, y0 + h),
- core::vector2d<f32>(x0, y0),
- core::vector2d<f32>(x0 + w * abs_scale, y0) };
- // equivalent to dest.push_back(FastFace()) but faster
- dest.emplace_back();
- FastFace& face = *dest.rbegin();
- for (u8 i = 0; i < 4; i++) {
- video::SColor c = encode_light(li[i], tile.emissive_light);
- if (!tile.emissive_light)
- applyFacesShading(c, normal);
- face.vertices[i] = video::S3DVertex(vertex_pos[i], normal, c, f[i]);
- }
- /*
- Revert triangles for nicer looking gradient if the
- brightness of vertices 1 and 3 differ less than
- the brightness of vertices 0 and 2.
- */
- face.vertex_0_2_connected = vertex_0_2_connected;
- 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,
- const NodeDefManager *ndef)
- {
- *equivalent = false;
- if (m1 == m2 || m1 == CONTENT_IGNORE || m2 == CONTENT_IGNORE)
- return 0;
- 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))
- return 0;
- u8 c1 = f1.solidness;
- u8 c2 = f2.solidness;
- if (c1 == c2)
- return 0;
- if (c1 == 0)
- c1 = f1.visual_solidness;
- else 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;
- return 2;
- }
- /*
- Gets nth node tile (0 <= n <= 5).
- */
- void getNodeTileN(MapNode mn, const v3s16 &p, u8 tileindex, MeshMakeData *data, TileSpec &tile)
- {
- const NodeDefManager *ndef = data->m_client->ndef();
- const ContentFeatures &f = ndef->get(mn);
- tile = f.tiles[tileindex];
- bool has_crack = p == data->m_crack_pos_relative;
- for (TileLayer &layer : tile.layers) {
- if (layer.texture_id == 0)
- continue;
- if (!layer.has_color)
- mn.getColor(f, &(layer.color));
- // Apply temporary crack
- if (has_crack)
- layer.material_flags |= MATERIAL_FLAG_CRACK;
- }
- }
- /*
- Gets node tile given a face direction.
- */
- void getNodeTile(MapNode mn, const v3s16 &p, const v3s16 &dir, MeshMakeData *data, TileSpec &tile)
- {
- const NodeDefManager *ndef = data->m_client->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, true);
- 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;
- getNodeTileN(mn, p, dir_to_tile[tile_index], data, tile);
- tile.rotation = tile.world_aligned ? 0 : dir_to_tile[tile_index + 1];
- }
- 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,
- u8 &waving,
- TileSpec &tile
- )
- {
- VoxelManipulator &vmanip = data->m_vmanip;
- const NodeDefManager *ndef = data->m_client->ndef();
- v3s16 blockpos_nodes = data->m_blockpos * MAP_BLOCKSIZE;
- const 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;
- MapNode n = n0;
- if (mf == 1) {
- p_corrected = p;
- face_dir_corrected = face_dir;
- } else {
- n = n1;
- p_corrected = p + face_dir;
- face_dir_corrected = -face_dir;
- }
- getNodeTile(n, p_corrected, face_dir_corrected, data, tile);
- const ContentFeatures &f = ndef->get(n);
- waving = f.waving;
- tile.emissive_light = f.light_source;
- // eg. water and glass
- if (equivalent) {
- for (TileLayer &layer : tile.layers)
- layer.material_flags |= MATERIAL_FLAG_BACKFACE_CULLING;
- }
- if (!data->m_smooth_lighting) {
- 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);
- v3s16 light_p = blockpos_nodes + p_corrected;
- for (u16 i = 0; i < 4; i++)
- lights[i] = getSmoothLightSolid(light_p, face_dir_corrected, vertex_dirs[i], data);
- }
- }
- /*
- 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,
- const v3s16 &&startpos,
- v3s16 translate_dir,
- const v3f &&translate_dir_f,
- const v3s16 &&face_dir,
- std::vector<FastFace> &dest)
- {
- static thread_local const bool waving_liquids =
- g_settings->getBool("enable_shaders") &&
- g_settings->getBool("enable_waving_water");
- static thread_local const bool force_not_tiling =
- g_settings->getBool("enable_dynamic_shadows");
- v3s16 p = startpos;
- u16 continuous_tiles_count = 1;
- bool makes_face = false;
- v3s16 p_corrected;
- v3s16 face_dir_corrected;
- u16 lights[4] = {0, 0, 0, 0};
- u8 waving = 0;
- TileSpec tile;
- // Get info of first tile
- getTileInfo(data, p, face_dir,
- makes_face, p_corrected, face_dir_corrected,
- lights, waving, tile);
- // Unroll this variable which has a significant build cost
- TileSpec next_tile;
- for (u16 j = 0; j < MAP_BLOCKSIZE; j++) {
- // If tiling can be done, this is set to false in the next step
- bool next_is_different = true;
- bool next_makes_face = false;
- v3s16 next_p_corrected;
- v3s16 next_face_dir_corrected;
- u16 next_lights[4] = {0, 0, 0, 0};
- // If at last position, there is nothing to compare to and
- // the face must be drawn anyway
- if (j != MAP_BLOCKSIZE - 1) {
- p += translate_dir;
- getTileInfo(data, p, face_dir,
- next_makes_face, next_p_corrected,
- next_face_dir_corrected, next_lights,
- waving,
- next_tile);
- if (!force_not_tiling
- && next_makes_face == makes_face
- && next_p_corrected == p_corrected + translate_dir
- && next_face_dir_corrected == face_dir_corrected
- && memcmp(next_lights, lights, sizeof(lights)) == 0
- // Don't apply fast faces to waving water.
- && (waving != 3 || !waving_liquids)
- && next_tile.isTileable(tile)) {
- next_is_different = false;
- 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 * 0.5f - 0.5f)
- * 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],
- pf, sp, face_dir_corrected, scale, dest);
- g_profiler->avg("Meshgen: Tiles per face [#]", continuous_tiles_count);
- }
- continuous_tiles_count = 1;
- }
- makes_face = next_makes_face;
- p_corrected = next_p_corrected;
- face_dir_corrected = next_face_dir_corrected;
- memcpy(lights, next_lights, sizeof(lights));
- if (next_is_different)
- tile = std::move(next_tile); // faster than copy
- }
- }
- static void updateAllFastFaceRows(MeshMakeData *data,
- std::vector<FastFace> &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
- 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
- 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
- dest);
- }
- static void applyTileColor(PreMeshBuffer &pmb)
- {
- video::SColor tc = pmb.layer.color;
- if (tc == video::SColor(0xFFFFFFFF))
- return;
- for (video::S3DVertex &vertex : pmb.vertices) {
- video::SColor *c = &vertex.Color;
- c->set(c->getAlpha(),
- c->getRed() * tc.getRed() / 255,
- c->getGreen() * tc.getGreen() / 255,
- c->getBlue() * tc.getBlue() / 255);
- }
- }
- /*
- MapBlockBspTree
- */
- void MapBlockBspTree::buildTree(const std::vector<MeshTriangle> *triangles)
- {
- this->triangles = triangles;
- nodes.clear();
- // assert that triangle index can fit into s32
- assert(triangles->size() <= 0x7FFFFFFFL);
- std::vector<s32> indexes;
- indexes.reserve(triangles->size());
- for (u32 i = 0; i < triangles->size(); i++)
- indexes.push_back(i);
- if (!indexes.empty()) {
- // Start in the center of the block with increment of one quarter in each direction
- root = buildTree(v3f(1, 0, 0), v3f((MAP_BLOCKSIZE + 1) * 0.5f * BS), MAP_BLOCKSIZE * 0.25f * BS, indexes, 0);
- } else {
- root = -1;
- }
- }
- /**
- * @brief Find a candidate plane to split a set of triangles in two
- *
- * The candidate plane is represented by one of the triangles from the set.
- *
- * @param list Vector of indexes of the triangles in the set
- * @param triangles Vector of all triangles in the BSP tree
- * @return Address of the triangle that represents the proposed split plane
- */
- static const MeshTriangle *findSplitCandidate(const std::vector<s32> &list, const std::vector<MeshTriangle> &triangles)
- {
- // find the center of the cluster.
- v3f center(0, 0, 0);
- size_t n = list.size();
- for (s32 i : list) {
- center += triangles[i].centroid / n;
- }
- // find the triangle with the largest area and closest to the center
- const MeshTriangle *candidate_triangle = &triangles[list[0]];
- const MeshTriangle *ith_triangle;
- for (s32 i : list) {
- ith_triangle = &triangles[i];
- if (ith_triangle->areaSQ > candidate_triangle->areaSQ ||
- (ith_triangle->areaSQ == candidate_triangle->areaSQ &&
- ith_triangle->centroid.getDistanceFromSQ(center) < candidate_triangle->centroid.getDistanceFromSQ(center))) {
- candidate_triangle = ith_triangle;
- }
- }
- return candidate_triangle;
- }
- s32 MapBlockBspTree::buildTree(v3f normal, v3f origin, float delta, const std::vector<s32> &list, u32 depth)
- {
- // if the list is empty, don't bother
- if (list.empty())
- return -1;
- // if there is only one triangle, or the delta is insanely small, this is a leaf node
- if (list.size() == 1 || delta < 0.01) {
- nodes.emplace_back(normal, origin, list, -1, -1);
- return nodes.size() - 1;
- }
- std::vector<s32> front_list;
- std::vector<s32> back_list;
- std::vector<s32> node_list;
- // split the list
- for (s32 i : list) {
- const MeshTriangle &triangle = (*triangles)[i];
- float factor = normal.dotProduct(triangle.centroid - origin);
- if (factor == 0)
- node_list.push_back(i);
- else if (factor > 0)
- front_list.push_back(i);
- else
- back_list.push_back(i);
- }
- // define the new split-plane
- v3f candidate_normal(normal.Z, normal.X, normal.Y);
- float candidate_delta = delta;
- if (depth % 3 == 2)
- candidate_delta /= 2;
- s32 front_index = -1;
- s32 back_index = -1;
- if (!front_list.empty()) {
- v3f next_normal = candidate_normal;
- v3f next_origin = origin + delta * normal;
- float next_delta = candidate_delta;
- if (next_delta < 5) {
- const MeshTriangle *candidate = findSplitCandidate(front_list, *triangles);
- next_normal = candidate->getNormal();
- next_origin = candidate->centroid;
- }
- front_index = buildTree(next_normal, next_origin, next_delta, front_list, depth + 1);
- // if there are no other triangles, don't create a new node
- if (back_list.empty() && node_list.empty())
- return front_index;
- }
- if (!back_list.empty()) {
- v3f next_normal = candidate_normal;
- v3f next_origin = origin - delta * normal;
- float next_delta = candidate_delta;
- if (next_delta < 5) {
- const MeshTriangle *candidate = findSplitCandidate(back_list, *triangles);
- next_normal = candidate->getNormal();
- next_origin = candidate->centroid;
- }
- back_index = buildTree(next_normal, next_origin, next_delta, back_list, depth + 1);
- // if there are no other triangles, don't create a new node
- if (front_list.empty() && node_list.empty())
- return back_index;
- }
- nodes.emplace_back(normal, origin, node_list, front_index, back_index);
- return nodes.size() - 1;
- }
- void MapBlockBspTree::traverse(s32 node, v3f viewpoint, std::vector<s32> &output) const
- {
- if (node < 0) return; // recursion break;
- const TreeNode &n = nodes[node];
- float factor = n.normal.dotProduct(viewpoint - n.origin);
- if (factor > 0)
- traverse(n.back_ref, viewpoint, output);
- else
- traverse(n.front_ref, viewpoint, output);
- if (factor != 0)
- for (s32 i : n.triangle_refs)
- output.push_back(i);
- if (factor > 0)
- traverse(n.front_ref, viewpoint, output);
- else
- traverse(n.back_ref, viewpoint, output);
- }
- /*
- PartialMeshBuffer
- */
- void PartialMeshBuffer::beforeDraw() const
- {
- // Patch the indexes in the mesh buffer before draw
- m_buffer->Indices = std::move(m_vertex_indexes);
- m_buffer->setDirty(scene::EBT_INDEX);
- }
- void PartialMeshBuffer::afterDraw() const
- {
- // Take the data back
- m_vertex_indexes = std::move(m_buffer->Indices.steal());
- }
- /*
- MapBlockMesh
- */
- MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
- m_minimap_mapblock(NULL),
- m_tsrc(data->m_client->getTextureSource()),
- m_shdrsrc(data->m_client->getShaderSource()),
- m_animation_force_timer(0), // force initial animation
- m_last_crack(-1),
- m_last_daynight_ratio((u32) -1)
- {
- for (auto &m : m_mesh)
- m = new scene::SMesh();
- m_enable_shaders = data->m_use_shaders;
- m_enable_vbo = g_settings->getBool("enable_vbo");
- if (data->m_client->getMinimap()) {
- 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<FastFace> 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 (const FastFace &f : fastfaces_new) {
- static const u16 indices[] = {0, 1, 2, 2, 3, 0};
- static const u16 indices_alternate[] = {0, 1, 3, 2, 3, 1};
- const u16 *indices_p =
- f.vertex_0_2_connected ? indices : indices_alternate;
- collector.append(f.tile, f.vertices, 4, indices_p, 6);
- }
- }
- /*
- Add special graphics:
- - torches
- - flowing water
- - fences
- - whatever
- */
- {
- MapblockMeshGenerator(data, &collector,
- data->m_client->getSceneManager()->getMeshManipulator()).generate();
- }
- /*
- Convert MeshCollector to SMesh
- */
- const bool desync_animations = g_settings->getBool(
- "desynchronize_mapblock_texture_animation");
- for (int layer = 0; layer < MAX_TILE_LAYERS; layer++) {
- for(u32 i = 0; i < collector.prebuffers[layer].size(); i++)
- {
- PreMeshBuffer &p = collector.prebuffers[layer][i];
- applyTileColor(p);
- // Generate animation data
- // - Cracks
- if (p.layer.material_flags & MATERIAL_FLAG_CRACK) {
- // Find the texture name plus ^[crack:N:
- std::ostringstream os(std::ios::binary);
- os << m_tsrc->getTextureName(p.layer.texture_id) << "^[crack";
- if (p.layer.material_flags & MATERIAL_FLAG_CRACK_OVERLAY)
- os << "o"; // use ^[cracko
- u8 tiles = p.layer.scale;
- if (tiles > 1)
- os << ":" << (u32)tiles;
- os << ":" << (u32)p.layer.animation_frame_count << ":";
- m_crack_materials.insert(std::make_pair(
- std::pair<u8, u32>(layer, i), os.str()));
- // Replace tile texture with the cracked one
- p.layer.texture = m_tsrc->getTextureForMesh(
- os.str() + "0",
- &p.layer.texture_id);
- }
- // - Texture animation
- if (p.layer.material_flags & MATERIAL_FLAG_ANIMATION) {
- // Add to MapBlockMesh in order to animate these tiles
- auto &info = m_animation_info[{layer, i}];
- info.tile = p.layer;
- info.frame = 0;
- if (desync_animations) {
- // Get starting position from noise
- info.frame_offset =
- 100000 * (2.0 + noise3d(
- data->m_blockpos.X, data->m_blockpos.Y,
- data->m_blockpos.Z, 0));
- } else {
- // Play all synchronized
- info.frame_offset = 0;
- }
- // Replace tile texture with the first animation frame
- p.layer.texture = (*p.layer.frames)[0].texture;
- }
- if (!m_enable_shaders) {
- // Extract colors for day-night animation
- // Dummy sunlight to handle non-sunlit areas
- video::SColorf sunlight;
- get_sunlight_color(&sunlight, 0);
- std::map<u32, video::SColor> colors;
- const u32 vertex_count = p.vertices.size();
- for (u32 j = 0; j < vertex_count; j++) {
- video::SColor *vc = &p.vertices[j].Color;
- video::SColor copy = *vc;
- if (vc->getAlpha() == 0) // No sunlight - no need to animate
- final_color_blend(vc, copy, sunlight); // Finalize color
- else // Record color to animate
- colors[j] = copy;
- // The sunlight ratio has been stored,
- // delete alpha (for the final rendering).
- vc->setAlpha(255);
- }
- if (!colors.empty())
- m_daynight_diffs[{layer, i}] = std::move(colors);
- }
- // 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.layer.texture);
- if (m_enable_shaders) {
- material.MaterialType = m_shdrsrc->getShaderInfo(
- p.layer.shader_id).material;
- p.layer.applyMaterialOptionsWithShaders(material);
- if (p.layer.normal_texture)
- material.setTexture(1, p.layer.normal_texture);
- material.setTexture(2, p.layer.flags_texture);
- } else {
- p.layer.applyMaterialOptions(material);
- }
- scene::SMesh *mesh = (scene::SMesh *)m_mesh[layer];
- scene::SMeshBuffer *buf = new scene::SMeshBuffer();
- buf->Material = material;
- if (p.layer.isTransparent()) {
- buf->append(&p.vertices[0], p.vertices.size(), nullptr, 0);
- MeshTriangle t;
- t.buffer = buf;
- m_transparent_triangles.reserve(p.indices.size() / 3);
- for (u32 i = 0; i < p.indices.size(); i += 3) {
- t.p1 = p.indices[i];
- t.p2 = p.indices[i + 1];
- t.p3 = p.indices[i + 2];
- t.updateAttributes();
- m_transparent_triangles.push_back(t);
- }
- } else {
- buf->append(&p.vertices[0], p.vertices.size(),
- &p.indices[0], p.indices.size());
- }
- mesh->addMeshBuffer(buf);
- buf->drop();
- }
- if (m_mesh[layer]) {
- // Use VBO for mesh (this just would set this for ever buffer)
- if (m_enable_vbo)
- m_mesh[layer]->setHardwareMappingHint(scene::EHM_STATIC);
- }
- }
- //std::cout<<"added "<<fastfaces.getSize()<<" faces."<<std::endl;
- m_bsp_tree.buildTree(&m_transparent_triangles);
- // Check if animation is required for this mesh
- m_has_animation =
- !m_crack_materials.empty() ||
- !m_daynight_diffs.empty() ||
- !m_animation_info.empty();
- }
- MapBlockMesh::~MapBlockMesh()
- {
- for (scene::IMesh *m : m_mesh) {
- #if IRRLICHT_VERSION_MT_REVISION < 5
- if (m_enable_vbo) {
- for (u32 i = 0; i < m->getMeshBufferCount(); i++) {
- scene::IMeshBuffer *buf = m->getMeshBuffer(i);
- RenderingEngine::get_video_driver()->removeHardwareBuffer(buf);
- }
- }
- #endif
- m->drop();
- }
- 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 (auto &crack_material : m_crack_materials) {
- scene::IMeshBuffer *buf = m_mesh[crack_material.first.first]->
- getMeshBuffer(crack_material.first.second);
- // Create new texture name from original
- std::string s = crack_material.second + itos(crack);
- u32 new_texture_id = 0;
- video::ITexture *new_texture =
- m_tsrc->getTextureForMesh(s, &new_texture_id);
- buf->getMaterial().setTexture(0, new_texture);
- // If the current material is also animated, update animation info
- auto anim_it = m_animation_info.find(crack_material.first);
- if (anim_it != m_animation_info.end()) {
- TileLayer &tile = anim_it->second.tile;
- tile.texture = new_texture;
- tile.texture_id = new_texture_id;
- // force animation update
- anim_it->second.frame = -1;
- }
- }
- m_last_crack = crack;
- }
- // Texture animation
- for (auto &it : m_animation_info) {
- const TileLayer &tile = it.second.tile;
- // Figure out current frame
- int frameno = (int)(time * 1000 / tile.animation_frame_length_ms
- + it.second.frame_offset) % tile.animation_frame_count;
- // If frame doesn't change, skip
- if (frameno == it.second.frame)
- continue;
- it.second.frame = frameno;
- scene::IMeshBuffer *buf = m_mesh[it.first.first]->getMeshBuffer(it.first.second);
- const FrameSpec &frame = (*tile.frames)[frameno];
- buf->getMaterial().setTexture(0, frame.texture);
- if (m_enable_shaders) {
- if (frame.normal_texture)
- buf->getMaterial().setTexture(1, frame.normal_texture);
- buf->getMaterial().setTexture(2, frame.flags_texture);
- }
- }
- // Day-night transition
- if (!m_enable_shaders && (daynight_ratio != m_last_daynight_ratio)) {
- // Force reload mesh to VBO
- if (m_enable_vbo)
- for (scene::IMesh *m : m_mesh)
- m->setDirty();
- video::SColorf day_color;
- get_sunlight_color(&day_color, daynight_ratio);
- for (auto &daynight_diff : m_daynight_diffs) {
- scene::IMeshBuffer *buf = m_mesh[daynight_diff.first.first]->
- getMeshBuffer(daynight_diff.first.second);
- video::S3DVertex *vertices = (video::S3DVertex *)buf->getVertices();
- for (const auto &j : daynight_diff.second)
- final_color_blend(&(vertices[j.first].Color), j.second,
- day_color);
- }
- m_last_daynight_ratio = daynight_ratio;
- }
- return true;
- }
- void MapBlockMesh::updateTransparentBuffers(v3f camera_pos, v3s16 block_pos)
- {
- // nothing to do if the entire block is opaque
- if (m_transparent_triangles.empty())
- return;
- v3f block_posf = intToFloat(block_pos * MAP_BLOCKSIZE, BS);
- v3f rel_camera_pos = camera_pos - block_posf;
- std::vector<s32> triangle_refs;
- m_bsp_tree.traverse(rel_camera_pos, triangle_refs);
- // arrange index sequences into partial buffers
- m_transparent_buffers.clear();
- scene::SMeshBuffer *current_buffer = nullptr;
- std::vector<u16> current_strain;
- for (auto i : triangle_refs) {
- const auto &t = m_transparent_triangles[i];
- if (current_buffer != t.buffer) {
- if (current_buffer) {
- m_transparent_buffers.emplace_back(current_buffer, std::move(current_strain));
- current_strain.clear();
- }
- current_buffer = t.buffer;
- }
- current_strain.push_back(t.p1);
- current_strain.push_back(t.p2);
- current_strain.push_back(t.p3);
- }
- if (!current_strain.empty())
- m_transparent_buffers.emplace_back(current_buffer, std::move(current_strain));
- }
- void MapBlockMesh::consolidateTransparentBuffers()
- {
- m_transparent_buffers.clear();
- scene::SMeshBuffer *current_buffer = nullptr;
- std::vector<u16> current_strain;
- // use the fact that m_transparent_triangles is already arranged by buffer
- for (const auto &t : m_transparent_triangles) {
- if (current_buffer != t.buffer) {
- if (current_buffer != nullptr) {
- this->m_transparent_buffers.emplace_back(current_buffer, std::move(current_strain));
- current_strain.clear();
- }
- current_buffer = t.buffer;
- }
- current_strain.push_back(t.p1);
- current_strain.push_back(t.p2);
- current_strain.push_back(t.p3);
- }
- if (!current_strain.empty()) {
- this->m_transparent_buffers.emplace_back(current_buffer, std::move(current_strain));
- }
- }
- video::SColor encode_light(u16 light, u8 emissive_light)
- {
- // Get components
- u32 day = (light & 0xff);
- u32 night = (light >> 8);
- // Add emissive light
- night += emissive_light * 2.5f;
- if (night > 255)
- night = 255;
- // Since we don't know if the day light is sunlight or
- // artificial light, assume it is artificial when the night
- // light bank is also lit.
- if (day < night)
- day = 0;
- else
- day = day - night;
- u32 sum = day + night;
- // Ratio of sunlight:
- u32 r;
- if (sum > 0)
- r = day * 255 / sum;
- else
- r = 0;
- // Average light:
- float b = (day + night) / 2;
- return video::SColor(r, b, b, b);
- }
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