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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 "light.h"
- #include "mapblock.h"
- #include "map.h"
- #include "main.h" // for g_profiler
- #include "profiler.h"
- #include "nodedef.h"
- #include "gamedef.h"
- #include "mesh.h"
- #include "content_mapblock.h"
- #include "noise.h"
- #include "shader.h"
- #include "settings.h"
- #include "util/directiontables.h"
- static void applyFacesShading(video::SColor& color, float factor)
- {
- color.setRed(core::clamp(core::round32(color.getRed()*factor), 0, 255));
- color.setGreen(core::clamp(core::round32(color.getGreen()*factor), 0, 255));
- }
- /*
- MeshMakeData
- */
- MeshMakeData::MeshMakeData(IGameDef *gamedef):
- m_vmanip(),
- m_blockpos(-1337,-1337,-1337),
- m_crack_pos_relative(-1337, -1337, -1337),
- m_highlighted_pos_relative(-1337, -1337, -1337),
- m_smooth_lighting(false),
- m_gamedef(gamedef)
- {}
- void MeshMakeData::fill(MapBlock *block)
- {
- m_blockpos = block->getPos();
- v3s16 blockpos_nodes = m_blockpos*MAP_BLOCKSIZE;
- /*
- Copy data
- */
- // Allocate this block + neighbors
- m_vmanip.clear();
- 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
- Map *map = block->getParent();
- for(u16 i=0; i<26; i++)
- {
- const v3s16 &dir = g_26dirs[i];
- v3s16 bp = m_blockpos + dir;
- MapBlock *b = map->getBlockNoCreateNoEx(bp);
- if(b)
- b->copyTo(m_vmanip);
- }
- }
- }
- void MeshMakeData::fillSingleNode(MapNode *node)
- {
- m_blockpos = v3s16(0,0,0);
- v3s16 blockpos_nodes = v3s16(0,0,0);
- VoxelArea area(blockpos_nodes-v3s16(1,1,1)*MAP_BLOCKSIZE,
- blockpos_nodes+v3s16(1,1,1)*MAP_BLOCKSIZE*2-v3s16(1,1,1));
- s32 volume = area.getVolume();
- s32 our_node_index = area.index(1,1,1);
- // Allocate this block + neighbors
- m_vmanip.clear();
- m_vmanip.addArea(area);
- // Fill in data
- MapNode *data = new MapNode[volume];
- for(s32 i = 0; i < volume; i++)
- {
- if(i == our_node_index)
- {
- data[i] = *node;
- }
- else
- {
- data[i] = MapNode(CONTENT_AIR, LIGHT_MAX, 0);
- }
- }
- m_vmanip.copyFrom(data, area, area.MinEdge, area.MinEdge, area.getExtent());
- delete[] data;
- }
- void MeshMakeData::setCrack(int crack_level, v3s16 crack_pos)
- {
- if(crack_level >= 0)
- m_crack_pos_relative = crack_pos - m_blockpos*MAP_BLOCKSIZE;
- }
- void MeshMakeData::setHighlighted(v3s16 highlighted_pos, bool show_hud)
- {
- m_show_hud = show_hud;
- m_highlighted_pos_relative = highlighted_pos - m_blockpos*MAP_BLOCKSIZE;
- }
- void MeshMakeData::setSmoothLighting(bool smooth_lighting)
- {
- m_smooth_lighting = smooth_lighting;
- }
- /*
- Light and vertex color functions
- */
- /*
- Calculate non-smooth lighting at interior of node.
- Single light bank.
- */
- static u8 getInteriorLight(enum LightBank bank, MapNode n, s32 increment,
- INodeDefManager *ndef)
- {
- u8 light = n.getLight(bank, ndef);
- while(increment > 0)
- {
- light = undiminish_light(light);
- --increment;
- }
- while(increment < 0)
- {
- light = diminish_light(light);
- ++increment;
- }
- return decode_light(light);
- }
- /*
- Calculate non-smooth lighting at interior of node.
- Both light banks.
- */
- u16 getInteriorLight(MapNode n, s32 increment, INodeDefManager *ndef)
- {
- u16 day = getInteriorLight(LIGHTBANK_DAY, n, increment, ndef);
- u16 night = getInteriorLight(LIGHTBANK_NIGHT, n, increment, ndef);
- return day | (night << 8);
- }
- /*
- Calculate non-smooth lighting at face of node.
- Single light bank.
- */
- static u8 getFaceLight(enum LightBank bank, MapNode n, MapNode n2,
- v3s16 face_dir, INodeDefManager *ndef)
- {
- u8 light;
- u8 l1 = n.getLight(bank, ndef);
- u8 l2 = n2.getLight(bank, ndef);
- if(l1 > l2)
- light = l1;
- else
- light = l2;
- // Boost light level for light sources
- u8 light_source = MYMAX(ndef->get(n).light_source,
- ndef->get(n2).light_source);
- if(light_source > light)
- light = light_source;
- return decode_light(light);
- }
- /*
- Calculate non-smooth lighting at face of node.
- Both light banks.
- */
- u16 getFaceLight(MapNode n, MapNode n2, v3s16 face_dir, INodeDefManager *ndef)
- {
- u16 day = getFaceLight(LIGHTBANK_DAY, n, n2, face_dir, ndef);
- u16 night = getFaceLight(LIGHTBANK_NIGHT, n, n2, face_dir, ndef);
- return day | (night << 8);
- }
- /*
- Calculate smooth lighting at the XYZ- corner of p.
- Single light bank.
- */
- static u8 getSmoothLight(enum LightBank bank, v3s16 p, MeshMakeData *data)
- {
- static v3s16 dirs8[8] = {
- v3s16(0,0,0),
- v3s16(0,0,1),
- v3s16(0,1,0),
- v3s16(0,1,1),
- v3s16(1,0,0),
- v3s16(1,1,0),
- v3s16(1,0,1),
- v3s16(1,1,1),
- };
- INodeDefManager *ndef = data->m_gamedef->ndef();
- u16 ambient_occlusion = 0;
- u16 light = 0;
- u16 light_count = 0;
- u8 light_source_max = 0;
- for(u32 i=0; i<8; i++)
- {
- MapNode n = data->m_vmanip.getNodeNoEx(p - dirs8[i]);
- // if it's CONTENT_IGNORE we can't do any light calculations
- if (n.getContent() == CONTENT_IGNORE) {
- continue;
- }
- const ContentFeatures &f = ndef->get(n);
- if(f.light_source > light_source_max)
- light_source_max = f.light_source;
- // Check f.solidness because fast-style leaves look
- // better this way
- if(f.param_type == CPT_LIGHT && f.solidness != 2)
- {
- light += decode_light(n.getLight(bank, ndef));
- light_count++;
- }
- else {
- ambient_occlusion++;
- }
- }
- if(light_count == 0)
- return 255;
- light /= light_count;
- // Boost brightness around light sources
- if(decode_light(light_source_max) >= light)
- //return decode_light(undiminish_light(light_source_max));
- return decode_light(light_source_max);
- if(ambient_occlusion > 4)
- {
- //calculate table index for gamma space multiplier
- ambient_occlusion -= 5;
- //table of precalculated gamma space multiply factors
- //light^2.2 * factor (0.75, 0.5, 0.25, 0.0), so table holds factor ^ (1 / 2.2)
- const float light_amount[4] = {0.877424315, 0.729740053, 0.532520545, 0.0};
- light = core::clamp(core::round32(light*light_amount[ambient_occlusion]), 0, 255);
- }
- return light;
- }
- /*
- Calculate smooth lighting at the XYZ- corner of p.
- Both light banks.
- */
- static u16 getSmoothLight(v3s16 p, MeshMakeData *data)
- {
- u16 day = getSmoothLight(LIGHTBANK_DAY, p, data);
- u16 night = getSmoothLight(LIGHTBANK_NIGHT, p, data);
- return day | (night << 8);
- }
- /*
- Calculate smooth lighting at the given corner of p.
- Both light banks.
- */
- u16 getSmoothLight(v3s16 p, v3s16 corner, MeshMakeData *data)
- {
- if(corner.X == 1) p.X += 1;
- else 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, data);
- }
- /*
- Converts from day + night color values (0..255)
- and a given daynight_ratio to the final SColor shown on screen.
- */
- static void finalColorBlend(video::SColor& result,
- u8 day, u8 night, u32 daynight_ratio)
- {
- s32 rg = (day * daynight_ratio + night * (1000-daynight_ratio)) / 1000;
- s32 b = rg;
- // Moonlight is blue
- b += (day - night) / 13;
- rg -= (day - night) / 23;
- // Emphase blue a bit in darker places
- // Each entry of this array represents a range of 8 blue levels
- static 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[b / 8];
- b = irr::core::clamp (b, 0, 255);
- // Artificial light is yellow-ish
- static u8 emphase_yellow_when_artificial[16] = {
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 5, 10, 15, 15, 15
- };
- rg += emphase_yellow_when_artificial[night/16];
- rg = irr::core::clamp (rg, 0, 255);
- result.setRed(rg);
- result.setGreen(rg);
- result.setBlue(b);
- }
- /*
- Mesh generation helpers
- */
- /*
- vertex_dirs: v3s16[4]
- */
- static void getNodeVertexDirs(v3s16 dir, v3s16 *vertex_dirs)
- {
- /*
- If looked from outside the node towards the face, the corners are:
- 0: bottom-right
- 1: bottom-left
- 2: top-left
- 3: top-right
- */
- if(dir == v3s16(0,0,1))
- {
- // If looking towards z+, this is the face that is behind
- // the center point, facing towards z+.
- vertex_dirs[0] = v3s16(-1,-1, 1);
- vertex_dirs[1] = v3s16( 1,-1, 1);
- vertex_dirs[2] = v3s16( 1, 1, 1);
- vertex_dirs[3] = v3s16(-1, 1, 1);
- }
- else if(dir == v3s16(0,0,-1))
- {
- // faces towards Z-
- vertex_dirs[0] = v3s16( 1,-1,-1);
- vertex_dirs[1] = v3s16(-1,-1,-1);
- vertex_dirs[2] = v3s16(-1, 1,-1);
- vertex_dirs[3] = v3s16( 1, 1,-1);
- }
- else if(dir == v3s16(1,0,0))
- {
- // faces towards X+
- vertex_dirs[0] = v3s16( 1,-1, 1);
- vertex_dirs[1] = v3s16( 1,-1,-1);
- vertex_dirs[2] = v3s16( 1, 1,-1);
- vertex_dirs[3] = v3s16( 1, 1, 1);
- }
- else if(dir == v3s16(-1,0,0))
- {
- // faces towards X-
- vertex_dirs[0] = v3s16(-1,-1,-1);
- vertex_dirs[1] = v3s16(-1,-1, 1);
- vertex_dirs[2] = v3s16(-1, 1, 1);
- vertex_dirs[3] = v3s16(-1, 1,-1);
- }
- else if(dir == v3s16(0,1,0))
- {
- // faces towards Y+ (assume Z- as "down" in texture)
- vertex_dirs[0] = v3s16( 1, 1,-1);
- vertex_dirs[1] = v3s16(-1, 1,-1);
- vertex_dirs[2] = v3s16(-1, 1, 1);
- vertex_dirs[3] = v3s16( 1, 1, 1);
- }
- else if(dir == v3s16(0,-1,0))
- {
- // faces towards Y- (assume Z+ as "down" in texture)
- vertex_dirs[0] = v3s16( 1,-1, 1);
- vertex_dirs[1] = v3s16(-1,-1, 1);
- vertex_dirs[2] = v3s16(-1,-1,-1);
- vertex_dirs[3] = v3s16( 1,-1,-1);
- }
- }
- struct FastFace
- {
- TileSpec tile;
- video::S3DVertex vertices[4]; // Precalculated vertices
- };
- static void makeFastFace(TileSpec tile, u16 li0, u16 li1, u16 li2, u16 li3,
- v3f p, v3s16 dir, v3f scale, u8 light_source, std::vector<FastFace> &dest)
- {
- FastFace face;
- // Position is at the center of the cube.
- v3f pos = p * BS;
- float x0 = 0.0;
- float y0 = 0.0;
- float w = 1.0;
- float h = 1.0;
- v3f vertex_pos[4];
- v3s16 vertex_dirs[4];
- getNodeVertexDirs(dir, vertex_dirs);
- v3s16 t;
- u16 t1;
- switch (tile.rotation)
- {
- case 0:
- break;
- case 1: //R90
- t = vertex_dirs[0];
- vertex_dirs[0] = vertex_dirs[3];
- vertex_dirs[3] = vertex_dirs[2];
- vertex_dirs[2] = vertex_dirs[1];
- vertex_dirs[1] = t;
- t1=li0;
- li0=li3;
- li3=li2;
- li2=li1;
- li1=t1;
- break;
- case 2: //R180
- t = vertex_dirs[0];
- vertex_dirs[0] = vertex_dirs[2];
- vertex_dirs[2] = t;
- t = vertex_dirs[1];
- vertex_dirs[1] = vertex_dirs[3];
- vertex_dirs[3] = t;
- t1 = li0;
- li0 = li2;
- li2 = t1;
- t1 = li1;
- li1 = li3;
- li3 = t1;
- break;
- case 3: //R270
- t = vertex_dirs[0];
- vertex_dirs[0] = vertex_dirs[1];
- vertex_dirs[1] = vertex_dirs[2];
- vertex_dirs[2] = vertex_dirs[3];
- vertex_dirs[3] = t;
- t1 = li0;
- li0 = li1;
- li1 = li2;
- li2 = li3;
- li3 = t1;
- break;
- case 4: //FXR90
- t = vertex_dirs[0];
- vertex_dirs[0] = vertex_dirs[3];
- vertex_dirs[3] = vertex_dirs[2];
- vertex_dirs[2] = vertex_dirs[1];
- vertex_dirs[1] = t;
- t1 = li0;
- li0 = li3;
- li3 = li2;
- li2 = li1;
- li1 = t1;
- y0 += h;
- h *= -1;
- break;
- case 5: //FXR270
- t = vertex_dirs[0];
- vertex_dirs[0] = vertex_dirs[1];
- vertex_dirs[1] = vertex_dirs[2];
- vertex_dirs[2] = vertex_dirs[3];
- vertex_dirs[3] = t;
- t1 = li0;
- li0 = li1;
- li1 = li2;
- li2 = li3;
- li3 = t1;
- y0 += h;
- h *= -1;
- break;
- case 6: //FYR90
- t = vertex_dirs[0];
- vertex_dirs[0] = vertex_dirs[3];
- vertex_dirs[3] = vertex_dirs[2];
- vertex_dirs[2] = vertex_dirs[1];
- vertex_dirs[1] = t;
- t1 = li0;
- li0 = li3;
- li3 = li2;
- li2 = li1;
- li1 = t1;
- x0 += w;
- w *= -1;
- break;
- case 7: //FYR270
- t = vertex_dirs[0];
- vertex_dirs[0] = vertex_dirs[1];
- vertex_dirs[1] = vertex_dirs[2];
- vertex_dirs[2] = vertex_dirs[3];
- vertex_dirs[3] = t;
- t1 = li0;
- li0 = li1;
- li1 = li2;
- li2 = li3;
- li3 = t1;
- x0 += w;
- w *= -1;
- break;
- case 8: //FX
- y0 += h;
- h *= -1;
- break;
- case 9: //FY
- x0 += w;
- w *= -1;
- break;
- default:
- break;
- }
- for(u16 i=0; i<4; i++)
- {
- vertex_pos[i] = v3f(
- BS/2*vertex_dirs[i].X,
- BS/2*vertex_dirs[i].Y,
- BS/2*vertex_dirs[i].Z
- );
- }
- for(u16 i=0; i<4; i++)
- {
- vertex_pos[i].X *= scale.X;
- vertex_pos[i].Y *= scale.Y;
- vertex_pos[i].Z *= scale.Z;
- vertex_pos[i] += pos;
- }
- f32 abs_scale = 1.0;
- if (scale.X < 0.999 || scale.X > 1.001) abs_scale = scale.X;
- else if(scale.Y < 0.999 || scale.Y > 1.001) abs_scale = scale.Y;
- else if(scale.Z < 0.999 || scale.Z > 1.001) abs_scale = scale.Z;
- v3f normal(dir.X, dir.Y, dir.Z);
- u8 alpha = tile.alpha;
- face.vertices[0] = video::S3DVertex(vertex_pos[0], normal,
- MapBlock_LightColor(alpha, li0, light_source),
- core::vector2d<f32>(x0+w*abs_scale, y0+h));
- face.vertices[1] = video::S3DVertex(vertex_pos[1], normal,
- MapBlock_LightColor(alpha, li1, light_source),
- core::vector2d<f32>(x0, y0+h));
- face.vertices[2] = video::S3DVertex(vertex_pos[2], normal,
- MapBlock_LightColor(alpha, li2, light_source),
- core::vector2d<f32>(x0, y0));
- face.vertices[3] = video::S3DVertex(vertex_pos[3], normal,
- MapBlock_LightColor(alpha, li3, light_source),
- core::vector2d<f32>(x0+w*abs_scale, y0));
- face.tile = tile;
- dest.push_back(face);
- }
- /*
- Nodes make a face if contents differ and solidness differs.
- Return value:
- 0: No face
- 1: Face uses m1's content
- 2: Face uses m2's content
- equivalent: Whether the blocks share the same face (eg. water and glass)
- TODO: Add 3: Both faces drawn with backface culling, remove equivalent
- */
- static u8 face_contents(content_t m1, content_t m2, bool *equivalent,
- INodeDefManager *ndef)
- {
- *equivalent = false;
- if(m1 == CONTENT_IGNORE || m2 == CONTENT_IGNORE)
- return 0;
- bool contents_differ = (m1 != m2);
- const ContentFeatures &f1 = ndef->get(m1);
- const ContentFeatures &f2 = ndef->get(m2);
- // Contents don't differ for different forms of same liquid
- if(f1.sameLiquid(f2))
- contents_differ = false;
- u8 c1 = f1.solidness;
- u8 c2 = f2.solidness;
- bool solidness_differs = (c1 != c2);
- bool makes_face = contents_differ && solidness_differs;
- if(makes_face == false)
- return 0;
- if(c1 == 0)
- c1 = f1.visual_solidness;
- if(c2 == 0)
- c2 = f2.visual_solidness;
- if(c1 == c2){
- *equivalent = true;
- // If same solidness, liquid takes precense
- if(f1.isLiquid())
- return 1;
- if(f2.isLiquid())
- return 2;
- }
- if(c1 > c2)
- return 1;
- else
- return 2;
- }
- /*
- Gets nth node tile (0 <= n <= 5).
- */
- TileSpec getNodeTileN(MapNode mn, v3s16 p, u8 tileindex, MeshMakeData *data)
- {
- INodeDefManager *ndef = data->m_gamedef->ndef();
- TileSpec spec = ndef->get(mn).tiles[tileindex];
- // Apply temporary crack
- if (p == data->m_crack_pos_relative)
- spec.material_flags |= MATERIAL_FLAG_CRACK;
- return spec;
- }
- /*
- Gets node tile given a face direction.
- */
- TileSpec getNodeTile(MapNode mn, v3s16 p, v3s16 dir, MeshMakeData *data)
- {
- INodeDefManager *ndef = data->m_gamedef->ndef();
- // Direction must be (1,0,0), (-1,0,0), (0,1,0), (0,-1,0),
- // (0,0,1), (0,0,-1) or (0,0,0)
- assert(dir.X * dir.X + dir.Y * dir.Y + dir.Z * dir.Z <= 1);
- // Convert direction to single integer for table lookup
- // 0 = (0,0,0)
- // 1 = (1,0,0)
- // 2 = (0,1,0)
- // 3 = (0,0,1)
- // 4 = invalid, treat as (0,0,0)
- // 5 = (0,0,-1)
- // 6 = (0,-1,0)
- // 7 = (-1,0,0)
- u8 dir_i = ((dir.X + 2 * dir.Y + 3 * dir.Z) & 7)*2;
- // Get rotation for things like chests
- u8 facedir = mn.getFaceDir(ndef);
- if (facedir > 23)
- facedir = 0;
- static const u16 dir_to_tile[24 * 16] =
- {
- // 0 +X +Y +Z -Z -Y -X -> value=tile,rotation
- 0,0, 2,0 , 0,0 , 4,0 , 0,0, 5,0 , 1,0 , 3,0 , // rotate around y+ 0 - 3
- 0,0, 4,0 , 0,3 , 3,0 , 0,0, 2,0 , 1,1 , 5,0 ,
- 0,0, 3,0 , 0,2 , 5,0 , 0,0, 4,0 , 1,2 , 2,0 ,
- 0,0, 5,0 , 0,1 , 2,0 , 0,0, 3,0 , 1,3 , 4,0 ,
- 0,0, 2,3 , 5,0 , 0,2 , 0,0, 1,0 , 4,2 , 3,1 , // rotate around z+ 4 - 7
- 0,0, 4,3 , 2,0 , 0,1 , 0,0, 1,1 , 3,2 , 5,1 ,
- 0,0, 3,3 , 4,0 , 0,0 , 0,0, 1,2 , 5,2 , 2,1 ,
- 0,0, 5,3 , 3,0 , 0,3 , 0,0, 1,3 , 2,2 , 4,1 ,
- 0,0, 2,1 , 4,2 , 1,2 , 0,0, 0,0 , 5,0 , 3,3 , // rotate around z- 8 - 11
- 0,0, 4,1 , 3,2 , 1,3 , 0,0, 0,3 , 2,0 , 5,3 ,
- 0,0, 3,1 , 5,2 , 1,0 , 0,0, 0,2 , 4,0 , 2,3 ,
- 0,0, 5,1 , 2,2 , 1,1 , 0,0, 0,1 , 3,0 , 4,3 ,
- 0,0, 0,3 , 3,3 , 4,1 , 0,0, 5,3 , 2,3 , 1,3 , // rotate around x+ 12 - 15
- 0,0, 0,2 , 5,3 , 3,1 , 0,0, 2,3 , 4,3 , 1,0 ,
- 0,0, 0,1 , 2,3 , 5,1 , 0,0, 4,3 , 3,3 , 1,1 ,
- 0,0, 0,0 , 4,3 , 2,1 , 0,0, 3,3 , 5,3 , 1,2 ,
- 0,0, 1,1 , 2,1 , 4,3 , 0,0, 5,1 , 3,1 , 0,1 , // rotate around x- 16 - 19
- 0,0, 1,2 , 4,1 , 3,3 , 0,0, 2,1 , 5,1 , 0,0 ,
- 0,0, 1,3 , 3,1 , 5,3 , 0,0, 4,1 , 2,1 , 0,3 ,
- 0,0, 1,0 , 5,1 , 2,3 , 0,0, 3,1 , 4,1 , 0,2 ,
- 0,0, 3,2 , 1,2 , 4,2 , 0,0, 5,2 , 0,2 , 2,2 , // rotate around y- 20 - 23
- 0,0, 5,2 , 1,3 , 3,2 , 0,0, 2,2 , 0,1 , 4,2 ,
- 0,0, 2,2 , 1,0 , 5,2 , 0,0, 4,2 , 0,0 , 3,2 ,
- 0,0, 4,2 , 1,1 , 2,2 , 0,0, 3,2 , 0,3 , 5,2
- };
- u16 tile_index=facedir*16 + dir_i;
- TileSpec spec = getNodeTileN(mn, p, dir_to_tile[tile_index], data);
- spec.rotation=dir_to_tile[tile_index + 1];
- spec.texture = data->m_gamedef->tsrc()->getTexture(spec.texture_id);
- return spec;
- }
- static void getTileInfo(
- // Input:
- MeshMakeData *data,
- v3s16 p,
- v3s16 face_dir,
- // Output:
- bool &makes_face,
- v3s16 &p_corrected,
- v3s16 &face_dir_corrected,
- u16 *lights,
- TileSpec &tile,
- u8 &light_source
- )
- {
- VoxelManipulator &vmanip = data->m_vmanip;
- INodeDefManager *ndef = data->m_gamedef->ndef();
- v3s16 blockpos_nodes = data->m_blockpos * MAP_BLOCKSIZE;
- MapNode n0 = vmanip.getNodeNoEx(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;
- }
- MapNode n1 = vmanip.getNodeNoEx(blockpos_nodes + p + face_dir);
- // This is hackish
- bool equivalent = false;
- u8 mf = face_contents(n0.getContent(), n1.getContent(),
- &equivalent, ndef);
- if(mf == 0)
- {
- makes_face = false;
- return;
- }
- makes_face = true;
- if(mf == 1)
- {
- tile = getNodeTile(n0, p, face_dir, data);
- p_corrected = p;
- face_dir_corrected = face_dir;
- light_source = ndef->get(n0).light_source;
- }
- else
- {
- tile = getNodeTile(n1, p + face_dir, -face_dir, data);
- p_corrected = p + face_dir;
- face_dir_corrected = -face_dir;
- light_source = ndef->get(n1).light_source;
- }
- // eg. water and glass
- if(equivalent)
- tile.material_flags |= MATERIAL_FLAG_BACKFACE_CULLING;
- if(data->m_smooth_lighting == false)
- {
- lights[0] = lights[1] = lights[2] = lights[3] =
- getFaceLight(n0, n1, face_dir, ndef);
- }
- else
- {
- v3s16 vertex_dirs[4];
- getNodeVertexDirs(face_dir_corrected, vertex_dirs);
- for(u16 i=0; i<4; i++)
- {
- lights[i] = getSmoothLight(
- blockpos_nodes + p_corrected,
- vertex_dirs[i], data);
- }
- }
- return;
- }
- /*
- startpos:
- translate_dir: unit vector with only one of x, y or z
- face_dir: unit vector with only one of x, y or z
- */
- static void updateFastFaceRow(
- MeshMakeData *data,
- v3s16 startpos,
- v3s16 translate_dir,
- v3f translate_dir_f,
- v3s16 face_dir,
- v3f face_dir_f,
- std::vector<FastFace> &dest)
- {
- v3s16 p = startpos;
- u16 continuous_tiles_count = 0;
- bool makes_face = false;
- v3s16 p_corrected;
- v3s16 face_dir_corrected;
- u16 lights[4] = {0,0,0,0};
- TileSpec tile;
- u8 light_source = 0;
- getTileInfo(data, p, face_dir,
- makes_face, p_corrected, face_dir_corrected,
- lights, tile, light_source);
- for(u16 j=0; j<MAP_BLOCKSIZE; j++)
- {
- // 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;
- u16 next_lights[4] = {0,0,0,0};
- TileSpec next_tile;
- u8 next_light_source = 0;
- // 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;
- getTileInfo(data, p_next, face_dir,
- next_makes_face, next_p_corrected,
- next_face_dir_corrected, next_lights,
- next_tile, next_light_source);
- if(next_makes_face == makes_face
- && next_p_corrected == p_corrected + translate_dir
- && next_face_dir_corrected == face_dir_corrected
- && next_lights[0] == lights[0]
- && next_lights[1] == lights[1]
- && next_lights[2] == lights[2]
- && next_lights[3] == lights[3]
- && next_tile == tile
- && tile.rotation == 0
- && next_light_source == light_source)
- {
- next_is_different = false;
- }
- else{
- /*if(makes_face){
- g_profiler->add("Meshgen: diff: next_makes_face != makes_face",
- next_makes_face != makes_face ? 1 : 0);
- g_profiler->add("Meshgen: diff: n_p_corr != p_corr + t_dir",
- (next_p_corrected != p_corrected + translate_dir) ? 1 : 0);
- g_profiler->add("Meshgen: diff: next_f_dir_corr != f_dir_corr",
- next_face_dir_corrected != face_dir_corrected ? 1 : 0);
- g_profiler->add("Meshgen: diff: next_lights[] != lights[]",
- (next_lights[0] != lights[0] ||
- next_lights[0] != lights[0] ||
- next_lights[0] != lights[0] ||
- next_lights[0] != lights[0]) ? 1 : 0);
- g_profiler->add("Meshgen: diff: !(next_tile == tile)",
- !(next_tile == tile) ? 1 : 0);
- }*/
- }
- /*g_profiler->add("Meshgen: Total faces checked", 1);
- if(makes_face)
- g_profiler->add("Meshgen: Total makes_face checked", 1);*/
- } else {
- /*if(makes_face)
- g_profiler->add("Meshgen: diff: last position", 1);*/
- }
- continuous_tiles_count++;
- if(next_is_different)
- {
- /*
- Create a face if there should be one
- */
- if(makes_face)
- {
- // Floating point conversion of the position vector
- v3f pf(p_corrected.X, p_corrected.Y, p_corrected.Z);
- // Center point of face (kind of)
- v3f sp = pf - ((f32)continuous_tiles_count / 2.0 - 0.5) * translate_dir_f;
- if(continuous_tiles_count != 1)
- sp += translate_dir_f;
- v3f scale(1,1,1);
- if(translate_dir.X != 0) {
- scale.X = continuous_tiles_count;
- }
- if(translate_dir.Y != 0) {
- scale.Y = continuous_tiles_count;
- }
- if(translate_dir.Z != 0) {
- scale.Z = continuous_tiles_count;
- }
- makeFastFace(tile, lights[0], lights[1], lights[2], lights[3],
- sp, face_dir_corrected, scale, light_source,
- dest);
- g_profiler->avg("Meshgen: faces drawn by tiling", 0);
- for(int i = 1; i < continuous_tiles_count; i++){
- g_profiler->avg("Meshgen: faces drawn by tiling", 1);
- }
- }
- continuous_tiles_count = 0;
- makes_face = next_makes_face;
- p_corrected = next_p_corrected;
- face_dir_corrected = next_face_dir_corrected;
- lights[0] = next_lights[0];
- lights[1] = next_lights[1];
- lights[2] = next_lights[2];
- lights[3] = next_lights[3];
- tile = next_tile;
- light_source = next_light_source;
- }
- p = p_next;
- }
- }
- static void updateAllFastFaceRows(MeshMakeData *data,
- std::vector<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
- v3f (0,1,0),
- dest);
- }
- }
- /*
- Go through every x,y and get right(x+) faces in rows of z+
- */
- for(s16 x = 0; x < MAP_BLOCKSIZE; x++) {
- for(s16 y = 0; y < MAP_BLOCKSIZE; y++) {
- updateFastFaceRow(data,
- v3s16(x,y,0),
- v3s16(0,0,1), //dir
- v3f (0,0,1),
- v3s16(1,0,0), //face dir
- v3f (1,0,0),
- dest);
- }
- }
- /*
- Go through every y,z and get back(z+) faces in rows of x+
- */
- for(s16 z = 0; z < MAP_BLOCKSIZE; z++) {
- for(s16 y = 0; y < MAP_BLOCKSIZE; y++) {
- updateFastFaceRow(data,
- v3s16(0,y,z),
- v3s16(1,0,0), //dir
- v3f (1,0,0),
- v3s16(0,0,1), //face dir
- v3f (0,0,1),
- dest);
- }
- }
- }
- /*
- MapBlockMesh
- */
- MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
- m_mesh(new scene::SMesh()),
- m_gamedef(data->m_gamedef),
- m_animation_force_timer(0), // force initial animation
- m_last_crack(-1),
- m_crack_materials(),
- m_highlighted_materials(),
- m_last_daynight_ratio((u32) -1),
- m_daynight_diffs()
- {
- m_enable_shaders = g_settings->getBool("enable_shaders");
- m_enable_highlighting = g_settings->getBool("enable_node_highlighting");
- // 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;
- /*
- We are including the faces of the trailing edges of the block.
- This means that when something changes, the caller must
- also update the meshes of the blocks at the leading edges.
- NOTE: This is the slowest part of this method.
- */
- {
- // 4-23ms for MAP_BLOCKSIZE=16 (NOTE: probably outdated)
- //TimeTaker timer2("updateAllFastFaceRows()");
- updateAllFastFaceRows(data, fastfaces_new);
- }
- // End of slow part
- /*
- Convert FastFaces to MeshCollector
- */
- MeshCollector collector;
- {
- // avg 0ms (100ms spikes when loading textures the first time)
- // (NOTE: probably outdated)
- //TimeTaker timer2("MeshCollector building");
- for(u32 i=0; i<fastfaces_new.size(); i++)
- {
- FastFace &f = fastfaces_new[i];
- const u16 indices[] = {0,1,2,2,3,0};
- const u16 indices_alternate[] = {0,1,3,2,3,1};
- if(f.tile.texture == NULL)
- continue;
- const u16 *indices_p = indices;
- /*
- Revert triangles for nicer looking gradient if vertices
- 1 and 3 have same color or 0 and 2 have different color.
- getRed() is the day color.
- */
- if(f.vertices[0].Color.getRed() != f.vertices[2].Color.getRed()
- || f.vertices[1].Color.getRed() == f.vertices[3].Color.getRed())
- indices_p = indices_alternate;
- collector.append(f.tile, f.vertices, 4, indices_p, 6);
- }
- }
- /*
- Add special graphics:
- - torches
- - flowing water
- - fences
- - whatever
- */
- mapblock_mesh_generate_special(data, collector);
- m_highlight_mesh_color = data->m_highlight_mesh_color;
- /*
- Convert MeshCollector to SMesh
- */
- ITextureSource *tsrc = m_gamedef->tsrc();
- IShaderSource *shdrsrc = m_gamedef->getShaderSource();
- for(u32 i = 0; i < collector.prebuffers.size(); i++)
- {
- PreMeshBuffer &p = collector.prebuffers[i];
- // Generate animation data
- // - Cracks
- if(p.tile.material_flags & MATERIAL_FLAG_CRACK)
- {
- // Find the texture name plus ^[crack:N:
- std::ostringstream os(std::ios::binary);
- os<<tsrc->getTextureName(p.tile.texture_id)<<"^[crack";
- if(p.tile.material_flags & MATERIAL_FLAG_CRACK_OVERLAY)
- os<<"o"; // use ^[cracko
- os<<":"<<(u32)p.tile.animation_frame_count<<":";
- m_crack_materials.insert(std::make_pair(i, os.str()));
- // Replace tile texture with the cracked one
- p.tile.texture = tsrc->getTexture(
- os.str()+"0",
- &p.tile.texture_id);
- }
- // - Texture animation
- if(p.tile.material_flags & MATERIAL_FLAG_ANIMATION_VERTICAL_FRAMES)
- {
- // Add to MapBlockMesh in order to animate these tiles
- m_animation_tiles[i] = p.tile;
- m_animation_frames[i] = 0;
- if(g_settings->getBool("desynchronize_mapblock_texture_animation")){
- // Get starting position from noise
- m_animation_frame_offsets[i] = 100000 * (2.0 + noise3d(
- data->m_blockpos.X, data->m_blockpos.Y,
- data->m_blockpos.Z, 0));
- } else {
- // Play all synchronized
- m_animation_frame_offsets[i] = 0;
- }
- // Replace tile texture with the first animation frame
- FrameSpec animation_frame = p.tile.frames.find(0)->second;
- p.tile.texture = animation_frame.texture;
- }
- if(m_enable_highlighting && p.tile.material_flags & MATERIAL_FLAG_HIGHLIGHTED)
- m_highlighted_materials.push_back(i);
- for(u32 j = 0; j < p.vertices.size(); j++)
- {
- // Note applyFacesShading second parameter is precalculated sqrt
- // value for speed improvement
- // Skip it for lightsources and top faces.
- video::SColor &vc = p.vertices[j].Color;
- if (!vc.getBlue()) {
- if (p.vertices[j].Normal.Y < -0.5) {
- applyFacesShading (vc, 0.447213);
- } else if (p.vertices[j].Normal.X > 0.5) {
- applyFacesShading (vc, 0.670820);
- } else if (p.vertices[j].Normal.X < -0.5) {
- applyFacesShading (vc, 0.670820);
- } else if (p.vertices[j].Normal.Z > 0.5) {
- applyFacesShading (vc, 0.836660);
- } else if (p.vertices[j].Normal.Z < -0.5) {
- applyFacesShading (vc, 0.836660);
- }
- }
- // - Classic lighting
- // Set initial real color and store for later updates
- u8 day = vc.getRed();
- u8 night = vc.getGreen();
- finalColorBlend(vc, day, night, 1000);
- m_daynight_diffs[i][j] = std::make_pair(day, night);
- }
- // Create material
- video::SMaterial material;
- material.setFlag(video::EMF_LIGHTING, false);
- material.setFlag(video::EMF_BACK_FACE_CULLING, true);
- material.setFlag(video::EMF_BILINEAR_FILTER, false);
- material.setFlag(video::EMF_FOG_ENABLE, true);
- material.setTexture(0, p.tile.texture);
- if (p.tile.material_flags & MATERIAL_FLAG_HIGHLIGHTED) {
- material.MaterialType = video::EMT_TRANSPARENT_ADD_COLOR;
- } else {
- if (m_enable_shaders) {
- material.MaterialType = shdrsrc->getShaderInfo(p.tile.shader_id).material;
- p.tile.applyMaterialOptionsWithShaders(material);
- if (p.tile.normal_texture) {
- material.setTexture(1, p.tile.normal_texture);
- material.setTexture(2, tsrc->getTexture("enable_img.png"));
- } else {
- material.setTexture(2, tsrc->getTexture("disable_img.png"));
- }
- } else {
- p.tile.applyMaterialOptions(material);
- }
- }
- // Create meshbuffer
- // This is a "Standard MeshBuffer",
- // it's a typedeffed CMeshBuffer<video::S3DVertex>
- scene::SMeshBuffer *buf = new scene::SMeshBuffer();
- // Set material
- buf->Material = material;
- // Add to mesh
- m_mesh->addMeshBuffer(buf);
- // Mesh grabbed it
- buf->drop();
- buf->append(&p.vertices[0], p.vertices.size(),
- &p.indices[0], p.indices.size());
- }
- m_camera_offset = camera_offset;
- /*
- Do some stuff to the mesh
- */
- translateMesh(m_mesh, intToFloat(data->m_blockpos * MAP_BLOCKSIZE - camera_offset, BS));
- if(m_mesh)
- {
- #if 0
- // Usually 1-700 faces and 1-7 materials
- std::cout<<"Updated MapBlock has "<<fastfaces_new.size()<<" faces "
- <<"and uses "<<m_mesh->getMeshBufferCount()
- <<" materials (meshbuffers)"<<std::endl;
- #endif
- // Use VBO for mesh (this just would set this for ever buffer)
- // This will lead to infinite memory usage because or irrlicht.
- //m_mesh->setHardwareMappingHint(scene::EHM_STATIC);
- /*
- NOTE: If that is enabled, some kind of a queue to the main
- thread should be made which would call irrlicht to delete
- the hardware buffer and then delete the mesh
- */
- }
- //std::cout<<"added "<<fastfaces.getSize()<<" faces."<<std::endl;
- // Check if animation is required for this mesh
- m_has_animation =
- !m_crack_materials.empty() ||
- !m_daynight_diffs.empty() ||
- !m_animation_tiles.empty() ||
- !m_highlighted_materials.empty();
- }
- MapBlockMesh::~MapBlockMesh()
- {
- m_mesh->drop();
- m_mesh = NULL;
- }
- bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_ratio)
- {
- if(!m_has_animation)
- {
- m_animation_force_timer = 100000;
- return false;
- }
- m_animation_force_timer = myrand_range(5, 100);
- // Cracks
- if(crack != m_last_crack)
- {
- for(std::map<u32, std::string>::iterator
- i = m_crack_materials.begin();
- i != m_crack_materials.end(); i++)
- {
- scene::IMeshBuffer *buf = m_mesh->getMeshBuffer(i->first);
- std::string basename = i->second;
- // Create new texture name from original
- ITextureSource *tsrc = m_gamedef->getTextureSource();
- std::ostringstream os;
- os<<basename<<crack;
- u32 new_texture_id = 0;
- video::ITexture *new_texture =
- tsrc->getTexture(os.str(), &new_texture_id);
- buf->getMaterial().setTexture(0, new_texture);
- // If the current material is also animated,
- // update animation info
- std::map<u32, TileSpec>::iterator anim_iter =
- m_animation_tiles.find(i->first);
- if(anim_iter != m_animation_tiles.end()){
- TileSpec &tile = anim_iter->second;
- tile.texture = new_texture;
- tile.texture_id = new_texture_id;
- // force animation update
- m_animation_frames[i->first] = -1;
- }
- }
- m_last_crack = crack;
- }
- // Texture animation
- for(std::map<u32, TileSpec>::iterator
- i = m_animation_tiles.begin();
- i != m_animation_tiles.end(); i++)
- {
- const TileSpec &tile = i->second;
- // Figure out current frame
- int frameoffset = m_animation_frame_offsets[i->first];
- int frame = (int)(time * 1000 / tile.animation_frame_length_ms
- + frameoffset) % tile.animation_frame_count;
- // If frame doesn't change, skip
- if(frame == m_animation_frames[i->first])
- continue;
- m_animation_frames[i->first] = frame;
- scene::IMeshBuffer *buf = m_mesh->getMeshBuffer(i->first);
- ITextureSource *tsrc = m_gamedef->getTextureSource();
- FrameSpec animation_frame = tile.frames.find(frame)->second;
- buf->getMaterial().setTexture(0, animation_frame.texture);
- if (m_enable_shaders) {
- if (animation_frame.normal_texture) {
- buf->getMaterial().setTexture(1, animation_frame.normal_texture);
- buf->getMaterial().setTexture(2, tsrc->getTexture("enable_img.png"));
- } else {
- buf->getMaterial().setTexture(2, tsrc->getTexture("disable_img.png"));
- }
- }
- }
- // Day-night transition
- if(daynight_ratio != m_last_daynight_ratio)
- {
- for(std::map<u32, std::map<u32, std::pair<u8, u8> > >::iterator
- i = m_daynight_diffs.begin();
- i != m_daynight_diffs.end(); i++)
- {
- scene::IMeshBuffer *buf = m_mesh->getMeshBuffer(i->first);
- video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices();
- for(std::map<u32, std::pair<u8, u8 > >::iterator
- j = i->second.begin();
- j != i->second.end(); j++)
- {
- u32 vertexIndex = j->first;
- u8 day = j->second.first;
- u8 night = j->second.second;
- finalColorBlend(vertices[vertexIndex].Color,
- day, night, daynight_ratio);
- }
- }
- m_last_daynight_ratio = daynight_ratio;
- }
- // Node highlighting
- if (m_enable_highlighting) {
- u8 day = m_highlight_mesh_color.getRed();
- u8 night = m_highlight_mesh_color.getGreen();
- video::SColor hc;
- finalColorBlend(hc, day, night, daynight_ratio);
- float sin_r = 0.07 * sin(1.5 * time);
- float sin_g = 0.07 * sin(1.5 * time + irr::core::PI * 0.5);
- float sin_b = 0.07 * sin(1.5 * time + irr::core::PI);
- hc.setRed(core::clamp(core::round32(hc.getRed() * (0.8 + sin_r)), 0, 255));
- hc.setGreen(core::clamp(core::round32(hc.getGreen() * (0.8 + sin_g)), 0, 255));
- hc.setBlue(core::clamp(core::round32(hc.getBlue() * (0.8 + sin_b)), 0, 255));
- for(std::list<u32>::iterator
- i = m_highlighted_materials.begin();
- i != m_highlighted_materials.end(); i++)
- {
- scene::IMeshBuffer *buf = m_mesh->getMeshBuffer(*i);
- video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices();
- for (u32 j = 0; j < buf->getVertexCount() ;j++)
- vertices[j].Color = hc;
- }
- }
- return true;
- }
- void MapBlockMesh::updateCameraOffset(v3s16 camera_offset)
- {
- if (camera_offset != m_camera_offset) {
- translateMesh(m_mesh, intToFloat(m_camera_offset-camera_offset, BS));
- m_camera_offset = camera_offset;
- }
- }
- /*
- MeshCollector
- */
- void MeshCollector::append(const TileSpec &tile,
- const video::S3DVertex *vertices, u32 numVertices,
- const u16 *indices, u32 numIndices)
- {
- if(numIndices > 65535)
- {
- dstream<<"FIXME: MeshCollector::append() called with numIndices="<<numIndices<<" (limit 65535)"<<std::endl;
- return;
- }
- PreMeshBuffer *p = NULL;
- for(u32 i=0; i<prebuffers.size(); i++)
- {
- PreMeshBuffer &pp = prebuffers[i];
- if(pp.tile != tile)
- continue;
- if(pp.indices.size() + numIndices > 65535)
- continue;
- p = &pp;
- break;
- }
- if(p == NULL)
- {
- PreMeshBuffer pp;
- pp.tile = tile;
- prebuffers.push_back(pp);
- p = &prebuffers[prebuffers.size()-1];
- }
- u32 vertex_count = p->vertices.size();
- for(u32 i=0; i<numIndices; i++)
- {
- u32 j = indices[i] + vertex_count;
- p->indices.push_back(j);
- }
- for(u32 i=0; i<numVertices; i++)
- {
- p->vertices.push_back(vertices[i]);
- }
- }
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