3 Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
5 This program is free software; you can redistribute it and/or modify
6 it under the terms of the GNU Lesser General Public License as published by
7 the Free Software Foundation; either version 2.1 of the License, or
8 (at your option) any later version.
10 This program is distributed in the hope that it will be useful,
11 but WITHOUT ANY WARRANTY; without even the implied warranty of
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
13 GNU Lesser General Public License for more details.
15 You should have received a copy of the GNU Lesser General Public License along
16 with this program; if not, write to the Free Software Foundation, Inc.,
17 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
20 #include "mapblock_mesh.h"
24 #include "main.h" // for g_profiler
29 #include "content_mapblock.h"
33 #include "util/directiontables.h"
35 float srgb_linear_multiply(float f, float m, float max)
37 f = f * f; // SRGB -> Linear
39 f = sqrt(f); // Linear -> SRGB
49 MeshMakeData::MeshMakeData(IGameDef *gamedef):
51 m_blockpos(-1337,-1337,-1337),
52 m_crack_pos_relative(-1337, -1337, -1337),
53 m_smooth_lighting(false),
57 void MeshMakeData::fill(MapBlock *block)
59 m_blockpos = block->getPos();
61 v3s16 blockpos_nodes = m_blockpos*MAP_BLOCKSIZE;
67 // Allocate this block + neighbors
69 m_vmanip.addArea(VoxelArea(blockpos_nodes-v3s16(1,1,1)*MAP_BLOCKSIZE,
70 blockpos_nodes+v3s16(1,1,1)*MAP_BLOCKSIZE*2-v3s16(1,1,1)));
73 //TimeTaker timer("copy central block data");
77 block->copyTo(m_vmanip);
80 //TimeTaker timer("copy neighbor block data");
84 Copy neighbors. This is lightning fast.
85 Copying only the borders would be *very* slow.
89 Map *map = block->getParent();
91 for(u16 i=0; i<26; i++)
93 const v3s16 &dir = g_26dirs[i];
94 v3s16 bp = m_blockpos + dir;
95 MapBlock *b = map->getBlockNoCreateNoEx(bp);
102 void MeshMakeData::fillSingleNode(MapNode *node)
104 m_blockpos = v3s16(0,0,0);
106 v3s16 blockpos_nodes = v3s16(0,0,0);
107 VoxelArea area(blockpos_nodes-v3s16(1,1,1)*MAP_BLOCKSIZE,
108 blockpos_nodes+v3s16(1,1,1)*MAP_BLOCKSIZE*2-v3s16(1,1,1));
109 s32 volume = area.getVolume();
110 s32 our_node_index = area.index(1,1,1);
112 // Allocate this block + neighbors
114 m_vmanip.addArea(area);
117 MapNode *data = new MapNode[volume];
118 for(s32 i = 0; i < volume; i++)
120 if(i == our_node_index)
126 data[i] = MapNode(CONTENT_AIR, LIGHT_MAX, 0);
129 m_vmanip.copyFrom(data, area, area.MinEdge, area.MinEdge, area.getExtent());
133 void MeshMakeData::setCrack(int crack_level, v3s16 crack_pos)
136 m_crack_pos_relative = crack_pos - m_blockpos*MAP_BLOCKSIZE;
139 void MeshMakeData::setSmoothLighting(bool smooth_lighting)
141 m_smooth_lighting = smooth_lighting;
145 Light and vertex color functions
149 Calculate non-smooth lighting at interior of node.
152 static u8 getInteriorLight(enum LightBank bank, MapNode n, s32 increment,
155 INodeDefManager *ndef = data->m_gamedef->ndef();
156 u8 light = n.getLight(bank, ndef);
160 light = undiminish_light(light);
165 light = diminish_light(light);
169 return decode_light(light);
173 Calculate non-smooth lighting at interior of node.
176 u16 getInteriorLight(MapNode n, s32 increment, MeshMakeData *data)
178 u16 day = getInteriorLight(LIGHTBANK_DAY, n, increment, data);
179 u16 night = getInteriorLight(LIGHTBANK_NIGHT, n, increment, data);
180 return day | (night << 8);
184 Calculate non-smooth lighting at face of node.
187 static u8 getFaceLight(enum LightBank bank, MapNode n, MapNode n2,
188 v3s16 face_dir, MeshMakeData *data)
190 INodeDefManager *ndef = data->m_gamedef->ndef();
193 u8 l1 = n.getLight(bank, ndef);
194 u8 l2 = n2.getLight(bank, ndef);
200 // Boost light level for light sources
201 u8 light_source = MYMAX(ndef->get(n).light_source,
202 ndef->get(n2).light_source);
203 //if(light_source >= light)
204 //return decode_light(undiminish_light(light_source));
205 if(light_source > light)
206 //return decode_light(light_source);
207 light = light_source;
209 // Make some nice difference to different sides
211 // This makes light come from a corner
212 /*if(face_dir.X == 1 || face_dir.Z == 1 || face_dir.Y == -1)
213 light = diminish_light(diminish_light(light));
214 else if(face_dir.X == -1 || face_dir.Z == -1)
215 light = diminish_light(light);*/
217 // All neighboring faces have different shade (like in minecraft)
218 if(face_dir.X == 1 || face_dir.X == -1 || face_dir.Y == -1)
219 light = diminish_light(diminish_light(light));
220 else if(face_dir.Z == 1 || face_dir.Z == -1)
221 light = diminish_light(light);
223 return decode_light(light);
227 Calculate non-smooth lighting at face of node.
230 u16 getFaceLight(MapNode n, MapNode n2, v3s16 face_dir, MeshMakeData *data)
232 u16 day = getFaceLight(LIGHTBANK_DAY, n, n2, face_dir, data);
233 u16 night = getFaceLight(LIGHTBANK_NIGHT, n, n2, face_dir, data);
234 return day | (night << 8);
238 Calculate smooth lighting at the XYZ- corner of p.
241 static u8 getSmoothLight(enum LightBank bank, v3s16 p, MeshMakeData *data)
243 static v3s16 dirs8[8] = {
254 INodeDefManager *ndef = data->m_gamedef->ndef();
256 u16 ambient_occlusion = 0;
259 u8 light_source_max = 0;
260 for(u32 i=0; i<8; i++)
262 MapNode n = data->m_vmanip.getNodeNoEx(p - dirs8[i]);
263 const ContentFeatures &f = ndef->get(n);
264 if(f.light_source > light_source_max)
265 light_source_max = f.light_source;
266 // Check f.solidness because fast-style leaves look
268 if(f.param_type == CPT_LIGHT && f.solidness != 2)
270 light += decode_light(n.getLight(bank, ndef));
273 else if(n.getContent() != CONTENT_IGNORE)
282 light /= light_count;
284 // Boost brightness around light sources
285 if(decode_light(light_source_max) >= light)
286 //return decode_light(undiminish_light(light_source_max));
287 return decode_light(light_source_max);
289 if(ambient_occlusion > 4)
291 //ambient_occlusion -= 4;
292 //light = (float)light / ((float)ambient_occlusion * 0.5 + 1.0);
293 float light_amount = (8 - ambient_occlusion) / 4.0;
294 float light_f = (float)light / 255.0;
295 light_f = pow(light_f, 2.2f); // gamma -> linear space
296 light_f = light_f * light_amount;
297 light_f = pow(light_f, 1.0f/2.2f); // linear -> gamma space
300 light = 255.0 * light_f + 0.5;
307 Calculate smooth lighting at the XYZ- corner of p.
310 static u16 getSmoothLight(v3s16 p, MeshMakeData *data)
312 u16 day = getSmoothLight(LIGHTBANK_DAY, p, data);
313 u16 night = getSmoothLight(LIGHTBANK_NIGHT, p, data);
314 return day | (night << 8);
318 Calculate smooth lighting at the given corner of p.
321 u16 getSmoothLight(v3s16 p, v3s16 corner, MeshMakeData *data)
323 if(corner.X == 1) p.X += 1;
324 else assert(corner.X == -1);
325 if(corner.Y == 1) p.Y += 1;
326 else assert(corner.Y == -1);
327 if(corner.Z == 1) p.Z += 1;
328 else assert(corner.Z == -1);
330 return getSmoothLight(p, data);
334 Converts from day + night color values (0..255)
335 and a given daynight_ratio to the final SColor shown on screen.
337 static void finalColorBlend(video::SColor& result,
338 u8 day, u8 night, u32 daynight_ratio)
340 s32 rg = (day * daynight_ratio + night * (1000-daynight_ratio)) / 1000;
344 b += (day - night) / 13;
345 rg -= (day - night) / 23;
347 // Emphase blue a bit in darker places
348 // Each entry of this array represents a range of 8 blue levels
349 static u8 emphase_blue_when_dark[32] = {
350 1, 4, 6, 6, 6, 5, 4, 3, 2, 1, 0, 0, 0, 0, 0, 0,
351 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
357 b += emphase_blue_when_dark[b / 8];
359 // Artificial light is yellow-ish
360 static u8 emphase_yellow_when_artificial[16] = {
361 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 5, 10, 15, 15, 15
363 rg += emphase_yellow_when_artificial[night/16];
375 Mesh generation helpers
379 vertex_dirs: v3s16[4]
381 static void getNodeVertexDirs(v3s16 dir, v3s16 *vertex_dirs)
384 If looked from outside the node towards the face, the corners are:
390 if(dir == v3s16(0,0,1))
392 // If looking towards z+, this is the face that is behind
393 // the center point, facing towards z+.
394 vertex_dirs[0] = v3s16(-1,-1, 1);
395 vertex_dirs[1] = v3s16( 1,-1, 1);
396 vertex_dirs[2] = v3s16( 1, 1, 1);
397 vertex_dirs[3] = v3s16(-1, 1, 1);
399 else if(dir == v3s16(0,0,-1))
402 vertex_dirs[0] = v3s16( 1,-1,-1);
403 vertex_dirs[1] = v3s16(-1,-1,-1);
404 vertex_dirs[2] = v3s16(-1, 1,-1);
405 vertex_dirs[3] = v3s16( 1, 1,-1);
407 else if(dir == v3s16(1,0,0))
410 vertex_dirs[0] = v3s16( 1,-1, 1);
411 vertex_dirs[1] = v3s16( 1,-1,-1);
412 vertex_dirs[2] = v3s16( 1, 1,-1);
413 vertex_dirs[3] = v3s16( 1, 1, 1);
415 else if(dir == v3s16(-1,0,0))
418 vertex_dirs[0] = v3s16(-1,-1,-1);
419 vertex_dirs[1] = v3s16(-1,-1, 1);
420 vertex_dirs[2] = v3s16(-1, 1, 1);
421 vertex_dirs[3] = v3s16(-1, 1,-1);
423 else if(dir == v3s16(0,1,0))
425 // faces towards Y+ (assume Z- as "down" in texture)
426 vertex_dirs[0] = v3s16( 1, 1,-1);
427 vertex_dirs[1] = v3s16(-1, 1,-1);
428 vertex_dirs[2] = v3s16(-1, 1, 1);
429 vertex_dirs[3] = v3s16( 1, 1, 1);
431 else if(dir == v3s16(0,-1,0))
433 // faces towards Y- (assume Z+ as "down" in texture)
434 vertex_dirs[0] = v3s16( 1,-1, 1);
435 vertex_dirs[1] = v3s16(-1,-1, 1);
436 vertex_dirs[2] = v3s16(-1,-1,-1);
437 vertex_dirs[3] = v3s16( 1,-1,-1);
444 video::S3DVertex vertices[4]; // Precalculated vertices
447 static void makeFastFace(TileSpec tile, u16 li0, u16 li1, u16 li2, u16 li3,
448 v3f p, v3s16 dir, v3f scale, u8 light_source, std::vector<FastFace> &dest)
452 // Position is at the center of the cube.
456 v3s16 vertex_dirs[4];
457 getNodeVertexDirs(dir, vertex_dirs);
459 switch (tile.rotation)
465 vertex_dirs[0] = vertex_dirs[3];
466 vertex_dirs[3] = vertex_dirs[2];
467 vertex_dirs[2] = vertex_dirs[1];
472 vertex_dirs[0] = vertex_dirs[2];
475 vertex_dirs[1] = vertex_dirs[3];
480 vertex_dirs[0] = vertex_dirs[1];
481 vertex_dirs[1] = vertex_dirs[2];
482 vertex_dirs[2] = vertex_dirs[3];
487 vertex_dirs[0] = vertex_dirs[3];
488 vertex_dirs[3] = vertex_dirs[2];
489 vertex_dirs[2] = vertex_dirs[1];
491 tile.texture.pos.Y += tile.texture.size.Y;
492 tile.texture.size.Y *= -1;
496 vertex_dirs[0] = vertex_dirs[1];
497 vertex_dirs[1] = vertex_dirs[2];
498 vertex_dirs[2] = vertex_dirs[3];
500 tile.texture.pos.Y += tile.texture.size.Y;
501 tile.texture.size.Y *= -1;
505 vertex_dirs[0] = vertex_dirs[3];
506 vertex_dirs[3] = vertex_dirs[2];
507 vertex_dirs[2] = vertex_dirs[1];
509 tile.texture.pos.X += tile.texture.size.X;
510 tile.texture.size.X *= -1;
514 vertex_dirs[0] = vertex_dirs[1];
515 vertex_dirs[1] = vertex_dirs[2];
516 vertex_dirs[2] = vertex_dirs[3];
518 tile.texture.pos.X += tile.texture.size.X;
519 tile.texture.size.X *= -1;
522 tile.texture.pos.Y += tile.texture.size.Y;
523 tile.texture.size.Y *= -1;
526 tile.texture.pos.X += tile.texture.size.X;
527 tile.texture.size.X *= -1;
532 for(u16 i=0; i<4; i++)
535 BS/2*vertex_dirs[i].X,
536 BS/2*vertex_dirs[i].Y,
537 BS/2*vertex_dirs[i].Z
541 for(u16 i=0; i<4; i++)
543 vertex_pos[i].X *= scale.X;
544 vertex_pos[i].Y *= scale.Y;
545 vertex_pos[i].Z *= scale.Z;
546 vertex_pos[i] += pos;
550 if (scale.X < 0.999 || scale.X > 1.001) abs_scale = scale.X;
551 else if(scale.Y < 0.999 || scale.Y > 1.001) abs_scale = scale.Y;
552 else if(scale.Z < 0.999 || scale.Z > 1.001) abs_scale = scale.Z;
554 v3f normal(dir.X, dir.Y, dir.Z);
556 u8 alpha = tile.alpha;
558 float x0 = tile.texture.pos.X;
559 float y0 = tile.texture.pos.Y;
560 float w = tile.texture.size.X;
561 float h = tile.texture.size.Y;
563 face.vertices[0] = video::S3DVertex(vertex_pos[0], normal,
564 MapBlock_LightColor(alpha, li0, light_source),
565 core::vector2d<f32>(x0+w*abs_scale, y0+h));
566 face.vertices[1] = video::S3DVertex(vertex_pos[1], normal,
567 MapBlock_LightColor(alpha, li1, light_source),
568 core::vector2d<f32>(x0, y0+h));
569 face.vertices[2] = video::S3DVertex(vertex_pos[2], normal,
570 MapBlock_LightColor(alpha, li2, light_source),
571 core::vector2d<f32>(x0, y0));
572 face.vertices[3] = video::S3DVertex(vertex_pos[3], normal,
573 MapBlock_LightColor(alpha, li3, light_source),
574 core::vector2d<f32>(x0+w*abs_scale, y0));
578 dest.push_back(face);
582 Nodes make a face if contents differ and solidness differs.
585 1: Face uses m1's content
586 2: Face uses m2's content
587 equivalent: Whether the blocks share the same face (eg. water and glass)
589 TODO: Add 3: Both faces drawn with backface culling, remove equivalent
591 static u8 face_contents(content_t m1, content_t m2, bool *equivalent,
592 INodeDefManager *ndef)
596 if(m1 == CONTENT_IGNORE || m2 == CONTENT_IGNORE)
599 bool contents_differ = (m1 != m2);
601 const ContentFeatures &f1 = ndef->get(m1);
602 const ContentFeatures &f2 = ndef->get(m2);
604 // Contents don't differ for different forms of same liquid
605 if(f1.sameLiquid(f2))
606 contents_differ = false;
608 u8 c1 = f1.solidness;
609 u8 c2 = f2.solidness;
611 bool solidness_differs = (c1 != c2);
612 bool makes_face = contents_differ && solidness_differs;
614 if(makes_face == false)
618 c1 = f1.visual_solidness;
620 c2 = f2.visual_solidness;
624 // If same solidness, liquid takes precense
638 Gets nth node tile (0 <= n <= 5).
640 TileSpec getNodeTileN(MapNode mn, v3s16 p, u8 tileindex, MeshMakeData *data)
642 INodeDefManager *ndef = data->m_gamedef->ndef();
643 TileSpec spec = ndef->get(mn).tiles[tileindex];
644 // Apply temporary crack
645 if(p == data->m_crack_pos_relative)
647 spec.material_flags |= MATERIAL_FLAG_CRACK;
648 spec.texture = data->m_gamedef->tsrc()->getTextureRawAP(spec.texture);
650 // If animated, replace tile texture with one without texture atlas
651 if(spec.material_flags & MATERIAL_FLAG_ANIMATION_VERTICAL_FRAMES)
653 spec.texture = data->m_gamedef->tsrc()->getTextureRawAP(spec.texture);
659 Gets node tile given a face direction.
661 TileSpec getNodeTile(MapNode mn, v3s16 p, v3s16 dir, MeshMakeData *data)
663 INodeDefManager *ndef = data->m_gamedef->ndef();
665 // Direction must be (1,0,0), (-1,0,0), (0,1,0), (0,-1,0),
666 // (0,0,1), (0,0,-1) or (0,0,0)
667 assert(dir.X * dir.X + dir.Y * dir.Y + dir.Z * dir.Z <= 1);
669 // Convert direction to single integer for table lookup
674 // 4 = invalid, treat as (0,0,0)
678 u8 dir_i = ((dir.X + 2 * dir.Y + 3 * dir.Z) & 7)*2;
680 // Get rotation for things like chests
681 u8 facedir = mn.getFaceDir(ndef);
682 assert(facedir <= 23);
683 static const u16 dir_to_tile[24 * 16] =
685 // 0 +X +Y +Z -Z -Y -X -> value=tile,rotation
686 0,0, 2,0 , 0,0 , 4,0 , 0,0, 5,0 , 1,0 , 3,0 , // rotate around y+ 0 - 3
687 0,0, 4,0 , 0,3 , 3,0 , 0,0, 2,0 , 1,1 , 5,0 ,
688 0,0, 3,0 , 0,2 , 5,0 , 0,0, 4,0 , 1,2 , 2,0 ,
689 0,0, 5,0 , 0,1 , 2,0 , 0,0, 3,0 , 1,3 , 4,0 ,
691 0,0, 2,3 , 5,0 , 0,2 , 0,0, 1,0 , 4,2 , 3,1 , // rotate around z+ 4 - 7
692 0,0, 4,3 , 2,0 , 0,3 , 0,0, 1,1 , 3,2 , 5,1 ,
693 0,0, 3,3 , 4,0 , 0,0 , 0,0, 1,2 , 5,2 , 2,1 ,
694 0,0, 5,3 , 3,0 , 0,1 , 0,0, 1,3 , 2,2 , 4,1 ,
696 0,0, 2,1 , 4,2 , 1,2 , 0,0, 0,0 , 5,0 , 3,3 , // rotate around z- 8 - 11
697 0,0, 4,1 , 3,2 , 1,3 , 0,0, 0,3 , 2,0 , 5,3 ,
698 0,0, 3,1 , 5,2 , 1,0 , 0,0, 0,2 , 4,0 , 2,3 ,
699 0,0, 5,1 , 2,2 , 1,1 , 0,0, 0,1 , 3,0 , 4,3 ,
701 0,0, 0,3 , 3,3 , 4,1 , 0,0, 5,3 , 2,3 , 1,3 , // rotate around x+ 12 - 15
702 0,0, 0,2 , 5,3 , 3,1 , 0,0, 2,3 , 4,3 , 1,0 ,
703 0,0, 0,1 , 2,3 , 5,1 , 0,0, 4,3 , 3,3 , 1,1 ,
704 0,0, 0,0 , 4,3 , 2,1 , 0,0, 3,3 , 5,3 , 1,2 ,
706 0,0, 1,1 , 2,1 , 4,3 , 0,0, 5,1 , 3,1 , 0,1 , // rotate around x- 16 - 19
707 0,0, 1,2 , 4,1 , 3,3 , 0,0, 2,1 , 5,1 , 0,0 ,
708 0,0, 1,3 , 3,1 , 5,3 , 0,0, 4,1 , 2,1 , 0,3 ,
709 0,0, 1,0 , 5,1 , 2,3 , 0,0, 3,1 , 4,1 , 0,2 ,
711 0,0, 3,2 , 1,2 , 4,2 , 0,0, 5,2 , 0,2 , 2,2 , // rotate around y- 20 - 23
712 0,0, 5,2 , 1,3 , 3,2 , 0,0, 2,2 , 0,1 , 4,2 ,
713 0,0, 2,2 , 1,0 , 5,2 , 0,0, 4,2 , 0,0 , 3,2 ,
714 0,0, 4,2 , 1,1 , 2,2 , 0,0, 3,2 , 0,3 , 5,2
717 u16 tile_index=facedir*16 + dir_i;
718 TileSpec spec = getNodeTileN(mn, p, dir_to_tile[tile_index], data);
719 spec.rotation=dir_to_tile[tile_index + 1];
720 spec.texture = data->m_gamedef->tsrc()->getTexture(spec.texture.id);
724 static void getTileInfo(
732 v3s16 &face_dir_corrected,
738 VoxelManipulator &vmanip = data->m_vmanip;
739 INodeDefManager *ndef = data->m_gamedef->ndef();
740 v3s16 blockpos_nodes = data->m_blockpos * MAP_BLOCKSIZE;
742 MapNode n0 = vmanip.getNodeNoEx(blockpos_nodes + p);
743 MapNode n1 = vmanip.getNodeNoEx(blockpos_nodes + p + face_dir);
744 TileSpec tile0 = getNodeTile(n0, p, face_dir, data);
745 TileSpec tile1 = getNodeTile(n1, p + face_dir, -face_dir, data);
748 bool equivalent = false;
749 u8 mf = face_contents(n0.getContent(), n1.getContent(),
764 face_dir_corrected = face_dir;
765 light_source = ndef->get(n0).light_source;
770 p_corrected = p + face_dir;
771 face_dir_corrected = -face_dir;
772 light_source = ndef->get(n1).light_source;
775 // eg. water and glass
777 tile.material_flags |= MATERIAL_FLAG_BACKFACE_CULLING;
779 if(data->m_smooth_lighting == false)
781 lights[0] = lights[1] = lights[2] = lights[3] =
782 getFaceLight(n0, n1, face_dir, data);
786 v3s16 vertex_dirs[4];
787 getNodeVertexDirs(face_dir_corrected, vertex_dirs);
788 for(u16 i=0; i<4; i++)
790 lights[i] = getSmoothLight(
791 blockpos_nodes + p_corrected,
792 vertex_dirs[i], data);
801 translate_dir: unit vector with only one of x, y or z
802 face_dir: unit vector with only one of x, y or z
804 static void updateFastFaceRow(
811 std::vector<FastFace> &dest)
815 u16 continuous_tiles_count = 0;
817 bool makes_face = false;
819 v3s16 face_dir_corrected;
820 u16 lights[4] = {0,0,0,0};
823 getTileInfo(data, p, face_dir,
824 makes_face, p_corrected, face_dir_corrected,
825 lights, tile, light_source);
827 for(u16 j=0; j<MAP_BLOCKSIZE; j++)
829 // If tiling can be done, this is set to false in the next step
830 bool next_is_different = true;
834 bool next_makes_face = false;
835 v3s16 next_p_corrected;
836 v3s16 next_face_dir_corrected;
837 u16 next_lights[4] = {0,0,0,0};
839 u8 next_light_source = 0;
841 // If at last position, there is nothing to compare to and
842 // the face must be drawn anyway
843 if(j != MAP_BLOCKSIZE - 1)
845 p_next = p + translate_dir;
847 getTileInfo(data, p_next, face_dir,
848 next_makes_face, next_p_corrected,
849 next_face_dir_corrected, next_lights,
850 next_tile, next_light_source);
852 if(next_makes_face == makes_face
853 && next_p_corrected == p_corrected + translate_dir
854 && next_face_dir_corrected == face_dir_corrected
855 && next_lights[0] == lights[0]
856 && next_lights[1] == lights[1]
857 && next_lights[2] == lights[2]
858 && next_lights[3] == lights[3]
860 && tile.rotation == 0
861 && next_light_source == light_source)
863 next_is_different = false;
867 g_profiler->add("Meshgen: diff: next_makes_face != makes_face",
868 next_makes_face != makes_face ? 1 : 0);
869 g_profiler->add("Meshgen: diff: n_p_corr != p_corr + t_dir",
870 (next_p_corrected != p_corrected + translate_dir) ? 1 : 0);
871 g_profiler->add("Meshgen: diff: next_f_dir_corr != f_dir_corr",
872 next_face_dir_corrected != face_dir_corrected ? 1 : 0);
873 g_profiler->add("Meshgen: diff: next_lights[] != lights[]",
874 (next_lights[0] != lights[0] ||
875 next_lights[0] != lights[0] ||
876 next_lights[0] != lights[0] ||
877 next_lights[0] != lights[0]) ? 1 : 0);
878 g_profiler->add("Meshgen: diff: !(next_tile == tile)",
879 !(next_tile == tile) ? 1 : 0);
882 /*g_profiler->add("Meshgen: Total faces checked", 1);
884 g_profiler->add("Meshgen: Total makes_face checked", 1);*/
887 g_profiler->add("Meshgen: diff: last position", 1);*/
890 continuous_tiles_count++;
892 // This is set to true if the texture doesn't allow more tiling
893 bool end_of_texture = false;
895 If there is no texture, it can be tiled infinitely.
896 If tiled==0, it means the texture can be tiled infinitely.
897 Otherwise check tiled agains continuous_tiles_count.
899 if(tile.texture.atlas != NULL && tile.texture.tiled != 0)
901 if(tile.texture.tiled <= continuous_tiles_count)
902 end_of_texture = true;
905 // Do this to disable tiling textures
906 //end_of_texture = true; //DEBUG
908 if(next_is_different || end_of_texture)
911 Create a face if there should be one
915 // Floating point conversion of the position vector
916 v3f pf(p_corrected.X, p_corrected.Y, p_corrected.Z);
917 // Center point of face (kind of)
918 v3f sp = pf - ((f32)continuous_tiles_count / 2. - 0.5) * translate_dir_f;
919 if(continuous_tiles_count != 1)
920 sp += translate_dir_f;
923 if(translate_dir.X != 0)
925 scale.X = continuous_tiles_count;
927 if(translate_dir.Y != 0)
929 scale.Y = continuous_tiles_count;
931 if(translate_dir.Z != 0)
933 scale.Z = continuous_tiles_count;
936 makeFastFace(tile, lights[0], lights[1], lights[2], lights[3],
937 sp, face_dir_corrected, scale, light_source,
940 g_profiler->avg("Meshgen: faces drawn by tiling", 0);
941 for(int i=1; i<continuous_tiles_count; i++){
942 g_profiler->avg("Meshgen: faces drawn by tiling", 1);
946 continuous_tiles_count = 0;
948 makes_face = next_makes_face;
949 p_corrected = next_p_corrected;
950 face_dir_corrected = next_face_dir_corrected;
951 lights[0] = next_lights[0];
952 lights[1] = next_lights[1];
953 lights[2] = next_lights[2];
954 lights[3] = next_lights[3];
956 light_source = next_light_source;
963 static void updateAllFastFaceRows(MeshMakeData *data,
964 std::vector<FastFace> &dest)
967 Go through every y,z and get top(y+) faces in rows of x+
969 for(s16 y=0; y<MAP_BLOCKSIZE; y++){
970 for(s16 z=0; z<MAP_BLOCKSIZE; z++){
971 updateFastFaceRow(data,
975 v3s16(0,1,0), //face dir
982 Go through every x,y and get right(x+) faces in rows of z+
984 for(s16 x=0; x<MAP_BLOCKSIZE; x++){
985 for(s16 y=0; y<MAP_BLOCKSIZE; y++){
986 updateFastFaceRow(data,
990 v3s16(1,0,0), //face dir
997 Go through every y,z and get back(z+) faces in rows of x+
999 for(s16 z=0; z<MAP_BLOCKSIZE; z++){
1000 for(s16 y=0; y<MAP_BLOCKSIZE; y++){
1001 updateFastFaceRow(data,
1005 v3s16(0,0,1), //face dir
1016 MapBlockMesh::MapBlockMesh(MeshMakeData *data):
1017 m_mesh(new scene::SMesh()),
1018 m_gamedef(data->m_gamedef),
1019 m_animation_force_timer(0), // force initial animation
1021 m_crack_materials(),
1022 m_last_daynight_ratio((u32) -1),
1025 // 4-21ms for MAP_BLOCKSIZE=16 (NOTE: probably outdated)
1026 // 24-155ms for MAP_BLOCKSIZE=32 (NOTE: probably outdated)
1027 //TimeTaker timer1("MapBlockMesh()");
1029 std::vector<FastFace> fastfaces_new;
1032 We are including the faces of the trailing edges of the block.
1033 This means that when something changes, the caller must
1034 also update the meshes of the blocks at the leading edges.
1036 NOTE: This is the slowest part of this method.
1039 // 4-23ms for MAP_BLOCKSIZE=16 (NOTE: probably outdated)
1040 //TimeTaker timer2("updateAllFastFaceRows()");
1041 updateAllFastFaceRows(data, fastfaces_new);
1046 Convert FastFaces to MeshCollector
1049 MeshCollector collector;
1052 // avg 0ms (100ms spikes when loading textures the first time)
1053 // (NOTE: probably outdated)
1054 //TimeTaker timer2("MeshCollector building");
1056 for(u32 i=0; i<fastfaces_new.size(); i++)
1058 FastFace &f = fastfaces_new[i];
1060 const u16 indices[] = {0,1,2,2,3,0};
1061 const u16 indices_alternate[] = {0,1,3,2,3,1};
1063 if(f.tile.texture.atlas == NULL)
1066 const u16 *indices_p = indices;
1069 Revert triangles for nicer looking gradient if vertices
1070 1 and 3 have same color or 0 and 2 have different color.
1071 getRed() is the day color.
1073 if(f.vertices[0].Color.getRed() != f.vertices[2].Color.getRed()
1074 || f.vertices[1].Color.getRed() == f.vertices[3].Color.getRed())
1075 indices_p = indices_alternate;
1077 collector.append(f.tile, f.vertices, 4, indices_p, 6);
1082 Add special graphics:
1089 mapblock_mesh_generate_special(data, collector);
1093 Convert MeshCollector to SMesh
1094 Also store animation info
1096 bool enable_shaders = (g_settings->getS32("enable_shaders") > 0);
1097 video::E_MATERIAL_TYPE shadermat1 = m_gamedef->getShaderSource()->
1098 getShader("test_shader_1").material;
1099 video::E_MATERIAL_TYPE shadermat2 = m_gamedef->getShaderSource()->
1100 getShader("test_shader_2").material;
1101 video::E_MATERIAL_TYPE shadermat3 = m_gamedef->getShaderSource()->
1102 getShader("test_shader_3").material;
1103 for(u32 i = 0; i < collector.prebuffers.size(); i++)
1105 PreMeshBuffer &p = collector.prebuffers[i];
1106 /*dstream<<"p.vertices.size()="<<p.vertices.size()
1107 <<", p.indices.size()="<<p.indices.size()
1110 // Generate animation data
1112 if(p.tile.material_flags & MATERIAL_FLAG_CRACK)
1114 ITextureSource *tsrc = data->m_gamedef->tsrc();
1115 std::string crack_basename = tsrc->getTextureName(p.tile.texture.id);
1116 if(p.tile.material_flags & MATERIAL_FLAG_CRACK_OVERLAY)
1117 crack_basename += "^[cracko";
1119 crack_basename += "^[crack";
1120 m_crack_materials.insert(std::make_pair(i, crack_basename));
1122 // - Texture animation
1123 if(p.tile.material_flags & MATERIAL_FLAG_ANIMATION_VERTICAL_FRAMES)
1125 ITextureSource *tsrc = data->m_gamedef->tsrc();
1126 // Add to MapBlockMesh in order to animate these tiles
1127 m_animation_tiles[i] = p.tile;
1128 m_animation_frames[i] = 0;
1129 if(g_settings->getBool("desynchronize_mapblock_texture_animation")){
1130 // Get starting position from noise
1131 m_animation_frame_offsets[i] = 100000 * (2.0 + noise3d(
1132 data->m_blockpos.X, data->m_blockpos.Y,
1133 data->m_blockpos.Z, 0));
1135 // Play all synchronized
1136 m_animation_frame_offsets[i] = 0;
1138 // Replace tile texture with the first animation frame
1139 std::ostringstream os(std::ios::binary);
1140 os<<tsrc->getTextureName(p.tile.texture.id);
1141 os<<"^[verticalframe:"<<(int)p.tile.animation_frame_count<<":0";
1142 p.tile.texture = tsrc->getTexture(os.str());
1144 // - Classic lighting (shaders handle this by themselves)
1147 for(u32 j = 0; j < p.vertices.size(); j++)
1149 video::SColor &vc = p.vertices[j].Color;
1150 // Set initial real color and store for later updates
1151 u8 day = vc.getRed();
1152 u8 night = vc.getGreen();
1153 finalColorBlend(vc, day, night, 1000);
1155 m_daynight_diffs[i][j] = std::make_pair(day, night);
1156 // Brighten topside (no shaders)
1157 if(p.vertices[j].Normal.Y > 0.5)
1159 vc.setRed (srgb_linear_multiply(vc.getRed(), 1.3, 255.0));
1160 vc.setGreen(srgb_linear_multiply(vc.getGreen(), 1.3, 255.0));
1161 vc.setBlue (srgb_linear_multiply(vc.getBlue(), 1.3, 255.0));
1167 video::SMaterial material;
1168 material.setFlag(video::EMF_LIGHTING, false);
1169 material.setFlag(video::EMF_BACK_FACE_CULLING, true);
1170 material.setFlag(video::EMF_BILINEAR_FILTER, false);
1171 material.setFlag(video::EMF_FOG_ENABLE, true);
1172 //material.setFlag(video::EMF_ANTI_ALIASING, video::EAAM_OFF);
1173 //material.setFlag(video::EMF_ANTI_ALIASING, video::EAAM_SIMPLE);
1174 material.MaterialType
1175 = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
1176 material.setTexture(0, p.tile.texture.atlas);
1178 p.tile.applyMaterialOptionsWithShaders(material, shadermat1, shadermat2, shadermat3);
1180 p.tile.applyMaterialOptions(material);
1182 // Create meshbuffer
1184 // This is a "Standard MeshBuffer",
1185 // it's a typedeffed CMeshBuffer<video::S3DVertex>
1186 scene::SMeshBuffer *buf = new scene::SMeshBuffer();
1188 buf->Material = material;
1190 m_mesh->addMeshBuffer(buf);
1193 buf->append(&p.vertices[0], p.vertices.size(),
1194 &p.indices[0], p.indices.size());
1198 Do some stuff to the mesh
1201 translateMesh(m_mesh, intToFloat(data->m_blockpos * MAP_BLOCKSIZE, BS));
1206 // Usually 1-700 faces and 1-7 materials
1207 std::cout<<"Updated MapBlock has "<<fastfaces_new.size()<<" faces "
1208 <<"and uses "<<m_mesh->getMeshBufferCount()
1209 <<" materials (meshbuffers)"<<std::endl;
1212 // Use VBO for mesh (this just would set this for ever buffer)
1213 // This will lead to infinite memory usage because or irrlicht.
1214 //m_mesh->setHardwareMappingHint(scene::EHM_STATIC);
1217 NOTE: If that is enabled, some kind of a queue to the main
1218 thread should be made which would call irrlicht to delete
1219 the hardware buffer and then delete the mesh
1223 //std::cout<<"added "<<fastfaces.getSize()<<" faces."<<std::endl;
1225 // Check if animation is required for this mesh
1227 !m_crack_materials.empty() ||
1228 !m_daynight_diffs.empty() ||
1229 !m_animation_tiles.empty();
1232 MapBlockMesh::~MapBlockMesh()
1238 bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_ratio)
1240 if(!m_has_animation)
1242 m_animation_force_timer = 100000;
1246 m_animation_force_timer = myrand_range(5, 100);
1249 if(crack != m_last_crack)
1251 for(std::map<u32, std::string>::iterator
1252 i = m_crack_materials.begin();
1253 i != m_crack_materials.end(); i++)
1255 scene::IMeshBuffer *buf = m_mesh->getMeshBuffer(i->first);
1256 std::string basename = i->second;
1258 // Create new texture name from original
1259 ITextureSource *tsrc = m_gamedef->getTextureSource();
1260 std::ostringstream os;
1261 os<<basename<<crack;
1262 AtlasPointer ap = tsrc->getTexture(os.str());
1263 buf->getMaterial().setTexture(0, ap.atlas);
1266 m_last_crack = crack;
1269 // Texture animation
1270 for(std::map<u32, TileSpec>::iterator
1271 i = m_animation_tiles.begin();
1272 i != m_animation_tiles.end(); i++)
1274 const TileSpec &tile = i->second;
1275 // Figure out current frame
1276 int frameoffset = m_animation_frame_offsets[i->first];
1277 int frame = (int)(time * 1000 / tile.animation_frame_length_ms
1278 + frameoffset) % tile.animation_frame_count;
1279 // If frame doesn't change, skip
1280 if(frame == m_animation_frames[i->first])
1283 m_animation_frames[i->first] = frame;
1285 scene::IMeshBuffer *buf = m_mesh->getMeshBuffer(i->first);
1286 ITextureSource *tsrc = m_gamedef->getTextureSource();
1288 // Create new texture name from original
1289 std::ostringstream os(std::ios::binary);
1290 os<<tsrc->getTextureName(tile.texture.id);
1291 os<<"^[verticalframe:"<<(int)tile.animation_frame_count<<":"<<frame;
1293 AtlasPointer ap = tsrc->getTexture(os.str());
1294 buf->getMaterial().setTexture(0, ap.atlas);
1297 // Day-night transition
1298 if(daynight_ratio != m_last_daynight_ratio)
1300 for(std::map<u32, std::map<u32, std::pair<u8, u8> > >::iterator
1301 i = m_daynight_diffs.begin();
1302 i != m_daynight_diffs.end(); i++)
1304 scene::IMeshBuffer *buf = m_mesh->getMeshBuffer(i->first);
1305 video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices();
1306 for(std::map<u32, std::pair<u8, u8 > >::iterator
1307 j = i->second.begin();
1308 j != i->second.end(); j++)
1310 u32 vertexIndex = j->first;
1311 u8 day = j->second.first;
1312 u8 night = j->second.second;
1313 finalColorBlend(vertices[vertexIndex].Color,
1314 day, night, daynight_ratio);
1315 // Brighten topside (no shaders)
1316 if(vertices[vertexIndex].Normal.Y > 0.5)
1318 video::SColor &vc = vertices[vertexIndex].Color;
1319 vc.setRed (srgb_linear_multiply(vc.getRed(), 1.3, 255.0));
1320 vc.setGreen(srgb_linear_multiply(vc.getGreen(), 1.3, 255.0));
1321 vc.setBlue (srgb_linear_multiply(vc.getBlue(), 1.3, 255.0));
1325 m_last_daynight_ratio = daynight_ratio;
1335 void MeshCollector::append(const TileSpec &tile,
1336 const video::S3DVertex *vertices, u32 numVertices,
1337 const u16 *indices, u32 numIndices)
1339 if(numIndices > 65535)
1341 dstream<<"FIXME: MeshCollector::append() called with numIndices="<<numIndices<<" (limit 65535)"<<std::endl;
1345 PreMeshBuffer *p = NULL;
1346 for(u32 i=0; i<prebuffers.size(); i++)
1348 PreMeshBuffer &pp = prebuffers[i];
1351 if(pp.indices.size() + numIndices > 65535)
1362 prebuffers.push_back(pp);
1363 p = &prebuffers[prebuffers.size()-1];
1366 u32 vertex_count = p->vertices.size();
1367 for(u32 i=0; i<numIndices; i++)
1369 u32 j = indices[i] + vertex_count;
1370 p->indices.push_back(j);
1372 for(u32 i=0; i<numVertices; i++)
1374 p->vertices.push_back(vertices[i]);