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"
28 #include "content_mapblock.h"
32 #include "util/directiontables.h"
33 #include "client/renderingengine.h"
39 MeshMakeData::MeshMakeData(Client *client, bool use_shaders,
40 bool use_tangent_vertices):
42 m_use_shaders(use_shaders),
43 m_use_tangent_vertices(use_tangent_vertices)
46 void MeshMakeData::fillBlockDataBegin(const v3s16 &blockpos)
48 m_blockpos = blockpos;
50 v3s16 blockpos_nodes = m_blockpos*MAP_BLOCKSIZE;
53 VoxelArea voxel_area(blockpos_nodes - v3s16(1,1,1) * MAP_BLOCKSIZE,
54 blockpos_nodes + v3s16(1,1,1) * MAP_BLOCKSIZE*2-v3s16(1,1,1));
55 m_vmanip.addArea(voxel_area);
58 void MeshMakeData::fillBlockData(const v3s16 &block_offset, MapNode *data)
60 v3s16 data_size(MAP_BLOCKSIZE, MAP_BLOCKSIZE, MAP_BLOCKSIZE);
61 VoxelArea data_area(v3s16(0,0,0), data_size - v3s16(1,1,1));
63 v3s16 bp = m_blockpos + block_offset;
64 v3s16 blockpos_nodes = bp * MAP_BLOCKSIZE;
65 m_vmanip.copyFrom(data, data_area, v3s16(0,0,0), blockpos_nodes, data_size);
68 void MeshMakeData::fill(MapBlock *block)
70 fillBlockDataBegin(block->getPos());
72 fillBlockData(v3s16(0,0,0), block->getData());
74 // Get map for reading neigbhor blocks
75 Map *map = block->getParent();
77 for (u16 i=0; i<26; i++) {
78 const v3s16 &dir = g_26dirs[i];
79 v3s16 bp = m_blockpos + dir;
80 MapBlock *b = map->getBlockNoCreateNoEx(bp);
82 fillBlockData(dir, b->getData());
86 void MeshMakeData::fillSingleNode(MapNode *node)
88 m_blockpos = v3s16(0,0,0);
90 v3s16 blockpos_nodes = v3s16(0,0,0);
91 VoxelArea area(blockpos_nodes-v3s16(1,1,1)*MAP_BLOCKSIZE,
92 blockpos_nodes+v3s16(1,1,1)*MAP_BLOCKSIZE*2-v3s16(1,1,1));
93 s32 volume = area.getVolume();
94 s32 our_node_index = area.index(1,1,1);
96 // Allocate this block + neighbors
98 m_vmanip.addArea(area);
101 MapNode *data = new MapNode[volume];
102 for(s32 i = 0; i < volume; i++)
104 if(i == our_node_index)
110 data[i] = MapNode(CONTENT_AIR, LIGHT_MAX, 0);
113 m_vmanip.copyFrom(data, area, area.MinEdge, area.MinEdge, area.getExtent());
117 void MeshMakeData::setCrack(int crack_level, v3s16 crack_pos)
120 m_crack_pos_relative = crack_pos - m_blockpos*MAP_BLOCKSIZE;
123 void MeshMakeData::setSmoothLighting(bool smooth_lighting)
125 m_smooth_lighting = smooth_lighting;
129 Light and vertex color functions
133 Calculate non-smooth lighting at interior of node.
136 static u8 getInteriorLight(enum LightBank bank, MapNode n, s32 increment,
137 INodeDefManager *ndef)
139 u8 light = n.getLight(bank, ndef);
143 light = undiminish_light(light);
148 light = diminish_light(light);
152 return decode_light(light);
156 Calculate non-smooth lighting at interior of node.
159 u16 getInteriorLight(MapNode n, s32 increment, INodeDefManager *ndef)
161 u16 day = getInteriorLight(LIGHTBANK_DAY, n, increment, ndef);
162 u16 night = getInteriorLight(LIGHTBANK_NIGHT, n, increment, ndef);
163 return day | (night << 8);
167 Calculate non-smooth lighting at face of node.
170 static u8 getFaceLight(enum LightBank bank, MapNode n, MapNode n2,
171 v3s16 face_dir, INodeDefManager *ndef)
174 u8 l1 = n.getLight(bank, ndef);
175 u8 l2 = n2.getLight(bank, ndef);
181 // Boost light level for light sources
182 u8 light_source = MYMAX(ndef->get(n).light_source,
183 ndef->get(n2).light_source);
184 if(light_source > light)
185 light = light_source;
187 return decode_light(light);
191 Calculate non-smooth lighting at face of node.
194 u16 getFaceLight(MapNode n, MapNode n2, v3s16 face_dir, INodeDefManager *ndef)
196 u16 day = getFaceLight(LIGHTBANK_DAY, n, n2, face_dir, ndef);
197 u16 night = getFaceLight(LIGHTBANK_NIGHT, n, n2, face_dir, ndef);
198 return day | (night << 8);
202 Calculate smooth lighting at the XYZ- corner of p.
205 static u16 getSmoothLightCombined(const v3s16 &p, MeshMakeData *data)
207 static const v3s16 dirs8[8] = {
218 INodeDefManager *ndef = data->m_client->ndef();
220 u16 ambient_occlusion = 0;
222 u8 light_source_max = 0;
226 for (u32 i = 0; i < 8; i++)
228 MapNode n = data->m_vmanip.getNodeNoExNoEmerge(p - dirs8[i]);
230 // if it's CONTENT_IGNORE we can't do any light calculations
231 if (n.getContent() == CONTENT_IGNORE) {
235 const ContentFeatures &f = ndef->get(n);
236 if (f.light_source > light_source_max)
237 light_source_max = f.light_source;
238 // Check f.solidness because fast-style leaves look better this way
239 if (f.param_type == CPT_LIGHT && f.solidness != 2) {
240 light_day += decode_light(n.getLightNoChecks(LIGHTBANK_DAY, &f));
241 light_night += decode_light(n.getLightNoChecks(LIGHTBANK_NIGHT, &f));
251 light_day /= light_count;
252 light_night /= light_count;
254 // Boost brightness around light sources
255 bool skip_ambient_occlusion_day = false;
256 if(decode_light(light_source_max) >= light_day) {
257 light_day = decode_light(light_source_max);
258 skip_ambient_occlusion_day = true;
261 bool skip_ambient_occlusion_night = false;
262 if(decode_light(light_source_max) >= light_night) {
263 light_night = decode_light(light_source_max);
264 skip_ambient_occlusion_night = true;
267 if (ambient_occlusion > 4)
269 static thread_local const float ao_gamma = rangelim(
270 g_settings->getFloat("ambient_occlusion_gamma"), 0.25, 4.0);
272 // Table of gamma space multiply factors.
273 static const float light_amount[3] = {
274 powf(0.75, 1.0 / ao_gamma),
275 powf(0.5, 1.0 / ao_gamma),
276 powf(0.25, 1.0 / ao_gamma)
279 //calculate table index for gamma space multiplier
280 ambient_occlusion -= 5;
282 if (!skip_ambient_occlusion_day)
283 light_day = rangelim(core::round32(light_day*light_amount[ambient_occlusion]), 0, 255);
284 if (!skip_ambient_occlusion_night)
285 light_night = rangelim(core::round32(light_night*light_amount[ambient_occlusion]), 0, 255);
288 return light_day | (light_night << 8);
292 Calculate smooth lighting at the given corner of p.
295 u16 getSmoothLight(v3s16 p, v3s16 corner, MeshMakeData *data)
297 if(corner.X == 1) p.X += 1;
298 // else corner.X == -1
299 if(corner.Y == 1) p.Y += 1;
300 // else corner.Y == -1
301 if(corner.Z == 1) p.Z += 1;
302 // else corner.Z == -1
304 return getSmoothLightCombined(p, data);
307 void get_sunlight_color(video::SColorf *sunlight, u32 daynight_ratio){
308 f32 rg = daynight_ratio / 1000.0f - 0.04f;
309 f32 b = (0.98f * daynight_ratio) / 1000.0f + 0.078f;
315 void final_color_blend(video::SColor *result,
316 u16 light, u32 daynight_ratio)
318 video::SColorf dayLight;
319 get_sunlight_color(&dayLight, daynight_ratio);
320 final_color_blend(result,
321 encode_light(light, 0), dayLight);
324 void final_color_blend(video::SColor *result,
325 const video::SColor &data, const video::SColorf &dayLight)
327 static const video::SColorf artificialColor(1.04f, 1.04f, 1.04f);
329 video::SColorf c(data);
332 f32 r = c.r * (c.a * dayLight.r + n * artificialColor.r) * 2.0f;
333 f32 g = c.g * (c.a * dayLight.g + n * artificialColor.g) * 2.0f;
334 f32 b = c.b * (c.a * dayLight.b + n * artificialColor.b) * 2.0f;
336 // Emphase blue a bit in darker places
337 // Each entry of this array represents a range of 8 blue levels
338 static const u8 emphase_blue_when_dark[32] = {
339 1, 4, 6, 6, 6, 5, 4, 3, 2, 1, 0, 0, 0, 0, 0, 0,
340 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
343 b += emphase_blue_when_dark[irr::core::clamp((s32) ((r + g + b) / 3 * 255),
344 0, 255) / 8] / 255.0f;
346 result->setRed(core::clamp((s32) (r * 255.0f), 0, 255));
347 result->setGreen(core::clamp((s32) (g * 255.0f), 0, 255));
348 result->setBlue(core::clamp((s32) (b * 255.0f), 0, 255));
352 Mesh generation helpers
356 vertex_dirs: v3s16[4]
358 static void getNodeVertexDirs(v3s16 dir, v3s16 *vertex_dirs)
361 If looked from outside the node towards the face, the corners are:
367 if(dir == v3s16(0,0,1))
369 // If looking towards z+, this is the face that is behind
370 // the center point, facing towards z+.
371 vertex_dirs[0] = v3s16(-1,-1, 1);
372 vertex_dirs[1] = v3s16( 1,-1, 1);
373 vertex_dirs[2] = v3s16( 1, 1, 1);
374 vertex_dirs[3] = v3s16(-1, 1, 1);
376 else if(dir == v3s16(0,0,-1))
379 vertex_dirs[0] = v3s16( 1,-1,-1);
380 vertex_dirs[1] = v3s16(-1,-1,-1);
381 vertex_dirs[2] = v3s16(-1, 1,-1);
382 vertex_dirs[3] = v3s16( 1, 1,-1);
384 else if(dir == v3s16(1,0,0))
387 vertex_dirs[0] = v3s16( 1,-1, 1);
388 vertex_dirs[1] = v3s16( 1,-1,-1);
389 vertex_dirs[2] = v3s16( 1, 1,-1);
390 vertex_dirs[3] = v3s16( 1, 1, 1);
392 else if(dir == v3s16(-1,0,0))
395 vertex_dirs[0] = v3s16(-1,-1,-1);
396 vertex_dirs[1] = v3s16(-1,-1, 1);
397 vertex_dirs[2] = v3s16(-1, 1, 1);
398 vertex_dirs[3] = v3s16(-1, 1,-1);
400 else if(dir == v3s16(0,1,0))
402 // faces towards Y+ (assume Z- as "down" in texture)
403 vertex_dirs[0] = v3s16( 1, 1,-1);
404 vertex_dirs[1] = v3s16(-1, 1,-1);
405 vertex_dirs[2] = v3s16(-1, 1, 1);
406 vertex_dirs[3] = v3s16( 1, 1, 1);
408 else if(dir == v3s16(0,-1,0))
410 // faces towards Y- (assume Z+ as "down" in texture)
411 vertex_dirs[0] = v3s16( 1,-1, 1);
412 vertex_dirs[1] = v3s16(-1,-1, 1);
413 vertex_dirs[2] = v3s16(-1,-1,-1);
414 vertex_dirs[3] = v3s16( 1,-1,-1);
421 video::S3DVertex vertices[4]; // Precalculated vertices
423 * The face is divided into two triangles. If this is true,
424 * vertices 0 and 2 are connected, othervise vertices 1 and 3
427 bool vertex_0_2_connected;
431 static void makeFastFace(const TileSpec &tile, u16 li0, u16 li1, u16 li2, u16 li3,
432 v3f p, v3s16 dir, v3f scale, std::vector<FastFace> &dest)
434 // Position is at the center of the cube.
443 v3s16 vertex_dirs[4];
444 getNodeVertexDirs(dir, vertex_dirs);
448 switch (tile.rotation)
454 vertex_dirs[0] = vertex_dirs[3];
455 vertex_dirs[3] = vertex_dirs[2];
456 vertex_dirs[2] = vertex_dirs[1];
466 vertex_dirs[0] = vertex_dirs[2];
469 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];
492 vertex_dirs[0] = vertex_dirs[3];
493 vertex_dirs[3] = vertex_dirs[2];
494 vertex_dirs[2] = vertex_dirs[1];
506 vertex_dirs[0] = vertex_dirs[1];
507 vertex_dirs[1] = vertex_dirs[2];
508 vertex_dirs[2] = vertex_dirs[3];
520 vertex_dirs[0] = vertex_dirs[3];
521 vertex_dirs[3] = vertex_dirs[2];
522 vertex_dirs[2] = vertex_dirs[1];
534 vertex_dirs[0] = vertex_dirs[1];
535 vertex_dirs[1] = vertex_dirs[2];
536 vertex_dirs[2] = vertex_dirs[3];
558 for(u16 i=0; i<4; i++)
561 BS/2*vertex_dirs[i].X,
562 BS/2*vertex_dirs[i].Y,
563 BS/2*vertex_dirs[i].Z
567 for(u16 i=0; i<4; i++)
569 vertex_pos[i].X *= scale.X;
570 vertex_pos[i].Y *= scale.Y;
571 vertex_pos[i].Z *= scale.Z;
572 vertex_pos[i] += pos;
576 if (scale.X < 0.999 || scale.X > 1.001) abs_scale = scale.X;
577 else if(scale.Y < 0.999 || scale.Y > 1.001) abs_scale = scale.Y;
578 else if(scale.Z < 0.999 || scale.Z > 1.001) abs_scale = scale.Z;
580 v3f normal(dir.X, dir.Y, dir.Z);
582 u16 li[4] = { li0, li1, li2, li3 };
586 for (u8 i = 0; i < 4; i++) {
588 night[i] = li[i] & 0xFF;
591 bool vertex_0_2_connected = abs(day[0] - day[2]) + abs(night[0] - night[2])
592 < abs(day[1] - day[3]) + abs(night[1] - night[3]);
595 core::vector2d<f32>(x0 + w * abs_scale, y0 + h),
596 core::vector2d<f32>(x0, y0 + h),
597 core::vector2d<f32>(x0, y0),
598 core::vector2d<f32>(x0 + w * abs_scale, y0) };
600 for (int layernum = 0; layernum < MAX_TILE_LAYERS; layernum++) {
601 const TileLayer *layer = &tile.layers[layernum];
602 if (layer->texture_id == 0)
605 dest.push_back(FastFace());
606 FastFace& face = *dest.rbegin();
608 for (u8 i = 0; i < 4; i++) {
609 video::SColor c = encode_light(li[i], tile.emissive_light);
610 if (!tile.emissive_light)
611 applyFacesShading(c, normal);
613 face.vertices[i] = video::S3DVertex(vertex_pos[i], normal, c, f[i]);
617 Revert triangles for nicer looking gradient if the
618 brightness of vertices 1 and 3 differ less than
619 the brightness of vertices 0 and 2.
621 face.vertex_0_2_connected = vertex_0_2_connected;
624 face.layernum = layernum;
629 Nodes make a face if contents differ and solidness differs.
632 1: Face uses m1's content
633 2: Face uses m2's content
634 equivalent: Whether the blocks share the same face (eg. water and glass)
636 TODO: Add 3: Both faces drawn with backface culling, remove equivalent
638 static u8 face_contents(content_t m1, content_t m2, bool *equivalent,
639 INodeDefManager *ndef)
643 if(m1 == CONTENT_IGNORE || m2 == CONTENT_IGNORE)
646 bool contents_differ = (m1 != m2);
648 const ContentFeatures &f1 = ndef->get(m1);
649 const ContentFeatures &f2 = ndef->get(m2);
651 // Contents don't differ for different forms of same liquid
652 if(f1.sameLiquid(f2))
653 contents_differ = false;
655 u8 c1 = f1.solidness;
656 u8 c2 = f2.solidness;
658 bool solidness_differs = (c1 != c2);
659 bool makes_face = contents_differ && solidness_differs;
661 if(makes_face == false)
665 c1 = f1.visual_solidness;
667 c2 = f2.visual_solidness;
671 // If same solidness, liquid takes precense
685 Gets nth node tile (0 <= n <= 5).
687 void getNodeTileN(MapNode mn, v3s16 p, u8 tileindex, MeshMakeData *data, TileSpec &tile)
689 INodeDefManager *ndef = data->m_client->ndef();
690 const ContentFeatures &f = ndef->get(mn);
691 tile = f.tiles[tileindex];
692 TileLayer *top_layer = NULL;
693 for (int layernum = 0; layernum < MAX_TILE_LAYERS; layernum++) {
694 TileLayer *layer = &tile.layers[layernum];
695 if (layer->texture_id == 0)
698 if (!layer->has_color)
699 mn.getColor(f, &(layer->color));
701 // Apply temporary crack
702 if (p == data->m_crack_pos_relative)
703 top_layer->material_flags |= MATERIAL_FLAG_CRACK;
707 Gets node tile given a face direction.
709 void getNodeTile(MapNode mn, v3s16 p, v3s16 dir, MeshMakeData *data, TileSpec &tile)
711 INodeDefManager *ndef = data->m_client->ndef();
713 // Direction must be (1,0,0), (-1,0,0), (0,1,0), (0,-1,0),
714 // (0,0,1), (0,0,-1) or (0,0,0)
715 assert(dir.X * dir.X + dir.Y * dir.Y + dir.Z * dir.Z <= 1);
717 // Convert direction to single integer for table lookup
722 // 4 = invalid, treat as (0,0,0)
726 u8 dir_i = ((dir.X + 2 * dir.Y + 3 * dir.Z) & 7)*2;
728 // Get rotation for things like chests
729 u8 facedir = mn.getFaceDir(ndef);
731 static const u16 dir_to_tile[24 * 16] =
733 // 0 +X +Y +Z -Z -Y -X -> value=tile,rotation
734 0,0, 2,0 , 0,0 , 4,0 , 0,0, 5,0 , 1,0 , 3,0 , // rotate around y+ 0 - 3
735 0,0, 4,0 , 0,3 , 3,0 , 0,0, 2,0 , 1,1 , 5,0 ,
736 0,0, 3,0 , 0,2 , 5,0 , 0,0, 4,0 , 1,2 , 2,0 ,
737 0,0, 5,0 , 0,1 , 2,0 , 0,0, 3,0 , 1,3 , 4,0 ,
739 0,0, 2,3 , 5,0 , 0,2 , 0,0, 1,0 , 4,2 , 3,1 , // rotate around z+ 4 - 7
740 0,0, 4,3 , 2,0 , 0,1 , 0,0, 1,1 , 3,2 , 5,1 ,
741 0,0, 3,3 , 4,0 , 0,0 , 0,0, 1,2 , 5,2 , 2,1 ,
742 0,0, 5,3 , 3,0 , 0,3 , 0,0, 1,3 , 2,2 , 4,1 ,
744 0,0, 2,1 , 4,2 , 1,2 , 0,0, 0,0 , 5,0 , 3,3 , // rotate around z- 8 - 11
745 0,0, 4,1 , 3,2 , 1,3 , 0,0, 0,3 , 2,0 , 5,3 ,
746 0,0, 3,1 , 5,2 , 1,0 , 0,0, 0,2 , 4,0 , 2,3 ,
747 0,0, 5,1 , 2,2 , 1,1 , 0,0, 0,1 , 3,0 , 4,3 ,
749 0,0, 0,3 , 3,3 , 4,1 , 0,0, 5,3 , 2,3 , 1,3 , // rotate around x+ 12 - 15
750 0,0, 0,2 , 5,3 , 3,1 , 0,0, 2,3 , 4,3 , 1,0 ,
751 0,0, 0,1 , 2,3 , 5,1 , 0,0, 4,3 , 3,3 , 1,1 ,
752 0,0, 0,0 , 4,3 , 2,1 , 0,0, 3,3 , 5,3 , 1,2 ,
754 0,0, 1,1 , 2,1 , 4,3 , 0,0, 5,1 , 3,1 , 0,1 , // rotate around x- 16 - 19
755 0,0, 1,2 , 4,1 , 3,3 , 0,0, 2,1 , 5,1 , 0,0 ,
756 0,0, 1,3 , 3,1 , 5,3 , 0,0, 4,1 , 2,1 , 0,3 ,
757 0,0, 1,0 , 5,1 , 2,3 , 0,0, 3,1 , 4,1 , 0,2 ,
759 0,0, 3,2 , 1,2 , 4,2 , 0,0, 5,2 , 0,2 , 2,2 , // rotate around y- 20 - 23
760 0,0, 5,2 , 1,3 , 3,2 , 0,0, 2,2 , 0,1 , 4,2 ,
761 0,0, 2,2 , 1,0 , 5,2 , 0,0, 4,2 , 0,0 , 3,2 ,
762 0,0, 4,2 , 1,1 , 2,2 , 0,0, 3,2 , 0,3 , 5,2
765 u16 tile_index=facedir*16 + dir_i;
766 getNodeTileN(mn, p, dir_to_tile[tile_index], data, tile);
767 tile.rotation = dir_to_tile[tile_index + 1];
770 static void getTileInfo(
774 const v3s16 &face_dir,
778 v3s16 &face_dir_corrected,
783 VoxelManipulator &vmanip = data->m_vmanip;
784 INodeDefManager *ndef = data->m_client->ndef();
785 v3s16 blockpos_nodes = data->m_blockpos * MAP_BLOCKSIZE;
787 const MapNode &n0 = vmanip.getNodeRefUnsafe(blockpos_nodes + p);
789 // Don't even try to get n1 if n0 is already CONTENT_IGNORE
790 if (n0.getContent() == CONTENT_IGNORE) {
795 const MapNode &n1 = vmanip.getNodeRefUnsafeCheckFlags(blockpos_nodes + p + face_dir);
797 if (n1.getContent() == CONTENT_IGNORE) {
803 bool equivalent = false;
804 u8 mf = face_contents(n0.getContent(), n1.getContent(),
818 face_dir_corrected = face_dir;
821 p_corrected = p + face_dir;
822 face_dir_corrected = -face_dir;
825 getNodeTile(n, p_corrected, face_dir_corrected, data, tile);
826 const ContentFeatures &f = ndef->get(n);
827 tile.emissive_light = f.light_source;
829 // eg. water and glass
831 for (int layernum = 0; layernum < MAX_TILE_LAYERS; layernum++)
832 tile.layers[layernum].material_flags |=
833 MATERIAL_FLAG_BACKFACE_CULLING;
836 if (!data->m_smooth_lighting) {
837 lights[0] = lights[1] = lights[2] = lights[3] =
838 getFaceLight(n0, n1, face_dir, ndef);
841 v3s16 vertex_dirs[4];
842 getNodeVertexDirs(face_dir_corrected, vertex_dirs);
844 v3s16 light_p = blockpos_nodes + p_corrected;
845 for (u16 i = 0; i < 4; i++) {
846 lights[i] = getSmoothLight(light_p, vertex_dirs[i], data);
853 translate_dir: unit vector with only one of x, y or z
854 face_dir: unit vector with only one of x, y or z
856 static void updateFastFaceRow(
858 const v3s16 &&startpos,
860 const v3f &&translate_dir_f,
861 const v3s16 &&face_dir,
862 std::vector<FastFace> &dest)
866 u16 continuous_tiles_count = 1;
868 bool makes_face = false;
870 v3s16 face_dir_corrected;
871 u16 lights[4] = {0,0,0,0};
873 getTileInfo(data, p, face_dir,
874 makes_face, p_corrected, face_dir_corrected,
877 // Unroll this variable which has a significant build cost
879 for (u16 j = 0; j < MAP_BLOCKSIZE; j++) {
880 // If tiling can be done, this is set to false in the next step
881 bool next_is_different = true;
885 bool next_makes_face = false;
886 v3s16 next_p_corrected;
887 v3s16 next_face_dir_corrected;
888 u16 next_lights[4] = {0,0,0,0};
891 // If at last position, there is nothing to compare to and
892 // the face must be drawn anyway
893 if (j != MAP_BLOCKSIZE - 1) {
894 p_next = p + translate_dir;
896 getTileInfo(data, p_next, face_dir,
897 next_makes_face, next_p_corrected,
898 next_face_dir_corrected, next_lights,
901 if (next_makes_face == makes_face
902 && next_p_corrected == p_corrected + translate_dir
903 && next_face_dir_corrected == face_dir_corrected
904 && memcmp(next_lights, lights, ARRLEN(lights) * sizeof(u16)) == 0
905 && next_tile.isTileable(tile)) {
906 next_is_different = false;
907 continuous_tiles_count++;
911 if (next_is_different) {
913 Create a face if there should be one
916 // Floating point conversion of the position vector
917 v3f pf(p_corrected.X, p_corrected.Y, p_corrected.Z);
918 // Center point of face (kind of)
920 ((f32)continuous_tiles_count / 2.0f - 0.5f) * translate_dir_f;
923 if(translate_dir.X != 0) {
924 scale.X = continuous_tiles_count;
926 if(translate_dir.Y != 0) {
927 scale.Y = continuous_tiles_count;
929 if(translate_dir.Z != 0) {
930 scale.Z = continuous_tiles_count;
933 makeFastFace(tile, lights[0], lights[1], lights[2], lights[3],
934 sp, face_dir_corrected, scale, dest);
936 g_profiler->avg("Meshgen: faces drawn by tiling", 0);
937 for(int i = 1; i < continuous_tiles_count; i++){
938 g_profiler->avg("Meshgen: faces drawn by tiling", 1);
942 continuous_tiles_count = 1;
945 makes_face = next_makes_face;
946 p_corrected = next_p_corrected;
947 face_dir_corrected = next_face_dir_corrected;
948 std::memcpy(lights, next_lights, ARRLEN(lights) * sizeof(u16));
949 if (next_is_different)
955 static void updateAllFastFaceRows(MeshMakeData *data,
956 std::vector<FastFace> &dest)
959 Go through every y,z and get top(y+) faces in rows of x+
961 for(s16 y = 0; y < MAP_BLOCKSIZE; y++) {
962 for(s16 z = 0; z < MAP_BLOCKSIZE; z++) {
963 updateFastFaceRow(data,
967 v3s16(0,1,0), //face dir
973 Go through every x,y and get right(x+) faces in rows of z+
975 for(s16 x = 0; x < MAP_BLOCKSIZE; x++) {
976 for(s16 y = 0; y < MAP_BLOCKSIZE; y++) {
977 updateFastFaceRow(data,
981 v3s16(1,0,0), //face dir
987 Go through every y,z and get back(z+) faces in rows of x+
989 for(s16 z = 0; z < MAP_BLOCKSIZE; z++) {
990 for(s16 y = 0; y < MAP_BLOCKSIZE; y++) {
991 updateFastFaceRow(data,
995 v3s16(0,0,1), //face dir
1005 MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
1006 m_minimap_mapblock(NULL),
1007 m_tsrc(data->m_client->getTextureSource()),
1008 m_shdrsrc(data->m_client->getShaderSource()),
1009 m_animation_force_timer(0), // force initial animation
1011 m_last_daynight_ratio((u32) -1)
1013 for (int m = 0; m < MAX_TILE_LAYERS; m++)
1014 m_mesh[m] = new scene::SMesh();
1015 m_enable_shaders = data->m_use_shaders;
1016 m_use_tangent_vertices = data->m_use_tangent_vertices;
1017 m_enable_vbo = g_settings->getBool("enable_vbo");
1019 if (g_settings->getBool("enable_minimap")) {
1020 m_minimap_mapblock = new MinimapMapblock;
1021 m_minimap_mapblock->getMinimapNodes(
1022 &data->m_vmanip, data->m_blockpos * MAP_BLOCKSIZE);
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;
1030 fastfaces_new.reserve(512);
1033 We are including the faces of the trailing edges of the block.
1034 This means that when something changes, the caller must
1035 also update the meshes of the blocks at the leading edges.
1037 NOTE: This is the slowest part of this method.
1040 // 4-23ms for MAP_BLOCKSIZE=16 (NOTE: probably outdated)
1041 //TimeTaker timer2("updateAllFastFaceRows()");
1042 updateAllFastFaceRows(data, fastfaces_new);
1047 Convert FastFaces to MeshCollector
1050 MeshCollector collector(m_use_tangent_vertices);
1053 // avg 0ms (100ms spikes when loading textures the first time)
1054 // (NOTE: probably outdated)
1055 //TimeTaker timer2("MeshCollector building");
1057 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.layer.texture)
1066 const u16 *indices_p =
1067 f.vertex_0_2_connected ? indices : indices_alternate;
1069 collector.append(f.layer, f.vertices, 4, indices_p, 6,
1075 Add special graphics:
1083 MapblockMeshGenerator generator(data, &collector);
1084 generator.generate();
1087 collector.applyTileColors();
1090 Convert MeshCollector to SMesh
1093 for (int layer = 0; layer < MAX_TILE_LAYERS; layer++) {
1094 for(u32 i = 0; i < collector.prebuffers[layer].size(); i++)
1096 PreMeshBuffer &p = collector.prebuffers[layer][i];
1098 // Generate animation data
1100 if(p.layer.material_flags & MATERIAL_FLAG_CRACK)
1102 // Find the texture name plus ^[crack:N:
1103 std::ostringstream os(std::ios::binary);
1104 os<<m_tsrc->getTextureName(p.layer.texture_id)<<"^[crack";
1105 if(p.layer.material_flags & MATERIAL_FLAG_CRACK_OVERLAY)
1106 os<<"o"; // use ^[cracko
1107 os<<":"<<(u32)p.layer.animation_frame_count<<":";
1108 m_crack_materials.insert(std::make_pair(std::pair<u8, u32>(layer, i), os.str()));
1109 // Replace tile texture with the cracked one
1110 p.layer.texture = m_tsrc->getTextureForMesh(
1112 &p.layer.texture_id);
1114 // - Texture animation
1115 if (p.layer.material_flags & MATERIAL_FLAG_ANIMATION) {
1116 // Add to MapBlockMesh in order to animate these tiles
1117 m_animation_tiles[std::pair<u8, u32>(layer, i)] = p.layer;
1118 m_animation_frames[std::pair<u8, u32>(layer, i)] = 0;
1119 if(g_settings->getBool("desynchronize_mapblock_texture_animation")){
1120 // Get starting position from noise
1121 m_animation_frame_offsets[std::pair<u8, u32>(layer, i)] = 100000 * (2.0 + noise3d(
1122 data->m_blockpos.X, data->m_blockpos.Y,
1123 data->m_blockpos.Z, 0));
1125 // Play all synchronized
1126 m_animation_frame_offsets[std::pair<u8, u32>(layer, i)] = 0;
1128 // Replace tile texture with the first animation frame
1129 p.layer.texture = p.layer.frames[0].texture;
1132 if (!m_enable_shaders) {
1133 // Extract colors for day-night animation
1134 // Dummy sunlight to handle non-sunlit areas
1135 video::SColorf sunlight;
1136 get_sunlight_color(&sunlight, 0);
1138 m_use_tangent_vertices ?
1139 p.tangent_vertices.size() : p.vertices.size();
1140 for (u32 j = 0; j < vertex_count; j++) {
1142 if (m_use_tangent_vertices) {
1143 vc = &p.tangent_vertices[j].Color;
1145 vc = &p.vertices[j].Color;
1147 video::SColor copy(*vc);
1148 if (vc->getAlpha() == 0) // No sunlight - no need to animate
1149 final_color_blend(vc, copy, sunlight); // Finalize color
1150 else // Record color to animate
1151 m_daynight_diffs[std::pair<u8, u32>(layer, i)][j] = copy;
1153 // The sunlight ratio has been stored,
1154 // delete alpha (for the final rendering).
1160 video::SMaterial material;
1161 material.setFlag(video::EMF_LIGHTING, false);
1162 material.setFlag(video::EMF_BACK_FACE_CULLING, true);
1163 material.setFlag(video::EMF_BILINEAR_FILTER, false);
1164 material.setFlag(video::EMF_FOG_ENABLE, true);
1165 material.setTexture(0, p.layer.texture);
1167 if (m_enable_shaders) {
1168 material.MaterialType = m_shdrsrc->getShaderInfo(p.layer.shader_id).material;
1169 p.layer.applyMaterialOptionsWithShaders(material);
1170 if (p.layer.normal_texture) {
1171 material.setTexture(1, p.layer.normal_texture);
1173 material.setTexture(2, p.layer.flags_texture);
1175 p.layer.applyMaterialOptions(material);
1178 scene::SMesh *mesh = (scene::SMesh *)m_mesh[layer];
1180 // Create meshbuffer, add to mesh
1181 if (m_use_tangent_vertices) {
1182 scene::SMeshBufferTangents *buf = new scene::SMeshBufferTangents();
1184 buf->Material = material;
1186 mesh->addMeshBuffer(buf);
1189 buf->append(&p.tangent_vertices[0], p.tangent_vertices.size(),
1190 &p.indices[0], p.indices.size());
1192 scene::SMeshBuffer *buf = new scene::SMeshBuffer();
1194 buf->Material = material;
1196 mesh->addMeshBuffer(buf);
1199 buf->append(&p.vertices[0], p.vertices.size(),
1200 &p.indices[0], p.indices.size());
1206 Do some stuff to the mesh
1208 m_camera_offset = camera_offset;
1209 translateMesh(m_mesh[layer],
1210 intToFloat(data->m_blockpos * MAP_BLOCKSIZE - camera_offset, BS));
1212 if (m_use_tangent_vertices) {
1213 scene::IMeshManipulator* meshmanip =
1214 RenderingEngine::get_scene_manager()->getMeshManipulator();
1215 meshmanip->recalculateTangents(m_mesh[layer], true, false, false);
1221 // Usually 1-700 faces and 1-7 materials
1222 std::cout<<"Updated MapBlock has "<<fastfaces_new.size()<<" faces "
1223 <<"and uses "<<m_mesh[layer]->getMeshBufferCount()
1224 <<" materials (meshbuffers)"<<std::endl;
1227 // Use VBO for mesh (this just would set this for ever buffer)
1229 m_mesh[layer]->setHardwareMappingHint(scene::EHM_STATIC);
1234 //std::cout<<"added "<<fastfaces.getSize()<<" faces."<<std::endl;
1236 // Check if animation is required for this mesh
1238 !m_crack_materials.empty() ||
1239 !m_daynight_diffs.empty() ||
1240 !m_animation_tiles.empty();
1243 MapBlockMesh::~MapBlockMesh()
1245 for (int m = 0; m < MAX_TILE_LAYERS; m++) {
1246 if (m_enable_vbo && m_mesh[m])
1247 for (u32 i = 0; i < m_mesh[m]->getMeshBufferCount(); i++) {
1248 scene::IMeshBuffer *buf = m_mesh[m]->getMeshBuffer(i);
1249 RenderingEngine::get_video_driver()->removeHardwareBuffer(buf);
1254 delete m_minimap_mapblock;
1257 bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_ratio)
1259 if(!m_has_animation)
1261 m_animation_force_timer = 100000;
1265 m_animation_force_timer = myrand_range(5, 100);
1268 if(crack != m_last_crack)
1270 for (std::map<std::pair<u8, u32>, std::string>::iterator i =
1271 m_crack_materials.begin(); i != m_crack_materials.end(); ++i) {
1272 scene::IMeshBuffer *buf = m_mesh[i->first.first]->
1273 getMeshBuffer(i->first.second);
1274 std::string basename = i->second;
1276 // Create new texture name from original
1277 std::ostringstream os;
1278 os<<basename<<crack;
1279 u32 new_texture_id = 0;
1280 video::ITexture *new_texture =
1281 m_tsrc->getTextureForMesh(os.str(), &new_texture_id);
1282 buf->getMaterial().setTexture(0, new_texture);
1284 // If the current material is also animated,
1285 // update animation info
1286 std::map<std::pair<u8, u32>, TileLayer>::iterator anim_iter =
1287 m_animation_tiles.find(i->first);
1288 if (anim_iter != m_animation_tiles.end()){
1289 TileLayer &tile = anim_iter->second;
1290 tile.texture = new_texture;
1291 tile.texture_id = new_texture_id;
1292 // force animation update
1293 m_animation_frames[i->first] = -1;
1297 m_last_crack = crack;
1300 // Texture animation
1301 for (std::map<std::pair<u8, u32>, TileLayer>::iterator i =
1302 m_animation_tiles.begin(); i != m_animation_tiles.end(); ++i) {
1303 const TileLayer &tile = i->second;
1304 // Figure out current frame
1305 int frameoffset = m_animation_frame_offsets[i->first];
1306 int frame = (int)(time * 1000 / tile.animation_frame_length_ms
1307 + frameoffset) % tile.animation_frame_count;
1308 // If frame doesn't change, skip
1309 if(frame == m_animation_frames[i->first])
1312 m_animation_frames[i->first] = frame;
1314 scene::IMeshBuffer *buf = m_mesh[i->first.first]->
1315 getMeshBuffer(i->first.second);
1317 const FrameSpec &animation_frame = tile.frames[frame];
1318 buf->getMaterial().setTexture(0, animation_frame.texture);
1319 if (m_enable_shaders) {
1320 if (animation_frame.normal_texture) {
1321 buf->getMaterial().setTexture(1, animation_frame.normal_texture);
1323 buf->getMaterial().setTexture(2, animation_frame.flags_texture);
1327 // Day-night transition
1328 if(!m_enable_shaders && (daynight_ratio != m_last_daynight_ratio))
1330 // Force reload mesh to VBO
1332 for (int m = 0; m < MAX_TILE_LAYERS; m++)
1333 m_mesh[m]->setDirty();
1334 video::SColorf day_color;
1335 get_sunlight_color(&day_color, daynight_ratio);
1336 for(std::map<std::pair<u8, u32>, std::map<u32, video::SColor > >::iterator
1337 i = m_daynight_diffs.begin();
1338 i != m_daynight_diffs.end(); ++i)
1340 scene::IMeshBuffer *buf = m_mesh[i->first.first]->
1341 getMeshBuffer(i->first.second);
1342 video::S3DVertex *vertices = (video::S3DVertex *)buf->getVertices();
1343 for(std::map<u32, video::SColor >::iterator
1344 j = i->second.begin();
1345 j != i->second.end(); ++j)
1347 final_color_blend(&(vertices[j->first].Color),
1348 j->second, day_color);
1351 m_last_daynight_ratio = daynight_ratio;
1357 void MapBlockMesh::updateCameraOffset(v3s16 camera_offset)
1359 if (camera_offset != m_camera_offset) {
1360 for (u8 layer = 0; layer < 2; layer++) {
1361 translateMesh(m_mesh[layer],
1362 intToFloat(m_camera_offset - camera_offset, BS));
1364 m_mesh[layer]->setDirty();
1367 m_camera_offset = camera_offset;
1375 void MeshCollector::append(const TileSpec &tile,
1376 const video::S3DVertex *vertices, u32 numVertices,
1377 const u16 *indices, u32 numIndices)
1379 for (int layernum = 0; layernum < MAX_TILE_LAYERS; layernum++) {
1380 const TileLayer *layer = &tile.layers[layernum];
1381 if (layer->texture_id == 0)
1383 append(*layer, vertices, numVertices, indices, numIndices,
1388 void MeshCollector::append(const TileLayer &layer,
1389 const video::S3DVertex *vertices, u32 numVertices,
1390 const u16 *indices, u32 numIndices, u8 layernum)
1392 if (numIndices > 65535) {
1393 dstream<<"FIXME: MeshCollector::append() called with numIndices="<<numIndices<<" (limit 65535)"<<std::endl;
1396 std::vector<PreMeshBuffer> *buffers = &prebuffers[layernum];
1398 PreMeshBuffer *p = NULL;
1399 for (u32 i = 0; i < buffers->size(); i++) {
1400 PreMeshBuffer &pp = (*buffers)[i];
1401 if (pp.layer != layer)
1403 if (pp.indices.size() + numIndices > 65535)
1413 buffers->push_back(pp);
1414 p = &(*buffers)[buffers->size() - 1];
1418 if (m_use_tangent_vertices) {
1419 vertex_count = p->tangent_vertices.size();
1420 for (u32 i = 0; i < numVertices; i++) {
1421 video::S3DVertexTangents vert(vertices[i].Pos, vertices[i].Normal,
1422 vertices[i].Color, vertices[i].TCoords);
1423 p->tangent_vertices.push_back(vert);
1426 vertex_count = p->vertices.size();
1427 for (u32 i = 0; i < numVertices; i++) {
1428 video::S3DVertex vert(vertices[i].Pos, vertices[i].Normal,
1429 vertices[i].Color, vertices[i].TCoords);
1430 p->vertices.push_back(vert);
1434 for (u32 i = 0; i < numIndices; i++) {
1435 u32 j = indices[i] + vertex_count;
1436 p->indices.push_back(j);
1441 MeshCollector - for meshnodes and converted drawtypes.
1444 void MeshCollector::append(const TileSpec &tile,
1445 const video::S3DVertex *vertices, u32 numVertices,
1446 const u16 *indices, u32 numIndices,
1447 v3f pos, video::SColor c, u8 light_source)
1449 for (int layernum = 0; layernum < MAX_TILE_LAYERS; layernum++) {
1450 const TileLayer *layer = &tile.layers[layernum];
1451 if (layer->texture_id == 0)
1453 append(*layer, vertices, numVertices, indices, numIndices, pos,
1454 c, light_source, layernum);
1458 void MeshCollector::append(const TileLayer &layer,
1459 const video::S3DVertex *vertices, u32 numVertices,
1460 const u16 *indices, u32 numIndices,
1461 v3f pos, video::SColor c, u8 light_source, u8 layernum)
1463 if (numIndices > 65535) {
1464 dstream<<"FIXME: MeshCollector::append() called with numIndices="<<numIndices<<" (limit 65535)"<<std::endl;
1467 std::vector<PreMeshBuffer> *buffers = &prebuffers[layernum];
1469 PreMeshBuffer *p = NULL;
1470 for (u32 i = 0; i < buffers->size(); i++) {
1471 PreMeshBuffer &pp = (*buffers)[i];
1472 if(pp.layer != layer)
1474 if(pp.indices.size() + numIndices > 65535)
1484 buffers->push_back(pp);
1485 p = &(*buffers)[buffers->size() - 1];
1488 video::SColor original_c = c;
1490 if (m_use_tangent_vertices) {
1491 vertex_count = p->tangent_vertices.size();
1492 for (u32 i = 0; i < numVertices; i++) {
1493 if (!light_source) {
1495 applyFacesShading(c, vertices[i].Normal);
1497 video::S3DVertexTangents vert(vertices[i].Pos + pos,
1498 vertices[i].Normal, c, vertices[i].TCoords);
1499 p->tangent_vertices.push_back(vert);
1502 vertex_count = p->vertices.size();
1503 for (u32 i = 0; i < numVertices; i++) {
1504 if (!light_source) {
1506 applyFacesShading(c, vertices[i].Normal);
1508 video::S3DVertex vert(vertices[i].Pos + pos, vertices[i].Normal, c,
1509 vertices[i].TCoords);
1510 p->vertices.push_back(vert);
1514 for (u32 i = 0; i < numIndices; i++) {
1515 u32 j = indices[i] + vertex_count;
1516 p->indices.push_back(j);
1520 void MeshCollector::applyTileColors()
1522 if (m_use_tangent_vertices)
1523 for (int layer = 0; layer < MAX_TILE_LAYERS; layer++) {
1524 for (auto &pmb : prebuffers[layer]) {
1525 video::SColor tc = pmb.layer.color;
1526 if (tc == video::SColor(0xFFFFFFFF))
1528 for (auto &tangent_vertice : pmb.tangent_vertices) {
1529 video::SColor *c = &tangent_vertice.Color;
1530 c->set(c->getAlpha(), c->getRed() * tc.getRed() / 255,
1531 c->getGreen() * tc.getGreen() / 255,
1532 c->getBlue() * tc.getBlue() / 255);
1537 for (int layer = 0; layer < MAX_TILE_LAYERS; layer++) {
1538 for (auto &pmb : prebuffers[layer]) {
1539 video::SColor tc = pmb.layer.color;
1540 if (tc == video::SColor(0xFFFFFFFF))
1542 for (auto &vertice : pmb.vertices) {
1543 video::SColor *c = &vertice.Color;
1544 c->set(c->getAlpha(), c->getRed() * tc.getRed() / 255,
1545 c->getGreen() * tc.getGreen() / 255,
1546 c->getBlue() * tc.getBlue() / 255);
1552 video::SColor encode_light(u16 light, u8 emissive_light)
1555 u32 day = (light & 0xff);
1556 u32 night = (light >> 8);
1557 // Add emissive light
1558 night += emissive_light * 2.5f;
1561 // Since we don't know if the day light is sunlight or
1562 // artificial light, assume it is artificial when the night
1563 // light bank is also lit.
1568 u32 sum = day + night;
1569 // Ratio of sunlight:
1572 r = day * 255 / sum;
1576 float b = (day + night) / 2;
1577 return video::SColor(r, b, b, b);