-// Calculate lighting at the XYZ- corner of p
-u8 getSmoothLight(v3s16 p, VoxelManipulator &vmanip, u32 daynight_ratio)
-{
- u16 ambient_occlusion = 0;
- u16 light = 0;
- u16 light_count = 0;
- for(u32 i=0; i<8; i++)
- {
- MapNode n = vmanip.getNodeNoEx(p - dirs8[i]);
- if(content_features(n.d).param_type == CPT_LIGHT)
- {
- light += decode_light(n.getLightBlend(daynight_ratio));
- light_count++;
- }
- else
- {
- if(n.d != CONTENT_IGNORE)
- ambient_occlusion++;
- }
- }
-
- if(light_count == 0)
- return 255;
-
- light /= light_count;
-
- if(ambient_occlusion > 4)
- {
- ambient_occlusion -= 4;
- light = (float)light / ((float)ambient_occlusion * 0.5 + 1.0);
- }
-
- return light;
-}
-
-// Calculate lighting at the given corner of p
-u8 getSmoothLight(v3s16 p, v3s16 corner,
- VoxelManipulator &vmanip, u32 daynight_ratio)
-{
- 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, vmanip, daynight_ratio);
-}
-
-/*
- 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
-*/
-void updateFastFaceRow(
- u32 daynight_ratio,
- v3f posRelative_f,
- v3s16 startpos,
- u16 length,
- v3s16 translate_dir,
- v3f translate_dir_f,
- v3s16 face_dir,
- v3f face_dir_f,
- core::array<FastFace> &dest,
- NodeModMap &temp_mods,
- VoxelManipulator &vmanip,
- v3s16 blockpos_nodes,
- bool smooth_lighting)
-{
- v3s16 p = startpos;
-
- u16 continuous_tiles_count = 0;
-
- MapNode n0 = vmanip.getNodeNoEx(blockpos_nodes + p);
- MapNode n1 = vmanip.getNodeNoEx(blockpos_nodes + p + face_dir);
- TileSpec tile0 = getNodeTile(n0, p, face_dir, temp_mods);
- TileSpec tile1 = getNodeTile(n1, p + face_dir, -face_dir, temp_mods);
- u8 light = getFaceLight(daynight_ratio, n0, n1, face_dir);
-
- for(u16 j=0; j<length; j++)
- {
- // If tiling can be done, this is set to false in the next step
- bool next_is_different = true;
-
- v3s16 p_next;
- MapNode n0_next;
- MapNode n1_next;
- TileSpec tile0_next;
- TileSpec tile1_next;
- u8 light_next = 0;
-
- // If at last position, there is nothing to compare to and
- // the face must be drawn anyway
- if(j != length - 1)
- {
- p_next = p + translate_dir;
-
- n0_next = vmanip.getNodeNoEx(blockpos_nodes + p_next);
- n1_next = vmanip.getNodeNoEx(blockpos_nodes + p_next + face_dir);
- tile0_next = getNodeTile(n0_next, p_next, face_dir, temp_mods);
- tile1_next = getNodeTile(n1_next,p_next+face_dir,-face_dir, temp_mods);
- light_next = getFaceLight(daynight_ratio, n0_next, n1_next, face_dir);
-
- if(tile0_next == tile0
- && tile1_next == tile1
- && light_next == light)
- {
- next_is_different = false;
- }
- }
-
- continuous_tiles_count++;
-
- // This is set to true if the texture doesn't allow more tiling
- bool end_of_texture = false;
- /*
- If there is no texture, it can be tiled infinitely.
- If tiled==0, it means the texture can be tiled infinitely.
- Otherwise check tiled agains continuous_tiles_count.
-
- This check has to be made for both tiles, because this is
- a bit hackish and we know which one we're using only when
- the decision to make the faces is made.
- */
- if(tile0.texture.atlas != NULL && tile0.texture.tiled != 0)
- {
- if(tile0.texture.tiled <= continuous_tiles_count)
- end_of_texture = true;
- }
- if(tile1.texture.atlas != NULL && tile1.texture.tiled != 0)
- {
- if(tile1.texture.tiled <= continuous_tiles_count)
- end_of_texture = true;
- }
-
- // Do this to disable tiling textures
- //end_of_texture = true; //DEBUG
-
- // Disable tiling of textures if smooth lighting is used
- if(smooth_lighting)
- end_of_texture = true;
-
- if(next_is_different || end_of_texture)
- {
- /*
- Create a face if there should be one
- */
- // This is hackish
- u8 content0 = getNodeContent(p, n0, temp_mods);
- u8 content1 = getNodeContent(p + face_dir, n1, temp_mods);
- u8 mf = face_contents(content0, content1);
-
- if(mf != 0)
- {
- // Floating point conversion of the position vector
- v3f pf(p.X, p.Y, p.Z);
- // Center point of face (kind of)
- v3f sp = pf - ((f32)continuous_tiles_count / 2. - 0.5) * translate_dir_f;
- v3f scale(1,1,1);
- u8 li0=255, li1=255, li2=255, li3=255;
-
- // First node
- v3s16 p_first = p - (continuous_tiles_count-1) * translate_dir;
-
- 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;
- }
-
-#if 1
- v3s16 p_map_leftmost;
- v3s16 p_map_rightmost;
- v3s16 face_dir_corrected;
- TileSpec tile;
-
- if(mf == 1)
- {
- tile = tile0;
- face_dir_corrected = face_dir;
- p_map_leftmost = p + blockpos_nodes;
- p_map_rightmost = p_first + blockpos_nodes;
- }
- else
- {
- // Offset to the actual solid block
- p_map_leftmost = p + blockpos_nodes + face_dir;
- p_map_rightmost = p_first + blockpos_nodes + face_dir;
- /*if(face_dir == v3s16(0,0,1))
- {
- v3s16 orig_leftmost = p_map_leftmost;
- v3s16 orig_rightmost = p_map_leftmost;
- p_map_leftmost = orig_rightmost;
- p_map_rightmost = orig_leftmost;
- }*/
- sp += face_dir_f;
- face_dir_corrected = -face_dir;
- tile = tile1;
- }
-
- if(smooth_lighting == false)
- {
- li0 = li1 = li2 = li3 = decode_light(light);
- }
- else
- {
- v3s16 vertex_dirs[4];
- getNodeVertexDirs(face_dir_corrected, vertex_dirs);
-
- li0 = getSmoothLight(p_map_rightmost, vertex_dirs[0],
- vmanip, daynight_ratio);
- li1 = getSmoothLight(p_map_leftmost, vertex_dirs[1],
- vmanip, daynight_ratio);
- li2 = getSmoothLight(p_map_leftmost, vertex_dirs[2],
- vmanip, daynight_ratio);
- li3 = getSmoothLight(p_map_rightmost, vertex_dirs[3],
- vmanip, daynight_ratio);
- }
-
- makeFastFace(tile, li0, li1, li2, li3,
- sp, face_dir_corrected, scale,
- posRelative_f, dest);
-#else
- v3s16 p_map = p + blockpos_nodes;
- v3s16 p_map_first = p_first + blockpos_nodes;
-
- // If node at sp (tile0) is more solid
- if(mf == 1)
- {
- if(smooth_lighting)
- {
- if(face_dir == v3s16(0,0,1))
- {
- // Going along X+, faces in Z+
- li0 = getSmoothLight(p_map_first, v3s16(-1,-1,1),
- vmanip, daynight_ratio);
- li1 = getSmoothLight(p_map, v3s16(1,-1,1),
- vmanip, daynight_ratio);
- li2 = getSmoothLight(p_map, v3s16(1,1,1),
- vmanip, daynight_ratio);
- li3 = getSmoothLight(p_map_first, v3s16(-1,1,1),
- vmanip, daynight_ratio);
- }
- else if(face_dir == v3s16(0,1,0))
- {
- // Going along X+, faces in Y+
- li0 = getSmoothLight(p_map_first, v3s16( 1,1,-1),
- vmanip, daynight_ratio);
- li1 = getSmoothLight(p_map, v3s16(-1,1,-1),
- vmanip, daynight_ratio);
- li2 = getSmoothLight(p_map, v3s16(-1,1,1),
- vmanip, daynight_ratio);
- li3 = getSmoothLight(p_map_first, v3s16( 1,1,1),
- vmanip, daynight_ratio);
- }
- else if(face_dir == v3s16(1,0,0))
- {
- // Going along Z+, faces in X+
- li0 = getSmoothLight(p_map_first, v3s16(1,-1,1),
- vmanip, daynight_ratio);
- li1 = getSmoothLight(p_map, v3s16(1,-1,-1),
- vmanip, daynight_ratio);
- li2 = getSmoothLight(p_map, v3s16(1,1,-1),
- vmanip, daynight_ratio);
- li3 = getSmoothLight(p_map_first, v3s16(1,1,1),
- vmanip, daynight_ratio);
- }
- else assert(0);
- }
-
- makeFastFace(tile0, li0, li1, li2, li3,
- sp, face_dir, scale,
- posRelative_f, dest);
- }
- // If node at sp is less solid (mf == 2)
- else
- {
- if(smooth_lighting)
- {
- // Offset to the actual solid block
- p_map += face_dir;
- p_map_first += face_dir;
-
- if(face_dir == v3s16(0,0,1))
- {
- // Going along X+, faces in Z-
- li0 = getSmoothLight(p_map, v3s16(1,-1,-1),
- vmanip, daynight_ratio);
- li1 = getSmoothLight(p_map_first, v3s16(-1,-1,-1),
- vmanip, daynight_ratio);
- li2 = getSmoothLight(p_map_first, v3s16(-1,1,-1),
- vmanip, daynight_ratio);
- li3 = getSmoothLight(p_map, v3s16(1,1,-1),
- vmanip, daynight_ratio);
- }
- else if(face_dir == v3s16(0,1,0))
- {
- // Going along X+, faces in Y-
- li0 = getSmoothLight(p_map_first, v3s16(-1,-1,1),
- vmanip, daynight_ratio);
- li1 = getSmoothLight(p_map, v3s16(1,-1,1),
- vmanip, daynight_ratio);
- li2 = getSmoothLight(p_map, v3s16(1,-1,-1),
- vmanip, daynight_ratio);
- li3 = getSmoothLight(p_map_first, v3s16(-1,-1,-1),
- vmanip, daynight_ratio);
- }
- else if(face_dir == v3s16(1,0,0))
- {
- // Going along Z+, faces in X-
- li0 = getSmoothLight(p_map_first, v3s16(-1,-1,-1),
- vmanip, daynight_ratio);
- li1 = getSmoothLight(p_map, v3s16(-1,-1,1),
- vmanip, daynight_ratio);
- li2 = getSmoothLight(p_map, v3s16(-1,1,1),
- vmanip, daynight_ratio);
- li3 = getSmoothLight(p_map_first, v3s16(-1,1,-1),
- vmanip, daynight_ratio);
- }
- else assert(0);
- }
-
- makeFastFace(tile1, li0, li1, li2, li3,
- sp+face_dir_f, -face_dir, scale,
- posRelative_f, dest);
- }
-#endif
- }
-
- continuous_tiles_count = 0;
- n0 = n0_next;
- n1 = n1_next;
- tile0 = tile0_next;
- tile1 = tile1_next;
- light = light_next;
- }
-
- p = p_next;
- }
-}
-
-/*
- This is used because CMeshBuffer::append() is very slow
-*/
-struct PreMeshBuffer
-{
- video::SMaterial material;
- core::array<u16> indices;
- core::array<video::S3DVertex> vertices;
-};
-
-class MeshCollector
-{
-public:
- void append(
- video::SMaterial material,
- const video::S3DVertex* const vertices,
- u32 numVertices,
- const u16* const indices,
- u32 numIndices
- )
- {
- PreMeshBuffer *p = NULL;
- for(u32 i=0; i<m_prebuffers.size(); i++)
- {
- PreMeshBuffer &pp = m_prebuffers[i];
- if(pp.material != material)
- continue;
-
- p = &pp;
- break;
- }
-
- if(p == NULL)
- {
- PreMeshBuffer pp;
- pp.material = material;
- m_prebuffers.push_back(pp);
- p = &m_prebuffers[m_prebuffers.size()-1];
- }
-
- u32 vertex_count = p->vertices.size();
- for(u32 i=0; i<numIndices; i++)
- {
- u32 j = indices[i] + vertex_count;
- if(j > 65535)
- {
- dstream<<"FIXME: Meshbuffer ran out of indices"<<std::endl;
- // NOTE: Fix is to just add an another MeshBuffer
- }
- p->indices.push_back(j);
- }
- for(u32 i=0; i<numVertices; i++)
- {
- p->vertices.push_back(vertices[i]);
- }
- }
-
- void fillMesh(scene::SMesh *mesh)
- {
- /*dstream<<"Filling mesh with "<<m_prebuffers.size()
- <<" meshbuffers"<<std::endl;*/
- for(u32 i=0; i<m_prebuffers.size(); i++)
- {
- PreMeshBuffer &p = m_prebuffers[i];
-
- /*dstream<<"p.vertices.size()="<<p.vertices.size()
- <<", p.indices.size()="<<p.indices.size()
- <<std::endl;*/
-
- // Create meshbuffer
-
- // This is a "Standard MeshBuffer",
- // it's a typedeffed CMeshBuffer<video::S3DVertex>
- scene::SMeshBuffer *buf = new scene::SMeshBuffer();
- // Set material
- buf->Material = p.material;
- //((scene::SMeshBuffer*)buf)->Material = p.material;
- // Use VBO
- //buf->setHardwareMappingHint(scene::EHM_STATIC);
- // Add to mesh
- mesh->addMeshBuffer(buf);
- // Mesh grabbed it
- buf->drop();
-
- buf->append(p.vertices.pointer(), p.vertices.size(),
- p.indices.pointer(), p.indices.size());
- }
- }
-
-private:
- core::array<PreMeshBuffer> m_prebuffers;
-};
-
-scene::SMesh* makeMapBlockMesh(MeshMakeData *data)
-{
- // 4-21ms for MAP_BLOCKSIZE=16
- // 24-155ms for MAP_BLOCKSIZE=32
- //TimeTaker timer1("makeMapBlockMesh()");
-
- core::array<FastFace> fastfaces_new;
-
- v3s16 blockpos_nodes = data->m_blockpos*MAP_BLOCKSIZE;
-
- // floating point conversion
- v3f posRelative_f(blockpos_nodes.X, blockpos_nodes.Y, blockpos_nodes.Z);
-
- /*
- Some settings
- */
- bool new_style_water = g_settings.getBool("new_style_water");
- bool new_style_leaves = g_settings.getBool("new_style_leaves");
- bool smooth_lighting = g_settings.getBool("smooth_lighting");
-
- float node_water_level = 1.0;
- if(new_style_water)
- node_water_level = 0.85;
-
- /*
- 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
- //TimeTaker timer2("updateMesh() collect");
-
- /*
- 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->m_daynight_ratio, posRelative_f,
- v3s16(0,y,z), MAP_BLOCKSIZE,
- v3s16(1,0,0), //dir
- v3f (1,0,0),
- v3s16(0,1,0), //face dir
- v3f (0,1,0),
- fastfaces_new,
- data->m_temp_mods,
- data->m_vmanip,
- blockpos_nodes,
- smooth_lighting);
- }
- }
- /*
- 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->m_daynight_ratio, posRelative_f,
- v3s16(x,y,0), MAP_BLOCKSIZE,
- v3s16(0,0,1),
- v3f (0,0,1),
- v3s16(1,0,0),
- v3f (1,0,0),
- fastfaces_new,
- data->m_temp_mods,
- data->m_vmanip,
- blockpos_nodes,
- smooth_lighting);
- }
- }
- /*
- 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->m_daynight_ratio, posRelative_f,
- v3s16(0,y,z), MAP_BLOCKSIZE,
- v3s16(1,0,0),
- v3f (1,0,0),
- v3s16(0,0,1),
- v3f (0,0,1),
- fastfaces_new,
- data->m_temp_mods,
- data->m_vmanip,
- blockpos_nodes,
- smooth_lighting);
- }
- }
- }
-
- // End of slow part
-
- /*
- Convert FastFaces to SMesh
- */
-
- MeshCollector collector;
-
- if(fastfaces_new.size() > 0)
- {
- // avg 0ms (100ms spikes when loading textures the first time)
- //TimeTaker timer2("updateMesh() mesh building");
-
- video::SMaterial material;
- material.setFlag(video::EMF_LIGHTING, false);
- material.setFlag(video::EMF_BILINEAR_FILTER, false);
- material.setFlag(video::EMF_FOG_ENABLE, true);
- //material.setFlag(video::EMF_ANTI_ALIASING, video::EAAM_OFF);
- //material.setFlag(video::EMF_ANTI_ALIASING, video::EAAM_SIMPLE);
-
- for(u32 i=0; i<fastfaces_new.size(); i++)
- {
- FastFace &f = fastfaces_new[i];
-
- const u16 indices[] = {0,1,2,2,3,0};
-
- video::ITexture *texture = f.tile.texture.atlas;
- if(texture == NULL)
- continue;
-
- material.setTexture(0, texture);
-
- f.tile.applyMaterialOptions(material);
-
- collector.append(material, f.vertices, 4, indices, 6);
- }
- }
-
- /*
- Add special graphics:
- - torches
- - flowing water
- */
-
- // 0ms
- //TimeTaker timer2("updateMesh() adding special stuff");
-
- // Flowing water material
- video::SMaterial material_water1;
- material_water1.setFlag(video::EMF_LIGHTING, false);
- material_water1.setFlag(video::EMF_BACK_FACE_CULLING, false);
- material_water1.setFlag(video::EMF_BILINEAR_FILTER, false);
- material_water1.setFlag(video::EMF_FOG_ENABLE, true);
- material_water1.MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA;
- AtlasPointer pa_water1 = g_texturesource->getTexture(
- g_texturesource->getTextureId("water.png"));
- material_water1.setTexture(0, pa_water1.atlas);
-
- // New-style leaves material
- video::SMaterial material_leaves1;
- material_leaves1.setFlag(video::EMF_LIGHTING, false);
- //material_leaves1.setFlag(video::EMF_BACK_FACE_CULLING, false);
- material_leaves1.setFlag(video::EMF_BILINEAR_FILTER, false);
- material_leaves1.setFlag(video::EMF_FOG_ENABLE, true);
- material_leaves1.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
- AtlasPointer pa_leaves1 = g_texturesource->getTexture(
- g_texturesource->getTextureId("leaves.png"));
- material_leaves1.setTexture(0, pa_leaves1.atlas);
-
- for(s16 z=0; z<MAP_BLOCKSIZE; z++)
- for(s16 y=0; y<MAP_BLOCKSIZE; y++)
- for(s16 x=0; x<MAP_BLOCKSIZE; x++)
- {
- v3s16 p(x,y,z);
-
- MapNode n = data->m_vmanip.getNodeNoEx(blockpos_nodes+p);
-
- /*
- Add torches to mesh
- */
- if(n.d == CONTENT_TORCH)
- {
- video::SColor c(255,255,255,255);
-
- // Wall at X+ of node
- video::S3DVertex vertices[4] =
- {
- video::S3DVertex(-BS/2,-BS/2,0, 0,0,0, c, 0,1),
- video::S3DVertex(BS/2,-BS/2,0, 0,0,0, c, 1,1),
- video::S3DVertex(BS/2,BS/2,0, 0,0,0, c, 1,0),
- video::S3DVertex(-BS/2,BS/2,0, 0,0,0, c, 0,0),
- };
-
- v3s16 dir = unpackDir(n.dir);
-
- for(s32 i=0; i<4; i++)
- {
- if(dir == v3s16(1,0,0))
- vertices[i].Pos.rotateXZBy(0);
- if(dir == v3s16(-1,0,0))
- vertices[i].Pos.rotateXZBy(180);
- if(dir == v3s16(0,0,1))
- vertices[i].Pos.rotateXZBy(90);
- if(dir == v3s16(0,0,-1))
- vertices[i].Pos.rotateXZBy(-90);
- if(dir == v3s16(0,-1,0))
- vertices[i].Pos.rotateXZBy(45);
- if(dir == v3s16(0,1,0))
- vertices[i].Pos.rotateXZBy(-45);
-
- vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
- }
-
- // Set material
- video::SMaterial material;
- material.setFlag(video::EMF_LIGHTING, false);
- material.setFlag(video::EMF_BACK_FACE_CULLING, false);
- material.setFlag(video::EMF_BILINEAR_FILTER, false);
- //material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
- material.MaterialType
- = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
-
- if(dir == v3s16(0,-1,0))
- material.setTexture(0,
- g_texturesource->getTextureRaw("torch_on_floor.png"));
- else if(dir == v3s16(0,1,0))
- material.setTexture(0,
- g_texturesource->getTextureRaw("torch_on_ceiling.png"));
- // For backwards compatibility
- else if(dir == v3s16(0,0,0))
- material.setTexture(0,
- g_texturesource->getTextureRaw("torch_on_floor.png"));
- else
- material.setTexture(0,
- g_texturesource->getTextureRaw("torch.png"));
-
- u16 indices[] = {0,1,2,2,3,0};
- // Add to mesh collector
- collector.append(material, vertices, 4, indices, 6);
- }
- /*
- Signs on walls
- */
- if(n.d == CONTENT_SIGN_WALL)
- {
- u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio));
- video::SColor c(255,l,l,l);
-
- float d = (float)BS/16;
- // Wall at X+ of node
- video::S3DVertex vertices[4] =
- {
- video::S3DVertex(BS/2-d,-BS/2,-BS/2, 0,0,0, c, 0,1),
- video::S3DVertex(BS/2-d,-BS/2,BS/2, 0,0,0, c, 1,1),
- video::S3DVertex(BS/2-d,BS/2,BS/2, 0,0,0, c, 1,0),
- video::S3DVertex(BS/2-d,BS/2,-BS/2, 0,0,0, c, 0,0),
- };
-
- v3s16 dir = unpackDir(n.dir);
-
- for(s32 i=0; i<4; i++)
- {
- if(dir == v3s16(1,0,0))
- vertices[i].Pos.rotateXZBy(0);
- if(dir == v3s16(-1,0,0))
- vertices[i].Pos.rotateXZBy(180);
- if(dir == v3s16(0,0,1))
- vertices[i].Pos.rotateXZBy(90);
- if(dir == v3s16(0,0,-1))
- vertices[i].Pos.rotateXZBy(-90);
- if(dir == v3s16(0,-1,0))
- vertices[i].Pos.rotateXYBy(-90);
- if(dir == v3s16(0,1,0))
- vertices[i].Pos.rotateXYBy(90);
-
- vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
- }
-
- // Set material
- video::SMaterial material;
- material.setFlag(video::EMF_LIGHTING, false);
- material.setFlag(video::EMF_BACK_FACE_CULLING, false);
- material.setFlag(video::EMF_BILINEAR_FILTER, false);
- material.setFlag(video::EMF_FOG_ENABLE, true);
- //material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
- material.MaterialType
- = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
-
- material.setTexture(0,
- g_texturesource->getTextureRaw("sign_wall.png"));
-
- u16 indices[] = {0,1,2,2,3,0};
- // Add to mesh collector
- collector.append(material, vertices, 4, indices, 6);
- }
- /*
- Add flowing water to mesh
- */
- else if(n.d == CONTENT_WATER)
- {
- bool top_is_water = false;
- MapNode ntop = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z));
- if(ntop.d == CONTENT_WATER || ntop.d == CONTENT_WATERSOURCE)
- top_is_water = true;
-
- u8 l = 0;
- // Use the light of the node on top if possible
- if(content_features(ntop.d).param_type == CPT_LIGHT)
- l = decode_light(ntop.getLightBlend(data->m_daynight_ratio));
- // Otherwise use the light of this node (the water)
- else
- l = decode_light(n.getLightBlend(data->m_daynight_ratio));
- video::SColor c(WATER_ALPHA,l,l,l);
-
- // Neighbor water levels (key = relative position)
- // Includes current node
- core::map<v3s16, f32> neighbor_levels;
- core::map<v3s16, u8> neighbor_contents;
- core::map<v3s16, u8> neighbor_flags;
- const u8 neighborflag_top_is_water = 0x01;
- v3s16 neighbor_dirs[9] = {
- v3s16(0,0,0),
- v3s16(0,0,1),
- v3s16(0,0,-1),
- v3s16(1,0,0),
- v3s16(-1,0,0),
- v3s16(1,0,1),
- v3s16(-1,0,-1),
- v3s16(1,0,-1),
- v3s16(-1,0,1),
- };
- for(u32 i=0; i<9; i++)
- {
- u8 content = CONTENT_AIR;
- float level = -0.5 * BS;
- u8 flags = 0;
- // Check neighbor
- v3s16 p2 = p + neighbor_dirs[i];
- MapNode n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
- if(n2.d != CONTENT_IGNORE)
- {
- content = n2.d;
-
- if(n2.d == CONTENT_WATERSOURCE)
- level = (-0.5+node_water_level) * BS;
- else if(n2.d == CONTENT_WATER)
- level = (-0.5 + ((float)n2.param2 + 0.5) / 8.0
- * node_water_level) * BS;
-
- // Check node above neighbor.
- // NOTE: This doesn't get executed if neighbor
- // doesn't exist
- p2.Y += 1;
- n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
- if(n2.d == CONTENT_WATERSOURCE || n2.d == CONTENT_WATER)
- flags |= neighborflag_top_is_water;
- }
-
- neighbor_levels.insert(neighbor_dirs[i], level);
- neighbor_contents.insert(neighbor_dirs[i], content);
- neighbor_flags.insert(neighbor_dirs[i], flags);
- }
-
- //float water_level = (-0.5 + ((float)n.param2 + 0.5) / 8.0) * BS;
- //float water_level = neighbor_levels[v3s16(0,0,0)];
-
- // Corner heights (average between four waters)
- f32 corner_levels[4];
-
- v3s16 halfdirs[4] = {
- v3s16(0,0,0),
- v3s16(1,0,0),
- v3s16(1,0,1),
- v3s16(0,0,1),
- };
- for(u32 i=0; i<4; i++)
- {
- v3s16 cornerdir = halfdirs[i];
- float cornerlevel = 0;
- u32 valid_count = 0;
- for(u32 j=0; j<4; j++)
- {
- v3s16 neighbordir = cornerdir - halfdirs[j];
- u8 content = neighbor_contents[neighbordir];
- // Special case for source nodes
- if(content == CONTENT_WATERSOURCE)
- {
- cornerlevel = (-0.5+node_water_level)*BS;
- valid_count = 1;
- break;
- }
- else if(content == CONTENT_WATER)
- {
- cornerlevel += neighbor_levels[neighbordir];
- valid_count++;
- }
- else if(content == CONTENT_AIR)
- {
- cornerlevel += -0.5*BS;
- valid_count++;
- }
- }
- if(valid_count > 0)
- cornerlevel /= valid_count;
- corner_levels[i] = cornerlevel;
- }
-
- /*
- Generate sides
- */
-
- v3s16 side_dirs[4] = {
- v3s16(1,0,0),
- v3s16(-1,0,0),
- v3s16(0,0,1),
- v3s16(0,0,-1),
- };
- s16 side_corners[4][2] = {
- {1, 2},
- {3, 0},
- {2, 3},
- {0, 1},
- };
- for(u32 i=0; i<4; i++)
- {
- v3s16 dir = side_dirs[i];
-
- /*
- If our topside is water and neighbor's topside
- is water, don't draw side face
- */
- if(top_is_water &&
- neighbor_flags[dir] & neighborflag_top_is_water)
- continue;
-
- u8 neighbor_content = neighbor_contents[dir];
-
- // Don't draw face if neighbor is not air or water
- if(neighbor_content != CONTENT_AIR
- && neighbor_content != CONTENT_WATER)
- continue;
-
- bool neighbor_is_water = (neighbor_content == CONTENT_WATER);
-
- // Don't draw any faces if neighbor is water and top is water
- if(neighbor_is_water == true && top_is_water == false)
- continue;
-
- video::S3DVertex vertices[4] =
- {
- /*video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,1),
- video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,1),
- video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,0),
- video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,0),*/
- video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
- pa_water1.x0(), pa_water1.y1()),
- video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
- pa_water1.x1(), pa_water1.y1()),
- video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
- pa_water1.x1(), pa_water1.y0()),
- video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
- pa_water1.x0(), pa_water1.y0()),
- };
-
- /*
- If our topside is water, set upper border of face
- at upper border of node
- */
- if(top_is_water)
- {
- vertices[2].Pos.Y = 0.5*BS;
- vertices[3].Pos.Y = 0.5*BS;
- }
- /*
- Otherwise upper position of face is corner levels
- */
- else
- {
- vertices[2].Pos.Y = corner_levels[side_corners[i][0]];
- vertices[3].Pos.Y = corner_levels[side_corners[i][1]];
- }
-
- /*
- If neighbor is water, lower border of face is corner
- water levels
- */
- if(neighbor_is_water)
- {
- vertices[0].Pos.Y = corner_levels[side_corners[i][1]];
- vertices[1].Pos.Y = corner_levels[side_corners[i][0]];
- }
- /*
- If neighbor is not water, lower border of face is
- lower border of node
- */
- else
- {
- vertices[0].Pos.Y = -0.5*BS;
- vertices[1].Pos.Y = -0.5*BS;
- }
-
- for(s32 j=0; j<4; j++)
- {
- if(dir == v3s16(0,0,1))
- vertices[j].Pos.rotateXZBy(0);
- if(dir == v3s16(0,0,-1))
- vertices[j].Pos.rotateXZBy(180);
- if(dir == v3s16(-1,0,0))
- vertices[j].Pos.rotateXZBy(90);
- if(dir == v3s16(1,0,-0))
- vertices[j].Pos.rotateXZBy(-90);
-
- vertices[j].Pos += intToFloat(p + blockpos_nodes, BS);
- }
-
- u16 indices[] = {0,1,2,2,3,0};
- // Add to mesh collector
- collector.append(material_water1, vertices, 4, indices, 6);
- }
-
- /*
- Generate top side, if appropriate
- */
-
- if(top_is_water == false)
- {
- video::S3DVertex vertices[4] =
- {
- /*video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c, 0,1),
- video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c, 1,1),
- video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,0),
- video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,0),*/
- video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
- pa_water1.x0(), pa_water1.y1()),
- video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
- pa_water1.x1(), pa_water1.y1()),
- video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c,
- pa_water1.x1(), pa_water1.y0()),
- video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c,
- pa_water1.x0(), pa_water1.y0()),
- };
-
- // This fixes a strange bug
- s32 corner_resolve[4] = {3,2,1,0};
-
- for(s32 i=0; i<4; i++)
- {
- //vertices[i].Pos.Y += water_level;
- //vertices[i].Pos.Y += neighbor_levels[v3s16(0,0,0)];
- s32 j = corner_resolve[i];
- vertices[i].Pos.Y += corner_levels[j];
- vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
- }
-
- u16 indices[] = {0,1,2,2,3,0};
- // Add to mesh collector
- collector.append(material_water1, vertices, 4, indices, 6);
- }
- }
- /*
- Add water sources to mesh if using new style
- */
- else if(n.d == CONTENT_WATERSOURCE && new_style_water)
- {
- //bool top_is_water = false;
- bool top_is_air = false;
- MapNode n = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z));
- /*if(n.d == CONTENT_WATER || n.d == CONTENT_WATERSOURCE)
- top_is_water = true;*/
- if(n.d == CONTENT_AIR)
- top_is_air = true;
-
- /*if(top_is_water == true)
- continue;*/
- if(top_is_air == false)
- continue;
-
- u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio));
- video::SColor c(WATER_ALPHA,l,l,l);
-
- video::S3DVertex vertices[4] =
- {
- /*video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c, 0,1),
- video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c, 1,1),
- video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,0),
- video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,0),*/
- video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
- pa_water1.x0(), pa_water1.y1()),
- video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
- pa_water1.x1(), pa_water1.y1()),
- video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c,
- pa_water1.x1(), pa_water1.y0()),
- video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c,
- pa_water1.x0(), pa_water1.y0()),
- };
-
- for(s32 i=0; i<4; i++)
- {
- vertices[i].Pos.Y += (-0.5+node_water_level)*BS;
- vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
- }
-
- u16 indices[] = {0,1,2,2,3,0};
- // Add to mesh collector
- collector.append(material_water1, vertices, 4, indices, 6);
- }
- /*
- Add leaves if using new style
- */
- else if(n.d == CONTENT_LEAVES && new_style_leaves)
- {
- /*u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio));*/
- u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio)));
- video::SColor c(255,l,l,l);
-
- for(u32 j=0; j<6; j++)
- {
- video::S3DVertex vertices[4] =
- {
- /*video::S3DVertex(-BS/2,-BS/2,BS/2, 0,0,0, c, 0,1),
- video::S3DVertex(BS/2,-BS/2,BS/2, 0,0,0, c, 1,1),
- video::S3DVertex(BS/2,BS/2,BS/2, 0,0,0, c, 1,0),
- video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c, 0,0),*/
- video::S3DVertex(-BS/2,-BS/2,BS/2, 0,0,0, c,
- pa_leaves1.x0(), pa_leaves1.y1()),
- video::S3DVertex(BS/2,-BS/2,BS/2, 0,0,0, c,
- pa_leaves1.x1(), pa_leaves1.y1()),
- video::S3DVertex(BS/2,BS/2,BS/2, 0,0,0, c,
- pa_leaves1.x1(), pa_leaves1.y0()),
- video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c,
- pa_leaves1.x0(), pa_leaves1.y0()),
- };
-
- if(j == 0)
- {
- for(u16 i=0; i<4; i++)
- vertices[i].Pos.rotateXZBy(0);
- }
- else if(j == 1)
- {
- for(u16 i=0; i<4; i++)
- vertices[i].Pos.rotateXZBy(180);
- }
- else if(j == 2)
- {
- for(u16 i=0; i<4; i++)
- vertices[i].Pos.rotateXZBy(-90);
- }
- else if(j == 3)
- {
- for(u16 i=0; i<4; i++)
- vertices[i].Pos.rotateXZBy(90);
- }
- else if(j == 4)
- {
- for(u16 i=0; i<4; i++)
- vertices[i].Pos.rotateYZBy(-90);
- }
- else if(j == 5)
- {
- for(u16 i=0; i<4; i++)
- vertices[i].Pos.rotateYZBy(90);
- }
-
- for(u16 i=0; i<4; i++)
- {
- vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
- }
-
- u16 indices[] = {0,1,2,2,3,0};
- // Add to mesh collector
- collector.append(material_leaves1, vertices, 4, indices, 6);
- }
- }
- }
-
- /*
- Add stuff from collector to mesh
- */
-
- scene::SMesh *mesh_new = NULL;
- mesh_new = new scene::SMesh();
-
- collector.fillMesh(mesh_new);
-
- /*
- Do some stuff to the mesh
- */
-
- mesh_new->recalculateBoundingBox();
-
- /*
- Delete new mesh if it is empty
- */
-
- if(mesh_new->getMeshBufferCount() == 0)
- {
- mesh_new->drop();
- mesh_new = NULL;
- }
-
- if(mesh_new)
- {
-#if 0
- // Usually 1-700 faces and 1-7 materials
- std::cout<<"Updated MapBlock has "<<fastfaces_new.size()<<" faces "
- <<"and uses "<<mesh_new->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.
- //mesh_new->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
- */
- }
-
- return mesh_new;
-
- //std::cout<<"added "<<fastfaces.getSize()<<" faces."<<std::endl;
-}
-
-#endif // !SERVER