return f.light_propagates;
};
- std::array<bool, 4> obstructed = {{ 1, 1, 1, 1 }};
+ bool obstructed[4] = { true, true, true, true };
add_node(0);
bool opaque1 = !add_node(1);
bool opaque2 = !add_node(2);
Mesh generation helpers
*/
+// This table is moved outside getNodeVertexDirs to avoid the compiler using
+// a mutex to initialize this table at runtime right in the hot path.
+// For details search the internet for "cxa_guard_acquire".
+static const v3s16 vertex_dirs_table[] = {
+ // ( 1, 0, 0)
+ v3s16( 1,-1, 1), v3s16( 1,-1,-1),
+ v3s16( 1, 1,-1), v3s16( 1, 1, 1),
+ // ( 0, 1, 0)
+ v3s16( 1, 1,-1), v3s16(-1, 1,-1),
+ v3s16(-1, 1, 1), v3s16( 1, 1, 1),
+ // ( 0, 0, 1)
+ v3s16(-1,-1, 1), v3s16( 1,-1, 1),
+ v3s16( 1, 1, 1), v3s16(-1, 1, 1),
+ // invalid
+ v3s16(), v3s16(), v3s16(), v3s16(),
+ // ( 0, 0,-1)
+ v3s16( 1,-1,-1), v3s16(-1,-1,-1),
+ v3s16(-1, 1,-1), v3s16( 1, 1,-1),
+ // ( 0,-1, 0)
+ v3s16( 1,-1, 1), v3s16(-1,-1, 1),
+ v3s16(-1,-1,-1), v3s16( 1,-1,-1),
+ // (-1, 0, 0)
+ v3s16(-1,-1,-1), v3s16(-1,-1, 1),
+ v3s16(-1, 1, 1), v3s16(-1, 1,-1)
+};
+
/*
vertex_dirs: v3s16[4]
*/
2: top-left
3: top-right
*/
- if (dir == v3s16(0, 0, 1)) {
- // If looking towards z+, this is the face that is behind
- // the center point, facing towards z+.
- vertex_dirs[0] = v3s16(-1,-1, 1);
- vertex_dirs[1] = v3s16( 1,-1, 1);
- vertex_dirs[2] = v3s16( 1, 1, 1);
- vertex_dirs[3] = v3s16(-1, 1, 1);
- } else if (dir == v3s16(0, 0, -1)) {
- // faces towards Z-
- vertex_dirs[0] = v3s16( 1,-1,-1);
- vertex_dirs[1] = v3s16(-1,-1,-1);
- vertex_dirs[2] = v3s16(-1, 1,-1);
- vertex_dirs[3] = v3s16( 1, 1,-1);
- } else if (dir == v3s16(1, 0, 0)) {
- // faces towards X+
- vertex_dirs[0] = v3s16( 1,-1, 1);
- vertex_dirs[1] = v3s16( 1,-1,-1);
- vertex_dirs[2] = v3s16( 1, 1,-1);
- vertex_dirs[3] = v3s16( 1, 1, 1);
- } else if (dir == v3s16(-1, 0, 0)) {
- // faces towards X-
- vertex_dirs[0] = v3s16(-1,-1,-1);
- vertex_dirs[1] = v3s16(-1,-1, 1);
- vertex_dirs[2] = v3s16(-1, 1, 1);
- vertex_dirs[3] = v3s16(-1, 1,-1);
- } else if (dir == v3s16(0, 1, 0)) {
- // faces towards Y+ (assume Z- as "down" in texture)
- vertex_dirs[0] = v3s16( 1, 1,-1);
- vertex_dirs[1] = v3s16(-1, 1,-1);
- vertex_dirs[2] = v3s16(-1, 1, 1);
- vertex_dirs[3] = v3s16( 1, 1, 1);
- } else if (dir == v3s16(0, -1, 0)) {
- // faces towards Y- (assume Z+ as "down" in texture)
- vertex_dirs[0] = v3s16( 1,-1, 1);
- vertex_dirs[1] = v3s16(-1,-1, 1);
- vertex_dirs[2] = v3s16(-1,-1,-1);
- vertex_dirs[3] = v3s16( 1,-1,-1);
- }
+
+ // Direction must be (1,0,0), (-1,0,0), (0,1,0), (0,-1,0),
+ // (0,0,1), (0,0,-1)
+ assert(dir.X * dir.X + dir.Y * dir.Y + dir.Z * dir.Z == 1);
+
+ // Convert direction to single integer for table lookup
+ u8 idx = (dir.X + 2 * dir.Y + 3 * dir.Z) & 7;
+ idx = (idx - 1) * 4;
+
+ memcpy(vertex_dirs, &vertex_dirs_table[idx], 4 * sizeof(v3s16));
}
static void getNodeTextureCoords(v3f base, const v3f &scale, const v3s16 &dir, float *u, float *v)
u8 dir_i = ((dir.X + 2 * dir.Y + 3 * dir.Z) & 7) * 2;
// Get rotation for things like chests
- u8 facedir = mn.getFaceDir(ndef);
+ u8 facedir = mn.getFaceDir(ndef, true);
static const u16 dir_to_tile[24 * 16] =
{
v3s16 &p_corrected,
v3s16 &face_dir_corrected,
u16 *lights,
+ u8 &waving,
TileSpec &tile
)
{
getNodeTile(n, p_corrected, face_dir_corrected, data, tile);
const ContentFeatures &f = ndef->get(n);
+ waving = f.waving;
tile.emissive_light = f.light_source;
// eg. water and glass
const v3s16 &&face_dir,
std::vector<FastFace> &dest)
{
+ static thread_local const bool waving_liquids =
+ g_settings->getBool("enable_shaders") &&
+ g_settings->getBool("enable_waving_water");
+
v3s16 p = startpos;
u16 continuous_tiles_count = 1;
v3s16 p_corrected;
v3s16 face_dir_corrected;
u16 lights[4] = {0, 0, 0, 0};
+ u8 waving = 0;
TileSpec tile;
+
+ // Get info of first tile
getTileInfo(data, p, face_dir,
makes_face, p_corrected, face_dir_corrected,
- lights, tile);
+ lights, waving, tile);
// Unroll this variable which has a significant build cost
TileSpec next_tile;
// If tiling can be done, this is set to false in the next step
bool next_is_different = true;
- v3s16 p_next;
-
bool next_makes_face = false;
v3s16 next_p_corrected;
v3s16 next_face_dir_corrected;
// If at last position, there is nothing to compare to and
// the face must be drawn anyway
if (j != MAP_BLOCKSIZE - 1) {
- p_next = p + translate_dir;
+ p += translate_dir;
- getTileInfo(data, p_next, face_dir,
+ getTileInfo(data, p, face_dir,
next_makes_face, next_p_corrected,
next_face_dir_corrected, next_lights,
+ waving,
next_tile);
if (next_makes_face == makes_face
&& next_p_corrected == p_corrected + translate_dir
&& next_face_dir_corrected == face_dir_corrected
- && memcmp(next_lights, lights, ARRLEN(lights) * sizeof(u16)) == 0
+ && memcmp(next_lights, lights, sizeof(lights)) == 0
+ // Don't apply fast faces to waving water.
+ && (waving != 3 || !waving_liquids)
&& next_tile.isTileable(tile)) {
next_is_different = false;
continuous_tiles_count++;
makeFastFace(tile, lights[0], lights[1], lights[2], lights[3],
pf, sp, face_dir_corrected, scale, dest);
-
- g_profiler->avg("Meshgen: faces drawn by tiling", 0);
- for (int i = 1; i < continuous_tiles_count; i++)
- g_profiler->avg("Meshgen: faces drawn by tiling", 1);
+ g_profiler->avg("Meshgen: Tiles per face [#]", continuous_tiles_count);
}
continuous_tiles_count = 1;
makes_face = next_makes_face;
p_corrected = next_p_corrected;
face_dir_corrected = next_face_dir_corrected;
- std::memcpy(lights, next_lights, ARRLEN(lights) * sizeof(u16));
+ memcpy(lights, next_lights, sizeof(lights));
if (next_is_different)
- tile = next_tile;
- p = p_next;
+ tile = std::move(next_tile); // faster than copy
}
}