ToolDefManager serialization
[oweals/minetest.git] / src / mapblock_mesh.cpp
index d4921c2c5d166086deeb60d0f55319155ccddb03..5d8c0b737474cf322a9c0b88d43839a53e361bf3 100644 (file)
@@ -22,6 +22,11 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "mapblock.h"
 #include "map.h"
 #include "main.h" // For g_settings and g_texturesource
+#include "settings.h"
+#include "profiler.h"
+#include "nodedef.h"
+#include "tile.h"
+#include "gamedef.h"
 #include "content_mapblock.h"
 
 void MeshMakeData::fill(u32 daynight_ratio, MapBlock *block)
@@ -64,11 +69,7 @@ void MeshMakeData::fill(u32 daynight_ratio, MapBlock *block)
                */
                
                // Get map
-               NodeContainer *parentcontainer = block->getParent();
-               // This will only work if the parent is the map
-               assert(parentcontainer->nodeContainerId() == NODECONTAINER_ID_MAP);
-               // OK, we have the map!
-               Map *map = (Map*)parentcontainer;
+               Map *map = block->getParent();
 
                for(u16 i=0; i<6; i++)
                {
@@ -84,7 +85,7 @@ void MeshMakeData::fill(u32 daynight_ratio, MapBlock *block)
 /*
        vertex_dirs: v3s16[4]
 */
-void getNodeVertexDirs(v3s16 dir, v3s16 *vertex_dirs)
+static void getNodeVertexDirs(v3s16 dir, v3s16 *vertex_dirs)
 {
        /*
                If looked from outside the node towards the face, the corners are:
@@ -144,9 +145,24 @@ void getNodeVertexDirs(v3s16 dir, v3s16 *vertex_dirs)
        }
 }
 
-inline video::SColor lightColor(u8 alpha, u8 light)
+video::SColor MapBlock_LightColor(u8 alpha, u8 light)
 {
+#if 0
        return video::SColor(alpha,light,light,light);
+#endif
+       //return video::SColor(alpha,light,light,MYMAX(0, (s16)light-25)+25);
+       /*return video::SColor(alpha,light,light,MYMAX(0,
+                       pow((float)light/255.0, 0.8)*255.0));*/
+#if 1
+       // Emphase blue a bit in darker places
+       float lim = 80;
+       float power = 0.8;
+       if(light > lim)
+               return video::SColor(alpha,light,light,light);
+       else
+               return video::SColor(alpha,light,light,MYMAX(0,
+                               pow((float)light/lim, power)*lim));
+#endif
 }
 
 struct FastFace
@@ -155,7 +171,7 @@ struct FastFace
        video::S3DVertex vertices[4]; // Precalculated vertices
 };
 
-void makeFastFace(TileSpec tile, u8 li0, u8 li1, u8 li2, u8 li3, v3f p,
+static void makeFastFace(TileSpec tile, u8 li0, u8 li1, u8 li2, u8 li3, v3f p,
                v3s16 dir, v3f scale, v3f posRelative_f,
                core::array<FastFace> &dest)
 {
@@ -202,7 +218,7 @@ void makeFastFace(TileSpec tile, u8 li0, u8 li1, u8 li2, u8 li3, v3f p,
        float w = tile.texture.size.X;
        float h = tile.texture.size.Y;
 
-       /*video::SColor c = lightColor(alpha, li);
+       /*video::SColor c = MapBlock_LightColor(alpha, li);
 
        face.vertices[0] = video::S3DVertex(vertex_pos[0], v3f(0,1,0), c,
                        core::vector2d<f32>(x0+w*abs_scale, y0+h));
@@ -214,16 +230,16 @@ void makeFastFace(TileSpec tile, u8 li0, u8 li1, u8 li2, u8 li3, v3f p,
                        core::vector2d<f32>(x0+w*abs_scale, y0));*/
 
        face.vertices[0] = video::S3DVertex(vertex_pos[0], v3f(0,1,0),
-                       lightColor(alpha, li0),
+                       MapBlock_LightColor(alpha, li0),
                        core::vector2d<f32>(x0+w*abs_scale, y0+h));
        face.vertices[1] = video::S3DVertex(vertex_pos[1], v3f(0,1,0),
-                       lightColor(alpha, li1),
+                       MapBlock_LightColor(alpha, li1),
                        core::vector2d<f32>(x0, y0+h));
        face.vertices[2] = video::S3DVertex(vertex_pos[2], v3f(0,1,0),
-                       lightColor(alpha, li2),
+                       MapBlock_LightColor(alpha, li2),
                        core::vector2d<f32>(x0, y0));
        face.vertices[3] = video::S3DVertex(vertex_pos[3], v3f(0,1,0),
-                       lightColor(alpha, li3),
+                       MapBlock_LightColor(alpha, li3),
                        core::vector2d<f32>(x0+w*abs_scale, y0));
 
        face.tile = tile;
@@ -237,11 +253,11 @@ void makeFastFace(TileSpec tile, u8 li0, u8 li1, u8 li2, u8 li3, v3f p,
        Gets node tile from any place relative to block.
        Returns TILE_NODE if doesn't exist or should not be drawn.
 */
-TileSpec getNodeTile(MapNode mn, v3s16 p, v3s16 face_dir,
-               NodeModMap &temp_mods)
+static TileSpec getNodeTile(MapNode mn, v3s16 p, v3s16 face_dir,
+               NodeModMap &temp_mods, ITextureSource *tsrc, INodeDefManager *ndef)
 {
        TileSpec spec;
-       spec = mn.getTile(face_dir);
+       spec = mn.getTile(face_dir, tsrc, ndef);
        
        /*
                Check temporary modifications on this node
@@ -258,7 +274,7 @@ TileSpec getNodeTile(MapNode mn, v3s16 p, v3s16 face_dir,
                if(mod.type == NODEMOD_CHANGECONTENT)
                {
                        MapNode mn2(mod.param);
-                       spec = mn2.getTile(face_dir);
+                       spec = mn2.getTile(face_dir, tsrc, ndef);
                }
                if(mod.type == NODEMOD_CRACK)
                {
@@ -269,27 +285,27 @@ TileSpec getNodeTile(MapNode mn, v3s16 p, v3s16 face_dir,
 
                        // Get original texture name
                        u32 orig_id = spec.texture.id;
-                       std::string orig_name = g_texturesource->getTextureName(orig_id);
+                       std::string orig_name = tsrc->getTextureName(orig_id);
 
                        // Create new texture name
                        std::ostringstream os;
                        os<<orig_name<<"^[crack"<<mod.param;
 
                        // Get new texture
-                       u32 new_id = g_texturesource->getTextureId(os.str());
+                       u32 new_id = tsrc->getTextureId(os.str());
                        
                        /*dstream<<"MapBlock::getNodeTile(): Switching from "
                                        <<orig_name<<" to "<<os.str()<<" ("
                                        <<orig_id<<" to "<<new_id<<")"<<std::endl;*/
                        
-                       spec.texture = g_texturesource->getTexture(new_id);
+                       spec.texture = tsrc->getTexture(new_id);
                }
        }
        
        return spec;
 }
 
-u8 getNodeContent(v3s16 p, MapNode mn, NodeModMap &temp_mods)
+static content_t getNodeContent(v3s16 p, MapNode mn, NodeModMap &temp_mods)
 {
        /*
                Check temporary modifications on this node
@@ -324,7 +340,7 @@ u8 getNodeContent(v3s16 p, MapNode mn, NodeModMap &temp_mods)
                }
        }
 
-       return mn.d;
+       return mn.getContent();
 }
 
 v3s16 dirs8[8] = {
@@ -339,7 +355,8 @@ v3s16 dirs8[8] = {
 };
 
 // Calculate lighting at the XYZ- corner of p
-u8 getSmoothLight(v3s16 p, VoxelManipulator &vmanip, u32 daynight_ratio)
+static u8 getSmoothLight(v3s16 p, VoxelManipulator &vmanip, u32 daynight_ratio,
+               INodeDefManager *ndef)
 {
        u16 ambient_occlusion = 0;
        u16 light = 0;
@@ -347,16 +364,16 @@ u8 getSmoothLight(v3s16 p, VoxelManipulator &vmanip, u32 daynight_ratio)
        for(u32 i=0; i<8; i++)
        {
                MapNode n = vmanip.getNodeNoEx(p - dirs8[i]);
-               if(content_features(n.d).param_type == CPT_LIGHT
+               if(ndef->get(n).param_type == CPT_LIGHT
                                // Fast-style leaves look better this way
-                               && content_features(n.d).solidness != 2)
+                               && ndef->get(n).solidness != 2)
                {
-                       light += decode_light(n.getLightBlend(daynight_ratio));
+                       light += decode_light(n.getLightBlend(daynight_ratio, ndef));
                        light_count++;
                }
                else
                {
-                       if(n.d != CONTENT_IGNORE)
+                       if(n.getContent() != CONTENT_IGNORE)
                                ambient_occlusion++;
                }
        }
@@ -376,8 +393,8 @@ u8 getSmoothLight(v3s16 p, VoxelManipulator &vmanip, u32 daynight_ratio)
 }
 
 // Calculate lighting at the given corner of p
-u8 getSmoothLight(v3s16 p, v3s16 corner,
-               VoxelManipulator &vmanip, u32 daynight_ratio)
+static u8 getSmoothLight(v3s16 p, v3s16 corner,
+               VoxelManipulator &vmanip, u32 daynight_ratio, INodeDefManager *ndef)
 {
        if(corner.X == 1) p.X += 1;
        else              assert(corner.X == -1);
@@ -386,10 +403,10 @@ u8 getSmoothLight(v3s16 p, v3s16 corner,
        if(corner.Z == 1) p.Z += 1;
        else              assert(corner.Z == -1);
        
-       return getSmoothLight(p, vmanip, daynight_ratio);
+       return getSmoothLight(p, vmanip, daynight_ratio, ndef);
 }
 
-void getTileInfo(
+static void getTileInfo(
                // Input:
                v3s16 blockpos_nodes,
                v3s16 p,
@@ -398,6 +415,7 @@ void getTileInfo(
                VoxelManipulator &vmanip,
                NodeModMap &temp_mods,
                bool smooth_lighting,
+               IGameDef *gamedef,
                // Output:
                bool &makes_face,
                v3s16 &p_corrected,
@@ -406,15 +424,19 @@ void getTileInfo(
                TileSpec &tile
        )
 {
+       ITextureSource *tsrc = gamedef->tsrc();
+       INodeDefManager *ndef = gamedef->ndef();
+
        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);
+       TileSpec tile0 = getNodeTile(n0, p, face_dir, temp_mods, tsrc, ndef);
+       TileSpec tile1 = getNodeTile(n1, p + face_dir, -face_dir, temp_mods, tsrc, ndef);
        
        // 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);
+       content_t content0 = getNodeContent(p, n0, temp_mods);
+       content_t content1 = getNodeContent(p + face_dir, n1, temp_mods);
+       bool equivalent = false;
+       u8 mf = face_contents(content0, content1, &equivalent, ndef);
 
        if(mf == 0)
        {
@@ -437,10 +459,14 @@ void getTileInfo(
                face_dir_corrected = -face_dir;
        }
        
+       // eg. water and glass
+       if(equivalent)
+               tile.material_flags |= MATERIAL_FLAG_BACKFACE_CULLING;
+       
        if(smooth_lighting == false)
        {
                lights[0] = lights[1] = lights[2] = lights[3] =
-                               decode_light(getFaceLight(daynight_ratio, n0, n1, face_dir));
+                               decode_light(getFaceLight(daynight_ratio, n0, n1, face_dir, ndef));
        }
        else
        {
@@ -449,7 +475,7 @@ void getTileInfo(
                for(u16 i=0; i<4; i++)
                {
                        lights[i] = getSmoothLight(blockpos_nodes + p_corrected,
-                                       vertex_dirs[i], vmanip, daynight_ratio);
+                                       vertex_dirs[i], vmanip, daynight_ratio, ndef);
                }
        }
        
@@ -461,7 +487,7 @@ void getTileInfo(
        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(
+static void updateFastFaceRow(
                u32 daynight_ratio,
                v3f posRelative_f,
                v3s16 startpos,
@@ -474,19 +500,20 @@ void updateFastFaceRow(
                NodeModMap &temp_mods,
                VoxelManipulator &vmanip,
                v3s16 blockpos_nodes,
-               bool smooth_lighting)
+               bool smooth_lighting,
+               IGameDef *gamedef)
 {
        v3s16 p = startpos;
        
        u16 continuous_tiles_count = 0;
        
-       bool makes_face;
+       bool makes_face = false;
        v3s16 p_corrected;
        v3s16 face_dir_corrected;
-       u8 lights[4];
+       u8 lights[4] = {0,0,0,0};
        TileSpec tile;
        getTileInfo(blockpos_nodes, p, face_dir, daynight_ratio,
-                       vmanip, temp_mods, smooth_lighting,
+                       vmanip, temp_mods, smooth_lighting, gamedef,
                        makes_face, p_corrected, face_dir_corrected, lights, tile);
 
        for(u16 j=0; j<length; j++)
@@ -509,13 +536,13 @@ void updateFastFaceRow(
                        p_next = p + translate_dir;
                        
                        getTileInfo(blockpos_nodes, p_next, face_dir, daynight_ratio,
-                                       vmanip, temp_mods, smooth_lighting,
+                                       vmanip, temp_mods, smooth_lighting, gamedef,
                                        next_makes_face, next_p_corrected,
                                        next_face_dir_corrected, next_lights,
                                        next_tile);
                        
                        if(next_makes_face == makes_face
-                                       && next_p_corrected == p_corrected
+                                       && next_p_corrected == p_corrected + translate_dir
                                        && next_face_dir_corrected == face_dir_corrected
                                        && next_lights[0] == lights[0]
                                        && next_lights[1] == lights[1]
@@ -525,6 +552,29 @@ void updateFastFaceRow(
                        {
                                next_is_different = false;
                        }
+                       else{
+                               /*if(makes_face){
+                                       g_profiler->add("Meshgen: diff: next_makes_face != makes_face",
+                                                       next_makes_face != makes_face ? 1 : 0);
+                                       g_profiler->add("Meshgen: diff: n_p_corr != p_corr + t_dir",
+                                                       (next_p_corrected != p_corrected + translate_dir) ? 1 : 0);
+                                       g_profiler->add("Meshgen: diff: next_f_dir_corr != f_dir_corr",
+                                                       next_face_dir_corrected != face_dir_corrected ? 1 : 0);
+                                       g_profiler->add("Meshgen: diff: next_lights[] != lights[]",
+                                                       (next_lights[0] != lights[0] ||
+                                                       next_lights[0] != lights[0] ||
+                                                       next_lights[0] != lights[0] ||
+                                                       next_lights[0] != lights[0]) ? 1 : 0);
+                                       g_profiler->add("Meshgen: diff: !(next_tile == tile)",
+                                                       !(next_tile == tile) ? 1 : 0);
+                               }*/
+                       }
+                       /*g_profiler->add("Meshgen: Total faces checked", 1);
+                       if(makes_face)
+                               g_profiler->add("Meshgen: Total makes_face checked", 1);*/
+               } else {
+                       /*if(makes_face)
+                               g_profiler->add("Meshgen: diff: last position", 1);*/
                }
 
                continuous_tiles_count++;
@@ -556,6 +606,8 @@ void updateFastFaceRow(
                                v3f pf(p_corrected.X, p_corrected.Y, p_corrected.Z);
                                // Center point of face (kind of)
                                v3f sp = pf - ((f32)continuous_tiles_count / 2. - 0.5) * translate_dir_f;
+                               if(continuous_tiles_count != 1)
+                                       sp += translate_dir_f;
                                v3f scale(1,1,1);
 
                                if(translate_dir.X != 0)
@@ -574,6 +626,11 @@ void updateFastFaceRow(
                                makeFastFace(tile, lights[0], lights[1], lights[2], lights[3],
                                                sp, face_dir_corrected, scale,
                                                posRelative_f, dest);
+                               
+                               g_profiler->avg("Meshgen: faces drawn by tiling", 0);
+                               for(int i=1; i<continuous_tiles_count; i++){
+                                       g_profiler->avg("Meshgen: faces drawn by tiling", 1);
+                               }
                        }
 
                        continuous_tiles_count = 0;
@@ -592,7 +649,7 @@ void updateFastFaceRow(
        }
 }
 
-scene::SMesh* makeMapBlockMesh(MeshMakeData *data)
+scene::SMesh* makeMapBlockMesh(MeshMakeData *data, IGameDef *gamedef)
 {
        // 4-21ms for MAP_BLOCKSIZE=16
        // 24-155ms for MAP_BLOCKSIZE=32
@@ -608,9 +665,9 @@ scene::SMesh* makeMapBlockMesh(MeshMakeData *data)
        /*
                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");
+       //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");
        
        /*
                We are including the faces of the trailing edges of the block.
@@ -639,7 +696,8 @@ scene::SMesh* makeMapBlockMesh(MeshMakeData *data)
                                                data->m_temp_mods,
                                                data->m_vmanip,
                                                blockpos_nodes,
-                                               smooth_lighting);
+                                               smooth_lighting,
+                                               gamedef);
                        }
                }
                /*
@@ -657,7 +715,8 @@ scene::SMesh* makeMapBlockMesh(MeshMakeData *data)
                                                data->m_temp_mods,
                                                data->m_vmanip,
                                                blockpos_nodes,
-                                               smooth_lighting);
+                                               smooth_lighting,
+                                               gamedef);
                        }
                }
                /*
@@ -675,7 +734,8 @@ scene::SMesh* makeMapBlockMesh(MeshMakeData *data)
                                                data->m_temp_mods,
                                                data->m_vmanip,
                                                blockpos_nodes,
-                                               smooth_lighting);
+                                               smooth_lighting,
+                                               gamedef);
                        }
                }
        }
@@ -695,10 +755,13 @@ scene::SMesh* makeMapBlockMesh(MeshMakeData *data)
 
                video::SMaterial material;
                material.setFlag(video::EMF_LIGHTING, false);
+               material.setFlag(video::EMF_BACK_FACE_CULLING, true);
                material.setFlag(video::EMF_BILINEAR_FILTER, false);
                material.setFlag(video::EMF_FOG_ENABLE, true);
                //material.setFlag(video::EMF_ANTI_ALIASING, video::EAAM_OFF);
                //material.setFlag(video::EMF_ANTI_ALIASING, video::EAAM_SIMPLE);
+               material.MaterialType
+                               = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
 
                for(u32 i=0; i<fastfaces_new.size(); i++)
                {
@@ -737,7 +800,7 @@ scene::SMesh* makeMapBlockMesh(MeshMakeData *data)
                - whatever
        */
 
-       mapblock_mesh_generate_special(data, collector);
+       mapblock_mesh_generate_special(data, collector, gamedef);
        
        /*
                Add stuff from collector to mesh