*/
#include "mapblock_mesh.h"
-#include "light.h"
+#include "client.h"
#include "mapblock.h"
#include "map.h"
-#include "main.h" // for g_profiler
#include "profiler.h"
-#include "nodedef.h"
-#include "gamedef.h"
+#include "shader.h"
#include "mesh.h"
+#include "minimap.h"
#include "content_mapblock.h"
-#include "noise.h"
-#include "shader.h"
-#include "settings.h"
#include "util/directiontables.h"
-
-float srgb_linear_multiply(float f, float m, float max)
-{
- f = f * f; // SRGB -> Linear
- f *= m;
- f = sqrt(f); // Linear -> SRGB
- if(f > max)
- f = max;
- return f;
-}
+#include "client/renderingengine.h"
/*
MeshMakeData
*/
-MeshMakeData::MeshMakeData(IGameDef *gamedef):
- m_vmanip(),
- m_blockpos(-1337,-1337,-1337),
- m_crack_pos_relative(-1337, -1337, -1337),
- m_smooth_lighting(false),
- m_gamedef(gamedef)
+MeshMakeData::MeshMakeData(Client *client, bool use_shaders,
+ bool use_tangent_vertices):
+ m_client(client),
+ m_use_shaders(use_shaders),
+ m_use_tangent_vertices(use_tangent_vertices)
{}
-void MeshMakeData::fill(MapBlock *block)
+void MeshMakeData::fillBlockDataBegin(const v3s16 &blockpos)
{
- m_blockpos = block->getPos();
+ m_blockpos = blockpos;
v3s16 blockpos_nodes = m_blockpos*MAP_BLOCKSIZE;
-
- /*
- Copy data
- */
- // Allocate this block + neighbors
m_vmanip.clear();
- m_vmanip.addArea(VoxelArea(blockpos_nodes-v3s16(1,1,1)*MAP_BLOCKSIZE,
- blockpos_nodes+v3s16(1,1,1)*MAP_BLOCKSIZE*2-v3s16(1,1,1)));
+ VoxelArea voxel_area(blockpos_nodes - v3s16(1,1,1) * MAP_BLOCKSIZE,
+ blockpos_nodes + v3s16(1,1,1) * MAP_BLOCKSIZE*2-v3s16(1,1,1));
+ m_vmanip.addArea(voxel_area);
+}
- {
- //TimeTaker timer("copy central block data");
- // 0ms
+void MeshMakeData::fillBlockData(const v3s16 &block_offset, MapNode *data)
+{
+ v3s16 data_size(MAP_BLOCKSIZE, MAP_BLOCKSIZE, MAP_BLOCKSIZE);
+ VoxelArea data_area(v3s16(0,0,0), data_size - v3s16(1,1,1));
- // Copy our data
- block->copyTo(m_vmanip);
- }
- {
- //TimeTaker timer("copy neighbor block data");
- // 0ms
+ v3s16 bp = m_blockpos + block_offset;
+ v3s16 blockpos_nodes = bp * MAP_BLOCKSIZE;
+ m_vmanip.copyFrom(data, data_area, v3s16(0,0,0), blockpos_nodes, data_size);
+}
- /*
- Copy neighbors. This is lightning fast.
- Copying only the borders would be *very* slow.
- */
-
- // Get map
- Map *map = block->getParent();
+void MeshMakeData::fill(MapBlock *block)
+{
+ fillBlockDataBegin(block->getPos());
- for(u16 i=0; i<26; i++)
- {
- const v3s16 &dir = g_26dirs[i];
- v3s16 bp = m_blockpos + dir;
- MapBlock *b = map->getBlockNoCreateNoEx(bp);
- if(b)
- b->copyTo(m_vmanip);
- }
+ fillBlockData(v3s16(0,0,0), block->getData());
+
+ // Get map for reading neigbhor blocks
+ Map *map = block->getParent();
+
+ for (const v3s16 &dir : g_26dirs) {
+ v3s16 bp = m_blockpos + dir;
+ MapBlock *b = map->getBlockNoCreateNoEx(bp);
+ if(b)
+ fillBlockData(dir, b->getData());
}
}
void MeshMakeData::fillSingleNode(MapNode *node)
{
m_blockpos = v3s16(0,0,0);
-
+
v3s16 blockpos_nodes = v3s16(0,0,0);
VoxelArea area(blockpos_nodes-v3s16(1,1,1)*MAP_BLOCKSIZE,
blockpos_nodes+v3s16(1,1,1)*MAP_BLOCKSIZE*2-v3s16(1,1,1));
MapNode *data = new MapNode[volume];
for(s32 i = 0; i < volume; i++)
{
- if(i == our_node_index)
- {
+ if (i == our_node_index)
data[i] = *node;
- }
else
- {
data[i] = MapNode(CONTENT_AIR, LIGHT_MAX, 0);
- }
}
m_vmanip.copyFrom(data, area, area.MinEdge, area.MinEdge, area.getExtent());
delete[] data;
void MeshMakeData::setCrack(int crack_level, v3s16 crack_pos)
{
- if(crack_level >= 0)
+ if (crack_level >= 0)
m_crack_pos_relative = crack_pos - m_blockpos*MAP_BLOCKSIZE;
}
Single light bank.
*/
static u8 getInteriorLight(enum LightBank bank, MapNode n, s32 increment,
- MeshMakeData *data)
+ INodeDefManager *ndef)
{
- INodeDefManager *ndef = data->m_gamedef->ndef();
u8 light = n.getLight(bank, ndef);
while(increment > 0)
Calculate non-smooth lighting at interior of node.
Both light banks.
*/
-u16 getInteriorLight(MapNode n, s32 increment, MeshMakeData *data)
+u16 getInteriorLight(MapNode n, s32 increment, INodeDefManager *ndef)
{
- u16 day = getInteriorLight(LIGHTBANK_DAY, n, increment, data);
- u16 night = getInteriorLight(LIGHTBANK_NIGHT, n, increment, data);
+ u16 day = getInteriorLight(LIGHTBANK_DAY, n, increment, ndef);
+ u16 night = getInteriorLight(LIGHTBANK_NIGHT, n, increment, ndef);
return day | (night << 8);
}
Single light bank.
*/
static u8 getFaceLight(enum LightBank bank, MapNode n, MapNode n2,
- v3s16 face_dir, MeshMakeData *data)
+ v3s16 face_dir, INodeDefManager *ndef)
{
- INodeDefManager *ndef = data->m_gamedef->ndef();
-
u8 light;
u8 l1 = n.getLight(bank, ndef);
u8 l2 = n2.getLight(bank, ndef);
// Boost light level for light sources
u8 light_source = MYMAX(ndef->get(n).light_source,
ndef->get(n2).light_source);
- //if(light_source >= light)
- //return decode_light(undiminish_light(light_source));
if(light_source > light)
- //return decode_light(light_source);
light = light_source;
- // Make some nice difference to different sides
-
- // This makes light come from a corner
- /*if(face_dir.X == 1 || face_dir.Z == 1 || face_dir.Y == -1)
- light = diminish_light(diminish_light(light));
- else if(face_dir.X == -1 || face_dir.Z == -1)
- light = diminish_light(light);*/
-
- // All neighboring faces have different shade (like in minecraft)
- if(face_dir.X == 1 || face_dir.X == -1 || face_dir.Y == -1)
- light = diminish_light(diminish_light(light));
- else if(face_dir.Z == 1 || face_dir.Z == -1)
- light = diminish_light(light);
-
return decode_light(light);
}
Calculate non-smooth lighting at face of node.
Both light banks.
*/
-u16 getFaceLight(MapNode n, MapNode n2, v3s16 face_dir, MeshMakeData *data)
+u16 getFaceLight(MapNode n, MapNode n2, v3s16 face_dir, INodeDefManager *ndef)
{
- u16 day = getFaceLight(LIGHTBANK_DAY, n, n2, face_dir, data);
- u16 night = getFaceLight(LIGHTBANK_NIGHT, n, n2, face_dir, data);
+ u16 day = getFaceLight(LIGHTBANK_DAY, n, n2, face_dir, ndef);
+ u16 night = getFaceLight(LIGHTBANK_NIGHT, n, n2, face_dir, ndef);
return day | (night << 8);
}
/*
Calculate smooth lighting at the XYZ- corner of p.
- Single light bank.
+ Both light banks
*/
-static u8 getSmoothLight(enum LightBank bank, v3s16 p, MeshMakeData *data)
+static u16 getSmoothLightCombined(const v3s16 &p, MeshMakeData *data)
{
- static v3s16 dirs8[8] = {
+ static const v3s16 dirs8[8] = {
v3s16(0,0,0),
v3s16(0,0,1),
v3s16(0,1,0),
v3s16(1,1,1),
};
- INodeDefManager *ndef = data->m_gamedef->ndef();
+ INodeDefManager *ndef = data->m_client->ndef();
u16 ambient_occlusion = 0;
- u16 light = 0;
u16 light_count = 0;
u8 light_source_max = 0;
- for(u32 i=0; i<8; i++)
- {
- MapNode n = data->m_vmanip.getNodeNoEx(p - dirs8[i]);
+ u16 light_day = 0;
+ u16 light_night = 0;
+
+ for (const v3s16 &dir : dirs8) {
+ MapNode n = data->m_vmanip.getNodeNoExNoEmerge(p - dir);
+
+ // if it's CONTENT_IGNORE we can't do any light calculations
+ if (n.getContent() == CONTENT_IGNORE)
+ continue;
+
const ContentFeatures &f = ndef->get(n);
- if(f.light_source > light_source_max)
+ if (f.light_source > light_source_max)
light_source_max = f.light_source;
- // Check f.solidness because fast-style leaves look
- // better this way
- if(f.param_type == CPT_LIGHT && f.solidness != 2)
- {
- light += decode_light(n.getLight(bank, ndef));
+ // Check f.solidness because fast-style leaves look better this way
+ if (f.param_type == CPT_LIGHT && f.solidness != 2) {
+ light_day += decode_light(n.getLightNoChecks(LIGHTBANK_DAY, &f));
+ light_night += decode_light(
+ n.getLightNoChecks(LIGHTBANK_NIGHT, &f));
light_count++;
- }
- else if(n.getContent() != CONTENT_IGNORE)
- {
+ } else {
ambient_occlusion++;
}
}
if(light_count == 0)
- return 255;
-
- light /= light_count;
+ return 0xffff;
+
+ light_day /= light_count;
+ light_night /= light_count;
// Boost brightness around light sources
- if(decode_light(light_source_max) >= light)
- //return decode_light(undiminish_light(light_source_max));
- return decode_light(light_source_max);
+ bool skip_ambient_occlusion_day = false;
+ if (decode_light(light_source_max) >= light_day) {
+ light_day = decode_light(light_source_max);
+ skip_ambient_occlusion_day = true;
+ }
- if(ambient_occlusion > 4)
- {
- //ambient_occlusion -= 4;
- //light = (float)light / ((float)ambient_occlusion * 0.5 + 1.0);
- float light_amount = (8 - ambient_occlusion) / 4.0;
- float light_f = (float)light / 255.0;
- light_f = pow(light_f, 2.2f); // gamma -> linear space
- light_f = light_f * light_amount;
- light_f = pow(light_f, 1.0f/2.2f); // linear -> gamma space
- if(light_f > 1.0)
- light_f = 1.0;
- light = 255.0 * light_f + 0.5;
+ bool skip_ambient_occlusion_night = false;
+ if(decode_light(light_source_max) >= light_night) {
+ light_night = decode_light(light_source_max);
+ skip_ambient_occlusion_night = true;
}
- return light;
-}
+ if (ambient_occlusion > 4) {
+ static thread_local const float ao_gamma = rangelim(
+ g_settings->getFloat("ambient_occlusion_gamma"), 0.25, 4.0);
+
+ // Table of gamma space multiply factors.
+ static const float light_amount[3] = {
+ powf(0.75, 1.0 / ao_gamma),
+ powf(0.5, 1.0 / ao_gamma),
+ powf(0.25, 1.0 / ao_gamma)
+ };
+
+ //calculate table index for gamma space multiplier
+ ambient_occlusion -= 5;
+
+ if (!skip_ambient_occlusion_day)
+ light_day = rangelim(core::round32(
+ light_day * light_amount[ambient_occlusion]), 0, 255);
+ if (!skip_ambient_occlusion_night)
+ light_night = rangelim(core::round32(
+ light_night * light_amount[ambient_occlusion]), 0, 255);
+ }
-/*
- Calculate smooth lighting at the XYZ- corner of p.
- Both light banks.
-*/
-static u16 getSmoothLight(v3s16 p, MeshMakeData *data)
-{
- u16 day = getSmoothLight(LIGHTBANK_DAY, p, data);
- u16 night = getSmoothLight(LIGHTBANK_NIGHT, p, data);
- return day | (night << 8);
+ return light_day | (light_night << 8);
}
/*
*/
u16 getSmoothLight(v3s16 p, v3s16 corner, MeshMakeData *data)
{
- 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, data);
+ if (corner.X == 1)
+ ++p.X;
+ // else corner.X == -1
+ if (corner.Y == 1)
+ ++p.Y;
+ // else corner.Y == -1
+ if (corner.Z == 1)
+ ++p.Z;
+ // else corner.Z == -1
+
+ return getSmoothLightCombined(p, data);
}
-/*
- Converts from day + night color values (0..255)
- and a given daynight_ratio to the final SColor shown on screen.
-*/
-static void finalColorBlend(video::SColor& result,
- u8 day, u8 night, u32 daynight_ratio)
+void get_sunlight_color(video::SColorf *sunlight, u32 daynight_ratio){
+ f32 rg = daynight_ratio / 1000.0f - 0.04f;
+ f32 b = (0.98f * daynight_ratio) / 1000.0f + 0.078f;
+ sunlight->r = rg;
+ sunlight->g = rg;
+ sunlight->b = b;
+}
+
+void final_color_blend(video::SColor *result,
+ u16 light, u32 daynight_ratio)
{
- s32 rg = (day * daynight_ratio + night * (1000-daynight_ratio)) / 1000;
- s32 b = rg;
+ video::SColorf dayLight;
+ get_sunlight_color(&dayLight, daynight_ratio);
+ final_color_blend(result,
+ encode_light(light, 0), dayLight);
+}
- // Moonlight is blue
- b += (day - night) / 13;
- rg -= (day - night) / 23;
+void final_color_blend(video::SColor *result,
+ const video::SColor &data, const video::SColorf &dayLight)
+{
+ static const video::SColorf artificialColor(1.04f, 1.04f, 1.04f);
+
+ video::SColorf c(data);
+ f32 n = 1 - c.a;
+
+ f32 r = c.r * (c.a * dayLight.r + n * artificialColor.r) * 2.0f;
+ f32 g = c.g * (c.a * dayLight.g + n * artificialColor.g) * 2.0f;
+ f32 b = c.b * (c.a * dayLight.b + n * artificialColor.b) * 2.0f;
// Emphase blue a bit in darker places
// Each entry of this array represents a range of 8 blue levels
- static u8 emphase_blue_when_dark[32] = {
+ static const u8 emphase_blue_when_dark[32] = {
1, 4, 6, 6, 6, 5, 4, 3, 2, 1, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
};
- if(b < 0)
- b = 0;
- if(b > 255)
- b = 255;
- b += emphase_blue_when_dark[b / 8];
-
- // Artificial light is yellow-ish
- static u8 emphase_yellow_when_artificial[16] = {
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 5, 10, 15, 15, 15
- };
- rg += emphase_yellow_when_artificial[night/16];
- if(rg < 0)
- rg = 0;
- if(rg > 255)
- rg = 255;
-
- result.setRed(rg);
- result.setGreen(rg);
- result.setBlue(b);
+
+ b += emphase_blue_when_dark[irr::core::clamp((s32) ((r + g + b) / 3 * 255),
+ 0, 255) / 8] / 255.0f;
+
+ result->setRed(core::clamp((s32) (r * 255.0f), 0, 255));
+ result->setGreen(core::clamp((s32) (g * 255.0f), 0, 255));
+ result->setBlue(core::clamp((s32) (b * 255.0f), 0, 255));
}
/*
2: top-left
3: top-right
*/
- if(dir == v3s16(0,0,1))
- {
+ 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))
- {
+ } 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))
- {
+ } 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))
- {
+ } 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))
- {
+ } 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))
- {
+ } 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);
struct FastFace
{
- TileSpec tile;
+ TileLayer layer;
video::S3DVertex vertices[4]; // Precalculated vertices
+ /*!
+ * The face is divided into two triangles. If this is true,
+ * vertices 0 and 2 are connected, othervise vertices 1 and 3
+ * are connected.
+ */
+ bool vertex_0_2_connected;
+ u8 layernum;
};
-static void makeFastFace(TileSpec tile, u16 li0, u16 li1, u16 li2, u16 li3,
- v3f p, v3s16 dir, v3f scale, u8 light_source, std::vector<FastFace> &dest)
+static void makeFastFace(const TileSpec &tile, u16 li0, u16 li1, u16 li2, u16 li3,
+ const v3f &p, v3s16 dir, v3f scale, std::vector<FastFace> &dest)
{
- FastFace face;
-
// Position is at the center of the cube.
v3f pos = p * BS;
- float x0 = 0.0;
- float y0 = 0.0;
- float w = 1.0;
- float h = 1.0;
+ float x0 = 0.0f;
+ float y0 = 0.0f;
+ float w = 1.0f;
+ float h = 1.0f;
v3f vertex_pos[4];
v3s16 vertex_dirs[4];
v3s16 t;
u16 t1;
- switch (tile.rotation)
- {
+ switch (tile.rotation) {
case 0:
break;
case 1: //R90
vertex_dirs[3] = vertex_dirs[2];
vertex_dirs[2] = vertex_dirs[1];
vertex_dirs[1] = t;
- t1=li0;
- li0=li3;
- li3=li2;
- li2=li1;
- li1=t1;
+ t1 = li0;
+ li0 = li3;
+ li3 = li2;
+ li2 = li1;
+ li1 = t1;
break;
case 2: //R180
t = vertex_dirs[0];
break;
}
- for(u16 i=0; i<4; i++)
- {
+ for (u16 i = 0; i < 4; i++) {
vertex_pos[i] = v3f(
- BS/2*vertex_dirs[i].X,
- BS/2*vertex_dirs[i].Y,
- BS/2*vertex_dirs[i].Z
+ BS / 2 * vertex_dirs[i].X,
+ BS / 2 * vertex_dirs[i].Y,
+ BS / 2 * vertex_dirs[i].Z
);
}
- for(u16 i=0; i<4; i++)
- {
- vertex_pos[i].X *= scale.X;
- vertex_pos[i].Y *= scale.Y;
- vertex_pos[i].Z *= scale.Z;
- vertex_pos[i] += pos;
+ for (v3f &vpos : vertex_pos) {
+ vpos.X *= scale.X;
+ vpos.Y *= scale.Y;
+ vpos.Z *= scale.Z;
+ vpos += pos;
}
- f32 abs_scale = 1.0;
- if (scale.X < 0.999 || scale.X > 1.001) abs_scale = scale.X;
- else if(scale.Y < 0.999 || scale.Y > 1.001) abs_scale = scale.Y;
- else if(scale.Z < 0.999 || scale.Z > 1.001) abs_scale = scale.Z;
+ f32 abs_scale = 1.0f;
+ if (scale.X < 0.999f || scale.X > 1.001f) abs_scale = scale.X;
+ else if (scale.Y < 0.999f || scale.Y > 1.001f) abs_scale = scale.Y;
+ else if (scale.Z < 0.999f || scale.Z > 1.001f) abs_scale = scale.Z;
v3f normal(dir.X, dir.Y, dir.Z);
- u8 alpha = tile.alpha;
-
- face.vertices[0] = video::S3DVertex(vertex_pos[0], normal,
- MapBlock_LightColor(alpha, li0, light_source),
- core::vector2d<f32>(x0+w*abs_scale, y0+h));
- face.vertices[1] = video::S3DVertex(vertex_pos[1], normal,
- MapBlock_LightColor(alpha, li1, light_source),
- core::vector2d<f32>(x0, y0+h));
- face.vertices[2] = video::S3DVertex(vertex_pos[2], normal,
- MapBlock_LightColor(alpha, li2, light_source),
- core::vector2d<f32>(x0, y0));
- face.vertices[3] = video::S3DVertex(vertex_pos[3], normal,
- MapBlock_LightColor(alpha, li3, light_source),
- core::vector2d<f32>(x0+w*abs_scale, y0));
-
- face.tile = tile;
- dest.push_back(face);
+ u16 li[4] = { li0, li1, li2, li3 };
+ u16 day[4];
+ u16 night[4];
+
+ for (u8 i = 0; i < 4; i++) {
+ day[i] = li[i] >> 8;
+ night[i] = li[i] & 0xFF;
+ }
+
+ bool vertex_0_2_connected = abs(day[0] - day[2]) + abs(night[0] - night[2])
+ < abs(day[1] - day[3]) + abs(night[1] - night[3]);
+
+ v2f32 f[4] = {
+ core::vector2d<f32>(x0 + w * abs_scale, y0 + h),
+ core::vector2d<f32>(x0, y0 + h),
+ core::vector2d<f32>(x0, y0),
+ core::vector2d<f32>(x0 + w * abs_scale, y0) };
+
+ for (int layernum = 0; layernum < MAX_TILE_LAYERS; layernum++) {
+ const TileLayer *layer = &tile.layers[layernum];
+ if (layer->texture_id == 0)
+ continue;
+
+ // equivalent to dest.push_back(FastFace()) but faster
+ dest.emplace_back();
+ FastFace& face = *dest.rbegin();
+
+ for (u8 i = 0; i < 4; i++) {
+ video::SColor c = encode_light(li[i], tile.emissive_light);
+ if (!tile.emissive_light)
+ applyFacesShading(c, normal);
+
+ face.vertices[i] = video::S3DVertex(vertex_pos[i], normal, c, f[i]);
+ }
+
+ /*
+ Revert triangles for nicer looking gradient if the
+ brightness of vertices 1 and 3 differ less than
+ the brightness of vertices 0 and 2.
+ */
+ face.vertex_0_2_connected = vertex_0_2_connected;
+
+ face.layer = *layer;
+ face.layernum = layernum;
+ }
}
/*
{
*equivalent = false;
- if(m1 == CONTENT_IGNORE || m2 == CONTENT_IGNORE)
+ if (m1 == m2 || m1 == CONTENT_IGNORE || m2 == CONTENT_IGNORE)
return 0;
-
- bool contents_differ = (m1 != m2);
-
+
const ContentFeatures &f1 = ndef->get(m1);
const ContentFeatures &f2 = ndef->get(m2);
// Contents don't differ for different forms of same liquid
- if(f1.sameLiquid(f2))
- contents_differ = false;
-
+ if (f1.sameLiquid(f2))
+ return 0;
+
u8 c1 = f1.solidness;
u8 c2 = f2.solidness;
- bool solidness_differs = (c1 != c2);
- bool makes_face = contents_differ && solidness_differs;
-
- if(makes_face == false)
+ if (c1 == c2)
return 0;
-
- if(c1 == 0)
+
+ if (c1 == 0)
c1 = f1.visual_solidness;
- if(c2 == 0)
+ else if (c2 == 0)
c2 = f2.visual_solidness;
-
- if(c1 == c2){
+
+ if (c1 == c2) {
*equivalent = true;
// If same solidness, liquid takes precense
- if(f1.isLiquid())
+ if (f1.isLiquid())
return 1;
- if(f2.isLiquid())
+ if (f2.isLiquid())
return 2;
}
-
- if(c1 > c2)
+
+ if (c1 > c2)
return 1;
- else
- return 2;
+
+ return 2;
}
/*
Gets nth node tile (0 <= n <= 5).
*/
-TileSpec getNodeTileN(MapNode mn, v3s16 p, u8 tileindex, MeshMakeData *data)
+void getNodeTileN(MapNode mn, v3s16 p, u8 tileindex, MeshMakeData *data, TileSpec &tile)
{
- INodeDefManager *ndef = data->m_gamedef->ndef();
- TileSpec spec = ndef->get(mn).tiles[tileindex];
- // Apply temporary crack
- if(p == data->m_crack_pos_relative)
- {
- spec.material_flags |= MATERIAL_FLAG_CRACK;
+ INodeDefManager *ndef = data->m_client->ndef();
+ const ContentFeatures &f = ndef->get(mn);
+ tile = f.tiles[tileindex];
+ bool has_crack = p == data->m_crack_pos_relative;
+ for (TileLayer &layer : tile.layers) {
+ if (layer.texture_id == 0)
+ continue;
+ if (!layer.has_color)
+ mn.getColor(f, &(layer.color));
+ // Apply temporary crack
+ if (has_crack)
+ layer.material_flags |= MATERIAL_FLAG_CRACK;
}
- return spec;
}
/*
Gets node tile given a face direction.
*/
-TileSpec getNodeTile(MapNode mn, v3s16 p, v3s16 dir, MeshMakeData *data)
+void getNodeTile(MapNode mn, v3s16 p, v3s16 dir, MeshMakeData *data, TileSpec &tile)
{
- INodeDefManager *ndef = data->m_gamedef->ndef();
+ INodeDefManager *ndef = data->m_client->ndef();
// Direction must be (1,0,0), (-1,0,0), (0,1,0), (0,-1,0),
// (0,0,1), (0,0,-1) or (0,0,0)
// 5 = (0,0,-1)
// 6 = (0,-1,0)
// 7 = (-1,0,0)
- u8 dir_i = ((dir.X + 2 * dir.Y + 3 * dir.Z) & 7)*2;
+ u8 dir_i = ((dir.X + 2 * dir.Y + 3 * dir.Z) & 7) * 2;
// Get rotation for things like chests
u8 facedir = mn.getFaceDir(ndef);
- if (facedir > 23)
- facedir = 0;
+
static const u16 dir_to_tile[24 * 16] =
{
- // 0 +X +Y +Z -Z -Y -X -> value=tile,rotation
+ // 0 +X +Y +Z -Z -Y -X -> value=tile,rotation
0,0, 2,0 , 0,0 , 4,0 , 0,0, 5,0 , 1,0 , 3,0 , // rotate around y+ 0 - 3
0,0, 4,0 , 0,3 , 3,0 , 0,0, 2,0 , 1,1 , 5,0 ,
0,0, 3,0 , 0,2 , 5,0 , 0,0, 4,0 , 1,2 , 2,0 ,
0,0, 5,0 , 0,1 , 2,0 , 0,0, 3,0 , 1,3 , 4,0 ,
0,0, 2,3 , 5,0 , 0,2 , 0,0, 1,0 , 4,2 , 3,1 , // rotate around z+ 4 - 7
- 0,0, 4,3 , 2,0 , 0,3 , 0,0, 1,1 , 3,2 , 5,1 ,
+ 0,0, 4,3 , 2,0 , 0,1 , 0,0, 1,1 , 3,2 , 5,1 ,
0,0, 3,3 , 4,0 , 0,0 , 0,0, 1,2 , 5,2 , 2,1 ,
- 0,0, 5,3 , 3,0 , 0,1 , 0,0, 1,3 , 2,2 , 4,1 ,
+ 0,0, 5,3 , 3,0 , 0,3 , 0,0, 1,3 , 2,2 , 4,1 ,
0,0, 2,1 , 4,2 , 1,2 , 0,0, 0,0 , 5,0 , 3,3 , // rotate around z- 8 - 11
0,0, 4,1 , 3,2 , 1,3 , 0,0, 0,3 , 2,0 , 5,3 ,
0,0, 0,1 , 2,3 , 5,1 , 0,0, 4,3 , 3,3 , 1,1 ,
0,0, 0,0 , 4,3 , 2,1 , 0,0, 3,3 , 5,3 , 1,2 ,
- 0,0, 1,1 , 2,1 , 4,3 , 0,0, 5,1 , 3,1 , 0,1 , // rotate around x- 16 - 19
+ 0,0, 1,1 , 2,1 , 4,3 , 0,0, 5,1 , 3,1 , 0,1 , // rotate around x- 16 - 19
0,0, 1,2 , 4,1 , 3,3 , 0,0, 2,1 , 5,1 , 0,0 ,
- 0,0, 1,3 , 3,1 , 5,3 , 0,0, 4,1 , 2,1 , 0,3 ,
- 0,0, 1,0 , 5,1 , 2,3 , 0,0, 3,1 , 4,1 , 0,2 ,
+ 0,0, 1,3 , 3,1 , 5,3 , 0,0, 4,1 , 2,1 , 0,3 ,
+ 0,0, 1,0 , 5,1 , 2,3 , 0,0, 3,1 , 4,1 , 0,2 ,
0,0, 3,2 , 1,2 , 4,2 , 0,0, 5,2 , 0,2 , 2,2 , // rotate around y- 20 - 23
- 0,0, 5,2 , 1,3 , 3,2 , 0,0, 2,2 , 0,1 , 4,2 ,
- 0,0, 2,2 , 1,0 , 5,2 , 0,0, 4,2 , 0,0 , 3,2 ,
- 0,0, 4,2 , 1,1 , 2,2 , 0,0, 3,2 , 0,3 , 5,2
+ 0,0, 5,2 , 1,3 , 3,2 , 0,0, 2,2 , 0,1 , 4,2 ,
+ 0,0, 2,2 , 1,0 , 5,2 , 0,0, 4,2 , 0,0 , 3,2 ,
+ 0,0, 4,2 , 1,1 , 2,2 , 0,0, 3,2 , 0,3 , 5,2
};
- u16 tile_index=facedir*16 + dir_i;
- TileSpec spec = getNodeTileN(mn, p, dir_to_tile[tile_index], data);
- spec.rotation=dir_to_tile[tile_index + 1];
- spec.texture = data->m_gamedef->tsrc()->getTexture(spec.texture_id);
- return spec;
+ u16 tile_index = facedir * 16 + dir_i;
+ getNodeTileN(mn, p, dir_to_tile[tile_index], data, tile);
+ tile.rotation = dir_to_tile[tile_index + 1];
}
static void getTileInfo(
// Input:
MeshMakeData *data,
- v3s16 p,
- v3s16 face_dir,
+ const v3s16 &p,
+ const v3s16 &face_dir,
// Output:
bool &makes_face,
v3s16 &p_corrected,
v3s16 &face_dir_corrected,
u16 *lights,
- TileSpec &tile,
- u8 &light_source
+ TileSpec &tile
)
{
VoxelManipulator &vmanip = data->m_vmanip;
- INodeDefManager *ndef = data->m_gamedef->ndef();
+ INodeDefManager *ndef = data->m_client->ndef();
v3s16 blockpos_nodes = data->m_blockpos * MAP_BLOCKSIZE;
- MapNode n0 = vmanip.getNodeNoEx(blockpos_nodes + p);
- MapNode n1 = vmanip.getNodeNoEx(blockpos_nodes + p + face_dir);
- TileSpec tile0 = getNodeTile(n0, p, face_dir, data);
- TileSpec tile1 = getNodeTile(n1, p + face_dir, -face_dir, data);
-
+ const MapNode &n0 = vmanip.getNodeRefUnsafe(blockpos_nodes + p);
+
+ // Don't even try to get n1 if n0 is already CONTENT_IGNORE
+ if (n0.getContent() == CONTENT_IGNORE) {
+ makes_face = false;
+ return;
+ }
+
+ const MapNode &n1 = vmanip.getNodeRefUnsafeCheckFlags(blockpos_nodes + p + face_dir);
+
+ if (n1.getContent() == CONTENT_IGNORE) {
+ makes_face = false;
+ return;
+ }
+
// This is hackish
bool equivalent = false;
u8 mf = face_contents(n0.getContent(), n1.getContent(),
&equivalent, ndef);
- if(mf == 0)
- {
+ if (mf == 0) {
makes_face = false;
return;
}
makes_face = true;
-
- if(mf == 1)
- {
- tile = tile0;
+
+ MapNode n = n0;
+
+ if (mf == 1) {
p_corrected = p;
face_dir_corrected = face_dir;
- light_source = ndef->get(n0).light_source;
- }
- else
- {
- tile = tile1;
+ } else {
+ n = n1;
p_corrected = p + face_dir;
face_dir_corrected = -face_dir;
- light_source = ndef->get(n1).light_source;
}
-
+
+ getNodeTile(n, p_corrected, face_dir_corrected, data, tile);
+ const ContentFeatures &f = ndef->get(n);
+ tile.emissive_light = f.light_source;
+
// eg. water and glass
- if(equivalent)
- tile.material_flags |= MATERIAL_FLAG_BACKFACE_CULLING;
+ if (equivalent) {
+ for (TileLayer &layer : tile.layers)
+ layer.material_flags |= MATERIAL_FLAG_BACKFACE_CULLING;
+ }
- if(data->m_smooth_lighting == false)
- {
+ if (!data->m_smooth_lighting) {
lights[0] = lights[1] = lights[2] = lights[3] =
- getFaceLight(n0, n1, face_dir, data);
- }
- else
- {
+ getFaceLight(n0, n1, face_dir, ndef);
+ } else {
v3s16 vertex_dirs[4];
getNodeVertexDirs(face_dir_corrected, vertex_dirs);
- for(u16 i=0; i<4; i++)
- {
- lights[i] = getSmoothLight(
- blockpos_nodes + p_corrected,
- vertex_dirs[i], data);
- }
+
+ v3s16 light_p = blockpos_nodes + p_corrected;
+ for (u16 i = 0; i < 4; i++)
+ lights[i] = getSmoothLight(light_p, vertex_dirs[i], data);
}
-
- return;
}
/*
*/
static void updateFastFaceRow(
MeshMakeData *data,
- v3s16 startpos,
+ const v3s16 &&startpos,
v3s16 translate_dir,
- v3f translate_dir_f,
- v3s16 face_dir,
- v3f face_dir_f,
+ const v3f &&translate_dir_f,
+ const v3s16 &&face_dir,
std::vector<FastFace> &dest)
{
v3s16 p = startpos;
-
- u16 continuous_tiles_count = 0;
-
+
+ u16 continuous_tiles_count = 1;
+
bool makes_face = false;
v3s16 p_corrected;
v3s16 face_dir_corrected;
- u16 lights[4] = {0,0,0,0};
+ u16 lights[4] = {0, 0, 0, 0};
TileSpec tile;
- u8 light_source = 0;
- getTileInfo(data, p, face_dir,
+ getTileInfo(data, p, face_dir,
makes_face, p_corrected, face_dir_corrected,
- lights, tile, light_source);
+ lights, tile);
- for(u16 j=0; j<MAP_BLOCKSIZE; j++)
- {
+ // Unroll this variable which has a significant build cost
+ TileSpec next_tile;
+ for (u16 j = 0; j < MAP_BLOCKSIZE; j++) {
// 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;
- u16 next_lights[4] = {0,0,0,0};
- TileSpec next_tile;
- u8 next_light_source = 0;
-
+ u16 next_lights[4] = {0, 0, 0, 0};
+
// If at last position, there is nothing to compare to and
// the face must be drawn anyway
- if(j != MAP_BLOCKSIZE - 1)
- {
+ if (j != MAP_BLOCKSIZE - 1) {
p_next = p + translate_dir;
-
+
getTileInfo(data, p_next, face_dir,
next_makes_face, next_p_corrected,
next_face_dir_corrected, next_lights,
- next_tile, next_light_source);
-
- if(next_makes_face == makes_face
+ next_tile);
+
+ if (next_makes_face == makes_face
&& next_p_corrected == p_corrected + translate_dir
&& next_face_dir_corrected == face_dir_corrected
- && next_lights[0] == lights[0]
- && next_lights[1] == lights[1]
- && next_lights[2] == lights[2]
- && next_lights[3] == lights[3]
- && next_tile == tile
- && tile.rotation == 0
- && next_light_source == light_source)
- {
+ && memcmp(next_lights, lights, ARRLEN(lights) * sizeof(u16)) == 0
+ && next_tile.isTileable(tile)) {
next_is_different = false;
+ continuous_tiles_count++;
}
- 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++;
-
- if(next_is_different)
- {
+ if (next_is_different) {
/*
Create a face if there should be one
*/
- if(makes_face)
- {
+ if (makes_face) {
// Floating point conversion of the position vector
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);
+ v3f sp = pf - ((f32)continuous_tiles_count * 0.5f - 0.5f)
+ * translate_dir_f;
+ v3f scale(1, 1, 1);
- if(translate_dir.X != 0)
- {
+ if (translate_dir.X != 0)
scale.X = continuous_tiles_count;
- }
- if(translate_dir.Y != 0)
- {
+ if (translate_dir.Y != 0)
scale.Y = continuous_tiles_count;
- }
- if(translate_dir.Z != 0)
- {
+ if (translate_dir.Z != 0)
scale.Z = continuous_tiles_count;
- }
-
+
makeFastFace(tile, lights[0], lights[1], lights[2], lights[3],
- sp, face_dir_corrected, scale, light_source,
- dest);
-
+ sp, face_dir_corrected, scale, dest);
+
g_profiler->avg("Meshgen: faces drawn by tiling", 0);
- for(int i=1; i<continuous_tiles_count; i++){
+ for (int i = 1; i < continuous_tiles_count; i++)
g_profiler->avg("Meshgen: faces drawn by tiling", 1);
- }
}
- continuous_tiles_count = 0;
-
- makes_face = next_makes_face;
- p_corrected = next_p_corrected;
- face_dir_corrected = next_face_dir_corrected;
- lights[0] = next_lights[0];
- lights[1] = next_lights[1];
- lights[2] = next_lights[2];
- lights[3] = next_lights[3];
- tile = next_tile;
- light_source = next_light_source;
+ 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));
+ if (next_is_different)
+ tile = next_tile;
p = p_next;
}
}
/*
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,
- v3s16(0,y,z),
- v3s16(1,0,0), //dir
- v3f (1,0,0),
- v3s16(0,1,0), //face dir
- v3f (0,1,0),
- dest);
- }
- }
+ for (s16 y = 0; y < MAP_BLOCKSIZE; y++)
+ for (s16 z = 0; z < MAP_BLOCKSIZE; z++)
+ updateFastFaceRow(data,
+ v3s16(0, y, z),
+ v3s16(1, 0, 0), //dir
+ v3f (1, 0, 0),
+ v3s16(0, 1, 0), //face dir
+ dest);
/*
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,
- v3s16(x,y,0),
- v3s16(0,0,1), //dir
- v3f (0,0,1),
- v3s16(1,0,0), //face dir
- v3f (1,0,0),
- dest);
- }
- }
+ for (s16 x = 0; x < MAP_BLOCKSIZE; x++)
+ for (s16 y = 0; y < MAP_BLOCKSIZE; y++)
+ updateFastFaceRow(data,
+ v3s16(x, y, 0),
+ v3s16(0, 0, 1), //dir
+ v3f (0, 0, 1),
+ v3s16(1, 0, 0), //face dir
+ dest);
/*
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,
- v3s16(0,y,z),
- v3s16(1,0,0), //dir
- v3f (1,0,0),
- v3s16(0,0,1), //face dir
- v3f (0,0,1),
- dest);
- }
- }
+ for (s16 z = 0; z < MAP_BLOCKSIZE; z++)
+ for (s16 y = 0; y < MAP_BLOCKSIZE; y++)
+ updateFastFaceRow(data,
+ v3s16(0, y, z),
+ v3s16(1, 0, 0), //dir
+ v3f (1, 0, 0),
+ v3s16(0, 0, 1), //face dir
+ dest);
}
/*
MapBlockMesh
*/
-MapBlockMesh::MapBlockMesh(MeshMakeData *data):
- m_mesh(new scene::SMesh()),
- m_gamedef(data->m_gamedef),
+MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
+ m_minimap_mapblock(NULL),
+ m_tsrc(data->m_client->getTextureSource()),
+ m_shdrsrc(data->m_client->getShaderSource()),
m_animation_force_timer(0), // force initial animation
m_last_crack(-1),
- m_crack_materials(),
- m_last_daynight_ratio((u32) -1),
- m_daynight_diffs()
+ m_last_daynight_ratio((u32) -1)
{
+ for (auto &m : m_mesh)
+ m = new scene::SMesh();
+ m_enable_shaders = data->m_use_shaders;
+ m_use_tangent_vertices = data->m_use_tangent_vertices;
+ m_enable_vbo = g_settings->getBool("enable_vbo");
+
+ if (g_settings->getBool("enable_minimap")) {
+ m_minimap_mapblock = new MinimapMapblock;
+ m_minimap_mapblock->getMinimapNodes(
+ &data->m_vmanip, data->m_blockpos * MAP_BLOCKSIZE);
+ }
+
// 4-21ms for MAP_BLOCKSIZE=16 (NOTE: probably outdated)
// 24-155ms for MAP_BLOCKSIZE=32 (NOTE: probably outdated)
//TimeTaker timer1("MapBlockMesh()");
std::vector<FastFace> fastfaces_new;
+ fastfaces_new.reserve(512);
/*
We are including the faces of the trailing edges of the block.
Convert FastFaces to MeshCollector
*/
- MeshCollector collector;
+ MeshCollector collector(m_use_tangent_vertices);
{
// avg 0ms (100ms spikes when loading textures the first time)
// (NOTE: probably outdated)
//TimeTaker timer2("MeshCollector building");
- for(u32 i=0; i<fastfaces_new.size(); i++)
- {
- FastFace &f = fastfaces_new[i];
+ for (const FastFace &f : fastfaces_new) {
+ static const u16 indices[] = {0, 1, 2, 2, 3, 0};
+ static const u16 indices_alternate[] = {0, 1, 3, 2, 3, 1};
- const u16 indices[] = {0,1,2,2,3,0};
- const u16 indices_alternate[] = {0,1,3,2,3,1};
-
- if(f.tile.texture == NULL)
+ if (!f.layer.texture)
continue;
- const u16 *indices_p = indices;
-
- /*
- Revert triangles for nicer looking gradient if vertices
- 1 and 3 have same color or 0 and 2 have different color.
- getRed() is the day color.
- */
- if(f.vertices[0].Color.getRed() != f.vertices[2].Color.getRed()
- || f.vertices[1].Color.getRed() == f.vertices[3].Color.getRed())
- indices_p = indices_alternate;
-
- collector.append(f.tile, f.vertices, 4, indices_p, 6);
+ const u16 *indices_p =
+ f.vertex_0_2_connected ? indices : indices_alternate;
+
+ collector.append(f.layer, f.vertices, 4, indices_p, 6,
+ f.layernum);
}
}
- whatever
*/
- mapblock_mesh_generate_special(data, collector);
-
+ {
+ MapblockMeshGenerator generator(data, &collector);
+ generator.generate();
+ }
+
+ collector.applyTileColors();
/*
Convert MeshCollector to SMesh
*/
- bool enable_shaders = g_settings->getBool("enable_shaders");
- bool enable_bumpmapping = g_settings->getBool("enable_bumpmapping");
- bool enable_parallax_occlusion = g_settings->getBool("enable_parallax_occlusion");
-
- video::E_MATERIAL_TYPE shadermat1, shadermat2, shadermat3,
- shadermat4, shadermat5;
- shadermat1 = shadermat2 = shadermat3 = shadermat4 = shadermat5 =
- video::EMT_SOLID;
-
- if (enable_shaders) {
- IShaderSource *shdrsrc = m_gamedef->getShaderSource();
- shadermat1 = shdrsrc->getShader("solids_shader").material;
- shadermat2 = shdrsrc->getShader("liquids_shader").material;
- shadermat3 = shdrsrc->getShader("alpha_shader").material;
- shadermat4 = shdrsrc->getShader("leaves_shader").material;
- shadermat5 = shdrsrc->getShader("plants_shader").material;
- }
- for(u32 i = 0; i < collector.prebuffers.size(); i++)
- {
- PreMeshBuffer &p = collector.prebuffers[i];
- /*dstream<<"p.vertices.size()="<<p.vertices.size()
- <<", p.indices.size()="<<p.indices.size()
- <<std::endl;*/
-
- // Generate animation data
- // - Cracks
- if(p.tile.material_flags & MATERIAL_FLAG_CRACK)
- {
- ITextureSource *tsrc = data->m_gamedef->tsrc();
- // Find the texture name plus ^[crack:N:
- std::ostringstream os(std::ios::binary);
- os<<tsrc->getTextureName(p.tile.texture_id)<<"^[crack";
- if(p.tile.material_flags & MATERIAL_FLAG_CRACK_OVERLAY)
- os<<"o"; // use ^[cracko
- os<<":"<<(u32)p.tile.animation_frame_count<<":";
- m_crack_materials.insert(std::make_pair(i, os.str()));
- // Replace tile texture with the cracked one
- p.tile.texture = tsrc->getTexture(
- os.str()+"0",
- &p.tile.texture_id);
- }
- // - Texture animation
- if(p.tile.material_flags & MATERIAL_FLAG_ANIMATION_VERTICAL_FRAMES)
+ for (int layer = 0; layer < MAX_TILE_LAYERS; layer++) {
+ for(u32 i = 0; i < collector.prebuffers[layer].size(); i++)
{
- ITextureSource *tsrc = data->m_gamedef->tsrc();
- // Add to MapBlockMesh in order to animate these tiles
- m_animation_tiles[i] = p.tile;
- m_animation_frames[i] = 0;
- if(g_settings->getBool("desynchronize_mapblock_texture_animation")){
- // Get starting position from noise
- m_animation_frame_offsets[i] = 100000 * (2.0 + noise3d(
- data->m_blockpos.X, data->m_blockpos.Y,
- data->m_blockpos.Z, 0));
- } else {
- // Play all synchronized
- m_animation_frame_offsets[i] = 0;
+ PreMeshBuffer &p = collector.prebuffers[layer][i];
+
+ // Generate animation data
+ // - Cracks
+ if (p.layer.material_flags & MATERIAL_FLAG_CRACK) {
+ // Find the texture name plus ^[crack:N:
+ std::ostringstream os(std::ios::binary);
+ os << m_tsrc->getTextureName(p.layer.texture_id) << "^[crack";
+ if (p.layer.material_flags & MATERIAL_FLAG_CRACK_OVERLAY)
+ os << "o"; // use ^[cracko
+ os << ":" << (u32)p.layer.animation_frame_count << ":";
+ m_crack_materials.insert(std::make_pair(
+ std::pair<u8, u32>(layer, i), os.str()));
+ // Replace tile texture with the cracked one
+ p.layer.texture = m_tsrc->getTextureForMesh(
+ os.str() + "0",
+ &p.layer.texture_id);
}
- // Replace tile texture with the first animation frame
- std::ostringstream os(std::ios::binary);
- os<<tsrc->getTextureName(p.tile.texture_id);
- os<<"^[verticalframe:"<<(int)p.tile.animation_frame_count<<":0";
- p.tile.texture = tsrc->getTexture(
- os.str(),
- &p.tile.texture_id);
- }
- // - Classic lighting (shaders handle this by themselves)
- if(!enable_shaders)
- {
- for(u32 j = 0; j < p.vertices.size(); j++)
- {
- video::SColor &vc = p.vertices[j].Color;
- // Set initial real color and store for later updates
- u8 day = vc.getRed();
- u8 night = vc.getGreen();
- finalColorBlend(vc, day, night, 1000);
- if(day != night)
- m_daynight_diffs[i][j] = std::make_pair(day, night);
- // Brighten topside (no shaders)
- if(p.vertices[j].Normal.Y > 0.5)
- {
- vc.setRed (srgb_linear_multiply(vc.getRed(), 1.3, 255.0));
- vc.setGreen(srgb_linear_multiply(vc.getGreen(), 1.3, 255.0));
- vc.setBlue (srgb_linear_multiply(vc.getBlue(), 1.3, 255.0));
+ // - Texture animation
+ if (p.layer.material_flags & MATERIAL_FLAG_ANIMATION) {
+ // Add to MapBlockMesh in order to animate these tiles
+ m_animation_tiles[std::pair<u8, u32>(layer, i)] = p.layer;
+ m_animation_frames[std::pair<u8, u32>(layer, i)] = 0;
+ if (g_settings->getBool(
+ "desynchronize_mapblock_texture_animation")) {
+ // Get starting position from noise
+ m_animation_frame_offsets[std::pair<u8, u32>(layer, i)] =
+ 100000 * (2.0 + noise3d(
+ data->m_blockpos.X, data->m_blockpos.Y,
+ data->m_blockpos.Z, 0));
+ } else {
+ // Play all synchronized
+ m_animation_frame_offsets[std::pair<u8, u32>(layer, i)] = 0;
}
+ // Replace tile texture with the first animation frame
+ p.layer.texture = (*p.layer.frames)[0].texture;
}
- }
- // Create material
- 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;
- material.setTexture(0, p.tile.texture);
-
- if (enable_shaders) {
- ITextureSource *tsrc = data->m_gamedef->tsrc();
- material.setTexture(2, tsrc->getTexture("disable_img.png"));
- if (enable_bumpmapping || enable_parallax_occlusion) {
- std::string fname_base = tsrc->getTextureName(p.tile.texture_id);
- std::string normal_ext = "_normal.png";
- size_t pos = fname_base.find(".");
- std::string fname_normal = fname_base.substr(0, pos) + normal_ext;
-
- if (tsrc->isKnownSourceImage(fname_normal)) {
- // look for image extension and replace it
- size_t i = 0;
- while ((i = fname_base.find(".", i)) != std::string::npos) {
- fname_base.replace(i, 4, normal_ext);
- i += normal_ext.length();
+ if (!m_enable_shaders) {
+ // Extract colors for day-night animation
+ // Dummy sunlight to handle non-sunlit areas
+ video::SColorf sunlight;
+ get_sunlight_color(&sunlight, 0);
+ u32 vertex_count = m_use_tangent_vertices ?
+ p.tangent_vertices.size() : p.vertices.size();
+ for (u32 j = 0; j < vertex_count; j++) {
+ video::SColor *vc;
+ if (m_use_tangent_vertices) {
+ vc = &p.tangent_vertices[j].Color;
+ } else {
+ vc = &p.vertices[j].Color;
}
- material.setTexture(1, tsrc->getTexture(fname_base));
- material.setTexture(2, tsrc->getTexture("enable_img.png"));
+ video::SColor copy(*vc);
+ if (vc->getAlpha() == 0) // No sunlight - no need to animate
+ final_color_blend(vc, copy, sunlight); // Finalize color
+ else // Record color to animate
+ m_daynight_diffs[std::pair<u8, u32>(layer, i)][j] = copy;
+
+ // The sunlight ratio has been stored,
+ // delete alpha (for the final rendering).
+ vc->setAlpha(255);
}
}
- p.tile.applyMaterialOptionsWithShaders(material,
- shadermat1, shadermat2, shadermat3, shadermat4, shadermat5);
- } else {
- p.tile.applyMaterialOptions(material);
- }
- // Create meshbuffer
-
- // This is a "Standard MeshBuffer",
- // it's a typedeffed CMeshBuffer<video::S3DVertex>
- scene::SMeshBuffer *buf = new scene::SMeshBuffer();
- // Set material
- buf->Material = material;
- // Add to mesh
- m_mesh->addMeshBuffer(buf);
- // Mesh grabbed it
- buf->drop();
- buf->append(&p.vertices[0], p.vertices.size(),
- &p.indices[0], p.indices.size());
- }
- /*
- Do some stuff to the mesh
- */
+ // Create material
+ 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.setTexture(0, p.layer.texture);
+
+ if (m_enable_shaders) {
+ material.MaterialType = m_shdrsrc->getShaderInfo(
+ p.layer.shader_id).material;
+ p.layer.applyMaterialOptionsWithShaders(material);
+ if (p.layer.normal_texture)
+ material.setTexture(1, p.layer.normal_texture);
+ material.setTexture(2, p.layer.flags_texture);
+ } else {
+ p.layer.applyMaterialOptions(material);
+ }
+
+ scene::SMesh *mesh = (scene::SMesh *)m_mesh[layer];
+
+ // Create meshbuffer, add to mesh
+ if (m_use_tangent_vertices) {
+ scene::SMeshBufferTangents *buf =
+ new scene::SMeshBufferTangents();
+ // Set material
+ buf->Material = material;
+ // Add to mesh
+ mesh->addMeshBuffer(buf);
+ // Mesh grabbed it
+ buf->drop();
+ buf->append(&p.tangent_vertices[0], p.tangent_vertices.size(),
+ &p.indices[0], p.indices.size());
+ } else {
+ scene::SMeshBuffer *buf = new scene::SMeshBuffer();
+ // Set material
+ buf->Material = material;
+ // Add to mesh
+ mesh->addMeshBuffer(buf);
+ // Mesh grabbed it
+ buf->drop();
+ buf->append(&p.vertices[0], p.vertices.size(),
+ &p.indices[0], p.indices.size());
+ }
+ }
- translateMesh(m_mesh, intToFloat(data->m_blockpos * MAP_BLOCKSIZE, BS));
+ /*
+ Do some stuff to the mesh
+ */
+ m_camera_offset = camera_offset;
+ translateMesh(m_mesh[layer],
+ intToFloat(data->m_blockpos * MAP_BLOCKSIZE - camera_offset, BS));
+
+ if (m_use_tangent_vertices) {
+ scene::IMeshManipulator* meshmanip =
+ RenderingEngine::get_scene_manager()->getMeshManipulator();
+ meshmanip->recalculateTangents(m_mesh[layer], true, false, false);
+ }
- if(m_mesh)
- {
+ if (m_mesh[layer]) {
#if 0
- // Usually 1-700 faces and 1-7 materials
- std::cout<<"Updated MapBlock has "<<fastfaces_new.size()<<" faces "
- <<"and uses "<<m_mesh->getMeshBufferCount()
- <<" materials (meshbuffers)"<<std::endl;
+ // Usually 1-700 faces and 1-7 materials
+ std::cout << "Updated MapBlock has " << fastfaces_new.size()
+ << " faces and uses " << m_mesh[layer]->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.
- //m_mesh->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
- */
+ // Use VBO for mesh (this just would set this for ever buffer)
+ if (m_enable_vbo)
+ m_mesh[layer]->setHardwareMappingHint(scene::EHM_STATIC);
+ }
}
-
+
//std::cout<<"added "<<fastfaces.getSize()<<" faces."<<std::endl;
// Check if animation is required for this mesh
MapBlockMesh::~MapBlockMesh()
{
- m_mesh->drop();
- m_mesh = NULL;
+ for (scene::IMesh *m : m_mesh) {
+ if (m_enable_vbo && m)
+ for (u32 i = 0; i < m->getMeshBufferCount(); i++) {
+ scene::IMeshBuffer *buf = m->getMeshBuffer(i);
+ RenderingEngine::get_video_driver()->removeHardwareBuffer(buf);
+ }
+ m->drop();
+ m = NULL;
+ }
+ delete m_minimap_mapblock;
}
-bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_ratio)
+bool MapBlockMesh::animate(bool faraway, float time, int crack,
+ u32 daynight_ratio)
{
- bool enable_shaders = g_settings->getBool("enable_shaders");
- bool enable_bumpmapping = g_settings->getBool("enable_bumpmapping");
- bool enable_parallax_occlusion = g_settings->getBool("enable_parallax_occlusion");
-
- if(!m_has_animation)
- {
+ if (!m_has_animation) {
m_animation_force_timer = 100000;
return false;
}
m_animation_force_timer = myrand_range(5, 100);
// Cracks
- if(crack != m_last_crack)
- {
- for(std::map<u32, std::string>::iterator
- i = m_crack_materials.begin();
- i != m_crack_materials.end(); i++)
- {
- scene::IMeshBuffer *buf = m_mesh->getMeshBuffer(i->first);
- std::string basename = i->second;
+ if (crack != m_last_crack) {
+ for (auto &crack_material : m_crack_materials) {
+ scene::IMeshBuffer *buf = m_mesh[crack_material.first.first]->
+ getMeshBuffer(crack_material.first.second);
+ std::string basename = crack_material.second;
// Create new texture name from original
- ITextureSource *tsrc = m_gamedef->getTextureSource();
std::ostringstream os;
- os<<basename<<crack;
+ os << basename << crack;
u32 new_texture_id = 0;
video::ITexture *new_texture =
- tsrc->getTexture(os.str(), &new_texture_id);
+ m_tsrc->getTextureForMesh(os.str(), &new_texture_id);
buf->getMaterial().setTexture(0, new_texture);
// If the current material is also animated,
// update animation info
- std::map<u32, TileSpec>::iterator anim_iter =
- m_animation_tiles.find(i->first);
- if(anim_iter != m_animation_tiles.end()){
- TileSpec &tile = anim_iter->second;
+ auto anim_iter = m_animation_tiles.find(crack_material.first);
+ if (anim_iter != m_animation_tiles.end()) {
+ TileLayer &tile = anim_iter->second;
tile.texture = new_texture;
tile.texture_id = new_texture_id;
// force animation update
- m_animation_frames[i->first] = -1;
+ m_animation_frames[crack_material.first] = -1;
}
}
m_last_crack = crack;
}
-
+
// Texture animation
- for(std::map<u32, TileSpec>::iterator
- i = m_animation_tiles.begin();
- i != m_animation_tiles.end(); i++)
- {
- const TileSpec &tile = i->second;
+ for (auto &animation_tile : m_animation_tiles) {
+ const TileLayer &tile = animation_tile.second;
// Figure out current frame
- int frameoffset = m_animation_frame_offsets[i->first];
+ int frameoffset = m_animation_frame_offsets[animation_tile.first];
int frame = (int)(time * 1000 / tile.animation_frame_length_ms
+ frameoffset) % tile.animation_frame_count;
// If frame doesn't change, skip
- if(frame == m_animation_frames[i->first])
+ if (frame == m_animation_frames[animation_tile.first])
continue;
- m_animation_frames[i->first] = frame;
-
- scene::IMeshBuffer *buf = m_mesh->getMeshBuffer(i->first);
- ITextureSource *tsrc = m_gamedef->getTextureSource();
-
- // Create new texture name from original
- std::ostringstream os(std::ios::binary);
- os<<tsrc->getTextureName(tile.texture_id);
- os<<"^[verticalframe:"<<(int)tile.animation_frame_count<<":"<<frame;
- // Set the texture
- buf->getMaterial().setTexture(0, tsrc->getTexture(os.str()));
- buf->getMaterial().setTexture(2, tsrc->getTexture("disable_img.png"));
- if (enable_shaders && (enable_bumpmapping || enable_parallax_occlusion))
- {
- std::string fname_base,fname_normal;
- fname_base = tsrc->getTextureName(tile.texture_id);
- unsigned pos;
- pos = fname_base.find(".");
- fname_normal = fname_base.substr (0, pos);
- fname_normal += "_normal.png";
- if (tsrc->isKnownSourceImage(fname_normal)){
- os.str("");
- os<<fname_normal<<"^[verticalframe:"<<(int)tile.animation_frame_count<<":"<<frame;
- buf->getMaterial().setTexture(1, tsrc->getTexture(os.str()));
- buf->getMaterial().setTexture(2, tsrc->getTexture("enable_img.png"));
- }
- }
+ m_animation_frames[animation_tile.first] = frame;
+
+ scene::IMeshBuffer *buf = m_mesh[animation_tile.first.first]->
+ getMeshBuffer(animation_tile.first.second);
+
+ const FrameSpec &animation_frame = (*tile.frames)[frame];
+ buf->getMaterial().setTexture(0, animation_frame.texture);
+ if (m_enable_shaders) {
+ if (animation_frame.normal_texture)
+ buf->getMaterial().setTexture(1,
+ animation_frame.normal_texture);
+ buf->getMaterial().setTexture(2, animation_frame.flags_texture);
+ }
}
// Day-night transition
- if(daynight_ratio != m_last_daynight_ratio)
- {
- for(std::map<u32, std::map<u32, std::pair<u8, u8> > >::iterator
- i = m_daynight_diffs.begin();
- i != m_daynight_diffs.end(); i++)
- {
- scene::IMeshBuffer *buf = m_mesh->getMeshBuffer(i->first);
- video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices();
- for(std::map<u32, std::pair<u8, u8 > >::iterator
- j = i->second.begin();
- j != i->second.end(); j++)
- {
- u32 vertexIndex = j->first;
- u8 day = j->second.first;
- u8 night = j->second.second;
- finalColorBlend(vertices[vertexIndex].Color,
- day, night, daynight_ratio);
- // Brighten topside (no shaders)
- if(vertices[vertexIndex].Normal.Y > 0.5)
- {
- video::SColor &vc = vertices[vertexIndex].Color;
- vc.setRed (srgb_linear_multiply(vc.getRed(), 1.3, 255.0));
- vc.setGreen(srgb_linear_multiply(vc.getGreen(), 1.3, 255.0));
- vc.setBlue (srgb_linear_multiply(vc.getBlue(), 1.3, 255.0));
- }
- }
+ if (!m_enable_shaders && (daynight_ratio != m_last_daynight_ratio)) {
+ // Force reload mesh to VBO
+ if (m_enable_vbo)
+ for (scene::IMesh *m : m_mesh)
+ m->setDirty();
+ video::SColorf day_color;
+ get_sunlight_color(&day_color, daynight_ratio);
+
+ for (auto &daynight_diff : m_daynight_diffs) {
+ scene::IMeshBuffer *buf = m_mesh[daynight_diff.first.first]->
+ getMeshBuffer(daynight_diff.first.second);
+ video::S3DVertex *vertices = (video::S3DVertex *)buf->getVertices();
+ for (const auto &j : daynight_diff.second)
+ final_color_blend(&(vertices[j.first].Color), j.second,
+ day_color);
}
m_last_daynight_ratio = daynight_ratio;
}
return true;
}
+void MapBlockMesh::updateCameraOffset(v3s16 camera_offset)
+{
+ if (camera_offset != m_camera_offset) {
+ for (scene::IMesh *layer : m_mesh) {
+ translateMesh(layer,
+ intToFloat(m_camera_offset - camera_offset, BS));
+ if (m_enable_vbo)
+ layer->setDirty();
+ }
+ m_camera_offset = camera_offset;
+ }
+}
+
/*
MeshCollector
*/
const video::S3DVertex *vertices, u32 numVertices,
const u16 *indices, u32 numIndices)
{
- if(numIndices > 65535)
- {
- dstream<<"FIXME: MeshCollector::append() called with numIndices="<<numIndices<<" (limit 65535)"<<std::endl;
+ for (int layernum = 0; layernum < MAX_TILE_LAYERS; layernum++) {
+ const TileLayer *layer = &tile.layers[layernum];
+ if (layer->texture_id == 0)
+ continue;
+ append(*layer, vertices, numVertices, indices, numIndices, layernum);
+ }
+}
+
+void MeshCollector::append(const TileLayer &layer,
+ const video::S3DVertex *vertices, u32 numVertices,
+ const u16 *indices, u32 numIndices, u8 layernum)
+{
+ if (numIndices > 65535) {
+ dstream << "FIXME: MeshCollector::append() called with numIndices="
+ << numIndices << " (limit 65535)" << std::endl;
return;
}
+ std::vector<PreMeshBuffer> *buffers = &prebuffers[layernum];
PreMeshBuffer *p = NULL;
- for(u32 i=0; i<prebuffers.size(); i++)
- {
- PreMeshBuffer &pp = prebuffers[i];
- if(pp.tile != tile)
- continue;
- if(pp.indices.size() + numIndices > 65535)
+ for (PreMeshBuffer &pp : *buffers) {
+ if (pp.layer == layer && pp.indices.size() + numIndices <= 65535) {
+ p = &pp;
+ break;
+ }
+ }
+
+ if (p == NULL) {
+ PreMeshBuffer pp;
+ pp.layer = layer;
+ buffers->push_back(pp);
+ p = &(*buffers)[buffers->size() - 1];
+ }
+
+ u32 vertex_count;
+ if (m_use_tangent_vertices) {
+ vertex_count = p->tangent_vertices.size();
+ for (u32 i = 0; i < numVertices; i++) {
+
+ video::S3DVertexTangents vert(vertices[i].Pos, vertices[i].Normal,
+ vertices[i].Color, vertices[i].TCoords);
+ p->tangent_vertices.push_back(vert);
+ }
+ } else {
+ vertex_count = p->vertices.size();
+ for (u32 i = 0; i < numVertices; i++) {
+ video::S3DVertex vert(vertices[i].Pos, vertices[i].Normal,
+ vertices[i].Color, vertices[i].TCoords);
+
+ p->vertices.push_back(vert);
+ }
+ }
+
+ for (u32 i = 0; i < numIndices; i++) {
+ u32 j = indices[i] + vertex_count;
+ p->indices.push_back(j);
+ }
+}
+
+/*
+ MeshCollector - for meshnodes and converted drawtypes.
+*/
+
+void MeshCollector::append(const TileSpec &tile,
+ const video::S3DVertex *vertices, u32 numVertices,
+ const u16 *indices, u32 numIndices,
+ v3f pos, video::SColor c, u8 light_source)
+{
+ for (int layernum = 0; layernum < MAX_TILE_LAYERS; layernum++) {
+ const TileLayer *layer = &tile.layers[layernum];
+ if (layer->texture_id == 0)
continue;
+ append(*layer, vertices, numVertices, indices, numIndices, pos,
+ c, light_source, layernum);
+ }
+}
- p = &pp;
- break;
+void MeshCollector::append(const TileLayer &layer,
+ const video::S3DVertex *vertices, u32 numVertices,
+ const u16 *indices, u32 numIndices,
+ v3f pos, video::SColor c, u8 light_source, u8 layernum)
+{
+ if (numIndices > 65535) {
+ dstream << "FIXME: MeshCollector::append() called with numIndices="
+ << numIndices << " (limit 65535)" << std::endl;
+ return;
}
+ std::vector<PreMeshBuffer> *buffers = &prebuffers[layernum];
- if(p == NULL)
- {
+ PreMeshBuffer *p = NULL;
+ for (PreMeshBuffer &pp : *buffers) {
+ if (pp.layer == layer && pp.indices.size() + numIndices <= 65535) {
+ p = &pp;
+ break;
+ }
+ }
+
+ if (p == NULL) {
PreMeshBuffer pp;
- pp.tile = tile;
- prebuffers.push_back(pp);
- p = &prebuffers[prebuffers.size()-1];
+ pp.layer = layer;
+ buffers->push_back(pp);
+ p = &(*buffers)[buffers->size() - 1];
}
- u32 vertex_count = p->vertices.size();
- for(u32 i=0; i<numIndices; i++)
- {
+ video::SColor original_c = c;
+ u32 vertex_count;
+ if (m_use_tangent_vertices) {
+ vertex_count = p->tangent_vertices.size();
+ for (u32 i = 0; i < numVertices; i++) {
+ if (!light_source) {
+ c = original_c;
+ applyFacesShading(c, vertices[i].Normal);
+ }
+ video::S3DVertexTangents vert(vertices[i].Pos + pos,
+ vertices[i].Normal, c, vertices[i].TCoords);
+ p->tangent_vertices.push_back(vert);
+ }
+ } else {
+ vertex_count = p->vertices.size();
+ for (u32 i = 0; i < numVertices; i++) {
+ if (!light_source) {
+ c = original_c;
+ applyFacesShading(c, vertices[i].Normal);
+ }
+ video::S3DVertex vert(vertices[i].Pos + pos, vertices[i].Normal, c,
+ vertices[i].TCoords);
+ p->vertices.push_back(vert);
+ }
+ }
+
+ for (u32 i = 0; i < numIndices; i++) {
u32 j = indices[i] + vertex_count;
p->indices.push_back(j);
}
- for(u32 i=0; i<numVertices; i++)
- {
- p->vertices.push_back(vertices[i]);
- }
+}
+
+void MeshCollector::applyTileColors()
+{
+ if (m_use_tangent_vertices)
+ for (auto &prebuffer : prebuffers) {
+ for (PreMeshBuffer &pmb : prebuffer) {
+ video::SColor tc = pmb.layer.color;
+ if (tc == video::SColor(0xFFFFFFFF))
+ continue;
+ for (video::S3DVertexTangents &tangent_vertex : pmb.tangent_vertices) {
+ video::SColor *c = &tangent_vertex.Color;
+ c->set(c->getAlpha(), c->getRed() * tc.getRed() / 255,
+ c->getGreen() * tc.getGreen() / 255,
+ c->getBlue() * tc.getBlue() / 255);
+ }
+ }
+ }
+ else
+ for (auto &prebuffer : prebuffers) {
+ for (PreMeshBuffer &pmb : prebuffer) {
+ video::SColor tc = pmb.layer.color;
+ if (tc == video::SColor(0xFFFFFFFF))
+ continue;
+ for (video::S3DVertex &vertex : pmb.vertices) {
+ video::SColor *c = &vertex.Color;
+ c->set(c->getAlpha(), c->getRed() * tc.getRed() / 255,
+ c->getGreen() * tc.getGreen() / 255,
+ c->getBlue() * tc.getBlue() / 255);
+ }
+ }
+ }
+}
+
+video::SColor encode_light(u16 light, u8 emissive_light)
+{
+ // Get components
+ u32 day = (light & 0xff);
+ u32 night = (light >> 8);
+ // Add emissive light
+ night += emissive_light * 2.5f;
+ if (night > 255)
+ night = 255;
+ // Since we don't know if the day light is sunlight or
+ // artificial light, assume it is artificial when the night
+ // light bank is also lit.
+ if (day < night)
+ day = 0;
+ else
+ day = day - night;
+ u32 sum = day + night;
+ // Ratio of sunlight:
+ u32 r;
+ if (sum > 0)
+ r = day * 255 / sum;
+ else
+ r = 0;
+ // Average light:
+ float b = (day + night) / 2;
+ return video::SColor(r, b, b, b);
}