X-Git-Url: https://git.librecmc.org/?a=blobdiff_plain;f=src%2Fmapblock_mesh.cpp;h=6ae9dec14bf040c934887910e7b6a21cba2c061a;hb=87291ea44a61614d5bd9efc0657926da3f867b5f;hp=99a5ce0dd24b20fb4b6bdd5b5c63dfd9d33bf8d5;hpb=9b551d5cbcaf71a8c39bbf7e886290649aed4799;p=oweals%2Fminetest.git diff --git a/src/mapblock_mesh.cpp b/src/mapblock_mesh.cpp index 99a5ce0dd..6ae9dec14 100644 --- a/src/mapblock_mesh.cpp +++ b/src/mapblock_mesh.cpp @@ -21,16 +21,17 @@ with this program; if not, write to the Free Software Foundation, Inc., #include "light.h" #include "mapblock.h" #include "map.h" -#include "main.h" // for g_profiler #include "profiler.h" #include "nodedef.h" #include "gamedef.h" #include "mesh.h" +#include "minimap.h" #include "content_mapblock.h" #include "noise.h" #include "shader.h" #include "settings.h" #include "util/directiontables.h" +#include static void applyFacesShading(video::SColor& color, float factor) { @@ -42,7 +43,7 @@ static void applyFacesShading(video::SColor& color, float factor) MeshMakeData */ -MeshMakeData::MeshMakeData(IGameDef *gamedef): +MeshMakeData::MeshMakeData(IGameDef *gamedef, bool use_shaders): m_vmanip(), m_blockpos(-1337,-1337,-1337), m_crack_pos_relative(-1337, -1337, -1337), @@ -50,7 +51,8 @@ MeshMakeData::MeshMakeData(IGameDef *gamedef): m_smooth_lighting(false), m_show_hud(false), m_highlight_mesh_color(255, 255, 255, 255), - m_gamedef(gamedef) + m_gamedef(gamedef), + m_use_shaders(use_shaders) {} void MeshMakeData::fill(MapBlock *block) @@ -65,8 +67,9 @@ void MeshMakeData::fill(MapBlock *block) // 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"); @@ -221,11 +224,11 @@ u16 getFaceLight(MapNode n, MapNode n2, v3s16 face_dir, INodeDefManager *ndef) /* 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(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), @@ -239,12 +242,14 @@ static u8 getSmoothLight(enum LightBank bank, v3s16 p, MeshMakeData *data) INodeDefManager *ndef = data->m_gamedef->ndef(); u16 ambient_occlusion = 0; - u16 light = 0; u16 light_count = 0; u8 light_source_max = 0; - for(u32 i=0; i<8; i++) + u16 light_day = 0; + u16 light_night = 0; + + for (u32 i = 0; i < 8; i++) { - MapNode n = data->m_vmanip.getNodeNoEx(p - dirs8[i]); + const MapNode &n = data->m_vmanip.getNodeRefUnsafeCheckFlags(p - dirs8[i]); // if it's CONTENT_IGNORE we can't do any light calculations if (n.getContent() == CONTENT_IGNORE) { @@ -252,52 +257,59 @@ static u8 getSmoothLight(enum LightBank bank, v3s16 p, MeshMakeData *data) } 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 { + } else { ambient_occlusion++; } } if(light_count == 0) - return 255; + return 0xffff; - light /= light_count; + 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; + } + + 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; + } - if(ambient_occlusion > 4) + if (ambient_occlusion > 4) { + static 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; - //table of precalculated gamma space multiply factors - //light^2.2 * factor (0.75, 0.5, 0.25, 0.0), so table holds factor ^ (1 / 2.2) - const float light_amount[4] = {0.877424315, 0.729740053, 0.532520545, 0.0}; - light = core::clamp(core::round32(light*light_amount[ambient_occlusion]), 0, 255); - } - return light; -} + 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); } /* @@ -307,13 +319,13 @@ static u16 getSmoothLight(v3s16 p, MeshMakeData *data) u16 getSmoothLight(v3s16 p, v3s16 corner, MeshMakeData *data) { if(corner.X == 1) p.X += 1; - else assert(corner.X == -1); + // else corner.X == -1 if(corner.Y == 1) p.Y += 1; - else assert(corner.Y == -1); + // else corner.Y == -1 if(corner.Z == 1) p.Z += 1; - else assert(corner.Z == -1); + // else corner.Z == -1 - return getSmoothLight(p, data); + return getSmoothLightCombined(p, data); } /* @@ -336,15 +348,15 @@ void finalColorBlend(video::SColor& result, 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, }; - b += emphase_blue_when_dark[b / 8]; - b = irr::core::clamp (b, 0, 255); + b += emphase_blue_when_dark[irr::core::clamp(b, 0, 255) / 8]; + b = irr::core::clamp(b, 0, 255); // Artificial light is yellow-ish static const 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]; - rg = irr::core::clamp (rg, 0, 255); + rg = irr::core::clamp(rg, 0, 255); result.setRed(rg); result.setGreen(rg); @@ -427,8 +439,6 @@ struct FastFace static void makeFastFace(TileSpec tile, u16 li0, u16 li1, u16 li2, u16 li3, v3f p, v3s16 dir, v3f scale, u8 light_source, std::vector &dest) { - FastFace face; - // Position is at the center of the cube. v3f pos = p * BS; @@ -579,6 +589,10 @@ static void makeFastFace(TileSpec tile, u16 li0, u16 li1, u16 li2, u16 li3, u8 alpha = tile.alpha; + dest.push_back(FastFace()); + + FastFace& face = *dest.rbegin(); + face.vertices[0] = video::S3DVertex(vertex_pos[0], normal, MapBlock_LightColor(alpha, li0, light_source), core::vector2d(x0+w*abs_scale, y0+h)); @@ -593,7 +607,6 @@ static void makeFastFace(TileSpec tile, u16 li0, u16 li1, u16 li2, u16 li3, core::vector2d(x0+w*abs_scale, y0)); face.tile = tile; - dest.push_back(face); } /* @@ -689,8 +702,7 @@ TileSpec getNodeTile(MapNode mn, v3s16 p, v3s16 dir, MeshMakeData *data) // 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 @@ -735,8 +747,8 @@ TileSpec getNodeTile(MapNode mn, v3s16 p, v3s16 dir, MeshMakeData *data) 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, @@ -750,14 +762,20 @@ static void getTileInfo( INodeDefManager *ndef = data->m_gamedef->ndef(); v3s16 blockpos_nodes = data->m_blockpos * MAP_BLOCKSIZE; - MapNode n0 = vmanip.getNodeNoEx(blockpos_nodes + p); + 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 ) { + 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; } - MapNode n1 = vmanip.getNodeNoEx(blockpos_nodes + p + face_dir); // This is hackish bool equivalent = false; @@ -1011,7 +1029,10 @@ static void updateAllFastFaceRows(MeshMakeData *data, MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset): m_mesh(new scene::SMesh()), + m_minimap_mapblock(NULL), m_gamedef(data->m_gamedef), + m_tsrc(m_gamedef->getTextureSource()), + m_shdrsrc(m_gamedef->getShaderSource()), m_animation_force_timer(0), // force initial animation m_last_crack(-1), m_crack_materials(), @@ -1019,14 +1040,21 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset): m_last_daynight_ratio((u32) -1), m_daynight_diffs() { - m_enable_shaders = g_settings->getBool("enable_shaders"); + m_enable_shaders = data->m_use_shaders; m_enable_highlighting = g_settings->getBool("enable_node_highlighting"); + 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 fastfaces_new; + fastfaces_new.reserve(512); /* We are including the faces of the trailing edges of the block. @@ -1093,8 +1121,6 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset): /* Convert MeshCollector to SMesh */ - ITextureSource *tsrc = m_gamedef->tsrc(); - IShaderSource *shdrsrc = m_gamedef->getShaderSource(); for(u32 i = 0; i < collector.prebuffers.size(); i++) { @@ -1106,13 +1132,13 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset): { // Find the texture name plus ^[crack:N: std::ostringstream os(std::ios::binary); - os<getTextureName(p.tile.texture_id)<<"^[crack"; + os<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( + p.tile.texture = m_tsrc->getTextureForMesh( os.str()+"0", &p.tile.texture_id); } @@ -1132,38 +1158,43 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset): m_animation_frame_offsets[i] = 0; } // Replace tile texture with the first animation frame - FrameSpec animation_frame = p.tile.frames.find(0)->second; + FrameSpec animation_frame = p.tile.frames[0]; p.tile.texture = animation_frame.texture; } if(m_enable_highlighting && p.tile.material_flags & MATERIAL_FLAG_HIGHLIGHTED) - m_highlighted_materials.push_back(i); + m_highlighted_materials.push_back(i); for(u32 j = 0; j < p.vertices.size(); j++) { + video::S3DVertexTangents *vertex = &p.vertices[j]; // Note applyFacesShading second parameter is precalculated sqrt // value for speed improvement // Skip it for lightsources and top faces. - video::SColor &vc = p.vertices[j].Color; + video::SColor &vc = vertex->Color; if (!vc.getBlue()) { - if (p.vertices[j].Normal.Y < -0.5) { + if (vertex->Normal.Y < -0.5) { applyFacesShading (vc, 0.447213); - } else if (p.vertices[j].Normal.X > 0.5) { + } else if (vertex->Normal.X > 0.5) { applyFacesShading (vc, 0.670820); - } else if (p.vertices[j].Normal.X < -0.5) { + } else if (vertex->Normal.X < -0.5) { applyFacesShading (vc, 0.670820); - } else if (p.vertices[j].Normal.Z > 0.5) { + } else if (vertex->Normal.Z > 0.5) { applyFacesShading (vc, 0.836660); - } else if (p.vertices[j].Normal.Z < -0.5) { + } else if (vertex->Normal.Z < -0.5) { applyFacesShading (vc, 0.836660); } } - // - Classic lighting - // Set initial real color and store for later updates - u8 day = vc.getRed(); - u8 night = vc.getGreen(); - finalColorBlend(vc, day, night, 1000); - m_daynight_diffs[i][j] = std::make_pair(day, night); + if(!m_enable_shaders) + { + // - Classic lighting (shaders handle this by themselves) + // 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); + } } // Create material @@ -1178,33 +1209,28 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset): material.MaterialType = video::EMT_TRANSPARENT_ADD_COLOR; } else { if (m_enable_shaders) { - material.MaterialType = shdrsrc->getShaderInfo(p.tile.shader_id).material; + material.MaterialType = m_shdrsrc->getShaderInfo(p.tile.shader_id).material; p.tile.applyMaterialOptionsWithShaders(material); if (p.tile.normal_texture) { material.setTexture(1, p.tile.normal_texture); - material.setTexture(2, tsrc->getTexture("enable_img.png")); - } else { - material.setTexture(2, tsrc->getTexture("disable_img.png")); } + material.setTexture(2, p.tile.flags_texture); } else { p.tile.applyMaterialOptions(material); } } - // Create meshbuffer - // This is a "Standard MeshBuffer", - // it's a typedeffed CMeshBuffer - 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()); - } - + // Create meshbuffer + scene::SMeshBufferTangents *buf = new scene::SMeshBufferTangents(); + // 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()); +} m_camera_offset = camera_offset; /* @@ -1213,6 +1239,11 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset): translateMesh(m_mesh, intToFloat(data->m_blockpos * MAP_BLOCKSIZE - camera_offset, BS)); + if (m_enable_shaders) { + scene::IMeshManipulator* meshmanip = m_gamedef->getSceneManager()->getMeshManipulator(); + meshmanip->recalculateTangents(m_mesh, true, false, false); + } + if(m_mesh) { #if 0 @@ -1247,11 +1278,11 @@ MapBlockMesh::~MapBlockMesh() { m_mesh->drop(); m_mesh = NULL; + delete m_minimap_mapblock; } bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_ratio) { - if(!m_has_animation) { m_animation_force_timer = 100000; @@ -1265,18 +1296,17 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat { for(std::map::iterator i = m_crack_materials.begin(); - i != m_crack_materials.end(); i++) + i != m_crack_materials.end(); ++i) { scene::IMeshBuffer *buf = m_mesh->getMeshBuffer(i->first); std::string basename = i->second; // Create new texture name from original - ITextureSource *tsrc = m_gamedef->getTextureSource(); std::ostringstream os; os<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, @@ -1298,7 +1328,7 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat // Texture animation for(std::map::iterator i = m_animation_tiles.begin(); - i != m_animation_tiles.end(); i++) + i != m_animation_tiles.end(); ++i) { const TileSpec &tile = i->second; // Figure out current frame @@ -1312,38 +1342,33 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat m_animation_frames[i->first] = frame; scene::IMeshBuffer *buf = m_mesh->getMeshBuffer(i->first); - ITextureSource *tsrc = m_gamedef->getTextureSource(); - FrameSpec animation_frame = tile.frames.find(frame)->second; + 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, tsrc->getTexture("enable_img.png")); - } else { - buf->getMaterial().setTexture(2, tsrc->getTexture("disable_img.png")); } + buf->getMaterial().setTexture(2, animation_frame.flags_texture); } } // Day-night transition - if(daynight_ratio != m_last_daynight_ratio) + if(!m_enable_shaders && (daynight_ratio != m_last_daynight_ratio)) { for(std::map > >::iterator i = m_daynight_diffs.begin(); - i != m_daynight_diffs.end(); i++) + i != m_daynight_diffs.end(); ++i) { scene::IMeshBuffer *buf = m_mesh->getMeshBuffer(i->first); - video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices(); + video::S3DVertexTangents *vertices = (video::S3DVertexTangents *)buf->getVertices(); for(std::map >::iterator j = i->second.begin(); - j != i->second.end(); j++) + 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); + finalColorBlend(vertices[j->first].Color, day, night, daynight_ratio); } } m_last_daynight_ratio = daynight_ratio; @@ -1352,7 +1377,7 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat // Node highlighting if (m_enable_highlighting) { u8 day = m_highlight_mesh_color.getRed(); - u8 night = m_highlight_mesh_color.getGreen(); + u8 night = m_highlight_mesh_color.getGreen(); video::SColor hc; finalColorBlend(hc, day, night, daynight_ratio); float sin_r = 0.07 * sin(1.5 * time); @@ -1364,10 +1389,10 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat for(std::list::iterator i = m_highlighted_materials.begin(); - i != m_highlighted_materials.end(); i++) + i != m_highlighted_materials.end(); ++i) { scene::IMeshBuffer *buf = m_mesh->getMeshBuffer(*i); - video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices(); + video::S3DVertexTangents *vertices = (video::S3DVertexTangents*)buf->getVertices(); for (u32 j = 0; j < buf->getVertexCount() ;j++) vertices[j].Color = hc; } @@ -1392,42 +1417,40 @@ void MeshCollector::append(const TileSpec &tile, const video::S3DVertex *vertices, u32 numVertices, const u16 *indices, u32 numIndices) { - if(numIndices > 65535) - { + if (numIndices > 65535) { dstream<<"FIXME: MeshCollector::append() called with numIndices="< 65535) + if (pp.indices.size() + numIndices > 65535) continue; p = &pp; break; } - if(p == NULL) - { + if (p == NULL) { PreMeshBuffer pp; pp.tile = tile; prebuffers.push_back(pp); - p = &prebuffers[prebuffers.size()-1]; + p = &prebuffers[prebuffers.size() - 1]; } u32 vertex_count = p->vertices.size(); - for(u32 i=0; iindices.push_back(j); } - for(u32 i=0; ivertices.push_back(vertices[i]); + + for (u32 i = 0; i < numVertices; i++) { + video::S3DVertexTangents vert(vertices[i].Pos, vertices[i].Normal, + vertices[i].Color, vertices[i].TCoords); + p->vertices.push_back(vert); } } @@ -1440,15 +1463,13 @@ void MeshCollector::append(const TileSpec &tile, const u16 *indices, u32 numIndices, v3f pos, video::SColor c) { - if(numIndices > 65535) - { + if (numIndices > 65535) { dstream<<"FIXME: MeshCollector::append() called with numIndices="<vertices.size(); - for(u32 i=0; iindices.push_back(j); } - for(u32 i=0; ivertices.push_back(vert); } }