X-Git-Url: https://git.librecmc.org/?a=blobdiff_plain;f=src%2Fmapblock_mesh.cpp;h=6ae9dec14bf040c934887910e7b6a21cba2c061a;hb=87291ea44a61614d5bd9efc0657926da3f867b5f;hp=e4c561a64d9187c75c789e576bc507e78fcca99e;hpb=cb2d46766582f3b3696d907efd6a93f80e6a53ef;p=oweals%2Fminetest.git diff --git a/src/mapblock_mesh.cpp b/src/mapblock_mesh.cpp index e4c561a64..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) @@ -247,7 +249,7 @@ static u16 getSmoothLightCombined(v3s16 p, MeshMakeData *data) 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) { @@ -259,8 +261,8 @@ static u16 getSmoothLightCombined(v3s16 p, MeshMakeData *data) 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_day += decode_light(n.getLight(LIGHTBANK_DAY, ndef)); - light_night += decode_light(n.getLight(LIGHTBANK_NIGHT, ndef)); + light_day += decode_light(n.getLightNoChecks(LIGHTBANK_DAY, &f)); + light_night += decode_light(n.getLightNoChecks(LIGHTBANK_NIGHT, &f)); light_count++; } else { ambient_occlusion++; @@ -288,9 +290,15 @@ static u16 getSmoothLightCombined(v3s16 p, MeshMakeData *data) if (ambient_occlusion > 4) { - //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) - static const float light_amount[4] = { 0.877424315, 0.729740053, 0.532520545, 0.0 }; + 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; @@ -340,15 +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); @@ -431,8 +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; @@ -583,6 +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)); @@ -597,7 +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); } /* @@ -693,8 +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 @@ -739,8 +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, @@ -754,14 +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; @@ -1015,7 +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(), @@ -1023,14 +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. @@ -1097,8 +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++) { @@ -1110,13 +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); } @@ -1136,38 +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 @@ -1182,33 +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; /* @@ -1217,6 +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 @@ -1251,11 +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; @@ -1269,18 +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, @@ -1302,7 +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 @@ -1316,38 +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; @@ -1356,7 +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); @@ -1368,10 +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; } @@ -1396,42 +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); } } @@ -1444,15 +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); } }