X-Git-Url: https://git.librecmc.org/?a=blobdiff_plain;f=src%2Fmapblock_mesh.cpp;h=a9ed7532516d1ecfaeb6b8f9df6a4c4cadd211ba;hb=8161ab573fd6f8a45b3986278ce7fc1596140526;hp=daebbe217a6642cb691b2d5f7e7342d3bf5d9b78;hpb=07632b7d6996c6d4c3fd47d98b2e6c23544925e8;p=oweals%2Fminetest.git diff --git a/src/mapblock_mesh.cpp b/src/mapblock_mesh.cpp index daebbe217..a9ed75325 100644 --- a/src/mapblock_mesh.cpp +++ b/src/mapblock_mesh.cpp @@ -1,6 +1,6 @@ /* -Minetest-c55 -Copyright (C) 2010-2011 celeron55, Perttu Ahola +Minetest +Copyright (C) 2010-2013 celeron55, Perttu Ahola This program is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by @@ -445,16 +445,95 @@ struct FastFace }; static void makeFastFace(TileSpec tile, u16 li0, u16 li1, u16 li2, u16 li3, - v3f p, v3s16 dir, v3f scale, u8 light_source, core::array &dest) + 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; + float x0 = 0.0; + float y0 = 0.0; + float w = 1.0; + float h = 1.0; + v3f vertex_pos[4]; v3s16 vertex_dirs[4]; getNodeVertexDirs(dir, vertex_dirs); + v3s16 t; + switch (tile.rotation) + { + case 0: + break; + case 1: //R90 + t = vertex_dirs[0]; + vertex_dirs[0] = vertex_dirs[3]; + vertex_dirs[3] = vertex_dirs[2]; + vertex_dirs[2] = vertex_dirs[1]; + vertex_dirs[1] = t; + break; + case 2: //R180 + t = vertex_dirs[0]; + vertex_dirs[0] = vertex_dirs[2]; + vertex_dirs[2] = t; + t = vertex_dirs[1]; + vertex_dirs[1] = vertex_dirs[3]; + vertex_dirs[3] = t; + break; + case 3: //R270 + t = vertex_dirs[0]; + vertex_dirs[0] = vertex_dirs[1]; + vertex_dirs[1] = vertex_dirs[2]; + vertex_dirs[2] = vertex_dirs[3]; + vertex_dirs[3] = t; + break; + case 4: //FXR90 + t = vertex_dirs[0]; + vertex_dirs[0] = vertex_dirs[3]; + vertex_dirs[3] = vertex_dirs[2]; + vertex_dirs[2] = vertex_dirs[1]; + vertex_dirs[1] = t; + y0 += h; + h *= -1; + break; + case 5: //FXR270 + t = vertex_dirs[0]; + vertex_dirs[0] = vertex_dirs[1]; + vertex_dirs[1] = vertex_dirs[2]; + vertex_dirs[2] = vertex_dirs[3]; + vertex_dirs[3] = t; + y0 += h; + h *= -1; + break; + case 6: //FYR90 + t = vertex_dirs[0]; + vertex_dirs[0] = vertex_dirs[3]; + vertex_dirs[3] = vertex_dirs[2]; + vertex_dirs[2] = vertex_dirs[1]; + vertex_dirs[1] = t; + x0 += w; + w *= -1; + break; + case 7: //FYR270 + t = vertex_dirs[0]; + vertex_dirs[0] = vertex_dirs[1]; + vertex_dirs[1] = vertex_dirs[2]; + vertex_dirs[2] = vertex_dirs[3]; + vertex_dirs[3] = t; + x0 += w; + w *= -1; + break; + case 8: //FX + y0 += h; + h *= -1; + break; + case 9: //FY + x0 += w; + w *= -1; + break; + default: + break; + } for(u16 i=0; i<4; i++) { vertex_pos[i] = v3f( @@ -481,11 +560,6 @@ static void makeFastFace(TileSpec tile, u16 li0, u16 li1, u16 li2, u16 li3, u8 alpha = tile.alpha; - float x0 = tile.texture.pos.X; - float y0 = tile.texture.pos.Y; - float w = tile.texture.size.X; - float h = tile.texture.size.Y; - face.vertices[0] = video::S3DVertex(vertex_pos[0], normal, MapBlock_LightColor(alpha, li0, light_source), core::vector2d(x0+w*abs_scale, y0+h)); @@ -571,12 +645,6 @@ TileSpec getNodeTileN(MapNode mn, v3s16 p, u8 tileindex, MeshMakeData *data) if(p == data->m_crack_pos_relative) { spec.material_flags |= MATERIAL_FLAG_CRACK; - spec.texture = data->m_gamedef->tsrc()->getTextureRawAP(spec.texture); - } - // If animated, replace tile texture with one without texture atlas - if(spec.material_flags & MATERIAL_FLAG_ANIMATION_VERTICAL_FRAMES) - { - spec.texture = data->m_gamedef->tsrc()->getTextureRawAP(spec.texture); } return spec; } @@ -601,60 +669,49 @@ TileSpec getNodeTile(MapNode mn, v3s16 p, v3s16 dir, MeshMakeData *data) // 5 = (0,0,-1) // 6 = (0,-1,0) // 7 = (-1,0,0) - u8 dir_i = (dir.X + 2 * dir.Y + 3 * dir.Z) & 7; + u8 dir_i = ((dir.X + 2 * dir.Y + 3 * dir.Z) & 7)*2; // Get rotation for things like chests u8 facedir = mn.getFaceDir(ndef); - assert(facedir <= 3); - - static const u8 dir_to_tile[4 * 8] = + assert(facedir <= 23); + static const u16 dir_to_tile[24 * 16] = { - // 0 +X +Y +Z 0 -Z -Y -X - 0, 2, 0, 4, 0, 5, 1, 3, // facedir = 0 - 0, 4, 0, 3, 0, 2, 1, 5, // facedir = 1 - 0, 3, 0, 5, 0, 4, 1, 2, // facedir = 2 - 0, 5, 0, 2, 0, 3, 1, 4, // facedir = 3 + // 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, 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, 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, 3,1 , 5,2 , 1,0 , 0,0, 0,2 , 4,0 , 2,3 , + 0,0, 5,1 , 2,2 , 1,1 , 0,0, 0,1 , 3,0 , 4,3 , + + 0,0, 0,3 , 3,3 , 4,1 , 0,0, 5,3 , 2,3 , 1,3 , // rotate around x+ 12 - 15 + 0,0, 0,2 , 5,3 , 3,1 , 0,0, 2,3 , 4,3 , 1,0 , + 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, 1,2 , 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, 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 + }; - u8 tileindex = dir_to_tile[facedir*8 + dir_i]; - - // If not rotated or is side tile, we're done - if(facedir == 0 || (tileindex != 0 && tileindex != 1)) - return getNodeTileN(mn, p, tileindex, data); - - // This is the top or bottom tile, and it shall be rotated; thus rotate it - TileSpec spec = getNodeTileN(mn, p, tileindex, data); - if(tileindex == 0){ - if(facedir == 1){ // -90 - std::string name = data->m_gamedef->tsrc()->getTextureName(spec.texture.id); - name += "^[transformR270"; - spec.texture = data->m_gamedef->tsrc()->getTexture(name); - } - else if(facedir == 2){ // 180 - spec.texture.pos += spec.texture.size; - spec.texture.size *= -1; - } - else if(facedir == 3){ // 90 - std::string name = data->m_gamedef->tsrc()->getTextureName(spec.texture.id); - name += "^[transformR90"; - spec.texture = data->m_gamedef->tsrc()->getTexture(name); - } - } - else if(tileindex == 1){ - if(facedir == 1){ // -90 - std::string name = data->m_gamedef->tsrc()->getTextureName(spec.texture.id); - name += "^[transformR90"; - spec.texture = data->m_gamedef->tsrc()->getTexture(name); - } - else if(facedir == 2){ // 180 - spec.texture.pos += spec.texture.size; - spec.texture.size *= -1; - } - else if(facedir == 3){ // 90 - std::string name = data->m_gamedef->tsrc()->getTextureName(spec.texture.id); - name += "^[transformR270"; - spec.texture = data->m_gamedef->tsrc()->getTexture(name); - } - } + 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; } @@ -745,7 +802,7 @@ static void updateFastFaceRow( v3f translate_dir_f, v3s16 face_dir, v3f face_dir_f, - core::array &dest) + std::vector &dest) { v3s16 p = startpos; @@ -794,6 +851,7 @@ static void updateFastFaceRow( && next_lights[2] == lights[2] && next_lights[3] == lights[3] && next_tile == tile + && tile.rotation == 0 && next_light_source == light_source) { next_is_different = false; @@ -825,23 +883,7 @@ static void updateFastFaceRow( continuous_tiles_count++; - // This is set to true if the texture doesn't allow more tiling - bool end_of_texture = false; - /* - If there is no texture, it can be tiled infinitely. - If tiled==0, it means the texture can be tiled infinitely. - Otherwise check tiled agains continuous_tiles_count. - */ - if(tile.texture.atlas != NULL && tile.texture.tiled != 0) - { - if(tile.texture.tiled <= continuous_tiles_count) - end_of_texture = true; - } - - // Do this to disable tiling textures - //end_of_texture = true; //DEBUG - - if(next_is_different || end_of_texture) + if(next_is_different) { /* Create a face if there should be one @@ -897,7 +939,7 @@ static void updateFastFaceRow( } static void updateAllFastFaceRows(MeshMakeData *data, - core::array &dest) + std::vector &dest) { /* Go through every y,z and get top(y+) faces in rows of x+ @@ -962,7 +1004,7 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data): // 24-155ms for MAP_BLOCKSIZE=32 (NOTE: probably outdated) //TimeTaker timer1("MapBlockMesh()"); - core::array fastfaces_new; + std::vector fastfaces_new; /* We are including the faces of the trailing edges of the block. @@ -996,7 +1038,7 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data): const u16 indices[] = {0,1,2,2,3,0}; const u16 indices_alternate[] = {0,1,3,2,3,1}; - if(f.tile.texture.atlas == NULL) + if(f.tile.texture == NULL) continue; const u16 *indices_p = indices; @@ -1034,6 +1076,8 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data): getShader("test_shader_1").material; video::E_MATERIAL_TYPE shadermat2 = m_gamedef->getShaderSource()-> getShader("test_shader_2").material; + video::E_MATERIAL_TYPE shadermat3 = m_gamedef->getShaderSource()-> + getShader("test_shader_3").material; for(u32 i = 0; i < collector.prebuffers.size(); i++) { PreMeshBuffer &p = collector.prebuffers[i]; @@ -1046,7 +1090,7 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data): if(p.tile.material_flags & MATERIAL_FLAG_CRACK) { ITextureSource *tsrc = data->m_gamedef->tsrc(); - std::string crack_basename = tsrc->getTextureName(p.tile.texture.id); + std::string crack_basename = tsrc->getTextureName(p.tile.texture_id); if(p.tile.material_flags & MATERIAL_FLAG_CRACK_OVERLAY) crack_basename += "^[cracko"; else @@ -1071,9 +1115,11 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data): } // Replace tile texture with the first animation frame std::ostringstream os(std::ios::binary); - os<getTextureName(p.tile.texture.id); + os<getTextureName(p.tile.texture_id); os<<"^[verticalframe:"<<(int)p.tile.animation_frame_count<<":0"; - p.tile.texture = tsrc->getTexture(os.str()); + p.tile.texture = tsrc->getTexture( + os.str(), + &p.tile.texture_id); } // - Classic lighting (shaders handle this by themselves) if(!enable_shaders) @@ -1107,9 +1153,9 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data): //material.setFlag(video::EMF_ANTI_ALIASING, video::EAAM_SIMPLE); material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF; - material.setTexture(0, p.tile.texture.atlas); + material.setTexture(0, p.tile.texture); if(enable_shaders) - p.tile.applyMaterialOptionsWithShaders(material, shadermat1, shadermat2); + p.tile.applyMaterialOptionsWithShaders(material, shadermat1, shadermat2, shadermat3); else p.tile.applyMaterialOptions(material); @@ -1124,8 +1170,8 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data): m_mesh->addMeshBuffer(buf); // Mesh grabbed it buf->drop(); - buf->append(p.vertices.pointer(), p.vertices.size(), - p.indices.pointer(), p.indices.size()); + buf->append(&p.vertices[0], p.vertices.size(), + &p.indices[0], p.indices.size()); } /* @@ -1133,7 +1179,6 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data): */ translateMesh(m_mesh, intToFloat(data->m_blockpos * MAP_BLOCKSIZE, BS)); - m_mesh->recalculateBoundingBox(); // translateMesh already does this if(m_mesh) { @@ -1194,8 +1239,8 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat ITextureSource *tsrc = m_gamedef->getTextureSource(); std::ostringstream os; os<getTexture(os.str()); - buf->getMaterial().setTexture(0, ap.atlas); + buf->getMaterial().setTexture(0, + tsrc->getTexture(os.str())); } m_last_crack = crack; @@ -1222,11 +1267,10 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat // Create new texture name from original std::ostringstream os(std::ios::binary); - os<getTextureName(tile.texture.id); + os<getTextureName(tile.texture_id); os<<"^[verticalframe:"<<(int)tile.animation_frame_count<<":"<getTexture(os.str()); - buf->getMaterial().setTexture(0, ap.atlas); + buf->getMaterial().setTexture(0, tsrc->getTexture(os.str())); } // Day-night transition @@ -1271,12 +1315,20 @@ void MeshCollector::append(const TileSpec &tile, const video::S3DVertex *vertices, u32 numVertices, const u16 *indices, u32 numIndices) { + if(numIndices > 65535) + { + dstream<<"FIXME: MeshCollector::append() called with numIndices="< 65535) + continue; p = &pp; break; @@ -1294,11 +1346,6 @@ void MeshCollector::append(const TileSpec &tile, for(u32 i=0; i 65535) - { - dstream<<"FIXME: Meshbuffer ran out of indices"<indices.push_back(j); } for(u32 i=0; i