X-Git-Url: https://git.librecmc.org/?a=blobdiff_plain;f=src%2Fmapblock_mesh.cpp;h=d75d3e1484971984d74024d427c6610cfdae647a;hb=18bfa1c785a123499ee12d0551a9447a4d32d93b;hp=b29d07319f44b09282152603412e980752642c5d;hpb=f0db6c4423db86203db83538704cc34152c59a09;p=oweals%2Fminetest.git diff --git a/src/mapblock_mesh.cpp b/src/mapblock_mesh.cpp index b29d07319..d75d3e148 100644 --- a/src/mapblock_mesh.cpp +++ b/src/mapblock_mesh.cpp @@ -32,11 +32,10 @@ with this program; if not, write to the Free Software Foundation, Inc., #include "settings.h" #include "util/directiontables.h" -static void applyContrast(video::SColor& color, float factor) +static void applyFacesShading(video::SColor& color, float factor) { color.setRed(core::clamp(core::round32(color.getRed()*factor), 0, 255)); color.setGreen(core::clamp(core::round32(color.getGreen()*factor), 0, 255)); - color.setBlue(core::clamp(core::round32(color.getBlue()*factor), 0, 255)); } /* @@ -47,6 +46,7 @@ MeshMakeData::MeshMakeData(IGameDef *gamedef): m_vmanip(), m_blockpos(-1337,-1337,-1337), m_crack_pos_relative(-1337, -1337, -1337), + m_highlighted_pos_relative(-1337, -1337, -1337), m_smooth_lighting(false), m_gamedef(gamedef) {} @@ -133,6 +133,12 @@ void MeshMakeData::setCrack(int crack_level, v3s16 crack_pos) m_crack_pos_relative = crack_pos - m_blockpos*MAP_BLOCKSIZE; } +void MeshMakeData::setHighlighted(v3s16 highlighted_pos, bool show_hud) +{ + m_show_hud = show_hud; + m_highlighted_pos_relative = highlighted_pos - m_blockpos*MAP_BLOCKSIZE; +} + void MeshMakeData::setSmoothLighting(bool smooth_lighting) { m_smooth_lighting = smooth_lighting; @@ -194,10 +200,7 @@ static u8 getFaceLight(enum LightBank bank, MapNode n, MapNode n2, // 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; return decode_light(light); @@ -273,16 +276,12 @@ static u8 getSmoothLight(enum LightBank bank, v3s16 p, MeshMakeData *data) 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; + //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; @@ -659,10 +658,8 @@ TileSpec getNodeTileN(MapNode mn, v3s16 p, u8 tileindex, MeshMakeData *data) INodeDefManager *ndef = data->m_gamedef->ndef(); TileSpec spec = ndef->get(mn).tiles[tileindex]; // Apply temporary crack - if(p == data->m_crack_pos_relative) - { + if (p == data->m_crack_pos_relative) spec.material_flags |= MATERIAL_FLAG_CRACK; - } return spec; } @@ -915,21 +912,18 @@ static void updateFastFaceRow( // 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; + v3f sp = pf - ((f32)continuous_tiles_count / 2.0 - 0.5) * translate_dir_f; if(continuous_tiles_count != 1) sp += 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; } @@ -938,7 +932,7 @@ static void updateFastFaceRow( dest); g_profiler->avg("Meshgen: faces drawn by tiling", 0); - for(int i=1; iavg("Meshgen: faces drawn by tiling", 1); } } @@ -966,8 +960,8 @@ static void updateAllFastFaceRows(MeshMakeData *data, /* Go through every y,z and get top(y+) faces in rows of x+ */ - for(s16 y=0; ygetBool("enable_shaders"); + m_enable_highlighting = g_settings->getBool("enable_node_highlighting"); + // 4-21ms for MAP_BLOCKSIZE=16 (NOTE: probably outdated) // 24-155ms for MAP_BLOCKSIZE=32 (NOTE: probably outdated) //TimeTaker timer1("MapBlockMesh()"); @@ -1088,6 +1086,7 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset): mapblock_mesh_generate_special(data, collector); + m_highlight_mesh_color = data->m_highlight_mesh_color; /* Convert MeshCollector to SMesh @@ -1095,14 +1094,9 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset): ITextureSource *tsrc = m_gamedef->tsrc(); IShaderSource *shdrsrc = m_gamedef->getShaderSource(); - bool enable_shaders = g_settings->getBool("enable_shaders"); - for(u32 i = 0; i < collector.prebuffers.size(); i++) { PreMeshBuffer &p = collector.prebuffers[i]; - /*dstream<<"p.vertices.size()="<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")); + } } else { - material.setTexture(2, tsrc->getTexture("disable_img.png")); + p.tile.applyMaterialOptions(material); } - } else { - p.tile.applyMaterialOptions(material); } // Create meshbuffer @@ -1242,7 +1237,8 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset): m_has_animation = !m_crack_materials.empty() || !m_daynight_diffs.empty() || - !m_animation_tiles.empty(); + !m_animation_tiles.empty() || + !m_highlighted_materials.empty(); } MapBlockMesh::~MapBlockMesh() @@ -1253,7 +1249,6 @@ MapBlockMesh::~MapBlockMesh() bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_ratio) { - bool enable_shaders = g_settings->getBool("enable_shaders"); if(!m_has_animation) { @@ -1319,7 +1314,7 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat FrameSpec animation_frame = tile.frames.find(frame)->second; buf->getMaterial().setTexture(0, animation_frame.texture); - if (enable_shaders) { + 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")); @@ -1352,6 +1347,30 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat m_last_daynight_ratio = daynight_ratio; } + // Node highlighting + if (m_enable_highlighting) { + u8 day = m_highlight_mesh_color.getRed(); + 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); + float sin_g = 0.07 * sin(1.5 * time + irr::core::PI * 0.5); + float sin_b = 0.07 * sin(1.5 * time + irr::core::PI); + hc.setRed(core::clamp(core::round32(hc.getRed() * (0.8 + sin_r)), 0, 255)); + hc.setGreen(core::clamp(core::round32(hc.getGreen() * (0.8 + sin_g)), 0, 255)); + hc.setBlue(core::clamp(core::round32(hc.getBlue() * (0.8 + sin_b)), 0, 255)); + + for(std::list::iterator + i = m_highlighted_materials.begin(); + i != m_highlighted_materials.end(); i++) + { + scene::IMeshBuffer *buf = m_mesh->getMeshBuffer(*i); + video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices(); + for (u32 j = 0; j < buf->getVertexCount() ;j++) + vertices[j].Color = hc; + } + } + return true; }