diff options
Diffstat (limited to 'src/client/mapblock_mesh.cpp')
-rw-r--r-- | src/client/mapblock_mesh.cpp | 328 |
1 files changed, 292 insertions, 36 deletions
diff --git a/src/client/mapblock_mesh.cpp b/src/client/mapblock_mesh.cpp index 52729632a..f0d43ec7e 100644 --- a/src/client/mapblock_mesh.cpp +++ b/src/client/mapblock_mesh.cpp @@ -30,6 +30,7 @@ with this program; if not, write to the Free Software Foundation, Inc., #include "client/meshgen/collector.h" #include "client/renderingengine.h" #include <array> +#include <algorithm> /* MeshMakeData @@ -1046,6 +1047,173 @@ static void applyTileColor(PreMeshBuffer &pmb) } /* + MapBlockBspTree +*/ + +void MapBlockBspTree::buildTree(const std::vector<MeshTriangle> *triangles) +{ + this->triangles = triangles; + + nodes.clear(); + + // assert that triangle index can fit into s32 + assert(triangles->size() <= 0x7FFFFFFFL); + std::vector<s32> indexes; + indexes.reserve(triangles->size()); + for (u32 i = 0; i < triangles->size(); i++) + indexes.push_back(i); + + root = buildTree(v3f(1, 0, 0), v3f(85, 85, 85), 40, indexes, 0); +} + +/** + * @brief Find a candidate plane to split a set of triangles in two + * + * The candidate plane is represented by one of the triangles from the set. + * + * @param list Vector of indexes of the triangles in the set + * @param triangles Vector of all triangles in the BSP tree + * @return Address of the triangle that represents the proposed split plane + */ +static const MeshTriangle *findSplitCandidate(const std::vector<s32> &list, const std::vector<MeshTriangle> &triangles) +{ + // find the center of the cluster. + v3f center(0, 0, 0); + size_t n = list.size(); + for (s32 i : list) { + center += triangles[i].centroid / n; + } + + // find the triangle with the largest area and closest to the center + const MeshTriangle *candidate_triangle = &triangles[list[0]]; + const MeshTriangle *ith_triangle; + for (s32 i : list) { + ith_triangle = &triangles[i]; + if (ith_triangle->areaSQ > candidate_triangle->areaSQ || + (ith_triangle->areaSQ == candidate_triangle->areaSQ && + ith_triangle->centroid.getDistanceFromSQ(center) < candidate_triangle->centroid.getDistanceFromSQ(center))) { + candidate_triangle = ith_triangle; + } + } + return candidate_triangle; +} + +s32 MapBlockBspTree::buildTree(v3f normal, v3f origin, float delta, const std::vector<s32> &list, u32 depth) +{ + // if the list is empty, don't bother + if (list.empty()) + return -1; + + // if there is only one triangle, or the delta is insanely small, this is a leaf node + if (list.size() == 1 || delta < 0.01) { + nodes.emplace_back(normal, origin, list, -1, -1); + return nodes.size() - 1; + } + + std::vector<s32> front_list; + std::vector<s32> back_list; + std::vector<s32> node_list; + + // split the list + for (s32 i : list) { + const MeshTriangle &triangle = (*triangles)[i]; + float factor = normal.dotProduct(triangle.centroid - origin); + if (factor == 0) + node_list.push_back(i); + else if (factor > 0) + front_list.push_back(i); + else + back_list.push_back(i); + } + + // define the new split-plane + v3f candidate_normal(normal.Z, normal.X, normal.Y); + float candidate_delta = delta; + if (depth % 3 == 2) + candidate_delta /= 2; + + s32 front_index = -1; + s32 back_index = -1; + + if (!front_list.empty()) { + v3f next_normal = candidate_normal; + v3f next_origin = origin + delta * normal; + float next_delta = candidate_delta; + if (next_delta < 10) { + const MeshTriangle *candidate = findSplitCandidate(front_list, *triangles); + next_normal = candidate->getNormal(); + next_origin = candidate->centroid; + } + front_index = buildTree(next_normal, next_origin, next_delta, front_list, depth + 1); + + // if there are no other triangles, don't create a new node + if (back_list.empty() && node_list.empty()) + return front_index; + } + + if (!back_list.empty()) { + v3f next_normal = candidate_normal; + v3f next_origin = origin - delta * normal; + float next_delta = candidate_delta; + if (next_delta < 10) { + const MeshTriangle *candidate = findSplitCandidate(back_list, *triangles); + next_normal = candidate->getNormal(); + next_origin = candidate->centroid; + } + + back_index = buildTree(next_normal, next_origin, next_delta, back_list, depth + 1); + + // if there are no other triangles, don't create a new node + if (front_list.empty() && node_list.empty()) + return back_index; + } + + nodes.emplace_back(normal, origin, node_list, front_index, back_index); + + return nodes.size() - 1; +} + +void MapBlockBspTree::traverse(s32 node, v3f viewpoint, std::vector<s32> &output) const +{ + if (node < 0) return; // recursion break; + + const TreeNode &n = nodes[node]; + float factor = n.normal.dotProduct(viewpoint - n.origin); + + if (factor > 0) + traverse(n.back_ref, viewpoint, output); + else + traverse(n.front_ref, viewpoint, output); + + if (factor != 0) + for (s32 i : n.triangle_refs) + output.push_back(i); + + if (factor > 0) + traverse(n.front_ref, viewpoint, output); + else + traverse(n.back_ref, viewpoint, output); +} + + + +/* + PartialMeshBuffer +*/ + +void PartialMeshBuffer::beforeDraw() const +{ + // Patch the indexes in the mesh buffer before draw + + m_buffer->Indices.clear(); + if (!m_vertex_indexes.empty()) { + for (auto index : m_vertex_indexes) + m_buffer->Indices.push_back(index); + } + m_buffer->setDirty(scene::EBT_INDEX); +} + +/* MapBlockMesh */ @@ -1152,6 +1320,9 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset): Convert MeshCollector to SMesh */ + const bool desync_animations = g_settings->getBool( + "desynchronize_mapblock_texture_animation"); + for (int layer = 0; layer < MAX_TILE_LAYERS; layer++) { for(u32 i = 0; i < collector.prebuffers[layer].size(); i++) { @@ -1181,18 +1352,18 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset): // - 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")) { + auto &info = m_animation_info[{layer, i}]; + info.tile = p.layer; + info.frame = 0; + if (desync_animations) { // Get starting position from noise - m_animation_frame_offsets[std::pair<u8, u32>(layer, i)] = + info.frame_offset = 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; + info.frame_offset = 0; } // Replace tile texture with the first animation frame p.layer.texture = (*p.layer.frames)[0].texture; @@ -1203,19 +1374,23 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset): // Dummy sunlight to handle non-sunlit areas video::SColorf sunlight; get_sunlight_color(&sunlight, 0); - u32 vertex_count = p.vertices.size(); + + std::map<u32, video::SColor> colors; + const u32 vertex_count = p.vertices.size(); for (u32 j = 0; j < vertex_count; j++) { video::SColor *vc = &p.vertices[j].Color; 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; + colors[j] = copy; // The sunlight ratio has been stored, // delete alpha (for the final rendering). vc->setAlpha(255); } + if (!colors.empty()) + m_daynight_diffs[{layer, i}] = std::move(colors); } // Create material @@ -1241,8 +1416,31 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset): scene::SMeshBuffer *buf = new scene::SMeshBuffer(); buf->Material = material; - buf->append(&p.vertices[0], p.vertices.size(), - &p.indices[0], p.indices.size()); + switch (p.layer.material_type) { + // list of transparent materials taken from tile.h + case TILE_MATERIAL_ALPHA: + case TILE_MATERIAL_LIQUID_TRANSPARENT: + case TILE_MATERIAL_WAVING_LIQUID_TRANSPARENT: + { + buf->append(&p.vertices[0], p.vertices.size(), + &p.indices[0], 0); + + MeshTriangle t; + t.buffer = buf; + for (u32 i = 0; i < p.indices.size(); i += 3) { + t.p1 = p.indices[i]; + t.p2 = p.indices[i + 1]; + t.p3 = p.indices[i + 2]; + t.updateAttributes(); + m_transparent_triangles.push_back(t); + } + } + break; + default: + buf->append(&p.vertices[0], p.vertices.size(), + &p.indices[0], p.indices.size()); + break; + } mesh->addMeshBuffer(buf); buf->drop(); } @@ -1255,23 +1453,26 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset): } //std::cout<<"added "<<fastfaces.getSize()<<" faces."<<std::endl; + m_bsp_tree.buildTree(&m_transparent_triangles); // Check if animation is required for this mesh m_has_animation = !m_crack_materials.empty() || !m_daynight_diffs.empty() || - !m_animation_tiles.empty(); + !m_animation_info.empty(); } MapBlockMesh::~MapBlockMesh() { for (scene::IMesh *m : m_mesh) { +#if IRRLICHT_VERSION_MT_REVISION < 5 if (m_enable_vbo) { for (u32 i = 0; i < m->getMeshBufferCount(); i++) { scene::IMeshBuffer *buf = m->getMeshBuffer(i); RenderingEngine::get_video_driver()->removeHardwareBuffer(buf); } } +#endif m->drop(); } delete m_minimap_mapblock; @@ -1292,25 +1493,22 @@ bool MapBlockMesh::animate(bool faraway, float time, int 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 - std::ostringstream os; - os << basename << crack; + std::string s = crack_material.second + itos(crack); u32 new_texture_id = 0; video::ITexture *new_texture = - m_tsrc->getTextureForMesh(os.str(), &new_texture_id); + m_tsrc->getTextureForMesh(s, &new_texture_id); buf->getMaterial().setTexture(0, new_texture); - // If the current material is also animated, - // update animation info - auto anim_iter = m_animation_tiles.find(crack_material.first); - if (anim_iter != m_animation_tiles.end()) { - TileLayer &tile = anim_iter->second; + // If the current material is also animated, update animation info + auto anim_it = m_animation_info.find(crack_material.first); + if (anim_it != m_animation_info.end()) { + TileLayer &tile = anim_it->second.tile; tile.texture = new_texture; tile.texture_id = new_texture_id; // force animation update - m_animation_frames[crack_material.first] = -1; + anim_it->second.frame = -1; } } @@ -1318,28 +1516,25 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, } // Texture animation - for (auto &animation_tile : m_animation_tiles) { - const TileLayer &tile = animation_tile.second; + for (auto &it : m_animation_info) { + const TileLayer &tile = it.second.tile; // Figure out current frame - int frameoffset = m_animation_frame_offsets[animation_tile.first]; - int frame = (int)(time * 1000 / tile.animation_frame_length_ms - + frameoffset) % tile.animation_frame_count; + int frameno = (int)(time * 1000 / tile.animation_frame_length_ms + + it.second.frame_offset) % tile.animation_frame_count; // If frame doesn't change, skip - if (frame == m_animation_frames[animation_tile.first]) + if (frameno == it.second.frame) continue; - m_animation_frames[animation_tile.first] = frame; + it.second.frame = frameno; - scene::IMeshBuffer *buf = m_mesh[animation_tile.first.first]-> - getMeshBuffer(animation_tile.first.second); + scene::IMeshBuffer *buf = m_mesh[it.first.first]->getMeshBuffer(it.first.second); - const FrameSpec &animation_frame = (*tile.frames)[frame]; - buf->getMaterial().setTexture(0, animation_frame.texture); + const FrameSpec &frame = (*tile.frames)[frameno]; + buf->getMaterial().setTexture(0, 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); + if (frame.normal_texture) + buf->getMaterial().setTexture(1, frame.normal_texture); + buf->getMaterial().setTexture(2, frame.flags_texture); } } @@ -1366,6 +1561,67 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, return true; } +void MapBlockMesh::updateTransparentBuffers(v3f camera_pos, v3s16 block_pos) +{ + // nothing to do if the entire block is opaque + if (m_transparent_triangles.empty()) + return; + + v3f block_posf = intToFloat(block_pos * MAP_BLOCKSIZE, BS); + v3f rel_camera_pos = camera_pos - block_posf; + + std::vector<s32> triangle_refs; + m_bsp_tree.traverse(rel_camera_pos, triangle_refs); + + // arrange index sequences into partial buffers + m_transparent_buffers.clear(); + + scene::SMeshBuffer *current_buffer = nullptr; + std::vector<u16> current_strain; + for (auto i : triangle_refs) { + const auto &t = m_transparent_triangles[i]; + if (current_buffer != t.buffer) { + if (current_buffer) { + m_transparent_buffers.emplace_back(current_buffer, current_strain); + current_strain.clear(); + } + current_buffer = t.buffer; + } + current_strain.push_back(t.p1); + current_strain.push_back(t.p2); + current_strain.push_back(t.p3); + } + + if (!current_strain.empty()) + m_transparent_buffers.emplace_back(current_buffer, current_strain); +} + +void MapBlockMesh::consolidateTransparentBuffers() +{ + m_transparent_buffers.clear(); + + scene::SMeshBuffer *current_buffer = nullptr; + std::vector<u16> current_strain; + + // use the fact that m_transparent_triangles is already arranged by buffer + for (const auto &t : m_transparent_triangles) { + if (current_buffer != t.buffer) { + if (current_buffer != nullptr) { + this->m_transparent_buffers.emplace_back(current_buffer, current_strain); + current_strain.clear(); + } + current_buffer = t.buffer; + } + current_strain.push_back(t.p1); + current_strain.push_back(t.p2); + current_strain.push_back(t.p3); + } + + if (!current_strain.empty()) { + this->m_transparent_buffers.emplace_back(current_buffer, current_strain); + } +} + video::SColor encode_light(u16 light, u8 emissive_light) { // Get components |