From 523f0e8c5bce0cb58215dc1f9d027cf32394e3c3 Mon Sep 17 00:00:00 2001 From: sfan5 Date: Fri, 23 Dec 2016 13:48:32 +0100 Subject: Move TileAnimation code to seperate file --- src/mapblock_mesh.cpp | 3 +-- 1 file changed, 1 insertion(+), 2 deletions(-) (limited to 'src/mapblock_mesh.cpp') diff --git a/src/mapblock_mesh.cpp b/src/mapblock_mesh.cpp index 00f83e7ab..977eabb6e 100644 --- a/src/mapblock_mesh.cpp +++ b/src/mapblock_mesh.cpp @@ -1131,8 +1131,7 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset): &p.tile.texture_id); } // - Texture animation - if(p.tile.material_flags & MATERIAL_FLAG_ANIMATION_VERTICAL_FRAMES) - { + if (p.tile.material_flags & MATERIAL_FLAG_ANIMATION) { // Add to MapBlockMesh in order to animate these tiles m_animation_tiles[i] = p.tile; m_animation_frames[i] = 0; -- cgit v1.2.3 From 8e7449e09253e138716d8dbad6a2ab5c6e089e28 Mon Sep 17 00:00:00 2001 From: Ner'zhul Date: Mon, 9 Jan 2017 20:39:22 +0100 Subject: Environment & IGameDef code refactoring (#4985) * Environment code refactoring * Cleanup includes & class declarations in client & server environment to improve build speed * ServerEnvironment::m_gamedef is now a pointer to Server instead of IGameDef, permitting to cleanup many casts. * Cleanup IGameDef * Move ITextureSource* IGameDef::getTextureSource() to Client only. * Also move ITextureSource *IGameDef::tsrc() helper * drop getShaderSource, getSceneManager, getSoundManager & getCamera abstract call * drop unused emerge() call * cleanup server unused functions (mentionned before) * Drop one unused parameter from ContentFeatures::updateTextures * move checkLocalPrivilege to Client * Remove some unnecessary casts * create_formspec_menu: remove IWritableTextureSource pointer, as client already knows it * Fix some comments * Change required IGameDef to Server/Client pointers * Previous change that game.cpp sometimes calls functions with Client + InventoryManager + IGameDef in same functions but it's the same objects * Remove duplicate Client pointer in GUIFormSpecMenu::GUIFormSpecMenu * drop ClientMap::sectorWasDrawn which is unused --- build/android/jni/Android.mk | 2 ++ src/camera.cpp | 21 ++++++------ src/camera.h | 6 ++-- src/client.cpp | 2 +- src/client.h | 17 +++++----- src/clientenvironment.cpp | 30 +++++++++--------- src/clientenvironment.h | 8 ++--- src/clientmap.cpp | 7 ++-- src/clientmap.h | 21 ++++-------- src/clientobject.cpp | 9 +++--- src/clientobject.h | 21 +++--------- src/collision.cpp | 3 ++ src/content_cao.cpp | 67 +++++++++++++++++++-------------------- src/content_cao.h | 9 +++--- src/content_cso.cpp | 13 +------- src/content_mapblock.cpp | 6 ++-- src/content_sao.cpp | 20 ++++++------ src/emerge.cpp | 14 ++++---- src/emerge.h | 3 +- src/environment.h | 7 ---- src/game.cpp | 59 +++++++++++++++------------------- src/gamedef.h | 29 ++--------------- src/guiEngine.cpp | 2 -- src/guiFormSpecMenu.cpp | 39 +++++++++++------------ src/guiFormSpecMenu.h | 6 +--- src/hud.cpp | 20 ++++++------ src/hud.h | 8 ++--- src/itemdef.cpp | 22 ++++++------- src/itemdef.h | 9 +++--- src/localplayer.cpp | 23 +++++++------- src/localplayer.h | 4 +-- src/mapblock_mesh.cpp | 25 +++++++-------- src/mapblock_mesh.h | 8 ++--- src/mg_biome.cpp | 11 +++---- src/mg_biome.h | 5 +-- src/mg_schematic.cpp | 10 +++--- src/mg_schematic.h | 6 ++-- src/nodedef.cpp | 16 ++++++---- src/nodedef.h | 4 +-- src/particles.cpp | 16 ++++------ src/particles.h | 2 +- src/pathfinder.cpp | 6 +--- src/script/lua_api/l_nodemeta.cpp | 6 +--- src/server.cpp | 18 ----------- src/server.h | 6 +--- src/serverenvironment.cpp | 20 ++++++------ src/serverenvironment.h | 12 ++++--- src/wieldmesh.cpp | 26 +++++++-------- src/wieldmesh.h | 6 ++-- 49 files changed, 301 insertions(+), 409 deletions(-) (limited to 'src/mapblock_mesh.cpp') diff --git a/build/android/jni/Android.mk b/build/android/jni/Android.mk index 2567457b9..3be856770 100644 --- a/build/android/jni/Android.mk +++ b/build/android/jni/Android.mk @@ -117,6 +117,7 @@ LOCAL_SRC_FILES := \ jni/src/cavegen.cpp \ jni/src/chat.cpp \ jni/src/client.cpp \ + jni/src/clientenvironment.cpp \ jni/src/clientiface.cpp \ jni/src/clientmap.cpp \ jni/src/clientmedia.cpp \ @@ -210,6 +211,7 @@ LOCAL_SRC_FILES := \ jni/src/rollback_interface.cpp \ jni/src/serialization.cpp \ jni/src/server.cpp \ + jni/src/serverenvironment.cpp \ jni/src/serverlist.cpp \ jni/src/serverobject.cpp \ jni/src/shader.cpp \ diff --git a/src/camera.cpp b/src/camera.cpp index 43980db1c..4768e8778 100644 --- a/src/camera.cpp +++ b/src/camera.cpp @@ -27,7 +27,6 @@ with this program; if not, write to the Free Software Foundation, Inc., #include "settings.h" #include "wieldmesh.h" #include "noise.h" // easeCurve -#include "gamedef.h" #include "sound.h" #include "event.h" #include "profiler.h" @@ -41,7 +40,7 @@ with this program; if not, write to the Free Software Foundation, Inc., #include "nodedef.h" Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control, - IGameDef *gamedef): + Client *client): m_playernode(NULL), m_headnode(NULL), m_cameranode(NULL), @@ -50,7 +49,7 @@ Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control, m_wieldnode(NULL), m_draw_control(draw_control), - m_gamedef(gamedef), + m_client(client), m_camera_position(0,0,0), m_camera_direction(0,0,0), @@ -88,7 +87,7 @@ Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control, m_wieldmgr = smgr->createNewSceneManager(); m_wieldmgr->addCameraSceneNode(); m_wieldnode = new WieldMeshSceneNode(m_wieldmgr->getRootSceneNode(), m_wieldmgr, -1, false); - m_wieldnode->setItem(ItemStack(), m_gamedef); + m_wieldnode->setItem(ItemStack(), m_client); m_wieldnode->drop(); // m_wieldmgr grabbed it /* TODO: Add a callback function so these can be updated when a setting @@ -151,7 +150,7 @@ void Camera::step(f32 dtime) m_wield_change_timer = MYMIN(m_wield_change_timer + dtime, 0.125); if (m_wield_change_timer >= 0 && was_under_zero) - m_wieldnode->setItem(m_wield_item_next, m_gamedef); + m_wieldnode->setItem(m_wield_item_next, m_client); if (m_view_bobbing_state != 0) { @@ -189,7 +188,7 @@ void Camera::step(f32 dtime) (was > 0.5f && m_view_bobbing_anim <= 0.5f)); if(step) { MtEvent *e = new SimpleTriggerEvent("ViewBobbingStep"); - m_gamedef->event()->put(e); + m_client->event()->put(e); } } } @@ -210,10 +209,10 @@ void Camera::step(f32 dtime) if(m_digging_button == 0) { MtEvent *e = new SimpleTriggerEvent("CameraPunchLeft"); - m_gamedef->event()->put(e); + m_client->event()->put(e); } else if(m_digging_button == 1) { MtEvent *e = new SimpleTriggerEvent("CameraPunchRight"); - m_gamedef->event()->put(e); + m_client->event()->put(e); } } } @@ -352,7 +351,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime, my_cp.Y = m_camera_position.Y + (m_camera_direction.Y*-i); // Prevent camera positioned inside nodes - INodeDefManager *nodemgr = m_gamedef->ndef(); + INodeDefManager *nodemgr = m_client->ndef(); MapNode n = c_env.getClientMap().getNodeNoEx(floatToInt(my_cp, BS)); const ContentFeatures& features = nodemgr->get(n); if(features.walkable) @@ -390,7 +389,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime, // Get FOV f32 fov_degrees; - if (player->getPlayerControl().zoom && m_gamedef->checkLocalPrivilege("zoom")) { + if (player->getPlayerControl().zoom && m_client->checkLocalPrivilege("zoom")) { fov_degrees = m_cache_zoom_fov; } else { fov_degrees = m_cache_fov; @@ -468,7 +467,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime, const bool climbing = movement_Y && player->is_climbing; if ((walking || swimming || climbing) && m_cache_view_bobbing && - (!g_settings->getBool("free_move") || !m_gamedef->checkLocalPrivilege("fly"))) + (!g_settings->getBool("free_move") || !m_client->checkLocalPrivilege("fly"))) { // Start animation m_view_bobbing_state = 1; diff --git a/src/camera.h b/src/camera.h index cb0e9686d..b5be26718 100644 --- a/src/camera.h +++ b/src/camera.h @@ -33,7 +33,7 @@ with this program; if not, write to the Free Software Foundation, Inc., class LocalPlayer; struct MapDrawControl; -class IGameDef; +class Client; class WieldMeshSceneNode; struct Nametag { @@ -61,7 +61,7 @@ class Camera { public: Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control, - IGameDef *gamedef); + Client *client); ~Camera(); // Get player scene node. @@ -189,7 +189,7 @@ private: // draw control MapDrawControl& m_draw_control; - IGameDef *m_gamedef; + Client *m_client; video::IVideoDriver *m_driver; // Absolute camera position diff --git a/src/client.cpp b/src/client.cpp index 693a90604..c2471dbd7 100644 --- a/src/client.cpp +++ b/src/client.cpp @@ -221,7 +221,7 @@ Client::Client( m_event(event), m_mesh_update_thread(), m_env( - new ClientMap(this, this, control, + new ClientMap(this, control, device->getSceneManager()->getRootSceneNode(), device->getSceneManager(), 666), device->getSceneManager(), diff --git a/src/client.h b/src/client.h index 9a09704a6..df3e7e605 100644 --- a/src/client.h +++ b/src/client.h @@ -34,7 +34,6 @@ with this program; if not, write to the Free Software Foundation, Inc., #include "localplayer.h" #include "hud.h" #include "particles.h" -#include "network/networkpacket.h" struct MeshMakeData; class MapBlockMesh; @@ -51,6 +50,7 @@ class Database; class Mapper; struct MinimapMapblock; class Camera; +class NetworkPacket; struct QueuedMeshUpdate { @@ -402,9 +402,6 @@ public: void ProcessData(NetworkPacket *pkt); - // Returns true if something was received - bool AsyncProcessPacket(); - bool AsyncProcessData(); void Send(NetworkPacket* pkt); void interact(u8 action, const PointedThing& pointed); @@ -422,8 +419,9 @@ public: void sendRespawn(); void sendReady(); - ClientEnvironment& getEnv() - { return m_env; } + ClientEnvironment& getEnv() { return m_env; } + ITextureSource *tsrc() { return getTextureSource(); } + ISoundManager *sound() { return getSoundManager(); } // Causes urgent mesh updates (unlike Map::add/removeNodeWithEvent) void removeNode(v3s16 p); @@ -521,14 +519,15 @@ public: virtual IItemDefManager* getItemDefManager(); virtual INodeDefManager* getNodeDefManager(); virtual ICraftDefManager* getCraftDefManager(); - virtual ITextureSource* getTextureSource(); + ITextureSource* getTextureSource(); virtual IShaderSource* getShaderSource(); - virtual scene::ISceneManager* getSceneManager(); + IShaderSource *shsrc() { return getShaderSource(); } + scene::ISceneManager* getSceneManager(); virtual u16 allocateUnknownNodeId(const std::string &name); virtual ISoundManager* getSoundManager(); virtual MtEventManager* getEventManager(); virtual ParticleManager* getParticleManager(); - virtual bool checkLocalPrivilege(const std::string &priv) + bool checkLocalPrivilege(const std::string &priv) { return checkPrivilege(priv); } virtual scene::IAnimatedMesh* getMesh(const std::string &filename); diff --git a/src/clientenvironment.cpp b/src/clientenvironment.cpp index e831de109..65646c6b4 100644 --- a/src/clientenvironment.cpp +++ b/src/clientenvironment.cpp @@ -34,13 +34,13 @@ with this program; if not, write to the Free Software Foundation, Inc., */ ClientEnvironment::ClientEnvironment(ClientMap *map, scene::ISceneManager *smgr, - ITextureSource *texturesource, IGameDef *gamedef, + ITextureSource *texturesource, Client *client, IrrlichtDevice *irr): m_map(map), m_local_player(NULL), m_smgr(smgr), m_texturesource(texturesource), - m_gamedef(gamedef), + m_client(client), m_irr(irr) { char zero = 0; @@ -94,7 +94,7 @@ void ClientEnvironment::step(float dtime) stepTimeOfDay(dtime); // Get some settings - bool fly_allowed = m_gamedef->checkLocalPrivilege("fly"); + bool fly_allowed = m_client->checkLocalPrivilege("fly"); bool free_move = fly_allowed && g_settings->getBool("free_move"); // Get local player @@ -223,7 +223,7 @@ void ClientEnvironment::step(float dtime) f32 post_factor = 1; // 1 hp per node/s if(info.type == COLLISION_NODE) { - const ContentFeatures &f = m_gamedef->ndef()-> + const ContentFeatures &f = m_client->ndef()-> get(m_map->getNodeNoEx(info.node_p)); // Determine fall damage multiplier int addp = itemgroup_get(f.groups, "fall_damage_add_percent"); @@ -237,7 +237,7 @@ void ClientEnvironment::step(float dtime) if(damage != 0){ damageLocalPlayer(damage, true); MtEvent *e = new SimpleTriggerEvent("PlayerFallingDamage"); - m_gamedef->event()->put(e); + m_client->event()->put(e); } } } @@ -259,11 +259,11 @@ void ClientEnvironment::step(float dtime) u32 damage_per_second = 0; damage_per_second = MYMAX(damage_per_second, - m_gamedef->ndef()->get(n1).damage_per_second); + m_client->ndef()->get(n1).damage_per_second); damage_per_second = MYMAX(damage_per_second, - m_gamedef->ndef()->get(n2).damage_per_second); + m_client->ndef()->get(n2).damage_per_second); damage_per_second = MYMAX(damage_per_second, - m_gamedef->ndef()->get(n3).damage_per_second); + m_client->ndef()->get(n3).damage_per_second); if(damage_per_second != 0) { @@ -272,7 +272,7 @@ void ClientEnvironment::step(float dtime) } // Protocol v29 make this behaviour obsolete - if (((Client*) getGameDef())->getProtoVersion() < 29) { + if (getGameDef()->getProtoVersion() < 29) { /* Drowning */ @@ -282,7 +282,7 @@ void ClientEnvironment::step(float dtime) // head v3s16 p = floatToInt(pf + v3f(0, BS * 1.6, 0), BS); MapNode n = m_map->getNodeNoEx(p); - ContentFeatures c = m_gamedef->ndef()->get(n); + ContentFeatures c = m_client->ndef()->get(n); u8 drowning_damage = c.drowning; if (drowning_damage > 0 && lplayer->hp > 0) { u16 breath = lplayer->getBreath(); @@ -306,7 +306,7 @@ void ClientEnvironment::step(float dtime) // head v3s16 p = floatToInt(pf + v3f(0, BS * 1.6, 0), BS); MapNode n = m_map->getNodeNoEx(p); - ContentFeatures c = m_gamedef->ndef()->get(n); + ContentFeatures c = m_client->ndef()->get(n); if (!lplayer->hp) { lplayer->setBreath(11); } else if (c.drowning == 0) { @@ -332,7 +332,7 @@ void ClientEnvironment::step(float dtime) v3s16 p = lplayer->getLightPosition(); node_at_lplayer = m_map->getNodeNoEx(p); - u16 light = getInteriorLight(node_at_lplayer, 0, m_gamedef->ndef()); + u16 light = getInteriorLight(node_at_lplayer, 0, m_client->ndef()); u8 day = light & 0xff; u8 night = (light >> 8) & 0xff; finalColorBlend(lplayer->light_color, day, night, day_night_ratio); @@ -360,7 +360,7 @@ void ClientEnvironment::step(float dtime) v3s16 p = obj->getLightPosition(); MapNode n = m_map->getNodeNoEx(p, &pos_ok); if (pos_ok) - light = n.getLightBlend(day_night_ratio, m_gamedef->ndef()); + light = n.getLightBlend(day_night_ratio, m_client->ndef()); else light = blend_light(day_night_ratio, LIGHT_SUN, 0); @@ -467,7 +467,7 @@ u16 ClientEnvironment::addActiveObject(ClientActiveObject *object) v3s16 p = object->getLightPosition(); MapNode n = m_map->getNodeNoEx(p, &pos_ok); if (pos_ok) - light = n.getLightBlend(getDayNightRatio(), m_gamedef->ndef()); + light = n.getLightBlend(getDayNightRatio(), m_client->ndef()); else light = blend_light(getDayNightRatio(), LIGHT_SUN, 0); @@ -480,7 +480,7 @@ void ClientEnvironment::addActiveObject(u16 id, u8 type, const std::string &init_data) { ClientActiveObject* obj = - ClientActiveObject::create((ActiveObjectType) type, m_gamedef, this); + ClientActiveObject::create((ActiveObjectType) type, m_client, this); if(obj == NULL) { infostream<<"ClientEnvironment::addActiveObject(): " diff --git a/src/clientenvironment.h b/src/clientenvironment.h index e6292b5b7..b30a7a6d7 100644 --- a/src/clientenvironment.h +++ b/src/clientenvironment.h @@ -30,6 +30,7 @@ class ClientMap; class ClientActiveObject; class GenericCAO; class LocalPlayer; +struct PointedThing; /* The client-side environment. @@ -66,15 +67,14 @@ class ClientEnvironment : public Environment { public: ClientEnvironment(ClientMap *map, scene::ISceneManager *smgr, - ITextureSource *texturesource, IGameDef *gamedef, + ITextureSource *texturesource, Client *client, IrrlichtDevice *device); ~ClientEnvironment(); Map & getMap(); ClientMap & getClientMap(); - IGameDef *getGameDef() - { return m_gamedef; } + Client *getGameDef() { return m_client; } void step(f32 dtime); @@ -175,7 +175,7 @@ private: LocalPlayer *m_local_player; scene::ISceneManager *m_smgr; ITextureSource *m_texturesource; - IGameDef *m_gamedef; + Client *m_client; IrrlichtDevice *m_irr; UNORDERED_MAP m_active_objects; std::vector m_simple_objects; diff --git a/src/clientmap.cpp b/src/clientmap.cpp index 542eb03e8..7e688daad 100644 --- a/src/clientmap.cpp +++ b/src/clientmap.cpp @@ -35,13 +35,12 @@ with this program; if not, write to the Free Software Foundation, Inc., ClientMap::ClientMap( Client *client, - IGameDef *gamedef, MapDrawControl &control, scene::ISceneNode* parent, scene::ISceneManager* mgr, s32 id ): - Map(dout_client, gamedef), + Map(dout_client, client), scene::ISceneNode(parent, mgr, id), m_client(client), m_control(control), @@ -140,7 +139,7 @@ static bool isOccluded(Map *map, v3s16 p0, v3s16 p1, float step, float stepfac, return false; } -void ClientMap::getBlocksInViewRange(v3s16 cam_pos_nodes, +void ClientMap::getBlocksInViewRange(v3s16 cam_pos_nodes, v3s16 *p_blocks_min, v3s16 *p_blocks_max) { v3s16 box_nodes_d = m_control.wanted_range * v3s16(1, 1, 1); @@ -766,7 +765,7 @@ void ClientMap::renderPostFx(CameraMode cam_mode) const ContentFeatures& features = m_nodedef->get(n); video::SColor post_effect_color = features.post_effect_color; if(features.solidness == 2 && !(g_settings->getBool("noclip") && - m_gamedef->checkLocalPrivilege("noclip")) && + m_client->checkLocalPrivilege("noclip")) && cam_mode == CAMERA_MODE_FIRST) { post_effect_color = video::SColor(255, 0, 0, 0); diff --git a/src/clientmap.h b/src/clientmap.h index cb686ff33..84228f4ca 100644 --- a/src/clientmap.h +++ b/src/clientmap.h @@ -59,7 +59,7 @@ class ITextureSource; /* ClientMap - + This is the only map class that is able to render itself on screen. */ @@ -68,7 +68,6 @@ class ClientMap : public Map, public scene::ISceneNode public: ClientMap( Client *client, - IGameDef *gamedef, MapDrawControl &control, scene::ISceneNode* parent, scene::ISceneManager* mgr, @@ -114,13 +113,13 @@ public: driver->setTransform(video::ETS_WORLD, AbsoluteTransformation); renderMap(driver, SceneManager->getSceneNodeRenderPass()); } - + virtual const aabb3f &getBoundingBox() const { return m_box; } - - void getBlocksInViewRange(v3s16 cam_pos_nodes, + + void getBlocksInViewRange(v3s16 cam_pos_nodes, v3s16 *p_blocks_min, v3s16 *p_blocks_max); void updateDrawList(video::IVideoDriver* driver); void renderMap(video::IVideoDriver* driver, s32 pass); @@ -132,20 +131,14 @@ public: // For debug printing virtual void PrintInfo(std::ostream &out); - - // Check if sector was drawn on last render() - bool sectorWasDrawn(v2s16 p) - { - return (m_last_drawn_sectors.find(p) != m_last_drawn_sectors.end()); - } const MapDrawControl & getControl() const { return m_control; } f32 getCameraFov() const { return m_camera_fov; } private: Client *m_client; - + aabb3f m_box; - + MapDrawControl &m_control; v3f m_camera_position; @@ -154,7 +147,7 @@ private: v3s16 m_camera_offset; std::map m_drawlist; - + std::set m_last_drawn_sectors; bool m_cache_trilinear_filter; diff --git a/src/clientobject.cpp b/src/clientobject.cpp index ff3f47187..89a0474a4 100644 --- a/src/clientobject.cpp +++ b/src/clientobject.cpp @@ -20,16 +20,15 @@ with this program; if not, write to the Free Software Foundation, Inc., #include "clientobject.h" #include "debug.h" #include "porting.h" -#include "constants.h" /* ClientActiveObject */ -ClientActiveObject::ClientActiveObject(u16 id, IGameDef *gamedef, +ClientActiveObject::ClientActiveObject(u16 id, Client *client, ClientEnvironment *env): ActiveObject(id), - m_gamedef(gamedef), + m_client(client), m_env(env) { } @@ -40,7 +39,7 @@ ClientActiveObject::~ClientActiveObject() } ClientActiveObject* ClientActiveObject::create(ActiveObjectType type, - IGameDef *gamedef, ClientEnvironment *env) + Client *client, ClientEnvironment *env) { // Find factory function UNORDERED_MAP::iterator n = m_types.find(type); @@ -52,7 +51,7 @@ ClientActiveObject* ClientActiveObject::create(ActiveObjectType type, } Factory f = n->second; - ClientActiveObject *object = (*f)(gamedef, env); + ClientActiveObject *object = (*f)(client, env); return object; } diff --git a/src/clientobject.h b/src/clientobject.h index 83931e438..f0bde0adc 100644 --- a/src/clientobject.h +++ b/src/clientobject.h @@ -25,20 +25,9 @@ with this program; if not, write to the Free Software Foundation, Inc., #include #include "util/cpp11_container.h" -/* - -Some planning -------------- - -* Client receives a network packet with information of added objects - in it -* Client supplies the information to its ClientEnvironment -* The environment adds the specified objects to itself - -*/ - class ClientEnvironment; class ITextureSource; +class Client; class IGameDef; class LocalPlayer; struct ItemStack; @@ -47,7 +36,7 @@ class WieldMeshSceneNode; class ClientActiveObject : public ActiveObject { public: - ClientActiveObject(u16 id, IGameDef *gamedef, ClientEnvironment *env); + ClientActiveObject(u16 id, Client *client, ClientEnvironment *env); virtual ~ClientActiveObject(); virtual void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc, @@ -89,7 +78,7 @@ public: virtual void initialize(const std::string &data){} // Create a certain type of ClientActiveObject - static ClientActiveObject* create(ActiveObjectType type, IGameDef *gamedef, + static ClientActiveObject* create(ActiveObjectType type, Client *client, ClientEnvironment *env); // If returns true, punch will not be sent to the server @@ -99,9 +88,9 @@ public: protected: // Used for creating objects based on type - typedef ClientActiveObject* (*Factory)(IGameDef *gamedef, ClientEnvironment *env); + typedef ClientActiveObject* (*Factory)(Client *client, ClientEnvironment *env); static void registerType(u16 type, Factory f); - IGameDef *m_gamedef; + Client *m_client; ClientEnvironment *m_env; private: // Used for creating objects based on type diff --git a/src/collision.cpp b/src/collision.cpp index 595fa8059..c0891c152 100644 --- a/src/collision.cpp +++ b/src/collision.cpp @@ -22,9 +22,12 @@ with this program; if not, write to the Free Software Foundation, Inc., #include "map.h" #include "nodedef.h" #include "gamedef.h" +#ifndef SERVER #include "clientenvironment.h" +#endif #include "serverenvironment.h" #include "serverobject.h" +#include "util/timetaker.h" #include "profiler.h" // float error is 10 - 9.96875 = 0.03125 diff --git a/src/content_cao.cpp b/src/content_cao.cpp index a02d5168e..a4c0bf14d 100644 --- a/src/content_cao.cpp +++ b/src/content_cao.cpp @@ -33,7 +33,6 @@ with this program; if not, write to the Free Software Foundation, Inc., #include "collision.h" #include "settings.h" #include "serialization.h" // For decompressZlib -#include "gamedef.h" #include "clientobject.h" #include "mesh.h" #include "itemdef.h" @@ -139,7 +138,7 @@ static void setBillboardTextureMatrix(scene::IBillboardSceneNode *bill, class TestCAO : public ClientActiveObject { public: - TestCAO(IGameDef *gamedef, ClientEnvironment *env); + TestCAO(Client *client, ClientEnvironment *env); virtual ~TestCAO(); ActiveObjectType getType() const @@ -147,7 +146,7 @@ public: return ACTIVEOBJECT_TYPE_TEST; } - static ClientActiveObject* create(IGameDef *gamedef, ClientEnvironment *env); + static ClientActiveObject* create(Client *client, ClientEnvironment *env); void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc, IrrlichtDevice *irr); @@ -169,8 +168,8 @@ private: // Prototype TestCAO proto_TestCAO(NULL, NULL); -TestCAO::TestCAO(IGameDef *gamedef, ClientEnvironment *env): - ClientActiveObject(0, gamedef, env), +TestCAO::TestCAO(Client *client, ClientEnvironment *env): + ClientActiveObject(0, client, env), m_node(NULL), m_position(v3f(0,10*BS,0)) { @@ -181,9 +180,9 @@ TestCAO::~TestCAO() { } -ClientActiveObject* TestCAO::create(IGameDef *gamedef, ClientEnvironment *env) +ClientActiveObject* TestCAO::create(Client *client, ClientEnvironment *env) { - return new TestCAO(gamedef, env); + return new TestCAO(client, env); } void TestCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc, @@ -283,7 +282,7 @@ void TestCAO::processMessage(const std::string &data) class ItemCAO : public ClientActiveObject { public: - ItemCAO(IGameDef *gamedef, ClientEnvironment *env); + ItemCAO(Client *client, ClientEnvironment *env); virtual ~ItemCAO(); ActiveObjectType getType() const @@ -291,7 +290,7 @@ public: return ACTIVEOBJECT_TYPE_ITEM; } - static ClientActiveObject* create(IGameDef *gamedef, ClientEnvironment *env); + static ClientActiveObject* create(Client *client, ClientEnvironment *env); void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc, IrrlichtDevice *irr); @@ -331,13 +330,13 @@ private: // Prototype ItemCAO proto_ItemCAO(NULL, NULL); -ItemCAO::ItemCAO(IGameDef *gamedef, ClientEnvironment *env): - ClientActiveObject(0, gamedef, env), +ItemCAO::ItemCAO(Client *client, ClientEnvironment *env): + ClientActiveObject(0, client, env), m_selection_box(-BS/3.,0.0,-BS/3., BS/3.,BS*2./3.,BS/3.), m_node(NULL), m_position(v3f(0,10*BS,0)) { - if(!gamedef && !env) + if(!client && !env) { ClientActiveObject::registerType(getType(), create); } @@ -347,9 +346,9 @@ ItemCAO::~ItemCAO() { } -ClientActiveObject* ItemCAO::create(IGameDef *gamedef, ClientEnvironment *env) +ClientActiveObject* ItemCAO::create(Client *client, ClientEnvironment *env) { - return new ItemCAO(gamedef, env); + return new ItemCAO(client, env); } void ItemCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc, @@ -433,7 +432,7 @@ void ItemCAO::updateNodePos() void ItemCAO::updateInfoText() { try{ - IItemDefManager *idef = m_gamedef->idef(); + IItemDefManager *idef = m_client->idef(); ItemStack item; item.deSerialize(m_itemstring, idef); if(item.isKnown(idef)) @@ -458,10 +457,10 @@ void ItemCAO::updateTexture() std::istringstream is(m_itemstring, std::ios_base::binary); video::ITexture *texture = NULL; try{ - IItemDefManager *idef = m_gamedef->idef(); + IItemDefManager *idef = m_client->idef(); ItemStack item; item.deSerialize(is, idef); - texture = idef->getInventoryTexture(item.getDefinition(idef).name, m_gamedef); + texture = idef->getInventoryTexture(item.getDefinition(idef).name, m_client); } catch(SerializationError &e) { @@ -538,15 +537,15 @@ void ItemCAO::initialize(const std::string &data) #include "genericobject.h" -GenericCAO::GenericCAO(IGameDef *gamedef, ClientEnvironment *env): - ClientActiveObject(0, gamedef, env), +GenericCAO::GenericCAO(Client *client, ClientEnvironment *env): + ClientActiveObject(0, client, env), // m_is_player(false), m_is_local_player(false), // m_smgr(NULL), m_irr(NULL), - m_gamedef(NULL), + m_client(NULL), m_selection_box(-BS/3.,-BS/3.,-BS/3., BS/3.,BS/3.,BS/3.), m_meshnode(NULL), m_animated_meshnode(NULL), @@ -581,10 +580,10 @@ GenericCAO::GenericCAO(IGameDef *gamedef, ClientEnvironment *env): m_last_light(255), m_is_visible(false) { - if (gamedef == NULL) { + if (client == NULL) { ClientActiveObject::registerType(getType(), create); } else { - m_gamedef = gamedef; + m_client = client; } } @@ -793,7 +792,7 @@ void GenericCAO::removeFromScene(bool permanent) } if (m_nametag) { - m_gamedef->getCamera()->removeNametag(m_nametag); + m_client->getCamera()->removeNametag(m_nametag); m_nametag = NULL; } } @@ -906,7 +905,7 @@ void GenericCAO::addToScene(scene::ISceneManager *smgr, } else if(m_prop.visual == "mesh") { infostream<<"GenericCAO::addToScene(): mesh"<getMesh(m_prop.mesh); + scene::IAnimatedMesh *mesh = m_client->getMesh(m_prop.mesh); if(mesh) { m_animated_meshnode = smgr->addAnimatedMeshSceneNode(mesh, NULL); @@ -937,12 +936,12 @@ void GenericCAO::addToScene(scene::ISceneManager *smgr, infostream<<"textures: "<= 1){ infostream<<"textures[0]: "<idef(); + IItemDefManager *idef = m_client->idef(); ItemStack item(m_prop.textures[0], 1, 0, "", idef); m_wield_meshnode = new WieldMeshSceneNode( smgr->getRootSceneNode(), smgr, -1); - m_wield_meshnode->setItem(item, m_gamedef); + m_wield_meshnode->setItem(item, m_client); m_wield_meshnode->setScale(v3f(m_prop.visual_size.X/2, m_prop.visual_size.Y/2, @@ -959,7 +958,7 @@ void GenericCAO::addToScene(scene::ISceneManager *smgr, scene::ISceneNode *node = getSceneNode(); if (node && m_prop.nametag != "" && !m_is_local_player) { // Add nametag - m_nametag = m_gamedef->getCamera()->addNametag(node, + m_nametag = m_client->getCamera()->addNametag(node, m_prop.nametag, m_prop.nametag_color); } @@ -1058,11 +1057,11 @@ void GenericCAO::step(float dtime, ClientEnvironment *env) // increase speed if using fast or flying fast if((g_settings->getBool("fast_move") && - m_gamedef->checkLocalPrivilege("fast")) && + m_client->checkLocalPrivilege("fast")) && (controls.aux1 || (!player->touching_ground && g_settings->getBool("free_move") && - m_gamedef->checkLocalPrivilege("fly")))) + m_client->checkLocalPrivilege("fly")))) new_speed *= 1.5; // slowdown speed if sneeking if(controls.sneak && walking) @@ -1129,7 +1128,7 @@ void GenericCAO::step(float dtime, ClientEnvironment *env) } removeFromScene(false); - addToScene(m_smgr, m_gamedef->tsrc(), m_irr); + addToScene(m_smgr, m_client->tsrc(), m_irr); // Attachments, part 2: Now that the parent has been refreshed, put its attachments back for (std::vector::size_type i = 0; i < m_children.size(); i++) { @@ -1199,12 +1198,12 @@ void GenericCAO::step(float dtime, ClientEnvironment *env) m_step_distance_counter = 0; if(!m_is_local_player && m_prop.makes_footstep_sound) { - INodeDefManager *ndef = m_gamedef->ndef(); + INodeDefManager *ndef = m_client->ndef(); v3s16 p = floatToInt(getPosition() + v3f(0, (m_prop.collisionbox.MinEdge.Y-0.5)*BS, 0), BS); MapNode n = m_env->getMap().getNodeNoEx(p); SimpleSoundSpec spec = ndef->get(n).sound_footstep; - m_gamedef->sound()->playSoundAt(spec, false, getPosition()); + m_client->sound()->playSoundAt(spec, false, getPosition()); } } } @@ -1305,7 +1304,7 @@ void GenericCAO::updateTexturePos() void GenericCAO::updateTextures(const std::string &mod) { - ITextureSource *tsrc = m_gamedef->tsrc(); + ITextureSource *tsrc = m_client->tsrc(); bool use_trilinear_filter = g_settings->getBool("trilinear_filter"); bool use_bilinear_filter = g_settings->getBool("bilinear_filter"); @@ -1778,7 +1777,7 @@ bool GenericCAO::directReportPunch(v3f dir, const ItemStack *punchitem, { assert(punchitem); // pre-condition const ToolCapabilities *toolcap = - &punchitem->getToolCapabilities(m_gamedef->idef()); + &punchitem->getToolCapabilities(m_client->idef()); PunchDamageResult result = getPunchDamage( m_armor_groups, toolcap, diff --git a/src/content_cao.h b/src/content_cao.h index a158e8296..96a160055 100644 --- a/src/content_cao.h +++ b/src/content_cao.h @@ -27,6 +27,7 @@ with this program; if not, write to the Free Software Foundation, Inc., #include "itemgroup.h" class Camera; +class Client; struct Nametag; /* @@ -68,7 +69,7 @@ private: // scene::ISceneManager *m_smgr; IrrlichtDevice *m_irr; - IGameDef *m_gamedef; + Client *m_client; aabb3f m_selection_box; scene::IMeshSceneNode *m_meshnode; scene::IAnimatedMeshSceneNode *m_animated_meshnode; @@ -109,13 +110,13 @@ private: std::vector m_children; public: - GenericCAO(IGameDef *gamedef, ClientEnvironment *env); + GenericCAO(Client *client, ClientEnvironment *env); ~GenericCAO(); - static ClientActiveObject* create(IGameDef *gamedef, ClientEnvironment *env) + static ClientActiveObject* create(Client *client, ClientEnvironment *env) { - return new GenericCAO(gamedef, env); + return new GenericCAO(client, env); } inline ActiveObjectType getType() const diff --git a/src/content_cso.cpp b/src/content_cso.cpp index c0407f460..aca71212b 100644 --- a/src/content_cso.cpp +++ b/src/content_cso.cpp @@ -21,20 +21,9 @@ with this program; if not, write to the Free Software Foundation, Inc., #include #include "client/tile.h" #include "clientenvironment.h" -#include "gamedef.h" +#include "client.h" #include "map.h" -/* -static void setBillboardTextureMatrix(scene::IBillboardSceneNode *bill, - float txs, float tys, int col, int row) -{ - video::SMaterial& material = bill->getMaterial(0); - core::matrix4& matrix = material.getTextureMatrix(0); - matrix.setTextureTranslate(txs*col, tys*row); - matrix.setTextureScale(txs, tys); -} -*/ - class SmokePuffCSO: public ClientSimpleObject { float m_age; diff --git a/src/content_mapblock.cpp b/src/content_mapblock.cpp index 8ce0f1e0a..a7134590b 100644 --- a/src/content_mapblock.cpp +++ b/src/content_mapblock.cpp @@ -26,7 +26,7 @@ with this program; if not, write to the Free Software Foundation, Inc., #include "client/tile.h" #include "mesh.h" #include -#include "gamedef.h" +#include "client.h" #include "log.h" #include "noise.h" @@ -188,8 +188,8 @@ static inline int NeighborToIndex(const v3s16 &pos) void mapblock_mesh_generate_special(MeshMakeData *data, MeshCollector &collector) { - INodeDefManager *nodedef = data->m_gamedef->ndef(); - scene::ISceneManager* smgr = data->m_gamedef->getSceneManager(); + INodeDefManager *nodedef = data->m_client->ndef(); + scene::ISceneManager* smgr = data->m_client->getSceneManager(); scene::IMeshManipulator* meshmanip = smgr->getMeshManipulator(); // 0ms diff --git a/src/content_sao.cpp b/src/content_sao.cpp index f866d4372..dd8bdc592 100644 --- a/src/content_sao.cpp +++ b/src/content_sao.cpp @@ -273,7 +273,7 @@ void LuaEntitySAO::step(float dtime, bool send_recommended) v3f p_pos = m_base_position; v3f p_velocity = m_velocity; v3f p_acceleration = m_acceleration; - moveresult = collisionMoveSimple(m_env,m_env->getGameDef(), + moveresult = collisionMoveSimple(m_env, m_env->getGameDef(), pos_max_d, box, m_prop.stepheight, dtime, &p_pos, &p_velocity, p_acceleration, this, m_prop.collideWithObjects); @@ -945,7 +945,7 @@ void PlayerSAO::step(float dtime, bool send_recommended) // get head position v3s16 p = floatToInt(m_base_position + v3f(0, BS * 1.6, 0), BS); MapNode n = m_env->getMap().getNodeNoEx(p); - const ContentFeatures &c = ((Server*) m_env->getGameDef())->ndef()->get(n); + const ContentFeatures &c = m_env->getGameDef()->ndef()->get(n); // If node generates drown if (c.drowning > 0) { if (m_hp > 0 && m_breath > 0) @@ -954,7 +954,7 @@ void PlayerSAO::step(float dtime, bool send_recommended) // No more breath, damage player if (m_breath == 0) { setHP(m_hp - c.drowning); - ((Server*) m_env->getGameDef())->SendPlayerHPOrDie(this); + m_env->getGameDef()->SendPlayerHPOrDie(this); } } } @@ -963,7 +963,7 @@ void PlayerSAO::step(float dtime, bool send_recommended) // get head position v3s16 p = floatToInt(m_base_position + v3f(0, BS * 1.6, 0), BS); MapNode n = m_env->getMap().getNodeNoEx(p); - const ContentFeatures &c = ((Server*) m_env->getGameDef())->ndef()->get(n); + const ContentFeatures &c = m_env->getGameDef()->ndef()->get(n); // If player is alive & no drowning, breath if (m_hp > 0 && c.drowning == 0) setBreath(m_breath + 1); @@ -985,7 +985,7 @@ void PlayerSAO::step(float dtime, bool send_recommended) m_attachment_position = v3f(0,0,0); m_attachment_rotation = v3f(0,0,0); setBasePosition(m_last_good_position); - ((Server*)m_env->getGameDef())->SendMovePlayer(m_peer_id); + m_env->getGameDef()->SendMovePlayer(m_peer_id); } //dstream<<"PlayerSAO::step: dtime: "<getGameDef())->SendMovePlayer(m_peer_id); + m_env->getGameDef()->SendMovePlayer(m_peer_id); } void PlayerSAO::moveTo(v3f pos, bool continuous) @@ -1118,7 +1118,7 @@ void PlayerSAO::moveTo(v3f pos, bool continuous) setBasePosition(pos); // Movement caused by this command is always valid m_last_good_position = pos; - ((Server*)m_env->getGameDef())->SendMovePlayer(m_peer_id); + m_env->getGameDef()->SendMovePlayer(m_peer_id); } void PlayerSAO::setYaw(const float yaw) @@ -1148,7 +1148,7 @@ void PlayerSAO::setWantedRange(const s16 range) void PlayerSAO::setYawAndSend(const float yaw) { setYaw(yaw); - ((Server*)m_env->getGameDef())->SendMovePlayer(m_peer_id); + m_env->getGameDef()->SendMovePlayer(m_peer_id); } void PlayerSAO::setPitch(const float pitch) @@ -1162,7 +1162,7 @@ void PlayerSAO::setPitch(const float pitch) void PlayerSAO::setPitchAndSend(const float pitch) { setPitch(pitch); - ((Server*)m_env->getGameDef())->SendMovePlayer(m_peer_id); + m_env->getGameDef()->SendMovePlayer(m_peer_id); } int PlayerSAO::punch(v3f dir, @@ -1273,7 +1273,7 @@ void PlayerSAO::setBreath(const u16 breath, bool send) m_breath = MYMIN(breath, PLAYER_MAX_BREATH); if (send) - ((Server *) m_env->getGameDef())->SendPlayerBreath(this); + m_env->getGameDef()->SendPlayerBreath(this); } void PlayerSAO::setArmorGroups(const ItemGroupList &armor_groups) diff --git a/src/emerge.cpp b/src/emerge.cpp index 25b2e924b..3f0a46010 100644 --- a/src/emerge.cpp +++ b/src/emerge.cpp @@ -89,13 +89,13 @@ private: //// EmergeManager //// -EmergeManager::EmergeManager(IGameDef *gamedef) +EmergeManager::EmergeManager(Server *server) { - this->ndef = gamedef->getNodeDefManager(); - this->biomemgr = new BiomeManager(gamedef); - this->oremgr = new OreManager(gamedef); - this->decomgr = new DecorationManager(gamedef); - this->schemmgr = new SchematicManager(gamedef); + this->ndef = server->getNodeDefManager(); + this->biomemgr = new BiomeManager(server); + this->oremgr = new OreManager(server); + this->decomgr = new DecorationManager(server); + this->schemmgr = new SchematicManager(server); this->gen_notify_on = 0; // Note that accesses to this variable are not synchronized. @@ -128,7 +128,7 @@ EmergeManager::EmergeManager(IGameDef *gamedef) m_qlimit_generate = 1; for (s16 i = 0; i < nthreads; i++) - m_threads.push_back(new EmergeThread((Server *)gamedef, i)); + m_threads.push_back(new EmergeThread(server, i)); infostream << "EmergeManager: using " << nthreads << " threads" << std::endl; } diff --git a/src/emerge.h b/src/emerge.h index 71ad97da3..76653e6cd 100644 --- a/src/emerge.h +++ b/src/emerge.h @@ -42,6 +42,7 @@ class BiomeManager; class OreManager; class DecorationManager; class SchematicManager; +class Server; // Structure containing inputs/outputs for chunk generation struct BlockMakeData { @@ -115,7 +116,7 @@ public: SchematicManager *schemmgr; // Methods - EmergeManager(IGameDef *gamedef); + EmergeManager(Server *server); ~EmergeManager(); bool initMapgens(MapgenParams *mgparams); diff --git a/src/environment.h b/src/environment.h index 14a18421b..0cc3222f9 100644 --- a/src/environment.h +++ b/src/environment.h @@ -42,13 +42,6 @@ with this program; if not, write to the Free Software Foundation, Inc., #include "threading/atomic.h" #include "network/networkprotocol.h" // for AccessDeniedCode -class ITextureSource; -class IGameDef; -class Map; -class GameScripting; -class Player; -class PointedThing; - class Environment { public: diff --git a/src/game.cpp b/src/game.cpp index cfa6234ff..1070cb1b2 100644 --- a/src/game.cpp +++ b/src/game.cpp @@ -916,16 +916,14 @@ bool nodePlacementPrediction(Client &client, } static inline void create_formspec_menu(GUIFormSpecMenu **cur_formspec, - InventoryManager *invmgr, IGameDef *gamedef, - IWritableTextureSource *tsrc, IrrlichtDevice *device, - JoystickController *joystick, - IFormSource *fs_src, TextDest *txt_dest, Client *client) + Client *client, IrrlichtDevice *device, JoystickController *joystick, + IFormSource *fs_src, TextDest *txt_dest) { if (*cur_formspec == 0) { *cur_formspec = new GUIFormSpecMenu(device, joystick, - guiroot, -1, &g_menumgr, invmgr, gamedef, tsrc, - fs_src, txt_dest, client); + guiroot, -1, &g_menumgr, client, client->getTextureSource(), + fs_src, txt_dest); (*cur_formspec)->doPause = false; /* @@ -950,9 +948,9 @@ static inline void create_formspec_menu(GUIFormSpecMenu **cur_formspec, #endif static void show_deathscreen(GUIFormSpecMenu **cur_formspec, - InventoryManager *invmgr, IGameDef *gamedef, + Client *client, IWritableTextureSource *tsrc, IrrlichtDevice *device, - JoystickController *joystick, Client *client) + JoystickController *joystick) { std::string formspec = std::string(FORMSPEC_VERSION_STRING) + @@ -968,13 +966,12 @@ static void show_deathscreen(GUIFormSpecMenu **cur_formspec, FormspecFormSource *fs_src = new FormspecFormSource(formspec); LocalFormspecHandler *txt_dst = new LocalFormspecHandler("MT_DEATH_SCREEN", client); - create_formspec_menu(cur_formspec, invmgr, gamedef, tsrc, device, - joystick, fs_src, txt_dst, NULL); + create_formspec_menu(cur_formspec, client, device, joystick, fs_src, txt_dst); } /******************************************************************************/ static void show_pause_menu(GUIFormSpecMenu **cur_formspec, - InventoryManager *invmgr, IGameDef *gamedef, + Client *client, IWritableTextureSource *tsrc, IrrlichtDevice *device, JoystickController *joystick, bool singleplayermode) { @@ -1041,8 +1038,7 @@ static void show_pause_menu(GUIFormSpecMenu **cur_formspec, FormspecFormSource *fs_src = new FormspecFormSource(os.str()); LocalFormspecHandler *txt_dst = new LocalFormspecHandler("MT_PAUSE_MENU"); - create_formspec_menu(cur_formspec, invmgr, gamedef, tsrc, device, - joystick, fs_src, txt_dst, NULL); + create_formspec_menu(cur_formspec, client, device, joystick, fs_src, txt_dst); std::string con("btn_continue"); (*cur_formspec)->setFocus(con); (*cur_formspec)->doPause = true; @@ -1534,7 +1530,6 @@ private: bool *kill; std::string *error_message; bool *reconnect_requested; - IGameDef *gamedef; // Convenience (same as *client) scene::ISceneNode *skybox; bool random_input; @@ -2011,7 +2006,7 @@ bool Game::createClient(const std::string &playername, /* Camera */ - camera = new Camera(smgr, *draw_control, gamedef); + camera = new Camera(smgr, *draw_control, client); if (!camera || !camera->successfullyCreated(*error_message)) return false; client->setCamera(camera); @@ -2068,7 +2063,7 @@ bool Game::createClient(const std::string &playername, player->hurt_tilt_timer = 0; player->hurt_tilt_strength = 0; - hud = new Hud(driver, smgr, guienv, gamedef, player, local_inventory); + hud = new Hud(driver, smgr, guienv, client, player, local_inventory); if (!hud) { *error_message = "Memory error: could not create HUD"; @@ -2198,8 +2193,6 @@ bool Game::connectToServer(const std::string &playername, if (!client) return false; - gamedef = client; // Client acts as our GameDef - infostream << "Connecting to server at "; connect_address.print(&infostream); infostream << std::endl; @@ -2445,7 +2438,7 @@ inline bool Game::handleCallbacks() void Game::processQueues() { texture_src->processQueue(); - itemdef_manager->processQueue(gamedef); + itemdef_manager->processQueue(client); shader_src->processQueue(); } @@ -2617,7 +2610,7 @@ void Game::processKeyInput(VolatileRunFlags *flags, openInventory(); } else if (wasKeyDown(KeyType::ESC) || input->wasKeyDown(CancelKey)) { if (!gui_chat_console->isOpenInhibited()) { - show_pause_menu(¤t_formspec, client, gamedef, + show_pause_menu(¤t_formspec, client, texture_src, device, &input->joystick, simple_singleplayer_mode); } @@ -2769,8 +2762,7 @@ void Game::openInventory() PlayerInventoryFormSource *fs_src = new PlayerInventoryFormSource(client); TextDest *txt_dst = new TextDestPlayerInventory(client); - create_formspec_menu(¤t_formspec, client, gamedef, texture_src, - device, &input->joystick, fs_src, txt_dst, client); + create_formspec_menu(¤t_formspec, client, device, &input->joystick, fs_src, txt_dst); cur_formname = ""; InventoryLocation inventoryloc; @@ -3245,13 +3237,13 @@ void Game::processClientEvents(CameraOrientation *cam, float *damage_flash) rangelim(event.player_damage.amount / 4, 1.0, 4.0); MtEvent *e = new SimpleTriggerEvent("PlayerDamage"); - gamedef->event()->put(e); + client->event()->put(e); } else if (event.type == CE_PLAYER_FORCE_MOVE) { cam->camera_yaw = event.player_force_move.yaw; cam->camera_pitch = event.player_force_move.pitch; } else if (event.type == CE_DEATHSCREEN) { - show_deathscreen(¤t_formspec, client, gamedef, texture_src, - device, &input->joystick, client); + show_deathscreen(¤t_formspec, client, texture_src, + device, &input->joystick); chat_backend->addMessage(L"", L"You died."); @@ -3271,9 +3263,8 @@ void Game::processClientEvents(CameraOrientation *cam, float *damage_flash) TextDestPlayerInventory *txt_dst = new TextDestPlayerInventory(client, *(event.show_formspec.formname)); - create_formspec_menu(¤t_formspec, client, gamedef, - texture_src, device, &input->joystick, - fs_src, txt_dst, client); + create_formspec_menu(¤t_formspec, client, device, &input->joystick, + fs_src, txt_dst); cur_formname = *(event.show_formspec.formname); } @@ -3282,7 +3273,7 @@ void Game::processClientEvents(CameraOrientation *cam, float *damage_flash) } else if ((event.type == CE_SPAWN_PARTICLE) || (event.type == CE_ADD_PARTICLESPAWNER) || (event.type == CE_DELETE_PARTICLESPAWNER)) { - client->getParticleManager()->handleParticleEvent(&event, gamedef, + client->getParticleManager()->handleParticleEvent(&event, client, smgr, player); } else if (event.type == CE_HUDADD) { u32 id = event.hudadd.id; @@ -3840,8 +3831,8 @@ void Game::handlePointingAtNode(GameRunData *runData, &client->getEnv().getClientMap(), nodepos); TextDest *txt_dst = new TextDestNodeMetadata(nodepos, client); - create_formspec_menu(¤t_formspec, client, gamedef, - texture_src, device, &input->joystick, fs_src, txt_dst, client); + create_formspec_menu(¤t_formspec, client, + device, &input->joystick, fs_src, txt_dst); cur_formname = ""; current_formspec->setFormSpec(meta->getString("formspec"), inventoryloc); @@ -3972,7 +3963,7 @@ void Game::handleDigging(GameRunData *runData, if (m_cache_enable_particles) { const ContentFeatures &features = client->getNodeDefManager()->get(n); - client->getParticleManager()->addPunchingParticles(gamedef, smgr, + client->getParticleManager()->addPunchingParticles(client, smgr, player, nodepos, features.tiles); } } @@ -4019,7 +4010,7 @@ void Game::handleDigging(GameRunData *runData, if (m_cache_enable_particles) { const ContentFeatures &features = client->getNodeDefManager()->get(wasnode); - client->getParticleManager()->addDiggingParticles(gamedef, smgr, + client->getParticleManager()->addDiggingParticles(client, smgr, player, nodepos, features.tiles); } @@ -4043,7 +4034,7 @@ void Game::handleDigging(GameRunData *runData, // Send event to trigger sound MtEvent *e = new NodeDugEvent(nodepos, wasnode); - gamedef->event()->put(e); + client->event()->put(e); } if (runData->dig_time_complete < 100000.0) { diff --git a/src/gamedef.h b/src/gamedef.h index 7e3da4cac..cb624bd6a 100644 --- a/src/gamedef.h +++ b/src/gamedef.h @@ -53,47 +53,22 @@ public: virtual INodeDefManager* getNodeDefManager()=0; virtual ICraftDefManager* getCraftDefManager()=0; - // This is always thread-safe, but referencing the irrlicht texture - // pointers in other threads than main thread will make things explode. - virtual ITextureSource* getTextureSource()=0; - - virtual IShaderSource* getShaderSource()=0; - // Used for keeping track of names/ids of unknown nodes virtual u16 allocateUnknownNodeId(const std::string &name)=0; - // Only usable on the client - virtual ISoundManager* getSoundManager()=0; virtual MtEventManager* getEventManager()=0; - virtual scene::IAnimatedMesh* getMesh(const std::string &filename) - { return NULL; } - virtual scene::ISceneManager* getSceneManager()=0; - - virtual Camera* getCamera() - { return NULL; } - virtual void setCamera(Camera *camera) {} // Only usable on the server, and NOT thread-safe. It is usable from the // environment thread. - virtual IRollbackManager* getRollbackManager(){return NULL;} - - // Only usable on the server. Thread safe if not written while running threads. - virtual EmergeManager *getEmergeManager() { return NULL; } - - // Used on the client - virtual bool checkLocalPrivilege(const std::string &priv) - { return false; } + virtual IRollbackManager* getRollbackManager() { return NULL; } // Shorthands IItemDefManager *idef() { return getItemDefManager(); } INodeDefManager *ndef() { return getNodeDefManager(); } ICraftDefManager *cdef() { return getCraftDefManager(); } - ITextureSource *tsrc() { return getTextureSource(); } - ISoundManager *sound() { return getSoundManager(); } - IShaderSource *shsrc() { return getShaderSource(); } + MtEventManager *event() { return getEventManager(); } IRollbackManager *rollback() { return getRollbackManager();} - EmergeManager *emerge() { return getEmergeManager(); } }; #endif diff --git a/src/guiEngine.cpp b/src/guiEngine.cpp index a3c35f68d..6d66ed08d 100644 --- a/src/guiEngine.cpp +++ b/src/guiEngine.cpp @@ -194,11 +194,9 @@ GUIEngine::GUIEngine( irr::IrrlichtDevice* dev, -1, m_menumanager, NULL /* &client */, - NULL /* gamedef */, m_texture_source, m_formspecgui, m_buttonhandler, - NULL, false); m_menu->allowClose(false); diff --git a/src/guiFormSpecMenu.cpp b/src/guiFormSpecMenu.cpp index bfc7a9b79..45b0e9c11 100644 --- a/src/guiFormSpecMenu.cpp +++ b/src/guiFormSpecMenu.cpp @@ -81,13 +81,12 @@ static unsigned int font_line_height(gui::IGUIFont *font) GUIFormSpecMenu::GUIFormSpecMenu(irr::IrrlichtDevice* dev, JoystickController *joystick, gui::IGUIElement* parent, s32 id, IMenuManager *menumgr, - InventoryManager *invmgr, IGameDef *gamedef, + Client *client, ISimpleTextureSource *tsrc, IFormSource* fsrc, TextDest* tdst, - Client* client, bool remap_dbl_click) : + bool remap_dbl_click) : GUIModalMenu(dev->getGUIEnvironment(), parent, id, menumgr), m_device(dev), - m_invmgr(invmgr), - m_gamedef(gamedef), + m_invmgr(client), m_tsrc(tsrc), m_client(client), m_selected_item(NULL), @@ -307,8 +306,8 @@ void GUIFormSpecMenu::parseContainerEnd(parserData* data) void GUIFormSpecMenu::parseList(parserData* data,std::string element) { - if (m_gamedef == 0) { - warningstream<<"invalid use of 'list' with m_gamedef==0"<explicit_size) warningstream<<"invalid use of item_image_button without a size[] element"<idef(); + IItemDefManager *idef = m_client->idef(); ItemStack item; item.deSerialize(item_name, idef); @@ -2297,14 +2296,14 @@ void GUIFormSpecMenu::drawList(const ListDrawSpec &s, int phase, if(!item.empty()) { drawItemStack(driver, m_font, item, - rect, &AbsoluteClippingRect, m_gamedef, + rect, &AbsoluteClippingRect, m_client, rotation_kind); } // Draw tooltip std::wstring tooltip_text = L""; if (hovering && !m_selected_item) { - tooltip_text = utf8_to_wide(item.getDefinition(m_gamedef->idef()).description); + tooltip_text = utf8_to_wide(item.getDefinition(m_client->idef()).description); } if (tooltip_text != L"") { std::vector tt_rows = str_split(tooltip_text, L'\n'); @@ -2349,7 +2348,7 @@ void GUIFormSpecMenu::drawSelectedItem() if (!m_selected_item) { drawItemStack(driver, m_font, ItemStack(), core::rect(v2s32(0, 0), v2s32(0, 0)), - NULL, m_gamedef, IT_ROT_DRAGGED); + NULL, m_client, IT_ROT_DRAGGED); return; } @@ -2363,7 +2362,7 @@ void GUIFormSpecMenu::drawSelectedItem() core::rect imgrect(0,0,imgsize.X,imgsize.Y); core::rect rect = imgrect + (m_pointer - imgrect.getCenter()); rect.constrainTo(driver->getViewPort()); - drawItemStack(driver, m_font, stack, rect, NULL, m_gamedef, IT_ROT_DRAGGED); + drawItemStack(driver, m_font, stack, rect, NULL, m_client, IT_ROT_DRAGGED); } void GUIFormSpecMenu::drawMenu() @@ -2488,11 +2487,11 @@ void GUIFormSpecMenu::drawMenu() */ for(u32 i=0; iidef(); + IItemDefManager *idef = m_client->idef(); ItemStack item; item.deSerialize(spec.item_name, idef); core::rect imgrect(0, 0, spec.geom.X, spec.geom.Y); @@ -2509,7 +2508,7 @@ void GUIFormSpecMenu::drawMenu() #endif } drawItemStack(driver, m_font, item, rect, &AbsoluteClippingRect, - m_gamedef, IT_ROT_NONE); + m_client, IT_ROT_NONE); } /* @@ -2527,7 +2526,7 @@ void GUIFormSpecMenu::drawMenu() if (!item_hovered) { drawItemStack(driver, m_font, ItemStack(), core::rect(v2s32(0, 0), v2s32(0, 0)), - NULL, m_gamedef, IT_ROT_HOVERED); + NULL, m_client, IT_ROT_HOVERED); } /* TODO find way to show tooltips on touchscreen */ @@ -3470,7 +3469,7 @@ bool GUIFormSpecMenu::OnEvent(const SEvent& event) // Check how many items can be moved move_amount = stack_from.count = MYMIN(move_amount, stack_from.count); - ItemStack leftover = stack_to.addItem(stack_from, m_gamedef->idef()); + ItemStack leftover = stack_to.addItem(stack_from, m_client->idef()); // If source stack cannot be added to destination stack at all, // they are swapped if ((leftover.count == stack_from.count) && diff --git a/src/guiFormSpecMenu.h b/src/guiFormSpecMenu.h index 95df11e6a..94b52e6f0 100644 --- a/src/guiFormSpecMenu.h +++ b/src/guiFormSpecMenu.h @@ -34,7 +34,6 @@ with this program; if not, write to the Free Software Foundation, Inc., #include "util/string.h" #include "util/enriched_string.h" -class IGameDef; class InventoryManager; class ISimpleTextureSource; class Client; @@ -289,12 +288,10 @@ public: JoystickController *joystick, gui::IGUIElement* parent, s32 id, IMenuManager *menumgr, - InventoryManager *invmgr, - IGameDef *gamedef, + Client *client, ISimpleTextureSource *tsrc, IFormSource* fs_src, TextDest* txt_dst, - Client* client, bool remap_dbl_click = true); ~GUIFormSpecMenu(); @@ -384,7 +381,6 @@ protected: irr::IrrlichtDevice* m_device; InventoryManager *m_invmgr; - IGameDef *m_gamedef; ISimpleTextureSource *m_tsrc; Client *m_client; diff --git a/src/hud.cpp b/src/hud.cpp index 43d957380..a602125e3 100644 --- a/src/hud.cpp +++ b/src/hud.cpp @@ -22,10 +22,8 @@ with this program; if not, write to the Free Software Foundation, Inc., #include "hud.h" #include "settings.h" #include "util/numeric.h" -#include "util/string.h" #include "log.h" -#include "gamedef.h" -#include "itemdef.h" +#include "client.h" #include "inventory.h" #include "client/tile.h" #include "localplayer.h" @@ -41,13 +39,13 @@ with this program; if not, write to the Free Software Foundation, Inc., #endif Hud::Hud(video::IVideoDriver *driver, scene::ISceneManager* smgr, - gui::IGUIEnvironment* guienv, IGameDef *gamedef, LocalPlayer *player, + gui::IGUIEnvironment* guienv, Client *client, LocalPlayer *player, Inventory *inventory) { this->driver = driver; this->smgr = smgr; this->guienv = guienv; - this->gamedef = gamedef; + this->client = client; this->player = player; this->inventory = inventory; @@ -61,7 +59,7 @@ Hud::Hud(video::IVideoDriver *driver, scene::ISceneManager* smgr, for (unsigned int i = 0; i < 4; i++) hbar_colors[i] = video::SColor(255, 255, 255, 255); - tsrc = gamedef->getTextureSource(); + tsrc = client->getTextureSource(); v3f crosshair_color = g_settings->getV3F("crosshair_color"); u32 cross_r = rangelim(myround(crosshair_color.X), 0, 255); @@ -92,7 +90,7 @@ Hud::Hud(video::IVideoDriver *driver, scene::ISceneManager* smgr, m_selection_material.Lighting = false; if (g_settings->getBool("enable_shaders")) { - IShaderSource *shdrsrc = gamedef->getShaderSource(); + IShaderSource *shdrsrc = client->getShaderSource(); u16 shader_id = shdrsrc->getShader( mode == "halo" ? "selection_shader" : "default_shader", 1, 1); m_selection_material.MaterialType = shdrsrc->getShaderInfo(shader_id).material; @@ -193,7 +191,7 @@ void Hud::drawItem(const ItemStack &item, const core::rect& rect, if (!use_hotbar_image) driver->draw2DRectangle(bgcolor2, rect, NULL); drawItemStack(driver, g_fontengine->getFont(), item, rect, NULL, - gamedef, selected ? IT_ROT_SELECTED : IT_ROT_NONE); + client, selected ? IT_ROT_SELECTED : IT_ROT_NONE); } //NOTE: selectitem = 0 -> no selected; selectitem 1-based @@ -629,7 +627,7 @@ void drawItemStack(video::IVideoDriver *driver, const ItemStack &item, const core::rect &rect, const core::rect *clip, - IGameDef *gamedef, + Client *client, ItemRotationKind rotation_kind) { static MeshTimeInfo rotation_time_infos[IT_ROT_NONE]; @@ -643,8 +641,8 @@ void drawItemStack(video::IVideoDriver *driver, return; } - const ItemDefinition &def = item.getDefinition(gamedef->idef()); - scene::IMesh* mesh = gamedef->idef()->getWieldMesh(def.name, gamedef); + const ItemDefinition &def = item.getDefinition(client->idef()); + scene::IMesh* mesh = client->idef()->getWieldMesh(def.name, client); if (mesh) { driver->clearZBuffer(); diff --git a/src/hud.h b/src/hud.h index a4d7990e9..efa0c3648 100644 --- a/src/hud.h +++ b/src/hud.h @@ -95,7 +95,7 @@ struct HudElement { #include #include "irr_aabb3d.h" -class IGameDef; +class Client; class ITextureSource; class Inventory; class InventoryList; @@ -107,7 +107,7 @@ public: video::IVideoDriver *driver; scene::ISceneManager* smgr; gui::IGUIEnvironment *guienv; - IGameDef *gamedef; + Client *client; LocalPlayer *player; Inventory *inventory; ITextureSource *tsrc; @@ -121,7 +121,7 @@ public: bool use_hotbar_selected_image; Hud(video::IVideoDriver *driver,scene::ISceneManager* smgr, - gui::IGUIEnvironment* guienv, IGameDef *gamedef, LocalPlayer *player, + gui::IGUIEnvironment* guienv, Client *client, LocalPlayer *player, Inventory *inventory); ~Hud(); @@ -190,7 +190,7 @@ void drawItemStack(video::IVideoDriver *driver, const ItemStack &item, const core::rect &rect, const core::rect *clip, - IGameDef *gamedef, + Client *client, ItemRotationKind rotation_kind); #endif diff --git a/src/itemdef.cpp b/src/itemdef.cpp index 1aa6331dc..5ba9d8f9a 100644 --- a/src/itemdef.cpp +++ b/src/itemdef.cpp @@ -20,7 +20,6 @@ with this program; if not, write to the Free Software Foundation, Inc., #include "itemdef.h" -#include "gamedef.h" #include "nodedef.h" #include "tool.h" #include "inventory.h" @@ -29,6 +28,7 @@ with this program; if not, write to the Free Software Foundation, Inc., #include "mesh.h" #include "wieldmesh.h" #include "client/tile.h" +#include "client.h" #endif #include "log.h" #include "settings.h" @@ -317,7 +317,7 @@ public: #ifndef SERVER public: ClientCached* createClientCachedDirect(const std::string &name, - IGameDef *gamedef) const + Client *client) const { infostream<<"Lazily creating item texture and mesh for \"" <getTextureSource(); + ITextureSource *tsrc = client->getTextureSource(); const ItemDefinition &def = get(name); // Create new ClientCached @@ -345,7 +345,7 @@ public: ItemStack item = ItemStack(); item.name = def.name; - scene::IMesh *mesh = getItemMesh(gamedef, item); + scene::IMesh *mesh = getItemMesh(client, item); cc->wield_mesh = mesh; // Put in cache @@ -354,7 +354,7 @@ public: return cc; } ClientCached* getClientCached(const std::string &name, - IGameDef *gamedef) const + Client *client) const { ClientCached *cc = NULL; m_clientcached.get(name, &cc); @@ -363,7 +363,7 @@ public: if(thr_is_current_thread(m_main_thread)) { - return createClientCachedDirect(name, gamedef); + return createClientCachedDirect(name, client); } else { @@ -392,18 +392,18 @@ public: } // Get item inventory texture virtual video::ITexture* getInventoryTexture(const std::string &name, - IGameDef *gamedef) const + Client *client) const { - ClientCached *cc = getClientCached(name, gamedef); + ClientCached *cc = getClientCached(name, client); if(!cc) return NULL; return cc->inventory_texture; } // Get item wield mesh virtual scene::IMesh* getWieldMesh(const std::string &name, - IGameDef *gamedef) const + Client *client) const { - ClientCached *cc = getClientCached(name, gamedef); + ClientCached *cc = getClientCached(name, client); if(!cc) return NULL; return cc->wield_mesh; @@ -543,7 +543,7 @@ public: request = m_get_clientcached_queue.pop(); m_get_clientcached_queue.pushResult(request, - createClientCachedDirect(request.key, gamedef)); + createClientCachedDirect(request.key, (Client *)gamedef)); } #endif } diff --git a/src/itemdef.h b/src/itemdef.h index dcb98e8a9..2ade6116a 100644 --- a/src/itemdef.h +++ b/src/itemdef.h @@ -28,6 +28,7 @@ with this program; if not, write to the Free Software Foundation, Inc., #include "itemgroup.h" #include "sound.h" class IGameDef; +class Client; struct ToolCapabilities; /* @@ -107,10 +108,10 @@ public: #ifndef SERVER // Get item inventory texture virtual video::ITexture* getInventoryTexture(const std::string &name, - IGameDef *gamedef) const=0; + Client *client) const=0; // Get item wield mesh virtual scene::IMesh* getWieldMesh(const std::string &name, - IGameDef *gamedef) const=0; + Client *client) const=0; #endif virtual void serialize(std::ostream &os, u16 protocol_version)=0; @@ -133,10 +134,10 @@ public: #ifndef SERVER // Get item inventory texture virtual video::ITexture* getInventoryTexture(const std::string &name, - IGameDef *gamedef) const=0; + Client *client) const=0; // Get item wield mesh virtual scene::IMesh* getWieldMesh(const std::string &name, - IGameDef *gamedef) const=0; + Client *client) const=0; #endif // Remove all registered item and node definitions and aliases diff --git a/src/localplayer.cpp b/src/localplayer.cpp index 4d0ca0600..b859c6455 100644 --- a/src/localplayer.cpp +++ b/src/localplayer.cpp @@ -21,7 +21,6 @@ with this program; if not, write to the Free Software Foundation, Inc., #include "event.h" #include "collision.h" -#include "gamedef.h" #include "nodedef.h" #include "settings.h" #include "environment.h" @@ -32,8 +31,8 @@ with this program; if not, write to the Free Software Foundation, Inc., LocalPlayer */ -LocalPlayer::LocalPlayer(Client *gamedef, const char *name): - Player(name, gamedef->idef()), +LocalPlayer::LocalPlayer(Client *client, const char *name): + Player(name, client->idef()), parent(0), hp(PLAYER_MAX_HP), got_teleported(false), @@ -79,7 +78,7 @@ LocalPlayer::LocalPlayer(Client *gamedef, const char *name): camera_barely_in_ceiling(false), m_collisionbox(-BS * 0.30, 0.0, -BS * 0.30, BS * 0.30, BS * 1.75, BS * 0.30), m_cao(NULL), - m_gamedef(gamedef) + m_client(client) { // Initialize hp to 0, so that no hearts will be shown if server // doesn't support health points @@ -96,7 +95,7 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d, std::vector *collision_info) { Map *map = &env->getMap(); - INodeDefManager *nodemgr = m_gamedef->ndef(); + INodeDefManager *nodemgr = m_client->ndef(); v3f position = getPosition(); @@ -109,8 +108,8 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d, } // Skip collision detection if noclip mode is used - bool fly_allowed = m_gamedef->checkLocalPrivilege("fly"); - bool noclip = m_gamedef->checkLocalPrivilege("noclip") && + bool fly_allowed = m_client->checkLocalPrivilege("fly"); + bool noclip = m_client->checkLocalPrivilege("noclip") && g_settings->getBool("noclip"); bool free_move = noclip && fly_allowed && g_settings->getBool("free_move"); if (free_move) { @@ -241,7 +240,7 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d, v3f accel_f = v3f(0,0,0); - collisionMoveResult result = collisionMoveSimple(env, m_gamedef, + collisionMoveResult result = collisionMoveSimple(env, m_client, pos_max_d, m_collisionbox, player_stepheight, dtime, &position, &m_speed, accel_f); @@ -376,7 +375,7 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d, if(!result.standing_on_object && !touching_ground_was && touching_ground) { MtEvent *e = new SimpleTriggerEvent("PlayerRegainGround"); - m_gamedef->event()->put(e); + m_client->event()->put(e); // Set camera impact value to be used for view bobbing camera_impact = getSpeed().Y * -1; @@ -448,8 +447,8 @@ void LocalPlayer::applyControl(float dtime) v3f speedH = v3f(0,0,0); // Horizontal (X, Z) v3f speedV = v3f(0,0,0); // Vertical (Y) - bool fly_allowed = m_gamedef->checkLocalPrivilege("fly"); - bool fast_allowed = m_gamedef->checkLocalPrivilege("fast"); + bool fly_allowed = m_client->checkLocalPrivilege("fly"); + bool fast_allowed = m_client->checkLocalPrivilege("fast"); bool free_move = fly_allowed && g_settings->getBool("free_move"); bool fast_move = fast_allowed && g_settings->getBool("fast_move"); @@ -599,7 +598,7 @@ void LocalPlayer::applyControl(float dtime) setSpeed(speedJ); MtEvent *e = new SimpleTriggerEvent("PlayerJump"); - m_gamedef->event()->put(e); + m_client->event()->put(e); } } else if(in_liquid) diff --git a/src/localplayer.h b/src/localplayer.h index 7a1cb7466..cbdcb9867 100644 --- a/src/localplayer.h +++ b/src/localplayer.h @@ -35,7 +35,7 @@ enum LocalPlayerAnimations {NO_ANIM, WALK_ANIM, DIG_ANIM, WD_ANIM}; // no local class LocalPlayer : public Player { public: - LocalPlayer(Client *gamedef, const char *name); + LocalPlayer(Client *client, const char *name); virtual ~LocalPlayer(); ClientActiveObject *parent; @@ -162,7 +162,7 @@ private: aabb3f m_collisionbox; GenericCAO* m_cao; - Client *m_gamedef; + Client *m_client; }; #endif diff --git a/src/mapblock_mesh.cpp b/src/mapblock_mesh.cpp index 977eabb6e..143adb410 100644 --- a/src/mapblock_mesh.cpp +++ b/src/mapblock_mesh.cpp @@ -23,7 +23,6 @@ with this program; if not, write to the Free Software Foundation, Inc., #include "map.h" #include "profiler.h" #include "nodedef.h" -#include "gamedef.h" #include "mesh.h" #include "minimap.h" #include "content_mapblock.h" @@ -43,14 +42,14 @@ static void applyFacesShading(video::SColor &color, const float factor) MeshMakeData */ -MeshMakeData::MeshMakeData(IGameDef *gamedef, bool use_shaders, +MeshMakeData::MeshMakeData(Client *client, bool use_shaders, bool use_tangent_vertices): m_vmanip(), m_blockpos(-1337,-1337,-1337), m_crack_pos_relative(-1337, -1337, -1337), m_smooth_lighting(false), m_show_hud(false), - m_gamedef(gamedef), + m_client(client), m_use_shaders(use_shaders), m_use_tangent_vertices(use_tangent_vertices) {} @@ -233,7 +232,7 @@ static u16 getSmoothLightCombined(v3s16 p, MeshMakeData *data) v3s16(1,1,1), }; - INodeDefManager *ndef = data->m_gamedef->ndef(); + INodeDefManager *ndef = data->m_client->ndef(); u16 ambient_occlusion = 0; u16 light_count = 0; @@ -664,7 +663,7 @@ static u8 face_contents(content_t m1, content_t m2, bool *equivalent, */ TileSpec getNodeTileN(MapNode mn, v3s16 p, u8 tileindex, MeshMakeData *data) { - INodeDefManager *ndef = data->m_gamedef->ndef(); + INodeDefManager *ndef = data->m_client->ndef(); TileSpec spec = ndef->get(mn).tiles[tileindex]; // Apply temporary crack if (p == data->m_crack_pos_relative) @@ -677,7 +676,7 @@ TileSpec getNodeTileN(MapNode mn, v3s16 p, u8 tileindex, MeshMakeData *data) */ TileSpec getNodeTile(MapNode mn, v3s16 p, v3s16 dir, MeshMakeData *data) { - INodeDefManager *ndef = data->m_gamedef->ndef(); + INodeDefManager *ndef = data->m_client->ndef(); // Direction must be (1,0,0), (-1,0,0), (0,1,0), (0,-1,0), // (0,0,1), (0,0,-1) or (0,0,0) @@ -734,7 +733,7 @@ TileSpec getNodeTile(MapNode mn, v3s16 p, v3s16 dir, MeshMakeData *data) 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); + spec.texture = data->m_client->tsrc()->getTexture(spec.texture_id); return spec; } @@ -753,7 +752,7 @@ static void getTileInfo( ) { VoxelManipulator &vmanip = data->m_vmanip; - INodeDefManager *ndef = data->m_gamedef->ndef(); + INodeDefManager *ndef = data->m_client->ndef(); v3s16 blockpos_nodes = data->m_blockpos * MAP_BLOCKSIZE; MapNode &n0 = vmanip.getNodeRefUnsafe(blockpos_nodes + p); @@ -1020,10 +1019,10 @@ 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_driver(m_gamedef->tsrc()->getDevice()->getVideoDriver()), - m_tsrc(m_gamedef->getTextureSource()), - m_shdrsrc(m_gamedef->getShaderSource()), + m_client(data->m_client), + m_driver(m_client->tsrc()->getDevice()->getVideoDriver()), + m_tsrc(m_client->getTextureSource()), + m_shdrsrc(m_client->getShaderSource()), m_animation_force_timer(0), // force initial animation m_last_crack(-1), m_crack_materials(), @@ -1243,7 +1242,7 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset): if (m_use_tangent_vertices) { scene::IMeshManipulator* meshmanip = - m_gamedef->getSceneManager()->getMeshManipulator(); + m_client->getSceneManager()->getMeshManipulator(); meshmanip->recalculateTangents(m_mesh, true, false, false); } diff --git a/src/mapblock_mesh.h b/src/mapblock_mesh.h index 8376468da..5adb7df3f 100644 --- a/src/mapblock_mesh.h +++ b/src/mapblock_mesh.h @@ -26,7 +26,7 @@ with this program; if not, write to the Free Software Foundation, Inc., #include "util/cpp11_container.h" #include -class IGameDef; +class Client; class IShaderSource; /* @@ -45,11 +45,11 @@ struct MeshMakeData bool m_smooth_lighting; bool m_show_hud; - IGameDef *m_gamedef; + Client *m_client; bool m_use_shaders; bool m_use_tangent_vertices; - MeshMakeData(IGameDef *gamedef, bool use_shaders, + MeshMakeData(Client *client, bool use_shaders, bool use_tangent_vertices = false); /* @@ -128,7 +128,7 @@ public: private: scene::IMesh *m_mesh; MinimapMapblock *m_minimap_mapblock; - IGameDef *m_gamedef; + Client *m_client; video::IVideoDriver *m_driver; ITextureSource *m_tsrc; IShaderSource *m_shdrsrc; diff --git a/src/mg_biome.cpp b/src/mg_biome.cpp index 78034bf6c..d564e9415 100644 --- a/src/mg_biome.cpp +++ b/src/mg_biome.cpp @@ -20,10 +20,9 @@ with this program; if not, write to the Free Software Foundation, Inc., #include "mg_biome.h" #include "mg_decoration.h" #include "emerge.h" -#include "gamedef.h" +#include "server.h" #include "nodedef.h" #include "map.h" //for MMVManip -#include "log.h" #include "util/numeric.h" #include "util/mathconstants.h" #include "porting.h" @@ -33,10 +32,10 @@ with this program; if not, write to the Free Software Foundation, Inc., /////////////////////////////////////////////////////////////////////////////// -BiomeManager::BiomeManager(IGameDef *gamedef) : - ObjDefManager(gamedef, OBJDEF_BIOME) +BiomeManager::BiomeManager(Server *server) : + ObjDefManager(server, OBJDEF_BIOME) { - m_gamedef = gamedef; + m_server = server; // Create default biome to be used in case none exist Biome *b = new Biome; @@ -73,7 +72,7 @@ BiomeManager::~BiomeManager() void BiomeManager::clear() { - EmergeManager *emerge = m_gamedef->getEmergeManager(); + EmergeManager *emerge = m_server->getEmergeManager(); // Remove all dangling references in Decorations DecorationManager *decomgr = emerge->decomgr; diff --git a/src/mg_biome.h b/src/mg_biome.h index a10193bc3..15088f7dd 100644 --- a/src/mg_biome.h +++ b/src/mg_biome.h @@ -24,6 +24,7 @@ with this program; if not, write to the Free Software Foundation, Inc., #include "nodedef.h" #include "noise.h" +class Server; class Settings; class BiomeManager; @@ -186,7 +187,7 @@ private: class BiomeManager : public ObjDefManager { public: - BiomeManager(IGameDef *gamedef); + BiomeManager(Server *server); virtual ~BiomeManager(); const char *getObjectTitle() const @@ -223,7 +224,7 @@ public: virtual void clear(); private: - IGameDef *m_gamedef; + Server *m_server; }; diff --git a/src/mg_schematic.cpp b/src/mg_schematic.cpp index e028215dc..3d08d86fa 100644 --- a/src/mg_schematic.cpp +++ b/src/mg_schematic.cpp @@ -20,7 +20,7 @@ with this program; if not, write to the Free Software Foundation, Inc., #include #include #include "mg_schematic.h" -#include "gamedef.h" +#include "server.h" #include "mapgen.h" #include "emerge.h" #include "map.h" @@ -34,16 +34,16 @@ with this program; if not, write to the Free Software Foundation, Inc., /////////////////////////////////////////////////////////////////////////////// -SchematicManager::SchematicManager(IGameDef *gamedef) : - ObjDefManager(gamedef, OBJDEF_SCHEMATIC) +SchematicManager::SchematicManager(Server *server) : + ObjDefManager(server, OBJDEF_SCHEMATIC) { - m_gamedef = gamedef; + m_server = server; } void SchematicManager::clear() { - EmergeManager *emerge = m_gamedef->getEmergeManager(); + EmergeManager *emerge = m_server->getEmergeManager(); // Remove all dangling references in Decorations DecorationManager *decomgr = emerge->decomgr; diff --git a/src/mg_schematic.h b/src/mg_schematic.h index da8859540..1d46e6ac4 100644 --- a/src/mg_schematic.h +++ b/src/mg_schematic.h @@ -29,7 +29,7 @@ class Mapgen; class MMVManip; class PseudoRandom; class NodeResolver; -class IGameDef; +class Server; /* Minetest Schematic File Format @@ -123,7 +123,7 @@ public: class SchematicManager : public ObjDefManager { public: - SchematicManager(IGameDef *gamedef); + SchematicManager(Server *server); virtual ~SchematicManager() {} virtual void clear(); @@ -139,7 +139,7 @@ public: } private: - IGameDef *m_gamedef; + Server *m_server; }; void generate_nodelist_and_update_ids(MapNode *nodes, size_t nodecount, diff --git a/src/nodedef.cpp b/src/nodedef.cpp index dbbdf95d2..b7d023897 100644 --- a/src/nodedef.cpp +++ b/src/nodedef.cpp @@ -23,6 +23,7 @@ with this program; if not, write to the Free Software Foundation, Inc., #ifndef SERVER #include "client/tile.h" #include "mesh.h" +#include "client.h" #include #endif #include "log.h" @@ -572,8 +573,7 @@ void ContentFeatures::fillTileAttribs(ITextureSource *tsrc, TileSpec *tile, #ifndef SERVER void ContentFeatures::updateTextures(ITextureSource *tsrc, IShaderSource *shdsrc, - scene::ISceneManager *smgr, scene::IMeshManipulator *meshmanip, - IGameDef *gamedef, const TextureSettings &tsettings) + scene::IMeshManipulator *meshmanip, Client *client, const TextureSettings &tsettings) { // minimap pixel color - the average color of a texture if (tsettings.enable_minimap && tiledef[0].name != "") @@ -709,7 +709,7 @@ void ContentFeatures::updateTextures(ITextureSource *tsrc, IShaderSource *shdsrc if ((drawtype == NDT_MESH) && (mesh != "")) { // Meshnode drawtype // Read the mesh and apply scale - mesh_ptr[0] = gamedef->getMesh(mesh); + mesh_ptr[0] = client->getMesh(mesh); if (mesh_ptr[0]){ v3f scale = v3f(1.0, 1.0, 1.0) * BS * visual_scale; scaleMesh(mesh_ptr[0], scale); @@ -1316,9 +1316,11 @@ void CNodeDefManager::updateTextures(IGameDef *gamedef, #ifndef SERVER infostream << "CNodeDefManager::updateTextures(): Updating " "textures in node definitions" << std::endl; - ITextureSource *tsrc = gamedef->tsrc(); - IShaderSource *shdsrc = gamedef->getShaderSource(); - scene::ISceneManager* smgr = gamedef->getSceneManager(); + + Client *client = (Client *)gamedef; + ITextureSource *tsrc = client->tsrc(); + IShaderSource *shdsrc = client->getShaderSource(); + scene::ISceneManager* smgr = client->getSceneManager(); scene::IMeshManipulator* meshmanip = smgr->getMeshManipulator(); TextureSettings tsettings; tsettings.readSettings(); @@ -1326,7 +1328,7 @@ void CNodeDefManager::updateTextures(IGameDef *gamedef, u32 size = m_content_features.size(); for (u32 i = 0; i < size; i++) { - m_content_features[i].updateTextures(tsrc, shdsrc, smgr, meshmanip, gamedef, tsettings); + m_content_features[i].updateTextures(tsrc, shdsrc, meshmanip, client, tsettings); progress_callback(progress_callback_args, i, size); } #endif diff --git a/src/nodedef.h b/src/nodedef.h index 284c4a198..183b95d87 100644 --- a/src/nodedef.h +++ b/src/nodedef.h @@ -30,6 +30,7 @@ with this program; if not, write to the Free Software Foundation, Inc., #ifndef SERVER #include "client/tile.h" #include "shader.h" +class Client; #endif #include "itemgroup.h" #include "sound.h" // SimpleSoundSpec @@ -322,8 +323,7 @@ struct ContentFeatures u32 shader_id, bool use_normal_texture, bool backface_culling, u8 alpha, u8 material_type); void updateTextures(ITextureSource *tsrc, IShaderSource *shdsrc, - scene::ISceneManager *smgr, scene::IMeshManipulator *meshmanip, - IGameDef *gamedef, const TextureSettings &tsettings); + scene::IMeshManipulator *meshmanip, Client *client, const TextureSettings &tsettings); #endif }; diff --git a/src/particles.cpp b/src/particles.cpp index 97f42e2c4..d9eb3cfa5 100644 --- a/src/particles.cpp +++ b/src/particles.cpp @@ -18,11 +18,7 @@ with this program; if not, write to the Free Software Foundation, Inc., */ #include "particles.h" -#include "constants.h" -#include "debug.h" -#include "settings.h" -#include "client/tile.h" -#include "gamedef.h" +#include "client.h" #include "collision.h" #include #include "util/numeric.h" @@ -452,7 +448,7 @@ void ParticleManager::clearAll () } } -void ParticleManager::handleParticleEvent(ClientEvent *event, IGameDef *gamedef, +void ParticleManager::handleParticleEvent(ClientEvent *event, Client *client, scene::ISceneManager* smgr, LocalPlayer *player) { switch (event->type) { @@ -477,9 +473,9 @@ void ParticleManager::handleParticleEvent(ClientEvent *event, IGameDef *gamedef, } video::ITexture *texture = - gamedef->tsrc()->getTextureForMesh(*(event->add_particlespawner.texture)); + client->tsrc()->getTextureForMesh(*(event->add_particlespawner.texture)); - ParticleSpawner* toadd = new ParticleSpawner(gamedef, smgr, player, + ParticleSpawner* toadd = new ParticleSpawner(client, smgr, player, event->add_particlespawner.amount, event->add_particlespawner.spawntime, *event->add_particlespawner.minpos, @@ -520,9 +516,9 @@ void ParticleManager::handleParticleEvent(ClientEvent *event, IGameDef *gamedef, } case CE_SPAWN_PARTICLE: { video::ITexture *texture = - gamedef->tsrc()->getTextureForMesh(*(event->spawn_particle.texture)); + client->tsrc()->getTextureForMesh(*(event->spawn_particle.texture)); - Particle* toadd = new Particle(gamedef, smgr, player, m_env, + Particle* toadd = new Particle(client, smgr, player, m_env, *event->spawn_particle.pos, *event->spawn_particle.vel, *event->spawn_particle.acc, diff --git a/src/particles.h b/src/particles.h index eb8c6665d..00cb2c08e 100644 --- a/src/particles.h +++ b/src/particles.h @@ -170,7 +170,7 @@ public: void step (float dtime); - void handleParticleEvent(ClientEvent *event,IGameDef *gamedef, + void handleParticleEvent(ClientEvent *event, Client *client, scene::ISceneManager* smgr, LocalPlayer *player); void addDiggingParticles(IGameDef* gamedef, scene::ISceneManager* smgr, diff --git a/src/pathfinder.cpp b/src/pathfinder.cpp index 84aa9252c..b240ec21f 100644 --- a/src/pathfinder.cpp +++ b/src/pathfinder.cpp @@ -24,12 +24,8 @@ with this program; if not, write to the Free Software Foundation, Inc., #include "pathfinder.h" #include "serverenvironment.h" -#include "gamedef.h" +#include "server.h" #include "nodedef.h" -#include "map.h" -#include "log.h" -#include "irr_aabb3d.h" -#include "util/basic_macros.h" //#define PATHFINDER_DEBUG //#define PATHFINDER_CALC_TIME diff --git a/src/script/lua_api/l_nodemeta.cpp b/src/script/lua_api/l_nodemeta.cpp index 3cdd3cbfe..3d03c0c41 100644 --- a/src/script/lua_api/l_nodemeta.cpp +++ b/src/script/lua_api/l_nodemeta.cpp @@ -20,14 +20,10 @@ with this program; if not, write to the Free Software Foundation, Inc., #include "lua_api/l_nodemeta.h" #include "lua_api/l_internal.h" #include "lua_api/l_inventory.h" -#include "common/c_converter.h" #include "common/c_content.h" #include "serverenvironment.h" #include "map.h" -#include "gamedef.h" -#include "nodemetadata.h" - - +#include "server.h" /* NodeMetaRef diff --git a/src/server.cpp b/src/server.cpp index 60dbef0d2..7380d37c2 100644 --- a/src/server.cpp +++ b/src/server.cpp @@ -50,7 +50,6 @@ with this program; if not, write to the Free Software Foundation, Inc., #include "content_abm.h" #include "content_sao.h" #include "mods.h" -#include "sound.h" // dummySoundManager #include "event_manager.h" #include "serverlist.h" #include "util/string.h" @@ -3310,29 +3309,12 @@ ICraftDefManager *Server::getCraftDefManager() { return m_craftdef; } -ITextureSource *Server::getTextureSource() -{ - return NULL; -} -IShaderSource *Server::getShaderSource() -{ - return NULL; -} -scene::ISceneManager *Server::getSceneManager() -{ - return NULL; -} u16 Server::allocateUnknownNodeId(const std::string &name) { return m_nodedef->allocateDummy(name); } -ISoundManager *Server::getSoundManager() -{ - return &dummySoundManager; -} - MtEventManager *Server::getEventManager() { return m_event; diff --git a/src/server.h b/src/server.h index fe7b50b77..a86f75f1d 100644 --- a/src/server.h +++ b/src/server.h @@ -283,13 +283,9 @@ public: virtual IItemDefManager* getItemDefManager(); virtual INodeDefManager* getNodeDefManager(); virtual ICraftDefManager* getCraftDefManager(); - virtual ITextureSource* getTextureSource(); - virtual IShaderSource* getShaderSource(); virtual u16 allocateUnknownNodeId(const std::string &name); - virtual ISoundManager* getSoundManager(); virtual MtEventManager* getEventManager(); - virtual scene::ISceneManager* getSceneManager(); - virtual IRollbackManager *getRollbackManager() { return m_rollback; } + IRollbackManager *getRollbackManager() { return m_rollback; } virtual EmergeManager *getEmergeManager() { return m_emerge; } IWritableItemDefManager* getWritableItemDefManager(); diff --git a/src/serverenvironment.cpp b/src/serverenvironment.cpp index c9fa64ec5..e1962bcff 100644 --- a/src/serverenvironment.cpp +++ b/src/serverenvironment.cpp @@ -352,11 +352,11 @@ void ActiveBlockList::update(std::vector &active_positions, */ ServerEnvironment::ServerEnvironment(ServerMap *map, - GameScripting *scriptIface, IGameDef *gamedef, + GameScripting *scriptIface, Server *server, const std::string &path_world) : m_map(map), m_script(scriptIface), - m_gamedef(gamedef), + m_server(server), m_path_world(path_world), m_send_recommended_timer(0), m_active_block_interval_overload_skip(0), @@ -487,7 +487,7 @@ void ServerEnvironment::kickAllPlayers(AccessDeniedCode reason, for (std::vector::iterator it = m_players.begin(); it != m_players.end(); ++it) { RemotePlayer *player = dynamic_cast(*it); - ((Server*)m_gamedef)->DenyAccessVerCompliant(player->peer_id, + m_server->DenyAccessVerCompliant(player->peer_id, player->protocol_version, reason, str_reason, reconnect); } } @@ -501,7 +501,7 @@ void ServerEnvironment::saveLoadedPlayers() it != m_players.end(); ++it) { if ((*it)->checkModified()) { - (*it)->save(players_path, m_gamedef); + (*it)->save(players_path, m_server); } } } @@ -511,7 +511,7 @@ void ServerEnvironment::savePlayer(RemotePlayer *player) std::string players_path = m_path_world + DIR_DELIM "players"; fs::CreateDir(players_path); - player->save(players_path, m_gamedef); + player->save(players_path, m_server); } RemotePlayer *ServerEnvironment::loadPlayer(const std::string &playername, PlayerSAO *sao) @@ -523,7 +523,7 @@ RemotePlayer *ServerEnvironment::loadPlayer(const std::string &playername, Playe RemotePlayer *player = getPlayer(playername.c_str()); if (!player) { - player = new RemotePlayer("", m_gamedef->idef()); + player = new RemotePlayer("", m_server->idef()); newplayer = true; } @@ -632,7 +632,7 @@ void ServerEnvironment::loadMeta() } catch (SettingNotFoundException &e) { // No problem, this is expected. Just continue with an empty string } - m_lbm_mgr.loadIntroductionTimes(lbm_introduction_times, m_gamedef, m_game_time); + m_lbm_mgr.loadIntroductionTimes(lbm_introduction_times, m_server, m_game_time); m_day_count = args.exists("day_count") ? args.getU64("day_count") : 0; @@ -640,7 +640,7 @@ void ServerEnvironment::loadMeta() void ServerEnvironment::loadDefaultMeta() { - m_lbm_mgr.loadIntroductionTimes("", m_gamedef, m_game_time); + m_lbm_mgr.loadIntroductionTimes("", m_server, m_game_time); } struct ActiveABM @@ -902,7 +902,7 @@ void ServerEnvironment::addLoadingBlockModifierDef(LoadingBlockModifierDef *lbm) bool ServerEnvironment::setNode(v3s16 p, const MapNode &n) { - INodeDefManager *ndef = m_gamedef->ndef(); + INodeDefManager *ndef = m_server->ndef(); MapNode n_old = m_map->getNodeNoEx(p); // Call destructor @@ -929,7 +929,7 @@ bool ServerEnvironment::setNode(v3s16 p, const MapNode &n) bool ServerEnvironment::removeNode(v3s16 p) { - INodeDefManager *ndef = m_gamedef->ndef(); + INodeDefManager *ndef = m_server->ndef(); MapNode n_old = m_map->getNodeNoEx(p); // Call destructor diff --git a/src/serverenvironment.h b/src/serverenvironment.h index 20a783ea5..d71d29a9c 100644 --- a/src/serverenvironment.h +++ b/src/serverenvironment.h @@ -29,6 +29,8 @@ class PlayerSAO; class ServerEnvironment; class ActiveBlockModifier; class ServerActiveObject; +class Server; +class GameScripting; /* {Active, Loading} block modifier interface. @@ -190,7 +192,7 @@ class ServerEnvironment : public Environment { public: ServerEnvironment(ServerMap *map, GameScripting *scriptIface, - IGameDef *gamedef, const std::string &path_world); + Server *server, const std::string &path_world); ~ServerEnvironment(); Map & getMap(); @@ -201,8 +203,8 @@ public: GameScripting* getScriptIface() { return m_script; } - IGameDef *getGameDef() - { return m_gamedef; } + Server *getGameDef() + { return m_server; } float getSendRecommendedInterval() { return m_recommended_send_interval; } @@ -377,8 +379,8 @@ private: ServerMap *m_map; // Lua state GameScripting* m_script; - // Game definition - IGameDef *m_gamedef; + // Server definition + Server *m_server; // World path const std::string m_path_world; // Active object list diff --git a/src/wieldmesh.cpp b/src/wieldmesh.cpp index 9c4d5b642..c305238fe 100644 --- a/src/wieldmesh.cpp +++ b/src/wieldmesh.cpp @@ -20,7 +20,7 @@ with this program; if not, write to the Free Software Foundation, Inc., #include "settings.h" #include "wieldmesh.h" #include "inventory.h" -#include "gamedef.h" +#include "client.h" #include "itemdef.h" #include "nodedef.h" #include "mesh.h" @@ -283,7 +283,7 @@ void WieldMeshSceneNode::setExtruded(const std::string &imagename, video::SMaterial &material = m_meshnode->getMaterial(0); material.setTexture(0, tsrc->getTextureForMesh(imagename)); material.TextureLayer[0].TextureWrapU = video::ETC_CLAMP_TO_EDGE; - material.TextureLayer[0].TextureWrapV = video::ETC_CLAMP_TO_EDGE; + material.TextureLayer[0].TextureWrapV = video::ETC_CLAMP_TO_EDGE; material.MaterialType = m_material_type; material.setFlag(video::EMF_BACK_FACE_CULLING, true); // Enable bi/trilinear filtering only for high resolution textures @@ -304,12 +304,12 @@ void WieldMeshSceneNode::setExtruded(const std::string &imagename, } } -void WieldMeshSceneNode::setItem(const ItemStack &item, IGameDef *gamedef) +void WieldMeshSceneNode::setItem(const ItemStack &item, Client *client) { - ITextureSource *tsrc = gamedef->getTextureSource(); - IItemDefManager *idef = gamedef->getItemDefManager(); - IShaderSource *shdrsrc = gamedef->getShaderSource(); - INodeDefManager *ndef = gamedef->getNodeDefManager(); + ITextureSource *tsrc = client->getTextureSource(); + IItemDefManager *idef = client->getItemDefManager(); + IShaderSource *shdrsrc = client->getShaderSource(); + INodeDefManager *ndef = client->getNodeDefManager(); const ItemDefinition &def = item.getDefinition(idef); const ContentFeatures &f = ndef->get(def.name); content_t id = ndef->getId(def.name); @@ -341,7 +341,7 @@ void WieldMeshSceneNode::setItem(const ItemStack &item, IGameDef *gamedef) } else if (f.drawtype == NDT_NORMAL || f.drawtype == NDT_ALLFACES) { setCube(f.tiles, def.wield_scale, tsrc); } else { - MeshMakeData mesh_make_data(gamedef, false); + MeshMakeData mesh_make_data(client, false); MapNode mesh_make_node(id, 255, 0); mesh_make_data.fillSingleNode(&mesh_make_node); MapBlockMesh mapblock_mesh(&mesh_make_data, v3s16(0, 0, 0)); @@ -435,11 +435,11 @@ void WieldMeshSceneNode::changeToMesh(scene::IMesh *mesh) m_meshnode->setVisible(true); } -scene::IMesh *getItemMesh(IGameDef *gamedef, const ItemStack &item) +scene::IMesh *getItemMesh(Client *client, const ItemStack &item) { - ITextureSource *tsrc = gamedef->getTextureSource(); - IItemDefManager *idef = gamedef->getItemDefManager(); - INodeDefManager *ndef = gamedef->getNodeDefManager(); + ITextureSource *tsrc = client->getTextureSource(); + IItemDefManager *idef = client->getItemDefManager(); + INodeDefManager *ndef = client->getNodeDefManager(); const ItemDefinition &def = item.getDefinition(idef); const ContentFeatures &f = ndef->get(def.name); content_t id = ndef->getId(def.name); @@ -470,7 +470,7 @@ scene::IMesh *getItemMesh(IGameDef *gamedef, const ItemStack &item) mesh = cloneMesh(g_extrusion_mesh_cache->createCube()); scaleMesh(mesh, v3f(1.2, 1.2, 1.2)); } else { - MeshMakeData mesh_make_data(gamedef, false); + MeshMakeData mesh_make_data(client, false); MapNode mesh_make_node(id, 255, 0); mesh_make_data.fillSingleNode(&mesh_make_node); MapBlockMesh mapblock_mesh(&mesh_make_data, v3s16(0, 0, 0)); diff --git a/src/wieldmesh.h b/src/wieldmesh.h index 0b3136bc1..0162c5e5a 100644 --- a/src/wieldmesh.h +++ b/src/wieldmesh.h @@ -24,7 +24,7 @@ with this program; if not, write to the Free Software Foundation, Inc., #include struct ItemStack; -class IGameDef; +class Client; class ITextureSource; struct TileSpec; @@ -42,7 +42,7 @@ public: v3f wield_scale, ITextureSource *tsrc); void setExtruded(const std::string &imagename, v3f wield_scale, ITextureSource *tsrc, u8 num_frames); - void setItem(const ItemStack &item, IGameDef *gamedef); + void setItem(const ItemStack &item, Client *client); // Sets the vertex color of the wield mesh. // Must only be used if the constructor was called with lighting = false @@ -77,7 +77,7 @@ private: aabb3f m_bounding_box; }; -scene::IMesh *getItemMesh(IGameDef *gamedef, const ItemStack &item); +scene::IMesh *getItemMesh(Client *client, const ItemStack &item); scene::IMesh *getExtrudedMesh(ITextureSource *tsrc, const std::string &imagename); -- cgit v1.2.3 From d04d8aba7029a2501854a2838fd282b81358a54e Mon Sep 17 00:00:00 2001 From: Dániel Juhász Date: Thu, 12 Jan 2017 15:46:30 +0100 Subject: Add hardware node coloring. Includes: - Increase ContentFeatures serialization version - Color property and palettes for nodes - paramtype2 = "color", "colored facedir" or "colored wallmounted" --- client/shaders/nodes_shader/opengl_vertex.glsl | 43 +- .../water_surface_shader/opengl_vertex.glsl | 45 +- client/shaders/wielded_shader/opengl_vertex.glsl | 1 - doc/lua_api.txt | 27 +- src/client/tile.cpp | 3 - src/client/tile.h | 34 +- src/clientenvironment.cpp | 4 +- src/content_mapblock.cpp | 326 ++++++++----- src/game.cpp | 30 +- src/mapblock_mesh.cpp | 263 ++++++----- src/mapblock_mesh.h | 57 ++- src/mapnode.cpp | 20 +- src/mapnode.h | 12 +- src/mesh.cpp | 47 +- src/mesh.h | 14 +- src/minimap.cpp | 31 +- src/minimap.h | 4 +- src/network/networkprotocol.h | 5 +- src/nodedef.cpp | 513 +++++++++++++++++---- src/nodedef.h | 108 +++-- src/particles.cpp | 65 ++- src/particles.h | 19 +- src/script/common/c_content.cpp | 18 + src/script/cpp_api/s_node.cpp | 3 + src/shader.cpp | 2 +- src/wieldmesh.cpp | 62 ++- src/wieldmesh.h | 5 + 27 files changed, 1207 insertions(+), 554 deletions(-) (limited to 'src/mapblock_mesh.cpp') diff --git a/client/shaders/nodes_shader/opengl_vertex.glsl b/client/shaders/nodes_shader/opengl_vertex.glsl index 44c48cc4c..3ac79c26d 100644 --- a/client/shaders/nodes_shader/opengl_vertex.glsl +++ b/client/shaders/nodes_shader/opengl_vertex.glsl @@ -1,7 +1,8 @@ uniform mat4 mWorldViewProj; uniform mat4 mWorld; -uniform float dayNightRatio; +// Color of the light emitted by the sun. +uniform vec3 dayLight; uniform vec3 eyePosition; uniform float animationTimer; @@ -14,6 +15,8 @@ varying vec3 tsEyeVec; varying vec3 tsLightVec; varying float area_enable_parallax; +// Color of the light emitted by the light sources. +const vec3 artificialLight = vec3(1.04, 1.04, 1.04); const float e = 2.718281828459; const float BS = 10.0; @@ -119,31 +122,23 @@ float disp_z; v.z = dot(eyeVec, normal); tsEyeVec = normalize (v); + // Calculate color. + // Red, green and blue components are pre-multiplied with + // the brightness, so now we have to multiply these + // colors with the color of the incoming light. + // The pre-baked colors are halved to prevent overflow. vec4 color; - float day = gl_Color.r; - float night = gl_Color.g; - float light_source = gl_Color.b; - - float rg = mix(night, day, dayNightRatio); - rg += light_source * 2.5; // Make light sources brighter - float b = rg; - - // Moonlight is blue - b += (day - night) / 13.0; - rg -= (day - night) / 23.0; - + // The alpha gives the ratio of sunlight in the incoming light. + float nightRatio = 1 - gl_Color.a; + color.rgb = gl_Color.rgb * (gl_Color.a * dayLight.rgb + + nightRatio * artificialLight.rgb) * 2; + color.a = 1; + // Emphase blue a bit in darker places // See C++ implementation in mapblock_mesh.cpp finalColorBlend() - b += max(0.0, (1.0 - abs(b - 0.13) / 0.17) * 0.025); - - // Artificial light is yellow-ish - // See C++ implementation in mapblock_mesh.cpp finalColorBlend() - rg += max(0.0, (1.0 - abs(rg - 0.85) / 0.15) * 0.065); - - color.r = rg; - color.g = rg; - color.b = b; - - color.a = gl_Color.a; + float brightness = (color.r + color.g + color.b) / 3; + color.b += max(0.0, 0.021 - abs(0.2 * brightness - 0.021) + + 0.07 * brightness); + gl_FrontColor = gl_BackColor = clamp(color, 0.0, 1.0); } diff --git a/client/shaders/water_surface_shader/opengl_vertex.glsl b/client/shaders/water_surface_shader/opengl_vertex.glsl index a930e7b8f..112db9bb5 100644 --- a/client/shaders/water_surface_shader/opengl_vertex.glsl +++ b/client/shaders/water_surface_shader/opengl_vertex.glsl @@ -1,7 +1,8 @@ uniform mat4 mWorldViewProj; uniform mat4 mWorld; -uniform float dayNightRatio; +// Color of the light emitted by the sun. +uniform vec3 dayLight; uniform vec3 eyePosition; uniform float animationTimer; @@ -13,6 +14,8 @@ varying vec3 lightVec; varying vec3 tsEyeVec; varying vec3 tsLightVec; +// Color of the light emitted by the light sources. +const vec3 artificialLight = vec3(1.04, 1.04, 1.04); const float e = 2.718281828459; const float BS = 10.0; @@ -112,31 +115,23 @@ void main(void) eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz; tsEyeVec = eyeVec * tbnMatrix; + // Calculate color. + // Red, green and blue components are pre-multiplied with + // the brightness, so now we have to multiply these + // colors with the color of the incoming light. + // The pre-baked colors are halved to prevent overflow. vec4 color; - float day = gl_Color.r; - float night = gl_Color.g; - float light_source = gl_Color.b; - - float rg = mix(night, day, dayNightRatio); - rg += light_source * 2.5; // Make light sources brighter - float b = rg; - - // Moonlight is blue - b += (day - night) / 13.0; - rg -= (day - night) / 23.0; - + // The alpha gives the ratio of sunlight in the incoming light. + float nightRatio = 1 - gl_Color.a; + color.rgb = gl_Color.rgb * (gl_Color.a * dayLight.rgb + + nightRatio * artificialLight.rgb) * 2; + color.a = 1; + // Emphase blue a bit in darker places // See C++ implementation in mapblock_mesh.cpp finalColorBlend() - b += max(0.0, (1.0 - abs(b - 0.13)/0.17) * 0.025); - - // Artificial light is yellow-ish - // See C++ implementation in mapblock_mesh.cpp finalColorBlend() - rg += max(0.0, (1.0 - abs(rg - 0.85)/0.15) * 0.065); - - color.r = rg; - color.g = rg; - color.b = b; - - color.a = gl_Color.a; - gl_FrontColor = gl_BackColor = clamp(color,0.0,1.0); + float brightness = (color.r + color.g + color.b) / 3; + color.b += max(0.0, 0.021 - abs(0.2 * brightness - 0.021) + + 0.07 * brightness); + + gl_FrontColor = gl_BackColor = clamp(color, 0.0, 1.0); } diff --git a/client/shaders/wielded_shader/opengl_vertex.glsl b/client/shaders/wielded_shader/opengl_vertex.glsl index 86c626896..9f05b833a 100644 --- a/client/shaders/wielded_shader/opengl_vertex.glsl +++ b/client/shaders/wielded_shader/opengl_vertex.glsl @@ -1,7 +1,6 @@ uniform mat4 mWorldViewProj; uniform mat4 mWorld; -uniform float dayNightRatio; uniform vec3 eyePosition; uniform float animationTimer; diff --git a/doc/lua_api.txt b/doc/lua_api.txt index e5a3362ee..2a0b72053 100644 --- a/doc/lua_api.txt +++ b/doc/lua_api.txt @@ -638,6 +638,19 @@ node definition: bit 4 (0x10) - Makes the plant mesh 1.4x larger bit 5 (0x20) - Moves each face randomly a small bit down (1/8 max) bits 6-7 are reserved for future use. + paramtype2 == "color" + ^ `param2` tells which color is picked from the palette. + The palette should have 256 pixels. + paramtype2 == "colorfacedir" + ^ Same as `facedir`, but with colors. + The first three bits of `param2` tells which color + is picked from the palette. + The palette should have 8 pixels. + paramtype2 == "colorwallmounted" + ^ Same as `wallmounted`, but with colors. + The first five bits of `param2` tells which color + is picked from the palette. + The palette should have 32 pixels. collision_box = { type = "fixed", fixed = { @@ -3707,6 +3720,9 @@ Definition tables when displacement mapping is used Directions are from the point of view of the tile texture, not the node it's on +* `{name="image.png", color=ColorSpec}` + * the texture's color will be multiplied with this color. + * the tile's color overrides the owning node's color in all cases. * deprecated, yet still supported field names: * `image` (name) @@ -3749,8 +3765,17 @@ Definition tables special_tiles = {tile definition 1, Tile definition 2}, --[[ ^ Special textures of node; used rarely (old field name: special_materials) ^ List can be shortened to needed length ]] - alpha = 255, + color = ColorSpec, --[[ + ^ The node's original color will be multiplied with this color. + ^ If the node has a palette, then this setting only has an effect + ^ in the inventory and on the wield item. ]] use_texture_alpha = false, -- Use texture's alpha channel + palette = "palette.png", --[[ + ^ The node's `param2` is used to select a pixel from the image + ^ (pixels are arranged from left to right and from top to bottom). + ^ The node's color will be multiplied with the selected pixel's + ^ color. Tiles can override this behavior. + ^ Only when `paramtype2` supports palettes. ]] post_effect_color = "green#0F", -- If player is inside node, see "ColorSpec" paramtype = "none", -- See "Nodes" --[[ ^ paramtype = "light" allows light to propagate from or through the node with light value diff --git a/src/client/tile.cpp b/src/client/tile.cpp index 4d2166342..539c29445 100644 --- a/src/client/tile.cpp +++ b/src/client/tile.cpp @@ -378,9 +378,6 @@ public: video::ITexture* generateTextureFromMesh( const TextureFromMeshParams ¶ms); - // Generates an image from a full string like - // "stone.png^mineral_coal.png^[crack:1:0". - // Shall be called from the main thread. video::IImage* generateImage(const std::string &name); video::ITexture* getNormalTexture(const std::string &name); diff --git a/src/client/tile.h b/src/client/tile.h index 452804801..d04ab918a 100644 --- a/src/client/tile.h +++ b/src/client/tile.h @@ -108,6 +108,12 @@ public: const std::string &name, u32 *id = NULL) = 0; virtual IrrlichtDevice* getDevice()=0; virtual bool isKnownSourceImage(const std::string &name)=0; + /*! Generates an image from a full string like + * "stone.png^mineral_coal.png^[crack:1:0". + * Shall be called from the main thread. + * The returned Image should be dropped. + */ + virtual video::IImage* generateImage(const std::string &name)=0; virtual video::ITexture* generateTextureFromMesh( const TextureFromMeshParams ¶ms)=0; virtual video::ITexture* getNormalTexture(const std::string &name)=0; @@ -192,7 +198,6 @@ struct TileSpec texture(NULL), normal_texture(NULL), flags_texture(NULL), - alpha(255), material_type(TILE_MATERIAL_BASIC), material_flags( //0 // <- DEBUG, Use the one below @@ -201,22 +206,30 @@ struct TileSpec shader_id(0), animation_frame_count(1), animation_frame_length_ms(0), - rotation(0) + rotation(0), + has_color(false), + color(), + emissive_light(0) { } + /*! + * Two tiles are equal if they can be appended to + * the same mesh buffer. + */ bool operator==(const TileSpec &other) const { return ( texture_id == other.texture_id && - /* texture == other.texture && */ - alpha == other.alpha && material_type == other.material_type && material_flags == other.material_flags && rotation == other.rotation ); } + /*! + * Two tiles are not equal if they must be in different mesh buffers. + */ bool operator!=(const TileSpec &other) const { return !(*this == other); @@ -233,7 +246,7 @@ struct TileSpec material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL; break; case TILE_MATERIAL_LIQUID_TRANSPARENT: - material.MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA; + material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL; break; case TILE_MATERIAL_LIQUID_OPAQUE: material.MaterialType = video::EMT_SOLID; @@ -274,8 +287,6 @@ struct TileSpec video::ITexture *normal_texture; video::ITexture *flags_texture; - // Vertex alpha (when MATERIAL_ALPHA_VERTEX is used) - u8 alpha; // Material parameters u8 material_type; u8 material_flags; @@ -286,5 +297,14 @@ struct TileSpec std::vector frames; u8 rotation; + //! If true, the tile has its own color. + bool has_color; + /*! + * The color of the tile, or if the tile does not own + * a color then the color of the node owning this tile. + */ + video::SColor color; + //! This much light does the tile emit. + u8 emissive_light; }; #endif diff --git a/src/clientenvironment.cpp b/src/clientenvironment.cpp index b32a02f2d..77f53d214 100644 --- a/src/clientenvironment.cpp +++ b/src/clientenvironment.cpp @@ -334,9 +334,7 @@ void ClientEnvironment::step(float dtime) node_at_lplayer = m_map->getNodeNoEx(p); u16 light = getInteriorLight(node_at_lplayer, 0, m_client->ndef()); - u8 day = light & 0xff; - u8 night = (light >> 8) & 0xff; - finalColorBlend(lplayer->light_color, day, night, day_night_ratio); + final_color_blend(&lplayer->light_color, light, day_night_ratio); } /* diff --git a/src/content_mapblock.cpp b/src/content_mapblock.cpp index a7134590b..742bfb1fd 100644 --- a/src/content_mapblock.cpp +++ b/src/content_mapblock.cpp @@ -32,28 +32,29 @@ with this program; if not, write to the Free Software Foundation, Inc., // Create a cuboid. -// collector - the MeshCollector for the resulting polygons -// box - the position and size of the box -// tiles - the tiles (materials) to use (for all 6 faces) -// tilecount - number of entries in tiles, 1<=tilecount<=6 -// c - vertex colour - used for all -// txc - texture coordinates - this is a list of texture coordinates -// for the opposite corners of each face - therefore, there -// should be (2+2)*6=24 values in the list. Alternatively, pass -// NULL to use the entire texture for each face. The order of -// the faces in the list is up-down-right-left-back-front -// (compatible with ContentFeatures). If you specified 0,0,1,1 -// for each face, that would be the same as passing NULL. +// collector - the MeshCollector for the resulting polygons +// box - the position and size of the box +// tiles - the tiles (materials) to use (for all 6 faces) +// tilecount - number of entries in tiles, 1<=tilecount<=6 +// c - colors of the cuboid's six sides +// txc - texture coordinates - this is a list of texture coordinates +// for the opposite corners of each face - therefore, there +// should be (2+2)*6=24 values in the list. Alternatively, +// pass NULL to use the entire texture for each face. The +// order of the faces in the list is up-down-right-left-back- +// front (compatible with ContentFeatures). If you specified +// 0,0,1,1 for each face, that would be the same as +// passing NULL. +// light source - if greater than zero, the box's faces will not be shaded void makeCuboid(MeshCollector *collector, const aabb3f &box, - TileSpec *tiles, int tilecount, video::SColor &c, const f32* txc) + TileSpec *tiles, int tilecount, const video::SColor *c, + const f32* txc, const u8 light_source) { assert(tilecount >= 1 && tilecount <= 6); // pre-condition v3f min = box.MinEdge; v3f max = box.MaxEdge; - - if(txc == NULL) { static const f32 txc_default[24] = { 0,0,1,1, @@ -66,38 +67,53 @@ void makeCuboid(MeshCollector *collector, const aabb3f &box, txc = txc_default; } + video::SColor c1 = c[0]; + video::SColor c2 = c[1]; + video::SColor c3 = c[2]; + video::SColor c4 = c[3]; + video::SColor c5 = c[4]; + video::SColor c6 = c[5]; + if (!light_source) { + applyFacesShading(c1, v3f(0, 1, 0)); + applyFacesShading(c2, v3f(0, -1, 0)); + applyFacesShading(c3, v3f(1, 0, 0)); + applyFacesShading(c4, v3f(-1, 0, 0)); + applyFacesShading(c5, v3f(0, 0, 1)); + applyFacesShading(c6, v3f(0, 0, -1)); + } + video::S3DVertex vertices[24] = { // up - video::S3DVertex(min.X,max.Y,max.Z, 0,1,0, c, txc[0],txc[1]), - video::S3DVertex(max.X,max.Y,max.Z, 0,1,0, c, txc[2],txc[1]), - video::S3DVertex(max.X,max.Y,min.Z, 0,1,0, c, txc[2],txc[3]), - video::S3DVertex(min.X,max.Y,min.Z, 0,1,0, c, txc[0],txc[3]), + video::S3DVertex(min.X,max.Y,max.Z, 0,1,0, c1, txc[0],txc[1]), + video::S3DVertex(max.X,max.Y,max.Z, 0,1,0, c1, txc[2],txc[1]), + video::S3DVertex(max.X,max.Y,min.Z, 0,1,0, c1, txc[2],txc[3]), + video::S3DVertex(min.X,max.Y,min.Z, 0,1,0, c1, txc[0],txc[3]), // down - video::S3DVertex(min.X,min.Y,min.Z, 0,-1,0, c, txc[4],txc[5]), - video::S3DVertex(max.X,min.Y,min.Z, 0,-1,0, c, txc[6],txc[5]), - video::S3DVertex(max.X,min.Y,max.Z, 0,-1,0, c, txc[6],txc[7]), - video::S3DVertex(min.X,min.Y,max.Z, 0,-1,0, c, txc[4],txc[7]), + video::S3DVertex(min.X,min.Y,min.Z, 0,-1,0, c2, txc[4],txc[5]), + video::S3DVertex(max.X,min.Y,min.Z, 0,-1,0, c2, txc[6],txc[5]), + video::S3DVertex(max.X,min.Y,max.Z, 0,-1,0, c2, txc[6],txc[7]), + video::S3DVertex(min.X,min.Y,max.Z, 0,-1,0, c2, txc[4],txc[7]), // right - video::S3DVertex(max.X,max.Y,min.Z, 1,0,0, c, txc[ 8],txc[9]), - video::S3DVertex(max.X,max.Y,max.Z, 1,0,0, c, txc[10],txc[9]), - video::S3DVertex(max.X,min.Y,max.Z, 1,0,0, c, txc[10],txc[11]), - video::S3DVertex(max.X,min.Y,min.Z, 1,0,0, c, txc[ 8],txc[11]), + video::S3DVertex(max.X,max.Y,min.Z, 1,0,0, c3, txc[ 8],txc[9]), + video::S3DVertex(max.X,max.Y,max.Z, 1,0,0, c3, txc[10],txc[9]), + video::S3DVertex(max.X,min.Y,max.Z, 1,0,0, c3, txc[10],txc[11]), + video::S3DVertex(max.X,min.Y,min.Z, 1,0,0, c3, txc[ 8],txc[11]), // left - video::S3DVertex(min.X,max.Y,max.Z, -1,0,0, c, txc[12],txc[13]), - video::S3DVertex(min.X,max.Y,min.Z, -1,0,0, c, txc[14],txc[13]), - video::S3DVertex(min.X,min.Y,min.Z, -1,0,0, c, txc[14],txc[15]), - video::S3DVertex(min.X,min.Y,max.Z, -1,0,0, c, txc[12],txc[15]), + video::S3DVertex(min.X,max.Y,max.Z, -1,0,0, c4, txc[12],txc[13]), + video::S3DVertex(min.X,max.Y,min.Z, -1,0,0, c4, txc[14],txc[13]), + video::S3DVertex(min.X,min.Y,min.Z, -1,0,0, c4, txc[14],txc[15]), + video::S3DVertex(min.X,min.Y,max.Z, -1,0,0, c4, txc[12],txc[15]), // back - video::S3DVertex(max.X,max.Y,max.Z, 0,0,1, c, txc[16],txc[17]), - video::S3DVertex(min.X,max.Y,max.Z, 0,0,1, c, txc[18],txc[17]), - video::S3DVertex(min.X,min.Y,max.Z, 0,0,1, c, txc[18],txc[19]), - video::S3DVertex(max.X,min.Y,max.Z, 0,0,1, c, txc[16],txc[19]), + video::S3DVertex(max.X,max.Y,max.Z, 0,0,1, c5, txc[16],txc[17]), + video::S3DVertex(min.X,max.Y,max.Z, 0,0,1, c5, txc[18],txc[17]), + video::S3DVertex(min.X,min.Y,max.Z, 0,0,1, c5, txc[18],txc[19]), + video::S3DVertex(max.X,min.Y,max.Z, 0,0,1, c5, txc[16],txc[19]), // front - video::S3DVertex(min.X,max.Y,min.Z, 0,0,-1, c, txc[20],txc[21]), - video::S3DVertex(max.X,max.Y,min.Z, 0,0,-1, c, txc[22],txc[21]), - video::S3DVertex(max.X,min.Y,min.Z, 0,0,-1, c, txc[22],txc[23]), - video::S3DVertex(min.X,min.Y,min.Z, 0,0,-1, c, txc[20],txc[23]), + video::S3DVertex(min.X,max.Y,min.Z, 0,0,-1, c6, txc[20],txc[21]), + video::S3DVertex(max.X,max.Y,min.Z, 0,0,-1, c6, txc[22],txc[21]), + video::S3DVertex(max.X,min.Y,min.Z, 0,0,-1, c6, txc[22],txc[23]), + video::S3DVertex(min.X,min.Y,min.Z, 0,0,-1, c6, txc[20],txc[23]), }; for(int i = 0; i < 6; i++) @@ -164,6 +180,31 @@ void makeCuboid(MeshCollector *collector, const aabb3f &box, } } +// Create a cuboid. +// collector - the MeshCollector for the resulting polygons +// box - the position and size of the box +// tiles - the tiles (materials) to use (for all 6 faces) +// tilecount - number of entries in tiles, 1<=tilecount<=6 +// c - color of the cuboid +// txc - texture coordinates - this is a list of texture coordinates +// for the opposite corners of each face - therefore, there +// should be (2+2)*6=24 values in the list. Alternatively, +// pass NULL to use the entire texture for each face. The +// order of the faces in the list is up-down-right-left-back- +// front (compatible with ContentFeatures). If you specified +// 0,0,1,1 for each face, that would be the same as +// passing NULL. +// light source - if greater than zero, the box's faces will not be shaded +void makeCuboid(MeshCollector *collector, const aabb3f &box, TileSpec *tiles, + int tilecount, const video::SColor &c, const f32* txc, + const u8 light_source) +{ + video::SColor color[6]; + for (u8 i = 0; i < 6; i++) + color[i] = c; + makeCuboid(collector, box, tiles, tilecount, color, txc, light_source); +} + static inline void getNeighborConnectingFace(v3s16 p, INodeDefManager *nodedef, MeshMakeData *data, MapNode n, int v, int *neighbors) { @@ -181,6 +222,18 @@ static inline int NeighborToIndex(const v3s16 &pos) return 9 * pos.X + 3 * pos.Y + pos.Z + 13; } +/*! + * Returns the i-th special tile for a map node. + */ +static TileSpec getSpecialTile(const ContentFeatures &f, + const MapNode &n, u8 i) +{ + TileSpec copy = f.special_tiles[i]; + if (!copy.has_color) + n.getColor(f, ©.color); + return copy; +} + /* TODO: Fix alpha blending for special nodes Currently only the last element rendered is blended correct @@ -227,8 +280,13 @@ void mapblock_mesh_generate_special(MeshMakeData *data, /* Add water sources to mesh if using new style */ - TileSpec tile_liquid = f.special_tiles[0]; + TileSpec tile_liquid = getSpecialTile(f, n, 0); TileSpec tile_liquid_bfculled = getNodeTile(n, p, v3s16(0,0,0), data); + u16 l = getInteriorLight(n, 0, nodedef); + video::SColor c1 = encode_light_and_color(l, + tile_liquid.color, f.light_source); + video::SColor c2 = encode_light_and_color(l, + tile_liquid_bfculled.color, f.light_source); bool top_is_same_liquid = false; MapNode ntop = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z)); @@ -237,9 +295,6 @@ void mapblock_mesh_generate_special(MeshMakeData *data, if(ntop.getContent() == c_flowing || ntop.getContent() == c_source) top_is_same_liquid = true; - u16 l = getInteriorLight(n, 0, nodedef); - video::SColor c = MapBlock_LightColor(f.alpha, l, f.light_source); - /* Generate sides */ @@ -285,15 +340,18 @@ void mapblock_mesh_generate_special(MeshMakeData *data, // Use backface culled material if neighbor doesn't have a // solidness of 0 const TileSpec *current_tile = &tile_liquid; - if(n_feat.solidness != 0 || n_feat.visual_solidness != 0) + video::SColor *c = &c1; + if(n_feat.solidness != 0 || n_feat.visual_solidness != 0) { current_tile = &tile_liquid_bfculled; + c = &c2; + } video::S3DVertex vertices[4] = { - video::S3DVertex(-BS/2,0,BS/2,0,0,0, c, 0,1), - video::S3DVertex(BS/2,0,BS/2,0,0,0, c, 1,1), - video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,0), - video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,0), + video::S3DVertex(-BS/2,0,BS/2,0,0,0, *c, 0,1), + video::S3DVertex(BS/2,0,BS/2,0,0,0, *c, 1,1), + video::S3DVertex(BS/2,0,BS/2, 0,0,0, *c, 1,0), + video::S3DVertex(-BS/2,0,BS/2, 0,0,0, *c, 0,0), }; /* @@ -359,10 +417,10 @@ void mapblock_mesh_generate_special(MeshMakeData *data, video::S3DVertex vertices[4] = { - video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,1), - video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,1), - video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c, 1,0), - video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c, 0,0), + video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c1, 0,1), + video::S3DVertex(BS/2,0,BS/2, 0,0,0, c1, 1,1), + video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c1, 1,0), + video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c1, 0,0), }; v3f offset(p.X * BS, (p.Y + 0.5) * BS, p.Z * BS); @@ -380,8 +438,8 @@ void mapblock_mesh_generate_special(MeshMakeData *data, /* Add flowing liquid to mesh */ - TileSpec tile_liquid = f.special_tiles[0]; - TileSpec tile_liquid_bfculled = f.special_tiles[1]; + TileSpec tile_liquid = getSpecialTile(f, n, 0); + TileSpec tile_liquid_bfculled = getSpecialTile(f, n, 1); bool top_is_same_liquid = false; MapNode ntop = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z)); @@ -404,7 +462,10 @@ void mapblock_mesh_generate_special(MeshMakeData *data, // Otherwise use the light of this node (the liquid) else l = getInteriorLight(n, 0, nodedef); - video::SColor c = MapBlock_LightColor(f.alpha, l, f.light_source); + video::SColor c1 = encode_light_and_color(l, + tile_liquid.color, f.light_source); + video::SColor c2 = encode_light_and_color(l, + tile_liquid_bfculled.color, f.light_source); u8 range = rangelim(nodedef->get(c_flowing).liquid_range, 1, 8); @@ -552,7 +613,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data, is liquid, don't draw side face */ if (top_is_same_liquid && - neighbor_data.flags & neighborflag_top_is_same_liquid) + (neighbor_data.flags & neighborflag_top_is_same_liquid)) continue; content_t neighbor_content = neighbor_data.content; @@ -574,15 +635,18 @@ void mapblock_mesh_generate_special(MeshMakeData *data, // Use backface culled material if neighbor doesn't have a // solidness of 0 const TileSpec *current_tile = &tile_liquid; - if(n_feat.solidness != 0 || n_feat.visual_solidness != 0) + video::SColor *c = &c1; + if(n_feat.solidness != 0 || n_feat.visual_solidness != 0) { current_tile = &tile_liquid_bfculled; + c = &c2; + } video::S3DVertex vertices[4] = { - video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,1), - video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,1), - video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,0), - video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,0), + video::S3DVertex(-BS/2,0,BS/2, 0,0,0, *c, 0,1), + video::S3DVertex(BS/2,0,BS/2, 0,0,0, *c, 1,1), + video::S3DVertex(BS/2,0,BS/2, 0,0,0, *c, 1,0), + video::S3DVertex(-BS/2,0,BS/2, 0,0,0, *c, 0,0), }; /* @@ -656,10 +720,10 @@ void mapblock_mesh_generate_special(MeshMakeData *data, { video::S3DVertex vertices[4] = { - video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,1), - video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,1), - video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c, 1,0), - video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c, 0,0), + video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c1, 0,1), + video::S3DVertex(BS/2,0,BS/2, 0,0,0, c1, 1,1), + video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c1, 1,0), + video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c1, 0,0), }; // To get backface culling right, the vertices need to go @@ -720,8 +784,8 @@ void mapblock_mesh_generate_special(MeshMakeData *data, TileSpec tile = getNodeTile(n, p, v3s16(0,0,0), data); u16 l = getInteriorLight(n, 1, nodedef); - video::SColor c = MapBlock_LightColor(255, l, f.light_source); - + video::SColor c = encode_light_and_color(l, tile.color, + f.light_source); for(u32 j=0; j<6; j++) { // Check this neighbor @@ -731,13 +795,17 @@ void mapblock_mesh_generate_special(MeshMakeData *data, // Don't make face if neighbor is of same type if(n2.getContent() == n.getContent()) continue; + video::SColor c2=c; + if(!f.light_source) + applyFacesShading(c2, v3f(dir.X, dir.Y, dir.Z)); + // The face at Z+ video::S3DVertex vertices[4] = { - video::S3DVertex(-BS/2,-BS/2,BS/2, dir.X,dir.Y,dir.Z, c, 1,1), - video::S3DVertex(BS/2,-BS/2,BS/2, dir.X,dir.Y,dir.Z, c, 0,1), - video::S3DVertex(BS/2,BS/2,BS/2, dir.X,dir.Y,dir.Z, c, 0,0), - video::S3DVertex(-BS/2,BS/2,BS/2, dir.X,dir.Y,dir.Z, c, 1,0), + video::S3DVertex(-BS/2,-BS/2,BS/2, dir.X,dir.Y,dir.Z, c2, 1,1), + video::S3DVertex(BS/2,-BS/2,BS/2, dir.X,dir.Y,dir.Z, c2, 0,1), + video::S3DVertex(BS/2,BS/2,BS/2, dir.X,dir.Y,dir.Z, c2, 0,0), + video::S3DVertex(-BS/2,BS/2,BS/2, dir.X,dir.Y,dir.Z, c2, 1,0), }; // Rotations in the g_6dirs format @@ -784,12 +852,20 @@ void mapblock_mesh_generate_special(MeshMakeData *data, v3s16( 0, 0,-1) }; + u16 l = getInteriorLight(n, 1, nodedef); u8 i; TileSpec tiles[6]; for (i = 0; i < 6; i++) tiles[i] = getNodeTile(n, p, dirs[i], data); + video::SColor tile0color = encode_light_and_color(l, + tiles[0].color, f.light_source); + video::SColor tile0colors[6]; + for (i = 0; i < 6; i++) + tile0colors[i] = tile0color; + TileSpec glass_tiles[6]; + video::SColor glasscolor[6]; if (tiles[1].texture && tiles[2].texture && tiles[3].texture) { glass_tiles[0] = tiles[2]; glass_tiles[1] = tiles[3]; @@ -801,14 +877,15 @@ void mapblock_mesh_generate_special(MeshMakeData *data, for (i = 0; i < 6; i++) glass_tiles[i] = tiles[1]; } + for (i = 0; i < 6; i++) + glasscolor[i] = encode_light_and_color(l, glass_tiles[i].color, + f.light_source); u8 param2 = n.getParam2(); bool H_merge = ! bool(param2 & 128); bool V_merge = ! bool(param2 & 64); param2 = param2 & 63; - u16 l = getInteriorLight(n, 1, nodedef); - video::SColor c = MapBlock_LightColor(255, l, f.light_source); v3f pos = intToFloat(p, BS); static const float a = BS / 2; static const float g = a - 0.003; @@ -947,7 +1024,8 @@ void mapblock_mesh_generate_special(MeshMakeData *data, 1-tx2, 1-ty2, 1-tx1, 1-ty1, tx1, 1-ty2, tx2, 1-ty1, }; - makeCuboid(&collector, box, &tiles[0], 1, c, txc1); + makeCuboid(&collector, box, &tiles[0], 1, tile0colors, + txc1, f.light_source); } for(i = 0; i < 6; i++) @@ -971,16 +1049,21 @@ void mapblock_mesh_generate_special(MeshMakeData *data, 1-tx2, 1-ty2, 1-tx1, 1-ty1, tx1, 1-ty2, tx2, 1-ty1, }; - makeCuboid(&collector, box, &glass_tiles[i], 1, c, txc2); + makeCuboid(&collector, box, &glass_tiles[i], 1, glasscolor, + txc2, f.light_source); } if (param2 > 0 && f.special_tiles[0].texture) { // Interior volume level is in range 0 .. 63, // convert it to -0.5 .. 0.5 float vlev = (((float)param2 / 63.0 ) * 2.0 - 1.0); + TileSpec tile=getSpecialTile(f, n, 0); + video::SColor special_color = encode_light_and_color(l, + tile.color, f.light_source); TileSpec interior_tiles[6]; for (i = 0; i < 6; i++) - interior_tiles[i] = f.special_tiles[0]; + interior_tiles[i] = tile; + float offset = 0.003; box = aabb3f(visible_faces[3] ? -b : -a + offset, visible_faces[1] ? -b : -a + offset, @@ -1004,22 +1087,24 @@ void mapblock_mesh_generate_special(MeshMakeData *data, 1-tx2, 1-ty2, 1-tx1, 1-ty1, tx1, 1-ty2, tx2, 1-ty1, }; - makeCuboid(&collector, box, interior_tiles, 6, c, txc3); + makeCuboid(&collector, box, interior_tiles, 6, special_color, + txc3, f.light_source); } break;} case NDT_ALLFACES: { TileSpec tile_leaves = getNodeTile(n, p, v3s16(0,0,0), data); - u16 l = getInteriorLight(n, 1, nodedef); - video::SColor c = MapBlock_LightColor(255, l, f.light_source); + video::SColor c = encode_light_and_color(l, + tile_leaves.color, f.light_source); v3f pos = intToFloat(p, BS); aabb3f box(-BS/2,-BS/2,-BS/2,BS/2,BS/2,BS/2); box.MinEdge += pos; box.MaxEdge += pos; - makeCuboid(&collector, box, &tile_leaves, 1, c, NULL); + makeCuboid(&collector, box, &tile_leaves, 1, c, NULL, + f.light_source); break;} case NDT_ALLFACES_OPTIONAL: // This is always pre-converted to something else @@ -1046,7 +1131,8 @@ void mapblock_mesh_generate_special(MeshMakeData *data, tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY; u16 l = getInteriorLight(n, 1, nodedef); - video::SColor c = MapBlock_LightColor(255, l, f.light_source); + video::SColor c = encode_light_and_color(l, tile.color, + f.light_source); float s = BS/2*f.visual_scale; // Wall at X+ of node @@ -1087,7 +1173,8 @@ void mapblock_mesh_generate_special(MeshMakeData *data, tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY; u16 l = getInteriorLight(n, 0, nodedef); - video::SColor c = MapBlock_LightColor(255, l, f.light_source); + video::SColor c = encode_light_and_color(l, tile.color, + f.light_source); float d = (float)BS/16; float s = BS/2*f.visual_scale; @@ -1132,7 +1219,8 @@ void mapblock_mesh_generate_special(MeshMakeData *data, tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY; u16 l = getInteriorLight(n, 1, nodedef); - video::SColor c = MapBlock_LightColor(255, l, f.light_source); + video::SColor c = encode_light_and_color(l, tile.color, + f.light_source); float s = BS / 2 * f.visual_scale; // add sqrt(2) visual scale @@ -1302,7 +1390,8 @@ void mapblock_mesh_generate_special(MeshMakeData *data, tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY; u16 l = getInteriorLight(n, 1, nodedef); - video::SColor c = MapBlock_LightColor(255, l, f.light_source); + video::SColor c = encode_light_and_color(l, tile.color, + f.light_source); float s = BS / 2 * f.visual_scale; @@ -1437,7 +1526,8 @@ void mapblock_mesh_generate_special(MeshMakeData *data, tile_rot.rotation = 1; u16 l = getInteriorLight(n, 1, nodedef); - video::SColor c = MapBlock_LightColor(255, l, f.light_source); + video::SColor c = encode_light_and_color(l, tile.color, + f.light_source); const f32 post_rad=(f32)BS/8; const f32 bar_rad=(f32)BS/16; @@ -1456,7 +1546,8 @@ void mapblock_mesh_generate_special(MeshMakeData *data, 4/16.,0,8/16.,1, 8/16.,0,12/16.,1, 12/16.,0,16/16.,1}; - makeCuboid(&collector, post, &tile_rot, 1, c, postuv); + makeCuboid(&collector, post, &tile_rot, 1, c, postuv, + f.light_source); // Now a section of fence, +X, if there's a post there v3s16 p2 = p; @@ -1477,11 +1568,11 @@ void mapblock_mesh_generate_special(MeshMakeData *data, 0/16.,8/16.,16/16.,10/16., 0/16.,14/16.,16/16.,16/16.}; makeCuboid(&collector, bar, &tile_nocrack, 1, - c, xrailuv); + c, xrailuv, f.light_source); bar.MinEdge.Y -= BS/2; bar.MaxEdge.Y -= BS/2; makeCuboid(&collector, bar, &tile_nocrack, 1, - c, xrailuv); + c, xrailuv, f.light_source); } // Now a section of fence, +Z, if there's a post there @@ -1503,11 +1594,11 @@ void mapblock_mesh_generate_special(MeshMakeData *data, 6/16.,6/16.,8/16.,8/16., 10/16.,10/16.,12/16.,12/16.}; makeCuboid(&collector, bar, &tile_nocrack, 1, - c, zrailuv); + c, zrailuv, f.light_source); bar.MinEdge.Y -= BS/2; bar.MaxEdge.Y -= BS/2; makeCuboid(&collector, bar, &tile_nocrack, 1, - c, zrailuv); + c, zrailuv, f.light_source); } break;} case NDT_RAILLIKE: @@ -1616,7 +1707,8 @@ void mapblock_mesh_generate_special(MeshMakeData *data, tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY; u16 l = getInteriorLight(n, 0, nodedef); - video::SColor c = MapBlock_LightColor(255, l, f.light_source); + video::SColor c = encode_light_and_color(l, tile.color, + f.light_source); float d = (float)BS/64; float s = BS/2; @@ -1627,10 +1719,10 @@ void mapblock_mesh_generate_special(MeshMakeData *data, video::S3DVertex vertices[4] = { - video::S3DVertex(-s, -s+d,-s, 0,0,0, c,0,1), - video::S3DVertex( s, -s+d,-s, 0,0,0, c,1,1), - video::S3DVertex( s, g*s+d, s, 0,0,0, c,1,0), - video::S3DVertex(-s, g*s+d, s, 0,0,0, c,0,0), + video::S3DVertex(-s, -s+d, -s, 0, 0, 0, c, 0, 1), + video::S3DVertex( s, -s+d, -s, 0, 0, 0, c, 1, 1), + video::S3DVertex( s, g*s+d, s, 0, 0, 0, c, 1, 0), + video::S3DVertex(-s, g*s+d, s, 0, 0, 0, c, 0, 0), }; for(s32 i=0; i<4; i++) @@ -1653,10 +1745,16 @@ void mapblock_mesh_generate_special(MeshMakeData *data, v3s16(0, 0, 1), v3s16(0, 0, -1) }; - TileSpec tiles[6]; u16 l = getInteriorLight(n, 1, nodedef); - video::SColor c = MapBlock_LightColor(255, l, f.light_source); + TileSpec tiles[6]; + video::SColor colors[6]; + for(int j = 0; j < 6; j++) { + // Handles facedir rotation for textures + tiles[j] = getNodeTile(n, p, tile_dirs[j], data); + colors[j]= encode_light_and_color(l, tiles[j].color, + f.light_source); + } v3f pos = intToFloat(p, BS); @@ -1696,11 +1794,6 @@ void mapblock_mesh_generate_special(MeshMakeData *data, i = boxes.begin(); i != boxes.end(); ++i) { - for(int j = 0; j < 6; j++) - { - // Handles facedir rotation for textures - tiles[j] = getNodeTile(n, p, tile_dirs[j], data); - } aabb3f box = *i; box.MinEdge += pos; box.MaxEdge += pos; @@ -1747,18 +1840,19 @@ void mapblock_mesh_generate_special(MeshMakeData *data, // front tx1, 1-ty2, tx2, 1-ty1, }; - makeCuboid(&collector, box, tiles, 6, c, txc); + makeCuboid(&collector, box, tiles, 6, colors, txc, f.light_source); } break;} case NDT_MESH: { v3f pos = intToFloat(p, BS); - video::SColor c = MapBlock_LightColor(255, getInteriorLight(n, 1, nodedef), f.light_source); - + u16 l = getInteriorLight(n, 1, nodedef); u8 facedir = 0; - if (f.param_type_2 == CPT2_FACEDIR) { + if (f.param_type_2 == CPT2_FACEDIR || + f.param_type_2 == CPT2_COLORED_FACEDIR) { facedir = n.getFaceDir(nodedef); - } else if (f.param_type_2 == CPT2_WALLMOUNTED) { + } else if (f.param_type_2 == CPT2_WALLMOUNTED || + f.param_type_2 == CPT2_COLORED_WALLMOUNTED) { //convert wallmounted to 6dfacedir. //when cache enabled, it is already converted facedir = n.getWallMounted(nodedef); @@ -1771,10 +1865,13 @@ void mapblock_mesh_generate_special(MeshMakeData *data, if (f.mesh_ptr[facedir]) { // use cached meshes for(u16 j = 0; j < f.mesh_ptr[0]->getMeshBufferCount(); j++) { + const TileSpec &tile = getNodeTileN(n, p, j, data); scene::IMeshBuffer *buf = f.mesh_ptr[facedir]->getMeshBuffer(j); - collector.append(getNodeTileN(n, p, j, data), - (video::S3DVertex *)buf->getVertices(), buf->getVertexCount(), - buf->getIndices(), buf->getIndexCount(), pos, c); + collector.append(tile, (video::S3DVertex *) + buf->getVertices(), buf->getVertexCount(), + buf->getIndices(), buf->getIndexCount(), pos, + encode_light_and_color(l, tile.color, f.light_source), + f.light_source); } } else if (f.mesh_ptr[0]) { // no cache, clone and rotate mesh @@ -1783,10 +1880,13 @@ void mapblock_mesh_generate_special(MeshMakeData *data, recalculateBoundingBox(mesh); meshmanip->recalculateNormals(mesh, true, false); for(u16 j = 0; j < mesh->getMeshBufferCount(); j++) { + const TileSpec &tile = getNodeTileN(n, p, j, data); scene::IMeshBuffer *buf = mesh->getMeshBuffer(j); - collector.append(getNodeTileN(n, p, j, data), - (video::S3DVertex *)buf->getVertices(), buf->getVertexCount(), - buf->getIndices(), buf->getIndexCount(), pos, c); + collector.append(tile, (video::S3DVertex *) + buf->getVertices(), buf->getVertexCount(), + buf->getIndices(), buf->getIndexCount(), pos, + encode_light_and_color(l, tile.color, f.light_source), + f.light_source); } mesh->drop(); } diff --git a/src/game.cpp b/src/game.cpp index 1070cb1b2..07d429c6b 100644 --- a/src/game.cpp +++ b/src/game.cpp @@ -642,7 +642,7 @@ class GameGlobalShaderConstantSetter : public IShaderConstantSetter CachedPixelShaderSetting m_fog_distance; CachedVertexShaderSetting m_animation_timer_vertex; CachedPixelShaderSetting m_animation_timer_pixel; - CachedPixelShaderSetting m_day_night_ratio; + CachedPixelShaderSetting m_day_light; CachedPixelShaderSetting m_eye_position_pixel; CachedVertexShaderSetting m_eye_position_vertex; CachedPixelShaderSetting m_minimap_yaw; @@ -674,7 +674,7 @@ public: m_fog_distance("fogDistance"), m_animation_timer_vertex("animationTimer"), m_animation_timer_pixel("animationTimer"), - m_day_night_ratio("dayNightRatio"), + m_day_light("dayLight"), m_eye_position_pixel("eyePosition"), m_eye_position_vertex("eyePosition"), m_minimap_yaw("yawVec"), @@ -717,8 +717,14 @@ public: m_fog_distance.set(&fog_distance, services); - float daynight_ratio = (float)m_client->getEnv().getDayNightRatio() / 1000.f; - m_day_night_ratio.set(&daynight_ratio, services); + u32 daynight_ratio = (float)m_client->getEnv().getDayNightRatio(); + video::SColorf sunlight; + get_sunlight_color(&sunlight, daynight_ratio); + float dnc[3] = { + sunlight.r, + sunlight.g, + sunlight.b }; + m_day_light.set(dnc, services); u32 animation_timer = porting::getTimeMs() % 100000; float animation_timer_f = (float)animation_timer / 100000.f; @@ -840,7 +846,8 @@ bool nodePlacementPrediction(Client &client, // Predict param2 for facedir and wallmounted nodes u8 param2 = 0; - if (nodedef->get(id).param_type_2 == CPT2_WALLMOUNTED) { + if (nodedef->get(id).param_type_2 == CPT2_WALLMOUNTED || + nodedef->get(id).param_type_2 == CPT2_COLORED_WALLMOUNTED) { v3s16 dir = nodepos - neighbourpos; if (abs(dir.Y) > MYMAX(abs(dir.X), abs(dir.Z))) { @@ -852,7 +859,8 @@ bool nodePlacementPrediction(Client &client, } } - if (nodedef->get(id).param_type_2 == CPT2_FACEDIR) { + if (nodedef->get(id).param_type_2 == CPT2_FACEDIR || + nodedef->get(id).param_type_2 == CPT2_COLORED_FACEDIR) { v3s16 dir = nodepos - floatToInt(client.getEnv().getLocalPlayer()->getPosition(), BS); if (abs(dir.X) > abs(dir.Z)) { @@ -3749,11 +3757,9 @@ PointedThing Game::updatePointedThing( light_level = node_light; } - video::SColor c = MapBlock_LightColor(255, light_level, 0); - u8 day = c.getRed(); - u8 night = c.getGreen(); u32 daynight_ratio = client->getEnv().getDayNightRatio(); - finalColorBlend(c, day, night, daynight_ratio); + video::SColor c; + final_color_blend(&c, light_level, daynight_ratio); // Modify final color a bit with time u32 timer = porting::getTimeMs() % 5000; @@ -3964,7 +3970,7 @@ void Game::handleDigging(GameRunData *runData, const ContentFeatures &features = client->getNodeDefManager()->get(n); client->getParticleManager()->addPunchingParticles(client, smgr, - player, nodepos, features.tiles); + player, nodepos, n, features); } } @@ -4011,7 +4017,7 @@ void Game::handleDigging(GameRunData *runData, const ContentFeatures &features = client->getNodeDefManager()->get(wasnode); client->getParticleManager()->addDiggingParticles(client, smgr, - player, nodepos, features.tiles); + player, nodepos, wasnode, features); } runData->dig_time = 0; diff --git a/src/mapblock_mesh.cpp b/src/mapblock_mesh.cpp index 143adb410..dfd6f55a5 100644 --- a/src/mapblock_mesh.cpp +++ b/src/mapblock_mesh.cpp @@ -32,12 +32,6 @@ with this program; if not, write to the Free Software Foundation, Inc., #include "util/directiontables.h" #include -static void applyFacesShading(video::SColor &color, const float factor) -{ - color.setRed(core::clamp(core::round32(color.getRed() * factor), 0, 255)); - color.setGreen(core::clamp(core::round32(color.getGreen() * factor), 0, 255)); -} - /* MeshMakeData */ @@ -321,19 +315,34 @@ u16 getSmoothLight(v3s16 p, v3s16 corner, MeshMakeData *data) return getSmoothLightCombined(p, data); } -/* - Converts from day + night color values (0..255) - and a given daynight_ratio to the final SColor shown on screen. -*/ -void finalColorBlend(video::SColor& result, - u8 day, u8 night, u32 daynight_ratio) +void get_sunlight_color(video::SColorf *sunlight, u32 daynight_ratio){ + f32 rg = daynight_ratio / 1000.0f - 0.04f; + f32 b = (0.98f * daynight_ratio) / 1000.0f + 0.078f; + sunlight->r = rg; + sunlight->g = rg; + sunlight->b = b; +} + +void final_color_blend(video::SColor *result, + u16 light, u32 daynight_ratio) { - s32 rg = (day * daynight_ratio + night * (1000-daynight_ratio)) / 1000; - s32 b = rg; + video::SColorf dayLight; + get_sunlight_color(&dayLight, daynight_ratio); + final_color_blend(result, + encode_light_and_color(light, video::SColor(0xFFFFFFFF), 0), dayLight); +} - // Moonlight is blue - b += (day - night) / 13; - rg -= (day - night) / 23; +void final_color_blend(video::SColor *result, + const video::SColor &data, const video::SColorf &dayLight) +{ + static const video::SColorf artificialColor(1.04f, 1.04f, 1.04f); + + video::SColorf c(data); + f32 n = 1 - c.a; + + f32 r = c.r * (c.a * dayLight.r + n * artificialColor.r) * 2.0f; + f32 g = c.g * (c.a * dayLight.g + n * artificialColor.g) * 2.0f; + f32 b = c.b * (c.a * dayLight.b + n * artificialColor.b) * 2.0f; // Emphase blue a bit in darker places // Each entry of this array represents a range of 8 blue levels @@ -341,19 +350,13 @@ 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[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); + b += emphase_blue_when_dark[irr::core::clamp((s32) ((r + g + b) / 3 * 255), + 0, 255) / 8] / 255.0f; - result.setRed(rg); - result.setGreen(rg); - result.setBlue(b); + result->setRed(core::clamp((s32) (r * 255.0f), 0, 255)); + result->setGreen(core::clamp((s32) (g * 255.0f), 0, 255)); + result->setBlue(core::clamp((s32) (b * 255.0f), 0, 255)); } /* @@ -430,7 +433,7 @@ 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) + v3f p, v3s16 dir, v3f scale, std::vector &dest) { // Position is at the center of the cube. v3f pos = p * BS; @@ -580,24 +583,25 @@ static void makeFastFace(TileSpec tile, u16 li0, u16 li1, u16 li2, u16 li3, v3f normal(dir.X, dir.Y, dir.Z); - 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)); - face.vertices[1] = video::S3DVertex(vertex_pos[1], normal, - MapBlock_LightColor(alpha, li1, light_source), - core::vector2d(x0, y0+h)); - face.vertices[2] = video::S3DVertex(vertex_pos[2], normal, - MapBlock_LightColor(alpha, li2, light_source), - core::vector2d(x0, y0)); - face.vertices[3] = video::S3DVertex(vertex_pos[3], normal, - MapBlock_LightColor(alpha, li3, light_source), - core::vector2d(x0+w*abs_scale, y0)); + u16 li[4] = { li0, li1, li2, li3 }; + v2f32 f[4] = { + core::vector2d(x0 + w * abs_scale, y0 + h), + core::vector2d(x0, y0 + h), + core::vector2d(x0, y0), + core::vector2d(x0 + w * abs_scale, y0) }; + + for (u8 i = 0; i < 4; i++) { + video::SColor c = encode_light_and_color(li[i], tile.color, + tile.emissive_light); + if (!tile.emissive_light) + applyFacesShading(c, normal); + + face.vertices[i] = video::S3DVertex(vertex_pos[i], normal, c, f[i]); + } face.tile = tile; } @@ -664,7 +668,10 @@ static u8 face_contents(content_t m1, content_t m2, bool *equivalent, TileSpec getNodeTileN(MapNode mn, v3s16 p, u8 tileindex, MeshMakeData *data) { INodeDefManager *ndef = data->m_client->ndef(); - TileSpec spec = ndef->get(mn).tiles[tileindex]; + const ContentFeatures &f = ndef->get(mn); + TileSpec spec = f.tiles[tileindex]; + if (!spec.has_color) + mn.getColor(f, &spec.color); // Apply temporary crack if (p == data->m_crack_pos_relative) spec.material_flags |= MATERIAL_FLAG_CRACK; @@ -747,8 +754,7 @@ static void getTileInfo( v3s16 &p_corrected, v3s16 &face_dir_corrected, u16 *lights, - TileSpec &tile, - u8 &light_source + TileSpec &tile ) { VoxelManipulator &vmanip = data->m_vmanip; @@ -763,7 +769,8 @@ static void getTileInfo( return; } - const MapNode &n1 = vmanip.getNodeRefUnsafeCheckFlags(blockpos_nodes + p + face_dir); + const MapNode &n1 = vmanip.getNodeRefUnsafeCheckFlags( + blockpos_nodes + p + face_dir); if (n1.getContent() == CONTENT_IGNORE) { makes_face = false; @@ -783,26 +790,25 @@ static void getTileInfo( makes_face = true; - if(mf == 1) - { - tile = getNodeTile(n0, p, face_dir, data); + MapNode n = n0; + + if (mf == 1) { p_corrected = p; face_dir_corrected = face_dir; - light_source = ndef->get(n0).light_source; - } - else - { - tile = getNodeTile(n1, p + face_dir, -face_dir, data); + } else { + n = n1; p_corrected = p + face_dir; face_dir_corrected = -face_dir; - light_source = ndef->get(n1).light_source; } + tile = getNodeTile(n, p_corrected, face_dir_corrected, data); + const ContentFeatures &f = ndef->get(n); + tile.emissive_light = f.light_source; // eg. water and glass - if(equivalent) + if (equivalent) tile.material_flags |= MATERIAL_FLAG_BACKFACE_CULLING; - if(data->m_smooth_lighting == false) + if (data->m_smooth_lighting == false) { lights[0] = lights[1] = lights[2] = lights[3] = getFaceLight(n0, n1, face_dir, ndef); @@ -845,10 +851,9 @@ static void updateFastFaceRow( v3s16 face_dir_corrected; u16 lights[4] = {0,0,0,0}; TileSpec tile; - u8 light_source = 0; getTileInfo(data, p, face_dir, makes_face, p_corrected, face_dir_corrected, - lights, tile, light_source); + lights, tile); for(u16 j=0; javg("Meshgen: faces drawn by tiling", 0); for(int i = 1; i < continuous_tiles_count; i++){ @@ -958,7 +962,6 @@ static void updateFastFaceRow( lights[2] = next_lights[2]; lights[3] = next_lights[3]; tile = next_tile; - light_source = next_light_source; p = p_next; } } @@ -1083,12 +1086,14 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset): const u16 *indices_p = indices; /* - Revert triangles for nicer looking gradient if vertices - 1 and 3 have same color or 0 and 2 have different color. - getRed() is the day color. + Revert triangles for nicer looking gradient if the + brightness of vertices 1 and 3 differ less than + the brightness of vertices 0 and 2. */ - if(f.vertices[0].Color.getRed() != f.vertices[2].Color.getRed() - || f.vertices[1].Color.getRed() == f.vertices[3].Color.getRed()) + if (abs(f.vertices[0].Color.getAverage() + - f.vertices[2].Color.getAverage()) + > abs(f.vertices[1].Color.getAverage() + - f.vertices[3].Color.getAverage())) indices_p = indices_alternate; collector.append(f.tile, f.vertices, 4, indices_p, 6); @@ -1148,43 +1153,30 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset): p.tile.texture = animation_frame.texture; } - u32 vertex_count = m_use_tangent_vertices ? - p.tangent_vertices.size() : p.vertices.size(); - for (u32 j = 0; j < vertex_count; j++) { - v3f *Normal; - video::SColor *vc; - if (m_use_tangent_vertices) { - vc = &p.tangent_vertices[j].Color; - Normal = &p.tangent_vertices[j].Normal; - } else { - vc = &p.vertices[j].Color; - Normal = &p.vertices[j].Normal; - } - // Note applyFacesShading second parameter is precalculated sqrt - // value for speed improvement - // Skip it for lightsources and top faces. - if (!vc->getBlue()) { - if (Normal->Y < -0.5) { - applyFacesShading(*vc, 0.447213); - } else if (Normal->X > 0.5) { - applyFacesShading(*vc, 0.670820); - } else if (Normal->X < -0.5) { - applyFacesShading(*vc, 0.670820); - } else if (Normal->Z > 0.5) { - applyFacesShading(*vc, 0.836660); - } else if (Normal->Z < -0.5) { - applyFacesShading(*vc, 0.836660); - } - } - 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); + if (!m_enable_shaders) { + // Extract colors for day-night animation + // Dummy sunlight to handle non-sunlit areas + video::SColorf sunlight; + get_sunlight_color(&sunlight, 0); + u32 vertex_count = + m_use_tangent_vertices ? + p.tangent_vertices.size() : p.vertices.size(); + for (u32 j = 0; j < vertex_count; j++) { + video::SColor *vc; + if (m_use_tangent_vertices) { + vc = &p.tangent_vertices[j].Color; + } else { + 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[i][j] = copy; + + // The sunlight ratio has been stored, + // delete alpha (for the final rendering). + vc->setAlpha(255); } } @@ -1358,19 +1350,19 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat if (m_enable_vbo) { m_mesh->setDirty(); } - for(std::map > >::iterator + video::SColorf day_color; + get_sunlight_color(&day_color, daynight_ratio); + for(std::map >::iterator i = m_daynight_diffs.begin(); i != m_daynight_diffs.end(); ++i) { scene::IMeshBuffer *buf = m_mesh->getMeshBuffer(i->first); video::S3DVertex *vertices = (video::S3DVertex *)buf->getVertices(); - for(std::map >::iterator + for(std::map::iterator j = i->second.begin(); j != i->second.end(); ++j) { - u8 day = j->second.first; - u8 night = j->second.second; - finalColorBlend(vertices[j->first].Color, day, night, daynight_ratio); + final_color_blend(&(vertices[j->first].Color), j->second, day_color); } } m_last_daynight_ratio = daynight_ratio; @@ -1452,7 +1444,7 @@ void MeshCollector::append(const TileSpec &tile, void MeshCollector::append(const TileSpec &tile, const video::S3DVertex *vertices, u32 numVertices, const u16 *indices, u32 numIndices, - v3f pos, video::SColor c) + v3f pos, video::SColor c, u8 light_source) { if (numIndices > 65535) { dstream<<"FIXME: MeshCollector::append() called with numIndices="<tangent_vertices.size(); for (u32 i = 0; i < numVertices; i++) { + if (!light_source) { + c = original_c; + applyFacesShading(c, vertices[i].Normal); + } video::S3DVertexTangents vert(vertices[i].Pos + pos, vertices[i].Normal, c, vertices[i].TCoords); p->tangent_vertices.push_back(vert); @@ -1489,8 +1486,12 @@ void MeshCollector::append(const TileSpec &tile, } else { vertex_count = p->vertices.size(); for (u32 i = 0; i < numVertices; i++) { - video::S3DVertex vert(vertices[i].Pos + pos, - vertices[i].Normal, c, vertices[i].TCoords); + if (!light_source) { + c = original_c; + applyFacesShading(c, vertices[i].Normal); + } + video::S3DVertex vert(vertices[i].Pos + pos, vertices[i].Normal, c, + vertices[i].TCoords); p->vertices.push_back(vert); } } @@ -1500,3 +1501,33 @@ void MeshCollector::append(const TileSpec &tile, p->indices.push_back(j); } } + +video::SColor encode_light_and_color(u16 light, const video::SColor &color, + u8 emissive_light) +{ + // Get components + f32 day = (light & 0xff) / 255.0f; + f32 night = (light >> 8) / 255.0f; + // Add emissive light + night += emissive_light * 0.01f; + if (night > 255) + night = 255; + // Since we don't know if the day light is sunlight or + // artificial light, assume it is artificial when the night + // light bank is also lit. + if (day < night) + day = 0; + else + day = day - night; + f32 sum = day + night; + // Ratio of sunlight: + float r; + if (sum > 0) + r = day / sum; + else + r = 0; + // Average light: + float b = (day + night) / 2; + return video::SColor(r * 255, b * color.getRed(), b * color.getGreen(), + b * color.getBlue()); +} diff --git a/src/mapblock_mesh.h b/src/mapblock_mesh.h index 5adb7df3f..916703f3e 100644 --- a/src/mapblock_mesh.h +++ b/src/mapblock_mesh.h @@ -156,8 +156,8 @@ private: // Animation info: day/night transitions // Last daynight_ratio value passed to animate() u32 m_last_daynight_ratio; - // For each meshbuffer, maps vertex indices to (day,night) pairs - std::map > > m_daynight_diffs; + // For each meshbuffer, stores pre-baked colors of sunlit vertices + std::map > m_daynight_diffs; // Camera offset info -> do we have to translate the mesh? v3s16 m_camera_offset; @@ -192,28 +192,53 @@ struct MeshCollector void append(const TileSpec &material, const video::S3DVertex *vertices, u32 numVertices, const u16 *indices, u32 numIndices, - v3f pos, video::SColor c); + v3f pos, video::SColor c, u8 light_source); }; -// This encodes -// alpha in the A channel of the returned SColor -// day light (0-255) in the R channel of the returned SColor -// night light (0-255) in the G channel of the returned SColor -// light source (0-255) in the B channel of the returned SColor -inline video::SColor MapBlock_LightColor(u8 alpha, u16 light, u8 light_source=0) -{ - return video::SColor(alpha, (light & 0xff), (light >> 8), light_source); -} +/*! + * Encodes light and color of a node. + * The result is not the final color, but a + * half-baked vertex color. + * + * \param light the first 8 bits are day light, + * the last 8 bits are night light + * \param color the node's color + * \param emissive_light amount of light the surface emits, + * from 0 to LIGHT_SUN. + */ +video::SColor encode_light_and_color(u16 light, const video::SColor &color, + u8 emissive_light); // Compute light at node u16 getInteriorLight(MapNode n, s32 increment, INodeDefManager *ndef); u16 getFaceLight(MapNode n, MapNode n2, v3s16 face_dir, INodeDefManager *ndef); u16 getSmoothLight(v3s16 p, v3s16 corner, MeshMakeData *data); -// Converts from day + night color values (0..255) -// and a given daynight_ratio to the final SColor shown on screen. -void finalColorBlend(video::SColor& result, - u8 day, u8 night, u32 daynight_ratio); +/*! + * Returns the sunlight's color from the current + * day-night ratio. + */ +void get_sunlight_color(video::SColorf *sunlight, u32 daynight_ratio); + +/*! + * Gives the final SColor shown on screen. + * + * \param result output color + * \param light first 8 bits are day light, second 8 bits are + * night light + */ +void final_color_blend(video::SColor *result, + u16 light, u32 daynight_ratio); + +/*! + * Gives the final SColor shown on screen. + * + * \param result output color + * \param data the half-baked vertex color + * \param dayLight color of the sunlight + */ +void final_color_blend(video::SColor *result, + const video::SColor &data, const video::SColorf &dayLight); // Retrieves the TileSpec of a face of a node // Adds MATERIAL_FLAG_CRACK if the node is cracked diff --git a/src/mapnode.cpp b/src/mapnode.cpp index f1a7f3e61..d835daba2 100644 --- a/src/mapnode.cpp +++ b/src/mapnode.cpp @@ -55,6 +55,15 @@ MapNode::MapNode(INodeDefManager *ndef, const std::string &name, param2 = a_param2; } +void MapNode::getColor(const ContentFeatures &f, video::SColor *color) const +{ + if (f.palette) { + *color = (*f.palette)[param2]; + return; + } + *color = f.color; +} + void MapNode::setLight(enum LightBank bank, u8 a_light, const ContentFeatures &f) { // If node doesn't contain light data, ignore this @@ -146,7 +155,8 @@ bool MapNode::getLightBanks(u8 &lightday, u8 &lightnight, INodeDefManager *nodem u8 MapNode::getFaceDir(INodeDefManager *nodemgr) const { const ContentFeatures &f = nodemgr->get(*this); - if(f.param_type_2 == CPT2_FACEDIR) + if (f.param_type_2 == CPT2_FACEDIR || + f.param_type_2 == CPT2_COLORED_FACEDIR) return (getParam2() & 0x1F) % 24; return 0; } @@ -154,7 +164,8 @@ u8 MapNode::getFaceDir(INodeDefManager *nodemgr) const u8 MapNode::getWallMounted(INodeDefManager *nodemgr) const { const ContentFeatures &f = nodemgr->get(*this); - if(f.param_type_2 == CPT2_WALLMOUNTED) + if (f.param_type_2 == CPT2_WALLMOUNTED || + f.param_type_2 == CPT2_COLORED_WALLMOUNTED) return getParam2() & 0x07; return 0; } @@ -176,7 +187,7 @@ void MapNode::rotateAlongYAxis(INodeDefManager *nodemgr, Rotation rot) { ContentParamType2 cpt2 = nodemgr->get(*this).param_type_2; - if (cpt2 == CPT2_FACEDIR) { + if (cpt2 == CPT2_FACEDIR || cpt2 == CPT2_COLORED_FACEDIR) { static const u8 rotate_facedir[24 * 4] = { // Table value = rotated facedir // Columns: 0, 90, 180, 270 degrees rotation around vertical axis @@ -216,7 +227,8 @@ void MapNode::rotateAlongYAxis(INodeDefManager *nodemgr, Rotation rot) u8 index = facedir * 4 + rot; param2 &= ~31; param2 |= rotate_facedir[index]; - } else if (cpt2 == CPT2_WALLMOUNTED) { + } else if (cpt2 == CPT2_WALLMOUNTED || + cpt2 == CPT2_COLORED_WALLMOUNTED) { u8 wmountface = (param2 & 7); if (wmountface <= 1) return; diff --git a/src/mapnode.h b/src/mapnode.h index ae0245cfe..9c56a7e17 100644 --- a/src/mapnode.h +++ b/src/mapnode.h @@ -20,9 +20,7 @@ with this program; if not, write to the Free Software Foundation, Inc., #ifndef MAPNODE_HEADER #define MAPNODE_HEADER -#include "irrlichttypes.h" -#include "irr_v3d.h" -#include "irr_aabb3d.h" +#include "irrlichttypes_bloated.h" #include "light.h" #include #include @@ -187,6 +185,14 @@ struct MapNode param2 = p; } + /*! + * Returns the color of the node. + * + * \param f content features of this node + * \param color output, contains the node's color. + */ + void getColor(const ContentFeatures &f, video::SColor *color) const; + void setLight(enum LightBank bank, u8 a_light, const ContentFeatures &f); void setLight(enum LightBank bank, u8 a_light, INodeDefManager *nodemgr); diff --git a/src/mesh.cpp b/src/mesh.cpp index 50465748c..84689b631 100644 --- a/src/mesh.cpp +++ b/src/mesh.cpp @@ -33,13 +33,25 @@ with this program; if not, write to the Free Software Foundation, Inc., #define MY_ETLM_READ_ONLY video::ETLM_READ_ONLY #endif -static void applyFacesShading(video::SColor& color, float factor) +inline static void applyShadeFactor(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)); } +void applyFacesShading(video::SColor &color, const v3f &normal) +{ + // Many special drawtypes have normals set to 0,0,0 and this + // must result in maximum brightness (no face shadng). + if (normal.Y < -0.5f) + applyShadeFactor (color, 0.447213f); + else if (normal.X > 0.5f || normal.X < -0.5f) + applyShadeFactor (color, 0.670820f); + else if (normal.Z > 0.5f || normal.Z < -0.5f) + applyShadeFactor (color, 0.836660f); +} + scene::IAnimatedMesh* createCubeMesh(v3f scale) { video::SColor c(255,255,255,255); @@ -172,29 +184,18 @@ void setMeshColor(scene::IMesh *mesh, const video::SColor &color) } } -void shadeMeshFaces(scene::IMesh *mesh) +void colorizeMeshBuffer(scene::IMeshBuffer *buf, const video::SColor *buffercolor) { - if (mesh == NULL) - return; - - u32 mc = mesh->getMeshBufferCount(); - for (u32 j = 0; j < mc; j++) { - scene::IMeshBuffer *buf = mesh->getMeshBuffer(j); - const u32 stride = getVertexPitchFromType(buf->getVertexType()); - u32 vertex_count = buf->getVertexCount(); - u8 *vertices = (u8 *)buf->getVertices(); - for (u32 i = 0; i < vertex_count; i++) { - video::S3DVertex *vertex = (video::S3DVertex *)(vertices + i * stride); - video::SColor &vc = vertex->Color; - // Many special drawtypes have normals set to 0,0,0 and this - // must result in maximum brightness (no face shadng). - if (vertex->Normal.Y < -0.5f) - applyFacesShading (vc, 0.447213f); - else if (vertex->Normal.X > 0.5f || vertex->Normal.X < -0.5f) - applyFacesShading (vc, 0.670820f); - else if (vertex->Normal.Z > 0.5f || vertex->Normal.Z < -0.5f) - applyFacesShading (vc, 0.836660f); - } + const u32 stride = getVertexPitchFromType(buf->getVertexType()); + u32 vertex_count = buf->getVertexCount(); + u8 *vertices = (u8 *) buf->getVertices(); + for (u32 i = 0; i < vertex_count; i++) { + video::S3DVertex *vertex = (video::S3DVertex *) (vertices + i * stride); + video::SColor *vc = &(vertex->Color); + // Reset color + *vc = *buffercolor; + // Apply shading + applyFacesShading(*vc, vertex->Normal); } } diff --git a/src/mesh.h b/src/mesh.h index 10df97015..bcf0d771c 100644 --- a/src/mesh.h +++ b/src/mesh.h @@ -23,6 +23,12 @@ with this program; if not, write to the Free Software Foundation, Inc., #include "irrlichttypes_extrabloated.h" #include "nodedef.h" +/*! + * Applies shading to a color based on the surface's + * normal vector. + */ +void applyFacesShading(video::SColor &color, const v3f &normal); + /* Create a new cube mesh. Vertices are at (+-scale.X/2, +-scale.Y/2, +-scale.Z/2). @@ -48,11 +54,7 @@ void translateMesh(scene::IMesh *mesh, v3f vec); */ void setMeshColor(scene::IMesh *mesh, const video::SColor &color); -/* - Shade mesh faces according to their normals -*/ - -void shadeMeshFaces(scene::IMesh *mesh); +void colorizeMeshBuffer(scene::IMeshBuffer *buf, const video::SColor *buffercolor); /* Set the color of all vertices in the mesh. @@ -87,7 +89,7 @@ void rotateMeshYZby (scene::IMesh *mesh, f64 degrees); scene::IMesh* cloneMesh(scene::IMesh *src_mesh); /* - Convert nodeboxes to mesh. + Convert nodeboxes to mesh. Each tile goes into a different buffer. boxes - set of nodeboxes to be converted into cuboids uv_coords[24] - table of texture uv coords for each cuboid face expand - factor by which cuboids will be resized diff --git a/src/minimap.cpp b/src/minimap.cpp index f49adb517..a2e501751 100644 --- a/src/minimap.cpp +++ b/src/minimap.cpp @@ -144,7 +144,7 @@ MinimapPixel *MinimapUpdateThread::getMinimapPixel(v3s16 pos, if (it != m_blocks_cache.end()) { MinimapMapblock *mmblock = it->second; MinimapPixel *pixel = &mmblock->data[relpos.Z * MAP_BLOCKSIZE + relpos.X]; - if (pixel->id != CONTENT_AIR) { + if (pixel->n.param0 != CONTENT_AIR) { *pixel_height = height + pixel->height; return pixel; } @@ -187,7 +187,7 @@ void MinimapUpdateThread::getMap(v3s16 pos, s16 size, s16 height, bool is_radar) for (s16 x = 0; x < size; x++) for (s16 z = 0; z < size; z++) { - u16 id = CONTENT_AIR; + MapNode n(CONTENT_AIR); MinimapPixel *mmpixel = &data->minimap_scan[x + z * size]; if (!is_radar) { @@ -195,14 +195,14 @@ void MinimapUpdateThread::getMap(v3s16 pos, s16 size, s16 height, bool is_radar) MinimapPixel *cached_pixel = getMinimapPixel(v3s16(p.X + x, p.Y, p.Z + z), height, &pixel_height); if (cached_pixel) { - id = cached_pixel->id; + n = cached_pixel->n; mmpixel->height = pixel_height; } } else { mmpixel->air_count = getAirCount(v3s16(p.X + x, p.Y, p.Z + z), height); } - mmpixel->id = id; + mmpixel->n = n; } } @@ -372,10 +372,21 @@ void Mapper::blitMinimapPixelsToImageSurface( for (s16 z = 0; z < data->map_size; z++) { MinimapPixel *mmpixel = &data->minimap_scan[x + z * data->map_size]; - video::SColor c = m_ndef->get(mmpixel->id).minimap_color; - c.setAlpha(240); - - map_image->setPixel(x, data->map_size - z - 1, c); + const ContentFeatures &f = m_ndef->get(mmpixel->n); + const TileDef *tile = &f.tiledef[0]; + // Color of the 0th tile (mostly this is the topmost) + video::SColor tilecolor; + if(tile->has_color) + tilecolor = tile->color; + else + mmpixel->n.getColor(f, &tilecolor); + tilecolor.setRed(tilecolor.getRed() * f.minimap_color.getRed() / 255); + tilecolor.setGreen(tilecolor.getGreen() * f.minimap_color.getGreen() + / 255); + tilecolor.setBlue(tilecolor.getBlue() * f.minimap_color.getBlue() / 255); + tilecolor.setAlpha(240); + + map_image->setPixel(x, data->map_size - z - 1, tilecolor); u32 h = mmpixel->height; heightmap_image->setPixel(x,data->map_size - z - 1, @@ -617,7 +628,7 @@ void MinimapMapblock::getMinimapNodes(VoxelManipulator *vmanip, v3s16 pos) MapNode n = vmanip->getNodeNoEx(pos + p); if (!surface_found && n.getContent() != CONTENT_AIR) { mmpixel->height = y; - mmpixel->id = n.getContent(); + mmpixel->n = n; surface_found = true; } else if (n.getContent() == CONTENT_AIR) { air_count++; @@ -625,7 +636,7 @@ void MinimapMapblock::getMinimapNodes(VoxelManipulator *vmanip, v3s16 pos) } if (!surface_found) - mmpixel->id = CONTENT_AIR; + mmpixel->n = MapNode(CONTENT_AIR); mmpixel->air_count = air_count; } diff --git a/src/minimap.h b/src/minimap.h index 743b2bff2..81ed0e49f 100644 --- a/src/minimap.h +++ b/src/minimap.h @@ -52,10 +52,10 @@ struct MinimapModeDef { }; struct MinimapPixel { - u16 id; + //! The topmost node that the minimap displays. + MapNode n; u16 height; u16 air_count; - u16 light; }; struct MinimapMapblock { diff --git a/src/network/networkprotocol.h b/src/network/networkprotocol.h index 23c8a665b..a511d169b 100644 --- a/src/network/networkprotocol.h +++ b/src/network/networkprotocol.h @@ -143,9 +143,12 @@ with this program; if not, write to the Free Software Foundation, Inc., serialization of TileAnimation params changed TAT_SHEET_2D Removed client-sided chat perdiction + PROTOCOL VERSION 30: + New ContentFeatures serialization version + Add node and tile color and palette */ -#define LATEST_PROTOCOL_VERSION 29 +#define LATEST_PROTOCOL_VERSION 30 // Server's supported network protocol range #define SERVER_PROTOCOL_VERSION_MIN 13 diff --git a/src/nodedef.cpp b/src/nodedef.cpp index a4af26e87..98f795c7a 100644 --- a/src/nodedef.cpp +++ b/src/nodedef.cpp @@ -189,7 +189,9 @@ void NodeBox::deSerialize(std::istream &is) void TileDef::serialize(std::ostream &os, u16 protocol_version) const { - if (protocol_version >= 29) + if (protocol_version >= 30) + writeU8(os, 4); + else if (protocol_version >= 29) writeU8(os, 3); else if (protocol_version >= 26) writeU8(os, 2); @@ -205,6 +207,14 @@ void TileDef::serialize(std::ostream &os, u16 protocol_version) const writeU8(os, tileable_horizontal); writeU8(os, tileable_vertical); } + if (protocol_version >= 30) { + writeU8(os, has_color); + if (has_color) { + writeU8(os, color.getRed()); + writeU8(os, color.getGreen()); + writeU8(os, color.getBlue()); + } + } } void TileDef::deSerialize(std::istream &is, const u8 contenfeatures_version, const NodeDrawType drawtype) @@ -218,6 +228,14 @@ void TileDef::deSerialize(std::istream &is, const u8 contenfeatures_version, con tileable_horizontal = readU8(is); tileable_vertical = readU8(is); } + if (version >= 4) { + has_color = readU8(is); + if (has_color) { + color.setRed(readU8(is)); + color.setGreen(readU8(is)); + color.setBlue(readU8(is)); + } + } if ((contenfeatures_version < 8) && ((drawtype == NDT_MESH) || @@ -351,172 +369,222 @@ void ContentFeatures::reset() connects_to.clear(); connects_to_ids.clear(); connect_sides = 0; + color = video::SColor(0xFFFFFFFF); + palette_name = ""; + palette = NULL; } void ContentFeatures::serialize(std::ostream &os, u16 protocol_version) const { - if(protocol_version < 24){ + if (protocol_version < 30) { serializeOld(os, protocol_version); return; } - writeU8(os, protocol_version < 27 ? 7 : 8); + // version + writeU8(os, 9); - os<first); + for (ItemGroupList::const_iterator i = groups.begin(); i != groups.end(); + ++i) { + os << serializeString(i->first); writeS16(os, i->second); } + writeU8(os, param_type); + writeU8(os, param_type_2); + + // visual writeU8(os, drawtype); + os << serializeString(mesh); writeF1000(os, visual_scale); writeU8(os, 6); - for(u32 i = 0; i < 6; i++) + for (u32 i = 0; i < 6; i++) tiledef[i].serialize(os, protocol_version); writeU8(os, CF_SPECIAL_COUNT); - for(u32 i = 0; i < CF_SPECIAL_COUNT; i++){ + for (u32 i = 0; i < CF_SPECIAL_COUNT; i++) { tiledef_special[i].serialize(os, protocol_version); } writeU8(os, alpha); + writeU8(os, color.getRed()); + writeU8(os, color.getGreen()); + writeU8(os, color.getBlue()); + os << serializeString(palette_name); + writeU8(os, waving); + writeU8(os, connect_sides); + writeU16(os, connects_to_ids.size()); + for (std::set::const_iterator i = connects_to_ids.begin(); + i != connects_to_ids.end(); ++i) + writeU16(os, *i); writeU8(os, post_effect_color.getAlpha()); writeU8(os, post_effect_color.getRed()); writeU8(os, post_effect_color.getGreen()); writeU8(os, post_effect_color.getBlue()); - writeU8(os, param_type); - if ((protocol_version < 28) && (param_type_2 == CPT2_MESHOPTIONS)) - writeU8(os, CPT2_NONE); - else - writeU8(os, param_type_2); - writeU8(os, is_ground_content); + writeU8(os, leveled); + + // lighting writeU8(os, light_propagates); writeU8(os, sunlight_propagates); + writeU8(os, light_source); + + // map generation + writeU8(os, is_ground_content); + + // interaction writeU8(os, walkable); writeU8(os, pointable); writeU8(os, diggable); writeU8(os, climbable); writeU8(os, buildable_to); - os<::const_iterator i = connects_to_ids.begin(); - i != connects_to_ids.end(); ++i) - writeU16(os, *i); - writeU8(os, connect_sides); + + // legacy + writeU8(os, legacy_facedir_simple); + writeU8(os, legacy_wallmounted); +} + +void ContentFeatures::correctAlpha() +{ + if (alpha == 0 || alpha == 255) + return; + + for (u32 i = 0; i < 6; i++) { + std::stringstream s; + s << tiledef[i].name << "^[noalpha^[opacity:" << ((int)alpha); + tiledef[i].name = s.str(); + } + + for (u32 i = 0; i < CF_SPECIAL_COUNT; i++) { + std::stringstream s; + s << tiledef_special[i].name << "^[noalpha^[opacity:" << ((int)alpha); + tiledef_special[i].name = s.str(); + } } void ContentFeatures::deSerialize(std::istream &is) { + // version detection int version = readU8(is); - if (version < 7) { + if (version < 9) { deSerializeOld(is, version); return; - } else if (version > 8) { + } else if (version > 9) { throw SerializationError("unsupported ContentFeatures version"); } + // general name = deSerializeString(is); groups.clear(); u32 groups_size = readU16(is); - for(u32 i = 0; i < groups_size; i++){ + for (u32 i = 0; i < groups_size; i++) { std::string name = deSerializeString(is); int value = readS16(is); groups[name] = value; } - drawtype = (enum NodeDrawType)readU8(is); + param_type = (enum ContentParamType) readU8(is); + param_type_2 = (enum ContentParamType2) readU8(is); + // visual + drawtype = (enum NodeDrawType) readU8(is); + mesh = deSerializeString(is); visual_scale = readF1000(is); - if(readU8(is) != 6) + if (readU8(is) != 6) throw SerializationError("unsupported tile count"); - for(u32 i = 0; i < 6; i++) + for (u32 i = 0; i < 6; i++) tiledef[i].deSerialize(is, version, drawtype); - if(readU8(is) != CF_SPECIAL_COUNT) + if (readU8(is) != CF_SPECIAL_COUNT) throw SerializationError("unsupported CF_SPECIAL_COUNT"); - for(u32 i = 0; i < CF_SPECIAL_COUNT; i++) + for (u32 i = 0; i < CF_SPECIAL_COUNT; i++) tiledef_special[i].deSerialize(is, version, drawtype); alpha = readU8(is); + color.setRed(readU8(is)); + color.setGreen(readU8(is)); + color.setBlue(readU8(is)); + palette_name = deSerializeString(is); + waving = readU8(is); + connect_sides = readU8(is); + u16 connects_to_size = readU16(is); + connects_to_ids.clear(); + for (u16 i = 0; i < connects_to_size; i++) + connects_to_ids.insert(readU16(is)); post_effect_color.setAlpha(readU8(is)); post_effect_color.setRed(readU8(is)); post_effect_color.setGreen(readU8(is)); post_effect_color.setBlue(readU8(is)); - param_type = (enum ContentParamType)readU8(is); - param_type_2 = (enum ContentParamType2)readU8(is); - is_ground_content = readU8(is); + leveled = readU8(is); + + // lighting-related light_propagates = readU8(is); sunlight_propagates = readU8(is); + light_source = readU8(is); + light_source = MYMIN(light_source, LIGHT_MAX); + + // map generation + is_ground_content = readU8(is); + + // interaction walkable = readU8(is); pointable = readU8(is); diggable = readU8(is); climbable = readU8(is); buildable_to = readU8(is); - deSerializeString(is); // legacy: used to be metadata_name - liquid_type = (enum LiquidType)readU8(is); + rightclickable = readU8(is); + damage_per_second = readU32(is); + + // liquid + liquid_type = (enum LiquidType) readU8(is); liquid_alternative_flowing = deSerializeString(is); liquid_alternative_source = deSerializeString(is); liquid_viscosity = readU8(is); liquid_renewable = readU8(is); - light_source = readU8(is); - light_source = MYMIN(light_source, LIGHT_MAX); - damage_per_second = readU32(is); + liquid_range = readU8(is); + drowning = readU8(is); + floodable = readU8(is); + + // node boxes node_box.deSerialize(is); selection_box.deSerialize(is); - legacy_facedir_simple = readU8(is); - legacy_wallmounted = readU8(is); + collision_box.deSerialize(is); + + // sounds deSerializeSimpleSoundSpec(sound_footstep, is); deSerializeSimpleSoundSpec(sound_dig, is); deSerializeSimpleSoundSpec(sound_dug, is); - rightclickable = readU8(is); - drowning = readU8(is); - leveled = readU8(is); - liquid_range = readU8(is); - waving = readU8(is); - // If you add anything here, insert it primarily inside the try-catch - // block to not need to increase the version. - try{ - // Stuff below should be moved to correct place in a version that - // otherwise changes the protocol version - mesh = deSerializeString(is); - collision_box.deSerialize(is); - floodable = readU8(is); - u16 connects_to_size = readU16(is); - connects_to_ids.clear(); - for (u16 i = 0; i < connects_to_size; i++) - connects_to_ids.insert(readU16(is)); - connect_sides = readU8(is); - }catch(SerializationError &e) {}; + + // read legacy properties + legacy_facedir_simple = readU8(is); + legacy_wallmounted = readU8(is); } #ifndef SERVER void ContentFeatures::fillTileAttribs(ITextureSource *tsrc, TileSpec *tile, TileDef *tiledef, u32 shader_id, bool use_normal_texture, - bool backface_culling, u8 alpha, u8 material_type) + bool backface_culling, u8 material_type) { tile->shader_id = shader_id; tile->texture = tsrc->getTextureForMesh(tiledef->name, &tile->texture_id); - tile->alpha = alpha; tile->material_type = material_type; // Normal texture and shader flags texture @@ -536,6 +604,13 @@ void ContentFeatures::fillTileAttribs(ITextureSource *tsrc, TileSpec *tile, if (tiledef->tileable_vertical) tile->material_flags |= MATERIAL_FLAG_TILEABLE_VERTICAL; + // Color + tile->has_color = tiledef->has_color; + if (tiledef->has_color) + tile->color = tiledef->color; + else + tile->color = color; + // Animation parameters int frame_count = 1; if (tile->material_flags & MATERIAL_FLAG_ANIMATION) { @@ -681,6 +756,9 @@ void ContentFeatures::updateTextures(ITextureSource *tsrc, IShaderSource *shdsrc is_water_surface = true; } + // Vertex alpha is no longer supported, correct if necessary. + correctAlpha(); + u32 tile_shader[6]; for (u16 j = 0; j < 6; j++) { tile_shader[j] = shdsrc->getShader("nodes_shader", @@ -696,14 +774,14 @@ void ContentFeatures::updateTextures(ITextureSource *tsrc, IShaderSource *shdsrc for (u16 j = 0; j < 6; j++) { fillTileAttribs(tsrc, &tiles[j], &tdef[j], tile_shader[j], tsettings.use_normal_texture, - tiledef[j].backface_culling, alpha, material_type); + tiledef[j].backface_culling, material_type); } // Special tiles (fill in f->special_tiles[]) for (u16 j = 0; j < CF_SPECIAL_COUNT; j++) { fillTileAttribs(tsrc, &special_tiles[j], &tiledef_special[j], tile_shader[j], tsettings.use_normal_texture, - tiledef_special[j].backface_culling, alpha, material_type); + tiledef_special[j].backface_culling, material_type); } if ((drawtype == NDT_MESH) && (mesh != "")) { @@ -731,15 +809,19 @@ void ContentFeatures::updateTextures(ITextureSource *tsrc, IShaderSource *shdsrc } //Cache 6dfacedir and wallmounted rotated clones of meshes - if (tsettings.enable_mesh_cache && mesh_ptr[0] && (param_type_2 == CPT2_FACEDIR)) { + if (tsettings.enable_mesh_cache && mesh_ptr[0] && + (param_type_2 == CPT2_FACEDIR + || param_type_2 == CPT2_COLORED_FACEDIR)) { for (u16 j = 1; j < 24; j++) { mesh_ptr[j] = cloneMesh(mesh_ptr[0]); rotateMeshBy6dFacedir(mesh_ptr[j], j); recalculateBoundingBox(mesh_ptr[j]); meshmanip->recalculateNormals(mesh_ptr[j], true, false); } - } else if (tsettings.enable_mesh_cache && mesh_ptr[0] && (param_type_2 == CPT2_WALLMOUNTED)) { - static const u8 wm_to_6d[6] = {20, 0, 16+1, 12+3, 8, 4+2}; + } else if (tsettings.enable_mesh_cache && mesh_ptr[0] + && (param_type_2 == CPT2_WALLMOUNTED || + param_type_2 == CPT2_COLORED_WALLMOUNTED)) { + static const u8 wm_to_6d[6] = { 20, 0, 16 + 1, 12 + 3, 8, 4 + 2 }; for (u16 j = 1; j < 6; j++) { mesh_ptr[j] = cloneMesh(mesh_ptr[0]); rotateMeshBy6dFacedir(mesh_ptr[j], wm_to_6d[j]); @@ -775,6 +857,9 @@ public: virtual void removeNode(const std::string &name); virtual void updateAliases(IItemDefManager *idef); virtual void applyTextureOverrides(const std::string &override_filepath); + //! Returns a palette or NULL if not found. Only on client. + std::vector *getPalette(const ContentFeatures &f, + const IGameDef *gamedef); virtual void updateTextures(IGameDef *gamedef, void (*progress_cbk)(void *progress_args, u32 progress, u32 max_progress), void *progress_cbk_args); @@ -823,6 +908,9 @@ private: // Next possibly free id content_t m_next_id; + // Maps image file names to loaded palettes. + UNORDERED_MAP > m_palettes; + // NodeResolvers to callback once node registration has ended std::vector m_pending_resolve_callbacks; @@ -1062,7 +1150,8 @@ void getNodeBoxUnion(const NodeBox &nodebox, const ContentFeatures &features, if (nodebox.type == NODEBOX_LEVELED) { half_processed.MaxEdge.Y = +BS / 2; } - if (features.param_type_2 == CPT2_FACEDIR) { + if (features.param_type_2 == CPT2_FACEDIR || + features.param_type_2 == CPT2_COLORED_FACEDIR) { // Get maximal coordinate f32 coords[] = { fabsf(half_processed.MinEdge.X), @@ -1309,6 +1398,78 @@ void CNodeDefManager::applyTextureOverrides(const std::string &override_filepath } } +std::vector *CNodeDefManager::getPalette( + const ContentFeatures &f, const IGameDef *gamedef) +{ +#ifndef SERVER + // This works because colors always use the most significant bits + // of param2. If you add a new colored type which uses param2 + // in a more advanced way, you should change this code, too. + u32 palette_pixels = 0; + switch (f.param_type_2) { + case CPT2_COLOR: + palette_pixels = 256; + break; + case CPT2_COLORED_FACEDIR: + palette_pixels = 8; + break; + case CPT2_COLORED_WALLMOUNTED: + palette_pixels = 32; + break; + default: + return NULL; + } + // This many param2 values will have the same color + u32 step = 256 / palette_pixels; + const std::string &name = f.palette_name; + if (name == "") + return NULL; + Client *client = (Client *) gamedef; + ITextureSource *tsrc = client->tsrc(); + + UNORDERED_MAP >::iterator it = + m_palettes.find(name); + if (it == m_palettes.end()) { + // Create palette + if (!tsrc->isKnownSourceImage(name)) { + warningstream << "CNodeDefManager::getPalette(): palette \"" << name + << "\" could not be loaded." << std::endl; + return NULL; + } + video::IImage *img = tsrc->generateImage(name); + std::vector new_palette; + u32 w = img->getDimension().Width; + u32 h = img->getDimension().Height; + // Real area of the image + u32 area = h * w; + if (area != palette_pixels) + warningstream << "CNodeDefManager::getPalette(): the " + << "specified palette image \"" << name << "\" does not " + << "contain exactly " << palette_pixels + << " pixels." << std::endl; + if (area > palette_pixels) + area = palette_pixels; + // For each pixel in the image + for (u32 i = 0; i < area; i++) { + video::SColor c = img->getPixel(i % w, i / w); + // Fill in palette with 'step' colors + for (u32 j = 0; j < step; j++) + new_palette.push_back(c); + } + img->drop(); + // Fill in remaining elements + while (new_palette.size() < 256) + new_palette.push_back(video::SColor(0xFFFFFFFF)); + m_palettes[name] = new_palette; + it = m_palettes.find(name); + } + if (it != m_palettes.end()) + return &((*it).second); + +#endif + return NULL; +} + void CNodeDefManager::updateTextures(IGameDef *gamedef, void (*progress_callback)(void *progress_args, u32 progress, u32 max_progress), void *progress_callback_args) @@ -1325,10 +1486,13 @@ void CNodeDefManager::updateTextures(IGameDef *gamedef, TextureSettings tsettings; tsettings.readSettings(); + m_palettes.clear(); u32 size = m_content_features.size(); for (u32 i = 0; i < size; i++) { - m_content_features[i].updateTextures(tsrc, shdsrc, meshmanip, client, tsettings); + ContentFeatures *f = &(m_content_features[i]); + f->palette = getPalette(*f, gamedef); + f->updateTextures(tsrc, shdsrc, meshmanip, client, tsettings); progress_callback(progress_callback_args, i, size); } #endif @@ -1429,6 +1593,19 @@ IWritableNodeDefManager *createNodeDefManager() //// Serialization of old ContentFeatures formats void ContentFeatures::serializeOld(std::ostream &os, u16 protocol_version) const { + u8 compatible_param_type_2 = param_type_2; + if ((protocol_version < 28) + && (compatible_param_type_2 == CPT2_MESHOPTIONS)) + compatible_param_type_2 = CPT2_NONE; + else if (protocol_version < 30) { + if (compatible_param_type_2 == CPT2_COLOR) + compatible_param_type_2 = CPT2_NONE; + else if (compatible_param_type_2 == CPT2_COLORED_FACEDIR) + compatible_param_type_2 = CPT2_FACEDIR; + else if (compatible_param_type_2 == CPT2_COLORED_WALLMOUNTED) + compatible_param_type_2 = CPT2_WALLMOUNTED; + } + if (protocol_version == 13) { writeU8(os, 5); // version @@ -1454,7 +1631,7 @@ void ContentFeatures::serializeOld(std::ostream &os, u16 protocol_version) const writeU8(os, post_effect_color.getGreen()); writeU8(os, post_effect_color.getBlue()); writeU8(os, param_type); - writeU8(os, param_type_2); + writeU8(os, compatible_param_type_2); writeU8(os, is_ground_content); writeU8(os, light_propagates); writeU8(os, sunlight_propagates); @@ -1483,9 +1660,9 @@ void ContentFeatures::serializeOld(std::ostream &os, u16 protocol_version) const os<first); - writeS16(os, i->second); + i = groups.begin(); i != groups.end(); ++i) { + os<first); + writeS16(os, i->second); } writeU8(os, drawtype); writeF1000(os, visual_scale); @@ -1502,7 +1679,7 @@ void ContentFeatures::serializeOld(std::ostream &os, u16 protocol_version) const writeU8(os, post_effect_color.getGreen()); writeU8(os, post_effect_color.getBlue()); writeU8(os, param_type); - writeU8(os, param_type_2); + writeU8(os, compatible_param_type_2); writeU8(os, is_ground_content); writeU8(os, light_propagates); writeU8(os, sunlight_propagates); @@ -1530,6 +1707,68 @@ void ContentFeatures::serializeOld(std::ostream &os, u16 protocol_version) const writeU8(os, drowning); writeU8(os, leveled); writeU8(os, liquid_range); + } + else if(protocol_version >= 24 && protocol_version < 30) { + writeU8(os, protocol_version < 27 ? 7 : 8); + + os << serializeString(name); + writeU16(os, groups.size()); + for (ItemGroupList::const_iterator i = groups.begin(); + i != groups.end(); ++i) { + os << serializeString(i->first); + writeS16(os, i->second); + } + writeU8(os, drawtype); + writeF1000(os, visual_scale); + writeU8(os, 6); + for (u32 i = 0; i < 6; i++) + tiledef[i].serialize(os, protocol_version); + writeU8(os, CF_SPECIAL_COUNT); + for (u32 i = 0; i < CF_SPECIAL_COUNT; i++) + tiledef_special[i].serialize(os, protocol_version); + writeU8(os, alpha); + writeU8(os, post_effect_color.getAlpha()); + writeU8(os, post_effect_color.getRed()); + writeU8(os, post_effect_color.getGreen()); + writeU8(os, post_effect_color.getBlue()); + writeU8(os, param_type); + writeU8(os, compatible_param_type_2); + writeU8(os, is_ground_content); + writeU8(os, light_propagates); + writeU8(os, sunlight_propagates); + writeU8(os, walkable); + writeU8(os, pointable); + writeU8(os, diggable); + writeU8(os, climbable); + writeU8(os, buildable_to); + os << serializeString(""); // legacy: used to be metadata_name + writeU8(os, liquid_type); + os << serializeString(liquid_alternative_flowing); + os << serializeString(liquid_alternative_source); + writeU8(os, liquid_viscosity); + writeU8(os, liquid_renewable); + writeU8(os, light_source); + writeU32(os, damage_per_second); + node_box.serialize(os, protocol_version); + selection_box.serialize(os, protocol_version); + writeU8(os, legacy_facedir_simple); + writeU8(os, legacy_wallmounted); + serializeSimpleSoundSpec(sound_footstep, os); + serializeSimpleSoundSpec(sound_dig, os); + serializeSimpleSoundSpec(sound_dug, os); + writeU8(os, rightclickable); + writeU8(os, drowning); + writeU8(os, leveled); + writeU8(os, liquid_range); + writeU8(os, waving); + os << serializeString(mesh); + collision_box.serialize(os, protocol_version); + writeU8(os, floodable); + writeU16(os, connects_to_ids.size()); + for (std::set::const_iterator i = connects_to_ids.begin(); + i != connects_to_ids.end(); ++i) + writeU16(os, *i); + writeU8(os, connect_sides); } else throw SerializationError("ContentFeatures::serialize(): " "Unsupported version requested"); @@ -1642,7 +1881,73 @@ void ContentFeatures::deSerializeOld(std::istream &is, int version) drowning = readU8(is); leveled = readU8(is); liquid_range = readU8(is); - } else { + } else if (version == 7 || version == 8){ + name = deSerializeString(is); + groups.clear(); + u32 groups_size = readU16(is); + for (u32 i = 0; i < groups_size; i++) { + std::string name = deSerializeString(is); + int value = readS16(is); + groups[name] = value; + } + drawtype = (enum NodeDrawType) readU8(is); + + visual_scale = readF1000(is); + if (readU8(is) != 6) + throw SerializationError("unsupported tile count"); + for (u32 i = 0; i < 6; i++) + tiledef[i].deSerialize(is, version, drawtype); + if (readU8(is) != CF_SPECIAL_COUNT) + throw SerializationError("unsupported CF_SPECIAL_COUNT"); + for (u32 i = 0; i < CF_SPECIAL_COUNT; i++) + tiledef_special[i].deSerialize(is, version, drawtype); + alpha = readU8(is); + post_effect_color.setAlpha(readU8(is)); + post_effect_color.setRed(readU8(is)); + post_effect_color.setGreen(readU8(is)); + post_effect_color.setBlue(readU8(is)); + param_type = (enum ContentParamType) readU8(is); + param_type_2 = (enum ContentParamType2) readU8(is); + is_ground_content = readU8(is); + light_propagates = readU8(is); + sunlight_propagates = readU8(is); + walkable = readU8(is); + pointable = readU8(is); + diggable = readU8(is); + climbable = readU8(is); + buildable_to = readU8(is); + deSerializeString(is); // legacy: used to be metadata_name + liquid_type = (enum LiquidType) readU8(is); + liquid_alternative_flowing = deSerializeString(is); + liquid_alternative_source = deSerializeString(is); + liquid_viscosity = readU8(is); + liquid_renewable = readU8(is); + light_source = readU8(is); + light_source = MYMIN(light_source, LIGHT_MAX); + damage_per_second = readU32(is); + node_box.deSerialize(is); + selection_box.deSerialize(is); + legacy_facedir_simple = readU8(is); + legacy_wallmounted = readU8(is); + deSerializeSimpleSoundSpec(sound_footstep, is); + deSerializeSimpleSoundSpec(sound_dig, is); + deSerializeSimpleSoundSpec(sound_dug, is); + rightclickable = readU8(is); + drowning = readU8(is); + leveled = readU8(is); + liquid_range = readU8(is); + waving = readU8(is); + try { + mesh = deSerializeString(is); + collision_box.deSerialize(is); + floodable = readU8(is); + u16 connects_to_size = readU16(is); + connects_to_ids.clear(); + for (u16 i = 0; i < connects_to_size; i++) + connects_to_ids.insert(readU16(is)); + connect_sides = readU8(is); + } catch (SerializationError &e) {}; + }else{ throw SerializationError("unsupported ContentFeatures version"); } } @@ -1736,19 +2041,23 @@ bool CNodeDefManager::nodeboxConnects(MapNode from, MapNode to, u8 connect_face) // does to node declare usable faces? if (f2.connect_sides > 0) { - if ((f2.param_type_2 == CPT2_FACEDIR) && (connect_face >= 4)) { - static const u8 rot[33 * 4] = { - 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, - 4, 32, 16, 8, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, // 4 - back - 8, 4, 32, 16, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, // 8 - right - 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, - 16, 8, 4, 32, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, // 16 - front - 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, - 32, 16, 8, 4 // 32 - left - }; - return (f2.connect_sides & rot[(connect_face * 4) + to.param2]); + if ((f2.param_type_2 == CPT2_FACEDIR || + f2.param_type_2 == CPT2_COLORED_FACEDIR) + && (connect_face >= 4)) { + static const u8 rot[33 * 4] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 4, 32, 16, 8, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, + 0, // 4 - back + 8, 4, 32, 16, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, + 0, // 8 - right + 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 16, 8, 4, 32, 0, + 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, + 0, // 16 - front + 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, 32, 16, 8, 4 // 32 - left + }; + return (f2.connect_sides + & rot[(connect_face * 4) + (to.param2 & 0x1F)]); } return (f2.connect_sides & connect_face); } diff --git a/src/nodedef.h b/src/nodedef.h index 183b95d87..6275b41ce 100644 --- a/src/nodedef.h +++ b/src/nodedef.h @@ -68,7 +68,13 @@ enum ContentParamType2 // 2D rotation for things like plants CPT2_DEGROTATE, // Mesh options for plants - CPT2_MESHOPTIONS + CPT2_MESHOPTIONS, + // Index for palette + CPT2_COLOR, + // 3 bits of palette index, then facedir + CPT2_COLORED_FACEDIR, + // 5 bits of palette index, then wallmounted + CPT2_COLORED_WALLMOUNTED }; enum LiquidType @@ -170,6 +176,11 @@ struct TileDef bool backface_culling; // Takes effect only in special cases bool tileable_horizontal; bool tileable_vertical; + //! If true, the tile has its own color. + bool has_color; + //! The color of the tile. + video::SColor color; + struct TileAnimationParams animation; TileDef() @@ -178,6 +189,8 @@ struct TileDef backface_culling = true; tileable_horizontal = true; tileable_vertical = true; + has_color = false; + color = video::SColor(0xFFFFFFFF); animation.type = TAT_NONE; } @@ -191,7 +204,7 @@ struct ContentFeatures { /* Cached stuff - */ + */ #ifndef SERVER // 0 1 2 3 4 5 // up down right left back front @@ -211,12 +224,19 @@ struct ContentFeatures /* Actual data - */ + */ + + // --- GENERAL PROPERTIES --- std::string name; // "" = undefined node ItemGroupList groups; // Same as in itemdef + // Type of MapNode::param1 + ContentParamType param_type; + // Type of MapNode::param2 + ContentParamType2 param_type_2; + + // --- VISUAL PROPERTIES --- - // Visual definition enum NodeDrawType drawtype; std::string mesh; #ifndef SERVER @@ -226,19 +246,38 @@ struct ContentFeatures float visual_scale; // Misc. scale parameter TileDef tiledef[6]; TileDef tiledef_special[CF_SPECIAL_COUNT]; // eg. flowing liquid + // If 255, the node is opaque. + // Otherwise it uses texture alpha. u8 alpha; - + // The color of the node. + video::SColor color; + std::string palette_name; + std::vector *palette; + // Used for waving leaves/plants + u8 waving; + // for NDT_CONNECTED pairing + u8 connect_sides; + std::vector connects_to; + std::set connects_to_ids; // Post effect color, drawn when the camera is inside the node. video::SColor post_effect_color; + // Flowing liquid or snow, value = default level + u8 leveled; + + // --- LIGHTING-RELATED --- - // Type of MapNode::param1 - ContentParamType param_type; - // Type of MapNode::param2 - ContentParamType2 param_type_2; - // True for all ground-like things like stone and mud, false for eg. trees - bool is_ground_content; bool light_propagates; bool sunlight_propagates; + // Amount of light the node emits + u8 light_source; + + // --- MAP GENERATION --- + + // True for all ground-like things like stone and mud, false for eg. trees + bool is_ground_content; + + // --- INTERACTION PROPERTIES --- + // This is used for collision detection. // Also for general solidness queries. bool walkable; @@ -250,12 +289,12 @@ struct ContentFeatures bool climbable; // Player can build on these bool buildable_to; - // Liquids flow into and replace node - bool floodable; // Player cannot build to these (placement prediction disabled) bool rightclickable; - // Flowing liquid or snow, value = default level - u8 leveled; + u32 damage_per_second; + + // --- LIQUID PROPERTIES --- + // Whether the node is non-liquid, source liquid or flowing liquid enum LiquidType liquid_type; // If the content is liquid, this is the flowing version of the liquid. @@ -271,29 +310,28 @@ struct ContentFeatures // Number of flowing liquids surrounding source u8 liquid_range; u8 drowning; - // Amount of light the node emits - u8 light_source; - u32 damage_per_second; + // Liquids flow into and replace node + bool floodable; + + // --- NODEBOXES --- + NodeBox node_box; NodeBox selection_box; NodeBox collision_box; - // Used for waving leaves/plants - u8 waving; - // Compatibility with old maps - // Set to true if paramtype used to be 'facedir_simple' - bool legacy_facedir_simple; - // Set to true if wall_mounted used to be set to true - bool legacy_wallmounted; - // for NDT_CONNECTED pairing - u8 connect_sides; - // Sound properties + // --- SOUND PROPERTIES --- + SimpleSoundSpec sound_footstep; SimpleSoundSpec sound_dig; SimpleSoundSpec sound_dug; - std::vector connects_to; - std::set connects_to_ids; + // --- LEGACY --- + + // Compatibility with old maps + // Set to true if paramtype used to be 'facedir_simple' + bool legacy_facedir_simple; + // Set to true if wall_mounted used to be set to true + bool legacy_wallmounted; /* Methods @@ -306,6 +344,14 @@ struct ContentFeatures void deSerialize(std::istream &is); void serializeOld(std::ostream &os, u16 protocol_version) const; void deSerializeOld(std::istream &is, int version); + /*! + * Since vertex alpha is no lnger supported, this method + * adds instructions to the texture names to blend alpha there. + * + * tiledef, tiledef_special and alpha must be initialized + * before calling this. + */ + void correctAlpha(); /* Some handy methods @@ -321,7 +367,7 @@ struct ContentFeatures #ifndef SERVER void fillTileAttribs(ITextureSource *tsrc, TileSpec *tile, TileDef *tiledef, u32 shader_id, bool use_normal_texture, bool backface_culling, - u8 alpha, u8 material_type); + u8 material_type); void updateTextures(ITextureSource *tsrc, IShaderSource *shdsrc, scene::IMeshManipulator *meshmanip, Client *client, const TextureSettings &tsettings); #endif diff --git a/src/particles.cpp b/src/particles.cpp index 5f17763e0..e1f292fb6 100644 --- a/src/particles.cpp +++ b/src/particles.cpp @@ -56,7 +56,8 @@ Particle::Particle( v2f texpos, v2f texsize, const struct TileAnimationParams &anim, - u8 glow + u8 glow, + video::SColor color ): scene::ISceneNode(smgr->getRootSceneNode(), smgr) { @@ -77,6 +78,10 @@ Particle::Particle( m_animation_frame = 0; m_animation_time = 0.0; + // Color + m_base_color = color; + m_color = color; + // Particle related m_pos = pos; m_velocity = velocity; @@ -183,12 +188,15 @@ void Particle::updateLight() else light = blend_light(m_env->getDayNightRatio(), LIGHT_SUN, 0); - m_light = decode_light(light + m_glow); + u8 m_light = decode_light(light + m_glow); + m_color.set(255, + m_light * m_base_color.getRed() / 255, + m_light * m_base_color.getGreen() / 255, + m_light * m_base_color.getBlue() / 255); } void Particle::updateVertices() { - video::SColor c(255, m_light, m_light, m_light); f32 tx0, tx1, ty0, ty1; if (m_animation.type != TAT_NONE) { @@ -210,14 +218,14 @@ void Particle::updateVertices() ty1 = m_texpos.Y + m_texsize.Y; } - m_vertices[0] = video::S3DVertex(-m_size/2,-m_size/2,0, 0,0,0, - c, tx0, ty1); - m_vertices[1] = video::S3DVertex(m_size/2,-m_size/2,0, 0,0,0, - c, tx1, ty1); - m_vertices[2] = video::S3DVertex(m_size/2,m_size/2,0, 0,0,0, - c, tx1, ty0); - m_vertices[3] = video::S3DVertex(-m_size/2,m_size/2,0, 0,0,0, - c, tx0, ty0); + m_vertices[0] = video::S3DVertex(-m_size / 2, -m_size / 2, + 0, 0, 0, 0, m_color, tx0, ty1); + m_vertices[1] = video::S3DVertex(m_size / 2, -m_size / 2, + 0, 0, 0, 0, m_color, tx1, ty1); + m_vertices[2] = video::S3DVertex(m_size / 2, m_size / 2, + 0, 0, 0, 0, m_color, tx1, ty0); + m_vertices[3] = video::S3DVertex(-m_size / 2, m_size / 2, + 0, 0, 0, 0, m_color, tx0, ty0); v3s16 camera_offset = m_env->getCameraOffset(); for(u16 i=0; i<4; i++) @@ -589,35 +597,39 @@ void ParticleManager::handleParticleEvent(ClientEvent *event, Client *client, } } -void ParticleManager::addDiggingParticles(IGameDef* gamedef, scene::ISceneManager* smgr, - LocalPlayer *player, v3s16 pos, const TileSpec tiles[]) +void ParticleManager::addDiggingParticles(IGameDef* gamedef, + scene::ISceneManager* smgr, LocalPlayer *player, v3s16 pos, + const MapNode &n, const ContentFeatures &f) { for (u16 j = 0; j < 32; j++) // set the amount of particles here { - addNodeParticle(gamedef, smgr, player, pos, tiles); + addNodeParticle(gamedef, smgr, player, pos, n, f); } } -void ParticleManager::addPunchingParticles(IGameDef* gamedef, scene::ISceneManager* smgr, - LocalPlayer *player, v3s16 pos, const TileSpec tiles[]) +void ParticleManager::addPunchingParticles(IGameDef* gamedef, + scene::ISceneManager* smgr, LocalPlayer *player, v3s16 pos, + const MapNode &n, const ContentFeatures &f) { - addNodeParticle(gamedef, smgr, player, pos, tiles); + addNodeParticle(gamedef, smgr, player, pos, n, f); } -void ParticleManager::addNodeParticle(IGameDef* gamedef, scene::ISceneManager* smgr, - LocalPlayer *player, v3s16 pos, const TileSpec tiles[]) +void ParticleManager::addNodeParticle(IGameDef* gamedef, + scene::ISceneManager* smgr, LocalPlayer *player, v3s16 pos, + const MapNode &n, const ContentFeatures &f) { // Texture u8 texid = myrand_range(0, 5); + const TileSpec &tile = f.tiles[texid]; video::ITexture *texture; struct TileAnimationParams anim; anim.type = TAT_NONE; // Only use first frame of animated texture - if (tiles[texid].material_flags & MATERIAL_FLAG_ANIMATION) - texture = tiles[texid].frames[0].texture; + if (tile.material_flags & MATERIAL_FLAG_ANIMATION) + texture = tile.frames[0].texture; else - texture = tiles[texid].texture; + texture = tile.texture; float size = rand() % 64 / 512.; float visual_size = BS * size; @@ -638,6 +650,12 @@ void ParticleManager::addNodeParticle(IGameDef* gamedef, scene::ISceneManager* s (f32) pos.Z + rand() %100 /200. - 0.25 ); + video::SColor color; + if (tile.has_color) + color = tile.color; + else + n.getColor(f, &color); + Particle* toadd = new Particle( gamedef, smgr, @@ -655,7 +673,8 @@ void ParticleManager::addNodeParticle(IGameDef* gamedef, scene::ISceneManager* s texpos, texsize, anim, - 0); + 0, + color); addParticle(toadd); } diff --git a/src/particles.h b/src/particles.h index 5464e6672..3177f2cfd 100644 --- a/src/particles.h +++ b/src/particles.h @@ -32,6 +32,8 @@ with this program; if not, write to the Free Software Foundation, Inc., struct ClientEvent; class ParticleManager; class ClientEnvironment; +class MapNode; +class ContentFeatures; class Particle : public scene::ISceneNode { @@ -53,7 +55,8 @@ class Particle : public scene::ISceneNode v2f texpos, v2f texsize, const struct TileAnimationParams &anim, - u8 glow + u8 glow, + video::SColor color = video::SColor(0xFFFFFFFF) ); ~Particle(); @@ -100,7 +103,10 @@ private: v3f m_acceleration; LocalPlayer *m_player; float m_size; - u8 m_light; + //! Color without lighting + video::SColor m_base_color; + //! Final rendered color + video::SColor m_color; bool m_collisiondetection; bool m_collision_removal; bool m_vertical; @@ -184,13 +190,16 @@ public: scene::ISceneManager* smgr, LocalPlayer *player); void addDiggingParticles(IGameDef* gamedef, scene::ISceneManager* smgr, - LocalPlayer *player, v3s16 pos, const TileSpec tiles[]); + LocalPlayer *player, v3s16 pos, const MapNode &n, + const ContentFeatures &f); void addPunchingParticles(IGameDef* gamedef, scene::ISceneManager* smgr, - LocalPlayer *player, v3s16 pos, const TileSpec tiles[]); + LocalPlayer *player, v3s16 pos, const MapNode &n, + const ContentFeatures &f); void addNodeParticle(IGameDef* gamedef, scene::ISceneManager* smgr, - LocalPlayer *player, v3s16 pos, const TileSpec tiles[]); + LocalPlayer *player, v3s16 pos, const MapNode &n, + const ContentFeatures &f); protected: void addParticle(Particle* toadd); diff --git a/src/script/common/c_content.cpp b/src/script/common/c_content.cpp index 84af4583b..ebc951295 100644 --- a/src/script/common/c_content.cpp +++ b/src/script/common/c_content.cpp @@ -332,6 +332,10 @@ TileDef read_tiledef(lua_State *L, int index, u8 drawtype) L, index, "tileable_horizontal", default_tiling); tiledef.tileable_vertical = getboolfield_default( L, index, "tileable_vertical", default_tiling); + // color = ... + lua_getfield(L, index, "color"); + tiledef.has_color = read_color(L, -1, &tiledef.color); + lua_pop(L, 1); // animation = {} lua_getfield(L, index, "animation"); tiledef.animation = read_animation_definition(L, -1); @@ -450,6 +454,13 @@ ContentFeatures read_content_features(lua_State *L, int index) if (usealpha) f.alpha = 0; + // Read node color. + lua_getfield(L, index, "color"); + read_color(L, -1, &f.color); + lua_pop(L, 1); + + getstringfield(L, index, "palette", f.palette_name); + /* Other stuff */ lua_getfield(L, index, "post_effect_color"); @@ -461,6 +472,13 @@ ContentFeatures read_content_features(lua_State *L, int index) f.param_type_2 = (ContentParamType2)getenumfield(L, index, "paramtype2", ScriptApiNode::es_ContentParamType2, CPT2_NONE); + if (f.palette_name != "" && + !(f.param_type_2 == CPT2_COLOR || + f.param_type_2 == CPT2_COLORED_FACEDIR || + f.param_type_2 == CPT2_COLORED_WALLMOUNTED)) + warningstream << "Node " << f.name.c_str() + << " has a palette, but not a suitable paramtype2." << std::endl; + // Warn about some deprecated fields warn_if_field_exists(L, index, "wall_mounted", "Deprecated; use paramtype2 = 'wallmounted'"); diff --git a/src/script/cpp_api/s_node.cpp b/src/script/cpp_api/s_node.cpp index 379ed773f..23c8f43b9 100644 --- a/src/script/cpp_api/s_node.cpp +++ b/src/script/cpp_api/s_node.cpp @@ -59,6 +59,9 @@ struct EnumString ScriptApiNode::es_ContentParamType2[] = {CPT2_LEVELED, "leveled"}, {CPT2_DEGROTATE, "degrotate"}, {CPT2_MESHOPTIONS, "meshoptions"}, + {CPT2_COLOR, "color"}, + {CPT2_COLORED_FACEDIR, "colorfacedir"}, + {CPT2_COLORED_WALLMOUNTED, "colorwallmounted"}, {0, NULL}, }; diff --git a/src/shader.cpp b/src/shader.cpp index c0ecf738d..79485025b 100644 --- a/src/shader.cpp +++ b/src/shader.cpp @@ -543,7 +543,7 @@ ShaderInfo generate_shader(std::string name, u8 material_type, u8 drawtype, shaderinfo.base_material = video::EMT_TRANSPARENT_ALPHA_CHANNEL; break; case TILE_MATERIAL_LIQUID_TRANSPARENT: - shaderinfo.base_material = video::EMT_TRANSPARENT_VERTEX_ALPHA; + shaderinfo.base_material = video::EMT_TRANSPARENT_ALPHA_CHANNEL; break; case TILE_MATERIAL_LIQUID_OPAQUE: shaderinfo.base_material = video::EMT_SOLID; diff --git a/src/wieldmesh.cpp b/src/wieldmesh.cpp index c305238fe..089a67f33 100644 --- a/src/wieldmesh.cpp +++ b/src/wieldmesh.cpp @@ -318,6 +318,7 @@ void WieldMeshSceneNode::setItem(const ItemStack &item, Client *client) u32 shader_id = shdrsrc->getShader("wielded_shader", TILE_MATERIAL_BASIC, NDT_NORMAL); m_material_type = shdrsrc->getShaderInfo(shader_id).material; } + m_colors.clear(); // If wield_image is defined, it overrides everything else if (def.wield_image != "") { @@ -358,28 +359,30 @@ void WieldMeshSceneNode::setItem(const ItemStack &item, Client *client) material_count = 6; } for (u32 i = 0; i < material_count; ++i) { + const TileSpec *tile = &(f.tiles[i]); video::SMaterial &material = m_meshnode->getMaterial(i); material.setFlag(video::EMF_BACK_FACE_CULLING, true); material.setFlag(video::EMF_BILINEAR_FILTER, m_bilinear_filter); material.setFlag(video::EMF_TRILINEAR_FILTER, m_trilinear_filter); - bool animated = (f.tiles[i].animation_frame_count > 1); + bool animated = (tile->animation_frame_count > 1); if (animated) { - FrameSpec animation_frame = f.tiles[i].frames[0]; + FrameSpec animation_frame = tile->frames[0]; material.setTexture(0, animation_frame.texture); } else { - material.setTexture(0, f.tiles[i].texture); + material.setTexture(0, tile->texture); } + m_colors.push_back(tile->color); material.MaterialType = m_material_type; if (m_enable_shaders) { - if (f.tiles[i].normal_texture) { + if (tile->normal_texture) { if (animated) { - FrameSpec animation_frame = f.tiles[i].frames[0]; + FrameSpec animation_frame = tile->frames[0]; material.setTexture(1, animation_frame.normal_texture); } else { - material.setTexture(1, f.tiles[i].normal_texture); + material.setTexture(1, tile->normal_texture); } } - material.setTexture(2, f.tiles[i].flags_texture); + material.setTexture(2, tile->flags_texture); } } return; @@ -393,11 +396,28 @@ void WieldMeshSceneNode::setItem(const ItemStack &item, Client *client) changeToMesh(NULL); } -void WieldMeshSceneNode::setColor(video::SColor color) +void WieldMeshSceneNode::setColor(video::SColor c) { assert(!m_lighting); - setMeshColor(m_meshnode->getMesh(), color); - shadeMeshFaces(m_meshnode->getMesh()); + scene::IMesh *mesh=m_meshnode->getMesh(); + if (mesh == NULL) + return; + + u8 red = c.getRed(); + u8 green = c.getGreen(); + u8 blue = c.getBlue(); + u32 mc = mesh->getMeshBufferCount(); + for (u32 j = 0; j < mc; j++) { + video::SColor bc(0xFFFFFFFF); + if (m_colors.size() > j) + bc = m_colors[j]; + video::SColor buffercolor(255, + bc.getRed() * red / 255, + bc.getGreen() * green / 255, + bc.getBlue() * blue / 255); + scene::IMeshBuffer *buf = mesh->getMeshBuffer(j); + colorizeMeshBuffer(buf, &buffercolor); + } } void WieldMeshSceneNode::render() @@ -464,7 +484,6 @@ scene::IMesh *getItemMesh(Client *client, const ItemStack &item) } else if (f.drawtype == NDT_PLANTLIKE) { mesh = getExtrudedMesh(tsrc, tsrc->getTextureName(f.tiles[0].texture_id)); - return mesh; } else if (f.drawtype == NDT_NORMAL || f.drawtype == NDT_ALLFACES || f.drawtype == NDT_LIQUID || f.drawtype == NDT_FLOWINGLIQUID) { mesh = cloneMesh(g_extrusion_mesh_cache->createCube()); @@ -477,8 +496,6 @@ scene::IMesh *getItemMesh(Client *client, const ItemStack &item) mesh = cloneMesh(mapblock_mesh.getMesh()); translateMesh(mesh, v3f(-BS, -BS, -BS)); scaleMesh(mesh, v3f(0.12, 0.12, 0.12)); - rotateMeshXZby(mesh, -45); - rotateMeshYZby(mesh, -30); u32 mc = mesh->getMeshBufferCount(); for (u32 i = 0; i < mc; ++i) { @@ -492,28 +509,29 @@ scene::IMesh *getItemMesh(Client *client, const ItemStack &item) material1.setTexture(3, material2.getTexture(3)); material1.MaterialType = material2.MaterialType; } - return mesh; } - shadeMeshFaces(mesh); - rotateMeshXZby(mesh, -45); - rotateMeshYZby(mesh, -30); - u32 mc = mesh->getMeshBufferCount(); for (u32 i = 0; i < mc; ++i) { - video::SMaterial &material = mesh->getMeshBuffer(i)->getMaterial(); + const TileSpec *tile = &(f.tiles[i]); + scene::IMeshBuffer *buf = mesh->getMeshBuffer(i); + colorizeMeshBuffer(buf, &tile->color); + video::SMaterial &material = buf->getMaterial(); material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL; material.setFlag(video::EMF_BILINEAR_FILTER, false); material.setFlag(video::EMF_TRILINEAR_FILTER, false); material.setFlag(video::EMF_BACK_FACE_CULLING, true); material.setFlag(video::EMF_LIGHTING, false); - if (f.tiles[i].animation_frame_count > 1) { - FrameSpec animation_frame = f.tiles[i].frames[0]; + if (tile->animation_frame_count > 1) { + FrameSpec animation_frame = tile->frames[0]; material.setTexture(0, animation_frame.texture); } else { - material.setTexture(0, f.tiles[i].texture); + material.setTexture(0, tile->texture); } } + + rotateMeshXZby(mesh, -45); + rotateMeshYZby(mesh, -30); return mesh; } return NULL; diff --git a/src/wieldmesh.h b/src/wieldmesh.h index 0162c5e5a..2e78232ae 100644 --- a/src/wieldmesh.h +++ b/src/wieldmesh.h @@ -70,6 +70,11 @@ private: bool m_anisotropic_filter; bool m_bilinear_filter; bool m_trilinear_filter; + /*! + * Stores the colors of the mesh's mesh buffers. + * This does not include lighting. + */ + std::vector m_colors; // Bounding box culling is disabled for this type of scene node, // so this variable is just required so we can implement -- cgit v1.2.3 From 33e0eedbfb116111fa79cbc506d9e94ffbb1543b Mon Sep 17 00:00:00 2001 From: number Zero Date: Wed, 25 Jan 2017 00:33:01 +0300 Subject: Add smooth lighting for all nodes Note: Smooth lighting disables the mesh cache. --- src/content_mapblock.cpp | 518 +++++++++++++++++++++++++++++++++++------------ src/mapblock_mesh.cpp | 2 +- src/nodedef.cpp | 5 + 3 files changed, 396 insertions(+), 129 deletions(-) (limited to 'src/mapblock_mesh.cpp') diff --git a/src/content_mapblock.cpp b/src/content_mapblock.cpp index 742bfb1fd..45822666f 100644 --- a/src/content_mapblock.cpp +++ b/src/content_mapblock.cpp @@ -30,6 +30,27 @@ with this program; if not, write to the Free Software Foundation, Inc., #include "log.h" #include "noise.h" +// Distance of light extrapolation (for oversized nodes) +// After this distance, it gives up and considers light level constant +#define SMOOTH_LIGHTING_OVERSIZE 1.0 + +struct LightFrame +{ + f32 lightsA[8]; + f32 lightsB[8]; + u8 light_source; +}; + +static const v3s16 light_dirs[8] = { + v3s16(-1, -1, -1), + v3s16(-1, -1, 1), + v3s16(-1, 1, -1), + v3s16(-1, 1, 1), + v3s16( 1, -1, -1), + v3s16( 1, -1, 1), + v3s16( 1, 1, -1), + v3s16( 1, 1, 1), +}; // Create a cuboid. // collector - the MeshCollector for the resulting polygons @@ -180,6 +201,150 @@ void makeCuboid(MeshCollector *collector, const aabb3f &box, } } +// Create a cuboid. +// collector - the MeshCollector for the resulting polygons +// box - the position and size of the box +// tiles - the tiles (materials) to use (for all 6 faces) +// tilecount - number of entries in tiles, 1<=tilecount<=6 +// lights - vertex light levels. The order is the same as in light_dirs +// txc - texture coordinates - this is a list of texture coordinates +// for the opposite corners of each face - therefore, there +// should be (2+2)*6=24 values in the list. Alternatively, pass +// NULL to use the entire texture for each face. The order of +// the faces in the list is up-down-right-left-back-front +// (compatible with ContentFeatures). If you specified 0,0,1,1 +// for each face, that would be the same as passing NULL. +// light_source - node light emission +static void makeSmoothLightedCuboid(MeshCollector *collector, const aabb3f &box, + TileSpec *tiles, int tilecount, const u16 *lights , const f32 *txc, + const u8 light_source) +{ + assert(tilecount >= 1 && tilecount <= 6); // pre-condition + + v3f min = box.MinEdge; + v3f max = box.MaxEdge; + + if (txc == NULL) { + static const f32 txc_default[24] = { + 0,0,1,1, + 0,0,1,1, + 0,0,1,1, + 0,0,1,1, + 0,0,1,1, + 0,0,1,1 + }; + txc = txc_default; + } + static const u8 light_indices[24] = { + 3, 7, 6, 2, + 0, 4, 5, 1, + 6, 7, 5, 4, + 3, 2, 0, 1, + 7, 3, 1, 5, + 2, 6, 4, 0 + }; + video::S3DVertex vertices[24] = { + // up + video::S3DVertex(min.X, max.Y, max.Z, 0, 1, 0, video::SColor(), txc[0], txc[1]), + video::S3DVertex(max.X, max.Y, max.Z, 0, 1, 0, video::SColor(), txc[2], txc[1]), + video::S3DVertex(max.X, max.Y, min.Z, 0, 1, 0, video::SColor(), txc[2], txc[3]), + video::S3DVertex(min.X, max.Y, min.Z, 0, 1, 0, video::SColor(), txc[0], txc[3]), + // down + video::S3DVertex(min.X, min.Y, min.Z, 0, -1, 0, video::SColor(), txc[4], txc[5]), + video::S3DVertex(max.X, min.Y, min.Z, 0, -1, 0, video::SColor(), txc[6], txc[5]), + video::S3DVertex(max.X, min.Y, max.Z, 0, -1, 0, video::SColor(), txc[6], txc[7]), + video::S3DVertex(min.X, min.Y, max.Z, 0, -1, 0, video::SColor(), txc[4], txc[7]), + // right + video::S3DVertex(max.X, max.Y, min.Z, 1, 0, 0, video::SColor(), txc[ 8], txc[9]), + video::S3DVertex(max.X, max.Y, max.Z, 1, 0, 0, video::SColor(), txc[10], txc[9]), + video::S3DVertex(max.X, min.Y, max.Z, 1, 0, 0, video::SColor(), txc[10], txc[11]), + video::S3DVertex(max.X, min.Y, min.Z, 1, 0, 0, video::SColor(), txc[ 8], txc[11]), + // left + video::S3DVertex(min.X, max.Y, max.Z, -1, 0, 0, video::SColor(), txc[12], txc[13]), + video::S3DVertex(min.X, max.Y, min.Z, -1, 0, 0, video::SColor(), txc[14], txc[13]), + video::S3DVertex(min.X, min.Y, min.Z, -1, 0, 0, video::SColor(), txc[14], txc[15]), + video::S3DVertex(min.X, min.Y, max.Z, -1, 0, 0, video::SColor(), txc[12], txc[15]), + // back + video::S3DVertex(max.X, max.Y, max.Z, 0, 0, 1, video::SColor(), txc[16], txc[17]), + video::S3DVertex(min.X, max.Y, max.Z, 0, 0, 1, video::SColor(), txc[18], txc[17]), + video::S3DVertex(min.X, min.Y, max.Z, 0, 0, 1, video::SColor(), txc[18], txc[19]), + video::S3DVertex(max.X, min.Y, max.Z, 0, 0, 1, video::SColor(), txc[16], txc[19]), + // front + video::S3DVertex(min.X, max.Y, min.Z, 0, 0, -1, video::SColor(), txc[20], txc[21]), + video::S3DVertex(max.X, max.Y, min.Z, 0, 0, -1, video::SColor(), txc[22], txc[21]), + video::S3DVertex(max.X, min.Y, min.Z, 0, 0, -1, video::SColor(), txc[22], txc[23]), + video::S3DVertex(min.X, min.Y, min.Z, 0, 0, -1, video::SColor(), txc[20], txc[23]), + }; + + for(int i = 0; i < 6; i++) { + switch (tiles[MYMIN(i, tilecount-1)].rotation) { + case 0: + break; + case 1: //R90 + for (int x = 0; x < 4; x++) + vertices[i*4+x].TCoords.rotateBy(90,irr::core::vector2df(0, 0)); + break; + case 2: //R180 + for (int x = 0; x < 4; x++) + vertices[i*4+x].TCoords.rotateBy(180,irr::core::vector2df(0, 0)); + break; + case 3: //R270 + for (int x = 0; x < 4; x++) + vertices[i*4+x].TCoords.rotateBy(270,irr::core::vector2df(0, 0)); + break; + case 4: //FXR90 + for (int x = 0; x < 4; x++) { + vertices[i*4+x].TCoords.X = 1.0 - vertices[i*4+x].TCoords.X; + vertices[i*4+x].TCoords.rotateBy(90,irr::core::vector2df(0, 0)); + } + break; + case 5: //FXR270 + for (int x = 0; x < 4; x++) { + vertices[i*4+x].TCoords.X = 1.0 - vertices[i*4+x].TCoords.X; + vertices[i*4+x].TCoords.rotateBy(270,irr::core::vector2df(0, 0)); + } + break; + case 6: //FYR90 + for (int x = 0; x < 4; x++) { + vertices[i*4+x].TCoords.Y = 1.0 - vertices[i*4+x].TCoords.Y; + vertices[i*4+x].TCoords.rotateBy(90,irr::core::vector2df(0, 0)); + } + break; + case 7: //FYR270 + for (int x = 0; x < 4; x++) { + vertices[i*4+x].TCoords.Y = 1.0 - vertices[i*4+x].TCoords.Y; + vertices[i*4+x].TCoords.rotateBy(270,irr::core::vector2df(0, 0)); + } + break; + case 8: //FX + for (int x = 0; x < 4; x++) { + vertices[i*4+x].TCoords.X = 1.0 - vertices[i*4+x].TCoords.X; + } + break; + case 9: //FY + for (int x = 0; x < 4; x++) { + vertices[i*4+x].TCoords.Y = 1.0 - vertices[i*4+x].TCoords.Y; + } + break; + default: + break; + } + } + u16 indices[] = {0,1,2,2,3,0}; + for (s32 j = 0; j < 24; ++j) { + int tileindex = MYMIN(j / 4, tilecount - 1); + vertices[j].Color = encode_light_and_color(lights[light_indices[j]], + tiles[tileindex].color, light_source); + if (!light_source) + applyFacesShading(vertices[j].Color, vertices[j].Normal); + } + // Add to mesh collector + for (s32 k = 0; k < 6; ++k) { + int tileindex = MYMIN(k, tilecount - 1); + collector->append(tiles[tileindex], vertices + 4 * k, 4, indices, 6); + } +} + // Create a cuboid. // collector - the MeshCollector for the resulting polygons // box - the position and size of the box @@ -205,6 +370,64 @@ void makeCuboid(MeshCollector *collector, const aabb3f &box, TileSpec *tiles, makeCuboid(collector, box, tiles, tilecount, color, txc, light_source); } +// Gets the base lighting values for a node +// frame - resulting (opaque) data +// p - node position (absolute) +// data - ... +// light_source - node light emission level +static void getSmoothLightFrame(LightFrame *frame, const v3s16 &p, MeshMakeData *data, u8 light_source) +{ + for (int k = 0; k < 8; ++k) { + u16 light = getSmoothLight(p, light_dirs[k], data); + frame->lightsA[k] = light & 0xff; + frame->lightsB[k] = light >> 8; + } + frame->light_source = light_source; +} + +// Calculates vertex light level +// frame - light values from getSmoothLightFrame() +// vertex_pos - vertex position in the node (coordinates are clamped to [0.0, 1.0] or so) +static u16 blendLight(const LightFrame &frame, const core::vector3df& vertex_pos) +{ + f32 x = core::clamp(vertex_pos.X / BS + 0.5, 0.0 - SMOOTH_LIGHTING_OVERSIZE, 1.0 + SMOOTH_LIGHTING_OVERSIZE); + f32 y = core::clamp(vertex_pos.Y / BS + 0.5, 0.0 - SMOOTH_LIGHTING_OVERSIZE, 1.0 + SMOOTH_LIGHTING_OVERSIZE); + f32 z = core::clamp(vertex_pos.Z / BS + 0.5, 0.0 - SMOOTH_LIGHTING_OVERSIZE, 1.0 + SMOOTH_LIGHTING_OVERSIZE); + f32 lightA = 0.0; + f32 lightB = 0.0; + for (int k = 0; k < 8; ++k) { + f32 dx = (k & 4) ? x : 1 - x; + f32 dy = (k & 2) ? y : 1 - y; + f32 dz = (k & 1) ? z : 1 - z; + lightA += dx * dy * dz * frame.lightsA[k]; + lightB += dx * dy * dz * frame.lightsB[k]; + } + return + core::clamp(core::round32(lightA), 0, 255) | + core::clamp(core::round32(lightB), 0, 255) << 8; +} + +// Calculates vertex color to be used in mapblock mesh +// frame - light values from getSmoothLightFrame() +// vertex_pos - vertex position in the node (coordinates are clamped to [0.0, 1.0] or so) +// tile_color - node's tile color +static video::SColor blendLight(const LightFrame &frame, + const core::vector3df& vertex_pos, video::SColor tile_color) +{ + u16 light = blendLight(frame, vertex_pos); + return encode_light_and_color(light, tile_color, frame.light_source); +} + +static video::SColor blendLight(const LightFrame &frame, + const core::vector3df& vertex_pos, const core::vector3df& vertex_normal, + video::SColor tile_color) +{ + video::SColor color = blendLight(frame, vertex_pos, tile_color); + if (!frame.light_source) + applyFacesShading(color, vertex_normal); + return color; +} + static inline void getNeighborConnectingFace(v3s16 p, INodeDefManager *nodedef, MeshMakeData *data, MapNode n, int v, int *neighbors) { @@ -213,6 +436,74 @@ static inline void getNeighborConnectingFace(v3s16 p, INodeDefManager *nodedef, *neighbors |= v; } +static void makeAutoLightedCuboid(MeshCollector *collector, MeshMakeData *data, + const v3f &pos, aabb3f box, TileSpec &tile, + /* pre-computed, for non-smooth lighting only */ const video::SColor color, + /* for smooth lighting only */ const LightFrame &frame) +{ + f32 dx1 = box.MinEdge.X; + f32 dy1 = box.MinEdge.Y; + f32 dz1 = box.MinEdge.Z; + f32 dx2 = box.MaxEdge.X; + f32 dy2 = box.MaxEdge.Y; + f32 dz2 = box.MaxEdge.Z; + box.MinEdge += pos; + box.MaxEdge += pos; + f32 tx1 = (box.MinEdge.X / BS) + 0.5; + f32 ty1 = (box.MinEdge.Y / BS) + 0.5; + f32 tz1 = (box.MinEdge.Z / BS) + 0.5; + f32 tx2 = (box.MaxEdge.X / BS) + 0.5; + f32 ty2 = (box.MaxEdge.Y / BS) + 0.5; + f32 tz2 = (box.MaxEdge.Z / BS) + 0.5; + f32 txc[24] = { + tx1, 1-tz2, tx2, 1-tz1, // up + tx1, tz1, tx2, tz2, // down + tz1, 1-ty2, tz2, 1-ty1, // right + 1-tz2, 1-ty2, 1-tz1, 1-ty1, // left + 1-tx2, 1-ty2, 1-tx1, 1-ty1, // back + tx1, 1-ty2, tx2, 1-ty1, // front + }; + if (data->m_smooth_lighting) { + u16 lights[8]; + for (int j = 0; j < 8; ++j) { + f32 x = (j & 4) ? dx2 : dx1; + f32 y = (j & 2) ? dy2 : dy1; + f32 z = (j & 1) ? dz2 : dz1; + lights[j] = blendLight(frame, core::vector3df(x, y, z)); + } + makeSmoothLightedCuboid(collector, box, &tile, 1, lights, txc, frame.light_source); + } else { + makeCuboid(collector, box, &tile, 1, color, txc, frame.light_source); + } +} + +static void makeAutoLightedCuboidEx(MeshCollector *collector, MeshMakeData *data, + const v3f &pos, aabb3f box, TileSpec &tile, f32 *txc, + /* pre-computed, for non-smooth lighting only */ const video::SColor color, + /* for smooth lighting only */ const LightFrame &frame) +{ + f32 dx1 = box.MinEdge.X; + f32 dy1 = box.MinEdge.Y; + f32 dz1 = box.MinEdge.Z; + f32 dx2 = box.MaxEdge.X; + f32 dy2 = box.MaxEdge.Y; + f32 dz2 = box.MaxEdge.Z; + box.MinEdge += pos; + box.MaxEdge += pos; + if (data->m_smooth_lighting) { + u16 lights[8]; + for (int j = 0; j < 8; ++j) { + f32 x = (j & 4) ? dx2 : dx1; + f32 y = (j & 2) ? dy2 : dy1; + f32 z = (j & 1) ? dz2 : dz1; + lights[j] = blendLight(frame, core::vector3df(x, y, z)); + } + makeSmoothLightedCuboid(collector, box, &tile, 1, lights, txc, frame.light_source); + } else { + makeCuboid(collector, box, &tile, 1, color, txc, frame.light_source); + } +} + // For use in mapblock_mesh_generate_special // X,Y,Z of position must be -1,0,1 // This expression is a simplification of @@ -251,7 +542,8 @@ void mapblock_mesh_generate_special(MeshMakeData *data, /* Some settings */ - bool enable_mesh_cache = g_settings->getBool("enable_mesh_cache"); + bool enable_mesh_cache = g_settings->getBool("enable_mesh_cache") && + !data->m_smooth_lighting; // Mesh cache is not supported with smooth lighting v3s16 blockpos_nodes = data->m_blockpos*MAP_BLOCKSIZE; @@ -268,13 +560,20 @@ void mapblock_mesh_generate_special(MeshMakeData *data, if(f.solidness != 0) continue; - switch(f.drawtype){ + if (f.drawtype == NDT_AIRLIKE) + continue; + + LightFrame frame; + if (data->m_smooth_lighting) + getSmoothLightFrame(&frame, blockpos_nodes + p, data, f.light_source); + else + frame.light_source = f.light_source; + + switch(f.drawtype) { default: infostream << "Got " << f.drawtype << std::endl; FATAL_ERROR("Unknown drawtype"); break; - case NDT_AIRLIKE: - break; case NDT_LIQUID: { /* @@ -383,8 +682,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data, vertices[1].Pos.Y = -0.5 * BS; } - for(s32 j=0; j<4; j++) - { + for (s32 j = 0; j < 4; j++) { if(dir == v3s16(0,0,1)) vertices[j].Pos.rotateXZBy(0); if(dir == v3s16(0,0,-1)) @@ -401,6 +699,8 @@ void mapblock_mesh_generate_special(MeshMakeData *data, vertices[j].Pos.Z *= 0.98; }*/ + if (data->m_smooth_lighting) + vertices[j].Color = blendLight(frame, vertices[j].Pos, current_tile->color); vertices[j].Pos += intToFloat(p, BS); } @@ -423,10 +723,11 @@ void mapblock_mesh_generate_special(MeshMakeData *data, video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c1, 0,0), }; - v3f offset(p.X * BS, (p.Y + 0.5) * BS, p.Z * BS); - for(s32 i=0; i<4; i++) - { - vertices[i].Pos += offset; + for (s32 i = 0; i < 4; i++) { + vertices[i].Pos.Y += 0.5 * BS; + if (data->m_smooth_lighting) + vertices[i].Color = blendLight(frame, vertices[i].Pos, tile_liquid.color); + vertices[i].Pos += intToFloat(p, BS); } u16 indices[] = {0,1,2,2,3,0}; @@ -704,6 +1005,8 @@ void mapblock_mesh_generate_special(MeshMakeData *data, vertices[j].Pos.Z *= 0.98; }*/ + if (data->m_smooth_lighting) + vertices[j].Color = blendLight(frame, vertices[j].Pos, current_tile->color); vertices[j].Pos += intToFloat(p, BS); } @@ -737,6 +1040,8 @@ void mapblock_mesh_generate_special(MeshMakeData *data, //vertices[i].Pos.Y += neighbor_levels[v3s16(0,0,0)]; s32 j = corner_resolve[i]; vertices[i].Pos.Y += corner_levels[j]; + if (data->m_smooth_lighting) + vertices[i].Color = blendLight(frame, vertices[i].Pos, tile_liquid.color); vertices[i].Pos += intToFloat(p, BS); } @@ -828,7 +1133,9 @@ void mapblock_mesh_generate_special(MeshMakeData *data, for(u16 i=0; i<4; i++) vertices[i].Pos.rotateXZBy(90); - for(u16 i=0; i<4; i++){ + for (u16 i = 0; i < 4; i++) { + if (data->m_smooth_lighting) + vertices[i].Color = blendLight(frame, vertices[i].Pos, vertices[i].Normal, tile.color); vertices[i].Pos += intToFloat(p, BS); } @@ -860,9 +1167,6 @@ void mapblock_mesh_generate_special(MeshMakeData *data, video::SColor tile0color = encode_light_and_color(l, tiles[0].color, f.light_source); - video::SColor tile0colors[6]; - for (i = 0; i < 6; i++) - tile0colors[i] = tile0color; TileSpec glass_tiles[6]; video::SColor glasscolor[6]; @@ -995,7 +1299,6 @@ void mapblock_mesh_generate_special(MeshMakeData *data, 0,1, 8, 0,4,16, 3,4,17, 3,1, 9 }; - f32 tx1, ty1, tz1, tx2, ty2, tz2; aabb3f box; for(i = 0; i < 12; i++) @@ -1008,24 +1311,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data, if (edge_invisible) continue; box = frame_edges[i]; - box.MinEdge += pos; - box.MaxEdge += pos; - tx1 = (box.MinEdge.X / BS) + 0.5; - ty1 = (box.MinEdge.Y / BS) + 0.5; - tz1 = (box.MinEdge.Z / BS) + 0.5; - tx2 = (box.MaxEdge.X / BS) + 0.5; - ty2 = (box.MaxEdge.Y / BS) + 0.5; - tz2 = (box.MaxEdge.Z / BS) + 0.5; - f32 txc1[24] = { - tx1, 1-tz2, tx2, 1-tz1, - tx1, tz1, tx2, tz2, - tz1, 1-ty2, tz2, 1-ty1, - 1-tz2, 1-ty2, 1-tz1, 1-ty1, - 1-tx2, 1-ty2, 1-tx1, 1-ty1, - tx1, 1-ty2, tx2, 1-ty1, - }; - makeCuboid(&collector, box, &tiles[0], 1, tile0colors, - txc1, f.light_source); + makeAutoLightedCuboid(&collector, data, pos, box, tiles[0], tile0color, frame); } for(i = 0; i < 6; i++) @@ -1033,37 +1319,16 @@ void mapblock_mesh_generate_special(MeshMakeData *data, if (!visible_faces[i]) continue; box = glass_faces[i]; - box.MinEdge += pos; - box.MaxEdge += pos; - tx1 = (box.MinEdge.X / BS) + 0.5; - ty1 = (box.MinEdge.Y / BS) + 0.5; - tz1 = (box.MinEdge.Z / BS) + 0.5; - tx2 = (box.MaxEdge.X / BS) + 0.5; - ty2 = (box.MaxEdge.Y / BS) + 0.5; - tz2 = (box.MaxEdge.Z / BS) + 0.5; - f32 txc2[24] = { - tx1, 1-tz2, tx2, 1-tz1, - tx1, tz1, tx2, tz2, - tz1, 1-ty2, tz2, 1-ty1, - 1-tz2, 1-ty2, 1-tz1, 1-ty1, - 1-tx2, 1-ty2, 1-tx1, 1-ty1, - tx1, 1-ty2, tx2, 1-ty1, - }; - makeCuboid(&collector, box, &glass_tiles[i], 1, glasscolor, - txc2, f.light_source); + makeAutoLightedCuboid(&collector, data, pos, box, glass_tiles[i], glasscolor[i], frame); } if (param2 > 0 && f.special_tiles[0].texture) { // Interior volume level is in range 0 .. 63, // convert it to -0.5 .. 0.5 float vlev = (((float)param2 / 63.0 ) * 2.0 - 1.0); - TileSpec tile=getSpecialTile(f, n, 0); + TileSpec tile = getSpecialTile(f, n, 0); video::SColor special_color = encode_light_and_color(l, tile.color, f.light_source); - TileSpec interior_tiles[6]; - for (i = 0; i < 6; i++) - interior_tiles[i] = tile; - float offset = 0.003; box = aabb3f(visible_faces[3] ? -b : -a + offset, visible_faces[1] ? -b : -a + offset, @@ -1071,24 +1336,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data, visible_faces[2] ? b : a - offset, visible_faces[0] ? b * vlev : a * vlev - offset, visible_faces[4] ? b : a - offset); - box.MinEdge += pos; - box.MaxEdge += pos; - tx1 = (box.MinEdge.X / BS) + 0.5; - ty1 = (box.MinEdge.Y / BS) + 0.5; - tz1 = (box.MinEdge.Z / BS) + 0.5; - tx2 = (box.MaxEdge.X / BS) + 0.5; - ty2 = (box.MaxEdge.Y / BS) + 0.5; - tz2 = (box.MaxEdge.Z / BS) + 0.5; - f32 txc3[24] = { - tx1, 1-tz2, tx2, 1-tz1, - tx1, tz1, tx2, tz2, - tz1, 1-ty2, tz2, 1-ty1, - 1-tz2, 1-ty2, 1-tz1, 1-ty1, - 1-tx2, 1-ty2, 1-tx1, 1-ty1, - tx1, 1-ty2, tx2, 1-ty1, - }; - makeCuboid(&collector, box, interior_tiles, 6, special_color, - txc3, f.light_source); + makeAutoLightedCuboid(&collector, data, pos, box, tile, special_color, frame); } break;} case NDT_ALLFACES: @@ -1101,10 +1349,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data, v3f pos = intToFloat(p, BS); aabb3f box(-BS/2,-BS/2,-BS/2,BS/2,BS/2,BS/2); - box.MinEdge += pos; - box.MaxEdge += pos; - makeCuboid(&collector, box, &tile_leaves, 1, c, NULL, - f.light_source); + makeAutoLightedCuboid(&collector, data, pos, box, tile_leaves, c, frame); break;} case NDT_ALLFACES_OPTIONAL: // This is always pre-converted to something else @@ -1144,7 +1389,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data, video::S3DVertex(-s, s,0, 0,0,0, c, 0,0), }; - for(s32 i=0; i<4; i++) + for (s32 i = 0; i < 4; i++) { if(dir == v3s16(1,0,0)) vertices[i].Pos.rotateXZBy(0); @@ -1159,6 +1404,8 @@ void mapblock_mesh_generate_special(MeshMakeData *data, if(dir == v3s16(0,1,0)) vertices[i].Pos.rotateXZBy(-45); + if (data->m_smooth_lighting) + vertices[i].Color = blendLight(frame, vertices[i].Pos, tile.color); vertices[i].Pos += intToFloat(p, BS); } @@ -1189,7 +1436,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data, v3s16 dir = n.getWallMountedDir(nodedef); - for(s32 i=0; i<4; i++) + for (s32 i = 0; i < 4; i++) { if(dir == v3s16(1,0,0)) vertices[i].Pos.rotateXZBy(0); @@ -1204,6 +1451,8 @@ void mapblock_mesh_generate_special(MeshMakeData *data, if(dir == v3s16(0,1,0)) vertices[i].Pos.rotateXYBy(90); + if (data->m_smooth_lighting) + vertices[i].Color = blendLight(frame, vertices[i].Pos, tile.color); vertices[i].Pos += intToFloat(p, BS); } @@ -1355,6 +1604,8 @@ void mapblock_mesh_generate_special(MeshMakeData *data, for (int i = 0; i < 4; i++) { vertices[i].Pos *= f.visual_scale; vertices[i].Pos.Y += BS/2 * (f.visual_scale - 1); + if (data->m_smooth_lighting) + vertices[i].Color = blendLight(frame, vertices[i].Pos, tile.color); vertices[i].Pos += intToFloat(p, BS); // move to a random spot to avoid moire if ((f.param_type_2 == CPT2_MESHOPTIONS) && ((n.param2 & 0x8) != 0)) { @@ -1507,6 +1758,8 @@ void mapblock_mesh_generate_special(MeshMakeData *data, for (int i = 0; i < 4; i++) { vertices[i].Pos *= f.visual_scale; + if (data->m_smooth_lighting) + vertices[i].Color = blendLight(frame, vertices[i].Pos, tile.color); vertices[i].Pos += intToFloat(p, BS); } @@ -1537,8 +1790,6 @@ void mapblock_mesh_generate_special(MeshMakeData *data, // The post - always present aabb3f post(-post_rad,-BS/2,-post_rad,post_rad,BS/2,post_rad); - post.MinEdge += pos; - post.MaxEdge += pos; f32 postuv[24]={ 6/16.,6/16.,10/16.,10/16., 6/16.,6/16.,10/16.,10/16., @@ -1546,8 +1797,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data, 4/16.,0,8/16.,1, 8/16.,0,12/16.,1, 12/16.,0,16/16.,1}; - makeCuboid(&collector, post, &tile_rot, 1, c, postuv, - f.light_source); + makeAutoLightedCuboidEx(&collector, data, pos, post, tile_rot, postuv, c, frame); // Now a section of fence, +X, if there's a post there v3s16 p2 = p; @@ -1558,8 +1808,6 @@ void mapblock_mesh_generate_special(MeshMakeData *data, { aabb3f bar(-bar_len+BS/2,-bar_rad+BS/4,-bar_rad, bar_len+BS/2,bar_rad+BS/4,bar_rad); - bar.MinEdge += pos; - bar.MaxEdge += pos; f32 xrailuv[24]={ 0/16.,2/16.,16/16.,4/16., 0/16.,4/16.,16/16.,6/16., @@ -1567,12 +1815,10 @@ void mapblock_mesh_generate_special(MeshMakeData *data, 10/16.,10/16.,12/16.,12/16., 0/16.,8/16.,16/16.,10/16., 0/16.,14/16.,16/16.,16/16.}; - makeCuboid(&collector, bar, &tile_nocrack, 1, - c, xrailuv, f.light_source); + makeAutoLightedCuboidEx(&collector, data, pos, bar, tile_nocrack, xrailuv, c, frame); bar.MinEdge.Y -= BS/2; bar.MaxEdge.Y -= BS/2; - makeCuboid(&collector, bar, &tile_nocrack, 1, - c, xrailuv, f.light_source); + makeAutoLightedCuboidEx(&collector, data, pos, bar, tile_nocrack, xrailuv, c, frame); } // Now a section of fence, +Z, if there's a post there @@ -1584,8 +1830,6 @@ void mapblock_mesh_generate_special(MeshMakeData *data, { aabb3f bar(-bar_rad,-bar_rad+BS/4,-bar_len+BS/2, bar_rad,bar_rad+BS/4,bar_len+BS/2); - bar.MinEdge += pos; - bar.MaxEdge += pos; f32 zrailuv[24]={ 3/16.,1/16.,5/16.,5/16., // cannot rotate; stretch 4/16.,1/16.,6/16.,5/16., // for wood texture instead @@ -1593,12 +1837,10 @@ void mapblock_mesh_generate_special(MeshMakeData *data, 0/16.,6/16.,16/16.,8/16., 6/16.,6/16.,8/16.,8/16., 10/16.,10/16.,12/16.,12/16.}; - makeCuboid(&collector, bar, &tile_nocrack, 1, - c, zrailuv, f.light_source); + makeAutoLightedCuboidEx(&collector, data, pos, bar, tile_nocrack, zrailuv, c, frame); bar.MinEdge.Y -= BS/2; bar.MaxEdge.Y -= BS/2; - makeCuboid(&collector, bar, &tile_nocrack, 1, - c, zrailuv, f.light_source); + makeAutoLightedCuboidEx(&collector, data, pos, bar, tile_nocrack, zrailuv, c, frame); } break;} case NDT_RAILLIKE: @@ -1729,6 +1971,8 @@ void mapblock_mesh_generate_special(MeshMakeData *data, { if(angle != 0) vertices[i].Pos.rotateXZBy(angle); + if (data->m_smooth_lighting) + vertices[i].Color = blendLight(frame, vertices[i].Pos, tile.color); vertices[i].Pos += intToFloat(p, BS); } @@ -1746,14 +1990,16 @@ void mapblock_mesh_generate_special(MeshMakeData *data, v3s16(0, 0, -1) }; - u16 l = getInteriorLight(n, 1, nodedef); TileSpec tiles[6]; video::SColor colors[6]; - for(int j = 0; j < 6; j++) { + for (int j = 0; j < 6; j++) { // Handles facedir rotation for textures tiles[j] = getNodeTile(n, p, tile_dirs[j], data); - colors[j]= encode_light_and_color(l, tiles[j].color, - f.light_source); + } + if (!data->m_smooth_lighting) { + u16 l = getInteriorLight(n, 1, nodedef); + for (int j = 0; j < 6; j++) + colors[j] = encode_light_and_color(l, tiles[j].color, f.light_source); } v3f pos = intToFloat(p, BS); @@ -1790,33 +2036,27 @@ void mapblock_mesh_generate_special(MeshMakeData *data, std::vector boxes; n.getNodeBoxes(nodedef, &boxes, neighbors); - for(std::vector::iterator + for (std::vector::iterator i = boxes.begin(); - i != boxes.end(); ++i) - { + i != boxes.end(); ++i) { aabb3f box = *i; + + f32 dx1 = box.MinEdge.X; + f32 dy1 = box.MinEdge.Y; + f32 dz1 = box.MinEdge.Z; + f32 dx2 = box.MaxEdge.X; + f32 dy2 = box.MaxEdge.Y; + f32 dz2 = box.MaxEdge.Z; + box.MinEdge += pos; box.MaxEdge += pos; - f32 temp; if (box.MinEdge.X > box.MaxEdge.X) - { - temp=box.MinEdge.X; - box.MinEdge.X=box.MaxEdge.X; - box.MaxEdge.X=temp; - } + std::swap(box.MinEdge.X, box.MaxEdge.X); if (box.MinEdge.Y > box.MaxEdge.Y) - { - temp=box.MinEdge.Y; - box.MinEdge.Y=box.MaxEdge.Y; - box.MaxEdge.Y=temp; - } + std::swap(box.MinEdge.Y, box.MaxEdge.Y); if (box.MinEdge.Z > box.MaxEdge.Z) - { - temp=box.MinEdge.Z; - box.MinEdge.Z=box.MaxEdge.Z; - box.MaxEdge.Z=temp; - } + std::swap(box.MinEdge.Z, box.MaxEdge.Z); // // Compute texture coords @@ -1840,7 +2080,18 @@ void mapblock_mesh_generate_special(MeshMakeData *data, // front tx1, 1-ty2, tx2, 1-ty1, }; - makeCuboid(&collector, box, tiles, 6, colors, txc, f.light_source); + if (data->m_smooth_lighting) { + u16 lights[8]; + for (int j = 0; j < 8; ++j) { + f32 x = (j & 4) ? dx2 : dx1; + f32 y = (j & 2) ? dy2 : dy1; + f32 z = (j & 1) ? dz2 : dz1; + lights[j] = blendLight(frame, core::vector3df(x, y, z)); + } + makeSmoothLightedCuboid(&collector, box, tiles, 6, lights, txc, f.light_source); + } else { + makeCuboid(&collector, box, tiles, 6, colors, txc, f.light_source); + } } break;} case NDT_MESH: @@ -1862,9 +2113,9 @@ void mapblock_mesh_generate_special(MeshMakeData *data, } } - if (f.mesh_ptr[facedir]) { + if (!data->m_smooth_lighting && f.mesh_ptr[facedir]) { // use cached meshes - for(u16 j = 0; j < f.mesh_ptr[0]->getMeshBufferCount(); j++) { + for (u16 j = 0; j < f.mesh_ptr[0]->getMeshBufferCount(); j++) { const TileSpec &tile = getNodeTileN(n, p, j, data); scene::IMeshBuffer *buf = f.mesh_ptr[facedir]->getMeshBuffer(j); collector.append(tile, (video::S3DVertex *) @@ -1879,14 +2130,25 @@ void mapblock_mesh_generate_special(MeshMakeData *data, rotateMeshBy6dFacedir(mesh, facedir); recalculateBoundingBox(mesh); meshmanip->recalculateNormals(mesh, true, false); - for(u16 j = 0; j < mesh->getMeshBufferCount(); j++) { + for (u16 j = 0; j < mesh->getMeshBufferCount(); j++) { const TileSpec &tile = getNodeTileN(n, p, j, data); scene::IMeshBuffer *buf = mesh->getMeshBuffer(j); - collector.append(tile, (video::S3DVertex *) - buf->getVertices(), buf->getVertexCount(), - buf->getIndices(), buf->getIndexCount(), pos, - encode_light_and_color(l, tile.color, f.light_source), - f.light_source); + video::S3DVertex *vertices = (video::S3DVertex *)buf->getVertices(); + u32 vertex_count = buf->getVertexCount(); + if (data->m_smooth_lighting) { + for (u16 m = 0; m < vertex_count; ++m) { + video::S3DVertex &vertex = vertices[m]; + vertex.Color = blendLight(frame, vertex.Pos, vertex.Normal, tile.color); + vertex.Pos += pos; + } + collector.append(tile, vertices, vertex_count, + buf->getIndices(), buf->getIndexCount()); + } else { + collector.append(tile, vertices, vertex_count, + buf->getIndices(), buf->getIndexCount(), pos, + encode_light_and_color(l, tile.color, f.light_source), + f.light_source); + } } mesh->drop(); } diff --git a/src/mapblock_mesh.cpp b/src/mapblock_mesh.cpp index dfd6f55a5..0744cd527 100644 --- a/src/mapblock_mesh.cpp +++ b/src/mapblock_mesh.cpp @@ -236,7 +236,7 @@ static u16 getSmoothLightCombined(v3s16 p, MeshMakeData *data) for (u32 i = 0; i < 8; i++) { - const MapNode &n = data->m_vmanip.getNodeRefUnsafeCheckFlags(p - dirs8[i]); + MapNode n = data->m_vmanip.getNodeNoExNoEmerge(p - dirs8[i]); // if it's CONTENT_IGNORE we can't do any light calculations if (n.getContent() == CONTENT_IGNORE) { diff --git a/src/nodedef.cpp b/src/nodedef.cpp index 98f795c7a..0bb150267 100644 --- a/src/nodedef.cpp +++ b/src/nodedef.cpp @@ -269,10 +269,15 @@ void TextureSettings::readSettings() bool enable_shaders = g_settings->getBool("enable_shaders"); bool enable_bumpmapping = g_settings->getBool("enable_bumpmapping"); bool enable_parallax_occlusion = g_settings->getBool("enable_parallax_occlusion"); + bool smooth_lighting = g_settings->getBool("smooth_lighting"); enable_mesh_cache = g_settings->getBool("enable_mesh_cache"); enable_minimap = g_settings->getBool("enable_minimap"); std::string leaves_style_str = g_settings->get("leaves_style"); + // Mesh cache is not supported in combination with smooth lighting + if (smooth_lighting) + enable_mesh_cache = false; + use_normal_texture = enable_shaders && (enable_bumpmapping || enable_parallax_occlusion); if (leaves_style_str == "fancy") { -- cgit v1.2.3 From c268db7b46645b8000bd77ce80e919080a75f152 Mon Sep 17 00:00:00 2001 From: Dániel Juhász Date: Thu, 26 Jan 2017 16:10:56 +0100 Subject: Fix after hardware node coloring (#5114) --- src/mapblock_mesh.cpp | 8 ++++---- src/particles.h | 4 ++-- 2 files changed, 6 insertions(+), 6 deletions(-) (limited to 'src/mapblock_mesh.cpp') diff --git a/src/mapblock_mesh.cpp b/src/mapblock_mesh.cpp index 0744cd527..79d02d6ff 100644 --- a/src/mapblock_mesh.cpp +++ b/src/mapblock_mesh.cpp @@ -1090,10 +1090,10 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset): brightness of vertices 1 and 3 differ less than the brightness of vertices 0 and 2. */ - if (abs(f.vertices[0].Color.getAverage() - - f.vertices[2].Color.getAverage()) - > abs(f.vertices[1].Color.getAverage() - - f.vertices[3].Color.getAverage())) + if (abs(f.vertices[0].Color.getLuminance() + - f.vertices[2].Color.getLuminance()) + > abs(f.vertices[1].Color.getLuminance() + - f.vertices[3].Color.getLuminance())) indices_p = indices_alternate; collector.append(f.tile, f.vertices, 4, indices_p, 6); diff --git a/src/particles.h b/src/particles.h index 3177f2cfd..7ffb1c728 100644 --- a/src/particles.h +++ b/src/particles.h @@ -32,8 +32,8 @@ with this program; if not, write to the Free Software Foundation, Inc., struct ClientEvent; class ParticleManager; class ClientEnvironment; -class MapNode; -class ContentFeatures; +struct MapNode; +struct ContentFeatures; class Particle : public scene::ISceneNode { -- cgit v1.2.3 From 6642c8583a8635a5d61f11ca53254b4ae03d9c70 Mon Sep 17 00:00:00 2001 From: Dániel Juhász Date: Mon, 30 Jan 2017 08:18:18 +0100 Subject: Use fabs() instead of abs() (#5141) --- src/mapblock_mesh.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'src/mapblock_mesh.cpp') diff --git a/src/mapblock_mesh.cpp b/src/mapblock_mesh.cpp index 79d02d6ff..2520b5459 100644 --- a/src/mapblock_mesh.cpp +++ b/src/mapblock_mesh.cpp @@ -1090,9 +1090,9 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset): brightness of vertices 1 and 3 differ less than the brightness of vertices 0 and 2. */ - if (abs(f.vertices[0].Color.getLuminance() + if (fabs(f.vertices[0].Color.getLuminance() - f.vertices[2].Color.getLuminance()) - > abs(f.vertices[1].Color.getLuminance() + > fabs(f.vertices[1].Color.getLuminance() - f.vertices[3].Color.getLuminance())) indices_p = indices_alternate; -- cgit v1.2.3 From d4e0c0f9b818120286369b33b1bdb5eb6ece7a83 Mon Sep 17 00:00:00 2001 From: number Zero Date: Mon, 13 Feb 2017 19:31:43 +0300 Subject: Content_mapblock.cpp: Refactor --- src/content_mapblock.cpp | 3032 ++++++++++++++++---------------------------- src/content_mapblock.h | 124 +- src/mapblock_mesh.cpp | 5 +- src/nodedef.h | 18 + src/util/directiontables.h | 56 +- 5 files changed, 1295 insertions(+), 1940 deletions(-) (limited to 'src/mapblock_mesh.cpp') diff --git a/src/content_mapblock.cpp b/src/content_mapblock.cpp index 9923647bc..18b4ef6dd 100644 --- a/src/content_mapblock.cpp +++ b/src/content_mapblock.cpp @@ -20,7 +20,7 @@ with this program; if not, write to the Free Software Foundation, Inc., #include "content_mapblock.h" #include "util/numeric.h" #include "util/directiontables.h" -#include "mapblock_mesh.h" // For MapBlock_LightColor() and MeshCollector +#include "mapblock_mesh.h" #include "settings.h" #include "nodedef.h" #include "client/tile.h" @@ -34,12 +34,13 @@ with this program; if not, write to the Free Software Foundation, Inc., // After this distance, it gives up and considers light level constant #define SMOOTH_LIGHTING_OVERSIZE 1.0 -struct LightFrame -{ - f32 lightsA[8]; - f32 lightsB[8]; - u8 light_source; -}; +// Node edge count (for glasslike-framed) +#define FRAMED_EDGE_COUNT 12 + +// Node neighbor count, including edge-connected, but not vertex-connected +// (for glasslike-framed) +// Corresponding offsets are listed in g_27dirs +#define FRAMED_NEIGHBOR_COUNT 18 static const v3s16 light_dirs[8] = { v3s16(-1, -1, -1), @@ -52,189 +53,135 @@ static const v3s16 light_dirs[8] = { v3s16( 1, 1, 1), }; -// Create a cuboid. -// collector - the MeshCollector for the resulting polygons -// box - the position and size of the box -// tiles - the tiles (materials) to use (for all 6 faces) -// tilecount - number of entries in tiles, 1<=tilecount<=6 -// c - colors of the cuboid's six sides -// txc - texture coordinates - this is a list of texture coordinates -// for the opposite corners of each face - therefore, there -// should be (2+2)*6=24 values in the list. Alternatively, -// pass NULL to use the entire texture for each face. The -// order of the faces in the list is up-down-right-left-back- -// front (compatible with ContentFeatures). If you specified -// 0,0,1,1 for each face, that would be the same as -// passing NULL. -// light source - if greater than zero, the box's faces will not be shaded -void makeCuboid(MeshCollector *collector, const aabb3f &box, - TileSpec *tiles, int tilecount, const video::SColor *c, - const f32* txc, const u8 light_source) +// Standard index set to make a quad on 4 vertices +static const u16 quad_indices[] = {0, 1, 2, 2, 3, 0}; + +const std::string MapblockMeshGenerator::raillike_groupname = "connect_to_raillike"; + +MapblockMeshGenerator::MapblockMeshGenerator(MeshMakeData *input, MeshCollector *output) { - assert(tilecount >= 1 && tilecount <= 6); // pre-condition + data = input; + collector = output; - v3f min = box.MinEdge; - v3f max = box.MaxEdge; + nodedef = data->m_client->ndef(); + smgr = data->m_client->getSceneManager(); + meshmanip = smgr->getMeshManipulator(); - if(txc == NULL) { - static const f32 txc_default[24] = { - 0,0,1,1, - 0,0,1,1, - 0,0,1,1, - 0,0,1,1, - 0,0,1,1, - 0,0,1,1 - }; - txc = txc_default; - } + enable_mesh_cache = g_settings->getBool("enable_mesh_cache") && + !data->m_smooth_lighting; // Mesh cache is not supported with smooth lighting - video::SColor c1 = c[0]; - video::SColor c2 = c[1]; - video::SColor c3 = c[2]; - video::SColor c4 = c[3]; - video::SColor c5 = c[4]; - video::SColor c6 = c[5]; - if (!light_source) { - applyFacesShading(c1, v3f(0, 1, 0)); - applyFacesShading(c2, v3f(0, -1, 0)); - applyFacesShading(c3, v3f(1, 0, 0)); - applyFacesShading(c4, v3f(-1, 0, 0)); - applyFacesShading(c5, v3f(0, 0, 1)); - applyFacesShading(c6, v3f(0, 0, -1)); - } + blockpos_nodes = data->m_blockpos * MAP_BLOCKSIZE; +} - video::S3DVertex vertices[24] = - { - // up - video::S3DVertex(min.X,max.Y,max.Z, 0,1,0, c1, txc[0],txc[1]), - video::S3DVertex(max.X,max.Y,max.Z, 0,1,0, c1, txc[2],txc[1]), - video::S3DVertex(max.X,max.Y,min.Z, 0,1,0, c1, txc[2],txc[3]), - video::S3DVertex(min.X,max.Y,min.Z, 0,1,0, c1, txc[0],txc[3]), - // down - video::S3DVertex(min.X,min.Y,min.Z, 0,-1,0, c2, txc[4],txc[5]), - video::S3DVertex(max.X,min.Y,min.Z, 0,-1,0, c2, txc[6],txc[5]), - video::S3DVertex(max.X,min.Y,max.Z, 0,-1,0, c2, txc[6],txc[7]), - video::S3DVertex(min.X,min.Y,max.Z, 0,-1,0, c2, txc[4],txc[7]), - // right - video::S3DVertex(max.X,max.Y,min.Z, 1,0,0, c3, txc[ 8],txc[9]), - video::S3DVertex(max.X,max.Y,max.Z, 1,0,0, c3, txc[10],txc[9]), - video::S3DVertex(max.X,min.Y,max.Z, 1,0,0, c3, txc[10],txc[11]), - video::S3DVertex(max.X,min.Y,min.Z, 1,0,0, c3, txc[ 8],txc[11]), - // left - video::S3DVertex(min.X,max.Y,max.Z, -1,0,0, c4, txc[12],txc[13]), - video::S3DVertex(min.X,max.Y,min.Z, -1,0,0, c4, txc[14],txc[13]), - video::S3DVertex(min.X,min.Y,min.Z, -1,0,0, c4, txc[14],txc[15]), - video::S3DVertex(min.X,min.Y,max.Z, -1,0,0, c4, txc[12],txc[15]), - // back - video::S3DVertex(max.X,max.Y,max.Z, 0,0,1, c5, txc[16],txc[17]), - video::S3DVertex(min.X,max.Y,max.Z, 0,0,1, c5, txc[18],txc[17]), - video::S3DVertex(min.X,min.Y,max.Z, 0,0,1, c5, txc[18],txc[19]), - video::S3DVertex(max.X,min.Y,max.Z, 0,0,1, c5, txc[16],txc[19]), - // front - video::S3DVertex(min.X,max.Y,min.Z, 0,0,-1, c6, txc[20],txc[21]), - video::S3DVertex(max.X,max.Y,min.Z, 0,0,-1, c6, txc[22],txc[21]), - video::S3DVertex(max.X,min.Y,min.Z, 0,0,-1, c6, txc[22],txc[23]), - video::S3DVertex(min.X,min.Y,min.Z, 0,0,-1, c6, txc[20],txc[23]), - }; +void MapblockMeshGenerator::useTile(int index, bool disable_backface_culling) +{ + tile = getNodeTileN(n, p, index, data); + if (!data->m_smooth_lighting) + color = encode_light_and_color(light, tile.color, f->light_source); + if (disable_backface_culling) + tile.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING; + tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY; +} - for(int i = 0; i < 6; i++) - { - switch (tiles[MYMIN(i, tilecount-1)].rotation) - { - case 0: - break; - case 1: //R90 - for (int x = 0; x < 4; x++) - vertices[i*4+x].TCoords.rotateBy(90,irr::core::vector2df(0, 0)); - break; - case 2: //R180 - for (int x = 0; x < 4; x++) - vertices[i*4+x].TCoords.rotateBy(180,irr::core::vector2df(0, 0)); - break; - case 3: //R270 - for (int x = 0; x < 4; x++) - vertices[i*4+x].TCoords.rotateBy(270,irr::core::vector2df(0, 0)); - break; - case 4: //FXR90 - for (int x = 0; x < 4; x++){ - vertices[i*4+x].TCoords.X = 1.0 - vertices[i*4+x].TCoords.X; - vertices[i*4+x].TCoords.rotateBy(90,irr::core::vector2df(0, 0)); - } - break; - case 5: //FXR270 - for (int x = 0; x < 4; x++){ - vertices[i*4+x].TCoords.X = 1.0 - vertices[i*4+x].TCoords.X; - vertices[i*4+x].TCoords.rotateBy(270,irr::core::vector2df(0, 0)); - } - break; - case 6: //FYR90 - for (int x = 0; x < 4; x++){ - vertices[i*4+x].TCoords.Y = 1.0 - vertices[i*4+x].TCoords.Y; - vertices[i*4+x].TCoords.rotateBy(90,irr::core::vector2df(0, 0)); - } - break; - case 7: //FYR270 - for (int x = 0; x < 4; x++){ - vertices[i*4+x].TCoords.Y = 1.0 - vertices[i*4+x].TCoords.Y; - vertices[i*4+x].TCoords.rotateBy(270,irr::core::vector2df(0, 0)); - } - break; - case 8: //FX - for (int x = 0; x < 4; x++){ - vertices[i*4+x].TCoords.X = 1.0 - vertices[i*4+x].TCoords.X; - } - break; - case 9: //FY - for (int x = 0; x < 4; x++){ - vertices[i*4+x].TCoords.Y = 1.0 - vertices[i*4+x].TCoords.Y; - } - break; - default: - break; - } - } - u16 indices[] = {0,1,2,2,3,0}; - // Add to mesh collector - for (s32 j = 0; j < 24; j += 4) { - int tileindex = MYMIN(j / 4, tilecount - 1); - collector->append(tiles[tileindex], vertices + j, 4, indices, 6); +void MapblockMeshGenerator::useDefaultTile(bool set_color) +{ + tile = getNodeTile(n, p, v3s16(0, 0, 0), data); + if (set_color && !data->m_smooth_lighting) + color = encode_light_and_color(light, tile.color, f->light_source); +} + +TileSpec MapblockMeshGenerator::getTile(const v3s16& direction) +{ + return getNodeTile(n, p, direction, data); +} + +void MapblockMeshGenerator::drawQuad(v3f *coords, const v3s16 &normal) +{ + static const v2f tcoords[4] = {v2f(0, 1), v2f(1, 1), v2f(1, 0), v2f(0, 0)}; + video::S3DVertex vertices[4]; + bool shade_face = !f->light_source && (normal != v3s16(0, 0, 0)); + v3f normal2(normal.X, normal.Y, normal.Z); + for (int j = 0; j < 4; j++) { + vertices[j].Pos = coords[j] + origin; + vertices[j].Normal = normal2; + if (data->m_smooth_lighting) + vertices[j].Color = blendLight(coords[j], tile.color); + else + vertices[j].Color = color; + if (shade_face) + applyFacesShading(vertices[j].Color, normal2); + vertices[j].TCoords = tcoords[j]; } + collector->append(tile, vertices, 4, quad_indices, 6); } // Create a cuboid. -// collector - the MeshCollector for the resulting polygons -// box - the position and size of the box // tiles - the tiles (materials) to use (for all 6 faces) // tilecount - number of entries in tiles, 1<=tilecount<=6 -// lights - vertex light levels. The order is the same as in light_dirs +// lights - vertex light levels. The order is the same as in light_dirs. +// NULL may be passed if smooth lighting is disabled. // txc - texture coordinates - this is a list of texture coordinates // for the opposite corners of each face - therefore, there -// should be (2+2)*6=24 values in the list. Alternatively, pass -// NULL to use the entire texture for each face. The order of +// should be (2+2)*6=24 values in the list. The order of // the faces in the list is up-down-right-left-back-front -// (compatible with ContentFeatures). If you specified 0,0,1,1 -// for each face, that would be the same as passing NULL. -// light_source - node light emission -static void makeSmoothLightedCuboid(MeshCollector *collector, const aabb3f &box, - TileSpec *tiles, int tilecount, const u16 *lights , const f32 *txc, - const u8 light_source) +// (compatible with ContentFeatures). +void MapblockMeshGenerator::drawCuboid(const aabb3f &box, + TileSpec *tiles, int tilecount, const u16 *lights, const f32 *txc) { assert(tilecount >= 1 && tilecount <= 6); // pre-condition v3f min = box.MinEdge; v3f max = box.MaxEdge; - if (txc == NULL) { - static const f32 txc_default[24] = { - 0,0,1,1, - 0,0,1,1, - 0,0,1,1, - 0,0,1,1, - 0,0,1,1, - 0,0,1,1 - }; - txc = txc_default; + video::SColor colors[6]; + if (!data->m_smooth_lighting) { + for (int face = 0; face != 6; ++face) { + int tileindex = MYMIN(face, tilecount - 1); + colors[face] = encode_light_and_color(light, tiles[tileindex].color, f->light_source); + } + if (!f->light_source) { + applyFacesShading(colors[0], v3f(0, 1, 0)); + applyFacesShading(colors[1], v3f(0, -1, 0)); + applyFacesShading(colors[2], v3f(1, 0, 0)); + applyFacesShading(colors[3], v3f(-1, 0, 0)); + applyFacesShading(colors[4], v3f(0, 0, 1)); + applyFacesShading(colors[5], v3f(0, 0, -1)); + } } + + video::S3DVertex vertices[24] = { + // top + video::S3DVertex(min.X, max.Y, max.Z, 0, 1, 0, colors[0], txc[0], txc[1]), + video::S3DVertex(max.X, max.Y, max.Z, 0, 1, 0, colors[0], txc[2], txc[1]), + video::S3DVertex(max.X, max.Y, min.Z, 0, 1, 0, colors[0], txc[2], txc[3]), + video::S3DVertex(min.X, max.Y, min.Z, 0, 1, 0, colors[0], txc[0], txc[3]), + // bottom + video::S3DVertex(min.X, min.Y, min.Z, 0, -1, 0, colors[1], txc[4], txc[5]), + video::S3DVertex(max.X, min.Y, min.Z, 0, -1, 0, colors[1], txc[6], txc[5]), + video::S3DVertex(max.X, min.Y, max.Z, 0, -1, 0, colors[1], txc[6], txc[7]), + video::S3DVertex(min.X, min.Y, max.Z, 0, -1, 0, colors[1], txc[4], txc[7]), + // right + video::S3DVertex(max.X, max.Y, min.Z, 1, 0, 0, colors[2], txc[ 8], txc[9]), + video::S3DVertex(max.X, max.Y, max.Z, 1, 0, 0, colors[2], txc[10], txc[9]), + video::S3DVertex(max.X, min.Y, max.Z, 1, 0, 0, colors[2], txc[10], txc[11]), + video::S3DVertex(max.X, min.Y, min.Z, 1, 0, 0, colors[2], txc[ 8], txc[11]), + // left + video::S3DVertex(min.X, max.Y, max.Z, -1, 0, 0, colors[3], txc[12], txc[13]), + video::S3DVertex(min.X, max.Y, min.Z, -1, 0, 0, colors[3], txc[14], txc[13]), + video::S3DVertex(min.X, min.Y, min.Z, -1, 0, 0, colors[3], txc[14], txc[15]), + video::S3DVertex(min.X, min.Y, max.Z, -1, 0, 0, colors[3], txc[12], txc[15]), + // back + video::S3DVertex(max.X, max.Y, max.Z, 0, 0, 1, colors[4], txc[16], txc[17]), + video::S3DVertex(min.X, max.Y, max.Z, 0, 0, 1, colors[4], txc[18], txc[17]), + video::S3DVertex(min.X, min.Y, max.Z, 0, 0, 1, colors[4], txc[18], txc[19]), + video::S3DVertex(max.X, min.Y, max.Z, 0, 0, 1, colors[4], txc[16], txc[19]), + // front + video::S3DVertex(min.X, max.Y, min.Z, 0, 0, -1, colors[5], txc[20], txc[21]), + video::S3DVertex(max.X, max.Y, min.Z, 0, 0, -1, colors[5], txc[22], txc[21]), + video::S3DVertex(max.X, min.Y, min.Z, 0, 0, -1, colors[5], txc[22], txc[23]), + video::S3DVertex(min.X, min.Y, min.Z, 0, 0, -1, colors[5], txc[20], txc[23]), + }; + static const u8 light_indices[24] = { 3, 7, 6, 2, 0, 4, 5, 1, @@ -243,152 +190,83 @@ static void makeSmoothLightedCuboid(MeshCollector *collector, const aabb3f &box, 7, 3, 1, 5, 2, 6, 4, 0 }; - video::S3DVertex vertices[24] = { - // up - video::S3DVertex(min.X, max.Y, max.Z, 0, 1, 0, video::SColor(), txc[0], txc[1]), - video::S3DVertex(max.X, max.Y, max.Z, 0, 1, 0, video::SColor(), txc[2], txc[1]), - video::S3DVertex(max.X, max.Y, min.Z, 0, 1, 0, video::SColor(), txc[2], txc[3]), - video::S3DVertex(min.X, max.Y, min.Z, 0, 1, 0, video::SColor(), txc[0], txc[3]), - // down - video::S3DVertex(min.X, min.Y, min.Z, 0, -1, 0, video::SColor(), txc[4], txc[5]), - video::S3DVertex(max.X, min.Y, min.Z, 0, -1, 0, video::SColor(), txc[6], txc[5]), - video::S3DVertex(max.X, min.Y, max.Z, 0, -1, 0, video::SColor(), txc[6], txc[7]), - video::S3DVertex(min.X, min.Y, max.Z, 0, -1, 0, video::SColor(), txc[4], txc[7]), - // right - video::S3DVertex(max.X, max.Y, min.Z, 1, 0, 0, video::SColor(), txc[ 8], txc[9]), - video::S3DVertex(max.X, max.Y, max.Z, 1, 0, 0, video::SColor(), txc[10], txc[9]), - video::S3DVertex(max.X, min.Y, max.Z, 1, 0, 0, video::SColor(), txc[10], txc[11]), - video::S3DVertex(max.X, min.Y, min.Z, 1, 0, 0, video::SColor(), txc[ 8], txc[11]), - // left - video::S3DVertex(min.X, max.Y, max.Z, -1, 0, 0, video::SColor(), txc[12], txc[13]), - video::S3DVertex(min.X, max.Y, min.Z, -1, 0, 0, video::SColor(), txc[14], txc[13]), - video::S3DVertex(min.X, min.Y, min.Z, -1, 0, 0, video::SColor(), txc[14], txc[15]), - video::S3DVertex(min.X, min.Y, max.Z, -1, 0, 0, video::SColor(), txc[12], txc[15]), - // back - video::S3DVertex(max.X, max.Y, max.Z, 0, 0, 1, video::SColor(), txc[16], txc[17]), - video::S3DVertex(min.X, max.Y, max.Z, 0, 0, 1, video::SColor(), txc[18], txc[17]), - video::S3DVertex(min.X, min.Y, max.Z, 0, 0, 1, video::SColor(), txc[18], txc[19]), - video::S3DVertex(max.X, min.Y, max.Z, 0, 0, 1, video::SColor(), txc[16], txc[19]), - // front - video::S3DVertex(min.X, max.Y, min.Z, 0, 0, -1, video::SColor(), txc[20], txc[21]), - video::S3DVertex(max.X, max.Y, min.Z, 0, 0, -1, video::SColor(), txc[22], txc[21]), - video::S3DVertex(max.X, min.Y, min.Z, 0, 0, -1, video::SColor(), txc[22], txc[23]), - video::S3DVertex(min.X, min.Y, min.Z, 0, 0, -1, video::SColor(), txc[20], txc[23]), - }; - for(int i = 0; i < 6; i++) { - switch (tiles[MYMIN(i, tilecount-1)].rotation) { - case 0: - break; - case 1: //R90 - for (int x = 0; x < 4; x++) - vertices[i*4+x].TCoords.rotateBy(90,irr::core::vector2df(0, 0)); - break; - case 2: //R180 - for (int x = 0; x < 4; x++) - vertices[i*4+x].TCoords.rotateBy(180,irr::core::vector2df(0, 0)); - break; - case 3: //R270 - for (int x = 0; x < 4; x++) - vertices[i*4+x].TCoords.rotateBy(270,irr::core::vector2df(0, 0)); - break; - case 4: //FXR90 - for (int x = 0; x < 4; x++) { - vertices[i*4+x].TCoords.X = 1.0 - vertices[i*4+x].TCoords.X; - vertices[i*4+x].TCoords.rotateBy(90,irr::core::vector2df(0, 0)); - } - break; - case 5: //FXR270 - for (int x = 0; x < 4; x++) { - vertices[i*4+x].TCoords.X = 1.0 - vertices[i*4+x].TCoords.X; - vertices[i*4+x].TCoords.rotateBy(270,irr::core::vector2df(0, 0)); - } - break; - case 6: //FYR90 - for (int x = 0; x < 4; x++) { - vertices[i*4+x].TCoords.Y = 1.0 - vertices[i*4+x].TCoords.Y; - vertices[i*4+x].TCoords.rotateBy(90,irr::core::vector2df(0, 0)); - } - break; - case 7: //FYR270 - for (int x = 0; x < 4; x++) { - vertices[i*4+x].TCoords.Y = 1.0 - vertices[i*4+x].TCoords.Y; - vertices[i*4+x].TCoords.rotateBy(270,irr::core::vector2df(0, 0)); - } - break; - case 8: //FX - for (int x = 0; x < 4; x++) { - vertices[i*4+x].TCoords.X = 1.0 - vertices[i*4+x].TCoords.X; - } - break; - case 9: //FY - for (int x = 0; x < 4; x++) { - vertices[i*4+x].TCoords.Y = 1.0 - vertices[i*4+x].TCoords.Y; + for (int face = 0; face < 6; face++) { + int tileindex = MYMIN(face, tilecount - 1); + const TileSpec &tile = tiles[tileindex]; + for (int j = 0; j < 4; j++) { + video::S3DVertex &vertex = vertices[face * 4 + j]; + v2f &tcoords = vertex.TCoords; + switch (tile.rotation) { + case 0: + break; + case 1: // R90 + tcoords.rotateBy(90, irr::core::vector2df(0, 0)); + break; + case 2: // R180 + tcoords.rotateBy(180, irr::core::vector2df(0, 0)); + break; + case 3: // R270 + tcoords.rotateBy(270, irr::core::vector2df(0, 0)); + break; + case 4: // FXR90 + tcoords.X = 1.0 - tcoords.X; + tcoords.rotateBy(90, irr::core::vector2df(0, 0)); + break; + case 5: // FXR270 + tcoords.X = 1.0 - tcoords.X; + tcoords.rotateBy(270, irr::core::vector2df(0, 0)); + break; + case 6: // FYR90 + tcoords.Y = 1.0 - tcoords.Y; + tcoords.rotateBy(90, irr::core::vector2df(0, 0)); + break; + case 7: // FYR270 + tcoords.Y = 1.0 - tcoords.Y; + tcoords.rotateBy(270, irr::core::vector2df(0, 0)); + break; + case 8: // FX + tcoords.X = 1.0 - tcoords.X; + break; + case 9: // FY + tcoords.Y = 1.0 - tcoords.Y; + break; + default: + break; } - break; - default: - break; } } - u16 indices[] = {0,1,2,2,3,0}; - for (s32 j = 0; j < 24; ++j) { - int tileindex = MYMIN(j / 4, tilecount - 1); - vertices[j].Color = encode_light_and_color(lights[light_indices[j]], - tiles[tileindex].color, light_source); - if (!light_source) - applyFacesShading(vertices[j].Color, vertices[j].Normal); + + if (data->m_smooth_lighting) { + for (int j = 0; j < 24; ++j) { + int tileindex = MYMIN(j / 4, tilecount - 1); + vertices[j].Color = encode_light_and_color(lights[light_indices[j]], + tiles[tileindex].color, f->light_source); + if (!f->light_source) + applyFacesShading(vertices[j].Color, vertices[j].Normal); + } } + // Add to mesh collector - for (s32 k = 0; k < 6; ++k) { + for (int k = 0; k < 6; ++k) { int tileindex = MYMIN(k, tilecount - 1); - collector->append(tiles[tileindex], vertices + 4 * k, 4, indices, 6); + collector->append(tiles[tileindex], vertices + 4 * k, 4, quad_indices, 6); } } -// Create a cuboid. -// collector - the MeshCollector for the resulting polygons -// box - the position and size of the box -// tiles - the tiles (materials) to use (for all 6 faces) -// tilecount - number of entries in tiles, 1<=tilecount<=6 -// c - color of the cuboid -// txc - texture coordinates - this is a list of texture coordinates -// for the opposite corners of each face - therefore, there -// should be (2+2)*6=24 values in the list. Alternatively, -// pass NULL to use the entire texture for each face. The -// order of the faces in the list is up-down-right-left-back- -// front (compatible with ContentFeatures). If you specified -// 0,0,1,1 for each face, that would be the same as -// passing NULL. -// light source - if greater than zero, the box's faces will not be shaded -void makeCuboid(MeshCollector *collector, const aabb3f &box, TileSpec *tiles, - int tilecount, const video::SColor &c, const f32* txc, - const u8 light_source) -{ - video::SColor color[6]; - for (u8 i = 0; i < 6; i++) - color[i] = c; - makeCuboid(collector, box, tiles, tilecount, color, txc, light_source); -} - // Gets the base lighting values for a node -// frame - resulting (opaque) data -// p - node position (absolute) -// data - ... -// light_source - node light emission level -static void getSmoothLightFrame(LightFrame *frame, const v3s16 &p, MeshMakeData *data, u8 light_source) +void MapblockMeshGenerator::getSmoothLightFrame() { for (int k = 0; k < 8; ++k) { - u16 light = getSmoothLight(p, light_dirs[k], data); - frame->lightsA[k] = light & 0xff; - frame->lightsB[k] = light >> 8; + u16 light = getSmoothLight(blockpos_nodes + p, light_dirs[k], data); + frame.lightsA[k] = light & 0xff; + frame.lightsB[k] = light >> 8; } - frame->light_source = light_source; } // Calculates vertex light level -// frame - light values from getSmoothLightFrame() -// vertex_pos - vertex position in the node (coordinates are clamped to [0.0, 1.0] or so) -static u16 blendLight(const LightFrame &frame, const core::vector3df& vertex_pos) +// vertex_pos - vertex position in the node (coordinates are clamped to [0.0, 1.0] or so) +u16 MapblockMeshGenerator::blendLight(const v3f &vertex_pos) { f32 x = core::clamp(vertex_pos.X / BS + 0.5, 0.0 - SMOOTH_LIGHTING_OVERSIZE, 1.0 + SMOOTH_LIGHTING_OVERSIZE); f32 y = core::clamp(vertex_pos.Y / BS + 0.5, 0.0 - SMOOTH_LIGHTING_OVERSIZE, 1.0 + SMOOTH_LIGHTING_OVERSIZE); @@ -408,47 +286,26 @@ static u16 blendLight(const LightFrame &frame, const core::vector3df& vertex_pos } // Calculates vertex color to be used in mapblock mesh -// frame - light values from getSmoothLightFrame() -// vertex_pos - vertex position in the node (coordinates are clamped to [0.0, 1.0] or so) -// tile_color - node's tile color -static video::SColor blendLight(const LightFrame &frame, - const core::vector3df& vertex_pos, video::SColor tile_color) -{ - u16 light = blendLight(frame, vertex_pos); - return encode_light_and_color(light, tile_color, frame.light_source); -} - -static video::SColor blendLight(const LightFrame &frame, - const core::vector3df& vertex_pos, const core::vector3df& vertex_normal, +// vertex_pos - vertex position in the node (coordinates are clamped to [0.0, 1.0] or so) +// tile_color - node's tile color +video::SColor MapblockMeshGenerator::blendLight(const v3f &vertex_pos, video::SColor tile_color) { - video::SColor color = blendLight(frame, vertex_pos, tile_color); - if (!frame.light_source) - applyFacesShading(color, vertex_normal); - return color; + u16 light = blendLight(vertex_pos); + return encode_light_and_color(light, tile_color, f->light_source); } -static inline void getNeighborConnectingFace(v3s16 p, INodeDefManager *nodedef, - MeshMakeData *data, MapNode n, int v, int *neighbors) +video::SColor MapblockMeshGenerator::blendLight(const v3f &vertex_pos, + const v3f &vertex_normal, video::SColor tile_color) { - MapNode n2 = data->m_vmanip.getNodeNoEx(p); - if (nodedef->nodeboxConnects(n, n2, v)) - *neighbors |= v; + video::SColor color = blendLight(vertex_pos, tile_color); + if (!f->light_source) + applyFacesShading(color, vertex_normal); + return color; } -static void makeAutoLightedCuboid(MeshCollector *collector, MeshMakeData *data, - const v3f &pos, aabb3f box, TileSpec &tile, - /* pre-computed, for non-smooth lighting only */ const video::SColor color, - /* for smooth lighting only */ const LightFrame &frame) +void MapblockMeshGenerator::generateCuboidTextureCoords(const aabb3f &box, f32 *coords) { - f32 dx1 = box.MinEdge.X; - f32 dy1 = box.MinEdge.Y; - f32 dz1 = box.MinEdge.Z; - f32 dx2 = box.MaxEdge.X; - f32 dy2 = box.MaxEdge.Y; - f32 dz2 = box.MaxEdge.Z; - box.MinEdge += pos; - box.MaxEdge += pos; f32 tx1 = (box.MinEdge.X / BS) + 0.5; f32 ty1 = (box.MinEdge.Y / BS) + 0.5; f32 tz1 = (box.MinEdge.Z / BS) + 0.5; @@ -456,63 +313,52 @@ static void makeAutoLightedCuboid(MeshCollector *collector, MeshMakeData *data, f32 ty2 = (box.MaxEdge.Y / BS) + 0.5; f32 tz2 = (box.MaxEdge.Z / BS) + 0.5; f32 txc[24] = { - tx1, 1-tz2, tx2, 1-tz1, // up - tx1, tz1, tx2, tz2, // down - tz1, 1-ty2, tz2, 1-ty1, // right - 1-tz2, 1-ty2, 1-tz1, 1-ty1, // left - 1-tx2, 1-ty2, 1-tx1, 1-ty1, // back - tx1, 1-ty2, tx2, 1-ty1, // front + tx1, 1 - tz2, tx2, 1 - tz1, // up + tx1, tz1, tx2, tz2, // down + tz1, 1 - ty2, tz2, 1 - ty1, // right + 1 - tz2, 1 - ty2, 1 - tz1, 1 - ty1, // left + 1 - tx2, 1 - ty2, 1 - tx1, 1 - ty1, // back + tx1, 1 - ty2, tx2, 1 - ty1, // front }; - if (data->m_smooth_lighting) { - u16 lights[8]; - for (int j = 0; j < 8; ++j) { - f32 x = (j & 4) ? dx2 : dx1; - f32 y = (j & 2) ? dy2 : dy1; - f32 z = (j & 1) ? dz2 : dz1; - lights[j] = blendLight(frame, core::vector3df(x, y, z)); - } - makeSmoothLightedCuboid(collector, box, &tile, 1, lights, txc, frame.light_source); - } else { - makeCuboid(collector, box, &tile, 1, color, txc, frame.light_source); - } + for (int i = 0; i != 24; ++i) + coords[i] = txc[i]; } -static void makeAutoLightedCuboidEx(MeshCollector *collector, MeshMakeData *data, - const v3f &pos, aabb3f box, TileSpec &tile, f32 *txc, - /* pre-computed, for non-smooth lighting only */ const video::SColor color, - /* for smooth lighting only */ const LightFrame &frame) +void MapblockMeshGenerator::drawAutoLightedCuboid(aabb3f box, const f32 *txc, + TileSpec *tiles, int tile_count) { + f32 texture_coord_buf[24]; f32 dx1 = box.MinEdge.X; f32 dy1 = box.MinEdge.Y; f32 dz1 = box.MinEdge.Z; f32 dx2 = box.MaxEdge.X; f32 dy2 = box.MaxEdge.Y; f32 dz2 = box.MaxEdge.Z; - box.MinEdge += pos; - box.MaxEdge += pos; + box.MinEdge += origin; + box.MaxEdge += origin; + if (!txc) { + generateCuboidTextureCoords(box, texture_coord_buf); + txc = texture_coord_buf; + } + if (!tiles) { + tiles = &tile; + tile_count = 1; + } if (data->m_smooth_lighting) { u16 lights[8]; for (int j = 0; j < 8; ++j) { - f32 x = (j & 4) ? dx2 : dx1; - f32 y = (j & 2) ? dy2 : dy1; - f32 z = (j & 1) ? dz2 : dz1; - lights[j] = blendLight(frame, core::vector3df(x, y, z)); + v3f d; + d.X = (j & 4) ? dx2 : dx1; + d.Y = (j & 2) ? dy2 : dy1; + d.Z = (j & 1) ? dz2 : dz1; + lights[j] = blendLight(d); } - makeSmoothLightedCuboid(collector, box, &tile, 1, lights, txc, frame.light_source); + drawCuboid(box, tiles, tile_count, lights, txc); } else { - makeCuboid(collector, box, &tile, 1, color, txc, frame.light_source); + drawCuboid(box, tiles, tile_count, NULL, txc); } } -// For use in mapblock_mesh_generate_special -// X,Y,Z of position must be -1,0,1 -// This expression is a simplification of -// 3 * 3 * (pos.X + 1) + 3 * (pos.Y + 1) + (pos.Z + 1) -static inline int NeighborToIndex(const v3s16 &pos) -{ - return 9 * pos.X + 3 * pos.Y + pos.Z + 13; -} - /*! * Returns the i-th special tile for a map node. */ @@ -525,1633 +371,949 @@ static TileSpec getSpecialTile(const ContentFeatures &f, return copy; } -/* - TODO: Fix alpha blending for special nodes - Currently only the last element rendered is blended correct -*/ -void mapblock_mesh_generate_special(MeshMakeData *data, - MeshCollector &collector) +void MapblockMeshGenerator::prepareLiquidNodeDrawing(bool flowing) { - INodeDefManager *nodedef = data->m_client->ndef(); - scene::ISceneManager* smgr = data->m_client->getSceneManager(); - scene::IMeshManipulator* meshmanip = smgr->getMeshManipulator(); - - // 0ms - //TimeTaker timer("mapblock_mesh_generate_special()"); - - /* - Some settings - */ - bool enable_mesh_cache = g_settings->getBool("enable_mesh_cache") && - !data->m_smooth_lighting; // Mesh cache is not supported with smooth lighting - - v3s16 blockpos_nodes = data->m_blockpos*MAP_BLOCKSIZE; - - for(s16 z = 0; z < MAP_BLOCKSIZE; z++) - for(s16 y = 0; y < MAP_BLOCKSIZE; y++) - for(s16 x = 0; x < MAP_BLOCKSIZE; x++) - { - v3s16 p(x,y,z); + tile_liquid_top = getSpecialTile(*f, n, 0); + tile_liquid = getSpecialTile(*f, n, flowing ? 1 : 0); + + MapNode ntop = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(p.X, p.Y + 1, p.Z)); + c_flowing = nodedef->getId(f->liquid_alternative_flowing); + c_source = nodedef->getId(f->liquid_alternative_source); + top_is_same_liquid = (ntop.getContent() == c_flowing) || (ntop.getContent() == c_source); + + if (data->m_smooth_lighting) + return; // don't need to pre-compute anything in this case + + if (f->light_source != 0) { + // If this liquid emits light and doesn't contain light, draw + // it at what it emits, for an increased effect + light = decode_light(f->light_source); + light = light | (light << 8); + } else if (nodedef->get(ntop).param_type == CPT_LIGHT) { + // Otherwise, use the light of the node on top if possible + light = getInteriorLight(ntop, 0, nodedef); + } - MapNode n = data->m_vmanip.getNodeNoEx(blockpos_nodes + p); - const ContentFeatures &f = nodedef->get(n); + color_liquid_top = encode_light_and_color(light, tile_liquid_top.color, f->light_source); + color = encode_light_and_color(light, tile_liquid.color, f->light_source); +} - // Only solidness=0 stuff is drawn here - if(f.solidness != 0) - continue; +void MapblockMeshGenerator::getLiquidNeighborhood(bool flowing) +{ + u8 range = rangelim(nodedef->get(c_flowing).liquid_range, 1, 8); - if (f.drawtype == NDT_AIRLIKE) + for (int w = -1; w <= 1; w++) + for (int u = -1; u <= 1; u++) { + // Skip getting unneeded data + if (!flowing && u && w) continue; - LightFrame frame; - if (data->m_smooth_lighting) - getSmoothLightFrame(&frame, blockpos_nodes + p, data, f.light_source); - else - frame.light_source = f.light_source; - - switch(f.drawtype) { - default: - infostream << "Got " << f.drawtype << std::endl; - FATAL_ERROR("Unknown drawtype"); - break; - case NDT_LIQUID: - { - /* - Add water sources to mesh if using new style - */ - TileSpec tile_liquid = getSpecialTile(f, n, 0); - TileSpec tile_liquid_bfculled = getNodeTile(n, p, v3s16(0,0,0), data); - u16 l = getInteriorLight(n, 0, nodedef); - video::SColor c1 = encode_light_and_color(l, - tile_liquid.color, f.light_source); - video::SColor c2 = encode_light_and_color(l, - tile_liquid_bfculled.color, f.light_source); - - bool top_is_same_liquid = false; - MapNode ntop = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z)); - content_t c_flowing = nodedef->getId(f.liquid_alternative_flowing); - content_t c_source = nodedef->getId(f.liquid_alternative_source); - if(ntop.getContent() == c_flowing || ntop.getContent() == c_source) - top_is_same_liquid = true; - - /* - Generate sides - */ - v3s16 side_dirs[4] = { - v3s16(1,0,0), - v3s16(-1,0,0), - v3s16(0,0,1), - v3s16(0,0,-1), - }; - for(u32 i=0; i<4; i++) - { - v3s16 dir = side_dirs[i]; - - MapNode neighbor = data->m_vmanip.getNodeNoEx(blockpos_nodes + p + dir); - content_t neighbor_content = neighbor.getContent(); - const ContentFeatures &n_feat = nodedef->get(neighbor_content); - MapNode n_top = data->m_vmanip.getNodeNoEx(blockpos_nodes + p + dir+ v3s16(0,1,0)); - content_t n_top_c = n_top.getContent(); - - if(neighbor_content == CONTENT_IGNORE) - continue; - - /* - If our topside is liquid and neighbor's topside - is liquid, don't draw side face - */ - if(top_is_same_liquid && (n_top_c == c_flowing || - n_top_c == c_source || n_top_c == CONTENT_IGNORE)) - continue; - - // Don't draw face if neighbor is blocking the view - if(n_feat.solidness == 2) - continue; - - bool neighbor_is_same_liquid = (neighbor_content == c_source - || neighbor_content == c_flowing); - - // Don't draw any faces if neighbor same is liquid and top is - // same liquid - if(neighbor_is_same_liquid && !top_is_same_liquid) - continue; - - // Use backface culled material if neighbor doesn't have a - // solidness of 0 - const TileSpec *current_tile = &tile_liquid; - video::SColor *c = &c1; - if(n_feat.solidness != 0 || n_feat.visual_solidness != 0) { - current_tile = &tile_liquid_bfculled; - c = &c2; - } - - video::S3DVertex vertices[4] = - { - video::S3DVertex(-BS/2,0,BS/2,0,0,0, *c, 0,1), - video::S3DVertex(BS/2,0,BS/2,0,0,0, *c, 1,1), - video::S3DVertex(BS/2,0,BS/2, 0,0,0, *c, 1,0), - video::S3DVertex(-BS/2,0,BS/2, 0,0,0, *c, 0,0), - }; - - /* - If our topside is liquid, set upper border of face - at upper border of node - */ - if (top_is_same_liquid) { - vertices[2].Pos.Y = 0.5 * BS; - vertices[3].Pos.Y = 0.5 * BS; - } else { - /* - Otherwise upper position of face is liquid level - */ - vertices[2].Pos.Y = 0.5 * BS; - vertices[3].Pos.Y = 0.5 * BS; - } - /* - If neighbor is liquid, lower border of face is liquid level - */ - if (neighbor_is_same_liquid) { - vertices[0].Pos.Y = 0.5 * BS; - vertices[1].Pos.Y = 0.5 * BS; - } else { - /* - If neighbor is not liquid, lower border of face is - lower border of node - */ - vertices[0].Pos.Y = -0.5 * BS; - vertices[1].Pos.Y = -0.5 * BS; - } - - for (s32 j = 0; j < 4; j++) { - if(dir == v3s16(0,0,1)) - vertices[j].Pos.rotateXZBy(0); - if(dir == v3s16(0,0,-1)) - vertices[j].Pos.rotateXZBy(180); - if(dir == v3s16(-1,0,0)) - vertices[j].Pos.rotateXZBy(90); - if(dir == v3s16(1,0,-0)) - vertices[j].Pos.rotateXZBy(-90); - - // Do this to not cause glitches when two liquids are - // side-by-side - /*if(neighbor_is_same_liquid == false){ - vertices[j].Pos.X *= 0.98; - vertices[j].Pos.Z *= 0.98; - }*/ - - if (data->m_smooth_lighting) - vertices[j].Color = blendLight(frame, vertices[j].Pos, current_tile->color); - vertices[j].Pos += intToFloat(p, BS); - } - - u16 indices[] = {0,1,2,2,3,0}; - // Add to mesh collector - collector.append(*current_tile, vertices, 4, indices, 6); - } + NeighborData &neighbor = liquid_neighbors[w + 1][u + 1]; + v3s16 p2 = p + v3s16(u, 0, w); + MapNode n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2); + neighbor.content = n2.getContent(); + neighbor.level = -0.5 * BS; + neighbor.is_same_liquid = false; + neighbor.top_is_same_liquid = false; - /* - Generate top - */ - if(top_is_same_liquid) - continue; + if (neighbor.content == CONTENT_IGNORE) + continue; - video::S3DVertex vertices[4] = - { - video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c1, 0,1), - video::S3DVertex(BS/2,0,BS/2, 0,0,0, c1, 1,1), - video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c1, 1,0), - video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c1, 0,0), - }; + if (neighbor.content == c_source) { + neighbor.is_same_liquid = true; + neighbor.level = 0.5 * BS; + } else if (neighbor.content == c_flowing) { + neighbor.is_same_liquid = true; + u8 liquid_level = (n2.param2 & LIQUID_LEVEL_MASK); + if (liquid_level <= LIQUID_LEVEL_MAX + 1 - range) + liquid_level = 0; + else + liquid_level -= (LIQUID_LEVEL_MAX + 1 - range); + neighbor.level = (-0.5 + (liquid_level + 0.5) / range) * BS; + } - for (s32 i = 0; i < 4; i++) { - vertices[i].Pos.Y += 0.5 * BS; - if (data->m_smooth_lighting) - vertices[i].Color = blendLight(frame, vertices[i].Pos, tile_liquid.color); - vertices[i].Pos += intToFloat(p, BS); - } + // Check node above neighbor. + // NOTE: This doesn't get executed if neighbor + // doesn't exist + p2.Y++; + n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2); + if (n2.getContent() == c_source || n2.getContent() == c_flowing) + neighbor.top_is_same_liquid = true; + } +} - u16 indices[] = {0,1,2,2,3,0}; - // Add to mesh collector - collector.append(tile_liquid, vertices, 4, indices, 6); - break;} - case NDT_FLOWINGLIQUID: - { - /* - Add flowing liquid to mesh - */ - TileSpec tile_liquid = getSpecialTile(f, n, 0); - TileSpec tile_liquid_bfculled = getSpecialTile(f, n, 1); - - bool top_is_same_liquid = false; - MapNode ntop = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z)); - content_t c_flowing = nodedef->getId(f.liquid_alternative_flowing); - content_t c_source = nodedef->getId(f.liquid_alternative_source); - if(ntop.getContent() == c_flowing || ntop.getContent() == c_source) - top_is_same_liquid = true; - - u16 l = 0; - // If this liquid emits light and doesn't contain light, draw - // it at what it emits, for an increased effect - u8 light_source = nodedef->get(n).light_source; - if(light_source != 0){ - l = decode_light(light_source); - l = l | (l<<8); - } - // Use the light of the node on top if possible - else if(nodedef->get(ntop).param_type == CPT_LIGHT) - l = getInteriorLight(ntop, 0, nodedef); - // Otherwise use the light of this node (the liquid) - else - l = getInteriorLight(n, 0, nodedef); - video::SColor c1 = encode_light_and_color(l, - tile_liquid.color, f.light_source); - video::SColor c2 = encode_light_and_color(l, - tile_liquid_bfculled.color, f.light_source); +void MapblockMeshGenerator::resetCornerLevels() +{ + for (int k = 0; k < 2; k++) + for (int i = 0; i < 2; i++) + corner_levels[k][i] = 0.5 * BS; +} - u8 range = rangelim(nodedef->get(c_flowing).liquid_range, 1, 8); +void MapblockMeshGenerator::calculateCornerLevels() +{ + for (int k = 0; k < 2; k++) + for (int i = 0; i < 2; i++) + corner_levels[k][i] = getCornerLevel(i, k); +} - // Neighbor liquid levels (key = relative position) - // Includes current node +f32 MapblockMeshGenerator::getCornerLevel(int i, int k) +{ + float sum = 0; + int count = 0; + int air_count = 0; + for (int dk = 0; dk < 2; dk++) + for (int di = 0; di < 2; di++) { + NeighborData &neighbor_data = liquid_neighbors[k + dk][i + di]; + content_t content = neighbor_data.content; + + // If top is liquid, draw starting from top of node + if (neighbor_data.top_is_same_liquid) + return 0.5 * BS; + + // Source always has the full height + if (content == c_source) + return 0.5 * BS; + + // Flowing liquid has level information + if (content == c_flowing) { + sum += neighbor_data.level; + count++; + } else if (content == CONTENT_AIR) { + air_count++; + if (air_count >= 2) + return -0.5 * BS + 0.2; + } + } + if (count > 0) + return sum / count; + return 0; +} - struct NeighborData { - f32 level; - content_t content; - u8 flags; - }; - NeighborData neighbor_data_matrix[27]; - - const u8 neighborflag_top_is_same_liquid = 0x01; - v3s16 neighbor_dirs[9] = { - v3s16(0,0,0), - v3s16(0,0,1), - v3s16(0,0,-1), - v3s16(1,0,0), - v3s16(-1,0,0), - v3s16(1,0,1), - v3s16(-1,0,-1), - v3s16(1,0,-1), - v3s16(-1,0,1), - }; - for(u32 i=0; i<9; i++) - { - content_t content = CONTENT_AIR; - float level = -0.5 * BS; - u8 flags = 0; - // Check neighbor - v3s16 p2 = p + neighbor_dirs[i]; - MapNode n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2); - if(n2.getContent() != CONTENT_IGNORE) - { - content = n2.getContent(); - - if(n2.getContent() == c_source) - level = 0.5 * BS; - else if(n2.getContent() == c_flowing){ - u8 liquid_level = (n2.param2&LIQUID_LEVEL_MASK); - if (liquid_level <= LIQUID_LEVEL_MAX+1-range) - liquid_level = 0; - else - liquid_level -= (LIQUID_LEVEL_MAX+1-range); - level = (-0.5 + ((float)liquid_level + 0.5) / (float)range) * BS; - } - - // Check node above neighbor. - // NOTE: This doesn't get executed if neighbor - // doesn't exist - p2.Y += 1; - n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2); - if(n2.getContent() == c_source || - n2.getContent() == c_flowing) - flags |= neighborflag_top_is_same_liquid; - } - - NeighborData &neighbor_data = - neighbor_data_matrix[NeighborToIndex(neighbor_dirs[i])]; - - neighbor_data.level = level; - neighbor_data.content = content; - neighbor_data.flags = flags; - } +void MapblockMeshGenerator::drawLiquidSides(bool flowing) +{ + struct LiquidFaceDesc { + v3s16 dir; // XZ + v3s16 p[2]; // XZ only; 1 means +, 0 means - + }; + struct UV { + int u, v; + }; + static const LiquidFaceDesc base_faces[4] = { + {v3s16( 1, 0, 0), {v3s16(1, 0, 1), v3s16(1, 0, 0)}}, + {v3s16(-1, 0, 0), {v3s16(0, 0, 0), v3s16(0, 0, 1)}}, + {v3s16( 0, 0, 1), {v3s16(0, 0, 1), v3s16(1, 0, 1)}}, + {v3s16( 0, 0, -1), {v3s16(1, 0, 0), v3s16(0, 0, 0)}}, + }; + static const UV base_vertices[4] = { + {0, 1}, + {1, 1}, + {1, 0}, + {0, 0} + }; + for (int i = 0; i < 4; i++) { + const LiquidFaceDesc &face = base_faces[i]; + const NeighborData &neighbor = liquid_neighbors[face.dir.Z + 1][face.dir.X + 1]; + + // No face between nodes of the same liquid, unless there is node + // at the top to which it should be connected. Again, unless the face + // there would be inside the liquid + if (neighbor.is_same_liquid) { + if (!flowing) + continue; + if (!top_is_same_liquid) + continue; + if (neighbor.top_is_same_liquid) + continue; + } - // Corner heights (average between four liquids) - f32 corner_levels[4]; + if (!flowing && (neighbor.content == CONTENT_IGNORE)) + continue; - v3s16 halfdirs[4] = { - v3s16(0,0,0), - v3s16(1,0,0), - v3s16(1,0,1), - v3s16(0,0,1), - }; - for(u32 i=0; i<4; i++) - { - v3s16 cornerdir = halfdirs[i]; - float cornerlevel = 0; - u32 valid_count = 0; - u32 air_count = 0; - for(u32 j=0; j<4; j++) - { - v3s16 neighbordir = cornerdir - halfdirs[j]; - - NeighborData &neighbor_data = - neighbor_data_matrix[NeighborToIndex(neighbordir)]; - content_t content = neighbor_data.content; - // If top is liquid, draw starting from top of node - if (neighbor_data.flags & neighborflag_top_is_same_liquid) - { - cornerlevel = 0.5*BS; - valid_count = 1; - break; - } - // Source is always the same height - else if(content == c_source) - { - cornerlevel = 0.5 * BS; - valid_count = 1; - break; - } - // Flowing liquid has level information - else if(content == c_flowing) - { - cornerlevel += neighbor_data.level; - valid_count++; - } - else if(content == CONTENT_AIR) - { - air_count++; - } - } - if(air_count >= 2) - cornerlevel = -0.5*BS+0.2; - else if(valid_count > 0) - cornerlevel /= valid_count; - corner_levels[i] = cornerlevel; - } + const ContentFeatures &neighbor_features = nodedef->get(neighbor.content); + // Don't draw face if neighbor is blocking the view + if (neighbor_features.solidness == 2) + continue; - /* - Generate sides - */ + video::S3DVertex vertices[4]; + for (int j = 0; j < 4; j++) { + const UV &vertex = base_vertices[j]; + const v3s16 &base = face.p[vertex.u]; + v3f pos; + pos.X = (base.X - 0.5) * BS; + pos.Z = (base.Z - 0.5) * BS; + if (vertex.v) + pos.Y = neighbor.is_same_liquid ? corner_levels[base.Z][base.X] : -0.5 * BS; + else + pos.Y = !top_is_same_liquid ? corner_levels[base.Z][base.X] : 0.5 * BS; + if (data->m_smooth_lighting) + color = blendLight(pos, tile_liquid.color); + pos += origin; + vertices[j] = video::S3DVertex(pos.X, pos.Y, pos.Z, 0, 0, 0, color, vertex.u, vertex.v); + }; + collector->append(tile_liquid, vertices, 4, quad_indices, 6); + } +} - v3s16 side_dirs[4] = { - v3s16(1,0,0), - v3s16(-1,0,0), - v3s16(0,0,1), - v3s16(0,0,-1), - }; - s16 side_corners[4][2] = { - {1, 2}, - {3, 0}, - {2, 3}, - {0, 1}, - }; - for(u32 i=0; i<4; i++) - { - v3s16 dir = side_dirs[i]; - - NeighborData& neighbor_data = - neighbor_data_matrix[NeighborToIndex(dir)]; - /* - If our topside is liquid and neighbor's topside - is liquid, don't draw side face - */ - if (top_is_same_liquid && - (neighbor_data.flags & neighborflag_top_is_same_liquid)) - continue; - - content_t neighbor_content = neighbor_data.content; - const ContentFeatures &n_feat = nodedef->get(neighbor_content); - - // Don't draw face if neighbor is blocking the view - if(n_feat.solidness == 2) - continue; - - bool neighbor_is_same_liquid = (neighbor_content == c_source - || neighbor_content == c_flowing); - - // Don't draw any faces if neighbor same is liquid and top is - // same liquid - if(neighbor_is_same_liquid == true - && top_is_same_liquid == false) - continue; - - // Use backface culled material if neighbor doesn't have a - // solidness of 0 - const TileSpec *current_tile = &tile_liquid; - video::SColor *c = &c1; - if(n_feat.solidness != 0 || n_feat.visual_solidness != 0) { - current_tile = &tile_liquid_bfculled; - c = &c2; - } - - video::S3DVertex vertices[4] = - { - video::S3DVertex(-BS/2,0,BS/2, 0,0,0, *c, 0,1), - video::S3DVertex(BS/2,0,BS/2, 0,0,0, *c, 1,1), - video::S3DVertex(BS/2,0,BS/2, 0,0,0, *c, 1,0), - video::S3DVertex(-BS/2,0,BS/2, 0,0,0, *c, 0,0), - }; - - /* - If our topside is liquid, set upper border of face - at upper border of node - */ - if(top_is_same_liquid) - { - vertices[2].Pos.Y = 0.5*BS; - vertices[3].Pos.Y = 0.5*BS; - } - /* - Otherwise upper position of face is corner levels - */ - else - { - vertices[2].Pos.Y = corner_levels[side_corners[i][0]]; - vertices[3].Pos.Y = corner_levels[side_corners[i][1]]; - } - - /* - If neighbor is liquid, lower border of face is corner - liquid levels - */ - if(neighbor_is_same_liquid) - { - vertices[0].Pos.Y = corner_levels[side_corners[i][1]]; - vertices[1].Pos.Y = corner_levels[side_corners[i][0]]; - } - /* - If neighbor is not liquid, lower border of face is - lower border of node - */ - else - { - vertices[0].Pos.Y = -0.5*BS; - vertices[1].Pos.Y = -0.5*BS; - } - - for(s32 j=0; j<4; j++) - { - if(dir == v3s16(0,0,1)) - vertices[j].Pos.rotateXZBy(0); - if(dir == v3s16(0,0,-1)) - vertices[j].Pos.rotateXZBy(180); - if(dir == v3s16(-1,0,0)) - vertices[j].Pos.rotateXZBy(90); - if(dir == v3s16(1,0,-0)) - vertices[j].Pos.rotateXZBy(-90); - - // Do this to not cause glitches when two liquids are - // side-by-side - /*if(neighbor_is_same_liquid == false){ - vertices[j].Pos.X *= 0.98; - vertices[j].Pos.Z *= 0.98; - }*/ - - if (data->m_smooth_lighting) - vertices[j].Color = blendLight(frame, vertices[j].Pos, current_tile->color); - vertices[j].Pos += intToFloat(p, BS); - } - - u16 indices[] = {0,1,2,2,3,0}; - // Add to mesh collector - collector.append(*current_tile, vertices, 4, indices, 6); - } +void MapblockMeshGenerator::drawLiquidTop(bool flowing) +{ + // To get backface culling right, the vertices need to go + // clockwise around the front of the face. And we happened to + // calculate corner levels in exact reverse order. + static const int corner_resolve[4][2] = {{0, 1}, {1, 1}, {1, 0}, {0, 0}}; + + video::S3DVertex vertices[4] = { + video::S3DVertex(-BS / 2, 0, BS / 2, 0, 0, 0, color_liquid_top, 0, 1), + video::S3DVertex( BS / 2, 0, BS / 2, 0, 0, 0, color_liquid_top, 1, 1), + video::S3DVertex( BS / 2, 0, -BS / 2, 0, 0, 0, color_liquid_top, 1, 0), + video::S3DVertex(-BS / 2, 0, -BS / 2, 0, 0, 0, color_liquid_top, 0, 0), + }; - /* - Generate top side, if appropriate - */ - - if(top_is_same_liquid == false) - { - video::S3DVertex vertices[4] = - { - video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c1, 0,1), - video::S3DVertex(BS/2,0,BS/2, 0,0,0, c1, 1,1), - video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c1, 1,0), - video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c1, 0,0), - }; - - // To get backface culling right, the vertices need to go - // clockwise around the front of the face. And we happened to - // calculate corner levels in exact reverse order. - s32 corner_resolve[4] = {3,2,1,0}; - - for(s32 i=0; i<4; i++) - { - //vertices[i].Pos.Y += liquid_level; - //vertices[i].Pos.Y += neighbor_levels[v3s16(0,0,0)]; - s32 j = corner_resolve[i]; - vertices[i].Pos.Y += corner_levels[j]; - if (data->m_smooth_lighting) - vertices[i].Color = blendLight(frame, vertices[i].Pos, tile_liquid.color); - vertices[i].Pos += intToFloat(p, BS); - } - - // Default downwards-flowing texture animation goes from - // -Z towards +Z, thus the direction is +Z. - // Rotate texture to make animation go in flow direction - // Positive if liquid moves towards +Z - f32 dz = (corner_levels[side_corners[3][0]] + - corner_levels[side_corners[3][1]]) - - (corner_levels[side_corners[2][0]] + - corner_levels[side_corners[2][1]]); - // Positive if liquid moves towards +X - f32 dx = (corner_levels[side_corners[1][0]] + - corner_levels[side_corners[1][1]]) - - (corner_levels[side_corners[0][0]] + - corner_levels[side_corners[0][1]]); - f32 tcoord_angle = atan2(dz, dx) * core::RADTODEG ; - v2f tcoord_center(0.5, 0.5); - v2f tcoord_translate( - blockpos_nodes.Z + z, - blockpos_nodes.X + x); - tcoord_translate.rotateBy(tcoord_angle); - tcoord_translate.X -= floor(tcoord_translate.X); - tcoord_translate.Y -= floor(tcoord_translate.Y); - - for(s32 i=0; i<4; i++) - { - vertices[i].TCoords.rotateBy( - tcoord_angle, - tcoord_center); - vertices[i].TCoords += tcoord_translate; - } - - v2f t = vertices[0].TCoords; - vertices[0].TCoords = vertices[2].TCoords; - vertices[2].TCoords = t; - - u16 indices[] = {0,1,2,2,3,0}; - // Add to mesh collector - collector.append(tile_liquid, vertices, 4, indices, 6); - } - break;} - case NDT_GLASSLIKE: - { - TileSpec tile = getNodeTile(n, p, v3s16(0,0,0), data); - - u16 l = getInteriorLight(n, 1, nodedef); - video::SColor c = encode_light_and_color(l, tile.color, - f.light_source); - for(u32 j=0; j<6; j++) - { - // Check this neighbor - v3s16 dir = g_6dirs[j]; - v3s16 n2p = blockpos_nodes + p + dir; - MapNode n2 = data->m_vmanip.getNodeNoEx(n2p); - // Don't make face if neighbor is of same type - if(n2.getContent() == n.getContent()) - continue; - video::SColor c2=c; - if(!f.light_source) - applyFacesShading(c2, v3f(dir.X, dir.Y, dir.Z)); - - - // The face at Z+ - video::S3DVertex vertices[4] = { - video::S3DVertex(-BS/2,-BS/2,BS/2, dir.X,dir.Y,dir.Z, c2, 1,1), - video::S3DVertex(BS/2,-BS/2,BS/2, dir.X,dir.Y,dir.Z, c2, 0,1), - video::S3DVertex(BS/2,BS/2,BS/2, dir.X,dir.Y,dir.Z, c2, 0,0), - video::S3DVertex(-BS/2,BS/2,BS/2, dir.X,dir.Y,dir.Z, c2, 1,0), - }; - - // Rotations in the g_6dirs format - if(j == 0) // Z+ - for(u16 i=0; i<4; i++) - vertices[i].Pos.rotateXZBy(0); - else if(j == 1) // Y+ - for(u16 i=0; i<4; i++) - vertices[i].Pos.rotateYZBy(-90); - else if(j == 2) // X+ - for(u16 i=0; i<4; i++) - vertices[i].Pos.rotateXZBy(-90); - else if(j == 3) // Z- - for(u16 i=0; i<4; i++) - vertices[i].Pos.rotateXZBy(180); - else if(j == 4) // Y- - for(u16 i=0; i<4; i++) - vertices[i].Pos.rotateYZBy(90); - else if(j == 5) // X- - for(u16 i=0; i<4; i++) - vertices[i].Pos.rotateXZBy(90); - - for (u16 i = 0; i < 4; i++) { - if (data->m_smooth_lighting) - vertices[i].Color = blendLight(frame, vertices[i].Pos, vertices[i].Normal, tile.color); - vertices[i].Pos += intToFloat(p, BS); - } - - u16 indices[] = {0,1,2,2,3,0}; - // Add to mesh collector - collector.append(tile, vertices, 4, indices, 6); - } - break;} - case NDT_GLASSLIKE_FRAMED_OPTIONAL: - // This is always pre-converted to something else - FATAL_ERROR("NDT_GLASSLIKE_FRAMED_OPTIONAL not pre-converted as expected"); - break; - case NDT_GLASSLIKE_FRAMED: - { - static const v3s16 dirs[6] = { - v3s16( 0, 1, 0), - v3s16( 0,-1, 0), - v3s16( 1, 0, 0), - v3s16(-1, 0, 0), - v3s16( 0, 0, 1), - v3s16( 0, 0,-1) - }; + for (int i = 0; i < 4; i++) { + int u = corner_resolve[i][0]; + int w = corner_resolve[i][1]; + vertices[i].Pos.Y += corner_levels[w][u]; + if (data->m_smooth_lighting) + vertices[i].Color = blendLight(vertices[i].Pos, tile_liquid_top.color); + vertices[i].Pos += origin; + } - u16 l = getInteriorLight(n, 1, nodedef); - u8 i; - TileSpec tiles[6]; - for (i = 0; i < 6; i++) - tiles[i] = getNodeTile(n, p, dirs[i], data); - - video::SColor tile0color = encode_light_and_color(l, - tiles[0].color, f.light_source); - - TileSpec glass_tiles[6]; - video::SColor glasscolor[6]; - if (tiles[1].texture && tiles[2].texture && tiles[3].texture) { - glass_tiles[0] = tiles[2]; - glass_tiles[1] = tiles[3]; - glass_tiles[2] = tiles[1]; - glass_tiles[3] = tiles[1]; - glass_tiles[4] = tiles[1]; - glass_tiles[5] = tiles[1]; - } else { - for (i = 0; i < 6; i++) - glass_tiles[i] = tiles[1]; - } - for (i = 0; i < 6; i++) - glasscolor[i] = encode_light_and_color(l, glass_tiles[i].color, - f.light_source); - - u8 param2 = n.getParam2(); - bool H_merge = ! bool(param2 & 128); - bool V_merge = ! bool(param2 & 64); - param2 = param2 & 63; - - v3f pos = intToFloat(p, BS); - static const float a = BS / 2; - static const float g = a - 0.003; - static const float b = .876 * ( BS / 2 ); - - static const aabb3f frame_edges[12] = { - aabb3f( b, b,-a, a, a, a), // y+ - aabb3f(-a, b,-a,-b, a, a), // y+ - aabb3f( b,-a,-a, a,-b, a), // y- - aabb3f(-a,-a,-a,-b,-b, a), // y- - aabb3f( b,-a, b, a, a, a), // x+ - aabb3f( b,-a,-a, a, a,-b), // x+ - aabb3f(-a,-a, b,-b, a, a), // x- - aabb3f(-a,-a,-a,-b, a,-b), // x- - aabb3f(-a, b, b, a, a, a), // z+ - aabb3f(-a,-a, b, a,-b, a), // z+ - aabb3f(-a,-a,-a, a,-b,-b), // z- - aabb3f(-a, b,-a, a, a,-b) // z- - }; - static const aabb3f glass_faces[6] = { - aabb3f(-g, g,-g, g, g, g), // y+ - aabb3f(-g,-g,-g, g,-g, g), // y- - aabb3f( g,-g,-g, g, g, g), // x+ - aabb3f(-g,-g,-g,-g, g, g), // x- - aabb3f(-g,-g, g, g, g, g), // z+ - aabb3f(-g,-g,-g, g, g,-g) // z- - }; + if (flowing) { + // Default downwards-flowing texture animation goes from + // -Z towards +Z, thus the direction is +Z. + // Rotate texture to make animation go in flow direction + // Positive if liquid moves towards +Z + f32 dz = (corner_levels[0][0] + corner_levels[0][1]) - + (corner_levels[1][0] + corner_levels[1][1]); + // Positive if liquid moves towards +X + f32 dx = (corner_levels[0][0] + corner_levels[1][0]) - + (corner_levels[0][1] + corner_levels[1][1]); + f32 tcoord_angle = atan2(dz, dx) * core::RADTODEG; + v2f tcoord_center(0.5, 0.5); + v2f tcoord_translate(blockpos_nodes.Z + p.Z, blockpos_nodes.X + p.X); + tcoord_translate.rotateBy(tcoord_angle); + tcoord_translate.X -= floor(tcoord_translate.X); + tcoord_translate.Y -= floor(tcoord_translate.Y); + + for (int i = 0; i < 4; i++) { + vertices[i].TCoords.rotateBy(tcoord_angle, tcoord_center); + vertices[i].TCoords += tcoord_translate; + } - // table of node visible faces, 0 = invisible - int visible_faces[6] = {0,0,0,0,0,0}; - - // table of neighbours, 1 = same type, checked with g_26dirs - int nb[18] = {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}; - - // g_26dirs to check when only horizontal merge is allowed - int nb_H_dirs[8] = {0,2,3,5,10,11,12,13}; - - content_t current = n.getContent(); - content_t n2c; - MapNode n2; - v3s16 n2p; - - // neighbours checks for frames visibility - - if (!H_merge && V_merge) { - n2p = blockpos_nodes + p + g_26dirs[1]; - n2 = data->m_vmanip.getNodeNoEx(n2p); - n2c = n2.getContent(); - if (n2c == current || n2c == CONTENT_IGNORE) - nb[1] = 1; - n2p = blockpos_nodes + p + g_26dirs[4]; - n2 = data->m_vmanip.getNodeNoEx(n2p); - n2c = n2.getContent(); - if (n2c == current || n2c == CONTENT_IGNORE) - nb[4] = 1; - } else if (H_merge && !V_merge) { - for(i = 0; i < 8; i++) { - n2p = blockpos_nodes + p + g_26dirs[nb_H_dirs[i]]; - n2 = data->m_vmanip.getNodeNoEx(n2p); - n2c = n2.getContent(); - if (n2c == current || n2c == CONTENT_IGNORE) - nb[nb_H_dirs[i]] = 1; - } - } else if (H_merge && V_merge) { - for(i = 0; i < 18; i++) { - n2p = blockpos_nodes + p + g_26dirs[i]; - n2 = data->m_vmanip.getNodeNoEx(n2p); - n2c = n2.getContent(); - if (n2c == current || n2c == CONTENT_IGNORE) - nb[i] = 1; - } - } + std::swap(vertices[0].TCoords, vertices[2].TCoords); + } - // faces visibility checks - - if (!V_merge) { - visible_faces[0] = 1; - visible_faces[1] = 1; - } else { - for(i = 0; i < 2; i++) { - n2p = blockpos_nodes + p + dirs[i]; - n2 = data->m_vmanip.getNodeNoEx(n2p); - n2c = n2.getContent(); - if (n2c != current) - visible_faces[i] = 1; - } - } + collector->append(tile_liquid_top, vertices, 4, quad_indices, 6); +} - if (!H_merge) { - visible_faces[2] = 1; - visible_faces[3] = 1; - visible_faces[4] = 1; - visible_faces[5] = 1; - } else { - for(i = 2; i < 6; i++) { - n2p = blockpos_nodes + p + dirs[i]; - n2 = data->m_vmanip.getNodeNoEx(n2p); - n2c = n2.getContent(); - if (n2c != current) - visible_faces[i] = 1; - } - } +void MapblockMeshGenerator::drawLiquidNode(bool flowing) +{ + prepareLiquidNodeDrawing(flowing); + getLiquidNeighborhood(flowing); + if (flowing) + calculateCornerLevels(); + else + resetCornerLevels(); + drawLiquidSides(flowing); + if (!top_is_same_liquid) + drawLiquidTop(flowing); +} - static const u8 nb_triplet[12*3] = { - 1,2, 7, 1,5, 6, 4,2,15, 4,5,14, - 2,0,11, 2,3,13, 5,0,10, 5,3,12, - 0,1, 8, 0,4,16, 3,4,17, 3,1, 9 +void MapblockMeshGenerator::drawGlasslikeNode() +{ + useDefaultTile(); + + for (int face = 0; face < 6; face++) { + // Check this neighbor + v3s16 dir = g_6dirs[face]; + v3s16 neighbor_pos = blockpos_nodes + p + dir; + MapNode neighbor = data->m_vmanip.getNodeNoExNoEmerge(neighbor_pos); + // Don't make face if neighbor is of same type + if (neighbor.getContent() == n.getContent()) + continue; + v3f vertices[4] = { + v3f(-BS / 2, -BS / 2, BS / 2), + v3f( BS / 2, -BS / 2, BS / 2), + v3f( BS / 2, BS / 2, BS / 2), + v3f(-BS / 2, BS / 2, BS / 2), + }; + for (int i = 0; i < 4; i++) { + // Rotations in the g_6dirs format + switch (face) { + case 0: vertices[i].rotateXZBy( 0); break; // Z+ + case 1: vertices[i].rotateYZBy(-90); break; // Y+ + case 2: vertices[i].rotateXZBy(-90); break; // X+ + case 3: vertices[i].rotateXZBy(180); break; // Z- + case 4: vertices[i].rotateYZBy( 90); break; // Y- + case 5: vertices[i].rotateXZBy( 90); break; // X- }; + } + drawQuad(vertices, dir); + } +} - aabb3f box; - - for(i = 0; i < 12; i++) - { - int edge_invisible; - if (nb[nb_triplet[i*3+2]]) - edge_invisible = nb[nb_triplet[i*3]] & nb[nb_triplet[i*3+1]]; - else - edge_invisible = nb[nb_triplet[i*3]] ^ nb[nb_triplet[i*3+1]]; - if (edge_invisible) - continue; - box = frame_edges[i]; - makeAutoLightedCuboid(&collector, data, pos, box, tiles[0], tile0color, frame); - } +void MapblockMeshGenerator::drawGlasslikeFramedNode() +{ + TileSpec tiles[6]; + for (int face = 0; face < 6; face++) + tiles[face] = getTile(g_6dirs[face]); + + TileSpec glass_tiles[6]; + if (tiles[0].texture && tiles[3].texture && tiles[4].texture) { + glass_tiles[0] = tiles[4]; + glass_tiles[1] = tiles[0]; + glass_tiles[2] = tiles[4]; + glass_tiles[3] = tiles[4]; + glass_tiles[4] = tiles[3]; + glass_tiles[5] = tiles[4]; + } else { + for (int face = 0; face < 6; face++) + glass_tiles[face] = tiles[4]; + } - for(i = 0; i < 6; i++) - { - if (!visible_faces[i]) - continue; - box = glass_faces[i]; - makeAutoLightedCuboid(&collector, data, pos, box, glass_tiles[i], glasscolor[i], frame); - } + u8 param2 = n.getParam2(); + bool H_merge = !(param2 & 128); + bool V_merge = !(param2 & 64); + param2 &= 63; + + static const float a = BS / 2; + static const float g = a - 0.003; + static const float b = .876 * ( BS / 2 ); + + static const aabb3f frame_edges[FRAMED_EDGE_COUNT] = { + aabb3f( b, b, -a, a, a, a), // y+ + aabb3f(-a, b, -a, -b, a, a), // y+ + aabb3f( b, -a, -a, a, -b, a), // y- + aabb3f(-a, -a, -a, -b, -b, a), // y- + aabb3f( b, -a, b, a, a, a), // x+ + aabb3f( b, -a, -a, a, a, -b), // x+ + aabb3f(-a, -a, b, -b, a, a), // x- + aabb3f(-a, -a, -a, -b, a, -b), // x- + aabb3f(-a, b, b, a, a, a), // z+ + aabb3f(-a, -a, b, a, -b, a), // z+ + aabb3f(-a, -a, -a, a, -b, -b), // z- + aabb3f(-a, b, -a, a, a, -b), // z- + }; + static const aabb3f glass_faces[6] = { + aabb3f(-g, -g, g, g, g, g), // z+ + aabb3f(-g, g, -g, g, g, g), // y+ + aabb3f( g, -g, -g, g, g, g), // x+ + aabb3f(-g, -g, -g, g, g, -g), // z- + aabb3f(-g, -g, -g, g, -g, g), // y- + aabb3f(-g, -g, -g, -g, g, g), // x- + }; - if (param2 > 0 && f.special_tiles[0].texture) { - // Interior volume level is in range 0 .. 63, - // convert it to -0.5 .. 0.5 - float vlev = (((float)param2 / 63.0 ) * 2.0 - 1.0); - TileSpec tile = getSpecialTile(f, n, 0); - video::SColor special_color = encode_light_and_color(l, - tile.color, f.light_source); - float offset = 0.003; - box = aabb3f(visible_faces[3] ? -b : -a + offset, - visible_faces[1] ? -b : -a + offset, - visible_faces[5] ? -b : -a + offset, - visible_faces[2] ? b : a - offset, - visible_faces[0] ? b * vlev : a * vlev - offset, - visible_faces[4] ? b : a - offset); - makeAutoLightedCuboid(&collector, data, pos, box, tile, special_color, frame); - } - break;} - case NDT_ALLFACES: - { - TileSpec tile_leaves = getNodeTile(n, p, - v3s16(0,0,0), data); - u16 l = getInteriorLight(n, 1, nodedef); - video::SColor c = encode_light_and_color(l, - tile_leaves.color, f.light_source); - - v3f pos = intToFloat(p, BS); - aabb3f box(-BS/2,-BS/2,-BS/2,BS/2,BS/2,BS/2); - makeAutoLightedCuboid(&collector, data, pos, box, tile_leaves, c, frame); - break;} - case NDT_ALLFACES_OPTIONAL: - // This is always pre-converted to something else - FATAL_ERROR("NDT_ALLFACES_OPTIONAL not pre-converted"); - break; - case NDT_TORCHLIKE: - { - v3s16 dir = n.getWallMountedDir(nodedef); - - u8 tileindex = 0; - if(dir == v3s16(0,-1,0)){ - tileindex = 0; // floor - } else if(dir == v3s16(0,1,0)){ - tileindex = 1; // ceiling - // For backwards compatibility - } else if(dir == v3s16(0,0,0)){ - tileindex = 0; // floor - } else { - tileindex = 2; // side - } + // tables of neighbour (connect if same type and merge allowed), + // checked with g_26dirs + + // 1 = connect, 0 = face visible + bool nb[FRAMED_NEIGHBOR_COUNT] = {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}; + + // 1 = check + static const bool check_nb_vertical [FRAMED_NEIGHBOR_COUNT] = {0,1,0,0,1,0, 0,0,0,0, 0,0,0,0, 0,0,0,0}; + static const bool check_nb_horizontal [FRAMED_NEIGHBOR_COUNT] = {1,0,1,1,0,1, 0,0,0,0, 1,1,1,1, 0,0,0,0}; + static const bool check_nb_all [FRAMED_NEIGHBOR_COUNT] = {1,1,1,1,1,1, 1,1,1,1, 1,1,1,1, 1,1,1,1}; + const bool *check_nb = check_nb_all; + + // neighbours checks for frames visibility + if (H_merge || V_merge) { + if (!H_merge) + check_nb = check_nb_vertical; // vertical-only merge + if (!V_merge) + check_nb = check_nb_horizontal; // horizontal-only merge + content_t current = n.getContent(); + for (int i = 0; i < FRAMED_NEIGHBOR_COUNT; i++) { + if (!check_nb[i]) + continue; + v3s16 n2p = blockpos_nodes + p + g_26dirs[i]; + MapNode n2 = data->m_vmanip.getNodeNoEx(n2p); + content_t n2c = n2.getContent(); + if (n2c == current || n2c == CONTENT_IGNORE) + nb[i] = 1; + } + } - TileSpec tile = getNodeTileN(n, p, tileindex, data); - tile.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING; - tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY; - - u16 l = getInteriorLight(n, 1, nodedef); - video::SColor c = encode_light_and_color(l, tile.color, - f.light_source); - - float s = BS/2*f.visual_scale; - // Wall at X+ of node - video::S3DVertex vertices[4] = - { - video::S3DVertex(-s,-s,0, 0,0,0, c, 0,1), - video::S3DVertex( s,-s,0, 0,0,0, c, 1,1), - video::S3DVertex( s, s,0, 0,0,0, c, 1,0), - video::S3DVertex(-s, s,0, 0,0,0, c, 0,0), - }; + // edge visibility - for (s32 i = 0; i < 4; i++) - { - if(dir == v3s16(1,0,0)) - vertices[i].Pos.rotateXZBy(0); - if(dir == v3s16(-1,0,0)) - vertices[i].Pos.rotateXZBy(180); - if(dir == v3s16(0,0,1)) - vertices[i].Pos.rotateXZBy(90); - if(dir == v3s16(0,0,-1)) - vertices[i].Pos.rotateXZBy(-90); - if(dir == v3s16(0,-1,0)) - vertices[i].Pos.rotateXZBy(45); - if(dir == v3s16(0,1,0)) - vertices[i].Pos.rotateXZBy(-45); - - if (data->m_smooth_lighting) - vertices[i].Color = blendLight(frame, vertices[i].Pos, tile.color); - vertices[i].Pos += intToFloat(p, BS); - } - - u16 indices[] = {0,1,2,2,3,0}; - // Add to mesh collector - collector.append(tile, vertices, 4, indices, 6); - break;} - case NDT_SIGNLIKE: - { - TileSpec tile = getNodeTileN(n, p, 0, data); - tile.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING; - tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY; - - u16 l = getInteriorLight(n, 0, nodedef); - video::SColor c = encode_light_and_color(l, tile.color, - f.light_source); - - float d = (float)BS/16; - float s = BS/2*f.visual_scale; - // Wall at X+ of node - video::S3DVertex vertices[4] = - { - video::S3DVertex(BS/2-d, s, s, 0,0,0, c, 0,0), - video::S3DVertex(BS/2-d, s, -s, 0,0,0, c, 1,0), - video::S3DVertex(BS/2-d, -s, -s, 0,0,0, c, 1,1), - video::S3DVertex(BS/2-d, -s, s, 0,0,0, c, 0,1), - }; + static const u8 nb_triplet[FRAMED_EDGE_COUNT][3] = { + {1, 2, 7}, {1, 5, 6}, {4, 2, 15}, {4, 5, 14}, + {2, 0, 11}, {2, 3, 13}, {5, 0, 10}, {5, 3, 12}, + {0, 1, 8}, {0, 4, 16}, {3, 4, 17}, {3, 1, 9}, + }; - v3s16 dir = n.getWallMountedDir(nodedef); - - for (s32 i = 0; i < 4; i++) - { - if(dir == v3s16(1,0,0)) - vertices[i].Pos.rotateXZBy(0); - if(dir == v3s16(-1,0,0)) - vertices[i].Pos.rotateXZBy(180); - if(dir == v3s16(0,0,1)) - vertices[i].Pos.rotateXZBy(90); - if(dir == v3s16(0,0,-1)) - vertices[i].Pos.rotateXZBy(-90); - if(dir == v3s16(0,-1,0)) - vertices[i].Pos.rotateXYBy(-90); - if(dir == v3s16(0,1,0)) - vertices[i].Pos.rotateXYBy(90); - - if (data->m_smooth_lighting) - vertices[i].Color = blendLight(frame, vertices[i].Pos, tile.color); - vertices[i].Pos += intToFloat(p, BS); - } + tile = tiles[1]; + for (int edge = 0; edge < FRAMED_EDGE_COUNT; edge++) { + bool edge_invisible; + if (nb[nb_triplet[edge][2]]) + edge_invisible = nb[nb_triplet[edge][0]] & nb[nb_triplet[edge][1]]; + else + edge_invisible = nb[nb_triplet[edge][0]] ^ nb[nb_triplet[edge][1]]; + if (edge_invisible) + continue; + drawAutoLightedCuboid(frame_edges[edge]); + } - u16 indices[] = {0,1,2,2,3,0}; - // Add to mesh collector - collector.append(tile, vertices, 4, indices, 6); - break;} - case NDT_PLANTLIKE: - { - PseudoRandom rng(x<<8 | z | y<<16); - - TileSpec tile = getNodeTileN(n, p, 0, data); - tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY; - - u16 l = getInteriorLight(n, 1, nodedef); - video::SColor c = encode_light_and_color(l, tile.color, - f.light_source); - - float s = BS / 2 * f.visual_scale; - // add sqrt(2) visual scale - if ((f.param_type_2 == CPT2_MESHOPTIONS) && ((n.param2 & 0x10) != 0)) - s *= 1.41421; - - float random_offset_X = .0; - float random_offset_Z = .0; - if ((f.param_type_2 == CPT2_MESHOPTIONS) && ((n.param2 & 0x8) != 0)) { - random_offset_X = BS * ((rng.next() % 16 / 16.0) * 0.29 - 0.145); - random_offset_Z = BS * ((rng.next() % 16 / 16.0) * 0.29 - 0.145); - } + for (int face = 0; face < 6; face++) { + if (nb[face]) + continue; + tile = glass_tiles[face]; + drawAutoLightedCuboid(glass_faces[face]); + } - for (int j = 0; j < 4; j++) { - video::S3DVertex vertices[4] = - { - video::S3DVertex(-s,-BS/2, 0, 0,0,0, c, 0,1), - video::S3DVertex( s,-BS/2, 0, 0,0,0, c, 1,1), - video::S3DVertex( s,-BS/2 + s*2,0, 0,0,0, c, 1,0), - video::S3DVertex(-s,-BS/2 + s*2,0, 0,0,0, c, 0,0), - }; - - float rotate_degree = 0; - u8 p2mesh = 0; - if (f.param_type_2 == CPT2_DEGROTATE) - rotate_degree = n.param2 * 2; - if (f.param_type_2 != CPT2_MESHOPTIONS) { - if (j == 0) { - for (u16 i = 0; i < 4; i++) - vertices[i].Pos.rotateXZBy(46 + rotate_degree); - } else if (j == 1) { - for (u16 i = 0; i < 4; i++) - vertices[i].Pos.rotateXZBy(-44 + rotate_degree); - } - } else { - p2mesh = n.param2 & 0x7; - switch (p2mesh) { - case 0: - // x - if (j == 0) { - for (u16 i = 0; i < 4; i++) - vertices[i].Pos.rotateXZBy(46); - } else if (j == 1) { - for (u16 i = 0; i < 4; i++) - vertices[i].Pos.rotateXZBy(-44); - } - break; - case 1: - // + - if (j == 0) { - for (u16 i = 0; i < 4; i++) - vertices[i].Pos.rotateXZBy(91); - } else if (j == 1) { - for (u16 i = 0; i < 4; i++) - vertices[i].Pos.rotateXZBy(1); - } - break; - case 2: - // * - if (j == 0) { - for (u16 i = 0; i < 4; i++) - vertices[i].Pos.rotateXZBy(121); - } else if (j == 1) { - for (u16 i = 0; i < 4; i++) - vertices[i].Pos.rotateXZBy(241); - } else { // (j == 2) - for (u16 i = 0; i < 4; i++) - vertices[i].Pos.rotateXZBy(1); - } - break; - case 3: - // # - switch (j) { - case 0: - for (u16 i = 0; i < 4; i++) { - vertices[i].Pos.rotateXZBy(1); - vertices[i].Pos.Z += BS / 4; - } - break; - case 1: - for (u16 i = 0; i < 4; i++) { - vertices[i].Pos.rotateXZBy(91); - vertices[i].Pos.X += BS / 4; - } - break; - case 2: - for (u16 i = 0; i < 4; i++) { - vertices[i].Pos.rotateXZBy(181); - vertices[i].Pos.Z -= BS / 4; - } - break; - case 3: - for (u16 i = 0; i < 4; i++) { - vertices[i].Pos.rotateXZBy(271); - vertices[i].Pos.X -= BS / 4; - } - break; - } - break; - case 4: - // outward leaning #-like - switch (j) { - case 0: - for (u16 i = 2; i < 4; i++) - vertices[i].Pos.Z -= BS / 2; - for (u16 i = 0; i < 4; i++) - vertices[i].Pos.rotateXZBy(1); - break; - case 1: - for (u16 i = 2; i < 4; i++) - vertices[i].Pos.Z -= BS / 2; - for (u16 i = 0; i < 4; i++) - vertices[i].Pos.rotateXZBy(91); - break; - case 2: - for (u16 i = 2; i < 4; i++) - vertices[i].Pos.Z -= BS / 2; - for (u16 i = 0; i < 4; i++) - vertices[i].Pos.rotateXZBy(181); - break; - case 3: - for (u16 i = 2; i < 4; i++) - vertices[i].Pos.Z -= BS / 2; - for (u16 i = 0; i < 4; i++) - vertices[i].Pos.rotateXZBy(271); - break; - } - break; - } - } - - for (int i = 0; i < 4; i++) { - if (data->m_smooth_lighting) - vertices[i].Color = blendLight(frame, vertices[i].Pos, tile.color); - vertices[i].Pos += intToFloat(p, BS); - // move to a random spot to avoid moire - if ((f.param_type_2 == CPT2_MESHOPTIONS) && ((n.param2 & 0x8) != 0)) { - vertices[i].Pos.X += random_offset_X; - vertices[i].Pos.Z += random_offset_Z; - } - // randomly move each face up/down - if ((f.param_type_2 == CPT2_MESHOPTIONS) && ((n.param2 & 0x20) != 0)) { - PseudoRandom yrng(j | x<<16 | z<<8 | y<<24 ); - vertices[i].Pos.Y -= BS * ((yrng.next() % 16 / 16.0) * 0.125); - } - } - - u16 indices[] = {0, 1, 2, 2, 3, 0}; - // Add to mesh collector - collector.append(tile, vertices, 4, indices, 6); - - // stop adding faces for meshes with less than 4 faces - if (f.param_type_2 == CPT2_MESHOPTIONS) { - if (((p2mesh == 0) || (p2mesh == 1)) && (j == 1)) - break; - else if ((p2mesh == 2) && (j == 2)) - break; - } else if (j == 1) { - break; - } + if (param2 > 0 && f->special_tiles[0].texture) { + // Interior volume level is in range 0 .. 63, + // convert it to -0.5 .. 0.5 + float vlev = (param2 / 63.0) * 2.0 - 1.0; + tile = getSpecialTile(*f, n, 0); + drawAutoLightedCuboid(aabb3f(-(nb[5] ? g : b), + -(nb[4] ? g : b), + -(nb[3] ? g : b), + (nb[2] ? g : b), + (nb[1] ? g : b) * vlev, + (nb[0] ? g : b))); + } +} - } - break;} - case NDT_FIRELIKE: - { - TileSpec tile = getNodeTileN(n, p, 0, data); - tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY; - - u16 l = getInteriorLight(n, 1, nodedef); - video::SColor c = encode_light_and_color(l, tile.color, - f.light_source); - - float s = BS / 2 * f.visual_scale; - - content_t current = n.getContent(); - content_t n2c; - MapNode n2; - v3s16 n2p; - - static const v3s16 dirs[6] = { - v3s16( 0, 1, 0), - v3s16( 0, -1, 0), - v3s16( 1, 0, 0), - v3s16(-1, 0, 0), - v3s16( 0, 0, 1), - v3s16( 0, 0, -1) - }; +void MapblockMeshGenerator::drawAllfacesNode() +{ + static const aabb3f box(-BS / 2, -BS / 2, -BS / 2, BS / 2, BS / 2, BS / 2); + useDefaultTile(false); + drawAutoLightedCuboid(box); +} - int doDraw[6] = {0, 0, 0, 0, 0, 0}; +void MapblockMeshGenerator::drawTorchlikeNode() +{ + u8 wall = n.getWallMounted(nodedef); + u8 tileindex = 0; + switch (wall) { + case DWM_YP: tileindex = 1; break; // ceiling + case DWM_YN: tileindex = 0; break; // floor + default: tileindex = 2; // side (or invalid—should we care?) + } + useTile(tileindex, true); + + float size = BS / 2 * f->visual_scale; + v3f vertices[4] = { + v3f(-size, -size, 0), + v3f( size, -size, 0), + v3f( size, size, 0), + v3f(-size, size, 0), + }; + for (int i = 0; i < 4; i++) { + switch (wall) { + case DWM_YP: vertices[i].rotateXZBy(-45); break; + case DWM_YN: vertices[i].rotateXZBy( 45); break; + case DWM_XP: vertices[i].rotateXZBy( 0); break; + case DWM_XN: vertices[i].rotateXZBy(180); break; + case DWM_ZP: vertices[i].rotateXZBy( 90); break; + case DWM_ZN: vertices[i].rotateXZBy(-90); break; + } + } + drawQuad(vertices); +} - bool drawAllFaces = true; +void MapblockMeshGenerator::drawSignlikeNode() +{ + u8 wall = n.getWallMounted(nodedef); + useTile(0, true); + static const float offset = BS / 16; + float size = BS / 2 * f->visual_scale; + // Wall at X+ of node + v3f vertices[4] = { + v3f(BS / 2 - offset, size, size), + v3f(BS / 2 - offset, size, -size), + v3f(BS / 2 - offset, -size, -size), + v3f(BS / 2 - offset, -size, size), + }; + for (int i = 0; i < 4; i++) { + switch (wall) { + case DWM_YP: vertices[i].rotateXYBy( 90); break; + case DWM_YN: vertices[i].rotateXYBy(-90); break; + case DWM_XP: vertices[i].rotateXZBy( 0); break; + case DWM_XN: vertices[i].rotateXZBy(180); break; + case DWM_ZP: vertices[i].rotateXZBy( 90); break; + case DWM_ZN: vertices[i].rotateXZBy(-90); break; + } + } + drawQuad(vertices); +} - // Check for adjacent nodes - for (int i = 0; i < 6; i++) { - n2p = blockpos_nodes + p + dirs[i]; - n2 = data->m_vmanip.getNodeNoEx(n2p); - n2c = n2.getContent(); - if (n2c != CONTENT_IGNORE && n2c != CONTENT_AIR && n2c != current) { - doDraw[i] = 1; - if (drawAllFaces) - drawAllFaces = false; +void MapblockMeshGenerator::drawPlantlikeQuad(float rotation, float quad_offset, + bool offset_top_only) +{ + v3f vertices[4] = { + v3f(-scale, -BS / 2, 0), + v3f( scale, -BS / 2, 0), + v3f( scale, -BS / 2 + scale * 2, 0), + v3f(-scale, -BS / 2 + scale * 2, 0), + }; + if (random_offset_Y) { + PseudoRandom yrng(face_num++ | p.X << 16 | p.Z << 8 | p.Y << 24); + offset.Y = BS * ((yrng.next() % 16 / 16.0) * 0.125); + } + int offset_first_index = offset_top_only ? 2 : 0; + for (int i = 0; i < 4; i++) { + if (i >= offset_first_index) + vertices[i].Z += quad_offset; + vertices[i].rotateXZBy(rotation + rotate_degree); + vertices[i] += offset; + } + drawQuad(vertices); +} - } - } +void MapblockMeshGenerator::drawPlantlikeNode() +{ + useTile(0, false); + draw_style = PLANT_STYLE_CROSS; + scale = BS / 2 * f->visual_scale; + offset = v3f(0, 0, 0); + rotate_degree = 0; + random_offset_Y = false; + face_num = 0; + + switch (f->param_type_2) { + case CPT2_MESHOPTIONS: + draw_style = PlantlikeStyle(n.param2 & MO_MASK_STYLE); + if (n.param2 & MO_BIT_SCALE_SQRT2) + scale *= 1.41421; + if (n.param2 & MO_BIT_RANDOM_OFFSET) { + PseudoRandom rng(p.X << 8 | p.Z | p.Y << 16); + offset.X = BS * ((rng.next() % 16 / 16.0) * 0.29 - 0.145); + offset.Z = BS * ((rng.next() % 16 / 16.0) * 0.29 - 0.145); + } + if (n.param2 & MO_BIT_RANDOM_OFFSET_Y) + random_offset_Y = true; + break; - for (int j = 0; j < 6; j++) { - - video::S3DVertex vertices[4] = { - video::S3DVertex(-s, -BS / 2, 0, 0, 0, 0, c, 0, 1), - video::S3DVertex( s, -BS / 2, 0, 0, 0, 0, c, 1, 1), - video::S3DVertex( s, -BS / 2 + s * 2, 0, 0, 0, 0, c, 1, 0), - video::S3DVertex(-s, -BS / 2 + s * 2, 0, 0, 0, 0, c, 0, 0), - }; - - // Calculate which faces should be drawn, (top or sides) - if (j == 0 && (drawAllFaces || - (doDraw[3] == 1 || doDraw[1] == 1))) { - for (int i = 0; i < 4; i++) { - vertices[i].Pos.rotateXZBy(90); - vertices[i].Pos.rotateXYBy(-10); - vertices[i].Pos.X -= 4.0; - } - } else if (j == 1 && (drawAllFaces || - (doDraw[5] == 1 || doDraw[1] == 1))) { - for (int i = 0; i < 4; i++) { - vertices[i].Pos.rotateXZBy(180); - vertices[i].Pos.rotateYZBy(10); - vertices[i].Pos.Z -= 4.0; - } - } else if (j == 2 && (drawAllFaces || - (doDraw[2] == 1 || doDraw[1] == 1))) { - for (int i = 0; i < 4; i++) { - vertices[i].Pos.rotateXZBy(270); - vertices[i].Pos.rotateXYBy(10); - vertices[i].Pos.X += 4.0; - } - } else if (j == 3 && (drawAllFaces || - (doDraw[4] == 1 || doDraw[1] == 1))) { - for (int i = 0; i < 4; i++) { - vertices[i].Pos.rotateYZBy(-10); - vertices[i].Pos.Z += 4.0; - } - // Center cross-flames - } else if (j == 4 && (drawAllFaces || doDraw[1] == 1)) { - for (int i = 0; i < 4; i++) { - vertices[i].Pos.rotateXZBy(45); - } - } else if (j == 5 && (drawAllFaces || doDraw[1] == 1)) { - for (int i = 0; i < 4; i++) { - vertices[i].Pos.rotateXZBy(-45); - } - // Render flames on bottom of node above - } else if (j == 0 && doDraw[0] == 1 && doDraw[1] == 0) { - for (int i = 0; i < 4; i++) { - vertices[i].Pos.rotateYZBy(70); - vertices[i].Pos.rotateXZBy(90); - vertices[i].Pos.Y += 4.84; - vertices[i].Pos.X -= 4.7; - } - } else if (j == 1 && doDraw[0] == 1 && doDraw[1] == 0) { - for (int i = 0; i < 4; i++) { - vertices[i].Pos.rotateYZBy(70); - vertices[i].Pos.rotateXZBy(180); - vertices[i].Pos.Y += 4.84; - vertices[i].Pos.Z -= 4.7; - } - } else if (j == 2 && doDraw[0] == 1 && doDraw[1] == 0) { - for (int i = 0; i < 4; i++) { - vertices[i].Pos.rotateYZBy(70); - vertices[i].Pos.rotateXZBy(270); - vertices[i].Pos.Y += 4.84; - vertices[i].Pos.X += 4.7; - } - } else if (j == 3 && doDraw[0] == 1 && doDraw[1] == 0) { - for (int i = 0; i < 4; i++) { - vertices[i].Pos.rotateYZBy(70); - vertices[i].Pos.Y += 4.84; - vertices[i].Pos.Z += 4.7; - } - } else { - // Skip faces that aren't adjacent to a node - continue; - } - - for (int i = 0; i < 4; i++) { - vertices[i].Pos *= f.visual_scale; - if (data->m_smooth_lighting) - vertices[i].Color = blendLight(frame, vertices[i].Pos, tile.color); - vertices[i].Pos += intToFloat(p, BS); - } - - u16 indices[] = {0, 1, 2, 2, 3, 0}; - // Add to mesh collector - collector.append(tile, vertices, 4, indices, 6); - } - break;} - case NDT_FENCELIKE: - { - TileSpec tile = getNodeTile(n, p, v3s16(0,0,0), data); - TileSpec tile_nocrack = tile; - tile_nocrack.material_flags &= ~MATERIAL_FLAG_CRACK; - - // Put wood the right way around in the posts - TileSpec tile_rot = tile; - tile_rot.rotation = 1; - - u16 l = getInteriorLight(n, 1, nodedef); - video::SColor c = encode_light_and_color(l, tile.color, - f.light_source); - - const f32 post_rad=(f32)BS/8; - const f32 bar_rad=(f32)BS/16; - const f32 bar_len=(f32)(BS/2)-post_rad; - - v3f pos = intToFloat(p, BS); - - // The post - always present - aabb3f post(-post_rad,-BS/2,-post_rad,post_rad,BS/2,post_rad); - f32 postuv[24]={ - 6/16.,6/16.,10/16.,10/16., - 6/16.,6/16.,10/16.,10/16., - 0/16.,0,4/16.,1, - 4/16.,0,8/16.,1, - 8/16.,0,12/16.,1, - 12/16.,0,16/16.,1}; - makeAutoLightedCuboidEx(&collector, data, pos, post, tile_rot, postuv, c, frame); - - // Now a section of fence, +X, if there's a post there - v3s16 p2 = p; - p2.X++; - MapNode n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2); - const ContentFeatures *f2 = &nodedef->get(n2); - if(f2->drawtype == NDT_FENCELIKE) - { - aabb3f bar(-bar_len+BS/2,-bar_rad+BS/4,-bar_rad, - bar_len+BS/2,bar_rad+BS/4,bar_rad); - f32 xrailuv[24]={ - 0/16.,2/16.,16/16.,4/16., - 0/16.,4/16.,16/16.,6/16., - 6/16.,6/16.,8/16.,8/16., - 10/16.,10/16.,12/16.,12/16., - 0/16.,8/16.,16/16.,10/16., - 0/16.,14/16.,16/16.,16/16.}; - makeAutoLightedCuboidEx(&collector, data, pos, bar, tile_nocrack, xrailuv, c, frame); - bar.MinEdge.Y -= BS/2; - bar.MaxEdge.Y -= BS/2; - makeAutoLightedCuboidEx(&collector, data, pos, bar, tile_nocrack, xrailuv, c, frame); - } + case CPT2_DEGROTATE: + rotate_degree = n.param2 * 2; + break; - // Now a section of fence, +Z, if there's a post there - p2 = p; - p2.Z++; - n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2); - f2 = &nodedef->get(n2); - if(f2->drawtype == NDT_FENCELIKE) - { - aabb3f bar(-bar_rad,-bar_rad+BS/4,-bar_len+BS/2, - bar_rad,bar_rad+BS/4,bar_len+BS/2); - f32 zrailuv[24]={ - 3/16.,1/16.,5/16.,5/16., // cannot rotate; stretch - 4/16.,1/16.,6/16.,5/16., // for wood texture instead - 0/16.,9/16.,16/16.,11/16., - 0/16.,6/16.,16/16.,8/16., - 6/16.,6/16.,8/16.,8/16., - 10/16.,10/16.,12/16.,12/16.}; - makeAutoLightedCuboidEx(&collector, data, pos, bar, tile_nocrack, zrailuv, c, frame); - bar.MinEdge.Y -= BS/2; - bar.MaxEdge.Y -= BS/2; - makeAutoLightedCuboidEx(&collector, data, pos, bar, tile_nocrack, zrailuv, c, frame); - } - break;} - case NDT_RAILLIKE: - { - bool is_rail_x[6]; /* (-1,-1,0) X (1,-1,0) (-1,0,0) X (1,0,0) (-1,1,0) X (1,1,0) */ - bool is_rail_z[6]; - - content_t thiscontent = n.getContent(); - std::string groupname = "connect_to_raillike"; // name of the group that enables connecting to raillike nodes of different kind - int self_group = ((ItemGroupList) nodedef->get(n).groups)[groupname]; - - u8 index = 0; - for (s8 y0 = -1; y0 <= 1; y0++) { - // Prevent from indexing never used coordinates - for (s8 xz = -1; xz <= 1; xz++) { - if (xz == 0) - continue; - MapNode n_xy = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x + xz, y + y0, z)); - MapNode n_zy = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x, y + y0, z + xz)); - const ContentFeatures &def_xy = nodedef->get(n_xy); - const ContentFeatures &def_zy = nodedef->get(n_zy); - - // Check if current node would connect with the rail - is_rail_x[index] = ((def_xy.drawtype == NDT_RAILLIKE - && ((ItemGroupList) def_xy.groups)[groupname] == self_group) - || n_xy.getContent() == thiscontent); - - is_rail_z[index] = ((def_zy.drawtype == NDT_RAILLIKE - && ((ItemGroupList) def_zy.groups)[groupname] == self_group) - || n_zy.getContent() == thiscontent); - index++; - } - } + default: + break; + } - bool is_rail_x_all[2]; // [0] = negative x, [1] = positive x coordinate from the current node position - bool is_rail_z_all[2]; - is_rail_x_all[0] = is_rail_x[0] || is_rail_x[2] || is_rail_x[4]; - is_rail_x_all[1] = is_rail_x[1] || is_rail_x[3] || is_rail_x[5]; - is_rail_z_all[0] = is_rail_z[0] || is_rail_z[2] || is_rail_z[4]; - is_rail_z_all[1] = is_rail_z[1] || is_rail_z[3] || is_rail_z[5]; - - // reasonable default, flat straight unrotated rail - bool is_straight = true; - int adjacencies = 0; - int angle = 0; - u8 tileindex = 0; - - // check for sloped rail - if (is_rail_x[4] || is_rail_x[5] || is_rail_z[4] || is_rail_z[5]) { - adjacencies = 5; // 5 means sloped - is_straight = true; // sloped is always straight - } else { - // is really straight, rails on both sides - is_straight = (is_rail_x_all[0] && is_rail_x_all[1]) || (is_rail_z_all[0] && is_rail_z_all[1]); - adjacencies = is_rail_x_all[0] + is_rail_x_all[1] + is_rail_z_all[0] + is_rail_z_all[1]; - } + switch (draw_style) { + case PLANT_STYLE_CROSS: + drawPlantlikeQuad(46); + drawPlantlikeQuad(-44); + break; + + case PLANT_STYLE_CROSS2: + drawPlantlikeQuad(91); + drawPlantlikeQuad(1); + break; + + case PLANT_STYLE_STAR: + drawPlantlikeQuad(121); + drawPlantlikeQuad(241); + drawPlantlikeQuad(1); + break; + + case PLANT_STYLE_HASH: + drawPlantlikeQuad( 1, BS / 4); + drawPlantlikeQuad( 91, BS / 4); + drawPlantlikeQuad(181, BS / 4); + drawPlantlikeQuad(271, BS / 4); + break; + + case PLANT_STYLE_HASH2: + drawPlantlikeQuad( 1, -BS / 2, true); + drawPlantlikeQuad( 91, -BS / 2, true); + drawPlantlikeQuad(181, -BS / 2, true); + drawPlantlikeQuad(271, -BS / 2, true); + break; + } +} - switch (adjacencies) { - case 1: - if (is_rail_x_all[0] || is_rail_x_all[1]) - angle = 90; - break; - case 2: - if (!is_straight) - tileindex = 1; // curved - if (is_rail_x_all[0] && is_rail_x_all[1]) - angle = 90; - if (is_rail_z_all[0] && is_rail_z_all[1]) { - if (is_rail_z[4]) - angle = 180; - } - else if (is_rail_x_all[0] && is_rail_z_all[0]) - angle = 270; - else if (is_rail_x_all[0] && is_rail_z_all[1]) - angle = 180; - else if (is_rail_x_all[1] && is_rail_z_all[1]) - angle = 90; - break; - case 3: - // here is where the potential to 'switch' a junction is, but not implemented at present - tileindex = 2; // t-junction - if(!is_rail_x_all[1]) - angle = 180; - if(!is_rail_z_all[0]) - angle = 90; - if(!is_rail_z_all[1]) - angle = 270; - break; - case 4: - tileindex = 3; // crossing - break; - case 5: //sloped - if (is_rail_z[4]) - angle = 180; - if (is_rail_x[4]) - angle = 90; - if (is_rail_x[5]) - angle = -90; - break; - default: - break; - } +void MapblockMeshGenerator::drawFirelikeQuad(float rotation, float opening_angle, + float offset_h, float offset_v) +{ + v3f vertices[4] = { + v3f(-scale, -BS / 2, 0), + v3f( scale, -BS / 2, 0), + v3f( scale, -BS / 2 + scale * 2, 0), + v3f(-scale, -BS / 2 + scale * 2, 0), + }; + for (int i = 0; i < 4; i++) { + vertices[i].rotateYZBy(opening_angle); + vertices[i].Z += offset_h; + vertices[i].rotateXZBy(rotation); + vertices[i].Y += offset_v; + } + drawQuad(vertices); +} - TileSpec tile = getNodeTileN(n, p, tileindex, data); - tile.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING; - tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY; +void MapblockMeshGenerator::drawFirelikeNode() +{ + useTile(0, false); + scale = BS / 2 * f->visual_scale; + + // Check for adjacent nodes + bool neighbors = false; + bool neighbor[6] = {0, 0, 0, 0, 0, 0}; + content_t current = n.getContent(); + for (int i = 0; i < 6; i++) { + v3s16 n2p = blockpos_nodes + p + g_6dirs[i]; + MapNode n2 = data->m_vmanip.getNodeNoEx(n2p); + content_t n2c = n2.getContent(); + if (n2c != CONTENT_IGNORE && n2c != CONTENT_AIR && n2c != current) { + neighbor[i] = true; + neighbors = true; + } + } + bool drawBasicFire = neighbor[D6D_YN] || !neighbors; + bool drawBottomFire = neighbor[D6D_YP]; + + if (drawBasicFire || neighbor[D6D_ZP]) + drawFirelikeQuad(0, -10, 0.4 * BS); + else if (drawBottomFire) + drawFirelikeQuad(0, 70, 0.47 * BS, 0.484 * BS); + + if (drawBasicFire || neighbor[D6D_XN]) + drawFirelikeQuad(90, -10, 0.4 * BS); + else if (drawBottomFire) + drawFirelikeQuad(90, 70, 0.47 * BS, 0.484 * BS); + + if (drawBasicFire || neighbor[D6D_ZN]) + drawFirelikeQuad(180, -10, 0.4 * BS); + else if (drawBottomFire) + drawFirelikeQuad(180, 70, 0.47 * BS, 0.484 * BS); + + if (drawBasicFire || neighbor[D6D_XP]) + drawFirelikeQuad(270, -10, 0.4 * BS); + else if (drawBottomFire) + drawFirelikeQuad(270, 70, 0.47 * BS, 0.484 * BS); + + if (drawBasicFire) { + drawFirelikeQuad(45, 0, 0.0); + drawFirelikeQuad(-45, 0, 0.0); + } +} - u16 l = getInteriorLight(n, 0, nodedef); - video::SColor c = encode_light_and_color(l, tile.color, - f.light_source); +void MapblockMeshGenerator::drawFencelikeNode() +{ + useDefaultTile(false); + TileSpec tile_nocrack = tile; + tile_nocrack.material_flags &= ~MATERIAL_FLAG_CRACK; + + // Put wood the right way around in the posts + TileSpec tile_rot = tile; + tile_rot.rotation = 1; + + static const f32 post_rad = BS / 8; + static const f32 bar_rad = BS / 16; + static const f32 bar_len = BS / 2 - post_rad; + + // The post - always present + static const aabb3f post(-post_rad, -BS / 2, -post_rad, + post_rad, BS / 2, post_rad); + static const f32 postuv[24] = { + 0.375, 0.375, 0.625, 0.625, + 0.375, 0.375, 0.625, 0.625, + 0.000, 0.000, 0.250, 1.000, + 0.250, 0.000, 0.500, 1.000, + 0.500, 0.000, 0.750, 1.000, + 0.750, 0.000, 1.000, 1.000, + }; + tile = tile_rot; + drawAutoLightedCuboid(post, postuv); + + tile = tile_nocrack; + + // Now a section of fence, +X, if there's a post there + v3s16 p2 = p; + p2.X++; + MapNode n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2); + const ContentFeatures *f2 = &nodedef->get(n2); + if (f2->drawtype == NDT_FENCELIKE) { + static const aabb3f bar_x1(BS / 2 - bar_len, BS / 4 - bar_rad, -bar_rad, + BS / 2 + bar_len, BS / 4 + bar_rad, bar_rad); + static const aabb3f bar_x2(BS / 2 - bar_len, -BS / 4 - bar_rad, -bar_rad, + BS / 2 + bar_len, -BS / 4 + bar_rad, bar_rad); + static const f32 xrailuv[24] = { + 0.000, 0.125, 1.000, 0.250, + 0.000, 0.250, 1.000, 0.375, + 0.375, 0.375, 0.500, 0.500, + 0.625, 0.625, 0.750, 0.750, + 0.000, 0.500, 1.000, 0.625, + 0.000, 0.875, 1.000, 1.000, + }; + drawAutoLightedCuboid(bar_x1, xrailuv); + drawAutoLightedCuboid(bar_x2, xrailuv); + } - float d = (float)BS/64; - float s = BS/2; + // Now a section of fence, +Z, if there's a post there + p2 = p; + p2.Z++; + n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2); + f2 = &nodedef->get(n2); + if (f2->drawtype == NDT_FENCELIKE) { + static const aabb3f bar_z1(-bar_rad, BS / 4 - bar_rad, BS / 2 - bar_len, + bar_rad, BS / 4 + bar_rad, BS / 2 + bar_len); + static const aabb3f bar_z2(-bar_rad, -BS / 4 - bar_rad, BS / 2 - bar_len, + bar_rad, -BS / 4 + bar_rad, BS / 2 + bar_len); + static const f32 zrailuv[24] = { + 0.1875, 0.0625, 0.3125, 0.3125, // cannot rotate; stretch + 0.2500, 0.0625, 0.3750, 0.3125, // for wood texture instead + 0.0000, 0.5625, 1.0000, 0.6875, + 0.0000, 0.3750, 1.0000, 0.5000, + 0.3750, 0.3750, 0.5000, 0.5000, + 0.6250, 0.6250, 0.7500, 0.7500, + }; + drawAutoLightedCuboid(bar_z1, zrailuv); + drawAutoLightedCuboid(bar_z2, zrailuv); + } +} - short g = -1; - if (is_rail_x[4] || is_rail_x[5] || is_rail_z[4] || is_rail_z[5]) - g = 1; //Object is at a slope +bool MapblockMeshGenerator::isSameRail(v3s16 dir) +{ + MapNode node2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p + dir); + if (node2.getContent() == n.getContent()) + return true; + const ContentFeatures &def2 = nodedef->get(node2); + return ((def2.drawtype == NDT_RAILLIKE) && + (def2.getGroup(raillike_groupname) == raillike_group)); +} - video::S3DVertex vertices[4] = - { - video::S3DVertex(-s, -s+d, -s, 0, 0, 0, c, 0, 1), - video::S3DVertex( s, -s+d, -s, 0, 0, 0, c, 1, 1), - video::S3DVertex( s, g*s+d, s, 0, 0, 0, c, 1, 0), - video::S3DVertex(-s, g*s+d, s, 0, 0, 0, c, 0, 0), - }; +void MapblockMeshGenerator::drawRaillikeNode() +{ + static const v3s16 direction[4] = { + v3s16( 0, 0, 1), + v3s16( 0, 0, -1), + v3s16(-1, 0, 0), + v3s16( 1, 0, 0), + }; + static const int slope_angle[4] = {0, 180, 90, -90}; - for(s32 i=0; i<4; i++) - { - if(angle != 0) - vertices[i].Pos.rotateXZBy(angle); - if (data->m_smooth_lighting) - vertices[i].Color = blendLight(frame, vertices[i].Pos, tile.color); - vertices[i].Pos += intToFloat(p, BS); - } + enum RailTile { + straight, + curved, + junction, + cross, + }; + struct RailDesc { + int tile_index; + int angle; + }; + static const RailDesc rail_kinds[16] = { + // +x -x -z +z + //------------- + {straight, 0}, // . . . . + {straight, 0}, // . . . +Z + {straight, 0}, // . . -Z . + {straight, 0}, // . . -Z +Z + {straight, 90}, // . -X . . + { curved, 180}, // . -X . +Z + { curved, 270}, // . -X -Z . + {junction, 180}, // . -X -Z +Z + {straight, 90}, // +X . . . + { curved, 90}, // +X . . +Z + { curved, 0}, // +X . -Z . + {junction, 0}, // +X . -Z +Z + {straight, 90}, // +X -X . . + {junction, 90}, // +X -X . +Z + {junction, 270}, // +X -X -Z . + { cross, 0}, // +X -X -Z +Z + }; - u16 indices[] = {0,1,2,2,3,0}; - collector.append(tile, vertices, 4, indices, 6); - break;} - case NDT_NODEBOX: - { - static const v3s16 tile_dirs[6] = { - v3s16(0, 1, 0), - v3s16(0, -1, 0), - v3s16(1, 0, 0), - v3s16(-1, 0, 0), - v3s16(0, 0, 1), - v3s16(0, 0, -1) - }; + raillike_group = nodedef->get(n).getGroup(raillike_groupname); + + int code = 0; + int angle; + int tile_index; + bool sloped = false; + for (int dir = 0; dir < 4; dir++) { + bool rail_above = isSameRail(direction[dir] + v3s16(0, 1, 0)); + if (rail_above) { + sloped = true; + angle = slope_angle[dir]; + } + if (rail_above || + isSameRail(direction[dir]) || + isSameRail(direction[dir] + v3s16(0, -1, 0))) + code |= 1 << dir; + } - TileSpec tiles[6]; - video::SColor colors[6]; - for (int j = 0; j < 6; j++) { - // Handles facedir rotation for textures - tiles[j] = getNodeTile(n, p, tile_dirs[j], data); - } - if (!data->m_smooth_lighting) { - u16 l = getInteriorLight(n, 1, nodedef); - for (int j = 0; j < 6; j++) - colors[j] = encode_light_and_color(l, tiles[j].color, f.light_source); - } + if (sloped) { + tile_index = straight; + } else { + tile_index = rail_kinds[code].tile_index; + angle = rail_kinds[code].angle; + } - v3f pos = intToFloat(p, BS); + useTile(tile_index, true); - int neighbors = 0; + static const float offset = BS / 64; + static const float size = BS / 2; + float y2 = sloped ? size : -size; + v3f vertices[4] = { + v3f(-size, -size + offset, -size), + v3f( size, -size + offset, -size), + v3f( size, y2 + offset, size), + v3f(-size, y2 + offset, size), + }; + if (angle) + for (int i = 0; i < 4; i++) + vertices[i].rotateXZBy(angle); + drawQuad(vertices); +} - // locate possible neighboring nodes to connect to - if (f.node_box.type == NODEBOX_CONNECTED) { - v3s16 p2 = p; +void MapblockMeshGenerator::drawNodeboxNode() +{ + static const v3s16 tile_dirs[6] = { + v3s16(0, 1, 0), + v3s16(0, -1, 0), + v3s16(1, 0, 0), + v3s16(-1, 0, 0), + v3s16(0, 0, 1), + v3s16(0, 0, -1) + }; - p2.Y++; - getNeighborConnectingFace(blockpos_nodes + p2, nodedef, data, n, 1, &neighbors); + // we have this order for some reason... + static const v3s16 connection_dirs[6] = { + v3s16( 0, 1, 0), // top + v3s16( 0, -1, 0), // bottom + v3s16( 0, 0, -1), // front + v3s16(-1, 0, 0), // left + v3s16( 0, 0, 1), // back + v3s16( 1, 0, 0), // right + }; - p2 = p; - p2.Y--; - getNeighborConnectingFace(blockpos_nodes + p2, nodedef, data, n, 2, &neighbors); + TileSpec tiles[6]; + for (int face = 0; face < 6; face++) { + // Handles facedir rotation for textures + tiles[face] = getTile(tile_dirs[face]); + } - p2 = p; - p2.Z--; - getNeighborConnectingFace(blockpos_nodes + p2, nodedef, data, n, 4, &neighbors); + // locate possible neighboring nodes to connect to + int neighbors_set = 0; + if (f->node_box.type == NODEBOX_CONNECTED) { + for (int dir = 0; dir != 6; dir++) { + int flag = 1 << dir; + v3s16 p2 = blockpos_nodes + p + connection_dirs[dir]; + MapNode n2 = data->m_vmanip.getNodeNoEx(p2); + if (nodedef->nodeboxConnects(n, n2, flag)) + neighbors_set |= flag; + } + } - p2 = p; - p2.X--; - getNeighborConnectingFace(blockpos_nodes + p2, nodedef, data, n, 8, &neighbors); + std::vector boxes; + n.getNodeBoxes(nodedef, &boxes, neighbors_set); + for (std::vector::iterator i = boxes.begin(); i != boxes.end(); ++i) + drawAutoLightedCuboid(*i, NULL, tiles, 6); +} - p2 = p; - p2.Z++; - getNeighborConnectingFace(blockpos_nodes + p2, nodedef, data, n, 16, &neighbors); +void MapblockMeshGenerator::drawMeshNode() +{ + u8 facedir = 0; + scene::IMesh* mesh; + bool private_mesh; // as a grab/drop pair is not thread-safe + + if (f->param_type_2 == CPT2_FACEDIR || + f->param_type_2 == CPT2_COLORED_FACEDIR) { + facedir = n.getFaceDir(nodedef); + } else if (f->param_type_2 == CPT2_WALLMOUNTED || + f->param_type_2 == CPT2_COLORED_WALLMOUNTED) { + // Convert wallmounted to 6dfacedir. + // When cache enabled, it is already converted. + facedir = n.getWallMounted(nodedef); + if (!enable_mesh_cache) { + static const u8 wm_to_6d[6] = {20, 0, 16 + 1, 12 + 3, 8, 4 + 2}; + facedir = wm_to_6d[facedir]; + } + } - p2 = p; - p2.X++; - getNeighborConnectingFace(blockpos_nodes + p2, nodedef, data, n, 32, &neighbors); + if (!data->m_smooth_lighting && f->mesh_ptr[facedir]) { + // use cached meshes + private_mesh = false; + mesh = f->mesh_ptr[facedir]; + } else if (f->mesh_ptr[0]) { + // no cache, clone and rotate mesh + private_mesh = true; + mesh = cloneMesh(f->mesh_ptr[0]); + rotateMeshBy6dFacedir(mesh, facedir); + recalculateBoundingBox(mesh); + meshmanip->recalculateNormals(mesh, true, false); + } else + return; + + int mesh_buffer_count = mesh->getMeshBufferCount(); + for (int j = 0; j < mesh_buffer_count; j++) { + useTile(j, false); + scene::IMeshBuffer *buf = mesh->getMeshBuffer(j); + video::S3DVertex *vertices = (video::S3DVertex *)buf->getVertices(); + int vertex_count = buf->getVertexCount(); + + if (data->m_smooth_lighting) { + // Mesh is always private here. So the lighting is applied to each + // vertex right here. + for (int k = 0; k < vertex_count; k++) { + video::S3DVertex &vertex = vertices[k]; + vertex.Color = blendLight(vertex.Pos, vertex.Normal, tile.color); + vertex.Pos += origin; } + collector->append(tile, vertices, vertex_count, + buf->getIndices(), buf->getIndexCount()); + } else { + // Don't modify the mesh, it may not be private here. + // Instead, let the collector process colors, etc. + collector->append(tile, vertices, vertex_count, + buf->getIndices(), buf->getIndexCount(), origin, + color, f->light_source); + } + } + if (private_mesh) + mesh->drop(); +} - std::vector boxes; - n.getNodeBoxes(nodedef, &boxes, neighbors); - for (std::vector::iterator - i = boxes.begin(); - i != boxes.end(); ++i) { - aabb3f box = *i; - - f32 dx1 = box.MinEdge.X; - f32 dy1 = box.MinEdge.Y; - f32 dz1 = box.MinEdge.Z; - f32 dx2 = box.MaxEdge.X; - f32 dy2 = box.MaxEdge.Y; - f32 dz2 = box.MaxEdge.Z; - - box.MinEdge += pos; - box.MaxEdge += pos; - - if (box.MinEdge.X > box.MaxEdge.X) - std::swap(box.MinEdge.X, box.MaxEdge.X); - if (box.MinEdge.Y > box.MaxEdge.Y) - std::swap(box.MinEdge.Y, box.MaxEdge.Y); - if (box.MinEdge.Z > box.MaxEdge.Z) - std::swap(box.MinEdge.Z, box.MaxEdge.Z); - - // - // Compute texture coords - f32 tx1 = (box.MinEdge.X/BS)+0.5; - f32 ty1 = (box.MinEdge.Y/BS)+0.5; - f32 tz1 = (box.MinEdge.Z/BS)+0.5; - f32 tx2 = (box.MaxEdge.X/BS)+0.5; - f32 ty2 = (box.MaxEdge.Y/BS)+0.5; - f32 tz2 = (box.MaxEdge.Z/BS)+0.5; - f32 txc[24] = { - // up - tx1, 1-tz2, tx2, 1-tz1, - // down - tx1, tz1, tx2, tz2, - // right - tz1, 1-ty2, tz2, 1-ty1, - // left - 1-tz2, 1-ty2, 1-tz1, 1-ty1, - // back - 1-tx2, 1-ty2, 1-tx1, 1-ty1, - // front - tx1, 1-ty2, tx2, 1-ty1, - }; - if (data->m_smooth_lighting) { - u16 lights[8]; - for (int j = 0; j < 8; ++j) { - f32 x = (j & 4) ? dx2 : dx1; - f32 y = (j & 2) ? dy2 : dy1; - f32 z = (j & 1) ? dz2 : dz1; - lights[j] = blendLight(frame, core::vector3df(x, y, z)); - } - makeSmoothLightedCuboid(&collector, box, tiles, 6, lights, txc, f.light_source); - } else { - makeCuboid(&collector, box, tiles, 6, colors, txc, f.light_source); - } - } - break;} - case NDT_MESH: - { - v3f pos = intToFloat(p, BS); - u16 l = getInteriorLight(n, 1, nodedef); - u8 facedir = 0; - if (f.param_type_2 == CPT2_FACEDIR || - f.param_type_2 == CPT2_COLORED_FACEDIR) { - facedir = n.getFaceDir(nodedef); - } else if (f.param_type_2 == CPT2_WALLMOUNTED || - f.param_type_2 == CPT2_COLORED_WALLMOUNTED) { - //convert wallmounted to 6dfacedir. - //when cache enabled, it is already converted - facedir = n.getWallMounted(nodedef); - if (!enable_mesh_cache) { - static const u8 wm_to_6d[6] = {20, 0, 16+1, 12+3, 8, 4+2}; - facedir = wm_to_6d[facedir]; - } - } +// also called when the drawtype is known but should have been pre-converted +void MapblockMeshGenerator::errorUnknownDrawtype() +{ + infostream << "Got drawtype " << f->drawtype << std::endl; + FATAL_ERROR("Unknown drawtype"); +} - if (!data->m_smooth_lighting && f.mesh_ptr[facedir]) { - // use cached meshes - for (u16 j = 0; j < f.mesh_ptr[0]->getMeshBufferCount(); j++) { - const TileSpec &tile = getNodeTileN(n, p, j, data); - scene::IMeshBuffer *buf = f.mesh_ptr[facedir]->getMeshBuffer(j); - collector.append(tile, (video::S3DVertex *) - buf->getVertices(), buf->getVertexCount(), - buf->getIndices(), buf->getIndexCount(), pos, - encode_light_and_color(l, tile.color, f.light_source), - f.light_source); - } - } else if (f.mesh_ptr[0]) { - // no cache, clone and rotate mesh - scene::IMesh* mesh = cloneMesh(f.mesh_ptr[0]); - rotateMeshBy6dFacedir(mesh, facedir); - recalculateBoundingBox(mesh); - meshmanip->recalculateNormals(mesh, true, false); - for (u16 j = 0; j < mesh->getMeshBufferCount(); j++) { - const TileSpec &tile = getNodeTileN(n, p, j, data); - scene::IMeshBuffer *buf = mesh->getMeshBuffer(j); - video::S3DVertex *vertices = (video::S3DVertex *)buf->getVertices(); - u32 vertex_count = buf->getVertexCount(); - if (data->m_smooth_lighting) { - for (u16 m = 0; m < vertex_count; ++m) { - video::S3DVertex &vertex = vertices[m]; - vertex.Color = blendLight(frame, vertex.Pos, vertex.Normal, tile.color); - vertex.Pos += pos; - } - collector.append(tile, vertices, vertex_count, - buf->getIndices(), buf->getIndexCount()); - } else { - collector.append(tile, vertices, vertex_count, - buf->getIndices(), buf->getIndexCount(), pos, - encode_light_and_color(l, tile.color, f.light_source), - f.light_source); - } - } - mesh->drop(); - } - break;} - } +void MapblockMeshGenerator::drawNode() +{ + if (data->m_smooth_lighting) + getSmoothLightFrame(); + else + light = getInteriorLight(n, 1, nodedef); + switch (f->drawtype) { + case NDT_LIQUID: drawLiquidNode(false); break; + case NDT_FLOWINGLIQUID: drawLiquidNode(true); break; + case NDT_GLASSLIKE: drawGlasslikeNode(); break; + case NDT_GLASSLIKE_FRAMED: drawGlasslikeFramedNode(); break; + case NDT_ALLFACES: drawAllfacesNode(); break; + case NDT_TORCHLIKE: drawTorchlikeNode(); break; + case NDT_SIGNLIKE: drawSignlikeNode(); break; + case NDT_PLANTLIKE: drawPlantlikeNode(); break; + case NDT_FIRELIKE: drawFirelikeNode(); break; + case NDT_FENCELIKE: drawFencelikeNode(); break; + case NDT_RAILLIKE: drawRaillikeNode(); break; + case NDT_NODEBOX: drawNodeboxNode(); break; + case NDT_MESH: drawMeshNode(); break; + default: errorUnknownDrawtype(); break; } } +/* + TODO: Fix alpha blending for special nodes + Currently only the last element rendered is blended correct +*/ +void MapblockMeshGenerator::generate() +{ + for (p.Z = 0; p.Z < MAP_BLOCKSIZE; p.Z++) + for (p.Y = 0; p.Y < MAP_BLOCKSIZE; p.Y++) + for (p.X = 0; p.X < MAP_BLOCKSIZE; p.X++) { + n = data->m_vmanip.getNodeNoEx(blockpos_nodes + p); + f = &nodedef->get(n); + // Solid nodes are drawn by MapBlockMesh + if (f->solidness != 0) + continue; + if (f->drawtype == NDT_AIRLIKE) + continue; + origin = intToFloat(p, BS); + drawNode(); + } +} diff --git a/src/content_mapblock.h b/src/content_mapblock.h index bb1e129da..c8425024f 100644 --- a/src/content_mapblock.h +++ b/src/content_mapblock.h @@ -19,11 +19,129 @@ with this program; if not, write to the Free Software Foundation, Inc., #ifndef CONTENT_MAPBLOCK_HEADER #define CONTENT_MAPBLOCK_HEADER +#include "util/numeric.h" +#include "nodedef.h" +#include struct MeshMakeData; struct MeshCollector; -void mapblock_mesh_generate_special(MeshMakeData *data, - MeshCollector &collector); -#endif +struct LightFrame +{ + f32 lightsA[8]; + f32 lightsB[8]; +}; + +class MapblockMeshGenerator +{ +public: + MeshMakeData *data; + MeshCollector *collector; + + INodeDefManager *nodedef; + scene::ISceneManager *smgr; + scene::IMeshManipulator *meshmanip; + +// options + bool enable_mesh_cache; + +// current node + v3s16 blockpos_nodes; + v3s16 p; + v3f origin; + MapNode n; + const ContentFeatures *f; + u16 light; + LightFrame frame; + video::SColor color; + TileSpec tile; + float scale; + +// lighting + void getSmoothLightFrame(); + u16 blendLight(const v3f &vertex_pos); + video::SColor blendLight(const v3f &vertex_pos, video::SColor tile_color); + video::SColor blendLight(const v3f &vertex_pos, const v3f &vertex_normal, video::SColor tile_color); + + void useTile(int index, bool disable_backface_culling); + void useDefaultTile(bool set_color = true); + TileSpec getTile(const v3s16 &direction); + +// face drawing + void drawQuad(v3f *vertices, const v3s16 &normal = v3s16(0, 0, 0)); + +// cuboid drawing! + void drawCuboid(const aabb3f &box, TileSpec *tiles, int tilecount, + const u16 *lights , const f32 *txc); + void generateCuboidTextureCoords(aabb3f const &box, f32 *coords); + void drawAutoLightedCuboid(aabb3f box, const f32 *txc = NULL, + TileSpec *tiles = NULL, int tile_count = 0); + +// liquid-specific + bool top_is_same_liquid; + TileSpec tile_liquid; + TileSpec tile_liquid_top; + content_t c_flowing; + content_t c_source; + video::SColor color_liquid_top; + struct NeighborData { + f32 level; + content_t content; + bool is_same_liquid; + bool top_is_same_liquid; + }; + NeighborData liquid_neighbors[3][3]; + f32 corner_levels[2][2]; + void prepareLiquidNodeDrawing(bool flowing); + void getLiquidNeighborhood(bool flowing); + void resetCornerLevels(); + void calculateCornerLevels(); + f32 getCornerLevel(int i, int k); + void drawLiquidSides(bool flowing); + void drawLiquidTop(bool flowing); + +// raillike-specific + // name of the group that enables connecting to raillike nodes of different kind + static const std::string raillike_groupname; + int raillike_group; + bool isSameRail(v3s16 dir); + +// plantlike-specific + PlantlikeStyle draw_style; + v3f offset; + int rotate_degree; + bool random_offset_Y; + int face_num; + + void drawPlantlikeQuad(float rotation, float quad_offset = 0, + bool offset_top_only = false); + +// firelike-specific + void drawFirelikeQuad(float rotation, float opening_angle, + float offset_h, float offset_v = 0.0); + +// drawtypes + void drawLiquidNode(bool flowing); + void drawGlasslikeNode(); + void drawGlasslikeFramedNode(); + void drawAllfacesNode(); + void drawTorchlikeNode(); + void drawSignlikeNode(); + void drawPlantlikeNode(); + void drawFirelikeNode(); + void drawFencelikeNode(); + void drawRaillikeNode(); + void drawNodeboxNode(); + void drawMeshNode(); + +// common + void errorUnknownDrawtype(); + void drawNode(); + +public: + MapblockMeshGenerator(MeshMakeData *input, MeshCollector *output); + void generate(); +}; + +#endif diff --git a/src/mapblock_mesh.cpp b/src/mapblock_mesh.cpp index 2520b5459..f76033ea8 100644 --- a/src/mapblock_mesh.cpp +++ b/src/mapblock_mesh.cpp @@ -1108,7 +1108,10 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset): - whatever */ - mapblock_mesh_generate_special(data, collector); + { + MapblockMeshGenerator generator(data, &collector); + generator.generate(); + } /* Convert MeshCollector to SMesh diff --git a/src/nodedef.h b/src/nodedef.h index 6275b41ce..4a9908ecc 100644 --- a/src/nodedef.h +++ b/src/nodedef.h @@ -166,6 +166,19 @@ enum NodeDrawType NDT_MESH, // Uses static meshes }; +// Mesh options for NDT_PLANTLIKE with CPT2_MESHOPTIONS +static const u8 MO_MASK_STYLE = 0x07; +static const u8 MO_BIT_RANDOM_OFFSET = 0x08; +static const u8 MO_BIT_SCALE_SQRT2 = 0x10; +static const u8 MO_BIT_RANDOM_OFFSET_Y = 0x20; +enum PlantlikeStyle { + PLANT_STYLE_CROSS, + PLANT_STYLE_CROSS2, + PLANT_STYLE_STAR, + PLANT_STYLE_HASH, + PLANT_STYLE_HASH2, +}; + /* Stand-alone definition of a TileSpec (basically a server-side TileSpec) */ @@ -364,6 +377,11 @@ struct ContentFeatures return (liquid_alternative_flowing == f.liquid_alternative_flowing); } + int getGroup(const std::string &group) const + { + return itemgroup_get(groups, group); + } + #ifndef SERVER void fillTileAttribs(ITextureSource *tsrc, TileSpec *tile, TileDef *tiledef, u32 shader_id, bool use_normal_texture, bool backface_culling, diff --git a/src/util/directiontables.h b/src/util/directiontables.h index 0dd3aab09..3cfe0fb3e 100644 --- a/src/util/directiontables.h +++ b/src/util/directiontables.h @@ -30,5 +30,59 @@ extern const v3s16 g_26dirs[26]; // 26th is (0,0,0) extern const v3s16 g_27dirs[27]; -#endif +/// Direction in the 6D format. g_27dirs contains corresponding vectors. +/// Here P means Positive, N stands for Negative. +enum Direction6D { +// 0 + D6D_ZP, + D6D_YP, + D6D_XP, + D6D_ZN, + D6D_YN, + D6D_XN, +// 6 + D6D_XN_YP, + D6D_XP_YP, + D6D_YP_ZP, + D6D_YP_ZN, + D6D_XN_ZP, + D6D_XP_ZP, + D6D_XN_ZN, + D6D_XP_ZN, + D6D_XN_YN, + D6D_XP_YN, + D6D_YN_ZP, + D6D_YN_ZN, +// 18 + D6D_XN_YP_ZP, + D6D_XP_YP_ZP, + D6D_XN_YP_ZN, + D6D_XP_YP_ZN, + D6D_XN_YN_ZP, + D6D_XP_YN_ZP, + D6D_XN_YN_ZN, + D6D_XP_YN_ZN, +// 26 + D6D, + +// aliases + D6D_BACK = D6D_ZP, + D6D_TOP = D6D_YP, + D6D_RIGHT = D6D_XP, + D6D_FRONT = D6D_ZN, + D6D_BOTTOM = D6D_YN, + D6D_LEFT = D6D_XN, +}; +/// Direction in the wallmounted format. +/// P is Positive, N is Negative. +enum DirectionWallmounted { + DWM_YP, + DWM_YN, + DWM_XP, + DWM_XN, + DWM_ZP, + DWM_ZN, +}; + +#endif -- cgit v1.2.3 From 072bbba69aa2528c309b76aaec288bdba52e119c Mon Sep 17 00:00:00 2001 From: Loïc Blot Date: Wed, 22 Mar 2017 21:41:02 +0100 Subject: Some performance optimizations (#5424) * Some performance optimizations This is globally removing some memory useless copy * use a const ref return on std::string Settings::get to prevent data copy on getters which doesn't need to copy it * pass some stack created strings to static const as they are not modified anywhere * Camera: return nametags per const ref instead of a list pointer, we only need to read it * INodeDefManager: getAll should be a result ref writer instead of a return copy * INodeDefManager: getAlias should return a const std::string ref * Minimap: unroll a Scolor creation in blitMinimapPixersToImageRadar to prvent many variable construct/destruct which are unneeded (we rewrite the content in the loop) * CNodeDefManager::updateAliases: prevent a idef getall copy * Profiler: constness * rollback_interface: create real_name later, and use const ref * MapBlockMesh updateFastFaceRow: unroll TileSpec next_tile, which has a cost of 1.8% CPU due to variable allocation/destruction, * MapBlockMesh updateFastFaceRow: copy next_tile to tile only if it's a different tilespec * MapBlockMesh updateFastFaceRow: use memcpy to copy next_lights to lights to do it in a single cpu operation --- src/camera.h | 3 +-- src/client/clientlauncher.cpp | 2 +- src/client/tile.cpp | 12 +++++------ src/drawscene.cpp | 2 +- src/game.cpp | 2 +- src/itemdef.cpp | 7 +++---- src/itemdef.h | 8 ++++---- src/mapblock_mesh.cpp | 48 ++++++++++--------------------------------- src/minimap.cpp | 30 ++++++++++++++------------- src/nodedef.cpp | 9 ++++---- src/profiler.h | 33 +++++++++++++---------------- src/remoteplayer.cpp | 4 ++-- src/rollback_interface.cpp | 5 +++-- src/settings.cpp | 29 +------------------------- src/settings.h | 4 +--- src/sky.h | 15 ++++++++------ 16 files changed, 79 insertions(+), 134 deletions(-) (limited to 'src/mapblock_mesh.cpp') diff --git a/src/camera.h b/src/camera.h index b5be26718..f57efdf10 100644 --- a/src/camera.h +++ b/src/camera.h @@ -172,8 +172,7 @@ public: void removeNametag(Nametag *nametag); - std::list *getNametags() - { return &m_nametags; } + const std::list &getNametags() { return m_nametags; } void drawNametags(); diff --git a/src/client/clientlauncher.cpp b/src/client/clientlauncher.cpp index 2adac53c2..bdd16205f 100644 --- a/src/client/clientlauncher.cpp +++ b/src/client/clientlauncher.cpp @@ -530,7 +530,7 @@ bool ClientLauncher::create_engine_device() // Determine driver video::E_DRIVER_TYPE driverType = video::EDT_OPENGL; - std::string driverstring = g_settings->get("video_driver"); + const std::string &driverstring = g_settings->get("video_driver"); std::vector drivers = porting::getSupportedVideoDrivers(); u32 i; diff --git a/src/client/tile.cpp b/src/client/tile.cpp index 000c766d0..85d388d6e 100644 --- a/src/client/tile.cpp +++ b/src/client/tile.cpp @@ -134,9 +134,8 @@ std::string getTexturePath(const std::string &filename) /* Check from texture_path */ - std::string texture_path = g_settings->get("texture_path"); - if (texture_path != "") - { + const std::string &texture_path = g_settings->get("texture_path"); + if (texture_path != "") { std::string testpath = texture_path + DIR_DELIM + filename; // Check all filename extensions. Returns "" if not found. fullpath = getImagePath(testpath); @@ -1854,7 +1853,7 @@ bool TextureSource::generateImagePart(std::string part_of_name, for (u32 x = 0; x < dim.Width; x++) { video::SColor c = baseimg->getPixel(x, y); - c.color ^= mask; + c.color ^= mask; baseimg->setPixel(x, y, c); } } @@ -2266,7 +2265,8 @@ video::ITexture* TextureSource::getNormalTexture(const std::string &name) if (isKnownSourceImage("override_normal.png")) return getTexture("override_normal.png"); std::string fname_base = name; - std::string normal_ext = "_normal.png"; + static const char *normal_ext = "_normal.png"; + static const uint32_t normal_ext_size = strlen(normal_ext); size_t pos = fname_base.find("."); std::string fname_normal = fname_base.substr(0, pos) + normal_ext; if (isKnownSourceImage(fname_normal)) { @@ -2274,7 +2274,7 @@ video::ITexture* TextureSource::getNormalTexture(const std::string &name) size_t i = 0; while ((i = fname_base.find(".", i)) != std::string::npos) { fname_base.replace(i, 4, normal_ext); - i += normal_ext.length(); + i += normal_ext_size; } return getTexture(fname_base); } diff --git a/src/drawscene.cpp b/src/drawscene.cpp index 3a03743ee..663c8828c 100644 --- a/src/drawscene.cpp +++ b/src/drawscene.cpp @@ -494,7 +494,7 @@ void draw_scene(video::IVideoDriver *driver, scene::ISceneManager *smgr, catch(SettingNotFoundException) {} #endif - std::string draw_mode = g_settings->get("3d_mode"); + const std::string &draw_mode = g_settings->get("3d_mode"); smgr->drawAll(); diff --git a/src/game.cpp b/src/game.cpp index 5b49d34c0..9d52e4326 100644 --- a/src/game.cpp +++ b/src/game.cpp @@ -4094,7 +4094,7 @@ void Game::updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime, Drawing begins */ - video::SColor skycolor = sky->getSkyColor(); + const video::SColor &skycolor = sky->getSkyColor(); TimeTaker tt_draw("mainloop: draw"); driver->beginScene(true, true, skycolor); diff --git a/src/itemdef.cpp b/src/itemdef.cpp index f43e5c970..627ad1b6c 100644 --- a/src/itemdef.cpp +++ b/src/itemdef.cpp @@ -275,16 +275,16 @@ public: assert(i != m_item_definitions.end()); return *(i->second); } - virtual std::string getAlias(const std::string &name) const + virtual const std::string &getAlias(const std::string &name) const { StringMap::const_iterator it = m_aliases.find(name); if (it != m_aliases.end()) return it->second; return name; } - virtual std::set getAll() const + virtual void getAll(std::set &result) const { - std::set result; + result.clear(); for(std::map::const_iterator it = m_item_definitions.begin(); it != m_item_definitions.end(); ++it) { @@ -295,7 +295,6 @@ public: it != m_aliases.end(); ++it) { result.insert(it->first); } - return result; } virtual bool isKnown(const std::string &name_) const { diff --git a/src/itemdef.h b/src/itemdef.h index 2ade6116a..01ec4fa2f 100644 --- a/src/itemdef.h +++ b/src/itemdef.h @@ -100,9 +100,9 @@ public: // Get item definition virtual const ItemDefinition& get(const std::string &name) const=0; // Get alias definition - virtual std::string getAlias(const std::string &name) const=0; + virtual const std::string &getAlias(const std::string &name) const=0; // Get set of all defined item names and aliases - virtual std::set getAll() const=0; + virtual void getAll(std::set &result) const=0; // Check if item is known virtual bool isKnown(const std::string &name) const=0; #ifndef SERVER @@ -126,9 +126,9 @@ public: // Get item definition virtual const ItemDefinition& get(const std::string &name) const=0; // Get alias definition - virtual std::string getAlias(const std::string &name) const=0; + virtual const std::string &getAlias(const std::string &name) const=0; // Get set of all defined item names and aliases - virtual std::set getAll() const=0; + virtual void getAll(std::set &result) const=0; // Check if item is known virtual bool isKnown(const std::string &name) const=0; #ifndef SERVER diff --git a/src/mapblock_mesh.cpp b/src/mapblock_mesh.cpp index f76033ea8..eddb061b4 100644 --- a/src/mapblock_mesh.cpp +++ b/src/mapblock_mesh.cpp @@ -855,8 +855,9 @@ static void updateFastFaceRow( makes_face, p_corrected, face_dir_corrected, lights, tile); - for(u16 j=0; jadd("Meshgen: diff: next_makes_face != makes_face", - next_makes_face != makes_face ? 1 : 0); - g_profiler->add("Meshgen: diff: n_p_corr != p_corr + t_dir", - (next_p_corrected != p_corrected + translate_dir) ? 1 : 0); - g_profiler->add("Meshgen: diff: next_f_dir_corr != f_dir_corr", - next_face_dir_corrected != face_dir_corrected ? 1 : 0); - g_profiler->add("Meshgen: diff: next_lights[] != lights[]", - (next_lights[0] != lights[0] || - next_lights[0] != lights[0] || - next_lights[0] != lights[0] || - next_lights[0] != lights[0]) ? 1 : 0); - g_profiler->add("Meshgen: diff: !(next_tile == tile)", - !(next_tile == tile) ? 1 : 0); - }*/ } - /*g_profiler->add("Meshgen: Total faces checked", 1); - if(makes_face) - g_profiler->add("Meshgen: Total makes_face checked", 1);*/ - } else { - /*if(makes_face) - g_profiler->add("Meshgen: diff: last position", 1);*/ } - if(next_is_different) - { + if (next_is_different) { /* Create a face if there should be one */ - if(makes_face) - { + if (makes_face) { // Floating point conversion of the position vector v3f pf(p_corrected.X, p_corrected.Y, p_corrected.Z); // Center point of face (kind of) @@ -957,11 +933,9 @@ static void updateFastFaceRow( makes_face = next_makes_face; p_corrected = next_p_corrected; face_dir_corrected = next_face_dir_corrected; - lights[0] = next_lights[0]; - lights[1] = next_lights[1]; - lights[2] = next_lights[2]; - lights[3] = next_lights[3]; - tile = next_tile; + std::memcpy(lights, next_lights, ARRLEN(lights) * sizeof(u16)); + if (next_is_different) + tile = next_tile; p = p_next; } } diff --git a/src/minimap.cpp b/src/minimap.cpp index ee29c58ba..a7f4822c9 100644 --- a/src/minimap.cpp +++ b/src/minimap.cpp @@ -105,7 +105,7 @@ void MinimapUpdateThread::doUpdate() // Swap two values in the map using single lookup std::pair::iterator, bool> result = m_blocks_cache.insert(std::make_pair(update.pos, update.data)); - if (result.second == false) { + if (!result.second) { delete result.first->second; result.first->second = update.data; } @@ -322,13 +322,15 @@ void Minimap::setAngle(f32 angle) void Minimap::blitMinimapPixelsToImageRadar(video::IImage *map_image) { + video::SColor c(240, 0, 0, 0); for (s16 x = 0; x < data->map_size; x++) for (s16 z = 0; z < data->map_size; z++) { MinimapPixel *mmpixel = &data->minimap_scan[x + z * data->map_size]; - video::SColor c(240, 0, 0, 0); if (mmpixel->air_count > 0) c.setGreen(core::clamp(core::round32(32 + mmpixel->air_count * 8), 0, 255)); + else + c.setGreen(0); map_image->setPixel(x, data->map_size - z - 1, c); } @@ -337,21 +339,23 @@ void Minimap::blitMinimapPixelsToImageRadar(video::IImage *map_image) void Minimap::blitMinimapPixelsToImageSurface( video::IImage *map_image, video::IImage *heightmap_image) { + // This variable creation/destruction has a 1% cost on rendering minimap + video::SColor tilecolor; for (s16 x = 0; x < data->map_size; x++) for (s16 z = 0; z < data->map_size; z++) { MinimapPixel *mmpixel = &data->minimap_scan[x + z * data->map_size]; const ContentFeatures &f = m_ndef->get(mmpixel->n); const TileDef *tile = &f.tiledef[0]; + // Color of the 0th tile (mostly this is the topmost) - video::SColor tilecolor; if(tile->has_color) tilecolor = tile->color; else mmpixel->n.getColor(f, &tilecolor); + tilecolor.setRed(tilecolor.getRed() * f.minimap_color.getRed() / 255); - tilecolor.setGreen(tilecolor.getGreen() * f.minimap_color.getGreen() - / 255); + tilecolor.setGreen(tilecolor.getGreen() * f.minimap_color.getGreen() / 255); tilecolor.setBlue(tilecolor.getBlue() * f.minimap_color.getBlue() / 255); tilecolor.setAlpha(240); @@ -391,7 +395,7 @@ video::ITexture *Minimap::getMinimapTexture() if (minimap_mask) { for (s16 y = 0; y < MINIMAP_MAX_SY; y++) for (s16 x = 0; x < MINIMAP_MAX_SX; x++) { - video::SColor mask_col = minimap_mask->getPixel(x, y); + const video::SColor &mask_col = minimap_mask->getPixel(x, y); if (!mask_col.getAlpha()) minimap_image->setPixel(x, y, video::SColor(0,0,0,0)); } @@ -430,7 +434,7 @@ scene::SMeshBuffer *Minimap::getMinimapMeshBuffer() scene::SMeshBuffer *buf = new scene::SMeshBuffer(); buf->Vertices.set_used(4); buf->Indices.set_used(6); - video::SColor c(255, 255, 255, 255); + static const video::SColor c(255, 255, 255, 255); buf->Vertices[0] = video::S3DVertex(-1, -1, 0, 0, 0, 1, c, 0, 1); buf->Vertices[1] = video::S3DVertex(-1, 1, 0, 0, 0, 1, c, 0, 0); @@ -550,15 +554,13 @@ void Minimap::updateActiveMarkers() video::IImage *minimap_mask = data->minimap_shape_round ? data->minimap_mask_round : data->minimap_mask_square; - std::list *nametags = client->getCamera()->getNametags(); + const std::list &nametags = client->getCamera()->getNametags(); m_active_markers.clear(); - for (std::list::const_iterator - i = nametags->begin(); - i != nametags->end(); ++i) { - Nametag *nametag = *i; - v3s16 pos = floatToInt(nametag->parent_node->getPosition() + + for (std::list::const_iterator i = nametags.begin(); + i != nametags.end(); ++i) { + v3s16 pos = floatToInt((*i)->parent_node->getPosition() + intToFloat(client->getCamera()->getOffset(), BS), BS); pos -= data->pos - v3s16(data->map_size / 2, data->scan_height / 2, @@ -570,7 +572,7 @@ void Minimap::updateActiveMarkers() } pos.X = ((float)pos.X / data->map_size) * MINIMAP_MAX_SX; pos.Z = ((float)pos.Z / data->map_size) * MINIMAP_MAX_SY; - video::SColor mask_col = minimap_mask->getPixel(pos.X, pos.Z); + const video::SColor &mask_col = minimap_mask->getPixel(pos.X, pos.Z); if (!mask_col.getAlpha()) { continue; } diff --git a/src/nodedef.cpp b/src/nodedef.cpp index 3532eea1e..2745a45e8 100644 --- a/src/nodedef.cpp +++ b/src/nodedef.cpp @@ -1332,12 +1332,13 @@ void CNodeDefManager::removeNode(const std::string &name) void CNodeDefManager::updateAliases(IItemDefManager *idef) { - std::set all = idef->getAll(); + std::set all; + idef->getAll(all); m_name_id_mapping_with_aliases.clear(); - for (std::set::iterator + for (std::set::const_iterator i = all.begin(); i != all.end(); ++i) { - std::string name = *i; - std::string convert_to = idef->getAlias(name); + const std::string &name = *i; + const std::string &convert_to = idef->getAlias(name); content_t id; if (m_name_id_mapping.getId(convert_to, id)) { m_name_id_mapping_with_aliases.insert( diff --git a/src/profiler.h b/src/profiler.h index e8eac86b1..6da115972 100644 --- a/src/profiler.h +++ b/src/profiler.h @@ -119,39 +119,34 @@ public: u32 minindex, maxindex; paging(m_data.size(), page, pagecount, minindex, maxindex); - for(std::map::iterator - i = m_data.begin(); - i != m_data.end(); ++i) - { - if(maxindex == 0) + for (std::map::const_iterator i = m_data.begin(); + i != m_data.end(); ++i) { + if (maxindex == 0) break; maxindex--; - if(minindex != 0) - { + if (minindex != 0) { minindex--; continue; } - std::string name = i->first; int avgcount = 1; - std::map::iterator n = m_avgcounts.find(name); - if(n != m_avgcounts.end()){ + std::map::const_iterator n = m_avgcounts.find(i->first); + if (n != m_avgcounts.end()) { if(n->second >= 1) avgcount = n->second; } - o<<" "<first << ": "; s32 clampsize = 40; - s32 space = clampsize - name.size(); - for(s32 j=0; jfirst.size(); + for(s32 j = 0; j < space; j++) { + if (j % 2 == 0 && j < space - 1) + o << "-"; else - o<<" "; + o << " "; } - o<<(i->second / avgcount); - o<second / avgcount); + o << std::endl; } } diff --git a/src/remoteplayer.cpp b/src/remoteplayer.cpp index 0a4591410..c8e5b9132 100644 --- a/src/remoteplayer.cpp +++ b/src/remoteplayer.cpp @@ -141,7 +141,7 @@ void RemotePlayer::deSerialize(std::istream &is, const std::string &playername, m_dirty = true; //args.getS32("version"); // Version field value not used - std::string name = args.get("name"); + const std::string &name = args.get("name"); strlcpy(m_name, name.c_str(), PLAYERNAME_SIZE); if (sao) { @@ -167,7 +167,7 @@ void RemotePlayer::deSerialize(std::istream &is, const std::string &playername, } catch (SettingNotFoundException &e) {} try { - std::string extended_attributes = args.get("extended_attributes"); + const std::string &extended_attributes = args.get("extended_attributes"); Json::Reader reader; Json::Value attr_root; reader.parse(extended_attributes, attr_root); diff --git a/src/rollback_interface.cpp b/src/rollback_interface.cpp index 7345c4a7d..40a33a51d 100644 --- a/src/rollback_interface.cpp +++ b/src/rollback_interface.cpp @@ -190,7 +190,6 @@ bool RollbackAction::applyRevert(Map *map, InventoryManager *imgr, IGameDef *gam case TYPE_MODIFY_INVENTORY_STACK: { InventoryLocation loc; loc.deSerialize(inventory_location); - std::string real_name = gamedef->idef()->getAlias(inventory_stack.name); Inventory *inv = imgr->getInventory(loc); if (!inv) { infostream << "RollbackAction::applyRevert(): Could not get " @@ -211,10 +210,12 @@ bool RollbackAction::applyRevert(Map *map, InventoryManager *imgr, IGameDef *gam << inventory_location << std::endl; return false; } + // If item was added, take away item, otherwise add removed item if (inventory_add) { // Silently ignore different current item - if (list->getItem(inventory_index).name != real_name) + if (list->getItem(inventory_index).name != + gamedef->idef()->getAlias(inventory_stack.name)) return false; list->takeItem(inventory_index, inventory_stack.count); } else { diff --git a/src/settings.cpp b/src/settings.cpp index c4c3c9073..b4083264e 100644 --- a/src/settings.cpp +++ b/src/settings.cpp @@ -90,33 +90,6 @@ bool Settings::checkValueValid(const std::string &value) return true; } - -std::string Settings::sanitizeName(const std::string &name) -{ - std::string n = trim(name); - - for (const char *s = "=\"{}#"; *s; s++) - n.erase(std::remove(n.begin(), n.end(), *s), n.end()); - - return n; -} - - -std::string Settings::sanitizeValue(const std::string &value) -{ - std::string v(value); - size_t p = 0; - - if (v.substr(0, 3) == "\"\"\"") - v.erase(0, 3); - - while ((p = v.find("\n\"\"\"")) != std::string::npos) - v.erase(p, 4); - - return v; -} - - std::string Settings::getMultiline(std::istream &is, size_t *num_lines) { size_t lines = 1; @@ -398,7 +371,7 @@ Settings *Settings::getGroup(const std::string &name) const } -std::string Settings::get(const std::string &name) const +const std::string &Settings::get(const std::string &name) const { const SettingsEntry &entry = getEntry(name); if (entry.is_group) diff --git a/src/settings.h b/src/settings.h index b19733514..777d0eff5 100644 --- a/src/settings.h +++ b/src/settings.h @@ -129,8 +129,6 @@ public: static bool checkNameValid(const std::string &name); static bool checkValueValid(const std::string &value); - static std::string sanitizeName(const std::string &name); - static std::string sanitizeValue(const std::string &value); static std::string getMultiline(std::istream &is, size_t *num_lines=NULL); static void printEntry(std::ostream &os, const std::string &name, const SettingsEntry &entry, u32 tab_depth=0); @@ -141,7 +139,7 @@ public: const SettingsEntry &getEntry(const std::string &name) const; Settings *getGroup(const std::string &name) const; - std::string get(const std::string &name) const; + const std::string &get(const std::string &name) const; bool getBool(const std::string &name) const; u16 getU16(const std::string &name) const; s16 getS16(const std::string &name) const; diff --git a/src/sky.h b/src/sky.h index f19891773..17d6c5f73 100644 --- a/src/sky.h +++ b/src/sky.h @@ -56,18 +56,21 @@ public: void update(float m_time_of_day, float time_brightness, float direct_brightness, bool sunlight_seen, CameraMode cam_mode, float yaw, float pitch); - + float getBrightness(){ return m_brightness; } - video::SColor getBgColor(){ + const video::SColor &getBgColor() const + { return m_visible ? m_bgcolor : m_fallback_bg_color; } - video::SColor getSkyColor(){ + + const video::SColor &getSkyColor() const + { return m_visible ? m_skycolor : m_fallback_bg_color; } - - bool getCloudsVisible(){ return m_clouds_visible && m_visible; } - video::SColorf getCloudColor(){ return m_cloudcolor_f; } + + bool getCloudsVisible() { return m_clouds_visible && m_visible; } + const video::SColorf &getCloudColor() { return m_cloudcolor_f; } void setVisible(bool visible){ m_visible = visible; } void setFallbackBgColor(const video::SColor &fallback_bg_color){ -- cgit v1.2.3 From 04cc9de8f2fbcb11f133c88f02fc11504b3ea6f3 Mon Sep 17 00:00:00 2001 From: Perttu Ahola Date: Sat, 15 Apr 2017 10:55:52 +0300 Subject: MeshUpdateQueue: Add a MapBlock cache that minimizes the amount of MapBlock copying done in the main thread Cache size is configurable by the meshgen_block_cache_size (default 20 MB). New profiler stats: - MeshUpdateQueue MapBlock cache hit % - MeshUpdateQueue MapBlock cache size kB Removes one type of stutter that was seen on the client when received MapBlocks were being handled. (the "MeshMakeData::fill" stutter) Kind of related to at least #5239 Originally preceded by these commits, now includes them: - Move the mesh generator thread into src/mesh_generator_thread.{cpp,h} - mesh_generator_thread.cpp: Update code style - MeshUpdateThread: Modify interface to house a different implementation: Actual functionality will be changed by next commits. - MeshMakeData: Add fillBlockData() interface (so that caller can fill in stuff from eg. a MapBlock cache) --- build/android/jni/Android.mk | 1 + builtin/settingtypes.txt | 5 + minetest.conf.example | 6 + src/CMakeLists.txt | 1 + src/client.cpp | 178 ++--------------------- src/client.h | 83 +---------- src/defaultsettings.cpp | 1 + src/mapblock.h | 5 + src/mapblock_mesh.cpp | 54 +++---- src/mapblock_mesh.h | 6 + src/mesh_generator_thread.cpp | 329 ++++++++++++++++++++++++++++++++++++++++++ src/mesh_generator_thread.h | 135 +++++++++++++++++ 12 files changed, 526 insertions(+), 278 deletions(-) create mode 100644 src/mesh_generator_thread.cpp create mode 100644 src/mesh_generator_thread.h (limited to 'src/mapblock_mesh.cpp') diff --git a/build/android/jni/Android.mk b/build/android/jni/Android.mk index fd104db06..2929eaba1 100644 --- a/build/android/jni/Android.mk +++ b/build/android/jni/Android.mk @@ -185,6 +185,7 @@ LOCAL_SRC_FILES := \ jni/src/mapnode.cpp \ jni/src/mapsector.cpp \ jni/src/mesh.cpp \ + jni/src/mesh_generator_thread.cpp \ jni/src/metadata.cpp \ jni/src/mg_biome.cpp \ jni/src/mg_decoration.cpp \ diff --git a/builtin/settingtypes.txt b/builtin/settingtypes.txt index 2c74d6c44..5dc48c00e 100644 --- a/builtin/settingtypes.txt +++ b/builtin/settingtypes.txt @@ -551,6 +551,11 @@ enable_mesh_cache (Mesh cache) bool false # down the rate of mesh updates, thus reducing jitter on slower clients. mesh_generation_interval (Mapblock mesh generation delay) int 0 0 50 +# Size of the MapBlock cache of the mesh generator. Increasing this will +# increase the cache hit %, reducing the data being copied from the main +# thread, thus reducing jitter. +meshgen_block_cache_size (Mapblock mesh generator's MapBlock cache size MB) int 20 0 1000 + # Enables minimap. enable_minimap (Minimap) bool true diff --git a/minetest.conf.example b/minetest.conf.example index d147ebfac..9b50a775d 100644 --- a/minetest.conf.example +++ b/minetest.conf.example @@ -644,6 +644,12 @@ # type: int min: 0 max: 50 # mesh_generation_interval = 0 +# Size of the MapBlock cache of the mesh generator. Increasing this will +# increase the cache hit %, reducing the data being copied from the main +# thread, thus reducing jitter. +# type: int min: 0 max: 1000 +# meshgen_block_cache_size = 20 + # Enables minimap. # type: bool # enable_minimap = true diff --git a/src/CMakeLists.txt b/src/CMakeLists.txt index edb291545..37f72a44d 100644 --- a/src/CMakeLists.txt +++ b/src/CMakeLists.txt @@ -522,6 +522,7 @@ set(client_SRCS main.cpp mapblock_mesh.cpp mesh.cpp + mesh_generator_thread.cpp minimap.cpp particles.cpp shader.cpp diff --git a/src/client.cpp b/src/client.cpp index 5ca51bd9c..7b962cd94 100644 --- a/src/client.cpp +++ b/src/client.cpp @@ -50,147 +50,6 @@ with this program; if not, write to the Free Software Foundation, Inc., extern gui::IGUIEnvironment* guienv; -/* - QueuedMeshUpdate -*/ - -QueuedMeshUpdate::QueuedMeshUpdate(): - p(-1337,-1337,-1337), - data(NULL), - ack_block_to_server(false) -{ -} - -QueuedMeshUpdate::~QueuedMeshUpdate() -{ - if(data) - delete data; -} - -/* - MeshUpdateQueue -*/ - -MeshUpdateQueue::MeshUpdateQueue() -{ -} - -MeshUpdateQueue::~MeshUpdateQueue() -{ - MutexAutoLock lock(m_mutex); - - for(std::vector::iterator - i = m_queue.begin(); - i != m_queue.end(); ++i) - { - QueuedMeshUpdate *q = *i; - delete q; - } -} - -/* - peer_id=0 adds with nobody to send to -*/ -void MeshUpdateQueue::addBlock(v3s16 p, MeshMakeData *data, bool ack_block_to_server, bool urgent) -{ - DSTACK(FUNCTION_NAME); - - assert(data); // pre-condition - - MutexAutoLock lock(m_mutex); - - if(urgent) - m_urgents.insert(p); - - /* - Find if block is already in queue. - If it is, update the data and quit. - */ - for(std::vector::iterator - i = m_queue.begin(); - i != m_queue.end(); ++i) - { - QueuedMeshUpdate *q = *i; - if(q->p == p) - { - if(q->data) - delete q->data; - q->data = data; - if(ack_block_to_server) - q->ack_block_to_server = true; - return; - } - } - - /* - Add the block - */ - QueuedMeshUpdate *q = new QueuedMeshUpdate; - q->p = p; - q->data = data; - q->ack_block_to_server = ack_block_to_server; - m_queue.push_back(q); -} - -// Returned pointer must be deleted -// Returns NULL if queue is empty -QueuedMeshUpdate *MeshUpdateQueue::pop() -{ - MutexAutoLock lock(m_mutex); - - bool must_be_urgent = !m_urgents.empty(); - for(std::vector::iterator - i = m_queue.begin(); - i != m_queue.end(); ++i) - { - QueuedMeshUpdate *q = *i; - if(must_be_urgent && m_urgents.count(q->p) == 0) - continue; - m_queue.erase(i); - m_urgents.erase(q->p); - return q; - } - return NULL; -} - -/* - MeshUpdateThread -*/ - -MeshUpdateThread::MeshUpdateThread() : UpdateThread("Mesh") -{ - m_generation_interval = g_settings->getU16("mesh_generation_interval"); - m_generation_interval = rangelim(m_generation_interval, 0, 50); -} - -void MeshUpdateThread::enqueueUpdate(v3s16 p, MeshMakeData *data, - bool ack_block_to_server, bool urgent) -{ - m_queue_in.addBlock(p, data, ack_block_to_server, urgent); - deferUpdate(); -} - -void MeshUpdateThread::doUpdate() -{ - QueuedMeshUpdate *q; - while ((q = m_queue_in.pop())) { - if (m_generation_interval) - sleep_ms(m_generation_interval); - ScopeProfiler sp(g_profiler, "Client: Mesh making"); - - MapBlockMesh *mesh_new = new MapBlockMesh(q->data, m_camera_offset); - - MeshUpdateResult r; - r.p = q->p; - r.mesh = mesh_new; - r.ack_block_to_server = q->ack_block_to_server; - - m_queue_out.push_back(r); - - delete q; - } -} - /* Client */ @@ -220,7 +79,7 @@ Client::Client( m_nodedef(nodedef), m_sound(sound), m_event(event), - m_mesh_update_thread(), + m_mesh_update_thread(this), m_env( new ClientMap(this, control, device->getSceneManager()->getRootSceneNode(), @@ -269,12 +128,6 @@ Client::Client( m_minimap = new Minimap(device, this); m_cache_save_interval = g_settings->getU16("server_map_save_interval"); - m_cache_smooth_lighting = g_settings->getBool("smooth_lighting"); - m_cache_enable_shaders = g_settings->getBool("enable_shaders"); - m_cache_use_tangent_vertices = m_cache_enable_shaders && ( - g_settings->getBool("enable_bumpmapping") || - g_settings->getBool("enable_parallax_occlusion")); - m_modding_enabled = g_settings->getBool("enable_client_modding"); m_script = new ClientScripting(this); m_env.setScript(m_script); @@ -1605,6 +1458,11 @@ int Client::getCrackLevel() return m_crack_level; } +v3s16 Client::getCrackPos() +{ + return m_crack_pos; +} + void Client::setCrack(int level, v3s16 pos) { int old_crack_level = m_crack_level; @@ -1670,28 +1528,14 @@ void Client::typeChatMessage(const std::wstring &message) void Client::addUpdateMeshTask(v3s16 p, bool ack_to_server, bool urgent) { + // Check if the block exists to begin with. In the case when a non-existing + // neighbor is automatically added, it may not. In that case we don't want + // to tell the mesh update thread about it. MapBlock *b = m_env.getMap().getBlockNoCreateNoEx(p); - if(b == NULL) + if (b == NULL) return; - /* - Create a task to update the mesh of the block - */ - - MeshMakeData *data = new MeshMakeData(this, m_cache_enable_shaders, - m_cache_use_tangent_vertices); - - { - //TimeTaker timer("data fill"); - // Release: ~0ms - // Debug: 1-6ms, avg=2ms - data->fill(b); - data->setCrack(m_crack_level, m_crack_pos); - data->setSmoothLighting(m_cache_smooth_lighting); - } - - // Add task to queue - m_mesh_update_thread.enqueueUpdate(p, data, ack_to_server, urgent); + m_mesh_update_thread.updateBlock(&m_env.getMap(), p, ack_to_server, urgent); } void Client::addUpdateMeshTaskWithEdge(v3s16 blockpos, bool ack_to_server, bool urgent) diff --git a/src/client.h b/src/client.h index e565acd93..e7fcb597d 100644 --- a/src/client.h +++ b/src/client.h @@ -36,6 +36,7 @@ with this program; if not, write to the Free Software Foundation, Inc., #include "particles.h" #include "mapnode.h" #include "tileanimation.h" +#include "mesh_generator_thread.h" struct MeshMakeData; class MapBlockMesh; @@ -54,88 +55,12 @@ struct MinimapMapblock; class Camera; class NetworkPacket; -struct QueuedMeshUpdate -{ - v3s16 p; - MeshMakeData *data; - bool ack_block_to_server; - - QueuedMeshUpdate(); - ~QueuedMeshUpdate(); -}; - enum LocalClientState { LC_Created, LC_Init, LC_Ready }; -/* - A thread-safe queue of mesh update tasks -*/ -class MeshUpdateQueue -{ -public: - MeshUpdateQueue(); - - ~MeshUpdateQueue(); - - /* - peer_id=0 adds with nobody to send to - */ - void addBlock(v3s16 p, MeshMakeData *data, - bool ack_block_to_server, bool urgent); - - // Returned pointer must be deleted - // Returns NULL if queue is empty - QueuedMeshUpdate * pop(); - - u32 size() - { - MutexAutoLock lock(m_mutex); - return m_queue.size(); - } - -private: - std::vector m_queue; - std::set m_urgents; - Mutex m_mutex; -}; - -struct MeshUpdateResult -{ - v3s16 p; - MapBlockMesh *mesh; - bool ack_block_to_server; - - MeshUpdateResult(): - p(-1338,-1338,-1338), - mesh(NULL), - ack_block_to_server(false) - { - } -}; - -class MeshUpdateThread : public UpdateThread -{ -private: - MeshUpdateQueue m_queue_in; - int m_generation_interval; - -protected: - virtual void doUpdate(); - -public: - - MeshUpdateThread(); - - void enqueueUpdate(v3s16 p, MeshMakeData *data, - bool ack_block_to_server, bool urgent); - MutexedQueue m_queue_out; - - v3s16 m_camera_offset; -}; - enum ClientEventType { CE_NONE, @@ -471,6 +396,7 @@ public: float getAnimationTime(); int getCrackLevel(); + v3s16 getCrackPos(); void setCrack(int level, v3s16 pos); u16 getHP(); @@ -726,11 +652,6 @@ private: IntervalLimiter m_localdb_save_interval; u16 m_cache_save_interval; - // TODO: Add callback to update these when g_settings changes - bool m_cache_smooth_lighting; - bool m_cache_enable_shaders; - bool m_cache_use_tangent_vertices; - ClientScripting *m_script; bool m_modding_enabled; UNORDERED_MAP m_mod_storages; diff --git a/src/defaultsettings.cpp b/src/defaultsettings.cpp index c6ced5931..573b5e2d8 100644 --- a/src/defaultsettings.cpp +++ b/src/defaultsettings.cpp @@ -39,6 +39,7 @@ void set_default_settings(Settings *settings) settings->setDefault("sound_volume", "0.8"); settings->setDefault("enable_mesh_cache", "false"); settings->setDefault("mesh_generation_interval", "0"); + settings->setDefault("meshgen_block_cache_size", "20"); settings->setDefault("enable_vbo", "true"); settings->setDefault("free_move", "false"); settings->setDefault("fast_move", "false"); diff --git a/src/mapblock.h b/src/mapblock.h index 7ff613fe8..8816dc817 100644 --- a/src/mapblock.h +++ b/src/mapblock.h @@ -154,6 +154,11 @@ public: raiseModified(MOD_STATE_WRITE_NEEDED, MOD_REASON_REALLOCATE); } + MapNode* getData() + { + return data; + } + //// //// Modification tracking methods //// diff --git a/src/mapblock_mesh.cpp b/src/mapblock_mesh.cpp index eddb061b4..933dfc32a 100644 --- a/src/mapblock_mesh.cpp +++ b/src/mapblock_mesh.cpp @@ -48,49 +48,43 @@ MeshMakeData::MeshMakeData(Client *client, bool use_shaders, m_use_tangent_vertices(use_tangent_vertices) {} -void MeshMakeData::fill(MapBlock *block) +void MeshMakeData::fillBlockDataBegin(const v3s16 &blockpos) { - m_blockpos = block->getPos(); + m_blockpos = blockpos; v3s16 blockpos_nodes = m_blockpos*MAP_BLOCKSIZE; - /* - Copy data - */ - - // Allocate this block + neighbors m_vmanip.clear(); 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"); - // 0ms +void MeshMakeData::fillBlockData(const v3s16 &block_offset, MapNode *data) +{ + v3s16 data_size(MAP_BLOCKSIZE, MAP_BLOCKSIZE, MAP_BLOCKSIZE); + VoxelArea data_area(v3s16(0,0,0), data_size - v3s16(1,1,1)); - // Copy our data - block->copyTo(m_vmanip); - } - { - //TimeTaker timer("copy neighbor block data"); - // 0ms + v3s16 bp = m_blockpos + block_offset; + v3s16 blockpos_nodes = bp * MAP_BLOCKSIZE; + m_vmanip.copyFrom(data, data_area, v3s16(0,0,0), blockpos_nodes, data_size); +} + +void MeshMakeData::fill(MapBlock *block) +{ + fillBlockDataBegin(block->getPos()); - /* - Copy neighbors. This is lightning fast. - Copying only the borders would be *very* slow. - */ + fillBlockData(v3s16(0,0,0), block->getData()); - // Get map - Map *map = block->getParent(); + // Get map for reading neigbhor blocks + Map *map = block->getParent(); - for(u16 i=0; i<26; i++) - { - const v3s16 &dir = g_26dirs[i]; - v3s16 bp = m_blockpos + dir; - MapBlock *b = map->getBlockNoCreateNoEx(bp); - if(b) - b->copyTo(m_vmanip); - } + for (u16 i=0; i<26; i++) { + const v3s16 &dir = g_26dirs[i]; + v3s16 bp = m_blockpos + dir; + MapBlock *b = map->getBlockNoCreateNoEx(bp); + if(b) + fillBlockData(dir, b->getData()); } } diff --git a/src/mapblock_mesh.h b/src/mapblock_mesh.h index 916703f3e..25c699e1c 100644 --- a/src/mapblock_mesh.h +++ b/src/mapblock_mesh.h @@ -52,6 +52,12 @@ struct MeshMakeData MeshMakeData(Client *client, bool use_shaders, bool use_tangent_vertices = false); + /* + Copy block data manually (to allow optimizations by the caller) + */ + void fillBlockDataBegin(const v3s16 &blockpos); + void fillBlockData(const v3s16 &block_offset, MapNode *data); + /* Copy central data directly from block, and other data from parent of block. diff --git a/src/mesh_generator_thread.cpp b/src/mesh_generator_thread.cpp new file mode 100644 index 000000000..126bf6327 --- /dev/null +++ b/src/mesh_generator_thread.cpp @@ -0,0 +1,329 @@ +/* +Minetest +Copyright (C) 2013, 2017 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 +the Free Software Foundation; either version 2.1 of the License, or +(at your option) any later version. + +This program is distributed in the hope that it will be useful, +but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +GNU Lesser General Public License for more details. + +You should have received a copy of the GNU Lesser General Public License along +with this program; if not, write to the Free Software Foundation, Inc., +51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. +*/ + +#include "mesh_generator_thread.h" +#include "settings.h" +#include "profiler.h" +#include "client.h" +#include "mapblock.h" +#include "map.h" + +/* + CachedMapBlockData +*/ + +CachedMapBlockData::CachedMapBlockData(): + p(-1337,-1337,-1337), + data(NULL), + refcount_from_queue(0), + last_used_timestamp(time(0)) +{ +} + +CachedMapBlockData::~CachedMapBlockData() +{ + assert(refcount_from_queue == 0); + + if (data) + delete[] data; +} + +/* + QueuedMeshUpdate +*/ + +QueuedMeshUpdate::QueuedMeshUpdate(): + p(-1337,-1337,-1337), + ack_block_to_server(false), + urgent(false), + crack_level(-1), + crack_pos(0,0,0), + data(NULL) +{ +} + +QueuedMeshUpdate::~QueuedMeshUpdate() +{ + if (data) + delete data; +} + +/* + MeshUpdateQueue +*/ + +MeshUpdateQueue::MeshUpdateQueue(Client *client): + m_client(client) +{ + m_cache_enable_shaders = g_settings->getBool("enable_shaders"); + m_cache_use_tangent_vertices = m_cache_enable_shaders && ( + g_settings->getBool("enable_bumpmapping") || + g_settings->getBool("enable_parallax_occlusion")); + m_cache_smooth_lighting = g_settings->getBool("smooth_lighting"); + m_meshgen_block_cache_size = g_settings->getS32("meshgen_block_cache_size"); +} + +MeshUpdateQueue::~MeshUpdateQueue() +{ + MutexAutoLock lock(m_mutex); + + for (std::vector::iterator i = m_queue.begin(); + i != m_queue.end(); ++i) { + QueuedMeshUpdate *q = *i; + delete q; + } +} + +void MeshUpdateQueue::addBlock(Map *map, v3s16 p, bool ack_block_to_server, bool urgent) +{ + DSTACK(FUNCTION_NAME); + + MutexAutoLock lock(m_mutex); + + cleanupCache(); + + /* + Cache the block data (force-update the center block, don't update the + neighbors but get them if they aren't already cached) + */ + std::vector cached_blocks; + size_t cache_hit_counter = 0; + cached_blocks.reserve(3*3*3); + v3s16 dp; + for (dp.X = -1; dp.X <= 1; dp.X++) + for (dp.Y = -1; dp.Y <= 1; dp.Y++) + for (dp.Z = -1; dp.Z <= 1; dp.Z++) { + v3s16 p1 = p + dp; + CachedMapBlockData *cached_block; + if (dp == v3s16(0, 0, 0)) + cached_block = cacheBlock(map, p1, FORCE_UPDATE); + else + cached_block = cacheBlock(map, p1, SKIP_UPDATE_IF_ALREADY_CACHED, + &cache_hit_counter); + cached_blocks.push_back(cached_block); + } + g_profiler->avg("MeshUpdateQueue MapBlock cache hit %", + 100.0f * cache_hit_counter / cached_blocks.size()); + + /* + Mark the block as urgent if requested + */ + if (urgent) + m_urgents.insert(p); + + /* + Find if block is already in queue. + If it is, update the data and quit. + */ + for (std::vector::iterator i = m_queue.begin(); + i != m_queue.end(); ++i) { + QueuedMeshUpdate *q = *i; + if (q->p == p) { + // NOTE: We are not adding a new position to the queue, thus + // refcount_from_queue stays the same. + if(ack_block_to_server) + q->ack_block_to_server = true; + q->crack_level = m_client->getCrackLevel(); + q->crack_pos = m_client->getCrackPos(); + return; + } + } + + /* + Add the block + */ + QueuedMeshUpdate *q = new QueuedMeshUpdate; + q->p = p; + q->ack_block_to_server = ack_block_to_server; + q->crack_level = m_client->getCrackLevel(); + q->crack_pos = m_client->getCrackPos(); + m_queue.push_back(q); + + // This queue entry is a new reference to the cached blocks + for (size_t i=0; irefcount_from_queue++; + } +} + +// Returned pointer must be deleted +// Returns NULL if queue is empty +QueuedMeshUpdate *MeshUpdateQueue::pop() +{ + MutexAutoLock lock(m_mutex); + + bool must_be_urgent = !m_urgents.empty(); + for (std::vector::iterator i = m_queue.begin(); + i != m_queue.end(); ++i) { + QueuedMeshUpdate *q = *i; + if(must_be_urgent && m_urgents.count(q->p) == 0) + continue; + m_queue.erase(i); + m_urgents.erase(q->p); + fillDataFromMapBlockCache(q); + return q; + } + return NULL; +} + +CachedMapBlockData* MeshUpdateQueue::cacheBlock(Map *map, v3s16 p, UpdateMode mode, + size_t *cache_hit_counter) +{ + std::map::iterator it = + m_cache.find(p); + if (it != m_cache.end()) { + // Already in cache + CachedMapBlockData *cached_block = it->second; + if (mode == SKIP_UPDATE_IF_ALREADY_CACHED) { + if (cache_hit_counter) + (*cache_hit_counter)++; + return cached_block; + } + MapBlock *b = map->getBlockNoCreateNoEx(p); + if (b) { + if (cached_block->data == NULL) + cached_block->data = + new MapNode[MAP_BLOCKSIZE * MAP_BLOCKSIZE * MAP_BLOCKSIZE]; + memcpy(cached_block->data, b->getData(), + MAP_BLOCKSIZE * MAP_BLOCKSIZE * MAP_BLOCKSIZE * sizeof(MapNode)); + } else { + delete[] cached_block->data; + cached_block->data = NULL; + } + return cached_block; + } else { + // Not yet in cache + CachedMapBlockData *cached_block = new CachedMapBlockData(); + m_cache[p] = cached_block; + MapBlock *b = map->getBlockNoCreateNoEx(p); + if (b) { + cached_block->data = + new MapNode[MAP_BLOCKSIZE * MAP_BLOCKSIZE * MAP_BLOCKSIZE]; + memcpy(cached_block->data, b->getData(), + MAP_BLOCKSIZE * MAP_BLOCKSIZE * MAP_BLOCKSIZE * sizeof(MapNode)); + } + return cached_block; + } +} + +CachedMapBlockData* MeshUpdateQueue::getCachedBlock(const v3s16 &p) +{ + std::map::iterator it = m_cache.find(p); + if (it != m_cache.end()) { + return it->second; + } + return NULL; +} + +void MeshUpdateQueue::fillDataFromMapBlockCache(QueuedMeshUpdate *q) +{ + MeshMakeData *data = new MeshMakeData(m_client, m_cache_enable_shaders, + m_cache_use_tangent_vertices); + q->data = data; + + data->fillBlockDataBegin(q->p); + + int t_now = time(0); + + // Collect data for 3*3*3 blocks from cache + v3s16 dp; + for (dp.X = -1; dp.X <= 1; dp.X++) + for (dp.Y = -1; dp.Y <= 1; dp.Y++) + for (dp.Z = -1; dp.Z <= 1; dp.Z++) { + v3s16 p = q->p + dp; + CachedMapBlockData *cached_block = getCachedBlock(p); + if (cached_block) { + cached_block->refcount_from_queue--; + cached_block->last_used_timestamp = t_now; + if (cached_block->data) + data->fillBlockData(dp, cached_block->data); + } + } + + data->setCrack(q->crack_level, q->crack_pos); + data->setSmoothLighting(m_cache_smooth_lighting); +} + +void MeshUpdateQueue::cleanupCache() +{ + const int mapblock_kB = MAP_BLOCKSIZE * MAP_BLOCKSIZE * MAP_BLOCKSIZE * + sizeof(MapNode) / 1000; + g_profiler->avg("MeshUpdateQueue MapBlock cache size kB", + mapblock_kB * m_cache.size()); + + // The cache size is kept roughly below cache_soft_max_size, not letting + // anything get older than cache_seconds_max or deleted before 2 seconds. + const int cache_seconds_max = 10; + const int cache_soft_max_size = m_meshgen_block_cache_size * 1000 / mapblock_kB; + int cache_seconds = MYMAX(2, cache_seconds_max - + m_cache.size() / (cache_soft_max_size / cache_seconds_max)); + + int t_now = time(0); + + for (std::map::iterator it = m_cache.begin(); + it != m_cache.end(); ) { + CachedMapBlockData *cached_block = it->second; + if (cached_block->refcount_from_queue == 0 && + cached_block->last_used_timestamp < t_now - cache_seconds) { + m_cache.erase(it++); + } else { + ++it; + } + } +} + +/* + MeshUpdateThread +*/ + +MeshUpdateThread::MeshUpdateThread(Client *client): + UpdateThread("Mesh"), + m_queue_in(client) +{ + m_generation_interval = g_settings->getU16("mesh_generation_interval"); + m_generation_interval = rangelim(m_generation_interval, 0, 50); +} + +void MeshUpdateThread::updateBlock(Map *map, v3s16 p, bool ack_block_to_server, + bool urgent) +{ + // Allow the MeshUpdateQueue to do whatever it wants + m_queue_in.addBlock(map, p, ack_block_to_server, urgent); + deferUpdate(); +} + +void MeshUpdateThread::doUpdate() +{ + QueuedMeshUpdate *q; + while ((q = m_queue_in.pop())) { + if (m_generation_interval) + sleep_ms(m_generation_interval); + ScopeProfiler sp(g_profiler, "Client: Mesh making"); + + MapBlockMesh *mesh_new = new MapBlockMesh(q->data, m_camera_offset); + + MeshUpdateResult r; + r.p = q->p; + r.mesh = mesh_new; + r.ack_block_to_server = q->ack_block_to_server; + + m_queue_out.push_back(r); + + delete q; + } +} diff --git a/src/mesh_generator_thread.h b/src/mesh_generator_thread.h new file mode 100644 index 000000000..e74861862 --- /dev/null +++ b/src/mesh_generator_thread.h @@ -0,0 +1,135 @@ +/* +Minetest +Copyright (C) 2013, 2017 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 +the Free Software Foundation; either version 2.1 of the License, or +(at your option) any later version. + +This program is distributed in the hope that it will be useful, +but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +GNU Lesser General Public License for more details. + +You should have received a copy of the GNU Lesser General Public License along +with this program; if not, write to the Free Software Foundation, Inc., +51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. +*/ + +#ifndef MESH_GENERATOR_THREAD_HEADER +#define MESH_GENERATOR_THREAD_HEADER + +#include "mapblock_mesh.h" +#include "threading/mutex_auto_lock.h" +#include "util/thread.h" + +struct CachedMapBlockData +{ + v3s16 p; + MapNode *data; // A copy of the MapBlock's data member + int refcount_from_queue; + int last_used_timestamp; + + CachedMapBlockData(); + ~CachedMapBlockData(); +}; + +struct QueuedMeshUpdate +{ + v3s16 p; + bool ack_block_to_server; + bool urgent; + int crack_level; + v3s16 crack_pos; + MeshMakeData *data; // This is generated in MeshUpdateQueue::pop() + + QueuedMeshUpdate(); + ~QueuedMeshUpdate(); +}; + +/* + A thread-safe queue of mesh update tasks and a cache of MapBlock data +*/ +class MeshUpdateQueue +{ + enum UpdateMode { + FORCE_UPDATE, + SKIP_UPDATE_IF_ALREADY_CACHED, + }; +public: + MeshUpdateQueue(Client *client); + + ~MeshUpdateQueue(); + + // Caches the block at p and its neighbors (if needed) and queues a mesh + // update for the block at p + void addBlock(Map *map, v3s16 p, bool ack_block_to_server, bool urgent); + + // Returned pointer must be deleted + // Returns NULL if queue is empty + QueuedMeshUpdate * pop(); + + u32 size() + { + MutexAutoLock lock(m_mutex); + return m_queue.size(); + } + +private: + Client *m_client; + std::vector m_queue; + std::set m_urgents; + std::map m_cache; + Mutex m_mutex; + + // TODO: Add callback to update these when g_settings changes + bool m_cache_enable_shaders; + bool m_cache_use_tangent_vertices; + bool m_cache_smooth_lighting; + int m_meshgen_block_cache_size; + + CachedMapBlockData* cacheBlock(Map *map, v3s16 p, UpdateMode mode, + size_t *cache_hit_counter=NULL); + CachedMapBlockData* getCachedBlock(const v3s16 &p); + void fillDataFromMapBlockCache(QueuedMeshUpdate *q); + void cleanupCache(); +}; + +struct MeshUpdateResult +{ + v3s16 p; + MapBlockMesh *mesh; + bool ack_block_to_server; + + MeshUpdateResult(): + p(-1338,-1338,-1338), + mesh(NULL), + ack_block_to_server(false) + { + } +}; + +class MeshUpdateThread : public UpdateThread +{ +public: + MeshUpdateThread(Client *client); + + // Caches the block at p and its neighbors (if needed) and queues a mesh + // update for the block at p + void updateBlock(Map *map, v3s16 p, bool ack_block_to_server, bool urgent); + + v3s16 m_camera_offset; + MutexedQueue m_queue_out; + +private: + MeshUpdateQueue m_queue_in; + + // TODO: Add callback to update these when g_settings changes + int m_generation_interval; + +protected: + virtual void doUpdate(); +}; + +#endif -- cgit v1.2.3 From 1ffb180868ffcec6812cd3aac8f56ffefb91c8bc Mon Sep 17 00:00:00 2001 From: Dániel Juhász Date: Fri, 21 Apr 2017 15:34:59 +0200 Subject: Soft node overlay (#5186) This commit adds node overlays, which are tiles that are drawn on top of other tiles. --- doc/lua_api.txt | 6 + src/client.cpp | 16 +- src/client/tile.h | 96 +++++--- src/clientmap.cpp | 56 +++-- src/content_mapblock.cpp | 61 ++--- src/content_mapblock.h | 4 +- src/hud.cpp | 5 +- src/mapblock_mesh.cpp | 525 ++++++++++++++++++++++++---------------- src/mapblock_mesh.h | 57 +++-- src/mesh.cpp | 80 +++--- src/mesh.h | 7 +- src/network/networkprotocol.h | 4 +- src/nodedef.cpp | 36 ++- src/nodedef.h | 4 +- src/particles.cpp | 2 +- src/script/common/c_content.cpp | 28 +++ src/wieldmesh.cpp | 188 +++++++------- src/wieldmesh.h | 55 ++++- 18 files changed, 763 insertions(+), 467 deletions(-) (limited to 'src/mapblock_mesh.cpp') diff --git a/doc/lua_api.txt b/doc/lua_api.txt index 16e662e0c..4e328ac76 100644 --- a/doc/lua_api.txt +++ b/doc/lua_api.txt @@ -3908,6 +3908,12 @@ Definition tables tiles = {tile definition 1, def2, def3, def4, def5, def6}, --[[ ^ Textures of node; +Y, -Y, +X, -X, +Z, -Z (old field name: tile_images) ^ List can be shortened to needed length ]] + overlay_tiles = {tile definition 1, def2, def3, def4, def5, def6}, --[[ + ^ Same as `tiles`, but these textures are drawn on top of the + ^ base tiles. You can use this to colorize only specific parts of + ^ your texture. If the texture name is an empty string, that + ^ overlay is not drawn. Since such tiles are drawn twice, it + ^ is not recommended to use overlays on very common nodes. special_tiles = {tile definition 1, Tile definition 2}, --[[ ^ Special textures of node; used rarely (old field name: special_materials) ^ List can be shortened to needed length ]] diff --git a/src/client.cpp b/src/client.cpp index 3cea4fbf4..ce42d025e 100644 --- a/src/client.cpp +++ b/src/client.cpp @@ -487,13 +487,17 @@ void Client::step(float dtime) minimap_mapblock = r.mesh->moveMinimapMapblock(); if (minimap_mapblock == NULL) do_mapper_update = false; - } - if (r.mesh && r.mesh->getMesh()->getMeshBufferCount() == 0) { - delete r.mesh; - } else { - // Replace with the new mesh - block->mesh = r.mesh; + bool is_empty = true; + for (int l = 0; l < MAX_TILE_LAYERS; l++) + if (r.mesh->getMesh(l)->getMeshBufferCount() != 0) + is_empty = false; + + if (is_empty) + delete r.mesh; + else + // Replace with the new mesh + block->mesh = r.mesh; } } else { delete r.mesh; diff --git a/src/client/tile.h b/src/client/tile.h index ef01d2a1f..c6ebee006 100644 --- a/src/client/tile.h +++ b/src/client/tile.h @@ -194,19 +194,22 @@ struct FrameSpec video::ITexture *flags_texture; }; -struct TileSpec +#define MAX_TILE_LAYERS 2 + +//! Defines a layer of a tile. +struct TileLayer { - TileSpec(): + TileLayer(): texture(NULL), texture_id(0), color(), material_type(TILE_MATERIAL_BASIC), material_flags( //0 // <- DEBUG, Use the one below - MATERIAL_FLAG_BACKFACE_CULLING + MATERIAL_FLAG_BACKFACE_CULLING | + MATERIAL_FLAG_TILEABLE_HORIZONTAL| + MATERIAL_FLAG_TILEABLE_VERTICAL ), - rotation(0), - emissive_light(0), shader_id(0), normal_texture(NULL), flags_texture(NULL), @@ -217,49 +220,41 @@ struct TileSpec } /*! - * Two tiles are equal if they can be appended to - * the same mesh buffer. + * Two layers are equal if they can be merged. */ - bool operator==(const TileSpec &other) const + bool operator==(const TileLayer &other) const { - return ( + return texture_id == other.texture_id && material_type == other.material_type && material_flags == other.material_flags && - rotation == other.rotation - ); + color == other.color; } /*! - * Two tiles are not equal if they must be in different mesh buffers. + * Two tiles are not equal if they must have different vertices. */ - bool operator!=(const TileSpec &other) const + bool operator!=(const TileLayer &other) const { return !(*this == other); } - + // Sets everything else except the texture in the material void applyMaterialOptions(video::SMaterial &material) const { switch (material_type) { case TILE_MATERIAL_BASIC: + case TILE_MATERIAL_WAVING_LEAVES: + case TILE_MATERIAL_WAVING_PLANTS: material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF; break; case TILE_MATERIAL_ALPHA: - material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL; - break; case TILE_MATERIAL_LIQUID_TRANSPARENT: material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL; break; case TILE_MATERIAL_LIQUID_OPAQUE: material.MaterialType = video::EMT_SOLID; break; - case TILE_MATERIAL_WAVING_LEAVES: - material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF; - break; - case TILE_MATERIAL_WAVING_PLANTS: - material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF; - break; } material.BackfaceCulling = (material_flags & MATERIAL_FLAG_BACKFACE_CULLING) ? true : false; @@ -285,26 +280,26 @@ struct TileSpec } } - // ordered for performance! please do not reorder unless you pahole it first. + bool isTileable() const + { + return (material_flags & MATERIAL_FLAG_TILEABLE_HORIZONTAL) + && (material_flags & MATERIAL_FLAG_TILEABLE_VERTICAL); + } + video::ITexture *texture; u32 texture_id; - // The color of the tile, or if the tile does not own - // a color then the color of the node owning this tile. + /*! + * The color of the tile, or if the tile does not own + * a color then the color of the node owning this tile. + */ video::SColor color; // Material parameters u8 material_type; u8 material_flags; - - u8 rotation; - //! This much light does the tile emit. - u8 emissive_light; - u32 shader_id; - video::ITexture *normal_texture; - // cacheline (64) - video::ITexture *flags_texture; + // Animation parameters u16 animation_frame_length_ms; u8 animation_frame_count; @@ -313,4 +308,39 @@ struct TileSpec std::vector frames; }; + +/*! + * Defines a face of a node. May have up to two layers. + */ +struct TileSpec +{ + TileSpec(): + rotation(0), + emissive_light(0) + { + for (int layer = 0; layer < MAX_TILE_LAYERS; layer++) + layers[layer] = TileLayer(); + } + + /*! + * Returns true if this tile can be merged with the other tile. + */ + bool isTileable(const TileSpec &other) const { + for (int layer = 0; layer < MAX_TILE_LAYERS; layer++) { + if (layers[layer] != other.layers[layer]) + return false; + if (!layers[layer].isTileable()) + return false; + } + return rotation == 0 + && rotation == other.rotation + && emissive_light == other.emissive_light; + } + + u8 rotation; + //! This much light does the tile emit. + u8 emissive_light; + //! The first is base texture, the second is overlay. + TileLayer layers[MAX_TILE_LAYERS]; +}; #endif diff --git a/src/clientmap.cpp b/src/clientmap.cpp index 4cae03bf2..6cd24ffc6 100644 --- a/src/clientmap.cpp +++ b/src/clientmap.cpp @@ -290,6 +290,11 @@ void ClientMap::updateDrawList(video::IVideoDriver* driver) struct MeshBufList { + /*! + * Specifies in which layer the list is. + * All lists which are in a lower layer are rendered before this list. + */ + u8 layer; video::SMaterial m; std::vector bufs; }; @@ -303,7 +308,7 @@ struct MeshBufListList lists.clear(); } - void add(scene::IMeshBuffer *buf) + void add(scene::IMeshBuffer *buf, u8 layer) { const video::SMaterial &m = buf->getMaterial(); for(std::vector::iterator i = lists.begin(); @@ -315,12 +320,16 @@ struct MeshBufListList if (l.m.TextureLayer[0].Texture != m.TextureLayer[0].Texture) continue; + if(l.layer != layer) + continue; + if (l.m == m) { l.bufs.push_back(buf); return; } } MeshBufList l; + l.layer = layer; l.m = m; l.bufs.push_back(buf); lists.push_back(l); @@ -434,29 +443,34 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass) MapBlockMesh *mapBlockMesh = block->mesh; assert(mapBlockMesh); - scene::IMesh *mesh = mapBlockMesh->getMesh(); - assert(mesh); + for (int layer = 0; layer < MAX_TILE_LAYERS; layer++) { + scene::IMesh *mesh = mapBlockMesh->getMesh(layer); + assert(mesh); - u32 c = mesh->getMeshBufferCount(); - for (u32 i = 0; i < c; i++) - { - scene::IMeshBuffer *buf = mesh->getMeshBuffer(i); + u32 c = mesh->getMeshBufferCount(); + for (u32 i = 0; i < c; i++) { + scene::IMeshBuffer *buf = mesh->getMeshBuffer(i); - video::SMaterial& material = buf->getMaterial(); - video::IMaterialRenderer* rnd = + video::SMaterial& material = buf->getMaterial(); + video::IMaterialRenderer* rnd = driver->getMaterialRenderer(material.MaterialType); - bool transparent = (rnd && rnd->isTransparent()); - if (transparent == is_transparent_pass) { - if (buf->getVertexCount() == 0) - errorstream << "Block [" << analyze_block(block) - << "] contains an empty meshbuf" << std::endl; - - material.setFlag(video::EMF_TRILINEAR_FILTER, m_cache_trilinear_filter); - material.setFlag(video::EMF_BILINEAR_FILTER, m_cache_bilinear_filter); - material.setFlag(video::EMF_ANISOTROPIC_FILTER, m_cache_anistropic_filter); - material.setFlag(video::EMF_WIREFRAME, m_control.show_wireframe); - - drawbufs.add(buf); + bool transparent = (rnd && rnd->isTransparent()); + if (transparent == is_transparent_pass) { + if (buf->getVertexCount() == 0) + errorstream << "Block [" << analyze_block(block) + << "] contains an empty meshbuf" << std::endl; + + material.setFlag(video::EMF_TRILINEAR_FILTER, + m_cache_trilinear_filter); + material.setFlag(video::EMF_BILINEAR_FILTER, + m_cache_bilinear_filter); + material.setFlag(video::EMF_ANISOTROPIC_FILTER, + m_cache_anistropic_filter); + material.setFlag(video::EMF_WIREFRAME, + m_control.show_wireframe); + + drawbufs.add(buf, layer); + } } } } diff --git a/src/content_mapblock.cpp b/src/content_mapblock.cpp index 153dacf42..9f4223bac 100644 --- a/src/content_mapblock.cpp +++ b/src/content_mapblock.cpp @@ -78,17 +78,19 @@ void MapblockMeshGenerator::useTile(int index, bool disable_backface_culling) { tile = getNodeTileN(n, p, index, data); if (!data->m_smooth_lighting) - color = encode_light_and_color(light, tile.color, f->light_source); - if (disable_backface_culling) - tile.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING; - tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY; + color = encode_light(light, f->light_source); + for (int layer = 0; layer < MAX_TILE_LAYERS; layer++) { + tile.layers[layer].material_flags |= MATERIAL_FLAG_CRACK_OVERLAY; + if (disable_backface_culling) + tile.layers[layer].material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING; + } } void MapblockMeshGenerator::useDefaultTile(bool set_color) { tile = getNodeTile(n, p, v3s16(0, 0, 0), data); if (set_color && !data->m_smooth_lighting) - color = encode_light_and_color(light, tile.color, f->light_source); + color = encode_light(light, f->light_source); } TileSpec MapblockMeshGenerator::getTile(const v3s16& direction) @@ -106,7 +108,7 @@ void MapblockMeshGenerator::drawQuad(v3f *coords, const v3s16 &normal) vertices[j].Pos = coords[j] + origin; vertices[j].Normal = normal2; if (data->m_smooth_lighting) - vertices[j].Color = blendLight(coords[j], tile.color); + vertices[j].Color = blendLight(coords[j]); else vertices[j].Color = color; if (shade_face) @@ -137,8 +139,7 @@ void MapblockMeshGenerator::drawCuboid(const aabb3f &box, video::SColor colors[6]; if (!data->m_smooth_lighting) { for (int face = 0; face != 6; ++face) { - int tileindex = MYMIN(face, tilecount - 1); - colors[face] = encode_light_and_color(light, tiles[tileindex].color, f->light_source); + colors[face] = encode_light(light, f->light_source); } if (!f->light_source) { applyFacesShading(colors[0], v3f(0, 1, 0)); @@ -240,9 +241,8 @@ void MapblockMeshGenerator::drawCuboid(const aabb3f &box, if (data->m_smooth_lighting) { for (int j = 0; j < 24; ++j) { - int tileindex = MYMIN(j / 4, tilecount - 1); - vertices[j].Color = encode_light_and_color(lights[light_indices[j]], - tiles[tileindex].color, f->light_source); + vertices[j].Color = encode_light(lights[light_indices[j]], + f->light_source); if (!f->light_source) applyFacesShading(vertices[j].Color, vertices[j].Normal); } @@ -289,17 +289,16 @@ u16 MapblockMeshGenerator::blendLight(const v3f &vertex_pos) // Calculates vertex color to be used in mapblock mesh // vertex_pos - vertex position in the node (coordinates are clamped to [0.0, 1.0] or so) // tile_color - node's tile color -video::SColor MapblockMeshGenerator::blendLight(const v3f &vertex_pos, - video::SColor tile_color) +video::SColor MapblockMeshGenerator::blendLightColor(const v3f &vertex_pos) { u16 light = blendLight(vertex_pos); - return encode_light_and_color(light, tile_color, f->light_source); + return encode_light(light, f->light_source); } -video::SColor MapblockMeshGenerator::blendLight(const v3f &vertex_pos, - const v3f &vertex_normal, video::SColor tile_color) +video::SColor MapblockMeshGenerator::blendLightColor(const v3f &vertex_pos, + const v3f &vertex_normal) { - video::SColor color = blendLight(vertex_pos, tile_color); + video::SColor color = blendLight(vertex_pos); if (!f->light_source) applyFacesShading(color, vertex_normal); return color; @@ -367,8 +366,13 @@ static TileSpec getSpecialTile(const ContentFeatures &f, const MapNode &n, u8 i) { TileSpec copy = f.special_tiles[i]; - if (!copy.has_color) - n.getColor(f, ©.color); + for (int layernum = 0; layernum < MAX_TILE_LAYERS; layernum++) { + TileLayer *layer = ©.layers[layernum]; + if (layer->texture_id == 0) + continue; + if (!layer->has_color) + n.getColor(f, &(layer->color)); + } return copy; } @@ -395,8 +399,8 @@ void MapblockMeshGenerator::prepareLiquidNodeDrawing(bool flowing) light = getInteriorLight(ntop, 0, nodedef); } - color_liquid_top = encode_light_and_color(light, tile_liquid_top.color, f->light_source); - color = encode_light_and_color(light, tile_liquid.color, f->light_source); + color_liquid_top = encode_light(light, f->light_source); + color = encode_light(light, f->light_source); } void MapblockMeshGenerator::getLiquidNeighborhood(bool flowing) @@ -547,7 +551,7 @@ void MapblockMeshGenerator::drawLiquidSides(bool flowing) else pos.Y = !top_is_same_liquid ? corner_levels[base.Z][base.X] : 0.5 * BS; if (data->m_smooth_lighting) - color = blendLight(pos, tile_liquid.color); + color = blendLightColor(pos); pos += origin; vertices[j] = video::S3DVertex(pos.X, pos.Y, pos.Z, 0, 0, 0, color, vertex.u, vertex.v); }; @@ -574,7 +578,7 @@ void MapblockMeshGenerator::drawLiquidTop(bool flowing) int w = corner_resolve[i][1]; vertices[i].Pos.Y += corner_levels[w][u]; if (data->m_smooth_lighting) - vertices[i].Color = blendLight(vertices[i].Pos, tile_liquid_top.color); + vertices[i].Color = blendLightColor(vertices[i].Pos); vertices[i].Pos += origin; } @@ -659,7 +663,9 @@ void MapblockMeshGenerator::drawGlasslikeFramedNode() tiles[face] = getTile(g_6dirs[face]); TileSpec glass_tiles[6]; - if (tiles[0].texture && tiles[3].texture && tiles[4].texture) { + if (tiles[1].layers[0].texture && + tiles[2].layers[0].texture && + tiles[3].layers[0].texture) { glass_tiles[0] = tiles[4]; glass_tiles[1] = tiles[0]; glass_tiles[2] = tiles[4]; @@ -763,7 +769,7 @@ void MapblockMeshGenerator::drawGlasslikeFramedNode() // Optionally render internal liquid level defined by param2 // Liquid is textured with 1 tile defined in nodedef 'special_tiles' if (param2 > 0 && f->param_type_2 == CPT2_GLASSLIKE_LIQUID_LEVEL && - f->special_tiles[0].texture) { + f->special_tiles[0].layers[0].texture) { // Internal liquid level has param2 range 0 .. 63, // convert it to -0.5 .. 0.5 float vlev = (param2 / 63.0) * 2.0 - 1.0; @@ -998,7 +1004,8 @@ void MapblockMeshGenerator::drawFencelikeNode() { useDefaultTile(false); TileSpec tile_nocrack = tile; - tile_nocrack.material_flags &= ~MATERIAL_FLAG_CRACK; + for (int layer = 0; layer < MAX_TILE_LAYERS; layer++) + tile_nocrack.layers[layer].material_flags &= ~MATERIAL_FLAG_CRACK; // Put wood the right way around in the posts TileSpec tile_rot = tile; @@ -1253,7 +1260,7 @@ void MapblockMeshGenerator::drawMeshNode() // vertex right here. for (int k = 0; k < vertex_count; k++) { video::S3DVertex &vertex = vertices[k]; - vertex.Color = blendLight(vertex.Pos, vertex.Normal, tile.color); + vertex.Color = blendLightColor(vertex.Pos, vertex.Normal); vertex.Pos += origin; } collector->append(tile, vertices, vertex_count, diff --git a/src/content_mapblock.h b/src/content_mapblock.h index c8425024f..6866a4498 100644 --- a/src/content_mapblock.h +++ b/src/content_mapblock.h @@ -60,8 +60,8 @@ public: // lighting void getSmoothLightFrame(); u16 blendLight(const v3f &vertex_pos); - video::SColor blendLight(const v3f &vertex_pos, video::SColor tile_color); - video::SColor blendLight(const v3f &vertex_pos, const v3f &vertex_normal, video::SColor tile_color); + video::SColor blendLightColor(const v3f &vertex_pos); + video::SColor blendLightColor(const v3f &vertex_pos, const v3f &vertex_normal); void useTile(int index, bool disable_backface_culling); void useDefaultTile(bool set_color = true); diff --git a/src/hud.cpp b/src/hud.cpp index f558acf1e..c482912e9 100644 --- a/src/hud.cpp +++ b/src/hud.cpp @@ -687,8 +687,9 @@ void drawItemStack(video::IVideoDriver *driver, assert(buf->getHardwareMappingHint_Vertex() == scene::EHM_NEVER); video::SColor c = basecolor; if (imesh->buffer_colors.size() > j) { - std::pair p = imesh->buffer_colors[j]; - c = p.first ? p.second : basecolor; + ItemPartColor *p = &imesh->buffer_colors[j]; + if (p->override_base) + c = p->color; } colorizeMeshBuffer(buf, &c); video::SMaterial &material = buf->getMaterial(); diff --git a/src/mapblock_mesh.cpp b/src/mapblock_mesh.cpp index 933dfc32a..0bba644e6 100644 --- a/src/mapblock_mesh.cpp +++ b/src/mapblock_mesh.cpp @@ -323,7 +323,7 @@ void final_color_blend(video::SColor *result, video::SColorf dayLight; get_sunlight_color(&dayLight, daynight_ratio); final_color_blend(result, - encode_light_and_color(light, video::SColor(0xFFFFFFFF), 0), dayLight); + encode_light(light, 0), dayLight); } void final_color_blend(video::SColor *result, @@ -422,12 +422,19 @@ static void getNodeVertexDirs(v3s16 dir, v3s16 *vertex_dirs) struct FastFace { - TileSpec tile; + TileLayer layer; video::S3DVertex vertices[4]; // Precalculated vertices + /*! + * The face is divided into two triangles. If this is true, + * vertices 0 and 2 are connected, othervise vertices 1 and 3 + * are connected. + */ + bool vertex_0_2_connected; + u8 layernum; }; static void makeFastFace(TileSpec tile, u16 li0, u16 li1, u16 li2, u16 li3, - v3f p, v3s16 dir, v3f scale, std::vector &dest) + v3f p, v3s16 dir, v3f scale, std::vector &dest) { // Position is at the center of the cube. v3f pos = p * BS; @@ -577,27 +584,50 @@ static void makeFastFace(TileSpec tile, u16 li0, u16 li1, u16 li2, u16 li3, v3f normal(dir.X, dir.Y, dir.Z); - dest.push_back(FastFace()); + u16 li[4] = { li0, li1, li2, li3 }; + u16 day[4]; + u16 night[4]; - FastFace& face = *dest.rbegin(); + for (u8 i = 0; i < 4; i++) { + day[i] = li[i] >> 8; + night[i] = li[i] & 0xFF; + } + + bool vertex_0_2_connected = abs(day[0] - day[2]) + abs(night[0] - night[2]) + < abs(day[1] - day[3]) + abs(night[1] - night[3]); - u16 li[4] = { li0, li1, li2, li3 }; v2f32 f[4] = { core::vector2d(x0 + w * abs_scale, y0 + h), core::vector2d(x0, y0 + h), core::vector2d(x0, y0), core::vector2d(x0 + w * abs_scale, y0) }; - for (u8 i = 0; i < 4; i++) { - video::SColor c = encode_light_and_color(li[i], tile.color, - tile.emissive_light); - if (!tile.emissive_light) - applyFacesShading(c, normal); + for (int layernum = 0; layernum < MAX_TILE_LAYERS; layernum++) { + TileLayer *layer = &tile.layers[layernum]; + if (layer->texture_id == 0) + continue; - face.vertices[i] = video::S3DVertex(vertex_pos[i], normal, c, f[i]); - } + dest.push_back(FastFace()); + FastFace& face = *dest.rbegin(); + + for (u8 i = 0; i < 4; i++) { + video::SColor c = encode_light(li[i], tile.emissive_light); + if (!tile.emissive_light) + applyFacesShading(c, normal); - face.tile = tile; + face.vertices[i] = video::S3DVertex(vertex_pos[i], normal, c, f[i]); + } + + /* + Revert triangles for nicer looking gradient if the + brightness of vertices 1 and 3 differ less than + the brightness of vertices 0 and 2. + */ + face.vertex_0_2_connected = vertex_0_2_connected; + + face.layer = *layer; + face.layernum = layernum; + } } /* @@ -663,13 +693,20 @@ TileSpec getNodeTileN(MapNode mn, v3s16 p, u8 tileindex, MeshMakeData *data) { INodeDefManager *ndef = data->m_client->ndef(); const ContentFeatures &f = ndef->get(mn); - TileSpec spec = f.tiles[tileindex]; - if (!spec.has_color) - mn.getColor(f, &spec.color); + TileSpec tile = f.tiles[tileindex]; + TileLayer *top_layer = NULL; + for (int layernum = 0; layernum < MAX_TILE_LAYERS; layernum++) { + TileLayer *layer = &tile.layers[layernum]; + if (layer->texture_id == 0) + continue; + top_layer = layer; + if (!layer->has_color) + mn.getColor(f, &(layer->color)); + } // Apply temporary crack if (p == data->m_crack_pos_relative) - spec.material_flags |= MATERIAL_FLAG_CRACK; - return spec; + top_layer->material_flags |= MATERIAL_FLAG_CRACK; + return tile; } /* @@ -732,10 +769,9 @@ TileSpec getNodeTile(MapNode mn, v3s16 p, v3s16 dir, MeshMakeData *data) }; 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_client->tsrc()->getTexture(spec.texture_id); - return spec; + TileSpec tile = getNodeTileN(mn, p, dir_to_tile[tile_index], data); + tile.rotation = dir_to_tile[tile_index + 1]; + return tile; } static void getTileInfo( @@ -800,7 +836,9 @@ static void getTileInfo( // eg. water and glass if (equivalent) - tile.material_flags |= MATERIAL_FLAG_BACKFACE_CULLING; + for (int layernum = 0; layernum < MAX_TILE_LAYERS; layernum++) + tile.layers[layernum].material_flags |= + MATERIAL_FLAG_BACKFACE_CULLING; if (data->m_smooth_lighting == false) { @@ -880,12 +918,7 @@ static void updateFastFaceRow( && next_lights[1] == lights[1] && next_lights[2] == lights[2] && next_lights[3] == lights[3] - && next_tile == tile - && tile.rotation == 0 - && (tile.material_flags & MATERIAL_FLAG_TILEABLE_HORIZONTAL) - && (tile.material_flags & MATERIAL_FLAG_TILEABLE_VERTICAL) - && tile.color == next_tile.color - && tile.emissive_light == next_tile.emissive_light) { + && next_tile.isTileable(tile)) { next_is_different = false; continuous_tiles_count++; } @@ -988,7 +1021,6 @@ static void updateAllFastFaceRows(MeshMakeData *data, */ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset): - m_mesh(new scene::SMesh()), m_minimap_mapblock(NULL), m_client(data->m_client), m_driver(m_client->tsrc()->getDevice()->getVideoDriver()), @@ -1000,6 +1032,8 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset): m_last_daynight_ratio((u32) -1), m_daynight_diffs() { + for (int m = 0; m < MAX_TILE_LAYERS; m++) + m_mesh[m] = new scene::SMesh(); m_enable_shaders = data->m_use_shaders; m_use_tangent_vertices = data->m_use_tangent_vertices; m_enable_vbo = g_settings->getBool("enable_vbo"); @@ -1048,23 +1082,14 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset): const u16 indices[] = {0,1,2,2,3,0}; const u16 indices_alternate[] = {0,1,3,2,3,1}; - if(f.tile.texture == NULL) + if (f.layer.texture == NULL) continue; - const u16 *indices_p = indices; + const u16 *indices_p = + f.vertex_0_2_connected ? indices : indices_alternate; - /* - Revert triangles for nicer looking gradient if the - brightness of vertices 1 and 3 differ less than - the brightness of vertices 0 and 2. - */ - if (fabs(f.vertices[0].Color.getLuminance() - - f.vertices[2].Color.getLuminance()) - > fabs(f.vertices[1].Color.getLuminance() - - f.vertices[3].Color.getLuminance())) - indices_p = indices_alternate; - - collector.append(f.tile, f.vertices, 4, indices_p, 6); + collector.append(f.layer, f.vertices, 4, indices_p, 6, + f.layernum); } } @@ -1081,146 +1106,151 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset): generator.generate(); } + collector.applyTileColors(); + /* Convert MeshCollector to SMesh */ - for(u32 i = 0; i < collector.prebuffers.size(); i++) - { - PreMeshBuffer &p = collector.prebuffers[i]; - - // Generate animation data - // - Cracks - if(p.tile.material_flags & MATERIAL_FLAG_CRACK) + for (int layer = 0; layer < MAX_TILE_LAYERS; layer++) { + for(u32 i = 0; i < collector.prebuffers[layer].size(); i++) { - // Find the texture name plus ^[crack:N: - std::ostringstream os(std::ios::binary); - 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 = m_tsrc->getTextureForMesh( - os.str()+"0", - &p.tile.texture_id); - } - // - Texture animation - if (p.tile.material_flags & MATERIAL_FLAG_ANIMATION) { - // Add to MapBlockMesh in order to animate these tiles - m_animation_tiles[i] = p.tile; - m_animation_frames[i] = 0; - if(g_settings->getBool("desynchronize_mapblock_texture_animation")){ - // Get starting position from noise - m_animation_frame_offsets[i] = 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[i] = 0; - } - // Replace tile texture with the first animation frame - FrameSpec animation_frame = p.tile.frames[0]; - p.tile.texture = animation_frame.texture; - } + PreMeshBuffer &p = collector.prebuffers[layer][i]; - if (!m_enable_shaders) { - // Extract colors for day-night animation - // Dummy sunlight to handle non-sunlit areas - video::SColorf sunlight; - get_sunlight_color(&sunlight, 0); - u32 vertex_count = - m_use_tangent_vertices ? - p.tangent_vertices.size() : p.vertices.size(); - for (u32 j = 0; j < vertex_count; j++) { - video::SColor *vc; - if (m_use_tangent_vertices) { - vc = &p.tangent_vertices[j].Color; + // Generate animation data + // - Cracks + if(p.layer.material_flags & MATERIAL_FLAG_CRACK) + { + // Find the texture name plus ^[crack:N: + std::ostringstream os(std::ios::binary); + os<getTextureName(p.layer.texture_id)<<"^[crack"; + if(p.layer.material_flags & MATERIAL_FLAG_CRACK_OVERLAY) + os<<"o"; // use ^[cracko + os<<":"<<(u32)p.layer.animation_frame_count<<":"; + m_crack_materials.insert(std::make_pair(std::pair(layer, i), os.str())); + // Replace tile texture with the cracked one + p.layer.texture = m_tsrc->getTextureForMesh( + os.str()+"0", + &p.layer.texture_id); + } + // - Texture animation + if (p.layer.material_flags & MATERIAL_FLAG_ANIMATION) { + // Add to MapBlockMesh in order to animate these tiles + m_animation_tiles[std::pair(layer, i)] = p.layer; + m_animation_frames[std::pair(layer, i)] = 0; + if(g_settings->getBool("desynchronize_mapblock_texture_animation")){ + // Get starting position from noise + m_animation_frame_offsets[std::pair(layer, i)] = 100000 * (2.0 + noise3d( + data->m_blockpos.X, data->m_blockpos.Y, + data->m_blockpos.Z, 0)); } else { - vc = &p.vertices[j].Color; + // Play all synchronized + m_animation_frame_offsets[std::pair(layer, i)] = 0; } - 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[i][j] = copy; - - // The sunlight ratio has been stored, - // delete alpha (for the final rendering). - vc->setAlpha(255); + // Replace tile texture with the first animation frame + FrameSpec animation_frame = p.layer.frames[0]; + p.layer.texture = animation_frame.texture; } - } - // Create material - video::SMaterial material; - material.setFlag(video::EMF_LIGHTING, false); - material.setFlag(video::EMF_BACK_FACE_CULLING, true); - material.setFlag(video::EMF_BILINEAR_FILTER, false); - material.setFlag(video::EMF_FOG_ENABLE, true); - material.setTexture(0, p.tile.texture); + if (!m_enable_shaders) { + // Extract colors for day-night animation + // Dummy sunlight to handle non-sunlit areas + video::SColorf sunlight; + get_sunlight_color(&sunlight, 0); + u32 vertex_count = + m_use_tangent_vertices ? + p.tangent_vertices.size() : p.vertices.size(); + for (u32 j = 0; j < vertex_count; j++) { + video::SColor *vc; + if (m_use_tangent_vertices) { + vc = &p.tangent_vertices[j].Color; + } else { + 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(layer, i)][j] = copy; + + // The sunlight ratio has been stored, + // delete alpha (for the final rendering). + vc->setAlpha(255); + } + } - if (m_enable_shaders) { - 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); + // Create material + video::SMaterial material; + material.setFlag(video::EMF_LIGHTING, false); + material.setFlag(video::EMF_BACK_FACE_CULLING, true); + material.setFlag(video::EMF_BILINEAR_FILTER, false); + material.setFlag(video::EMF_FOG_ENABLE, true); + material.setTexture(0, p.layer.texture); + + if (m_enable_shaders) { + material.MaterialType = m_shdrsrc->getShaderInfo(p.layer.shader_id).material; + p.layer.applyMaterialOptionsWithShaders(material); + if (p.layer.normal_texture) { + material.setTexture(1, p.layer.normal_texture); + } + material.setTexture(2, p.layer.flags_texture); + } else { + p.layer.applyMaterialOptions(material); + } + + scene::SMesh *mesh = (scene::SMesh *)m_mesh[layer]; + + // Create meshbuffer, add to mesh + if (m_use_tangent_vertices) { + scene::SMeshBufferTangents *buf = new scene::SMeshBufferTangents(); + // Set material + buf->Material = material; + // Add to mesh + mesh->addMeshBuffer(buf); + // Mesh grabbed it + buf->drop(); + buf->append(&p.tangent_vertices[0], p.tangent_vertices.size(), + &p.indices[0], p.indices.size()); + } else { + scene::SMeshBuffer *buf = new scene::SMeshBuffer(); + // Set material + buf->Material = material; + // Add to mesh + mesh->addMeshBuffer(buf); + // Mesh grabbed it + buf->drop(); + buf->append(&p.vertices[0], p.vertices.size(), + &p.indices[0], p.indices.size()); } - material.setTexture(2, p.tile.flags_texture); - } else { - p.tile.applyMaterialOptions(material); } - scene::SMesh *mesh = (scene::SMesh *)m_mesh; - // Create meshbuffer, add to mesh + /* + Do some stuff to the mesh + */ + m_camera_offset = camera_offset; + translateMesh(m_mesh[layer], + intToFloat(data->m_blockpos * MAP_BLOCKSIZE - camera_offset, BS)); + if (m_use_tangent_vertices) { - scene::SMeshBufferTangents *buf = new scene::SMeshBufferTangents(); - // Set material - buf->Material = material; - // Add to mesh - mesh->addMeshBuffer(buf); - // Mesh grabbed it - buf->drop(); - buf->append(&p.tangent_vertices[0], p.tangent_vertices.size(), - &p.indices[0], p.indices.size()); - } else { - scene::SMeshBuffer *buf = new scene::SMeshBuffer(); - // Set material - buf->Material = material; - // Add to mesh - mesh->addMeshBuffer(buf); - // Mesh grabbed it - buf->drop(); - buf->append(&p.vertices[0], p.vertices.size(), - &p.indices[0], p.indices.size()); + scene::IMeshManipulator* meshmanip = + m_client->getSceneManager()->getMeshManipulator(); + meshmanip->recalculateTangents(m_mesh[layer], true, false, false); } - } - - /* - Do some stuff to the mesh - */ - m_camera_offset = camera_offset; - translateMesh(m_mesh, - intToFloat(data->m_blockpos * MAP_BLOCKSIZE - camera_offset, BS)); - if (m_use_tangent_vertices) { - scene::IMeshManipulator* meshmanip = - m_client->getSceneManager()->getMeshManipulator(); - meshmanip->recalculateTangents(m_mesh, true, false, false); - } - - if (m_mesh) - { + if (m_mesh[layer]) + { #if 0 - // Usually 1-700 faces and 1-7 materials - std::cout<<"Updated MapBlock has "<getMeshBufferCount() - <<" materials (meshbuffers)"<getMeshBufferCount() + <<" materials (meshbuffers)"<setHardwareMappingHint(scene::EHM_STATIC); + // Use VBO for mesh (this just would set this for ever buffer) + if (m_enable_vbo) { + m_mesh[layer]->setHardwareMappingHint(scene::EHM_STATIC); + } } } @@ -1235,14 +1265,15 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset): MapBlockMesh::~MapBlockMesh() { - if (m_enable_vbo && m_mesh) { - for (u32 i = 0; i < m_mesh->getMeshBufferCount(); i++) { - scene::IMeshBuffer *buf = m_mesh->getMeshBuffer(i); - m_driver->removeHardwareBuffer(buf); - } + for (int m = 0; m < MAX_TILE_LAYERS; m++) { + if (m_enable_vbo && m_mesh[m]) + for (u32 i = 0; i < m_mesh[m]->getMeshBufferCount(); i++) { + scene::IMeshBuffer *buf = m_mesh[m]->getMeshBuffer(i); + m_driver->removeHardwareBuffer(buf); + } + m_mesh[m]->drop(); + m_mesh[m] = NULL; } - m_mesh->drop(); - m_mesh = NULL; delete m_minimap_mapblock; } @@ -1259,9 +1290,10 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat // Cracks if(crack != m_last_crack) { - for (UNORDERED_MAP::iterator i = m_crack_materials.begin(); - i != m_crack_materials.end(); ++i) { - scene::IMeshBuffer *buf = m_mesh->getMeshBuffer(i->first); + for (std::map, std::string>::iterator i = + m_crack_materials.begin(); i != m_crack_materials.end(); ++i) { + scene::IMeshBuffer *buf = m_mesh[i->first.first]-> + getMeshBuffer(i->first.second); std::string basename = i->second; // Create new texture name from original @@ -1274,10 +1306,10 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat // If the current material is also animated, // update animation info - UNORDERED_MAP::iterator anim_iter = - m_animation_tiles.find(i->first); + std::map, TileLayer>::iterator anim_iter = + m_animation_tiles.find(i->first); if (anim_iter != m_animation_tiles.end()){ - TileSpec &tile = anim_iter->second; + TileLayer &tile = anim_iter->second; tile.texture = new_texture; tile.texture_id = new_texture_id; // force animation update @@ -1289,9 +1321,9 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat } // Texture animation - for (UNORDERED_MAP::iterator i = m_animation_tiles.begin(); - i != m_animation_tiles.end(); ++i) { - const TileSpec &tile = i->second; + for (std::map, TileLayer>::iterator i = + m_animation_tiles.begin(); i != m_animation_tiles.end(); ++i) { + const TileLayer &tile = i->second; // Figure out current frame int frameoffset = m_animation_frame_offsets[i->first]; int frame = (int)(time * 1000 / tile.animation_frame_length_ms @@ -1302,7 +1334,8 @@ 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); + scene::IMeshBuffer *buf = m_mesh[i->first.first]-> + getMeshBuffer(i->first.second); FrameSpec animation_frame = tile.frames[frame]; buf->getMaterial().setTexture(0, animation_frame.texture); @@ -1318,22 +1351,24 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat if(!m_enable_shaders && (daynight_ratio != m_last_daynight_ratio)) { // Force reload mesh to VBO - if (m_enable_vbo) { - m_mesh->setDirty(); - } + if (m_enable_vbo) + for (int m = 0; m < MAX_TILE_LAYERS; m++) + m_mesh[m]->setDirty(); video::SColorf day_color; get_sunlight_color(&day_color, daynight_ratio); - for(std::map >::iterator + for(std::map, std::map >::iterator i = m_daynight_diffs.begin(); i != m_daynight_diffs.end(); ++i) { - scene::IMeshBuffer *buf = m_mesh->getMeshBuffer(i->first); + scene::IMeshBuffer *buf = m_mesh[i->first.first]-> + getMeshBuffer(i->first.second); video::S3DVertex *vertices = (video::S3DVertex *)buf->getVertices(); for(std::map::iterator j = i->second.begin(); j != i->second.end(); ++j) { - final_color_blend(&(vertices[j->first].Color), j->second, day_color); + final_color_blend(&(vertices[j->first].Color), + j->second, day_color); } } m_last_daynight_ratio = daynight_ratio; @@ -1345,9 +1380,12 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat void MapBlockMesh::updateCameraOffset(v3s16 camera_offset) { if (camera_offset != m_camera_offset) { - translateMesh(m_mesh, intToFloat(m_camera_offset-camera_offset, BS)); - if (m_enable_vbo) { - m_mesh->setDirty(); + for (u8 layer = 0; layer < 2; layer++) { + translateMesh(m_mesh[layer], + intToFloat(m_camera_offset - camera_offset, BS)); + if (m_enable_vbo) { + m_mesh[layer]->setDirty(); + } } m_camera_offset = camera_offset; } @@ -1360,16 +1398,30 @@ void MapBlockMesh::updateCameraOffset(v3s16 camera_offset) void MeshCollector::append(const TileSpec &tile, const video::S3DVertex *vertices, u32 numVertices, const u16 *indices, u32 numIndices) +{ + for (int layernum = 0; layernum < MAX_TILE_LAYERS; layernum++) { + const TileLayer *layer = &tile.layers[layernum]; + if (layer->texture_id == 0) + continue; + append(*layer, vertices, numVertices, indices, numIndices, + layernum); + } +} + +void MeshCollector::append(const TileLayer &layer, + const video::S3DVertex *vertices, u32 numVertices, + const u16 *indices, u32 numIndices, u8 layernum) { if (numIndices > 65535) { dstream<<"FIXME: MeshCollector::append() called with numIndices="< *buffers = &prebuffers[layernum]; PreMeshBuffer *p = NULL; - for (u32 i = 0; i < prebuffers.size(); i++) { - PreMeshBuffer &pp = prebuffers[i]; - if (pp.tile != tile) + for (u32 i = 0; i < buffers->size(); i++) { + PreMeshBuffer &pp = (*buffers)[i]; + if (pp.layer != layer) continue; if (pp.indices.size() + numIndices > 65535) continue; @@ -1380,9 +1432,9 @@ void MeshCollector::append(const TileSpec &tile, if (p == NULL) { PreMeshBuffer pp; - pp.tile = tile; - prebuffers.push_back(pp); - p = &prebuffers[prebuffers.size() - 1]; + pp.layer = layer; + buffers->push_back(pp); + p = &(*buffers)[buffers->size() - 1]; } u32 vertex_count; @@ -1416,16 +1468,31 @@ void MeshCollector::append(const TileSpec &tile, const video::S3DVertex *vertices, u32 numVertices, const u16 *indices, u32 numIndices, v3f pos, video::SColor c, u8 light_source) +{ + for (int layernum = 0; layernum < MAX_TILE_LAYERS; layernum++) { + const TileLayer *layer = &tile.layers[layernum]; + if (layer->texture_id == 0) + continue; + append(*layer, vertices, numVertices, indices, numIndices, pos, + c, light_source, layernum); + } +} + +void MeshCollector::append(const TileLayer &layer, + const video::S3DVertex *vertices, u32 numVertices, + const u16 *indices, u32 numIndices, + v3f pos, video::SColor c, u8 light_source, u8 layernum) { if (numIndices > 65535) { dstream<<"FIXME: MeshCollector::append() called with numIndices="< *buffers = &prebuffers[layernum]; PreMeshBuffer *p = NULL; - for (u32 i = 0; i < prebuffers.size(); i++) { - PreMeshBuffer &pp = prebuffers[i]; - if(pp.tile != tile) + for (u32 i = 0; i < buffers->size(); i++) { + PreMeshBuffer &pp = (*buffers)[i]; + if(pp.layer != layer) continue; if(pp.indices.size() + numIndices > 65535) continue; @@ -1436,9 +1503,9 @@ void MeshCollector::append(const TileSpec &tile, if (p == NULL) { PreMeshBuffer pp; - pp.tile = tile; - prebuffers.push_back(pp); - p = &prebuffers[prebuffers.size() - 1]; + pp.layer = layer; + buffers->push_back(pp); + p = &(*buffers)[buffers->size() - 1]; } video::SColor original_c = c; @@ -1473,14 +1540,49 @@ void MeshCollector::append(const TileSpec &tile, } } -video::SColor encode_light_and_color(u16 light, const video::SColor &color, - u8 emissive_light) +void MeshCollector::applyTileColors() +{ + if (m_use_tangent_vertices) + for (int layer = 0; layer < MAX_TILE_LAYERS; layer++) { + std::vector *p = &prebuffers[layer]; + for (std::vector::iterator it = p->begin(); + it != p->end(); ++it) { + video::SColor tc = it->layer.color; + if (tc == video::SColor(0xFFFFFFFF)) + continue; + for (u32 index = 0; index < it->tangent_vertices.size(); index++) { + video::SColor *c = &it->tangent_vertices[index].Color; + c->set(c->getAlpha(), c->getRed() * tc.getRed() / 255, + c->getGreen() * tc.getGreen() / 255, + c->getBlue() * tc.getBlue() / 255); + } + } + } + else + for (int layer = 0; layer < MAX_TILE_LAYERS; layer++) { + std::vector *p = &prebuffers[layer]; + for (std::vector::iterator it = p->begin(); + it != p->end(); ++it) { + video::SColor tc = it->layer.color; + if (tc == video::SColor(0xFFFFFFFF)) + continue; + for (u32 index = 0; index < it->vertices.size(); index++) { + video::SColor *c = &it->vertices[index].Color; + c->set(c->getAlpha(), c->getRed() * tc.getRed() / 255, + c->getGreen() * tc.getGreen() / 255, + c->getBlue() * tc.getBlue() / 255); + } + } + } +} + +video::SColor encode_light(u16 light, u8 emissive_light) { // Get components - f32 day = (light & 0xff) / 255.0f; - f32 night = (light >> 8) / 255.0f; + u32 day = (light & 0xff); + u32 night = (light >> 8); // Add emissive light - night += emissive_light * 0.01f; + night += emissive_light * 2.5f; if (night > 255) night = 255; // Since we don't know if the day light is sunlight or @@ -1490,15 +1592,14 @@ video::SColor encode_light_and_color(u16 light, const video::SColor &color, day = 0; else day = day - night; - f32 sum = day + night; + u32 sum = day + night; // Ratio of sunlight: - float r; + u32 r; if (sum > 0) - r = day / sum; + r = day * 255 / sum; else r = 0; // Average light: float b = (day + night) / 2; - return video::SColor(r * 255, b * color.getRed(), b * color.getGreen(), - b * color.getBlue()); + return video::SColor(r, b, b, b); } diff --git a/src/mapblock_mesh.h b/src/mapblock_mesh.h index 25c699e1c..f32df3958 100644 --- a/src/mapblock_mesh.h +++ b/src/mapblock_mesh.h @@ -108,7 +108,12 @@ public: scene::IMesh *getMesh() { - return m_mesh; + return m_mesh[0]; + } + + scene::IMesh *getMesh(u8 layer) + { + return m_mesh[layer]; } MinimapMapblock *moveMinimapMapblock() @@ -132,7 +137,7 @@ public: void updateCameraOffset(v3s16 camera_offset); private: - scene::IMesh *m_mesh; + scene::IMesh *m_mesh[MAX_TILE_LAYERS]; MinimapMapblock *m_minimap_mapblock; Client *m_client; video::IVideoDriver *m_driver; @@ -150,20 +155,23 @@ private: // Animation info: cracks // Last crack value passed to animate() int m_last_crack; - // Maps mesh buffer (i.e. material) indices to base texture names - UNORDERED_MAP m_crack_materials; + // Maps mesh and mesh buffer (i.e. material) indices to base texture names + std::map, std::string> m_crack_materials; // Animation info: texture animationi - // Maps meshbuffers to TileSpecs - UNORDERED_MAP m_animation_tiles; - UNORDERED_MAP m_animation_frames; // last animation frame - UNORDERED_MAP m_animation_frame_offsets; + // Maps mesh and mesh buffer indices to TileSpecs + // Keys are pairs of (mesh index, buffer index in the mesh) + std::map, TileLayer> m_animation_tiles; + std::map, int> m_animation_frames; // last animation frame + std::map, int> m_animation_frame_offsets; // Animation info: day/night transitions // Last daynight_ratio value passed to animate() u32 m_last_daynight_ratio; - // For each meshbuffer, stores pre-baked colors of sunlit vertices - std::map > m_daynight_diffs; + // For each mesh and mesh buffer, stores pre-baked colors + // of sunlit vertices + // Keys are pairs of (mesh index, buffer index in the mesh) + std::map, std::map > m_daynight_diffs; // Camera offset info -> do we have to translate the mesh? v3s16 m_camera_offset; @@ -176,7 +184,7 @@ private: */ struct PreMeshBuffer { - TileSpec tile; + TileLayer layer; std::vector indices; std::vector vertices; std::vector tangent_vertices; @@ -184,7 +192,7 @@ struct PreMeshBuffer struct MeshCollector { - std::vector prebuffers; + std::vector prebuffers[MAX_TILE_LAYERS]; bool m_use_tangent_vertices; MeshCollector(bool use_tangent_vertices): @@ -193,27 +201,38 @@ struct MeshCollector } void append(const TileSpec &material, + const video::S3DVertex *vertices, u32 numVertices, + const u16 *indices, u32 numIndices); + void append(const TileLayer &material, const video::S3DVertex *vertices, u32 numVertices, - const u16 *indices, u32 numIndices); + const u16 *indices, u32 numIndices, u8 layernum); void append(const TileSpec &material, + const video::S3DVertex *vertices, u32 numVertices, + const u16 *indices, u32 numIndices, v3f pos, + video::SColor c, u8 light_source); + void append(const TileLayer &material, const video::S3DVertex *vertices, u32 numVertices, - const u16 *indices, u32 numIndices, - v3f pos, video::SColor c, u8 light_source); + const u16 *indices, u32 numIndices, v3f pos, + video::SColor c, u8 light_source, u8 layernum); + /*! + * Colorizes all vertices in the collector. + */ + void applyTileColors(); }; /*! - * Encodes light and color of a node. + * Encodes light of a node. * The result is not the final color, but a * half-baked vertex color. + * You have to multiply the resulting color + * with the node's color. * * \param light the first 8 bits are day light, * the last 8 bits are night light - * \param color the node's color * \param emissive_light amount of light the surface emits, * from 0 to LIGHT_SUN. */ -video::SColor encode_light_and_color(u16 light, const video::SColor &color, - u8 emissive_light); +video::SColor encode_light(u16 light, u8 emissive_light); // Compute light at node u16 getInteriorLight(MapNode n, s32 increment, INodeDefManager *ndef); diff --git a/src/mesh.cpp b/src/mesh.cpp index a79264ef0..d776f6185 100644 --- a/src/mesh.cpp +++ b/src/mesh.cpp @@ -385,48 +385,50 @@ void recalculateBoundingBox(scene::IMesh *src_mesh) src_mesh->setBoundingBox(bbox); } -scene::IMesh* cloneMesh(scene::IMesh *src_mesh) +scene::IMeshBuffer* cloneMeshBuffer(scene::IMeshBuffer *mesh_buffer) +{ + scene::IMeshBuffer *clone = NULL; + switch (mesh_buffer->getVertexType()) { + case video::EVT_STANDARD: { + video::S3DVertex *v = (video::S3DVertex *) mesh_buffer->getVertices(); + u16 *indices = (u16*) mesh_buffer->getIndices(); + scene::SMeshBuffer *temp_buf = new scene::SMeshBuffer(); + temp_buf->append(v, mesh_buffer->getVertexCount(), indices, + mesh_buffer->getIndexCount()); + return temp_buf; + break; + } + case video::EVT_2TCOORDS: { + video::S3DVertex2TCoords *v = + (video::S3DVertex2TCoords *) mesh_buffer->getVertices(); + u16 *indices = (u16*) mesh_buffer->getIndices(); + scene::SMeshBufferTangents *temp_buf = new scene::SMeshBufferTangents(); + temp_buf->append(v, mesh_buffer->getVertexCount(), indices, + mesh_buffer->getIndexCount()); + break; + } + case video::EVT_TANGENTS: { + video::S3DVertexTangents *v = + (video::S3DVertexTangents *) mesh_buffer->getVertices(); + u16 *indices = (u16*) mesh_buffer->getIndices(); + scene::SMeshBufferTangents *temp_buf = new scene::SMeshBufferTangents(); + temp_buf->append(v, mesh_buffer->getVertexCount(), indices, + mesh_buffer->getIndexCount()); + break; + } + } + return clone; +} + +scene::SMesh* cloneMesh(scene::IMesh *src_mesh) { scene::SMesh* dst_mesh = new scene::SMesh(); for (u16 j = 0; j < src_mesh->getMeshBufferCount(); j++) { - scene::IMeshBuffer *buf = src_mesh->getMeshBuffer(j); - switch (buf->getVertexType()) { - case video::EVT_STANDARD: { - video::S3DVertex *v = - (video::S3DVertex *) buf->getVertices(); - u16 *indices = (u16*)buf->getIndices(); - scene::SMeshBuffer *temp_buf = new scene::SMeshBuffer(); - temp_buf->append(v, buf->getVertexCount(), - indices, buf->getIndexCount()); - dst_mesh->addMeshBuffer(temp_buf); - temp_buf->drop(); - break; - } - case video::EVT_2TCOORDS: { - video::S3DVertex2TCoords *v = - (video::S3DVertex2TCoords *) buf->getVertices(); - u16 *indices = (u16*)buf->getIndices(); - scene::SMeshBufferTangents *temp_buf = - new scene::SMeshBufferTangents(); - temp_buf->append(v, buf->getVertexCount(), - indices, buf->getIndexCount()); - dst_mesh->addMeshBuffer(temp_buf); - temp_buf->drop(); - break; - } - case video::EVT_TANGENTS: { - video::S3DVertexTangents *v = - (video::S3DVertexTangents *) buf->getVertices(); - u16 *indices = (u16*)buf->getIndices(); - scene::SMeshBufferTangents *temp_buf = - new scene::SMeshBufferTangents(); - temp_buf->append(v, buf->getVertexCount(), - indices, buf->getIndexCount()); - dst_mesh->addMeshBuffer(temp_buf); - temp_buf->drop(); - break; - } - } + scene::IMeshBuffer *temp_buf = cloneMeshBuffer( + src_mesh->getMeshBuffer(j)); + dst_mesh->addMeshBuffer(temp_buf); + temp_buf->drop(); + } return dst_mesh; } diff --git a/src/mesh.h b/src/mesh.h index bcf0d771c..0e946caab 100644 --- a/src/mesh.h +++ b/src/mesh.h @@ -82,11 +82,16 @@ void rotateMeshBy6dFacedir(scene::IMesh *mesh, int facedir); void rotateMeshXYby (scene::IMesh *mesh, f64 degrees); void rotateMeshXZby (scene::IMesh *mesh, f64 degrees); void rotateMeshYZby (scene::IMesh *mesh, f64 degrees); + +/* + * Clone the mesh buffer. + */ +scene::IMeshBuffer* cloneMeshBuffer(scene::IMeshBuffer *mesh_buffer); /* Clone the mesh. */ -scene::IMesh* cloneMesh(scene::IMesh *src_mesh); +scene::SMesh* cloneMesh(scene::IMesh *src_mesh); /* Convert nodeboxes to mesh. Each tile goes into a different buffer. diff --git a/src/network/networkprotocol.h b/src/network/networkprotocol.h index ea532d9e0..b586fa70b 100644 --- a/src/network/networkprotocol.h +++ b/src/network/networkprotocol.h @@ -148,9 +148,11 @@ with this program; if not, write to the Free Software Foundation, Inc., Add node and tile color and palette Fix plantlike visual_scale being applied squared and add compatibility with pre-30 clients by sending sqrt(visual_scale) + PROTOCOL VERSION 31: + Add tile overlay */ -#define LATEST_PROTOCOL_VERSION 30 +#define LATEST_PROTOCOL_VERSION 31 // Server's supported network protocol range #define SERVER_PROTOCOL_VERSION_MIN 24 diff --git a/src/nodedef.cpp b/src/nodedef.cpp index ce3e378a0..db28325aa 100644 --- a/src/nodedef.cpp +++ b/src/nodedef.cpp @@ -378,13 +378,13 @@ void ContentFeatures::reset() void ContentFeatures::serialize(std::ostream &os, u16 protocol_version) const { - if (protocol_version < 30) { + if (protocol_version < 31) { serializeOld(os, protocol_version); return; } // version - writeU8(os, 9); + writeU8(os, 10); // general os << serializeString(name); @@ -404,6 +404,8 @@ void ContentFeatures::serialize(std::ostream &os, u16 protocol_version) const writeU8(os, 6); for (u32 i = 0; i < 6; i++) tiledef[i].serialize(os, protocol_version); + for (u32 i = 0; i < 6; i++) + tiledef_overlay[i].serialize(os, protocol_version); writeU8(os, CF_SPECIAL_COUNT); for (u32 i = 0; i < CF_SPECIAL_COUNT; i++) { tiledef_special[i].serialize(os, protocol_version); @@ -492,7 +494,7 @@ void ContentFeatures::deSerialize(std::istream &is) if (version < 9) { deSerializeOld(is, version); return; - } else if (version > 9) { + } else if (version > 10) { throw SerializationError("unsupported ContentFeatures version"); } @@ -516,6 +518,9 @@ void ContentFeatures::deSerialize(std::istream &is) throw SerializationError("unsupported tile count"); for (u32 i = 0; i < 6; i++) tiledef[i].deSerialize(is, version, drawtype); + if (version >= 10) + for (u32 i = 0; i < 6; i++) + tiledef_overlay[i].deSerialize(is, version, drawtype); if (readU8(is) != CF_SPECIAL_COUNT) throw SerializationError("unsupported CF_SPECIAL_COUNT"); for (u32 i = 0; i < CF_SPECIAL_COUNT; i++) @@ -581,7 +586,7 @@ void ContentFeatures::deSerialize(std::istream &is) } #ifndef SERVER -void ContentFeatures::fillTileAttribs(ITextureSource *tsrc, TileSpec *tile, +void ContentFeatures::fillTileAttribs(ITextureSource *tsrc, TileLayer *tile, TileDef *tiledef, u32 shader_id, bool use_normal_texture, bool backface_culling, u8 material_type) { @@ -774,14 +779,18 @@ void ContentFeatures::updateTextures(ITextureSource *tsrc, IShaderSource *shdsrc // Tiles (fill in f->tiles[]) for (u16 j = 0; j < 6; j++) { - fillTileAttribs(tsrc, &tiles[j], &tdef[j], tile_shader[j], + fillTileAttribs(tsrc, &tiles[j].layers[0], &tdef[j], tile_shader[j], tsettings.use_normal_texture, tiledef[j].backface_culling, material_type); + if (tiledef_overlay[j].name!="") + fillTileAttribs(tsrc, &tiles[j].layers[1], &tiledef_overlay[j], + tile_shader[j], tsettings.use_normal_texture, + tiledef[j].backface_culling, material_type); } // Special tiles (fill in f->special_tiles[]) for (u16 j = 0; j < CF_SPECIAL_COUNT; j++) { - fillTileAttribs(tsrc, &special_tiles[j], &tiledef_special[j], + fillTileAttribs(tsrc, &special_tiles[j].layers[0], &tiledef_special[j], tile_shader[j], tsettings.use_normal_texture, tiledef_special[j].backface_culling, material_type); } @@ -1538,8 +1547,19 @@ void ContentFeatures::serializeOld(std::ostream &os, u16 protocol_version) const if (protocol_version < 30 && drawtype == NDT_PLANTLIKE) compatible_visual_scale = sqrt(visual_scale); + TileDef compatible_tiles[6]; + for (u8 i = 0; i < 6; i++) { + compatible_tiles[i] = tiledef[i]; + if (tiledef_overlay[i].name != "") { + std::stringstream s; + s << "(" << tiledef[i].name << ")^(" << tiledef_overlay[i].name + << ")"; + compatible_tiles[i].name = s.str(); + } + } + // Protocol >= 24 - if (protocol_version < 30) { + if (protocol_version < 31) { writeU8(os, protocol_version < 27 ? 7 : 8); os << serializeString(name); @@ -1553,7 +1573,7 @@ void ContentFeatures::serializeOld(std::ostream &os, u16 protocol_version) const writeF1000(os, compatible_visual_scale); writeU8(os, 6); for (u32 i = 0; i < 6; i++) - tiledef[i].serialize(os, protocol_version); + compatible_tiles[i].serialize(os, protocol_version); writeU8(os, CF_SPECIAL_COUNT); for (u32 i = 0; i < CF_SPECIAL_COUNT; i++) tiledef_special[i].serialize(os, protocol_version); diff --git a/src/nodedef.h b/src/nodedef.h index 83968ce27..4d3bacc6c 100644 --- a/src/nodedef.h +++ b/src/nodedef.h @@ -280,6 +280,8 @@ struct ContentFeatures #endif float visual_scale; // Misc. scale parameter TileDef tiledef[6]; + // These will be drawn over the base tiles. + TileDef tiledef_overlay[6]; TileDef tiledef_special[CF_SPECIAL_COUNT]; // eg. flowing liquid // If 255, the node is opaque. // Otherwise it uses texture alpha. @@ -405,7 +407,7 @@ struct ContentFeatures } #ifndef SERVER - void fillTileAttribs(ITextureSource *tsrc, TileSpec *tile, TileDef *tiledef, + void fillTileAttribs(ITextureSource *tsrc, TileLayer *tile, TileDef *tiledef, u32 shader_id, bool use_normal_texture, bool backface_culling, u8 material_type); void updateTextures(ITextureSource *tsrc, IShaderSource *shdsrc, diff --git a/src/particles.cpp b/src/particles.cpp index e1f292fb6..7f406d874 100644 --- a/src/particles.cpp +++ b/src/particles.cpp @@ -620,7 +620,7 @@ void ParticleManager::addNodeParticle(IGameDef* gamedef, { // Texture u8 texid = myrand_range(0, 5); - const TileSpec &tile = f.tiles[texid]; + const TileLayer &tile = f.tiles[texid].layers[0]; video::ITexture *texture; struct TileAnimationParams anim; anim.type = TAT_NONE; diff --git a/src/script/common/c_content.cpp b/src/script/common/c_content.cpp index 8dfb851e6..573347b4c 100644 --- a/src/script/common/c_content.cpp +++ b/src/script/common/c_content.cpp @@ -426,6 +426,34 @@ ContentFeatures read_content_features(lua_State *L, int index) } lua_pop(L, 1); + // overlay_tiles = {} + lua_getfield(L, index, "overlay_tiles"); + if (lua_istable(L, -1)) { + int table = lua_gettop(L); + lua_pushnil(L); + int i = 0; + while (lua_next(L, table) != 0) { + // Read tiledef from value + f.tiledef_overlay[i] = read_tiledef(L, -1, f.drawtype); + // removes value, keeps key for next iteration + lua_pop(L, 1); + i++; + if (i == 6) { + lua_pop(L, 1); + break; + } + } + // Copy last value to all remaining textures + if (i >= 1) { + TileDef lasttile = f.tiledef_overlay[i - 1]; + while (i < 6) { + f.tiledef_overlay[i] = lasttile; + i++; + } + } + } + lua_pop(L, 1); + // special_tiles = {} lua_getfield(L, index, "special_tiles"); // If nil, try the deprecated name "special_materials" instead diff --git a/src/wieldmesh.cpp b/src/wieldmesh.cpp index 40af0be5f..2b23d9e02 100644 --- a/src/wieldmesh.cpp +++ b/src/wieldmesh.cpp @@ -235,27 +235,16 @@ WieldMeshSceneNode::~WieldMeshSceneNode() g_extrusion_mesh_cache = NULL; } -void WieldMeshSceneNode::setCube(const TileSpec tiles[6], +void WieldMeshSceneNode::setCube(const ContentFeatures &f, v3f wield_scale, ITextureSource *tsrc) { scene::IMesh *cubemesh = g_extrusion_mesh_cache->createCube(); - changeToMesh(cubemesh); + scene::SMesh *copy = cloneMesh(cubemesh); cubemesh->drop(); - + postProcessNodeMesh(copy, f, false, true, &m_material_type, &m_colors); + changeToMesh(copy); + copy->drop(); m_meshnode->setScale(wield_scale * WIELD_SCALE_FACTOR); - - // Customize materials - for (u32 i = 0; i < m_meshnode->getMaterialCount(); ++i) { - assert(i < 6); - video::SMaterial &material = m_meshnode->getMaterial(i); - if (tiles[i].animation_frame_count == 1) { - material.setTexture(0, tiles[i].texture); - } else { - FrameSpec animation_frame = tiles[i].frames[0]; - material.setTexture(0, animation_frame.texture); - } - tiles[i].applyMaterialOptions(material); - } } void WieldMeshSceneNode::setExtruded(const std::string &imagename, @@ -274,8 +263,10 @@ void WieldMeshSceneNode::setExtruded(const std::string &imagename, dim = core::dimension2d(dim.Width, frame_height); } scene::IMesh *mesh = g_extrusion_mesh_cache->create(dim); - changeToMesh(mesh); + scene::SMesh *copy = cloneMesh(mesh); mesh->drop(); + changeToMesh(copy); + copy->drop(); m_meshnode->setScale(wield_scale * WIELD_SCALE_FACTOR_EXTRUDED); @@ -321,12 +312,12 @@ void WieldMeshSceneNode::setItem(const ItemStack &item, Client *client) // Color-related m_colors.clear(); - video::SColor basecolor = idef->getItemstackColor(item, client); + m_base_color = idef->getItemstackColor(item, client); // If wield_image is defined, it overrides everything else if (def.wield_image != "") { setExtruded(def.wield_image, def.wield_scale, tsrc, 1); - m_colors.push_back(basecolor); + m_colors.push_back(ItemPartColor()); return; } // Handle nodes @@ -334,66 +325,50 @@ void WieldMeshSceneNode::setItem(const ItemStack &item, Client *client) else if (def.type == ITEM_NODE) { if (f.mesh_ptr[0]) { // e.g. mesh nodes and nodeboxes - changeToMesh(f.mesh_ptr[0]); - // mesh_ptr[0] is pre-scaled by BS * f->visual_scale + scene::SMesh *mesh = cloneMesh(f.mesh_ptr[0]); + postProcessNodeMesh(mesh, f, m_enable_shaders, true, + &m_material_type, &m_colors); + changeToMesh(mesh); + mesh->drop(); + // mesh is pre-scaled by BS * f->visual_scale m_meshnode->setScale( def.wield_scale * WIELD_SCALE_FACTOR / (BS * f.visual_scale)); } else if (f.drawtype == NDT_AIRLIKE) { changeToMesh(NULL); } else if (f.drawtype == NDT_PLANTLIKE) { - setExtruded(tsrc->getTextureName(f.tiles[0].texture_id), def.wield_scale, tsrc, f.tiles[0].animation_frame_count); + setExtruded(tsrc->getTextureName(f.tiles[0].layers[0].texture_id), + def.wield_scale, tsrc, + f.tiles[0].layers[0].animation_frame_count); } else if (f.drawtype == NDT_NORMAL || f.drawtype == NDT_ALLFACES) { - setCube(f.tiles, def.wield_scale, tsrc); + setCube(f, def.wield_scale, tsrc); } else { MeshMakeData mesh_make_data(client, false); MapNode mesh_make_node(id, 255, 0); mesh_make_data.fillSingleNode(&mesh_make_node); MapBlockMesh mapblock_mesh(&mesh_make_data, v3s16(0, 0, 0)); - changeToMesh(mapblock_mesh.getMesh()); - translateMesh(m_meshnode->getMesh(), v3f(-BS, -BS, -BS)); + scene::SMesh *mesh = cloneMesh(mapblock_mesh.getMesh()); + translateMesh(mesh, v3f(-BS, -BS, -BS)); + postProcessNodeMesh(mesh, f, m_enable_shaders, true, + &m_material_type, &m_colors); + changeToMesh(mesh); + mesh->drop(); m_meshnode->setScale( def.wield_scale * WIELD_SCALE_FACTOR / (BS * f.visual_scale)); } u32 material_count = m_meshnode->getMaterialCount(); - if (material_count > 6) { - errorstream << "WieldMeshSceneNode::setItem: Invalid material " - "count " << material_count << ", truncating to 6" << std::endl; - material_count = 6; - } for (u32 i = 0; i < material_count; ++i) { - const TileSpec *tile = &(f.tiles[i]); video::SMaterial &material = m_meshnode->getMaterial(i); material.setFlag(video::EMF_BACK_FACE_CULLING, true); material.setFlag(video::EMF_BILINEAR_FILTER, m_bilinear_filter); material.setFlag(video::EMF_TRILINEAR_FILTER, m_trilinear_filter); - bool animated = (tile->animation_frame_count > 1); - if (animated) { - FrameSpec animation_frame = tile->frames[0]; - material.setTexture(0, animation_frame.texture); - } else { - material.setTexture(0, tile->texture); - } - m_colors.push_back(tile->has_color ? tile->color : basecolor); - material.MaterialType = m_material_type; - if (m_enable_shaders) { - if (tile->normal_texture) { - if (animated) { - FrameSpec animation_frame = tile->frames[0]; - material.setTexture(1, animation_frame.normal_texture); - } else { - material.setTexture(1, tile->normal_texture); - } - } - material.setTexture(2, tile->flags_texture); - } } return; } else if (def.inventory_image != "") { setExtruded(def.inventory_image, def.wield_scale, tsrc, 1); - m_colors.push_back(basecolor); + m_colors.push_back(ItemPartColor()); return; } @@ -413,9 +388,9 @@ void WieldMeshSceneNode::setColor(video::SColor c) u8 blue = c.getBlue(); u32 mc = mesh->getMeshBufferCount(); for (u32 j = 0; j < mc; j++) { - video::SColor bc(0xFFFFFFFF); - if (m_colors.size() > j) - bc = m_colors[j]; + video::SColor bc(m_base_color); + if ((m_colors.size() > j) && (m_colors[j].override_base)) + bc = m_colors[j].color; video::SColor buffercolor(255, bc.getRed() * red / 255, bc.getGreen() * green / 255, @@ -439,19 +414,7 @@ void WieldMeshSceneNode::changeToMesh(scene::IMesh *mesh) m_meshnode->setMesh(dummymesh); dummymesh->drop(); // m_meshnode grabbed it } else { - if (m_lighting) { - m_meshnode->setMesh(mesh); - } else { - /* - Lighting is disabled, this means the caller can (and probably will) - call setColor later. We therefore need to clone the mesh so that - setColor will only modify this scene node's mesh, not others'. - */ - scene::IMeshManipulator *meshmanip = SceneManager->getMeshManipulator(); - scene::IMesh *new_mesh = meshmanip->createMeshCopy(mesh); - m_meshnode->setMesh(new_mesh); - new_mesh->drop(); // m_meshnode grabbed it - } + m_meshnode->setMesh(mesh); } m_meshnode->setMaterialFlag(video::EMF_LIGHTING, m_lighting); @@ -475,24 +438,24 @@ void getItemMesh(Client *client, const ItemStack &item, ItemMesh *result) g_extrusion_mesh_cache->grab(); } - scene::IMesh *mesh; + scene::SMesh *mesh; // If inventory_image is defined, it overrides everything else if (def.inventory_image != "") { mesh = getExtrudedMesh(tsrc, def.inventory_image); - result->mesh = mesh; - result->buffer_colors.push_back( - std::pair(false, video::SColor(0xFFFFFFFF))); + result->buffer_colors.push_back(ItemPartColor()); } else if (def.type == ITEM_NODE) { if (f.mesh_ptr[0]) { mesh = cloneMesh(f.mesh_ptr[0]); scaleMesh(mesh, v3f(0.12, 0.12, 0.12)); } else if (f.drawtype == NDT_PLANTLIKE) { mesh = getExtrudedMesh(tsrc, - tsrc->getTextureName(f.tiles[0].texture_id)); + tsrc->getTextureName(f.tiles[0].layers[0].texture_id)); } else if (f.drawtype == NDT_NORMAL || f.drawtype == NDT_ALLFACES || f.drawtype == NDT_LIQUID || f.drawtype == NDT_FLOWINGLIQUID) { - mesh = cloneMesh(g_extrusion_mesh_cache->createCube()); + scene::IMesh *cube = g_extrusion_mesh_cache->createCube(); + mesh = cloneMesh(cube); + cube->drop(); scaleMesh(mesh, v3f(1.2, 1.2, 1.2)); } else { MeshMakeData mesh_make_data(client, false); @@ -519,32 +482,27 @@ void getItemMesh(Client *client, const ItemStack &item, ItemMesh *result) u32 mc = mesh->getMeshBufferCount(); for (u32 i = 0; i < mc; ++i) { - const TileSpec *tile = &(f.tiles[i]); scene::IMeshBuffer *buf = mesh->getMeshBuffer(i); - result->buffer_colors.push_back( - std::pair(tile->has_color, tile->color)); - colorizeMeshBuffer(buf, &tile->color); video::SMaterial &material = buf->getMaterial(); material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL; material.setFlag(video::EMF_BILINEAR_FILTER, false); material.setFlag(video::EMF_TRILINEAR_FILTER, false); material.setFlag(video::EMF_BACK_FACE_CULLING, true); material.setFlag(video::EMF_LIGHTING, false); - if (tile->animation_frame_count > 1) { - FrameSpec animation_frame = tile->frames[0]; - material.setTexture(0, animation_frame.texture); - } else { - material.setTexture(0, tile->texture); - } } rotateMeshXZby(mesh, -45); rotateMeshYZby(mesh, -30); - result->mesh = mesh; + + postProcessNodeMesh(mesh, f, false, false, NULL, + &result->buffer_colors); } + result->mesh = mesh; } -scene::IMesh * getExtrudedMesh(ITextureSource *tsrc, + + +scene::SMesh * getExtrudedMesh(ITextureSource *tsrc, const std::string &imagename) { video::ITexture *texture = tsrc->getTextureForMesh(imagename); @@ -553,7 +511,9 @@ scene::IMesh * getExtrudedMesh(ITextureSource *tsrc, } core::dimension2d dim = texture->getSize(); - scene::IMesh *mesh = cloneMesh(g_extrusion_mesh_cache->create(dim)); + scene::IMesh *original = g_extrusion_mesh_cache->create(dim); + scene::SMesh *mesh = cloneMesh(original); + original->drop(); // Customize material video::SMaterial &material = mesh->getMeshBuffer(0)->getMaterial(); @@ -569,3 +529,57 @@ scene::IMesh * getExtrudedMesh(ITextureSource *tsrc, return mesh; } + +void postProcessNodeMesh(scene::SMesh *mesh, const ContentFeatures &f, + bool use_shaders, bool set_material, video::E_MATERIAL_TYPE *mattype, + std::vector *colors) +{ + u32 mc = mesh->getMeshBufferCount(); + // Allocate colors for existing buffers + colors->clear(); + for (u32 i = 0; i < mc; ++i) + colors->push_back(ItemPartColor()); + + for (u32 i = 0; i < mc; ++i) { + const TileSpec *tile = &(f.tiles[i]); + scene::IMeshBuffer *buf = mesh->getMeshBuffer(i); + for (int layernum = 0; layernum < MAX_TILE_LAYERS; layernum++) { + const TileLayer *layer = &tile->layers[layernum]; + if (layer->texture_id == 0) + continue; + if (layernum != 0) { + scene::IMeshBuffer *copy = cloneMeshBuffer(buf); + copy->getMaterial() = buf->getMaterial(); + mesh->addMeshBuffer(copy); + copy->drop(); + buf = copy; + colors->push_back( + ItemPartColor(layer->has_color, layer->color)); + } else { + (*colors)[i] = ItemPartColor(layer->has_color, layer->color); + } + video::SMaterial &material = buf->getMaterial(); + if (set_material) + layer->applyMaterialOptions(material); + if (mattype) { + material.MaterialType = *mattype; + } + if (layer->animation_frame_count > 1) { + FrameSpec animation_frame = layer->frames[0]; + material.setTexture(0, animation_frame.texture); + } else { + material.setTexture(0, layer->texture); + } + if (use_shaders) { + if (layer->normal_texture) { + if (layer->animation_frame_count > 1) { + FrameSpec animation_frame = layer->frames[0]; + material.setTexture(1, animation_frame.normal_texture); + } else + material.setTexture(1, layer->normal_texture); + } + material.setTexture(2, layer->flags_texture); + } + } + } +} diff --git a/src/wieldmesh.h b/src/wieldmesh.h index d3946b4e0..c98b469d9 100644 --- a/src/wieldmesh.h +++ b/src/wieldmesh.h @@ -26,17 +26,41 @@ with this program; if not, write to the Free Software Foundation, Inc., struct ItemStack; class Client; class ITextureSource; -struct TileSpec; +struct ContentFeatures; + +/*! + * Holds color information of an item mesh's buffer. + */ +struct ItemPartColor { + /*! + * If this is false, the global base color of the item + * will be used instead of the specific color of the + * buffer. + */ + bool override_base; + /*! + * The color of the buffer. + */ + video::SColor color; + + ItemPartColor(): + override_base(false), + color(0) + {} + + ItemPartColor(bool override, video::SColor color): + override_base(override), + color(color) + {} +}; struct ItemMesh { scene::IMesh *mesh; /*! * Stores the color of each mesh buffer. - * If the boolean is true, the color is fixed, else - * palettes can modify it. */ - std::vector > buffer_colors; + std::vector buffer_colors; ItemMesh() : mesh(NULL), buffer_colors() {} }; @@ -51,7 +75,8 @@ public: s32 id = -1, bool lighting = false); virtual ~WieldMeshSceneNode(); - void setCube(const TileSpec tiles[6], v3f wield_scale, ITextureSource *tsrc); + void setCube(const ContentFeatures &f, v3f wield_scale, + ITextureSource *tsrc); void setExtruded(const std::string &imagename, v3f wield_scale, ITextureSource *tsrc, u8 num_frames); void setItem(const ItemStack &item, Client *client); @@ -84,7 +109,12 @@ private: * Stores the colors of the mesh's mesh buffers. * This does not include lighting. */ - std::vector m_colors; + std::vector m_colors; + /*! + * The base color of this mesh. This is the default + * for all mesh buffers. + */ + video::SColor m_base_color; // Bounding box culling is disabled for this type of scene node, // so this variable is just required so we can implement @@ -94,5 +124,16 @@ private: void getItemMesh(Client *client, const ItemStack &item, ItemMesh *result); -scene::IMesh *getExtrudedMesh(ITextureSource *tsrc, const std::string &imagename); +scene::SMesh *getExtrudedMesh(ITextureSource *tsrc, const std::string &imagename); + +/*! + * Applies overlays, textures and optionally materials to the given mesh and + * extracts tile colors for colorization. + * \param mattype overrides the buffer's material type, but can also + * be NULL to leave the original material. + * \param colors returns the colors of the mesh buffers in the mesh. + */ +void postProcessNodeMesh(scene::SMesh *mesh, const ContentFeatures &f, + bool use_shaders, bool set_material, video::E_MATERIAL_TYPE *mattype, + std::vector *colors); #endif -- cgit v1.2.3 From 95409da87d009c352f27c737621972c2225796c9 Mon Sep 17 00:00:00 2001 From: Loïc Blot Date: Sat, 29 Apr 2017 20:36:09 +0200 Subject: Optimize updateFastFaceRow processing by removing some TileSpec copy (#5678) * Optimize updateFastFaceRow processing by removing some TileSpec copy It permit to decrease this function from 54% runtime to 45% and reduce copy from 14% runtime to 12.5% getTileInfo also reduced from 27% to 23% * makeFastFace should use a const ref too this trigger a const pointer need in the underlying function Also fix some code style and prevent calculating 4 times the same position at a point * Reduce a comparison cost for lights in updateFastFaceRow --- src/content_mapblock.cpp | 12 +++++----- src/content_mapblock.h | 2 +- src/mapblock_mesh.cpp | 58 ++++++++++++++++++++---------------------------- src/mapblock_mesh.h | 6 +++-- 4 files changed, 35 insertions(+), 43 deletions(-) (limited to 'src/mapblock_mesh.cpp') diff --git a/src/content_mapblock.cpp b/src/content_mapblock.cpp index 6673e2bd9..8be0a7d7b 100644 --- a/src/content_mapblock.cpp +++ b/src/content_mapblock.cpp @@ -76,7 +76,7 @@ MapblockMeshGenerator::MapblockMeshGenerator(MeshMakeData *input, MeshCollector void MapblockMeshGenerator::useTile(int index, bool disable_backface_culling) { - tile = getNodeTileN(n, p, index, data); + getNodeTileN(n, p, index, data, tile); if (!data->m_smooth_lighting) color = encode_light(light, f->light_source); for (int layer = 0; layer < MAX_TILE_LAYERS; layer++) { @@ -88,14 +88,14 @@ void MapblockMeshGenerator::useTile(int index, bool disable_backface_culling) void MapblockMeshGenerator::useDefaultTile(bool set_color) { - tile = getNodeTile(n, p, v3s16(0, 0, 0), data); + getNodeTile(n, p, v3s16(0, 0, 0), data, tile); if (set_color && !data->m_smooth_lighting) color = encode_light(light, f->light_source); } -TileSpec MapblockMeshGenerator::getTile(const v3s16& direction) +void MapblockMeshGenerator::getTile(const v3s16& direction, TileSpec &tile) { - return getNodeTile(n, p, direction, data); + getNodeTile(n, p, direction, data, tile); } void MapblockMeshGenerator::drawQuad(v3f *coords, const v3s16 &normal) @@ -660,7 +660,7 @@ void MapblockMeshGenerator::drawGlasslikeFramedNode() { TileSpec tiles[6]; for (int face = 0; face < 6; face++) - tiles[face] = getTile(g_6dirs[face]); + getTile(g_6dirs[face], tiles[face]); TileSpec glass_tiles[6]; if (tiles[1].layers[0].texture && @@ -1193,7 +1193,7 @@ void MapblockMeshGenerator::drawNodeboxNode() TileSpec tiles[6]; for (int face = 0; face < 6; face++) { // Handles facedir rotation for textures - tiles[face] = getTile(tile_dirs[face]); + getTile(tile_dirs[face], tiles[face]); } // locate possible neighboring nodes to connect to diff --git a/src/content_mapblock.h b/src/content_mapblock.h index 6866a4498..310e38e7c 100644 --- a/src/content_mapblock.h +++ b/src/content_mapblock.h @@ -65,7 +65,7 @@ public: void useTile(int index, bool disable_backface_culling); void useDefaultTile(bool set_color = true); - TileSpec getTile(const v3s16 &direction); + void getTile(const v3s16 &direction, TileSpec &tile); // face drawing void drawQuad(v3f *vertices, const v3s16 &normal = v3s16(0, 0, 0)); diff --git a/src/mapblock_mesh.cpp b/src/mapblock_mesh.cpp index 0bba644e6..6781f21af 100644 --- a/src/mapblock_mesh.cpp +++ b/src/mapblock_mesh.cpp @@ -433,7 +433,7 @@ struct FastFace u8 layernum; }; -static void makeFastFace(TileSpec tile, u16 li0, u16 li1, u16 li2, u16 li3, +static void makeFastFace(const TileSpec &tile, u16 li0, u16 li1, u16 li2, u16 li3, v3f p, v3s16 dir, v3f scale, std::vector &dest) { // Position is at the center of the cube. @@ -603,7 +603,7 @@ static void makeFastFace(TileSpec tile, u16 li0, u16 li1, u16 li2, u16 li3, core::vector2d(x0 + w * abs_scale, y0) }; for (int layernum = 0; layernum < MAX_TILE_LAYERS; layernum++) { - TileLayer *layer = &tile.layers[layernum]; + const TileLayer *layer = &tile.layers[layernum]; if (layer->texture_id == 0) continue; @@ -689,11 +689,11 @@ static u8 face_contents(content_t m1, content_t m2, bool *equivalent, /* Gets nth node tile (0 <= n <= 5). */ -TileSpec getNodeTileN(MapNode mn, v3s16 p, u8 tileindex, MeshMakeData *data) +void getNodeTileN(MapNode mn, v3s16 p, u8 tileindex, MeshMakeData *data, TileSpec &tile) { INodeDefManager *ndef = data->m_client->ndef(); const ContentFeatures &f = ndef->get(mn); - TileSpec tile = f.tiles[tileindex]; + tile = f.tiles[tileindex]; TileLayer *top_layer = NULL; for (int layernum = 0; layernum < MAX_TILE_LAYERS; layernum++) { TileLayer *layer = &tile.layers[layernum]; @@ -706,13 +706,12 @@ TileSpec getNodeTileN(MapNode mn, v3s16 p, u8 tileindex, MeshMakeData *data) // Apply temporary crack if (p == data->m_crack_pos_relative) top_layer->material_flags |= MATERIAL_FLAG_CRACK; - return tile; } /* Gets node tile given a face direction. */ -TileSpec getNodeTile(MapNode mn, v3s16 p, v3s16 dir, MeshMakeData *data) +void getNodeTile(MapNode mn, v3s16 p, v3s16 dir, MeshMakeData *data, TileSpec &tile) { INodeDefManager *ndef = data->m_client->ndef(); @@ -769,9 +768,8 @@ TileSpec getNodeTile(MapNode mn, v3s16 p, v3s16 dir, MeshMakeData *data) }; u16 tile_index=facedir*16 + dir_i; - TileSpec tile = getNodeTileN(mn, p, dir_to_tile[tile_index], data); + getNodeTileN(mn, p, dir_to_tile[tile_index], data, tile); tile.rotation = dir_to_tile[tile_index + 1]; - return tile; } static void getTileInfo( @@ -791,7 +789,7 @@ static void getTileInfo( INodeDefManager *ndef = data->m_client->ndef(); v3s16 blockpos_nodes = data->m_blockpos * MAP_BLOCKSIZE; - MapNode &n0 = vmanip.getNodeRefUnsafe(blockpos_nodes + p); + const 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) { @@ -799,8 +797,7 @@ static void getTileInfo( return; } - const MapNode &n1 = vmanip.getNodeRefUnsafeCheckFlags( - blockpos_nodes + p + face_dir); + const MapNode &n1 = vmanip.getNodeRefUnsafeCheckFlags(blockpos_nodes + p + face_dir); if (n1.getContent() == CONTENT_IGNORE) { makes_face = false; @@ -812,8 +809,7 @@ static void getTileInfo( u8 mf = face_contents(n0.getContent(), n1.getContent(), &equivalent, ndef); - if(mf == 0) - { + if (mf == 0) { makes_face = false; return; } @@ -830,34 +826,31 @@ static void getTileInfo( p_corrected = p + face_dir; face_dir_corrected = -face_dir; } - tile = getNodeTile(n, p_corrected, face_dir_corrected, data); + + getNodeTile(n, p_corrected, face_dir_corrected, data, tile); const ContentFeatures &f = ndef->get(n); tile.emissive_light = f.light_source; // eg. water and glass - if (equivalent) + if (equivalent) { for (int layernum = 0; layernum < MAX_TILE_LAYERS; layernum++) tile.layers[layernum].material_flags |= MATERIAL_FLAG_BACKFACE_CULLING; + } - if (data->m_smooth_lighting == false) - { + if (!data->m_smooth_lighting) { lights[0] = lights[1] = lights[2] = lights[3] = getFaceLight(n0, n1, face_dir, ndef); } - else - { + else { v3s16 vertex_dirs[4]; getNodeVertexDirs(face_dir_corrected, vertex_dirs); - for(u16 i=0; i<4; i++) - { - lights[i] = getSmoothLight( - blockpos_nodes + p_corrected, - vertex_dirs[i], data); + + v3s16 light_p = blockpos_nodes + p_corrected; + for (u16 i = 0; i < 4; i++) { + lights[i] = getSmoothLight(light_p, vertex_dirs[i], data); } } - - return; } /* @@ -914,10 +907,7 @@ static void updateFastFaceRow( if (next_makes_face == makes_face && next_p_corrected == p_corrected + translate_dir && next_face_dir_corrected == face_dir_corrected - && next_lights[0] == lights[0] - && next_lights[1] == lights[1] - && next_lights[2] == lights[2] - && next_lights[3] == lights[3] + && memcmp(next_lights, lights, ARRLEN(lights) * sizeof(u16)) == 0 && next_tile.isTileable(tile)) { next_is_different = false; continuous_tiles_count++; @@ -932,7 +922,8 @@ 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 - 0.5) * translate_dir_f; + v3f sp = pf - + ((f32)continuous_tiles_count / 2.0f - 0.5f) * translate_dir_f; v3f scale(1,1,1); if(translate_dir.X != 0) { @@ -1148,8 +1139,7 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset): m_animation_frame_offsets[std::pair(layer, i)] = 0; } // Replace tile texture with the first animation frame - FrameSpec animation_frame = p.layer.frames[0]; - p.layer.texture = animation_frame.texture; + p.layer.texture = p.layer.frames[0].texture; } if (!m_enable_shaders) { @@ -1337,7 +1327,7 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat scene::IMeshBuffer *buf = m_mesh[i->first.first]-> getMeshBuffer(i->first.second); - FrameSpec animation_frame = tile.frames[frame]; + const FrameSpec &animation_frame = tile.frames[frame]; buf->getMaterial().setTexture(0, animation_frame.texture); if (m_enable_shaders) { if (animation_frame.normal_texture) { diff --git a/src/mapblock_mesh.h b/src/mapblock_mesh.h index f32df3958..93d932a7b 100644 --- a/src/mapblock_mesh.h +++ b/src/mapblock_mesh.h @@ -267,8 +267,10 @@ void final_color_blend(video::SColor *result, // Retrieves the TileSpec of a face of a node // Adds MATERIAL_FLAG_CRACK if the node is cracked -TileSpec getNodeTileN(MapNode mn, v3s16 p, u8 tileindex, MeshMakeData *data); -TileSpec getNodeTile(MapNode mn, v3s16 p, v3s16 dir, MeshMakeData *data); +// TileSpec should be passed as reference due to the underlying TileFrame and its vector +// TileFrame vector copy cost very much to client +void getNodeTileN(MapNode mn, v3s16 p, u8 tileindex, MeshMakeData *data, TileSpec &tile); +void getNodeTile(MapNode mn, v3s16 p, v3s16 dir, MeshMakeData *data, TileSpec &tile); #endif -- cgit v1.2.3