mirror of
https://github.com/luanti-org/luanti.git
synced 2025-06-27 16:36:03 +00:00
Soft node overlay (#5186)
This commit adds node overlays, which are tiles that are drawn on top of other tiles.
This commit is contained in:
parent
2ad74a9e8b
commit
1ffb180868
18 changed files with 763 additions and 467 deletions
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@ -323,7 +323,7 @@ void final_color_blend(video::SColor *result,
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video::SColorf dayLight;
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get_sunlight_color(&dayLight, daynight_ratio);
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final_color_blend(result,
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encode_light_and_color(light, video::SColor(0xFFFFFFFF), 0), dayLight);
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encode_light(light, 0), dayLight);
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}
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void final_color_blend(video::SColor *result,
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@ -422,12 +422,19 @@ static void getNodeVertexDirs(v3s16 dir, v3s16 *vertex_dirs)
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struct FastFace
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{
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TileSpec tile;
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TileLayer layer;
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video::S3DVertex vertices[4]; // Precalculated vertices
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/*!
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* The face is divided into two triangles. If this is true,
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* vertices 0 and 2 are connected, othervise vertices 1 and 3
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* are connected.
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*/
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bool vertex_0_2_connected;
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u8 layernum;
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};
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static void makeFastFace(TileSpec tile, u16 li0, u16 li1, u16 li2, u16 li3,
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v3f p, v3s16 dir, v3f scale, std::vector<FastFace> &dest)
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v3f p, v3s16 dir, v3f scale, std::vector<FastFace> &dest)
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{
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// Position is at the center of the cube.
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v3f pos = p * BS;
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@ -577,27 +584,50 @@ static void makeFastFace(TileSpec tile, u16 li0, u16 li1, u16 li2, u16 li3,
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v3f normal(dir.X, dir.Y, dir.Z);
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dest.push_back(FastFace());
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FastFace& face = *dest.rbegin();
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u16 li[4] = { li0, li1, li2, li3 };
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u16 day[4];
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u16 night[4];
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for (u8 i = 0; i < 4; i++) {
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day[i] = li[i] >> 8;
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night[i] = li[i] & 0xFF;
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}
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bool vertex_0_2_connected = abs(day[0] - day[2]) + abs(night[0] - night[2])
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< abs(day[1] - day[3]) + abs(night[1] - night[3]);
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v2f32 f[4] = {
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core::vector2d<f32>(x0 + w * abs_scale, y0 + h),
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core::vector2d<f32>(x0, y0 + h),
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core::vector2d<f32>(x0, y0),
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core::vector2d<f32>(x0 + w * abs_scale, y0) };
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for (u8 i = 0; i < 4; i++) {
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video::SColor c = encode_light_and_color(li[i], tile.color,
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tile.emissive_light);
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if (!tile.emissive_light)
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applyFacesShading(c, normal);
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for (int layernum = 0; layernum < MAX_TILE_LAYERS; layernum++) {
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TileLayer *layer = &tile.layers[layernum];
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if (layer->texture_id == 0)
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continue;
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face.vertices[i] = video::S3DVertex(vertex_pos[i], normal, c, f[i]);
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dest.push_back(FastFace());
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FastFace& face = *dest.rbegin();
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for (u8 i = 0; i < 4; i++) {
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video::SColor c = encode_light(li[i], tile.emissive_light);
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if (!tile.emissive_light)
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applyFacesShading(c, normal);
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face.vertices[i] = video::S3DVertex(vertex_pos[i], normal, c, f[i]);
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}
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/*
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Revert triangles for nicer looking gradient if the
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brightness of vertices 1 and 3 differ less than
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the brightness of vertices 0 and 2.
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*/
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face.vertex_0_2_connected = vertex_0_2_connected;
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face.layer = *layer;
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face.layernum = layernum;
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}
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face.tile = tile;
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}
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/*
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@ -663,13 +693,20 @@ TileSpec getNodeTileN(MapNode mn, v3s16 p, u8 tileindex, MeshMakeData *data)
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{
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INodeDefManager *ndef = data->m_client->ndef();
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const ContentFeatures &f = ndef->get(mn);
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TileSpec spec = f.tiles[tileindex];
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if (!spec.has_color)
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mn.getColor(f, &spec.color);
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TileSpec tile = f.tiles[tileindex];
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TileLayer *top_layer = NULL;
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for (int layernum = 0; layernum < MAX_TILE_LAYERS; layernum++) {
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TileLayer *layer = &tile.layers[layernum];
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if (layer->texture_id == 0)
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continue;
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top_layer = layer;
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if (!layer->has_color)
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mn.getColor(f, &(layer->color));
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}
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// Apply temporary crack
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if (p == data->m_crack_pos_relative)
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spec.material_flags |= MATERIAL_FLAG_CRACK;
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return spec;
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top_layer->material_flags |= MATERIAL_FLAG_CRACK;
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return tile;
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}
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/*
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@ -732,10 +769,9 @@ TileSpec getNodeTile(MapNode mn, v3s16 p, v3s16 dir, MeshMakeData *data)
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};
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u16 tile_index=facedir*16 + dir_i;
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TileSpec spec = getNodeTileN(mn, p, dir_to_tile[tile_index], data);
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spec.rotation=dir_to_tile[tile_index + 1];
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spec.texture = data->m_client->tsrc()->getTexture(spec.texture_id);
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return spec;
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TileSpec tile = getNodeTileN(mn, p, dir_to_tile[tile_index], data);
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tile.rotation = dir_to_tile[tile_index + 1];
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return tile;
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}
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static void getTileInfo(
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@ -800,7 +836,9 @@ static void getTileInfo(
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// eg. water and glass
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if (equivalent)
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tile.material_flags |= MATERIAL_FLAG_BACKFACE_CULLING;
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for (int layernum = 0; layernum < MAX_TILE_LAYERS; layernum++)
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tile.layers[layernum].material_flags |=
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MATERIAL_FLAG_BACKFACE_CULLING;
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if (data->m_smooth_lighting == false)
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{
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@ -880,12 +918,7 @@ static void updateFastFaceRow(
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&& next_lights[1] == lights[1]
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&& next_lights[2] == lights[2]
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&& next_lights[3] == lights[3]
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&& next_tile == tile
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&& tile.rotation == 0
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&& (tile.material_flags & MATERIAL_FLAG_TILEABLE_HORIZONTAL)
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&& (tile.material_flags & MATERIAL_FLAG_TILEABLE_VERTICAL)
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&& tile.color == next_tile.color
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&& tile.emissive_light == next_tile.emissive_light) {
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&& next_tile.isTileable(tile)) {
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next_is_different = false;
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continuous_tiles_count++;
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}
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@ -988,7 +1021,6 @@ static void updateAllFastFaceRows(MeshMakeData *data,
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*/
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MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
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m_mesh(new scene::SMesh()),
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m_minimap_mapblock(NULL),
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m_client(data->m_client),
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m_driver(m_client->tsrc()->getDevice()->getVideoDriver()),
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@ -1000,6 +1032,8 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
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m_last_daynight_ratio((u32) -1),
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m_daynight_diffs()
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{
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for (int m = 0; m < MAX_TILE_LAYERS; m++)
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m_mesh[m] = new scene::SMesh();
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m_enable_shaders = data->m_use_shaders;
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m_use_tangent_vertices = data->m_use_tangent_vertices;
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m_enable_vbo = g_settings->getBool("enable_vbo");
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@ -1048,23 +1082,14 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
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const u16 indices[] = {0,1,2,2,3,0};
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const u16 indices_alternate[] = {0,1,3,2,3,1};
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if(f.tile.texture == NULL)
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if (f.layer.texture == NULL)
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continue;
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const u16 *indices_p = indices;
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const u16 *indices_p =
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f.vertex_0_2_connected ? indices : indices_alternate;
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/*
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Revert triangles for nicer looking gradient if the
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brightness of vertices 1 and 3 differ less than
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the brightness of vertices 0 and 2.
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*/
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if (fabs(f.vertices[0].Color.getLuminance()
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- f.vertices[2].Color.getLuminance())
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> fabs(f.vertices[1].Color.getLuminance()
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- f.vertices[3].Color.getLuminance()))
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indices_p = indices_alternate;
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collector.append(f.tile, f.vertices, 4, indices_p, 6);
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collector.append(f.layer, f.vertices, 4, indices_p, 6,
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f.layernum);
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}
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}
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@ -1081,146 +1106,151 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
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generator.generate();
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}
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collector.applyTileColors();
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/*
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Convert MeshCollector to SMesh
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*/
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for(u32 i = 0; i < collector.prebuffers.size(); i++)
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{
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PreMeshBuffer &p = collector.prebuffers[i];
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// Generate animation data
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// - Cracks
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if(p.tile.material_flags & MATERIAL_FLAG_CRACK)
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for (int layer = 0; layer < MAX_TILE_LAYERS; layer++) {
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for(u32 i = 0; i < collector.prebuffers[layer].size(); i++)
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{
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// Find the texture name plus ^[crack:N:
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std::ostringstream os(std::ios::binary);
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os<<m_tsrc->getTextureName(p.tile.texture_id)<<"^[crack";
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if(p.tile.material_flags & MATERIAL_FLAG_CRACK_OVERLAY)
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os<<"o"; // use ^[cracko
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os<<":"<<(u32)p.tile.animation_frame_count<<":";
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m_crack_materials.insert(std::make_pair(i, os.str()));
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// Replace tile texture with the cracked one
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p.tile.texture = m_tsrc->getTextureForMesh(
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os.str()+"0",
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&p.tile.texture_id);
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}
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// - Texture animation
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if (p.tile.material_flags & MATERIAL_FLAG_ANIMATION) {
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// Add to MapBlockMesh in order to animate these tiles
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m_animation_tiles[i] = p.tile;
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m_animation_frames[i] = 0;
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if(g_settings->getBool("desynchronize_mapblock_texture_animation")){
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// Get starting position from noise
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m_animation_frame_offsets[i] = 100000 * (2.0 + noise3d(
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data->m_blockpos.X, data->m_blockpos.Y,
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data->m_blockpos.Z, 0));
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} else {
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// Play all synchronized
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m_animation_frame_offsets[i] = 0;
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}
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// Replace tile texture with the first animation frame
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FrameSpec animation_frame = p.tile.frames[0];
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p.tile.texture = animation_frame.texture;
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}
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PreMeshBuffer &p = collector.prebuffers[layer][i];
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if (!m_enable_shaders) {
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// Extract colors for day-night animation
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// Dummy sunlight to handle non-sunlit areas
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video::SColorf sunlight;
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get_sunlight_color(&sunlight, 0);
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u32 vertex_count =
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m_use_tangent_vertices ?
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p.tangent_vertices.size() : p.vertices.size();
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for (u32 j = 0; j < vertex_count; j++) {
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video::SColor *vc;
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if (m_use_tangent_vertices) {
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vc = &p.tangent_vertices[j].Color;
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// Generate animation data
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// - Cracks
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if(p.layer.material_flags & MATERIAL_FLAG_CRACK)
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{
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// Find the texture name plus ^[crack:N:
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std::ostringstream os(std::ios::binary);
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os<<m_tsrc->getTextureName(p.layer.texture_id)<<"^[crack";
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if(p.layer.material_flags & MATERIAL_FLAG_CRACK_OVERLAY)
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os<<"o"; // use ^[cracko
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os<<":"<<(u32)p.layer.animation_frame_count<<":";
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m_crack_materials.insert(std::make_pair(std::pair<u8, u32>(layer, i), os.str()));
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// Replace tile texture with the cracked one
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p.layer.texture = m_tsrc->getTextureForMesh(
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os.str()+"0",
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&p.layer.texture_id);
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}
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// - Texture animation
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if (p.layer.material_flags & MATERIAL_FLAG_ANIMATION) {
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// Add to MapBlockMesh in order to animate these tiles
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m_animation_tiles[std::pair<u8, u32>(layer, i)] = p.layer;
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m_animation_frames[std::pair<u8, u32>(layer, i)] = 0;
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if(g_settings->getBool("desynchronize_mapblock_texture_animation")){
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// Get starting position from noise
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m_animation_frame_offsets[std::pair<u8, u32>(layer, i)] = 100000 * (2.0 + noise3d(
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data->m_blockpos.X, data->m_blockpos.Y,
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data->m_blockpos.Z, 0));
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} else {
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vc = &p.vertices[j].Color;
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// Play all synchronized
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m_animation_frame_offsets[std::pair<u8, u32>(layer, i)] = 0;
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}
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video::SColor copy(*vc);
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if (vc->getAlpha() == 0) // No sunlight - no need to animate
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final_color_blend(vc, copy, sunlight); // Finalize color
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else // Record color to animate
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m_daynight_diffs[i][j] = copy;
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// Replace tile texture with the first animation frame
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FrameSpec animation_frame = p.layer.frames[0];
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p.layer.texture = animation_frame.texture;
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}
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// The sunlight ratio has been stored,
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// delete alpha (for the final rendering).
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vc->setAlpha(255);
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if (!m_enable_shaders) {
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// Extract colors for day-night animation
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// Dummy sunlight to handle non-sunlit areas
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video::SColorf sunlight;
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get_sunlight_color(&sunlight, 0);
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u32 vertex_count =
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m_use_tangent_vertices ?
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p.tangent_vertices.size() : p.vertices.size();
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for (u32 j = 0; j < vertex_count; j++) {
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video::SColor *vc;
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if (m_use_tangent_vertices) {
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vc = &p.tangent_vertices[j].Color;
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} else {
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vc = &p.vertices[j].Color;
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}
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video::SColor copy(*vc);
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if (vc->getAlpha() == 0) // No sunlight - no need to animate
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final_color_blend(vc, copy, sunlight); // Finalize color
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else // Record color to animate
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m_daynight_diffs[std::pair<u8, u32>(layer, i)][j] = copy;
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// The sunlight ratio has been stored,
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// delete alpha (for the final rendering).
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vc->setAlpha(255);
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}
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}
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// Create material
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video::SMaterial material;
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material.setFlag(video::EMF_LIGHTING, false);
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material.setFlag(video::EMF_BACK_FACE_CULLING, true);
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material.setFlag(video::EMF_BILINEAR_FILTER, false);
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material.setFlag(video::EMF_FOG_ENABLE, true);
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material.setTexture(0, p.layer.texture);
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if (m_enable_shaders) {
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material.MaterialType = m_shdrsrc->getShaderInfo(p.layer.shader_id).material;
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p.layer.applyMaterialOptionsWithShaders(material);
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if (p.layer.normal_texture) {
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material.setTexture(1, p.layer.normal_texture);
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}
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material.setTexture(2, p.layer.flags_texture);
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} else {
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p.layer.applyMaterialOptions(material);
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}
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scene::SMesh *mesh = (scene::SMesh *)m_mesh[layer];
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// Create meshbuffer, add to mesh
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if (m_use_tangent_vertices) {
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scene::SMeshBufferTangents *buf = new scene::SMeshBufferTangents();
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// Set material
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buf->Material = material;
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// Add to mesh
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mesh->addMeshBuffer(buf);
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// Mesh grabbed it
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buf->drop();
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buf->append(&p.tangent_vertices[0], p.tangent_vertices.size(),
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&p.indices[0], p.indices.size());
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} else {
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scene::SMeshBuffer *buf = new scene::SMeshBuffer();
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// Set material
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buf->Material = material;
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// Add to mesh
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mesh->addMeshBuffer(buf);
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// Mesh grabbed it
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buf->drop();
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buf->append(&p.vertices[0], p.vertices.size(),
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&p.indices[0], p.indices.size());
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}
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}
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// Create material
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video::SMaterial material;
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material.setFlag(video::EMF_LIGHTING, false);
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material.setFlag(video::EMF_BACK_FACE_CULLING, true);
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material.setFlag(video::EMF_BILINEAR_FILTER, false);
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material.setFlag(video::EMF_FOG_ENABLE, true);
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material.setTexture(0, p.tile.texture);
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if (m_enable_shaders) {
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material.MaterialType = m_shdrsrc->getShaderInfo(p.tile.shader_id).material;
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p.tile.applyMaterialOptionsWithShaders(material);
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if (p.tile.normal_texture) {
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material.setTexture(1, p.tile.normal_texture);
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}
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material.setTexture(2, p.tile.flags_texture);
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} else {
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p.tile.applyMaterialOptions(material);
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}
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/*
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Do some stuff to the mesh
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*/
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m_camera_offset = camera_offset;
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translateMesh(m_mesh[layer],
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intToFloat(data->m_blockpos * MAP_BLOCKSIZE - camera_offset, BS));
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scene::SMesh *mesh = (scene::SMesh *)m_mesh;
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// Create meshbuffer, add to mesh
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if (m_use_tangent_vertices) {
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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 "<<fastfaces_new.size()<<" faces "
|
||||
<<"and uses "<<m_mesh->getMeshBufferCount()
|
||||
<<" materials (meshbuffers)"<<std::endl;
|
||||
// Usually 1-700 faces and 1-7 materials
|
||||
std::cout<<"Updated MapBlock has "<<fastfaces_new.size()<<" faces "
|
||||
<<"and uses "<<m_mesh[layer]->getMeshBufferCount()
|
||||
<<" materials (meshbuffers)"<<std::endl;
|
||||
#endif
|
||||
|
||||
// Use VBO for mesh (this just would set this for ever buffer)
|
||||
if (m_enable_vbo) {
|
||||
m_mesh->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<u32, std::string>::iterator i = m_crack_materials.begin();
|
||||
i != m_crack_materials.end(); ++i) {
|
||||
scene::IMeshBuffer *buf = m_mesh->getMeshBuffer(i->first);
|
||||
for (std::map<std::pair<u8, u32>, 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<u32, TileSpec>::iterator anim_iter =
|
||||
m_animation_tiles.find(i->first);
|
||||
std::map<std::pair<u8, u32>, 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<u32, TileSpec>::iterator i = m_animation_tiles.begin();
|
||||
i != m_animation_tiles.end(); ++i) {
|
||||
const TileSpec &tile = i->second;
|
||||
for (std::map<std::pair<u8, u32>, 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<u32, std::map<u32, video::SColor > >::iterator
|
||||
for(std::map<std::pair<u8, u32>, std::map<u32, video::SColor > >::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<u32, video::SColor >::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="<<numIndices<<" (limit 65535)"<<std::endl;
|
||||
return;
|
||||
}
|
||||
std::vector<PreMeshBuffer> *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="<<numIndices<<" (limit 65535)"<<std::endl;
|
||||
return;
|
||||
}
|
||||
std::vector<PreMeshBuffer> *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<PreMeshBuffer> *p = &prebuffers[layer];
|
||||
for (std::vector<PreMeshBuffer>::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<PreMeshBuffer> *p = &prebuffers[layer];
|
||||
for (std::vector<PreMeshBuffer>::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);
|
||||
}
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue