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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:
Dániel Juhász 2017-04-21 15:34:59 +02:00 committed by Zeno-
parent 2ad74a9e8b
commit 1ffb180868
18 changed files with 763 additions and 467 deletions

View file

@ -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<FastFace> &dest)
v3f p, v3s16 dir, v3f scale, std::vector<FastFace> &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());
FastFace& face = *dest.rbegin();
u16 li[4] = { li0, li1, li2, li3 };
u16 day[4];
u16 night[4];
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]);
v2f32 f[4] = {
core::vector2d<f32>(x0 + w * abs_scale, y0 + h),
core::vector2d<f32>(x0, y0 + h),
core::vector2d<f32>(x0, y0),
core::vector2d<f32>(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.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;
}
face.tile = tile;
}
/*
@ -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<<m_tsrc->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<<m_tsrc->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<u8, u32>(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<u8, u32>(layer, i)] = p.layer;
m_animation_frames[std::pair<u8, u32>(layer, i)] = 0;
if(g_settings->getBool("desynchronize_mapblock_texture_animation")){
// Get starting position from noise
m_animation_frame_offsets[std::pair<u8, u32>(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<u8, u32>(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;
// Replace tile texture with the first animation frame
FrameSpec animation_frame = p.layer.frames[0];
p.layer.texture = animation_frame.texture;
}
// The sunlight ratio has been stored,
// delete alpha (for the final rendering).
vc->setAlpha(255);
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<u8, u32>(layer, i)][j] = copy;
// The sunlight ratio has been stored,
// delete alpha (for the final rendering).
vc->setAlpha(255);
}
}
// 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());
}
}
// 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) {
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);
}
material.setTexture(2, p.tile.flags_texture);
} else {
p.tile.applyMaterialOptions(material);
}
/*
Do some stuff to the mesh
*/
m_camera_offset = camera_offset;
translateMesh(m_mesh[layer],
intToFloat(data->m_blockpos * MAP_BLOCKSIZE - camera_offset, BS));
scene::SMesh *mesh = (scene::SMesh *)m_mesh;
// 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());
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);
}