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Improved parallax mapping. Generate heightmaps on the fly.

This commit is contained in:
RealBadAngel 2015-06-14 21:13:36 +02:00
parent d105bf27dd
commit 43fcfbfe05
11 changed files with 310 additions and 241 deletions

View file

@ -30,6 +30,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "shader.h"
#include "settings.h"
#include "util/directiontables.h"
#include <IMeshManipulator.h>
static void applyFacesShading(video::SColor& color, float factor)
{
@ -1028,6 +1029,8 @@ static void updateAllFastFaceRows(MeshMakeData *data,
MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
m_mesh(new scene::SMesh()),
m_gamedef(data->m_gamedef),
m_tsrc(m_gamedef->getTextureSource()),
m_shdrsrc(m_gamedef->getShaderSource()),
m_animation_force_timer(0), // force initial animation
m_last_crack(-1),
m_crack_materials(),
@ -1110,8 +1113,6 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
/*
Convert MeshCollector to SMesh
*/
ITextureSource *tsrc = m_gamedef->tsrc();
IShaderSource *shdrsrc = m_gamedef->getShaderSource();
for(u32 i = 0; i < collector.prebuffers.size(); i++)
{
@ -1123,13 +1124,13 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
{
// Find the texture name plus ^[crack:N:
std::ostringstream os(std::ios::binary);
os<<tsrc->getTextureName(p.tile.texture_id)<<"^[crack";
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 = tsrc->getTextureForMesh(
p.tile.texture = m_tsrc->getTextureForMesh(
os.str()+"0",
&p.tile.texture_id);
}
@ -1158,20 +1159,21 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
for(u32 j = 0; j < p.vertices.size(); j++)
{
video::S3DVertexTangents *vertex = &p.vertices[j];
// Note applyFacesShading second parameter is precalculated sqrt
// value for speed improvement
// Skip it for lightsources and top faces.
video::SColor &vc = p.vertices[j].Color;
video::SColor &vc = vertex->Color;
if (!vc.getBlue()) {
if (p.vertices[j].Normal.Y < -0.5) {
if (vertex->Normal.Y < -0.5) {
applyFacesShading (vc, 0.447213);
} else if (p.vertices[j].Normal.X > 0.5) {
} else if (vertex->Normal.X > 0.5) {
applyFacesShading (vc, 0.670820);
} else if (p.vertices[j].Normal.X < -0.5) {
} else if (vertex->Normal.X < -0.5) {
applyFacesShading (vc, 0.670820);
} else if (p.vertices[j].Normal.Z > 0.5) {
} else if (vertex->Normal.Z > 0.5) {
applyFacesShading (vc, 0.836660);
} else if (p.vertices[j].Normal.Z < -0.5) {
} else if (vertex->Normal.Z < -0.5) {
applyFacesShading (vc, 0.836660);
}
}
@ -1199,33 +1201,30 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
material.MaterialType = video::EMT_TRANSPARENT_ADD_COLOR;
} else {
if (m_enable_shaders) {
material.MaterialType = shdrsrc->getShaderInfo(p.tile.shader_id).material;
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, tsrc->getTextureForMesh("enable_img.png"));
material.setTexture(2, m_tsrc->getTextureForMesh("enable_img.png"));
} else {
material.setTexture(2, tsrc->getTextureForMesh("disable_img.png"));
material.setTexture(2, m_tsrc->getTextureForMesh("disable_img.png"));
}
} else {
p.tile.applyMaterialOptions(material);
}
}
// Create meshbuffer
// This is a "Standard MeshBuffer",
// it's a typedeffed CMeshBuffer<video::S3DVertex>
scene::SMeshBuffer *buf = new scene::SMeshBuffer();
// Set material
buf->Material = material;
// Add to mesh
m_mesh->addMeshBuffer(buf);
// Mesh grabbed it
buf->drop();
buf->append(&p.vertices[0], p.vertices.size(),
&p.indices[0], p.indices.size());
}
// Create meshbuffer
scene::SMeshBufferTangents *buf = new scene::SMeshBufferTangents();
// Set material
buf->Material = material;
// Add to mesh
m_mesh->addMeshBuffer(buf);
// Mesh grabbed it
buf->drop();
buf->append(&p.vertices[0], p.vertices.size(),
&p.indices[0], p.indices.size());
}
m_camera_offset = camera_offset;
/*
@ -1234,6 +1233,11 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
translateMesh(m_mesh, intToFloat(data->m_blockpos * MAP_BLOCKSIZE - camera_offset, BS));
if (m_enable_shaders) {
scene::IMeshManipulator* meshmanip = m_gamedef->getSceneManager()->getMeshManipulator();
meshmanip->recalculateTangents(m_mesh, true, false, false);
}
if(m_mesh)
{
#if 0
@ -1272,7 +1276,6 @@ MapBlockMesh::~MapBlockMesh()
bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_ratio)
{
if(!m_has_animation)
{
m_animation_force_timer = 100000;
@ -1292,12 +1295,11 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat
std::string basename = i->second;
// Create new texture name from original
ITextureSource *tsrc = m_gamedef->getTextureSource();
std::ostringstream os;
os<<basename<<crack;
u32 new_texture_id = 0;
video::ITexture *new_texture =
tsrc->getTextureForMesh(os.str(), &new_texture_id);
m_tsrc->getTextureForMesh(os.str(), &new_texture_id);
buf->getMaterial().setTexture(0, new_texture);
// If the current material is also animated,
@ -1333,16 +1335,15 @@ 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);
ITextureSource *tsrc = m_gamedef->getTextureSource();
FrameSpec animation_frame = tile.frames[frame];
buf->getMaterial().setTexture(0, animation_frame.texture);
if (m_enable_shaders) {
if (animation_frame.normal_texture) {
buf->getMaterial().setTexture(1, animation_frame.normal_texture);
buf->getMaterial().setTexture(2, tsrc->getTextureForMesh("enable_img.png"));
buf->getMaterial().setTexture(2, m_tsrc->getTextureForMesh("enable_img.png"));
} else {
buf->getMaterial().setTexture(2, tsrc->getTextureForMesh("disable_img.png"));
buf->getMaterial().setTexture(2, m_tsrc->getTextureForMesh("disable_img.png"));
}
}
}
@ -1355,16 +1356,14 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat
i != m_daynight_diffs.end(); i++)
{
scene::IMeshBuffer *buf = m_mesh->getMeshBuffer(i->first);
video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices();
video::S3DVertexTangents *vertices = (video::S3DVertexTangents *)buf->getVertices();
for(std::map<u32, std::pair<u8, u8 > >::iterator
j = i->second.begin();
j != i->second.end(); j++)
{
u32 vertexIndex = j->first;
u8 day = j->second.first;
u8 night = j->second.second;
finalColorBlend(vertices[vertexIndex].Color,
day, night, daynight_ratio);
finalColorBlend(vertices[j->first].Color, day, night, daynight_ratio);
}
}
m_last_daynight_ratio = daynight_ratio;
@ -1388,7 +1387,7 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat
i != m_highlighted_materials.end(); i++)
{
scene::IMeshBuffer *buf = m_mesh->getMeshBuffer(*i);
video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices();
video::S3DVertexTangents *vertices = (video::S3DVertexTangents*)buf->getVertices();
for (u32 j = 0; j < buf->getVertexCount() ;j++)
vertices[j].Color = hc;
}
@ -1413,42 +1412,40 @@ void MeshCollector::append(const TileSpec &tile,
const video::S3DVertex *vertices, u32 numVertices,
const u16 *indices, u32 numIndices)
{
if(numIndices > 65535)
{
if (numIndices > 65535) {
dstream<<"FIXME: MeshCollector::append() called with numIndices="<<numIndices<<" (limit 65535)"<<std::endl;
return;
}
PreMeshBuffer *p = NULL;
for(u32 i=0; i<prebuffers.size(); i++)
{
for (u32 i = 0; i < prebuffers.size(); i++) {
PreMeshBuffer &pp = prebuffers[i];
if(pp.tile != tile)
if (pp.tile != tile)
continue;
if(pp.indices.size() + numIndices > 65535)
if (pp.indices.size() + numIndices > 65535)
continue;
p = &pp;
break;
}
if(p == NULL)
{
if (p == NULL) {
PreMeshBuffer pp;
pp.tile = tile;
prebuffers.push_back(pp);
p = &prebuffers[prebuffers.size()-1];
p = &prebuffers[prebuffers.size() - 1];
}
u32 vertex_count = p->vertices.size();
for(u32 i=0; i<numIndices; i++)
{
for (u32 i = 0; i < numIndices; i++) {
u32 j = indices[i] + vertex_count;
p->indices.push_back(j);
}
for(u32 i=0; i<numVertices; i++)
{
p->vertices.push_back(vertices[i]);
for (u32 i = 0; i < numVertices; i++) {
video::S3DVertexTangents vert(vertices[i].Pos, vertices[i].Normal,
vertices[i].Color, vertices[i].TCoords);
p->vertices.push_back(vert);
}
}
@ -1461,15 +1458,13 @@ void MeshCollector::append(const TileSpec &tile,
const u16 *indices, u32 numIndices,
v3f pos, video::SColor c)
{
if(numIndices > 65535)
{
if (numIndices > 65535) {
dstream<<"FIXME: MeshCollector::append() called with numIndices="<<numIndices<<" (limit 65535)"<<std::endl;
return;
}
PreMeshBuffer *p = NULL;
for(u32 i=0; i<prebuffers.size(); i++)
{
for (u32 i = 0; i < prebuffers.size(); i++) {
PreMeshBuffer &pp = prebuffers[i];
if(pp.tile != tile)
continue;
@ -1480,25 +1475,22 @@ void MeshCollector::append(const TileSpec &tile,
break;
}
if(p == NULL)
{
if (p == NULL) {
PreMeshBuffer pp;
pp.tile = tile;
prebuffers.push_back(pp);
p = &prebuffers[prebuffers.size()-1];
p = &prebuffers[prebuffers.size() - 1];
}
u32 vertex_count = p->vertices.size();
for(u32 i=0; i<numIndices; i++)
{
for (u32 i = 0; i < numIndices; i++) {
u32 j = indices[i] + vertex_count;
p->indices.push_back(j);
}
for(u32 i=0; i<numVertices; i++)
{
video::S3DVertex vert = vertices[i];
vert.Pos += pos;
vert.Color = c;
for (u32 i = 0; i < numVertices; i++) {
video::S3DVertexTangents vert(vertices[i].Pos + pos, vertices[i].Normal,
c, vertices[i].TCoords);
p->vertices.push_back(vert);
}
}