This commit is contained in:
Elias Fleckenstein 2020-12-12 14:00:10 +01:00
commit 7250cf2c1c
15 changed files with 111 additions and 96 deletions

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@ -130,7 +130,7 @@ core.register_entity(":__builtin:falling_node", {
-- Set collision box (certain nodeboxes only for now)
local nb_types = {fixed=true, leveled=true, connected=true}
if def.drawtype == "nodebox" and def.node_box and
nb_types[def.node_box.type] then
nb_types[def.node_box.type] and def.node_box.fixed then
local box = table.copy(def.node_box.fixed)
if type(box[1]) == "table" then
box = #box == 1 and box[1] or nil -- We can only use a single box

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@ -529,8 +529,8 @@ texture_min_size (Minimum texture size) int 64
# This algorithm smooths out the 3D viewport while keeping the image sharp,
# but it doesn't affect the insides of textures
# (which is especially noticeable with transparent textures).
# This option is experimental and might cause visible spaces between blocks
# when set above 0.
# Visible spaces appear between nodes when shaders are disabled.
# If set to 0, MSAA is disabled.
# A restart is required after changing this option.
fsaa (FSAA) enum 0 0,1,2,4,8,16
@ -759,7 +759,7 @@ 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 in MB) int 40 0 1000
meshgen_block_cache_size (Mapblock mesh generator's MapBlock cache size in MB) int 20 0 1000
# Enables minimap.
enable_minimap (Minimap) bool true
@ -1049,7 +1049,7 @@ ipv6_server (IPv6 server) bool false
# Maximum number of blocks that are simultaneously sent per client.
# The maximum total count is calculated dynamically:
# max_total = ceil((#clients + max_users) * per_client / 4)
max_simultaneous_block_sends_per_client (Maximum simultaneous block sends per client) int 128
max_simultaneous_block_sends_per_client (Maximum simultaneous block sends per client) int 40
# To reduce lag, block transfers are slowed down when a player is building something.
# This determines how long they are slowed down after placing or removing a node.

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@ -16,7 +16,7 @@ varying vec3 vPosition;
// precision must be considered).
varying vec3 worldPosition;
varying lowp vec4 varColor;
varying mediump vec2 varTexCoord;
centroid varying mediump vec2 varTexCoord;
varying vec3 eyeVec;
const float fogStart = FOG_START;
@ -46,7 +46,7 @@ vec4 applyToneMapping(vec4 color)
const float gamma = 1.6;
const float exposureBias = 5.5;
color.rgb = uncharted2Tonemap(exposureBias * color.rgb);
// Precalculated white_scale from
// Precalculated white_scale from
//vec3 whiteScale = 1.0 / uncharted2Tonemap(vec3(W));
vec3 whiteScale = vec3(1.036015346);
color.rgb *= whiteScale;
@ -72,7 +72,7 @@ void main(void)
color = base.rgb;
vec4 col = vec4(color.rgb * varColor.rgb, 1.0);
#ifdef ENABLE_TONE_MAPPING
col = applyToneMapping(col);
#endif

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@ -16,7 +16,10 @@ varying vec3 vPosition;
// precision must be considered).
varying vec3 worldPosition;
varying lowp vec4 varColor;
varying mediump vec2 varTexCoord;
// The centroid keyword ensures that after interpolation the texture coordinates
// lie within the same bounds when MSAA is en- and disabled.
// This fixes the stripes problem with nearest-neighbour textures and MSAA.
centroid varying mediump vec2 varTexCoord;
varying vec3 eyeVec;
// Color of the light emitted by the light sources.
@ -142,7 +145,7 @@ void main(void)
vec4 color;
// The alpha gives the ratio of sunlight in the incoming light.
float nightRatio = 1.0 - inVertexColor.a;
color.rgb = inVertexColor.rgb * (inVertexColor.a * dayLight.rgb +
color.rgb = inVertexColor.rgb * (inVertexColor.a * dayLight.rgb +
nightRatio * artificialLight.rgb) * 2.0;
color.a = 1.0;

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@ -9,7 +9,7 @@ varying vec3 vNormal;
varying vec3 vPosition;
varying vec3 worldPosition;
varying lowp vec4 varColor;
varying mediump vec2 varTexCoord;
centroid varying mediump vec2 varTexCoord;
varying vec3 eyeVec;
varying float vIDiff;
@ -43,7 +43,7 @@ vec4 applyToneMapping(vec4 color)
const float gamma = 1.6;
const float exposureBias = 5.5;
color.rgb = uncharted2Tonemap(exposureBias * color.rgb);
// Precalculated white_scale from
// Precalculated white_scale from
//vec3 whiteScale = 1.0 / uncharted2Tonemap(vec3(W));
vec3 whiteScale = vec3(1.036015346);
color.rgb *= whiteScale;

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@ -7,7 +7,7 @@ varying vec3 vNormal;
varying vec3 vPosition;
varying vec3 worldPosition;
varying lowp vec4 varColor;
varying mediump vec2 varTexCoord;
centroid varying mediump vec2 varTexCoord;
varying vec3 eyeVec;
varying float vIDiff;

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@ -1191,6 +1191,7 @@ Please do not try to access the reference until the camera is initialized, other
### LocalPlayer
An interface to retrieve information about the player.
This object will only be available after the client is initialized. Earlier accesses will yield a `nil` value.
Methods:

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@ -1014,7 +1014,9 @@ The function of `param2` is determined by `paramtype2` in node definition.
* `paramtype2 = "flowingliquid"`
* Used by `drawtype = "flowingliquid"` and `liquidtype = "flowing"`
* The liquid level and a flag of the liquid are stored in `param2`
* Bits 0-2: Liquid level (0-7). The higher, the more liquid is in this node
* Bits 0-2: Liquid level (0-7). The higher, the more liquid is in this node;
see `minetest.get_node_level`, `minetest.set_node_level` and `minetest.add_node_level`
to access/manipulate the content of this field
* Bit 3: If set, liquid is flowing downwards (no graphical effect)
* `paramtype2 = "wallmounted"`
* Supported drawtypes: "torchlike", "signlike", "normal", "nodebox", "mesh"
@ -1245,6 +1247,9 @@ A box of a regular node would look like:
{-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
To avoid collision issues, keep each value within the range of +/- 1.45.
This also applies to leveled nodeboxes, where the final height shall not
exceed this soft limit.
@ -3234,6 +3239,7 @@ Helper functions
* returns true when the passed number represents NaN.
* `minetest.get_us_time()`
* returns time with microsecond precision. May not return wall time.
* This value might overflow on certain 32-bit systems!
* `table.copy(table)`: returns a table
* returns a deep copy of `table`
* `table.indexof(list, val)`: returns the smallest numerical index containing
@ -6425,6 +6431,8 @@ object you are working with still exists.
* `selected_mode` is the mode index to be selected after modes have been changed
(0 is the first mode).
* `set_sky(sky_parameters)`
* The presence of the function `set_sun`, `set_moon` or `set_stars` indicates
whether `set_sky` accepts this format. Check the legacy format otherwise.
* `sky_parameters` is a table with the following optional fields:
* `base_color`: ColorSpec, changes fog in "skybox" and "plain".
* `type`: Available types:
@ -6466,6 +6474,15 @@ object you are working with still exists.
abides by, `"custom"` uses `sun_tint` and `moon_tint`, while
`"default"` uses the classic Minetest sun and moon tinting.
Will use tonemaps, if set to `"default"`. (default: `"default"`)
* `set_sky(base_color, type, {texture names}, clouds)`
* Deprecated. Use `set_sky(sky_parameters)`
* `base_color`: ColorSpec, defaults to white
* `type`: Available types:
* `"regular"`: Uses 0 textures, `bgcolor` ignored
* `"skybox"`: Uses 6 textures, `bgcolor` used
* `"plain"`: Uses 0 textures, `bgcolor` used
* `clouds`: Boolean for whether clouds appear in front of `"skybox"` or
`"plain"` custom skyboxes (default: `true`)
* `get_sky()`: returns base_color, type, table of textures, clouds.
* `get_sky_color()`: returns a table with the `sky_color` parameters as in
`set_sky`.
@ -7346,6 +7363,7 @@ Used by `minetest.register_node`.
leveled_max = 127,
-- Maximum value for `leveled` (0-127), enforced in
-- `minetest.set_node_level` and `minetest.add_node_level`.
-- Values above 124 might causes collision detection issues.
liquid_range = 8, -- Number of flowing nodes around source (max. 8)
@ -7373,6 +7391,7 @@ Used by `minetest.register_node`.
type = "fixed",
fixed = {
{-2 / 16, -0.5, -2 / 16, 2 / 16, 3 / 16, 2 / 16},
-- Node box format: see [Node boxes]
},
},
-- Custom selection box definition. Multiple boxes can be defined.
@ -7383,13 +7402,12 @@ Used by `minetest.register_node`.
type = "fixed",
fixed = {
{-2 / 16, -0.5, -2 / 16, 2 / 16, 3 / 16, 2 / 16},
-- Node box format: see [Node boxes]
},
},
-- Custom collision box definition. Multiple boxes can be defined.
-- If "nodebox" drawtype is used and collision_box is nil, then node_box
-- definition is used for the collision box.
-- Both of the boxes above are defined as:
-- {xmin, ymin, zmin, xmax, ymax, zmax} in nodes from node center.
-- Support maps made in and before January 2012
legacy_facedir_simple = false,

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@ -18,7 +18,7 @@ minetest.register_node("testnodes:nodebox_fixed", {
-- 50% higher than a regular node
minetest.register_node("testnodes:nodebox_overhigh", {
description = S("Overhigh Nodebox Test Node"),
description = S("+50% high Nodebox Test Node"),
tiles = {"testnodes_nodebox.png"},
drawtype = "nodebox",
paramtype = "light",
@ -30,15 +30,16 @@ minetest.register_node("testnodes:nodebox_overhigh", {
groups = {dig_immediate=3},
})
-- 100% higher than a regular node
-- 95% higher than a regular node
minetest.register_node("testnodes:nodebox_overhigh2", {
description = S("Double-height Nodebox Test Node"),
description = S("+95% high Nodebox Test Node"),
tiles = {"testnodes_nodebox.png"},
drawtype = "nodebox",
paramtype = "light",
node_box = {
type = "fixed",
fixed = {-0.5, -0.5, -0.5, 0.5, 1.5, 0.5},
-- Y max: more is possible, but glitchy
fixed = {-0.5, -0.5, -0.5, 0.5, 1.45, 0.5},
},
groups = {dig_immediate=3},

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@ -31,6 +31,37 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include <algorithm>
#include "client/renderingengine.h"
// struct MeshBufListList
void MeshBufListList::clear()
{
for (auto &list : lists)
list.clear();
}
void MeshBufListList::add(scene::IMeshBuffer *buf, v3s16 position, u8 layer)
{
// Append to the correct layer
std::vector<MeshBufList> &list = lists[layer];
const video::SMaterial &m = buf->getMaterial();
for (MeshBufList &l : list) {
// comparing a full material is quite expensive so we don't do it if
// not even first texture is equal
if (l.m.TextureLayer[0].Texture != m.TextureLayer[0].Texture)
continue;
if (l.m == m) {
l.bufs.emplace_back(position, buf);
return;
}
}
MeshBufList l;
l.m = m;
l.bufs.emplace_back(position, buf);
list.emplace_back(l);
}
// ClientMap
ClientMap::ClientMap(
Client *client,
MapDrawControl &control,
@ -182,9 +213,7 @@ void ClientMap::updateDrawList()
if not seen on display
*/
if (block->mesh) {
block->mesh->updateCameraOffset(m_camera_offset);
} else {
if (!block->mesh) {
// Ignore if mesh doesn't exist
continue;
}
@ -229,50 +258,6 @@ void ClientMap::updateDrawList()
g_profiler->avg("MapBlocks loaded [#]", blocks_loaded);
}
struct MeshBufList
{
video::SMaterial m;
std::vector<scene::IMeshBuffer*> bufs;
};
struct MeshBufListList
{
/*!
* Stores the mesh buffers of the world.
* The array index is the material's layer.
* The vector part groups vertices by material.
*/
std::vector<MeshBufList> lists[MAX_TILE_LAYERS];
void clear()
{
for (auto &list : lists)
list.clear();
}
void add(scene::IMeshBuffer *buf, u8 layer)
{
// Append to the correct layer
std::vector<MeshBufList> &list = lists[layer];
const video::SMaterial &m = buf->getMaterial();
for (MeshBufList &l : list) {
// comparing a full material is quite expensive so we don't do it if
// not even first texture is equal
if (l.m.TextureLayer[0].Texture != m.TextureLayer[0].Texture)
continue;
if (l.m == m) {
l.bufs.push_back(buf);
return;
}
}
MeshBufList l;
l.m = m;
l.bufs.push_back(buf);
list.push_back(l);
}
};
void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
{
bool is_transparent_pass = pass == scene::ESNRP_TRANSPARENT;
@ -317,6 +302,7 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
MeshBufListList drawbufs;
for (auto &i : m_drawlist) {
v3s16 block_pos = i.first;
MapBlock *block = i.second;
// If the mesh of the block happened to get deleted, ignore it
@ -382,7 +368,7 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
material.setFlag(video::EMF_WIREFRAME,
m_control.show_wireframe);
drawbufs.add(buf, layer);
drawbufs.add(buf, block_pos, layer);
}
}
}
@ -391,6 +377,9 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
TimeTaker draw("Drawing mesh buffers");
core::matrix4 m; // Model matrix
v3f offset = intToFloat(m_camera_offset, BS);
// Render all layers in order
for (auto &lists : drawbufs.lists) {
for (MeshBufList &list : lists) {
@ -402,7 +391,13 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
}
driver->setMaterial(list.m);
for (scene::IMeshBuffer *buf : list.bufs) {
for (auto &pair : list.bufs) {
scene::IMeshBuffer *buf = pair.second;
v3f block_wpos = intToFloat(pair.first * MAP_BLOCKSIZE, BS);
m.setTranslation(block_wpos - offset);
driver->setTransform(video::ETS_WORLD, m);
driver->drawMeshBuffer(buf);
vertex_count += buf->getVertexCount();
}
@ -607,5 +602,3 @@ void ClientMap::PrintInfo(std::ostream &out)
{
out<<"ClientMap: ";
}

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@ -35,6 +35,25 @@ struct MapDrawControl
bool show_wireframe = false;
};
struct MeshBufList
{
video::SMaterial m;
std::vector<std::pair<v3s16,scene::IMeshBuffer*>> bufs;
};
struct MeshBufListList
{
/*!
* Stores the mesh buffers of the world.
* The array index is the material's layer.
* The vector part groups vertices by material.
*/
std::vector<MeshBufList> lists[MAX_TILE_LAYERS];
void clear();
void add(scene::IMeshBuffer *buf, v3s16 position, u8 layer);
};
class Client;
class ITextureSource;

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@ -2412,6 +2412,9 @@ void Game::processPlayerInteraction(f32 dtime, bool show_hud, bool show_debug)
input->clearWasKeyPressed();
input->clearWasKeyReleased();
// Ensure DIG & PLACE are marked as handled
wasKeyDown(KeyType::DIG);
wasKeyDown(KeyType::PLACE);
input->joystick.clearWasKeyDown(KeyType::DIG);
input->joystick.clearWasKeyDown(KeyType::PLACE);

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@ -1243,13 +1243,6 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
buf->drop();
}
/*
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_mesh[layer]) {
#if 0
// Usually 1-700 faces and 1-7 materials
@ -1376,19 +1369,6 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack,
return true;
}
void MapBlockMesh::updateCameraOffset(v3s16 camera_offset)
{
if (camera_offset != m_camera_offset) {
for (scene::IMesh *layer : m_mesh) {
translateMesh(layer,
intToFloat(m_camera_offset - camera_offset, BS));
if (m_enable_vbo)
layer->setDirty();
}
m_camera_offset = camera_offset;
}
}
video::SColor encode_light(u16 light, u8 emissive_light)
{
// Get components

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@ -162,9 +162,6 @@ private:
// of sunlit vertices
// Keys are pairs of (mesh index, buffer index in the mesh)
std::map<std::pair<u8, u32>, std::map<u32, video::SColor > > m_daynight_diffs;
// Camera offset info -> do we have to translate the mesh?
v3s16 m_camera_offset;
};
/*!

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@ -42,7 +42,7 @@ void set_default_settings(Settings *settings)
settings->setDefault("mute_sound", "false");
settings->setDefault("enable_mesh_cache", "false");
settings->setDefault("mesh_generation_interval", "0");
settings->setDefault("meshgen_block_cache_size", "40");
settings->setDefault("meshgen_block_cache_size", "20");
settings->setDefault("enable_vbo", "true");
settings->setDefault("free_move", "false");
settings->setDefault("pitch_move", "false");
@ -407,7 +407,7 @@ void set_default_settings(Settings *settings)
settings->setDefault("port", "30000");
settings->setDefault("strict_protocol_version_checking", "false");
settings->setDefault("player_transfer_distance", "0");
settings->setDefault("max_simultaneous_block_sends_per_client", "128");
settings->setDefault("max_simultaneous_block_sends_per_client", "40");
settings->setDefault("time_send_interval", "5");
settings->setDefault("default_game", "mineclone2");