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933 lines
28 KiB
933 lines
28 KiB
// This file takes minecraft chunks (decoded by cave_parse) and |
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// uses stb_voxel_render to turn them into vertex buffers. |
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#define STB_GLEXT_DECLARE "glext_list.h" |
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#include "stb_gl.h" |
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#include "stb_image.h" |
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#include "stb_glprog.h" |
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#include "caveview.h" |
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#include "cave_parse.h" |
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#include "stb.h" |
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#include "sdl.h" |
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#include "sdl_thread.h" |
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#include <math.h> |
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//#define VHEIGHT_TEST |
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//#define STBVOX_OPTIMIZED_VHEIGHT |
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#define STBVOX_CONFIG_MODE 1 |
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#define STBVOX_CONFIG_OPENGL_MODELVIEW |
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#define STBVOX_CONFIG_PREFER_TEXBUFFER |
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//#define STBVOX_CONFIG_LIGHTING_SIMPLE |
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#define STBVOX_CONFIG_FOG_SMOOTHSTEP |
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//#define STBVOX_CONFIG_PREMULTIPLIED_ALPHA // this doesn't work properly alpha test without next #define |
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//#define STBVOX_CONFIG_UNPREMULTIPLY // slower, fixes alpha test makes windows & fancy leaves look better |
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//#define STBVOX_CONFIG_TEX1_EDGE_CLAMP |
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#define STBVOX_CONFIG_DISABLE_TEX2 |
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//#define STBVOX_CONFIG_DOWN_TEXLERP_PACKED |
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#define STBVOX_CONFIG_ROTATION_IN_LIGHTING |
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#define STB_VOXEL_RENDER_IMPLEMENTATION |
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#include "stb_voxel_render.h" |
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extern void ods(char *fmt, ...); |
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//#define FANCY_LEAVES // nearly 2x the triangles when enabled (if underground is filled) |
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#define FAST_CHUNK |
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#define IN_PLACE |
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#define SKIP_TERRAIN 0 |
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//#define SKIP_TERRAIN 48 // use to avoid building underground stuff |
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// allows you to see what perf would be like if underground was efficiently culled, |
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// or if you were making a game without underground |
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enum |
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{ |
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C_empty, |
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C_solid, |
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C_trans, |
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C_cross, |
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C_water, |
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C_slab, |
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C_stair, |
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C_force, |
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}; |
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unsigned char geom_map[] = |
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{ |
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STBVOX_GEOM_empty, |
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STBVOX_GEOM_solid, |
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STBVOX_GEOM_transp, |
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STBVOX_GEOM_crossed_pair, |
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STBVOX_GEOM_solid, |
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STBVOX_GEOM_slab_lower, |
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STBVOX_GEOM_floor_slope_north_is_top, |
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STBVOX_GEOM_force, |
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}; |
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unsigned char minecraft_info[256][7] = |
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{ |
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{ C_empty, 0,0,0,0,0,0 }, |
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{ C_solid, 1,1,1,1,1,1 }, |
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{ C_solid, 3,3,3,3,40,2 }, |
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{ C_solid, 2,2,2,2,2,2 }, |
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{ C_solid, 16,16,16,16,16,16 }, |
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{ C_solid, 4,4,4,4,4,4 }, |
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{ C_cross, 15,15,15,15 }, |
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{ C_solid, 17,17,17,17,17,17 }, |
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|
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// 8 |
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{ C_water, 223,223,223,223,223,223 }, |
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{ C_water, 223,223,223,223,223,223 }, |
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{ C_solid, 255,255,255,255,255,255 }, |
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{ C_solid, 255,255,255,255,255,255 }, |
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{ C_solid, 18,18,18,18,18,18 }, |
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{ C_solid, 19,19,19,19,19,19 }, |
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{ C_solid, 32,32,32,32,32,32 }, |
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{ C_solid, 33,33,33,33,33,33 }, |
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|
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// 16 |
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{ C_solid, 34,34,34,34,34,34 }, |
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{ C_solid, 20,20,20,20,21,21 }, |
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#ifdef FANCY_LEAVES |
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{ C_force, 52,52,52,52,52,52 }, // leaves |
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#else |
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{ C_solid, 53,53,53,53,53,53 }, // leaves |
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#endif |
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{ C_solid, 24,24,24,24,24,24 }, |
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{ C_trans, 49,49,49,49,49,49 }, // glass |
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{ C_solid, 160,160,160,160,160,160 }, |
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{ C_solid, 144,144,144,144,144,144 }, |
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{ C_solid, 46,45,45,45,62,62 }, |
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|
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// 24 |
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{ C_solid, 192,192,192,192, 176,176 }, |
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{ C_solid, 74,74,74,74,74,74 }, |
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{ C_empty }, // bed |
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{ C_empty }, // powered rail |
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{ C_empty }, // detector rail |
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{ C_solid, 106,108,109,108,108,108 }, |
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{ C_empty }, // cobweb=11 |
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{ C_cross, 39,39,39,39 }, |
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|
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// 32 |
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{ C_cross, 55,55,55,55,0,0 }, |
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{ C_solid, 107,108,109,108,108,108 }, |
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{ C_empty }, // piston head |
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{ C_solid, 64,64,64,64,64,64 }, // various colors |
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{ C_empty }, // unused |
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{ C_cross, 13,13,13,13,0,0 }, |
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{ C_cross, 12,12,12,12,0,0 }, |
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{ C_cross, 29,29,29,29,0,0 }, |
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|
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// 40 |
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{ C_cross, 28,28,28,28,0,0 }, |
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{ C_solid, 23,23,23,23,23,23 }, |
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{ C_solid, 22,22,22,22,22,22 }, |
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{ C_solid, 5,5,5,5,6,6, }, |
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{ C_slab , 5,5,5,5,6,6, }, |
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{ C_solid, 7,7,7,7,7,7, }, |
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{ C_solid, 8,8,8,8,9,10 }, |
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{ C_solid, 35,35,35,35,4,4, }, |
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// 48 |
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//{ C_solid, 36,36,36,36,36,36 }, |
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{ C_force, 36,36,36,36,36,36 }, |
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{ C_solid, 37,37,37,37,37,37 }, |
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{ C_cross, 80,80,80,80,80,80 }, // torch |
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{ C_empty }, // fire |
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{ C_trans, 65,65,65,65,65,65 }, |
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{ C_stair, 4,4,4,4,4,4 }, |
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{ C_solid, 26,26,26,27,25,25 }, |
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{ C_empty }, // redstone |
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// 56 |
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{ C_solid, 50,50,50,50,50,50 }, |
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//{ C_force, 50,50,50,50,50,50 }, |
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{ C_solid, 26,26,26,26,26,26 }, |
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{ C_solid, 60,59,59,59,43,43 }, |
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{ C_cross, 95,95,95,95 }, |
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{ C_solid, 2,2,2,2,86,2 }, |
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{ C_solid, 44,45,45,45,62,62 }, |
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{ C_solid, 61,45,45,45,62,62 }, |
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{ C_empty }, // sign |
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// 64 |
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{ C_empty }, // door |
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{ C_empty }, // ladder |
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{ C_empty }, // rail |
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{ C_stair, 16,16,16,16,16,16 }, // cobblestone stairs |
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{ C_empty }, // sign |
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{ C_empty }, // lever |
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{ C_empty }, // stone pressure plate |
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{ C_empty }, // iron door |
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// 72 |
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{ C_empty }, // wooden pressure |
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{ C_solid, 51,51,51,51,51,51 }, |
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{ C_solid, 51,51,51,51,51,51 }, |
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{ C_empty }, |
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{ C_empty }, |
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{ C_empty }, |
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{ C_empty }, // snow on block below, do as half slab? |
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{ C_solid, 67,67,67,67,67,67 }, |
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// 80 |
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{ C_solid, 66,66,66,66,66,66 }, |
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{ C_solid, 70,70,70,70,69,71 }, |
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{ C_solid, 72,72,72,72,72,72 }, |
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{ C_cross, 73,73,73,73,73,73 }, |
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{ C_solid, 74,74,74,74,75,74 }, |
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{ C_empty }, // fence |
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{ C_solid,119,118,118,118,102,102 }, |
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{ C_solid,103,103,103,103,103,103 }, |
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// 88 |
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{ C_solid, 104,104,104,104,104,104 }, |
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{ C_solid, 105,105,105,105,105,105 }, |
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{ C_solid, 167,167,167,167,167,167 }, |
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{ C_solid, 120,118,118,118,102,102 }, |
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{ C_empty }, // cake |
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{ C_empty }, // repeater |
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{ C_empty }, // repeater |
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{ C_solid, 49,49,49,49,49,49 }, // colored glass |
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// 96 |
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{ C_empty }, |
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{ C_empty }, |
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{ C_solid, 54,54,54,54,54,54 }, |
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{ C_solid, 125,125,125,125,125,125 }, |
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{ C_solid, 126,126,126,126,126,126 }, |
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{ C_empty }, // bars |
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{ C_trans, 49,49,49,49,49,49 }, // glass pane |
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{ C_solid, 136,136,136,136,137,137 }, // melon |
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// 104 |
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{ C_empty }, // pumpkin stem |
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{ C_empty }, // melon stem |
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{ C_empty }, // vines |
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{ C_empty }, // gate |
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{ C_stair, 7,7,7,7,7,7, }, // brick stairs |
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{ C_stair, 54,54,54,54,54,54 }, // stone brick stairs |
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{ C_empty }, // mycelium |
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{ C_empty }, // lily pad |
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// 112 |
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{ C_solid, 224,224,224,224,224,224 }, |
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{ C_empty }, // nether brick fence |
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{ C_stair, 224,224,224,224,224,224 }, // nether brick stairs |
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{ C_empty }, // nether wart |
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{ C_solid, 182,182,182,182,166,183 }, |
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{ C_empty }, // brewing stand |
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{ C_empty }, // cauldron |
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{ C_empty }, // end portal |
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// 120 |
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{ C_solid, 159,159,159,159,158,158 }, |
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{ C_solid, 175,175,175,175,175,175 }, |
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{ C_empty }, // dragon egg |
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{ C_solid, 211,211,211,211,211,211 }, |
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{ C_solid, 212,212,212,212,212,212 }, |
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{ C_solid, 4,4,4,4,4,4, }, // wood double-slab |
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{ C_slab , 4,4,4,4,4,4, }, // wood slab |
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{ C_empty }, // cocoa |
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// 128 |
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{ C_solid, 192,192,192,192,176,176 }, // sandstone stairs |
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{ C_solid, 32,32,32,32,32,32 }, // emerald ore |
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{ C_solid, 26,26,26,27,25,25 }, // ender chest |
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{ C_empty }, |
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{ C_empty }, |
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{ C_solid, 23,23,23,23,23,23 }, // emerald block |
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{ C_solid, 198,198,198,198,198,198 }, // spruce stairs |
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{ C_solid, 214,214,214,214,214,214 }, // birch stairs |
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// 136 |
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{ C_stair, 199,199,199,199,199,199 }, // jungle stairs |
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{ C_empty }, // command block |
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{ C_empty }, // beacon |
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{ C_slab, 16,16,16,16,16,16 }, // cobblestone wall |
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{ C_empty }, // flower pot |
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{ C_empty }, // carrot |
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{ C_empty }, // potatoes |
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{ C_empty }, // wooden button |
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// 144 |
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{ C_empty }, // mob head |
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{ C_empty }, // anvil |
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{ C_solid, 26,26,26,27,25,25 }, // trapped chest |
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{ C_empty }, // weighted pressure plate light |
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{ C_empty }, // weighted pressure plat eheavy |
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{ C_empty }, // comparator inactive |
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{ C_empty }, // comparator active |
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{ C_empty }, // daylight sensor |
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// 152 |
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{ C_solid, 135,135,135,135,135,135 }, // redstone block |
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{ C_solid, 0,0,0,0,0,0, }, // nether quartz ore |
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{ C_empty }, // hopper |
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{ C_solid, 22,22,22,22,22,22 }, // quartz block |
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{ C_stair, 22,22,22,22,22,22 }, // quartz stairs |
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{ C_empty }, // activator rail |
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{ C_solid, 46,45,45,45,62,62 }, // dropper |
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{ C_solid, 72,72,72,72,72,72 }, // stained clay |
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// 160 |
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{ C_trans, 49,49,49,49,49,49 }, // stained glass pane |
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#ifdef FANCY_LEAVES |
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{ C_force, 52,52,52,52,52,52 }, // leaves |
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#else |
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{ C_solid, 53,53,53,53,53,53 }, // acacia leaves |
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#endif |
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{ C_solid, 20,20,20,20,21,21 }, // acacia tree |
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{ C_solid, 199,199,199,199,199,199 }, // acacia wood stairs |
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{ C_solid, 198,198,198,198,198,198 }, // dark oak stairs |
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{ C_solid, 146,146,146,146,146,146 }, // slime block |
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{ C_solid, 176,176,176,176,176,176 }, // red sandstone |
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{ C_solid, 176,176,176,176,176,176 }, // red sandstone |
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// 168 |
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{ C_empty }, |
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{ C_empty }, |
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{ C_empty }, |
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{ C_empty }, |
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{ C_solid, 72,72,72,72,72,72 }, // hardened clay |
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{ C_empty }, |
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{ C_empty }, |
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{ C_empty }, |
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// 176 |
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{ C_empty }, |
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{ C_empty }, |
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{ C_solid, 176,176,176,176,176,176 }, // red sandstone |
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}; |
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unsigned char minecraft_tex1_for_blocktype[256][6]; |
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unsigned char effective_blocktype[256]; |
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unsigned char minecraft_color_for_blocktype[256][6]; |
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unsigned char minecraft_geom_for_blocktype[256]; |
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uint8 build_buffer[BUILD_BUFFER_SIZE]; |
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uint8 face_buffer[FACE_BUFFER_SIZE]; |
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//GLuint vbuf, fbuf, fbuf_tex; |
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//unsigned char tex1_for_blocktype[256][6]; |
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//unsigned char blocktype[34][34][257]; |
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//unsigned char lighting[34][34][257]; |
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// a superchunk is 64x64x256, with the border blocks computed as well, |
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// which means we need 4x4 chunks plus 16 border chunks plus 4 corner chunks |
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#define SUPERCHUNK_X 4 |
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#define SUPERCHUNK_Y 4 |
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unsigned char remap_data[16][16]; |
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unsigned char remap[256]; |
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unsigned char rotate_data[4] = { 1,3,2,0 }; |
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void convert_fastchunk_inplace(fast_chunk *fc) |
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{ |
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int i; |
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int num_blocks=0, step=0; |
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unsigned char rot[4096]; |
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#ifndef IN_PLACE |
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unsigned char *storage; |
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#endif |
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memset(rot, 0, 4096); |
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for (i=0; i < 16; ++i) |
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num_blocks += fc->blockdata[i] != NULL; |
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#ifndef IN_PLACE |
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storage = malloc(16*16*16*2 * num_blocks); |
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#endif |
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for (i=0; i < 16; ++i) { |
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if (fc->blockdata[i]) { |
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int o=0; |
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unsigned char *bd,*dd,*lt,*sky; |
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unsigned char *out, *outb; |
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// this ordering allows us to determine which data we can safely overwrite for in-place processing |
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bd = fc->blockdata[i]; |
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dd = fc->data[i]; |
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lt = fc->light[i]; |
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sky = fc->skylight[i]; |
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#ifdef IN_PLACE |
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out = bd; |
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#else |
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out = storage + 16*16*16*2*step; |
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#endif |
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// bd is written in place, but also reads from dd |
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for (o=0; o < 16*16*16/2; o += 1) { |
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unsigned char v1,v2; |
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unsigned char d = dd[o]; |
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v1 = bd[o*2+0]; |
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v2 = bd[o*2+1]; |
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if (remap[v1]) |
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{ |
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//unsigned char d = bd[o] & 15; |
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v1 = remap_data[remap[v1]][d&15]; |
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rot[o*2+0] = rotate_data[d&3]; |
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} else |
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v1 = effective_blocktype[v1]; |
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if (remap[v2]) |
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{ |
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//unsigned char d = bd[o] >> 4; |
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v2 = remap_data[remap[v2]][d>>4]; |
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rot[o*2+1] = rotate_data[(d>>4)&3]; |
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} else |
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v2 = effective_blocktype[v2]; |
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out[o*2+0] = v1; |
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out[o*2+1] = v2; |
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} |
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// this reads from lt & sky |
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#ifndef IN_PLACE |
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outb = out + 16*16*16; |
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++step; |
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#endif |
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// MC used to write in this order and it makes it possible to compute in-place |
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if (dd < sky && sky < lt) { |
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// @TODO go this path always if !IN_PLACE |
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#ifdef IN_PLACE |
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outb = dd; |
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#endif |
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for (o=0; o < 16*16*16/2; ++o) { |
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int bright; |
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bright = (lt[o]&15)*12 + 15 + (sky[o]&15)*16; |
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if (bright > 255) bright = 255; |
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if (bright < 32) bright = 32; |
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outb[o*2+0] = STBVOX_MAKE_LIGHTING_EXT((unsigned char) bright, (rot[o*2+0]&3)); |
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bright = (lt[o]>>4)*12 + 15 + (sky[o]>>4)*16; |
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if (bright > 255) bright = 255; |
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if (bright < 32) bright = 32; |
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outb[o*2+1] = STBVOX_MAKE_LIGHTING_EXT((unsigned char) bright, (rot[o*2+1]&3)); |
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} |
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} else { |
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// @TODO: if blocktype is in between others, this breaks; need to find which side has two pointers, and use that |
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// overwrite rot[] array, then copy out |
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#ifdef IN_PLACE |
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outb = (dd < sky) ? dd : sky; |
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if (lt < outb) lt = outb; |
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#endif |
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for (o=0; o < 16*16*16/2; ++o) { |
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int bright; |
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bright = (lt[o]&15)*12 + 15 + (sky[o]&15)*16; |
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if (bright > 255) bright = 255; |
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if (bright < 32) bright = 32; |
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rot[o*2+0] = STBVOX_MAKE_LIGHTING_EXT((unsigned char) bright, (rot[o*2+0]&3)); |
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bright = (lt[o]>>4)*12 + 15 + (sky[o]>>4)*16; |
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if (bright > 255) bright = 255; |
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if (bright < 32) bright = 32; |
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rot[o*2+1] = STBVOX_MAKE_LIGHTING_EXT((unsigned char) bright, (rot[o*2+1]&3)); |
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} |
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memcpy(outb, rot, 4096); |
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fc->data[i] = outb; |
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} |
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#ifndef IN_PLACE |
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fc->blockdata[i] = out; |
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fc->data[i] = outb; |
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#endif |
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} |
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} |
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#ifndef IN_PLACE |
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free(fc->pointer_to_free); |
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fc->pointer_to_free = storage; |
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#endif |
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} |
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|
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void make_converted_fastchunk(fast_chunk *fc, int x, int y, int segment, uint8 *sv_blocktype, uint8 *sv_lighting) |
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{ |
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int z; |
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assert(fc == NULL || (fc->refcount > 0 && fc->refcount < 64)); |
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if (fc == NULL || fc->blockdata[segment] == NULL) { |
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for (z=0; z < 16; ++z) { |
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sv_blocktype[z] = C_empty; |
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sv_lighting[z] = 255; |
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} |
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} else { |
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unsigned char *block = fc->blockdata[segment]; |
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unsigned char *data = fc->data[segment]; |
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y = 15-y; |
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for (z=0; z < 16; ++z) { |
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sv_blocktype[z] = block[z*256 + y*16 + x]; |
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sv_lighting [z] = data [z*256 + y*16 + x]; |
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} |
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} |
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} |
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|
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#define CHUNK_CACHE 64 |
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typedef struct |
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{ |
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int valid; |
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int chunk_x, chunk_y; |
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fast_chunk *fc; |
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} cached_converted_chunk; |
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|
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cached_converted_chunk chunk_cache[CHUNK_CACHE][CHUNK_CACHE]; |
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int cache_size = CHUNK_CACHE; |
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|
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void reset_cache_size(int size) |
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{ |
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int i,j; |
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for (j=size; j < cache_size; ++j) { |
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for (i=size; i < cache_size; ++i) { |
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cached_converted_chunk *ccc = &chunk_cache[j][i]; |
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if (ccc->valid) { |
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if (ccc->fc) { |
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free(ccc->fc->pointer_to_free); |
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free(ccc->fc); |
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ccc->fc = NULL; |
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} |
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ccc->valid = 0; |
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} |
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} |
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} |
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cache_size = size; |
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} |
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// this must be called inside mutex |
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void deref_fastchunk(fast_chunk *fc) |
|
{ |
|
if (fc) { |
|
assert(fc->refcount > 0); |
|
--fc->refcount; |
|
if (fc->refcount == 0) { |
|
free(fc->pointer_to_free); |
|
free(fc); |
|
} |
|
} |
|
} |
|
|
|
SDL_mutex * chunk_cache_mutex; |
|
SDL_mutex * chunk_get_mutex; |
|
|
|
void lock_chunk_get_mutex(void) |
|
{ |
|
SDL_LockMutex(chunk_get_mutex); |
|
} |
|
void unlock_chunk_get_mutex(void) |
|
{ |
|
SDL_UnlockMutex(chunk_get_mutex); |
|
} |
|
|
|
fast_chunk *get_converted_fastchunk(int chunk_x, int chunk_y) |
|
{ |
|
int slot_x = (chunk_x & (cache_size-1)); |
|
int slot_y = (chunk_y & (cache_size-1)); |
|
fast_chunk *fc; |
|
cached_converted_chunk *ccc; |
|
SDL_LockMutex(chunk_cache_mutex); |
|
ccc = &chunk_cache[slot_y][slot_x]; |
|
if (ccc->valid) { |
|
if (ccc->chunk_x == chunk_x && ccc->chunk_y == chunk_y) { |
|
fast_chunk *fc = ccc->fc; |
|
if (fc) |
|
++fc->refcount; |
|
SDL_UnlockMutex(chunk_cache_mutex); |
|
return fc; |
|
} |
|
if (ccc->fc) { |
|
deref_fastchunk(ccc->fc); |
|
ccc->fc = NULL; |
|
ccc->valid = 0; |
|
} |
|
} |
|
SDL_UnlockMutex(chunk_cache_mutex); |
|
|
|
fc = get_decoded_fastchunk_uncached(chunk_x, -chunk_y); |
|
if (fc) |
|
convert_fastchunk_inplace(fc); |
|
|
|
SDL_LockMutex(chunk_cache_mutex); |
|
// another thread might have updated it, so before we overwrite it... |
|
if (ccc->fc) { |
|
deref_fastchunk(ccc->fc); |
|
ccc->fc = NULL; |
|
} |
|
|
|
if (fc) |
|
fc->refcount = 1; // 1 in the cache |
|
|
|
ccc->chunk_x = chunk_x; |
|
ccc->chunk_y = chunk_y; |
|
ccc->valid = 1; |
|
if (fc) |
|
++fc->refcount; |
|
ccc->fc = fc; |
|
SDL_UnlockMutex(chunk_cache_mutex); |
|
return fc; |
|
} |
|
|
|
void make_map_segment_for_superchunk_preconvert(int chunk_x, int chunk_y, int segment, fast_chunk *fc_table[4][4], uint8 sv_blocktype[34][34][18], uint8 sv_lighting[34][34][18]) |
|
{ |
|
int a,b; |
|
assert((chunk_x & 1) == 0); |
|
assert((chunk_y & 1) == 0); |
|
for (b=-1; b < 3; ++b) { |
|
for (a=-1; a < 3; ++a) { |
|
int xo = a*16+1; |
|
int yo = b*16+1; |
|
int x,y; |
|
fast_chunk *fc = fc_table[b+1][a+1]; |
|
for (y=0; y < 16; ++y) |
|
for (x=0; x < 16; ++x) |
|
if (xo+x >= 0 && xo+x < 34 && yo+y >= 0 && yo+y < 34) |
|
make_converted_fastchunk(fc,x,y, segment, sv_blocktype[xo+x][yo+y], sv_lighting[xo+x][yo+y]); |
|
} |
|
} |
|
} |
|
|
|
// build 1 mesh covering 2x2 chunks |
|
void build_chunk(int chunk_x, int chunk_y, fast_chunk *fc_table[4][4], raw_mesh *rm) |
|
{ |
|
int a,b,z; |
|
stbvox_input_description *map; |
|
|
|
#ifdef VHEIGHT_TEST |
|
unsigned char vheight[34][34][18]; |
|
#endif |
|
|
|
#ifndef STBVOX_CONFIG_DISABLE_TEX2 |
|
unsigned char tex2_choice[34][34][18]; |
|
#endif |
|
|
|
assert((chunk_x & 1) == 0); |
|
assert((chunk_y & 1) == 0); |
|
|
|
rm->cx = chunk_x; |
|
rm->cy = chunk_y; |
|
|
|
stbvox_set_input_stride(&rm->mm, 34*18, 18); |
|
|
|
assert(rm->mm.input.geometry == NULL); |
|
|
|
map = stbvox_get_input_description(&rm->mm); |
|
map->block_tex1_face = minecraft_tex1_for_blocktype; |
|
map->block_color_face = minecraft_color_for_blocktype; |
|
map->block_geometry = minecraft_geom_for_blocktype; |
|
|
|
stbvox_reset_buffers(&rm->mm); |
|
stbvox_set_buffer(&rm->mm, 0, 0, rm->build_buffer, BUILD_BUFFER_SIZE); |
|
stbvox_set_buffer(&rm->mm, 0, 1, rm->face_buffer , FACE_BUFFER_SIZE); |
|
|
|
map->blocktype = &rm->sv_blocktype[1][1][1]; // this is (0,0,0), but we need to be able to query off the edges |
|
map->lighting = &rm->sv_lighting[1][1][1]; |
|
|
|
// fill in the top two rows of the buffer |
|
for (a=0; a < 34; ++a) { |
|
for (b=0; b < 34; ++b) { |
|
rm->sv_blocktype[a][b][16] = 0; |
|
rm->sv_lighting [a][b][16] = 255; |
|
rm->sv_blocktype[a][b][17] = 0; |
|
rm->sv_lighting [a][b][17] = 255; |
|
} |
|
} |
|
|
|
#ifndef STBVOX_CONFIG_DISABLE_TEX2 |
|
for (a=0; a < 34; ++a) { |
|
for (b=0; b < 34; ++b) { |
|
int px = chunk_x*16 + a - 1; |
|
int py = chunk_y*16 + b - 1; |
|
float dist = (float) sqrt(px*px + py*py); |
|
float s1 = (float) sin(dist / 16), s2, s3; |
|
dist = (float) sqrt((px-80)*(px-80) + (py-50)*(py-50)); |
|
s2 = (float) sin(dist / 11); |
|
for (z=0; z < 18; ++z) { |
|
s3 = (float) sin(z * 3.141592 / 8); |
|
|
|
s3 = s1*s2*s3; |
|
tex2_choice[a][b][z] = 63 & (int) stb_linear_remap(s3,-1,1, -20,83); |
|
} |
|
} |
|
} |
|
#endif |
|
|
|
for (z=256-16; z >= SKIP_TERRAIN; z -= 16) |
|
{ |
|
int z0 = z; |
|
int z1 = z+16; |
|
if (z1 == 256) z1 = 255; |
|
|
|
make_map_segment_for_superchunk_preconvert(chunk_x, chunk_y, z >> 4, fc_table, rm->sv_blocktype, rm->sv_lighting); |
|
|
|
map->blocktype = &rm->sv_blocktype[1][1][1-z]; // specify location of 0,0,0 so that accessing z0..z1 gets right data |
|
map->lighting = &rm->sv_lighting[1][1][1-z]; |
|
#ifndef STBVOX_CONFIG_DISABLE_TEX2 |
|
map->tex2 = &tex2_choice[1][1][1-z]; |
|
#endif |
|
|
|
#ifdef VHEIGHT_TEST |
|
// hacky test of vheight |
|
for (a=0; a < 34; ++a) { |
|
for (b=0; b < 34; ++b) { |
|
int c; |
|
for (c=0; c < 17; ++c) { |
|
if (rm->sv_blocktype[a][b][c] != 0 && rm->sv_blocktype[a][b][c+1] == 0) { |
|
// topmost block |
|
vheight[a][b][c] = rand() & 255; |
|
rm->sv_blocktype[a][b][c] = 168; |
|
} else if (c > 0 && rm->sv_blocktype[a][b][c] != 0 && rm->sv_blocktype[a][b][c-1] == 0) { |
|
// bottommost block |
|
vheight[a][b][c] = ((rand() % 3) << 6) + ((rand() % 3) << 4) + ((rand() % 3) << 2) + (rand() % 3); |
|
rm->sv_blocktype[a][b][c] = 169; |
|
} |
|
} |
|
vheight[a][b][c] = STBVOX_MAKE_VHEIGHT(2,2,2,2); // flat top |
|
} |
|
} |
|
map->vheight = &vheight[1][1][1-z]; |
|
#endif |
|
|
|
{ |
|
stbvox_set_input_range(&rm->mm, 0,0,z0, 32,32,z1); |
|
stbvox_set_default_mesh(&rm->mm, 0); |
|
stbvox_make_mesh(&rm->mm); |
|
} |
|
|
|
// copy the bottom two rows of data up to the top |
|
for (a=0; a < 34; ++a) { |
|
for (b=0; b < 34; ++b) { |
|
rm->sv_blocktype[a][b][16] = rm->sv_blocktype[a][b][0]; |
|
rm->sv_blocktype[a][b][17] = rm->sv_blocktype[a][b][1]; |
|
rm->sv_lighting [a][b][16] = rm->sv_lighting [a][b][0]; |
|
rm->sv_lighting [a][b][17] = rm->sv_lighting [a][b][1]; |
|
} |
|
} |
|
} |
|
|
|
stbvox_set_mesh_coordinates(&rm->mm, chunk_x*16, chunk_y*16, 0); |
|
stbvox_get_transform(&rm->mm, rm->transform); |
|
|
|
stbvox_set_input_range(&rm->mm, 0,0,0, 32,32,255); |
|
stbvox_get_bounds(&rm->mm, rm->bounds); |
|
|
|
rm->num_quads = stbvox_get_quad_count(&rm->mm, 0); |
|
} |
|
|
|
int next_blocktype = 255; |
|
|
|
unsigned char mc_rot[4] = { 1,3,2,0 }; |
|
|
|
// create blocktypes with rotation baked into type... |
|
// @TODO we no longer need this now that we store rotations |
|
// in lighting |
|
void build_stair_rotations(int blocktype, unsigned char *map) |
|
{ |
|
int i; |
|
|
|
// use the existing block type for floor stairs; allocate a new type for ceil stairs |
|
for (i=0; i < 6; ++i) { |
|
minecraft_color_for_blocktype[next_blocktype][i] = minecraft_color_for_blocktype[blocktype][i]; |
|
minecraft_tex1_for_blocktype [next_blocktype][i] = minecraft_tex1_for_blocktype [blocktype][i]; |
|
} |
|
minecraft_geom_for_blocktype[next_blocktype] = (unsigned char) STBVOX_MAKE_GEOMETRY(STBVOX_GEOM_ceil_slope_north_is_bottom, 0, 0); |
|
minecraft_geom_for_blocktype[ blocktype] = (unsigned char) STBVOX_MAKE_GEOMETRY(STBVOX_GEOM_floor_slope_north_is_top, 0, 0); |
|
|
|
for (i=0; i < 4; ++i) { |
|
map[0+i+8] = map[0+i] = blocktype; |
|
map[4+i+8] = map[4+i] = next_blocktype; |
|
} |
|
--next_blocktype; |
|
} |
|
|
|
void build_wool_variations(int bt, unsigned char *map) |
|
{ |
|
int i,k; |
|
unsigned char tex[16] = { 64, 210, 194, 178, 162, 146, 130, 114, 225, 209, 193, 177, 161, 145, 129, 113 }; |
|
for (i=0; i < 16; ++i) { |
|
if (i == 0) |
|
map[i] = bt; |
|
else { |
|
map[i] = next_blocktype; |
|
for (k=0; k < 6; ++k) { |
|
minecraft_tex1_for_blocktype[next_blocktype][k] = tex[i]; |
|
} |
|
minecraft_geom_for_blocktype[next_blocktype] = minecraft_geom_for_blocktype[bt]; |
|
--next_blocktype; |
|
} |
|
} |
|
} |
|
|
|
void build_wood_variations(int bt, unsigned char *map) |
|
{ |
|
int i,k; |
|
unsigned char tex[4] = { 5, 198, 214, 199 }; |
|
for (i=0; i < 4; ++i) { |
|
if (i == 0) |
|
map[i] = bt; |
|
else { |
|
map[i] = next_blocktype; |
|
for (k=0; k < 6; ++k) { |
|
minecraft_tex1_for_blocktype[next_blocktype][k] = tex[i]; |
|
} |
|
minecraft_geom_for_blocktype[next_blocktype] = minecraft_geom_for_blocktype[bt]; |
|
--next_blocktype; |
|
} |
|
} |
|
map[i] = map[i-1]; |
|
++i; |
|
for (; i < 16; ++i) |
|
map[i] = bt; |
|
} |
|
|
|
void remap_in_place(int bt, int rm) |
|
{ |
|
int i; |
|
remap[bt] = rm; |
|
for (i=0; i < 16; ++i) |
|
remap_data[rm][i] = bt; |
|
} |
|
|
|
|
|
void mesh_init(void) |
|
{ |
|
int i; |
|
|
|
chunk_cache_mutex = SDL_CreateMutex(); |
|
chunk_get_mutex = SDL_CreateMutex(); |
|
|
|
for (i=0; i < 256; ++i) { |
|
memcpy(minecraft_tex1_for_blocktype[i], minecraft_info[i]+1, 6); |
|
effective_blocktype[i] = (minecraft_info[i][0] == C_empty ? 0 : i); |
|
minecraft_geom_for_blocktype[i] = geom_map[minecraft_info[i][0]]; |
|
} |
|
//effective_blocktype[50] = 0; // delete torches |
|
|
|
for (i=0; i < 6*256; ++i) { |
|
if (minecraft_tex1_for_blocktype[0][i] == 40) |
|
minecraft_color_for_blocktype[0][i] = 38 | 64; // apply to tex1 |
|
if (minecraft_tex1_for_blocktype[0][i] == 39) |
|
minecraft_color_for_blocktype[0][i] = 39 | 64; // apply to tex1 |
|
if (minecraft_tex1_for_blocktype[0][i] == 105) |
|
minecraft_color_for_blocktype[0][i] = 63; // emissive |
|
if (minecraft_tex1_for_blocktype[0][i] == 212) |
|
minecraft_color_for_blocktype[0][i] = 63; // emissive |
|
if (minecraft_tex1_for_blocktype[0][i] == 80) |
|
minecraft_color_for_blocktype[0][i] = 63; // emissive |
|
} |
|
|
|
for (i=0; i < 6; ++i) { |
|
minecraft_color_for_blocktype[172][i] = 47 | 64; // apply to tex1 |
|
minecraft_color_for_blocktype[178][i] = 47 | 64; // apply to tex1 |
|
minecraft_color_for_blocktype[18][i] = 39 | 64; // green |
|
minecraft_color_for_blocktype[161][i] = 37 | 64; // green |
|
minecraft_color_for_blocktype[10][i] = 63; // emissive lava |
|
minecraft_color_for_blocktype[11][i] = 63; // emissive |
|
//minecraft_color_for_blocktype[56][i] = 63; // emissive diamond |
|
minecraft_color_for_blocktype[48][i] = 63; // emissive dungeon |
|
} |
|
|
|
#ifdef VHEIGHT_TEST |
|
effective_blocktype[168] = 168; |
|
minecraft_tex1_for_blocktype[168][0] = 1; |
|
minecraft_tex1_for_blocktype[168][1] = 1; |
|
minecraft_tex1_for_blocktype[168][2] = 1; |
|
minecraft_tex1_for_blocktype[168][3] = 1; |
|
minecraft_tex1_for_blocktype[168][4] = 1; |
|
minecraft_tex1_for_blocktype[168][5] = 1; |
|
minecraft_geom_for_blocktype[168] = STBVOX_GEOM_floor_vheight_12; |
|
effective_blocktype[169] = 169; |
|
minecraft_tex1_for_blocktype[169][0] = 1; |
|
minecraft_tex1_for_blocktype[169][1] = 1; |
|
minecraft_tex1_for_blocktype[169][2] = 1; |
|
minecraft_tex1_for_blocktype[169][3] = 1; |
|
minecraft_tex1_for_blocktype[169][4] = 1; |
|
minecraft_tex1_for_blocktype[169][5] = 1; |
|
minecraft_geom_for_blocktype[169] = STBVOX_GEOM_ceil_vheight_03; |
|
#endif |
|
|
|
remap[53] = 1; |
|
remap[67] = 2; |
|
remap[108] = 3; |
|
remap[109] = 4; |
|
remap[114] = 5; |
|
remap[136] = 6; |
|
remap[156] = 7; |
|
for (i=0; i < 256; ++i) |
|
if (remap[i]) |
|
build_stair_rotations(i, remap_data[remap[i]]); |
|
remap[35] = 8; |
|
build_wool_variations(35, remap_data[remap[35]]); |
|
remap[5] = 11; |
|
build_wood_variations(5, remap_data[remap[5]]); |
|
|
|
// set the remap flags for these so they write the rotation values |
|
remap_in_place(54, 9); |
|
remap_in_place(146, 10); |
|
} |
|
|
|
// Timing stats while optimizing the single-threaded builder |
|
|
|
// 32..-32, 32..-32, SKIP_TERRAIN=0, !FANCY_LEAVES on 'mcrealm' data set |
|
|
|
// 6.27s - reblocked to do 16 z at a time instead of 256 (still using 66x66x258), 4 meshes in parallel |
|
// 5.96s - reblocked to use FAST_CHUNK (no intermediate data structure) |
|
// 5.45s - unknown change, or previous measurement was wrong |
|
|
|
// 6.12s - use preconverted data, not in-place |
|
// 5.91s - use preconverted, in-place |
|
// 5.34s - preconvert, in-place, avoid dependency chain (suggested by ryg) |
|
// 5.34s - preconvert, in-place, avoid dependency chain, use bit-table instead of byte-table |
|
// 5.50s - preconvert, in-place, branchless |
|
|
|
// 6.42s - non-preconvert, avoid dependency chain (not an error) |
|
// 5.40s - non-preconvert, w/dependency chain (same as earlier) |
|
|
|
// 5.50s - non-FAST_CHUNK, reblocked outer loop for better cache reuse |
|
// 4.73s - FAST_CHUNK non-preconvert, reblocked outer loop |
|
// 4.25s - preconvert, in-place, reblocked outer loop |
|
// 4.18s - preconvert, in-place, unrolled again |
|
// 4.10s - 34x34 1 mesh instead of 66x66 and 4 meshes (will make it easier to do multiple threads) |
|
|
|
// 4.83s - building bitmasks but not using them (2 bits per block, one if empty, one if solid) |
|
|
|
// 5.16s - using empty bitmasks to early out |
|
// 5.01s - using solid & empty bitmasks to early out - "foo" |
|
// 4.64s - empty bitmask only, test 8 at a time, then test geom |
|
// 4.72s - empty bitmask only, 8 at a time, then test bits |
|
// 4.46s - split bitmask building into three loops (each byte is separate) |
|
// 4.42s - further optimize computing bitmask |
|
|
|
// 4.58s - using solid & empty bitmasks to early out, same as "foo" but faster bitmask building |
|
// 4.12s - using solid & empty bitmasks to efficiently test neighbors |
|
// 4.04s - using 16-bit fetches (not endian-independent) |
|
// - note this is first place that beats previous best '4.10s - 34x34 1 mesh' |
|
|
|
// 4.30s - current time with bitmasks disabled again (note was 4.10s earlier) |
|
// 3.95s - bitmasks enabled again, no other changes |
|
// 4.00s - current time with bitmasks disabled again, no other changes -- wide variation that is time dependent? |
|
// (note that most of the numbers listed here are median of 3 values already) |
|
// 3.98s - bitmasks enabled |
|
|
|
// Bitmasks removed from the code as not worth the complexity increase |
|
|
|
|
|
|
|
// Raw data for Q&A: |
|
// |
|
// 26% parsing & loading minecraft files (4/5ths of which is zlib decode) |
|
// 39% building mesh from stb input format |
|
// 18% converting from minecraft blocks to stb blocks |
|
// 9% reordering from minecraft axis order to stb axis order |
|
// 7% uploading vertex buffer to OpenGL
|
|
|