hl2_src-leak-2017/src/thirdparty/stb/tests/caveview/cave_mesher.c

934 lines
28 KiB
C

// This file takes minecraft chunks (decoded by cave_parse) and
// uses stb_voxel_render to turn them into vertex buffers.
#define STB_GLEXT_DECLARE "glext_list.h"
#include "stb_gl.h"
#include "stb_image.h"
#include "stb_glprog.h"
#include "caveview.h"
#include "cave_parse.h"
#include "stb.h"
#include "sdl.h"
#include "sdl_thread.h"
#include <math.h>
//#define VHEIGHT_TEST
//#define STBVOX_OPTIMIZED_VHEIGHT
#define STBVOX_CONFIG_MODE 1
#define STBVOX_CONFIG_OPENGL_MODELVIEW
#define STBVOX_CONFIG_PREFER_TEXBUFFER
//#define STBVOX_CONFIG_LIGHTING_SIMPLE
#define STBVOX_CONFIG_FOG_SMOOTHSTEP
//#define STBVOX_CONFIG_PREMULTIPLIED_ALPHA // this doesn't work properly alpha test without next #define
//#define STBVOX_CONFIG_UNPREMULTIPLY // slower, fixes alpha test makes windows & fancy leaves look better
//#define STBVOX_CONFIG_TEX1_EDGE_CLAMP
#define STBVOX_CONFIG_DISABLE_TEX2
//#define STBVOX_CONFIG_DOWN_TEXLERP_PACKED
#define STBVOX_CONFIG_ROTATION_IN_LIGHTING
#define STB_VOXEL_RENDER_IMPLEMENTATION
#include "stb_voxel_render.h"
extern void ods(char *fmt, ...);
//#define FANCY_LEAVES // nearly 2x the triangles when enabled (if underground is filled)
#define FAST_CHUNK
#define IN_PLACE
#define SKIP_TERRAIN 0
//#define SKIP_TERRAIN 48 // use to avoid building underground stuff
// allows you to see what perf would be like if underground was efficiently culled,
// or if you were making a game without underground
enum
{
C_empty,
C_solid,
C_trans,
C_cross,
C_water,
C_slab,
C_stair,
C_force,
};
unsigned char geom_map[] =
{
STBVOX_GEOM_empty,
STBVOX_GEOM_solid,
STBVOX_GEOM_transp,
STBVOX_GEOM_crossed_pair,
STBVOX_GEOM_solid,
STBVOX_GEOM_slab_lower,
STBVOX_GEOM_floor_slope_north_is_top,
STBVOX_GEOM_force,
};
unsigned char minecraft_info[256][7] =
{
{ C_empty, 0,0,0,0,0,0 },
{ C_solid, 1,1,1,1,1,1 },
{ C_solid, 3,3,3,3,40,2 },
{ C_solid, 2,2,2,2,2,2 },
{ C_solid, 16,16,16,16,16,16 },
{ C_solid, 4,4,4,4,4,4 },
{ C_cross, 15,15,15,15 },
{ C_solid, 17,17,17,17,17,17 },
// 8
{ C_water, 223,223,223,223,223,223 },
{ C_water, 223,223,223,223,223,223 },
{ C_solid, 255,255,255,255,255,255 },
{ C_solid, 255,255,255,255,255,255 },
{ C_solid, 18,18,18,18,18,18 },
{ C_solid, 19,19,19,19,19,19 },
{ C_solid, 32,32,32,32,32,32 },
{ C_solid, 33,33,33,33,33,33 },
// 16
{ C_solid, 34,34,34,34,34,34 },
{ C_solid, 20,20,20,20,21,21 },
#ifdef FANCY_LEAVES
{ C_force, 52,52,52,52,52,52 }, // leaves
#else
{ C_solid, 53,53,53,53,53,53 }, // leaves
#endif
{ C_solid, 24,24,24,24,24,24 },
{ C_trans, 49,49,49,49,49,49 }, // glass
{ C_solid, 160,160,160,160,160,160 },
{ C_solid, 144,144,144,144,144,144 },
{ C_solid, 46,45,45,45,62,62 },
// 24
{ C_solid, 192,192,192,192, 176,176 },
{ C_solid, 74,74,74,74,74,74 },
{ C_empty }, // bed
{ C_empty }, // powered rail
{ C_empty }, // detector rail
{ C_solid, 106,108,109,108,108,108 },
{ C_empty }, // cobweb=11
{ C_cross, 39,39,39,39 },
// 32
{ C_cross, 55,55,55,55,0,0 },
{ C_solid, 107,108,109,108,108,108 },
{ C_empty }, // piston head
{ C_solid, 64,64,64,64,64,64 }, // various colors
{ C_empty }, // unused
{ C_cross, 13,13,13,13,0,0 },
{ C_cross, 12,12,12,12,0,0 },
{ C_cross, 29,29,29,29,0,0 },
// 40
{ C_cross, 28,28,28,28,0,0 },
{ C_solid, 23,23,23,23,23,23 },
{ C_solid, 22,22,22,22,22,22 },
{ C_solid, 5,5,5,5,6,6, },
{ C_slab , 5,5,5,5,6,6, },
{ C_solid, 7,7,7,7,7,7, },
{ C_solid, 8,8,8,8,9,10 },
{ C_solid, 35,35,35,35,4,4, },
// 48
//{ C_solid, 36,36,36,36,36,36 },
{ C_force, 36,36,36,36,36,36 },
{ C_solid, 37,37,37,37,37,37 },
{ C_cross, 80,80,80,80,80,80 }, // torch
{ C_empty }, // fire
{ C_trans, 65,65,65,65,65,65 },
{ C_stair, 4,4,4,4,4,4 },
{ C_solid, 26,26,26,27,25,25 },
{ C_empty }, // redstone
// 56
{ C_solid, 50,50,50,50,50,50 },
//{ C_force, 50,50,50,50,50,50 },
{ C_solid, 26,26,26,26,26,26 },
{ C_solid, 60,59,59,59,43,43 },
{ C_cross, 95,95,95,95 },
{ C_solid, 2,2,2,2,86,2 },
{ C_solid, 44,45,45,45,62,62 },
{ C_solid, 61,45,45,45,62,62 },
{ C_empty }, // sign
// 64
{ C_empty }, // door
{ C_empty }, // ladder
{ C_empty }, // rail
{ C_stair, 16,16,16,16,16,16 }, // cobblestone stairs
{ C_empty }, // sign
{ C_empty }, // lever
{ C_empty }, // stone pressure plate
{ C_empty }, // iron door
// 72
{ C_empty }, // wooden pressure
{ C_solid, 51,51,51,51,51,51 },
{ C_solid, 51,51,51,51,51,51 },
{ C_empty },
{ C_empty },
{ C_empty },
{ C_empty }, // snow on block below, do as half slab?
{ C_solid, 67,67,67,67,67,67 },
// 80
{ C_solid, 66,66,66,66,66,66 },
{ C_solid, 70,70,70,70,69,71 },
{ C_solid, 72,72,72,72,72,72 },
{ C_cross, 73,73,73,73,73,73 },
{ C_solid, 74,74,74,74,75,74 },
{ C_empty }, // fence
{ C_solid,119,118,118,118,102,102 },
{ C_solid,103,103,103,103,103,103 },
// 88
{ C_solid, 104,104,104,104,104,104 },
{ C_solid, 105,105,105,105,105,105 },
{ C_solid, 167,167,167,167,167,167 },
{ C_solid, 120,118,118,118,102,102 },
{ C_empty }, // cake
{ C_empty }, // repeater
{ C_empty }, // repeater
{ C_solid, 49,49,49,49,49,49 }, // colored glass
// 96
{ C_empty },
{ C_empty },
{ C_solid, 54,54,54,54,54,54 },
{ C_solid, 125,125,125,125,125,125 },
{ C_solid, 126,126,126,126,126,126 },
{ C_empty }, // bars
{ C_trans, 49,49,49,49,49,49 }, // glass pane
{ C_solid, 136,136,136,136,137,137 }, // melon
// 104
{ C_empty }, // pumpkin stem
{ C_empty }, // melon stem
{ C_empty }, // vines
{ C_empty }, // gate
{ C_stair, 7,7,7,7,7,7, }, // brick stairs
{ C_stair, 54,54,54,54,54,54 }, // stone brick stairs
{ C_empty }, // mycelium
{ C_empty }, // lily pad
// 112
{ C_solid, 224,224,224,224,224,224 },
{ C_empty }, // nether brick fence
{ C_stair, 224,224,224,224,224,224 }, // nether brick stairs
{ C_empty }, // nether wart
{ C_solid, 182,182,182,182,166,183 },
{ C_empty }, // brewing stand
{ C_empty }, // cauldron
{ C_empty }, // end portal
// 120
{ C_solid, 159,159,159,159,158,158 },
{ C_solid, 175,175,175,175,175,175 },
{ C_empty }, // dragon egg
{ C_solid, 211,211,211,211,211,211 },
{ C_solid, 212,212,212,212,212,212 },
{ C_solid, 4,4,4,4,4,4, }, // wood double-slab
{ C_slab , 4,4,4,4,4,4, }, // wood slab
{ C_empty }, // cocoa
// 128
{ C_solid, 192,192,192,192,176,176 }, // sandstone stairs
{ C_solid, 32,32,32,32,32,32 }, // emerald ore
{ C_solid, 26,26,26,27,25,25 }, // ender chest
{ C_empty },
{ C_empty },
{ C_solid, 23,23,23,23,23,23 }, // emerald block
{ C_solid, 198,198,198,198,198,198 }, // spruce stairs
{ C_solid, 214,214,214,214,214,214 }, // birch stairs
// 136
{ C_stair, 199,199,199,199,199,199 }, // jungle stairs
{ C_empty }, // command block
{ C_empty }, // beacon
{ C_slab, 16,16,16,16,16,16 }, // cobblestone wall
{ C_empty }, // flower pot
{ C_empty }, // carrot
{ C_empty }, // potatoes
{ C_empty }, // wooden button
// 144
{ C_empty }, // mob head
{ C_empty }, // anvil
{ C_solid, 26,26,26,27,25,25 }, // trapped chest
{ C_empty }, // weighted pressure plate light
{ C_empty }, // weighted pressure plat eheavy
{ C_empty }, // comparator inactive
{ C_empty }, // comparator active
{ C_empty }, // daylight sensor
// 152
{ C_solid, 135,135,135,135,135,135 }, // redstone block
{ C_solid, 0,0,0,0,0,0, }, // nether quartz ore
{ C_empty }, // hopper
{ C_solid, 22,22,22,22,22,22 }, // quartz block
{ C_stair, 22,22,22,22,22,22 }, // quartz stairs
{ C_empty }, // activator rail
{ C_solid, 46,45,45,45,62,62 }, // dropper
{ C_solid, 72,72,72,72,72,72 }, // stained clay
// 160
{ C_trans, 49,49,49,49,49,49 }, // stained glass pane
#ifdef FANCY_LEAVES
{ C_force, 52,52,52,52,52,52 }, // leaves
#else
{ C_solid, 53,53,53,53,53,53 }, // acacia leaves
#endif
{ C_solid, 20,20,20,20,21,21 }, // acacia tree
{ C_solid, 199,199,199,199,199,199 }, // acacia wood stairs
{ C_solid, 198,198,198,198,198,198 }, // dark oak stairs
{ C_solid, 146,146,146,146,146,146 }, // slime block
{ C_solid, 176,176,176,176,176,176 }, // red sandstone
{ C_solid, 176,176,176,176,176,176 }, // red sandstone
// 168
{ C_empty },
{ C_empty },
{ C_empty },
{ C_empty },
{ C_solid, 72,72,72,72,72,72 }, // hardened clay
{ C_empty },
{ C_empty },
{ C_empty },
// 176
{ C_empty },
{ C_empty },
{ C_solid, 176,176,176,176,176,176 }, // red sandstone
};
unsigned char minecraft_tex1_for_blocktype[256][6];
unsigned char effective_blocktype[256];
unsigned char minecraft_color_for_blocktype[256][6];
unsigned char minecraft_geom_for_blocktype[256];
uint8 build_buffer[BUILD_BUFFER_SIZE];
uint8 face_buffer[FACE_BUFFER_SIZE];
//GLuint vbuf, fbuf, fbuf_tex;
//unsigned char tex1_for_blocktype[256][6];
//unsigned char blocktype[34][34][257];
//unsigned char lighting[34][34][257];
// a superchunk is 64x64x256, with the border blocks computed as well,
// which means we need 4x4 chunks plus 16 border chunks plus 4 corner chunks
#define SUPERCHUNK_X 4
#define SUPERCHUNK_Y 4
unsigned char remap_data[16][16];
unsigned char remap[256];
unsigned char rotate_data[4] = { 1,3,2,0 };
void convert_fastchunk_inplace(fast_chunk *fc)
{
int i;
int num_blocks=0, step=0;
unsigned char rot[4096];
#ifndef IN_PLACE
unsigned char *storage;
#endif
memset(rot, 0, 4096);
for (i=0; i < 16; ++i)
num_blocks += fc->blockdata[i] != NULL;
#ifndef IN_PLACE
storage = malloc(16*16*16*2 * num_blocks);
#endif
for (i=0; i < 16; ++i) {
if (fc->blockdata[i]) {
int o=0;
unsigned char *bd,*dd,*lt,*sky;
unsigned char *out, *outb;
// this ordering allows us to determine which data we can safely overwrite for in-place processing
bd = fc->blockdata[i];
dd = fc->data[i];
lt = fc->light[i];
sky = fc->skylight[i];
#ifdef IN_PLACE
out = bd;
#else
out = storage + 16*16*16*2*step;
#endif
// bd is written in place, but also reads from dd
for (o=0; o < 16*16*16/2; o += 1) {
unsigned char v1,v2;
unsigned char d = dd[o];
v1 = bd[o*2+0];
v2 = bd[o*2+1];
if (remap[v1])
{
//unsigned char d = bd[o] & 15;
v1 = remap_data[remap[v1]][d&15];
rot[o*2+0] = rotate_data[d&3];
} else
v1 = effective_blocktype[v1];
if (remap[v2])
{
//unsigned char d = bd[o] >> 4;
v2 = remap_data[remap[v2]][d>>4];
rot[o*2+1] = rotate_data[(d>>4)&3];
} else
v2 = effective_blocktype[v2];
out[o*2+0] = v1;
out[o*2+1] = v2;
}
// this reads from lt & sky
#ifndef IN_PLACE
outb = out + 16*16*16;
++step;
#endif
// MC used to write in this order and it makes it possible to compute in-place
if (dd < sky && sky < lt) {
// @TODO go this path always if !IN_PLACE
#ifdef IN_PLACE
outb = dd;
#endif
for (o=0; o < 16*16*16/2; ++o) {
int bright;
bright = (lt[o]&15)*12 + 15 + (sky[o]&15)*16;
if (bright > 255) bright = 255;
if (bright < 32) bright = 32;
outb[o*2+0] = STBVOX_MAKE_LIGHTING_EXT((unsigned char) bright, (rot[o*2+0]&3));
bright = (lt[o]>>4)*12 + 15 + (sky[o]>>4)*16;
if (bright > 255) bright = 255;
if (bright < 32) bright = 32;
outb[o*2+1] = STBVOX_MAKE_LIGHTING_EXT((unsigned char) bright, (rot[o*2+1]&3));
}
} else {
// @TODO: if blocktype is in between others, this breaks; need to find which side has two pointers, and use that
// overwrite rot[] array, then copy out
#ifdef IN_PLACE
outb = (dd < sky) ? dd : sky;
if (lt < outb) lt = outb;
#endif
for (o=0; o < 16*16*16/2; ++o) {
int bright;
bright = (lt[o]&15)*12 + 15 + (sky[o]&15)*16;
if (bright > 255) bright = 255;
if (bright < 32) bright = 32;
rot[o*2+0] = STBVOX_MAKE_LIGHTING_EXT((unsigned char) bright, (rot[o*2+0]&3));
bright = (lt[o]>>4)*12 + 15 + (sky[o]>>4)*16;
if (bright > 255) bright = 255;
if (bright < 32) bright = 32;
rot[o*2+1] = STBVOX_MAKE_LIGHTING_EXT((unsigned char) bright, (rot[o*2+1]&3));
}
memcpy(outb, rot, 4096);
fc->data[i] = outb;
}
#ifndef IN_PLACE
fc->blockdata[i] = out;
fc->data[i] = outb;
#endif
}
}
#ifndef IN_PLACE
free(fc->pointer_to_free);
fc->pointer_to_free = storage;
#endif
}
void make_converted_fastchunk(fast_chunk *fc, int x, int y, int segment, uint8 *sv_blocktype, uint8 *sv_lighting)
{
int z;
assert(fc == NULL || (fc->refcount > 0 && fc->refcount < 64));
if (fc == NULL || fc->blockdata[segment] == NULL) {
for (z=0; z < 16; ++z) {
sv_blocktype[z] = C_empty;
sv_lighting[z] = 255;
}
} else {
unsigned char *block = fc->blockdata[segment];
unsigned char *data = fc->data[segment];
y = 15-y;
for (z=0; z < 16; ++z) {
sv_blocktype[z] = block[z*256 + y*16 + x];
sv_lighting [z] = data [z*256 + y*16 + x];
}
}
}
#define CHUNK_CACHE 64
typedef struct
{
int valid;
int chunk_x, chunk_y;
fast_chunk *fc;
} cached_converted_chunk;
cached_converted_chunk chunk_cache[CHUNK_CACHE][CHUNK_CACHE];
int cache_size = CHUNK_CACHE;
void reset_cache_size(int size)
{
int i,j;
for (j=size; j < cache_size; ++j) {
for (i=size; i < cache_size; ++i) {
cached_converted_chunk *ccc = &chunk_cache[j][i];
if (ccc->valid) {
if (ccc->fc) {
free(ccc->fc->pointer_to_free);
free(ccc->fc);
ccc->fc = NULL;
}
ccc->valid = 0;
}
}
}
cache_size = size;
}
// this must be called inside mutex
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