--- /dev/null
+// 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 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_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_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
+ }
+
+ #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