3 Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
5 This program is free software; you can redistribute it and/or modify
6 it under the terms of the GNU Lesser General Public License as published by
7 the Free Software Foundation; either version 2.1 of the License, or
8 (at your option) any later version.
10 This program is distributed in the hope that it will be useful,
11 but WITHOUT ANY WARRANTY; without even the implied warranty of
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
13 GNU Lesser General Public License for more details.
15 You should have received a copy of the GNU Lesser General Public License along
16 with this program; if not, write to the Free Software Foundation, Inc.,
17 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
22 #include "irrlichttypes_extrabloated.h"
23 #include "client/tile.h"
37 struct MinimapMapblock;
41 VoxelManipulator m_vmanip;
42 v3s16 m_blockpos = v3s16(-1337,-1337,-1337);
43 v3s16 m_crack_pos_relative = v3s16(-1337,-1337,-1337);
44 bool m_smooth_lighting = false;
49 MeshMakeData(Client *client, bool use_shaders);
52 Copy block data manually (to allow optimizations by the caller)
54 void fillBlockDataBegin(const v3s16 &blockpos);
55 void fillBlockData(const v3s16 &block_offset, MapNode *data);
58 Copy central data directly from block, and other data from
61 void fill(MapBlock *block);
64 Set the (node) position of a crack
66 void setCrack(int crack_level, v3s16 crack_pos);
69 Enable or disable smooth lighting
71 void setSmoothLighting(bool smooth_lighting);
75 Holds a mesh for a mapblock.
77 Besides the SMesh*, this contains information used for animating
78 the vertex positions, colors and texture coordinates of the mesh.
80 - cracks [implemented]
81 - day/night transitions [implemented]
82 - animated flowing liquids [not implemented]
83 - animating vertex positions for e.g. axles [not implemented]
88 // Builds the mesh given
89 MapBlockMesh(MeshMakeData *data, v3s16 camera_offset);
92 // Main animation function, parameters:
93 // faraway: whether the block is far away from the camera (~50 nodes)
94 // time: the global animation time, 0 .. 60 (repeats every minute)
95 // daynight_ratio: 0 .. 1000
96 // crack: -1 .. CRACK_ANIMATION_LENGTH-1 (-1 for off)
97 // Returns true if anything has been changed.
98 bool animate(bool faraway, float time, int crack, u32 daynight_ratio);
100 scene::IMesh *getMesh()
105 scene::IMesh *getMesh(u8 layer)
107 return m_mesh[layer];
110 MinimapMapblock *moveMinimapMapblock()
112 MinimapMapblock *p = m_minimap_mapblock;
113 m_minimap_mapblock = NULL;
117 bool isAnimationForced() const
119 return m_animation_force_timer == 0;
122 void decreaseAnimationForceTimer()
124 if(m_animation_force_timer > 0)
125 m_animation_force_timer--;
128 void updateCameraOffset(v3s16 camera_offset);
131 scene::IMesh *m_mesh[MAX_TILE_LAYERS];
132 MinimapMapblock *m_minimap_mapblock;
133 ITextureSource *m_tsrc;
134 IShaderSource *m_shdrsrc;
136 bool m_enable_shaders;
139 // Must animate() be called before rendering?
140 bool m_has_animation;
141 int m_animation_force_timer;
143 // Animation info: cracks
144 // Last crack value passed to animate()
146 // Maps mesh and mesh buffer (i.e. material) indices to base texture names
147 std::map<std::pair<u8, u32>, std::string> m_crack_materials;
149 // Animation info: texture animationi
150 // Maps mesh and mesh buffer indices to TileSpecs
151 // Keys are pairs of (mesh index, buffer index in the mesh)
152 std::map<std::pair<u8, u32>, TileLayer> m_animation_tiles;
153 std::map<std::pair<u8, u32>, int> m_animation_frames; // last animation frame
154 std::map<std::pair<u8, u32>, int> m_animation_frame_offsets;
156 // Animation info: day/night transitions
157 // Last daynight_ratio value passed to animate()
158 u32 m_last_daynight_ratio;
159 // For each mesh and mesh buffer, stores pre-baked colors
160 // of sunlit vertices
161 // Keys are pairs of (mesh index, buffer index in the mesh)
162 std::map<std::pair<u8, u32>, std::map<u32, video::SColor > > m_daynight_diffs;
166 * Encodes light of a node.
167 * The result is not the final color, but a
168 * half-baked vertex color.
169 * You have to multiply the resulting color
170 * with the node's color.
172 * \param light the first 8 bits are day light,
173 * the last 8 bits are night light
174 * \param emissive_light amount of light the surface emits,
175 * from 0 to LIGHT_SUN.
177 video::SColor encode_light(u16 light, u8 emissive_light);
179 // Compute light at node
180 u16 getInteriorLight(MapNode n, s32 increment, const NodeDefManager *ndef);
181 u16 getFaceLight(MapNode n, MapNode n2, const v3s16 &face_dir,
182 const NodeDefManager *ndef);
183 u16 getSmoothLightSolid(const v3s16 &p, const v3s16 &face_dir, const v3s16 &corner, MeshMakeData *data);
184 u16 getSmoothLightTransparent(const v3s16 &p, const v3s16 &corner, MeshMakeData *data);
187 * Returns the sunlight's color from the current
190 void get_sunlight_color(video::SColorf *sunlight, u32 daynight_ratio);
193 * Gives the final SColor shown on screen.
195 * \param result output color
196 * \param light first 8 bits are day light, second 8 bits are
199 void final_color_blend(video::SColor *result,
200 u16 light, u32 daynight_ratio);
203 * Gives the final SColor shown on screen.
205 * \param result output color
206 * \param data the half-baked vertex color
207 * \param dayLight color of the sunlight
209 void final_color_blend(video::SColor *result,
210 const video::SColor &data, const video::SColorf &dayLight);
212 // Retrieves the TileSpec of a face of a node
213 // Adds MATERIAL_FLAG_CRACK if the node is cracked
214 // TileSpec should be passed as reference due to the underlying TileFrame and its vector
215 // TileFrame vector copy cost very much to client
216 void getNodeTileN(MapNode mn, const v3s16 &p, u8 tileindex, MeshMakeData *data, TileSpec &tile);
217 void getNodeTile(MapNode mn, const v3s16 &p, const v3s16 &dir, MeshMakeData *data, TileSpec &tile);