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;
48 bool m_use_tangent_vertices;
50 MeshMakeData(Client *client, bool use_shaders,
51 bool use_tangent_vertices = false);
54 Copy block data manually (to allow optimizations by the caller)
56 void fillBlockDataBegin(const v3s16 &blockpos);
57 void fillBlockData(const v3s16 &block_offset, MapNode *data);
60 Copy central data directly from block, and other data from
63 void fill(MapBlock *block);
66 Set the (node) position of a crack
68 void setCrack(int crack_level, v3s16 crack_pos);
71 Enable or disable smooth lighting
73 void setSmoothLighting(bool smooth_lighting);
77 Holds a mesh for a mapblock.
79 Besides the SMesh*, this contains information used for animating
80 the vertex positions, colors and texture coordinates of the mesh.
82 - cracks [implemented]
83 - day/night transitions [implemented]
84 - animated flowing liquids [not implemented]
85 - animating vertex positions for e.g. axles [not implemented]
90 // Builds the mesh given
91 MapBlockMesh(MeshMakeData *data, v3s16 camera_offset);
94 // Main animation function, parameters:
95 // faraway: whether the block is far away from the camera (~50 nodes)
96 // time: the global animation time, 0 .. 60 (repeats every minute)
97 // daynight_ratio: 0 .. 1000
98 // crack: -1 .. CRACK_ANIMATION_LENGTH-1 (-1 for off)
99 // Returns true if anything has been changed.
100 bool animate(bool faraway, float time, int crack, u32 daynight_ratio);
102 scene::IMesh *getMesh()
107 scene::IMesh *getMesh(u8 layer)
109 return m_mesh[layer];
112 MinimapMapblock *moveMinimapMapblock()
114 MinimapMapblock *p = m_minimap_mapblock;
115 m_minimap_mapblock = NULL;
119 bool isAnimationForced() const
121 return m_animation_force_timer == 0;
124 void decreaseAnimationForceTimer()
126 if(m_animation_force_timer > 0)
127 m_animation_force_timer--;
130 void updateCameraOffset(v3s16 camera_offset);
133 scene::IMesh *m_mesh[MAX_TILE_LAYERS];
134 MinimapMapblock *m_minimap_mapblock;
135 ITextureSource *m_tsrc;
136 IShaderSource *m_shdrsrc;
138 bool m_enable_shaders;
139 bool m_use_tangent_vertices;
142 // Must animate() be called before rendering?
143 bool m_has_animation;
144 int m_animation_force_timer;
146 // Animation info: cracks
147 // Last crack value passed to animate()
149 // Maps mesh and mesh buffer (i.e. material) indices to base texture names
150 std::map<std::pair<u8, u32>, std::string> m_crack_materials;
152 // Animation info: texture animationi
153 // Maps mesh and mesh buffer indices to TileSpecs
154 // Keys are pairs of (mesh index, buffer index in the mesh)
155 std::map<std::pair<u8, u32>, TileLayer> m_animation_tiles;
156 std::map<std::pair<u8, u32>, int> m_animation_frames; // last animation frame
157 std::map<std::pair<u8, u32>, int> m_animation_frame_offsets;
159 // Animation info: day/night transitions
160 // Last daynight_ratio value passed to animate()
161 u32 m_last_daynight_ratio;
162 // For each mesh and mesh buffer, stores pre-baked colors
163 // of sunlit vertices
164 // Keys are pairs of (mesh index, buffer index in the mesh)
165 std::map<std::pair<u8, u32>, std::map<u32, video::SColor > > m_daynight_diffs;
167 // Camera offset info -> do we have to translate the mesh?
168 v3s16 m_camera_offset;
172 * Encodes light of a node.
173 * The result is not the final color, but a
174 * half-baked vertex color.
175 * You have to multiply the resulting color
176 * with the node's color.
178 * \param light the first 8 bits are day light,
179 * the last 8 bits are night light
180 * \param emissive_light amount of light the surface emits,
181 * from 0 to LIGHT_SUN.
183 video::SColor encode_light(u16 light, u8 emissive_light);
185 // Compute light at node
186 u16 getInteriorLight(MapNode n, s32 increment, const NodeDefManager *ndef);
187 u16 getFaceLight(MapNode n, MapNode n2, const v3s16 &face_dir,
188 const NodeDefManager *ndef);
189 u16 getSmoothLightSolid(const v3s16 &p, const v3s16 &face_dir, const v3s16 &corner, MeshMakeData *data);
190 u16 getSmoothLightTransparent(const v3s16 &p, const v3s16 &corner, MeshMakeData *data);
193 * Returns the sunlight's color from the current
196 void get_sunlight_color(video::SColorf *sunlight, u32 daynight_ratio);
199 * Gives the final SColor shown on screen.
201 * \param result output color
202 * \param light first 8 bits are day light, second 8 bits are
205 void final_color_blend(video::SColor *result,
206 u16 light, u32 daynight_ratio);
209 * Gives the final SColor shown on screen.
211 * \param result output color
212 * \param data the half-baked vertex color
213 * \param dayLight color of the sunlight
215 void final_color_blend(video::SColor *result,
216 const video::SColor &data, const video::SColorf &dayLight);
218 // Retrieves the TileSpec of a face of a node
219 // Adds MATERIAL_FLAG_CRACK if the node is cracked
220 // TileSpec should be passed as reference due to the underlying TileFrame and its vector
221 // TileFrame vector copy cost very much to client
222 void getNodeTileN(MapNode mn, const v3s16 &p, u8 tileindex, MeshMakeData *data, TileSpec &tile);
223 void getNodeTile(MapNode mn, const v3s16 &p, const v3s16 &dir, MeshMakeData *data, TileSpec &tile);