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.
20 #ifndef MAPBLOCK_MESH_HEADER
21 #define MAPBLOCK_MESH_HEADER
23 #include "irrlichttypes_extrabloated.h"
24 #include "client/tile.h"
37 struct MinimapMapblock;
41 VoxelManipulator m_vmanip;
43 v3s16 m_crack_pos_relative;
44 bool m_smooth_lighting;
49 bool m_use_tangent_vertices;
51 MeshMakeData(IGameDef *gamedef, bool use_shaders,
52 bool use_tangent_vertices = false);
55 Copy central data directly from block, and other data from
58 void fill(MapBlock *block);
61 Set up with only a single node at (1,1,1)
63 void fillSingleNode(MapNode *node);
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 MinimapMapblock *moveMinimapMapblock()
109 MinimapMapblock *p = m_minimap_mapblock;
110 m_minimap_mapblock = NULL;
114 bool isAnimationForced() const
116 return m_animation_force_timer == 0;
119 void decreaseAnimationForceTimer()
121 if(m_animation_force_timer > 0)
122 m_animation_force_timer--;
125 void updateCameraOffset(v3s16 camera_offset);
128 scene::IMesh *m_mesh;
129 MinimapMapblock *m_minimap_mapblock;
131 ITextureSource *m_tsrc;
132 IShaderSource *m_shdrsrc;
134 bool m_enable_shaders;
135 bool m_use_tangent_vertices;
137 // Must animate() be called before rendering?
138 bool m_has_animation;
139 int m_animation_force_timer;
141 // Animation info: cracks
142 // Last crack value passed to animate()
144 // Maps mesh buffer (i.e. material) indices to base texture names
145 std::map<u32, std::string> m_crack_materials;
147 // Animation info: texture animationi
148 // Maps meshbuffers to TileSpecs
149 std::map<u32, TileSpec> m_animation_tiles;
150 std::map<u32, int> m_animation_frames; // last animation frame
151 std::map<u32, int> m_animation_frame_offsets;
153 // Animation info: day/night transitions
154 // Last daynight_ratio value passed to animate()
155 u32 m_last_daynight_ratio;
156 // For each meshbuffer, maps vertex indices to (day,night) pairs
157 std::map<u32, std::map<u32, std::pair<u8, u8> > > m_daynight_diffs;
159 // Camera offset info -> do we have to translate the mesh?
160 v3s16 m_camera_offset;
166 This is used because CMeshBuffer::append() is very slow
171 std::vector<u16> indices;
172 std::vector<video::S3DVertex> vertices;
173 std::vector<video::S3DVertexTangents> tangent_vertices;
178 std::vector<PreMeshBuffer> prebuffers;
179 bool m_use_tangent_vertices;
181 MeshCollector(bool use_tangent_vertices):
182 m_use_tangent_vertices(use_tangent_vertices)
186 void append(const TileSpec &material,
187 const video::S3DVertex *vertices, u32 numVertices,
188 const u16 *indices, u32 numIndices);
189 void append(const TileSpec &material,
190 const video::S3DVertex *vertices, u32 numVertices,
191 const u16 *indices, u32 numIndices,
192 v3f pos, video::SColor c);
196 // alpha in the A channel of the returned SColor
197 // day light (0-255) in the R channel of the returned SColor
198 // night light (0-255) in the G channel of the returned SColor
199 // light source (0-255) in the B channel of the returned SColor
200 inline video::SColor MapBlock_LightColor(u8 alpha, u16 light, u8 light_source=0)
202 return video::SColor(alpha, (light & 0xff), (light >> 8), light_source);
205 // Compute light at node
206 u16 getInteriorLight(MapNode n, s32 increment, INodeDefManager *ndef);
207 u16 getFaceLight(MapNode n, MapNode n2, v3s16 face_dir, INodeDefManager *ndef);
208 u16 getSmoothLight(v3s16 p, v3s16 corner, MeshMakeData *data);
210 // Converts from day + night color values (0..255)
211 // and a given daynight_ratio to the final SColor shown on screen.
212 void finalColorBlend(video::SColor& result,
213 u8 day, u8 night, u32 daynight_ratio);
215 // Retrieves the TileSpec of a face of a node
216 // Adds MATERIAL_FLAG_CRACK if the node is cracked
217 TileSpec getNodeTileN(MapNode mn, v3s16 p, u8 tileindex, MeshMakeData *data);
218 TileSpec getNodeTile(MapNode mn, v3s16 p, v3s16 dir, MeshMakeData *data);