]> git.lizzy.rs Git - minetest.git/blobdiff - src/mapblock_mesh.cpp
Split up mapgen.cpp
[minetest.git] / src / mapblock_mesh.cpp
index d3f7c2f3913f8ec513bf4b900dbb07cd2e44071e..2459cf0d7e5963818ce1dea5b61c970a253e0f70 100644 (file)
@@ -46,7 +46,10 @@ MeshMakeData::MeshMakeData(IGameDef *gamedef):
        m_vmanip(),
        m_blockpos(-1337,-1337,-1337),
        m_crack_pos_relative(-1337, -1337, -1337),
+       m_highlighted_pos_relative(-1337, -1337, -1337),
        m_smooth_lighting(false),
+       m_show_hud(false),
+       m_highlight_mesh_color(255, 255, 255, 255),
        m_gamedef(gamedef)
 {}
 
@@ -132,6 +135,12 @@ void MeshMakeData::setCrack(int crack_level, v3s16 crack_pos)
                m_crack_pos_relative = crack_pos - m_blockpos*MAP_BLOCKSIZE;
 }
 
+void MeshMakeData::setHighlighted(v3s16 highlighted_pos, bool show_hud)
+{
+       m_show_hud = show_hud;
+       m_highlighted_pos_relative = highlighted_pos - m_blockpos*MAP_BLOCKSIZE;
+}
+
 void MeshMakeData::setSmoothLighting(bool smooth_lighting)
 {
        m_smooth_lighting = smooth_lighting;
@@ -323,7 +332,7 @@ static void finalColorBlend(video::SColor& result,
 
        // Emphase blue a bit in darker places
        // Each entry of this array represents a range of 8 blue levels
-       static u8 emphase_blue_when_dark[32] = {
+       static const u8 emphase_blue_when_dark[32] = {
                1, 4, 6, 6, 6, 5, 4, 3, 2, 1, 0, 0, 0, 0, 0, 0,
                0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
        };
@@ -331,7 +340,7 @@ static void finalColorBlend(video::SColor& result,
        b = irr::core::clamp (b, 0, 255);
 
        // Artificial light is yellow-ish
-       static u8 emphase_yellow_when_artificial[16] = {
+       static const u8 emphase_yellow_when_artificial[16] = {
                0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 5, 10, 15, 15, 15
        };
        rg += emphase_yellow_when_artificial[night/16];
@@ -651,10 +660,8 @@ TileSpec getNodeTileN(MapNode mn, v3s16 p, u8 tileindex, MeshMakeData *data)
        INodeDefManager *ndef = data->m_gamedef->ndef();
        TileSpec spec = ndef->get(mn).tiles[tileindex];
        // Apply temporary crack
-       if(p == data->m_crack_pos_relative)
-       {
+       if (p == data->m_crack_pos_relative)
                spec.material_flags |= MATERIAL_FLAG_CRACK;
-       }
        return spec;
 }
 
@@ -1008,9 +1015,13 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
        m_animation_force_timer(0), // force initial animation
        m_last_crack(-1),
        m_crack_materials(),
+       m_highlighted_materials(),
        m_last_daynight_ratio((u32) -1),
        m_daynight_diffs()
 {
+       m_enable_shaders = g_settings->getBool("enable_shaders");
+       m_enable_highlighting = g_settings->getBool("enable_node_highlighting");
+
        // 4-21ms for MAP_BLOCKSIZE=16  (NOTE: probably outdated)
        // 24-155ms for MAP_BLOCKSIZE=32  (NOTE: probably outdated)
        //TimeTaker timer1("MapBlockMesh()");
@@ -1077,6 +1088,7 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
 
        mapblock_mesh_generate_special(data, collector);
 
+       m_highlight_mesh_color = data->m_highlight_mesh_color;
 
        /*
                Convert MeshCollector to SMesh
@@ -1084,14 +1096,9 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
        ITextureSource *tsrc = m_gamedef->tsrc();
        IShaderSource *shdrsrc = m_gamedef->getShaderSource();
 
-       bool enable_shaders     = g_settings->getBool("enable_shaders");
-
        for(u32 i = 0; i < collector.prebuffers.size(); i++)
        {
                PreMeshBuffer &p = collector.prebuffers[i];
-               /*dstream<<"p.vertices.size()="<<p.vertices.size()
-                               <<", p.indices.size()="<<p.indices.size()
-                               <<std::endl;*/
 
                // Generate animation data
                // - Cracks
@@ -1129,6 +1136,9 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
                        p.tile.texture = animation_frame.texture;
                }
 
+               if(m_enable_highlighting && p.tile.material_flags & MATERIAL_FLAG_HIGHLIGHTED)
+                       m_highlighted_materials.push_back(i);   
+
                for(u32 j = 0; j < p.vertices.size(); j++)
                {
                        // Note applyFacesShading second parameter is precalculated sqrt
@@ -1153,8 +1163,7 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
                        u8 day = vc.getRed();
                        u8 night = vc.getGreen();
                        finalColorBlend(vc, day, night, 1000);
-                       if(day != night)
-                               m_daynight_diffs[i][j] = std::make_pair(day, night);
+                       m_daynight_diffs[i][j] = std::make_pair(day, night);
                }
 
                // Create material
@@ -1163,22 +1172,23 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
                material.setFlag(video::EMF_BACK_FACE_CULLING, true);
                material.setFlag(video::EMF_BILINEAR_FILTER, false);
                material.setFlag(video::EMF_FOG_ENABLE, true);
-               //material.setFlag(video::EMF_ANTI_ALIASING, video::EAAM_OFF);
-               //material.setFlag(video::EMF_ANTI_ALIASING, video::EAAM_SIMPLE);
-               //material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
                material.setTexture(0, p.tile.texture);
 
-               if (enable_shaders) {
-                       material.MaterialType = shdrsrc->getShaderInfo(p.tile.shader_id).material;
-                       p.tile.applyMaterialOptionsWithShaders(material);
-                       if (p.tile.normal_texture) {
-                               material.setTexture(1, p.tile.normal_texture);
-                               material.setTexture(2, tsrc->getTexture("enable_img.png"));
+               if (p.tile.material_flags & MATERIAL_FLAG_HIGHLIGHTED) {
+                       material.MaterialType = video::EMT_TRANSPARENT_ADD_COLOR;
+               } else {
+                       if (m_enable_shaders) {
+                               material.MaterialType = shdrsrc->getShaderInfo(p.tile.shader_id).material;
+                               p.tile.applyMaterialOptionsWithShaders(material);
+                               if (p.tile.normal_texture) {
+                                       material.setTexture(1, p.tile.normal_texture);
+                                       material.setTexture(2, tsrc->getTexture("enable_img.png"));
+                               } else {
+                                       material.setTexture(2, tsrc->getTexture("disable_img.png"));
+                               }
                        } else {
-                               material.setTexture(2, tsrc->getTexture("disable_img.png"));
+                               p.tile.applyMaterialOptions(material);
                        }
-               } else {
-                       p.tile.applyMaterialOptions(material);
                }
 
                // Create meshbuffer
@@ -1229,7 +1239,8 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
        m_has_animation =
                !m_crack_materials.empty() ||
                !m_daynight_diffs.empty() ||
-               !m_animation_tiles.empty();
+               !m_animation_tiles.empty() ||
+               !m_highlighted_materials.empty();
 }
 
 MapBlockMesh::~MapBlockMesh()
@@ -1240,7 +1251,6 @@ MapBlockMesh::~MapBlockMesh()
 
 bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_ratio)
 {
-       bool enable_shaders = g_settings->getBool("enable_shaders");
 
        if(!m_has_animation)
        {
@@ -1306,7 +1316,7 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat
 
                FrameSpec animation_frame = tile.frames.find(frame)->second;
                buf->getMaterial().setTexture(0, animation_frame.texture);
-               if (enable_shaders) {
+               if (m_enable_shaders) {
                        if (animation_frame.normal_texture) {
                                buf->getMaterial().setTexture(1, animation_frame.normal_texture);
                                buf->getMaterial().setTexture(2, tsrc->getTexture("enable_img.png"));
@@ -1339,6 +1349,30 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat
                m_last_daynight_ratio = daynight_ratio;
        }
 
+       // Node highlighting
+       if (m_enable_highlighting) {
+               u8 day = m_highlight_mesh_color.getRed();
+               u8 night = m_highlight_mesh_color.getGreen();   
+               video::SColor hc;
+               finalColorBlend(hc, day, night, daynight_ratio);
+               float sin_r = 0.07 * sin(1.5 * time);
+               float sin_g = 0.07 * sin(1.5 * time + irr::core::PI * 0.5);
+               float sin_b = 0.07 * sin(1.5 * time + irr::core::PI);
+               hc.setRed(core::clamp(core::round32(hc.getRed() * (0.8 + sin_r)), 0, 255));
+               hc.setGreen(core::clamp(core::round32(hc.getGreen() * (0.8 + sin_g)), 0, 255));
+               hc.setBlue(core::clamp(core::round32(hc.getBlue() * (0.8 + sin_b)), 0, 255));
+
+               for(std::list<u32>::iterator
+                       i = m_highlighted_materials.begin();
+                       i != m_highlighted_materials.end(); i++)
+               {
+                       scene::IMeshBuffer *buf = m_mesh->getMeshBuffer(*i);
+                       video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices();
+                       for (u32 j = 0; j < buf->getVertexCount() ;j++)
+                               vertices[j].Color = hc;
+               }
+       }
+
        return true;
 }
 
@@ -1396,3 +1430,54 @@ void MeshCollector::append(const TileSpec &tile,
                p->vertices.push_back(vertices[i]);
        }
 }
+
+/*
+       MeshCollector - for meshnodes and converted drawtypes.
+*/
+
+void MeshCollector::append(const TileSpec &tile,
+               const video::S3DVertex *vertices, u32 numVertices,
+               const u16 *indices, u32 numIndices,
+               v3f pos, video::SColor c)
+{
+       if(numIndices > 65535)
+       {
+               dstream<<"FIXME: MeshCollector::append() called with numIndices="<<numIndices<<" (limit 65535)"<<std::endl;
+               return;
+       }
+
+       PreMeshBuffer *p = NULL;
+       for(u32 i=0; i<prebuffers.size(); i++)
+       {
+               PreMeshBuffer &pp = prebuffers[i];
+               if(pp.tile != tile)
+                       continue;
+               if(pp.indices.size() + numIndices > 65535)
+                       continue;
+
+               p = &pp;
+               break;
+       }
+
+       if(p == NULL)
+       {
+               PreMeshBuffer pp;
+               pp.tile = tile;
+               prebuffers.push_back(pp);
+               p = &prebuffers[prebuffers.size()-1];
+       }
+
+       u32 vertex_count = p->vertices.size();
+       for(u32 i=0; i<numIndices; i++)
+       {
+               u32 j = indices[i] + vertex_count;
+               p->indices.push_back(j);
+       }
+       for(u32 i=0; i<numVertices; i++)
+       {
+               video::S3DVertex vert = vertices[i];
+               vert.Pos += pos;
+               vert.Color = c;         
+               p->vertices.push_back(vert);
+       }
+}