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)
{}
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;
// 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,
};
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];
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;
}
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// 4-21ms for MAP_BLOCKSIZE=16 (NOTE: probably outdated)
// 24-155ms for MAP_BLOCKSIZE=32 (NOTE: probably outdated)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()");
mapblock_mesh_generate_special(data, collector);
+ m_highlight_mesh_color = data->m_highlight_mesh_color;
/*
Convert MeshCollector to SMesh
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
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
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
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
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()
bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_ratio)
{
- bool enable_shaders = g_settings->getBool("enable_shaders");
if(!m_has_animation)
{
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"));
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;
}
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);
+ }
+}