#define MAPBLOCK_MESH_HEADER
#include "irrlichttypes_extrabloated.h"
-#include "tile.h"
+#include "client/tile.h"
#include "voxel.h"
#include <map>
class IGameDef;
+class IShaderSource;
/*
Mesh making stuff
class MapBlock;
+struct MinimapMapblock;
struct MeshMakeData
{
VoxelManipulator m_vmanip;
v3s16 m_blockpos;
v3s16 m_crack_pos_relative;
+ v3s16 m_highlighted_pos_relative;
bool m_smooth_lighting;
+ bool m_show_hud;
+ video::SColor m_highlight_mesh_color;
+
IGameDef *m_gamedef;
+ bool m_use_shaders;
- MeshMakeData(IGameDef *gamedef);
+ MeshMakeData(IGameDef *gamedef, bool use_shaders);
/*
Copy central data directly from block, and other data from
*/
void setCrack(int crack_level, v3s16 crack_pos);
+ /*
+ Set the highlighted node position
+ */
+
+ void setHighlighted(v3s16 highlighted_pos, bool show_hud);
/*
Enable or disable smooth lighting
*/
{
public:
// Builds the mesh given
- MapBlockMesh(MeshMakeData *data);
+ MapBlockMesh(MeshMakeData *data, v3s16 camera_offset);
~MapBlockMesh();
// Main animation function, parameters:
// Returns true if anything has been changed.
bool animate(bool faraway, float time, int crack, u32 daynight_ratio);
- scene::SMesh* getMesh()
+ scene::SMesh *getMesh()
{
return m_mesh;
}
+ MinimapMapblock *moveMinimapMapblock()
+ {
+ MinimapMapblock *p = m_minimap_mapblock;
+ m_minimap_mapblock = NULL;
+ return p;
+ }
+
bool isAnimationForced() const
{
return m_animation_force_timer == 0;
if(m_animation_force_timer > 0)
m_animation_force_timer--;
}
+
+ void updateCameraOffset(v3s16 camera_offset);
private:
scene::SMesh *m_mesh;
+ MinimapMapblock *m_minimap_mapblock;
IGameDef *m_gamedef;
+ ITextureSource *m_tsrc;
+ IShaderSource *m_shdrsrc;
+ bool m_enable_shaders;
+ bool m_enable_highlighting;
+
+ video::SColor m_highlight_mesh_color;
+
// Must animate() be called before rendering?
bool m_has_animation;
int m_animation_force_timer;
int m_last_crack;
// Maps mesh buffer (i.e. material) indices to base texture names
std::map<u32, std::string> m_crack_materials;
+ std::list<u32> m_highlighted_materials;
// Animation info: texture animationi
// Maps meshbuffers to TileSpecs
u32 m_last_daynight_ratio;
// For each meshbuffer, maps vertex indices to (day,night) pairs
std::map<u32, std::map<u32, std::pair<u8, u8> > > m_daynight_diffs;
+
+ // Camera offset info -> do we have to translate the mesh?
+ v3s16 m_camera_offset;
};
{
TileSpec tile;
std::vector<u16> indices;
- std::vector<video::S3DVertex> vertices;
+ std::vector<video::S3DVertexTangents> vertices;
};
struct MeshCollector
{
std::vector<PreMeshBuffer> prebuffers;
-
void append(const TileSpec &material,
const video::S3DVertex *vertices, u32 numVertices,
const u16 *indices, u32 numIndices);
+ void append(const TileSpec &material,
+ const video::S3DVertex *vertices, u32 numVertices,
+ const u16 *indices, u32 numIndices,
+ v3f pos, video::SColor c);
};
// This encodes
}
// Compute light at node
-u16 getInteriorLight(MapNode n, s32 increment, MeshMakeData *data);
-u16 getFaceLight(MapNode n, MapNode n2, v3s16 face_dir, MeshMakeData *data);
+u16 getInteriorLight(MapNode n, s32 increment, INodeDefManager *ndef);
+u16 getFaceLight(MapNode n, MapNode n2, v3s16 face_dir, INodeDefManager *ndef);
u16 getSmoothLight(v3s16 p, v3s16 corner, MeshMakeData *data);
+// Converts from day + night color values (0..255)
+// and a given daynight_ratio to the final SColor shown on screen.
+void finalColorBlend(video::SColor& result,
+ u8 day, u8 night, u32 daynight_ratio);
+
// Retrieves the TileSpec of a face of a node
// Adds MATERIAL_FLAG_CRACK if the node is cracked
TileSpec getNodeTileN(MapNode mn, v3s16 p, u8 tileindex, MeshMakeData *data);