X-Git-Url: https://git.lizzy.rs/?a=blobdiff_plain;f=src%2Fmapblock_mesh.h;h=8376468dafa9048be52581c46abe5735f190f3d5;hb=155288ee981c70f505526347cb2bcda4df1c8e6b;hp=e1cccc64e1156061d69905be4951cdcdccdea4b2;hpb=0066bd77d25793b76fdaa9a62755cca934f0121d;p=dragonfireclient.git diff --git a/src/mapblock_mesh.h b/src/mapblock_mesh.h index e1cccc64e..8376468da 100644 --- a/src/mapblock_mesh.h +++ b/src/mapblock_mesh.h @@ -21,11 +21,13 @@ with this program; if not, write to the Free Software Foundation, Inc., #define MAPBLOCK_MESH_HEADER #include "irrlichttypes_extrabloated.h" -#include "tile.h" +#include "client/tile.h" #include "voxel.h" +#include "util/cpp11_container.h" #include class IGameDef; +class IShaderSource; /* Mesh making stuff @@ -33,20 +35,22 @@ class IGameDef; 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; + bool m_use_tangent_vertices; - MeshMakeData(IGameDef *gamedef); + MeshMakeData(IGameDef *gamedef, bool use_shaders, + bool use_tangent_vertices = false); /* Copy central data directly from block, and other data from @@ -64,11 +68,6 @@ struct MeshMakeData */ 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 */ @@ -101,11 +100,18 @@ class MapBlockMesh // Returns true if anything has been changed. bool animate(bool faraway, float time, int crack, u32 daynight_ratio); - scene::SMesh* getMesh() + scene::IMesh *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; @@ -116,18 +122,21 @@ class MapBlockMesh if(m_animation_force_timer > 0) m_animation_force_timer--; } - + void updateCameraOffset(v3s16 camera_offset); private: - scene::SMesh *m_mesh; + scene::IMesh *m_mesh; + MinimapMapblock *m_minimap_mapblock; IGameDef *m_gamedef; + video::IVideoDriver *m_driver; + ITextureSource *m_tsrc; + IShaderSource *m_shdrsrc; bool m_enable_shaders; - bool m_enable_highlighting; + bool m_use_tangent_vertices; + bool m_enable_vbo; - video::SColor m_highlight_mesh_color; - // Must animate() be called before rendering? bool m_has_animation; int m_animation_force_timer; @@ -136,21 +145,20 @@ class MapBlockMesh // Last crack value passed to animate() int m_last_crack; // Maps mesh buffer (i.e. material) indices to base texture names - std::map m_crack_materials; - std::list m_highlighted_materials; + UNORDERED_MAP m_crack_materials; // Animation info: texture animationi // Maps meshbuffers to TileSpecs - std::map m_animation_tiles; - std::map m_animation_frames; // last animation frame - std::map m_animation_frame_offsets; - + UNORDERED_MAP m_animation_tiles; + UNORDERED_MAP m_animation_frames; // last animation frame + UNORDERED_MAP m_animation_frame_offsets; + // Animation info: day/night transitions // Last daynight_ratio value passed to animate() u32 m_last_daynight_ratio; // For each meshbuffer, maps vertex indices to (day,night) pairs std::map > > m_daynight_diffs; - + // Camera offset info -> do we have to translate the mesh? v3s16 m_camera_offset; }; @@ -165,11 +173,18 @@ struct PreMeshBuffer TileSpec tile; std::vector indices; std::vector vertices; + std::vector tangent_vertices; }; struct MeshCollector { std::vector prebuffers; + bool m_use_tangent_vertices; + + MeshCollector(bool use_tangent_vertices): + m_use_tangent_vertices(use_tangent_vertices) + { + } void append(const TileSpec &material, const video::S3DVertex *vertices, u32 numVertices, @@ -195,6 +210,11 @@ 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);