X-Git-Url: https://git.lizzy.rs/?a=blobdiff_plain;f=src%2Fmapblock_mesh.h;h=b334ce46914c4fae321bdb9c5fa962574c63b7e6;hb=386d69533095a6f36d5c3a98f2cd8de20a0132d4;hp=d43c19a253f53cc020d122714ca093ab77293829;hpb=d67cef0eb76c4c35cebb4c8f35d62f90c573b198;p=minetest.git diff --git a/src/mapblock_mesh.h b/src/mapblock_mesh.h index d43c19a25..b334ce469 100644 --- a/src/mapblock_mesh.h +++ b/src/mapblock_mesh.h @@ -1,18 +1,18 @@ /* -Minetest-c55 -Copyright (C) 2010-2011 celeron55, Perttu Ahola +Minetest +Copyright (C) 2010-2013 celeron55, Perttu Ahola This program is free software; you can redistribute it and/or modify -it under the terms of the GNU General Public License as published by -the Free Software Foundation; either version 2 of the License, or +it under the terms of the GNU Lesser General Public License as published by +the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the -GNU General Public License for more details. +GNU Lesser General Public License for more details. -You should have received a copy of the GNU General Public License along +You should have received a copy of the GNU Lesser General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */ @@ -20,128 +20,191 @@ with this program; if not, write to the Free Software Foundation, Inc., #ifndef MAPBLOCK_MESH_HEADER #define MAPBLOCK_MESH_HEADER -#include "common_irrlicht.h" -#include "mapblock_nodemod.h" +#include "irrlichttypes_extrabloated.h" +#include "client/tile.h" #include "voxel.h" +#include + +class IGameDef; /* Mesh making stuff */ -/* - This is used because CMeshBuffer::append() is very slow -*/ -struct PreMeshBuffer + +class MapBlock; + +struct MeshMakeData { - video::SMaterial material; - core::array indices; - core::array vertices; + 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, bool use_shaders); + + /* + Copy central data directly from block, and other data from + parent of block. + */ + void fill(MapBlock *block); + + /* + Set up with only a single node at (1,1,1) + */ + void fillSingleNode(MapNode *node); + + /* + Set the (node) position of a crack + */ + 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 + */ + void setSmoothLighting(bool smooth_lighting); }; -class MeshCollector +/* + Holds a mesh for a mapblock. + + Besides the SMesh*, this contains information used for animating + the vertex positions, colors and texture coordinates of the mesh. + For example: + - cracks [implemented] + - day/night transitions [implemented] + - animated flowing liquids [not implemented] + - animating vertex positions for e.g. axles [not implemented] +*/ +class MapBlockMesh { public: - void append( - video::SMaterial material, - const video::S3DVertex* const vertices, - u32 numVertices, - const u16* const indices, - u32 numIndices - ) + // Builds the mesh given + MapBlockMesh(MeshMakeData *data, v3s16 camera_offset); + ~MapBlockMesh(); + + // Main animation function, parameters: + // faraway: whether the block is far away from the camera (~50 nodes) + // time: the global animation time, 0 .. 60 (repeats every minute) + // daynight_ratio: 0 .. 1000 + // crack: -1 .. CRACK_ANIMATION_LENGTH-1 (-1 for off) + // Returns true if anything has been changed. + bool animate(bool faraway, float time, int crack, u32 daynight_ratio); + + scene::SMesh* getMesh() + { + return m_mesh; + } + + bool isAnimationForced() const { - PreMeshBuffer *p = NULL; - for(u32 i=0; ivertices.size(); - for(u32 i=0; i 65535) - { - dstream<<"FIXME: Meshbuffer ran out of indices"<indices.push_back(j); - } - for(u32 i=0; ivertices.push_back(vertices[i]); - } + return m_animation_force_timer == 0; } - void fillMesh(scene::SMesh *mesh) + void decreaseAnimationForceTimer() { - /*dstream<<"Filling mesh with "< - scene::SMeshBuffer *buf = new scene::SMeshBuffer(); - // Set material - buf->Material = p.material; - //((scene::SMeshBuffer*)buf)->Material = p.material; - // Use VBO - //buf->setHardwareMappingHint(scene::EHM_STATIC); - // Add to mesh - mesh->addMeshBuffer(buf); - // Mesh grabbed it - buf->drop(); - - buf->append(p.vertices.pointer(), p.vertices.size(), - p.indices.pointer(), p.indices.size()); - } + if(m_animation_force_timer > 0) + m_animation_force_timer--; } + + void updateCameraOffset(v3s16 camera_offset); private: - core::array m_prebuffers; + scene::SMesh *m_mesh; + IGameDef *m_gamedef; + + 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; + + // Animation info: cracks + // 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; + + // 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; + + // 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; }; -// Helper functions -video::SColor MapBlock_LightColor(u8 alpha, u8 light); -class MapBlock; -struct MeshMakeData +/* + This is used because CMeshBuffer::append() is very slow +*/ +struct PreMeshBuffer { - u32 m_daynight_ratio; - NodeModMap m_temp_mods; - VoxelManipulator m_vmanip; - v3s16 m_blockpos; - - /* - Copy central data directly from block, and other data from - parent of block. - */ - void fill(u32 daynight_ratio, MapBlock *block); + TileSpec tile; + std::vector indices; + std::vector vertices; }; -// This is the highest-level function in here -scene::SMesh* makeMapBlockMesh(MeshMakeData *data); +struct MeshCollector +{ + std::vector 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 +// alpha in the A channel of the returned SColor +// day light (0-255) in the R channel of the returned SColor +// night light (0-255) in the G channel of the returned SColor +// light source (0-255) in the B channel of the returned SColor +inline video::SColor MapBlock_LightColor(u8 alpha, u16 light, u8 light_source=0) +{ + return video::SColor(alpha, (light & 0xff), (light >> 8), light_source); +} + +// Compute light at node +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); +TileSpec getNodeTile(MapNode mn, v3s16 p, v3s16 dir, MeshMakeData *data); #endif