]> git.lizzy.rs Git - dragonfireclient.git/commitdiff
Node highlighting.
authorRealBadAngel <maciej.kasatkin@o2.pl>
Tue, 16 Sep 2014 10:38:37 +0000 (12:38 +0200)
committerRealBadAngel <maciej.kasatkin@o2.pl>
Wed, 17 Sep 2014 20:06:13 +0000 (22:06 +0200)
minetest.conf.example
src/client.cpp
src/client.h
src/content_mapblock.cpp
src/defaultsettings.cpp
src/game.cpp
src/mapblock_mesh.cpp
src/mapblock_mesh.h
src/tile.h
textures/base/pack/halo.png [new file with mode: 0644]

index fe62b0f7e75027d68faf4c7ce2efc666bdc25dc9..8609281e8566f5703c62426d133e08c3836bffc6 100644 (file)
 # maximum percentage of current window to be used for hotbar
 # (usefull if you've there's something to be displayed right or left of hotbar)
 #hud_hotbar_max_width = 1.0
+# Enable highlighting for nodes (disables selectionboxes)
+#enable_node_highlighting = false
 # Texture filtering settings
 #mip_map = false
 #anisotropic_filter = false
index 459d371c2f78cc33af9bcf53abecafc731ea1db0..30280369f81f539c56ae5a56f5b858da0d093819 100644 (file)
@@ -2475,6 +2475,15 @@ int Client::getCrackLevel()
        return m_crack_level;
 }
 
+void Client::setHighlighted(v3s16 pos, bool show_hud)
+{
+       m_show_hud = show_hud;
+       v3s16 old_highlighted_pos = m_highlighted_pos;
+       m_highlighted_pos = pos;
+       addUpdateMeshTaskForNode(old_highlighted_pos, false, true);
+       addUpdateMeshTaskForNode(m_highlighted_pos, false, true);
+}
+
 void Client::setCrack(int level, v3s16 pos)
 {
        int old_crack_level = m_crack_level;
@@ -2547,22 +2556,23 @@ void Client::addUpdateMeshTask(v3s16 p, bool ack_to_server, bool urgent)
        MapBlock *b = m_env.getMap().getBlockNoCreateNoEx(p);
        if(b == NULL)
                return;
-       
+
        /*
                Create a task to update the mesh of the block
        */
-       
+
        MeshMakeData *data = new MeshMakeData(this);
-       
+
        {
                //TimeTaker timer("data fill");
                // Release: ~0ms
                // Debug: 1-6ms, avg=2ms
                data->fill(b);
                data->setCrack(m_crack_level, m_crack_pos);
+               data->setHighlighted(m_highlighted_pos, m_show_hud);
                data->setSmoothLighting(g_settings->getBool("smooth_lighting"));
        }
-       
+
        // Add task to queue
        m_mesh_update_thread.m_queue_in.addBlock(p, data, ack_to_server, urgent);
 }
index 51ce5b8f22a30df5031b32b9fe6d2e3216fef9a4..8bffbd1db9e1c0ada2ab5bb040c6dc95b90da706 100644 (file)
@@ -395,6 +395,9 @@ class Client : public con::PeerHandler, public InventoryManager, public IGameDef
        int getCrackLevel();
        void setCrack(int level, v3s16 pos);
 
+       void setHighlighted(v3s16 pos, bool show_hud);
+       v3s16 getHighlighted(){ return m_highlighted_pos; }
+
        u16 getHP();
        u16 getBreath();
 
@@ -500,10 +503,12 @@ class Client : public con::PeerHandler, public InventoryManager, public IGameDef
        float m_inventory_from_server_age;
        std::set<v3s16> m_active_blocks;
        PacketCounter m_packetcounter;
+       bool m_show_hud;
        // Block mesh animation parameters
        float m_animation_time;
        int m_crack_level;
        v3s16 m_crack_pos;
+       v3s16 m_highlighted_pos;
        // 0 <= m_daynight_i < DAYNIGHT_CACHE_COUNT
        //s32 m_daynight_i;
        //u32 m_daynight_ratio;
index baa97a987f3a281772f1f004fb9e5520fc7a58e8..0b4b7fd0a6e7c426f0827b77e23fea62630d9bda 100644 (file)
@@ -169,6 +169,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                MeshCollector &collector)
 {
        INodeDefManager *nodedef = data->m_gamedef->ndef();
+       ITextureSource *tsrc = data->m_gamedef->tsrc();
 
        // 0ms
        //TimeTaker timer("mapblock_mesh_generate_special()");
@@ -177,26 +178,72 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                Some settings
        */
        bool new_style_water = g_settings->getBool("new_style_water");
-       
+
        float node_liquid_level = 1.0;
-       if(new_style_water)
+       if (new_style_water)
                node_liquid_level = 0.85;
-       
+
        v3s16 blockpos_nodes = data->m_blockpos*MAP_BLOCKSIZE;
 
-       for(s16 z=0; z<MAP_BLOCKSIZE; z++)
-       for(s16 y=0; y<MAP_BLOCKSIZE; y++)
-       for(s16 x=0; x<MAP_BLOCKSIZE; x++)
+       // Create selection mesh
+       v3s16 p = data->m_highlighted_pos_relative;
+       if (data->m_show_hud & 
+                       (p.X >= 0) & (p.X < MAP_BLOCKSIZE) &
+                       (p.Y >= 0) & (p.Y < MAP_BLOCKSIZE) &
+                       (p.Z >= 0) & (p.Z < MAP_BLOCKSIZE)) {
+
+               MapNode n = data->m_vmanip.getNodeNoEx(blockpos_nodes + p);
+               // Get selection mesh light level
+               static const v3s16 dirs[7] = {
+                               v3s16( 0, 0, 0),
+                               v3s16( 0, 1, 0),
+                               v3s16( 0,-1, 0),
+                               v3s16( 1, 0, 0),
+                               v3s16(-1, 0, 0),
+                               v3s16( 0, 0, 1),
+                               v3s16( 0, 0,-1)
+               };
+
+               u16 l = 0;
+               u16 l1 = 0;
+               for (u8 i = 0; i < 7; i++) {
+                       MapNode n1 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p + dirs[i]);  
+                       l1 = getInteriorLight(n1, -4, nodedef);
+                       if (l1 > l) 
+                               l = l1;
+               }
+               video::SColor c = MapBlock_LightColor(255, l, 0);
+               data->m_highlight_mesh_color = c;       
+               std::vector<aabb3f> boxes = n.getSelectionBoxes(nodedef);
+               TileSpec h_tile;                        
+               h_tile.material_flags |= MATERIAL_FLAG_HIGHLIGHTED;
+               h_tile.texture = tsrc->getTexture("halo.png",&h_tile.texture_id);
+               v3f pos = intToFloat(p, BS);
+               f32 d = 0.05 * BS;
+               for(std::vector<aabb3f>::iterator
+                               i = boxes.begin();
+                               i != boxes.end(); i++)
+               {
+                       aabb3f box = *i;
+                       box.MinEdge += v3f(-d, -d, -d) + pos;
+                       box.MaxEdge += v3f(d, d, d) + pos;
+                       makeCuboid(&collector, box, &h_tile, 1, c, NULL);
+               }
+       }
+
+       for(s16 z = 0; z < MAP_BLOCKSIZE; z++)
+       for(s16 y = 0; y < MAP_BLOCKSIZE; y++)
+       for(s16 x = 0; x < MAP_BLOCKSIZE; x++)
        {
                v3s16 p(x,y,z);
 
-               MapNode n = data->m_vmanip.getNodeNoEx(blockpos_nodes+p);
+               MapNode n = data->m_vmanip.getNodeNoEx(blockpos_nodes + p);
                const ContentFeatures &f = nodedef->get(n);
 
                // Only solidness=0 stuff is drawn here
                if(f.solidness != 0)
                        continue;
-               
+
                switch(f.drawtype){
                default:
                        infostream<<"Got "<<f.drawtype<<std::endl;
index 9cd17ac91a87776889f1c7f20dd5378c338385f1..f3cb69e4bd0653c3f6407d041a8dbc44c792ebf9 100644 (file)
@@ -120,6 +120,7 @@ void set_default_settings(Settings *settings)
        settings->setDefault("console_color", "(0,0,0)");
        settings->setDefault("console_alpha", "200");
        settings->setDefault("selectionbox_color", "(0,0,0)");
+       settings->setDefault("enable_node_highlighting", "false");
        settings->setDefault("crosshair_color", "(255,255,255)");
        settings->setDefault("crosshair_alpha", "255");
        settings->setDefault("gui_scaling", "1.0");
index cb5fe804679c9148204cf6b354ff263e3db6c0b0..bae946f28eaa70a3751901b5e25dd18bc5fc5fb2 100644 (file)
@@ -407,14 +407,16 @@ PointedThing getPointedThing(Client *client, v3f player_position,
                                mindistance = distance;
 
                                hilightboxes.clear();
-                               for(std::vector<aabb3f>::const_iterator
-                                               i2 = boxes.begin();
-                                               i2 != boxes.end(); i2++)
-                               {
-                                       aabb3f box = *i2;
-                                       box.MinEdge += npf + v3f(-d,-d,-d) - intToFloat(camera_offset, BS);
-                                       box.MaxEdge += npf + v3f(d,d,d) - intToFloat(camera_offset, BS);
-                                       hilightboxes.push_back(box);
+                               if (!g_settings->getBool("enable_node_highlighting")) {
+                                       for(std::vector<aabb3f>::const_iterator
+                                                       i2 = boxes.begin();
+                                                       i2 != boxes.end(); i2++)
+                                       {
+                                               aabb3f box = *i2;
+                                               box.MinEdge += npf + v3f(-d,-d,-d) - intToFloat(camera_offset, BS);
+                                               box.MaxEdge += npf + v3f(d,d,d) - intToFloat(camera_offset, BS);
+                                               hilightboxes.push_back(box);
+                                       }
                                }
                        }
                }
@@ -2096,10 +2098,13 @@ void the_game(bool &kill, bool random_input, InputHandler *input,
                else if(input->wasKeyDown(getKeySetting("keymap_toggle_hud")))
                {
                        show_hud = !show_hud;
-                       if(show_hud)
+                       if(show_hud) {
                                statustext = L"HUD shown";
-                       else
+                               client.setHighlighted(client.getHighlighted(), true);
+                       } else {
                                statustext = L"HUD hidden";
+                               client.setHighlighted(client.getHighlighted(), false);
+                       }
                        statustext_time = 0;
                }
                else if(input->wasKeyDown(getKeySetting("keymap_toggle_chat")))
@@ -2796,7 +2801,8 @@ void the_game(bool &kill, bool random_input, InputHandler *input,
                if(pointed != pointed_old)
                {
                        infostream<<"Pointing at "<<pointed.dump()<<std::endl;
-                       //dstream<<"Pointing at "<<pointed.dump()<<std::endl;
+                       if (g_settings->getBool("enable_node_highlighting"))
+                               client.setHighlighted(pointed.node_undersurface, show_hud);
                }
 
                /*
index d3f7c2f3913f8ec513bf4b900dbb07cd2e44071e..d75d3e1484971984d74024d427c6610cfdae647a 100644 (file)
@@ -46,6 +46,7 @@ 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_gamedef(gamedef)
 {}
@@ -132,6 +133,12 @@ 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;
@@ -651,10 +658,8 @@ 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 +1013,13 @@ 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 +1086,7 @@ 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 +1094,9 @@ 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 +1134,9 @@ 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 +1161,7 @@ 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 +1170,23 @@ 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 +1237,8 @@ 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 +1249,6 @@ 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 +1314,7 @@ 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 +1347,30 @@ 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;
 }
 
index 7f52317383a02435930a98983e7525299f7667c4..c5295499884d63c39d13080f85bf972c1488cb7b 100644 (file)
@@ -39,7 +39,11 @@ 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;
 
        MeshMakeData(IGameDef *gamedef);
@@ -60,6 +64,11 @@ 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
        */
@@ -114,6 +123,11 @@ class MapBlockMesh
        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;
@@ -123,6 +137,7 @@ class MapBlockMesh
        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
index 0ac7c96c06a3c32d623a1d5708841ad957b180fa..78aaef00e2be36c0971f7efbbf0e7644080fbe6a 100644 (file)
@@ -171,6 +171,7 @@ enum MaterialType{
 // Animation made up by splitting the texture to vertical frames, as
 // defined by extra parameters
 #define MATERIAL_FLAG_ANIMATION_VERTICAL_FRAMES 0x08
+#define MATERIAL_FLAG_HIGHLIGHTED 0x10
 
 /*
        This fully defines the looks of a tile.
diff --git a/textures/base/pack/halo.png b/textures/base/pack/halo.png
new file mode 100644 (file)
index 0000000..c3b803c
Binary files /dev/null and b/textures/base/pack/halo.png differ