forked from Mirrorlandia_minetest/minetest
180 lines
4.7 KiB
C++
180 lines
4.7 KiB
C++
/*
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Minetest
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Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#pragma once
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#include "nodedef.h"
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#include <IMeshManipulator.h>
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struct MeshMakeData;
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struct MeshCollector;
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struct LightPair {
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u8 lightDay;
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u8 lightNight;
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LightPair() = default;
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explicit LightPair(u16 value) : lightDay(value & 0xff), lightNight(value >> 8) {}
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LightPair(u8 valueA, u8 valueB) : lightDay(valueA), lightNight(valueB) {}
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LightPair(float valueA, float valueB) :
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lightDay(core::clamp(core::round32(valueA), 0, 255)),
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lightNight(core::clamp(core::round32(valueB), 0, 255)) {}
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operator u16() const { return lightDay | lightNight << 8; }
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};
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struct LightInfo {
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float light_day;
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float light_night;
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float light_boosted;
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LightPair getPair(float sunlight_boost = 0.0) const
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{
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return LightPair(
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(1 - sunlight_boost) * light_day
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+ sunlight_boost * light_boosted,
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light_night);
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}
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};
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struct LightFrame {
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f32 lightsDay[8];
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f32 lightsNight[8];
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bool sunlight[8];
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};
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class MapblockMeshGenerator
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{
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public:
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MeshMakeData *data;
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MeshCollector *collector;
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const NodeDefManager *nodedef;
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scene::IMeshManipulator *meshmanip;
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// options
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bool enable_mesh_cache;
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// current node
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v3s16 blockpos_nodes;
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v3s16 p;
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v3f origin;
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MapNode n;
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const ContentFeatures *f;
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LightPair light;
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LightFrame frame;
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video::SColor color;
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TileSpec tile;
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float scale;
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// lighting
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void getSmoothLightFrame();
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LightInfo blendLight(const v3f &vertex_pos);
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video::SColor blendLightColor(const v3f &vertex_pos);
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video::SColor blendLightColor(const v3f &vertex_pos, const v3f &vertex_normal);
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void useTile(int index = 0, u8 set_flags = MATERIAL_FLAG_CRACK_OVERLAY,
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u8 reset_flags = 0, bool special = false);
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void getTile(int index, TileSpec *tile);
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void getTile(v3s16 direction, TileSpec *tile);
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void getSpecialTile(int index, TileSpec *tile, bool apply_crack = false);
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// face drawing
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void drawQuad(v3f *vertices, const v3s16 &normal = v3s16(0, 0, 0),
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float vertical_tiling = 1.0);
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// cuboid drawing!
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void drawCuboid(const aabb3f &box, TileSpec *tiles, int tilecount,
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const LightInfo *lights , const f32 *txc);
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void generateCuboidTextureCoords(aabb3f const &box, f32 *coords);
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void drawAutoLightedCuboid(aabb3f box, const f32 *txc = NULL,
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TileSpec *tiles = NULL, int tile_count = 0);
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// liquid-specific
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bool top_is_same_liquid;
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bool draw_liquid_bottom;
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TileSpec tile_liquid;
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TileSpec tile_liquid_top;
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content_t c_flowing;
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content_t c_source;
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video::SColor color_liquid_top;
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struct NeighborData {
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f32 level;
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content_t content;
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bool is_same_liquid;
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bool top_is_same_liquid;
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};
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NeighborData liquid_neighbors[3][3];
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f32 corner_levels[2][2];
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void prepareLiquidNodeDrawing();
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void getLiquidNeighborhood();
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void calculateCornerLevels();
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f32 getCornerLevel(int i, int k);
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void drawLiquidSides();
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void drawLiquidTop();
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void drawLiquidBottom();
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// raillike-specific
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// name of the group that enables connecting to raillike nodes of different kind
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static const std::string raillike_groupname;
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int raillike_group;
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bool isSameRail(v3s16 dir);
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// plantlike-specific
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PlantlikeStyle draw_style;
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v3f offset;
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float rotate_degree;
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bool random_offset_Y;
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int face_num;
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float plant_height;
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void drawPlantlikeQuad(float rotation, float quad_offset = 0,
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bool offset_top_only = false);
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void drawPlantlike(bool is_rooted = false);
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// firelike-specific
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void drawFirelikeQuad(float rotation, float opening_angle,
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float offset_h, float offset_v = 0.0);
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// drawtypes
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void drawLiquidNode();
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void drawGlasslikeNode();
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void drawGlasslikeFramedNode();
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void drawAllfacesNode();
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void drawTorchlikeNode();
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void drawSignlikeNode();
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void drawPlantlikeNode();
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void drawPlantlikeRootedNode();
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void drawFirelikeNode();
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void drawFencelikeNode();
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void drawRaillikeNode();
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void drawNodeboxNode();
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void drawMeshNode();
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// common
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void errorUnknownDrawtype();
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void drawNode();
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public:
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MapblockMeshGenerator(MeshMakeData *input, MeshCollector *output,
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scene::IMeshManipulator *mm);
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void generate();
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void renderSingle(content_t node, u8 param2 = 0x00);
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};
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