forked from Mirrorlandia_minetest/minetest
921151d97a
* Migrate cpp headers to pragma once
269 lines
7.4 KiB
C++
269 lines
7.4 KiB
C++
/*
|
|
Minetest
|
|
Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
|
|
|
|
This program is free software; you can redistribute it and/or modify
|
|
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 Lesser General Public License for more details.
|
|
|
|
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.
|
|
*/
|
|
|
|
#pragma once
|
|
|
|
#include "irrlichttypes_extrabloated.h"
|
|
#include "client/tile.h"
|
|
#include "voxel.h"
|
|
#include <map>
|
|
|
|
class Client;
|
|
class IShaderSource;
|
|
|
|
/*
|
|
Mesh making stuff
|
|
*/
|
|
|
|
|
|
class MapBlock;
|
|
struct MinimapMapblock;
|
|
|
|
struct MeshMakeData
|
|
{
|
|
VoxelManipulator m_vmanip;
|
|
v3s16 m_blockpos = v3s16(-1337,-1337,-1337);
|
|
v3s16 m_crack_pos_relative = v3s16(-1337,-1337,-1337);
|
|
bool m_smooth_lighting = false;
|
|
|
|
Client *m_client;
|
|
bool m_use_shaders;
|
|
bool m_use_tangent_vertices;
|
|
|
|
MeshMakeData(Client *client, bool use_shaders,
|
|
bool use_tangent_vertices = false);
|
|
|
|
/*
|
|
Copy block data manually (to allow optimizations by the caller)
|
|
*/
|
|
void fillBlockDataBegin(const v3s16 &blockpos);
|
|
void fillBlockData(const v3s16 &block_offset, MapNode *data);
|
|
|
|
/*
|
|
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);
|
|
|
|
/*
|
|
Enable or disable smooth lighting
|
|
*/
|
|
void setSmoothLighting(bool smooth_lighting);
|
|
};
|
|
|
|
/*
|
|
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:
|
|
// 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::IMesh *getMesh()
|
|
{
|
|
return m_mesh[0];
|
|
}
|
|
|
|
scene::IMesh *getMesh(u8 layer)
|
|
{
|
|
return m_mesh[layer];
|
|
}
|
|
|
|
MinimapMapblock *moveMinimapMapblock()
|
|
{
|
|
MinimapMapblock *p = m_minimap_mapblock;
|
|
m_minimap_mapblock = NULL;
|
|
return p;
|
|
}
|
|
|
|
bool isAnimationForced() const
|
|
{
|
|
return m_animation_force_timer == 0;
|
|
}
|
|
|
|
void decreaseAnimationForceTimer()
|
|
{
|
|
if(m_animation_force_timer > 0)
|
|
m_animation_force_timer--;
|
|
}
|
|
|
|
void updateCameraOffset(v3s16 camera_offset);
|
|
|
|
private:
|
|
scene::IMesh *m_mesh[MAX_TILE_LAYERS];
|
|
MinimapMapblock *m_minimap_mapblock;
|
|
ITextureSource *m_tsrc;
|
|
IShaderSource *m_shdrsrc;
|
|
|
|
bool m_enable_shaders;
|
|
bool m_use_tangent_vertices;
|
|
bool m_enable_vbo;
|
|
|
|
// 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 and mesh buffer (i.e. material) indices to base texture names
|
|
std::map<std::pair<u8, u32>, std::string> m_crack_materials;
|
|
|
|
// Animation info: texture animationi
|
|
// Maps mesh and mesh buffer indices to TileSpecs
|
|
// Keys are pairs of (mesh index, buffer index in the mesh)
|
|
std::map<std::pair<u8, u32>, TileLayer> m_animation_tiles;
|
|
std::map<std::pair<u8, u32>, int> m_animation_frames; // last animation frame
|
|
std::map<std::pair<u8, u32>, int> m_animation_frame_offsets;
|
|
|
|
// Animation info: day/night transitions
|
|
// Last daynight_ratio value passed to animate()
|
|
u32 m_last_daynight_ratio;
|
|
// For each mesh and mesh buffer, stores pre-baked colors
|
|
// of sunlit vertices
|
|
// Keys are pairs of (mesh index, buffer index in the mesh)
|
|
std::map<std::pair<u8, u32>, std::map<u32, video::SColor > > m_daynight_diffs;
|
|
|
|
// Camera offset info -> do we have to translate the mesh?
|
|
v3s16 m_camera_offset;
|
|
};
|
|
|
|
|
|
|
|
/*
|
|
This is used because CMeshBuffer::append() is very slow
|
|
*/
|
|
struct PreMeshBuffer
|
|
{
|
|
TileLayer layer;
|
|
std::vector<u16> indices;
|
|
std::vector<video::S3DVertex> vertices;
|
|
std::vector<video::S3DVertexTangents> tangent_vertices;
|
|
};
|
|
|
|
struct MeshCollector
|
|
{
|
|
std::vector<PreMeshBuffer> prebuffers[MAX_TILE_LAYERS];
|
|
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,
|
|
const u16 *indices, u32 numIndices);
|
|
void append(const TileLayer &material,
|
|
const video::S3DVertex *vertices, u32 numVertices,
|
|
const u16 *indices, u32 numIndices, u8 layernum);
|
|
void append(const TileSpec &material,
|
|
const video::S3DVertex *vertices, u32 numVertices,
|
|
const u16 *indices, u32 numIndices, v3f pos,
|
|
video::SColor c, u8 light_source);
|
|
void append(const TileLayer &material,
|
|
const video::S3DVertex *vertices, u32 numVertices,
|
|
const u16 *indices, u32 numIndices, v3f pos,
|
|
video::SColor c, u8 light_source, u8 layernum);
|
|
/*!
|
|
* Colorizes all vertices in the collector.
|
|
*/
|
|
void applyTileColors();
|
|
};
|
|
|
|
/*!
|
|
* Encodes light of a node.
|
|
* The result is not the final color, but a
|
|
* half-baked vertex color.
|
|
* You have to multiply the resulting color
|
|
* with the node's color.
|
|
*
|
|
* \param light the first 8 bits are day light,
|
|
* the last 8 bits are night light
|
|
* \param emissive_light amount of light the surface emits,
|
|
* from 0 to LIGHT_SUN.
|
|
*/
|
|
video::SColor encode_light(u16 light, u8 emissive_light);
|
|
|
|
// 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);
|
|
|
|
/*!
|
|
* Returns the sunlight's color from the current
|
|
* day-night ratio.
|
|
*/
|
|
void get_sunlight_color(video::SColorf *sunlight, u32 daynight_ratio);
|
|
|
|
/*!
|
|
* Gives the final SColor shown on screen.
|
|
*
|
|
* \param result output color
|
|
* \param light first 8 bits are day light, second 8 bits are
|
|
* night light
|
|
*/
|
|
void final_color_blend(video::SColor *result,
|
|
u16 light, u32 daynight_ratio);
|
|
|
|
/*!
|
|
* Gives the final SColor shown on screen.
|
|
*
|
|
* \param result output color
|
|
* \param data the half-baked vertex color
|
|
* \param dayLight color of the sunlight
|
|
*/
|
|
void final_color_blend(video::SColor *result,
|
|
const video::SColor &data, const video::SColorf &dayLight);
|
|
|
|
// Retrieves the TileSpec of a face of a node
|
|
// Adds MATERIAL_FLAG_CRACK if the node is cracked
|
|
// TileSpec should be passed as reference due to the underlying TileFrame and its vector
|
|
// TileFrame vector copy cost very much to client
|
|
void getNodeTileN(MapNode mn, v3s16 p, u8 tileindex, MeshMakeData *data, TileSpec &tile);
|
|
void getNodeTile(MapNode mn, v3s16 p, v3s16 dir, MeshMakeData *data, TileSpec &tile);
|