minetest/src/mapblock_mesh.h
Dániel Juhász 3face01a20 Node definition manager refactor (#7016)
* Rename IWritableNodeDefManager to NodeDefManager
* Make INodeDefManager functions const
* Use "const *NodeDefManager" instead of "*INodeDefManager"
* Remove unused INodeDefManager class
* Merge NodeDefManager and CNodeDefManager
* Document NodeDefManager
2018-02-10 21:04:16 +01:00

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7.6 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 <array>
#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::array<std::vector<PreMeshBuffer>, MAX_TILE_LAYERS> 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,
const u16 *indices, u32 numIndices);
void append(const TileLayer &material,
const video::S3DVertex *vertices, u32 numVertices,
const u16 *indices, u32 numIndices, u8 layernum,
bool use_scale = false);
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,
bool use_scale = false);
/*!
* 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, const NodeDefManager *ndef);
u16 getFaceLight(MapNode n, MapNode n2, v3s16 face_dir,
const NodeDefManager *ndef);
u16 getSmoothLightSolid(const v3s16 &p, const v3s16 &face_dir, const v3s16 &corner, MeshMakeData *data);
u16 getSmoothLightTransparent(const v3s16 &p, const 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);