forked from Mirrorlandia_minetest/minetest
35929d27e3
Co-authored-by: Lars <larsh@apache.org>
343 lines
9.6 KiB
C++
343 lines
9.6 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 "irrlichttypes_extrabloated.h"
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#include "client/tile.h"
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#include "voxel.h"
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#include <array>
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#include <map>
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#include <unordered_map>
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class Client;
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class IShaderSource;
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/*
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Mesh making stuff
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*/
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class MapBlock;
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struct MinimapMapblock;
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struct MeshMakeData
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{
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VoxelManipulator m_vmanip;
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v3s16 m_blockpos = v3s16(-1337,-1337,-1337);
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v3s16 m_crack_pos_relative = v3s16(-1337,-1337,-1337);
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bool m_smooth_lighting = false;
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MeshGrid m_mesh_grid;
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u16 side_length;
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Client *m_client;
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bool m_use_shaders;
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MeshMakeData(Client *client, bool use_shaders);
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/*
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Copy block data manually (to allow optimizations by the caller)
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*/
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void fillBlockDataBegin(const v3s16 &blockpos);
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void fillBlockData(const v3s16 &bp, MapNode *data);
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/*
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Set the (node) position of a crack
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*/
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void setCrack(int crack_level, v3s16 crack_pos);
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/*
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Enable or disable smooth lighting
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*/
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void setSmoothLighting(bool smooth_lighting);
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};
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// represents a triangle as indexes into the vertex buffer in SMeshBuffer
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class MeshTriangle
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{
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public:
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scene::SMeshBuffer *buffer;
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u16 p1, p2, p3;
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v3f centroid;
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float areaSQ;
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void updateAttributes()
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{
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v3f v1 = buffer->getPosition(p1);
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v3f v2 = buffer->getPosition(p2);
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v3f v3 = buffer->getPosition(p3);
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centroid = (v1 + v2 + v3) / 3;
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areaSQ = (v2-v1).crossProduct(v3-v1).getLengthSQ() / 4;
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}
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v3f getNormal() const {
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v3f v1 = buffer->getPosition(p1);
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v3f v2 = buffer->getPosition(p2);
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v3f v3 = buffer->getPosition(p3);
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return (v2-v1).crossProduct(v3-v1);
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}
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};
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/**
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* Implements a binary space partitioning tree
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* See also: https://en.wikipedia.org/wiki/Binary_space_partitioning
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*/
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class MapBlockBspTree
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{
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public:
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MapBlockBspTree() {}
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void buildTree(const std::vector<MeshTriangle> *triangles, u16 side_lingth);
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void traverse(v3f viewpoint, std::vector<s32> &output) const
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{
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traverse(root, viewpoint, output);
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}
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private:
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// Tree node definition;
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struct TreeNode
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{
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v3f normal;
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v3f origin;
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std::vector<s32> triangle_refs;
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s32 front_ref;
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s32 back_ref;
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TreeNode() = default;
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TreeNode(v3f normal, v3f origin, const std::vector<s32> &triangle_refs, s32 front_ref, s32 back_ref) :
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normal(normal), origin(origin), triangle_refs(triangle_refs), front_ref(front_ref), back_ref(back_ref)
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{}
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};
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s32 buildTree(v3f normal, v3f origin, float delta, const std::vector<s32> &list, u32 depth);
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void traverse(s32 node, v3f viewpoint, std::vector<s32> &output) const;
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const std::vector<MeshTriangle> *triangles = nullptr; // this reference is managed externally
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std::vector<TreeNode> nodes; // list of nodes
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s32 root = -1; // index of the root node
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};
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/*
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* PartialMeshBuffer
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*
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* Attach alternate `Indices` to an existing mesh buffer, to make it possible to use different
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* indices with the same vertex buffer.
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*
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* Irrlicht does not currently support this: `CMeshBuffer` ties together a single vertex buffer
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* and a single index buffer. There's no way to share these between mesh buffers.
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*
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*/
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class PartialMeshBuffer
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{
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public:
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PartialMeshBuffer(scene::SMeshBuffer *buffer, std::vector<u16> &&vertex_indexes) :
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m_buffer(buffer), m_vertex_indexes(std::move(vertex_indexes))
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{}
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scene::IMeshBuffer *getBuffer() const { return m_buffer; }
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const std::vector<u16> &getVertexIndexes() const { return m_vertex_indexes; }
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void beforeDraw() const;
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void afterDraw() const;
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private:
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scene::SMeshBuffer *m_buffer;
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mutable std::vector<u16> m_vertex_indexes;
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};
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/*
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Holds a mesh for a mapblock.
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Besides the SMesh*, this contains information used for animating
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the vertex positions, colors and texture coordinates of the mesh.
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For example:
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- cracks [implemented]
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- day/night transitions [implemented]
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- animated flowing liquids [not implemented]
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- animating vertex positions for e.g. axles [not implemented]
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*/
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class MapBlockMesh
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{
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public:
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// Builds the mesh given
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MapBlockMesh(MeshMakeData *data, v3s16 camera_offset);
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~MapBlockMesh();
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// Main animation function, parameters:
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// faraway: whether the block is far away from the camera (~50 nodes)
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// time: the global animation time, 0 .. 60 (repeats every minute)
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// daynight_ratio: 0 .. 1000
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// crack: -1 .. CRACK_ANIMATION_LENGTH-1 (-1 for off)
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// Returns true if anything has been changed.
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bool animate(bool faraway, float time, int crack, u32 daynight_ratio);
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scene::IMesh *getMesh()
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{
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return m_mesh[0];
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}
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scene::IMesh *getMesh(u8 layer)
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{
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return m_mesh[layer];
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}
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std::vector<MinimapMapblock*> moveMinimapMapblocks()
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{
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std::vector<MinimapMapblock*> minimap_mapblocks;
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minimap_mapblocks.swap(m_minimap_mapblocks);
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return minimap_mapblocks;
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}
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bool isAnimationForced() const
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{
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return m_animation_force_timer == 0;
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}
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void decreaseAnimationForceTimer()
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{
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if(m_animation_force_timer > 0)
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m_animation_force_timer--;
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}
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/// Radius of the bounding-sphere, in BS-space.
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f32 getBoundingRadius() const { return m_bounding_radius; }
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/// Center of the bounding-sphere, in BS-space, relative to block pos.
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v3f getBoundingSphereCenter() const { return m_bounding_sphere_center; }
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/// update transparent buffers to render towards the camera
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void updateTransparentBuffers(v3f camera_pos, v3s16 block_pos);
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void consolidateTransparentBuffers();
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/// get the list of transparent buffers
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const std::vector<PartialMeshBuffer> &getTransparentBuffers() const
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{
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return this->m_transparent_buffers;
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}
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private:
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struct AnimationInfo {
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int frame; // last animation frame
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int frame_offset;
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TileLayer tile;
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};
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scene::IMesh *m_mesh[MAX_TILE_LAYERS];
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std::vector<MinimapMapblock*> m_minimap_mapblocks;
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ITextureSource *m_tsrc;
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IShaderSource *m_shdrsrc;
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f32 m_bounding_radius;
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v3f m_bounding_sphere_center;
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bool m_enable_shaders;
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bool m_enable_vbo;
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// Must animate() be called before rendering?
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bool m_has_animation;
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int m_animation_force_timer;
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// Animation info: cracks
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// Last crack value passed to animate()
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int m_last_crack;
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// Maps mesh and mesh buffer (i.e. material) indices to base texture names
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std::map<std::pair<u8, u32>, std::string> m_crack_materials;
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// Animation info: texture animation
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// Maps mesh and mesh buffer indices to TileSpecs
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// Keys are pairs of (mesh index, buffer index in the mesh)
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std::map<std::pair<u8, u32>, AnimationInfo> m_animation_info;
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// Animation info: day/night transitions
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// Last daynight_ratio value passed to animate()
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u32 m_last_daynight_ratio;
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// For each mesh and mesh buffer, stores pre-baked colors
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// of sunlit vertices
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// Keys are pairs of (mesh index, buffer index in the mesh)
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std::map<std::pair<u8, u32>, std::map<u32, video::SColor > > m_daynight_diffs;
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// list of all semitransparent triangles in the mapblock
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std::vector<MeshTriangle> m_transparent_triangles;
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// Binary Space Partitioning tree for the block
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MapBlockBspTree m_bsp_tree;
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// Ordered list of references to parts of transparent buffers to draw
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std::vector<PartialMeshBuffer> m_transparent_buffers;
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};
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/*!
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* Encodes light of a node.
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* The result is not the final color, but a
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* half-baked vertex color.
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* You have to multiply the resulting color
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* with the node's color.
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*
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* \param light the first 8 bits are day light,
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* the last 8 bits are night light
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* \param emissive_light amount of light the surface emits,
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* from 0 to LIGHT_SUN.
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*/
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video::SColor encode_light(u16 light, u8 emissive_light);
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// Compute light at node
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u16 getInteriorLight(MapNode n, s32 increment, const NodeDefManager *ndef);
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u16 getFaceLight(MapNode n, MapNode n2, const NodeDefManager *ndef);
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u16 getSmoothLightSolid(const v3s16 &p, const v3s16 &face_dir, const v3s16 &corner, MeshMakeData *data);
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u16 getSmoothLightTransparent(const v3s16 &p, const v3s16 &corner, MeshMakeData *data);
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/*!
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* Returns the sunlight's color from the current
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* day-night ratio.
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*/
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void get_sunlight_color(video::SColorf *sunlight, u32 daynight_ratio);
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/*!
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* Gives the final SColor shown on screen.
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*
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* \param result output color
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* \param light first 8 bits are day light, second 8 bits are
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* night light
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*/
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void final_color_blend(video::SColor *result,
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u16 light, u32 daynight_ratio);
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/*!
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* Gives the final SColor shown on screen.
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*
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* \param result output color
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* \param data the half-baked vertex color
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* \param dayLight color of the sunlight
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*/
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void final_color_blend(video::SColor *result,
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const video::SColor &data, const video::SColorf &dayLight);
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// Retrieves the TileSpec of a face of a node
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// Adds MATERIAL_FLAG_CRACK if the node is cracked
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// TileSpec should be passed as reference due to the underlying TileFrame and its vector
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// TileFrame vector copy cost very much to client
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void getNodeTileN(MapNode mn, const v3s16 &p, u8 tileindex, MeshMakeData *data, TileSpec &tile);
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void getNodeTile(MapNode mn, const v3s16 &p, const v3s16 &dir, MeshMakeData *data, TileSpec &tile);
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/// Return bitset of the sides of the mesh that consist of solid nodes only
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/// Bits:
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/// 0 0 -Z +Z -X +X -Y +Y
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u8 get_solid_sides(MeshMakeData *data);
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