Node highlighting.

This commit is contained in:
RealBadAngel 2014-09-16 12:38:37 +02:00
parent 206f076422
commit 58e6d25e03
10 changed files with 168 additions and 49 deletions

@ -160,6 +160,8 @@
# 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

@ -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;
@ -2560,6 +2569,7 @@ void Client::addUpdateMeshTask(v3s16 p, bool ack_to_server, bool urgent)
// 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"));
}

@ -395,6 +395,9 @@ public:
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 @@ private:
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;

@ -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()");
@ -184,6 +185,52 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
v3s16 blockpos_nodes = data->m_blockpos*MAP_BLOCKSIZE;
// 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++)

@ -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");

@ -407,6 +407,7 @@ PointedThing getPointedThing(Client *client, v3f player_position,
mindistance = distance;
hilightboxes.clear();
if (!g_settings->getBool("enable_node_highlighting")) {
for(std::vector<aabb3f>::const_iterator
i2 = boxes.begin();
i2 != boxes.end(); i2++)
@ -418,6 +419,7 @@ PointedThing getPointedThing(Client *client, v3f player_position,
}
}
}
}
} // for coords
return result;
@ -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);
}
/*

@ -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;
@ -652,9 +659,7 @@ TileSpec getNodeTileN(MapNode mn, v3s16 p, u8 tileindex, MeshMakeData *data)
TileSpec spec = ndef->get(mn).tiles[tileindex];
// Apply temporary crack
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
@ -1153,7 +1161,6 @@ 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);
}
@ -1163,12 +1170,12 @@ 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) {
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) {
@ -1180,6 +1187,7 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
} else {
p.tile.applyMaterialOptions(material);
}
}
// Create meshbuffer
// This is a "Standard 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;
}

@ -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 @@ private:
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 @@ private:
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

@ -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.

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