mirror of
https://github.com/minetest/minetest.git
synced 2024-11-10 17:53:46 +01:00
Node highlighting.
This commit is contained in:
parent
206f076422
commit
58e6d25e03
@ -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()");
|
||||
@ -179,18 +180,64 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
|
||||
bool new_style_water = g_settings->getBool("new_style_water");
|
||||
|
||||
float node_liquid_level = 1.0;
|
||||
if(new_style_water)
|
||||
if (new_style_water)
|
||||
node_liquid_level = 0.85;
|
||||
|
||||
v3s16 blockpos_nodes = data->m_blockpos*MAP_BLOCKSIZE;
|
||||
|
||||
for(s16 z=0; z<MAP_BLOCKSIZE; z++)
|
||||
for(s16 y=0; y<MAP_BLOCKSIZE; y++)
|
||||
for(s16 x=0; x<MAP_BLOCKSIZE; x++)
|
||||
// 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++)
|
||||
{
|
||||
v3s16 p(x,y,z);
|
||||
|
||||
MapNode n = data->m_vmanip.getNodeNoEx(blockpos_nodes+p);
|
||||
MapNode n = data->m_vmanip.getNodeNoEx(blockpos_nodes + p);
|
||||
const ContentFeatures &f = nodedef->get(n);
|
||||
|
||||
// Only solidness=0 stuff is drawn here
|
||||
|
@ -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");
|
||||
|
12
src/game.cpp
12
src/game.cpp
@ -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;
|
||||
@ -651,10 +658,8 @@ TileSpec getNodeTileN(MapNode mn, v3s16 p, u8 tileindex, MeshMakeData *data)
|
||||
INodeDefManager *ndef = data->m_gamedef->ndef();
|
||||
TileSpec spec = ndef->get(mn).tiles[tileindex];
|
||||
// Apply temporary crack
|
||||
if(p == data->m_crack_pos_relative)
|
||||
{
|
||||
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.
|
||||
|
BIN
textures/base/pack/halo.png
Normal file
BIN
textures/base/pack/halo.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 177 B |
Loading…
Reference in New Issue
Block a user