Cleanup selection mesh code, add shaders for halo and selection boxes

This commit is contained in:
RealBadAngel 2016-02-07 04:08:43 +01:00 committed by kwolekr
parent 430195381d
commit b44da4916a
21 changed files with 336 additions and 304 deletions

@ -279,6 +279,9 @@ enable_clouds (Clouds) bool true
# Use 3D cloud look instead of flat.
enable_3d_clouds (3D clouds) bool true
# Method used to highlight selected object.
node_highlighting (Node highlighting) enum box box,halo
[***Filtering]
# Use mip mapping to scale textures. May slightly increase performance.
@ -482,9 +485,6 @@ desynchronize_mapblock_texture_animation (Desynchronize block animation) bool tr
# Useful if there's something to be displayed right or left of hotbar.
hud_hotbar_max_width (Maximum hotbar width) float 1.0
# Enable selection highlighting for nodes (disables selectionbox).
enable_node_highlighting (Node highlighting) bool false
# Enables caching of facedir rotated meshes.
enable_mesh_cache (Mesh cache) bool false

@ -0,0 +1,4 @@
void main(void)
{
gl_FragColor = gl_Color;
}

@ -0,0 +1,9 @@
uniform mat4 mWorldViewProj;
void main(void)
{
gl_TexCoord[0] = gl_MultiTexCoord0;
gl_Position = mWorldViewProj * gl_Vertex;
gl_FrontColor = gl_BackColor = gl_Color;
}

@ -0,0 +1,9 @@
uniform sampler2D baseTexture;
void main(void)
{
vec2 uv = gl_TexCoord[0].st;
vec4 color = texture2D(baseTexture, uv);
color.rgb *= gl_Color.rgb;
gl_FragColor = color;
}

@ -0,0 +1,9 @@
uniform mat4 mWorldViewProj;
void main(void)
{
gl_TexCoord[0] = gl_MultiTexCoord0;
gl_Position = mWorldViewProj * gl_Vertex;
gl_FrontColor = gl_BackColor = gl_Color;
}

@ -555,9 +555,9 @@
# type: float
# hud_hotbar_max_width = 1.0
# Enable selection highlighting for nodes (disables selectionbox).
# type: bool
# enable_node_highlighting = false
# Selection highlighting method (box or halo)
# type: string
# node_highlighting = box
# Enables caching of facedir rotated meshes.
# type: bool

@ -235,11 +235,9 @@ Client::Client(
m_inventory_updated(false),
m_inventory_from_server(NULL),
m_inventory_from_server_age(0.0),
m_show_highlighted(false),
m_animation_time(0),
m_crack_level(-1),
m_crack_pos(0,0,0),
m_highlighted_pos(0,0,0),
m_map_seed(0),
m_password(password),
m_chosen_auth_mech(AUTH_MECHANISM_NONE),
@ -1508,15 +1506,6 @@ int Client::getCrackLevel()
return m_crack_level;
}
void Client::setHighlighted(v3s16 pos, bool show_highlighted)
{
m_show_highlighted = show_highlighted;
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;
@ -1601,7 +1590,6 @@ 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_highlighted);
data->setSmoothLighting(m_cache_smooth_lighting);
}

@ -456,9 +456,6 @@ public:
int getCrackLevel();
void setCrack(int level, v3s16 pos);
void setHighlighted(v3s16 pos, bool show_higlighted);
v3s16 getHighlighted(){ return m_highlighted_pos; }
u16 getHP();
u16 getBreath();
@ -609,12 +606,10 @@ private:
Inventory *m_inventory_from_server;
float m_inventory_from_server_age;
PacketCounter m_packetcounter;
bool m_show_highlighted;
// 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;

@ -171,7 +171,6 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
MeshCollector &collector)
{
INodeDefManager *nodedef = data->m_gamedef->ndef();
ITextureSource *tsrc = data->m_gamedef->tsrc();
scene::ISceneManager* smgr = data->m_gamedef->getSceneManager();
scene::IMeshManipulator* meshmanip = smgr->getMeshManipulator();
@ -1615,55 +1614,5 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
break;}
}
}
/*
Caused by incorrect alpha blending, selection mesh needs to be created as
last element to ensure it gets blended correct over nodes with alpha channel
*/
// 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);
if(n.getContent() != CONTENT_AIR) {
// 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->getTextureForMesh("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);
}
}
}
}

@ -137,8 +137,9 @@ 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("selectionbox_width", "2");
settings->setDefault("inventory_items_animations", "false");
settings->setDefault("node_highlighting", "box");
settings->setDefault("crosshair_color", "(255,255,255)");
settings->setDefault("crosshair_alpha", "255");
settings->setDefault("hud_scaling", "1.0");
@ -149,8 +150,7 @@ void set_default_settings(Settings *settings)
settings->setDefault("enable_sound", "true");
settings->setDefault("sound_volume", "0.8");
settings->setDefault("desynchronize_mapblock_texture_animation", "true");
settings->setDefault("selectionbox_width","2");
settings->setDefault("hud_hotbar_max_width","1.0");
settings->setDefault("hud_hotbar_max_width", "1.0");
settings->setDefault("enable_local_map_saving", "false");
settings->setDefault("mip_map", "false");

@ -31,27 +31,9 @@ typedef enum {
EYECOUNT = 2
} paralax_sign;
void draw_selectionbox(video::IVideoDriver* driver, Hud& hud,
std::vector<aabb3f>& hilightboxes, bool show_hud)
{
static const s16 selectionbox_width = rangelim(g_settings->getS16("selectionbox_width"), 1, 5);
if (!show_hud)
return;
video::SMaterial oldmaterial = driver->getMaterial2D();
video::SMaterial m;
m.Thickness = selectionbox_width;
m.Lighting = false;
driver->setMaterial(m);
hud.drawSelectionBoxes(hilightboxes);
driver->setMaterial(oldmaterial);
}
void draw_anaglyph_3d_mode(Camera& camera, bool show_hud, Hud& hud,
std::vector<aabb3f> hilightboxes, video::IVideoDriver* driver,
scene::ISceneManager* smgr, bool draw_wield_tool, Client& client,
video::IVideoDriver* driver, scene::ISceneManager* smgr,
bool draw_wield_tool, Client& client,
gui::IGUIEnvironment* guienv )
{
@ -85,10 +67,8 @@ void draw_anaglyph_3d_mode(Camera& camera, bool show_hud, Hud& hud,
camera.getCameraNode()->setTarget(focusPoint);
smgr->drawAll();
driver->setTransform(video::ETS_WORLD, core::IdentityMatrix);
if (show_hud)
{
draw_selectionbox(driver, hud, hilightboxes, show_hud);
if (show_hud) {
hud.drawSelectionMesh();
if (draw_wield_tool)
camera.drawWieldedTool(&leftMove);
}
@ -115,10 +95,8 @@ void draw_anaglyph_3d_mode(Camera& camera, bool show_hud, Hud& hud,
camera.getCameraNode()->setTarget(focusPoint);
smgr->drawAll();
driver->setTransform(video::ETS_WORLD, core::IdentityMatrix);
if (show_hud)
{
draw_selectionbox(driver, hud, hilightboxes, show_hud);
if (show_hud) {
hud.drawSelectionMesh();
if (draw_wield_tool)
camera.drawWieldedTool(&rightMove);
}
@ -144,16 +122,15 @@ void init_texture(video::IVideoDriver* driver, const v2u32& screensize,
irr::video::ECF_A8R8G8B8);
}
video::ITexture* draw_image(const v2u32& screensize,
paralax_sign psign, const irr::core::matrix4& startMatrix,
const irr::core::vector3df& focusPoint, bool show_hud,
video::IVideoDriver* driver, Camera& camera, scene::ISceneManager* smgr,
Hud& hud, std::vector<aabb3f>& hilightboxes,
bool draw_wield_tool, Client& client, gui::IGUIEnvironment* guienv,
video::SColor skycolor )
video::ITexture* draw_image(const v2u32 &screensize,
paralax_sign psign, const irr::core::matrix4 &startMatrix,
const irr::core::vector3df &focusPoint, bool show_hud,
video::IVideoDriver *driver, Camera &camera, scene::ISceneManager *smgr,
Hud &hud, bool draw_wield_tool, Client &client,
gui::IGUIEnvironment *guienv, const video::SColor &skycolor)
{
static video::ITexture* images[2] = { NULL, NULL };
static v2u32 last_screensize = v2u32(0,0);
static v2u32 last_screensize = v2u32(0, 0);
video::ITexture* image = NULL;
@ -187,10 +164,8 @@ video::ITexture* draw_image(const v2u32& screensize,
driver->setTransform(video::ETS_WORLD, core::IdentityMatrix);
if (show_hud)
{
draw_selectionbox(driver, hud, hilightboxes, show_hud);
if (show_hud) {
hud.drawSelectionMesh();
if (draw_wield_tool)
camera.drawWieldedTool(&movement);
}
@ -232,7 +207,7 @@ video::ITexture* draw_hud(video::IVideoDriver* driver, const v2u32& screensize,
}
void draw_interlaced_3d_mode(Camera& camera, bool show_hud,
Hud& hud, std::vector<aabb3f> hilightboxes, video::IVideoDriver* driver,
Hud& hud, video::IVideoDriver* driver,
scene::ISceneManager* smgr, const v2u32& screensize,
bool draw_wield_tool, Client& client, gui::IGUIEnvironment* guienv,
video::SColor skycolor )
@ -248,7 +223,7 @@ void draw_interlaced_3d_mode(Camera& camera, bool show_hud,
/* create left view */
video::ITexture* left_image = draw_image(screensize, LEFT, startMatrix,
focusPoint, show_hud, driver, camera, smgr, hud, hilightboxes,
focusPoint, show_hud, driver, camera, smgr, hud,
draw_wield_tool, client, guienv, skycolor);
//Right eye...
@ -267,10 +242,8 @@ void draw_interlaced_3d_mode(Camera& camera, bool show_hud,
driver->setTransform(video::ETS_WORLD, core::IdentityMatrix);
if (show_hud)
{
draw_selectionbox(driver, hud, hilightboxes, show_hud);
if (show_hud) {
hud.drawSelectionMesh();
if(draw_wield_tool)
camera.drawWieldedTool(&rightMove);
}
@ -293,7 +266,7 @@ void draw_interlaced_3d_mode(Camera& camera, bool show_hud,
}
void draw_sidebyside_3d_mode(Camera& camera, bool show_hud,
Hud& hud, std::vector<aabb3f> hilightboxes, video::IVideoDriver* driver,
Hud& hud, video::IVideoDriver* driver,
scene::ISceneManager* smgr, const v2u32& screensize,
bool draw_wield_tool, Client& client, gui::IGUIEnvironment* guienv,
video::SColor skycolor )
@ -309,12 +282,12 @@ void draw_sidebyside_3d_mode(Camera& camera, bool show_hud,
/* create left view */
video::ITexture* left_image = draw_image(screensize, LEFT, startMatrix,
focusPoint, show_hud, driver, camera, smgr, hud, hilightboxes,
focusPoint, show_hud, driver, camera, smgr, hud,
draw_wield_tool, client, guienv, skycolor);
/* create right view */
video::ITexture* right_image = draw_image(screensize, RIGHT, startMatrix,
focusPoint, show_hud, driver, camera, smgr, hud, hilightboxes,
focusPoint, show_hud, driver, camera, smgr, hud,
draw_wield_tool, client, guienv, skycolor);
/* create hud overlay */
@ -349,7 +322,7 @@ void draw_sidebyside_3d_mode(Camera& camera, bool show_hud,
}
void draw_top_bottom_3d_mode(Camera& camera, bool show_hud,
Hud& hud, std::vector<aabb3f> hilightboxes, video::IVideoDriver* driver,
Hud& hud, video::IVideoDriver* driver,
scene::ISceneManager* smgr, const v2u32& screensize,
bool draw_wield_tool, Client& client, gui::IGUIEnvironment* guienv,
video::SColor skycolor )
@ -365,12 +338,12 @@ void draw_top_bottom_3d_mode(Camera& camera, bool show_hud,
/* create left view */
video::ITexture* left_image = draw_image(screensize, LEFT, startMatrix,
focusPoint, show_hud, driver, camera, smgr, hud, hilightboxes,
focusPoint, show_hud, driver, camera, smgr, hud,
draw_wield_tool, client, guienv, skycolor);
/* create right view */
video::ITexture* right_image = draw_image(screensize, RIGHT, startMatrix,
focusPoint, show_hud, driver, camera, smgr, hud, hilightboxes,
focusPoint, show_hud, driver, camera, smgr, hud,
draw_wield_tool, client, guienv, skycolor);
/* create hud overlay */
@ -405,7 +378,7 @@ void draw_top_bottom_3d_mode(Camera& camera, bool show_hud,
}
void draw_pageflip_3d_mode(Camera& camera, bool show_hud,
Hud& hud, std::vector<aabb3f> hilightboxes, video::IVideoDriver* driver,
Hud& hud, video::IVideoDriver* driver,
scene::ISceneManager* smgr, const v2u32& screensize,
bool draw_wield_tool, Client& client, gui::IGUIEnvironment* guienv,
video::SColor skycolor)
@ -438,11 +411,9 @@ void draw_pageflip_3d_mode(Camera& camera, bool show_hud,
driver->setTransform(video::ETS_WORLD, core::IdentityMatrix);
if (show_hud) {
draw_selectionbox(driver, hud, hilightboxes, show_hud);
hud.drawSelectionMesh();
if (draw_wield_tool)
camera.drawWieldedTool(&leftMove);
hud.drawHotbar(client.getPlayerItem());
hud.drawLuaElements(camera.getOffset());
}
@ -467,11 +438,9 @@ void draw_pageflip_3d_mode(Camera& camera, bool show_hud,
driver->setTransform(video::ETS_WORLD, core::IdentityMatrix);
if (show_hud) {
draw_selectionbox(driver, hud, hilightboxes, show_hud);
hud.drawSelectionMesh();
if (draw_wield_tool)
camera.drawWieldedTool(&rightMove);
hud.drawHotbar(client.getPlayerItem());
hud.drawLuaElements(camera.getOffset());
}
@ -482,23 +451,24 @@ void draw_pageflip_3d_mode(Camera& camera, bool show_hud,
camera.getCameraNode()->setTarget(oldTarget);
}
void draw_plain(Camera& camera, bool show_hud, Hud& hud,
std::vector<aabb3f> hilightboxes, video::IVideoDriver* driver,
bool draw_wield_tool, Client& client, gui::IGUIEnvironment* guienv)
void draw_plain(Camera &camera, bool show_hud, Hud &hud,
video::IVideoDriver *driver, bool draw_wield_tool,
Client &client, gui::IGUIEnvironment *guienv)
{
driver->setTransform(video::ETS_WORLD, core::IdentityMatrix);
draw_selectionbox(driver, hud, hilightboxes, show_hud);
if(draw_wield_tool)
if (show_hud) {
hud.drawSelectionMesh();
if (draw_wield_tool) {
camera.drawWieldedTool();
}
}
}
void draw_scene(video::IVideoDriver *driver, scene::ISceneManager *smgr,
Camera &camera, Client& client, LocalPlayer *player, Hud &hud,
Mapper &mapper, gui::IGUIEnvironment *guienv,
std::vector<aabb3f> hilightboxes, const v2u32 &screensize,
video::SColor skycolor, bool show_hud, bool show_minimap)
const v2u32 &screensize, const video::SColor &skycolor,
bool show_hud, bool show_minimap)
{
TimeTaker timer("smgr");
@ -522,37 +492,37 @@ void draw_scene(video::IVideoDriver *driver, scene::ISceneManager *smgr,
if (draw_mode == "anaglyph")
{
draw_anaglyph_3d_mode(camera, show_hud, hud, hilightboxes, driver,
draw_anaglyph_3d_mode(camera, show_hud, hud, driver,
smgr, draw_wield_tool, client, guienv);
draw_crosshair = false;
}
else if (draw_mode == "interlaced")
{
draw_interlaced_3d_mode(camera, show_hud, hud, hilightboxes, driver,
draw_interlaced_3d_mode(camera, show_hud, hud, driver,
smgr, screensize, draw_wield_tool, client, guienv, skycolor);
draw_crosshair = false;
}
else if (draw_mode == "sidebyside")
{
draw_sidebyside_3d_mode(camera, show_hud, hud, hilightboxes, driver,
draw_sidebyside_3d_mode(camera, show_hud, hud, driver,
smgr, screensize, draw_wield_tool, client, guienv, skycolor);
show_hud = false;
}
else if (draw_mode == "topbottom")
{
draw_top_bottom_3d_mode(camera, show_hud, hud, hilightboxes, driver,
draw_top_bottom_3d_mode(camera, show_hud, hud, driver,
smgr, screensize, draw_wield_tool, client, guienv, skycolor);
show_hud = false;
}
else if (draw_mode == "pageflip")
{
draw_pageflip_3d_mode(camera, show_hud, hud, hilightboxes, driver,
draw_pageflip_3d_mode(camera, show_hud, hud, driver,
smgr, screensize, draw_wield_tool, client, guienv, skycolor);
draw_crosshair = false;
show_hud = false;
}
else {
draw_plain(camera, show_hud, hud, hilightboxes, driver,
draw_plain(camera, show_hud, hud, driver,
draw_wield_tool, client, guienv);
}

@ -31,9 +31,9 @@ void draw_load_screen(const std::wstring &text, IrrlichtDevice *device,
bool clouds = true);
void draw_scene(video::IVideoDriver *driver, scene::ISceneManager *smgr,
Camera &camera, Client &client, LocalPlayer *player, Hud &hud,
Mapper &mapper, gui::IGUIEnvironment *guienv,
std::vector<aabb3f> hilightboxes, const v2u32 &screensize,
video::SColor skycolor, bool show_hud, bool show_minimap);
Camera &camera, Client &client, LocalPlayer *player,
Hud &hud, Mapper &mapper, gui::IGUIEnvironment *guienv,
const v2u32 &screensize, const video::SColor &skycolor,
bool show_hud, bool show_minimap);
#endif /* DRAWSCENE_H_ */

@ -57,6 +57,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "util/pointedthing.h"
#include "version.h"
#include "minimap.h"
#include "mapblock_mesh.h"
#include "sound.h"
@ -288,14 +289,16 @@ inline bool isPointableNode(const MapNode &n,
/*
Find what the player is pointing at
*/
PointedThing getPointedThing(Client *client, v3f player_position,
v3f camera_direction, v3f camera_position, core::line3d<f32> shootline,
f32 d, bool liquids_pointable, bool look_for_object, v3s16 camera_offset,
std::vector<aabb3f> &hilightboxes, ClientActiveObject *&selected_object)
PointedThing getPointedThing(Client *client, Hud *hud, const v3f &player_position,
const v3f &camera_direction, const v3f &camera_position,
core::line3d<f32> shootline, f32 d, bool liquids_pointable,
bool look_for_object, const v3s16 &camera_offset,
ClientActiveObject *&selected_object)
{
PointedThing result;
hilightboxes.clear();
std::vector<aabb3f> *selectionboxes = hud->getSelectionBoxes();
selectionboxes->clear();
selected_object = NULL;
INodeDefManager *nodedef = client->getNodeDefManager();
@ -316,9 +319,9 @@ PointedThing getPointedThing(Client *client, v3f player_position,
assert(selection_box);
v3f pos = selected_object->getPosition();
hilightboxes.push_back(aabb3f(
selection_box->MinEdge + pos - intToFloat(camera_offset, BS),
selection_box->MaxEdge + pos - intToFloat(camera_offset, BS)));
selectionboxes->push_back(aabb3f(
selection_box->MinEdge, selection_box->MaxEdge));
hud->setSelectionPos(pos, camera_offset);
}
mindistance = (selected_object->getPosition() - camera_position).getLength();
@ -414,22 +417,56 @@ PointedThing getPointedThing(Client *client, v3f player_position,
result.node_abovesurface = np_above;
mindistance = distance;
hilightboxes.clear();
if (!g_settings->getBool("enable_node_highlighting")) {
selectionboxes->clear();
for (std::vector<aabb3f>::const_iterator
i2 = boxes.begin();
i2 != boxes.end(); ++i2) {
aabb3f box = *i2;
box.MinEdge += npf + v3f(-d, -d, -d) - intToFloat(camera_offset, BS);
box.MaxEdge += npf + v3f(d, d, d) - intToFloat(camera_offset, BS);
hilightboxes.push_back(box);
}
box.MinEdge += v3f(-d, -d, -d);
box.MaxEdge += v3f(d, d, d);
selectionboxes->push_back(box);
}
hud->setSelectionPos(npf, camera_offset);
}
}
} // for coords
// Update selection mesh light level and vertex colors
if (selectionboxes->size() > 0) {
v3f pf = hud->getSelectionPos();
v3s16 p = floatToInt(pf, BS);
// Get selection mesh light level
MapNode n = map.getNodeNoEx(p);
u16 node_light = getInteriorLight(n, -1, nodedef);
u16 light_level = node_light;
for (u8 i = 0; i < 6; i++) {
n = map.getNodeNoEx(p + g_6dirs[i]);
node_light = getInteriorLight(n, -1, nodedef);
if (node_light > light_level)
light_level = node_light;
}
video::SColor c = MapBlock_LightColor(255, light_level, 0);
u8 day = c.getRed();
u8 night = c.getGreen();
u32 daynight_ratio = client->getEnv().getDayNightRatio();
finalColorBlend(c, day, night, daynight_ratio);
// Modify final color a bit with time
u32 timer = porting::getTimeMs() % 5000;
float timerf = (float)(irr::core::PI * ((timer / 2500.0) - 0.5));
float sin_r = 0.08 * sin(timerf);
float sin_g = 0.08 * sin(timerf + irr::core::PI * 0.5);
float sin_b = 0.08 * sin(timerf + irr::core::PI);
c.setRed(core::clamp(core::round32(c.getRed() * (0.8 + sin_r)), 0, 255));
c.setGreen(core::clamp(core::round32(c.getGreen() * (0.8 + sin_g)), 0, 255));
c.setBlue(core::clamp(core::round32(c.getBlue() * (0.8 + sin_b)), 0, 255));
// Set mesh final color
hud->setSelectionMeshColor(c);
}
return result;
}
@ -1522,8 +1559,7 @@ protected:
void updateCamera(VolatileRunFlags *flags, u32 busy_time, f32 dtime,
float time_from_last_punch);
void updateSound(f32 dtime);
void processPlayerInteraction(std::vector<aabb3f> &highlight_boxes,
GameRunData *runData, f32 dtime, bool show_hud,
void processPlayerInteraction(GameRunData *runData, f32 dtime, bool show_hud,
bool show_debug);
void handlePointingAtNothing(GameRunData *runData, const ItemStack &playerItem);
void handlePointingAtNode(GameRunData *runData,
@ -1535,8 +1571,7 @@ protected:
void handleDigging(GameRunData *runData, const PointedThing &pointed,
const v3s16 &nodepos, const ToolCapabilities &playeritem_toolcap,
f32 dtime);
void updateFrame(std::vector<aabb3f> &highlight_boxes, ProfilerGraph *graph,
RunStats *stats, GameRunData *runData,
void updateFrame(ProfilerGraph *graph, RunStats *stats, GameRunData *runData,
f32 dtime, const VolatileRunFlags &flags, const CameraOrientation &cam);
void updateGui(float *statustext_time, const RunStats &stats,
const GameRunData& runData, f32 dtime, const VolatileRunFlags &flags,
@ -1630,7 +1665,6 @@ private:
* a later release.
*/
bool m_cache_doubletap_jump;
bool m_cache_enable_node_highlighting;
bool m_cache_enable_clouds;
bool m_cache_enable_particles;
bool m_cache_enable_fog;
@ -1668,8 +1702,6 @@ Game::Game() :
{
g_settings->registerChangedCallback("doubletap_jump",
&settingChangedCallback, this);
g_settings->registerChangedCallback("enable_node_highlighting",
&settingChangedCallback, this);
g_settings->registerChangedCallback("enable_clouds",
&settingChangedCallback, this);
g_settings->registerChangedCallback("enable_particles",
@ -1719,8 +1751,6 @@ Game::~Game()
g_settings->deregisterChangedCallback("doubletap_jump",
&settingChangedCallback, this);
g_settings->deregisterChangedCallback("enable_node_highlighting",
&settingChangedCallback, this);
g_settings->deregisterChangedCallback("enable_clouds",
&settingChangedCallback, this);
g_settings->deregisterChangedCallback("enable_particles",
@ -1807,8 +1837,6 @@ void Game::run()
&runData.fog_range,
client));
std::vector<aabb3f> highlight_boxes;
set_light_table(g_settings->getFloat("display_gamma"));
#ifdef __ANDROID__
@ -1858,10 +1886,9 @@ void Game::run()
updateCamera(&flags, draw_times.busy_time, dtime,
runData.time_from_last_punch);
updateSound(dtime);
processPlayerInteraction(highlight_boxes, &runData, dtime,
flags.show_hud, flags.show_debug);
updateFrame(highlight_boxes, &graph, &stats, &runData, dtime,
flags, cam_view);
processPlayerInteraction(&runData, dtime, flags.show_hud,
flags.show_debug);
updateFrame(&graph, &stats, &runData, dtime, flags, cam_view);
updateProfilerGraphs(&graph);
// Update if minimap has been disabled by the server
@ -2888,8 +2915,6 @@ void Game::toggleHud(float *statustext_time, bool *flag)
*flag = !*flag;
*statustext_time = 0;
statustext = msg[*flag];
if (g_settings->getBool("enable_node_highlighting"))
client->setHighlighted(client->getHighlighted(), *flag);
}
void Game::toggleMinimap(float *statustext_time, bool *flag,
@ -3475,8 +3500,8 @@ void Game::updateSound(f32 dtime)
}
void Game::processPlayerInteraction(std::vector<aabb3f> &highlight_boxes,
GameRunData *runData, f32 dtime, bool show_hud, bool show_debug)
void Game::processPlayerInteraction(GameRunData *runData,
f32 dtime, bool show_hud, bool show_debug)
{
LocalPlayer *player = client->getEnv().getLocalPlayer();
@ -3534,25 +3559,17 @@ void Game::processPlayerInteraction(std::vector<aabb3f> &highlight_boxes,
PointedThing pointed = getPointedThing(
// input
client, player_position, camera_direction,
client, hud, player_position, camera_direction,
camera_position, shootline, d,
playeritem_def.liquids_pointable,
!runData->ldown_for_dig,
camera_offset,
// output
highlight_boxes,
runData->selected_object);
if (pointed != runData->pointed_old) {
infostream << "Pointing at " << pointed.dump() << std::endl;
if (m_cache_enable_node_highlighting) {
if (pointed.type == POINTEDTHING_NODE) {
client->setHighlighted(pointed.node_undersurface, show_hud);
} else {
client->setHighlighted(pointed.node_undersurface, false);
}
}
hud->updateSelectionMesh(camera_offset);
}
/*
@ -3576,6 +3593,7 @@ void Game::processPlayerInteraction(std::vector<aabb3f> &highlight_boxes,
infostream << "Pointing away from node"
<< " (stopped digging)" << std::endl;
runData->digging = false;
hud->updateSelectionMesh(camera_offset);
}
}
@ -3900,9 +3918,9 @@ void Game::handleDigging(GameRunData *runData,
}
void Game::updateFrame(std::vector<aabb3f> &highlight_boxes,
ProfilerGraph *graph, RunStats *stats, GameRunData *runData,
f32 dtime, const VolatileRunFlags &flags, const CameraOrientation &cam)
void Game::updateFrame(ProfilerGraph *graph, RunStats *stats,
GameRunData *runData, f32 dtime, const VolatileRunFlags &flags,
const CameraOrientation &cam)
{
LocalPlayer *player = client->getEnv().getLocalPlayer();
@ -4094,7 +4112,7 @@ void Game::updateFrame(std::vector<aabb3f> &highlight_boxes,
}
draw_scene(driver, smgr, *camera, *client, player, *hud, *mapper,
guienv, highlight_boxes, screensize, skycolor, flags.show_hud,
guienv, screensize, skycolor, flags.show_hud,
flags.show_minimap);
/*
@ -4374,7 +4392,6 @@ void Game::settingChangedCallback(const std::string &setting_name, void *data)
void Game::readSettings()
{
m_cache_doubletap_jump = g_settings->getBool("doubletap_jump");
m_cache_enable_node_highlighting = g_settings->getBool("enable_node_highlighting");
m_cache_enable_clouds = g_settings->getBool("enable_clouds");
m_cache_enable_particles = g_settings->getBool("enable_particles");
m_cache_enable_fog = g_settings->getBool("enable_fog");

@ -32,6 +32,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "porting.h"
#include "fontengine.h"
#include "guiscalingfilter.h"
#include "mesh.h"
#include <IGUIStaticText.h>
#ifdef HAVE_TOUCHSCREENGUI
@ -80,6 +81,39 @@ Hud::Hud(video::IVideoDriver *driver, scene::ISceneManager* smgr,
use_hotbar_image = false;
hotbar_selected_image = "";
use_hotbar_selected_image = false;
m_selection_mesh = NULL;
m_selection_boxes.clear();
m_selection_pos = v3f(0.0, 0.0, 0.0);
std::string mode = g_settings->get("node_highlighting");
m_selection_material.Lighting = false;
if (g_settings->getBool("enable_shaders")) {
IShaderSource *shdrsrc = gamedef->getShaderSource();
u16 shader_id = shdrsrc->getShader(
mode == "halo" ? "selection_shader" : "default_shader", 1, 1);
m_selection_material.MaterialType = shdrsrc->getShaderInfo(shader_id).material;
} else {
m_selection_material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
}
if (mode == "box") {
m_use_selection_mesh = false;
m_selection_material.Thickness =
rangelim(g_settings->getS16("selectionbox_width"), 1, 5);
} else if (mode == "halo") {
m_use_selection_mesh = true;
m_selection_material.setTexture(0, tsrc->getTextureForMesh("halo.png"));
m_selection_material.setFlag(video::EMF_BACK_FACE_CULLING, true);
} else {
m_selection_material.MaterialType = video::EMT_SOLID;
}
}
Hud::~Hud()
{
if (m_selection_mesh)
m_selection_mesh->drop();
}
void Hud::drawItem(const ItemStack &item, const core::rect<s32>& rect,
@ -239,7 +273,7 @@ void Hud::drawItems(v2s32 upperleftpos, s32 itemcount, s32 offset,
}
void Hud::drawLuaElements(v3s16 camera_offset) {
void Hud::drawLuaElements(const v3s16 &camera_offset) {
u32 text_height = g_fontengine->getTextHeight();
irr::gui::IGUIFont* font = g_fontengine->getFont();
for (size_t i = 0; i != player->maxHudId(); i++) {
@ -466,15 +500,85 @@ void Hud::drawCrosshair() {
}
}
void Hud::setSelectionPos(const v3f &pos, const v3s16 &camera_offset)
{
m_camera_offset = camera_offset;
m_selection_pos = pos;
m_selection_pos_with_offset = pos - intToFloat(camera_offset, BS);
}
void Hud::drawSelectionBoxes(std::vector<aabb3f> &hilightboxes) {
void Hud::drawSelectionMesh()
{
if (!m_use_selection_mesh) {
// Draw 3D selection boxes
video::SMaterial oldmaterial = driver->getMaterial2D();
driver->setMaterial(m_selection_material);
for (std::vector<aabb3f>::const_iterator
i = hilightboxes.begin();
i != hilightboxes.end(); ++i) {
driver->draw3DBox(*i, selectionbox_argb);
i = m_selection_boxes.begin();
i != m_selection_boxes.end(); ++i) {
aabb3f box = aabb3f(
i->MinEdge + m_selection_pos_with_offset,
i->MaxEdge + m_selection_pos_with_offset);
u32 r = (selectionbox_argb.getRed() *
m_selection_mesh_color.getRed() / 255);
u32 g = (selectionbox_argb.getGreen() *
m_selection_mesh_color.getGreen() / 255);
u32 b = (selectionbox_argb.getBlue() *
m_selection_mesh_color.getBlue() / 255);
driver->draw3DBox(box, video::SColor(255, r, g, b));
}
driver->setMaterial(oldmaterial);
} else if (m_selection_mesh) {
// Draw selection mesh
video::SMaterial oldmaterial = driver->getMaterial2D();
driver->setMaterial(m_selection_material);
setMeshColor(m_selection_mesh, m_selection_mesh_color);
scene::IMesh* mesh = cloneMesh(m_selection_mesh);
translateMesh(mesh, m_selection_pos_with_offset);
u32 mc = m_selection_mesh->getMeshBufferCount();
for (u32 i = 0; i < mc; i++) {
scene::IMeshBuffer *buf = mesh->getMeshBuffer(i);
driver->drawMeshBuffer(buf);
}
mesh->drop();
driver->setMaterial(oldmaterial);
}
}
void Hud::updateSelectionMesh(const v3s16 &camera_offset)
{
m_camera_offset = camera_offset;
if (!m_use_selection_mesh)
return;
if (m_selection_mesh) {
m_selection_mesh->drop();
m_selection_mesh = NULL;
}
if (!m_selection_boxes.size()) {
// No pointed object
return;
}
// New pointed object, create new mesh.
// Texture UV coordinates for selection boxes
static f32 texture_uv[24] = {
0,0,1,1,
0,0,1,1,
0,0,1,1,
0,0,1,1,
0,0,1,1,
0,0,1,1
};
m_selection_mesh = convertNodeboxesToMesh(m_selection_boxes, texture_uv);
// scale final halo mesh
scaleMesh(m_selection_mesh, v3f(1.08, 1.08, 1.08));
}
void Hud::resizeHotbar() {
if (m_screensize != porting::getWindowSize()) {

@ -119,17 +119,31 @@ public:
bool use_hotbar_image;
std::string hotbar_selected_image;
bool use_hotbar_selected_image;
v3s16 camera_offset;
Hud(video::IVideoDriver *driver,scene::ISceneManager* smgr,
gui::IGUIEnvironment* guienv, IGameDef *gamedef, LocalPlayer *player,
Inventory *inventory);
~Hud();
void drawHotbar(u16 playeritem);
void resizeHotbar();
void drawCrosshair();
void drawSelectionBoxes(std::vector<aabb3f> &hilightboxes);
void drawLuaElements(v3s16 camera_offset);
void drawSelectionMesh();
void updateSelectionMesh(const v3s16 &camera_offset);
std::vector<aabb3f> *getSelectionBoxes()
{ return &m_selection_boxes; }
void setSelectionPos(const v3f &pos, const v3s16 &camera_offset);
v3f getSelectionPos() const
{ return m_selection_pos; }
void setSelectionMeshColor(const video::SColor &c)
{ m_selection_mesh_color = c; }
void drawLuaElements(const v3s16 &camera_offset);
private:
void drawStatbar(v2s32 pos, u16 corner, u16 drawdir, std::string texture,
s32 count, v2s32 offset, v2s32 size=v2s32());
@ -140,11 +154,21 @@ private:
void drawItem(const ItemStack &item, const core::rect<s32>& rect,
bool selected);
v3s16 m_camera_offset;
v2u32 m_screensize;
v2s32 m_displaycenter;
s32 m_hotbar_imagesize;
s32 m_padding;
video::SColor hbar_colors[4];
std::vector<aabb3f> m_selection_boxes;
v3f m_selection_pos;
v3f m_selection_pos_with_offset;
scene::IMesh* m_selection_mesh;
video::SColor m_selection_mesh_color;
video::SMaterial m_selection_material;
bool m_use_selection_mesh;
};
enum ItemRotationKind {

@ -47,10 +47,8 @@ MeshMakeData::MeshMakeData(IGameDef *gamedef, bool use_shaders):
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_show_hud(false),
m_highlight_mesh_color(255, 255, 255, 255),
m_gamedef(gamedef),
m_use_shaders(use_shaders)
{}
@ -138,12 +136,6 @@ 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;
@ -1036,12 +1028,10 @@ 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 = data->m_use_shaders;
m_enable_highlighting = g_settings->getBool("enable_node_highlighting");
if (g_settings->getBool("enable_minimap")) {
m_minimap_mapblock = new MinimapMapblock;
@ -1116,8 +1106,6 @@ 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
*/
@ -1162,9 +1150,6 @@ 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++)
{
video::S3DVertex *vertex = &p.vertices[j];
@ -1205,9 +1190,6 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
material.setFlag(video::EMF_FOG_ENABLE, true);
material.setTexture(0, p.tile.texture);
if (p.tile.material_flags & MATERIAL_FLAG_HIGHLIGHTED) {
material.MaterialType = video::EMT_TRANSPARENT_ADD_COLOR;
} else {
if (m_enable_shaders) {
material.MaterialType = m_shdrsrc->getShaderInfo(p.tile.shader_id).material;
p.tile.applyMaterialOptionsWithShaders(material);
@ -1218,7 +1200,6 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
} else {
p.tile.applyMaterialOptions(material);
}
}
// Create meshbuffer
scene::SMeshBuffer *buf = new scene::SMeshBuffer();
@ -1273,8 +1254,7 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
m_has_animation =
!m_crack_materials.empty() ||
!m_daynight_diffs.empty() ||
!m_animation_tiles.empty() ||
!m_highlighted_materials.empty();
!m_animation_tiles.empty();
}
MapBlockMesh::~MapBlockMesh()
@ -1377,30 +1357,6 @@ 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;
}

@ -41,10 +41,8 @@ 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;
bool m_use_shaders;
@ -67,11 +65,6 @@ 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
*/
@ -137,9 +130,6 @@ private:
IShaderSource *m_shdrsrc;
bool m_enable_shaders;
bool m_enable_highlighting;
video::SColor m_highlight_mesh_color;
// Must animate() be called before rendering?
bool m_has_animation;
@ -150,7 +140,6 @@ 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

@ -405,9 +405,11 @@ scene::IMesh* cloneMesh(scene::IMesh *src_mesh)
return dst_mesh;
}
scene::IMesh* convertNodeboxNodeToMesh(ContentFeatures *f)
scene::IMesh* convertNodeboxesToMesh(const std::vector<aabb3f> &boxes,
const f32 *uv_coords)
{
scene::SMesh* dst_mesh = new scene::SMesh();
for (u16 j = 0; j < 6; j++)
{
scene::IMeshBuffer *buf = new scene::SMeshBuffer();
@ -419,9 +421,7 @@ scene::IMesh* convertNodeboxNodeToMesh(ContentFeatures *f)
video::SColor c(255,255,255,255);
std::vector<aabb3f> boxes = f->node_box.fixed;
for(std::vector<aabb3f>::iterator
for(std::vector<aabb3f>::const_iterator
i = boxes.begin();
i != boxes.end(); ++i)
{
@ -446,27 +446,33 @@ scene::IMesh* convertNodeboxNodeToMesh(ContentFeatures *f)
box.MinEdge.Z=box.MaxEdge.Z;
box.MaxEdge.Z=temp;
}
// Compute texture coords
f32 tx1 = (box.MinEdge.X/BS)+0.5;
f32 ty1 = (box.MinEdge.Y/BS)+0.5;
f32 tz1 = (box.MinEdge.Z/BS)+0.5;
f32 tx2 = (box.MaxEdge.X/BS)+0.5;
f32 ty2 = (box.MaxEdge.Y/BS)+0.5;
f32 tz2 = (box.MaxEdge.Z/BS)+0.5;
f32 txc[24] = {
// Compute texture UV coords
f32 tx1 = (box.MinEdge.X / BS) + 0.5;
f32 ty1 = (box.MinEdge.Y / BS) + 0.5;
f32 tz1 = (box.MinEdge.Z / BS) + 0.5;
f32 tx2 = (box.MaxEdge.X / BS) + 0.5;
f32 ty2 = (box.MaxEdge.Y / BS) + 0.5;
f32 tz2 = (box.MaxEdge.Z / BS) + 0.5;
f32 txc_default[24] = {
// up
tx1, 1-tz2, tx2, 1-tz1,
tx1, 1 - tz2, tx2, 1 - tz1,
// down
tx1, tz1, tx2, tz2,
// right
tz1, 1-ty2, tz2, 1-ty1,
tz1, 1 - ty2, tz2, 1 - ty1,
// left
1-tz2, 1-ty2, 1-tz1, 1-ty1,
1 - tz2, 1 - ty2, 1 - tz1, 1 - ty1,
// back
1-tx2, 1-ty2, 1-tx1, 1-ty1,
1 - tx2, 1 - ty2, 1 - tx1, 1 - ty1,
// front
tx1, 1-ty2, tx2, 1-ty1,
tx1, 1 - ty2, tx2, 1 - ty1,
};
// use default texture UV mapping if not provided
const f32 *txc = uv_coords ? uv_coords : txc_default;
v3f min = box.MinEdge;
v3f max = box.MaxEdge;

@ -83,9 +83,12 @@ void rotateMeshYZby (scene::IMesh *mesh, f64 degrees);
scene::IMesh* cloneMesh(scene::IMesh *src_mesh);
/*
Convert nodebox drawtype node to mesh.
Convert nodeboxes to mesh.
boxes - set of nodeboxes to be converted into cuboids
uv_coords[24] - table of texture uv coords for each cuboid face
*/
scene::IMesh* convertNodeboxNodeToMesh(ContentFeatures *f);
scene::IMesh* convertNodeboxesToMesh(const std::vector<aabb3f> &boxes,
const f32 *uv_coords = NULL);
/*
Update bounding box for a mesh.

@ -972,7 +972,7 @@ void CNodeDefManager::updateTextures(IGameDef *gamedef,
//Convert regular nodebox nodes to meshnodes
//Change the drawtype and apply scale
f->drawtype = NDT_MESH;
f->mesh_ptr[0] = convertNodeboxNodeToMesh(f);
f->mesh_ptr[0] = convertNodeboxesToMesh(f->node_box.fixed);
v3f scale = v3f(1.0, 1.0, 1.0) * f->visual_scale;
scaleMesh(f->mesh_ptr[0], scale);
recalculateBoundingBox(f->mesh_ptr[0]);

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