/* Minetest Copyright (C) 2010-2013 celeron55, Perttu Ahola This program is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */ #pragma once #include "irrlichttypes_extrabloated.h" #include "util/numeric.h" #include "client/tile.h" #include "voxel.h" #include #include #include class Client; class NodeDefManager; class IShaderSource; class ITextureSource; /* Mesh making stuff */ class MapBlock; struct MinimapMapblock; struct MeshMakeData { VoxelManipulator m_vmanip; v3s16 m_blockpos = v3s16(-1337,-1337,-1337); v3s16 m_crack_pos_relative = v3s16(-1337,-1337,-1337); bool m_smooth_lighting = false; u16 side_length; const NodeDefManager *nodedef; bool m_use_shaders; MeshMakeData(const NodeDefManager *ndef, u16 side_length, bool use_shaders); /* Copy block data manually (to allow optimizations by the caller) */ void fillBlockDataBegin(const v3s16 &blockpos); void fillBlockData(const v3s16 &bp, MapNode *data); /* Set the (node) position of a crack */ void setCrack(int crack_level, v3s16 crack_pos); /* Enable or disable smooth lighting */ void setSmoothLighting(bool smooth_lighting); }; // represents a triangle as indexes into the vertex buffer in SMeshBuffer class MeshTriangle { public: scene::SMeshBuffer *buffer; u16 p1, p2, p3; v3f centroid; float areaSQ; void updateAttributes() { v3f v1 = buffer->getPosition(p1); v3f v2 = buffer->getPosition(p2); v3f v3 = buffer->getPosition(p3); centroid = (v1 + v2 + v3) / 3; areaSQ = (v2-v1).crossProduct(v3-v1).getLengthSQ() / 4; } v3f getNormal() const { v3f v1 = buffer->getPosition(p1); v3f v2 = buffer->getPosition(p2); v3f v3 = buffer->getPosition(p3); return (v2-v1).crossProduct(v3-v1); } }; /** * Implements a binary space partitioning tree * See also: https://en.wikipedia.org/wiki/Binary_space_partitioning */ class MapBlockBspTree { public: MapBlockBspTree() {} void buildTree(const std::vector *triangles, u16 side_lingth); void traverse(v3f viewpoint, std::vector &output) const { traverse(root, viewpoint, output); } private: // Tree node definition; struct TreeNode { v3f normal; v3f origin; std::vector triangle_refs; s32 front_ref; s32 back_ref; TreeNode() = default; TreeNode(v3f normal, v3f origin, const std::vector &triangle_refs, s32 front_ref, s32 back_ref) : normal(normal), origin(origin), triangle_refs(triangle_refs), front_ref(front_ref), back_ref(back_ref) {} }; s32 buildTree(v3f normal, v3f origin, float delta, const std::vector &list, u32 depth); void traverse(s32 node, v3f viewpoint, std::vector &output) const; const std::vector *triangles = nullptr; // this reference is managed externally std::vector nodes; // list of nodes s32 root = -1; // index of the root node }; /* * PartialMeshBuffer * * Attach alternate `Indices` to an existing mesh buffer, to make it possible to use different * indices with the same vertex buffer. * * Irrlicht does not currently support this: `CMeshBuffer` ties together a single vertex buffer * and a single index buffer. There's no way to share these between mesh buffers. * */ class PartialMeshBuffer { public: PartialMeshBuffer(scene::SMeshBuffer *buffer, std::vector &&vertex_indexes) : m_buffer(buffer), m_vertex_indexes(std::move(vertex_indexes)) {} scene::IMeshBuffer *getBuffer() const { return m_buffer; } const std::vector &getVertexIndexes() const { return m_vertex_indexes; } void beforeDraw() const; void afterDraw() const; private: scene::SMeshBuffer *m_buffer; mutable std::vector m_vertex_indexes; }; /* Holds a mesh for a mapblock. Besides the SMesh*, this contains information used for animating the vertex positions, colors and texture coordinates of the mesh. For example: - cracks [implemented] - day/night transitions [implemented] - animated flowing liquids [not implemented] - animating vertex positions for e.g. axles [not implemented] */ class MapBlockMesh { public: // Builds the mesh given MapBlockMesh(Client *client, MeshMakeData *data, v3s16 camera_offset); ~MapBlockMesh(); // Main animation function, parameters: // faraway: whether the block is far away from the camera (~50 nodes) // time: the global animation time, 0 .. 60 (repeats every minute) // daynight_ratio: 0 .. 1000 // crack: -1 .. CRACK_ANIMATION_LENGTH-1 (-1 for off) // Returns true if anything has been changed. bool animate(bool faraway, float time, int crack, u32 daynight_ratio); scene::IMesh *getMesh() { return m_mesh[0]; } scene::IMesh *getMesh(u8 layer) { return m_mesh[layer]; } std::vector moveMinimapMapblocks() { std::vector minimap_mapblocks; minimap_mapblocks.swap(m_minimap_mapblocks); return minimap_mapblocks; } bool isAnimationForced() const { return m_animation_force_timer == 0; } void decreaseAnimationForceTimer() { if(m_animation_force_timer > 0) m_animation_force_timer--; } /// Radius of the bounding-sphere, in BS-space. f32 getBoundingRadius() const { return m_bounding_radius; } /// Center of the bounding-sphere, in BS-space, relative to block pos. v3f getBoundingSphereCenter() const { return m_bounding_sphere_center; } /// update transparent buffers to render towards the camera void updateTransparentBuffers(v3f camera_pos, v3s16 block_pos); void consolidateTransparentBuffers(); /// get the list of transparent buffers const std::vector &getTransparentBuffers() const { return this->m_transparent_buffers; } private: struct AnimationInfo { int frame; // last animation frame int frame_offset; TileLayer tile; }; scene::IMesh *m_mesh[MAX_TILE_LAYERS]; std::vector m_minimap_mapblocks; ITextureSource *m_tsrc; IShaderSource *m_shdrsrc; f32 m_bounding_radius; v3f m_bounding_sphere_center; bool m_enable_shaders; // Must animate() be called before rendering? bool m_has_animation; int m_animation_force_timer; // Animation info: cracks // Last crack value passed to animate() int m_last_crack; // Maps mesh and mesh buffer (i.e. material) indices to base texture names std::map, std::string> m_crack_materials; // Animation info: texture animation // Maps mesh and mesh buffer indices to TileSpecs // Keys are pairs of (mesh index, buffer index in the mesh) std::map, AnimationInfo> m_animation_info; // Animation info: day/night transitions // Last daynight_ratio value passed to animate() u32 m_last_daynight_ratio; // For each mesh and mesh buffer, stores pre-baked colors // of sunlit vertices // Keys are pairs of (mesh index, buffer index in the mesh) std::map, std::map > m_daynight_diffs; // list of all semitransparent triangles in the mapblock std::vector m_transparent_triangles; // Binary Space Partitioning tree for the block MapBlockBspTree m_bsp_tree; // Ordered list of references to parts of transparent buffers to draw std::vector m_transparent_buffers; }; /*! * Encodes light of a node. * The result is not the final color, but a * half-baked vertex color. * You have to multiply the resulting color * with the node's color. * * \param light the first 8 bits are day light, * the last 8 bits are night light * \param emissive_light amount of light the surface emits, * from 0 to LIGHT_SUN. */ video::SColor encode_light(u16 light, u8 emissive_light); // Compute light at node u16 getInteriorLight(MapNode n, s32 increment, const NodeDefManager *ndef); u16 getFaceLight(MapNode n, MapNode n2, const NodeDefManager *ndef); u16 getSmoothLightSolid(const v3s16 &p, const v3s16 &face_dir, const v3s16 &corner, MeshMakeData *data); u16 getSmoothLightTransparent(const v3s16 &p, const v3s16 &corner, MeshMakeData *data); /*! * Returns the sunlight's color from the current * day-night ratio. */ void get_sunlight_color(video::SColorf *sunlight, u32 daynight_ratio); /*! * Gives the final SColor shown on screen. * * \param result output color * \param light first 8 bits are day light, second 8 bits are * night light */ void final_color_blend(video::SColor *result, u16 light, u32 daynight_ratio); /*! * Gives the final SColor shown on screen. * * \param result output color * \param data the half-baked vertex color * \param dayLight color of the sunlight */ void final_color_blend(video::SColor *result, const video::SColor &data, const video::SColorf &dayLight); // Retrieves the TileSpec of a face of a node // Adds MATERIAL_FLAG_CRACK if the node is cracked // TileSpec should be passed as reference due to the underlying TileFrame and its vector // TileFrame vector copy cost very much to client void getNodeTileN(MapNode mn, const v3s16 &p, u8 tileindex, MeshMakeData *data, TileSpec &tile); void getNodeTile(MapNode mn, const v3s16 &p, const v3s16 &dir, MeshMakeData *data, TileSpec &tile); /// Return bitset of the sides of the mesh that consist of solid nodes only /// Bits: /// 0 0 -Z +Z -X +X -Y +Y u8 get_solid_sides(MeshMakeData *data);