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- /*
- Minetest
- Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
- 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.
- */
- #ifndef MAPBLOCK_MESH_HEADER
- #define MAPBLOCK_MESH_HEADER
- #include "irrlichttypes_extrabloated.h"
- #include "tile.h"
- #include "voxel.h"
- #include <map>
- class IGameDef;
- /*
- Mesh making stuff
- */
- class MapBlock;
- 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);
- /*
- Copy central data directly from block, and other data from
- parent of block.
- */
- void fill(MapBlock *block);
- /*
- Set up with only a single node at (1,1,1)
- */
- void fillSingleNode(MapNode *node);
- /*
- Set the (node) position of a crack
- */
- 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
- */
- void setSmoothLighting(bool smooth_lighting);
- };
- /*
- 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(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::SMesh* getMesh()
- {
- return m_mesh;
- }
- bool isAnimationForced() const
- {
- return m_animation_force_timer == 0;
- }
- void decreaseAnimationForceTimer()
- {
- if(m_animation_force_timer > 0)
- m_animation_force_timer--;
- }
-
- void updateCameraOffset(v3s16 camera_offset);
- 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;
- // Animation info: cracks
- // Last crack value passed to animate()
- 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
- std::map<u32, TileSpec> m_animation_tiles;
- std::map<u32, int> m_animation_frames; // last animation frame
- std::map<u32, int> m_animation_frame_offsets;
-
- // Animation info: day/night transitions
- // Last daynight_ratio value passed to animate()
- u32 m_last_daynight_ratio;
- // For each meshbuffer, maps vertex indices to (day,night) pairs
- std::map<u32, std::map<u32, std::pair<u8, u8> > > m_daynight_diffs;
-
- // Camera offset info -> do we have to translate the mesh?
- v3s16 m_camera_offset;
- };
- /*
- This is used because CMeshBuffer::append() is very slow
- */
- struct PreMeshBuffer
- {
- TileSpec tile;
- std::vector<u16> indices;
- std::vector<video::S3DVertex> vertices;
- };
- struct MeshCollector
- {
- std::vector<PreMeshBuffer> prebuffers;
- void append(const TileSpec &material,
- const video::S3DVertex *vertices, u32 numVertices,
- const u16 *indices, u32 numIndices);
- };
- // This encodes
- // alpha in the A channel of the returned SColor
- // day light (0-255) in the R channel of the returned SColor
- // night light (0-255) in the G channel of the returned SColor
- // light source (0-255) in the B channel of the returned SColor
- inline video::SColor MapBlock_LightColor(u8 alpha, u16 light, u8 light_source=0)
- {
- return video::SColor(alpha, (light & 0xff), (light >> 8), light_source);
- }
- // Compute light at node
- u16 getInteriorLight(MapNode n, s32 increment, INodeDefManager *ndef);
- u16 getFaceLight(MapNode n, MapNode n2, v3s16 face_dir, INodeDefManager *ndef);
- u16 getSmoothLight(v3s16 p, v3s16 corner, MeshMakeData *data);
- // Retrieves the TileSpec of a face of a node
- // Adds MATERIAL_FLAG_CRACK if the node is cracked
- TileSpec getNodeTileN(MapNode mn, v3s16 p, u8 tileindex, MeshMakeData *data);
- TileSpec getNodeTile(MapNode mn, v3s16 p, v3s16 dir, MeshMakeData *data);
- #endif
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