3 Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
5 This program is free software; you can redistribute it and/or modify
6 it under the terms of the GNU Lesser General Public License as published by
7 the Free Software Foundation; either version 2.1 of the License, or
8 (at your option) any later version.
10 This program is distributed in the hope that it will be useful,
11 but WITHOUT ANY WARRANTY; without even the implied warranty of
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
13 GNU Lesser General Public License for more details.
15 You should have received a copy of the GNU Lesser General Public License along
16 with this program; if not, write to the Free Software Foundation, Inc.,
17 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
20 #ifndef MAPBLOCK_MESH_HEADER
21 #define MAPBLOCK_MESH_HEADER
23 #include "irrlichttypes_extrabloated.h"
24 #include "client/tile.h"
40 VoxelManipulator m_vmanip;
42 v3s16 m_crack_pos_relative;
43 v3s16 m_highlighted_pos_relative;
44 bool m_smooth_lighting;
46 video::SColor m_highlight_mesh_color;
51 MeshMakeData(IGameDef *gamedef, bool use_shaders);
54 Copy central data directly from block, and other data from
57 void fill(MapBlock *block);
60 Set up with only a single node at (1,1,1)
62 void fillSingleNode(MapNode *node);
65 Set the (node) position of a crack
67 void setCrack(int crack_level, v3s16 crack_pos);
70 Set the highlighted node position
73 void setHighlighted(v3s16 highlighted_pos, bool show_hud);
75 Enable or disable smooth lighting
77 void setSmoothLighting(bool smooth_lighting);
81 Holds a mesh for a mapblock.
83 Besides the SMesh*, this contains information used for animating
84 the vertex positions, colors and texture coordinates of the mesh.
86 - cracks [implemented]
87 - day/night transitions [implemented]
88 - animated flowing liquids [not implemented]
89 - animating vertex positions for e.g. axles [not implemented]
94 // Builds the mesh given
95 MapBlockMesh(MeshMakeData *data, v3s16 camera_offset);
98 // Main animation function, parameters:
99 // faraway: whether the block is far away from the camera (~50 nodes)
100 // time: the global animation time, 0 .. 60 (repeats every minute)
101 // daynight_ratio: 0 .. 1000
102 // crack: -1 .. CRACK_ANIMATION_LENGTH-1 (-1 for off)
103 // Returns true if anything has been changed.
104 bool animate(bool faraway, float time, int crack, u32 daynight_ratio);
106 scene::SMesh* getMesh()
111 bool isAnimationForced() const
113 return m_animation_force_timer == 0;
116 void decreaseAnimationForceTimer()
118 if(m_animation_force_timer > 0)
119 m_animation_force_timer--;
122 void updateCameraOffset(v3s16 camera_offset);
125 scene::SMesh *m_mesh;
127 ITextureSource *m_tsrc;
128 IShaderSource *m_shdrsrc;
130 bool m_enable_shaders;
131 bool m_enable_highlighting;
133 video::SColor m_highlight_mesh_color;
135 // Must animate() be called before rendering?
136 bool m_has_animation;
137 int m_animation_force_timer;
139 // Animation info: cracks
140 // Last crack value passed to animate()
142 // Maps mesh buffer (i.e. material) indices to base texture names
143 std::map<u32, std::string> m_crack_materials;
144 std::list<u32> m_highlighted_materials;
146 // Animation info: texture animationi
147 // Maps meshbuffers to TileSpecs
148 std::map<u32, TileSpec> m_animation_tiles;
149 std::map<u32, int> m_animation_frames; // last animation frame
150 std::map<u32, int> m_animation_frame_offsets;
152 // Animation info: day/night transitions
153 // Last daynight_ratio value passed to animate()
154 u32 m_last_daynight_ratio;
155 // For each meshbuffer, maps vertex indices to (day,night) pairs
156 std::map<u32, std::map<u32, std::pair<u8, u8> > > m_daynight_diffs;
158 // Camera offset info -> do we have to translate the mesh?
159 v3s16 m_camera_offset;
165 This is used because CMeshBuffer::append() is very slow
170 std::vector<u16> indices;
171 std::vector<video::S3DVertexTangents> vertices;
176 std::vector<PreMeshBuffer> prebuffers;
177 void append(const TileSpec &material,
178 const video::S3DVertex *vertices, u32 numVertices,
179 const u16 *indices, u32 numIndices);
180 void append(const TileSpec &material,
181 const video::S3DVertex *vertices, u32 numVertices,
182 const u16 *indices, u32 numIndices,
183 v3f pos, video::SColor c);
187 // alpha in the A channel of the returned SColor
188 // day light (0-255) in the R channel of the returned SColor
189 // night light (0-255) in the G channel of the returned SColor
190 // light source (0-255) in the B channel of the returned SColor
191 inline video::SColor MapBlock_LightColor(u8 alpha, u16 light, u8 light_source=0)
193 return video::SColor(alpha, (light & 0xff), (light >> 8), light_source);
196 // Compute light at node
197 u16 getInteriorLight(MapNode n, s32 increment, INodeDefManager *ndef);
198 u16 getFaceLight(MapNode n, MapNode n2, v3s16 face_dir, INodeDefManager *ndef);
199 u16 getSmoothLight(v3s16 p, v3s16 corner, MeshMakeData *data);
201 // Converts from day + night color values (0..255)
202 // and a given daynight_ratio to the final SColor shown on screen.
203 void finalColorBlend(video::SColor& result,
204 u8 day, u8 night, u32 daynight_ratio);
206 // Retrieves the TileSpec of a face of a node
207 // Adds MATERIAL_FLAG_CRACK if the node is cracked
208 TileSpec getNodeTileN(MapNode mn, v3s16 p, u8 tileindex, MeshMakeData *data);
209 TileSpec getNodeTile(MapNode mn, v3s16 p, v3s16 dir, MeshMakeData *data);