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"
37 struct MinimapMapblock;
41 VoxelManipulator m_vmanip;
42 v3s16 m_blockpos = v3s16(-1337,-1337,-1337);
43 v3s16 m_crack_pos_relative = v3s16(-1337,-1337,-1337);
44 bool m_smooth_lighting = false;
45 bool m_show_hud = false;
49 bool m_use_tangent_vertices;
51 MeshMakeData(Client *client, bool use_shaders,
52 bool use_tangent_vertices = false);
55 Copy block data manually (to allow optimizations by the caller)
57 void fillBlockDataBegin(const v3s16 &blockpos);
58 void fillBlockData(const v3s16 &block_offset, MapNode *data);
61 Copy central data directly from block, and other data from
64 void fill(MapBlock *block);
67 Set up with only a single node at (1,1,1)
69 void fillSingleNode(MapNode *node);
72 Set the (node) position of a crack
74 void setCrack(int crack_level, v3s16 crack_pos);
77 Enable or disable smooth lighting
79 void setSmoothLighting(bool smooth_lighting);
83 Holds a mesh for a mapblock.
85 Besides the SMesh*, this contains information used for animating
86 the vertex positions, colors and texture coordinates of the mesh.
88 - cracks [implemented]
89 - day/night transitions [implemented]
90 - animated flowing liquids [not implemented]
91 - animating vertex positions for e.g. axles [not implemented]
96 // Builds the mesh given
97 MapBlockMesh(MeshMakeData *data, v3s16 camera_offset);
100 // Main animation function, parameters:
101 // faraway: whether the block is far away from the camera (~50 nodes)
102 // time: the global animation time, 0 .. 60 (repeats every minute)
103 // daynight_ratio: 0 .. 1000
104 // crack: -1 .. CRACK_ANIMATION_LENGTH-1 (-1 for off)
105 // Returns true if anything has been changed.
106 bool animate(bool faraway, float time, int crack, u32 daynight_ratio);
108 scene::IMesh *getMesh()
113 scene::IMesh *getMesh(u8 layer)
115 return m_mesh[layer];
118 MinimapMapblock *moveMinimapMapblock()
120 MinimapMapblock *p = m_minimap_mapblock;
121 m_minimap_mapblock = NULL;
125 bool isAnimationForced() const
127 return m_animation_force_timer == 0;
130 void decreaseAnimationForceTimer()
132 if(m_animation_force_timer > 0)
133 m_animation_force_timer--;
136 void updateCameraOffset(v3s16 camera_offset);
139 scene::IMesh *m_mesh[MAX_TILE_LAYERS];
140 MinimapMapblock *m_minimap_mapblock;
142 video::IVideoDriver *m_driver;
143 ITextureSource *m_tsrc;
144 IShaderSource *m_shdrsrc;
146 bool m_enable_shaders;
147 bool m_use_tangent_vertices;
150 // Must animate() be called before rendering?
151 bool m_has_animation;
152 int m_animation_force_timer;
154 // Animation info: cracks
155 // Last crack value passed to animate()
157 // Maps mesh and mesh buffer (i.e. material) indices to base texture names
158 std::map<std::pair<u8, u32>, std::string> m_crack_materials;
160 // Animation info: texture animationi
161 // Maps mesh and mesh buffer indices to TileSpecs
162 // Keys are pairs of (mesh index, buffer index in the mesh)
163 std::map<std::pair<u8, u32>, TileLayer> m_animation_tiles;
164 std::map<std::pair<u8, u32>, int> m_animation_frames; // last animation frame
165 std::map<std::pair<u8, u32>, int> m_animation_frame_offsets;
167 // Animation info: day/night transitions
168 // Last daynight_ratio value passed to animate()
169 u32 m_last_daynight_ratio;
170 // For each mesh and mesh buffer, stores pre-baked colors
171 // of sunlit vertices
172 // Keys are pairs of (mesh index, buffer index in the mesh)
173 std::map<std::pair<u8, u32>, std::map<u32, video::SColor > > m_daynight_diffs;
175 // Camera offset info -> do we have to translate the mesh?
176 v3s16 m_camera_offset;
182 This is used because CMeshBuffer::append() is very slow
187 std::vector<u16> indices;
188 std::vector<video::S3DVertex> vertices;
189 std::vector<video::S3DVertexTangents> tangent_vertices;
194 std::vector<PreMeshBuffer> prebuffers[MAX_TILE_LAYERS];
195 bool m_use_tangent_vertices;
197 MeshCollector(bool use_tangent_vertices):
198 m_use_tangent_vertices(use_tangent_vertices)
202 void append(const TileSpec &material,
203 const video::S3DVertex *vertices, u32 numVertices,
204 const u16 *indices, u32 numIndices);
205 void append(const TileLayer &material,
206 const video::S3DVertex *vertices, u32 numVertices,
207 const u16 *indices, u32 numIndices, u8 layernum);
208 void append(const TileSpec &material,
209 const video::S3DVertex *vertices, u32 numVertices,
210 const u16 *indices, u32 numIndices, v3f pos,
211 video::SColor c, u8 light_source);
212 void append(const TileLayer &material,
213 const video::S3DVertex *vertices, u32 numVertices,
214 const u16 *indices, u32 numIndices, v3f pos,
215 video::SColor c, u8 light_source, u8 layernum);
217 * Colorizes all vertices in the collector.
219 void applyTileColors();
223 * Encodes light of a node.
224 * The result is not the final color, but a
225 * half-baked vertex color.
226 * You have to multiply the resulting color
227 * with the node's color.
229 * \param light the first 8 bits are day light,
230 * the last 8 bits are night light
231 * \param emissive_light amount of light the surface emits,
232 * from 0 to LIGHT_SUN.
234 video::SColor encode_light(u16 light, u8 emissive_light);
236 // Compute light at node
237 u16 getInteriorLight(MapNode n, s32 increment, INodeDefManager *ndef);
238 u16 getFaceLight(MapNode n, MapNode n2, v3s16 face_dir, INodeDefManager *ndef);
239 u16 getSmoothLight(v3s16 p, v3s16 corner, MeshMakeData *data);
242 * Returns the sunlight's color from the current
245 void get_sunlight_color(video::SColorf *sunlight, u32 daynight_ratio);
248 * Gives the final SColor shown on screen.
250 * \param result output color
251 * \param light first 8 bits are day light, second 8 bits are
254 void final_color_blend(video::SColor *result,
255 u16 light, u32 daynight_ratio);
258 * Gives the final SColor shown on screen.
260 * \param result output color
261 * \param data the half-baked vertex color
262 * \param dayLight color of the sunlight
264 void final_color_blend(video::SColor *result,
265 const video::SColor &data, const video::SColorf &dayLight);
267 // Retrieves the TileSpec of a face of a node
268 // Adds MATERIAL_FLAG_CRACK if the node is cracked
269 // TileSpec should be passed as reference due to the underlying TileFrame and its vector
270 // TileFrame vector copy cost very much to client
271 void getNodeTileN(MapNode mn, v3s16 p, u8 tileindex, MeshMakeData *data, TileSpec &tile);
272 void getNodeTile(MapNode mn, v3s16 p, v3s16 dir, MeshMakeData *data, TileSpec &tile);