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"
26 #include "util/cpp11_container.h"
38 struct MinimapMapblock;
42 VoxelManipulator m_vmanip;
44 v3s16 m_crack_pos_relative;
45 bool m_smooth_lighting;
50 bool m_use_tangent_vertices;
52 MeshMakeData(Client *client, bool use_shaders,
53 bool use_tangent_vertices = false);
56 Copy block data manually (to allow optimizations by the caller)
58 void fillBlockDataBegin(const v3s16 &blockpos);
59 void fillBlockData(const v3s16 &block_offset, MapNode *data);
62 Copy central data directly from block, and other data from
65 void fill(MapBlock *block);
68 Set up with only a single node at (1,1,1)
70 void fillSingleNode(MapNode *node);
73 Set the (node) position of a crack
75 void setCrack(int crack_level, v3s16 crack_pos);
78 Enable or disable smooth lighting
80 void setSmoothLighting(bool smooth_lighting);
84 Holds a mesh for a mapblock.
86 Besides the SMesh*, this contains information used for animating
87 the vertex positions, colors and texture coordinates of the mesh.
89 - cracks [implemented]
90 - day/night transitions [implemented]
91 - animated flowing liquids [not implemented]
92 - animating vertex positions for e.g. axles [not implemented]
97 // Builds the mesh given
98 MapBlockMesh(MeshMakeData *data, v3s16 camera_offset);
101 // Main animation function, parameters:
102 // faraway: whether the block is far away from the camera (~50 nodes)
103 // time: the global animation time, 0 .. 60 (repeats every minute)
104 // daynight_ratio: 0 .. 1000
105 // crack: -1 .. CRACK_ANIMATION_LENGTH-1 (-1 for off)
106 // Returns true if anything has been changed.
107 bool animate(bool faraway, float time, int crack, u32 daynight_ratio);
109 scene::IMesh *getMesh()
114 scene::IMesh *getMesh(u8 layer)
116 return m_mesh[layer];
119 MinimapMapblock *moveMinimapMapblock()
121 MinimapMapblock *p = m_minimap_mapblock;
122 m_minimap_mapblock = NULL;
126 bool isAnimationForced() const
128 return m_animation_force_timer == 0;
131 void decreaseAnimationForceTimer()
133 if(m_animation_force_timer > 0)
134 m_animation_force_timer--;
137 void updateCameraOffset(v3s16 camera_offset);
140 scene::IMesh *m_mesh[MAX_TILE_LAYERS];
141 MinimapMapblock *m_minimap_mapblock;
143 video::IVideoDriver *m_driver;
144 ITextureSource *m_tsrc;
145 IShaderSource *m_shdrsrc;
147 bool m_enable_shaders;
148 bool m_use_tangent_vertices;
151 // Must animate() be called before rendering?
152 bool m_has_animation;
153 int m_animation_force_timer;
155 // Animation info: cracks
156 // Last crack value passed to animate()
158 // Maps mesh and mesh buffer (i.e. material) indices to base texture names
159 std::map<std::pair<u8, u32>, std::string> m_crack_materials;
161 // Animation info: texture animationi
162 // Maps mesh and mesh buffer indices to TileSpecs
163 // Keys are pairs of (mesh index, buffer index in the mesh)
164 std::map<std::pair<u8, u32>, TileLayer> m_animation_tiles;
165 std::map<std::pair<u8, u32>, int> m_animation_frames; // last animation frame
166 std::map<std::pair<u8, u32>, int> m_animation_frame_offsets;
168 // Animation info: day/night transitions
169 // Last daynight_ratio value passed to animate()
170 u32 m_last_daynight_ratio;
171 // For each mesh and mesh buffer, stores pre-baked colors
172 // of sunlit vertices
173 // Keys are pairs of (mesh index, buffer index in the mesh)
174 std::map<std::pair<u8, u32>, std::map<u32, video::SColor > > m_daynight_diffs;
176 // Camera offset info -> do we have to translate the mesh?
177 v3s16 m_camera_offset;
183 This is used because CMeshBuffer::append() is very slow
188 std::vector<u16> indices;
189 std::vector<video::S3DVertex> vertices;
190 std::vector<video::S3DVertexTangents> tangent_vertices;
195 std::vector<PreMeshBuffer> prebuffers[MAX_TILE_LAYERS];
196 bool m_use_tangent_vertices;
198 MeshCollector(bool use_tangent_vertices):
199 m_use_tangent_vertices(use_tangent_vertices)
203 void append(const TileSpec &material,
204 const video::S3DVertex *vertices, u32 numVertices,
205 const u16 *indices, u32 numIndices);
206 void append(const TileLayer &material,
207 const video::S3DVertex *vertices, u32 numVertices,
208 const u16 *indices, u32 numIndices, u8 layernum);
209 void append(const TileSpec &material,
210 const video::S3DVertex *vertices, u32 numVertices,
211 const u16 *indices, u32 numIndices, v3f pos,
212 video::SColor c, u8 light_source);
213 void append(const TileLayer &material,
214 const video::S3DVertex *vertices, u32 numVertices,
215 const u16 *indices, u32 numIndices, v3f pos,
216 video::SColor c, u8 light_source, u8 layernum);
218 * Colorizes all vertices in the collector.
220 void applyTileColors();
224 * Encodes light of a node.
225 * The result is not the final color, but a
226 * half-baked vertex color.
227 * You have to multiply the resulting color
228 * with the node's color.
230 * \param light the first 8 bits are day light,
231 * the last 8 bits are night light
232 * \param emissive_light amount of light the surface emits,
233 * from 0 to LIGHT_SUN.
235 video::SColor encode_light(u16 light, u8 emissive_light);
237 // Compute light at node
238 u16 getInteriorLight(MapNode n, s32 increment, INodeDefManager *ndef);
239 u16 getFaceLight(MapNode n, MapNode n2, v3s16 face_dir, INodeDefManager *ndef);
240 u16 getSmoothLight(v3s16 p, v3s16 corner, MeshMakeData *data);
243 * Returns the sunlight's color from the current
246 void get_sunlight_color(video::SColorf *sunlight, u32 daynight_ratio);
249 * Gives the final SColor shown on screen.
251 * \param result output color
252 * \param light first 8 bits are day light, second 8 bits are
255 void final_color_blend(video::SColor *result,
256 u16 light, u32 daynight_ratio);
259 * Gives the final SColor shown on screen.
261 * \param result output color
262 * \param data the half-baked vertex color
263 * \param dayLight color of the sunlight
265 void final_color_blend(video::SColor *result,
266 const video::SColor &data, const video::SColorf &dayLight);
268 // Retrieves the TileSpec of a face of a node
269 // Adds MATERIAL_FLAG_CRACK if the node is cracked
270 // TileSpec should be passed as reference due to the underlying TileFrame and its vector
271 // TileFrame vector copy cost very much to client
272 void getNodeTileN(MapNode mn, v3s16 p, u8 tileindex, MeshMakeData *data, TileSpec &tile);
273 void getNodeTile(MapNode mn, v3s16 p, v3s16 dir, MeshMakeData *data, TileSpec &tile);