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"
39 VoxelManipulator m_vmanip;
41 v3s16 m_crack_pos_relative;
42 v3s16 m_highlighted_pos_relative;
43 bool m_smooth_lighting;
45 video::SColor m_highlight_mesh_color;
49 MeshMakeData(IGameDef *gamedef);
52 Copy central data directly from block, and other data from
55 void fill(MapBlock *block);
58 Set up with only a single node at (1,1,1)
60 void fillSingleNode(MapNode *node);
63 Set the (node) position of a crack
65 void setCrack(int crack_level, v3s16 crack_pos);
68 Set the highlighted node position
71 void setHighlighted(v3s16 highlighted_pos, bool show_hud);
73 Enable or disable smooth lighting
75 void setSmoothLighting(bool smooth_lighting);
79 Holds a mesh for a mapblock.
81 Besides the SMesh*, this contains information used for animating
82 the vertex positions, colors and texture coordinates of the mesh.
84 - cracks [implemented]
85 - day/night transitions [implemented]
86 - animated flowing liquids [not implemented]
87 - animating vertex positions for e.g. axles [not implemented]
92 // Builds the mesh given
93 MapBlockMesh(MeshMakeData *data, v3s16 camera_offset);
96 // Main animation function, parameters:
97 // faraway: whether the block is far away from the camera (~50 nodes)
98 // time: the global animation time, 0 .. 60 (repeats every minute)
99 // daynight_ratio: 0 .. 1000
100 // crack: -1 .. CRACK_ANIMATION_LENGTH-1 (-1 for off)
101 // Returns true if anything has been changed.
102 bool animate(bool faraway, float time, int crack, u32 daynight_ratio);
104 scene::SMesh* getMesh()
109 bool isAnimationForced() const
111 return m_animation_force_timer == 0;
114 void decreaseAnimationForceTimer()
116 if(m_animation_force_timer > 0)
117 m_animation_force_timer--;
120 void updateCameraOffset(v3s16 camera_offset);
123 scene::SMesh *m_mesh;
126 bool m_enable_shaders;
127 bool m_enable_highlighting;
129 video::SColor m_highlight_mesh_color;
131 // Must animate() be called before rendering?
132 bool m_has_animation;
133 int m_animation_force_timer;
135 // Animation info: cracks
136 // Last crack value passed to animate()
138 // Maps mesh buffer (i.e. material) indices to base texture names
139 std::map<u32, std::string> m_crack_materials;
140 std::list<u32> m_highlighted_materials;
142 // Animation info: texture animationi
143 // Maps meshbuffers to TileSpecs
144 std::map<u32, TileSpec> m_animation_tiles;
145 std::map<u32, int> m_animation_frames; // last animation frame
146 std::map<u32, int> m_animation_frame_offsets;
148 // Animation info: day/night transitions
149 // Last daynight_ratio value passed to animate()
150 u32 m_last_daynight_ratio;
151 // For each meshbuffer, maps vertex indices to (day,night) pairs
152 std::map<u32, std::map<u32, std::pair<u8, u8> > > m_daynight_diffs;
154 // Camera offset info -> do we have to translate the mesh?
155 v3s16 m_camera_offset;
161 This is used because CMeshBuffer::append() is very slow
166 std::vector<u16> indices;
167 std::vector<video::S3DVertex> vertices;
172 std::vector<PreMeshBuffer> prebuffers;
174 void append(const TileSpec &material,
175 const video::S3DVertex *vertices, u32 numVertices,
176 const u16 *indices, u32 numIndices);
177 void append(const TileSpec &material,
178 const video::S3DVertex *vertices, u32 numVertices,
179 const u16 *indices, u32 numIndices,
180 v3f pos, video::SColor c);
184 // alpha in the A channel of the returned SColor
185 // day light (0-255) in the R channel of the returned SColor
186 // night light (0-255) in the G channel of the returned SColor
187 // light source (0-255) in the B channel of the returned SColor
188 inline video::SColor MapBlock_LightColor(u8 alpha, u16 light, u8 light_source=0)
190 return video::SColor(alpha, (light & 0xff), (light >> 8), light_source);
193 // Compute light at node
194 u16 getInteriorLight(MapNode n, s32 increment, INodeDefManager *ndef);
195 u16 getFaceLight(MapNode n, MapNode n2, v3s16 face_dir, INodeDefManager *ndef);
196 u16 getSmoothLight(v3s16 p, v3s16 corner, MeshMakeData *data);
198 // Converts from day + night color values (0..255)
199 // and a given daynight_ratio to the final SColor shown on screen.
200 void finalColorBlend(video::SColor& result,
201 u8 day, u8 night, u32 daynight_ratio);
203 // Retrieves the TileSpec of a face of a node
204 // Adds MATERIAL_FLAG_CRACK if the node is cracked
205 TileSpec getNodeTileN(MapNode mn, v3s16 p, u8 tileindex, MeshMakeData *data);
206 TileSpec getNodeTile(MapNode mn, v3s16 p, v3s16 dir, MeshMakeData *data);