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;
48 bool m_use_tangent_vertices;
50 MeshMakeData(Client *client, bool use_shaders,
51 bool use_tangent_vertices = false);
54 Copy block data manually (to allow optimizations by the caller)
56 void fillBlockDataBegin(const v3s16 &blockpos);
57 void fillBlockData(const v3s16 &block_offset, MapNode *data);
60 Copy central data directly from block, and other data from
63 void fill(MapBlock *block);
66 Set up with only a single node at (1,1,1)
68 void fillSingleNode(MapNode *node);
71 Set the (node) position of a crack
73 void setCrack(int crack_level, v3s16 crack_pos);
76 Enable or disable smooth lighting
78 void setSmoothLighting(bool smooth_lighting);
82 Holds a mesh for a mapblock.
84 Besides the SMesh*, this contains information used for animating
85 the vertex positions, colors and texture coordinates of the mesh.
87 - cracks [implemented]
88 - day/night transitions [implemented]
89 - animated flowing liquids [not implemented]
90 - animating vertex positions for e.g. axles [not implemented]
95 // Builds the mesh given
96 MapBlockMesh(MeshMakeData *data, v3s16 camera_offset);
99 // Main animation function, parameters:
100 // faraway: whether the block is far away from the camera (~50 nodes)
101 // time: the global animation time, 0 .. 60 (repeats every minute)
102 // daynight_ratio: 0 .. 1000
103 // crack: -1 .. CRACK_ANIMATION_LENGTH-1 (-1 for off)
104 // Returns true if anything has been changed.
105 bool animate(bool faraway, float time, int crack, u32 daynight_ratio);
107 scene::IMesh *getMesh()
112 scene::IMesh *getMesh(u8 layer)
114 return m_mesh[layer];
117 MinimapMapblock *moveMinimapMapblock()
119 MinimapMapblock *p = m_minimap_mapblock;
120 m_minimap_mapblock = NULL;
124 bool isAnimationForced() const
126 return m_animation_force_timer == 0;
129 void decreaseAnimationForceTimer()
131 if(m_animation_force_timer > 0)
132 m_animation_force_timer--;
135 void updateCameraOffset(v3s16 camera_offset);
138 scene::IMesh *m_mesh[MAX_TILE_LAYERS];
139 MinimapMapblock *m_minimap_mapblock;
140 ITextureSource *m_tsrc;
141 IShaderSource *m_shdrsrc;
143 bool m_enable_shaders;
144 bool m_use_tangent_vertices;
147 // Must animate() be called before rendering?
148 bool m_has_animation;
149 int m_animation_force_timer;
151 // Animation info: cracks
152 // Last crack value passed to animate()
154 // Maps mesh and mesh buffer (i.e. material) indices to base texture names
155 std::map<std::pair<u8, u32>, std::string> m_crack_materials;
157 // Animation info: texture animationi
158 // Maps mesh and mesh buffer indices to TileSpecs
159 // Keys are pairs of (mesh index, buffer index in the mesh)
160 std::map<std::pair<u8, u32>, TileLayer> m_animation_tiles;
161 std::map<std::pair<u8, u32>, int> m_animation_frames; // last animation frame
162 std::map<std::pair<u8, u32>, int> m_animation_frame_offsets;
164 // Animation info: day/night transitions
165 // Last daynight_ratio value passed to animate()
166 u32 m_last_daynight_ratio;
167 // For each mesh and mesh buffer, stores pre-baked colors
168 // of sunlit vertices
169 // Keys are pairs of (mesh index, buffer index in the mesh)
170 std::map<std::pair<u8, u32>, std::map<u32, video::SColor > > m_daynight_diffs;
172 // Camera offset info -> do we have to translate the mesh?
173 v3s16 m_camera_offset;
179 This is used because CMeshBuffer::append() is very slow
184 std::vector<u16> indices;
185 std::vector<video::S3DVertex> vertices;
186 std::vector<video::S3DVertexTangents> tangent_vertices;
191 std::vector<PreMeshBuffer> prebuffers[MAX_TILE_LAYERS];
192 bool m_use_tangent_vertices;
194 MeshCollector(bool use_tangent_vertices):
195 m_use_tangent_vertices(use_tangent_vertices)
199 void append(const TileSpec &material,
200 const video::S3DVertex *vertices, u32 numVertices,
201 const u16 *indices, u32 numIndices);
202 void append(const TileLayer &material,
203 const video::S3DVertex *vertices, u32 numVertices,
204 const u16 *indices, u32 numIndices, u8 layernum);
205 void append(const TileSpec &material,
206 const video::S3DVertex *vertices, u32 numVertices,
207 const u16 *indices, u32 numIndices, v3f pos,
208 video::SColor c, u8 light_source);
209 void append(const TileLayer &material,
210 const video::S3DVertex *vertices, u32 numVertices,
211 const u16 *indices, u32 numIndices, v3f pos,
212 video::SColor c, u8 light_source, u8 layernum);
214 * Colorizes all vertices in the collector.
216 void applyTileColors();
220 * Encodes light of a node.
221 * The result is not the final color, but a
222 * half-baked vertex color.
223 * You have to multiply the resulting color
224 * with the node's color.
226 * \param light the first 8 bits are day light,
227 * the last 8 bits are night light
228 * \param emissive_light amount of light the surface emits,
229 * from 0 to LIGHT_SUN.
231 video::SColor encode_light(u16 light, u8 emissive_light);
233 // Compute light at node
234 u16 getInteriorLight(MapNode n, s32 increment, INodeDefManager *ndef);
235 u16 getFaceLight(MapNode n, MapNode n2, v3s16 face_dir, INodeDefManager *ndef);
236 u16 getSmoothLight(v3s16 p, v3s16 corner, MeshMakeData *data);
239 * Returns the sunlight's color from the current
242 void get_sunlight_color(video::SColorf *sunlight, u32 daynight_ratio);
245 * Gives the final SColor shown on screen.
247 * \param result output color
248 * \param light first 8 bits are day light, second 8 bits are
251 void final_color_blend(video::SColor *result,
252 u16 light, u32 daynight_ratio);
255 * Gives the final SColor shown on screen.
257 * \param result output color
258 * \param data the half-baked vertex color
259 * \param dayLight color of the sunlight
261 void final_color_blend(video::SColor *result,
262 const video::SColor &data, const video::SColorf &dayLight);
264 // Retrieves the TileSpec of a face of a node
265 // Adds MATERIAL_FLAG_CRACK if the node is cracked
266 // TileSpec should be passed as reference due to the underlying TileFrame and its vector
267 // TileFrame vector copy cost very much to client
268 void getNodeTileN(MapNode mn, v3s16 p, u8 tileindex, MeshMakeData *data, TileSpec &tile);
269 void getNodeTile(MapNode mn, v3s16 p, v3s16 dir, MeshMakeData *data, TileSpec &tile);