Optimize headers
[oweals/minetest.git] / src / mapblock_mesh.h
index 591172bc90e0ea8eac8ed46a78957a9a8629d939..82268efd2948ad8e836dca639e34e06b343a6e74 100644 (file)
@@ -3,16 +3,16 @@ Minetest-c55
 Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
 
 This program is free software; you can redistribute it and/or modify
-it under the terms of the GNU General Public License as published by
-the Free Software Foundation; either version 2 of the License, or
+it under the terms of the GNU Lesser General Public License as published by
+the Free Software Foundation; either version 2.1 of the License, or
 (at your option) any later version.
 
 This program is distributed in the hope that it will be useful,
 but WITHOUT ANY WARRANTY; without even the implied warranty of
 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-GNU General Public License for more details.
+GNU Lesser General Public License for more details.
 
-You should have received a copy of the GNU General Public License along
+You should have received a copy of the GNU Lesser General Public License along
 with this program; if not, write to the Free Software Foundation, Inc.,
 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
 */
@@ -20,124 +20,160 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #ifndef MAPBLOCK_MESH_HEADER
 #define MAPBLOCK_MESH_HEADER
 
-#include "common_irrlicht.h"
-#include "mapblock_nodemod.h"
+#include "irrlichttypes_extrabloated.h"
+#include "tile.h"
 #include "voxel.h"
+#include <map>
+
+class IGameDef;
 
 /*
        Mesh making stuff
 */
 
-/*
-       This is used because CMeshBuffer::append() is very slow
-*/
-struct PreMeshBuffer
+
+class MapBlock;
+
+struct MeshMakeData
 {
-       video::SMaterial material;
-       core::array<u16> indices;
-       core::array<video::S3DVertex> vertices;
+       VoxelManipulator m_vmanip;
+       v3s16 m_blockpos;
+       v3s16 m_crack_pos_relative;
+       bool m_smooth_lighting;
+       IGameDef *m_gamedef;
+
+       MeshMakeData(IGameDef *gamedef);
+
+       /*
+               Copy central data directly from block, and other data from
+               parent of block.
+       */
+       void fill(MapBlock *block);
+
+       /*
+               Set up with only a single node at (1,1,1)
+       */
+       void fillSingleNode(MapNode *node);
+
+       /*
+               Set the (node) position of a crack
+       */
+       void setCrack(int crack_level, v3s16 crack_pos);
+
+       /*
+               Enable or disable smooth lighting
+       */
+       void setSmoothLighting(bool smooth_lighting);
 };
 
-class MeshCollector
+/*
+       Holds a mesh for a mapblock.
+
+       Besides the SMesh*, this contains information used for animating
+       the vertex positions, colors and texture coordinates of the mesh.
+       For example:
+       - cracks [implemented]
+       - day/night transitions [implemented]
+       - animated flowing liquids [not implemented]
+       - animating vertex positions for e.g. axles [not implemented]
+*/
+class MapBlockMesh
 {
 public:
-       void append(
-                       video::SMaterial material,
-                       const video::S3DVertex* const vertices,
-                       u32 numVertices,
-                       const u16* const indices,
-                       u32 numIndices
-               )
+       // Builds the mesh given
+       MapBlockMesh(MeshMakeData *data);
+       ~MapBlockMesh();
+
+       // Main animation function, parameters:
+       //   faraway: whether the block is far away from the camera (~50 nodes)
+       //   time: the global animation time, 0 .. 60 (repeats every minute)
+       //   daynight_ratio: 0 .. 1000
+       //   crack: -1 .. CRACK_ANIMATION_LENGTH-1 (-1 for off)
+       // Returns true if anything has been changed.
+       bool animate(bool faraway, float time, int crack, u32 daynight_ratio);
+
+       scene::SMesh* getMesh()
        {
-               PreMeshBuffer *p = NULL;
-               for(u32 i=0; i<m_prebuffers.size(); i++)
-               {
-                       PreMeshBuffer &pp = m_prebuffers[i];
-                       if(pp.material != material)
-                               continue;
-
-                       p = &pp;
-                       break;
-               }
-
-               if(p == NULL)
-               {
-                       PreMeshBuffer pp;
-                       pp.material = material;
-                       m_prebuffers.push_back(pp);
-                       p = &m_prebuffers[m_prebuffers.size()-1];
-               }
-
-               u32 vertex_count = p->vertices.size();
-               for(u32 i=0; i<numIndices; i++)
-               {
-                       u32 j = indices[i] + vertex_count;
-                       if(j > 65535)
-                       {
-                               dstream<<"FIXME: Meshbuffer ran out of indices"<<std::endl;
-                               // NOTE: Fix is to just add an another MeshBuffer
-                       }
-                       p->indices.push_back(j);
-               }
-               for(u32 i=0; i<numVertices; i++)
-               {
-                       p->vertices.push_back(vertices[i]);
-               }
+               return m_mesh;
        }
 
-       void fillMesh(scene::SMesh *mesh)
+       bool isAnimationForced() const
        {
-               /*dstream<<"Filling mesh with "<<m_prebuffers.size()
-                               <<" meshbuffers"<<std::endl;*/
-               for(u32 i=0; i<m_prebuffers.size(); i++)
-               {
-                       PreMeshBuffer &p = m_prebuffers[i];
-
-                       /*dstream<<"p.vertices.size()="<<p.vertices.size()
-                                       <<", p.indices.size()="<<p.indices.size()
-                                       <<std::endl;*/
-                       
-                       // Create meshbuffer
-                       
-                       // This is a "Standard MeshBuffer",
-                       // it's a typedeffed CMeshBuffer<video::S3DVertex>
-                       scene::SMeshBuffer *buf = new scene::SMeshBuffer();
-                       // Set material
-                       buf->Material = p.material;
-                       //((scene::SMeshBuffer*)buf)->Material = p.material;
-                       // Use VBO
-                       //buf->setHardwareMappingHint(scene::EHM_STATIC);
-                       // Add to mesh
-                       mesh->addMeshBuffer(buf);
-                       // Mesh grabbed it
-                       buf->drop();
-
-                       buf->append(p.vertices.pointer(), p.vertices.size(),
-                                       p.indices.pointer(), p.indices.size());
-               }
+               return m_animation_force_timer == 0;
+       }
+
+       void decreaseAnimationForceTimer()
+       {
+               if(m_animation_force_timer > 0)
+                       m_animation_force_timer--;
        }
 
 private:
-       core::array<PreMeshBuffer> m_prebuffers;
+       scene::SMesh *m_mesh;
+       IGameDef *m_gamedef;
+
+       // Must animate() be called before rendering?
+       bool m_has_animation;
+       int m_animation_force_timer;
+
+       // Animation info: cracks
+       // Last crack value passed to animate()
+       int m_last_crack;
+       // Maps mesh buffer (i.e. material) indices to base texture names
+       std::map<u32, std::string> m_crack_materials;
+
+       // Animation info: texture animationi
+       // Maps meshbuffers to TileSpecs
+       std::map<u32, TileSpec> m_animation_tiles;
+       std::map<u32, int> m_animation_frames; // last animation frame
+       std::map<u32, int> m_animation_frame_offsets;
+       
+       // Animation info: day/night transitions
+       // Last daynight_ratio value passed to animate()
+       u32 m_last_daynight_ratio;
+       // For each meshbuffer, maps vertex indices to (day,night) pairs
+       std::map<u32, std::map<u32, std::pair<u8, u8> > > m_daynight_diffs;
 };
 
-class MapBlock;
 
-struct MeshMakeData
+
+/*
+       This is used because CMeshBuffer::append() is very slow
+*/
+struct PreMeshBuffer
 {
-       u32 m_daynight_ratio;
-       NodeModMap m_temp_mods;
-       VoxelManipulator m_vmanip;
-       v3s16 m_blockpos;
-       
-       /*
-               Copy central data directly from block, and other data from
-               parent of block.
-       */
-       void fill(u32 daynight_ratio, MapBlock *block);
+       TileSpec tile;
+       core::array<u16> indices;
+       core::array<video::S3DVertex> vertices;
+};
+
+struct MeshCollector
+{
+       core::array<PreMeshBuffer> prebuffers;
+
+       void append(const TileSpec &material,
+                       const video::S3DVertex *vertices, u32 numVertices,
+                       const u16 *indices, u32 numIndices);
 };
 
-scene::SMesh* makeMapBlockMesh(MeshMakeData *data);
+// This encodes
+//   alpha in the A channel of the returned SColor
+//   day light (0-255) in the R channel of the returned SColor
+//   night light (0-255) in the G channel of the returned SColor
+inline video::SColor MapBlock_LightColor(u8 alpha, u16 light)
+{
+       return video::SColor(alpha, (light & 0xff), (light >> 8), 0);
+}
+
+// Compute light at node
+u16 getInteriorLight(MapNode n, s32 increment, MeshMakeData *data);
+u16 getFaceLight(MapNode n, MapNode n2, v3s16 face_dir, MeshMakeData *data);
+u16 getSmoothLight(v3s16 p, v3s16 corner, MeshMakeData *data);
+
+// Retrieves the TileSpec of a face of a node
+// Adds MATERIAL_FLAG_CRACK if the node is cracked
+TileSpec getNodeTileN(MapNode mn, v3s16 p, u8 tileindex, MeshMakeData *data);
+TileSpec getNodeTile(MapNode mn, v3s16 p, v3s16 dir, MeshMakeData *data);
 
 #endif