#define MAPBLOCK_MESH_HEADER
#include "irrlichttypes_extrabloated.h"
-#include "tile.h"
+#include "client/tile.h"
#include "voxel.h"
+#include "util/cpp11_container.h"
#include <map>
-class IGameDef;
+class Client;
+class IShaderSource;
/*
Mesh making stuff
class MapBlock;
+struct MinimapMapblock;
struct MeshMakeData
{
VoxelManipulator m_vmanip;
v3s16 m_blockpos;
v3s16 m_crack_pos_relative;
- v3s16 m_highlighted_pos_relative;
bool m_smooth_lighting;
bool m_show_hud;
- video::SColor m_highlight_mesh_color;
- IGameDef *m_gamedef;
+ Client *m_client;
+ bool m_use_shaders;
+ bool m_use_tangent_vertices;
- MeshMakeData(IGameDef *gamedef);
+ MeshMakeData(Client *client, bool use_shaders,
+ bool use_tangent_vertices = false);
+
+ /*
+ Copy block data manually (to allow optimizations by the caller)
+ */
+ void fillBlockDataBegin(const v3s16 &blockpos);
+ void fillBlockData(const v3s16 &block_offset, MapNode *data);
/*
Copy central data directly from block, and other data from
*/
void setCrack(int crack_level, v3s16 crack_pos);
- /*
- Set the highlighted node position
- */
-
- void setHighlighted(v3s16 highlighted_pos, bool show_hud);
/*
Enable or disable smooth lighting
*/
// Returns true if anything has been changed.
bool animate(bool faraway, float time, int crack, u32 daynight_ratio);
- scene::SMesh* getMesh()
+ scene::IMesh *getMesh()
{
- return m_mesh;
+ return m_mesh[0];
+ }
+
+ scene::IMesh *getMesh(u8 layer)
+ {
+ return m_mesh[layer];
+ }
+
+ MinimapMapblock *moveMinimapMapblock()
+ {
+ MinimapMapblock *p = m_minimap_mapblock;
+ m_minimap_mapblock = NULL;
+ return p;
}
bool isAnimationForced() const
if(m_animation_force_timer > 0)
m_animation_force_timer--;
}
-
+
void updateCameraOffset(v3s16 camera_offset);
private:
- scene::SMesh *m_mesh;
- IGameDef *m_gamedef;
+ scene::IMesh *m_mesh[MAX_TILE_LAYERS];
+ MinimapMapblock *m_minimap_mapblock;
+ Client *m_client;
+ video::IVideoDriver *m_driver;
+ ITextureSource *m_tsrc;
+ IShaderSource *m_shdrsrc;
bool m_enable_shaders;
- bool m_enable_highlighting;
+ bool m_use_tangent_vertices;
+ bool m_enable_vbo;
- video::SColor m_highlight_mesh_color;
-
// 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;
- std::list<u32> m_highlighted_materials;
+ // Maps mesh and mesh buffer (i.e. material) indices to base texture names
+ std::map<std::pair<u8, 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;
-
+ // Maps mesh and mesh buffer indices to TileSpecs
+ // Keys are pairs of (mesh index, buffer index in the mesh)
+ std::map<std::pair<u8, u32>, TileLayer> m_animation_tiles;
+ std::map<std::pair<u8, u32>, int> m_animation_frames; // last animation frame
+ std::map<std::pair<u8, 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;
-
+ // For each mesh and mesh buffer, stores pre-baked colors
+ // of sunlit vertices
+ // Keys are pairs of (mesh index, buffer index in the mesh)
+ std::map<std::pair<u8, u32>, std::map<u32, video::SColor > > m_daynight_diffs;
+
// Camera offset info -> do we have to translate the mesh?
v3s16 m_camera_offset;
};
*/
struct PreMeshBuffer
{
- TileSpec tile;
+ TileLayer layer;
std::vector<u16> indices;
std::vector<video::S3DVertex> vertices;
+ std::vector<video::S3DVertexTangents> tangent_vertices;
};
struct MeshCollector
{
- std::vector<PreMeshBuffer> prebuffers;
+ std::vector<PreMeshBuffer> prebuffers[MAX_TILE_LAYERS];
+ bool m_use_tangent_vertices;
+
+ MeshCollector(bool use_tangent_vertices):
+ m_use_tangent_vertices(use_tangent_vertices)
+ {
+ }
void append(const TileSpec &material,
+ const video::S3DVertex *vertices, u32 numVertices,
+ const u16 *indices, u32 numIndices);
+ void append(const TileLayer &material,
const video::S3DVertex *vertices, u32 numVertices,
- const u16 *indices, u32 numIndices);
+ const u16 *indices, u32 numIndices, u8 layernum);
void append(const TileSpec &material,
+ const video::S3DVertex *vertices, u32 numVertices,
+ const u16 *indices, u32 numIndices, v3f pos,
+ video::SColor c, u8 light_source);
+ void append(const TileLayer &material,
const video::S3DVertex *vertices, u32 numVertices,
- const u16 *indices, u32 numIndices,
- v3f pos, video::SColor c);
+ const u16 *indices, u32 numIndices, v3f pos,
+ video::SColor c, u8 light_source, u8 layernum);
+ /*!
+ * Colorizes all vertices in the collector.
+ */
+ void applyTileColors();
};
-// 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
-// light source (0-255) in the B channel of the returned SColor
-inline video::SColor MapBlock_LightColor(u8 alpha, u16 light, u8 light_source=0)
-{
- return video::SColor(alpha, (light & 0xff), (light >> 8), light_source);
-}
+/*!
+ * Encodes light of a node.
+ * The result is not the final color, but a
+ * half-baked vertex color.
+ * You have to multiply the resulting color
+ * with the node's color.
+ *
+ * \param light the first 8 bits are day light,
+ * the last 8 bits are night light
+ * \param emissive_light amount of light the surface emits,
+ * from 0 to LIGHT_SUN.
+ */
+video::SColor encode_light(u16 light, u8 emissive_light);
// Compute light at node
u16 getInteriorLight(MapNode n, s32 increment, INodeDefManager *ndef);
u16 getFaceLight(MapNode n, MapNode n2, v3s16 face_dir, INodeDefManager *ndef);
u16 getSmoothLight(v3s16 p, v3s16 corner, MeshMakeData *data);
-// Converts from day + night color values (0..255)
-// and a given daynight_ratio to the final SColor shown on screen.
-void finalColorBlend(video::SColor& result,
- u8 day, u8 night, u32 daynight_ratio);
+/*!
+ * Returns the sunlight's color from the current
+ * day-night ratio.
+ */
+void get_sunlight_color(video::SColorf *sunlight, u32 daynight_ratio);
+
+/*!
+ * Gives the final SColor shown on screen.
+ *
+ * \param result output color
+ * \param light first 8 bits are day light, second 8 bits are
+ * night light
+ */
+void final_color_blend(video::SColor *result,
+ u16 light, u32 daynight_ratio);
+
+/*!
+ * Gives the final SColor shown on screen.
+ *
+ * \param result output color
+ * \param data the half-baked vertex color
+ * \param dayLight color of the sunlight
+ */
+void final_color_blend(video::SColor *result,
+ const video::SColor &data, const video::SColorf &dayLight);
// 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);
+// TileSpec should be passed as reference due to the underlying TileFrame and its vector
+// TileFrame vector copy cost very much to client
+void getNodeTileN(MapNode mn, v3s16 p, u8 tileindex, MeshMakeData *data, TileSpec &tile);
+void getNodeTile(MapNode mn, v3s16 p, v3s16 dir, MeshMakeData *data, TileSpec &tile);
#endif