/*
-Minetest-c55
-Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
+Minetest
+Copyright (C) 2010-2013 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.
*/
#ifndef MAPBLOCK_MESH_HEADER
#define MAPBLOCK_MESH_HEADER
-#include "common_irrlicht.h"
-#include "mapblock_nodemod.h"
+#include "irrlichttypes_extrabloated.h"
+#include "client/tile.h"
#include "voxel.h"
+#include "util/cpp11_container.h"
+#include <map>
+
+class Client;
+class IShaderSource;
/*
Mesh making stuff
*/
-/*
- This is used because CMeshBuffer::append() is very slow
-*/
-struct PreMeshBuffer
+
+class MapBlock;
+struct MinimapMapblock;
+
+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;
+ bool m_show_hud;
+
+ Client *m_client;
+ bool m_use_shaders;
+ bool m_use_tangent_vertices;
+
+ 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
+ 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, v3s16 camera_offset);
+ ~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::IMesh *getMesh()
+ {
+ return m_mesh[0];
+ }
+
+ scene::IMesh *getMesh(u8 layer)
{
- 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[layer];
}
- void fillMesh(scene::SMesh *mesh)
+ MinimapMapblock *moveMinimapMapblock()
{
- /*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());
- }
+ MinimapMapblock *p = m_minimap_mapblock;
+ m_minimap_mapblock = NULL;
+ return p;
}
+ bool isAnimationForced() const
+ {
+ return m_animation_force_timer == 0;
+ }
+
+ void decreaseAnimationForceTimer()
+ {
+ if(m_animation_force_timer > 0)
+ m_animation_force_timer--;
+ }
+
+ void updateCameraOffset(v3s16 camera_offset);
+
private:
- core::array<PreMeshBuffer> m_prebuffers;
+ 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_use_tangent_vertices;
+ bool m_enable_vbo;
+
+ // 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 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 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 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;
};
-// Helper functions
-video::SColor MapBlock_LightColor(u8 alpha, u8 light);
-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);
+ TileLayer layer;
+ std::vector<u16> indices;
+ std::vector<video::S3DVertex> vertices;
+ std::vector<video::S3DVertexTangents> tangent_vertices;
+};
+
+struct MeshCollector
+{
+ 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, 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, u8 light_source, u8 layernum);
+ /*!
+ * Colorizes all vertices in the collector.
+ */
+ void applyTileColors();
};
-// This is the highest-level function in here
-scene::SMesh* makeMapBlockMesh(MeshMakeData *data);
+/*!
+ * 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);
+
+/*!
+ * 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 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