X-Git-Url: https://git.librecmc.org/?a=blobdiff_plain;f=src%2Fmapblock_mesh.h;h=c5295499884d63c39d13080f85bf972c1488cb7b;hb=58e6d25e033c76dc91aaac18fdeda92ac23fe0e1;hp=c23b6cc5aab8c679ed9476502870ad11df8371d3;hpb=cd1f604ffe6130fd7d3a8358a8cebd7f821f9a11;p=oweals%2Fminetest.git diff --git a/src/mapblock_mesh.h b/src/mapblock_mesh.h index c23b6cc5a..c52954998 100644 --- a/src/mapblock_mesh.h +++ b/src/mapblock_mesh.h @@ -1,6 +1,6 @@ /* -Minetest-c55 -Copyright (C) 2010-2011 celeron55, Perttu Ahola +Minetest +Copyright (C) 2010-2013 celeron55, Perttu Ahola This program is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by @@ -39,7 +39,11 @@ 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; MeshMakeData(IGameDef *gamedef); @@ -60,6 +64,11 @@ struct MeshMakeData */ 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 */ @@ -81,7 +90,7 @@ class MapBlockMesh { public: // Builds the mesh given - MapBlockMesh(MeshMakeData *data); + MapBlockMesh(MeshMakeData *data, v3s16 camera_offset); ~MapBlockMesh(); // Main animation function, parameters: @@ -107,11 +116,18 @@ public: if(m_animation_force_timer > 0) m_animation_force_timer--; } + + void updateCameraOffset(v3s16 camera_offset); private: scene::SMesh *m_mesh; IGameDef *m_gamedef; + bool m_enable_shaders; + bool m_enable_highlighting; + + video::SColor m_highlight_mesh_color; + // Must animate() be called before rendering? bool m_has_animation; int m_animation_force_timer; @@ -121,6 +137,7 @@ private: int m_last_crack; // Maps mesh buffer (i.e. material) indices to base texture names std::map m_crack_materials; + std::list m_highlighted_materials; // Animation info: texture animationi // Maps meshbuffers to TileSpecs @@ -133,6 +150,9 @@ private: u32 m_last_daynight_ratio; // For each meshbuffer, maps vertex indices to (day,night) pairs std::map > > m_daynight_diffs; + + // Camera offset info -> do we have to translate the mesh? + v3s16 m_camera_offset; }; @@ -143,13 +163,13 @@ private: struct PreMeshBuffer { TileSpec tile; - core::array indices; - core::array vertices; + std::vector indices; + std::vector vertices; }; struct MeshCollector { - core::array prebuffers; + std::vector prebuffers; void append(const TileSpec &material, const video::S3DVertex *vertices, u32 numVertices, @@ -167,8 +187,8 @@ inline video::SColor MapBlock_LightColor(u8 alpha, u16 light, u8 light_source=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 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); // Retrieves the TileSpec of a face of a node