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			222 lines
		
	
	
		
			5.9 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			222 lines
		
	
	
		
			5.9 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /*
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| Minetest
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| Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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| 
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| This program is free software; you can redistribute it and/or modify
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| it under the terms of the GNU Lesser General Public License as published by
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| the Free Software Foundation; either version 2.1 of the License, or
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| (at your option) any later version.
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| 
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| This program is distributed in the hope that it will be useful,
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| but WITHOUT ANY WARRANTY; without even the implied warranty of
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| MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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| GNU Lesser General Public License for more details.
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| 
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| You should have received a copy of the GNU Lesser General Public License along
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| with this program; if not, write to the Free Software Foundation, Inc.,
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| 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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| */
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| 
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| #ifndef MAPBLOCK_MESH_HEADER
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| #define MAPBLOCK_MESH_HEADER
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| 
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| #include "irrlichttypes_extrabloated.h"
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| #include "client/tile.h"
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| #include "voxel.h"
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| #include <map>
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| 
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| class IGameDef;
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| class IShaderSource;
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| 
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| /*
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| 	Mesh making stuff
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| */
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| 
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| 
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| class MapBlock;
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| struct MinimapMapblock;
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| 
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| struct MeshMakeData
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| {
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| 	VoxelManipulator m_vmanip;
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| 	v3s16 m_blockpos;
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| 	v3s16 m_crack_pos_relative;
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| 	v3s16 m_highlighted_pos_relative;
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| 	bool m_smooth_lighting;
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| 	bool m_show_hud;
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| 	video::SColor m_highlight_mesh_color;
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| 
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| 	IGameDef *m_gamedef;
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| 	bool m_use_shaders;
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| 
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| 	MeshMakeData(IGameDef *gamedef, bool use_shaders);
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| 
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| 	/*
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| 		Copy central data directly from block, and other data from
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| 		parent of block.
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| 	*/
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| 	void fill(MapBlock *block);
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| 
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| 	/*
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| 		Set up with only a single node at (1,1,1)
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| 	*/
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| 	void fillSingleNode(MapNode *node);
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| 
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| 	/*
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| 		Set the (node) position of a crack
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| 	*/
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| 	void setCrack(int crack_level, v3s16 crack_pos);
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| 
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| 	/*
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| 		Set the highlighted node position
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| 	*/
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| 
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| 	void setHighlighted(v3s16 highlighted_pos, bool show_hud);
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| 	/*
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| 		Enable or disable smooth lighting
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| 	*/
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| 	void setSmoothLighting(bool smooth_lighting);
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| };
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| 
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| /*
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| 	Holds a mesh for a mapblock.
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| 
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| 	Besides the SMesh*, this contains information used for animating
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| 	the vertex positions, colors and texture coordinates of the mesh.
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| 	For example:
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| 	- cracks [implemented]
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| 	- day/night transitions [implemented]
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| 	- animated flowing liquids [not implemented]
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| 	- animating vertex positions for e.g. axles [not implemented]
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| */
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| class MapBlockMesh
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| {
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| public:
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| 	// Builds the mesh given
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| 	MapBlockMesh(MeshMakeData *data, v3s16 camera_offset);
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| 	~MapBlockMesh();
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| 
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| 	// Main animation function, parameters:
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| 	//   faraway: whether the block is far away from the camera (~50 nodes)
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| 	//   time: the global animation time, 0 .. 60 (repeats every minute)
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| 	//   daynight_ratio: 0 .. 1000
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| 	//   crack: -1 .. CRACK_ANIMATION_LENGTH-1 (-1 for off)
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| 	// Returns true if anything has been changed.
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| 	bool animate(bool faraway, float time, int crack, u32 daynight_ratio);
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| 
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| 	scene::SMesh *getMesh()
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| 	{
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| 		return m_mesh;
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| 	}
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| 
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| 	MinimapMapblock *moveMinimapMapblock()
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| 	{
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| 		MinimapMapblock *p = m_minimap_mapblock;
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| 		m_minimap_mapblock = NULL;
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| 		return p;
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| 	}
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| 
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| 	bool isAnimationForced() const
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| 	{
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| 		return m_animation_force_timer == 0;
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| 	}
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| 
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| 	void decreaseAnimationForceTimer()
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| 	{
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| 		if(m_animation_force_timer > 0)
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| 			m_animation_force_timer--;
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| 	}
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| 	
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| 	void updateCameraOffset(v3s16 camera_offset);
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| 
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| private:
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| 	scene::SMesh *m_mesh;
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| 	MinimapMapblock *m_minimap_mapblock;
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| 	IGameDef *m_gamedef;
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| 	ITextureSource *m_tsrc;
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| 	IShaderSource *m_shdrsrc;
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| 
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| 	bool m_enable_shaders;
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| 	bool m_enable_highlighting;
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| 
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| 	video::SColor m_highlight_mesh_color;
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| 	
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| 	// Must animate() be called before rendering?
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| 	bool m_has_animation;
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| 	int m_animation_force_timer;
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| 
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| 	// Animation info: cracks
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| 	// Last crack value passed to animate()
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| 	int m_last_crack;
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| 	// Maps mesh buffer (i.e. material) indices to base texture names
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| 	std::map<u32, std::string> m_crack_materials;
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| 	std::list<u32> m_highlighted_materials;
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| 
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| 	// Animation info: texture animationi
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| 	// Maps meshbuffers to TileSpecs
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| 	std::map<u32, TileSpec> m_animation_tiles;
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| 	std::map<u32, int> m_animation_frames; // last animation frame
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| 	std::map<u32, int> m_animation_frame_offsets;
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| 	
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| 	// Animation info: day/night transitions
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| 	// Last daynight_ratio value passed to animate()
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| 	u32 m_last_daynight_ratio;
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| 	// For each meshbuffer, maps vertex indices to (day,night) pairs
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| 	std::map<u32, std::map<u32, std::pair<u8, u8> > > m_daynight_diffs;
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| 	
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| 	// Camera offset info -> do we have to translate the mesh?
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| 	v3s16 m_camera_offset;
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| };
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| 
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| 
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| 
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| /*
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| 	This is used because CMeshBuffer::append() is very slow
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| */
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| struct PreMeshBuffer
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| {
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| 	TileSpec tile;
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| 	std::vector<u16> indices;
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| 	std::vector<video::S3DVertexTangents> vertices;
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| };
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| 
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| struct MeshCollector
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| {
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| 	std::vector<PreMeshBuffer> prebuffers;
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| 	void append(const TileSpec &material,
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| 			const video::S3DVertex *vertices, u32 numVertices,
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| 			const u16 *indices, u32 numIndices);
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| 	void append(const TileSpec &material,
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| 			const video::S3DVertex *vertices, u32 numVertices,
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| 			const u16 *indices, u32 numIndices,
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| 			v3f pos, video::SColor c);
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| };
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| 
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| // This encodes
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| //   alpha in the A channel of the returned SColor
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| //   day light (0-255) in the R channel of the returned SColor
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| //   night light (0-255) in the G channel of the returned SColor
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| //   light source (0-255) in the B channel of the returned SColor
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| inline video::SColor MapBlock_LightColor(u8 alpha, u16 light, u8 light_source=0)
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| {
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| 	return video::SColor(alpha, (light & 0xff), (light >> 8), light_source);
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| }
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| 
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| // Compute light at node
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| u16 getInteriorLight(MapNode n, s32 increment, INodeDefManager *ndef);
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| u16 getFaceLight(MapNode n, MapNode n2, v3s16 face_dir, INodeDefManager *ndef);
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| u16 getSmoothLight(v3s16 p, v3s16 corner, MeshMakeData *data);
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| 
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| // Converts from day + night color values (0..255)
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| // and a given daynight_ratio to the final SColor shown on screen.
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| void finalColorBlend(video::SColor& result,
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| 		u8 day, u8 night, u32 daynight_ratio);
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| 
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| // Retrieves the TileSpec of a face of a node
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| // Adds MATERIAL_FLAG_CRACK if the node is cracked
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| TileSpec getNodeTileN(MapNode mn, v3s16 p, u8 tileindex, MeshMakeData *data);
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| TileSpec getNodeTile(MapNode mn, v3s16 p, v3s16 dir, MeshMakeData *data);
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| 
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| #endif
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| 
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