/* 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 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 Lesser General Public License for more details. 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. */ #pragma once #include "nodedef.h" #include struct MeshMakeData; struct MeshCollector; struct LightPair { u8 lightDay; u8 lightNight; LightPair() = default; explicit LightPair(u16 value) : lightDay(value & 0xff), lightNight(value >> 8) {} LightPair(u8 valueA, u8 valueB) : lightDay(valueA), lightNight(valueB) {} LightPair(float valueA, float valueB) : lightDay(core::clamp(core::round32(valueA), 0, 255)), lightNight(core::clamp(core::round32(valueB), 0, 255)) {} operator u16() const { return lightDay | lightNight << 8; } }; struct LightInfo { float light_day; float light_night; float light_boosted; LightPair getPair(float sunlight_boost = 0.0) const { return LightPair( (1 - sunlight_boost) * light_day + sunlight_boost * light_boosted, light_night); } }; struct LightFrame { f32 lightsDay[8]; f32 lightsNight[8]; bool sunlight[8]; }; class MapblockMeshGenerator { public: MeshMakeData *data; MeshCollector *collector; const NodeDefManager *nodedef; scene::IMeshManipulator *meshmanip; // options bool enable_mesh_cache; // current node v3s16 blockpos_nodes; v3s16 p; v3f origin; MapNode n; const ContentFeatures *f; LightPair light; LightFrame frame; video::SColor color; TileSpec tile; float scale; // lighting void getSmoothLightFrame(); LightInfo blendLight(const v3f &vertex_pos); video::SColor blendLightColor(const v3f &vertex_pos); video::SColor blendLightColor(const v3f &vertex_pos, const v3f &vertex_normal); void useTile(int index = 0, u8 set_flags = MATERIAL_FLAG_CRACK_OVERLAY, u8 reset_flags = 0, bool special = false); void getTile(int index, TileSpec *tile); void getTile(v3s16 direction, TileSpec *tile); void getSpecialTile(int index, TileSpec *tile, bool apply_crack = false); // face drawing void drawQuad(v3f *vertices, const v3s16 &normal = v3s16(0, 0, 0), float vertical_tiling = 1.0); // cuboid drawing! void drawCuboid(const aabb3f &box, TileSpec *tiles, int tilecount, const LightInfo *lights , const f32 *txc); void generateCuboidTextureCoords(aabb3f const &box, f32 *coords); void drawAutoLightedCuboid(aabb3f box, const f32 *txc = NULL, TileSpec *tiles = NULL, int tile_count = 0); // liquid-specific bool top_is_same_liquid; bool draw_liquid_bottom; TileSpec tile_liquid; TileSpec tile_liquid_top; content_t c_flowing; content_t c_source; video::SColor color_liquid_top; struct NeighborData { f32 level; content_t content; bool is_same_liquid; bool top_is_same_liquid; }; NeighborData liquid_neighbors[3][3]; f32 corner_levels[2][2]; void prepareLiquidNodeDrawing(); void getLiquidNeighborhood(); void calculateCornerLevels(); f32 getCornerLevel(int i, int k); void drawLiquidSides(); void drawLiquidTop(); void drawLiquidBottom(); // raillike-specific // name of the group that enables connecting to raillike nodes of different kind static const std::string raillike_groupname; int raillike_group; bool isSameRail(v3s16 dir); // plantlike-specific PlantlikeStyle draw_style; v3f offset; int rotate_degree; bool random_offset_Y; int face_num; float plant_height; void drawPlantlikeQuad(float rotation, float quad_offset = 0, bool offset_top_only = false); void drawPlantlike(); // firelike-specific void drawFirelikeQuad(float rotation, float opening_angle, float offset_h, float offset_v = 0.0); // drawtypes void drawLiquidNode(); void drawGlasslikeNode(); void drawGlasslikeFramedNode(); void drawAllfacesNode(); void drawTorchlikeNode(); void drawSignlikeNode(); void drawPlantlikeNode(); void drawPlantlikeRootedNode(); void drawFirelikeNode(); void drawFencelikeNode(); void drawRaillikeNode(); void drawNodeboxNode(); void drawMeshNode(); // common void errorUnknownDrawtype(); void drawNode(); public: MapblockMeshGenerator(MeshMakeData *input, MeshCollector *output); void generate(); void renderSingle(content_t node, u8 param2 = 0x00); };