/* 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. */ #ifndef MAPBLOCK_MESH_HEADER #define MAPBLOCK_MESH_HEADER #include "irrlichttypes_extrabloated.h" #include "client/tile.h" #include "voxel.h" #include class IGameDef; 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; bool m_use_shaders; MeshMakeData(IGameDef *gamedef, bool use_shaders); /* 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); /* Set the highlighted node position */ void setHighlighted(v3s16 highlighted_pos, bool show_hud); /* Enable or disable smooth lighting */ void setSmoothLighting(bool smooth_lighting); }; /* 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: // 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::SMesh *getMesh() { return m_mesh; } MinimapMapblock *moveMinimapMapblock() { 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: scene::SMesh *m_mesh; MinimapMapblock *m_minimap_mapblock; IGameDef *m_gamedef; ITextureSource *m_tsrc; IShaderSource *m_shdrsrc; 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; // 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 m_crack_materials; std::list m_highlighted_materials; // Animation info: texture animationi // Maps meshbuffers to TileSpecs std::map m_animation_tiles; std::map m_animation_frames; // last animation frame std::map 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 > > m_daynight_diffs; // Camera offset info -> do we have to translate the mesh? v3s16 m_camera_offset; }; /* This is used because CMeshBuffer::append() is very slow */ struct PreMeshBuffer { TileSpec tile; std::vector indices; std::vector vertices; }; struct MeshCollector { std::vector prebuffers; void append(const TileSpec &material, const video::S3DVertex *vertices, u32 numVertices, const u16 *indices, u32 numIndices); void append(const TileSpec &material, const video::S3DVertex *vertices, u32 numVertices, const u16 *indices, u32 numIndices, v3f pos, video::SColor c); }; // 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); } // 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); // 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); #endif