minetest/src/client/mapblock_mesh.h

342 lines
9.6 KiB
C++

/*
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 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 "irrlichttypes_extrabloated.h"
#include "client/tile.h"
#include "voxel.h"
#include <array>
#include <map>
#include <unordered_map>
class Client;
class NodeDefManager;
class IShaderSource;
/*
Mesh making stuff
*/
class MapBlock;
struct MinimapMapblock;
struct MeshMakeData
{
VoxelManipulator m_vmanip;
v3s16 m_blockpos = v3s16(-1337,-1337,-1337);
v3s16 m_crack_pos_relative = v3s16(-1337,-1337,-1337);
bool m_smooth_lighting = false;
u16 side_length;
const NodeDefManager *nodedef;
bool m_use_shaders;
MeshMakeData(const NodeDefManager *ndef, u16 side_length, bool use_shaders);
/*
Copy block data manually (to allow optimizations by the caller)
*/
void fillBlockDataBegin(const v3s16 &blockpos);
void fillBlockData(const v3s16 &bp, MapNode *data);
/*
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);
};
// represents a triangle as indexes into the vertex buffer in SMeshBuffer
class MeshTriangle
{
public:
scene::SMeshBuffer *buffer;
u16 p1, p2, p3;
v3f centroid;
float areaSQ;
void updateAttributes()
{
v3f v1 = buffer->getPosition(p1);
v3f v2 = buffer->getPosition(p2);
v3f v3 = buffer->getPosition(p3);
centroid = (v1 + v2 + v3) / 3;
areaSQ = (v2-v1).crossProduct(v3-v1).getLengthSQ() / 4;
}
v3f getNormal() const {
v3f v1 = buffer->getPosition(p1);
v3f v2 = buffer->getPosition(p2);
v3f v3 = buffer->getPosition(p3);
return (v2-v1).crossProduct(v3-v1);
}
};
/**
* Implements a binary space partitioning tree
* See also: https://en.wikipedia.org/wiki/Binary_space_partitioning
*/
class MapBlockBspTree
{
public:
MapBlockBspTree() {}
void buildTree(const std::vector<MeshTriangle> *triangles, u16 side_lingth);
void traverse(v3f viewpoint, std::vector<s32> &output) const
{
traverse(root, viewpoint, output);
}
private:
// Tree node definition;
struct TreeNode
{
v3f normal;
v3f origin;
std::vector<s32> triangle_refs;
s32 front_ref;
s32 back_ref;
TreeNode() = default;
TreeNode(v3f normal, v3f origin, const std::vector<s32> &triangle_refs, s32 front_ref, s32 back_ref) :
normal(normal), origin(origin), triangle_refs(triangle_refs), front_ref(front_ref), back_ref(back_ref)
{}
};
s32 buildTree(v3f normal, v3f origin, float delta, const std::vector<s32> &list, u32 depth);
void traverse(s32 node, v3f viewpoint, std::vector<s32> &output) const;
const std::vector<MeshTriangle> *triangles = nullptr; // this reference is managed externally
std::vector<TreeNode> nodes; // list of nodes
s32 root = -1; // index of the root node
};
/*
* PartialMeshBuffer
*
* Attach alternate `Indices` to an existing mesh buffer, to make it possible to use different
* indices with the same vertex buffer.
*
* Irrlicht does not currently support this: `CMeshBuffer` ties together a single vertex buffer
* and a single index buffer. There's no way to share these between mesh buffers.
*
*/
class PartialMeshBuffer
{
public:
PartialMeshBuffer(scene::SMeshBuffer *buffer, std::vector<u16> &&vertex_indexes) :
m_buffer(buffer), m_vertex_indexes(std::move(vertex_indexes))
{}
scene::IMeshBuffer *getBuffer() const { return m_buffer; }
const std::vector<u16> &getVertexIndexes() const { return m_vertex_indexes; }
void beforeDraw() const;
void afterDraw() const;
private:
scene::SMeshBuffer *m_buffer;
mutable std::vector<u16> m_vertex_indexes;
};
/*
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(Client *client, 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)
{
return m_mesh[layer];
}
std::vector<MinimapMapblock*> moveMinimapMapblocks()
{
std::vector<MinimapMapblock*> minimap_mapblocks;
minimap_mapblocks.swap(m_minimap_mapblocks);
return minimap_mapblocks;
}
bool isAnimationForced() const
{
return m_animation_force_timer == 0;
}
void decreaseAnimationForceTimer()
{
if(m_animation_force_timer > 0)
m_animation_force_timer--;
}
/// Radius of the bounding-sphere, in BS-space.
f32 getBoundingRadius() const { return m_bounding_radius; }
/// Center of the bounding-sphere, in BS-space, relative to block pos.
v3f getBoundingSphereCenter() const { return m_bounding_sphere_center; }
/// update transparent buffers to render towards the camera
void updateTransparentBuffers(v3f camera_pos, v3s16 block_pos);
void consolidateTransparentBuffers();
/// get the list of transparent buffers
const std::vector<PartialMeshBuffer> &getTransparentBuffers() const
{
return this->m_transparent_buffers;
}
private:
struct AnimationInfo {
int frame; // last animation frame
int frame_offset;
TileLayer tile;
};
scene::IMesh *m_mesh[MAX_TILE_LAYERS];
std::vector<MinimapMapblock*> m_minimap_mapblocks;
ITextureSource *m_tsrc;
IShaderSource *m_shdrsrc;
f32 m_bounding_radius;
v3f m_bounding_sphere_center;
bool m_enable_shaders;
// 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 animation
// 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>, AnimationInfo> m_animation_info;
// 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;
// list of all semitransparent triangles in the mapblock
std::vector<MeshTriangle> m_transparent_triangles;
// Binary Space Partitioning tree for the block
MapBlockBspTree m_bsp_tree;
// Ordered list of references to parts of transparent buffers to draw
std::vector<PartialMeshBuffer> m_transparent_buffers;
};
/*!
* 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, const NodeDefManager *ndef);
u16 getFaceLight(MapNode n, MapNode n2, const NodeDefManager *ndef);
u16 getSmoothLightSolid(const v3s16 &p, const v3s16 &face_dir, const v3s16 &corner, MeshMakeData *data);
u16 getSmoothLightTransparent(const v3s16 &p, const 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, const v3s16 &p, u8 tileindex, MeshMakeData *data, TileSpec &tile);
void getNodeTile(MapNode mn, const v3s16 &p, const v3s16 &dir, MeshMakeData *data, TileSpec &tile);
/// Return bitset of the sides of the mesh that consist of solid nodes only
/// Bits:
/// 0 0 -Z +Z -X +X -Y +Y
u8 get_solid_sides(MeshMakeData *data);