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author | Quentin Bazin <quent42340@gmail.com> | 2018-11-28 20:01:49 +0100 |
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committer | SmallJoker <SmallJoker@users.noreply.github.com> | 2018-11-28 20:01:49 +0100 |
commit | 5f1cd555cd9d1c64426e173b30b5b792d211c835 (patch) | |
tree | 2c8508467d3bf28d549cce2d25144fa8ef42beae /src/mapblock_mesh.h | |
parent | ddd9317b733857630499972179caebc236b4d991 (diff) | |
download | minetest-5f1cd555cd9d1c64426e173b30b5b792d211c835.tar.gz minetest-5f1cd555cd9d1c64426e173b30b5b792d211c835.tar.bz2 minetest-5f1cd555cd9d1c64426e173b30b5b792d211c835.zip |
Move client-specific files to 'src/client' (#7902)
Update Android.mk
Remove 'src/client' from include_directories
Diffstat (limited to 'src/mapblock_mesh.h')
-rw-r--r-- | src/mapblock_mesh.h | 228 |
1 files changed, 0 insertions, 228 deletions
diff --git a/src/mapblock_mesh.h b/src/mapblock_mesh.h deleted file mode 100644 index 6af23a656..000000000 --- a/src/mapblock_mesh.h +++ /dev/null @@ -1,228 +0,0 @@ -/* -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> - -class Client; -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; - - Client *m_client; - bool m_use_shaders; - bool m_use_tangent_vertices; - - MeshMakeData(Client *client, bool use_shaders, - bool use_tangent_vertices = false); - - /* - Copy block data manually (to allow optimizations by the caller) - */ - void fillBlockDataBegin(const v3s16 &blockpos); - void fillBlockData(const v3s16 &block_offset, MapNode *data); - - /* - 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); - - /* - 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::IMesh *getMesh() - { - return m_mesh[0]; - } - - scene::IMesh *getMesh(u8 layer) - { - return m_mesh[layer]; - } - - 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::IMesh *m_mesh[MAX_TILE_LAYERS]; - MinimapMapblock *m_minimap_mapblock; - ITextureSource *m_tsrc; - IShaderSource *m_shdrsrc; - - bool m_enable_shaders; - bool m_use_tangent_vertices; - bool m_enable_vbo; - - // 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 animationi - // 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>, TileLayer> m_animation_tiles; - std::map<std::pair<u8, u32>, int> m_animation_frames; // last animation frame - std::map<std::pair<u8, u32>, int> m_animation_frame_offsets; - - // 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; - - // Camera offset info -> do we have to translate the mesh? - v3s16 m_camera_offset; -}; - -/*! - * 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 v3s16 &face_dir, - 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); |