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authorQuentin Bazin <quent42340@gmail.com>2018-11-28 20:01:49 +0100
committerSmallJoker <SmallJoker@users.noreply.github.com>2018-11-28 20:01:49 +0100
commit5f1cd555cd9d1c64426e173b30b5b792d211c835 (patch)
tree2c8508467d3bf28d549cce2d25144fa8ef42beae /src/mapblock_mesh.h
parentddd9317b733857630499972179caebc236b4d991 (diff)
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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.h228
1 files changed, 0 insertions, 228 deletions
diff --git a/src/mapblock_mesh.h b/src/mapblock_mesh.h
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--- a/src/mapblock_mesh.h
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@@ -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);