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authorShadowNinja <shadowninja@minetest.net>2017-06-03 14:55:10 -0400
committerShadowNinja <shadowninja@minetest.net>2017-06-03 14:55:10 -0400
commitcaecdb681c428c1aab9c0f7eec2570c0460f995c (patch)
treee5115982ea59bbf2343ba9b35bc4a0cfbb56f407 /src/mapblock_mesh.h
parent81d56b94919dceb7b2e51d70b21a7ca22f852bd5 (diff)
parent80dc961d24e1964e25d57039ddb2ba639f9f4d22 (diff)
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Merge 0.4.16 into stable-0.4
Diffstat (limited to 'src/mapblock_mesh.h')
-rw-r--r--src/mapblock_mesh.h120
1 files changed, 86 insertions, 34 deletions
diff --git a/src/mapblock_mesh.h b/src/mapblock_mesh.h
index 8376468da..93d932a7b 100644
--- a/src/mapblock_mesh.h
+++ b/src/mapblock_mesh.h
@@ -26,7 +26,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "util/cpp11_container.h"
#include <map>
-class IGameDef;
+class Client;
class IShaderSource;
/*
@@ -45,14 +45,20 @@ struct MeshMakeData
bool m_smooth_lighting;
bool m_show_hud;
- IGameDef *m_gamedef;
+ Client *m_client;
bool m_use_shaders;
bool m_use_tangent_vertices;
- MeshMakeData(IGameDef *gamedef, bool use_shaders,
+ 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.
*/
@@ -102,7 +108,12 @@ public:
scene::IMesh *getMesh()
{
- return m_mesh;
+ return m_mesh[0];
+ }
+
+ scene::IMesh *getMesh(u8 layer)
+ {
+ return m_mesh[layer];
}
MinimapMapblock *moveMinimapMapblock()
@@ -126,9 +137,9 @@ public:
void updateCameraOffset(v3s16 camera_offset);
private:
- scene::IMesh *m_mesh;
+ scene::IMesh *m_mesh[MAX_TILE_LAYERS];
MinimapMapblock *m_minimap_mapblock;
- IGameDef *m_gamedef;
+ Client *m_client;
video::IVideoDriver *m_driver;
ITextureSource *m_tsrc;
IShaderSource *m_shdrsrc;
@@ -144,20 +155,23 @@ private:
// Animation info: cracks
// Last crack value passed to animate()
int m_last_crack;
- // Maps mesh buffer (i.e. material) indices to base texture names
- UNORDERED_MAP<u32, std::string> m_crack_materials;
+ // 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 meshbuffers to TileSpecs
- UNORDERED_MAP<u32, TileSpec> m_animation_tiles;
- UNORDERED_MAP<u32, int> m_animation_frames; // last animation frame
- UNORDERED_MAP<u32, int> m_animation_frame_offsets;
+ // 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 meshbuffer, maps vertex indices to (day,night) pairs
- std::map<u32, std::map<u32, std::pair<u8, u8> > > m_daynight_diffs;
+ // 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;
@@ -170,7 +184,7 @@ private:
*/
struct PreMeshBuffer
{
- TileSpec tile;
+ TileLayer layer;
std::vector<u16> indices;
std::vector<video::S3DVertex> vertices;
std::vector<video::S3DVertexTangents> tangent_vertices;
@@ -178,7 +192,7 @@ struct PreMeshBuffer
struct MeshCollector
{
- std::vector<PreMeshBuffer> prebuffers;
+ std::vector<PreMeshBuffer> prebuffers[MAX_TILE_LAYERS];
bool m_use_tangent_vertices;
MeshCollector(bool use_tangent_vertices):
@@ -187,38 +201,76 @@ struct MeshCollector
}
void append(const TileSpec &material,
+ const video::S3DVertex *vertices, u32 numVertices,
+ const u16 *indices, u32 numIndices);
+ void append(const TileLayer &material,
const video::S3DVertex *vertices, u32 numVertices,
- const u16 *indices, u32 numIndices);
+ const u16 *indices, u32 numIndices, u8 layernum);
void append(const TileSpec &material,
+ const video::S3DVertex *vertices, u32 numVertices,
+ const u16 *indices, u32 numIndices, v3f pos,
+ video::SColor c, u8 light_source);
+ void append(const TileLayer &material,
const video::S3DVertex *vertices, u32 numVertices,
- const u16 *indices, u32 numIndices,
- v3f pos, video::SColor c);
+ const u16 *indices, u32 numIndices, v3f pos,
+ video::SColor c, u8 light_source, u8 layernum);
+ /*!
+ * Colorizes all vertices in the collector.
+ */
+ void applyTileColors();
};
-// 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);
-}
+/*!
+ * 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, 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);
+/*!
+ * 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 getNodeTileN(MapNode mn, v3s16 p, u8 tileindex, MeshMakeData *data);
-TileSpec getNodeTile(MapNode mn, v3s16 p, v3s16 dir, MeshMakeData *data);
+// 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, v3s16 p, u8 tileindex, MeshMakeData *data, TileSpec &tile);
+void getNodeTile(MapNode mn, v3s16 p, v3s16 dir, MeshMakeData *data, TileSpec &tile);
#endif