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authorDániel Juhász <juhdanad@gmail.com>2017-04-21 15:34:59 +0200
committerZeno- <kde.psych@gmail.com>2017-04-21 23:34:59 +1000
commit1ffb180868ffcec6812cd3aac8f56ffefb91c8bc (patch)
tree2b7dc1d209bda384fbd995dc7f13ffdd3587818f /src/mapblock_mesh.h
parent2ad74a9e8b9da48aef62346de6cd55f304c6440d (diff)
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Soft node overlay (#5186)
This commit adds node overlays, which are tiles that are drawn on top of other tiles.
Diffstat (limited to 'src/mapblock_mesh.h')
-rw-r--r--src/mapblock_mesh.h57
1 files changed, 38 insertions, 19 deletions
diff --git a/src/mapblock_mesh.h b/src/mapblock_mesh.h
index 25c699e1c..f32df3958 100644
--- a/src/mapblock_mesh.h
+++ b/src/mapblock_mesh.h
@@ -108,7 +108,12 @@ public:
scene::IMesh *getMesh()
{
- return m_mesh;
+ return m_mesh[0];
+ }
+
+ scene::IMesh *getMesh(u8 layer)
+ {
+ return m_mesh[layer];
}
MinimapMapblock *moveMinimapMapblock()
@@ -132,7 +137,7 @@ public:
void updateCameraOffset(v3s16 camera_offset);
private:
- scene::IMesh *m_mesh;
+ scene::IMesh *m_mesh[MAX_TILE_LAYERS];
MinimapMapblock *m_minimap_mapblock;
Client *m_client;
video::IVideoDriver *m_driver;
@@ -150,20 +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, stores pre-baked colors of sunlit vertices
- std::map<u32, std::map<u32, video::SColor > > 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;
@@ -176,7 +184,7 @@ private:
*/
struct PreMeshBuffer
{
- TileSpec tile;
+ TileLayer layer;
std::vector<u16> indices;
std::vector<video::S3DVertex> vertices;
std::vector<video::S3DVertexTangents> tangent_vertices;
@@ -184,7 +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):
@@ -193,27 +201,38 @@ 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, u8 light_source);
+ const u16 *indices, u32 numIndices, v3f pos,
+ video::SColor c, u8 light_source, u8 layernum);
+ /*!
+ * Colorizes all vertices in the collector.
+ */
+ void applyTileColors();
};
/*!
- * Encodes light and color of a node.
+ * 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 color the node's color
* \param emissive_light amount of light the surface emits,
* from 0 to LIGHT_SUN.
*/
-video::SColor encode_light_and_color(u16 light, const video::SColor &color,
- u8 emissive_light);
+video::SColor encode_light(u16 light, u8 emissive_light);
// Compute light at node
u16 getInteriorLight(MapNode n, s32 increment, INodeDefManager *ndef);