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authorKahrl <kahrl@gmx.net>2012-03-13 18:56:12 +0100
committerPerttu Ahola <celeron55@gmail.com>2012-03-15 21:45:44 +0200
commit807a0d313ba667356ee8af8ef5ae82b6c4881d15 (patch)
treec4674e1c193cfcf8359c788ed5894d3cc1849648 /src/mapblock_mesh.h
parentf9a66c5d46b225d0ddbbad939232348bc5ebf959 (diff)
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MapBlockMesh, mesh animation system, urgent mesh updates, athmospheric light, removed footprints
Diffstat (limited to 'src/mapblock_mesh.h')
-rw-r--r--src/mapblock_mesh.h220
1 files changed, 118 insertions, 102 deletions
diff --git a/src/mapblock_mesh.h b/src/mapblock_mesh.h
index 4d3e7d29d..5028873c4 100644
--- a/src/mapblock_mesh.h
+++ b/src/mapblock_mesh.h
@@ -21,9 +21,9 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#define MAPBLOCK_MESH_HEADER
#include "common_irrlicht.h"
-#include "mapblock_nodemod.h"
#include "tile.h"
#include "voxel.h"
+#include <map>
class IGameDef;
@@ -31,127 +31,143 @@ class IGameDef;
Mesh making stuff
*/
-/*
- This is used because CMeshBuffer::append() is very slow
-*/
-struct PreMeshBuffer
+
+class MapBlock;
+
+struct MeshMakeData
{
- video::SMaterial material;
- core::array<u16> indices;
- core::array<video::S3DVertex> vertices;
+ VoxelManipulator m_vmanip;
+ v3s16 m_blockpos;
+ v3s16 m_crack_pos_relative;
+ bool m_smooth_lighting;
+ IGameDef *m_gamedef;
+
+ MeshMakeData(IGameDef *gamedef);
+
+ /*
+ 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);
};
-class MeshCollector
+/*
+ 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:
- void append(
- video::SMaterial material,
- const video::S3DVertex* const vertices,
- u32 numVertices,
- const u16* const indices,
- u32 numIndices
- )
+ // Builds the mesh given
+ MapBlockMesh(MeshMakeData *data);
+ ~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::SMesh* getMesh()
{
- PreMeshBuffer *p = NULL;
- for(u32 i=0; i<m_prebuffers.size(); i++)
- {
- PreMeshBuffer &pp = m_prebuffers[i];
- if(pp.material != material)
- continue;
-
- p = &pp;
- break;
- }
-
- if(p == NULL)
- {
- PreMeshBuffer pp;
- pp.material = material;
- m_prebuffers.push_back(pp);
- p = &m_prebuffers[m_prebuffers.size()-1];
- }
-
- u32 vertex_count = p->vertices.size();
- for(u32 i=0; i<numIndices; i++)
- {
- u32 j = indices[i] + vertex_count;
- if(j > 65535)
- {
- dstream<<"FIXME: Meshbuffer ran out of indices"<<std::endl;
- // NOTE: Fix is to just add an another MeshBuffer
- }
- p->indices.push_back(j);
- }
- for(u32 i=0; i<numVertices; i++)
- {
- p->vertices.push_back(vertices[i]);
- }
+ return m_mesh;
}
- void fillMesh(scene::SMesh *mesh)
+ bool isAnimationForced() const
{
- /*dstream<<"Filling mesh with "<<m_prebuffers.size()
- <<" meshbuffers"<<std::endl;*/
- for(u32 i=0; i<m_prebuffers.size(); i++)
- {
- PreMeshBuffer &p = m_prebuffers[i];
-
- /*dstream<<"p.vertices.size()="<<p.vertices.size()
- <<", p.indices.size()="<<p.indices.size()
- <<std::endl;*/
-
- // Create meshbuffer
-
- // This is a "Standard MeshBuffer",
- // it's a typedeffed CMeshBuffer<video::S3DVertex>
- scene::SMeshBuffer *buf = new scene::SMeshBuffer();
- // Set material
- buf->Material = p.material;
- //((scene::SMeshBuffer*)buf)->Material = p.material;
- // Use VBO
- //buf->setHardwareMappingHint(scene::EHM_STATIC);
- // Add to mesh
- mesh->addMeshBuffer(buf);
- // Mesh grabbed it
- buf->drop();
-
- buf->append(p.vertices.pointer(), p.vertices.size(),
- p.indices.pointer(), p.indices.size());
- }
+ return m_animation_force_timer == 0;
+ }
+
+ void decreaseAnimationForceTimer()
+ {
+ if(m_animation_force_timer > 0)
+ m_animation_force_timer--;
}
private:
- core::array<PreMeshBuffer> m_prebuffers;
+ scene::SMesh *m_mesh;
+ IGameDef *m_gamedef;
+
+ // 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 buffer (i.e. material) indices to base texture names
+ std::map<u32, std::string> m_crack_materials;
+
+ // 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;
};
-// Helper functions
-video::SColor MapBlock_LightColor(u8 alpha, u8 light);
-TileSpec getNodeTile(MapNode mn, v3s16 p, v3s16 face_dir,
- NodeModMap *temp_mods, ITextureSource *tsrc, INodeDefManager *ndef);
-class MapBlock;
-struct MeshMakeData
+/*
+ This is used because CMeshBuffer::append() is very slow
+*/
+struct PreMeshBuffer
{
- u32 m_daynight_ratio;
- NodeModMap m_temp_mods;
- VoxelManipulator m_vmanip;
- v3s16 m_blockpos;
-
- /*
- Copy central data directly from block, and other data from
- parent of block.
- */
- void fill(u32 daynight_ratio, MapBlock *block);
+ TileSpec tile;
+ core::array<u16> indices;
+ core::array<video::S3DVertex> vertices;
+};
- /*
- Set up with only a single node at (1,1,1)
- */
- void fillSingleNode(u32 daynight_ratio, MapNode *node);
+struct MeshCollector
+{
+ core::array<PreMeshBuffer> prebuffers;
+
+ void append(const TileSpec &material,
+ const video::S3DVertex *vertices, u32 numVertices,
+ const u16 *indices, u32 numIndices);
};
-// This is the highest-level function in here
-scene::SMesh* makeMapBlockMesh(MeshMakeData *data, IGameDef *gamedef);
+// 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
+inline video::SColor MapBlock_LightColor(u8 alpha, u16 light)
+{
+ return video::SColor(alpha, (light & 0xff), (light >> 8), 0);
+}
+
+// Compute light at node
+u16 getInteriorLight(MapNode n, s32 increment, MeshMakeData *data);
+u16 getFaceLight(MapNode n, MapNode n2, v3s16 face_dir, MeshMakeData *data);
+u16 getSmoothLight(v3s16 p, v3s16 corner, MeshMakeData *data);
+
+// 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);
#endif