From 807a0d313ba667356ee8af8ef5ae82b6c4881d15 Mon Sep 17 00:00:00 2001 From: Kahrl Date: Tue, 13 Mar 2012 18:56:12 +0100 Subject: MapBlockMesh, mesh animation system, urgent mesh updates, athmospheric light, removed footprints --- src/mapblock_mesh.h | 220 ++++++++++++++++++++++++++++------------------------ 1 file changed, 118 insertions(+), 102 deletions(-) (limited to 'src/mapblock_mesh.h') 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 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 indices; - core::array 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; ivertices.size(); - for(u32 i=0; i 65535) - { - dstream<<"FIXME: Meshbuffer ran out of indices"<indices.push_back(j); - } - for(u32 i=0; ivertices.push_back(vertices[i]); - } + return m_mesh; } - void fillMesh(scene::SMesh *mesh) + bool isAnimationForced() const { - /*dstream<<"Filling mesh with "< - 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 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 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 > > 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 indices; + core::array vertices; +}; - /* - Set up with only a single node at (1,1,1) - */ - void fillSingleNode(u32 daynight_ratio, MapNode *node); +struct MeshCollector +{ + core::array 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 -- cgit v1.2.3