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/*
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 "nodedef.h"
#include <IMeshManipulator.h>
struct MeshMakeData;
struct MeshCollector;
struct LightPair {
u8 lightDay;
u8 lightNight;
LightPair() = default;
explicit LightPair(u16 value) : lightDay(value & 0xff), lightNight(value >> 8) {}
LightPair(u8 valueA, u8 valueB) : lightDay(valueA), lightNight(valueB) {}
LightPair(float valueA, float valueB) :
lightDay(core::clamp(core::round32(valueA), 0, 255)),
lightNight(core::clamp(core::round32(valueB), 0, 255)) {}
operator u16() const { return lightDay | lightNight << 8; }
};
struct LightInfo {
float light_day;
float light_night;
float light_boosted;
LightPair getPair(float sunlight_boost = 0.0) const
{
return LightPair(
(1 - sunlight_boost) * light_day
+ sunlight_boost * light_boosted,
light_night);
}
};
struct LightFrame {
f32 lightsDay[8];
f32 lightsNight[8];
bool sunlight[8];
};
class MapblockMeshGenerator
{
public:
MeshMakeData *data;
MeshCollector *collector;
const NodeDefManager *nodedef;
scene::IMeshManipulator *meshmanip;
// options
bool enable_mesh_cache;
// current node
v3s16 blockpos_nodes;
v3s16 p;
v3f origin;
MapNode n;
const ContentFeatures *f;
LightPair light;
LightFrame frame;
video::SColor color;
TileSpec tile;
float scale;
// lighting
void getSmoothLightFrame();
LightInfo blendLight(const v3f &vertex_pos);
video::SColor blendLightColor(const v3f &vertex_pos);
video::SColor blendLightColor(const v3f &vertex_pos, const v3f &vertex_normal);
void useTile(int index = 0, u8 set_flags = MATERIAL_FLAG_CRACK_OVERLAY,
u8 reset_flags = 0, bool special = false);
void getTile(int index, TileSpec *tile);
void getTile(v3s16 direction, TileSpec *tile);
void getSpecialTile(int index, TileSpec *tile, bool apply_crack = false);
// face drawing
void drawQuad(v3f *vertices, const v3s16 &normal = v3s16(0, 0, 0),
float vertical_tiling = 1.0);
// cuboid drawing!
void drawCuboid(const aabb3f &box, TileSpec *tiles, int tilecount,
const LightInfo *lights , const f32 *txc);
void generateCuboidTextureCoords(aabb3f const &box, f32 *coords);
void drawAutoLightedCuboid(aabb3f box, const f32 *txc = NULL,
TileSpec *tiles = NULL, int tile_count = 0);
// liquid-specific
bool top_is_same_liquid;
bool draw_liquid_bottom;
TileSpec tile_liquid;
TileSpec tile_liquid_top;
content_t c_flowing;
content_t c_source;
video::SColor color_liquid_top;
struct NeighborData {
f32 level;
content_t content;
bool is_same_liquid;
bool top_is_same_liquid;
};
NeighborData liquid_neighbors[3][3];
f32 corner_levels[2][2];
void prepareLiquidNodeDrawing();
void getLiquidNeighborhood();
void calculateCornerLevels();
f32 getCornerLevel(int i, int k);
void drawLiquidSides();
void drawLiquidTop();
void drawLiquidBottom();
// raillike-specific
// name of the group that enables connecting to raillike nodes of different kind
static const std::string raillike_groupname;
int raillike_group;
bool isSameRail(v3s16 dir);
// plantlike-specific
PlantlikeStyle draw_style;
v3f offset;
int rotate_degree;
bool random_offset_Y;
int face_num;
float plant_height;
void drawPlantlikeQuad(float rotation, float quad_offset = 0,
bool offset_top_only = false);
void drawPlantlike();
// firelike-specific
void drawFirelikeQuad(float rotation, float opening_angle,
float offset_h, float offset_v = 0.0);
// drawtypes
void drawLiquidNode();
void drawGlasslikeNode();
void drawGlasslikeFramedNode();
void drawAllfacesNode();
void drawTorchlikeNode();
void drawSignlikeNode();
void drawPlantlikeNode();
void drawPlantlikeRootedNode();
void drawFirelikeNode();
void drawFencelikeNode();
void drawRaillikeNode();
void drawNodeboxNode();
void drawMeshNode();
// common
void errorUnknownDrawtype();
void drawNode();
public:
MapblockMeshGenerator(MeshMakeData *input, MeshCollector *output);
void generate();
void renderSingle(content_t node);
};
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