1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
|
/*
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 "irrlichttypes_extrabloated.h"
#include "client/tile.h"
#include "voxel.h"
#include <array>
#include <map>
class Client;
class IShaderSource;
/*
Mesh making stuff
*/
class MapBlock;
struct MinimapMapblock;
struct MeshMakeData
{
VoxelManipulator m_vmanip;
v3s16 m_blockpos = v3s16(-1337,-1337,-1337);
v3s16 m_crack_pos_relative = v3s16(-1337,-1337,-1337);
bool m_smooth_lighting = false;
Client *m_client;
bool m_use_shaders;
MeshMakeData(Client *client, bool use_shaders);
/*
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.
*/
void fill(MapBlock *block);
/*
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);
};
// represents a triangle as indexes into the vertex buffer in SMeshBuffer
class MeshTriangle
{
public:
scene::SMeshBuffer *buffer;
u16 p1, p2, p3;
v3f centroid;
float areaSQ;
void updateAttributes()
{
v3f v1 = buffer->getPosition(p1);
v3f v2 = buffer->getPosition(p2);
v3f v3 = buffer->getPosition(p3);
centroid = (v1 + v2 + v3) / 3;
areaSQ = (v2-v1).crossProduct(v3-v1).getLengthSQ() / 4;
}
v3f getNormal() const {
v3f v1 = buffer->getPosition(p1);
v3f v2 = buffer->getPosition(p2);
v3f v3 = buffer->getPosition(p3);
return (v2-v1).crossProduct(v3-v1);
}
};
/**
* Implements a binary space partitioning tree
* See also: https://en.wikipedia.org/wiki/Binary_space_partitioning
*/
class MapBlockBspTree
{
public:
MapBlockBspTree() {}
void buildTree(const std::vector<MeshTriangle> *triangles);
void traverse(v3f viewpoint, std::vector<s32> &output) const
{
traverse(root, viewpoint, output);
}
private:
// Tree node definition;
struct TreeNode
{
v3f normal;
v3f origin;
std::vector<s32> triangle_refs;
s32 front_ref;
s32 back_ref;
TreeNode() = default;
TreeNode(v3f normal, v3f origin, const std::vector<s32> &triangle_refs, s32 front_ref, s32 back_ref) :
normal(normal), origin(origin), triangle_refs(triangle_refs), front_ref(front_ref), back_ref(back_ref)
{}
};
s32 buildTree(v3f normal, v3f origin, float delta, const std::vector<s32> &list, u32 depth);
void traverse(s32 node, v3f viewpoint, std::vector<s32> &output) const;
const std::vector<MeshTriangle> *triangles = nullptr; // this reference is managed externally
std::vector<TreeNode> nodes; // list of nodes
s32 root = -1; // index of the root node
};
class PartialMeshBuffer
{
public:
PartialMeshBuffer(scene::SMeshBuffer *buffer, const std::vector<u16> &vertex_indexes) :
m_buffer(buffer), m_vertex_indexes(vertex_indexes)
{}
scene::IMeshBuffer *getBuffer() const { return m_buffer; }
const std::vector<u16> &getVertexIndexes() const { return m_vertex_indexes; }
void beforeDraw() const;
private:
scene::SMeshBuffer *m_buffer;
std::vector<u16> m_vertex_indexes;
};
/*
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:
// Builds the mesh given
MapBlockMesh(MeshMakeData *data, v3s16 camera_offset);
~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::IMesh *getMesh()
{
return m_mesh[0];
}
scene::IMesh *getMesh(u8 layer)
{
return m_mesh[layer];
}
MinimapMapblock *moveMinimapMapblock()
{
MinimapMapblock *p = m_minimap_mapblock;
m_minimap_mapblock = NULL;
return p;
}
bool isAnimationForced() const
{
return m_animation_force_timer == 0;
}
void decreaseAnimationForceTimer()
{
if(m_animation_force_timer > 0)
m_animation_force_timer--;
}
/// update transparent buffers to render towards the camera
void updateTransparentBuffers(v3f camera_pos, v3s16 block_pos);
void consolidateTransparentBuffers();
/// get the list of transparent buffers
const std::vector<PartialMeshBuffer> &getTransparentBuffers() const
{
return this->m_transparent_buffers;
}
private:
scene::IMesh *m_mesh[MAX_TILE_LAYERS];
MinimapMapblock *m_minimap_mapblock;
ITextureSource *m_tsrc;
IShaderSource *m_shdrsrc;
bool m_enable_shaders;
bool m_enable_vbo;
// 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 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 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 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;
// list of all semitransparent triangles in the mapblock
std::vector<MeshTriangle> m_transparent_triangles;
// Binary Space Partitioning tree for the block
MapBlockBspTree m_bsp_tree;
// Ordered list of references to parts of transparent buffers to draw
std::vector<PartialMeshBuffer> m_transparent_buffers;
};
/*!
* 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, const NodeDefManager *ndef);
u16 getFaceLight(MapNode n, MapNode n2, const v3s16 &face_dir,
const NodeDefManager *ndef);
u16 getSmoothLightSolid(const v3s16 &p, const v3s16 &face_dir, const v3s16 &corner, MeshMakeData *data);
u16 getSmoothLightTransparent(const v3s16 &p, const v3s16 &corner, MeshMakeData *data);
/*!
* 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 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, const v3s16 &p, u8 tileindex, MeshMakeData *data, TileSpec &tile);
void getNodeTile(MapNode mn, const v3s16 &p, const v3s16 &dir, MeshMakeData *data, TileSpec &tile);
|