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path: root/src/client/meshgen/collector.cpp
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/*
Minetest
Copyright (C) 2018 numzero, Lobachevskiy Vitaliy <numzer0@yandex.ru>

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.
*/

#include "collector.h"
#include <stdexcept>
#include "log.h"
#include "client/mesh.h"

void MeshCollector::append(const TileSpec &tile, const video::S3DVertex *vertices,
		u32 numVertices, const u16 *indices, u32 numIndices)
{
	for (int layernum = 0; layernum < MAX_TILE_LAYERS; layernum++) {
		const TileLayer *layer = &tile.layers[layernum];
		if (layer->texture_id == 0)
			continue;
		append(*layer, vertices, numVertices, indices, numIndices, layernum,
				tile.world_aligned);
	}
}

void MeshCollector::append(const TileLayer &layer, const video::S3DVertex *vertices,
		u32 numVertices, const u16 *indices, u32 numIndices, u8 layernum,
		bool use_scale)
{
	PreMeshBuffer &p = findBuffer(layer, layernum, numVertices);

	f32 scale = 1.0f;
	if (use_scale)
		scale = 1.0f / layer.scale;

	u32 vertex_count = p.vertices.size();
	for (u32 i = 0; i < numVertices; i++)
		p.vertices.emplace_back(vertices[i].Pos, vertices[i].Normal,
				vertices[i].Color, scale * vertices[i].TCoords);

	for (u32 i = 0; i < numIndices; i++)
		p.indices.push_back(indices[i] + vertex_count);
}

void MeshCollector::append(const TileSpec &tile, const video::S3DVertex *vertices,
		u32 numVertices, const u16 *indices, u32 numIndices, v3f pos,
		video::SColor c, u8 light_source)
{
	for (int layernum = 0; layernum < MAX_TILE_LAYERS; layernum++) {
		const TileLayer *layer = &tile.layers[layernum];
		if (layer->texture_id == 0)
			continue;
		append(*layer, vertices, numVertices, indices, numIndices, pos, c,
				light_source, layernum, tile.world_aligned);
	}
}

void MeshCollector::append(const TileLayer &layer, const video::S3DVertex *vertices,
		u32 numVertices, const u16 *indices, u32 numIndices, v3f pos,
		video::SColor c, u8 light_source, u8 layernum, bool use_scale)
{
	PreMeshBuffer &p = findBuffer(layer, layernum, numVertices);

	f32 scale = 1.0f;
	if (use_scale)
		scale = 1.0f / layer.scale;

	u32 vertex_count = p.vertices.size();
	for (u32 i = 0; i < numVertices; i++) {
		video::SColor color = c;
		if (!light_source)
			applyFacesShading(color, vertices[i].Normal);
		p.vertices.emplace_back(vertices[i].Pos + pos, vertices[i].Normal, color,
				scale * vertices[i].TCoords);
	}

	for (u32 i = 0; i < numIndices; i++)
		p.indices.push_back(indices[i] + vertex_count);
}

PreMeshBuffer &MeshCollector::findBuffer(
		const TileLayer &layer, u8 layernum, u32 numVertices)
{
	if (numVertices > U16_MAX)
		throw std::invalid_argument(
				"Mesh can't contain more than 65536 vertices");
	std::vector<PreMeshBuffer> &buffers = prebuffers[layernum];
	for (PreMeshBuffer &p : buffers)
		if (p.layer == layer && p.vertices.size() + numVertices <= U16_MAX)
			return p;
	buffers.emplace_back(layer);
	return buffers.back();
}
of dialog response returned in fields ^ -if dialog was accepted "_accepted" ^ will be added to fieldname containing the path ^ -if dialog was canceled "_cancelled" ^ will be added to fieldname value is set to formname itself ^ if `is_file_select` is `true`, a file and not a folder will be selected ^ returns nil or selected file/folder core.get_screen_info() ^ returns { density = <screen density 0.75,1.0,2.0,3.0 ... (dpi)>, display_width = <width of display>, display_height = <height of display>, window_width = <current window width>, window_height = <current window height>, render_info = <active render information> } Content and Packages -------------------- Content - an installed mod, modpack, game, or texture pack (txt) Package - content which is downloadable from the content db, may or may not be installed. * core.get_user_path() (possible in async calls) * returns path to global user data, the directory that contains user-provided mods, worlds, games, and texture packs. * core.get_modpath() (possible in async calls) * returns path to global modpath * core.get_clientmodpath() (possible in async calls) * returns path to global client-side modpath * core.get_gamepath() (possible in async calls) * returns path to global gamepath * core.get_texturepath() (possible in async calls) * returns path to default textures * core.get_game(index) * returns: { id = <id>, path = <full path to game>, gamemods_path = <path>, name = <name of game>, menuicon_path = <full path to menuicon>, author = "author", DEPRECATED: addon_mods_paths = {[1] = <path>,}, } * core.get_games() -> table of all games in upper format (possible in async calls) * core.get_content_info(path) * returns { name = "name of content", type = "mod" or "modpack" or "game" or "txp", description = "description", author = "author", path = "path/to/content", depends = {"mod", "names"}, -- mods only optional_depends = {"mod", "names"}, -- mods only } Logging ------- core.debug(line) (possible in async calls) ^ Always printed to stderr and logfile (print() is redirected here) core.log(line) (possible in async calls) core.log(loglevel, line) (possible in async calls) ^ loglevel one of "error", "action", "info", "verbose" Settings -------- core.settings:set(name, value) core.settings:get(name) -> string or nil (possible in async calls) core.settings:set_bool(name, value) core.settings:get_bool(name) -> bool or nil (possible in async calls) core.settings:save() -> nil, save all settings to config file For a complete list of methods of the Settings object see [lua_api.txt](https://github.com/minetest/minetest/blob/master/doc/lua_api.txt) Worlds ------ core.get_worlds() -> list of worlds (possible in async calls) ^ returns { [1] = { path = <full path to world>, name = <name of world>, gameid = <gameid of world>, }, } core.create_world(worldname, gameid) core.delete_world(index) Helpers ------- core.get_us_time() ^ returns time with microsecond precision core.gettext(string) -> string ^ look up the translation of a string in the gettext message catalog fgettext_ne(string, ...) ^ call core.gettext(string), replace "$1"..."$9" with the given ^ extra arguments and return the result fgettext(string, ...) -> string ^ same as fgettext_ne(), but calls core.formspec_escape before returning result core.parse_json(string[, nullvalue]) -> something (possible in async calls) ^ see core.parse_json (lua_api.txt) dump(obj, dumped={}) ^ Return object serialized as a string string:split(separator) ^ eg. string:split("a,b", ",") == {"a","b"} string:trim() ^ eg. string.trim("\n \t\tfoo bar\t ") == "foo bar" core.is_yes(arg) (possible in async calls) ^ returns whether arg can be interpreted as yes minetest.encode_base64(string) (possible in async calls) ^ Encodes a string in base64. minetest.decode_base64(string) (possible in async calls) ^ Decodes a string encoded in base64. Async ----- core.handle_async(async_job,parameters,finished) ^ execute a function asynchronously ^ async_job is a function receiving one parameter and returning one parameter ^ parameters parameter table passed to async_job ^ finished function to be called once async_job has finished ^ the result of async_job is passed to this function Limitations of Async operations -No access to global lua variables, don't even try -Limited set of available functions e.g. No access to functions modifying menu like core.start,core.close, core.show_path_select_dialog Background music ---------------- The main menu supports background music. It looks for a `main_menu` sound in `$USER_PATH/sounds`. The same naming conventions as for normal sounds apply. This means the player can add a custom sound. It will be played in the main menu (gain = 1.0), looped.