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path: root/advtrains/trainhud.lua
Commit message (Expand)AuthorAge
* Fix manual train controlorwell962021-02-10
* Make anti-LZB-flicker system work after rebase onto hud redesignorwell962021-02-10
* Fix hud and trainlogic to work togetherorwell962021-02-10
* Make cab signalling work with renamed lzb fieldsorwell962021-02-10
* Use graphical indication for more elements; improve 7-segment displayrelease-2.2.1ywang2021-01-20
* Use absolute positioning from the bottom of the screenywang2021-01-19
* Change color of max speed indicationywang2021-01-07
* Remove advtrains_hud_blank.pngywang2021-01-05
* Revert to black background; use "blocks" for the (physical) maximum speedywang2021-01-05
* HUD improvementsywang2021-01-04
* Minor optimizationsywang2020-12-30
* Add demoywang2020-12-27
* Minor improvements for speed indicatorywang2020-12-23
* Minor improvementsywang2020-12-23
* Improve speed indicationywang2020-12-23
* Improved HUD texturesywang2020-12-23
* HUD improvementsywang2020-12-22
* Improved speed indicationywang2020-12-19
* Use PNG textures for the indication of reverser, lever, control mode, shunt m...ywang2020-12-19
* Redesign train HUDywang2020-12-19
* display oncoming lzb speed restrictions in HUDGabriel PĂ©rez-Cerezo2020-06-14
* Restore old door status display behaviororwell962019-03-09
* Shunt signals (not exactly Ks), along with fixes in other components that tho...orwell962018-12-08
* Make "Line" property accessible from OBC and gettable via LATC, change subway...orwell962018-11-20
* Prevent any user control except "Brake" when an ATC override is presentorwell962018-10-17
* Improve ATC-LZB-User control interaction, smoothen LZB control operationsorwell962018-10-17
* Properly handle speed restrictionsorwell962018-10-10
* Remote Routesetting from Onboard Computerorwell962018-10-10
* Add signal safety control override, restructure control systemorwell962018-10-10
* Fix path_dir to actually be an angle, path item deletion and orientation of w...orwell962018-06-14
* Bugfixes part 1orwell962018-06-14
* Occupation System, new train steps, still incompleteorwell962018-06-14
* Change controls for trains (again)orwell962018-01-07
* Merge remote-tracking branch 'lemon-melon-repo/master'orwell962017-10-11
|\
* | Remove zip release files, move mod to root, exclude assets from Makefile (#92)rubenwardy2017-09-20
|/
* Restructure mod directoryorwell962017-01-04
* Add Automatic Train Control systemorwell962017-01-04
* remove train type concept and calculate train's capabilities based on used wa...orwell962016-12-22
* Turning mod into a modpack and separating the trains from the core modorwell962016-12-20
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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.
*/

#include "mapblock_mesh.h"
#include "light.h"
#include "mapblock.h"
#include "map.h"
#include "profiler.h"
#include "nodedef.h"
#include "gamedef.h"
#include "mesh.h"
#include "minimap.h"
#include "content_mapblock.h"
#include "noise.h"
#include "shader.h"
#include "settings.h"
#include "util/directiontables.h"
#include <IMeshManipulator.h>

static void applyFacesShading(video::SColor &color, const float factor)
{
	color.setRed(core::clamp(core::round32(color.getRed() * factor), 0, 255));
	color.setGreen(core::clamp(core::round32(color.getGreen() * factor), 0, 255));
}

/*
	MeshMakeData
*/

MeshMakeData::MeshMakeData(IGameDef *gamedef, bool use_shaders,
		bool use_tangent_vertices):
	m_vmanip(),
	m_blockpos(-1337,-1337,-1337),
	m_crack_pos_relative(-1337, -1337, -1337),
	m_smooth_lighting(false),
	m_show_hud(false),
	m_gamedef(gamedef),
	m_use_shaders(use_shaders),
	m_use_tangent_vertices(use_tangent_vertices)
{}

void MeshMakeData::fill(MapBlock *block)
{
	m_blockpos = block->getPos();

	v3s16 blockpos_nodes = m_blockpos*MAP_BLOCKSIZE;

	/*
		Copy data
	*/

	// Allocate this block + neighbors
	m_vmanip.clear();
	VoxelArea voxel_area(blockpos_nodes - v3s16(1,1,1) * MAP_BLOCKSIZE,
			blockpos_nodes + v3s16(1,1,1) * MAP_BLOCKSIZE*2-v3s16(1,1,1));
	m_vmanip.addArea(voxel_area);

	{
		//TimeTaker timer("copy central block data");
		// 0ms

		// Copy our data
		block->copyTo(m_vmanip);
	}
	{
		//TimeTaker timer("copy neighbor block data");
		// 0ms

		/*
			Copy neighbors. This is lightning fast.
			Copying only the borders would be *very* slow.
		*/

		// Get map
		Map *map = block->getParent();

		for(u16 i=0; i<26; i++)
		{
			const v3s16 &dir = g_26dirs[i];
			v3s16 bp = m_blockpos + dir;
			MapBlock *b = map->getBlockNoCreateNoEx(bp);
			if(b)
				b->copyTo(m_vmanip);
		}
	}
}

void MeshMakeData::fillSingleNode(MapNode *node)
{
	m_blockpos = v3s16(0,0,0);

	v3s16 blockpos_nodes = v3s16(0,0,0);
	VoxelArea area(blockpos_nodes-v3s16(1,1,1)*MAP_BLOCKSIZE,
			blockpos_nodes+v3s16(1,1,1)*MAP_BLOCKSIZE*2-v3s16(1,1,1));
	s32 volume = area.getVolume();
	s32 our_node_index = area.index(1,1,1);

	// Allocate this block + neighbors
	m_vmanip.clear();
	m_vmanip.addArea(area);

	// Fill in data
	MapNode *data = new MapNode[volume];
	for(s32 i = 0; i < volume; i++)
	{
		if(i == our_node_index)
		{
			data[i] = *node;
		}
		else
		{
			data[i] = MapNode(CONTENT_AIR, LIGHT_MAX, 0);
		}
	}
	m_vmanip.copyFrom(data, area, area.MinEdge, area.MinEdge, area.getExtent());
	delete[] data;
}

void MeshMakeData::setCrack(int crack_level, v3s16 crack_pos)
{
	if(crack_level >= 0)
		m_crack_pos_relative = crack_pos - m_blockpos*MAP_BLOCKSIZE;
}

void MeshMakeData::setSmoothLighting(bool smooth_lighting)
{
	m_smooth_lighting = smooth_lighting;
}

/*
	Light and vertex color functions
*/

/*
	Calculate non-smooth lighting at interior of node.
	Single light bank.
*/
static u8 getInteriorLight(enum LightBank bank, MapNode n, s32 increment,
		INodeDefManager *ndef)
{
	u8 light = n.getLight(bank, ndef);

	while(increment > 0)
	{
		light = undiminish_light(light);
		--increment;
	}
	while(increment < 0)
	{
		light = diminish_light(light);
		++increment;
	}

	return decode_light(light);
}

/*
	Calculate non-smooth lighting at interior of node.
	Both light banks.
*/
u16 getInteriorLight(MapNode n, s32 increment, INodeDefManager *ndef)
{
	u16 day = getInteriorLight(LIGHTBANK_DAY, n, increment, ndef);
	u16 night = getInteriorLight(LIGHTBANK_NIGHT, n, increment, ndef);
	return day | (night << 8);
}

/*
	Calculate non-smooth lighting at face of node.
	Single light bank.
*/
static u8 getFaceLight(enum LightBank bank, MapNode n, MapNode n2,
		v3s16 face_dir, INodeDefManager *ndef)
{
	u8 light;
	u8 l1 = n.getLight(bank, ndef);
	u8 l2 = n2.getLight(bank, ndef);
	if(l1 > l2)
		light = l1;
	else
		light = l2;

	// Boost light level for light sources
	u8 light_source = MYMAX(ndef->get(n).light_source,
			ndef->get(n2).light_source);
	if(light_source > light)
		light = light_source;

	return decode_light(light);
}

/*
	Calculate non-smooth lighting at face of node.
	Both light banks.
*/
u16 getFaceLight(MapNode n, MapNode n2, v3s16 face_dir, INodeDefManager *ndef)
{
	u16 day = getFaceLight(LIGHTBANK_DAY, n, n2, face_dir, ndef);
	u16 night = getFaceLight(LIGHTBANK_NIGHT, n, n2, face_dir, ndef);
	return day | (night << 8);
}

/*
	Calculate smooth lighting at the XYZ- corner of p.
	Both light banks
*/
static u16 getSmoothLightCombined(v3s16 p, MeshMakeData *data)
{
	static const v3s16 dirs8[8] = {
		v3s16(0,0,0),
		v3s16(0,0,1),
		v3s16(0,1,0),
		v3s16(0,1,1),
		v3s16(1,0,0),
		v3s16(1,1,0),
		v3s16(1,0,1),
		v3s16(1,1,1),
	};

	INodeDefManager *ndef = data->m_gamedef->ndef();

	u16 ambient_occlusion = 0;
	u16 light_count = 0;
	u8 light_source_max = 0;
	u16 light_day = 0;
	u16 light_night = 0;

	for (u32 i = 0; i < 8; i++)
	{
		const MapNode &n = data->m_vmanip.getNodeRefUnsafeCheckFlags(p - dirs8[i]);

		// if it's CONTENT_IGNORE we can't do any light calculations
		if (n.getContent() == CONTENT_IGNORE) {
			continue;
		}

		const ContentFeatures &f = ndef->get(n);
		if (f.light_source > light_source_max)
			light_source_max = f.light_source;
		// Check f.solidness because fast-style leaves look better this way
		if (f.param_type == CPT_LIGHT && f.solidness != 2) {
			light_day += decode_light(n.getLightNoChecks(LIGHTBANK_DAY, &f));
			light_night += decode_light(n.getLightNoChecks(LIGHTBANK_NIGHT, &f));
			light_count++;
		} else {
			ambient_occlusion++;
		}
	}

	if(light_count == 0)
		return 0xffff;

	light_day /= light_count;
	light_night /= light_count;

	// Boost brightness around light sources
	bool skip_ambient_occlusion_day = false;
	if(decode_light(light_source_max) >= light_day) {
		light_day = decode_light(light_source_max);
		skip_ambient_occlusion_day = true;
	}

	bool skip_ambient_occlusion_night = false;
	if(decode_light(light_source_max) >= light_night) {
		light_night = decode_light(light_source_max);
		skip_ambient_occlusion_night = true;
	}

	if (ambient_occlusion > 4)
	{
		static const float ao_gamma = rangelim(
			g_settings->getFloat("ambient_occlusion_gamma"), 0.25, 4.0);

		// Table of gamma space multiply factors.
		static const float light_amount[3] = {
			powf(0.75, 1.0 / ao_gamma),
			powf(0.5,  1.0 / ao_gamma),
			powf(0.25, 1.0 / ao_gamma)
		};

		//calculate table index for gamma space multiplier
		ambient_occlusion -= 5;

		if (!skip_ambient_occlusion_day)
			light_day = rangelim(core::round32(light_day*light_amount[ambient_occlusion]), 0, 255);
		if (!skip_ambient_occlusion_night)
			light_night = rangelim(core::round32(light_night*light_amount[ambient_occlusion]), 0, 255);
	}

	return light_day | (light_night << 8);
}

/*
	Calculate smooth lighting at the given corner of p.
	Both light banks.
*/
u16 getSmoothLight(v3s16 p, v3s16 corner, MeshMakeData *data)
{
	if(corner.X == 1) p.X += 1;
	// else corner.X == -1
	if(corner.Y == 1) p.Y += 1;
	// else corner.Y == -1
	if(corner.Z == 1) p.Z += 1;
	// else corner.Z == -1

	return getSmoothLightCombined(p, data);
}

/*
	Converts from day + night color values (0..255)
	and a given daynight_ratio to the final SColor shown on screen.
*/
void finalColorBlend(video::SColor& result,
		u8 day, u8 night, u32 daynight_ratio)
{
	s32 rg = (day * daynight_ratio + night * (1000-daynight_ratio)) / 1000;