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author | Quentin Bazin <quent42340@gmail.com> | 2018-11-28 20:01:49 +0100 |
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committer | SmallJoker <SmallJoker@users.noreply.github.com> | 2018-11-28 20:01:49 +0100 |
commit | 5f1cd555cd9d1c64426e173b30b5b792d211c835 (patch) | |
tree | 2c8508467d3bf28d549cce2d25144fa8ef42beae /src/client/mapblock_mesh.h | |
parent | ddd9317b733857630499972179caebc236b4d991 (diff) | |
download | minetest-5f1cd555cd9d1c64426e173b30b5b792d211c835.tar.gz minetest-5f1cd555cd9d1c64426e173b30b5b792d211c835.tar.bz2 minetest-5f1cd555cd9d1c64426e173b30b5b792d211c835.zip |
Move client-specific files to 'src/client' (#7902)
Update Android.mk
Remove 'src/client' from include_directories
Diffstat (limited to 'src/client/mapblock_mesh.h')
-rw-r--r-- | src/client/mapblock_mesh.h | 228 |
1 files changed, 228 insertions, 0 deletions
diff --git a/src/client/mapblock_mesh.h b/src/client/mapblock_mesh.h new file mode 100644 index 000000000..6af23a656 --- /dev/null +++ b/src/client/mapblock_mesh.h @@ -0,0 +1,228 @@ +/* +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; + bool m_use_tangent_vertices; + + MeshMakeData(Client *client, bool use_shaders, + bool use_tangent_vertices = false); + + /* + 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 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); +}; + +/* + 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--; + } + + void updateCameraOffset(v3s16 camera_offset); + +private: + scene::IMesh *m_mesh[MAX_TILE_LAYERS]; + MinimapMapblock *m_minimap_mapblock; + ITextureSource *m_tsrc; + IShaderSource *m_shdrsrc; + + bool m_enable_shaders; + bool m_use_tangent_vertices; + 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; + + // Camera offset info -> do we have to translate the mesh? + v3s16 m_camera_offset; +}; + +/*! + * 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); |