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authorQuentin Bazin <quent42340@gmail.com>2018-11-28 20:01:49 +0100
committerSmallJoker <SmallJoker@users.noreply.github.com>2018-11-28 20:01:49 +0100
commit5f1cd555cd9d1c64426e173b30b5b792d211c835 (patch)
tree2c8508467d3bf28d549cce2d25144fa8ef42beae /src/client/mapblock_mesh.h
parentddd9317b733857630499972179caebc236b4d991 (diff)
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Move client-specific files to 'src/client' (#7902)
Update Android.mk Remove 'src/client' from include_directories
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diff --git a/src/client/mapblock_mesh.h b/src/client/mapblock_mesh.h
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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 "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);