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-rw-r--r--src/client.cpp18
-rw-r--r--src/client.h5
-rw-r--r--src/content_mapblock.cpp63
-rw-r--r--src/defaultsettings.cpp1
-rw-r--r--src/game.cpp28
-rw-r--r--src/mapblock_mesh.cpp82
-rw-r--r--src/mapblock_mesh.h15
-rw-r--r--src/tile.h1
8 files changed, 165 insertions, 48 deletions
diff --git a/src/client.cpp b/src/client.cpp
index 459d371c2..30280369f 100644
--- a/src/client.cpp
+++ b/src/client.cpp
@@ -2475,6 +2475,15 @@ int Client::getCrackLevel()
return m_crack_level;
}
+void Client::setHighlighted(v3s16 pos, bool show_hud)
+{
+ m_show_hud = show_hud;
+ v3s16 old_highlighted_pos = m_highlighted_pos;
+ m_highlighted_pos = pos;
+ addUpdateMeshTaskForNode(old_highlighted_pos, false, true);
+ addUpdateMeshTaskForNode(m_highlighted_pos, false, true);
+}
+
void Client::setCrack(int level, v3s16 pos)
{
int old_crack_level = m_crack_level;
@@ -2547,22 +2556,23 @@ void Client::addUpdateMeshTask(v3s16 p, bool ack_to_server, bool urgent)
MapBlock *b = m_env.getMap().getBlockNoCreateNoEx(p);
if(b == NULL)
return;
-
+
/*
Create a task to update the mesh of the block
*/
-
+
MeshMakeData *data = new MeshMakeData(this);
-
+
{
//TimeTaker timer("data fill");
// Release: ~0ms
// Debug: 1-6ms, avg=2ms
data->fill(b);
data->setCrack(m_crack_level, m_crack_pos);
+ data->setHighlighted(m_highlighted_pos, m_show_hud);
data->setSmoothLighting(g_settings->getBool("smooth_lighting"));
}
-
+
// Add task to queue
m_mesh_update_thread.m_queue_in.addBlock(p, data, ack_to_server, urgent);
}
diff --git a/src/client.h b/src/client.h
index 51ce5b8f2..8bffbd1db 100644
--- a/src/client.h
+++ b/src/client.h
@@ -395,6 +395,9 @@ public:
int getCrackLevel();
void setCrack(int level, v3s16 pos);
+ void setHighlighted(v3s16 pos, bool show_hud);
+ v3s16 getHighlighted(){ return m_highlighted_pos; }
+
u16 getHP();
u16 getBreath();
@@ -500,10 +503,12 @@ private:
float m_inventory_from_server_age;
std::set<v3s16> m_active_blocks;
PacketCounter m_packetcounter;
+ bool m_show_hud;
// Block mesh animation parameters
float m_animation_time;
int m_crack_level;
v3s16 m_crack_pos;
+ v3s16 m_highlighted_pos;
// 0 <= m_daynight_i < DAYNIGHT_CACHE_COUNT
//s32 m_daynight_i;
//u32 m_daynight_ratio;
diff --git a/src/content_mapblock.cpp b/src/content_mapblock.cpp
index baa97a987..0b4b7fd0a 100644
--- a/src/content_mapblock.cpp
+++ b/src/content_mapblock.cpp
@@ -169,6 +169,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
MeshCollector &collector)
{
INodeDefManager *nodedef = data->m_gamedef->ndef();
+ ITextureSource *tsrc = data->m_gamedef->tsrc();
// 0ms
//TimeTaker timer("mapblock_mesh_generate_special()");
@@ -177,26 +178,72 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
Some settings
*/
bool new_style_water = g_settings->getBool("new_style_water");
-
+
float node_liquid_level = 1.0;
- if(new_style_water)
+ if (new_style_water)
node_liquid_level = 0.85;
-
+
v3s16 blockpos_nodes = data->m_blockpos*MAP_BLOCKSIZE;
- for(s16 z=0; z<MAP_BLOCKSIZE; z++)
- for(s16 y=0; y<MAP_BLOCKSIZE; y++)
- for(s16 x=0; x<MAP_BLOCKSIZE; x++)
+ // Create selection mesh
+ v3s16 p = data->m_highlighted_pos_relative;
+ if (data->m_show_hud &
+ (p.X >= 0) & (p.X < MAP_BLOCKSIZE) &
+ (p.Y >= 0) & (p.Y < MAP_BLOCKSIZE) &
+ (p.Z >= 0) & (p.Z < MAP_BLOCKSIZE)) {
+
+ MapNode n = data->m_vmanip.getNodeNoEx(blockpos_nodes + p);
+ // Get selection mesh light level
+ static const v3s16 dirs[7] = {
+ v3s16( 0, 0, 0),
+ v3s16( 0, 1, 0),
+ v3s16( 0,-1, 0),
+ v3s16( 1, 0, 0),
+ v3s16(-1, 0, 0),
+ v3s16( 0, 0, 1),
+ v3s16( 0, 0,-1)
+ };
+
+ u16 l = 0;
+ u16 l1 = 0;
+ for (u8 i = 0; i < 7; i++) {
+ MapNode n1 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p + dirs[i]);
+ l1 = getInteriorLight(n1, -4, nodedef);
+ if (l1 > l)
+ l = l1;
+ }
+ video::SColor c = MapBlock_LightColor(255, l, 0);
+ data->m_highlight_mesh_color = c;
+ std::vector<aabb3f> boxes = n.getSelectionBoxes(nodedef);
+ TileSpec h_tile;
+ h_tile.material_flags |= MATERIAL_FLAG_HIGHLIGHTED;
+ h_tile.texture = tsrc->getTexture("halo.png",&h_tile.texture_id);
+ v3f pos = intToFloat(p, BS);
+ f32 d = 0.05 * BS;
+ for(std::vector<aabb3f>::iterator
+ i = boxes.begin();
+ i != boxes.end(); i++)
+ {
+ aabb3f box = *i;
+ box.MinEdge += v3f(-d, -d, -d) + pos;
+ box.MaxEdge += v3f(d, d, d) + pos;
+ makeCuboid(&collector, box, &h_tile, 1, c, NULL);
+ }
+ }
+
+ for(s16 z = 0; z < MAP_BLOCKSIZE; z++)
+ for(s16 y = 0; y < MAP_BLOCKSIZE; y++)
+ for(s16 x = 0; x < MAP_BLOCKSIZE; x++)
{
v3s16 p(x,y,z);
- MapNode n = data->m_vmanip.getNodeNoEx(blockpos_nodes+p);
+ MapNode n = data->m_vmanip.getNodeNoEx(blockpos_nodes + p);
const ContentFeatures &f = nodedef->get(n);
// Only solidness=0 stuff is drawn here
if(f.solidness != 0)
continue;
-
+
switch(f.drawtype){
default:
infostream<<"Got "<<f.drawtype<<std::endl;
diff --git a/src/defaultsettings.cpp b/src/defaultsettings.cpp
index 9cd17ac91..f3cb69e4b 100644
--- a/src/defaultsettings.cpp
+++ b/src/defaultsettings.cpp
@@ -120,6 +120,7 @@ void set_default_settings(Settings *settings)
settings->setDefault("console_color", "(0,0,0)");
settings->setDefault("console_alpha", "200");
settings->setDefault("selectionbox_color", "(0,0,0)");
+ settings->setDefault("enable_node_highlighting", "false");
settings->setDefault("crosshair_color", "(255,255,255)");
settings->setDefault("crosshair_alpha", "255");
settings->setDefault("gui_scaling", "1.0");
diff --git a/src/game.cpp b/src/game.cpp
index cb5fe8046..bae946f28 100644
--- a/src/game.cpp
+++ b/src/game.cpp
@@ -407,14 +407,16 @@ PointedThing getPointedThing(Client *client, v3f player_position,
mindistance = distance;
hilightboxes.clear();
- for(std::vector<aabb3f>::const_iterator
- i2 = boxes.begin();
- i2 != boxes.end(); i2++)
- {
- aabb3f box = *i2;
- box.MinEdge += npf + v3f(-d,-d,-d) - intToFloat(camera_offset, BS);
- box.MaxEdge += npf + v3f(d,d,d) - intToFloat(camera_offset, BS);
- hilightboxes.push_back(box);
+ if (!g_settings->getBool("enable_node_highlighting")) {
+ for(std::vector<aabb3f>::const_iterator
+ i2 = boxes.begin();
+ i2 != boxes.end(); i2++)
+ {
+ aabb3f box = *i2;
+ box.MinEdge += npf + v3f(-d,-d,-d) - intToFloat(camera_offset, BS);
+ box.MaxEdge += npf + v3f(d,d,d) - intToFloat(camera_offset, BS);
+ hilightboxes.push_back(box);
+ }
}
}
}
@@ -2096,10 +2098,13 @@ void the_game(bool &kill, bool random_input, InputHandler *input,
else if(input->wasKeyDown(getKeySetting("keymap_toggle_hud")))
{
show_hud = !show_hud;
- if(show_hud)
+ if(show_hud) {
statustext = L"HUD shown";
- else
+ client.setHighlighted(client.getHighlighted(), true);
+ } else {
statustext = L"HUD hidden";
+ client.setHighlighted(client.getHighlighted(), false);
+ }
statustext_time = 0;
}
else if(input->wasKeyDown(getKeySetting("keymap_toggle_chat")))
@@ -2796,7 +2801,8 @@ void the_game(bool &kill, bool random_input, InputHandler *input,
if(pointed != pointed_old)
{
infostream<<"Pointing at "<<pointed.dump()<<std::endl;
- //dstream<<"Pointing at "<<pointed.dump()<<std::endl;
+ if (g_settings->getBool("enable_node_highlighting"))
+ client.setHighlighted(pointed.node_undersurface, show_hud);
}
/*
diff --git a/src/mapblock_mesh.cpp b/src/mapblock_mesh.cpp
index d3f7c2f39..d75d3e148 100644
--- a/src/mapblock_mesh.cpp
+++ b/src/mapblock_mesh.cpp
@@ -46,6 +46,7 @@ MeshMakeData::MeshMakeData(IGameDef *gamedef):
m_vmanip(),
m_blockpos(-1337,-1337,-1337),
m_crack_pos_relative(-1337, -1337, -1337),
+ m_highlighted_pos_relative(-1337, -1337, -1337),
m_smooth_lighting(false),
m_gamedef(gamedef)
{}
@@ -132,6 +133,12 @@ void MeshMakeData::setCrack(int crack_level, v3s16 crack_pos)
m_crack_pos_relative = crack_pos - m_blockpos*MAP_BLOCKSIZE;
}
+void MeshMakeData::setHighlighted(v3s16 highlighted_pos, bool show_hud)
+{
+ m_show_hud = show_hud;
+ m_highlighted_pos_relative = highlighted_pos - m_blockpos*MAP_BLOCKSIZE;
+}
+
void MeshMakeData::setSmoothLighting(bool smooth_lighting)
{
m_smooth_lighting = smooth_lighting;
@@ -651,10 +658,8 @@ TileSpec getNodeTileN(MapNode mn, v3s16 p, u8 tileindex, MeshMakeData *data)
INodeDefManager *ndef = data->m_gamedef->ndef();
TileSpec spec = ndef->get(mn).tiles[tileindex];
// Apply temporary crack
- if(p == data->m_crack_pos_relative)
- {
+ if (p == data->m_crack_pos_relative)
spec.material_flags |= MATERIAL_FLAG_CRACK;
- }
return spec;
}
@@ -1008,9 +1013,13 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
m_animation_force_timer(0), // force initial animation
m_last_crack(-1),
m_crack_materials(),
+ m_highlighted_materials(),
m_last_daynight_ratio((u32) -1),
m_daynight_diffs()
{
+ m_enable_shaders = g_settings->getBool("enable_shaders");
+ m_enable_highlighting = g_settings->getBool("enable_node_highlighting");
+
// 4-21ms for MAP_BLOCKSIZE=16 (NOTE: probably outdated)
// 24-155ms for MAP_BLOCKSIZE=32 (NOTE: probably outdated)
//TimeTaker timer1("MapBlockMesh()");
@@ -1077,6 +1086,7 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
mapblock_mesh_generate_special(data, collector);
+ m_highlight_mesh_color = data->m_highlight_mesh_color;
/*
Convert MeshCollector to SMesh
@@ -1084,14 +1094,9 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
ITextureSource *tsrc = m_gamedef->tsrc();
IShaderSource *shdrsrc = m_gamedef->getShaderSource();
- bool enable_shaders = g_settings->getBool("enable_shaders");
-
for(u32 i = 0; i < collector.prebuffers.size(); i++)
{
PreMeshBuffer &p = collector.prebuffers[i];
- /*dstream<<"p.vertices.size()="<<p.vertices.size()
- <<", p.indices.size()="<<p.indices.size()
- <<std::endl;*/
// Generate animation data
// - Cracks
@@ -1129,6 +1134,9 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
p.tile.texture = animation_frame.texture;
}
+ if(m_enable_highlighting && p.tile.material_flags & MATERIAL_FLAG_HIGHLIGHTED)
+ m_highlighted_materials.push_back(i);
+
for(u32 j = 0; j < p.vertices.size(); j++)
{
// Note applyFacesShading second parameter is precalculated sqrt
@@ -1153,8 +1161,7 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
u8 day = vc.getRed();
u8 night = vc.getGreen();
finalColorBlend(vc, day, night, 1000);
- if(day != night)
- m_daynight_diffs[i][j] = std::make_pair(day, night);
+ m_daynight_diffs[i][j] = std::make_pair(day, night);
}
// Create material
@@ -1163,22 +1170,23 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
material.setFlag(video::EMF_BACK_FACE_CULLING, true);
material.setFlag(video::EMF_BILINEAR_FILTER, false);
material.setFlag(video::EMF_FOG_ENABLE, true);
- //material.setFlag(video::EMF_ANTI_ALIASING, video::EAAM_OFF);
- //material.setFlag(video::EMF_ANTI_ALIASING, video::EAAM_SIMPLE);
- //material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
material.setTexture(0, p.tile.texture);
- if (enable_shaders) {
- material.MaterialType = shdrsrc->getShaderInfo(p.tile.shader_id).material;
- p.tile.applyMaterialOptionsWithShaders(material);
- if (p.tile.normal_texture) {
- material.setTexture(1, p.tile.normal_texture);
- material.setTexture(2, tsrc->getTexture("enable_img.png"));
+ if (p.tile.material_flags & MATERIAL_FLAG_HIGHLIGHTED) {
+ material.MaterialType = video::EMT_TRANSPARENT_ADD_COLOR;
+ } else {
+ if (m_enable_shaders) {
+ material.MaterialType = shdrsrc->getShaderInfo(p.tile.shader_id).material;
+ p.tile.applyMaterialOptionsWithShaders(material);
+ if (p.tile.normal_texture) {
+ material.setTexture(1, p.tile.normal_texture);
+ material.setTexture(2, tsrc->getTexture("enable_img.png"));
+ } else {
+ material.setTexture(2, tsrc->getTexture("disable_img.png"));
+ }
} else {
- material.setTexture(2, tsrc->getTexture("disable_img.png"));
+ p.tile.applyMaterialOptions(material);
}
- } else {
- p.tile.applyMaterialOptions(material);
}
// Create meshbuffer
@@ -1229,7 +1237,8 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
m_has_animation =
!m_crack_materials.empty() ||
!m_daynight_diffs.empty() ||
- !m_animation_tiles.empty();
+ !m_animation_tiles.empty() ||
+ !m_highlighted_materials.empty();
}
MapBlockMesh::~MapBlockMesh()
@@ -1240,7 +1249,6 @@ MapBlockMesh::~MapBlockMesh()
bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_ratio)
{
- bool enable_shaders = g_settings->getBool("enable_shaders");
if(!m_has_animation)
{
@@ -1306,7 +1314,7 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat
FrameSpec animation_frame = tile.frames.find(frame)->second;
buf->getMaterial().setTexture(0, animation_frame.texture);
- if (enable_shaders) {
+ if (m_enable_shaders) {
if (animation_frame.normal_texture) {
buf->getMaterial().setTexture(1, animation_frame.normal_texture);
buf->getMaterial().setTexture(2, tsrc->getTexture("enable_img.png"));
@@ -1339,6 +1347,30 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat
m_last_daynight_ratio = daynight_ratio;
}
+ // Node highlighting
+ if (m_enable_highlighting) {
+ u8 day = m_highlight_mesh_color.getRed();
+ u8 night = m_highlight_mesh_color.getGreen();
+ video::SColor hc;
+ finalColorBlend(hc, day, night, daynight_ratio);
+ float sin_r = 0.07 * sin(1.5 * time);
+ float sin_g = 0.07 * sin(1.5 * time + irr::core::PI * 0.5);
+ float sin_b = 0.07 * sin(1.5 * time + irr::core::PI);
+ hc.setRed(core::clamp(core::round32(hc.getRed() * (0.8 + sin_r)), 0, 255));
+ hc.setGreen(core::clamp(core::round32(hc.getGreen() * (0.8 + sin_g)), 0, 255));
+ hc.setBlue(core::clamp(core::round32(hc.getBlue() * (0.8 + sin_b)), 0, 255));
+
+ for(std::list<u32>::iterator
+ i = m_highlighted_materials.begin();
+ i != m_highlighted_materials.end(); i++)
+ {
+ scene::IMeshBuffer *buf = m_mesh->getMeshBuffer(*i);
+ video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices();
+ for (u32 j = 0; j < buf->getVertexCount() ;j++)
+ vertices[j].Color = hc;
+ }
+ }
+
return true;
}
diff --git a/src/mapblock_mesh.h b/src/mapblock_mesh.h
index 7f5231738..c52954998 100644
--- a/src/mapblock_mesh.h
+++ b/src/mapblock_mesh.h
@@ -39,7 +39,11 @@ struct MeshMakeData
VoxelManipulator m_vmanip;
v3s16 m_blockpos;
v3s16 m_crack_pos_relative;
+ v3s16 m_highlighted_pos_relative;
bool m_smooth_lighting;
+ bool m_show_hud;
+ video::SColor m_highlight_mesh_color;
+
IGameDef *m_gamedef;
MeshMakeData(IGameDef *gamedef);
@@ -61,6 +65,11 @@ struct MeshMakeData
void setCrack(int crack_level, v3s16 crack_pos);
/*
+ Set the highlighted node position
+ */
+
+ void setHighlighted(v3s16 highlighted_pos, bool show_hud);
+ /*
Enable or disable smooth lighting
*/
void setSmoothLighting(bool smooth_lighting);
@@ -114,6 +123,11 @@ private:
scene::SMesh *m_mesh;
IGameDef *m_gamedef;
+ bool m_enable_shaders;
+ bool m_enable_highlighting;
+
+ video::SColor m_highlight_mesh_color;
+
// Must animate() be called before rendering?
bool m_has_animation;
int m_animation_force_timer;
@@ -123,6 +137,7 @@ private:
int m_last_crack;
// Maps mesh buffer (i.e. material) indices to base texture names
std::map<u32, std::string> m_crack_materials;
+ std::list<u32> m_highlighted_materials;
// Animation info: texture animationi
// Maps meshbuffers to TileSpecs
diff --git a/src/tile.h b/src/tile.h
index 0ac7c96c0..78aaef00e 100644
--- a/src/tile.h
+++ b/src/tile.h
@@ -171,6 +171,7 @@ enum MaterialType{
// Animation made up by splitting the texture to vertical frames, as
// defined by extra parameters
#define MATERIAL_FLAG_ANIMATION_VERTICAL_FRAMES 0x08
+#define MATERIAL_FLAG_HIGHLIGHTED 0x10
/*
This fully defines the looks of a tile.