From 1ffb180868ffcec6812cd3aac8f56ffefb91c8bc Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?D=C3=A1niel=20Juh=C3=A1sz?= Date: Fri, 21 Apr 2017 15:34:59 +0200 Subject: Soft node overlay (#5186) This commit adds node overlays, which are tiles that are drawn on top of other tiles. --- src/mapblock_mesh.h | 57 +++++++++++++++++++++++++++++++++++------------------ 1 file changed, 38 insertions(+), 19 deletions(-) (limited to 'src/mapblock_mesh.h') diff --git a/src/mapblock_mesh.h b/src/mapblock_mesh.h index 25c699e1c..f32df3958 100644 --- a/src/mapblock_mesh.h +++ b/src/mapblock_mesh.h @@ -108,7 +108,12 @@ public: scene::IMesh *getMesh() { - return m_mesh; + return m_mesh[0]; + } + + scene::IMesh *getMesh(u8 layer) + { + return m_mesh[layer]; } MinimapMapblock *moveMinimapMapblock() @@ -132,7 +137,7 @@ public: void updateCameraOffset(v3s16 camera_offset); private: - scene::IMesh *m_mesh; + scene::IMesh *m_mesh[MAX_TILE_LAYERS]; MinimapMapblock *m_minimap_mapblock; Client *m_client; video::IVideoDriver *m_driver; @@ -150,20 +155,23 @@ private: // Animation info: cracks // Last crack value passed to animate() int m_last_crack; - // Maps mesh buffer (i.e. material) indices to base texture names - UNORDERED_MAP m_crack_materials; + // Maps mesh and mesh buffer (i.e. material) indices to base texture names + std::map, std::string> m_crack_materials; // Animation info: texture animationi - // Maps meshbuffers to TileSpecs - UNORDERED_MAP m_animation_tiles; - UNORDERED_MAP m_animation_frames; // last animation frame - UNORDERED_MAP m_animation_frame_offsets; + // Maps mesh and mesh buffer indices to TileSpecs + // Keys are pairs of (mesh index, buffer index in the mesh) + std::map, TileLayer> m_animation_tiles; + std::map, int> m_animation_frames; // last animation frame + std::map, int> m_animation_frame_offsets; // Animation info: day/night transitions // Last daynight_ratio value passed to animate() u32 m_last_daynight_ratio; - // For each meshbuffer, stores pre-baked colors of sunlit vertices - std::map > m_daynight_diffs; + // 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::map > m_daynight_diffs; // Camera offset info -> do we have to translate the mesh? v3s16 m_camera_offset; @@ -176,7 +184,7 @@ private: */ struct PreMeshBuffer { - TileSpec tile; + TileLayer layer; std::vector indices; std::vector vertices; std::vector tangent_vertices; @@ -184,7 +192,7 @@ struct PreMeshBuffer struct MeshCollector { - std::vector prebuffers; + std::vector prebuffers[MAX_TILE_LAYERS]; bool m_use_tangent_vertices; MeshCollector(bool use_tangent_vertices): @@ -193,27 +201,38 @@ struct MeshCollector } void append(const TileSpec &material, + const video::S3DVertex *vertices, u32 numVertices, + const u16 *indices, u32 numIndices); + void append(const TileLayer &material, const video::S3DVertex *vertices, u32 numVertices, - const u16 *indices, u32 numIndices); + const u16 *indices, u32 numIndices, u8 layernum); void append(const TileSpec &material, + const video::S3DVertex *vertices, u32 numVertices, + const u16 *indices, u32 numIndices, v3f pos, + video::SColor c, u8 light_source); + void append(const TileLayer &material, const video::S3DVertex *vertices, u32 numVertices, - const u16 *indices, u32 numIndices, - v3f pos, video::SColor c, u8 light_source); + const u16 *indices, u32 numIndices, v3f pos, + video::SColor c, u8 light_source, u8 layernum); + /*! + * Colorizes all vertices in the collector. + */ + void applyTileColors(); }; /*! - * Encodes light and color of a node. + * 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 color the node's color * \param emissive_light amount of light the surface emits, * from 0 to LIGHT_SUN. */ -video::SColor encode_light_and_color(u16 light, const video::SColor &color, - u8 emissive_light); +video::SColor encode_light(u16 light, u8 emissive_light); // Compute light at node u16 getInteriorLight(MapNode n, s32 increment, INodeDefManager *ndef); -- cgit v1.2.3