aboutsummaryrefslogtreecommitdiff
path: root/src/client/mesh.h
blob: 1ed753c0134101eba9eb4c7579ced9722ee7278d (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
/*
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 "nodedef.h"

/*!
 * Applies shading to a color based on the surface's
 * normal vector.
 */
void applyFacesShading(video::SColor &color, const v3f &normal);

/*
	Create a new cube mesh.
	Vertices are at (+-scale.X/2, +-scale.Y/2, +-scale.Z/2).

	The resulting mesh has 6 materials (up, down, right, left, back, front)
	which must be defined by the caller.
*/
scene::IAnimatedMesh* createCubeMesh(v3f scale);

/*
	Multiplies each vertex coordinate by the specified scaling factors
	(componentwise vector multiplication).
*/
void scaleMesh(scene::IMesh *mesh, v3f scale);

/*
	Translate each vertex coordinate by the specified vector.
*/
void translateMesh(scene::IMesh *mesh, v3f vec);

/*!
 * Sets a constant color for all vertices in the mesh buffer.
 */
void setMeshBufferColor(scene::IMeshBuffer *buf, const video::SColor &color);

/*
	Set a constant color for all vertices in the mesh
*/
void setMeshColor(scene::IMesh *mesh, const video::SColor &color);


/*
	Sets texture coords for vertices in the mesh buffer.
	`uv[]` must have `count` elements
*/
void setMeshBufferTextureCoords(scene::IMeshBuffer *buf, const v2f *uv, u32 count);

/*
	Set a constant color for an animated mesh
*/
void setAnimatedMeshColor(scene::IAnimatedMeshSceneNode *node, const video::SColor &color);

/*!
 * Overwrites the color of a mesh buffer.
 * The color is darkened based on the normal vector of the vertices.
 */
void colorizeMeshBuffer(scene::IMeshBuffer *buf, const video::SColor *buffercolor);

/*
	Set the color of all vertices in the mesh.
	For each vertex, determine the largest absolute entry in
	the normal vector, and choose one of colorX, colorY or
	colorZ accordingly.
*/
void setMeshColorByNormalXYZ(scene::IMesh *mesh,
		const video::SColor &colorX,
		const video::SColor &colorY,
		const video::SColor &colorZ);

void setMeshColorByNormal(scene::IMesh *mesh, const v3f &normal,
		const video::SColor &color);

/*
	Rotate the mesh by 6d facedir value.
	Method only for meshnodes, not suitable for entities.
*/
void rotateMeshBy6dFacedir(scene::IMesh *mesh, int facedir);

/*
	Rotate the mesh around the axis and given angle in degrees.
*/
void rotateMeshXYby (scene::IMesh *mesh, f64 degrees);
void rotateMeshXZby (scene::IMesh *mesh, f64 degrees);
void rotateMeshYZby (scene::IMesh *mesh, f64 degrees);

/*
 *  Clone the mesh buffer.
 *  The returned pointer should be dropped.
 */
scene::IMeshBuffer* cloneMeshBuffer(scene::IMeshBuffer *mesh_buffer);

/*
	Clone the mesh.
*/
scene::SMesh* cloneMesh(scene::IMesh *src_mesh);

/*
	Convert nodeboxes to mesh. Each tile goes into a different buffer.
	boxes - set of nodeboxes to be converted into cuboids
	uv_coords[24] - table of texture uv coords for each cuboid face
	expand - factor by which cuboids will be resized
*/
scene::IMesh* convertNodeboxesToMesh(const std::vector<aabb3f> &boxes,
		const f32 *uv_coords = NULL, float expand = 0);

/*
	Update bounding box for a mesh.
*/
void recalculateBoundingBox(scene::IMesh *src_mesh);

/*
	Check if mesh has valid normals and return true if it does.
	We assume normal to be valid when it's 0 < length < Inf. and not NaN
 */
bool checkMeshNormals(scene::IMesh *mesh);
class="hl kwb">float max_d, u32 daylight_factor, int oldvalue, bool *sunlight_seen_result); void renderPostFx(CameraMode cam_mode); // For debug printing void PrintInfo(std::ostream &out) override; const MapDrawControl & getControl() const { return m_control; } f32 getWantedRange() const { return m_control.wanted_range; } f32 getCameraFov() const { return m_camera_fov; } private: // update the vertex order in transparent mesh buffers void updateTransparentMeshBuffers(); // Orders blocks by distance to the camera class MapBlockComparer { public: MapBlockComparer(const v3s16 &camera_block) : m_camera_block(camera_block) {} bool operator() (const v3s16 &left, const v3s16 &right) const { auto distance_left = left.getDistanceFromSQ(m_camera_block); auto distance_right = right.getDistanceFromSQ(m_camera_block); return distance_left > distance_right || (distance_left == distance_right && left > right); } private: v3s16 m_camera_block; }; // reference to a mesh buffer used when rendering the map. struct DrawDescriptor { v3s16 m_pos; union { scene::IMeshBuffer *m_buffer; const PartialMeshBuffer *m_partial_buffer; }; bool m_reuse_material:1; bool m_use_partial_buffer:1; DrawDescriptor(v3s16 pos, scene::IMeshBuffer *buffer, bool reuse_material) : m_pos(pos), m_buffer(buffer), m_reuse_material(reuse_material), m_use_partial_buffer(false) {} DrawDescriptor(v3s16 pos, const PartialMeshBuffer *buffer) : m_pos(pos), m_partial_buffer(buffer), m_reuse_material(false), m_use_partial_buffer(true) {} }; Client *m_client; RenderingEngine *m_rendering_engine; aabb3f m_box = aabb3f(-BS * 1000000, -BS * 1000000, -BS * 1000000, BS * 1000000, BS * 1000000, BS * 1000000); MapDrawControl &m_control; v3f m_camera_position = v3f(0,0,0); v3f m_camera_direction = v3f(0,0,1); f32 m_camera_fov = M_PI; v3s16 m_camera_offset; bool m_needs_update_transparent_meshes = true; std::map<v3s16, MapBlock*, MapBlockComparer> m_drawlist; std::map<v3s16, MapBlock*> m_drawlist_shadow; bool m_needs_update_drawlist; std::set<v2s16> m_last_drawn_sectors; bool m_cache_trilinear_filter; bool m_cache_bilinear_filter; bool m_cache_anistropic_filter; bool m_added_to_shadow_renderer{false}; u16 m_cache_transparency_sorting_distance; };