3 Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
5 This program is free software; you can redistribute it and/or modify
6 it under the terms of the GNU Lesser General Public License as published by
7 the Free Software Foundation; either version 2.1 of the License, or
8 (at your option) any later version.
10 This program is distributed in the hope that it will be useful,
11 but WITHOUT ANY WARRANTY; without even the implied warranty of
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
13 GNU Lesser General Public License for more details.
15 You should have received a copy of the GNU Lesser General Public License along
16 with this program; if not, write to the Free Software Foundation, Inc.,
17 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
22 #include "irrlichttypes_extrabloated.h"
23 #include "client/tile.h"
37 struct MinimapMapblock
;
41 VoxelManipulator m_vmanip
;
42 v3s16 m_blockpos
= v3s16(-1337,-1337,-1337);
43 v3s16 m_crack_pos_relative
= v3s16(-1337,-1337,-1337);
44 bool m_smooth_lighting
= false;
49 MeshMakeData(Client
*client
, bool use_shaders
);
52 Copy block data manually (to allow optimizations by the caller)
54 void fillBlockDataBegin(const v3s16
&blockpos
);
55 void fillBlockData(const v3s16
&block_offset
, MapNode
*data
);
58 Copy central data directly from block, and other data from
61 void fill(MapBlock
*block
);
64 Set the (node) position of a crack
66 void setCrack(int crack_level
, v3s16 crack_pos
);
69 Enable or disable smooth lighting
71 void setSmoothLighting(bool smooth_lighting
);
75 Holds a mesh for a mapblock.
77 Besides the SMesh*, this contains information used for animating
78 the vertex positions, colors and texture coordinates of the mesh.
80 - cracks [implemented]
81 - day/night transitions [implemented]
82 - animated flowing liquids [not implemented]
83 - animating vertex positions for e.g. axles [not implemented]
88 // Builds the mesh given
89 MapBlockMesh(MeshMakeData
*data
, v3s16 camera_offset
);
92 // Main animation function, parameters:
93 // faraway: whether the block is far away from the camera (~50 nodes)
94 // time: the global animation time, 0 .. 60 (repeats every minute)
95 // daynight_ratio: 0 .. 1000
96 // crack: -1 .. CRACK_ANIMATION_LENGTH-1 (-1 for off)
97 // Returns true if anything has been changed.
98 bool animate(bool faraway
, float time
, int crack
, u32 daynight_ratio
);
100 scene::IMesh
*getMesh()
105 scene::IMesh
*getMesh(u8 layer
)
107 return m_mesh
[layer
];
110 MinimapMapblock
*moveMinimapMapblock()
112 MinimapMapblock
*p
= m_minimap_mapblock
;
113 m_minimap_mapblock
= NULL
;
117 bool isAnimationForced() const
119 return m_animation_force_timer
== 0;
122 void decreaseAnimationForceTimer()
124 if(m_animation_force_timer
> 0)
125 m_animation_force_timer
--;
128 void updateCameraOffset(v3s16 camera_offset
);
130 std::set
<v3s16
> esp_nodes
;
133 scene::IMesh
*m_mesh
[MAX_TILE_LAYERS
];
134 MinimapMapblock
*m_minimap_mapblock
;
135 ITextureSource
*m_tsrc
;
136 IShaderSource
*m_shdrsrc
;
138 bool m_enable_shaders
;
141 // Must animate() be called before rendering?
142 bool m_has_animation
;
143 int m_animation_force_timer
;
145 // Animation info: cracks
146 // Last crack value passed to animate()
148 // Maps mesh and mesh buffer (i.e. material) indices to base texture names
149 std::map
<std::pair
<u8
, u32
>, std::string
> m_crack_materials
;
151 // Animation info: texture animationi
152 // Maps mesh and mesh buffer indices to TileSpecs
153 // Keys are pairs of (mesh index, buffer index in the mesh)
154 std::map
<std::pair
<u8
, u32
>, TileLayer
> m_animation_tiles
;
155 std::map
<std::pair
<u8
, u32
>, int> m_animation_frames
; // last animation frame
156 std::map
<std::pair
<u8
, u32
>, int> m_animation_frame_offsets
;
158 // Animation info: day/night transitions
159 // Last daynight_ratio value passed to animate()
160 u32 m_last_daynight_ratio
;
161 // For each mesh and mesh buffer, stores pre-baked colors
162 // of sunlit vertices
163 // Keys are pairs of (mesh index, buffer index in the mesh)
164 std::map
<std::pair
<u8
, u32
>, std::map
<u32
, video::SColor
> > m_daynight_diffs
;
166 // Camera offset info -> do we have to translate the mesh?
167 v3s16 m_camera_offset
;
171 * Encodes light of a node.
172 * The result is not the final color, but a
173 * half-baked vertex color.
174 * You have to multiply the resulting color
175 * with the node's color.
177 * \param light the first 8 bits are day light,
178 * the last 8 bits are night light
179 * \param emissive_light amount of light the surface emits,
180 * from 0 to LIGHT_SUN.
182 video::SColor
encode_light(u16 light
, u8 emissive_light
);
184 // Compute light at node
185 u16
getInteriorLight(MapNode n
, s32 increment
, const NodeDefManager
*ndef
);
186 u16
getFaceLight(MapNode n
, MapNode n2
, const v3s16
&face_dir
,
187 const NodeDefManager
*ndef
);
188 u16
getSmoothLightSolid(const v3s16
&p
, const v3s16
&face_dir
, const v3s16
&corner
, MeshMakeData
*data
);
189 u16
getSmoothLightTransparent(const v3s16
&p
, const v3s16
&corner
, MeshMakeData
*data
);
192 * Returns the sunlight's color from the current
195 void get_sunlight_color(video::SColorf
*sunlight
, u32 daynight_ratio
);
198 * Gives the final SColor shown on screen.
200 * \param result output color
201 * \param light first 8 bits are day light, second 8 bits are
204 void final_color_blend(video::SColor
*result
,
205 u16 light
, u32 daynight_ratio
);
208 * Gives the final SColor shown on screen.
210 * \param result output color
211 * \param data the half-baked vertex color
212 * \param dayLight color of the sunlight
214 void final_color_blend(video::SColor
*result
,
215 const video::SColor
&data
, const video::SColorf
&dayLight
);
217 // Retrieves the TileSpec of a face of a node
218 // Adds MATERIAL_FLAG_CRACK if the node is cracked
219 // TileSpec should be passed as reference due to the underlying TileFrame and its vector
220 // TileFrame vector copy cost very much to client
221 void getNodeTileN(MapNode mn
, const v3s16
&p
, u8 tileindex
, MeshMakeData
*data
, TileSpec
&tile
);
222 void getNodeTile(MapNode mn
, const v3s16
&p
, const v3s16
&dir
, MeshMakeData
*data
, TileSpec
&tile
);