1 /*
2 Minetest
3 Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
4 
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.
9 
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.
14 
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.
18 */
19 
20 #pragma once
21 
22 #include "irrlichttypes_extrabloated.h"
23 #include "client/tile.h"
24 #include "voxel.h"
25 #include <array>
26 #include <map>
27 
28 class Client;
29 class IShaderSource;
30 
31 /*
32 	Mesh making stuff
33 */
34 
35 
36 class MapBlock;
37 struct MinimapMapblock;
38 
39 struct MeshMakeData
40 {
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;
45 
46 	Client *m_client;
47 	bool m_use_shaders;
48 
49 	MeshMakeData(Client *client, bool use_shaders);
50 
51 	/*
52 		Copy block data manually (to allow optimizations by the caller)
53 	*/
54 	void fillBlockDataBegin(const v3s16 &blockpos);
55 	void fillBlockData(const v3s16 &block_offset, MapNode *data);
56 
57 	/*
58 		Copy central data directly from block, and other data from
59 		parent of block.
60 	*/
61 	void fill(MapBlock *block);
62 
63 	/*
64 		Set the (node) position of a crack
65 	*/
66 	void setCrack(int crack_level, v3s16 crack_pos);
67 
68 	/*
69 		Enable or disable smooth lighting
70 	*/
71 	void setSmoothLighting(bool smooth_lighting);
72 };
73 
74 /*
75 	Holds a mesh for a mapblock.
76 
77 	Besides the SMesh*, this contains information used for animating
78 	the vertex positions, colors and texture coordinates of the mesh.
79 	For example:
80 	- cracks [implemented]
81 	- day/night transitions [implemented]
82 	- animated flowing liquids [not implemented]
83 	- animating vertex positions for e.g. axles [not implemented]
84 */
85 class MapBlockMesh
86 {
87 public:
88 	// Builds the mesh given
89 	MapBlockMesh(MeshMakeData *data, v3s16 camera_offset);
90 	~MapBlockMesh();
91 
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);
99 
getMesh()100 	scene::IMesh *getMesh()
101 	{
102 		return m_mesh[0];
103 	}
104 
getMesh(u8 layer)105 	scene::IMesh *getMesh(u8 layer)
106 	{
107 		return m_mesh[layer];
108 	}
109 
moveMinimapMapblock()110 	MinimapMapblock *moveMinimapMapblock()
111 	{
112 		MinimapMapblock *p = m_minimap_mapblock;
113 		m_minimap_mapblock = NULL;
114 		return p;
115 	}
116 
isAnimationForced()117 	bool isAnimationForced() const
118 	{
119 		return m_animation_force_timer == 0;
120 	}
121 
decreaseAnimationForceTimer()122 	void decreaseAnimationForceTimer()
123 	{
124 		if(m_animation_force_timer > 0)
125 			m_animation_force_timer--;
126 	}
127 
128 private:
129 	scene::IMesh *m_mesh[MAX_TILE_LAYERS];
130 	MinimapMapblock *m_minimap_mapblock;
131 	ITextureSource *m_tsrc;
132 	IShaderSource *m_shdrsrc;
133 
134 	bool m_enable_shaders;
135 	bool m_enable_vbo;
136 
137 	// Must animate() be called before rendering?
138 	bool m_has_animation;
139 	int m_animation_force_timer;
140 
141 	// Animation info: cracks
142 	// Last crack value passed to animate()
143 	int m_last_crack;
144 	// Maps mesh and mesh buffer (i.e. material) indices to base texture names
145 	std::map<std::pair<u8, u32>, std::string> m_crack_materials;
146 
147 	// Animation info: texture animationi
148 	// Maps mesh and mesh buffer indices to TileSpecs
149 	// Keys are pairs of (mesh index, buffer index in the mesh)
150 	std::map<std::pair<u8, u32>, TileLayer> m_animation_tiles;
151 	std::map<std::pair<u8, u32>, int> m_animation_frames; // last animation frame
152 	std::map<std::pair<u8, u32>, int> m_animation_frame_offsets;
153 
154 	// Animation info: day/night transitions
155 	// Last daynight_ratio value passed to animate()
156 	u32 m_last_daynight_ratio;
157 	// For each mesh and mesh buffer, stores pre-baked colors
158 	// of sunlit vertices
159 	// Keys are pairs of (mesh index, buffer index in the mesh)
160 	std::map<std::pair<u8, u32>, std::map<u32, video::SColor > > m_daynight_diffs;
161 };
162 
163 /*!
164  * Encodes light of a node.
165  * The result is not the final color, but a
166  * half-baked vertex color.
167  * You have to multiply the resulting color
168  * with the node's color.
169  *
170  * \param light the first 8 bits are day light,
171  * the last 8 bits are night light
172  * \param emissive_light amount of light the surface emits,
173  * from 0 to LIGHT_SUN.
174  */
175 video::SColor encode_light(u16 light, u8 emissive_light);
176 
177 // Compute light at node
178 u16 getInteriorLight(MapNode n, s32 increment, const NodeDefManager *ndef);
179 u16 getFaceLight(MapNode n, MapNode n2, const v3s16 &face_dir,
180 	const NodeDefManager *ndef);
181 u16 getSmoothLightSolid(const v3s16 &p, const v3s16 &face_dir, const v3s16 &corner, MeshMakeData *data);
182 u16 getSmoothLightTransparent(const v3s16 &p, const v3s16 &corner, MeshMakeData *data);
183 
184 /*!
185  * Returns the sunlight's color from the current
186  * day-night ratio.
187  */
188 void get_sunlight_color(video::SColorf *sunlight, u32 daynight_ratio);
189 
190 /*!
191  * Gives the final  SColor shown on screen.
192  *
193  * \param result output color
194  * \param light first 8 bits are day light, second 8 bits are
195  * night light
196  */
197 void final_color_blend(video::SColor *result,
198 		u16 light, u32 daynight_ratio);
199 
200 /*!
201  * Gives the final  SColor shown on screen.
202  *
203  * \param result output color
204  * \param data the half-baked vertex color
205  * \param dayLight color of the sunlight
206  */
207 void final_color_blend(video::SColor *result,
208 		const video::SColor &data, const video::SColorf &dayLight);
209 
210 // Retrieves the TileSpec of a face of a node
211 // Adds MATERIAL_FLAG_CRACK if the node is cracked
212 // TileSpec should be passed as reference due to the underlying TileFrame and its vector
213 // TileFrame vector copy cost very much to client
214 void getNodeTileN(MapNode mn, const v3s16 &p, u8 tileindex, MeshMakeData *data, TileSpec &tile);
215 void getNodeTile(MapNode mn, const v3s16 &p, const v3s16 &dir, MeshMakeData *data, TileSpec &tile);
216