LCOV - code coverage report
Current view: top level - src - mapblock_mesh.h (source / functions) Hit Total Coverage
Test: report Lines: 15 15 100.0 %
Date: 2015-07-11 18:23:49 Functions: 11 12 91.7 %

          Line data    Source code
       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             : #ifndef MAPBLOCK_MESH_HEADER
      21             : #define MAPBLOCK_MESH_HEADER
      22             : 
      23             : #include "irrlichttypes_extrabloated.h"
      24             : #include "client/tile.h"
      25             : #include "voxel.h"
      26             : #include <map>
      27             : 
      28             : class IGameDef;
      29             : class IShaderSource;
      30             : 
      31             : /*
      32             :         Mesh making stuff
      33             : */
      34             : 
      35             : 
      36             : class MapBlock;
      37             : struct MinimapMapblock;
      38             : 
      39        3549 : struct MeshMakeData
      40             : {
      41             :         VoxelManipulator m_vmanip;
      42             :         v3s16 m_blockpos;
      43             :         v3s16 m_crack_pos_relative;
      44             :         v3s16 m_highlighted_pos_relative;
      45             :         bool m_smooth_lighting;
      46             :         bool m_show_hud;
      47             :         video::SColor m_highlight_mesh_color;
      48             : 
      49             :         IGameDef *m_gamedef;
      50             :         bool m_use_shaders;
      51             : 
      52             :         MeshMakeData(IGameDef *gamedef, bool use_shaders);
      53             : 
      54             :         /*
      55             :                 Copy central data directly from block, and other data from
      56             :                 parent of block.
      57             :         */
      58             :         void fill(MapBlock *block);
      59             : 
      60             :         /*
      61             :                 Set up with only a single node at (1,1,1)
      62             :         */
      63             :         void fillSingleNode(MapNode *node);
      64             : 
      65             :         /*
      66             :                 Set the (node) position of a crack
      67             :         */
      68             :         void setCrack(int crack_level, v3s16 crack_pos);
      69             : 
      70             :         /*
      71             :                 Set the highlighted node position
      72             :         */
      73             : 
      74             :         void setHighlighted(v3s16 highlighted_pos, bool show_hud);
      75             :         /*
      76             :                 Enable or disable smooth lighting
      77             :         */
      78             :         void setSmoothLighting(bool smooth_lighting);
      79             : };
      80             : 
      81             : /*
      82             :         Holds a mesh for a mapblock.
      83             : 
      84             :         Besides the SMesh*, this contains information used for animating
      85             :         the vertex positions, colors and texture coordinates of the mesh.
      86             :         For example:
      87             :         - cracks [implemented]
      88             :         - day/night transitions [implemented]
      89             :         - animated flowing liquids [not implemented]
      90             :         - animating vertex positions for e.g. axles [not implemented]
      91             : */
      92             : class MapBlockMesh
      93             : {
      94             : public:
      95             :         // Builds the mesh given
      96             :         MapBlockMesh(MeshMakeData *data, v3s16 camera_offset);
      97             :         ~MapBlockMesh();
      98             : 
      99             :         // Main animation function, parameters:
     100             :         //   faraway: whether the block is far away from the camera (~50 nodes)
     101             :         //   time: the global animation time, 0 .. 60 (repeats every minute)
     102             :         //   daynight_ratio: 0 .. 1000
     103             :         //   crack: -1 .. CRACK_ANIMATION_LENGTH-1 (-1 for off)
     104             :         // Returns true if anything has been changed.
     105             :         bool animate(bool faraway, float time, int crack, u32 daynight_ratio);
     106             : 
     107      154803 :         scene::SMesh* getMesh()
     108             :         {
     109      154803 :                 return m_mesh;
     110             :         }
     111             : 
     112        2124 :         MinimapMapblock* getMinimapMapblock()
     113             :         {
     114        2124 :                 return m_minimap_mapblock;
     115             :         }
     116             : 
     117      152678 :         bool isAnimationForced() const
     118             :         {
     119      152678 :                 return m_animation_force_timer == 0;
     120             :         }
     121             : 
     122        4277 :         void decreaseAnimationForceTimer()
     123             :         {
     124        4277 :                 if(m_animation_force_timer > 0)
     125        4277 :                         m_animation_force_timer--;
     126        4277 :         }
     127             :         
     128             :         void updateCameraOffset(v3s16 camera_offset);
     129             : 
     130             : private:
     131             :         scene::SMesh *m_mesh;
     132             :         MinimapMapblock *m_minimap_mapblock;
     133             :         IGameDef *m_gamedef;
     134             :         ITextureSource *m_tsrc;
     135             :         IShaderSource *m_shdrsrc;
     136             : 
     137             :         bool m_enable_shaders;
     138             :         bool m_enable_highlighting;
     139             : 
     140             :         video::SColor m_highlight_mesh_color;
     141             :         
     142             :         // Must animate() be called before rendering?
     143             :         bool m_has_animation;
     144             :         int m_animation_force_timer;
     145             : 
     146             :         // Animation info: cracks
     147             :         // Last crack value passed to animate()
     148             :         int m_last_crack;
     149             :         // Maps mesh buffer (i.e. material) indices to base texture names
     150             :         std::map<u32, std::string> m_crack_materials;
     151             :         std::list<u32> m_highlighted_materials;
     152             : 
     153             :         // Animation info: texture animationi
     154             :         // Maps meshbuffers to TileSpecs
     155             :         std::map<u32, TileSpec> m_animation_tiles;
     156             :         std::map<u32, int> m_animation_frames; // last animation frame
     157             :         std::map<u32, int> m_animation_frame_offsets;
     158             :         
     159             :         // Animation info: day/night transitions
     160             :         // Last daynight_ratio value passed to animate()
     161             :         u32 m_last_daynight_ratio;
     162             :         // For each meshbuffer, maps vertex indices to (day,night) pairs
     163             :         std::map<u32, std::map<u32, std::pair<u8, u8> > > m_daynight_diffs;
     164             :         
     165             :         // Camera offset info -> do we have to translate the mesh?
     166             :         v3s16 m_camera_offset;
     167             : };
     168             : 
     169             : 
     170             : 
     171             : /*
     172             :         This is used because CMeshBuffer::append() is very slow
     173             : */
     174      210530 : struct PreMeshBuffer
     175             : {
     176             :         TileSpec tile;
     177             :         std::vector<u16> indices;
     178             :         std::vector<video::S3DVertexTangents> vertices;
     179             : };
     180             : 
     181        4280 : struct MeshCollector
     182             : {
     183             :         std::vector<PreMeshBuffer> prebuffers;
     184             :         void append(const TileSpec &material,
     185             :                         const video::S3DVertex *vertices, u32 numVertices,
     186             :                         const u16 *indices, u32 numIndices);
     187             :         void append(const TileSpec &material,
     188             :                         const video::S3DVertex *vertices, u32 numVertices,
     189             :                         const u16 *indices, u32 numIndices,
     190             :                         v3f pos, video::SColor c);
     191             : };
     192             : 
     193             : // This encodes
     194             : //   alpha in the A channel of the returned SColor
     195             : //   day light (0-255) in the R channel of the returned SColor
     196             : //   night light (0-255) in the G channel of the returned SColor
     197             : //   light source (0-255) in the B channel of the returned SColor
     198     3261820 : inline video::SColor MapBlock_LightColor(u8 alpha, u16 light, u8 light_source=0)
     199             : {
     200     3261820 :         return video::SColor(alpha, (light & 0xff), (light >> 8), light_source);
     201             : }
     202             : 
     203             : // Compute light at node
     204             : u16 getInteriorLight(MapNode n, s32 increment, INodeDefManager *ndef);
     205             : u16 getFaceLight(MapNode n, MapNode n2, v3s16 face_dir, INodeDefManager *ndef);
     206             : u16 getSmoothLight(v3s16 p, v3s16 corner, MeshMakeData *data);
     207             : 
     208             : // Converts from day + night color values (0..255)
     209             : // and a given daynight_ratio to the final SColor shown on screen.
     210             : void finalColorBlend(video::SColor& result,
     211             :                 u8 day, u8 night, u32 daynight_ratio);
     212             : 
     213             : // Retrieves the TileSpec of a face of a node
     214             : // Adds MATERIAL_FLAG_CRACK if the node is cracked
     215             : TileSpec getNodeTileN(MapNode mn, v3s16 p, u8 tileindex, MeshMakeData *data);
     216             : TileSpec getNodeTile(MapNode mn, v3s16 p, v3s16 dir, MeshMakeData *data);
     217             : 
     218             : #endif
     219             : 

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