Luanti 5.18.0-dev
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mapblock_mesh.h
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1// Luanti
2// SPDX-License-Identifier: LGPL-2.1-or-later
3// Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
4
5#pragma once
6
7#include "irrlichttypes.h"
8#include "irr_ptr.h"
9#include "IMesh.h"
10#include "CMeshBuffer.h"
11
12#include "util/numeric.h"
13#include "client/tile.h"
14#include "voxel.h"
15#include <map>
16
17namespace video {
18 class IVideoDriver;
19}
20
21class Client;
22class NodeDefManager;
23class IShaderSource;
24class ITextureSource;
25struct LightPair;
26
27/*
28 Mesh making stuff
29*/
30
31
32struct MinimapMapblock;
33
35{
37
38 // base pos of meshgen area, in blocks
39 v3s16 m_blockpos = v3s16(-1337,-1337,-1337);
40 // size of meshgen area, in nodes.
41 // vmanip will have at least an extra 1 node onion layer.
42 // area is expected to fit into mesh grid cell.
44 // vertex positions will be relative to this grid
46
47 // relative to blockpos
48 v3s16 m_crack_pos_relative = v3s16(-1337,-1337,-1337);
49 bool m_generate_minimap = false;
50 bool m_smooth_lighting = false;
53
55
56 MeshMakeData(const NodeDefManager *ndef, u16 side_lingth, MeshGrid mesh_grid);
57
58 /*
59 Copy block data manually (to allow optimizations by the caller)
60 */
61 void fillBlockDataBegin(const v3s16 &blockpos);
62
63 /*
64 Prepare block data for rendering a single node located at (0,0,0).
65 */
66 void fillSingleNode(MapNode data, MapNode padding = MapNode(CONTENT_AIR));
67
68 /*
69 Set the (node) position of a crack
70 */
71 void setCrack(int crack_level, v3s16 crack_pos);
72};
73
74// represents a triangle as indexes into the vertex buffer in SMeshBuffer
76{
77public:
78 scene::SMeshBuffer *buffer;
79 u16 p1, p2, p3;
81 float areaSQ;
82
84 {
85 v3f v1 = buffer->getPosition(p1);
86 v3f v2 = buffer->getPosition(p2);
87 v3f v3 = buffer->getPosition(p3);
88
89 centroid = (v1 + v2 + v3) / 3;
90 areaSQ = (v2-v1).crossProduct(v3-v1).getLengthSQ() / 4;
91 }
92
93 v3f getNormal() const {
94 v3f v1 = buffer->getPosition(p1);
95 v3f v2 = buffer->getPosition(p2);
96 v3f v3 = buffer->getPosition(p3);
97
98 return (v2-v1).crossProduct(v3-v1);
99 }
100};
101
107{
108public:
110
111 void buildTree(const std::vector<MeshTriangle> *triangles, u16 side_lingth);
112
113 void traverse(v3f viewpoint, std::vector<s32> &output) const
114 {
115 traverse(root, viewpoint, output);
116 }
117
118private:
119 // Tree node definition;
133
134
135 s32 buildTree(v3f normal, v3f origin, float delta, const std::vector<s32> &list, u32 depth);
136 void traverse(s32 node, v3f viewpoint, std::vector<s32> &output) const;
137
138 const std::vector<MeshTriangle> *triangles = nullptr; // this reference is managed externally
139 std::vector<TreeNode> nodes; // list of nodes
140 s32 root = -1; // index of the root node
141};
142
143/*
144 * PartialMeshBuffer
145 *
146 * Attach alternate `Indices` to an existing mesh buffer, to make it possible to use different
147 * indices with the same vertex buffer.
148 */
150{
151public:
152 PartialMeshBuffer(scene::SMeshBuffer *buffer, std::vector<u16> &&vertex_indices) :
153 m_buffer(buffer), m_indices(make_irr<scene::SIndexBuffer>())
154 {
155 m_indices->Data = std::move(vertex_indices);
156 m_indices->MappingHint = scene::EHM_STATIC;
157 }
158
159 auto *getBuffer() const { return m_buffer; }
160
161 void draw(video::IVideoDriver *driver) const;
162
163private:
164 scene::SMeshBuffer *m_buffer;
165 irr_ptr<scene::SIndexBuffer> m_indices;
166};
167
168/*
169 Holds a mesh for a mapblock.
170
171 Besides the SMesh*, this contains information used fortransparency sorting
172 and texture animation.
173 For example:
174 - cracks
175 - day/night transitions
176*/
178{
179public:
180 // Builds the mesh given
183
184 // Main animation function, parameters:
185 // faraway: whether the block is far away from the camera (~50 nodes)
186 // time: the global animation time, 0 .. 60 (repeats every minute)
187 // daynight_ratio: 0 .. 1000
188 // crack: -1 .. CRACK_ANIMATION_LENGTH (-1 for off)
189 // Returns true if anything has been changed.
190 bool animate(bool faraway, float time, int crack, u32 daynight_ratio);
191
193 scene::IMesh *getMesh()
194 {
195 return m_mesh[0].get();
196 }
197
200 scene::IMesh *getMesh(u8 layer)
201 {
202 assert(layer < MAX_TILE_LAYERS);
203 return m_mesh[layer].get();
204 }
205
206 std::vector<MinimapMapblock*> moveMinimapMapblocks()
207 {
208 std::vector<MinimapMapblock*> minimap_mapblocks;
209 minimap_mapblocks.swap(m_minimap_mapblocks);
210 return minimap_mapblocks;
211 }
212
214 bool isEmpty() const
215 {
216 if (!m_transparent_triangles.empty())
217 return false;
218 for (auto &mesh : m_mesh) {
219 for (u32 i = 0; i < mesh->getMeshBufferCount(); i++) {
220 if (mesh->getMeshBuffer(i)->getIndexCount() != 0)
221 return false;
222 }
223 }
224 return true;
225 }
226
227 bool isAnimationForced() const
228 {
229 return m_animation_force_timer == 0;
230 }
231
237
239 f32 getBoundingRadius() const { return m_bounding_radius; }
240
243
251 void updateTransparentBuffers(v3f camera_pos, v3s16 block_pos, bool group_by_buffers);
253
255 const std::vector<PartialMeshBuffer> &getTransparentBuffers() const
256 {
258 }
259
263 static const int TEXTURE_LAYER_CRACK = 1;
264
265 static float packCrackMaterialParam(int crack, u8 layer_scale)
266 {
267 // +1 so that the default MaterialTypeParam = 0 is a no-op,
268 // since the shader needs to know when to actually apply the crack.
269 u32 n = (layer_scale << 16) | (u16) (crack + 1);
270 return n;
271 }
272 static std::pair<int, u8> unpackCrackMaterialParam(float param)
273 {
274 u32 n = param;
275 return std::make_pair<int, u8>((n & 0xffff) - 1, (n >> 16) & 0xff);
276 }
277
278private:
279
280 typedef std::pair<u8 /* layer index */, u32 /* buffer index */> MeshIndex;
281
282 irr_ptr<scene::IMesh> m_mesh[MAX_TILE_LAYERS];
283 std::vector<MinimapMapblock*> m_minimap_mapblocks;
286
289
290 // Must animate() be called before rendering?
293
294 // Animation info: cracks
295 // Last crack value passed to animate()
297 // Indicates which materials to apply the crack to
298 std::vector<MeshIndex> m_crack_materials;
299
300 // Animation info: texture animation
301 // Maps mesh and mesh buffer indices to TileSpecs
302 std::map<MeshIndex, AnimationInfo> m_animation_info;
303
304 // list of all semitransparent triangles in the mapblock
305 std::vector<MeshTriangle> m_transparent_triangles;
306 // Binary Space Partitioning tree for the block
308 // Ordered list of references to parts of transparent buffers to draw
309 std::vector<PartialMeshBuffer> m_transparent_buffers;
310 // Is m_transparent_buffers currently in consolidated form?
312};
313
326video::SColor encode_light(u16 light, u8 emissive_light);
327video::SColor encode_light(LightPair light, u8 emissive_light);
328
329// Compute light at node
330u16 getInteriorLight(MapNode n, s32 increment, const NodeDefManager *ndef);
331
336void get_sunlight_color(video::SColorf *sunlight, u32 daynight_ratio);
337
345void final_color_blend(video::SColor *result,
346 u16 light, u32 daynight_ratio);
347
355void final_color_blend(video::SColor *result,
356 const video::SColor &data, const video::SColorf &dayLight);
357
358// Retrieves the TileSpec of a face of a node
359// Adds MATERIAL_FLAG_CRACK if the node is cracked
360// TileSpec should be passed as reference due to the underlying TileFrame and its vector
361// TileFrame vector copy cost very much to client
362void getNodeTileN(MapNode mn, const v3s16 &p, u8 tileindex, MeshMakeData *data, TileSpec &tile);
363void getNodeTile(MapNode mn, const v3s16 &p, const v3s16 &dir, MeshMakeData *data, TileSpec &tile);
364
static v2f dir(const v2f &pos_dist)
Definition camera.cpp:205
Definition client.h:107
Definition shader.h:254
Definition texturesource.h:45
Implements a binary space partitioning tree See also: https://en.wikipedia.org/wiki/Binary_space_part...
Definition mapblock_mesh.h:107
std::vector< TreeNode > nodes
Definition mapblock_mesh.h:139
void buildTree(const std::vector< MeshTriangle > *triangles, u16 side_lingth)
Definition mapblock_mesh.cpp:246
const std::vector< MeshTriangle > * triangles
Definition mapblock_mesh.h:138
s32 root
Definition mapblock_mesh.h:140
void traverse(v3f viewpoint, std::vector< s32 > &output) const
Definition mapblock_mesh.h:113
MapBlockBspTree()
Definition mapblock_mesh.h:109
std::vector< MinimapMapblock * > m_minimap_mapblocks
Definition mapblock_mesh.h:283
~MapBlockMesh()
Definition mapblock_mesh.cpp:582
static const int TEXTURE_LAYER_CRACK
Texture layer in SMaterial where the crack texture is put.
Definition mapblock_mesh.h:263
std::map< MeshIndex, AnimationInfo > m_animation_info
Definition mapblock_mesh.h:302
f32 getBoundingRadius() const
Radius of the bounding-sphere, in BS-space.
Definition mapblock_mesh.h:239
bool isAnimationForced() const
Definition mapblock_mesh.h:227
MapBlockMesh(Client *client, MeshMakeData *data)
Definition mapblock_mesh.cpp:454
const std::vector< PartialMeshBuffer > & getTransparentBuffers() const
get the list of transparent buffers
Definition mapblock_mesh.h:255
v3f getBoundingSphereCenter() const
Center of the bounding-sphere, in BS-space, relative to block pos.
Definition mapblock_mesh.h:242
int m_animation_force_timer
Definition mapblock_mesh.h:292
MapBlockBspTree m_bsp_tree
Definition mapblock_mesh.h:307
std::vector< MinimapMapblock * > moveMinimapMapblocks()
Definition mapblock_mesh.h:206
bool isEmpty() const
Definition mapblock_mesh.h:214
void consolidateTransparentBuffers()
Definition mapblock_mesh.cpp:701
f32 m_bounding_radius
Definition mapblock_mesh.h:287
scene::IMesh * getMesh()
Definition mapblock_mesh.h:193
bool animate(bool faraway, float time, int crack, u32 daynight_ratio)
Definition mapblock_mesh.cpp:596
void decreaseAnimationForceTimer()
Definition mapblock_mesh.h:232
std::pair< u8, u32 > MeshIndex
Definition mapblock_mesh.h:280
void updateTransparentBuffers(v3f camera_pos, v3s16 block_pos, bool group_by_buffers)
Update transparent buffers to render towards the camera.
Definition mapblock_mesh.cpp:632
std::vector< MeshIndex > m_crack_materials
Definition mapblock_mesh.h:298
std::vector< MeshTriangle > m_transparent_triangles
Definition mapblock_mesh.h:305
irr_ptr< scene::IMesh > m_mesh[MAX_TILE_LAYERS]
Definition mapblock_mesh.h:282
static std::pair< int, u8 > unpackCrackMaterialParam(float param)
Definition mapblock_mesh.h:272
bool m_transparent_buffers_consolidated
Definition mapblock_mesh.h:311
static float packCrackMaterialParam(int crack, u8 layer_scale)
Definition mapblock_mesh.h:265
IShaderSource * m_shdrsrc
Definition mapblock_mesh.h:285
ITextureSource * m_tsrc
Definition mapblock_mesh.h:284
int m_last_crack
Definition mapblock_mesh.h:296
bool m_has_animation
Definition mapblock_mesh.h:291
scene::IMesh * getMesh(u8 layer)
Definition mapblock_mesh.h:200
v3f m_bounding_sphere_center
Definition mapblock_mesh.h:288
std::vector< PartialMeshBuffer > m_transparent_buffers
Definition mapblock_mesh.h:309
Definition mapblock_mesh.h:76
scene::SMeshBuffer * buffer
Definition mapblock_mesh.h:78
u16 p3
Definition mapblock_mesh.h:79
float areaSQ
Definition mapblock_mesh.h:81
v3f getNormal() const
Definition mapblock_mesh.h:93
u16 p2
Definition mapblock_mesh.h:79
v3f centroid
Definition mapblock_mesh.h:80
void updateAttributes()
Definition mapblock_mesh.h:83
u16 p1
Definition mapblock_mesh.h:79
This class is for getting the actual properties of nodes from their content ID.
Definition nodedef.h:514
void draw(video::IVideoDriver *driver) const
Definition mapblock_mesh.cpp:402
irr_ptr< scene::SIndexBuffer > m_indices
Definition mapblock_mesh.h:165
scene::SMeshBuffer * m_buffer
Definition mapblock_mesh.h:164
PartialMeshBuffer(scene::SMeshBuffer *buffer, std::vector< u16 > &&vertex_indices)
Definition mapblock_mesh.h:152
auto * getBuffer() const
Definition mapblock_mesh.h:159
Definition voxel.h:365
core::vector3d< s16 > v3s16
Definition irr_v3d.h:13
core::vector3df v3f
Definition irr_v3d.h:11
void getNodeTileN(MapNode mn, const v3s16 &p, u8 tileindex, MeshMakeData *data, TileSpec &tile)
Definition mapblock_mesh.cpp:156
u8 get_solid_sides(MeshMakeData *data)
Return bitset of the sides of the mesh that consist of solid nodes only Bits: 0 0 -Z +Z -X +X -Y +Y.
Definition mapblock_mesh.cpp:763
void final_color_blend(video::SColor *result, u16 light, u32 daynight_ratio)
Definition mapblock_mesh.cpp:113
video::SColor encode_light(u16 light, u8 emissive_light)
Definition mapblock_mesh.cpp:758
u16 getInteriorLight(MapNode n, s32 increment, const NodeDefManager *ndef)
Definition mapblock_mesh.cpp:97
void getNodeTile(MapNode mn, const v3s16 &p, const v3s16 &dir, MeshMakeData *data, TileSpec &tile)
Definition mapblock_mesh.cpp:176
void get_sunlight_color(video::SColorf *sunlight, u32 daynight_ratio)
Definition mapblock_mesh.cpp:104
#define CONTENT_AIR
Definition mapnode.h:40
Definition activeobjectmgr.cpp:11
Definition camera.h:24
Definition clientmap.h:36
Definition content_mapblock.h:13
v3f normal
Definition mapblock_mesh.h:122
std::vector< s32 > triangle_refs
Definition mapblock_mesh.h:124
v3f origin
Definition mapblock_mesh.h:123
s32 front_ref
Definition mapblock_mesh.h:125
s32 back_ref
Definition mapblock_mesh.h:126
TreeNode(v3f normal, v3f origin, const std::vector< s32 > &triangle_refs, s32 front_ref, s32 back_ref)
Definition mapblock_mesh.h:129
Definition mapnode.h:115
Describes a grid with given step, originating at (0,0,0).
Definition numeric.h:157
Definition mapblock_mesh.h:35
void fillBlockDataBegin(const v3s16 &blockpos)
Definition mapblock_mesh.cpp:40
v3s16 m_crack_pos_relative
Definition mapblock_mesh.h:48
bool m_enable_waving_water
Definition mapblock_mesh.h:52
bool m_smooth_lighting
Definition mapblock_mesh.h:50
void fillSingleNode(MapNode data, MapNode padding=MapNode(CONTENT_AIR))
Definition mapblock_mesh.cpp:53
const NodeDefManager * m_nodedef
Definition mapblock_mesh.h:54
VoxelManipulator m_vmanip
Definition mapblock_mesh.h:36
MeshGrid m_mesh_grid
Definition mapblock_mesh.h:45
u16 m_side_length
Definition mapblock_mesh.h:43
bool m_enable_water_reflections
Definition mapblock_mesh.h:51
void setCrack(int crack_level, v3s16 crack_pos)
Definition mapblock_mesh.cpp:71
MeshMakeData(const NodeDefManager *ndef, u16 side_lingth, MeshGrid mesh_grid)
Definition mapblock_mesh.cpp:31
bool m_generate_minimap
Definition mapblock_mesh.h:49
v3s16 m_blockpos
Definition mapblock_mesh.h:39
Definition minimap.h:68
Definition tile.h:233
static std::string p(std::string path)
Definition test_filesys.cpp:73
#define MAX_TILE_LAYERS
We have two tile layers: layer 0 = base layer 1 = overlay.
Definition tile.h:71