Luanti 5.11.0-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 "SMeshBuffer.h"
11
12#include "util/numeric.h"
13#include "client/tile.h"
14#include "voxel.h"
15#include <array>
16#include <map>
17#include <unordered_map>
18
19namespace irr::video {
20 class IVideoDriver;
21}
22
23class Client;
24class NodeDefManager;
25class IShaderSource;
26class ITextureSource;
27
28/*
29 Mesh making stuff
30*/
31
32
33class MapBlock;
34struct MinimapMapblock;
35
37{
39
40 // base pos of meshgen area, in blocks
41 v3s16 m_blockpos = v3s16(-1337,-1337,-1337);
42 // size of meshgen area, in nodes.
43 // vmanip will have at least an extra 1 node onion layer.
44 // area is expected to fit into mesh grid cell.
46 // vertex positions will be relative to this grid
48
49 // relative to blockpos
50 v3s16 m_crack_pos_relative = v3s16(-1337,-1337,-1337);
51 bool m_generate_minimap = false;
52 bool m_smooth_lighting = false;
54
56
57 MeshMakeData(const NodeDefManager *ndef, u16 side_lingth, MeshGrid mesh_grid);
58
59 /*
60 Copy block data manually (to allow optimizations by the caller)
61 */
62 void fillBlockDataBegin(const v3s16 &blockpos);
63 void fillBlockData(const v3s16 &bp, MapNode *data);
64
65 /*
66 Prepare block data for rendering a single node located at (0,0,0).
67 */
68 void fillSingleNode(MapNode data, MapNode padding = MapNode(CONTENT_AIR));
69
70 /*
71 Set the (node) position of a crack
72 */
73 void setCrack(int crack_level, v3s16 crack_pos);
74};
75
76// represents a triangle as indexes into the vertex buffer in SMeshBuffer
78{
79public:
80 scene::SMeshBuffer *buffer;
81 u16 p1, p2, p3;
83 float areaSQ;
84
86 {
87 v3f v1 = buffer->getPosition(p1);
88 v3f v2 = buffer->getPosition(p2);
89 v3f v3 = buffer->getPosition(p3);
90
91 centroid = (v1 + v2 + v3) / 3;
92 areaSQ = (v2-v1).crossProduct(v3-v1).getLengthSQ() / 4;
93 }
94
95 v3f getNormal() const {
96 v3f v1 = buffer->getPosition(p1);
97 v3f v2 = buffer->getPosition(p2);
98 v3f v3 = buffer->getPosition(p3);
99
100 return (v2-v1).crossProduct(v3-v1);
101 }
102};
103
109{
110public:
112
113 void buildTree(const std::vector<MeshTriangle> *triangles, u16 side_lingth);
114
115 void traverse(v3f viewpoint, std::vector<s32> &output) const
116 {
117 traverse(root, viewpoint, output);
118 }
119
120private:
121 // Tree node definition;
135
136
137 s32 buildTree(v3f normal, v3f origin, float delta, const std::vector<s32> &list, u32 depth);
138 void traverse(s32 node, v3f viewpoint, std::vector<s32> &output) const;
139
140 const std::vector<MeshTriangle> *triangles = nullptr; // this reference is managed externally
141 std::vector<TreeNode> nodes; // list of nodes
142 s32 root = -1; // index of the root node
143};
144
145/*
146 * PartialMeshBuffer
147 *
148 * Attach alternate `Indices` to an existing mesh buffer, to make it possible to use different
149 * indices with the same vertex buffer.
150 */
152{
153public:
154 PartialMeshBuffer(scene::SMeshBuffer *buffer, std::vector<u16> &&vertex_indices) :
155 m_buffer(buffer), m_indices(make_irr<scene::SIndexBuffer>())
156 {
157 m_indices->Data = std::move(vertex_indices);
158 m_indices->setHardwareMappingHint(scene::EHM_STATIC);
159 }
160
161 auto *getBuffer() const { return m_buffer; }
162
163 void draw(video::IVideoDriver *driver) const;
164
165private:
166 scene::SMeshBuffer *m_buffer;
167 irr_ptr<scene::SIndexBuffer> m_indices;
168};
169
170/*
171 Holds a mesh for a mapblock.
172
173 Besides the SMesh*, this contains information used fortransparency sorting
174 and texture animation.
175 For example:
176 - cracks
177 - day/night transitions
178*/
180{
181public:
182 // Builds the mesh given
185
186 // Main animation function, parameters:
187 // faraway: whether the block is far away from the camera (~50 nodes)
188 // time: the global animation time, 0 .. 60 (repeats every minute)
189 // daynight_ratio: 0 .. 1000
190 // crack: -1 .. CRACK_ANIMATION_LENGTH-1 (-1 for off)
191 // Returns true if anything has been changed.
192 bool animate(bool faraway, float time, int crack, u32 daynight_ratio);
193
195 scene::IMesh *getMesh()
196 {
197 return m_mesh[0].get();
198 }
199
202 scene::IMesh *getMesh(u8 layer)
203 {
204 assert(layer < MAX_TILE_LAYERS);
205 return m_mesh[layer].get();
206 }
207
208 std::vector<MinimapMapblock*> moveMinimapMapblocks()
209 {
210 std::vector<MinimapMapblock*> minimap_mapblocks;
211 minimap_mapblocks.swap(m_minimap_mapblocks);
212 return minimap_mapblocks;
213 }
214
215 bool isAnimationForced() const
216 {
217 return m_animation_force_timer == 0;
218 }
219
225
227 f32 getBoundingRadius() const { return m_bounding_radius; }
228
231
239 void updateTransparentBuffers(v3f camera_pos, v3s16 block_pos, bool group_by_buffers);
241
243 const std::vector<PartialMeshBuffer> &getTransparentBuffers() const
244 {
245 return this->m_transparent_buffers;
246 }
247
248private:
250 int frame; // last animation frame
252 };
253
254 irr_ptr<scene::IMesh> m_mesh[MAX_TILE_LAYERS];
255 std::vector<MinimapMapblock*> m_minimap_mapblocks;
258
261
262 // Must animate() be called before rendering?
265
266 // Animation info: cracks
267 // Last crack value passed to animate()
269 // Maps mesh and mesh buffer (i.e. material) indices to base texture names
270 std::map<std::pair<u8, u32>, std::string> m_crack_materials;
271
272 // Animation info: texture animation
273 // Maps mesh and mesh buffer indices to TileSpecs
274 // Keys are pairs of (mesh index, buffer index in the mesh)
275 std::map<std::pair<u8, u32>, AnimationInfo> m_animation_info;
276
277 // list of all semitransparent triangles in the mapblock
278 std::vector<MeshTriangle> m_transparent_triangles;
279 // Binary Space Partitioning tree for the block
281 // Ordered list of references to parts of transparent buffers to draw
282 std::vector<PartialMeshBuffer> m_transparent_buffers;
283 // Is m_transparent_buffers currently in consolidated form?
285};
286
299video::SColor encode_light(u16 light, u8 emissive_light);
300
301// Compute light at node
302u16 getInteriorLight(MapNode n, s32 increment, const NodeDefManager *ndef);
303u16 getFaceLight(MapNode n, MapNode n2, const NodeDefManager *ndef);
304u16 getSmoothLightSolid(const v3s16 &p, const v3s16 &face_dir, const v3s16 &corner, MeshMakeData *data);
305u16 getSmoothLightTransparent(const v3s16 &p, const v3s16 &corner, MeshMakeData *data);
306
311void get_sunlight_color(video::SColorf *sunlight, u32 daynight_ratio);
312
320void final_color_blend(video::SColor *result,
321 u16 light, u32 daynight_ratio);
322
330void final_color_blend(video::SColor *result,
331 const video::SColor &data, const video::SColorf &dayLight);
332
333// Retrieves the TileSpec of a face of a node
334// Adds MATERIAL_FLAG_CRACK if the node is cracked
335// TileSpec should be passed as reference due to the underlying TileFrame and its vector
336// TileFrame vector copy cost very much to client
337void getNodeTileN(MapNode mn, const v3s16 &p, u8 tileindex, MeshMakeData *data, TileSpec &tile);
338void getNodeTile(MapNode mn, const v3s16 &p, const v3s16 &dir, MeshMakeData *data, TileSpec &tile);
339
static v2f dir(const v2f &pos_dist)
Definition camera.cpp:207
Definition client.h:104
Definition shader.h:203
Definition texturesource.h:36
Implements a binary space partitioning tree See also: https://en.wikipedia.org/wiki/Binary_space_part...
Definition mapblock_mesh.h:109
std::vector< TreeNode > nodes
Definition mapblock_mesh.h:141
void buildTree(const std::vector< MeshTriangle > *triangles, u16 side_lingth)
Definition mapblock_mesh.cpp:444
const std::vector< MeshTriangle > * triangles
Definition mapblock_mesh.h:140
s32 root
Definition mapblock_mesh.h:142
void traverse(v3f viewpoint, std::vector< s32 > &output) const
Definition mapblock_mesh.h:115
MapBlockBspTree()
Definition mapblock_mesh.h:111
Definition mapblock_mesh.h:180
std::vector< MinimapMapblock * > m_minimap_mapblocks
Definition mapblock_mesh.h:255
~MapBlockMesh()
Definition mapblock_mesh.cpp:762
f32 getBoundingRadius() const
Radius of the bounding-sphere, in BS-space.
Definition mapblock_mesh.h:227
bool isAnimationForced() const
Definition mapblock_mesh.h:215
MapBlockMesh(Client *client, MeshMakeData *data)
Definition mapblock_mesh.cpp:611
const std::vector< PartialMeshBuffer > & getTransparentBuffers() const
get the list of transparent buffers
Definition mapblock_mesh.h:243
v3f getBoundingSphereCenter() const
Center of the bounding-sphere, in BS-space, relative to block pos.
Definition mapblock_mesh.h:230
int m_animation_force_timer
Definition mapblock_mesh.h:264
std::map< std::pair< u8, u32 >, std::string > m_crack_materials
Definition mapblock_mesh.h:270
MapBlockBspTree m_bsp_tree
Definition mapblock_mesh.h:280
std::vector< MinimapMapblock * > moveMinimapMapblocks()
Definition mapblock_mesh.h:208
void consolidateTransparentBuffers()
Definition mapblock_mesh.cpp:903
f32 m_bounding_radius
Definition mapblock_mesh.h:259
scene::IMesh * getMesh()
Definition mapblock_mesh.h:195
bool animate(bool faraway, float time, int crack, u32 daynight_ratio)
Definition mapblock_mesh.cpp:776
void decreaseAnimationForceTimer()
Definition mapblock_mesh.h:220
void updateTransparentBuffers(v3f camera_pos, v3s16 block_pos, bool group_by_buffers)
Update transparent buffers to render towards the camera.
Definition mapblock_mesh.cpp:834
std::vector< MeshTriangle > m_transparent_triangles
Definition mapblock_mesh.h:278
irr_ptr< scene::IMesh > m_mesh[MAX_TILE_LAYERS]
Definition mapblock_mesh.h:254
bool m_transparent_buffers_consolidated
Definition mapblock_mesh.h:284
IShaderSource * m_shdrsrc
Definition mapblock_mesh.h:257
ITextureSource * m_tsrc
Definition mapblock_mesh.h:256
int m_last_crack
Definition mapblock_mesh.h:268
bool m_has_animation
Definition mapblock_mesh.h:263
scene::IMesh * getMesh(u8 layer)
Definition mapblock_mesh.h:202
std::map< std::pair< u8, u32 >, AnimationInfo > m_animation_info
Definition mapblock_mesh.h:275
v3f m_bounding_sphere_center
Definition mapblock_mesh.h:260
std::vector< PartialMeshBuffer > m_transparent_buffers
Definition mapblock_mesh.h:282
Definition mapblock.h:58
Definition mapblock_mesh.h:78
scene::SMeshBuffer * buffer
Definition mapblock_mesh.h:80
u16 p3
Definition mapblock_mesh.h:81
float areaSQ
Definition mapblock_mesh.h:83
v3f getNormal() const
Definition mapblock_mesh.h:95
u16 p2
Definition mapblock_mesh.h:81
v3f centroid
Definition mapblock_mesh.h:82
void updateAttributes()
Definition mapblock_mesh.h:85
u16 p1
Definition mapblock_mesh.h:81
This class is for getting the actual properties of nodes from their content ID.
Definition nodedef.h:530
Definition mapblock_mesh.h:152
void draw(video::IVideoDriver *driver) const
Definition mapblock_mesh.cpp:600
irr_ptr< scene::SIndexBuffer > m_indices
Definition mapblock_mesh.h:167
scene::SMeshBuffer * m_buffer
Definition mapblock_mesh.h:166
PartialMeshBuffer(scene::SMeshBuffer *buffer, std::vector< u16 > &&vertex_indices)
Definition mapblock_mesh.h:154
auto * getBuffer() const
Definition mapblock_mesh.h:161
Definition voxel.h:368
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:340
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:961
u16 getSmoothLightTransparent(const v3s16 &p, const v3s16 &corner, MeshMakeData *data)
Definition mapblock_mesh.cpp:270
void final_color_blend(video::SColor *result, u16 light, u32 daynight_ratio)
Definition mapblock_mesh.cpp:297
video::SColor encode_light(u16 light, u8 emissive_light)
Definition mapblock_mesh.cpp:933
u16 getInteriorLight(MapNode n, s32 increment, const NodeDefManager *ndef)
Definition mapblock_mesh.cpp:104
u16 getFaceLight(MapNode n, MapNode n2, const NodeDefManager *ndef)
Definition mapblock_mesh.cpp:140
void getNodeTile(MapNode mn, const v3s16 &p, const v3s16 &dir, MeshMakeData *data, TileSpec &tile)
Definition mapblock_mesh.cpp:360
void get_sunlight_color(video::SColorf *sunlight, u32 daynight_ratio)
Definition mapblock_mesh.cpp:288
u16 getSmoothLightSolid(const v3s16 &p, const v3s16 &face_dir, const v3s16 &corner, MeshMakeData *data)
Definition mapblock_mesh.cpp:260
#define CONTENT_AIR
Definition mapnode.h:46
Definition activeobjectmgr.cpp:11
Definition clientmap.h:35
Definition mapblock_mesh.h:123
v3f normal
Definition mapblock_mesh.h:124
std::vector< s32 > triangle_refs
Definition mapblock_mesh.h:126
v3f origin
Definition mapblock_mesh.h:125
s32 front_ref
Definition mapblock_mesh.h:127
s32 back_ref
Definition mapblock_mesh.h:128
TreeNode(v3f normal, v3f origin, const std::vector< s32 > &triangle_refs, s32 front_ref, s32 back_ref)
Definition mapblock_mesh.h:131
Definition mapblock_mesh.h:249
TileLayer tile
Definition mapblock_mesh.h:251
int frame
Definition mapblock_mesh.h:250
Definition mapnode.h:124
Describes a grid with given step, oirginating at (0,0,0)
Definition numeric.h:136
Definition mapblock_mesh.h:37
void fillBlockDataBegin(const v3s16 &blockpos)
Definition mapblock_mesh.cpp:38
v3s16 m_crack_pos_relative
Definition mapblock_mesh.h:50
bool m_smooth_lighting
Definition mapblock_mesh.h:52
void fillSingleNode(MapNode data, MapNode padding=MapNode(CONTENT_AIR))
Definition mapblock_mesh.cpp:60
const NodeDefManager * m_nodedef
Definition mapblock_mesh.h:55
VoxelManipulator m_vmanip
Definition mapblock_mesh.h:38
MeshGrid m_mesh_grid
Definition mapblock_mesh.h:47
u16 m_side_length
Definition mapblock_mesh.h:45
bool m_enable_water_reflections
Definition mapblock_mesh.h:53
void setCrack(int crack_level, v3s16 crack_pos)
Definition mapblock_mesh.cpp:78
MeshMakeData(const NodeDefManager *ndef, u16 side_lingth, MeshGrid mesh_grid)
Definition mapblock_mesh.cpp:29
bool m_generate_minimap
Definition mapblock_mesh.h:51
void fillBlockData(const v3s16 &bp, MapNode *data)
Definition mapblock_mesh.cpp:51
v3s16 m_blockpos
Definition mapblock_mesh.h:41
Definition minimap.h:68
Defines a layer of a tile.
Definition tile.h:62
Definition tile.h:148
static std::string p(std::string path)
Definition test_filesys.cpp:55
#define MAX_TILE_LAYERS
We have two tile layers: layer 0 = base layer 1 = overlay.
Definition tile.h:58