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Soft node overlay (#5186)

This commit adds node overlays, which are tiles that are drawn on top of
other tiles.
This commit is contained in:
Dániel Juhász 2017-04-21 15:34:59 +02:00 committed by Zeno-
parent 2ad74a9e8b
commit 1ffb180868
18 changed files with 763 additions and 467 deletions

View file

@ -108,7 +108,12 @@ public:
scene::IMesh *getMesh()
{
return m_mesh;
return m_mesh[0];
}
scene::IMesh *getMesh(u8 layer)
{
return m_mesh[layer];
}
MinimapMapblock *moveMinimapMapblock()
@ -132,7 +137,7 @@ public:
void updateCameraOffset(v3s16 camera_offset);
private:
scene::IMesh *m_mesh;
scene::IMesh *m_mesh[MAX_TILE_LAYERS];
MinimapMapblock *m_minimap_mapblock;
Client *m_client;
video::IVideoDriver *m_driver;
@ -150,20 +155,23 @@ private:
// Animation info: cracks
// Last crack value passed to animate()
int m_last_crack;
// Maps mesh buffer (i.e. material) indices to base texture names
UNORDERED_MAP<u32, std::string> m_crack_materials;
// Maps mesh and mesh buffer (i.e. material) indices to base texture names
std::map<std::pair<u8, u32>, std::string> m_crack_materials;
// Animation info: texture animationi
// Maps meshbuffers to TileSpecs
UNORDERED_MAP<u32, TileSpec> m_animation_tiles;
UNORDERED_MAP<u32, int> m_animation_frames; // last animation frame
UNORDERED_MAP<u32, int> m_animation_frame_offsets;
// Maps mesh and mesh buffer indices to TileSpecs
// Keys are pairs of (mesh index, buffer index in the mesh)
std::map<std::pair<u8, u32>, TileLayer> m_animation_tiles;
std::map<std::pair<u8, u32>, int> m_animation_frames; // last animation frame
std::map<std::pair<u8, u32>, int> m_animation_frame_offsets;
// Animation info: day/night transitions
// Last daynight_ratio value passed to animate()
u32 m_last_daynight_ratio;
// For each meshbuffer, stores pre-baked colors of sunlit vertices
std::map<u32, std::map<u32, video::SColor > > m_daynight_diffs;
// For each mesh and mesh buffer, stores pre-baked colors
// of sunlit vertices
// Keys are pairs of (mesh index, buffer index in the mesh)
std::map<std::pair<u8, u32>, std::map<u32, video::SColor > > m_daynight_diffs;
// Camera offset info -> do we have to translate the mesh?
v3s16 m_camera_offset;
@ -176,7 +184,7 @@ private:
*/
struct PreMeshBuffer
{
TileSpec tile;
TileLayer layer;
std::vector<u16> indices;
std::vector<video::S3DVertex> vertices;
std::vector<video::S3DVertexTangents> tangent_vertices;
@ -184,7 +192,7 @@ struct PreMeshBuffer
struct MeshCollector
{
std::vector<PreMeshBuffer> prebuffers;
std::vector<PreMeshBuffer> prebuffers[MAX_TILE_LAYERS];
bool m_use_tangent_vertices;
MeshCollector(bool use_tangent_vertices):
@ -193,27 +201,38 @@ struct MeshCollector
}
void append(const TileSpec &material,
const video::S3DVertex *vertices, u32 numVertices,
const u16 *indices, u32 numIndices);
void append(const TileLayer &material,
const video::S3DVertex *vertices, u32 numVertices,
const u16 *indices, u32 numIndices);
const u16 *indices, u32 numIndices, u8 layernum);
void append(const TileSpec &material,
const video::S3DVertex *vertices, u32 numVertices,
const u16 *indices, u32 numIndices, v3f pos,
video::SColor c, u8 light_source);
void append(const TileLayer &material,
const video::S3DVertex *vertices, u32 numVertices,
const u16 *indices, u32 numIndices,
v3f pos, video::SColor c, u8 light_source);
const u16 *indices, u32 numIndices, v3f pos,
video::SColor c, u8 light_source, u8 layernum);
/*!
* Colorizes all vertices in the collector.
*/
void applyTileColors();
};
/*!
* Encodes light and color of a node.
* Encodes light of a node.
* The result is not the final color, but a
* half-baked vertex color.
* You have to multiply the resulting color
* with the node's color.
*
* \param light the first 8 bits are day light,
* the last 8 bits are night light
* \param color the node's color
* \param emissive_light amount of light the surface emits,
* from 0 to LIGHT_SUN.
*/
video::SColor encode_light_and_color(u16 light, const video::SColor &color,
u8 emissive_light);
video::SColor encode_light(u16 light, u8 emissive_light);
// Compute light at node
u16 getInteriorLight(MapNode n, s32 increment, INodeDefManager *ndef);