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Soft node overlay (#5186)
This commit adds node overlays, which are tiles that are drawn on top of other tiles.
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2ad74a9e8b
commit
1ffb180868
18 changed files with 763 additions and 467 deletions
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@ -108,7 +108,12 @@ public:
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scene::IMesh *getMesh()
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{
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return m_mesh;
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return m_mesh[0];
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}
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scene::IMesh *getMesh(u8 layer)
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{
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return m_mesh[layer];
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}
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MinimapMapblock *moveMinimapMapblock()
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@ -132,7 +137,7 @@ public:
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void updateCameraOffset(v3s16 camera_offset);
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private:
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scene::IMesh *m_mesh;
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scene::IMesh *m_mesh[MAX_TILE_LAYERS];
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MinimapMapblock *m_minimap_mapblock;
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Client *m_client;
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video::IVideoDriver *m_driver;
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@ -150,20 +155,23 @@ private:
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// Animation info: cracks
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// Last crack value passed to animate()
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int m_last_crack;
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// Maps mesh buffer (i.e. material) indices to base texture names
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UNORDERED_MAP<u32, std::string> m_crack_materials;
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// Maps mesh and mesh buffer (i.e. material) indices to base texture names
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std::map<std::pair<u8, u32>, std::string> m_crack_materials;
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// Animation info: texture animationi
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// Maps meshbuffers to TileSpecs
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UNORDERED_MAP<u32, TileSpec> m_animation_tiles;
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UNORDERED_MAP<u32, int> m_animation_frames; // last animation frame
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UNORDERED_MAP<u32, int> m_animation_frame_offsets;
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// Maps mesh and mesh buffer indices to TileSpecs
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// Keys are pairs of (mesh index, buffer index in the mesh)
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std::map<std::pair<u8, u32>, TileLayer> m_animation_tiles;
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std::map<std::pair<u8, u32>, int> m_animation_frames; // last animation frame
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std::map<std::pair<u8, u32>, int> m_animation_frame_offsets;
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// Animation info: day/night transitions
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// Last daynight_ratio value passed to animate()
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u32 m_last_daynight_ratio;
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// For each meshbuffer, stores pre-baked colors of sunlit vertices
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std::map<u32, std::map<u32, video::SColor > > m_daynight_diffs;
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// For each mesh and mesh buffer, stores pre-baked colors
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// of sunlit vertices
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// Keys are pairs of (mesh index, buffer index in the mesh)
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std::map<std::pair<u8, u32>, std::map<u32, video::SColor > > m_daynight_diffs;
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// Camera offset info -> do we have to translate the mesh?
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v3s16 m_camera_offset;
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@ -176,7 +184,7 @@ private:
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*/
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struct PreMeshBuffer
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{
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TileSpec tile;
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TileLayer layer;
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std::vector<u16> indices;
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std::vector<video::S3DVertex> vertices;
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std::vector<video::S3DVertexTangents> tangent_vertices;
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@ -184,7 +192,7 @@ struct PreMeshBuffer
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struct MeshCollector
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{
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std::vector<PreMeshBuffer> prebuffers;
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std::vector<PreMeshBuffer> prebuffers[MAX_TILE_LAYERS];
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bool m_use_tangent_vertices;
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MeshCollector(bool use_tangent_vertices):
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@ -193,27 +201,38 @@ struct MeshCollector
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}
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void append(const TileSpec &material,
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const video::S3DVertex *vertices, u32 numVertices,
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const u16 *indices, u32 numIndices);
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void append(const TileLayer &material,
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const video::S3DVertex *vertices, u32 numVertices,
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const u16 *indices, u32 numIndices);
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const u16 *indices, u32 numIndices, u8 layernum);
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void append(const TileSpec &material,
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const video::S3DVertex *vertices, u32 numVertices,
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const u16 *indices, u32 numIndices, v3f pos,
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video::SColor c, u8 light_source);
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void append(const TileLayer &material,
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const video::S3DVertex *vertices, u32 numVertices,
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const u16 *indices, u32 numIndices,
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v3f pos, video::SColor c, u8 light_source);
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const u16 *indices, u32 numIndices, v3f pos,
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video::SColor c, u8 light_source, u8 layernum);
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/*!
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* Colorizes all vertices in the collector.
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*/
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void applyTileColors();
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};
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/*!
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* Encodes light and color of a node.
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* Encodes light of a node.
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* The result is not the final color, but a
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* half-baked vertex color.
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* You have to multiply the resulting color
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* with the node's color.
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*
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* \param light the first 8 bits are day light,
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* the last 8 bits are night light
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* \param color the node's color
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* \param emissive_light amount of light the surface emits,
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* from 0 to LIGHT_SUN.
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*/
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video::SColor encode_light_and_color(u16 light, const video::SColor &color,
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u8 emissive_light);
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video::SColor encode_light(u16 light, u8 emissive_light);
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// Compute light at node
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u16 getInteriorLight(MapNode n, s32 increment, INodeDefManager *ndef);
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