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Node highlighting.
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206f076422
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58e6d25e03
10 changed files with 168 additions and 49 deletions
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@ -46,6 +46,7 @@ MeshMakeData::MeshMakeData(IGameDef *gamedef):
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m_vmanip(),
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m_blockpos(-1337,-1337,-1337),
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m_crack_pos_relative(-1337, -1337, -1337),
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m_highlighted_pos_relative(-1337, -1337, -1337),
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m_smooth_lighting(false),
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m_gamedef(gamedef)
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{}
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@ -132,6 +133,12 @@ void MeshMakeData::setCrack(int crack_level, v3s16 crack_pos)
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m_crack_pos_relative = crack_pos - m_blockpos*MAP_BLOCKSIZE;
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}
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void MeshMakeData::setHighlighted(v3s16 highlighted_pos, bool show_hud)
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{
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m_show_hud = show_hud;
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m_highlighted_pos_relative = highlighted_pos - m_blockpos*MAP_BLOCKSIZE;
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}
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void MeshMakeData::setSmoothLighting(bool smooth_lighting)
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{
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m_smooth_lighting = smooth_lighting;
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@ -651,10 +658,8 @@ TileSpec getNodeTileN(MapNode mn, v3s16 p, u8 tileindex, MeshMakeData *data)
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INodeDefManager *ndef = data->m_gamedef->ndef();
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TileSpec spec = ndef->get(mn).tiles[tileindex];
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// Apply temporary crack
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if(p == data->m_crack_pos_relative)
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{
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if (p == data->m_crack_pos_relative)
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spec.material_flags |= MATERIAL_FLAG_CRACK;
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}
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return spec;
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}
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@ -1008,9 +1013,13 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
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m_animation_force_timer(0), // force initial animation
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m_last_crack(-1),
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m_crack_materials(),
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m_highlighted_materials(),
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m_last_daynight_ratio((u32) -1),
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m_daynight_diffs()
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{
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m_enable_shaders = g_settings->getBool("enable_shaders");
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m_enable_highlighting = g_settings->getBool("enable_node_highlighting");
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// 4-21ms for MAP_BLOCKSIZE=16 (NOTE: probably outdated)
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// 24-155ms for MAP_BLOCKSIZE=32 (NOTE: probably outdated)
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//TimeTaker timer1("MapBlockMesh()");
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@ -1077,6 +1086,7 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
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mapblock_mesh_generate_special(data, collector);
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m_highlight_mesh_color = data->m_highlight_mesh_color;
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/*
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Convert MeshCollector to SMesh
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@ -1084,14 +1094,9 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
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ITextureSource *tsrc = m_gamedef->tsrc();
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IShaderSource *shdrsrc = m_gamedef->getShaderSource();
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bool enable_shaders = g_settings->getBool("enable_shaders");
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for(u32 i = 0; i < collector.prebuffers.size(); i++)
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{
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PreMeshBuffer &p = collector.prebuffers[i];
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/*dstream<<"p.vertices.size()="<<p.vertices.size()
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<<", p.indices.size()="<<p.indices.size()
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<<std::endl;*/
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// Generate animation data
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// - Cracks
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@ -1129,6 +1134,9 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
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p.tile.texture = animation_frame.texture;
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}
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if(m_enable_highlighting && p.tile.material_flags & MATERIAL_FLAG_HIGHLIGHTED)
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m_highlighted_materials.push_back(i);
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for(u32 j = 0; j < p.vertices.size(); j++)
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{
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// Note applyFacesShading second parameter is precalculated sqrt
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@ -1153,8 +1161,7 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
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u8 day = vc.getRed();
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u8 night = vc.getGreen();
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finalColorBlend(vc, day, night, 1000);
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if(day != night)
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m_daynight_diffs[i][j] = std::make_pair(day, night);
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m_daynight_diffs[i][j] = std::make_pair(day, night);
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}
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// Create material
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@ -1163,22 +1170,23 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
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material.setFlag(video::EMF_BACK_FACE_CULLING, true);
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material.setFlag(video::EMF_BILINEAR_FILTER, false);
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material.setFlag(video::EMF_FOG_ENABLE, true);
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//material.setFlag(video::EMF_ANTI_ALIASING, video::EAAM_OFF);
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//material.setFlag(video::EMF_ANTI_ALIASING, video::EAAM_SIMPLE);
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//material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
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material.setTexture(0, p.tile.texture);
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if (enable_shaders) {
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material.MaterialType = shdrsrc->getShaderInfo(p.tile.shader_id).material;
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p.tile.applyMaterialOptionsWithShaders(material);
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if (p.tile.normal_texture) {
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material.setTexture(1, p.tile.normal_texture);
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material.setTexture(2, tsrc->getTexture("enable_img.png"));
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} else {
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material.setTexture(2, tsrc->getTexture("disable_img.png"));
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}
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if (p.tile.material_flags & MATERIAL_FLAG_HIGHLIGHTED) {
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material.MaterialType = video::EMT_TRANSPARENT_ADD_COLOR;
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} else {
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p.tile.applyMaterialOptions(material);
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if (m_enable_shaders) {
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material.MaterialType = shdrsrc->getShaderInfo(p.tile.shader_id).material;
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p.tile.applyMaterialOptionsWithShaders(material);
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if (p.tile.normal_texture) {
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material.setTexture(1, p.tile.normal_texture);
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material.setTexture(2, tsrc->getTexture("enable_img.png"));
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} else {
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material.setTexture(2, tsrc->getTexture("disable_img.png"));
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}
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} else {
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p.tile.applyMaterialOptions(material);
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}
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}
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// Create meshbuffer
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@ -1229,7 +1237,8 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
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m_has_animation =
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!m_crack_materials.empty() ||
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!m_daynight_diffs.empty() ||
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!m_animation_tiles.empty();
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!m_animation_tiles.empty() ||
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!m_highlighted_materials.empty();
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}
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MapBlockMesh::~MapBlockMesh()
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@ -1240,7 +1249,6 @@ MapBlockMesh::~MapBlockMesh()
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bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_ratio)
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{
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bool enable_shaders = g_settings->getBool("enable_shaders");
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if(!m_has_animation)
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{
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@ -1306,7 +1314,7 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat
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FrameSpec animation_frame = tile.frames.find(frame)->second;
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buf->getMaterial().setTexture(0, animation_frame.texture);
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if (enable_shaders) {
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if (m_enable_shaders) {
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if (animation_frame.normal_texture) {
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buf->getMaterial().setTexture(1, animation_frame.normal_texture);
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buf->getMaterial().setTexture(2, tsrc->getTexture("enable_img.png"));
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@ -1339,6 +1347,30 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat
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m_last_daynight_ratio = daynight_ratio;
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}
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// Node highlighting
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if (m_enable_highlighting) {
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u8 day = m_highlight_mesh_color.getRed();
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u8 night = m_highlight_mesh_color.getGreen();
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video::SColor hc;
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finalColorBlend(hc, day, night, daynight_ratio);
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float sin_r = 0.07 * sin(1.5 * time);
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float sin_g = 0.07 * sin(1.5 * time + irr::core::PI * 0.5);
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float sin_b = 0.07 * sin(1.5 * time + irr::core::PI);
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hc.setRed(core::clamp(core::round32(hc.getRed() * (0.8 + sin_r)), 0, 255));
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hc.setGreen(core::clamp(core::round32(hc.getGreen() * (0.8 + sin_g)), 0, 255));
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hc.setBlue(core::clamp(core::round32(hc.getBlue() * (0.8 + sin_b)), 0, 255));
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for(std::list<u32>::iterator
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i = m_highlighted_materials.begin();
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i != m_highlighted_materials.end(); i++)
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{
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scene::IMeshBuffer *buf = m_mesh->getMeshBuffer(*i);
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video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices();
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for (u32 j = 0; j < buf->getVertexCount() ;j++)
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vertices[j].Color = hc;
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}
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}
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return true;
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}
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