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This PR adds a variety of effects to enhance the visual experience. "soft" clouds look Tinted shadows Crude water reflections (sky and sun) and waves Translucent foliage Node specular highlights Adjusted fog color (more saturated where the fog is lighter) Minor changes to volumetric lighting (crudely simulates the effect of depth) Co-authored-by: sfan5 <sfan5@live.de>
194 lines
5.1 KiB
C++
194 lines
5.1 KiB
C++
/*
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Minetest
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Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#pragma once
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#include "nodedef.h"
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#include <IMeshManipulator.h>
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struct MeshMakeData;
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struct MeshCollector;
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struct LightPair {
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u8 lightDay;
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u8 lightNight;
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LightPair() = default;
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explicit LightPair(u16 value) : lightDay(value & 0xff), lightNight(value >> 8) {}
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LightPair(u8 valueA, u8 valueB) : lightDay(valueA), lightNight(valueB) {}
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LightPair(float valueA, float valueB) :
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lightDay(core::clamp(core::round32(valueA), 0, 255)),
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lightNight(core::clamp(core::round32(valueB), 0, 255)) {}
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operator u16() const { return lightDay | lightNight << 8; }
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};
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struct LightInfo {
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float light_day;
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float light_night;
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float light_boosted;
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LightPair getPair(float sunlight_boost = 0.0) const
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{
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return LightPair(
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(1 - sunlight_boost) * light_day
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+ sunlight_boost * light_boosted,
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light_night);
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}
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};
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struct LightFrame {
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f32 lightsDay[8];
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f32 lightsNight[8];
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bool sunlight[8];
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};
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class MapblockMeshGenerator
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{
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public:
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MapblockMeshGenerator(MeshMakeData *input, MeshCollector *output,
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scene::IMeshManipulator *mm);
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void generate();
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void renderSingle(content_t node, u8 param2 = 0x00);
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private:
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MeshMakeData *const data;
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MeshCollector *const collector;
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const NodeDefManager *const nodedef;
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scene::IMeshManipulator *const meshmanip;
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const v3s16 blockpos_nodes;
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// options
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const bool enable_mesh_cache;
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// current node
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struct {
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v3s16 p;
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v3f origin;
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MapNode n;
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const ContentFeatures *f;
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LightPair light;
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LightFrame frame;
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video::SColor color;
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TileSpec tile;
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f32 scale;
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} cur_node;
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// lighting
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void getSmoothLightFrame();
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LightInfo blendLight(const v3f &vertex_pos);
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video::SColor blendLightColor(const v3f &vertex_pos);
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video::SColor blendLightColor(const v3f &vertex_pos, const v3f &vertex_normal);
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void useTile(int index = 0, u8 set_flags = MATERIAL_FLAG_CRACK_OVERLAY,
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u8 reset_flags = 0, bool special = false);
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void getTile(int index, TileSpec *tile);
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void getTile(v3s16 direction, TileSpec *tile);
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void getSpecialTile(int index, TileSpec *tile, bool apply_crack = false);
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// face drawing
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void drawQuad(v3f *vertices, const v3s16 &normal = v3s16(0, 0, 0),
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float vertical_tiling = 1.0);
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// cuboid drawing!
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template <typename Fn>
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void drawCuboid(const aabb3f &box, TileSpec *tiles, int tilecount, const f32 *txc, u8 mask, Fn &&face_lighter);
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void generateCuboidTextureCoords(aabb3f const &box, f32 *coords);
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void drawAutoLightedCuboid(aabb3f box, f32 const *txc = nullptr, TileSpec *tiles = nullptr, int tile_count = 0, u8 mask = 0);
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u8 getNodeBoxMask(aabb3f box, u8 solid_neighbors, u8 sametype_neighbors) const;
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// liquid-specific
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struct LiquidData {
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struct NeighborData {
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f32 level;
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content_t content;
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bool is_same_liquid;
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bool top_is_same_liquid;
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};
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bool top_is_same_liquid;
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bool draw_bottom;
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TileSpec tile;
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TileSpec tile_top;
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content_t c_flowing;
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content_t c_source;
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video::SColor color_top;
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NeighborData neighbors[3][3];
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f32 corner_levels[2][2];
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};
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LiquidData cur_liquid;
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bool smooth_liquids = false;
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void prepareLiquidNodeDrawing();
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void getLiquidNeighborhood();
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void calculateCornerLevels();
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f32 getCornerLevel(int i, int k) const;
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void drawLiquidSides();
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void drawLiquidTop();
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void drawLiquidBottom();
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// raillike-specific
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// name of the group that enables connecting to raillike nodes of different kind
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static const std::string raillike_groupname;
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struct RaillikeData {
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int raillike_group;
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};
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RaillikeData cur_rail;
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bool isSameRail(v3s16 dir);
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// plantlike-specific
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struct PlantlikeData {
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PlantlikeStyle draw_style;
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v3f offset;
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float rotate_degree;
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bool random_offset_Y;
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int face_num;
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float plant_height;
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};
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PlantlikeData cur_plant;
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void drawPlantlikeQuad(float rotation, float quad_offset = 0,
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bool offset_top_only = false);
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void drawPlantlike(bool is_rooted = false);
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// firelike-specific
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void drawFirelikeQuad(float rotation, float opening_angle,
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float offset_h, float offset_v = 0.0);
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// drawtypes
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void drawSolidNode();
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void drawLiquidNode();
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void drawGlasslikeNode();
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void drawGlasslikeFramedNode();
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void drawAllfacesNode();
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void drawTorchlikeNode();
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void drawSignlikeNode();
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void drawPlantlikeNode();
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void drawPlantlikeRootedNode();
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void drawFirelikeNode();
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void drawFencelikeNode();
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void drawRaillikeNode();
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void drawNodeboxNode();
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void drawMeshNode();
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// common
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void errorUnknownDrawtype();
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void drawNode();
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};
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