82 changes: 57 additions & 25 deletions src/mapblock_mesh.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -46,6 +46,7 @@ MeshMakeData::MeshMakeData(IGameDef *gamedef):
m_vmanip(),
m_blockpos(-1337,-1337,-1337),
m_crack_pos_relative(-1337, -1337, -1337),
m_highlighted_pos_relative(-1337, -1337, -1337),
m_smooth_lighting(false),
m_gamedef(gamedef)
{}
Expand Down Expand Up @@ -132,6 +133,12 @@ void MeshMakeData::setCrack(int crack_level, v3s16 crack_pos)
m_crack_pos_relative = crack_pos - m_blockpos*MAP_BLOCKSIZE;
}

void MeshMakeData::setHighlighted(v3s16 highlighted_pos, bool show_hud)
{
m_show_hud = show_hud;
m_highlighted_pos_relative = highlighted_pos - m_blockpos*MAP_BLOCKSIZE;
}

void MeshMakeData::setSmoothLighting(bool smooth_lighting)
{
m_smooth_lighting = smooth_lighting;
Expand Down Expand Up @@ -651,10 +658,8 @@ TileSpec getNodeTileN(MapNode mn, v3s16 p, u8 tileindex, MeshMakeData *data)
INodeDefManager *ndef = data->m_gamedef->ndef();
TileSpec spec = ndef->get(mn).tiles[tileindex];
// Apply temporary crack
if(p == data->m_crack_pos_relative)
{
if (p == data->m_crack_pos_relative)
spec.material_flags |= MATERIAL_FLAG_CRACK;
}
return spec;
}

Expand Down Expand Up @@ -1008,9 +1013,13 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
m_animation_force_timer(0), // force initial animation
m_last_crack(-1),
m_crack_materials(),
m_highlighted_materials(),
m_last_daynight_ratio((u32) -1),
m_daynight_diffs()
{
m_enable_shaders = g_settings->getBool("enable_shaders");
m_enable_highlighting = g_settings->getBool("enable_node_highlighting");

// 4-21ms for MAP_BLOCKSIZE=16 (NOTE: probably outdated)
// 24-155ms for MAP_BLOCKSIZE=32 (NOTE: probably outdated)
//TimeTaker timer1("MapBlockMesh()");
Expand Down Expand Up @@ -1077,21 +1086,17 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):

mapblock_mesh_generate_special(data, collector);

m_highlight_mesh_color = data->m_highlight_mesh_color;

/*
Convert MeshCollector to SMesh
*/
ITextureSource *tsrc = m_gamedef->tsrc();
IShaderSource *shdrsrc = m_gamedef->getShaderSource();

bool enable_shaders = g_settings->getBool("enable_shaders");

for(u32 i = 0; i < collector.prebuffers.size(); i++)
{
PreMeshBuffer &p = collector.prebuffers[i];
/*dstream<<"p.vertices.size()="<<p.vertices.size()
<<", p.indices.size()="<<p.indices.size()
<<std::endl;*/

// Generate animation data
// - Cracks
Expand Down Expand Up @@ -1129,6 +1134,9 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
p.tile.texture = animation_frame.texture;
}

if(m_enable_highlighting && p.tile.material_flags & MATERIAL_FLAG_HIGHLIGHTED)
m_highlighted_materials.push_back(i);

for(u32 j = 0; j < p.vertices.size(); j++)
{
// Note applyFacesShading second parameter is precalculated sqrt
Expand All @@ -1153,8 +1161,7 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
u8 day = vc.getRed();
u8 night = vc.getGreen();
finalColorBlend(vc, day, night, 1000);
if(day != night)
m_daynight_diffs[i][j] = std::make_pair(day, night);
m_daynight_diffs[i][j] = std::make_pair(day, night);
}

// Create material
Expand All @@ -1163,22 +1170,23 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
material.setFlag(video::EMF_BACK_FACE_CULLING, true);
material.setFlag(video::EMF_BILINEAR_FILTER, false);
material.setFlag(video::EMF_FOG_ENABLE, true);
//material.setFlag(video::EMF_ANTI_ALIASING, video::EAAM_OFF);
//material.setFlag(video::EMF_ANTI_ALIASING, video::EAAM_SIMPLE);
//material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
material.setTexture(0, p.tile.texture);

if (enable_shaders) {
material.MaterialType = shdrsrc->getShaderInfo(p.tile.shader_id).material;
p.tile.applyMaterialOptionsWithShaders(material);
if (p.tile.normal_texture) {
material.setTexture(1, p.tile.normal_texture);
material.setTexture(2, tsrc->getTexture("enable_img.png"));
if (p.tile.material_flags & MATERIAL_FLAG_HIGHLIGHTED) {
material.MaterialType = video::EMT_TRANSPARENT_ADD_COLOR;
} else {
if (m_enable_shaders) {
material.MaterialType = shdrsrc->getShaderInfo(p.tile.shader_id).material;
p.tile.applyMaterialOptionsWithShaders(material);
if (p.tile.normal_texture) {
material.setTexture(1, p.tile.normal_texture);
material.setTexture(2, tsrc->getTexture("enable_img.png"));
} else {
material.setTexture(2, tsrc->getTexture("disable_img.png"));
}
} else {
material.setTexture(2, tsrc->getTexture("disable_img.png"));
p.tile.applyMaterialOptions(material);
}
} else {
p.tile.applyMaterialOptions(material);
}

// Create meshbuffer
Expand Down Expand Up @@ -1229,7 +1237,8 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
m_has_animation =
!m_crack_materials.empty() ||
!m_daynight_diffs.empty() ||
!m_animation_tiles.empty();
!m_animation_tiles.empty() ||
!m_highlighted_materials.empty();
}

MapBlockMesh::~MapBlockMesh()
Expand All @@ -1240,7 +1249,6 @@ MapBlockMesh::~MapBlockMesh()

bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_ratio)
{
bool enable_shaders = g_settings->getBool("enable_shaders");

if(!m_has_animation)
{
Expand Down Expand Up @@ -1306,7 +1314,7 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat

FrameSpec animation_frame = tile.frames.find(frame)->second;
buf->getMaterial().setTexture(0, animation_frame.texture);
if (enable_shaders) {
if (m_enable_shaders) {
if (animation_frame.normal_texture) {
buf->getMaterial().setTexture(1, animation_frame.normal_texture);
buf->getMaterial().setTexture(2, tsrc->getTexture("enable_img.png"));
Expand Down Expand Up @@ -1339,6 +1347,30 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat
m_last_daynight_ratio = daynight_ratio;
}

// Node highlighting
if (m_enable_highlighting) {
u8 day = m_highlight_mesh_color.getRed();
u8 night = m_highlight_mesh_color.getGreen();
video::SColor hc;
finalColorBlend(hc, day, night, daynight_ratio);
float sin_r = 0.07 * sin(1.5 * time);
float sin_g = 0.07 * sin(1.5 * time + irr::core::PI * 0.5);
float sin_b = 0.07 * sin(1.5 * time + irr::core::PI);
hc.setRed(core::clamp(core::round32(hc.getRed() * (0.8 + sin_r)), 0, 255));
hc.setGreen(core::clamp(core::round32(hc.getGreen() * (0.8 + sin_g)), 0, 255));
hc.setBlue(core::clamp(core::round32(hc.getBlue() * (0.8 + sin_b)), 0, 255));

for(std::list<u32>::iterator
i = m_highlighted_materials.begin();
i != m_highlighted_materials.end(); i++)
{
scene::IMeshBuffer *buf = m_mesh->getMeshBuffer(*i);
video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices();
for (u32 j = 0; j < buf->getVertexCount() ;j++)
vertices[j].Color = hc;
}
}

return true;
}

Expand Down
15 changes: 15 additions & 0 deletions src/mapblock_mesh.h
Original file line number Diff line number Diff line change
Expand Up @@ -39,7 +39,11 @@ struct MeshMakeData
VoxelManipulator m_vmanip;
v3s16 m_blockpos;
v3s16 m_crack_pos_relative;
v3s16 m_highlighted_pos_relative;
bool m_smooth_lighting;
bool m_show_hud;
video::SColor m_highlight_mesh_color;

IGameDef *m_gamedef;

MeshMakeData(IGameDef *gamedef);
Expand All @@ -60,6 +64,11 @@ struct MeshMakeData
*/
void setCrack(int crack_level, v3s16 crack_pos);

/*
Set the highlighted node position
*/

void setHighlighted(v3s16 highlighted_pos, bool show_hud);
/*
Enable or disable smooth lighting
*/
Expand Down Expand Up @@ -114,6 +123,11 @@ class MapBlockMesh
scene::SMesh *m_mesh;
IGameDef *m_gamedef;

bool m_enable_shaders;
bool m_enable_highlighting;

video::SColor m_highlight_mesh_color;

// Must animate() be called before rendering?
bool m_has_animation;
int m_animation_force_timer;
Expand All @@ -123,6 +137,7 @@ class MapBlockMesh
int m_last_crack;
// Maps mesh buffer (i.e. material) indices to base texture names
std::map<u32, std::string> m_crack_materials;
std::list<u32> m_highlighted_materials;

// Animation info: texture animationi
// Maps meshbuffers to TileSpecs
Expand Down
1 change: 1 addition & 0 deletions src/tile.h
Original file line number Diff line number Diff line change
Expand Up @@ -171,6 +171,7 @@ enum MaterialType{
// Animation made up by splitting the texture to vertical frames, as
// defined by extra parameters
#define MATERIAL_FLAG_ANIMATION_VERTICAL_FRAMES 0x08
#define MATERIAL_FLAG_HIGHLIGHTED 0x10

/*
This fully defines the looks of a tile.
Expand Down
Binary file added textures/base/pack/halo.png
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