mirror of
https://github.com/moparisthebest/minetest
synced 2024-12-21 23:28:48 -05:00
Node highlighting.
This commit is contained in:
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206f076422
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58e6d25e03
@ -160,6 +160,8 @@
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# maximum percentage of current window to be used for hotbar
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# (usefull if you've there's something to be displayed right or left of hotbar)
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#hud_hotbar_max_width = 1.0
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# Enable highlighting for nodes (disables selectionboxes)
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#enable_node_highlighting = false
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# Texture filtering settings
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#mip_map = false
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#anisotropic_filter = false
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@ -2475,6 +2475,15 @@ int Client::getCrackLevel()
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return m_crack_level;
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}
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void Client::setHighlighted(v3s16 pos, bool show_hud)
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{
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m_show_hud = show_hud;
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v3s16 old_highlighted_pos = m_highlighted_pos;
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m_highlighted_pos = pos;
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addUpdateMeshTaskForNode(old_highlighted_pos, false, true);
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addUpdateMeshTaskForNode(m_highlighted_pos, false, true);
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}
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void Client::setCrack(int level, v3s16 pos)
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{
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int old_crack_level = m_crack_level;
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@ -2547,22 +2556,23 @@ void Client::addUpdateMeshTask(v3s16 p, bool ack_to_server, bool urgent)
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MapBlock *b = m_env.getMap().getBlockNoCreateNoEx(p);
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if(b == NULL)
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return;
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/*
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Create a task to update the mesh of the block
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*/
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MeshMakeData *data = new MeshMakeData(this);
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{
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//TimeTaker timer("data fill");
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// Release: ~0ms
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// Debug: 1-6ms, avg=2ms
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data->fill(b);
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data->setCrack(m_crack_level, m_crack_pos);
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data->setHighlighted(m_highlighted_pos, m_show_hud);
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data->setSmoothLighting(g_settings->getBool("smooth_lighting"));
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}
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// Add task to queue
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m_mesh_update_thread.m_queue_in.addBlock(p, data, ack_to_server, urgent);
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}
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@ -395,6 +395,9 @@ public:
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int getCrackLevel();
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void setCrack(int level, v3s16 pos);
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void setHighlighted(v3s16 pos, bool show_hud);
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v3s16 getHighlighted(){ return m_highlighted_pos; }
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u16 getHP();
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u16 getBreath();
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@ -500,10 +503,12 @@ private:
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float m_inventory_from_server_age;
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std::set<v3s16> m_active_blocks;
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PacketCounter m_packetcounter;
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bool m_show_hud;
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// Block mesh animation parameters
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float m_animation_time;
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int m_crack_level;
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v3s16 m_crack_pos;
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v3s16 m_highlighted_pos;
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// 0 <= m_daynight_i < DAYNIGHT_CACHE_COUNT
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//s32 m_daynight_i;
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//u32 m_daynight_ratio;
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@ -169,6 +169,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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MeshCollector &collector)
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{
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INodeDefManager *nodedef = data->m_gamedef->ndef();
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ITextureSource *tsrc = data->m_gamedef->tsrc();
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// 0ms
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//TimeTaker timer("mapblock_mesh_generate_special()");
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@ -177,26 +178,72 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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Some settings
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*/
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bool new_style_water = g_settings->getBool("new_style_water");
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float node_liquid_level = 1.0;
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if(new_style_water)
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if (new_style_water)
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node_liquid_level = 0.85;
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v3s16 blockpos_nodes = data->m_blockpos*MAP_BLOCKSIZE;
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for(s16 z=0; z<MAP_BLOCKSIZE; z++)
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for(s16 y=0; y<MAP_BLOCKSIZE; y++)
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for(s16 x=0; x<MAP_BLOCKSIZE; x++)
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// Create selection mesh
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v3s16 p = data->m_highlighted_pos_relative;
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if (data->m_show_hud &
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(p.X >= 0) & (p.X < MAP_BLOCKSIZE) &
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(p.Y >= 0) & (p.Y < MAP_BLOCKSIZE) &
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(p.Z >= 0) & (p.Z < MAP_BLOCKSIZE)) {
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MapNode n = data->m_vmanip.getNodeNoEx(blockpos_nodes + p);
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// Get selection mesh light level
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static const v3s16 dirs[7] = {
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v3s16( 0, 0, 0),
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v3s16( 0, 1, 0),
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v3s16( 0,-1, 0),
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v3s16( 1, 0, 0),
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v3s16(-1, 0, 0),
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v3s16( 0, 0, 1),
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v3s16( 0, 0,-1)
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};
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u16 l = 0;
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u16 l1 = 0;
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for (u8 i = 0; i < 7; i++) {
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MapNode n1 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p + dirs[i]);
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l1 = getInteriorLight(n1, -4, nodedef);
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if (l1 > l)
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l = l1;
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}
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video::SColor c = MapBlock_LightColor(255, l, 0);
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data->m_highlight_mesh_color = c;
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std::vector<aabb3f> boxes = n.getSelectionBoxes(nodedef);
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TileSpec h_tile;
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h_tile.material_flags |= MATERIAL_FLAG_HIGHLIGHTED;
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h_tile.texture = tsrc->getTexture("halo.png",&h_tile.texture_id);
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v3f pos = intToFloat(p, BS);
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f32 d = 0.05 * BS;
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for(std::vector<aabb3f>::iterator
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i = boxes.begin();
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i != boxes.end(); i++)
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{
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aabb3f box = *i;
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box.MinEdge += v3f(-d, -d, -d) + pos;
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box.MaxEdge += v3f(d, d, d) + pos;
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makeCuboid(&collector, box, &h_tile, 1, c, NULL);
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}
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}
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for(s16 z = 0; z < MAP_BLOCKSIZE; z++)
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for(s16 y = 0; y < MAP_BLOCKSIZE; y++)
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for(s16 x = 0; x < MAP_BLOCKSIZE; x++)
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{
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v3s16 p(x,y,z);
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MapNode n = data->m_vmanip.getNodeNoEx(blockpos_nodes+p);
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MapNode n = data->m_vmanip.getNodeNoEx(blockpos_nodes + p);
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const ContentFeatures &f = nodedef->get(n);
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// Only solidness=0 stuff is drawn here
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if(f.solidness != 0)
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continue;
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switch(f.drawtype){
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default:
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infostream<<"Got "<<f.drawtype<<std::endl;
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@ -120,6 +120,7 @@ void set_default_settings(Settings *settings)
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settings->setDefault("console_color", "(0,0,0)");
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settings->setDefault("console_alpha", "200");
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settings->setDefault("selectionbox_color", "(0,0,0)");
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settings->setDefault("enable_node_highlighting", "false");
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settings->setDefault("crosshair_color", "(255,255,255)");
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settings->setDefault("crosshair_alpha", "255");
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settings->setDefault("gui_scaling", "1.0");
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28
src/game.cpp
28
src/game.cpp
@ -407,14 +407,16 @@ PointedThing getPointedThing(Client *client, v3f player_position,
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mindistance = distance;
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hilightboxes.clear();
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for(std::vector<aabb3f>::const_iterator
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i2 = boxes.begin();
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i2 != boxes.end(); i2++)
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{
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aabb3f box = *i2;
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box.MinEdge += npf + v3f(-d,-d,-d) - intToFloat(camera_offset, BS);
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box.MaxEdge += npf + v3f(d,d,d) - intToFloat(camera_offset, BS);
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hilightboxes.push_back(box);
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if (!g_settings->getBool("enable_node_highlighting")) {
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for(std::vector<aabb3f>::const_iterator
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i2 = boxes.begin();
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i2 != boxes.end(); i2++)
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{
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aabb3f box = *i2;
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box.MinEdge += npf + v3f(-d,-d,-d) - intToFloat(camera_offset, BS);
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box.MaxEdge += npf + v3f(d,d,d) - intToFloat(camera_offset, BS);
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hilightboxes.push_back(box);
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}
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}
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}
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}
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@ -2096,10 +2098,13 @@ void the_game(bool &kill, bool random_input, InputHandler *input,
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else if(input->wasKeyDown(getKeySetting("keymap_toggle_hud")))
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{
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show_hud = !show_hud;
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if(show_hud)
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if(show_hud) {
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statustext = L"HUD shown";
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else
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client.setHighlighted(client.getHighlighted(), true);
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} else {
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statustext = L"HUD hidden";
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client.setHighlighted(client.getHighlighted(), false);
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}
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statustext_time = 0;
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}
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else if(input->wasKeyDown(getKeySetting("keymap_toggle_chat")))
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@ -2796,7 +2801,8 @@ void the_game(bool &kill, bool random_input, InputHandler *input,
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if(pointed != pointed_old)
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{
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infostream<<"Pointing at "<<pointed.dump()<<std::endl;
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//dstream<<"Pointing at "<<pointed.dump()<<std::endl;
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if (g_settings->getBool("enable_node_highlighting"))
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client.setHighlighted(pointed.node_undersurface, show_hud);
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}
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/*
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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++)
|
||||
vertices[j].Color = hc;
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
@ -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);
|
||||
@ -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
|
||||
*/
|
||||
@ -114,6 +123,11 @@ private:
|
||||
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;
|
||||
@ -123,6 +137,7 @@ private:
|
||||
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
|
||||
|
@ -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.
|
||||
|
BIN
textures/base/pack/halo.png
Normal file
BIN
textures/base/pack/halo.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 177 B |
Loading…
Reference in New Issue
Block a user