mirror of
https://github.com/moparisthebest/minetest
synced 2024-11-07 09:55:09 -05:00
150 lines
3.4 KiB
C++
150 lines
3.4 KiB
C++
/*
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Minetest-c55
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Copyright (C) 2010-2011 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 General Public License as published by
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the Free Software Foundation; either version 2 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 General Public License for more details.
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You should have received a copy of the GNU 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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#ifndef MAPBLOCK_MESH_HEADER
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#define MAPBLOCK_MESH_HEADER
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#include "common_irrlicht.h"
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#include "mapblock_nodemod.h"
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#include "voxel.h"
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class IGameDef;
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/*
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Mesh making stuff
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*/
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/*
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This is used because CMeshBuffer::append() is very slow
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*/
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struct PreMeshBuffer
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{
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video::SMaterial material;
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core::array<u16> indices;
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core::array<video::S3DVertex> vertices;
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};
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class MeshCollector
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{
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public:
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void append(
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video::SMaterial material,
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const video::S3DVertex* const vertices,
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u32 numVertices,
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const u16* const indices,
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u32 numIndices
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)
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{
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PreMeshBuffer *p = NULL;
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for(u32 i=0; i<m_prebuffers.size(); i++)
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{
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PreMeshBuffer &pp = m_prebuffers[i];
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if(pp.material != material)
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continue;
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p = &pp;
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break;
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}
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if(p == NULL)
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{
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PreMeshBuffer pp;
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pp.material = material;
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m_prebuffers.push_back(pp);
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p = &m_prebuffers[m_prebuffers.size()-1];
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}
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u32 vertex_count = p->vertices.size();
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for(u32 i=0; i<numIndices; i++)
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{
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u32 j = indices[i] + vertex_count;
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if(j > 65535)
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{
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dstream<<"FIXME: Meshbuffer ran out of indices"<<std::endl;
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// NOTE: Fix is to just add an another MeshBuffer
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}
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p->indices.push_back(j);
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}
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for(u32 i=0; i<numVertices; i++)
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{
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p->vertices.push_back(vertices[i]);
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}
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}
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void fillMesh(scene::SMesh *mesh)
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{
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/*dstream<<"Filling mesh with "<<m_prebuffers.size()
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<<" meshbuffers"<<std::endl;*/
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for(u32 i=0; i<m_prebuffers.size(); i++)
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{
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PreMeshBuffer &p = m_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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// Create meshbuffer
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// This is a "Standard MeshBuffer",
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// it's a typedeffed CMeshBuffer<video::S3DVertex>
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scene::SMeshBuffer *buf = new scene::SMeshBuffer();
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// Set material
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buf->Material = p.material;
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//((scene::SMeshBuffer*)buf)->Material = p.material;
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// Use VBO
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//buf->setHardwareMappingHint(scene::EHM_STATIC);
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// Add to mesh
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mesh->addMeshBuffer(buf);
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// Mesh grabbed it
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buf->drop();
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buf->append(p.vertices.pointer(), p.vertices.size(),
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p.indices.pointer(), p.indices.size());
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}
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}
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private:
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core::array<PreMeshBuffer> m_prebuffers;
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};
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// Helper functions
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video::SColor MapBlock_LightColor(u8 alpha, u8 light);
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class MapBlock;
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struct MeshMakeData
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{
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u32 m_daynight_ratio;
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NodeModMap m_temp_mods;
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VoxelManipulator m_vmanip;
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v3s16 m_blockpos;
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/*
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Copy central data directly from block, and other data from
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parent of block.
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*/
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void fill(u32 daynight_ratio, MapBlock *block);
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};
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// This is the highest-level function in here
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scene::SMesh* makeMapBlockMesh(MeshMakeData *data, IGameDef *gamedef);
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#endif
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