Revert "Refactoring and code style fixes in preparation of adding mesh typed items"

This reverts commit f14e7bac54af65e3d3d99f89f23f114b17058e49.

Reverted due to missinterpretation of agreement, obvious dislike and me not interested in doing fights for feature I don't actually need
This commit is contained in:
Sapier 2015-12-29 19:55:50 +01:00
parent 25d128da36
commit 1735c20549
2 changed files with 402 additions and 485 deletions

@ -28,10 +28,15 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "mapblock_mesh.h"
#include "mesh.h"
#include "wieldmesh.h"
#include "client/tile.h"
#endif
#include "log.h"
#include "settings.h"
#include "util/serialize.h"
#include "util/container.h"
#include "util/thread.h"
#include <map>
#include <set>
#ifdef __ANDROID__
#include <GLES/gl.h>
@ -222,29 +227,37 @@ void ItemDefinition::deSerialize(std::istream &is)
// SUGG: Support chains of aliases?
class CItemDefManager: public IWritableItemDefManager
{
#ifndef SERVER
CItemDefManager::ClientCached::ClientCached() :
struct ClientCached
{
video::ITexture *inventory_texture;
scene::IMesh *wield_mesh;
ClientCached():
inventory_texture(NULL),
wield_mesh(NULL)
{}
};
#endif
CItemDefManager::CItemDefManager()
public:
CItemDefManager()
{
#ifndef SERVER
m_main_thread = thr_get_current_thread_id();
#endif
clear();
}
/******************************************************************************/
CItemDefManager::~CItemDefManager()
virtual ~CItemDefManager()
{
#ifndef SERVER
const std::vector<ClientCached*> &values = m_clientcached.getValues();
for(std::vector<ClientCached*>::const_iterator
i = values.begin(); i != values.end(); ++i) {
i = values.begin(); i != values.end(); ++i)
{
ClientCached *cc = *i;
if (cc->wield_mesh)
cc->wield_mesh->drop();
@ -255,14 +268,11 @@ CItemDefManager::~CItemDefManager()
for (std::map<std::string, ItemDefinition*>::iterator iter =
m_item_definitions.begin(); iter != m_item_definitions.end();
++iter) {
delete iter->second;
}
m_item_definitions.clear();
}
/******************************************************************************/
const ItemDefinition& CItemDefManager::get(const std::string &name_) const
virtual const ItemDefinition& get(const std::string &name_) const
{
// Convert name according to possible alias
std::string name = getAlias(name_);
@ -274,50 +284,39 @@ const ItemDefinition& CItemDefManager::get(const std::string &name_) const
assert(i != m_item_definitions.end());
return *(i->second);
}
/******************************************************************************/
std::string CItemDefManager::getAlias(const std::string &name) const
virtual std::string getAlias(const std::string &name) const
{
StringMap::const_iterator it = m_aliases.find(name);
if (it != m_aliases.end())
return it->second;
return name;
}
/******************************************************************************/
std::set<std::string> CItemDefManager::getAll() const
virtual std::set<std::string> getAll() const
{
std::set<std::string> result;
for(std::map<std::string, ItemDefinition *>::const_iterator
it = m_item_definitions.begin();
it != m_item_definitions.end(); ++it) {
result.insert(it->first);
}
for (StringMap::const_iterator
it = m_aliases.begin();
it != m_aliases.end(); ++it) {
result.insert(it->first);
}
return result;
}
/******************************************************************************/
bool CItemDefManager::isKnown(const std::string &name_) const
virtual bool isKnown(const std::string &name_) const
{
// Convert name according to possible alias
std::string name = getAlias(name_);
// Get the definition
std::map<std::string, ItemDefinition*>::const_iterator i;
return m_item_definitions.find(name) != m_item_definitions.end();
}
#ifndef SERVER
/******************************************************************************/
CItemDefManager::ClientCached* CItemDefManager::createClientCachedDirect(const std::string &name,
public:
ClientCached* createClientCachedDirect(const std::string &name,
IGameDef *gamedef) const
{
infostream<<"Lazily creating item texture and mesh for \""
@ -350,7 +349,96 @@ CItemDefManager::ClientCached* CItemDefManager::createClientCachedDirect(const s
// - If inventory_texture isn't set yet, create one using
// render-to-texture.
if (def.type == ITEM_NODE) {
createNodeItemTexture(name, def, nodedef, cc, gamedef, tsrc);
// Get node properties
content_t id = nodedef->getId(name);
const ContentFeatures &f = nodedef->get(id);
bool need_rtt_mesh = cc->inventory_texture == NULL;
// Keep this in sync with WieldMeshSceneNode::setItem()
bool need_wield_mesh =
!(f.mesh_ptr[0] ||
f.drawtype == NDT_NORMAL ||
f.drawtype == NDT_ALLFACES ||
f.drawtype == NDT_AIRLIKE);
scene::IMesh *node_mesh = NULL;
if (need_rtt_mesh || need_wield_mesh) {
u8 param1 = 0;
if (f.param_type == CPT_LIGHT)
param1 = 0xee;
/*
Make a mesh from the node
*/
MeshMakeData mesh_make_data(gamedef, false);
u8 param2 = 0;
if (f.param_type_2 == CPT2_WALLMOUNTED)
param2 = 1;
MapNode mesh_make_node(id, param1, param2);
mesh_make_data.fillSingleNode(&mesh_make_node);
MapBlockMesh mapblock_mesh(&mesh_make_data, v3s16(0, 0, 0));
node_mesh = mapblock_mesh.getMesh();
node_mesh->grab();
video::SColor c(255, 255, 255, 255);
setMeshColor(node_mesh, c);
// scale and translate the mesh so it's a
// unit cube centered on the origin
scaleMesh(node_mesh, v3f(1.0/BS, 1.0/BS, 1.0/BS));
translateMesh(node_mesh, v3f(-1.0, -1.0, -1.0));
}
/*
Draw node mesh into a render target texture
*/
if (need_rtt_mesh) {
TextureFromMeshParams params;
params.mesh = node_mesh;
params.dim.set(64, 64);
params.rtt_texture_name = "INVENTORY_"
+ def.name + "_RTT";
params.delete_texture_on_shutdown = true;
params.camera_position.set(0, 1.0, -1.5);
params.camera_position.rotateXZBy(45);
params.camera_lookat.set(0, 0, 0);
// Set orthogonal projection
params.camera_projection_matrix.buildProjectionMatrixOrthoLH(
1.65, 1.65, 0, 100);
params.ambient_light.set(1.0, 0.2, 0.2, 0.2);
params.light_position.set(10, 100, -50);
params.light_color.set(1.0, 0.5, 0.5, 0.5);
params.light_radius = 1000;
#ifdef __ANDROID__
params.camera_position.set(0, -1.0, -1.5);
params.camera_position.rotateXZBy(45);
params.light_position.set(10, -100, -50);
#endif
cc->inventory_texture =
tsrc->generateTextureFromMesh(params);
// render-to-target didn't work
if (cc->inventory_texture == NULL) {
cc->inventory_texture =
tsrc->getTexture(f.tiledef[0].name);
}
}
/*
Use the node mesh as the wield mesh
*/
if (need_wield_mesh) {
cc->wield_mesh = node_mesh;
cc->wield_mesh->grab();
// no way reference count can be smaller than 2 in this place!
assert(cc->wield_mesh->getReferenceCount() >= 2);
}
if (node_mesh)
node_mesh->drop();
}
// Put in cache
@ -358,9 +446,7 @@ CItemDefManager::ClientCached* CItemDefManager::createClientCachedDirect(const s
return cc;
}
/******************************************************************************/
CItemDefManager::ClientCached* CItemDefManager::getClientCached(const std::string &name,
ClientCached* getClientCached(const std::string &name,
IGameDef *gamedef) const
{
ClientCached *cc = NULL;
@ -368,8 +454,8 @@ CItemDefManager::ClientCached* CItemDefManager::getClientCached(const std::strin
if(cc)
return cc;
if (thr_is_current_thread(m_main_thread)) {
if(thr_is_current_thread(m_main_thread))
{
return createClientCachedDirect(name, gamedef);
}
else
@ -397,39 +483,31 @@ CItemDefManager::ClientCached* CItemDefManager::getClientCached(const std::strin
}
}
}
/******************************************************************************/
// Get item inventory texture
video::ITexture* CItemDefManager::getInventoryTexture(const std::string &name,
virtual video::ITexture* getInventoryTexture(const std::string &name,
IGameDef *gamedef) const
{
ClientCached *cc = getClientCached(name, gamedef);
if(!cc)
return NULL;
return cc->inventory_texture;
}
/******************************************************************************/
// Get item wield mesh
scene::IMesh* CItemDefManager::getWieldMesh(const std::string &name,
virtual scene::IMesh* getWieldMesh(const std::string &name,
IGameDef *gamedef) const
{
ClientCached *cc = getClientCached(name, gamedef);
if(!cc)
return NULL;
return cc->wield_mesh;
}
#endif
/******************************************************************************/
void CItemDefManager::clear()
void clear()
{
for(std::map<std::string, ItemDefinition*>::const_iterator
i = m_item_definitions.begin();
i != m_item_definitions.end(); ++i) {
i != m_item_definitions.end(); ++i)
{
delete i->second;
}
m_item_definitions.clear();
@ -463,9 +541,7 @@ void CItemDefManager::clear()
ignore_def->name = "ignore";
m_item_definitions.insert(std::make_pair("ignore", ignore_def));
}
/******************************************************************************/
void CItemDefManager::registerItem(const ItemDefinition &def)
virtual void registerItem(const ItemDefinition &def)
{
verbosestream<<"ItemDefManager: registering \""<<def.name<<"\""<<std::endl;
// Ensure that the "" item (the hand) always has ToolCapabilities
@ -483,21 +559,17 @@ void CItemDefManager::registerItem(const ItemDefinition &def)
infostream<<"ItemDefManager: erased alias "<<def.name
<<" because item was defined"<<std::endl;
}
/******************************************************************************/
void CItemDefManager::registerAlias(const std::string &name,
virtual void registerAlias(const std::string &name,
const std::string &convert_to)
{
if (m_item_definitions.find(name) == m_item_definitions.end()) {
if(m_item_definitions.find(name) == m_item_definitions.end())
{
verbosestream<<"ItemDefManager: setting alias "<<name
<<" -> "<<convert_to<<std::endl;
m_aliases[name] = convert_to;
}
}
/******************************************************************************/
void CItemDefManager::serialize(std::ostream &os, u16 protocol_version)
void serialize(std::ostream &os, u16 protocol_version)
{
writeU8(os, 0); // version
u16 count = m_item_definitions.size();
@ -522,9 +594,7 @@ void CItemDefManager::serialize(std::ostream &os, u16 protocol_version)
os << serializeString(it->second);
}
}
/******************************************************************************/
void CItemDefManager::deSerialize(std::istream &is)
void deSerialize(std::istream &is)
{
// Clear everything
clear();
@ -533,9 +603,8 @@ void CItemDefManager::deSerialize(std::istream &is)
if(version != 0)
throw SerializationError("unsupported ItemDefManager version");
u16 count = readU16(is);
for (u16 i=0; i<count; i++) {
for(u16 i=0; i<count; i++)
{
// Deserialize a string and grab an ItemDefinition from it
std::istringstream tmp_is(deSerializeString(is), std::ios::binary);
ItemDefinition def;
@ -543,23 +612,20 @@ void CItemDefManager::deSerialize(std::istream &is)
// Register
registerItem(def);
}
u16 num_aliases = readU16(is);
for (u16 i=0; i<num_aliases; i++) {
for(u16 i=0; i<num_aliases; i++)
{
std::string name = deSerializeString(is);
std::string convert_to = deSerializeString(is);
registerAlias(name, convert_to);
}
}
/******************************************************************************/
void CItemDefManager::processQueue(IGameDef *gamedef)
void processQueue(IGameDef *gamedef)
{
#ifndef SERVER
//NOTE this is only thread safe for ONE consumer thread!
while (!m_get_clientcached_queue.empty()) {
while(!m_get_clientcached_queue.empty())
{
GetRequest<std::string, ClientCached*, u8, u8>
request = m_get_clientcached_queue.pop();
@ -568,91 +634,22 @@ void CItemDefManager::processQueue(IGameDef *gamedef)
}
#endif
}
private:
// Key is name
std::map<std::string, ItemDefinition*> m_item_definitions;
// Aliases
StringMap m_aliases;
#ifndef SERVER
/******************************************************************************/
void CItemDefManager::createNodeItemTexture(const std::string& name,
const ItemDefinition& def, INodeDefManager* nodedef,
ClientCached* cc, IGameDef* gamedef, ITextureSource* tsrc) const
{
// Get node properties
content_t id = nodedef->getId(name);
const ContentFeatures& f = nodedef->get(id);
bool need_rtt_mesh = cc->inventory_texture == NULL;
// Keep this in sync with WieldMeshSceneNode::setItem()
bool need_wield_mesh = !(f.mesh_ptr[0] || f.drawtype == NDT_NORMAL
|| f.drawtype == NDT_ALLFACES || f.drawtype == NDT_AIRLIKE);
scene::IMesh* node_mesh = NULL;
if (need_rtt_mesh || need_wield_mesh) {
u8 param1 = 0;
if (f.param_type == CPT_LIGHT)
param1 = 0xee;
/*
Make a mesh from the node
*/
MeshMakeData mesh_make_data(gamedef, false);
u8 param2 = 0;
if (f.param_type_2 == CPT2_WALLMOUNTED)
param2 = 1;
MapNode mesh_make_node(id, param1, param2);
mesh_make_data.fillSingleNode(&mesh_make_node);
MapBlockMesh mapblock_mesh(&mesh_make_data, v3s16(0, 0, 0));
node_mesh = mapblock_mesh.getMesh();
node_mesh->grab();
video::SColor c(255, 255, 255, 255);
setMeshColor(node_mesh, c);
// scale and translate the mesh so it's a
// unit cube centered on the origin
scaleMesh(node_mesh, v3f(1.0 / BS, 1.0 / BS, 1.0 / BS));
translateMesh(node_mesh, v3f(-1.0, -1.0, -1.0));
}
/*
Draw node mesh into a render target texture
*/
if (need_rtt_mesh) {
TextureFromMeshParams params;
params.mesh = node_mesh;
params.dim.set(64, 64);
params.rtt_texture_name = "INVENTORY_" + def.name + "_RTT";
params.delete_texture_on_shutdown = true;
params.camera_position.set(0, 1.0, -1.5);
params.camera_position.rotateXZBy(45);
params.camera_lookat.set(0, 0, 0);
// Set orthogonal projection
params.camera_projection_matrix.buildProjectionMatrixOrthoLH(1.65,
1.65, 0, 100);
params.ambient_light.set(1.0, 0.2, 0.2, 0.2);
params.light_position.set(10, 100, -50);
params.light_color.set(1.0, 0.5, 0.5, 0.5);
params.light_radius = 1000;
cc->inventory_texture = tsrc->generateTextureFromMesh(params);
// render-to-target didn't work
if (cc->inventory_texture == NULL) {
cc->inventory_texture = tsrc->getTexture(f.tiledef[0].name);
}
}
/*
Use the node mesh as the wield mesh
*/
if (need_wield_mesh) {
cc->wield_mesh = node_mesh;
cc->wield_mesh->grab();
// no way reference count can be smaller than 2 in this place!
assert(cc->wield_mesh->getReferenceCount() >= 2);
}
if (node_mesh)
node_mesh->drop();
}
// The id of the thread that is allowed to use irrlicht directly
threadid_t m_main_thread;
// A reference to this can be returned when nothing is found, to avoid NULLs
mutable ClientCached m_dummy_clientcached;
// Cached textures and meshes
mutable MutexedMap<std::string, ClientCached*> m_clientcached;
// Queued clientcached fetches (to be processed by the main thread)
mutable RequestQueue<std::string, ClientCached*, u8, u8> m_get_clientcached_queue;
#endif
/******************************************************************************/
};
IWritableItemDefManager* createItemDefManager()
{

@ -25,18 +25,9 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include <string>
#include <iostream>
#include <set>
#include <map>
#include "itemgroup.h"
#include "sound.h"
#include "util/container.h"
#include "util/thread.h"
#ifndef SERVER
#include "client/tile.h"
#endif
class IGameDef;
class INodeDefManager;
struct ToolCapabilities;
/*
@ -48,7 +39,7 @@ enum ItemType
ITEM_NONE,
ITEM_NODE,
ITEM_CRAFT,
ITEM_TOOL
ITEM_TOOL,
};
struct ItemDefinition
@ -166,77 +157,6 @@ public:
virtual void processQueue(IGameDef *gamedef)=0;
};
class CItemDefManager: public IWritableItemDefManager
{
public:
CItemDefManager();
virtual ~CItemDefManager();
virtual const ItemDefinition& get(const std::string &name_) const;
virtual std::string getAlias(const std::string &name) const;
virtual std::set<std::string> getAll() const;
virtual bool isKnown(const std::string &name_) const;
#ifndef SERVER
// Get item inventory texture
virtual video::ITexture* getInventoryTexture(const std::string &name,
IGameDef *gamedef) const;
// Get item wield mesh
virtual scene::IMesh* getWieldMesh(const std::string &name,
IGameDef *gamedef) const;
#endif
void clear();
virtual void registerItem(const ItemDefinition &def);
virtual void registerAlias(const std::string &name,
const std::string &convert_to);
void serialize(std::ostream &os, u16 protocol_version);
void deSerialize(std::istream &is);
void processQueue(IGameDef *gamedef);
private:
#ifndef SERVER
struct ClientCached
{
video::ITexture *inventory_texture;
scene::IMesh *wield_mesh;
ClientCached();
};
void createNodeItemTexture(const std::string& name,
const ItemDefinition& def, INodeDefManager* nodedef,
ClientCached* cc, IGameDef* gamedef, ITextureSource* tsrc) const;
ClientCached* createClientCachedDirect(const std::string &name,
IGameDef *gamedef) const;
ClientCached* getClientCached(const std::string &name,
IGameDef *gamedef) const;
// The id of the thread that is allowed to use irrlicht directly
threadid_t m_main_thread;
// A reference to this can be returned when nothing is found, to avoid NULLs
mutable ClientCached m_dummy_clientcached;
// Cached textures and meshes
mutable MutexedMap<std::string, ClientCached*> m_clientcached;
// Queued clientcached fetches (to be processed by the main thread)
mutable RequestQueue<std::string, ClientCached*, u8, u8> m_get_clientcached_queue;
#endif
// Key is name
std::map<std::string, ItemDefinition*> m_item_definitions;
// Aliases
std::map<std::string, std::string> m_aliases;
};
IWritableItemDefManager* createItemDefManager();
#endif