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On-demand item meshes and textures
This commit is contained in:
parent
ba73e75ef9
commit
bee170570d
@ -529,7 +529,7 @@ void Camera::setDigging(s32 button)
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void Camera::wield(const ItemStack &item)
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{
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IItemDefManager *idef = m_gamedef->idef();
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scene::IMesh *wield_mesh = item.getDefinition(idef).wield_mesh;
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scene::IMesh *wield_mesh = idef->getWieldMesh(item.getDefinition(idef).name, m_gamedef);
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if(wield_mesh)
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{
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m_wieldnode->setMesh(wield_mesh);
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@ -1468,8 +1468,8 @@ void Client::ProcessData(u8 *data, u32 datasize, u16 sender_peer_id)
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int num_files = readU16(is);
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verbosestream<<"Client received TOCLIENT_ANNOUNCE_MEDIA ("
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<<num_files<<" files)"<<std::endl;
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infostream<<"Client: Received media announcement: packet size: "
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<<datasize<<std::endl;
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core::list<MediaRequest> file_requests;
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@ -2464,10 +2464,6 @@ void Client::afterContentReceived()
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infostream<<"- Updating node textures"<<std::endl;
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m_nodedef->updateTextures(m_tsrc);
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// Update item textures and meshes
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infostream<<"- Updating item textures and meshes"<<std::endl;
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m_itemdef->updateTexturesAndMeshes(this);
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// Start mesh update thread after setting up content definitions
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infostream<<"- Starting mesh update thread"<<std::endl;
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m_mesh_update_thread.Start();
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@ -472,7 +472,7 @@ void ItemCAO::updateTexture()
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IItemDefManager *idef = m_gamedef->idef();
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ItemStack item;
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item.deSerialize(is, idef);
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texture = item.getDefinition(idef).inventory_texture;
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texture = idef->getInventoryTexture(item.getDefinition(idef).name, m_gamedef);
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}
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catch(SerializationError &e)
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{
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@ -957,7 +957,7 @@ public:
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infostream<<"textures[0]: "<<m_prop.textures[0]<<std::endl;
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IItemDefManager *idef = m_gamedef->idef();
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ItemStack item(m_prop.textures[0], 1, 0, "", idef);
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scene::IMesh *item_mesh = item.getDefinition(idef).wield_mesh;
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scene::IMesh *item_mesh = idef->getWieldMesh(item.getDefinition(idef).name, m_gamedef);
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// Copy mesh to be able to set unique vertex colors
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scene::IMeshManipulator *manip =
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@ -1416,11 +1416,12 @@ void the_game(
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g_gamecallback->changepassword_requested = false;
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}
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/*
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Process TextureSource's queue
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*/
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/* Process TextureSource's queue */
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tsrc->processQueue();
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/* Process ItemDefManager's queue */
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itemdef->processQueue(gamedef);
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/*
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Random calculations
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*/
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@ -46,7 +46,7 @@ void drawItemStack(video::IVideoDriver *driver,
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return;
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const ItemDefinition &def = item.getDefinition(gamedef->idef());
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video::ITexture *texture = def.inventory_texture;
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video::ITexture *texture = gamedef->idef()->getInventoryTexture(def.name, gamedef);
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// Draw the inventory texture
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if(texture != NULL)
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@ -519,7 +519,7 @@ void GUIFormSpecMenu::regenerateGui(v2u32 screensize)
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IItemDefManager *idef = m_gamedef->idef();
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ItemStack item;
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item.deSerialize(fimage, idef);
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video::ITexture *texture = item.getDefinition(idef).inventory_texture;
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video::ITexture *texture = idef->getInventoryTexture(item.getDefinition(idef).name, m_gamedef);
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std::string tooltip = item.getDefinition(idef).description;
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FieldSpec spec = FieldSpec(
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narrow_to_wide(fname.c_str()),
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440
src/itemdef.cpp
440
src/itemdef.cpp
@ -31,6 +31,8 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#endif
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#include "log.h"
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#include "util/serialize.h"
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#include "util/container.h"
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#include "util/thread.h"
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#include <map>
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#include <set>
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@ -71,14 +73,6 @@ ItemDefinition& ItemDefinition::operator=(const ItemDefinition &def)
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}
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groups = def.groups;
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node_placement_prediction = def.node_placement_prediction;
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#ifndef SERVER
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inventory_texture = def.inventory_texture;
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if(def.wield_mesh)
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{
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wield_mesh = def.wield_mesh;
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wield_mesh->grab();
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}
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#endif
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return *this;
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}
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@ -91,10 +85,6 @@ void ItemDefinition::resetInitial()
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{
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// Initialize pointers to NULL so reset() does not delete undefined pointers
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tool_capabilities = NULL;
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#ifndef SERVER
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inventory_texture = NULL;
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wield_mesh = NULL;
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#endif
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reset();
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}
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@ -117,15 +107,6 @@ void ItemDefinition::reset()
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groups.clear();
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node_placement_prediction = "";
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#ifndef SERVER
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inventory_texture = NULL;
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if(wield_mesh)
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{
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wield_mesh->drop();
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wield_mesh = NULL;
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}
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#endif
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}
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void ItemDefinition::serialize(std::ostream &os) const
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@ -203,13 +184,39 @@ void ItemDefinition::deSerialize(std::istream &is)
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class CItemDefManager: public IWritableItemDefManager
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{
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#ifndef SERVER
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struct ClientCached
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{
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video::ITexture *inventory_texture;
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scene::IMesh *wield_mesh;
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ClientCached():
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inventory_texture(NULL),
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wield_mesh(NULL)
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{}
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};
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#endif
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public:
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CItemDefManager()
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{
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#ifndef SERVER
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m_main_thread = get_current_thread_id();
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#endif
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clear();
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}
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virtual ~CItemDefManager()
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{
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#ifndef SERVER
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const core::list<ClientCached*> &values = m_clientcached.getValues();
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for(core::list<ClientCached*>::ConstIterator
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i = values.begin(); i != values.end(); ++i)
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{
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ClientCached *cc = *i;
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cc->wield_mesh->drop();
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}
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#endif
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}
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virtual const ItemDefinition& get(const std::string &name_) const
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{
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@ -256,6 +263,220 @@ public:
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std::map<std::string, ItemDefinition*>::const_iterator i;
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return m_item_definitions.find(name) != m_item_definitions.end();
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}
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#ifndef SERVER
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ClientCached* createClientCachedDirect(const std::string &name,
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IGameDef *gamedef) const
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{
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infostream<<"Lazily creating item texture and mesh for \""
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<<name<<"\""<<std::endl;
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// This is not thread-safe
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assert(get_current_thread_id() == m_main_thread);
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// Skip if already in cache
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ClientCached *cc = NULL;
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m_clientcached.get(name, &cc);
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if(cc)
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return cc;
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ITextureSource *tsrc = gamedef->getTextureSource();
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INodeDefManager *nodedef = gamedef->getNodeDefManager();
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IrrlichtDevice *device = tsrc->getDevice();
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video::IVideoDriver *driver = device->getVideoDriver();
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const ItemDefinition *def = &get(name);
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// Create new ClientCached
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cc = new ClientCached();
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bool need_node_mesh = false;
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// Create an inventory texture
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cc->inventory_texture = NULL;
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if(def->inventory_image != "")
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{
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cc->inventory_texture = tsrc->getTextureRaw(def->inventory_image);
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}
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else if(def->type == ITEM_NODE)
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{
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need_node_mesh = true;
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}
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// Create a wield mesh
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if(cc->wield_mesh != NULL)
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{
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cc->wield_mesh->drop();
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cc->wield_mesh = NULL;
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}
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if(def->type == ITEM_NODE && def->wield_image == "")
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{
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need_node_mesh = true;
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}
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else if(def->wield_image != "" || def->inventory_image != "")
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{
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// Extrude the wield image into a mesh
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std::string imagename;
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if(def->wield_image != "")
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imagename = def->wield_image;
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else
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imagename = def->inventory_image;
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cc->wield_mesh = createExtrudedMesh(
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tsrc->getTextureRaw(imagename),
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driver,
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def->wield_scale * v3f(40.0, 40.0, 4.0));
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if(cc->wield_mesh == NULL)
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{
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infostream<<"ItemDefManager: WARNING: "
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<<"updateTexturesAndMeshes(): "
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<<"Unable to create extruded mesh for item "
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<<def->name<<std::endl;
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}
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}
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if(need_node_mesh)
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{
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/*
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Get node properties
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*/
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content_t id = nodedef->getId(def->name);
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const ContentFeatures &f = nodedef->get(id);
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u8 param1 = 0;
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if(f.param_type == CPT_LIGHT)
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param1 = 0xee;
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/*
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Make a mesh from the node
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*/
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MeshMakeData mesh_make_data(gamedef);
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MapNode mesh_make_node(id, param1, 0);
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mesh_make_data.fillSingleNode(&mesh_make_node);
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MapBlockMesh mapblock_mesh(&mesh_make_data);
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scene::IMesh *node_mesh = mapblock_mesh.getMesh();
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assert(node_mesh);
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setMeshColor(node_mesh, video::SColor(255, 255, 255, 255));
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/*
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Scale and translate the mesh so it's a unit cube
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centered on the origin
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*/
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scaleMesh(node_mesh, v3f(1.0/BS, 1.0/BS, 1.0/BS));
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translateMesh(node_mesh, v3f(-1.0, -1.0, -1.0));
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/*
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Draw node mesh into a render target texture
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*/
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if(cc->inventory_texture == NULL)
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{
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core::dimension2d<u32> dim(64,64);
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std::string rtt_texture_name = "INVENTORY_"
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+ def->name + "_RTT";
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v3f camera_position(0, 1.0, -1.5);
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camera_position.rotateXZBy(45);
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v3f camera_lookat(0, 0, 0);
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core::CMatrix4<f32> camera_projection_matrix;
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// Set orthogonal projection
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camera_projection_matrix.buildProjectionMatrixOrthoLH(
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1.65, 1.65, 0, 100);
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video::SColorf ambient_light(0.2,0.2,0.2);
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v3f light_position(10, 100, -50);
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video::SColorf light_color(0.5,0.5,0.5);
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f32 light_radius = 1000;
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cc->inventory_texture = generateTextureFromMesh(
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node_mesh, device, dim, rtt_texture_name,
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camera_position,
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camera_lookat,
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camera_projection_matrix,
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ambient_light,
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light_position,
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light_color,
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light_radius);
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// render-to-target didn't work
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if(cc->inventory_texture == NULL)
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{
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cc->inventory_texture =
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tsrc->getTextureRaw(f.tiledef[0].name);
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}
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}
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/*
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Use the node mesh as the wield mesh
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*/
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if(cc->wield_mesh == NULL)
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{
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// Scale to proper wield mesh proportions
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scaleMesh(node_mesh, v3f(30.0, 30.0, 30.0)
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* def->wield_scale);
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cc->wield_mesh = node_mesh;
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cc->wield_mesh->grab();
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}
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// falling outside of here deletes node_mesh
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}
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// Put in cache
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m_clientcached.set(name, cc);
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return cc;
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}
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ClientCached* getClientCached(const std::string &name,
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IGameDef *gamedef) const
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{
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ClientCached *cc = NULL;
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m_clientcached.get(name, &cc);
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if(cc)
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return cc;
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if(get_current_thread_id() == m_main_thread)
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{
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return createClientCachedDirect(name, gamedef);
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}
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else
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{
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// We're gonna ask the result to be put into here
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ResultQueue<std::string, ClientCached*, u8, u8> result_queue;
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// Throw a request in
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m_get_clientcached_queue.add(name, 0, 0, &result_queue);
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try{
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// Wait result for a second
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GetResult<std::string, ClientCached*, u8, u8>
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result = result_queue.pop_front(1000);
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// Check that at least something worked OK
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assert(result.key == name);
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// Return it
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return result.item;
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}
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catch(ItemNotFoundException &e)
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{
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errorstream<<"Waiting for clientcached timed out."<<std::endl;
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return &m_dummy_clientcached;
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}
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}
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}
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// Get item inventory texture
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virtual video::ITexture* getInventoryTexture(const std::string &name,
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IGameDef *gamedef) const
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{
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ClientCached *cc = getClientCached(name, gamedef);
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if(!cc)
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return NULL;
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return cc->inventory_texture;
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}
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// Get item wield mesh
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virtual scene::IMesh* getWieldMesh(const std::string &name,
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IGameDef *gamedef) const
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{
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ClientCached *cc = getClientCached(name, gamedef);
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if(!cc)
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return NULL;
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return cc->wield_mesh;
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}
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#endif
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void clear()
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{
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for(std::map<std::string, ItemDefinition*>::const_iterator
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@ -321,157 +542,6 @@ public:
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m_aliases[name] = convert_to;
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}
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}
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virtual void updateTexturesAndMeshes(IGameDef *gamedef)
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{
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#ifndef SERVER
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infostream<<"ItemDefManager::updateTexturesAndMeshes(): Updating "
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<<"textures and meshes in item definitions"<<std::endl;
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ITextureSource *tsrc = gamedef->getTextureSource();
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INodeDefManager *nodedef = gamedef->getNodeDefManager();
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IrrlichtDevice *device = tsrc->getDevice();
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video::IVideoDriver *driver = device->getVideoDriver();
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for(std::map<std::string, ItemDefinition*>::iterator
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i = m_item_definitions.begin();
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i != m_item_definitions.end(); i++)
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{
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ItemDefinition *def = i->second;
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bool need_node_mesh = false;
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// Create an inventory texture
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def->inventory_texture = NULL;
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if(def->inventory_image != "")
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{
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def->inventory_texture = tsrc->getTextureRaw(def->inventory_image);
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}
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else if(def->type == ITEM_NODE)
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{
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need_node_mesh = true;
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}
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// Create a wield mesh
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if(def->wield_mesh != NULL)
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{
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def->wield_mesh->drop();
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def->wield_mesh = NULL;
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}
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if(def->type == ITEM_NODE && def->wield_image == "")
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{
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need_node_mesh = true;
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}
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else if(def->wield_image != "" || def->inventory_image != "")
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{
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// Extrude the wield image into a mesh
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std::string imagename;
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if(def->wield_image != "")
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imagename = def->wield_image;
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else
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imagename = def->inventory_image;
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def->wield_mesh = createExtrudedMesh(
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tsrc->getTextureRaw(imagename),
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driver,
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def->wield_scale * v3f(40.0, 40.0, 4.0));
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if(def->wield_mesh == NULL)
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{
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infostream<<"ItemDefManager: WARNING: "
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<<"updateTexturesAndMeshes(): "
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<<"Unable to create extruded mesh for item "
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<<def->name<<std::endl;
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}
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}
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if(need_node_mesh)
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{
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/*
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Get node properties
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*/
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content_t id = nodedef->getId(def->name);
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const ContentFeatures &f = nodedef->get(id);
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u8 param1 = 0;
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if(f.param_type == CPT_LIGHT)
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param1 = 0xee;
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/*
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Make a mesh from the node
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*/
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MeshMakeData mesh_make_data(gamedef);
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MapNode mesh_make_node(id, param1, 0);
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mesh_make_data.fillSingleNode(&mesh_make_node);
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MapBlockMesh mapblock_mesh(&mesh_make_data);
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scene::IMesh *node_mesh = mapblock_mesh.getMesh();
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assert(node_mesh);
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||||
setMeshColor(node_mesh, video::SColor(255, 255, 255, 255));
|
||||
|
||||
/*
|
||||
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(def->inventory_texture == NULL)
|
||||
{
|
||||
core::dimension2d<u32> dim(64,64);
|
||||
std::string rtt_texture_name = "INVENTORY_"
|
||||
+ def->name + "_RTT";
|
||||
v3f camera_position(0, 1.0, -1.5);
|
||||
camera_position.rotateXZBy(45);
|
||||
v3f camera_lookat(0, 0, 0);
|
||||
core::CMatrix4<f32> camera_projection_matrix;
|
||||
// Set orthogonal projection
|
||||
camera_projection_matrix.buildProjectionMatrixOrthoLH(
|
||||
1.65, 1.65, 0, 100);
|
||||
|
||||
video::SColorf ambient_light(0.2,0.2,0.2);
|
||||
v3f light_position(10, 100, -50);
|
||||
video::SColorf light_color(0.5,0.5,0.5);
|
||||
f32 light_radius = 1000;
|
||||
|
||||
def->inventory_texture = generateTextureFromMesh(
|
||||
node_mesh, device, dim, rtt_texture_name,
|
||||
camera_position,
|
||||
camera_lookat,
|
||||
camera_projection_matrix,
|
||||
ambient_light,
|
||||
light_position,
|
||||
light_color,
|
||||
light_radius);
|
||||
|
||||
// render-to-target didn't work
|
||||
if(def->inventory_texture == NULL)
|
||||
{
|
||||
def->inventory_texture =
|
||||
tsrc->getTextureRaw(f.tiledef[0].name);
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
Use the node mesh as the wield mesh
|
||||
*/
|
||||
if(def->wield_mesh == NULL)
|
||||
{
|
||||
// Scale to proper wield mesh proportions
|
||||
scaleMesh(node_mesh, v3f(30.0, 30.0, 30.0)
|
||||
* def->wield_scale);
|
||||
def->wield_mesh = node_mesh;
|
||||
def->wield_mesh->grab();
|
||||
}
|
||||
|
||||
// falling outside of here deletes node_mesh
|
||||
}
|
||||
}
|
||||
#endif
|
||||
}
|
||||
void serialize(std::ostream &os)
|
||||
{
|
||||
writeU8(os, 0); // version
|
||||
@ -521,11 +591,37 @@ public:
|
||||
registerAlias(name, convert_to);
|
||||
}
|
||||
}
|
||||
void processQueue(IGameDef *gamedef)
|
||||
{
|
||||
#ifndef SERVER
|
||||
while(m_get_clientcached_queue.size() > 0)
|
||||
{
|
||||
GetRequest<std::string, ClientCached*, u8, u8>
|
||||
request = m_get_clientcached_queue.pop();
|
||||
GetResult<std::string, ClientCached*, u8, u8>
|
||||
result;
|
||||
result.key = request.key;
|
||||
result.callers = request.callers;
|
||||
result.item = createClientCachedDirect(request.key, gamedef);
|
||||
request.dest->push_back(result);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
// Key is name
|
||||
std::map<std::string, ItemDefinition*> m_item_definitions;
|
||||
// Aliases
|
||||
std::map<std::string, std::string> m_aliases;
|
||||
#ifndef SERVER
|
||||
// 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()
|
||||
|
@ -72,14 +72,6 @@ struct ItemDefinition
|
||||
// "" = no prediction
|
||||
std::string node_placement_prediction;
|
||||
|
||||
/*
|
||||
Cached stuff
|
||||
*/
|
||||
#ifndef SERVER
|
||||
video::ITexture *inventory_texture;
|
||||
scene::IMesh *wield_mesh;
|
||||
#endif
|
||||
|
||||
/*
|
||||
Some helpful methods
|
||||
*/
|
||||
@ -108,6 +100,14 @@ public:
|
||||
virtual std::set<std::string> getAll() const=0;
|
||||
// Check if item is known
|
||||
virtual bool isKnown(const std::string &name) const=0;
|
||||
#ifndef SERVER
|
||||
// Get item inventory texture
|
||||
virtual video::ITexture* getInventoryTexture(const std::string &name,
|
||||
IGameDef *gamedef) const=0;
|
||||
// Get item wield mesh
|
||||
virtual scene::IMesh* getWieldMesh(const std::string &name,
|
||||
IGameDef *gamedef) const=0;
|
||||
#endif
|
||||
|
||||
virtual void serialize(std::ostream &os)=0;
|
||||
};
|
||||
@ -126,6 +126,14 @@ public:
|
||||
virtual std::set<std::string> getAll() const=0;
|
||||
// Check if item is known
|
||||
virtual bool isKnown(const std::string &name) const=0;
|
||||
#ifndef SERVER
|
||||
// Get item inventory texture
|
||||
virtual video::ITexture* getInventoryTexture(const std::string &name,
|
||||
IGameDef *gamedef) const=0;
|
||||
// Get item wield mesh
|
||||
virtual scene::IMesh* getWieldMesh(const std::string &name,
|
||||
IGameDef *gamedef) const=0;
|
||||
#endif
|
||||
|
||||
// Remove all registered item and node definitions and aliases
|
||||
// Then re-add the builtin item definitions
|
||||
@ -138,15 +146,11 @@ public:
|
||||
virtual void registerAlias(const std::string &name,
|
||||
const std::string &convert_to)=0;
|
||||
|
||||
/*
|
||||
Update inventory textures and wield meshes to latest
|
||||
return values of ITextureSource and INodeDefManager.
|
||||
Call after updating the texture atlas of a texture source.
|
||||
*/
|
||||
virtual void updateTexturesAndMeshes(IGameDef *gamedef)=0;
|
||||
|
||||
virtual void serialize(std::ostream &os)=0;
|
||||
virtual void deSerialize(std::istream &is)=0;
|
||||
|
||||
// Do stuff asked by threads that can only be done in the main thread
|
||||
virtual void processQueue(IGameDef *gamedef)=0;
|
||||
};
|
||||
|
||||
IWritableItemDefManager* createItemDefManager();
|
||||
|
@ -107,6 +107,17 @@ public:
|
||||
return true;
|
||||
}
|
||||
|
||||
core::list<Value> getValues()
|
||||
{
|
||||
core::list<Value> result;
|
||||
for(typename core::map<Key, Value>::Iterator
|
||||
i = m_values.getIterator();
|
||||
i.atEnd() == false; i++){
|
||||
result.push_back(i.getNode()->getValue());
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
private:
|
||||
core::map<Key, Value> m_values;
|
||||
JMutex m_mutex;
|
||||
|
Loading…
Reference in New Issue
Block a user