mirror of
https://github.com/minetest/minetest.git
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411 lines
12 KiB
C++
411 lines
12 KiB
C++
/*
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Minetest
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Copyright (C) 2010-2013 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 Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 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 Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser 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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#include "mesh.h"
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#include "debug.h"
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#include "log.h"
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#include <iostream>
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#include <IAnimatedMesh.h>
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#include <SAnimatedMesh.h>
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// In Irrlicht 1.8 the signature of ITexture::lock was changed from
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// (bool, u32) to (E_TEXTURE_LOCK_MODE, u32).
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#if IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR <= 7
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#define MY_ETLM_READ_ONLY true
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#else
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#define MY_ETLM_READ_ONLY video::ETLM_READ_ONLY
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#endif
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scene::IAnimatedMesh* createCubeMesh(v3f scale)
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{
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video::SColor c(255,255,255,255);
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video::S3DVertex vertices[24] =
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{
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// Up
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video::S3DVertex(-0.5,+0.5,-0.5, 0,1,0, c, 0,1),
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video::S3DVertex(-0.5,+0.5,+0.5, 0,1,0, c, 0,0),
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video::S3DVertex(+0.5,+0.5,+0.5, 0,1,0, c, 1,0),
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video::S3DVertex(+0.5,+0.5,-0.5, 0,1,0, c, 1,1),
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// Down
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video::S3DVertex(-0.5,-0.5,-0.5, 0,-1,0, c, 0,0),
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video::S3DVertex(+0.5,-0.5,-0.5, 0,-1,0, c, 1,0),
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video::S3DVertex(+0.5,-0.5,+0.5, 0,-1,0, c, 1,1),
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video::S3DVertex(-0.5,-0.5,+0.5, 0,-1,0, c, 0,1),
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// Right
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video::S3DVertex(+0.5,-0.5,-0.5, 1,0,0, c, 0,1),
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video::S3DVertex(+0.5,+0.5,-0.5, 1,0,0, c, 0,0),
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video::S3DVertex(+0.5,+0.5,+0.5, 1,0,0, c, 1,0),
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video::S3DVertex(+0.5,-0.5,+0.5, 1,0,0, c, 1,1),
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// Left
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video::S3DVertex(-0.5,-0.5,-0.5, -1,0,0, c, 1,1),
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video::S3DVertex(-0.5,-0.5,+0.5, -1,0,0, c, 0,1),
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video::S3DVertex(-0.5,+0.5,+0.5, -1,0,0, c, 0,0),
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video::S3DVertex(-0.5,+0.5,-0.5, -1,0,0, c, 1,0),
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// Back
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video::S3DVertex(-0.5,-0.5,+0.5, 0,0,1, c, 1,1),
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video::S3DVertex(+0.5,-0.5,+0.5, 0,0,1, c, 0,1),
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video::S3DVertex(+0.5,+0.5,+0.5, 0,0,1, c, 0,0),
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video::S3DVertex(-0.5,+0.5,+0.5, 0,0,1, c, 1,0),
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// Front
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video::S3DVertex(-0.5,-0.5,-0.5, 0,0,-1, c, 0,1),
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video::S3DVertex(-0.5,+0.5,-0.5, 0,0,-1, c, 0,0),
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video::S3DVertex(+0.5,+0.5,-0.5, 0,0,-1, c, 1,0),
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video::S3DVertex(+0.5,-0.5,-0.5, 0,0,-1, c, 1,1),
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};
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u16 indices[6] = {0,1,2,2,3,0};
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scene::SMesh *mesh = new scene::SMesh();
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for (u32 i=0; i<6; ++i)
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{
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scene::IMeshBuffer *buf = new scene::SMeshBuffer();
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buf->append(vertices + 4 * i, 4, indices, 6);
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// Set default material
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buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
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buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
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buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
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// Add mesh buffer to mesh
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mesh->addMeshBuffer(buf);
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buf->drop();
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}
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scene::SAnimatedMesh *anim_mesh = new scene::SAnimatedMesh(mesh);
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mesh->drop();
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scaleMesh(anim_mesh, scale); // also recalculates bounding box
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return anim_mesh;
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}
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static scene::IAnimatedMesh* extrudeARGB(u32 twidth, u32 theight, u8 *data)
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{
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const s32 argb_wstep = 4 * twidth;
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const s32 alpha_threshold = 1;
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scene::IMeshBuffer *buf = new scene::SMeshBuffer();
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video::SColor c(255,255,255,255);
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// Front and back
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{
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video::S3DVertex vertices[8] =
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{
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video::S3DVertex(-0.5,-0.5,-0.5, 0,0,-1, c, 0,1),
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video::S3DVertex(-0.5,+0.5,-0.5, 0,0,-1, c, 0,0),
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video::S3DVertex(+0.5,+0.5,-0.5, 0,0,-1, c, 1,0),
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video::S3DVertex(+0.5,-0.5,-0.5, 0,0,-1, c, 1,1),
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video::S3DVertex(+0.5,-0.5,+0.5, 0,0,+1, c, 1,1),
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video::S3DVertex(+0.5,+0.5,+0.5, 0,0,+1, c, 1,0),
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video::S3DVertex(-0.5,+0.5,+0.5, 0,0,+1, c, 0,0),
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video::S3DVertex(-0.5,-0.5,+0.5, 0,0,+1, c, 0,1),
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};
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u16 indices[12] = {0,1,2,2,3,0,4,5,6,6,7,4};
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buf->append(vertices, 8, indices, 12);
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}
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// "Interior"
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// (add faces where a solid pixel is next to a transparent one)
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u8 *solidity = new u8[(twidth+2) * (theight+2)];
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u32 wstep = twidth + 2;
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for (u32 y = 0; y < theight + 2; ++y)
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{
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u8 *scanline = solidity + y * wstep;
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if (y == 0 || y == theight + 1)
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{
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for (u32 x = 0; x < twidth + 2; ++x)
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scanline[x] = 0;
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}
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else
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{
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scanline[0] = 0;
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u8 *argb_scanline = data + (y - 1) * argb_wstep;
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for (u32 x = 0; x < twidth; ++x)
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scanline[x+1] = (argb_scanline[x*4+3] >= alpha_threshold);
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scanline[twidth + 1] = 0;
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}
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}
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// without this, there would be occasional "holes" in the mesh
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f32 eps = 0.01;
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for (u32 y = 0; y <= theight; ++y)
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{
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u8 *scanline = solidity + y * wstep + 1;
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for (u32 x = 0; x <= twidth; ++x)
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{
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if (scanline[x] && !scanline[x + wstep])
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{
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u32 xx = x + 1;
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while (scanline[xx] && !scanline[xx + wstep])
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++xx;
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f32 vx1 = (x - eps) / (f32) twidth - 0.5;
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f32 vx2 = (xx + eps) / (f32) twidth - 0.5;
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f32 vy = 0.5 - (y - eps) / (f32) theight;
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f32 tx1 = x / (f32) twidth;
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f32 tx2 = xx / (f32) twidth;
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f32 ty = (y - 0.5) / (f32) theight;
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video::S3DVertex vertices[8] =
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{
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video::S3DVertex(vx1,vy,-0.5, 0,-1,0, c, tx1,ty),
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video::S3DVertex(vx2,vy,-0.5, 0,-1,0, c, tx2,ty),
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video::S3DVertex(vx2,vy,+0.5, 0,-1,0, c, tx2,ty),
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video::S3DVertex(vx1,vy,+0.5, 0,-1,0, c, tx1,ty),
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};
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u16 indices[6] = {0,1,2,2,3,0};
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buf->append(vertices, 4, indices, 6);
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x = xx - 1;
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}
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if (!scanline[x] && scanline[x + wstep])
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{
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u32 xx = x + 1;
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while (!scanline[xx] && scanline[xx + wstep])
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++xx;
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f32 vx1 = (x - eps) / (f32) twidth - 0.5;
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f32 vx2 = (xx + eps) / (f32) twidth - 0.5;
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f32 vy = 0.5 - (y + eps) / (f32) theight;
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f32 tx1 = x / (f32) twidth;
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f32 tx2 = xx / (f32) twidth;
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f32 ty = (y + 0.5) / (f32) theight;
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video::S3DVertex vertices[8] =
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{
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video::S3DVertex(vx1,vy,-0.5, 0,1,0, c, tx1,ty),
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video::S3DVertex(vx1,vy,+0.5, 0,1,0, c, tx1,ty),
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video::S3DVertex(vx2,vy,+0.5, 0,1,0, c, tx2,ty),
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video::S3DVertex(vx2,vy,-0.5, 0,1,0, c, tx2,ty),
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};
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u16 indices[6] = {0,1,2,2,3,0};
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buf->append(vertices, 4, indices, 6);
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x = xx - 1;
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}
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}
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}
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for (u32 x = 0; x <= twidth; ++x)
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{
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u8 *scancol = solidity + x + wstep;
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for (u32 y = 0; y <= theight; ++y)
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{
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if (scancol[y * wstep] && !scancol[y * wstep + 1])
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{
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u32 yy = y + 1;
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while (scancol[yy * wstep] && !scancol[yy * wstep + 1])
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++yy;
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f32 vx = (x - eps) / (f32) twidth - 0.5;
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f32 vy1 = 0.5 - (y - eps) / (f32) theight;
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f32 vy2 = 0.5 - (yy + eps) / (f32) theight;
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f32 tx = (x - 0.5) / (f32) twidth;
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f32 ty1 = y / (f32) theight;
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f32 ty2 = yy / (f32) theight;
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video::S3DVertex vertices[8] =
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{
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video::S3DVertex(vx,vy1,-0.5, 1,0,0, c, tx,ty1),
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video::S3DVertex(vx,vy1,+0.5, 1,0,0, c, tx,ty1),
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video::S3DVertex(vx,vy2,+0.5, 1,0,0, c, tx,ty2),
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video::S3DVertex(vx,vy2,-0.5, 1,0,0, c, tx,ty2),
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};
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u16 indices[6] = {0,1,2,2,3,0};
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buf->append(vertices, 4, indices, 6);
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y = yy - 1;
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}
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if (!scancol[y * wstep] && scancol[y * wstep + 1])
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{
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u32 yy = y + 1;
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while (!scancol[yy * wstep] && scancol[yy * wstep + 1])
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++yy;
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f32 vx = (x + eps) / (f32) twidth - 0.5;
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f32 vy1 = 0.5 - (y - eps) / (f32) theight;
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f32 vy2 = 0.5 - (yy + eps) / (f32) theight;
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f32 tx = (x + 0.5) / (f32) twidth;
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f32 ty1 = y / (f32) theight;
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f32 ty2 = yy / (f32) theight;
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video::S3DVertex vertices[8] =
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{
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video::S3DVertex(vx,vy1,-0.5, -1,0,0, c, tx,ty1),
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video::S3DVertex(vx,vy2,-0.5, -1,0,0, c, tx,ty2),
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video::S3DVertex(vx,vy2,+0.5, -1,0,0, c, tx,ty2),
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video::S3DVertex(vx,vy1,+0.5, -1,0,0, c, tx,ty1),
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};
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u16 indices[6] = {0,1,2,2,3,0};
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buf->append(vertices, 4, indices, 6);
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y = yy - 1;
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}
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}
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}
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delete[] solidity;
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// Add to mesh
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scene::SMesh *mesh = new scene::SMesh();
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mesh->addMeshBuffer(buf);
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buf->drop();
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scene::SAnimatedMesh *anim_mesh = new scene::SAnimatedMesh(mesh);
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mesh->drop();
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return anim_mesh;
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}
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scene::IAnimatedMesh* createExtrudedMesh(video::ITexture *texture,
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video::IVideoDriver *driver, v3f scale)
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{
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scene::IAnimatedMesh *mesh = NULL;
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core::dimension2d<u32> size = texture->getOriginalSize();
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video::ECOLOR_FORMAT format = texture->getColorFormat();
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if (format == video::ECF_A8R8G8B8)
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{
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// Texture is in the correct color format, we can pass it
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// to extrudeARGB right away.
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void *data = texture->lock(MY_ETLM_READ_ONLY);
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if (data == NULL)
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return NULL;
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mesh = extrudeARGB(size.Width, size.Height, (u8*) data);
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texture->unlock();
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}
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else
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{
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video::IImage *img1 = driver->createImageFromData(format, size, texture->lock(MY_ETLM_READ_ONLY));
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if (img1 == NULL)
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return NULL;
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// img1 is in the texture's color format, convert to 8-bit ARGB
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video::IImage *img2 = driver->createImage(video::ECF_A8R8G8B8, size);
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if (img2 == NULL)
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{
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img1->drop();
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return NULL;
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}
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img1->copyTo(img2);
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img1->drop();
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mesh = extrudeARGB(size.Width, size.Height, (u8*) img2->lock());
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img2->unlock();
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img2->drop();
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}
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// Set default material
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mesh->getMeshBuffer(0)->getMaterial().setTexture(0, texture);
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mesh->getMeshBuffer(0)->getMaterial().setFlag(video::EMF_LIGHTING, false);
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mesh->getMeshBuffer(0)->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
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mesh->getMeshBuffer(0)->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
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scaleMesh(mesh, scale); // also recalculates bounding box
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return mesh;
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}
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void scaleMesh(scene::IMesh *mesh, v3f scale)
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{
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if(mesh == NULL)
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return;
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core::aabbox3d<f32> bbox;
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bbox.reset(0,0,0);
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u16 mc = mesh->getMeshBufferCount();
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for(u16 j=0; j<mc; j++)
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{
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scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
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video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices();
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u16 vc = buf->getVertexCount();
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for(u16 i=0; i<vc; i++)
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{
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vertices[i].Pos *= scale;
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}
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buf->recalculateBoundingBox();
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// calculate total bounding box
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if(j == 0)
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bbox = buf->getBoundingBox();
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else
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bbox.addInternalBox(buf->getBoundingBox());
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}
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mesh->setBoundingBox(bbox);
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}
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void translateMesh(scene::IMesh *mesh, v3f vec)
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{
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if(mesh == NULL)
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return;
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core::aabbox3d<f32> bbox;
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bbox.reset(0,0,0);
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u16 mc = mesh->getMeshBufferCount();
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for(u16 j=0; j<mc; j++)
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{
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scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
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video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices();
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u16 vc = buf->getVertexCount();
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for(u16 i=0; i<vc; i++)
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{
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vertices[i].Pos += vec;
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}
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buf->recalculateBoundingBox();
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// calculate total bounding box
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if(j == 0)
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bbox = buf->getBoundingBox();
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else
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bbox.addInternalBox(buf->getBoundingBox());
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}
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mesh->setBoundingBox(bbox);
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}
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void setMeshColor(scene::IMesh *mesh, const video::SColor &color)
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{
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if(mesh == NULL)
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return;
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u16 mc = mesh->getMeshBufferCount();
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for(u16 j=0; j<mc; j++)
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{
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scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
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video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices();
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u16 vc = buf->getVertexCount();
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for(u16 i=0; i<vc; i++)
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{
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vertices[i].Color = color;
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}
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}
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}
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void setMeshColorByNormalXYZ(scene::IMesh *mesh,
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const video::SColor &colorX,
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const video::SColor &colorY,
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const video::SColor &colorZ)
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{
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if(mesh == NULL)
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return;
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u16 mc = mesh->getMeshBufferCount();
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for(u16 j=0; j<mc; j++)
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{
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scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
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video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices();
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u16 vc = buf->getVertexCount();
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for(u16 i=0; i<vc; i++)
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{
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f32 x = fabs(vertices[i].Normal.X);
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f32 y = fabs(vertices[i].Normal.Y);
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f32 z = fabs(vertices[i].Normal.Z);
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if(x >= y && x >= z)
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vertices[i].Color = colorX;
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else if(y >= z)
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vertices[i].Color = colorY;
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else
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vertices[i].Color = colorZ;
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}
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}
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}
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