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5862d9e482
* g_extrusion_mesh_cache new() and grab() to be managed in constuctor only (#7235 partial) This global was getting grab()-ed by each call to getItemMesh, incrementing its reference count. What was to be the final drop() in the destructor ended up with > 0 reference count, so memory not freed by Irrlicht.
686 lines
22 KiB
C++
686 lines
22 KiB
C++
/*
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Minetest
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Copyright (C) 2010-2014 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 "wieldmesh.h"
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#include "settings.h"
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#include "shader.h"
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#include "inventory.h"
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#include "client.h"
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#include "itemdef.h"
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#include "nodedef.h"
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#include "mesh.h"
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#include "content_mapblock.h"
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#include "mapblock_mesh.h"
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#include "client/meshgen/collector.h"
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#include "client/tile.h"
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#include "log.h"
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#include "util/numeric.h"
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#include <map>
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#include <IMeshManipulator.h>
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#define WIELD_SCALE_FACTOR 30.0
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#define WIELD_SCALE_FACTOR_EXTRUDED 40.0
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#define MIN_EXTRUSION_MESH_RESOLUTION 16
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#define MAX_EXTRUSION_MESH_RESOLUTION 512
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static scene::IMesh *createExtrusionMesh(int resolution_x, int resolution_y)
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{
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const f32 r = 0.5;
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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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v3f scale(1.0, 1.0, 0.1);
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// Front and back
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{
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video::S3DVertex vertices[8] = {
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// z-
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video::S3DVertex(-r,+r,-r, 0,0,-1, c, 0,0),
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video::S3DVertex(+r,+r,-r, 0,0,-1, c, 1,0),
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video::S3DVertex(+r,-r,-r, 0,0,-1, c, 1,1),
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video::S3DVertex(-r,-r,-r, 0,0,-1, c, 0,1),
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// z+
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video::S3DVertex(-r,+r,+r, 0,0,+1, c, 0,0),
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video::S3DVertex(-r,-r,+r, 0,0,+1, c, 0,1),
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video::S3DVertex(+r,-r,+r, 0,0,+1, c, 1,1),
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video::S3DVertex(+r,+r,+r, 0,0,+1, c, 1,0),
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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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f32 pixelsize_x = 1 / (f32) resolution_x;
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f32 pixelsize_y = 1 / (f32) resolution_y;
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for (int i = 0; i < resolution_x; ++i) {
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f32 pixelpos_x = i * pixelsize_x - 0.5;
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f32 x0 = pixelpos_x;
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f32 x1 = pixelpos_x + pixelsize_x;
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f32 tex0 = (i + 0.1) * pixelsize_x;
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f32 tex1 = (i + 0.9) * pixelsize_x;
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video::S3DVertex vertices[8] = {
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// x-
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video::S3DVertex(x0,-r,-r, -1,0,0, c, tex0,1),
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video::S3DVertex(x0,-r,+r, -1,0,0, c, tex1,1),
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video::S3DVertex(x0,+r,+r, -1,0,0, c, tex1,0),
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video::S3DVertex(x0,+r,-r, -1,0,0, c, tex0,0),
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// x+
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video::S3DVertex(x1,-r,-r, +1,0,0, c, tex0,1),
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video::S3DVertex(x1,+r,-r, +1,0,0, c, tex0,0),
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video::S3DVertex(x1,+r,+r, +1,0,0, c, tex1,0),
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video::S3DVertex(x1,-r,+r, +1,0,0, c, tex1,1),
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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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for (int i = 0; i < resolution_y; ++i) {
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f32 pixelpos_y = i * pixelsize_y - 0.5;
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f32 y0 = -pixelpos_y - pixelsize_y;
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f32 y1 = -pixelpos_y;
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f32 tex0 = (i + 0.1) * pixelsize_y;
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f32 tex1 = (i + 0.9) * pixelsize_y;
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video::S3DVertex vertices[8] = {
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// y-
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video::S3DVertex(-r,y0,-r, 0,-1,0, c, 0,tex0),
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video::S3DVertex(+r,y0,-r, 0,-1,0, c, 1,tex0),
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video::S3DVertex(+r,y0,+r, 0,-1,0, c, 1,tex1),
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video::S3DVertex(-r,y0,+r, 0,-1,0, c, 0,tex1),
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// y+
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video::S3DVertex(-r,y1,-r, 0,+1,0, c, 0,tex0),
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video::S3DVertex(-r,y1,+r, 0,+1,0, c, 0,tex1),
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video::S3DVertex(+r,y1,+r, 0,+1,0, c, 1,tex1),
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video::S3DVertex(+r,y1,-r, 0,+1,0, c, 1,tex0),
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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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// Create mesh object
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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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scaleMesh(mesh, scale); // also recalculates bounding box
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return mesh;
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}
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/*
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Caches extrusion meshes so that only one of them per resolution
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is needed. Also caches one cube (for convenience).
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E.g. there is a single extrusion mesh that is used for all
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16x16 px images, another for all 256x256 px images, and so on.
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WARNING: Not thread safe. This should not be a problem since
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rendering related classes (such as WieldMeshSceneNode) will be
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used from the rendering thread only.
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*/
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class ExtrusionMeshCache: public IReferenceCounted
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{
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public:
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// Constructor
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ExtrusionMeshCache()
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{
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for (int resolution = MIN_EXTRUSION_MESH_RESOLUTION;
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resolution <= MAX_EXTRUSION_MESH_RESOLUTION;
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resolution *= 2) {
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m_extrusion_meshes[resolution] =
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createExtrusionMesh(resolution, resolution);
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}
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m_cube = createCubeMesh(v3f(1.0, 1.0, 1.0));
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}
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// Destructor
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virtual ~ExtrusionMeshCache()
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{
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for (auto &extrusion_meshe : m_extrusion_meshes) {
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extrusion_meshe.second->drop();
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}
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m_cube->drop();
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}
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// Get closest extrusion mesh for given image dimensions
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// Caller must drop the returned pointer
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scene::IMesh* create(core::dimension2d<u32> dim)
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{
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// handle non-power of two textures inefficiently without cache
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if (!is_power_of_two(dim.Width) || !is_power_of_two(dim.Height)) {
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return createExtrusionMesh(dim.Width, dim.Height);
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}
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int maxdim = MYMAX(dim.Width, dim.Height);
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std::map<int, scene::IMesh*>::iterator
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it = m_extrusion_meshes.lower_bound(maxdim);
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if (it == m_extrusion_meshes.end()) {
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// no viable resolution found; use largest one
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it = m_extrusion_meshes.find(MAX_EXTRUSION_MESH_RESOLUTION);
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sanity_check(it != m_extrusion_meshes.end());
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}
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scene::IMesh *mesh = it->second;
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mesh->grab();
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return mesh;
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}
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// Returns a 1x1x1 cube mesh with one meshbuffer (material) per face
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// Caller must drop the returned pointer
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scene::IMesh* createCube()
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{
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m_cube->grab();
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return m_cube;
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}
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private:
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std::map<int, scene::IMesh*> m_extrusion_meshes;
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scene::IMesh *m_cube;
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};
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ExtrusionMeshCache *g_extrusion_mesh_cache = NULL;
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WieldMeshSceneNode::WieldMeshSceneNode(scene::ISceneManager *mgr, s32 id, bool lighting):
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scene::ISceneNode(mgr->getRootSceneNode(), mgr, id),
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m_material_type(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF),
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m_lighting(lighting)
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{
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m_enable_shaders = g_settings->getBool("enable_shaders");
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m_anisotropic_filter = g_settings->getBool("anisotropic_filter");
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m_bilinear_filter = g_settings->getBool("bilinear_filter");
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m_trilinear_filter = g_settings->getBool("trilinear_filter");
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// If this is the first wield mesh scene node, create a cache
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// for extrusion meshes (and a cube mesh), otherwise reuse it
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if (!g_extrusion_mesh_cache)
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g_extrusion_mesh_cache = new ExtrusionMeshCache();
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else
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g_extrusion_mesh_cache->grab();
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// Disable bounding box culling for this scene node
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// since we won't calculate the bounding box.
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setAutomaticCulling(scene::EAC_OFF);
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// Create the child scene node
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scene::IMesh *dummymesh = g_extrusion_mesh_cache->createCube();
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m_meshnode = SceneManager->addMeshSceneNode(dummymesh, this, -1);
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m_meshnode->setReadOnlyMaterials(false);
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m_meshnode->setVisible(false);
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dummymesh->drop(); // m_meshnode grabbed it
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}
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WieldMeshSceneNode::~WieldMeshSceneNode()
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{
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sanity_check(g_extrusion_mesh_cache);
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if (g_extrusion_mesh_cache->drop())
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g_extrusion_mesh_cache = nullptr;
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}
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void WieldMeshSceneNode::setCube(const ContentFeatures &f,
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v3f wield_scale)
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{
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scene::IMesh *cubemesh = g_extrusion_mesh_cache->createCube();
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scene::SMesh *copy = cloneMesh(cubemesh);
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cubemesh->drop();
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postProcessNodeMesh(copy, f, false, true, &m_material_type, &m_colors, true);
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changeToMesh(copy);
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copy->drop();
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m_meshnode->setScale(wield_scale * WIELD_SCALE_FACTOR);
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}
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void WieldMeshSceneNode::setExtruded(const std::string &imagename,
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const std::string &overlay_name, v3f wield_scale, ITextureSource *tsrc,
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u8 num_frames)
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{
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video::ITexture *texture = tsrc->getTexture(imagename);
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if (!texture) {
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changeToMesh(nullptr);
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return;
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}
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video::ITexture *overlay_texture =
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overlay_name.empty() ? NULL : tsrc->getTexture(overlay_name);
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core::dimension2d<u32> dim = texture->getSize();
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// Detect animation texture and pull off top frame instead of using entire thing
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if (num_frames > 1) {
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u32 frame_height = dim.Height / num_frames;
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dim = core::dimension2d<u32>(dim.Width, frame_height);
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}
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scene::IMesh *original = g_extrusion_mesh_cache->create(dim);
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scene::SMesh *mesh = cloneMesh(original);
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original->drop();
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//set texture
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mesh->getMeshBuffer(0)->getMaterial().setTexture(0,
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tsrc->getTexture(imagename));
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if (overlay_texture) {
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scene::IMeshBuffer *copy = cloneMeshBuffer(mesh->getMeshBuffer(0));
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copy->getMaterial().setTexture(0, overlay_texture);
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mesh->addMeshBuffer(copy);
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copy->drop();
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}
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changeToMesh(mesh);
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mesh->drop();
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m_meshnode->setScale(wield_scale * WIELD_SCALE_FACTOR_EXTRUDED);
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// Customize materials
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for (u32 layer = 0; layer < m_meshnode->getMaterialCount(); layer++) {
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video::SMaterial &material = m_meshnode->getMaterial(layer);
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material.TextureLayer[0].TextureWrapU = video::ETC_CLAMP_TO_EDGE;
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material.TextureLayer[0].TextureWrapV = video::ETC_CLAMP_TO_EDGE;
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material.MaterialType = m_material_type;
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material.setFlag(video::EMF_BACK_FACE_CULLING, true);
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// Enable bi/trilinear filtering only for high resolution textures
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if (dim.Width > 32) {
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material.setFlag(video::EMF_BILINEAR_FILTER, m_bilinear_filter);
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material.setFlag(video::EMF_TRILINEAR_FILTER, m_trilinear_filter);
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} else {
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material.setFlag(video::EMF_BILINEAR_FILTER, false);
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material.setFlag(video::EMF_TRILINEAR_FILTER, false);
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}
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material.setFlag(video::EMF_ANISOTROPIC_FILTER, m_anisotropic_filter);
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// mipmaps cause "thin black line" artifacts
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#if (IRRLICHT_VERSION_MAJOR >= 1 && IRRLICHT_VERSION_MINOR >= 8) || IRRLICHT_VERSION_MAJOR >= 2
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material.setFlag(video::EMF_USE_MIP_MAPS, false);
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#endif
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if (m_enable_shaders) {
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material.setTexture(2, tsrc->getShaderFlagsTexture(false));
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}
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}
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}
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scene::SMesh *createSpecialNodeMesh(Client *client, content_t id, std::vector<ItemPartColor> *colors)
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{
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MeshMakeData mesh_make_data(client, false, false);
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MeshCollector collector;
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mesh_make_data.setSmoothLighting(false);
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MapblockMeshGenerator gen(&mesh_make_data, &collector);
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gen.renderSingle(id);
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colors->clear();
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scene::SMesh *mesh = new scene::SMesh();
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for (auto &prebuffers : collector.prebuffers)
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for (PreMeshBuffer &p : prebuffers) {
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if (p.layer.material_flags & MATERIAL_FLAG_ANIMATION) {
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const FrameSpec &frame = (*p.layer.frames)[0];
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p.layer.texture = frame.texture;
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p.layer.normal_texture = frame.normal_texture;
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}
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for (video::S3DVertex &v : p.vertices)
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v.Color.setAlpha(255);
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scene::SMeshBuffer *buf = new scene::SMeshBuffer();
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buf->Material.setTexture(0, p.layer.texture);
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p.layer.applyMaterialOptions(buf->Material);
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mesh->addMeshBuffer(buf);
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buf->append(&p.vertices[0], p.vertices.size(),
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&p.indices[0], p.indices.size());
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buf->drop();
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colors->push_back(
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ItemPartColor(p.layer.has_color, p.layer.color));
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}
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return mesh;
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}
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void WieldMeshSceneNode::setItem(const ItemStack &item, Client *client)
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{
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ITextureSource *tsrc = client->getTextureSource();
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IItemDefManager *idef = client->getItemDefManager();
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IShaderSource *shdrsrc = client->getShaderSource();
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const NodeDefManager *ndef = client->getNodeDefManager();
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const ItemDefinition &def = item.getDefinition(idef);
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const ContentFeatures &f = ndef->get(def.name);
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content_t id = ndef->getId(def.name);
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scene::SMesh *mesh = nullptr;
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if (m_enable_shaders) {
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u32 shader_id = shdrsrc->getShader("wielded_shader", TILE_MATERIAL_BASIC, NDT_NORMAL);
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m_material_type = shdrsrc->getShaderInfo(shader_id).material;
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}
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// Color-related
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m_colors.clear();
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m_base_color = idef->getItemstackColor(item, client);
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// If wield_image is defined, it overrides everything else
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if (!def.wield_image.empty()) {
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setExtruded(def.wield_image, def.wield_overlay, def.wield_scale, tsrc,
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1);
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m_colors.emplace_back();
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// overlay is white, if present
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m_colors.emplace_back(true, video::SColor(0xFFFFFFFF));
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return;
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}
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// Handle nodes
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// See also CItemDefManager::createClientCached()
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if (def.type == ITEM_NODE) {
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if (f.mesh_ptr[0]) {
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// e.g. mesh nodes and nodeboxes
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mesh = cloneMesh(f.mesh_ptr[0]);
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postProcessNodeMesh(mesh, f, m_enable_shaders, true,
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&m_material_type, &m_colors);
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changeToMesh(mesh);
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mesh->drop();
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// mesh is pre-scaled by BS * f->visual_scale
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m_meshnode->setScale(
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def.wield_scale * WIELD_SCALE_FACTOR
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/ (BS * f.visual_scale));
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} else {
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switch (f.drawtype) {
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case NDT_AIRLIKE: {
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changeToMesh(nullptr);
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break;
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}
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case NDT_PLANTLIKE: {
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setExtruded(tsrc->getTextureName(f.tiles[0].layers[0].texture_id),
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tsrc->getTextureName(f.tiles[0].layers[1].texture_id),
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def.wield_scale, tsrc,
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f.tiles[0].layers[0].animation_frame_count);
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// Add color
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const TileLayer &l0 = f.tiles[0].layers[0];
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m_colors.emplace_back(l0.has_color, l0.color);
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const TileLayer &l1 = f.tiles[0].layers[1];
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m_colors.emplace_back(l1.has_color, l1.color);
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break;
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}
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case NDT_PLANTLIKE_ROOTED: {
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setExtruded(tsrc->getTextureName(f.special_tiles[0].layers[0].texture_id),
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"", def.wield_scale, tsrc,
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f.special_tiles[0].layers[0].animation_frame_count);
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// Add color
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const TileLayer &l0 = f.special_tiles[0].layers[0];
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m_colors.emplace_back(l0.has_color, l0.color);
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break;
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}
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case NDT_NORMAL:
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case NDT_ALLFACES:
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case NDT_LIQUID:
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case NDT_FLOWINGLIQUID: {
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setCube(f, def.wield_scale);
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break;
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}
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default: {
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mesh = createSpecialNodeMesh(client, id, &m_colors);
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changeToMesh(mesh);
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mesh->drop();
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m_meshnode->setScale(
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def.wield_scale * WIELD_SCALE_FACTOR
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/ (BS * f.visual_scale));
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}
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}
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}
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u32 material_count = m_meshnode->getMaterialCount();
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for (u32 i = 0; i < material_count; ++i) {
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video::SMaterial &material = m_meshnode->getMaterial(i);
|
|
material.MaterialType = m_material_type;
|
|
material.setFlag(video::EMF_BACK_FACE_CULLING, true);
|
|
material.setFlag(video::EMF_BILINEAR_FILTER, m_bilinear_filter);
|
|
material.setFlag(video::EMF_TRILINEAR_FILTER, m_trilinear_filter);
|
|
}
|
|
return;
|
|
}
|
|
else if (!def.inventory_image.empty()) {
|
|
setExtruded(def.inventory_image, def.inventory_overlay, def.wield_scale,
|
|
tsrc, 1);
|
|
m_colors.emplace_back();
|
|
// overlay is white, if present
|
|
m_colors.emplace_back(true, video::SColor(0xFFFFFFFF));
|
|
return;
|
|
}
|
|
|
|
// no wield mesh found
|
|
changeToMesh(nullptr);
|
|
}
|
|
|
|
void WieldMeshSceneNode::setColor(video::SColor c)
|
|
{
|
|
assert(!m_lighting);
|
|
scene::IMesh *mesh = m_meshnode->getMesh();
|
|
if (!mesh)
|
|
return;
|
|
|
|
u8 red = c.getRed();
|
|
u8 green = c.getGreen();
|
|
u8 blue = c.getBlue();
|
|
u32 mc = mesh->getMeshBufferCount();
|
|
for (u32 j = 0; j < mc; j++) {
|
|
video::SColor bc(m_base_color);
|
|
if ((m_colors.size() > j) && (m_colors[j].override_base))
|
|
bc = m_colors[j].color;
|
|
video::SColor buffercolor(255,
|
|
bc.getRed() * red / 255,
|
|
bc.getGreen() * green / 255,
|
|
bc.getBlue() * blue / 255);
|
|
scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
|
|
colorizeMeshBuffer(buf, &buffercolor);
|
|
}
|
|
}
|
|
|
|
void WieldMeshSceneNode::render()
|
|
{
|
|
// note: if this method is changed to actually do something,
|
|
// you probably should implement OnRegisterSceneNode as well
|
|
}
|
|
|
|
void WieldMeshSceneNode::changeToMesh(scene::IMesh *mesh)
|
|
{
|
|
if (!mesh) {
|
|
scene::IMesh *dummymesh = g_extrusion_mesh_cache->createCube();
|
|
m_meshnode->setVisible(false);
|
|
m_meshnode->setMesh(dummymesh);
|
|
dummymesh->drop(); // m_meshnode grabbed it
|
|
} else {
|
|
m_meshnode->setMesh(mesh);
|
|
}
|
|
|
|
m_meshnode->setMaterialFlag(video::EMF_LIGHTING, m_lighting);
|
|
// need to normalize normals when lighting is enabled (because of setScale())
|
|
m_meshnode->setMaterialFlag(video::EMF_NORMALIZE_NORMALS, m_lighting);
|
|
m_meshnode->setVisible(true);
|
|
}
|
|
|
|
void getItemMesh(Client *client, const ItemStack &item, ItemMesh *result)
|
|
{
|
|
ITextureSource *tsrc = client->getTextureSource();
|
|
IItemDefManager *idef = client->getItemDefManager();
|
|
const NodeDefManager *ndef = client->getNodeDefManager();
|
|
const ItemDefinition &def = item.getDefinition(idef);
|
|
const ContentFeatures &f = ndef->get(def.name);
|
|
content_t id = ndef->getId(def.name);
|
|
|
|
FATAL_ERROR_IF(!g_extrusion_mesh_cache, "Extrusion mesh cache is not yet initialized");
|
|
|
|
scene::SMesh *mesh = nullptr;
|
|
|
|
// Shading is on by default
|
|
result->needs_shading = true;
|
|
|
|
// If inventory_image is defined, it overrides everything else
|
|
if (!def.inventory_image.empty()) {
|
|
mesh = getExtrudedMesh(tsrc, def.inventory_image,
|
|
def.inventory_overlay);
|
|
result->buffer_colors.emplace_back();
|
|
// overlay is white, if present
|
|
result->buffer_colors.emplace_back(true, video::SColor(0xFFFFFFFF));
|
|
// Items with inventory images do not need shading
|
|
result->needs_shading = false;
|
|
} else if (def.type == ITEM_NODE) {
|
|
if (f.mesh_ptr[0]) {
|
|
mesh = cloneMesh(f.mesh_ptr[0]);
|
|
scaleMesh(mesh, v3f(0.12, 0.12, 0.12));
|
|
postProcessNodeMesh(mesh, f, false, false, nullptr,
|
|
&result->buffer_colors);
|
|
} else {
|
|
switch (f.drawtype) {
|
|
case NDT_PLANTLIKE: {
|
|
mesh = getExtrudedMesh(tsrc,
|
|
tsrc->getTextureName(f.tiles[0].layers[0].texture_id),
|
|
tsrc->getTextureName(f.tiles[0].layers[1].texture_id));
|
|
// Add color
|
|
const TileLayer &l0 = f.tiles[0].layers[0];
|
|
result->buffer_colors.emplace_back(l0.has_color, l0.color);
|
|
const TileLayer &l1 = f.tiles[0].layers[1];
|
|
result->buffer_colors.emplace_back(l1.has_color, l1.color);
|
|
break;
|
|
}
|
|
case NDT_PLANTLIKE_ROOTED: {
|
|
mesh = getExtrudedMesh(tsrc,
|
|
tsrc->getTextureName(f.special_tiles[0].layers[0].texture_id), "");
|
|
// Add color
|
|
const TileLayer &l0 = f.special_tiles[0].layers[0];
|
|
result->buffer_colors.emplace_back(l0.has_color, l0.color);
|
|
break;
|
|
}
|
|
case NDT_NORMAL:
|
|
case NDT_ALLFACES:
|
|
case NDT_LIQUID:
|
|
case NDT_FLOWINGLIQUID: {
|
|
scene::IMesh *cube = g_extrusion_mesh_cache->createCube();
|
|
mesh = cloneMesh(cube);
|
|
cube->drop();
|
|
scaleMesh(mesh, v3f(1.2, 1.2, 1.2));
|
|
// add overlays
|
|
postProcessNodeMesh(mesh, f, false, false, nullptr,
|
|
&result->buffer_colors);
|
|
break;
|
|
}
|
|
default: {
|
|
mesh = createSpecialNodeMesh(client, id, &result->buffer_colors);
|
|
scaleMesh(mesh, v3f(0.12, 0.12, 0.12));
|
|
}
|
|
}
|
|
}
|
|
|
|
u32 mc = mesh->getMeshBufferCount();
|
|
for (u32 i = 0; i < mc; ++i) {
|
|
scene::IMeshBuffer *buf = mesh->getMeshBuffer(i);
|
|
video::SMaterial &material = buf->getMaterial();
|
|
material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
|
|
material.setFlag(video::EMF_BILINEAR_FILTER, false);
|
|
material.setFlag(video::EMF_TRILINEAR_FILTER, false);
|
|
material.setFlag(video::EMF_BACK_FACE_CULLING, true);
|
|
material.setFlag(video::EMF_LIGHTING, false);
|
|
}
|
|
|
|
rotateMeshXZby(mesh, -45);
|
|
rotateMeshYZby(mesh, -30);
|
|
}
|
|
result->mesh = mesh;
|
|
}
|
|
|
|
|
|
|
|
scene::SMesh *getExtrudedMesh(ITextureSource *tsrc,
|
|
const std::string &imagename, const std::string &overlay_name)
|
|
{
|
|
// check textures
|
|
video::ITexture *texture = tsrc->getTextureForMesh(imagename);
|
|
if (!texture) {
|
|
return NULL;
|
|
}
|
|
video::ITexture *overlay_texture =
|
|
(overlay_name.empty()) ? NULL : tsrc->getTexture(overlay_name);
|
|
|
|
// get mesh
|
|
core::dimension2d<u32> dim = texture->getSize();
|
|
scene::IMesh *original = g_extrusion_mesh_cache->create(dim);
|
|
scene::SMesh *mesh = cloneMesh(original);
|
|
original->drop();
|
|
|
|
//set texture
|
|
mesh->getMeshBuffer(0)->getMaterial().setTexture(0,
|
|
tsrc->getTexture(imagename));
|
|
if (overlay_texture) {
|
|
scene::IMeshBuffer *copy = cloneMeshBuffer(mesh->getMeshBuffer(0));
|
|
copy->getMaterial().setTexture(0, overlay_texture);
|
|
mesh->addMeshBuffer(copy);
|
|
copy->drop();
|
|
}
|
|
// Customize materials
|
|
for (u32 layer = 0; layer < mesh->getMeshBufferCount(); layer++) {
|
|
video::SMaterial &material = mesh->getMeshBuffer(layer)->getMaterial();
|
|
material.TextureLayer[0].TextureWrapU = video::ETC_CLAMP_TO_EDGE;
|
|
material.TextureLayer[0].TextureWrapV = video::ETC_CLAMP_TO_EDGE;
|
|
material.setFlag(video::EMF_BILINEAR_FILTER, false);
|
|
material.setFlag(video::EMF_TRILINEAR_FILTER, false);
|
|
material.setFlag(video::EMF_BACK_FACE_CULLING, true);
|
|
material.setFlag(video::EMF_LIGHTING, false);
|
|
material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
|
|
}
|
|
scaleMesh(mesh, v3f(2.0, 2.0, 2.0));
|
|
|
|
return mesh;
|
|
}
|
|
|
|
void postProcessNodeMesh(scene::SMesh *mesh, const ContentFeatures &f,
|
|
bool use_shaders, bool set_material, const video::E_MATERIAL_TYPE *mattype,
|
|
std::vector<ItemPartColor> *colors, bool apply_scale)
|
|
{
|
|
u32 mc = mesh->getMeshBufferCount();
|
|
// Allocate colors for existing buffers
|
|
colors->clear();
|
|
for (u32 i = 0; i < mc; ++i)
|
|
colors->push_back(ItemPartColor());
|
|
|
|
for (u32 i = 0; i < mc; ++i) {
|
|
const TileSpec *tile = &(f.tiles[i]);
|
|
scene::IMeshBuffer *buf = mesh->getMeshBuffer(i);
|
|
for (int layernum = 0; layernum < MAX_TILE_LAYERS; layernum++) {
|
|
const TileLayer *layer = &tile->layers[layernum];
|
|
if (layer->texture_id == 0)
|
|
continue;
|
|
if (layernum != 0) {
|
|
scene::IMeshBuffer *copy = cloneMeshBuffer(buf);
|
|
copy->getMaterial() = buf->getMaterial();
|
|
mesh->addMeshBuffer(copy);
|
|
copy->drop();
|
|
buf = copy;
|
|
colors->push_back(
|
|
ItemPartColor(layer->has_color, layer->color));
|
|
} else {
|
|
(*colors)[i] = ItemPartColor(layer->has_color, layer->color);
|
|
}
|
|
video::SMaterial &material = buf->getMaterial();
|
|
if (set_material)
|
|
layer->applyMaterialOptions(material);
|
|
if (mattype) {
|
|
material.MaterialType = *mattype;
|
|
}
|
|
if (layer->animation_frame_count > 1) {
|
|
const FrameSpec &animation_frame = (*layer->frames)[0];
|
|
material.setTexture(0, animation_frame.texture);
|
|
} else {
|
|
material.setTexture(0, layer->texture);
|
|
}
|
|
if (use_shaders) {
|
|
if (layer->normal_texture) {
|
|
if (layer->animation_frame_count > 1) {
|
|
const FrameSpec &animation_frame = (*layer->frames)[0];
|
|
material.setTexture(1, animation_frame.normal_texture);
|
|
} else
|
|
material.setTexture(1, layer->normal_texture);
|
|
}
|
|
material.setTexture(2, layer->flags_texture);
|
|
}
|
|
if (apply_scale && tile->world_aligned) {
|
|
u32 n = buf->getVertexCount();
|
|
for (u32 k = 0; k != n; ++k)
|
|
buf->getTCoords(k) /= layer->scale;
|
|
}
|
|
}
|
|
}
|
|
}
|