Line data Source code
1 : /*
2 : Minetest
3 : Copyright (C) 2010-2014 celeron55, Perttu Ahola <celeron55@gmail.com>
4 :
5 : This program is free software; you can redistribute it and/or modify
6 : it under the terms of the GNU Lesser General Public License as published by
7 : the Free Software Foundation; either version 2.1 of the License, or
8 : (at your option) any later version.
9 :
10 : This program is distributed in the hope that it will be useful,
11 : but WITHOUT ANY WARRANTY; without even the implied warranty of
12 : MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
13 : GNU Lesser General Public License for more details.
14 :
15 : You should have received a copy of the GNU Lesser General Public License along
16 : with this program; if not, write to the Free Software Foundation, Inc.,
17 : 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
18 : */
19 :
20 : #include "settings.h"
21 : #include "wieldmesh.h"
22 : #include "inventory.h"
23 : #include "gamedef.h"
24 : #include "itemdef.h"
25 : #include "nodedef.h"
26 : #include "mesh.h"
27 : #include "mapblock_mesh.h"
28 : #include "client/tile.h"
29 : #include "log.h"
30 : #include "util/numeric.h"
31 : #include <map>
32 : #include <IMeshManipulator.h>
33 :
34 : #define WIELD_SCALE_FACTOR 30.0
35 : #define WIELD_SCALE_FACTOR_EXTRUDED 40.0
36 :
37 : #define MIN_EXTRUSION_MESH_RESOLUTION 32 // not 16: causes too many "holes"
38 : #define MAX_EXTRUSION_MESH_RESOLUTION 512
39 :
40 5 : static scene::IMesh* createExtrusionMesh(int resolution_x, int resolution_y)
41 : {
42 5 : const f32 r = 0.5;
43 :
44 5 : scene::IMeshBuffer *buf = new scene::SMeshBuffer();
45 5 : video::SColor c(255,255,255,255);
46 5 : v3f scale(1.0, 1.0, 0.1);
47 :
48 : // Front and back
49 : {
50 : video::S3DVertex vertices[8] = {
51 : // z-
52 : video::S3DVertex(-r,+r,-r, 0,0,-1, c, 0,0),
53 : video::S3DVertex(+r,+r,-r, 0,0,-1, c, 1,0),
54 : video::S3DVertex(+r,-r,-r, 0,0,-1, c, 1,1),
55 : video::S3DVertex(-r,-r,-r, 0,0,-1, c, 0,1),
56 : // z+
57 : video::S3DVertex(-r,+r,+r, 0,0,+1, c, 0,0),
58 : video::S3DVertex(-r,-r,+r, 0,0,+1, c, 0,1),
59 : video::S3DVertex(+r,-r,+r, 0,0,+1, c, 1,1),
60 : video::S3DVertex(+r,+r,+r, 0,0,+1, c, 1,0),
61 5 : };
62 5 : u16 indices[12] = {0,1,2,2,3,0,4,5,6,6,7,4};
63 5 : buf->append(vertices, 8, indices, 12);
64 : }
65 :
66 5 : f32 pixelsize_x = 1 / (f32) resolution_x;
67 5 : f32 pixelsize_y = 1 / (f32) resolution_y;
68 :
69 997 : for (int i = 0; i < resolution_x; ++i) {
70 992 : f32 pixelpos_x = i * pixelsize_x - 0.5;
71 992 : f32 x0 = pixelpos_x;
72 992 : f32 x1 = pixelpos_x + pixelsize_x;
73 992 : f32 tex0 = (i + 0.1) * pixelsize_x;
74 992 : f32 tex1 = (i + 0.9) * pixelsize_x;
75 : video::S3DVertex vertices[8] = {
76 : // x-
77 : video::S3DVertex(x0,-r,-r, -1,0,0, c, tex0,1),
78 : video::S3DVertex(x0,-r,+r, -1,0,0, c, tex1,1),
79 : video::S3DVertex(x0,+r,+r, -1,0,0, c, tex1,0),
80 : video::S3DVertex(x0,+r,-r, -1,0,0, c, tex0,0),
81 : // x+
82 : video::S3DVertex(x1,-r,-r, +1,0,0, c, tex0,1),
83 : video::S3DVertex(x1,+r,-r, +1,0,0, c, tex0,0),
84 : video::S3DVertex(x1,+r,+r, +1,0,0, c, tex1,0),
85 : video::S3DVertex(x1,-r,+r, +1,0,0, c, tex1,1),
86 992 : };
87 992 : u16 indices[12] = {0,1,2,2,3,0,4,5,6,6,7,4};
88 992 : buf->append(vertices, 8, indices, 12);
89 : }
90 997 : for (int i = 0; i < resolution_y; ++i) {
91 992 : f32 pixelpos_y = i * pixelsize_y - 0.5;
92 992 : f32 y0 = -pixelpos_y - pixelsize_y;
93 992 : f32 y1 = -pixelpos_y;
94 992 : f32 tex0 = (i + 0.1) * pixelsize_y;
95 992 : f32 tex1 = (i + 0.9) * pixelsize_y;
96 : video::S3DVertex vertices[8] = {
97 : // y-
98 : video::S3DVertex(-r,y0,-r, 0,-1,0, c, 0,tex0),
99 : video::S3DVertex(+r,y0,-r, 0,-1,0, c, 1,tex0),
100 : video::S3DVertex(+r,y0,+r, 0,-1,0, c, 1,tex1),
101 : video::S3DVertex(-r,y0,+r, 0,-1,0, c, 0,tex1),
102 : // y+
103 : video::S3DVertex(-r,y1,-r, 0,+1,0, c, 0,tex0),
104 : video::S3DVertex(-r,y1,+r, 0,+1,0, c, 0,tex1),
105 : video::S3DVertex(+r,y1,+r, 0,+1,0, c, 1,tex1),
106 : video::S3DVertex(+r,y1,-r, 0,+1,0, c, 1,tex0),
107 992 : };
108 992 : u16 indices[12] = {0,1,2,2,3,0,4,5,6,6,7,4};
109 992 : buf->append(vertices, 8, indices, 12);
110 : }
111 :
112 : // Create mesh object
113 5 : scene::SMesh *mesh = new scene::SMesh();
114 5 : mesh->addMeshBuffer(buf);
115 5 : buf->drop();
116 5 : scaleMesh(mesh, scale); // also recalculates bounding box
117 5 : return mesh;
118 : }
119 :
120 : /*
121 : Caches extrusion meshes so that only one of them per resolution
122 : is needed. Also caches one cube (for convenience).
123 :
124 : E.g. there is a single extrusion mesh that is used for all
125 : 16x16 px images, another for all 256x256 px images, and so on.
126 :
127 : WARNING: Not thread safe. This should not be a problem since
128 : rendering related classes (such as WieldMeshSceneNode) will be
129 : used from the rendering thread only.
130 : */
131 : class ExtrusionMeshCache: public IReferenceCounted
132 : {
133 : public:
134 : // Constructor
135 1 : ExtrusionMeshCache()
136 1 : {
137 6 : for (int resolution = MIN_EXTRUSION_MESH_RESOLUTION;
138 6 : resolution <= MAX_EXTRUSION_MESH_RESOLUTION;
139 : resolution *= 2) {
140 5 : m_extrusion_meshes[resolution] =
141 5 : createExtrusionMesh(resolution, resolution);
142 : }
143 1 : m_cube = createCubeMesh(v3f(1.0, 1.0, 1.0));
144 1 : }
145 : // Destructor
146 2 : virtual ~ExtrusionMeshCache()
147 2 : {
148 17 : for (std::map<int, scene::IMesh*>::iterator
149 1 : it = m_extrusion_meshes.begin();
150 12 : it != m_extrusion_meshes.end(); ++it) {
151 5 : it->second->drop();
152 : }
153 1 : m_cube->drop();
154 2 : }
155 : // Get closest extrusion mesh for given image dimensions
156 : // Caller must drop the returned pointer
157 14 : scene::IMesh* create(core::dimension2d<u32> dim)
158 : {
159 : // handle non-power of two textures inefficiently without cache
160 14 : if (!is_power_of_two(dim.Width) || !is_power_of_two(dim.Height)) {
161 0 : return createExtrusionMesh(dim.Width, dim.Height);
162 : }
163 :
164 14 : int maxdim = MYMAX(dim.Width, dim.Height);
165 :
166 : std::map<int, scene::IMesh*>::iterator
167 14 : it = m_extrusion_meshes.lower_bound(maxdim);
168 :
169 14 : if (it == m_extrusion_meshes.end()) {
170 : // no viable resolution found; use largest one
171 0 : it = m_extrusion_meshes.find(MAX_EXTRUSION_MESH_RESOLUTION);
172 0 : sanity_check(it != m_extrusion_meshes.end());
173 : }
174 :
175 14 : scene::IMesh *mesh = it->second;
176 14 : mesh->grab();
177 14 : return mesh;
178 : }
179 : // Returns a 1x1x1 cube mesh with one meshbuffer (material) per face
180 : // Caller must drop the returned pointer
181 52 : scene::IMesh* createCube()
182 : {
183 52 : m_cube->grab();
184 52 : return m_cube;
185 : }
186 :
187 : private:
188 : std::map<int, scene::IMesh*> m_extrusion_meshes;
189 : scene::IMesh *m_cube;
190 : };
191 :
192 : ExtrusionMeshCache *g_extrusion_mesh_cache = NULL;
193 :
194 :
195 26 : WieldMeshSceneNode::WieldMeshSceneNode(
196 : scene::ISceneNode *parent,
197 : scene::ISceneManager *mgr,
198 : s32 id,
199 : bool lighting
200 : ):
201 : scene::ISceneNode(parent, mgr, id),
202 : m_meshnode(NULL),
203 : m_material_type(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF),
204 : m_lighting(lighting),
205 26 : m_bounding_box(0.0, 0.0, 0.0, 0.0, 0.0, 0.0)
206 : {
207 26 : m_enable_shaders = g_settings->getBool("enable_shaders");
208 26 : m_anisotropic_filter = g_settings->getBool("anisotropic_filter");
209 26 : m_bilinear_filter = g_settings->getBool("bilinear_filter");
210 26 : m_trilinear_filter = g_settings->getBool("trilinear_filter");
211 :
212 : // If this is the first wield mesh scene node, create a cache
213 : // for extrusion meshes (and a cube mesh), otherwise reuse it
214 26 : if (g_extrusion_mesh_cache == NULL)
215 1 : g_extrusion_mesh_cache = new ExtrusionMeshCache();
216 : else
217 25 : g_extrusion_mesh_cache->grab();
218 :
219 : // Disable bounding box culling for this scene node
220 : // since we won't calculate the bounding box.
221 26 : setAutomaticCulling(scene::EAC_OFF);
222 :
223 : // Create the child scene node
224 26 : scene::IMesh *dummymesh = g_extrusion_mesh_cache->createCube();
225 26 : m_meshnode = SceneManager->addMeshSceneNode(dummymesh, this, -1);
226 26 : m_meshnode->setReadOnlyMaterials(false);
227 26 : m_meshnode->setVisible(false);
228 26 : dummymesh->drop(); // m_meshnode grabbed it
229 26 : }
230 :
231 78 : WieldMeshSceneNode::~WieldMeshSceneNode()
232 : {
233 26 : sanity_check(g_extrusion_mesh_cache);
234 26 : if (g_extrusion_mesh_cache->drop())
235 1 : g_extrusion_mesh_cache = NULL;
236 52 : }
237 :
238 26 : void WieldMeshSceneNode::setCube(const TileSpec tiles[6],
239 : v3f wield_scale, ITextureSource *tsrc)
240 : {
241 26 : scene::IMesh *cubemesh = g_extrusion_mesh_cache->createCube();
242 26 : changeToMesh(cubemesh);
243 26 : cubemesh->drop();
244 :
245 26 : m_meshnode->setScale(wield_scale * WIELD_SCALE_FACTOR);
246 :
247 : // Customize materials
248 182 : for (u32 i = 0; i < m_meshnode->getMaterialCount(); ++i) {
249 : assert(i < 6);
250 156 : video::SMaterial &material = m_meshnode->getMaterial(i);
251 156 : if (tiles[i].animation_frame_count == 1) {
252 156 : material.setTexture(0, tiles[i].texture);
253 : } else {
254 0 : FrameSpec animation_frame = tiles[i].frames[0];
255 0 : material.setTexture(0, animation_frame.texture);
256 : }
257 156 : tiles[i].applyMaterialOptions(material);
258 : }
259 26 : }
260 :
261 14 : void WieldMeshSceneNode::setExtruded(const std::string &imagename,
262 : v3f wield_scale, ITextureSource *tsrc, u8 num_frames)
263 : {
264 14 : video::ITexture *texture = tsrc->getTexture(imagename);
265 14 : if (!texture) {
266 0 : changeToMesh(NULL);
267 0 : return;
268 : }
269 :
270 14 : core::dimension2d<u32> dim = texture->getSize();
271 : // Detect animation texture and pull off top frame instead of using entire thing
272 14 : if (num_frames > 1) {
273 0 : u32 frame_height = dim.Height / num_frames;
274 0 : dim = core::dimension2d<u32>(dim.Width, frame_height);
275 : }
276 14 : scene::IMesh *mesh = g_extrusion_mesh_cache->create(dim);
277 14 : changeToMesh(mesh);
278 14 : mesh->drop();
279 :
280 14 : m_meshnode->setScale(wield_scale * WIELD_SCALE_FACTOR_EXTRUDED);
281 :
282 : // Customize material
283 14 : video::SMaterial &material = m_meshnode->getMaterial(0);
284 14 : material.setTexture(0, tsrc->getTextureForMesh(imagename));
285 14 : material.MaterialType = m_material_type;
286 14 : material.setFlag(video::EMF_BACK_FACE_CULLING, true);
287 : // Enable bi/trilinear filtering only for high resolution textures
288 14 : if (dim.Width > 32) {
289 0 : material.setFlag(video::EMF_BILINEAR_FILTER, m_bilinear_filter);
290 0 : material.setFlag(video::EMF_TRILINEAR_FILTER, m_trilinear_filter);
291 : } else {
292 14 : material.setFlag(video::EMF_BILINEAR_FILTER, false);
293 14 : material.setFlag(video::EMF_TRILINEAR_FILTER, false);
294 : }
295 14 : material.setFlag(video::EMF_ANISOTROPIC_FILTER, m_anisotropic_filter);
296 : // mipmaps cause "thin black line" artifacts
297 : #if (IRRLICHT_VERSION_MAJOR >= 1 && IRRLICHT_VERSION_MINOR >= 8) || IRRLICHT_VERSION_MAJOR >= 2
298 14 : material.setFlag(video::EMF_USE_MIP_MAPS, false);
299 : #endif
300 :
301 : #if 0
302 : //// TODO(RealBadAngel): Reactivate when shader is added for wield items
303 : if (m_enable_shaders)
304 : material.setTexture(2, tsrc->getTexture("disable_img.png"));
305 : #endif
306 : }
307 :
308 41 : void WieldMeshSceneNode::setItem(const ItemStack &item, IGameDef *gamedef)
309 : {
310 41 : ITextureSource *tsrc = gamedef->getTextureSource();
311 41 : IItemDefManager *idef = gamedef->getItemDefManager();
312 : //IShaderSource *shdrsrc = gamedef->getShaderSource();
313 41 : INodeDefManager *ndef = gamedef->getNodeDefManager();
314 41 : const ItemDefinition &def = item.getDefinition(idef);
315 41 : const ContentFeatures &f = ndef->get(def.name);
316 41 : content_t id = ndef->getId(def.name);
317 :
318 : #if 0
319 : //// TODO(RealBadAngel): Reactivate when shader is added for wield items
320 : if (m_enable_shaders) {
321 : u32 shader_id = shdrsrc->getShader("nodes_shader", TILE_MATERIAL_BASIC, NDT_NORMAL);
322 : m_material_type = shdrsrc->getShaderInfo(shader_id).material;
323 : }
324 : #endif
325 :
326 : // If wield_image is defined, it overrides everything else
327 41 : if (def.wield_image != "") {
328 6 : setExtruded(def.wield_image, def.wield_scale, tsrc, 1);
329 6 : return;
330 : }
331 : // Handle nodes
332 : // See also CItemDefManager::createClientCached()
333 35 : else if (def.type == ITEM_NODE) {
334 27 : if (f.mesh_ptr[0]) {
335 : // e.g. mesh nodes and nodeboxes
336 1 : changeToMesh(f.mesh_ptr[0]);
337 : // mesh_ptr[0] is pre-scaled by BS * f->visual_scale
338 3 : m_meshnode->setScale(
339 2 : def.wield_scale * WIELD_SCALE_FACTOR
340 4 : / (BS * f.visual_scale));
341 26 : } else if (f.drawtype == NDT_AIRLIKE) {
342 0 : changeToMesh(NULL);
343 26 : } else if (f.drawtype == NDT_PLANTLIKE) {
344 0 : setExtruded(tsrc->getTextureName(f.tiles[0].texture_id), def.wield_scale, tsrc, f.tiles[0].animation_frame_count);
345 26 : } else if (f.drawtype == NDT_NORMAL || f.drawtype == NDT_ALLFACES) {
346 26 : setCube(f.tiles, def.wield_scale, tsrc);
347 : } else {
348 : //// TODO: Change false in the following constructor args to
349 : //// appropriate value when shader is added for wield items (if applicable)
350 0 : MeshMakeData mesh_make_data(gamedef, false);
351 0 : MapNode mesh_make_node(id, 255, 0);
352 0 : mesh_make_data.fillSingleNode(&mesh_make_node);
353 0 : MapBlockMesh mapblock_mesh(&mesh_make_data, v3s16(0, 0, 0));
354 0 : changeToMesh(mapblock_mesh.getMesh());
355 0 : translateMesh(m_meshnode->getMesh(), v3f(-BS, -BS, -BS));
356 0 : m_meshnode->setScale(
357 0 : def.wield_scale * WIELD_SCALE_FACTOR
358 0 : / (BS * f.visual_scale));
359 : }
360 27 : u32 material_count = m_meshnode->getMaterialCount();
361 27 : if (material_count > 6) {
362 : errorstream << "WieldMeshSceneNode::setItem: Invalid material "
363 0 : "count " << material_count << ", truncating to 6" << std::endl;
364 0 : material_count = 6;
365 : }
366 184 : for (u32 i = 0; i < material_count; ++i) {
367 157 : video::SMaterial &material = m_meshnode->getMaterial(i);
368 157 : material.setFlag(video::EMF_BACK_FACE_CULLING, true);
369 157 : material.setFlag(video::EMF_BILINEAR_FILTER, m_bilinear_filter);
370 157 : material.setFlag(video::EMF_TRILINEAR_FILTER, m_trilinear_filter);
371 157 : bool animated = (f.tiles[i].animation_frame_count > 1);
372 157 : if (animated) {
373 0 : FrameSpec animation_frame = f.tiles[i].frames[0];
374 0 : material.setTexture(0, animation_frame.texture);
375 : } else {
376 157 : material.setTexture(0, f.tiles[i].texture);
377 : }
378 157 : material.MaterialType = m_material_type;
379 : #if 0
380 : //// TODO(RealBadAngel): Reactivate when shader is added for wield items
381 : if (m_enable_shaders) {
382 : if (f.tiles[i].normal_texture) {
383 : if (animated) {
384 : FrameSpec animation_frame = f.tiles[i].frames[0];
385 : material.setTexture(1, animation_frame.normal_texture);
386 : } else {
387 : material.setTexture(1, f.tiles[i].normal_texture);
388 : }
389 : material.setTexture(2, tsrc->getTexture("enable_img.png"));
390 : } else {
391 : material.setTexture(2, tsrc->getTexture("disable_img.png"));
392 : }
393 : }
394 : #endif
395 : }
396 27 : return;
397 : }
398 8 : else if (def.inventory_image != "") {
399 8 : setExtruded(def.inventory_image, def.wield_scale, tsrc, 1);
400 8 : return;
401 : }
402 :
403 : // no wield mesh found
404 0 : changeToMesh(NULL);
405 : }
406 :
407 40 : void WieldMeshSceneNode::setColor(video::SColor color)
408 : {
409 : assert(!m_lighting);
410 40 : setMeshColor(m_meshnode->getMesh(), color);
411 40 : }
412 :
413 0 : void WieldMeshSceneNode::render()
414 : {
415 : // note: if this method is changed to actually do something,
416 : // you probably should implement OnRegisterSceneNode as well
417 0 : }
418 :
419 41 : void WieldMeshSceneNode::changeToMesh(scene::IMesh *mesh)
420 : {
421 41 : if (mesh == NULL) {
422 0 : scene::IMesh *dummymesh = g_extrusion_mesh_cache->createCube();
423 0 : m_meshnode->setVisible(false);
424 0 : m_meshnode->setMesh(dummymesh);
425 0 : dummymesh->drop(); // m_meshnode grabbed it
426 : } else {
427 41 : if (m_lighting) {
428 16 : m_meshnode->setMesh(mesh);
429 : } else {
430 : /*
431 : Lighting is disabled, this means the caller can (and probably will)
432 : call setColor later. We therefore need to clone the mesh so that
433 : setColor will only modify this scene node's mesh, not others'.
434 : */
435 25 : scene::IMeshManipulator *meshmanip = SceneManager->getMeshManipulator();
436 25 : scene::IMesh *new_mesh = meshmanip->createMeshCopy(mesh);
437 25 : m_meshnode->setMesh(new_mesh);
438 25 : new_mesh->drop(); // m_meshnode grabbed it
439 : }
440 : }
441 :
442 41 : m_meshnode->setMaterialFlag(video::EMF_LIGHTING, m_lighting);
443 : // need to normalize normals when lighting is enabled (because of setScale())
444 41 : m_meshnode->setMaterialFlag(video::EMF_NORMALIZE_NORMALS, m_lighting);
445 41 : m_meshnode->setVisible(true);
446 44 : }
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