3 Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
5 This program is free software; you can redistribute it and/or modify
6 it under the terms of the GNU General Public License as published by
7 the Free Software Foundation; either version 2 of the License, or
8 (at your option) any later version.
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 General Public License for more details.
15 You should have received a copy of the GNU 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.
23 #include "main.h" // for g_settings
29 Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control):
38 m_draw_control(draw_control),
39 m_viewing_range_min(5.0),
40 m_viewing_range_max(5.0),
42 m_camera_position(0,0,0),
43 m_camera_direction(0,0,0),
49 m_wanted_frametime(0.0),
54 m_frametime_counter(0),
55 m_time_per_range(30. / 50), // a sane default of 30ms per 50 nodes of range
57 m_view_bobbing_anim(0),
58 m_view_bobbing_state(0),
59 m_view_bobbing_speed(0),
64 //dstream<<__FUNCTION_NAME<<std::endl;
66 // note: making the camera node a child of the player node
67 // would lead to unexpected behaviour, so we don't do that.
68 m_playernode = smgr->addEmptySceneNode(smgr->getRootSceneNode());
69 m_headnode = smgr->addEmptySceneNode(m_playernode);
70 m_cameranode = smgr->addCameraSceneNode(smgr->getRootSceneNode());
71 m_cameranode->bindTargetAndRotation(true);
73 // This needs to be in its own scene manager. It is drawn after
74 // all other 3D scene nodes and before the GUI.
75 m_wieldmgr = smgr->createNewSceneManager();
76 m_wieldmgr->addCameraSceneNode();
77 m_wieldnode = new ExtrudedSpriteSceneNode(m_wieldmgr->getRootSceneNode(), m_wieldmgr);
88 bool Camera::successfullyCreated(std::wstring& error_message)
90 if (m_playernode == NULL)
92 error_message = L"Failed to create the player scene node";
95 if (m_headnode == NULL)
97 error_message = L"Failed to create the head scene node";
100 if (m_cameranode == NULL)
102 error_message = L"Failed to create the camera scene node";
105 if (m_wieldmgr == NULL)
107 error_message = L"Failed to create the wielded item scene manager";
110 if (m_wieldnode == NULL)
112 error_message = L"Failed to create the wielded item scene node";
118 // Returns the fractional part of x
119 inline f32 my_modf(f32 x)
122 return modf(x, &dummy);
125 void Camera::step(f32 dtime)
127 if (m_view_bobbing_state != 0)
129 //f32 offset = dtime * m_view_bobbing_speed * 0.035;
130 f32 offset = dtime * m_view_bobbing_speed * 0.030;
131 if (m_view_bobbing_state == 2)
134 // Animation is getting turned off
135 if (m_view_bobbing_anim < 0.5)
136 m_view_bobbing_anim -= offset;
138 m_view_bobbing_anim += offset;
139 if (m_view_bobbing_anim <= 0 || m_view_bobbing_anim >= 1)
141 m_view_bobbing_anim = 0;
142 m_view_bobbing_state = 0;
146 // Animation is getting turned off
147 if(m_view_bobbing_anim < 0.25){
148 m_view_bobbing_anim -= offset;
149 } else if(m_view_bobbing_anim > 0.75){
150 m_view_bobbing_anim += offset;
151 } if(m_view_bobbing_anim < 0.5){
152 m_view_bobbing_anim += offset;
153 if(m_view_bobbing_anim > 0.5)
154 m_view_bobbing_anim = 0.5;
156 m_view_bobbing_anim -= offset;
157 if(m_view_bobbing_anim < 0.5)
158 m_view_bobbing_anim = 0.5;
160 if(m_view_bobbing_anim <= 0 || m_view_bobbing_anim >= 1 ||
161 fabs(m_view_bobbing_anim - 0.5) < 0.01)
163 m_view_bobbing_anim = 0;
164 m_view_bobbing_state = 0;
170 m_view_bobbing_anim = my_modf(m_view_bobbing_anim + offset);
174 if (m_digging_button != -1)
176 f32 offset = dtime * 3.5;
177 m_digging_anim += offset;
178 if (m_digging_anim >= 1)
181 m_digging_button = -1;
186 void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize)
188 // Set player node transformation
189 m_playernode->setPosition(player->getPosition());
190 m_playernode->setRotation(v3f(0, -1 * player->getYaw(), 0));
191 m_playernode->updateAbsolutePosition();
193 // Set head node transformation
194 m_headnode->setPosition(player->getEyeOffset());
195 m_headnode->setRotation(v3f(player->getPitch(), 0, 0));
196 m_headnode->updateAbsolutePosition();
198 // Compute relative camera position and target
199 v3f rel_cam_pos = v3f(0,0,0);
200 v3f rel_cam_target = v3f(0,0,1);
201 v3f rel_cam_up = v3f(0,1,0);
203 if (m_view_bobbing_anim != 0)
205 f32 bobfrac = my_modf(m_view_bobbing_anim * 2);
206 f32 bobdir = (m_view_bobbing_anim < 0.5) ? 1.0 : -1.0;
210 f32 bobtmp = sin(pow(bobfrac, bobknob) * PI);
211 //f32 bobtmp2 = cos(pow(bobfrac, bobknob) * PI);
214 0.3 * bobdir * sin(bobfrac * PI),
215 -0.28 * bobtmp * bobtmp,
218 //rel_cam_pos += 0.2 * bobvec;
219 //rel_cam_target += 0.03 * bobvec;
220 //rel_cam_up.rotateXYBy(0.02 * bobdir * bobtmp * PI);
222 rel_cam_pos += bobvec * f;
223 //rel_cam_target += 0.995 * bobvec * f;
224 rel_cam_target += bobvec * f;
225 rel_cam_target.Z -= 0.005 * bobvec.Z * f;
226 //rel_cam_target.X -= 0.005 * bobvec.X * f;
227 //rel_cam_target.Y -= 0.005 * bobvec.Y * f;
228 rel_cam_up.rotateXYBy(-0.03 * bobdir * bobtmp * PI * f);
230 f32 angle_deg = 1 * bobdir * sin(bobfrac * PI);
231 f32 angle_rad = angle_deg * PI / 180;
235 r * (cos(angle_rad) - 1),
238 //rel_cam_target += off;
239 rel_cam_up.rotateXYBy(angle_deg);
244 // Compute absolute camera position and target
245 m_headnode->getAbsoluteTransformation().transformVect(m_camera_position, rel_cam_pos);
246 m_headnode->getAbsoluteTransformation().rotateVect(m_camera_direction, rel_cam_target - rel_cam_pos);
249 m_headnode->getAbsoluteTransformation().rotateVect(abs_cam_up, rel_cam_up);
251 // Set camera node transformation
252 m_cameranode->setPosition(m_camera_position);
253 m_cameranode->setUpVector(abs_cam_up);
254 // *100.0 helps in large map coordinates
255 m_cameranode->setTarget(m_camera_position + 100 * m_camera_direction);
257 // FOV and and aspect ratio
258 m_aspect = (f32)screensize.X / (f32) screensize.Y;
259 m_fov_x = 2 * atan(0.5 * m_aspect * tan(m_fov_y));
260 m_cameranode->setAspectRatio(m_aspect);
261 m_cameranode->setFOV(m_fov_y);
262 // Just so big a value that everything rendered is visible
263 // Some more allowance that m_viewing_range_max * BS because of active objects etc.
264 m_cameranode->setFarValue(m_viewing_range_max * BS * 10);
266 // Position the wielded item
267 v3f wield_position = v3f(45, -35, 65);
268 v3f wield_rotation = v3f(-100, 110, -100);
269 if (m_digging_button != -1)
271 f32 digfrac = m_digging_anim;
272 wield_position.X -= 30 * sin(pow(digfrac, 0.8f) * PI);
273 wield_position.Y += 15 * sin(digfrac * 2 * PI);
274 wield_position.Z += 5 * digfrac;
276 // Euler angles are PURE EVIL, so why not use quaternions?
277 core::quaternion quat_begin(wield_rotation * core::DEGTORAD);
278 core::quaternion quat_end(v3f(90, -10, -130) * core::DEGTORAD);
279 core::quaternion quat_slerp;
280 quat_slerp.slerp(quat_begin, quat_end, sin(digfrac * PI));
281 quat_slerp.toEuler(wield_rotation);
282 wield_rotation *= core::RADTODEG;
285 f32 bobfrac = my_modf(m_view_bobbing_anim);
286 wield_position.X -= sin(bobfrac*PI*2.0) * 3.0;
287 wield_position.Y += sin(my_modf(bobfrac*2.0)*PI) * 3.0;
289 m_wieldnode->setPosition(wield_position);
290 m_wieldnode->setRotation(wield_rotation);
291 m_wieldnode->updateLight(player->light);
293 // Render distance feedback loop
294 updateViewingRange(frametime);
296 // If the player seems to be walking on solid ground,
297 // view bobbing is enabled and free_move is off,
298 // start (or continue) the view bobbing animation.
299 v3f speed = player->getSpeed();
300 if ((hypot(speed.X, speed.Z) > BS) &&
301 (player->touching_ground) &&
302 (g_settings.getBool("view_bobbing") == true) &&
303 (g_settings.getBool("free_move") == false))
306 m_view_bobbing_state = 1;
307 m_view_bobbing_speed = MYMIN(speed.getLength(), 40);
309 else if (m_view_bobbing_state == 1)
312 m_view_bobbing_state = 2;
313 m_view_bobbing_speed = 60;
317 void Camera::updateViewingRange(f32 frametime_in)
319 if (m_draw_control.range_all)
322 m_added_frametime += frametime_in;
325 // Actually this counter kind of sucks because frametime is busytime
326 m_frametime_counter -= frametime_in;
327 if (m_frametime_counter > 0)
329 m_frametime_counter = 0.2;
331 /*dstream<<__FUNCTION_NAME
332 <<": Collected "<<m_added_frames<<" frames, total of "
333 <<m_added_frametime<<"s."<<std::endl;
335 dstream<<"m_draw_control.blocks_drawn="
336 <<m_draw_control.blocks_drawn
337 <<", m_draw_control.blocks_would_have_drawn="
338 <<m_draw_control.blocks_would_have_drawn
341 m_draw_control.wanted_min_range = m_viewing_range_min;
342 m_draw_control.wanted_max_blocks = (1.5*m_draw_control.blocks_would_have_drawn)+1;
343 if (m_draw_control.wanted_max_blocks < 10)
344 m_draw_control.wanted_max_blocks = 10;
346 f32 block_draw_ratio = 1.0;
347 if (m_draw_control.blocks_would_have_drawn != 0)
349 block_draw_ratio = (f32)m_draw_control.blocks_drawn
350 / (f32)m_draw_control.blocks_would_have_drawn;
353 // Calculate the average frametime in the case that all wanted
354 // blocks had been drawn
355 f32 frametime = m_added_frametime / m_added_frames / block_draw_ratio;
357 m_added_frametime = 0.0;
360 f32 wanted_frametime_change = m_wanted_frametime - frametime;
361 //dstream<<"wanted_frametime_change="<<wanted_frametime_change<<std::endl;
363 // If needed frametime change is small, just return
364 if (fabs(wanted_frametime_change) < m_wanted_frametime*0.4)
366 //dstream<<"ignoring small wanted_frametime_change"<<std::endl;
370 f32 range = m_draw_control.wanted_range;
371 f32 new_range = range;
373 f32 d_range = range - m_range_old;
374 f32 d_frametime = frametime - m_frametime_old;
377 m_time_per_range = d_frametime / d_range;
380 // The minimum allowed calculated frametime-range derivative:
381 // Practically this sets the maximum speed of changing the range.
382 // The lower this value, the higher the maximum changing speed.
383 // A low value here results in wobbly range (0.001)
384 // A high value here results in slow changing range (0.0025)
385 // SUGG: This could be dynamically adjusted so that when
386 // the camera is turning, this is lower
387 //f32 min_time_per_range = 0.0015;
388 f32 min_time_per_range = 0.0010;
389 //f32 min_time_per_range = 0.05 / range;
390 if(m_time_per_range < min_time_per_range)
392 m_time_per_range = min_time_per_range;
393 //dstream<<"m_time_per_range="<<m_time_per_range<<" (min)"<<std::endl;
397 //dstream<<"m_time_per_range="<<m_time_per_range<<std::endl;
400 f32 wanted_range_change = wanted_frametime_change / m_time_per_range;
401 // Dampen the change a bit to kill oscillations
402 //wanted_range_change *= 0.9;
403 //wanted_range_change *= 0.75;
404 wanted_range_change *= 0.5;
405 //dstream<<"wanted_range_change="<<wanted_range_change<<std::endl;
407 // If needed range change is very small, just return
408 if(fabs(wanted_range_change) < 0.001)
410 //dstream<<"ignoring small wanted_range_change"<<std::endl;
414 new_range += wanted_range_change;
416 //f32 new_range_unclamped = new_range;
417 new_range = MYMAX(new_range, m_viewing_range_min);
418 new_range = MYMIN(new_range, m_viewing_range_max);
419 /*dstream<<"new_range="<<new_range_unclamped
420 <<", clamped to "<<new_range<<std::endl;*/
422 m_draw_control.wanted_range = new_range;
424 m_range_old = new_range;
425 m_frametime_old = frametime;
428 void Camera::updateSettings()
430 m_viewing_range_min = g_settings.getS16("viewing_range_nodes_min");
431 m_viewing_range_min = MYMAX(5.0, m_viewing_range_min);
433 m_viewing_range_max = g_settings.getS16("viewing_range_nodes_max");
434 m_viewing_range_max = MYMAX(m_viewing_range_min, m_viewing_range_max);
436 f32 fov_degrees = g_settings.getFloat("fov");
437 fov_degrees = MYMAX(fov_degrees, 10.0);
438 fov_degrees = MYMIN(fov_degrees, 170.0);
439 m_fov_y = fov_degrees * PI / 180.0;
441 f32 wanted_fps = g_settings.getFloat("wanted_fps");
442 wanted_fps = MYMAX(wanted_fps, 1.0);
443 m_wanted_frametime = 1.0 / wanted_fps;
446 void Camera::wield(const InventoryItem* item)
452 // Try to make a MaterialItem cube.
453 if (std::string(item->getName()) == "MaterialItem")
455 // A block-type material
456 MaterialItem* mat_item = (MaterialItem*) item;
457 content_t content = mat_item->getMaterial();
458 if (content_features(content).solidness || content_features(content).visual_solidness)
460 m_wieldnode->setCube(content_features(content).tiles);
461 m_wieldnode->setScale(v3f(30));
466 // If that failed, make an extruded sprite.
469 m_wieldnode->setSprite(item->getImageRaw());
470 m_wieldnode->setScale(v3f(40));
473 m_wieldnode->setVisible(true);
478 m_wieldnode->setVisible(false);
482 void Camera::setDigging(s32 button)
484 if (m_digging_button == -1)
485 m_digging_button = button;
488 void Camera::drawWieldedTool()
490 m_wieldmgr->getVideoDriver()->clearZBuffer();
492 scene::ICameraSceneNode* cam = m_wieldmgr->getActiveCamera();
493 cam->setAspectRatio(m_cameranode->getAspectRatio());
494 cam->setFOV(m_cameranode->getFOV());
495 cam->setNearValue(0.1);
496 cam->setFarValue(100);
497 m_wieldmgr->drawAll();
501 ExtrudedSpriteSceneNode::ExtrudedSpriteSceneNode(
502 scene::ISceneNode* parent,
503 scene::ISceneManager* mgr,
509 ISceneNode(parent, mgr, id, position, rotation, scale)
511 m_meshnode = mgr->addMeshSceneNode(NULL, this, -1, v3f(0,0,0), v3f(0,0,0), v3f(1,1,1), true);
518 ExtrudedSpriteSceneNode::~ExtrudedSpriteSceneNode()
520 removeChild(m_meshnode);
525 void ExtrudedSpriteSceneNode::setSprite(video::ITexture* texture)
529 m_meshnode->setVisible(false);
533 io::path name = getExtrudedName(texture);
534 scene::IMeshCache* cache = SceneManager->getMeshCache();
535 scene::IAnimatedMesh* mesh = cache->getMeshByName(name);
538 // Extruded texture has been found in cache.
539 m_meshnode->setMesh(mesh);
543 // Texture was not yet extruded, do it now and save in cache
544 mesh = extrude(texture);
547 dstream << "Warning: failed to extrude sprite" << std::endl;
548 m_meshnode->setVisible(false);
551 cache->addMesh(name, mesh);
552 m_meshnode->setMesh(mesh);
556 m_meshnode->setScale(v3f(1, 1, m_thickness));
557 m_meshnode->getMaterial(0).setTexture(0, texture);
558 m_meshnode->getMaterial(0).setFlag(video::EMF_LIGHTING, false);
559 m_meshnode->getMaterial(0).setFlag(video::EMF_BILINEAR_FILTER, false);
560 m_meshnode->getMaterial(0).MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
561 m_meshnode->setVisible(true);
563 updateLight(m_light);
566 void ExtrudedSpriteSceneNode::setCube(const TileSpec tiles[6])
568 if (m_cubemesh == NULL)
569 m_cubemesh = createCubeMesh();
571 m_meshnode->setMesh(m_cubemesh);
572 m_meshnode->setScale(v3f(1));
573 for (int i = 0; i < 6; ++i)
575 // Get the tile texture and atlas transformation
576 video::ITexture* atlas = tiles[i].texture.atlas;
577 v2f pos = tiles[i].texture.pos;
578 v2f size = tiles[i].texture.size;
580 // Set material flags and texture
581 video::SMaterial& material = m_meshnode->getMaterial(i);
582 material.setFlag(video::EMF_LIGHTING, false);
583 material.setFlag(video::EMF_BILINEAR_FILTER, false);
584 tiles[i].applyMaterialOptions(material);
585 material.setTexture(0, atlas);
586 material.getTextureMatrix(0).setTextureTranslate(pos.X, pos.Y);
587 material.getTextureMatrix(0).setTextureScale(size.X, size.Y);
589 m_meshnode->setVisible(true);
591 updateLight(m_light);
594 void ExtrudedSpriteSceneNode::updateLight(u8 light)
598 u8 li = decode_light(light);
599 // Set brightness one lower than incoming light
601 video::SColor color(255,li,li,li);
602 setMeshVerticesColor(m_meshnode->getMesh(), color);
605 void ExtrudedSpriteSceneNode::removeSpriteFromCache(video::ITexture* texture)
607 scene::IMeshCache* cache = SceneManager->getMeshCache();
608 scene::IAnimatedMesh* mesh = cache->getMeshByName(getExtrudedName(texture));
610 cache->removeMesh(mesh);
613 void ExtrudedSpriteSceneNode::setSpriteThickness(f32 thickness)
615 m_thickness = thickness;
617 m_meshnode->setScale(v3f(1, 1, thickness));
620 const core::aabbox3d<f32>& ExtrudedSpriteSceneNode::getBoundingBox() const
622 return m_meshnode->getBoundingBox();
625 void ExtrudedSpriteSceneNode::OnRegisterSceneNode()
628 SceneManager->registerNodeForRendering(this);
629 ISceneNode::OnRegisterSceneNode();
632 void ExtrudedSpriteSceneNode::render()
637 io::path ExtrudedSpriteSceneNode::getExtrudedName(video::ITexture* texture)
639 io::path path = texture->getName();
640 path.append("/[extruded]");
644 scene::IAnimatedMesh* ExtrudedSpriteSceneNode::extrudeARGB(u32 width, u32 height, u8* data)
646 const s32 argb_wstep = 4 * width;
647 const s32 alpha_threshold = 1;
649 scene::IMeshBuffer* buf = new scene::SMeshBuffer();
650 video::SColor c(255,255,255,255);
654 video::S3DVertex vertices[8] =
656 video::S3DVertex(-0.5,-0.5,-0.5, 0,0,-1, c, 0,1),
657 video::S3DVertex(-0.5,+0.5,-0.5, 0,0,-1, c, 0,0),
658 video::S3DVertex(+0.5,+0.5,-0.5, 0,0,-1, c, 1,0),
659 video::S3DVertex(+0.5,-0.5,-0.5, 0,0,-1, c, 1,1),
660 video::S3DVertex(+0.5,-0.5,+0.5, 0,0,+1, c, 1,1),
661 video::S3DVertex(+0.5,+0.5,+0.5, 0,0,+1, c, 1,0),
662 video::S3DVertex(-0.5,+0.5,+0.5, 0,0,+1, c, 0,0),
663 video::S3DVertex(-0.5,-0.5,+0.5, 0,0,+1, c, 0,1),
665 u16 indices[12] = {0,1,2,2,3,0,4,5,6,6,7,4};
666 buf->append(vertices, 8, indices, 12);
670 // (add faces where a solid pixel is next to a transparent one)
671 u8* solidity = new u8[(width+2) * (height+2)];
672 u32 wstep = width + 2;
673 for (u32 y = 0; y < height + 2; ++y)
675 u8* scanline = solidity + y * wstep;
676 if (y == 0 || y == height + 1)
678 for (u32 x = 0; x < width + 2; ++x)
684 u8* argb_scanline = data + (y - 1) * argb_wstep;
685 for (u32 x = 0; x < width; ++x)
686 scanline[x+1] = (argb_scanline[x*4+3] >= alpha_threshold);
687 scanline[width + 1] = 0;
691 // without this, there would be occasional "holes" in the mesh
694 for (u32 y = 0; y <= height; ++y)
696 u8* scanline = solidity + y * wstep + 1;
697 for (u32 x = 0; x <= width; ++x)
699 if (scanline[x] && !scanline[x + wstep])
702 while (scanline[xx] && !scanline[xx + wstep])
704 f32 vx1 = (x - eps) / (f32) width - 0.5;
705 f32 vx2 = (xx + eps) / (f32) width - 0.5;
706 f32 vy = 0.5 - (y - eps) / (f32) height;
707 f32 tx1 = x / (f32) width;
708 f32 tx2 = xx / (f32) width;
709 f32 ty = (y - 0.5) / (f32) height;
710 video::S3DVertex vertices[8] =
712 video::S3DVertex(vx1,vy,-0.5, 0,-1,0, c, tx1,ty),
713 video::S3DVertex(vx2,vy,-0.5, 0,-1,0, c, tx2,ty),
714 video::S3DVertex(vx2,vy,+0.5, 0,-1,0, c, tx2,ty),
715 video::S3DVertex(vx1,vy,+0.5, 0,-1,0, c, tx1,ty),
717 u16 indices[6] = {0,1,2,2,3,0};
718 buf->append(vertices, 4, indices, 6);
721 if (!scanline[x] && scanline[x + wstep])
724 while (!scanline[xx] && scanline[xx + wstep])
726 f32 vx1 = (x - eps) / (f32) width - 0.5;
727 f32 vx2 = (xx + eps) / (f32) width - 0.5;
728 f32 vy = 0.5 - (y + eps) / (f32) height;
729 f32 tx1 = x / (f32) width;
730 f32 tx2 = xx / (f32) width;
731 f32 ty = (y + 0.5) / (f32) height;
732 video::S3DVertex vertices[8] =
734 video::S3DVertex(vx1,vy,-0.5, 0,1,0, c, tx1,ty),
735 video::S3DVertex(vx1,vy,+0.5, 0,1,0, c, tx1,ty),
736 video::S3DVertex(vx2,vy,+0.5, 0,1,0, c, tx2,ty),
737 video::S3DVertex(vx2,vy,-0.5, 0,1,0, c, tx2,ty),
739 u16 indices[6] = {0,1,2,2,3,0};
740 buf->append(vertices, 4, indices, 6);
746 for (u32 x = 0; x <= width; ++x)
748 u8* scancol = solidity + x + wstep;
749 for (u32 y = 0; y <= height; ++y)
751 if (scancol[y * wstep] && !scancol[y * wstep + 1])
754 while (scancol[yy * wstep] && !scancol[yy * wstep + 1])
756 f32 vx = (x - eps) / (f32) width - 0.5;
757 f32 vy1 = 0.5 - (y - eps) / (f32) height;
758 f32 vy2 = 0.5 - (yy + eps) / (f32) height;
759 f32 tx = (x - 0.5) / (f32) width;
760 f32 ty1 = y / (f32) height;
761 f32 ty2 = yy / (f32) height;
762 video::S3DVertex vertices[8] =
764 video::S3DVertex(vx,vy1,-0.5, 1,0,0, c, tx,ty1),
765 video::S3DVertex(vx,vy1,+0.5, 1,0,0, c, tx,ty1),
766 video::S3DVertex(vx,vy2,+0.5, 1,0,0, c, tx,ty2),
767 video::S3DVertex(vx,vy2,-0.5, 1,0,0, c, tx,ty2),
769 u16 indices[6] = {0,1,2,2,3,0};
770 buf->append(vertices, 4, indices, 6);
773 if (!scancol[y * wstep] && scancol[y * wstep + 1])
776 while (!scancol[yy * wstep] && scancol[yy * wstep + 1])
778 f32 vx = (x + eps) / (f32) width - 0.5;
779 f32 vy1 = 0.5 - (y - eps) / (f32) height;
780 f32 vy2 = 0.5 - (yy + eps) / (f32) height;
781 f32 tx = (x + 0.5) / (f32) width;
782 f32 ty1 = y / (f32) height;
783 f32 ty2 = yy / (f32) height;
784 video::S3DVertex vertices[8] =
786 video::S3DVertex(vx,vy1,-0.5, -1,0,0, c, tx,ty1),
787 video::S3DVertex(vx,vy2,-0.5, -1,0,0, c, tx,ty2),
788 video::S3DVertex(vx,vy2,+0.5, -1,0,0, c, tx,ty2),
789 video::S3DVertex(vx,vy1,+0.5, -1,0,0, c, tx,ty1),
791 u16 indices[6] = {0,1,2,2,3,0};
792 buf->append(vertices, 4, indices, 6);
799 scene::SMesh* mesh = new scene::SMesh();
800 buf->recalculateBoundingBox();
801 mesh->addMeshBuffer(buf);
803 mesh->recalculateBoundingBox();
804 scene::SAnimatedMesh* anim_mesh = new scene::SAnimatedMesh(mesh);
809 scene::IAnimatedMesh* ExtrudedSpriteSceneNode::extrude(video::ITexture* texture)
811 scene::IAnimatedMesh* mesh = NULL;
812 core::dimension2d<u32> size = texture->getSize();
813 video::ECOLOR_FORMAT format = texture->getColorFormat();
814 if (format == video::ECF_A8R8G8B8)
816 // Texture is in the correct color format, we can pass it
817 // to extrudeARGB right away.
818 void* data = texture->lock(true);
821 mesh = extrudeARGB(size.Width, size.Height, (u8*) data);
826 video::IVideoDriver* driver = SceneManager->getVideoDriver();
828 video::IImage* img1 = driver->createImageFromData(format, size, texture->lock(true));
832 // img1 is in the texture's color format, convert to 8-bit ARGB
833 video::IImage* img2 = driver->createImage(video::ECF_A8R8G8B8, size);
839 mesh = extrudeARGB(size.Width, size.Height, (u8*) img2->lock());
848 scene::IMesh* ExtrudedSpriteSceneNode::createCubeMesh()
850 video::SColor c(255,255,255,255);
851 video::S3DVertex vertices[24] =
854 video::S3DVertex(-0.5,+0.5,-0.5, 0,1,0, c, 0,1),
855 video::S3DVertex(-0.5,+0.5,+0.5, 0,1,0, c, 0,0),
856 video::S3DVertex(+0.5,+0.5,+0.5, 0,1,0, c, 1,0),
857 video::S3DVertex(+0.5,+0.5,-0.5, 0,1,0, c, 1,1),
859 video::S3DVertex(-0.5,-0.5,-0.5, 0,-1,0, c, 0,0),
860 video::S3DVertex(+0.5,-0.5,-0.5, 0,-1,0, c, 1,0),
861 video::S3DVertex(+0.5,-0.5,+0.5, 0,-1,0, c, 1,1),
862 video::S3DVertex(-0.5,-0.5,+0.5, 0,-1,0, c, 0,1),
864 video::S3DVertex(+0.5,-0.5,-0.5, 1,0,0, c, 0,1),
865 video::S3DVertex(+0.5,+0.5,-0.5, 1,0,0, c, 0,0),
866 video::S3DVertex(+0.5,+0.5,+0.5, 1,0,0, c, 1,0),
867 video::S3DVertex(+0.5,-0.5,+0.5, 1,0,0, c, 1,1),
869 video::S3DVertex(-0.5,-0.5,-0.5, -1,0,0, c, 1,1),
870 video::S3DVertex(-0.5,-0.5,+0.5, -1,0,0, c, 0,1),
871 video::S3DVertex(-0.5,+0.5,+0.5, -1,0,0, c, 0,0),
872 video::S3DVertex(-0.5,+0.5,-0.5, -1,0,0, c, 1,0),
874 video::S3DVertex(-0.5,-0.5,+0.5, 0,0,1, c, 1,1),
875 video::S3DVertex(+0.5,-0.5,+0.5, 0,0,1, c, 0,1),
876 video::S3DVertex(+0.5,+0.5,+0.5, 0,0,1, c, 0,0),
877 video::S3DVertex(-0.5,+0.5,+0.5, 0,0,1, c, 1,0),
879 video::S3DVertex(-0.5,-0.5,-0.5, 0,0,-1, c, 0,1),
880 video::S3DVertex(-0.5,+0.5,-0.5, 0,0,-1, c, 0,0),
881 video::S3DVertex(+0.5,+0.5,-0.5, 0,0,-1, c, 1,0),
882 video::S3DVertex(+0.5,-0.5,-0.5, 0,0,-1, c, 1,1),
885 u16 indices[6] = {0,1,2,2,3,0};
887 scene::SMesh* mesh = new scene::SMesh();
888 for (u32 i=0; i<6; ++i)
890 scene::IMeshBuffer* buf = new scene::SMeshBuffer();
891 buf->append(vertices + 4 * i, 4, indices, 6);
892 buf->recalculateBoundingBox();
893 mesh->addMeshBuffer(buf);
896 mesh->recalculateBoundingBox();