Header file tweaking; mainly for speed
[oweals/minetest.git] / src / camera.cpp
1 /*
2 Minetest-c55
3 Copyright (C) 2010-2011 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 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.
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 General Public License for more details.
14
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.
18 */
19
20 #include "camera.h"
21 #include "debug.h"
22 #include "client.h"
23 #include "main.h" // for g_settings
24 #include "map.h"
25 #include "player.h"
26 #include "tile.h"
27 #include <cmath>
28 #include <SAnimatedMesh.h>
29 #include "settings.h"
30
31 Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control):
32         m_smgr(smgr),
33         m_playernode(NULL),
34         m_headnode(NULL),
35         m_cameranode(NULL),
36
37         m_wieldmgr(NULL),
38         m_wieldnode(NULL),
39
40         m_draw_control(draw_control),
41         m_viewing_range_min(5.0),
42         m_viewing_range_max(5.0),
43
44         m_camera_position(0,0,0),
45         m_camera_direction(0,0,0),
46
47         m_aspect(1.0),
48         m_fov_x(1.0),
49         m_fov_y(1.0),
50
51         m_wanted_frametime(0.0),
52         m_added_frametime(0),
53         m_added_frames(0),
54         m_range_old(0),
55         m_frametime_old(0),
56         m_frametime_counter(0),
57         m_time_per_range(30. / 50), // a sane default of 30ms per 50 nodes of range
58
59         m_view_bobbing_anim(0),
60         m_view_bobbing_state(0),
61         m_view_bobbing_speed(0),
62
63         m_digging_anim(0),
64         m_digging_button(-1)
65 {
66         //dstream<<__FUNCTION_NAME<<std::endl;
67
68         // note: making the camera node a child of the player node
69         // would lead to unexpected behaviour, so we don't do that.
70         m_playernode = smgr->addEmptySceneNode(smgr->getRootSceneNode());
71         m_headnode = smgr->addEmptySceneNode(m_playernode);
72         m_cameranode = smgr->addCameraSceneNode(smgr->getRootSceneNode());
73         m_cameranode->bindTargetAndRotation(true);
74
75         // This needs to be in its own scene manager. It is drawn after
76         // all other 3D scene nodes and before the GUI.
77         m_wieldmgr = smgr->createNewSceneManager();
78         m_wieldmgr->addCameraSceneNode();
79         m_wieldnode = new ExtrudedSpriteSceneNode(m_wieldmgr->getRootSceneNode(), m_wieldmgr);
80
81         updateSettings();
82 }
83
84 Camera::~Camera()
85 {
86         m_wieldmgr->drop();
87         m_wieldnode->drop();
88 }
89
90 bool Camera::successfullyCreated(std::wstring& error_message)
91 {
92         if (m_playernode == NULL)
93         {
94                 error_message = L"Failed to create the player scene node";
95                 return false;
96         }
97         if (m_headnode == NULL)
98         {
99                 error_message = L"Failed to create the head scene node";
100                 return false;
101         }
102         if (m_cameranode == NULL)
103         {
104                 error_message = L"Failed to create the camera scene node";
105                 return false;
106         }
107         if (m_wieldmgr == NULL)
108         {
109                 error_message = L"Failed to create the wielded item scene manager";
110                 return false;
111         }
112         if (m_wieldnode == NULL)
113         {
114                 error_message = L"Failed to create the wielded item scene node";
115                 return false;
116         }
117         return true;
118 }
119
120 // Returns the fractional part of x
121 inline f32 my_modf(f32 x)
122 {
123         double dummy;
124         return modf(x, &dummy);
125 }
126
127 void Camera::step(f32 dtime)
128 {
129         if (m_view_bobbing_state != 0)
130         {
131                 //f32 offset = dtime * m_view_bobbing_speed * 0.035;
132                 f32 offset = dtime * m_view_bobbing_speed * 0.030;
133                 if (m_view_bobbing_state == 2)
134                 {
135 #if 0
136                         // Animation is getting turned off
137                         if (m_view_bobbing_anim < 0.5)
138                                 m_view_bobbing_anim -= offset;
139                         else
140                                 m_view_bobbing_anim += offset;
141                         if (m_view_bobbing_anim <= 0 || m_view_bobbing_anim >= 1)
142                         {
143                                 m_view_bobbing_anim = 0;
144                                 m_view_bobbing_state = 0;
145                         }
146 #endif
147 #if 1
148                         // Animation is getting turned off
149                         if(m_view_bobbing_anim < 0.25){
150                                 m_view_bobbing_anim -= offset;
151                         } else if(m_view_bobbing_anim > 0.75){
152                                 m_view_bobbing_anim += offset;
153                         } if(m_view_bobbing_anim < 0.5){
154                                 m_view_bobbing_anim += offset;
155                                 if(m_view_bobbing_anim > 0.5)
156                                         m_view_bobbing_anim = 0.5;
157                         } else {
158                                 m_view_bobbing_anim -= offset;
159                                 if(m_view_bobbing_anim < 0.5)
160                                         m_view_bobbing_anim = 0.5;
161                         }
162                         if(m_view_bobbing_anim <= 0 || m_view_bobbing_anim >= 1 ||
163                                         fabs(m_view_bobbing_anim - 0.5) < 0.01)
164                         {
165                                 m_view_bobbing_anim = 0;
166                                 m_view_bobbing_state = 0;
167                         }
168 #endif
169                 }
170                 else
171                 {
172                         m_view_bobbing_anim = my_modf(m_view_bobbing_anim + offset);
173                 }
174         }
175
176         if (m_digging_button != -1)
177         {
178                 f32 offset = dtime * 3.5;
179                 m_digging_anim += offset;
180                 if (m_digging_anim >= 1)
181                 {
182                         m_digging_anim = 0;
183                         m_digging_button = -1;
184                 }
185         }
186 }
187
188 void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize)
189 {
190         // Set player node transformation
191         m_playernode->setPosition(player->getPosition());
192         m_playernode->setRotation(v3f(0, -1 * player->getYaw(), 0));
193         m_playernode->updateAbsolutePosition();
194
195         // Set head node transformation
196         m_headnode->setPosition(player->getEyeOffset());
197         m_headnode->setRotation(v3f(player->getPitch(), 0, 0));
198         m_headnode->updateAbsolutePosition();
199
200         // Compute relative camera position and target
201         v3f rel_cam_pos = v3f(0,0,0);
202         v3f rel_cam_target = v3f(0,0,1);
203         v3f rel_cam_up = v3f(0,1,0);
204
205         if (m_view_bobbing_anim != 0)
206         {
207                 f32 bobfrac = my_modf(m_view_bobbing_anim * 2);
208                 f32 bobdir = (m_view_bobbing_anim < 0.5) ? 1.0 : -1.0;
209
210                 #if 1
211                 f32 bobknob = 1.2;
212                 f32 bobtmp = sin(pow(bobfrac, bobknob) * PI);
213                 //f32 bobtmp2 = cos(pow(bobfrac, bobknob) * PI);
214
215                 v3f bobvec = v3f(
216                         0.3 * bobdir * sin(bobfrac * PI),
217                         -0.28 * bobtmp * bobtmp,
218                         0.);
219
220                 //rel_cam_pos += 0.2 * bobvec;
221                 //rel_cam_target += 0.03 * bobvec;
222                 //rel_cam_up.rotateXYBy(0.02 * bobdir * bobtmp * PI);
223                 float f = 1.0;
224                 rel_cam_pos += bobvec * f;
225                 //rel_cam_target += 0.995 * bobvec * f;
226                 rel_cam_target += bobvec * f;
227                 rel_cam_target.Z -= 0.005 * bobvec.Z * f;
228                 //rel_cam_target.X -= 0.005 * bobvec.X * f;
229                 //rel_cam_target.Y -= 0.005 * bobvec.Y * f;
230                 rel_cam_up.rotateXYBy(-0.03 * bobdir * bobtmp * PI * f);
231                 #else
232                 f32 angle_deg = 1 * bobdir * sin(bobfrac * PI);
233                 f32 angle_rad = angle_deg * PI / 180;
234                 f32 r = 0.05;
235                 v3f off = v3f(
236                         r * sin(angle_rad),
237                         r * (cos(angle_rad) - 1),
238                         0);
239                 rel_cam_pos += off;
240                 //rel_cam_target += off;
241                 rel_cam_up.rotateXYBy(angle_deg);
242                 #endif
243
244         }
245
246         // Compute absolute camera position and target
247         m_headnode->getAbsoluteTransformation().transformVect(m_camera_position, rel_cam_pos);
248         m_headnode->getAbsoluteTransformation().rotateVect(m_camera_direction, rel_cam_target - rel_cam_pos);
249
250         v3f abs_cam_up;
251         m_headnode->getAbsoluteTransformation().rotateVect(abs_cam_up, rel_cam_up);
252
253         // Set camera node transformation
254         m_cameranode->setPosition(m_camera_position);
255         m_cameranode->setUpVector(abs_cam_up);
256         // *100.0 helps in large map coordinates
257         m_cameranode->setTarget(m_camera_position + 100 * m_camera_direction);
258
259         // FOV and and aspect ratio
260         m_aspect = (f32)screensize.X / (f32) screensize.Y;
261         m_fov_x = 2 * atan(0.5 * m_aspect * tan(m_fov_y));
262         m_cameranode->setAspectRatio(m_aspect);
263         m_cameranode->setFOV(m_fov_y);
264         // Just so big a value that everything rendered is visible
265         // Some more allowance that m_viewing_range_max * BS because of active objects etc.
266         m_cameranode->setFarValue(m_viewing_range_max * BS * 10);
267
268         // Position the wielded item
269         v3f wield_position = v3f(45, -35, 65);
270         v3f wield_rotation = v3f(-100, 110, -100);
271         if (m_digging_button != -1)
272         {
273                 f32 digfrac = m_digging_anim;
274                 wield_position.X -= 30 * sin(pow(digfrac, 0.8f) * PI);
275                 wield_position.Y += 15 * sin(digfrac * 2 * PI);
276                 wield_position.Z += 5 * digfrac;
277
278                 // Euler angles are PURE EVIL, so why not use quaternions?
279                 core::quaternion quat_begin(wield_rotation * core::DEGTORAD);
280                 core::quaternion quat_end(v3f(90, -10, -130) * core::DEGTORAD);
281                 core::quaternion quat_slerp;
282                 quat_slerp.slerp(quat_begin, quat_end, sin(digfrac * PI));
283                 quat_slerp.toEuler(wield_rotation);
284                 wield_rotation *= core::RADTODEG;
285         }
286         else {
287                 f32 bobfrac = my_modf(m_view_bobbing_anim);
288                 wield_position.X -= sin(bobfrac*PI*2.0) * 3.0;
289                 wield_position.Y += sin(my_modf(bobfrac*2.0)*PI) * 3.0;
290         }
291         m_wieldnode->setPosition(wield_position);
292         m_wieldnode->setRotation(wield_rotation);
293         m_wieldnode->updateLight(player->light);
294
295         // Render distance feedback loop
296         updateViewingRange(frametime);
297
298         // If the player seems to be walking on solid ground,
299         // view bobbing is enabled and free_move is off,
300         // start (or continue) the view bobbing animation.
301         v3f speed = player->getSpeed();
302         if ((hypot(speed.X, speed.Z) > BS) &&
303                 (player->touching_ground) &&
304                 (g_settings->getBool("view_bobbing") == true) &&
305                 (g_settings->getBool("free_move") == false))
306         {
307                 // Start animation
308                 m_view_bobbing_state = 1;
309                 m_view_bobbing_speed = MYMIN(speed.getLength(), 40);
310         }
311         else if (m_view_bobbing_state == 1)
312         {
313                 // Stop animation
314                 m_view_bobbing_state = 2;
315                 m_view_bobbing_speed = 60;
316         }
317 }
318
319 void Camera::updateViewingRange(f32 frametime_in)
320 {
321         if (m_draw_control.range_all)
322                 return;
323
324         m_added_frametime += frametime_in;
325         m_added_frames += 1;
326
327         // Actually this counter kind of sucks because frametime is busytime
328         m_frametime_counter -= frametime_in;
329         if (m_frametime_counter > 0)
330                 return;
331         m_frametime_counter = 0.2;
332
333         /*dstream<<__FUNCTION_NAME
334                         <<": Collected "<<m_added_frames<<" frames, total of "
335                         <<m_added_frametime<<"s."<<std::endl;
336
337         dstream<<"m_draw_control.blocks_drawn="
338                         <<m_draw_control.blocks_drawn
339                         <<", m_draw_control.blocks_would_have_drawn="
340                         <<m_draw_control.blocks_would_have_drawn
341                         <<std::endl;*/
342
343         m_draw_control.wanted_min_range = m_viewing_range_min;
344         m_draw_control.wanted_max_blocks = (1.5*m_draw_control.blocks_would_have_drawn)+1;
345         if (m_draw_control.wanted_max_blocks < 10)
346                 m_draw_control.wanted_max_blocks = 10;
347
348         f32 block_draw_ratio = 1.0;
349         if (m_draw_control.blocks_would_have_drawn != 0)
350         {
351                 block_draw_ratio = (f32)m_draw_control.blocks_drawn
352                         / (f32)m_draw_control.blocks_would_have_drawn;
353         }
354
355         // Calculate the average frametime in the case that all wanted
356         // blocks had been drawn
357         f32 frametime = m_added_frametime / m_added_frames / block_draw_ratio;
358
359         m_added_frametime = 0.0;
360         m_added_frames = 0;
361
362         f32 wanted_frametime_change = m_wanted_frametime - frametime;
363         //dstream<<"wanted_frametime_change="<<wanted_frametime_change<<std::endl;
364
365         // If needed frametime change is small, just return
366         if (fabs(wanted_frametime_change) < m_wanted_frametime*0.4)
367         {
368                 //dstream<<"ignoring small wanted_frametime_change"<<std::endl;
369                 return;
370         }
371
372         f32 range = m_draw_control.wanted_range;
373         f32 new_range = range;
374
375         f32 d_range = range - m_range_old;
376         f32 d_frametime = frametime - m_frametime_old;
377         if (d_range != 0)
378         {
379                 m_time_per_range = d_frametime / d_range;
380         }
381
382         // The minimum allowed calculated frametime-range derivative:
383         // Practically this sets the maximum speed of changing the range.
384         // The lower this value, the higher the maximum changing speed.
385         // A low value here results in wobbly range (0.001)
386         // A high value here results in slow changing range (0.0025)
387         // SUGG: This could be dynamically adjusted so that when
388         //       the camera is turning, this is lower
389         //f32 min_time_per_range = 0.0015;
390         f32 min_time_per_range = 0.0010;
391         //f32 min_time_per_range = 0.05 / range;
392         if(m_time_per_range < min_time_per_range)
393         {
394                 m_time_per_range = min_time_per_range;
395                 //dstream<<"m_time_per_range="<<m_time_per_range<<" (min)"<<std::endl;
396         }
397         else
398         {
399                 //dstream<<"m_time_per_range="<<m_time_per_range<<std::endl;
400         }
401
402         f32 wanted_range_change = wanted_frametime_change / m_time_per_range;
403         // Dampen the change a bit to kill oscillations
404         //wanted_range_change *= 0.9;
405         //wanted_range_change *= 0.75;
406         wanted_range_change *= 0.5;
407         //dstream<<"wanted_range_change="<<wanted_range_change<<std::endl;
408
409         // If needed range change is very small, just return
410         if(fabs(wanted_range_change) < 0.001)
411         {
412                 //dstream<<"ignoring small wanted_range_change"<<std::endl;
413                 return;
414         }
415
416         new_range += wanted_range_change;
417         
418         //f32 new_range_unclamped = new_range;
419         new_range = MYMAX(new_range, m_viewing_range_min);
420         new_range = MYMIN(new_range, m_viewing_range_max);
421         /*dstream<<"new_range="<<new_range_unclamped
422                         <<", clamped to "<<new_range<<std::endl;*/
423
424         m_draw_control.wanted_range = new_range;
425
426         m_range_old = new_range;
427         m_frametime_old = frametime;
428 }
429
430 void Camera::updateSettings()
431 {
432         m_viewing_range_min = g_settings->getS16("viewing_range_nodes_min");
433         m_viewing_range_min = MYMAX(5.0, m_viewing_range_min);
434
435         m_viewing_range_max = g_settings->getS16("viewing_range_nodes_max");
436         m_viewing_range_max = MYMAX(m_viewing_range_min, m_viewing_range_max);
437
438         f32 fov_degrees = g_settings->getFloat("fov");
439         fov_degrees = MYMAX(fov_degrees, 10.0);
440         fov_degrees = MYMIN(fov_degrees, 170.0);
441         m_fov_y = fov_degrees * PI / 180.0;
442
443         f32 wanted_fps = g_settings->getFloat("wanted_fps");
444         wanted_fps = MYMAX(wanted_fps, 1.0);
445         m_wanted_frametime = 1.0 / wanted_fps;
446 }
447
448 void Camera::wield(const InventoryItem* item)
449 {
450         if (item != NULL)
451         {
452                 bool isCube = false;
453
454                 // Try to make a MaterialItem cube.
455                 if (std::string(item->getName()) == "MaterialItem")
456                 {
457                         // A block-type material
458                         MaterialItem* mat_item = (MaterialItem*) item;
459                         content_t content = mat_item->getMaterial();
460                         if (content_features(content).solidness || content_features(content).visual_solidness)
461                         {
462                                 m_wieldnode->setCube(content_features(content).tiles);
463                                 m_wieldnode->setScale(v3f(30));
464                                 isCube = true;
465                         }
466                 }
467
468                 // If that failed, make an extruded sprite.
469                 if (!isCube)
470                 {
471                         m_wieldnode->setSprite(item->getImageRaw());
472                         m_wieldnode->setScale(v3f(40));
473                 }
474
475                 m_wieldnode->setVisible(true);
476         }
477         else
478         {
479                 // Bare hands
480                 m_wieldnode->setVisible(false);
481         }
482 }
483
484 void Camera::setDigging(s32 button)
485 {
486         if (m_digging_button == -1)
487                 m_digging_button = button;
488 }
489
490 void Camera::drawWieldedTool()
491 {
492         m_wieldmgr->getVideoDriver()->clearZBuffer();
493
494         scene::ICameraSceneNode* cam = m_wieldmgr->getActiveCamera();
495         cam->setAspectRatio(m_cameranode->getAspectRatio());
496         cam->setFOV(m_cameranode->getFOV());
497         cam->setNearValue(0.1);
498         cam->setFarValue(100);
499         m_wieldmgr->drawAll();
500 }
501
502
503 ExtrudedSpriteSceneNode::ExtrudedSpriteSceneNode(
504         scene::ISceneNode* parent,
505         scene::ISceneManager* mgr,
506         s32 id,
507         const v3f& position,
508         const v3f& rotation,
509         const v3f& scale
510 ):
511         ISceneNode(parent, mgr, id, position, rotation, scale)
512 {
513         m_meshnode = mgr->addMeshSceneNode(NULL, this, -1, v3f(0,0,0), v3f(0,0,0), v3f(1,1,1), true);
514         m_thickness = 0.1;
515         m_cubemesh = NULL;
516         m_is_cube = false;
517         m_light = LIGHT_MAX;
518 }
519
520 ExtrudedSpriteSceneNode::~ExtrudedSpriteSceneNode()
521 {
522         removeChild(m_meshnode);
523         if (m_cubemesh)
524                 m_cubemesh->drop();
525 }
526
527 void ExtrudedSpriteSceneNode::setSprite(video::ITexture* texture)
528 {
529         if (texture == NULL)
530         {
531                 m_meshnode->setVisible(false);
532                 return;
533         }
534
535         io::path name = getExtrudedName(texture);
536         scene::IMeshCache* cache = SceneManager->getMeshCache();
537         scene::IAnimatedMesh* mesh = cache->getMeshByName(name);
538         if (mesh != NULL)
539         {
540                 // Extruded texture has been found in cache.
541                 m_meshnode->setMesh(mesh);
542         }
543         else
544         {
545                 // Texture was not yet extruded, do it now and save in cache
546                 mesh = extrude(texture);
547                 if (mesh == NULL)
548                 {
549                         dstream << "Warning: failed to extrude sprite" << std::endl;
550                         m_meshnode->setVisible(false);
551                         return;
552                 }
553                 cache->addMesh(name, mesh);
554                 m_meshnode->setMesh(mesh);
555                 mesh->drop();
556         }
557
558         m_meshnode->setScale(v3f(1, 1, m_thickness));
559         m_meshnode->getMaterial(0).setTexture(0, texture);
560         m_meshnode->getMaterial(0).setFlag(video::EMF_LIGHTING, false);
561         m_meshnode->getMaterial(0).setFlag(video::EMF_BILINEAR_FILTER, false);
562         m_meshnode->getMaterial(0).MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
563         m_meshnode->setVisible(true);
564         m_is_cube = false;
565         updateLight(m_light);
566 }
567
568 void ExtrudedSpriteSceneNode::setCube(const TileSpec tiles[6])
569 {
570         if (m_cubemesh == NULL)
571                 m_cubemesh = createCubeMesh();
572
573         m_meshnode->setMesh(m_cubemesh);
574         m_meshnode->setScale(v3f(1));
575         for (int i = 0; i < 6; ++i)
576         {
577                 // Get the tile texture and atlas transformation
578                 video::ITexture* atlas = tiles[i].texture.atlas;
579                 v2f pos = tiles[i].texture.pos;
580                 v2f size = tiles[i].texture.size;
581
582                 // Set material flags and texture
583                 video::SMaterial& material = m_meshnode->getMaterial(i);
584                 material.setFlag(video::EMF_LIGHTING, false);
585                 material.setFlag(video::EMF_BILINEAR_FILTER, false);
586                 tiles[i].applyMaterialOptions(material);
587                 material.setTexture(0, atlas);
588                 material.getTextureMatrix(0).setTextureTranslate(pos.X, pos.Y);
589                 material.getTextureMatrix(0).setTextureScale(size.X, size.Y);
590         }
591         m_meshnode->setVisible(true);
592         m_is_cube = true;
593         updateLight(m_light);
594 }
595
596 void ExtrudedSpriteSceneNode::updateLight(u8 light)
597 {
598         m_light = light;
599
600         u8 li = decode_light(light);
601         // Set brightness one lower than incoming light
602         diminish_light(li);
603         video::SColor color(255,li,li,li);
604         setMeshVerticesColor(m_meshnode->getMesh(), color);
605 }
606
607 void ExtrudedSpriteSceneNode::removeSpriteFromCache(video::ITexture* texture)
608 {
609         scene::IMeshCache* cache = SceneManager->getMeshCache();
610         scene::IAnimatedMesh* mesh = cache->getMeshByName(getExtrudedName(texture));
611         if (mesh != NULL)
612                 cache->removeMesh(mesh);
613 }
614
615 void ExtrudedSpriteSceneNode::setSpriteThickness(f32 thickness)
616 {
617         m_thickness = thickness;
618         if (!m_is_cube)
619                 m_meshnode->setScale(v3f(1, 1, thickness));
620 }
621
622 const core::aabbox3d<f32>& ExtrudedSpriteSceneNode::getBoundingBox() const
623 {
624         return m_meshnode->getBoundingBox();
625 }
626
627 void ExtrudedSpriteSceneNode::OnRegisterSceneNode()
628 {
629         if (IsVisible)
630                 SceneManager->registerNodeForRendering(this);
631         ISceneNode::OnRegisterSceneNode();
632 }
633
634 void ExtrudedSpriteSceneNode::render()
635 {
636         // do nothing
637 }
638
639 io::path ExtrudedSpriteSceneNode::getExtrudedName(video::ITexture* texture)
640 {
641         io::path path = texture->getName();
642         path.append("/[extruded]");
643         return path;
644 }
645
646 scene::IAnimatedMesh* ExtrudedSpriteSceneNode::extrudeARGB(u32 width, u32 height, u8* data)
647 {
648         const s32 argb_wstep = 4 * width;
649         const s32 alpha_threshold = 1;
650
651         scene::IMeshBuffer* buf = new scene::SMeshBuffer();
652         video::SColor c(255,255,255,255);
653
654         // Front and back
655         {
656                 video::S3DVertex vertices[8] =
657                 {
658                         video::S3DVertex(-0.5,-0.5,-0.5, 0,0,-1, c, 0,1),
659                         video::S3DVertex(-0.5,+0.5,-0.5, 0,0,-1, c, 0,0),
660                         video::S3DVertex(+0.5,+0.5,-0.5, 0,0,-1, c, 1,0),
661                         video::S3DVertex(+0.5,-0.5,-0.5, 0,0,-1, c, 1,1),
662                         video::S3DVertex(+0.5,-0.5,+0.5, 0,0,+1, c, 1,1),
663                         video::S3DVertex(+0.5,+0.5,+0.5, 0,0,+1, c, 1,0),
664                         video::S3DVertex(-0.5,+0.5,+0.5, 0,0,+1, c, 0,0),
665                         video::S3DVertex(-0.5,-0.5,+0.5, 0,0,+1, c, 0,1),
666                 };
667                 u16 indices[12] = {0,1,2,2,3,0,4,5,6,6,7,4};
668                 buf->append(vertices, 8, indices, 12);
669         }
670
671         // "Interior"
672         // (add faces where a solid pixel is next to a transparent one)
673         u8* solidity = new u8[(width+2) * (height+2)];
674         u32 wstep = width + 2;
675         for (u32 y = 0; y < height + 2; ++y)
676         {
677                 u8* scanline = solidity + y * wstep;
678                 if (y == 0 || y == height + 1)
679                 {
680                         for (u32 x = 0; x < width + 2; ++x)
681                                 scanline[x] = 0;
682                 }
683                 else
684                 {
685                         scanline[0] = 0;
686                         u8* argb_scanline = data + (y - 1) * argb_wstep;
687                         for (u32 x = 0; x < width; ++x)
688                                 scanline[x+1] = (argb_scanline[x*4+3] >= alpha_threshold);
689                         scanline[width + 1] = 0;
690                 }
691         }
692
693         // without this, there would be occasional "holes" in the mesh
694         f32 eps = 0.01;
695
696         for (u32 y = 0; y <= height; ++y)
697         {
698                 u8* scanline = solidity + y * wstep + 1;
699                 for (u32 x = 0; x <= width; ++x)
700                 {
701                         if (scanline[x] && !scanline[x + wstep])
702                         {
703                                 u32 xx = x + 1;
704                                 while (scanline[xx] && !scanline[xx + wstep])
705                                         ++xx;
706                                 f32 vx1 = (x - eps) / (f32) width - 0.5;
707                                 f32 vx2 = (xx + eps) / (f32) width - 0.5;
708                                 f32 vy = 0.5 - (y - eps) / (f32) height;
709                                 f32 tx1 = x / (f32) width;
710                                 f32 tx2 = xx / (f32) width;
711                                 f32 ty = (y - 0.5) / (f32) height;
712                                 video::S3DVertex vertices[8] =
713                                 {
714                                         video::S3DVertex(vx1,vy,-0.5, 0,-1,0, c, tx1,ty),
715                                         video::S3DVertex(vx2,vy,-0.5, 0,-1,0, c, tx2,ty),
716                                         video::S3DVertex(vx2,vy,+0.5, 0,-1,0, c, tx2,ty),
717                                         video::S3DVertex(vx1,vy,+0.5, 0,-1,0, c, tx1,ty),
718                                 };
719                                 u16 indices[6] = {0,1,2,2,3,0};
720                                 buf->append(vertices, 4, indices, 6);
721                                 x = xx - 1;
722                         }
723                         if (!scanline[x] && scanline[x + wstep])
724                         {
725                                 u32 xx = x + 1;
726                                 while (!scanline[xx] && scanline[xx + wstep])
727                                         ++xx;
728                                 f32 vx1 = (x - eps) / (f32) width - 0.5;
729                                 f32 vx2 = (xx + eps) / (f32) width - 0.5;
730                                 f32 vy = 0.5 - (y + eps) / (f32) height;
731                                 f32 tx1 = x / (f32) width;
732                                 f32 tx2 = xx / (f32) width;
733                                 f32 ty = (y + 0.5) / (f32) height;
734                                 video::S3DVertex vertices[8] =
735                                 {
736                                         video::S3DVertex(vx1,vy,-0.5, 0,1,0, c, tx1,ty),
737                                         video::S3DVertex(vx1,vy,+0.5, 0,1,0, c, tx1,ty),
738                                         video::S3DVertex(vx2,vy,+0.5, 0,1,0, c, tx2,ty),
739                                         video::S3DVertex(vx2,vy,-0.5, 0,1,0, c, tx2,ty),
740                                 };
741                                 u16 indices[6] = {0,1,2,2,3,0};
742                                 buf->append(vertices, 4, indices, 6);
743                                 x = xx - 1;
744                         }
745                 }
746         }
747
748         for (u32 x = 0; x <= width; ++x)
749         {
750                 u8* scancol = solidity + x + wstep;
751                 for (u32 y = 0; y <= height; ++y)
752                 {
753                         if (scancol[y * wstep] && !scancol[y * wstep + 1])
754                         {
755                                 u32 yy = y + 1;
756                                 while (scancol[yy * wstep] && !scancol[yy * wstep + 1])
757                                         ++yy;
758                                 f32 vx = (x - eps) / (f32) width - 0.5;
759                                 f32 vy1 = 0.5 - (y - eps) / (f32) height;
760                                 f32 vy2 = 0.5 - (yy + eps) / (f32) height;
761                                 f32 tx = (x - 0.5) / (f32) width;
762                                 f32 ty1 = y / (f32) height;
763                                 f32 ty2 = yy / (f32) height;
764                                 video::S3DVertex vertices[8] =
765                                 {
766                                         video::S3DVertex(vx,vy1,-0.5, 1,0,0, c, tx,ty1),
767                                         video::S3DVertex(vx,vy1,+0.5, 1,0,0, c, tx,ty1),
768                                         video::S3DVertex(vx,vy2,+0.5, 1,0,0, c, tx,ty2),
769                                         video::S3DVertex(vx,vy2,-0.5, 1,0,0, c, tx,ty2),
770                                 };
771                                 u16 indices[6] = {0,1,2,2,3,0};
772                                 buf->append(vertices, 4, indices, 6);
773                                 y = yy - 1;
774                         }
775                         if (!scancol[y * wstep] && scancol[y * wstep + 1])
776                         {
777                                 u32 yy = y + 1;
778                                 while (!scancol[yy * wstep] && scancol[yy * wstep + 1])
779                                         ++yy;
780                                 f32 vx = (x + eps) / (f32) width - 0.5;
781                                 f32 vy1 = 0.5 - (y - eps) / (f32) height;
782                                 f32 vy2 = 0.5 - (yy + eps) / (f32) height;
783                                 f32 tx = (x + 0.5) / (f32) width;
784                                 f32 ty1 = y / (f32) height;
785                                 f32 ty2 = yy / (f32) height;
786                                 video::S3DVertex vertices[8] =
787                                 {
788                                         video::S3DVertex(vx,vy1,-0.5, -1,0,0, c, tx,ty1),
789                                         video::S3DVertex(vx,vy2,-0.5, -1,0,0, c, tx,ty2),
790                                         video::S3DVertex(vx,vy2,+0.5, -1,0,0, c, tx,ty2),
791                                         video::S3DVertex(vx,vy1,+0.5, -1,0,0, c, tx,ty1),
792                                 };
793                                 u16 indices[6] = {0,1,2,2,3,0};
794                                 buf->append(vertices, 4, indices, 6);
795                                 y = yy - 1;
796                         }
797                 }
798         }
799
800         // Add to mesh
801         scene::SMesh* mesh = new scene::SMesh();
802         buf->recalculateBoundingBox();
803         mesh->addMeshBuffer(buf);
804         buf->drop();
805         mesh->recalculateBoundingBox();
806         scene::SAnimatedMesh* anim_mesh = new scene::SAnimatedMesh(mesh);
807         mesh->drop();
808         return anim_mesh;
809 }
810
811 scene::IAnimatedMesh* ExtrudedSpriteSceneNode::extrude(video::ITexture* texture)
812 {
813         scene::IAnimatedMesh* mesh = NULL;
814         core::dimension2d<u32> size = texture->getSize();
815         video::ECOLOR_FORMAT format = texture->getColorFormat();
816         if (format == video::ECF_A8R8G8B8)
817         {
818                 // Texture is in the correct color format, we can pass it
819                 // to extrudeARGB right away.
820                 void* data = texture->lock(true);
821                 if (data == NULL)
822                         return NULL;
823                 mesh = extrudeARGB(size.Width, size.Height, (u8*) data);
824                 texture->unlock();
825         }
826         else
827         {
828                 video::IVideoDriver* driver = SceneManager->getVideoDriver();
829
830                 video::IImage* img1 = driver->createImageFromData(format, size, texture->lock(true));
831                 if (img1 == NULL)
832                         return NULL;
833
834                 // img1 is in the texture's color format, convert to 8-bit ARGB
835                 video::IImage* img2 = driver->createImage(video::ECF_A8R8G8B8, size);
836                 if (img2 != NULL)
837                 {
838                         img1->copyTo(img2);
839                         img1->drop();
840
841                         mesh = extrudeARGB(size.Width, size.Height, (u8*) img2->lock());
842                         img2->unlock();
843                         img2->drop();
844                 }
845                 img1->drop();
846         }
847         return mesh;
848 }
849
850 scene::IMesh* ExtrudedSpriteSceneNode::createCubeMesh()
851 {
852         video::SColor c(255,255,255,255);
853         video::S3DVertex vertices[24] =
854         {
855                 // Up
856                 video::S3DVertex(-0.5,+0.5,-0.5, 0,1,0, c, 0,1),
857                 video::S3DVertex(-0.5,+0.5,+0.5, 0,1,0, c, 0,0),
858                 video::S3DVertex(+0.5,+0.5,+0.5, 0,1,0, c, 1,0),
859                 video::S3DVertex(+0.5,+0.5,-0.5, 0,1,0, c, 1,1),
860                 // Down
861                 video::S3DVertex(-0.5,-0.5,-0.5, 0,-1,0, c, 0,0),
862                 video::S3DVertex(+0.5,-0.5,-0.5, 0,-1,0, c, 1,0),
863                 video::S3DVertex(+0.5,-0.5,+0.5, 0,-1,0, c, 1,1),
864                 video::S3DVertex(-0.5,-0.5,+0.5, 0,-1,0, c, 0,1),
865                 // Right
866                 video::S3DVertex(+0.5,-0.5,-0.5, 1,0,0, c, 0,1),
867                 video::S3DVertex(+0.5,+0.5,-0.5, 1,0,0, c, 0,0),
868                 video::S3DVertex(+0.5,+0.5,+0.5, 1,0,0, c, 1,0),
869                 video::S3DVertex(+0.5,-0.5,+0.5, 1,0,0, c, 1,1),
870                 // Left
871                 video::S3DVertex(-0.5,-0.5,-0.5, -1,0,0, c, 1,1),
872                 video::S3DVertex(-0.5,-0.5,+0.5, -1,0,0, c, 0,1),
873                 video::S3DVertex(-0.5,+0.5,+0.5, -1,0,0, c, 0,0),
874                 video::S3DVertex(-0.5,+0.5,-0.5, -1,0,0, c, 1,0),
875                 // Back
876                 video::S3DVertex(-0.5,-0.5,+0.5, 0,0,1, c, 1,1),
877                 video::S3DVertex(+0.5,-0.5,+0.5, 0,0,1, c, 0,1),
878                 video::S3DVertex(+0.5,+0.5,+0.5, 0,0,1, c, 0,0),
879                 video::S3DVertex(-0.5,+0.5,+0.5, 0,0,1, c, 1,0),
880                 // Front
881                 video::S3DVertex(-0.5,-0.5,-0.5, 0,0,-1, c, 0,1),
882                 video::S3DVertex(-0.5,+0.5,-0.5, 0,0,-1, c, 0,0),
883                 video::S3DVertex(+0.5,+0.5,-0.5, 0,0,-1, c, 1,0),
884                 video::S3DVertex(+0.5,-0.5,-0.5, 0,0,-1, c, 1,1),
885         };
886
887         u16 indices[6] = {0,1,2,2,3,0};
888
889         scene::SMesh* mesh = new scene::SMesh();
890         for (u32 i=0; i<6; ++i)
891         {
892                 scene::IMeshBuffer* buf = new scene::SMeshBuffer();
893                 buf->append(vertices + 4 * i, 4, indices, 6);
894                 buf->recalculateBoundingBox();
895                 mesh->addMeshBuffer(buf);
896                 buf->drop();
897         }
898         mesh->recalculateBoundingBox();
899         return mesh;
900 }