3 Copyright (C) 2010-2014 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 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.
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.
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.
22 #include "wieldmesh.h"
23 #include "inventory.h"
28 #include "mapblock_mesh.h"
31 #include "util/numeric.h"
33 #include <IMeshManipulator.h>
35 #define WIELD_SCALE_FACTOR 30.0
36 #define WIELD_SCALE_FACTOR_EXTRUDED 40.0
38 #define MIN_EXTRUSION_MESH_RESOLUTION 32 // not 16: causes too many "holes"
39 #define MAX_EXTRUSION_MESH_RESOLUTION 512
41 static scene::IMesh* createExtrusionMesh(int resolution_x, int resolution_y)
45 scene::IMeshBuffer *buf = new scene::SMeshBuffer();
46 video::SColor c(255,255,255,255);
47 v3f scale(1.0, 1.0, 0.1);
51 video::S3DVertex vertices[8] = {
53 video::S3DVertex(-r,+r,-r, 0,0,-1, c, 0,0),
54 video::S3DVertex(+r,+r,-r, 0,0,-1, c, 1,0),
55 video::S3DVertex(+r,-r,-r, 0,0,-1, c, 1,1),
56 video::S3DVertex(-r,-r,-r, 0,0,-1, c, 0,1),
58 video::S3DVertex(-r,+r,+r, 0,0,+1, c, 0,0),
59 video::S3DVertex(-r,-r,+r, 0,0,+1, c, 0,1),
60 video::S3DVertex(+r,-r,+r, 0,0,+1, c, 1,1),
61 video::S3DVertex(+r,+r,+r, 0,0,+1, c, 1,0),
63 u16 indices[12] = {0,1,2,2,3,0,4,5,6,6,7,4};
64 buf->append(vertices, 8, indices, 12);
67 f32 pixelsize_x = 1 / (f32) resolution_x;
68 f32 pixelsize_y = 1 / (f32) resolution_y;
70 for (int i = 0; i < resolution_x; ++i) {
71 f32 pixelpos_x = i * pixelsize_x - 0.5;
73 f32 x1 = pixelpos_x + pixelsize_x;
74 f32 tex0 = (i + 0.1) * pixelsize_x;
75 f32 tex1 = (i + 0.9) * pixelsize_x;
76 video::S3DVertex vertices[8] = {
78 video::S3DVertex(x0,-r,-r, -1,0,0, c, tex0,1),
79 video::S3DVertex(x0,-r,+r, -1,0,0, c, tex1,1),
80 video::S3DVertex(x0,+r,+r, -1,0,0, c, tex1,0),
81 video::S3DVertex(x0,+r,-r, -1,0,0, c, tex0,0),
83 video::S3DVertex(x1,-r,-r, +1,0,0, c, tex0,1),
84 video::S3DVertex(x1,+r,-r, +1,0,0, c, tex0,0),
85 video::S3DVertex(x1,+r,+r, +1,0,0, c, tex1,0),
86 video::S3DVertex(x1,-r,+r, +1,0,0, c, tex1,1),
88 u16 indices[12] = {0,1,2,2,3,0,4,5,6,6,7,4};
89 buf->append(vertices, 8, indices, 12);
91 for (int i = 0; i < resolution_y; ++i) {
92 f32 pixelpos_y = i * pixelsize_y - 0.5;
93 f32 y0 = -pixelpos_y - pixelsize_y;
95 f32 tex0 = (i + 0.1) * pixelsize_y;
96 f32 tex1 = (i + 0.9) * pixelsize_y;
97 video::S3DVertex vertices[8] = {
99 video::S3DVertex(-r,y0,-r, 0,-1,0, c, 0,tex0),
100 video::S3DVertex(+r,y0,-r, 0,-1,0, c, 1,tex0),
101 video::S3DVertex(+r,y0,+r, 0,-1,0, c, 1,tex1),
102 video::S3DVertex(-r,y0,+r, 0,-1,0, c, 0,tex1),
104 video::S3DVertex(-r,y1,-r, 0,+1,0, c, 0,tex0),
105 video::S3DVertex(-r,y1,+r, 0,+1,0, c, 0,tex1),
106 video::S3DVertex(+r,y1,+r, 0,+1,0, c, 1,tex1),
107 video::S3DVertex(+r,y1,-r, 0,+1,0, c, 1,tex0),
109 u16 indices[12] = {0,1,2,2,3,0,4,5,6,6,7,4};
110 buf->append(vertices, 8, indices, 12);
113 // Create mesh object
114 scene::SMesh *mesh = new scene::SMesh();
115 mesh->addMeshBuffer(buf);
117 scaleMesh(mesh, scale); // also recalculates bounding box
122 Caches extrusion meshes so that only one of them per resolution
123 is needed. Also caches one cube (for convenience).
125 E.g. there is a single extrusion mesh that is used for all
126 16x16 px images, another for all 256x256 px images, and so on.
128 WARNING: Not thread safe. This should not be a problem since
129 rendering related classes (such as WieldMeshSceneNode) will be
130 used from the rendering thread only.
132 class ExtrusionMeshCache: public IReferenceCounted
138 for (int resolution = MIN_EXTRUSION_MESH_RESOLUTION;
139 resolution <= MAX_EXTRUSION_MESH_RESOLUTION;
141 m_extrusion_meshes[resolution] =
142 createExtrusionMesh(resolution, resolution);
144 m_cube = createCubeMesh(v3f(1.0, 1.0, 1.0));
147 virtual ~ExtrusionMeshCache()
149 for (std::map<int, scene::IMesh*>::iterator
150 it = m_extrusion_meshes.begin();
151 it != m_extrusion_meshes.end(); ++it) {
156 // Get closest extrusion mesh for given image dimensions
157 // Caller must drop the returned pointer
158 scene::IMesh* create(core::dimension2d<u32> dim)
160 // handle non-power of two textures inefficiently without cache
161 if (!is_power_of_two(dim.Width) || !is_power_of_two(dim.Height)) {
162 return createExtrusionMesh(dim.Width, dim.Height);
165 int maxdim = MYMAX(dim.Width, dim.Height);
167 std::map<int, scene::IMesh*>::iterator
168 it = m_extrusion_meshes.lower_bound(maxdim);
170 if (it == m_extrusion_meshes.end()) {
171 // no viable resolution found; use largest one
172 it = m_extrusion_meshes.find(MAX_EXTRUSION_MESH_RESOLUTION);
173 assert(it != m_extrusion_meshes.end());
176 scene::IMesh *mesh = it->second;
180 // Returns a 1x1x1 cube mesh with one meshbuffer (material) per face
181 // Caller must drop the returned pointer
182 scene::IMesh* createCube()
189 std::map<int, scene::IMesh*> m_extrusion_meshes;
190 scene::IMesh *m_cube;
193 ExtrusionMeshCache *g_extrusion_mesh_cache = NULL;
196 WieldMeshSceneNode::WieldMeshSceneNode(
197 scene::ISceneNode *parent,
198 scene::ISceneManager *mgr,
202 scene::ISceneNode(parent, mgr, id),
204 m_material_type(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF),
205 m_lighting(lighting),
206 m_bounding_box(0.0, 0.0, 0.0, 0.0, 0.0, 0.0)
208 m_enable_shaders = g_settings->getBool("enable_shaders");
209 m_bilinear_filter = g_settings->getBool("bilinear_filter");
210 m_trilinear_filter = g_settings->getBool("trilinear_filter");
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 if (g_extrusion_mesh_cache == NULL)
215 g_extrusion_mesh_cache = new ExtrusionMeshCache();
217 g_extrusion_mesh_cache->grab();
219 // Disable bounding box culling for this scene node
220 // since we won't calculate the bounding box.
221 setAutomaticCulling(scene::EAC_OFF);
223 // Create the child scene node
224 scene::IMesh *dummymesh = g_extrusion_mesh_cache->createCube();
225 m_meshnode = SceneManager->addMeshSceneNode(dummymesh, this, -1);
226 m_meshnode->setReadOnlyMaterials(false);
227 m_meshnode->setVisible(false);
228 dummymesh->drop(); // m_meshnode grabbed it
231 WieldMeshSceneNode::~WieldMeshSceneNode()
233 assert(g_extrusion_mesh_cache);
234 if (g_extrusion_mesh_cache->drop())
235 g_extrusion_mesh_cache = NULL;
238 void WieldMeshSceneNode::setCube(const TileSpec tiles[6],
239 v3f wield_scale, ITextureSource *tsrc)
241 scene::IMesh *cubemesh = g_extrusion_mesh_cache->createCube();
242 changeToMesh(cubemesh);
245 m_meshnode->setScale(wield_scale * WIELD_SCALE_FACTOR);
247 // Customize materials
248 for (u32 i = 0; i < m_meshnode->getMaterialCount(); ++i) {
250 video::SMaterial &material = m_meshnode->getMaterial(i);
251 if (tiles[i].animation_frame_count == 1) {
252 material.setTexture(0, tiles[i].texture);
254 FrameSpec animation_frame = tiles[i].frames.find(0)->second;
255 material.setTexture(0, animation_frame.texture);
257 tiles[i].applyMaterialOptions(material);
261 void WieldMeshSceneNode::setExtruded(const std::string &imagename,
262 v3f wield_scale, ITextureSource *tsrc)
264 video::ITexture *texture = tsrc->getTexture(imagename);
269 core::dimension2d<u32> dim = texture->getSize();
270 scene::IMesh *mesh = g_extrusion_mesh_cache->create(dim);
274 m_meshnode->setScale(wield_scale * WIELD_SCALE_FACTOR_EXTRUDED);
276 // Customize material
277 video::SMaterial &material = m_meshnode->getMaterial(0);
278 material.setTexture(0, texture);
279 material.MaterialType = m_material_type;
280 material.setFlag(video::EMF_BACK_FACE_CULLING, true);
281 // Enable filtering only for high resolution texures
282 if (dim.Width > 32) {
283 material.setFlag(video::EMF_BILINEAR_FILTER, m_bilinear_filter);
284 material.setFlag(video::EMF_TRILINEAR_FILTER, m_trilinear_filter);
286 material.setFlag(video::EMF_BILINEAR_FILTER, false);
287 material.setFlag(video::EMF_TRILINEAR_FILTER, false);
289 // anisotropic filtering removes "thin black line" artifacts
290 material.setFlag(video::EMF_ANISOTROPIC_FILTER, true);
291 if (m_enable_shaders)
292 material.setTexture(2, tsrc->getTexture("disable_img.png"));
295 void WieldMeshSceneNode::setItem(const ItemStack &item, IGameDef *gamedef)
297 ITextureSource *tsrc = gamedef->getTextureSource();
298 IItemDefManager *idef = gamedef->getItemDefManager();
299 IShaderSource *shdrsrc = gamedef->getShaderSource();
300 INodeDefManager *ndef = gamedef->getNodeDefManager();
301 const ItemDefinition &def = item.getDefinition(idef);
302 const ContentFeatures &f = ndef->get(def.name);
303 content_t id = ndef->getId(def.name);
305 if (m_enable_shaders) {
306 u32 shader_id = shdrsrc->getShader("nodes_shader", TILE_MATERIAL_BASIC, NDT_NORMAL);
307 m_material_type = shdrsrc->getShaderInfo(shader_id).material;
310 // If wield_image is defined, it overrides everything else
311 if (def.wield_image != "") {
312 setExtruded(def.wield_image, def.wield_scale, tsrc);
316 // See also CItemDefManager::createClientCached()
317 else if (def.type == ITEM_NODE) {
319 // e.g. mesh nodes and nodeboxes
320 changeToMesh(f.mesh_ptr[0]);
321 // mesh_ptr[0] is pre-scaled by BS * f->visual_scale
322 m_meshnode->setScale(
323 def.wield_scale * WIELD_SCALE_FACTOR
324 / (BS * f.visual_scale));
325 } else if (f.drawtype == NDT_AIRLIKE) {
327 } else if (f.drawtype == NDT_PLANTLIKE) {
328 setExtruded(tsrc->getTextureName(f.tiles[0].texture_id), def.wield_scale, tsrc);
329 } else if (f.drawtype == NDT_NORMAL || f.drawtype == NDT_ALLFACES) {
330 setCube(f.tiles, def.wield_scale, tsrc);
332 MeshMakeData mesh_make_data(gamedef);
333 MapNode mesh_make_node(id, 255, 0);
334 mesh_make_data.fillSingleNode(&mesh_make_node);
335 MapBlockMesh mapblock_mesh(&mesh_make_data, v3s16(0, 0, 0));
336 changeToMesh(mapblock_mesh.getMesh());
337 translateMesh(m_meshnode->getMesh(), v3f(-BS, -BS, -BS));
338 m_meshnode->setScale(
339 def.wield_scale * WIELD_SCALE_FACTOR
340 / (BS * f.visual_scale));
342 for (u32 i = 0; i < m_meshnode->getMaterialCount(); ++i) {
344 video::SMaterial &material = m_meshnode->getMaterial(i);
345 material.setFlag(video::EMF_BACK_FACE_CULLING, true);
346 material.setFlag(video::EMF_BILINEAR_FILTER, m_bilinear_filter);
347 material.setFlag(video::EMF_TRILINEAR_FILTER, m_trilinear_filter);
348 bool animated = (f.tiles[i].animation_frame_count > 1);
350 FrameSpec animation_frame = f.tiles[i].frames.find(0)->second;
351 material.setTexture(0, animation_frame.texture);
353 material.setTexture(0, f.tiles[i].texture);
355 material.MaterialType = m_material_type;
356 if (m_enable_shaders) {
357 if (f.tiles[i].normal_texture) {
359 FrameSpec animation_frame = f.tiles[i].frames.find(0)->second;
360 material.setTexture(1, animation_frame.normal_texture);
362 material.setTexture(1, f.tiles[i].normal_texture);
364 material.setTexture(2, tsrc->getTexture("enable_img.png"));
366 material.setTexture(2, tsrc->getTexture("disable_img.png"));
372 else if (def.inventory_image != "") {
373 setExtruded(def.inventory_image, def.wield_scale, tsrc);
377 // no wield mesh found
381 void WieldMeshSceneNode::setColor(video::SColor color)
384 setMeshColor(m_meshnode->getMesh(), color);
387 void WieldMeshSceneNode::render()
389 // note: if this method is changed to actually do something,
390 // you probably should implement OnRegisterSceneNode as well
393 void WieldMeshSceneNode::changeToMesh(scene::IMesh *mesh)
396 scene::IMesh *dummymesh = g_extrusion_mesh_cache->createCube();
397 m_meshnode->setVisible(false);
398 m_meshnode->setMesh(dummymesh);
399 dummymesh->drop(); // m_meshnode grabbed it
403 m_meshnode->setMesh(mesh);
406 Lighting is disabled, this means the caller can (and probably will)
407 call setColor later. We therefore need to clone the mesh so that
408 setColor will only modify this scene node's mesh, not others'.
410 scene::IMeshManipulator *meshmanip = SceneManager->getMeshManipulator();
411 scene::IMesh *new_mesh = meshmanip->createMeshCopy(mesh);
412 m_meshnode->setMesh(new_mesh);
413 new_mesh->drop(); // m_meshnode grabbed it
416 m_meshnode->setMaterialFlag(video::EMF_LIGHTING, m_lighting);
417 // need to normalize normals when lighting is enabled (because of setScale())
418 m_meshnode->setMaterialFlag(video::EMF_NORMALIZE_NORMALS, m_lighting);
419 m_meshnode->setVisible(true);