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.
21 #include "wieldmesh.h"
22 #include "inventory.h"
27 #include "mapblock_mesh.h"
28 #include "client/tile.h"
30 #include "util/numeric.h"
32 #include <IMeshManipulator.h>
34 #define WIELD_SCALE_FACTOR 30.0
35 #define WIELD_SCALE_FACTOR_EXTRUDED 40.0
37 #define MIN_EXTRUSION_MESH_RESOLUTION 16
38 #define MAX_EXTRUSION_MESH_RESOLUTION 512
40 static scene::IMesh *createExtrusionMesh(int resolution_x, int resolution_y)
44 scene::IMeshBuffer *buf = new scene::SMeshBuffer();
45 video::SColor c(255,255,255,255);
46 v3f scale(1.0, 1.0, 0.1);
50 video::S3DVertex vertices[8] = {
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),
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),
62 u16 indices[12] = {0,1,2,2,3,0,4,5,6,6,7,4};
63 buf->append(vertices, 8, indices, 12);
66 f32 pixelsize_x = 1 / (f32) resolution_x;
67 f32 pixelsize_y = 1 / (f32) resolution_y;
69 for (int i = 0; i < resolution_x; ++i) {
70 f32 pixelpos_x = i * pixelsize_x - 0.5;
72 f32 x1 = pixelpos_x + pixelsize_x;
73 f32 tex0 = (i + 0.1) * pixelsize_x;
74 f32 tex1 = (i + 0.9) * pixelsize_x;
75 video::S3DVertex vertices[8] = {
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),
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),
87 u16 indices[12] = {0,1,2,2,3,0,4,5,6,6,7,4};
88 buf->append(vertices, 8, indices, 12);
90 for (int i = 0; i < resolution_y; ++i) {
91 f32 pixelpos_y = i * pixelsize_y - 0.5;
92 f32 y0 = -pixelpos_y - pixelsize_y;
94 f32 tex0 = (i + 0.1) * pixelsize_y;
95 f32 tex1 = (i + 0.9) * pixelsize_y;
96 video::S3DVertex vertices[8] = {
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),
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),
108 u16 indices[12] = {0,1,2,2,3,0,4,5,6,6,7,4};
109 buf->append(vertices, 8, indices, 12);
112 // Create mesh object
113 scene::SMesh *mesh = new scene::SMesh();
114 mesh->addMeshBuffer(buf);
116 scaleMesh(mesh, scale); // also recalculates bounding box
121 Caches extrusion meshes so that only one of them per resolution
122 is needed. Also caches one cube (for convenience).
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.
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.
131 class ExtrusionMeshCache: public IReferenceCounted
137 for (int resolution = MIN_EXTRUSION_MESH_RESOLUTION;
138 resolution <= MAX_EXTRUSION_MESH_RESOLUTION;
140 m_extrusion_meshes[resolution] =
141 createExtrusionMesh(resolution, resolution);
143 m_cube = createCubeMesh(v3f(1.0, 1.0, 1.0));
146 virtual ~ExtrusionMeshCache()
148 for (std::map<int, scene::IMesh*>::iterator
149 it = m_extrusion_meshes.begin();
150 it != m_extrusion_meshes.end(); ++it) {
155 // Get closest extrusion mesh for given image dimensions
156 // Caller must drop the returned pointer
157 scene::IMesh* create(core::dimension2d<u32> dim)
159 // handle non-power of two textures inefficiently without cache
160 if (!is_power_of_two(dim.Width) || !is_power_of_two(dim.Height)) {
161 return createExtrusionMesh(dim.Width, dim.Height);
164 int maxdim = MYMAX(dim.Width, dim.Height);
166 std::map<int, scene::IMesh*>::iterator
167 it = m_extrusion_meshes.lower_bound(maxdim);
169 if (it == m_extrusion_meshes.end()) {
170 // no viable resolution found; use largest one
171 it = m_extrusion_meshes.find(MAX_EXTRUSION_MESH_RESOLUTION);
172 sanity_check(it != m_extrusion_meshes.end());
175 scene::IMesh *mesh = it->second;
179 // Returns a 1x1x1 cube mesh with one meshbuffer (material) per face
180 // Caller must drop the returned pointer
181 scene::IMesh* createCube()
188 std::map<int, scene::IMesh*> m_extrusion_meshes;
189 scene::IMesh *m_cube;
192 ExtrusionMeshCache *g_extrusion_mesh_cache = NULL;
195 WieldMeshSceneNode::WieldMeshSceneNode(
196 scene::ISceneNode *parent,
197 scene::ISceneManager *mgr,
201 scene::ISceneNode(parent, mgr, id),
202 m_material_type(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF),
205 m_enable_shaders = g_settings->getBool("enable_shaders");
206 m_anisotropic_filter = g_settings->getBool("anisotropic_filter");
207 m_bilinear_filter = g_settings->getBool("bilinear_filter");
208 m_trilinear_filter = g_settings->getBool("trilinear_filter");
210 // If this is the first wield mesh scene node, create a cache
211 // for extrusion meshes (and a cube mesh), otherwise reuse it
212 if (!g_extrusion_mesh_cache)
213 g_extrusion_mesh_cache = new ExtrusionMeshCache();
215 g_extrusion_mesh_cache->grab();
217 // Disable bounding box culling for this scene node
218 // since we won't calculate the bounding box.
219 setAutomaticCulling(scene::EAC_OFF);
221 // Create the child scene node
222 scene::IMesh *dummymesh = g_extrusion_mesh_cache->createCube();
223 m_meshnode = SceneManager->addMeshSceneNode(dummymesh, this, -1);
224 m_meshnode->setReadOnlyMaterials(false);
225 m_meshnode->setVisible(false);
226 dummymesh->drop(); // m_meshnode grabbed it
229 WieldMeshSceneNode::~WieldMeshSceneNode()
231 sanity_check(g_extrusion_mesh_cache);
232 if (g_extrusion_mesh_cache->drop())
233 g_extrusion_mesh_cache = nullptr;
236 void WieldMeshSceneNode::setCube(const ContentFeatures &f,
239 scene::IMesh *cubemesh = g_extrusion_mesh_cache->createCube();
240 scene::SMesh *copy = cloneMesh(cubemesh);
242 postProcessNodeMesh(copy, f, false, true, &m_material_type, &m_colors);
245 m_meshnode->setScale(wield_scale * WIELD_SCALE_FACTOR);
248 void WieldMeshSceneNode::setExtruded(const std::string &imagename,
249 v3f wield_scale, ITextureSource *tsrc, u8 num_frames)
251 video::ITexture *texture = tsrc->getTexture(imagename);
253 changeToMesh(nullptr);
257 core::dimension2d<u32> dim = texture->getSize();
258 // Detect animation texture and pull off top frame instead of using entire thing
259 if (num_frames > 1) {
260 u32 frame_height = dim.Height / num_frames;
261 dim = core::dimension2d<u32>(dim.Width, frame_height);
263 scene::IMesh *mesh = g_extrusion_mesh_cache->create(dim);
264 scene::SMesh *copy = cloneMesh(mesh);
269 m_meshnode->setScale(wield_scale * WIELD_SCALE_FACTOR_EXTRUDED);
271 // Customize material
272 video::SMaterial &material = m_meshnode->getMaterial(0);
273 material.setTexture(0, tsrc->getTextureForMesh(imagename));
274 material.TextureLayer[0].TextureWrapU = video::ETC_CLAMP_TO_EDGE;
275 material.TextureLayer[0].TextureWrapV = video::ETC_CLAMP_TO_EDGE;
276 material.MaterialType = m_material_type;
277 material.setFlag(video::EMF_BACK_FACE_CULLING, true);
278 // Enable bi/trilinear filtering only for high resolution textures
279 if (dim.Width > 32) {
280 material.setFlag(video::EMF_BILINEAR_FILTER, m_bilinear_filter);
281 material.setFlag(video::EMF_TRILINEAR_FILTER, m_trilinear_filter);
283 material.setFlag(video::EMF_BILINEAR_FILTER, false);
284 material.setFlag(video::EMF_TRILINEAR_FILTER, false);
286 material.setFlag(video::EMF_ANISOTROPIC_FILTER, m_anisotropic_filter);
287 // mipmaps cause "thin black line" artifacts
288 #if (IRRLICHT_VERSION_MAJOR >= 1 && IRRLICHT_VERSION_MINOR >= 8) || IRRLICHT_VERSION_MAJOR >= 2
289 material.setFlag(video::EMF_USE_MIP_MAPS, false);
291 if (m_enable_shaders) {
292 material.setTexture(2, tsrc->getShaderFlagsTexture(false));
296 void WieldMeshSceneNode::setItem(const ItemStack &item, Client *client)
298 ITextureSource *tsrc = client->getTextureSource();
299 IItemDefManager *idef = client->getItemDefManager();
300 IShaderSource *shdrsrc = client->getShaderSource();
301 INodeDefManager *ndef = client->getNodeDefManager();
302 const ItemDefinition &def = item.getDefinition(idef);
303 const ContentFeatures &f = ndef->get(def.name);
304 content_t id = ndef->getId(def.name);
306 if (m_enable_shaders) {
307 u32 shader_id = shdrsrc->getShader("wielded_shader", TILE_MATERIAL_BASIC, NDT_NORMAL);
308 m_material_type = shdrsrc->getShaderInfo(shader_id).material;
313 m_base_color = idef->getItemstackColor(item, client);
315 // If wield_image is defined, it overrides everything else
316 if (def.wield_image != "") {
317 setExtruded(def.wield_image, def.wield_scale, tsrc, 1);
318 m_colors.push_back(ItemPartColor());
322 // See also CItemDefManager::createClientCached()
323 else if (def.type == ITEM_NODE) {
325 // e.g. mesh nodes and nodeboxes
326 scene::SMesh *mesh = cloneMesh(f.mesh_ptr[0]);
327 postProcessNodeMesh(mesh, f, m_enable_shaders, true,
328 &m_material_type, &m_colors);
331 // mesh is pre-scaled by BS * f->visual_scale
332 m_meshnode->setScale(
333 def.wield_scale * WIELD_SCALE_FACTOR
334 / (BS * f.visual_scale));
335 } else if (f.drawtype == NDT_AIRLIKE) {
336 changeToMesh(nullptr);
337 } else if (f.drawtype == NDT_PLANTLIKE) {
338 setExtruded(tsrc->getTextureName(f.tiles[0].layers[0].texture_id),
339 def.wield_scale, tsrc,
340 f.tiles[0].layers[0].animation_frame_count);
341 } else if (f.drawtype == NDT_NORMAL || f.drawtype == NDT_ALLFACES) {
342 setCube(f, def.wield_scale);
344 MeshMakeData mesh_make_data(client, false);
345 MapNode mesh_make_node(id, 255, 0);
346 mesh_make_data.fillSingleNode(&mesh_make_node);
347 MapBlockMesh mapblock_mesh(&mesh_make_data, v3s16(0, 0, 0));
348 scene::SMesh *mesh = cloneMesh(mapblock_mesh.getMesh());
349 translateMesh(mesh, v3f(-BS, -BS, -BS));
350 postProcessNodeMesh(mesh, f, m_enable_shaders, true,
351 &m_material_type, &m_colors);
354 m_meshnode->setScale(
355 def.wield_scale * WIELD_SCALE_FACTOR
356 / (BS * f.visual_scale));
358 u32 material_count = m_meshnode->getMaterialCount();
359 for (u32 i = 0; i < material_count; ++i) {
360 video::SMaterial &material = m_meshnode->getMaterial(i);
361 material.setFlag(video::EMF_BACK_FACE_CULLING, true);
362 material.setFlag(video::EMF_BILINEAR_FILTER, m_bilinear_filter);
363 material.setFlag(video::EMF_TRILINEAR_FILTER, m_trilinear_filter);
367 else if (def.inventory_image != "") {
368 setExtruded(def.inventory_image, def.wield_scale, tsrc, 1);
369 m_colors.push_back(ItemPartColor());
373 // no wield mesh found
374 changeToMesh(nullptr);
377 void WieldMeshSceneNode::setColor(video::SColor c)
380 scene::IMesh *mesh = m_meshnode->getMesh();
385 u8 green = c.getGreen();
386 u8 blue = c.getBlue();
387 u32 mc = mesh->getMeshBufferCount();
388 for (u32 j = 0; j < mc; j++) {
389 video::SColor bc(m_base_color);
390 if ((m_colors.size() > j) && (m_colors[j].override_base))
391 bc = m_colors[j].color;
392 video::SColor buffercolor(255,
393 bc.getRed() * red / 255,
394 bc.getGreen() * green / 255,
395 bc.getBlue() * blue / 255);
396 scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
397 colorizeMeshBuffer(buf, &buffercolor);
401 void WieldMeshSceneNode::render()
403 // note: if this method is changed to actually do something,
404 // you probably should implement OnRegisterSceneNode as well
407 void WieldMeshSceneNode::changeToMesh(scene::IMesh *mesh)
410 scene::IMesh *dummymesh = g_extrusion_mesh_cache->createCube();
411 m_meshnode->setVisible(false);
412 m_meshnode->setMesh(dummymesh);
413 dummymesh->drop(); // m_meshnode grabbed it
415 m_meshnode->setMesh(mesh);
418 m_meshnode->setMaterialFlag(video::EMF_LIGHTING, m_lighting);
419 // need to normalize normals when lighting is enabled (because of setScale())
420 m_meshnode->setMaterialFlag(video::EMF_NORMALIZE_NORMALS, m_lighting);
421 m_meshnode->setVisible(true);
424 void getItemMesh(Client *client, const ItemStack &item, ItemMesh *result)
426 ITextureSource *tsrc = client->getTextureSource();
427 IItemDefManager *idef = client->getItemDefManager();
428 INodeDefManager *ndef = client->getNodeDefManager();
429 const ItemDefinition &def = item.getDefinition(idef);
430 const ContentFeatures &f = ndef->get(def.name);
431 content_t id = ndef->getId(def.name);
433 if (!g_extrusion_mesh_cache) {
434 g_extrusion_mesh_cache = new ExtrusionMeshCache();
436 g_extrusion_mesh_cache->grab();
439 scene::SMesh *mesh = nullptr;
441 // Shading is on by default
442 result->needs_shading = true;
444 // If inventory_image is defined, it overrides everything else
445 if (def.inventory_image != "") {
446 mesh = getExtrudedMesh(tsrc, def.inventory_image);
447 result->buffer_colors.push_back(ItemPartColor());
448 // Items with inventory images do not need shading
449 result->needs_shading = false;
450 } else if (def.type == ITEM_NODE) {
452 mesh = cloneMesh(f.mesh_ptr[0]);
453 scaleMesh(mesh, v3f(0.12, 0.12, 0.12));
454 } else if (f.drawtype == NDT_PLANTLIKE) {
455 mesh = getExtrudedMesh(tsrc,
456 tsrc->getTextureName(f.tiles[0].layers[0].texture_id));
457 } else if (f.drawtype == NDT_NORMAL || f.drawtype == NDT_ALLFACES
458 || f.drawtype == NDT_LIQUID || f.drawtype == NDT_FLOWINGLIQUID) {
459 scene::IMesh *cube = g_extrusion_mesh_cache->createCube();
460 mesh = cloneMesh(cube);
462 scaleMesh(mesh, v3f(1.2, 1.2, 1.2));
464 MeshMakeData mesh_make_data(client, false);
465 MapNode mesh_make_node(id, 255, 0);
466 mesh_make_data.fillSingleNode(&mesh_make_node);
467 MapBlockMesh mapblock_mesh(&mesh_make_data, v3s16(0, 0, 0));
468 mesh = cloneMesh(mapblock_mesh.getMesh());
469 translateMesh(mesh, v3f(-BS, -BS, -BS));
470 scaleMesh(mesh, v3f(0.12, 0.12, 0.12));
472 u32 mc = mesh->getMeshBufferCount();
473 for (u32 i = 0; i < mc; ++i) {
474 video::SMaterial &material1 =
475 mesh->getMeshBuffer(i)->getMaterial();
476 video::SMaterial &material2 =
477 mapblock_mesh.getMesh()->getMeshBuffer(i)->getMaterial();
478 material1.setTexture(0, material2.getTexture(0));
479 material1.setTexture(1, material2.getTexture(1));
480 material1.setTexture(2, material2.getTexture(2));
481 material1.setTexture(3, material2.getTexture(3));
482 material1.MaterialType = material2.MaterialType;
486 u32 mc = mesh->getMeshBufferCount();
487 for (u32 i = 0; i < mc; ++i) {
488 scene::IMeshBuffer *buf = mesh->getMeshBuffer(i);
489 video::SMaterial &material = buf->getMaterial();
490 material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
491 material.setFlag(video::EMF_BILINEAR_FILTER, false);
492 material.setFlag(video::EMF_TRILINEAR_FILTER, false);
493 material.setFlag(video::EMF_BACK_FACE_CULLING, true);
494 material.setFlag(video::EMF_LIGHTING, false);
497 rotateMeshXZby(mesh, -45);
498 rotateMeshYZby(mesh, -30);
500 postProcessNodeMesh(mesh, f, false, false, nullptr, &result->buffer_colors);
507 scene::SMesh *getExtrudedMesh(ITextureSource *tsrc, const std::string &imagename)
509 video::ITexture *texture = tsrc->getTextureForMesh(imagename);
514 core::dimension2d<u32> dim = texture->getSize();
515 scene::IMesh *original = g_extrusion_mesh_cache->create(dim);
516 scene::SMesh *mesh = cloneMesh(original);
519 // Customize material
520 video::SMaterial &material = mesh->getMeshBuffer(0)->getMaterial();
521 material.setTexture(0, tsrc->getTexture(imagename));
522 material.TextureLayer[0].TextureWrapU = video::ETC_CLAMP_TO_EDGE;
523 material.TextureLayer[0].TextureWrapV = video::ETC_CLAMP_TO_EDGE;
524 material.setFlag(video::EMF_BILINEAR_FILTER, false);
525 material.setFlag(video::EMF_TRILINEAR_FILTER, false);
526 material.setFlag(video::EMF_BACK_FACE_CULLING, true);
527 material.setFlag(video::EMF_LIGHTING, false);
528 material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
529 scaleMesh(mesh, v3f(2.0, 2.0, 2.0));
534 void postProcessNodeMesh(scene::SMesh *mesh, const ContentFeatures &f,
535 bool use_shaders, bool set_material, video::E_MATERIAL_TYPE *mattype,
536 std::vector<ItemPartColor> *colors)
538 u32 mc = mesh->getMeshBufferCount();
539 // Allocate colors for existing buffers
541 for (u32 i = 0; i < mc; ++i)
542 colors->push_back(ItemPartColor());
544 for (u32 i = 0; i < mc; ++i) {
545 const TileSpec *tile = &(f.tiles[i]);
546 scene::IMeshBuffer *buf = mesh->getMeshBuffer(i);
547 for (int layernum = 0; layernum < MAX_TILE_LAYERS; layernum++) {
548 const TileLayer *layer = &tile->layers[layernum];
549 if (layer->texture_id == 0)
552 scene::IMeshBuffer *copy = cloneMeshBuffer(buf);
553 copy->getMaterial() = buf->getMaterial();
554 mesh->addMeshBuffer(copy);
558 ItemPartColor(layer->has_color, layer->color));
560 (*colors)[i] = ItemPartColor(layer->has_color, layer->color);
562 video::SMaterial &material = buf->getMaterial();
564 layer->applyMaterialOptions(material);
566 material.MaterialType = *mattype;
568 if (layer->animation_frame_count > 1) {
569 FrameSpec animation_frame = layer->frames[0];
570 material.setTexture(0, animation_frame.texture);
572 material.setTexture(0, layer->texture);
575 if (layer->normal_texture) {
576 if (layer->animation_frame_count > 1) {
577 FrameSpec animation_frame = layer->frames[0];
578 material.setTexture(1, animation_frame.normal_texture);
580 material.setTexture(1, layer->normal_texture);
582 material.setTexture(2, layer->flags_texture);