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),
203 m_material_type(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF),
204 m_lighting(lighting),
205 m_bounding_box(0.0, 0.0, 0.0, 0.0, 0.0, 0.0)
207 m_enable_shaders = g_settings->getBool("enable_shaders");
208 m_anisotropic_filter = g_settings->getBool("anisotropic_filter");
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 sanity_check(g_extrusion_mesh_cache);
234 if (g_extrusion_mesh_cache->drop())
235 g_extrusion_mesh_cache = NULL;
238 void WieldMeshSceneNode::setCube(const ContentFeatures &f,
239 v3f wield_scale, ITextureSource *tsrc)
241 scene::IMesh *cubemesh = g_extrusion_mesh_cache->createCube();
242 scene::SMesh *copy = cloneMesh(cubemesh);
244 postProcessNodeMesh(copy, f, false, true, &m_material_type, &m_colors);
247 m_meshnode->setScale(wield_scale * WIELD_SCALE_FACTOR);
250 void WieldMeshSceneNode::setExtruded(const std::string &imagename,
251 v3f wield_scale, ITextureSource *tsrc, u8 num_frames)
253 video::ITexture *texture = tsrc->getTexture(imagename);
259 core::dimension2d<u32> dim = texture->getSize();
260 // Detect animation texture and pull off top frame instead of using entire thing
261 if (num_frames > 1) {
262 u32 frame_height = dim.Height / num_frames;
263 dim = core::dimension2d<u32>(dim.Width, frame_height);
265 scene::IMesh *mesh = g_extrusion_mesh_cache->create(dim);
266 scene::SMesh *copy = cloneMesh(mesh);
271 m_meshnode->setScale(wield_scale * WIELD_SCALE_FACTOR_EXTRUDED);
273 // Customize material
274 video::SMaterial &material = m_meshnode->getMaterial(0);
275 material.setTexture(0, tsrc->getTextureForMesh(imagename));
276 material.TextureLayer[0].TextureWrapU = video::ETC_CLAMP_TO_EDGE;
277 material.TextureLayer[0].TextureWrapV = video::ETC_CLAMP_TO_EDGE;
278 material.MaterialType = m_material_type;
279 material.setFlag(video::EMF_BACK_FACE_CULLING, true);
280 // Enable bi/trilinear filtering only for high resolution textures
281 if (dim.Width > 32) {
282 material.setFlag(video::EMF_BILINEAR_FILTER, m_bilinear_filter);
283 material.setFlag(video::EMF_TRILINEAR_FILTER, m_trilinear_filter);
285 material.setFlag(video::EMF_BILINEAR_FILTER, false);
286 material.setFlag(video::EMF_TRILINEAR_FILTER, false);
288 material.setFlag(video::EMF_ANISOTROPIC_FILTER, m_anisotropic_filter);
289 // mipmaps cause "thin black line" artifacts
290 #if (IRRLICHT_VERSION_MAJOR >= 1 && IRRLICHT_VERSION_MINOR >= 8) || IRRLICHT_VERSION_MAJOR >= 2
291 material.setFlag(video::EMF_USE_MIP_MAPS, false);
293 if (m_enable_shaders) {
294 material.setTexture(2, tsrc->getShaderFlagsTexture(false));
298 void WieldMeshSceneNode::setItem(const ItemStack &item, Client *client)
300 ITextureSource *tsrc = client->getTextureSource();
301 IItemDefManager *idef = client->getItemDefManager();
302 IShaderSource *shdrsrc = client->getShaderSource();
303 INodeDefManager *ndef = client->getNodeDefManager();
304 const ItemDefinition &def = item.getDefinition(idef);
305 const ContentFeatures &f = ndef->get(def.name);
306 content_t id = ndef->getId(def.name);
308 if (m_enable_shaders) {
309 u32 shader_id = shdrsrc->getShader("wielded_shader", TILE_MATERIAL_BASIC, NDT_NORMAL);
310 m_material_type = shdrsrc->getShaderInfo(shader_id).material;
315 m_base_color = idef->getItemstackColor(item, client);
317 // If wield_image is defined, it overrides everything else
318 if (def.wield_image != "") {
319 setExtruded(def.wield_image, def.wield_scale, tsrc, 1);
320 m_colors.push_back(ItemPartColor());
324 // See also CItemDefManager::createClientCached()
325 else if (def.type == ITEM_NODE) {
327 // e.g. mesh nodes and nodeboxes
328 scene::SMesh *mesh = cloneMesh(f.mesh_ptr[0]);
329 postProcessNodeMesh(mesh, f, m_enable_shaders, true,
330 &m_material_type, &m_colors);
333 // mesh is pre-scaled by BS * f->visual_scale
334 m_meshnode->setScale(
335 def.wield_scale * WIELD_SCALE_FACTOR
336 / (BS * f.visual_scale));
337 } else if (f.drawtype == NDT_AIRLIKE) {
339 } else if (f.drawtype == NDT_PLANTLIKE) {
340 setExtruded(tsrc->getTextureName(f.tiles[0].layers[0].texture_id),
341 def.wield_scale, tsrc,
342 f.tiles[0].layers[0].animation_frame_count);
343 } else if (f.drawtype == NDT_NORMAL || f.drawtype == NDT_ALLFACES) {
344 setCube(f, def.wield_scale, tsrc);
346 MeshMakeData mesh_make_data(client, false);
347 MapNode mesh_make_node(id, 255, 0);
348 mesh_make_data.fillSingleNode(&mesh_make_node);
349 MapBlockMesh mapblock_mesh(&mesh_make_data, v3s16(0, 0, 0));
350 scene::SMesh *mesh = cloneMesh(mapblock_mesh.getMesh());
351 translateMesh(mesh, v3f(-BS, -BS, -BS));
352 postProcessNodeMesh(mesh, f, m_enable_shaders, true,
353 &m_material_type, &m_colors);
356 m_meshnode->setScale(
357 def.wield_scale * WIELD_SCALE_FACTOR
358 / (BS * f.visual_scale));
360 u32 material_count = m_meshnode->getMaterialCount();
361 for (u32 i = 0; i < material_count; ++i) {
362 video::SMaterial &material = m_meshnode->getMaterial(i);
363 material.setFlag(video::EMF_BACK_FACE_CULLING, true);
364 material.setFlag(video::EMF_BILINEAR_FILTER, m_bilinear_filter);
365 material.setFlag(video::EMF_TRILINEAR_FILTER, m_trilinear_filter);
369 else if (def.inventory_image != "") {
370 setExtruded(def.inventory_image, def.wield_scale, tsrc, 1);
371 m_colors.push_back(ItemPartColor());
375 // no wield mesh found
379 void WieldMeshSceneNode::setColor(video::SColor c)
382 scene::IMesh *mesh=m_meshnode->getMesh();
387 u8 green = c.getGreen();
388 u8 blue = c.getBlue();
389 u32 mc = mesh->getMeshBufferCount();
390 for (u32 j = 0; j < mc; j++) {
391 video::SColor bc(m_base_color);
392 if ((m_colors.size() > j) && (m_colors[j].override_base))
393 bc = m_colors[j].color;
394 video::SColor buffercolor(255,
395 bc.getRed() * red / 255,
396 bc.getGreen() * green / 255,
397 bc.getBlue() * blue / 255);
398 scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
399 colorizeMeshBuffer(buf, &buffercolor);
403 void WieldMeshSceneNode::render()
405 // note: if this method is changed to actually do something,
406 // you probably should implement OnRegisterSceneNode as well
409 void WieldMeshSceneNode::changeToMesh(scene::IMesh *mesh)
412 scene::IMesh *dummymesh = g_extrusion_mesh_cache->createCube();
413 m_meshnode->setVisible(false);
414 m_meshnode->setMesh(dummymesh);
415 dummymesh->drop(); // m_meshnode grabbed it
417 m_meshnode->setMesh(mesh);
420 m_meshnode->setMaterialFlag(video::EMF_LIGHTING, m_lighting);
421 // need to normalize normals when lighting is enabled (because of setScale())
422 m_meshnode->setMaterialFlag(video::EMF_NORMALIZE_NORMALS, m_lighting);
423 m_meshnode->setVisible(true);
426 void getItemMesh(Client *client, const ItemStack &item, ItemMesh *result)
428 ITextureSource *tsrc = client->getTextureSource();
429 IItemDefManager *idef = client->getItemDefManager();
430 INodeDefManager *ndef = client->getNodeDefManager();
431 const ItemDefinition &def = item.getDefinition(idef);
432 const ContentFeatures &f = ndef->get(def.name);
433 content_t id = ndef->getId(def.name);
435 if (!g_extrusion_mesh_cache) {
436 g_extrusion_mesh_cache = new ExtrusionMeshCache();
438 g_extrusion_mesh_cache->grab();
441 scene::SMesh *mesh = NULL;
443 // If inventory_image is defined, it overrides everything else
444 if (def.inventory_image != "") {
445 mesh = getExtrudedMesh(tsrc, def.inventory_image);
446 result->buffer_colors.push_back(ItemPartColor());
447 } else if (def.type == ITEM_NODE) {
449 mesh = cloneMesh(f.mesh_ptr[0]);
450 scaleMesh(mesh, v3f(0.12, 0.12, 0.12));
451 } else if (f.drawtype == NDT_PLANTLIKE) {
452 mesh = getExtrudedMesh(tsrc,
453 tsrc->getTextureName(f.tiles[0].layers[0].texture_id));
454 } else if (f.drawtype == NDT_NORMAL || f.drawtype == NDT_ALLFACES
455 || f.drawtype == NDT_LIQUID || f.drawtype == NDT_FLOWINGLIQUID) {
456 scene::IMesh *cube = g_extrusion_mesh_cache->createCube();
457 mesh = cloneMesh(cube);
459 scaleMesh(mesh, v3f(1.2, 1.2, 1.2));
461 MeshMakeData mesh_make_data(client, false);
462 MapNode mesh_make_node(id, 255, 0);
463 mesh_make_data.fillSingleNode(&mesh_make_node);
464 MapBlockMesh mapblock_mesh(&mesh_make_data, v3s16(0, 0, 0));
465 mesh = cloneMesh(mapblock_mesh.getMesh());
466 translateMesh(mesh, v3f(-BS, -BS, -BS));
467 scaleMesh(mesh, v3f(0.12, 0.12, 0.12));
469 u32 mc = mesh->getMeshBufferCount();
470 for (u32 i = 0; i < mc; ++i) {
471 video::SMaterial &material1 =
472 mesh->getMeshBuffer(i)->getMaterial();
473 video::SMaterial &material2 =
474 mapblock_mesh.getMesh()->getMeshBuffer(i)->getMaterial();
475 material1.setTexture(0, material2.getTexture(0));
476 material1.setTexture(1, material2.getTexture(1));
477 material1.setTexture(2, material2.getTexture(2));
478 material1.setTexture(3, material2.getTexture(3));
479 material1.MaterialType = material2.MaterialType;
483 u32 mc = mesh->getMeshBufferCount();
484 for (u32 i = 0; i < mc; ++i) {
485 scene::IMeshBuffer *buf = mesh->getMeshBuffer(i);
486 video::SMaterial &material = buf->getMaterial();
487 material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
488 material.setFlag(video::EMF_BILINEAR_FILTER, false);
489 material.setFlag(video::EMF_TRILINEAR_FILTER, false);
490 material.setFlag(video::EMF_BACK_FACE_CULLING, true);
491 material.setFlag(video::EMF_LIGHTING, false);
494 rotateMeshXZby(mesh, -45);
495 rotateMeshYZby(mesh, -30);
497 postProcessNodeMesh(mesh, f, false, false, NULL,
498 &result->buffer_colors);
505 scene::SMesh * getExtrudedMesh(ITextureSource *tsrc,
506 const std::string &imagename)
508 video::ITexture *texture = tsrc->getTextureForMesh(imagename);
513 core::dimension2d<u32> dim = texture->getSize();
514 scene::IMesh *original = g_extrusion_mesh_cache->create(dim);
515 scene::SMesh *mesh = cloneMesh(original);
518 // Customize material
519 video::SMaterial &material = mesh->getMeshBuffer(0)->getMaterial();
520 material.setTexture(0, tsrc->getTexture(imagename));
521 material.TextureLayer[0].TextureWrapU = video::ETC_CLAMP_TO_EDGE;
522 material.TextureLayer[0].TextureWrapV = video::ETC_CLAMP_TO_EDGE;
523 material.setFlag(video::EMF_BILINEAR_FILTER, false);
524 material.setFlag(video::EMF_TRILINEAR_FILTER, false);
525 material.setFlag(video::EMF_BACK_FACE_CULLING, true);
526 material.setFlag(video::EMF_LIGHTING, false);
527 material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
528 scaleMesh(mesh, v3f(2.0, 2.0, 2.0));
533 void postProcessNodeMesh(scene::SMesh *mesh, const ContentFeatures &f,
534 bool use_shaders, bool set_material, video::E_MATERIAL_TYPE *mattype,
535 std::vector<ItemPartColor> *colors)
537 u32 mc = mesh->getMeshBufferCount();
538 // Allocate colors for existing buffers
540 for (u32 i = 0; i < mc; ++i)
541 colors->push_back(ItemPartColor());
543 for (u32 i = 0; i < mc; ++i) {
544 const TileSpec *tile = &(f.tiles[i]);
545 scene::IMeshBuffer *buf = mesh->getMeshBuffer(i);
546 for (int layernum = 0; layernum < MAX_TILE_LAYERS; layernum++) {
547 const TileLayer *layer = &tile->layers[layernum];
548 if (layer->texture_id == 0)
551 scene::IMeshBuffer *copy = cloneMeshBuffer(buf);
552 copy->getMaterial() = buf->getMaterial();
553 mesh->addMeshBuffer(copy);
557 ItemPartColor(layer->has_color, layer->color));
559 (*colors)[i] = ItemPartColor(layer->has_color, layer->color);
561 video::SMaterial &material = buf->getMaterial();
563 layer->applyMaterialOptions(material);
565 material.MaterialType = *mattype;
567 if (layer->animation_frame_count > 1) {
568 FrameSpec animation_frame = layer->frames[0];
569 material.setTexture(0, animation_frame.texture);
571 material.setTexture(0, layer->texture);
574 if (layer->normal_texture) {
575 if (layer->animation_frame_count > 1) {
576 FrameSpec animation_frame = layer->frames[0];
577 material.setTexture(1, animation_frame.normal_texture);
579 material.setTexture(1, layer->normal_texture);
581 material.setTexture(2, layer->flags_texture);