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 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[0];
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, u8 num_frames)
264 video::ITexture *texture = tsrc->getTexture(imagename);
270 core::dimension2d<u32> dim = texture->getSize();
271 // Detect animation texture and pull off top frame instead of using entire thing
272 if (num_frames > 1) {
273 u32 frame_height = dim.Height / num_frames;
274 dim = core::dimension2d<u32>(dim.Width, frame_height);
276 scene::IMesh *mesh = g_extrusion_mesh_cache->create(dim);
280 m_meshnode->setScale(wield_scale * WIELD_SCALE_FACTOR_EXTRUDED);
282 // Customize material
283 video::SMaterial &material = m_meshnode->getMaterial(0);
284 material.setTexture(0, tsrc->getTextureForMesh(imagename));
285 material.TextureLayer[0].TextureWrapU = video::ETC_CLAMP_TO_EDGE;
286 material.TextureLayer[0].TextureWrapV = video::ETC_CLAMP_TO_EDGE;
287 material.MaterialType = m_material_type;
288 material.setFlag(video::EMF_BACK_FACE_CULLING, true);
289 // Enable bi/trilinear filtering only for high resolution textures
290 if (dim.Width > 32) {
291 material.setFlag(video::EMF_BILINEAR_FILTER, m_bilinear_filter);
292 material.setFlag(video::EMF_TRILINEAR_FILTER, m_trilinear_filter);
294 material.setFlag(video::EMF_BILINEAR_FILTER, false);
295 material.setFlag(video::EMF_TRILINEAR_FILTER, false);
297 material.setFlag(video::EMF_ANISOTROPIC_FILTER, m_anisotropic_filter);
298 // mipmaps cause "thin black line" artifacts
299 #if (IRRLICHT_VERSION_MAJOR >= 1 && IRRLICHT_VERSION_MINOR >= 8) || IRRLICHT_VERSION_MAJOR >= 2
300 material.setFlag(video::EMF_USE_MIP_MAPS, false);
302 if (m_enable_shaders) {
303 material.setTexture(2, tsrc->getShaderFlagsTexture(false));
307 void WieldMeshSceneNode::setItem(const ItemStack &item, IGameDef *gamedef)
309 ITextureSource *tsrc = gamedef->getTextureSource();
310 IItemDefManager *idef = gamedef->getItemDefManager();
311 IShaderSource *shdrsrc = gamedef->getShaderSource();
312 INodeDefManager *ndef = gamedef->getNodeDefManager();
313 const ItemDefinition &def = item.getDefinition(idef);
314 const ContentFeatures &f = ndef->get(def.name);
315 content_t id = ndef->getId(def.name);
317 if (m_enable_shaders) {
318 u32 shader_id = shdrsrc->getShader("wielded_shader", TILE_MATERIAL_BASIC, NDT_NORMAL);
319 m_material_type = shdrsrc->getShaderInfo(shader_id).material;
322 // If wield_image is defined, it overrides everything else
323 if (def.wield_image != "") {
324 setExtruded(def.wield_image, def.wield_scale, tsrc, 1);
328 // See also CItemDefManager::createClientCached()
329 else if (def.type == ITEM_NODE) {
331 // e.g. mesh nodes and nodeboxes
332 changeToMesh(f.mesh_ptr[0]);
333 // mesh_ptr[0] 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].texture_id), def.wield_scale, tsrc, f.tiles[0].animation_frame_count);
341 } else if (f.drawtype == NDT_NORMAL || f.drawtype == NDT_ALLFACES) {
342 setCube(f.tiles, def.wield_scale, tsrc);
344 MeshMakeData mesh_make_data(gamedef, 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 changeToMesh(mapblock_mesh.getMesh());
349 translateMesh(m_meshnode->getMesh(), v3f(-BS, -BS, -BS));
350 m_meshnode->setScale(
351 def.wield_scale * WIELD_SCALE_FACTOR
352 / (BS * f.visual_scale));
354 u32 material_count = m_meshnode->getMaterialCount();
355 if (material_count > 6) {
356 errorstream << "WieldMeshSceneNode::setItem: Invalid material "
357 "count " << material_count << ", truncating to 6" << std::endl;
360 for (u32 i = 0; i < material_count; ++i) {
361 video::SMaterial &material = m_meshnode->getMaterial(i);
362 material.setFlag(video::EMF_BACK_FACE_CULLING, true);
363 material.setFlag(video::EMF_BILINEAR_FILTER, m_bilinear_filter);
364 material.setFlag(video::EMF_TRILINEAR_FILTER, m_trilinear_filter);
365 bool animated = (f.tiles[i].animation_frame_count > 1);
367 FrameSpec animation_frame = f.tiles[i].frames[0];
368 material.setTexture(0, animation_frame.texture);
370 material.setTexture(0, f.tiles[i].texture);
372 material.MaterialType = m_material_type;
373 if (m_enable_shaders) {
374 if (f.tiles[i].normal_texture) {
376 FrameSpec animation_frame = f.tiles[i].frames[0];
377 material.setTexture(1, animation_frame.normal_texture);
379 material.setTexture(1, f.tiles[i].normal_texture);
382 material.setTexture(2, f.tiles[i].flags_texture);
387 else if (def.inventory_image != "") {
388 setExtruded(def.inventory_image, def.wield_scale, tsrc, 1);
392 // no wield mesh found
396 void WieldMeshSceneNode::setColor(video::SColor color)
399 setMeshColor(m_meshnode->getMesh(), color);
400 shadeMeshFaces(m_meshnode->getMesh());
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
418 m_meshnode->setMesh(mesh);
421 Lighting is disabled, this means the caller can (and probably will)
422 call setColor later. We therefore need to clone the mesh so that
423 setColor will only modify this scene node's mesh, not others'.
425 scene::IMeshManipulator *meshmanip = SceneManager->getMeshManipulator();
426 scene::IMesh *new_mesh = meshmanip->createMeshCopy(mesh);
427 m_meshnode->setMesh(new_mesh);
428 new_mesh->drop(); // m_meshnode grabbed it
432 m_meshnode->setMaterialFlag(video::EMF_LIGHTING, m_lighting);
433 // need to normalize normals when lighting is enabled (because of setScale())
434 m_meshnode->setMaterialFlag(video::EMF_NORMALIZE_NORMALS, m_lighting);
435 m_meshnode->setVisible(true);
438 scene::IMesh *getItemMesh(IGameDef *gamedef, const ItemStack &item)
440 ITextureSource *tsrc = gamedef->getTextureSource();
441 IItemDefManager *idef = gamedef->getItemDefManager();
442 INodeDefManager *ndef = gamedef->getNodeDefManager();
443 const ItemDefinition &def = item.getDefinition(idef);
444 const ContentFeatures &f = ndef->get(def.name);
445 content_t id = ndef->getId(def.name);
447 if (!g_extrusion_mesh_cache) {
448 g_extrusion_mesh_cache = new ExtrusionMeshCache();
450 g_extrusion_mesh_cache->grab();
455 // If inventory_image is defined, it overrides everything else
456 if (def.inventory_image != "") {
457 mesh = getExtrudedMesh(tsrc, def.inventory_image);
459 } else if (def.type == ITEM_NODE) {
461 mesh = cloneMesh(f.mesh_ptr[0]);
462 scaleMesh(mesh, v3f(0.12, 0.12, 0.12));
463 setMeshColor(mesh, video::SColor (255, 255, 255, 255));
464 } else if (f.drawtype == NDT_PLANTLIKE) {
465 mesh = getExtrudedMesh(tsrc,
466 tsrc->getTextureName(f.tiles[0].texture_id));
468 } else if (f.drawtype == NDT_NORMAL || f.drawtype == NDT_ALLFACES
469 || f.drawtype == NDT_LIQUID || f.drawtype == NDT_FLOWINGLIQUID) {
470 mesh = cloneMesh(g_extrusion_mesh_cache->createCube());
471 scaleMesh(mesh, v3f(1.2, 1.2, 1.2));
473 MeshMakeData mesh_make_data(gamedef, false);
474 MapNode mesh_make_node(id, 255, 0);
475 mesh_make_data.fillSingleNode(&mesh_make_node);
476 MapBlockMesh mapblock_mesh(&mesh_make_data, v3s16(0, 0, 0));
477 mesh = cloneMesh(mapblock_mesh.getMesh());
478 translateMesh(mesh, v3f(-BS, -BS, -BS));
479 scaleMesh(mesh, v3f(0.12, 0.12, 0.12));
480 rotateMeshXZby(mesh, -45);
481 rotateMeshYZby(mesh, -30);
483 u32 mc = mesh->getMeshBufferCount();
484 for (u32 i = 0; i < mc; ++i) {
485 video::SMaterial &material1 =
486 mesh->getMeshBuffer(i)->getMaterial();
487 video::SMaterial &material2 =
488 mapblock_mesh.getMesh()->getMeshBuffer(i)->getMaterial();
489 material1.setTexture(0, material2.getTexture(0));
490 material1.setTexture(1, material2.getTexture(1));
491 material1.setTexture(2, material2.getTexture(2));
492 material1.setTexture(3, material2.getTexture(3));
493 material1.MaterialType = material2.MaterialType;
498 shadeMeshFaces(mesh);
499 rotateMeshXZby(mesh, -45);
500 rotateMeshYZby(mesh, -30);
502 u32 mc = mesh->getMeshBufferCount();
503 for (u32 i = 0; i < mc; ++i) {
504 video::SMaterial &material = mesh->getMeshBuffer(i)->getMaterial();
505 material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
506 material.setFlag(video::EMF_BILINEAR_FILTER, false);
507 material.setFlag(video::EMF_TRILINEAR_FILTER, false);
508 material.setFlag(video::EMF_BACK_FACE_CULLING, true);
509 material.setFlag(video::EMF_LIGHTING, false);
510 if (f.tiles[i].animation_frame_count > 1) {
511 FrameSpec animation_frame = f.tiles[i].frames[0];
512 material.setTexture(0, animation_frame.texture);
514 material.setTexture(0, f.tiles[i].texture);
522 scene::IMesh * getExtrudedMesh(ITextureSource *tsrc,
523 const std::string &imagename)
525 video::ITexture *texture = tsrc->getTextureForMesh(imagename);
530 core::dimension2d<u32> dim = texture->getSize();
531 scene::IMesh *mesh = cloneMesh(g_extrusion_mesh_cache->create(dim));
533 // Customize material
534 video::SMaterial &material = mesh->getMeshBuffer(0)->getMaterial();
535 material.setTexture(0, tsrc->getTexture(imagename));
536 material.TextureLayer[0].TextureWrapU = video::ETC_CLAMP_TO_EDGE;
537 material.TextureLayer[0].TextureWrapV = video::ETC_CLAMP_TO_EDGE;
538 material.setFlag(video::EMF_BILINEAR_FILTER, false);
539 material.setFlag(video::EMF_TRILINEAR_FILTER, false);
540 material.setFlag(video::EMF_BACK_FACE_CULLING, true);
541 material.setFlag(video::EMF_LIGHTING, false);
542 material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
543 scaleMesh(mesh, v3f(2.0, 2.0, 2.0));