+#ifndef SERVER
+public:
+ ClientCached* createClientCachedDirect(const std::string &name,
+ IGameDef *gamedef) const
+ {
+ infostream<<"Lazily creating item texture and mesh for \""
+ <<name<<"\""<<std::endl;
+
+ // This is not thread-safe
+ assert(get_current_thread_id() == m_main_thread);
+
+ // Skip if already in cache
+ ClientCached *cc = NULL;
+ m_clientcached.get(name, &cc);
+ if(cc)
+ return cc;
+
+ ITextureSource *tsrc = gamedef->getTextureSource();
+ INodeDefManager *nodedef = gamedef->getNodeDefManager();
+ IrrlichtDevice *device = tsrc->getDevice();
+ video::IVideoDriver *driver = device->getVideoDriver();
+ const ItemDefinition *def = &get(name);
+
+ // Create new ClientCached
+ cc = new ClientCached();
+
+ bool need_node_mesh = false;
+
+ // Create an inventory texture
+ cc->inventory_texture = NULL;
+ if(def->inventory_image != "")
+ {
+ cc->inventory_texture = tsrc->getTexture(def->inventory_image);
+ }
+ else if(def->type == ITEM_NODE)
+ {
+ need_node_mesh = true;
+ }
+
+ // Create a wield mesh
+ assert(cc->wield_mesh == NULL);
+ if(def->type == ITEM_NODE && def->wield_image == "")
+ {
+ need_node_mesh = true;
+ }
+ else if(def->wield_image != "" || def->inventory_image != "")
+ {
+ // Extrude the wield image into a mesh
+
+ std::string imagename;
+ if(def->wield_image != "")
+ imagename = def->wield_image;
+ else
+ imagename = def->inventory_image;
+
+ cc->wield_mesh = createExtrudedMesh(
+ tsrc->getTexture(imagename),
+ driver,
+ def->wield_scale * v3f(40.0, 40.0, 4.0));
+ if(cc->wield_mesh == NULL)
+ {
+ infostream<<"ItemDefManager: WARNING: "
+ <<"updateTexturesAndMeshes(): "
+ <<"Unable to create extruded mesh for item "
+ <<def->name<<std::endl;
+ }
+ }
+
+ if(need_node_mesh)
+ {
+ /*
+ Get node properties
+ */
+ content_t id = nodedef->getId(def->name);
+ const ContentFeatures &f = nodedef->get(id);
+
+ u8 param1 = 0;
+ if(f.param_type == CPT_LIGHT)
+ param1 = 0xee;
+
+ /*
+ Make a mesh from the node
+ */
+ bool reenable_shaders = false;
+ if(g_settings->getBool("enable_shaders")){
+ reenable_shaders = true;
+ g_settings->setBool("enable_shaders",false);
+ }
+ MeshMakeData mesh_make_data(gamedef);
+ MapNode mesh_make_node(id, param1, 0);
+ mesh_make_data.fillSingleNode(&mesh_make_node);
+ MapBlockMesh mapblock_mesh(&mesh_make_data, v3s16(0, 0, 0));
+ scene::IMesh *node_mesh = mapblock_mesh.getMesh();
+ assert(node_mesh);
+ video::SColor c(255, 255, 255, 255);
+ setMeshColor(node_mesh, c);
+
+ /*
+ Scale and translate the mesh so it's a unit cube
+ centered on the origin
+ */
+ scaleMesh(node_mesh, v3f(1.0/BS, 1.0/BS, 1.0/BS));
+ translateMesh(node_mesh, v3f(-1.0, -1.0, -1.0));
+
+ /*
+ Draw node mesh into a render target texture
+ */
+ if(cc->inventory_texture == NULL)
+ {
+ TextureFromMeshParams params;
+ params.mesh = node_mesh;
+ params.dim.set(64, 64);
+ params.rtt_texture_name = "INVENTORY_"
+ + def->name + "_RTT";
+ params.delete_texture_on_shutdown = true;
+ params.camera_position.set(0, 1.0, -1.5);
+ params.camera_position.rotateXZBy(45);
+ params.camera_lookat.set(0, 0, 0);
+ // Set orthogonal projection
+ params.camera_projection_matrix.buildProjectionMatrixOrthoLH(
+ 1.65, 1.65, 0, 100);
+ params.ambient_light.set(1.0, 0.2, 0.2, 0.2);
+ params.light_position.set(10, 100, -50);
+ params.light_color.set(1.0, 0.5, 0.5, 0.5);
+ params.light_radius = 1000;
+
+#ifdef __ANDROID__
+ params.camera_position.set(0, -1.0, -1.5);
+ params.camera_position.rotateXZBy(45);
+ params.light_position.set(10, -100, -50);
+#endif
+ cc->inventory_texture =
+ tsrc->generateTextureFromMesh(params);
+
+ // render-to-target didn't work
+ if(cc->inventory_texture == NULL)
+ {
+ cc->inventory_texture =
+ tsrc->getTexture(f.tiledef[0].name);
+ }
+ }
+
+ /*
+ Use the node mesh as the wield mesh
+ */
+
+ // Scale to proper wield mesh proportions
+ scaleMesh(node_mesh, v3f(30.0, 30.0, 30.0)
+ * def->wield_scale);
+
+ cc->wield_mesh = node_mesh;
+ cc->wield_mesh->grab();
+
+ //no way reference count can be smaller than 2 in this place!
+ assert(cc->wield_mesh->getReferenceCount() >= 2);
+
+ if (reenable_shaders)
+ g_settings->setBool("enable_shaders",true);
+ }
+
+ // Put in cache
+ m_clientcached.set(name, cc);
+
+ return cc;
+ }
+ ClientCached* getClientCached(const std::string &name,
+ IGameDef *gamedef) const
+ {
+ ClientCached *cc = NULL;
+ m_clientcached.get(name, &cc);
+ if(cc)
+ return cc;
+
+ if(get_current_thread_id() == m_main_thread)
+ {
+ return createClientCachedDirect(name, gamedef);
+ }
+ else
+ {
+ // We're gonna ask the result to be put into here
+ static ResultQueue<std::string, ClientCached*, u8, u8> result_queue;
+
+ // Throw a request in
+ m_get_clientcached_queue.add(name, 0, 0, &result_queue);
+ try{
+ while(true) {
+ // Wait result for a second
+ GetResult<std::string, ClientCached*, u8, u8>
+ result = result_queue.pop_front(1000);
+
+ if (result.key == name) {
+ return result.item;
+ }
+ }
+ }
+ catch(ItemNotFoundException &e)
+ {
+ errorstream<<"Waiting for clientcached " << name << " timed out."<<std::endl;
+ return &m_dummy_clientcached;
+ }
+ }
+ }
+ // Get item inventory texture
+ virtual video::ITexture* getInventoryTexture(const std::string &name,
+ IGameDef *gamedef) const
+ {
+ ClientCached *cc = getClientCached(name, gamedef);
+ if(!cc)
+ return NULL;
+ return cc->inventory_texture;
+ }
+ // Get item wield mesh
+ virtual scene::IMesh* getWieldMesh(const std::string &name,
+ IGameDef *gamedef) const
+ {
+ ClientCached *cc = getClientCached(name, gamedef);
+ if(!cc)
+ return NULL;
+ return cc->wield_mesh;
+ }
+#endif