#ifndef SERVER
#include "mapblock_mesh.h"
#include "mesh.h"
+#include "wieldmesh.h"
#include "tile.h"
#endif
#include "log.h"
#include <map>
#include <set>
+#ifdef __ANDROID__
+#include <GLES/gl.h>
+#endif
+
/*
ItemDefinition
*/
groups = def.groups;
node_placement_prediction = def.node_placement_prediction;
sound_place = def.sound_place;
+ range = def.range;
return *this;
}
}
groups.clear();
sound_place = SimpleSoundSpec();
+ range = -1;
node_placement_prediction = "";
}
{
if(protocol_version <= 17)
writeU8(os, 1); // version
- else
+ else if(protocol_version <= 20)
writeU8(os, 2); // version
+ else
+ writeU8(os, 3); // version
writeU8(os, type);
os<<serializeString(name);
os<<serializeString(description);
os<<serializeString(sound_place.name);
writeF1000(os, sound_place.gain);
}
+ if(protocol_version > 20){
+ writeF1000(os, range);
+ }
}
void ItemDefinition::deSerialize(std::istream &is)
// Deserialize
int version = readU8(is);
- if(version != 1 && version != 2)
+ if(version < 1 || version > 3)
throw SerializationError("unsupported ItemDefinition version");
type = (enum ItemType)readU8(is);
name = deSerializeString(is);
// Set the old default sound
sound_place.name = "default_place_node";
sound_place.gain = 0.5;
- } else if(version == 2) {
+ } else if(version >= 2) {
node_placement_prediction = deSerializeString(is);
//deserializeSimpleSoundSpec(sound_place, is);
sound_place.name = deSerializeString(is);
sound_place.gain = readF1000(is);
}
+ if(version == 3) {
+ range = readF1000(is);
+ }
// If you add anything here, insert it primarily inside the try-catch
// block to not need to increase the version.
try{
-
}catch(SerializationError &e) {};
}
public:
CItemDefManager()
{
- for (std::map<std::string, ItemDefinition*>::iterator iter =
- m_item_definitions.begin(); iter != m_item_definitions.end();
- iter ++) {
- delete iter->second;
- }
- m_item_definitions.clear();
+
#ifndef SERVER
m_main_thread = get_current_thread_id();
- m_driver = NULL;
#endif
-
clear();
}
virtual ~CItemDefManager()
delete cc;
}
- if (m_driver != NULL) {
- for (unsigned int i = 0; i < m_extruded_textures.size(); i++) {
- m_driver->removeTexture(m_extruded_textures[i]);
- }
- m_extruded_textures.clear();
- }
- m_driver = NULL;
#endif
+ for (std::map<std::string, ItemDefinition*>::iterator iter =
+ m_item_definitions.begin(); iter != m_item_definitions.end();
+ iter ++) {
+ delete iter->second;
+ }
+ m_item_definitions.clear();
}
virtual const ItemDefinition& get(const std::string &name_) const
{
return m_item_definitions.find(name) != m_item_definitions.end();
}
#ifndef SERVER
-private:
- static video::IVideoDriver * m_driver;
- static std::vector<video::ITexture*> m_extruded_textures;
public:
ClientCached* createClientCachedDirect(const std::string &name,
IGameDef *gamedef) const
ITextureSource *tsrc = gamedef->getTextureSource();
INodeDefManager *nodedef = gamedef->getNodeDefManager();
- IrrlichtDevice *device = tsrc->getDevice();
- video::IVideoDriver *driver = device->getVideoDriver();
- const ItemDefinition *def = &get(name);
+ 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->getTextureRaw(def->inventory_image);
- }
- else if(def->type == ITEM_NODE)
- {
- need_node_mesh = true;
- }
+ if(def.inventory_image != "")
+ cc->inventory_texture = tsrc->getTexture(def.inventory_image);
+
+ // Additional processing for nodes:
+ // - Create a wield mesh if WieldMeshSceneNode can't render
+ // the node on its own.
+ // - If inventory_texture isn't set yet, create one using
+ // render-to-texture.
+ if (def.type == ITEM_NODE) {
+ // Get node properties
+ content_t id = nodedef->getId(name);
+ const ContentFeatures &f = nodedef->get(id);
- // 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->getTextureRaw(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;
- }
- }
+ bool need_rtt_mesh = cc->inventory_texture == NULL;
- if(need_node_mesh)
- {
- /*
- Get node properties
- */
- content_t id = nodedef->getId(def->name);
- const ContentFeatures &f = nodedef->get(id);
+ // Keep this in sync with WieldMeshSceneNode::setItem()
+ bool need_wield_mesh =
+ !(f.mesh_ptr[0] ||
+ f.drawtype == NDT_NORMAL ||
+ f.drawtype == NDT_ALLFACES ||
+ f.drawtype == NDT_AIRLIKE);
- u8 param1 = 0;
- if(f.param_type == CPT_LIGHT)
- param1 = 0xee;
+ scene::IMesh *node_mesh = NULL;
- /*
- Make a mesh from the node
- */
- 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);
-
- scene::IMesh *node_mesh = mapblock_mesh.getMesh();
- assert(node_mesh);
- video::SColor c(255, 255, 255, 255);
- if(g_settings->getS32("enable_shaders") != 0)
- c = MapBlock_LightColor(255, 0xffff, decode_light(f.light_source));
- setMeshColor(node_mesh, c);
+ bool reenable_shaders = false;
- /*
- 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));
+ if (need_rtt_mesh || need_wield_mesh) {
+ u8 param1 = 0;
+ if (f.param_type == CPT_LIGHT)
+ param1 = 0xee;
+
+ /*
+ Make a mesh from the node
+ */
+ if (g_settings->getBool("enable_shaders")) {
+ reenable_shaders = true;
+ g_settings->setBool("enable_shaders", false);
+ }
+ MeshMakeData mesh_make_data(gamedef);
+ u8 param2 = 0;
+ if (f.param_type_2 == CPT2_WALLMOUNTED)
+ param2 = 1;
+ MapNode mesh_make_node(id, param1, param2);
+ mesh_make_data.fillSingleNode(&mesh_make_node);
+ MapBlockMesh mapblock_mesh(&mesh_make_data, v3s16(0, 0, 0));
+ node_mesh = mapblock_mesh.getMesh();
+ node_mesh->grab();
+ 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)
- {
- core::dimension2d<u32> dim(64,64);
- std::string rtt_texture_name = "INVENTORY_"
- + def->name + "_RTT";
- v3f camera_position(0, 1.0, -1.5);
- camera_position.rotateXZBy(45);
- v3f camera_lookat(0, 0, 0);
- core::CMatrix4<f32> camera_projection_matrix;
+ if (need_rtt_mesh) {
+ 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
- camera_projection_matrix.buildProjectionMatrixOrthoLH(
+ params.camera_projection_matrix.buildProjectionMatrixOrthoLH(
1.65, 1.65, 0, 100);
-
- video::SColorf ambient_light(0.2,0.2,0.2);
- v3f light_position(10, 100, -50);
- video::SColorf light_color(0.5,0.5,0.5);
- f32 light_radius = 1000;
-
- cc->inventory_texture = generateTextureFromMesh(
- node_mesh, device, dim, rtt_texture_name,
- camera_position,
- camera_lookat,
- camera_projection_matrix,
- ambient_light,
- light_position,
- light_color,
- light_radius);
+ 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)
- {
+ if (cc->inventory_texture == NULL) {
cc->inventory_texture =
- tsrc->getTextureRaw(f.tiledef[0].name);
+ tsrc->getTexture(f.tiledef[0].name);
}
}
- else
- {
- if (m_driver == 0)
- m_driver = driver;
-
- m_extruded_textures.push_back(cc->inventory_texture);
- }
/*
Use the node mesh as the wield mesh
*/
+ if (need_wield_mesh) {
+ cc->wield_mesh = node_mesh;
+ cc->wield_mesh->grab();
- // Scale to proper wield mesh proportions
- scaleMesh(node_mesh, v3f(30.0, 30.0, 30.0)
- * def->wield_scale);
+ // no way reference count can be smaller than 2 in this place!
+ assert(cc->wield_mesh->getReferenceCount() >= 2);
+ }
- cc->wield_mesh = node_mesh;
- cc->wield_mesh->grab();
+ if (node_mesh)
+ node_mesh->drop();
- //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
else
{
// We're gonna ask the result to be put into here
- ResultQueue<std::string, ClientCached*, u8, u8> result_queue;
+ static ResultQueue<std::string, ClientCached*, u8, u8> result_queue;
+
// Throw a request in
m_get_clientcached_queue.add(name, 0, 0, &result_queue);
try{
- // Wait result for a second
- GetResult<std::string, ClientCached*, u8, u8>
+ while(true) {
+ // Wait result for a second
+ GetResult<std::string, ClientCached*, u8, u8>
result = result_queue.pop_front(1000);
- // Check that at least something worked OK
- assert(result.key == name);
- // Return it
- return result.item;
+
+ if (result.key == name) {
+ return result.item;
+ }
+ }
}
catch(ItemNotFoundException &e)
{
- errorstream<<"Waiting for clientcached timed out."<<std::endl;
+ errorstream<<"Waiting for clientcached " << name << " timed out."<<std::endl;
return &m_dummy_clientcached;
}
}
// Add the four builtin items:
// "" is the hand
- // "unknown" is returned whenever an undefined item is accessed
+ // "unknown" is returned whenever an undefined item
+ // is accessed (is also the unknown node)
// "air" is the air node
// "ignore" is the ignore node
m_item_definitions.insert(std::make_pair("", hand_def));
ItemDefinition* unknown_def = new ItemDefinition;
+ unknown_def->type = ITEM_NODE;
unknown_def->name = "unknown";
m_item_definitions.insert(std::make_pair("unknown", unknown_def));
// Ensure that the "" item (the hand) always has ToolCapabilities
if(def.name == "")
assert(def.tool_capabilities != NULL);
-
+
if(m_item_definitions.count(def.name) == 0)
m_item_definitions[def.name] = new ItemDefinition(def);
else
void processQueue(IGameDef *gamedef)
{
#ifndef SERVER
+ //NOTE this is only thread safe for ONE consumer thread!
while(!m_get_clientcached_queue.empty())
{
GetRequest<std::string, ClientCached*, u8, u8>
request = m_get_clientcached_queue.pop();
- GetResult<std::string, ClientCached*, u8, u8>
- result;
- result.key = request.key;
- result.callers = request.callers;
- result.item = createClientCachedDirect(request.key, gamedef);
- request.dest->push_back(result);
+
+ m_get_clientcached_queue.pushResult(request,
+ createClientCachedDirect(request.key, gamedef));
}
#endif
}
{
return new CItemDefManager();
}
-
-#ifndef SERVER
-//TODO very very very dirty hack!
-video::IVideoDriver * CItemDefManager::m_driver = 0;
-std::vector<video::ITexture*> CItemDefManager::m_extruded_textures;
-#endif