Fix unit test if there isn't a localhost address (for example FreeBSD jails), second...
[oweals/minetest.git] / src / itemdef.cpp
index 10e1afe2dbaedcf160e1ad692a5030d0ffda3b8e..d356b96c5379d4b2f68cb7becf2416853c40e060 100644 (file)
@@ -27,6 +27,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #ifndef SERVER
 #include "mapblock_mesh.h"
 #include "mesh.h"
+#include "wieldmesh.h"
 #include "tile.h"
 #endif
 #include "log.h"
@@ -330,101 +331,72 @@ public:
 
                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->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);
+               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);
 
-                       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);
+                       bool need_rtt_mesh = cc->inventory_texture == NULL;
+
+                       // 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);
+
+                       scene::IMesh *node_mesh = NULL;
+
+                       if (need_rtt_mesh || need_wield_mesh) {
+                               u8 param1 = 0;
+                               if (f.param_type == CPT_LIGHT)
+                                       param1 = 0xee;
+
+                               /*
+                                       Make a mesh from the node
+                               */
+                               MeshMakeData mesh_make_data(gamedef, false);
+                               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));
                        }
-                       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)
-                       {
+                       if (need_rtt_mesh) {
                                TextureFromMeshParams params;
                                params.mesh = node_mesh;
                                params.dim.set(64, 64);
                                params.rtt_texture_name = "INVENTORY_"
-                                       + def->name + "_RTT";
+                                       + def.name + "_RTT";
                                params.delete_texture_on_shutdown = true;
                                params.camera_position.set(0, 1.0, -1.5);
                                params.camera_position.rotateXZBy(45);
@@ -446,8 +418,7 @@ public:
                                        tsrc->generateTextureFromMesh(params);
 
                                // render-to-target didn't work
-                               if(cc->inventory_texture == NULL)
-                               {
+                               if (cc->inventory_texture == NULL) {
                                        cc->inventory_texture =
                                                tsrc->getTexture(f.tiledef[0].name);
                                }
@@ -456,19 +427,16 @@ public:
                        /*
                                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);
-
-                       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);
+                               // 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);
+                       if (node_mesh)
+                               node_mesh->drop();
                }
 
                // Put in cache