Fix a memleak pointed by @Zeno- in MeshUpdateQueue
[oweals/minetest.git] / src / wieldmesh.cpp
index 4552d357236b2c55d3d64c2c87fdcd669e535f28..8b1477bb7da9a830f1c631d498a6e6afffa1fc79 100644 (file)
@@ -17,13 +17,15 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
 */
 
+#include "settings.h"
 #include "wieldmesh.h"
 #include "inventory.h"
-#include "gamedef.h"
+#include "client.h"
 #include "itemdef.h"
 #include "nodedef.h"
 #include "mesh.h"
-#include "tile.h"
+#include "mapblock_mesh.h"
+#include "client/tile.h"
 #include "log.h"
 #include "util/numeric.h"
 #include <map>
@@ -32,10 +34,10 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #define WIELD_SCALE_FACTOR 30.0
 #define WIELD_SCALE_FACTOR_EXTRUDED 40.0
 
-#define MIN_EXTRUSION_MESH_RESOLUTION 32   // not 16: causes too many "holes"
+#define MIN_EXTRUSION_MESH_RESOLUTION 16
 #define MAX_EXTRUSION_MESH_RESOLUTION 512
 
-static scene::IMeshcreateExtrusionMesh(int resolution_x, int resolution_y)
+static scene::IMesh *createExtrusionMesh(int resolution_x, int resolution_y)
 {
        const f32 r = 0.5;
 
@@ -107,17 +109,6 @@ static scene::IMesh* createExtrusionMesh(int resolution_x, int resolution_y)
                buf->append(vertices, 8, indices, 12);
        }
 
-       // Define default material
-       video::SMaterial *material = &buf->getMaterial();
-       material->MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
-       material->BackfaceCulling = true;
-       material->setFlag(video::EMF_LIGHTING, false);
-       material->setFlag(video::EMF_BILINEAR_FILTER, false);
-       material->setFlag(video::EMF_TRILINEAR_FILTER, false);
-       // anisotropic filtering removes "thin black line" artifacts
-       material->setFlag(video::EMF_ANISOTROPIC_FILTER, true);
-       material->setFlag(video::EMF_TEXTURE_WRAP, false);
-
        // Create mesh object
        scene::SMesh *mesh = new scene::SMesh();
        mesh->addMeshBuffer(buf);
@@ -178,7 +169,7 @@ public:
                if (it == m_extrusion_meshes.end()) {
                        // no viable resolution found; use largest one
                        it = m_extrusion_meshes.find(MAX_EXTRUSION_MESH_RESOLUTION);
-                       assert(it != m_extrusion_meshes.end());
+                       sanity_check(it != m_extrusion_meshes.end());
                }
 
                scene::IMesh *mesh = it->second;
@@ -209,9 +200,15 @@ WieldMeshSceneNode::WieldMeshSceneNode(
 ):
        scene::ISceneNode(parent, mgr, id),
        m_meshnode(NULL),
+       m_material_type(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF),
        m_lighting(lighting),
        m_bounding_box(0.0, 0.0, 0.0, 0.0, 0.0, 0.0)
 {
+       m_enable_shaders = g_settings->getBool("enable_shaders");
+       m_anisotropic_filter = g_settings->getBool("anisotropic_filter");
+       m_bilinear_filter = g_settings->getBool("bilinear_filter");
+       m_trilinear_filter = g_settings->getBool("trilinear_filter");
+
        // If this is the first wield mesh scene node, create a cache
        // for extrusion meshes (and a cube mesh), otherwise reuse it
        if (g_extrusion_mesh_cache == NULL)
@@ -233,31 +230,25 @@ WieldMeshSceneNode::WieldMeshSceneNode(
 
 WieldMeshSceneNode::~WieldMeshSceneNode()
 {
-       assert(g_extrusion_mesh_cache);
+       sanity_check(g_extrusion_mesh_cache);
        if (g_extrusion_mesh_cache->drop())
                g_extrusion_mesh_cache = NULL;
 }
 
-void WieldMeshSceneNode::setCube(const TileSpec tiles[6],
+void WieldMeshSceneNode::setCube(const ContentFeatures &f,
                        v3f wield_scale, ITextureSource *tsrc)
 {
        scene::IMesh *cubemesh = g_extrusion_mesh_cache->createCube();
-       changeToMesh(cubemesh);
+       scene::SMesh *copy = cloneMesh(cubemesh);
        cubemesh->drop();
-
+       postProcessNodeMesh(copy, f, false, true, &m_material_type, &m_colors);
+       changeToMesh(copy);
+       copy->drop();
        m_meshnode->setScale(wield_scale * WIELD_SCALE_FACTOR);
-
-       // Customize materials
-       for (u32 i = 0; i < m_meshnode->getMaterialCount(); ++i) {
-               assert(i < 6);
-               video::SMaterial &material = m_meshnode->getMaterial(i);
-               material.setTexture(0, tiles[i].texture);
-               tiles[i].applyMaterialOptions(material);
-       }
 }
 
 void WieldMeshSceneNode::setExtruded(const std::string &imagename,
-               v3f wield_scale, ITextureSource *tsrc)
+               v3f wield_scale, ITextureSource *tsrc, u8 num_frames)
 {
        video::ITexture *texture = tsrc->getTexture(imagename);
        if (!texture) {
@@ -265,71 +256,119 @@ void WieldMeshSceneNode::setExtruded(const std::string &imagename,
                return;
        }
 
-       scene::IMesh *mesh = g_extrusion_mesh_cache->create(texture->getSize());
-       changeToMesh(mesh);
+       core::dimension2d<u32> dim = texture->getSize();
+       // Detect animation texture and pull off top frame instead of using entire thing
+       if (num_frames > 1) {
+               u32 frame_height = dim.Height / num_frames;
+               dim = core::dimension2d<u32>(dim.Width, frame_height);
+       }
+       scene::IMesh *mesh = g_extrusion_mesh_cache->create(dim);
+       scene::SMesh *copy = cloneMesh(mesh);
        mesh->drop();
+       changeToMesh(copy);
+       copy->drop();
 
        m_meshnode->setScale(wield_scale * WIELD_SCALE_FACTOR_EXTRUDED);
 
        // Customize material
-       assert(m_meshnode->getMaterialCount() == 1);
        video::SMaterial &material = m_meshnode->getMaterial(0);
-       material.setTexture(0, texture);
+       material.setTexture(0, tsrc->getTextureForMesh(imagename));
+       material.TextureLayer[0].TextureWrapU = video::ETC_CLAMP_TO_EDGE;
+       material.TextureLayer[0].TextureWrapV = video::ETC_CLAMP_TO_EDGE;
+       material.MaterialType = m_material_type;
+       material.setFlag(video::EMF_BACK_FACE_CULLING, true);
+       // Enable bi/trilinear filtering only for high resolution textures
+       if (dim.Width > 32) {
+               material.setFlag(video::EMF_BILINEAR_FILTER, m_bilinear_filter);
+               material.setFlag(video::EMF_TRILINEAR_FILTER, m_trilinear_filter);
+       } else {
+               material.setFlag(video::EMF_BILINEAR_FILTER, false);
+               material.setFlag(video::EMF_TRILINEAR_FILTER, false);
+       }
+       material.setFlag(video::EMF_ANISOTROPIC_FILTER, m_anisotropic_filter);
+       // mipmaps cause "thin black line" artifacts
+#if (IRRLICHT_VERSION_MAJOR >= 1 && IRRLICHT_VERSION_MINOR >= 8) || IRRLICHT_VERSION_MAJOR >= 2
+       material.setFlag(video::EMF_USE_MIP_MAPS, false);
+#endif
+       if (m_enable_shaders) {
+               material.setTexture(2, tsrc->getShaderFlagsTexture(false));
+       }
 }
 
-void WieldMeshSceneNode::setItem(const ItemStack &item, IGameDef *gamedef)
+void WieldMeshSceneNode::setItem(const ItemStack &item, Client *client)
 {
-       ITextureSource *tsrc = gamedef->getTextureSource();
-       IItemDefManager *idef = gamedef->getItemDefManager();
-
+       ITextureSource *tsrc = client->getTextureSource();
+       IItemDefManager *idef = client->getItemDefManager();
+       IShaderSource *shdrsrc = client->getShaderSource();
+       INodeDefManager *ndef = client->getNodeDefManager();
        const ItemDefinition &def = item.getDefinition(idef);
+       const ContentFeatures &f = ndef->get(def.name);
+       content_t id = ndef->getId(def.name);
+
+       if (m_enable_shaders) {
+               u32 shader_id = shdrsrc->getShader("wielded_shader", TILE_MATERIAL_BASIC, NDT_NORMAL);
+               m_material_type = shdrsrc->getShaderInfo(shader_id).material;
+       }
+
+       // Color-related
+       m_colors.clear();
+       m_base_color = idef->getItemstackColor(item, client);
 
        // If wield_image is defined, it overrides everything else
        if (def.wield_image != "") {
-               setExtruded(def.wield_image, def.wield_scale, tsrc);
+               setExtruded(def.wield_image, def.wield_scale, tsrc, 1);
+               m_colors.push_back(ItemPartColor());
                return;
        }
-
        // Handle nodes
        // See also CItemDefManager::createClientCached()
-       if (def.type == ITEM_NODE) {
-               INodeDefManager *ndef = gamedef->getNodeDefManager();
-               const ContentFeatures &f = ndef->get(def.name);
+       else if (def.type == ITEM_NODE) {
                if (f.mesh_ptr[0]) {
                        // e.g. mesh nodes and nodeboxes
-                       changeToMesh(f.mesh_ptr[0]);
-                       // mesh_ptr[0] is pre-scaled by BS * f->visual_scale
+                       scene::SMesh *mesh = cloneMesh(f.mesh_ptr[0]);
+                       postProcessNodeMesh(mesh, f, m_enable_shaders, true,
+                               &m_material_type, &m_colors);
+                       changeToMesh(mesh);
+                       mesh->drop();
+                       // mesh is pre-scaled by BS * f->visual_scale
                        m_meshnode->setScale(
                                        def.wield_scale * WIELD_SCALE_FACTOR
                                        / (BS * f.visual_scale));
-                       // Customize materials
-                       for (u32 i = 0; i < m_meshnode->getMaterialCount(); ++i) {
-                               assert(i < 6);
-                               video::SMaterial &material = m_meshnode->getMaterial(i);
-                               material.setTexture(0, f.tiles[i].texture);
-                               f.tiles[i].applyMaterialOptions(material);
-                       }
-                       return;
-               } else if (f.drawtype == NDT_NORMAL || f.drawtype == NDT_ALLFACES) {
-                       setCube(f.tiles, def.wield_scale, tsrc);
-                       return;
                } else if (f.drawtype == NDT_AIRLIKE) {
                        changeToMesh(NULL);
-                       return;
-               }
-
-               // If none of the above standard cases worked, use the wield mesh from ClientCached
-               scene::IMesh *mesh = idef->getWieldMesh(item.name, gamedef);
-               if (mesh) {
+               } else if (f.drawtype == NDT_PLANTLIKE) {
+                       setExtruded(tsrc->getTextureName(f.tiles[0].layers[0].texture_id),
+                               def.wield_scale, tsrc,
+                               f.tiles[0].layers[0].animation_frame_count);
+               } else if (f.drawtype == NDT_NORMAL || f.drawtype == NDT_ALLFACES) {
+                       setCube(f, def.wield_scale, tsrc);
+               } else {
+                       MeshMakeData mesh_make_data(client, false);
+                       MapNode mesh_make_node(id, 255, 0);
+                       mesh_make_data.fillSingleNode(&mesh_make_node);
+                       MapBlockMesh mapblock_mesh(&mesh_make_data, v3s16(0, 0, 0));
+                       scene::SMesh *mesh = cloneMesh(mapblock_mesh.getMesh());
+                       translateMesh(mesh, v3f(-BS, -BS, -BS));
+                       postProcessNodeMesh(mesh, f, m_enable_shaders, true,
+                               &m_material_type, &m_colors);
                        changeToMesh(mesh);
-                       m_meshnode->setScale(def.wield_scale * WIELD_SCALE_FACTOR);
-                       return;
+                       mesh->drop();
+                       m_meshnode->setScale(
+                                       def.wield_scale * WIELD_SCALE_FACTOR
+                                       / (BS * f.visual_scale));
+               }
+               u32 material_count = m_meshnode->getMaterialCount();
+               for (u32 i = 0; i < material_count; ++i) {
+                       video::SMaterial &material = m_meshnode->getMaterial(i);
+                       material.setFlag(video::EMF_BACK_FACE_CULLING, true);
+                       material.setFlag(video::EMF_BILINEAR_FILTER, m_bilinear_filter);
+                       material.setFlag(video::EMF_TRILINEAR_FILTER, m_trilinear_filter);
                }
+               return;
        }
-
-       // default to inventory_image
-       if (def.inventory_image != "") {
-               setExtruded(def.inventory_image, def.wield_scale, tsrc);
+       else if (def.inventory_image != "") {
+               setExtruded(def.inventory_image, def.wield_scale, tsrc, 1);
+               m_colors.push_back(ItemPartColor());
                return;
        }
 
@@ -337,10 +376,28 @@ void WieldMeshSceneNode::setItem(const ItemStack &item, IGameDef *gamedef)
        changeToMesh(NULL);
 }
 
-void WieldMeshSceneNode::setColor(video::SColor color)
+void WieldMeshSceneNode::setColor(video::SColor c)
 {
        assert(!m_lighting);
-       setMeshColor(m_meshnode->getMesh(), color);
+       scene::IMesh *mesh=m_meshnode->getMesh();
+       if (mesh == NULL)
+               return;
+
+       u8 red = c.getRed();
+       u8 green = c.getGreen();
+       u8 blue = c.getBlue();
+       u32 mc = mesh->getMeshBufferCount();
+       for (u32 j = 0; j < mc; j++) {
+               video::SColor bc(m_base_color);
+               if ((m_colors.size() > j) && (m_colors[j].override_base))
+                       bc = m_colors[j].color;
+               video::SColor buffercolor(255,
+                       bc.getRed() * red / 255,
+                       bc.getGreen() * green / 255,
+                       bc.getBlue() * blue / 255);
+               scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
+               colorizeMeshBuffer(buf, &buffercolor);
+       }
 }
 
 void WieldMeshSceneNode::render()
@@ -356,25 +413,173 @@ void WieldMeshSceneNode::changeToMesh(scene::IMesh *mesh)
                m_meshnode->setVisible(false);
                m_meshnode->setMesh(dummymesh);
                dummymesh->drop();  // m_meshnode grabbed it
-       }
-
-       if (m_lighting) {
-               m_meshnode->setMesh(mesh);
        } else {
-               /*
-                       Lighting is disabled, this means the caller can (and probably will)
-                       call setColor later. We therefore need to clone the mesh so that
-                       setColor will only modify this scene node's mesh, not others'.
-               */
-               scene::IMeshManipulator *meshmanip = SceneManager->getMeshManipulator();
-               scene::IMesh *new_mesh = meshmanip->createMeshCopy(mesh);
-               m_meshnode->setMesh(new_mesh);
-               new_mesh->drop();  // m_meshnode grabbed it
+               m_meshnode->setMesh(mesh);
        }
 
        m_meshnode->setMaterialFlag(video::EMF_LIGHTING, m_lighting);
        // need to normalize normals when lighting is enabled (because of setScale())
        m_meshnode->setMaterialFlag(video::EMF_NORMALIZE_NORMALS, m_lighting);
        m_meshnode->setVisible(true);
+}
+
+void getItemMesh(Client *client, const ItemStack &item, ItemMesh *result)
+{
+       ITextureSource *tsrc = client->getTextureSource();
+       IItemDefManager *idef = client->getItemDefManager();
+       INodeDefManager *ndef = client->getNodeDefManager();
+       const ItemDefinition &def = item.getDefinition(idef);
+       const ContentFeatures &f = ndef->get(def.name);
+       content_t id = ndef->getId(def.name);
+
+       if (!g_extrusion_mesh_cache) {
+               g_extrusion_mesh_cache = new ExtrusionMeshCache();
+       } else {
+               g_extrusion_mesh_cache->grab();
+       }
+
+       scene::SMesh *mesh = NULL;
+
+       // If inventory_image is defined, it overrides everything else
+       if (def.inventory_image != "") {
+               mesh = getExtrudedMesh(tsrc, def.inventory_image);
+               result->buffer_colors.push_back(ItemPartColor());
+       } else if (def.type == ITEM_NODE) {
+               if (f.mesh_ptr[0]) {
+                       mesh = cloneMesh(f.mesh_ptr[0]);
+                       scaleMesh(mesh, v3f(0.12, 0.12, 0.12));
+               } else if (f.drawtype == NDT_PLANTLIKE) {
+                       mesh = getExtrudedMesh(tsrc,
+                               tsrc->getTextureName(f.tiles[0].layers[0].texture_id));
+               } else if (f.drawtype == NDT_NORMAL || f.drawtype == NDT_ALLFACES
+                       || f.drawtype == NDT_LIQUID || f.drawtype == NDT_FLOWINGLIQUID) {
+                       scene::IMesh *cube = g_extrusion_mesh_cache->createCube();
+                       mesh = cloneMesh(cube);
+                       cube->drop();
+                       scaleMesh(mesh, v3f(1.2, 1.2, 1.2));
+               } else {
+                       MeshMakeData mesh_make_data(client, false);
+                       MapNode mesh_make_node(id, 255, 0);
+                       mesh_make_data.fillSingleNode(&mesh_make_node);
+                       MapBlockMesh mapblock_mesh(&mesh_make_data, v3s16(0, 0, 0));
+                       mesh = cloneMesh(mapblock_mesh.getMesh());
+                       translateMesh(mesh, v3f(-BS, -BS, -BS));
+                       scaleMesh(mesh, v3f(0.12, 0.12, 0.12));
+
+                       u32 mc = mesh->getMeshBufferCount();
+                       for (u32 i = 0; i < mc; ++i) {
+                               video::SMaterial &material1 =
+                                       mesh->getMeshBuffer(i)->getMaterial();
+                               video::SMaterial &material2 =
+                                       mapblock_mesh.getMesh()->getMeshBuffer(i)->getMaterial();
+                               material1.setTexture(0, material2.getTexture(0));
+                               material1.setTexture(1, material2.getTexture(1));
+                               material1.setTexture(2, material2.getTexture(2));
+                               material1.setTexture(3, material2.getTexture(3));
+                               material1.MaterialType = material2.MaterialType;
+                       }
+               }
+
+               u32 mc = mesh->getMeshBufferCount();
+               for (u32 i = 0; i < mc; ++i) {
+                       scene::IMeshBuffer *buf = mesh->getMeshBuffer(i);
+                       video::SMaterial &material = buf->getMaterial();
+                       material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
+                       material.setFlag(video::EMF_BILINEAR_FILTER, false);
+                       material.setFlag(video::EMF_TRILINEAR_FILTER, false);
+                       material.setFlag(video::EMF_BACK_FACE_CULLING, true);
+                       material.setFlag(video::EMF_LIGHTING, false);
+               }
+
+               rotateMeshXZby(mesh, -45);
+               rotateMeshYZby(mesh, -30);
+
+               postProcessNodeMesh(mesh, f, false, false, NULL,
+                       &result->buffer_colors);
+       }
+       result->mesh = mesh;
+}
+
 
+
+scene::SMesh * getExtrudedMesh(ITextureSource *tsrc,
+               const std::string &imagename)
+{
+       video::ITexture *texture = tsrc->getTextureForMesh(imagename);
+       if (!texture) {
+               return NULL;
+       }
+
+       core::dimension2d<u32> dim = texture->getSize();
+       scene::IMesh *original = g_extrusion_mesh_cache->create(dim);
+       scene::SMesh *mesh = cloneMesh(original);
+       original->drop();
+
+       // Customize material
+       video::SMaterial &material = mesh->getMeshBuffer(0)->getMaterial();
+       material.setTexture(0, tsrc->getTexture(imagename));
+       material.TextureLayer[0].TextureWrapU = video::ETC_CLAMP_TO_EDGE;
+       material.TextureLayer[0].TextureWrapV = video::ETC_CLAMP_TO_EDGE;
+       material.setFlag(video::EMF_BILINEAR_FILTER, false);
+       material.setFlag(video::EMF_TRILINEAR_FILTER, false);
+       material.setFlag(video::EMF_BACK_FACE_CULLING, true);
+       material.setFlag(video::EMF_LIGHTING, false);
+       material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
+       scaleMesh(mesh, v3f(2.0, 2.0, 2.0));
+
+       return mesh;
+}
+
+void postProcessNodeMesh(scene::SMesh *mesh, const ContentFeatures &f,
+       bool use_shaders, bool set_material, video::E_MATERIAL_TYPE *mattype,
+       std::vector<ItemPartColor> *colors)
+{
+       u32 mc = mesh->getMeshBufferCount();
+       // Allocate colors for existing buffers
+       colors->clear();
+       for (u32 i = 0; i < mc; ++i)
+               colors->push_back(ItemPartColor());
+
+       for (u32 i = 0; i < mc; ++i) {
+               const TileSpec *tile = &(f.tiles[i]);
+               scene::IMeshBuffer *buf = mesh->getMeshBuffer(i);
+               for (int layernum = 0; layernum < MAX_TILE_LAYERS; layernum++) {
+                       const TileLayer *layer = &tile->layers[layernum];
+                       if (layer->texture_id == 0)
+                               continue;
+                       if (layernum != 0) {
+                               scene::IMeshBuffer *copy = cloneMeshBuffer(buf);
+                               copy->getMaterial() = buf->getMaterial();
+                               mesh->addMeshBuffer(copy);
+                               copy->drop();
+                               buf = copy;
+                               colors->push_back(
+                                       ItemPartColor(layer->has_color, layer->color));
+                       } else {
+                               (*colors)[i] = ItemPartColor(layer->has_color, layer->color);
+                       }
+                       video::SMaterial &material = buf->getMaterial();
+                       if (set_material)
+                               layer->applyMaterialOptions(material);
+                       if (mattype) {
+                               material.MaterialType = *mattype;
+                       }
+                       if (layer->animation_frame_count > 1) {
+                               FrameSpec animation_frame = layer->frames[0];
+                               material.setTexture(0, animation_frame.texture);
+                       } else {
+                               material.setTexture(0, layer->texture);
+                       }
+                       if (use_shaders) {
+                               if (layer->normal_texture) {
+                                       if (layer->animation_frame_count > 1) {
+                                               FrameSpec animation_frame = layer->frames[0];
+                                               material.setTexture(1, animation_frame.normal_texture);
+                                       } else
+                                               material.setTexture(1, layer->normal_texture);
+                               }
+                               material.setTexture(2, layer->flags_texture);
+                       }
+               }
+       }
 }