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1 /*
2 Minetest-c55
3 Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
4
5 This program is free software; you can redistribute it and/or modify
6 it under the terms of the GNU General Public License as published by
7 the Free Software Foundation; either version 2 of the License, or
8 (at your option) any later version.
9
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 General Public License for more details.
14
15 You should have received a copy of the GNU 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.
18 */
19
20 #include "camera.h"
21 #include "debug.h"
22 #include "client.h"
23 #include "main.h" // for g_settings
24 #include "map.h"
25 #include "player.h"
26 #include "tile.h"
27 #include <cmath>
28 #include <SAnimatedMesh.h>
29 #include "settings.h"
30 #include "mapnode_contentfeatures.h" // For wield visualization
31
32 Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control):
33         m_smgr(smgr),
34         m_playernode(NULL),
35         m_headnode(NULL),
36         m_cameranode(NULL),
37
38         m_wieldmgr(NULL),
39         m_wieldnode(NULL),
40
41         m_draw_control(draw_control),
42         m_viewing_range_min(5.0),
43         m_viewing_range_max(5.0),
44
45         m_camera_position(0,0,0),
46         m_camera_direction(0,0,0),
47
48         m_aspect(1.0),
49         m_fov_x(1.0),
50         m_fov_y(1.0),
51
52         m_wanted_frametime(0.0),
53         m_added_frametime(0),
54         m_added_frames(0),
55         m_range_old(0),
56         m_frametime_old(0),
57         m_frametime_counter(0),
58         m_time_per_range(30. / 50), // a sane default of 30ms per 50 nodes of range
59
60         m_view_bobbing_anim(0),
61         m_view_bobbing_state(0),
62         m_view_bobbing_speed(0),
63
64         m_digging_anim(0),
65         m_digging_button(-1)
66 {
67         //dstream<<__FUNCTION_NAME<<std::endl;
68
69         // note: making the camera node a child of the player node
70         // would lead to unexpected behaviour, so we don't do that.
71         m_playernode = smgr->addEmptySceneNode(smgr->getRootSceneNode());
72         m_headnode = smgr->addEmptySceneNode(m_playernode);
73         m_cameranode = smgr->addCameraSceneNode(smgr->getRootSceneNode());
74         m_cameranode->bindTargetAndRotation(true);
75
76         // This needs to be in its own scene manager. It is drawn after
77         // all other 3D scene nodes and before the GUI.
78         m_wieldmgr = smgr->createNewSceneManager();
79         m_wieldmgr->addCameraSceneNode();
80         m_wieldnode = new ExtrudedSpriteSceneNode(m_wieldmgr->getRootSceneNode(), m_wieldmgr);
81
82         updateSettings();
83 }
84
85 Camera::~Camera()
86 {
87         m_wieldmgr->drop();
88         m_wieldnode->drop();
89 }
90
91 bool Camera::successfullyCreated(std::wstring& error_message)
92 {
93         if (m_playernode == NULL)
94         {
95                 error_message = L"Failed to create the player scene node";
96                 return false;
97         }
98         if (m_headnode == NULL)
99         {
100                 error_message = L"Failed to create the head scene node";
101                 return false;
102         }
103         if (m_cameranode == NULL)
104         {
105                 error_message = L"Failed to create the camera scene node";
106                 return false;
107         }
108         if (m_wieldmgr == NULL)
109         {
110                 error_message = L"Failed to create the wielded item scene manager";
111                 return false;
112         }
113         if (m_wieldnode == NULL)
114         {
115                 error_message = L"Failed to create the wielded item scene node";
116                 return false;
117         }
118         return true;
119 }
120
121 // Returns the fractional part of x
122 inline f32 my_modf(f32 x)
123 {
124         double dummy;
125         return modf(x, &dummy);
126 }
127
128 void Camera::step(f32 dtime)
129 {
130         if (m_view_bobbing_state != 0)
131         {
132                 //f32 offset = dtime * m_view_bobbing_speed * 0.035;
133                 f32 offset = dtime * m_view_bobbing_speed * 0.030;
134                 if (m_view_bobbing_state == 2)
135                 {
136 #if 0
137                         // Animation is getting turned off
138                         if (m_view_bobbing_anim < 0.5)
139                                 m_view_bobbing_anim -= offset;
140                         else
141                                 m_view_bobbing_anim += offset;
142                         if (m_view_bobbing_anim <= 0 || m_view_bobbing_anim >= 1)
143                         {
144                                 m_view_bobbing_anim = 0;
145                                 m_view_bobbing_state = 0;
146                         }
147 #endif
148 #if 1
149                         // Animation is getting turned off
150                         if(m_view_bobbing_anim < 0.25){
151                                 m_view_bobbing_anim -= offset;
152                         } else if(m_view_bobbing_anim > 0.75){
153                                 m_view_bobbing_anim += offset;
154                         } if(m_view_bobbing_anim < 0.5){
155                                 m_view_bobbing_anim += offset;
156                                 if(m_view_bobbing_anim > 0.5)
157                                         m_view_bobbing_anim = 0.5;
158                         } else {
159                                 m_view_bobbing_anim -= offset;
160                                 if(m_view_bobbing_anim < 0.5)
161                                         m_view_bobbing_anim = 0.5;
162                         }
163                         if(m_view_bobbing_anim <= 0 || m_view_bobbing_anim >= 1 ||
164                                         fabs(m_view_bobbing_anim - 0.5) < 0.01)
165                         {
166                                 m_view_bobbing_anim = 0;
167                                 m_view_bobbing_state = 0;
168                         }
169 #endif
170                 }
171                 else
172                 {
173                         m_view_bobbing_anim = my_modf(m_view_bobbing_anim + offset);
174                 }
175         }
176
177         if (m_digging_button != -1)
178         {
179                 f32 offset = dtime * 3.5;
180                 m_digging_anim += offset;
181                 if (m_digging_anim >= 1)
182                 {
183                         m_digging_anim = 0;
184                         m_digging_button = -1;
185                 }
186         }
187 }
188
189 void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize)
190 {
191         // Set player node transformation
192         m_playernode->setPosition(player->getPosition());
193         m_playernode->setRotation(v3f(0, -1 * player->getYaw(), 0));
194         m_playernode->updateAbsolutePosition();
195
196         // Set head node transformation
197         m_headnode->setPosition(player->getEyeOffset());
198         m_headnode->setRotation(v3f(player->getPitch(), 0, 0));
199         m_headnode->updateAbsolutePosition();
200
201         // Compute relative camera position and target
202         v3f rel_cam_pos = v3f(0,0,0);
203         v3f rel_cam_target = v3f(0,0,1);
204         v3f rel_cam_up = v3f(0,1,0);
205
206         if (m_view_bobbing_anim != 0)
207         {
208                 f32 bobfrac = my_modf(m_view_bobbing_anim * 2);
209                 f32 bobdir = (m_view_bobbing_anim < 0.5) ? 1.0 : -1.0;
210
211                 #if 1
212                 f32 bobknob = 1.2;
213                 f32 bobtmp = sin(pow(bobfrac, bobknob) * PI);
214                 //f32 bobtmp2 = cos(pow(bobfrac, bobknob) * PI);
215
216                 v3f bobvec = v3f(
217                         0.3 * bobdir * sin(bobfrac * PI),
218                         -0.28 * bobtmp * bobtmp,
219                         0.);
220
221                 //rel_cam_pos += 0.2 * bobvec;
222                 //rel_cam_target += 0.03 * bobvec;
223                 //rel_cam_up.rotateXYBy(0.02 * bobdir * bobtmp * PI);
224                 float f = 1.0;
225                 f *= g_settings->getFloat("view_bobbing_amount");
226                 rel_cam_pos += bobvec * f;
227                 //rel_cam_target += 0.995 * bobvec * f;
228                 rel_cam_target += bobvec * f;
229                 rel_cam_target.Z -= 0.005 * bobvec.Z * f;
230                 //rel_cam_target.X -= 0.005 * bobvec.X * f;
231                 //rel_cam_target.Y -= 0.005 * bobvec.Y * f;
232                 rel_cam_up.rotateXYBy(-0.03 * bobdir * bobtmp * PI * f);
233                 #else
234                 f32 angle_deg = 1 * bobdir * sin(bobfrac * PI);
235                 f32 angle_rad = angle_deg * PI / 180;
236                 f32 r = 0.05;
237                 v3f off = v3f(
238                         r * sin(angle_rad),
239                         r * (cos(angle_rad) - 1),
240                         0);
241                 rel_cam_pos += off;
242                 //rel_cam_target += off;
243                 rel_cam_up.rotateXYBy(angle_deg);
244                 #endif
245
246         }
247
248         // Compute absolute camera position and target
249         m_headnode->getAbsoluteTransformation().transformVect(m_camera_position, rel_cam_pos);
250         m_headnode->getAbsoluteTransformation().rotateVect(m_camera_direction, rel_cam_target - rel_cam_pos);
251
252         v3f abs_cam_up;
253         m_headnode->getAbsoluteTransformation().rotateVect(abs_cam_up, rel_cam_up);
254
255         // Set camera node transformation
256         m_cameranode->setPosition(m_camera_position);
257         m_cameranode->setUpVector(abs_cam_up);
258         // *100.0 helps in large map coordinates
259         m_cameranode->setTarget(m_camera_position + 100 * m_camera_direction);
260
261         // FOV and and aspect ratio
262         m_aspect = (f32)screensize.X / (f32) screensize.Y;
263         m_fov_x = 2 * atan(0.5 * m_aspect * tan(m_fov_y));
264         m_cameranode->setAspectRatio(m_aspect);
265         m_cameranode->setFOV(m_fov_y);
266         // Just so big a value that everything rendered is visible
267         // Some more allowance that m_viewing_range_max * BS because of active objects etc.
268         m_cameranode->setFarValue(m_viewing_range_max * BS * 10);
269
270         // Position the wielded item
271         v3f wield_position = v3f(45, -35, 65);
272         v3f wield_rotation = v3f(-100, 110, -100);
273         if (m_digging_button != -1)
274         {
275                 f32 digfrac = m_digging_anim;
276                 wield_position.X -= 30 * sin(pow(digfrac, 0.8f) * PI);
277                 wield_position.Y += 15 * sin(digfrac * 2 * PI);
278                 wield_position.Z += 5 * digfrac;
279
280                 // Euler angles are PURE EVIL, so why not use quaternions?
281                 core::quaternion quat_begin(wield_rotation * core::DEGTORAD);
282                 core::quaternion quat_end(v3f(90, -10, -130) * core::DEGTORAD);
283                 core::quaternion quat_slerp;
284                 quat_slerp.slerp(quat_begin, quat_end, sin(digfrac * PI));
285                 quat_slerp.toEuler(wield_rotation);
286                 wield_rotation *= core::RADTODEG;
287         }
288         else {
289                 f32 bobfrac = my_modf(m_view_bobbing_anim);
290                 wield_position.X -= sin(bobfrac*PI*2.0) * 3.0;
291                 wield_position.Y += sin(my_modf(bobfrac*2.0)*PI) * 3.0;
292         }
293         m_wieldnode->setPosition(wield_position);
294         m_wieldnode->setRotation(wield_rotation);
295         m_wieldnode->updateLight(player->light);
296
297         // Render distance feedback loop
298         updateViewingRange(frametime);
299
300         // If the player seems to be walking on solid ground,
301         // view bobbing is enabled and free_move is off,
302         // start (or continue) the view bobbing animation.
303         v3f speed = player->getSpeed();
304         if ((hypot(speed.X, speed.Z) > BS) &&
305                 (player->touching_ground) &&
306                 (g_settings->getBool("view_bobbing") == true) &&
307                 (g_settings->getBool("free_move") == false))
308         {
309                 // Start animation
310                 m_view_bobbing_state = 1;
311                 m_view_bobbing_speed = MYMIN(speed.getLength(), 40);
312         }
313         else if (m_view_bobbing_state == 1)
314         {
315                 // Stop animation
316                 m_view_bobbing_state = 2;
317                 m_view_bobbing_speed = 60;
318         }
319 }
320
321 void Camera::updateViewingRange(f32 frametime_in)
322 {
323         if (m_draw_control.range_all)
324                 return;
325
326         m_added_frametime += frametime_in;
327         m_added_frames += 1;
328
329         // Actually this counter kind of sucks because frametime is busytime
330         m_frametime_counter -= frametime_in;
331         if (m_frametime_counter > 0)
332                 return;
333         m_frametime_counter = 0.2;
334
335         /*dstream<<__FUNCTION_NAME
336                         <<": Collected "<<m_added_frames<<" frames, total of "
337                         <<m_added_frametime<<"s."<<std::endl;
338
339         dstream<<"m_draw_control.blocks_drawn="
340                         <<m_draw_control.blocks_drawn
341                         <<", m_draw_control.blocks_would_have_drawn="
342                         <<m_draw_control.blocks_would_have_drawn
343                         <<std::endl;*/
344
345         m_draw_control.wanted_min_range = m_viewing_range_min;
346         m_draw_control.wanted_max_blocks = (2.0*m_draw_control.blocks_would_have_drawn)+1;
347         if (m_draw_control.wanted_max_blocks < 10)
348                 m_draw_control.wanted_max_blocks = 10;
349
350         f32 block_draw_ratio = 1.0;
351         if (m_draw_control.blocks_would_have_drawn != 0)
352         {
353                 block_draw_ratio = (f32)m_draw_control.blocks_drawn
354                         / (f32)m_draw_control.blocks_would_have_drawn;
355         }
356
357         // Calculate the average frametime in the case that all wanted
358         // blocks had been drawn
359         f32 frametime = m_added_frametime / m_added_frames / block_draw_ratio;
360
361         m_added_frametime = 0.0;
362         m_added_frames = 0;
363
364         f32 wanted_frametime_change = m_wanted_frametime - frametime;
365         //dstream<<"wanted_frametime_change="<<wanted_frametime_change<<std::endl;
366
367         // If needed frametime change is small, just return
368         // This value was 0.4 for many months until 2011-10-18 by c55;
369         // Let's see how this works out.
370         if (fabs(wanted_frametime_change) < m_wanted_frametime*0.33)
371         {
372                 //dstream<<"ignoring small wanted_frametime_change"<<std::endl;
373                 return;
374         }
375
376         f32 range = m_draw_control.wanted_range;
377         f32 new_range = range;
378
379         f32 d_range = range - m_range_old;
380         f32 d_frametime = frametime - m_frametime_old;
381         if (d_range != 0)
382         {
383                 m_time_per_range = d_frametime / d_range;
384         }
385
386         // The minimum allowed calculated frametime-range derivative:
387         // Practically this sets the maximum speed of changing the range.
388         // The lower this value, the higher the maximum changing speed.
389         // A low value here results in wobbly range (0.001)
390         // A high value here results in slow changing range (0.0025)
391         // SUGG: This could be dynamically adjusted so that when
392         //       the camera is turning, this is lower
393         //f32 min_time_per_range = 0.0015;
394         f32 min_time_per_range = 0.0010;
395         //f32 min_time_per_range = 0.05 / range;
396         if(m_time_per_range < min_time_per_range)
397         {
398                 m_time_per_range = min_time_per_range;
399                 //dstream<<"m_time_per_range="<<m_time_per_range<<" (min)"<<std::endl;
400         }
401         else
402         {
403                 //dstream<<"m_time_per_range="<<m_time_per_range<<std::endl;
404         }
405
406         f32 wanted_range_change = wanted_frametime_change / m_time_per_range;
407         // Dampen the change a bit to kill oscillations
408         //wanted_range_change *= 0.9;
409         //wanted_range_change *= 0.75;
410         wanted_range_change *= 0.5;
411         //dstream<<"wanted_range_change="<<wanted_range_change<<std::endl;
412
413         // If needed range change is very small, just return
414         if(fabs(wanted_range_change) < 0.001)
415         {
416                 //dstream<<"ignoring small wanted_range_change"<<std::endl;
417                 return;
418         }
419
420         new_range += wanted_range_change;
421         
422         //f32 new_range_unclamped = new_range;
423         new_range = MYMAX(new_range, m_viewing_range_min);
424         new_range = MYMIN(new_range, m_viewing_range_max);
425         /*dstream<<"new_range="<<new_range_unclamped
426                         <<", clamped to "<<new_range<<std::endl;*/
427
428         m_draw_control.wanted_range = new_range;
429
430         m_range_old = new_range;
431         m_frametime_old = frametime;
432 }
433
434 void Camera::updateSettings()
435 {
436         m_viewing_range_min = g_settings->getS16("viewing_range_nodes_min");
437         m_viewing_range_min = MYMAX(5.0, m_viewing_range_min);
438
439         m_viewing_range_max = g_settings->getS16("viewing_range_nodes_max");
440         m_viewing_range_max = MYMAX(m_viewing_range_min, m_viewing_range_max);
441
442         f32 fov_degrees = g_settings->getFloat("fov");
443         fov_degrees = MYMAX(fov_degrees, 10.0);
444         fov_degrees = MYMIN(fov_degrees, 170.0);
445         m_fov_y = fov_degrees * PI / 180.0;
446
447         f32 wanted_fps = g_settings->getFloat("wanted_fps");
448         wanted_fps = MYMAX(wanted_fps, 1.0);
449         m_wanted_frametime = 1.0 / wanted_fps;
450 }
451
452 void Camera::wield(const InventoryItem* item)
453 {
454         if (item != NULL)
455         {
456                 bool isCube = false;
457
458                 // Try to make a MaterialItem cube.
459                 if (std::string(item->getName()) == "MaterialItem")
460                 {
461                         // A block-type material
462                         MaterialItem* mat_item = (MaterialItem*) item;
463                         content_t content = mat_item->getMaterial();
464                         if (content_features(content).solidness || content_features(content).visual_solidness)
465                         {
466                                 m_wieldnode->setCube(content_features(content).tiles);
467                                 m_wieldnode->setScale(v3f(30));
468                                 isCube = true;
469                         }
470                 }
471
472                 // If that failed, make an extruded sprite.
473                 if (!isCube)
474                 {
475                         m_wieldnode->setSprite(item->getImageRaw());
476                         m_wieldnode->setScale(v3f(40));
477                 }
478
479                 m_wieldnode->setVisible(true);
480         }
481         else
482         {
483                 // Bare hands
484                 m_wieldnode->setVisible(false);
485         }
486 }
487
488 void Camera::setDigging(s32 button)
489 {
490         if (m_digging_button == -1)
491                 m_digging_button = button;
492 }
493
494 void Camera::drawWieldedTool()
495 {
496         m_wieldmgr->getVideoDriver()->clearZBuffer();
497
498         scene::ICameraSceneNode* cam = m_wieldmgr->getActiveCamera();
499         cam->setAspectRatio(m_cameranode->getAspectRatio());
500         cam->setFOV(m_cameranode->getFOV());
501         cam->setNearValue(0.1);
502         cam->setFarValue(100);
503         m_wieldmgr->drawAll();
504 }
505
506
507 ExtrudedSpriteSceneNode::ExtrudedSpriteSceneNode(
508         scene::ISceneNode* parent,
509         scene::ISceneManager* mgr,
510         s32 id,
511         const v3f& position,
512         const v3f& rotation,
513         const v3f& scale
514 ):
515         ISceneNode(parent, mgr, id, position, rotation, scale)
516 {
517         m_meshnode = mgr->addMeshSceneNode(NULL, this, -1, v3f(0,0,0), v3f(0,0,0), v3f(1,1,1), true);
518         m_thickness = 0.1;
519         m_cubemesh = NULL;
520         m_is_cube = false;
521         m_light = LIGHT_MAX;
522 }
523
524 ExtrudedSpriteSceneNode::~ExtrudedSpriteSceneNode()
525 {
526         removeChild(m_meshnode);
527         if (m_cubemesh)
528                 m_cubemesh->drop();
529 }
530
531 void ExtrudedSpriteSceneNode::setSprite(video::ITexture* texture)
532 {
533         if (texture == NULL)
534         {
535                 m_meshnode->setVisible(false);
536                 return;
537         }
538
539         io::path name = getExtrudedName(texture);
540         scene::IMeshCache* cache = SceneManager->getMeshCache();
541         scene::IAnimatedMesh* mesh = cache->getMeshByName(name);
542         if (mesh != NULL)
543         {
544                 // Extruded texture has been found in cache.
545                 m_meshnode->setMesh(mesh);
546         }
547         else
548         {
549                 // Texture was not yet extruded, do it now and save in cache
550                 mesh = extrude(texture);
551                 if (mesh == NULL)
552                 {
553                         dstream << "Warning: failed to extrude sprite" << std::endl;
554                         m_meshnode->setVisible(false);
555                         return;
556                 }
557                 cache->addMesh(name, mesh);
558                 m_meshnode->setMesh(mesh);
559                 mesh->drop();
560         }
561
562         m_meshnode->setScale(v3f(1, 1, m_thickness));
563         m_meshnode->getMaterial(0).setTexture(0, texture);
564         m_meshnode->getMaterial(0).setFlag(video::EMF_LIGHTING, false);
565         m_meshnode->getMaterial(0).setFlag(video::EMF_BILINEAR_FILTER, false);
566         m_meshnode->getMaterial(0).MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
567         m_meshnode->setVisible(true);
568         m_is_cube = false;
569         updateLight(m_light);
570 }
571
572 void ExtrudedSpriteSceneNode::setCube(const TileSpec tiles[6])
573 {
574         if (m_cubemesh == NULL)
575                 m_cubemesh = createCubeMesh();
576
577         m_meshnode->setMesh(m_cubemesh);
578         m_meshnode->setScale(v3f(1));
579         for (int i = 0; i < 6; ++i)
580         {
581                 // Get the tile texture and atlas transformation
582                 video::ITexture* atlas = tiles[i].texture.atlas;
583                 v2f pos = tiles[i].texture.pos;
584                 v2f size = tiles[i].texture.size;
585
586                 // Set material flags and texture
587                 video::SMaterial& material = m_meshnode->getMaterial(i);
588                 material.setFlag(video::EMF_LIGHTING, false);
589                 material.setFlag(video::EMF_BILINEAR_FILTER, false);
590                 tiles[i].applyMaterialOptions(material);
591                 material.setTexture(0, atlas);
592                 material.getTextureMatrix(0).setTextureTranslate(pos.X, pos.Y);
593                 material.getTextureMatrix(0).setTextureScale(size.X, size.Y);
594         }
595         m_meshnode->setVisible(true);
596         m_is_cube = true;
597         updateLight(m_light);
598 }
599
600 void ExtrudedSpriteSceneNode::updateLight(u8 light)
601 {
602         m_light = light;
603
604         u8 li = decode_light(light);
605         // Set brightness one lower than incoming light
606         diminish_light(li);
607         video::SColor color(255,li,li,li);
608         setMeshVerticesColor(m_meshnode->getMesh(), color);
609 }
610
611 void ExtrudedSpriteSceneNode::removeSpriteFromCache(video::ITexture* texture)
612 {
613         scene::IMeshCache* cache = SceneManager->getMeshCache();
614         scene::IAnimatedMesh* mesh = cache->getMeshByName(getExtrudedName(texture));
615         if (mesh != NULL)
616                 cache->removeMesh(mesh);
617 }
618
619 void ExtrudedSpriteSceneNode::setSpriteThickness(f32 thickness)
620 {
621         m_thickness = thickness;
622         if (!m_is_cube)
623                 m_meshnode->setScale(v3f(1, 1, thickness));
624 }
625
626 const core::aabbox3d<f32>& ExtrudedSpriteSceneNode::getBoundingBox() const
627 {
628         return m_meshnode->getBoundingBox();
629 }
630
631 void ExtrudedSpriteSceneNode::OnRegisterSceneNode()
632 {
633         if (IsVisible)
634                 SceneManager->registerNodeForRendering(this);
635         ISceneNode::OnRegisterSceneNode();
636 }
637
638 void ExtrudedSpriteSceneNode::render()
639 {
640         // do nothing
641 }
642
643 io::path ExtrudedSpriteSceneNode::getExtrudedName(video::ITexture* texture)
644 {
645         io::path path = texture->getName();
646         path.append("/[extruded]");
647         return path;
648 }
649
650 scene::IAnimatedMesh* ExtrudedSpriteSceneNode::extrudeARGB(u32 width, u32 height, u8* data)
651 {
652         const s32 argb_wstep = 4 * width;
653         const s32 alpha_threshold = 1;
654
655         scene::IMeshBuffer* buf = new scene::SMeshBuffer();
656         video::SColor c(255,255,255,255);
657
658         // Front and back
659         {
660                 video::S3DVertex vertices[8] =
661                 {
662                         video::S3DVertex(-0.5,-0.5,-0.5, 0,0,-1, c, 0,1),
663                         video::S3DVertex(-0.5,+0.5,-0.5, 0,0,-1, c, 0,0),
664                         video::S3DVertex(+0.5,+0.5,-0.5, 0,0,-1, c, 1,0),
665                         video::S3DVertex(+0.5,-0.5,-0.5, 0,0,-1, c, 1,1),
666                         video::S3DVertex(+0.5,-0.5,+0.5, 0,0,+1, c, 1,1),
667                         video::S3DVertex(+0.5,+0.5,+0.5, 0,0,+1, c, 1,0),
668                         video::S3DVertex(-0.5,+0.5,+0.5, 0,0,+1, c, 0,0),
669                         video::S3DVertex(-0.5,-0.5,+0.5, 0,0,+1, c, 0,1),
670                 };
671                 u16 indices[12] = {0,1,2,2,3,0,4,5,6,6,7,4};
672                 buf->append(vertices, 8, indices, 12);
673         }
674
675         // "Interior"
676         // (add faces where a solid pixel is next to a transparent one)
677         u8* solidity = new u8[(width+2) * (height+2)];
678         u32 wstep = width + 2;
679         for (u32 y = 0; y < height + 2; ++y)
680         {
681                 u8* scanline = solidity + y * wstep;
682                 if (y == 0 || y == height + 1)
683                 {
684                         for (u32 x = 0; x < width + 2; ++x)
685                                 scanline[x] = 0;
686                 }
687                 else
688                 {
689                         scanline[0] = 0;
690                         u8* argb_scanline = data + (y - 1) * argb_wstep;
691                         for (u32 x = 0; x < width; ++x)
692                                 scanline[x+1] = (argb_scanline[x*4+3] >= alpha_threshold);
693                         scanline[width + 1] = 0;
694                 }
695         }
696
697         // without this, there would be occasional "holes" in the mesh
698         f32 eps = 0.01;
699
700         for (u32 y = 0; y <= height; ++y)
701         {
702                 u8* scanline = solidity + y * wstep + 1;
703                 for (u32 x = 0; x <= width; ++x)
704                 {
705                         if (scanline[x] && !scanline[x + wstep])
706                         {
707                                 u32 xx = x + 1;
708                                 while (scanline[xx] && !scanline[xx + wstep])
709                                         ++xx;
710                                 f32 vx1 = (x - eps) / (f32) width - 0.5;
711                                 f32 vx2 = (xx + eps) / (f32) width - 0.5;
712                                 f32 vy = 0.5 - (y - eps) / (f32) height;
713                                 f32 tx1 = x / (f32) width;
714                                 f32 tx2 = xx / (f32) width;
715                                 f32 ty = (y - 0.5) / (f32) height;
716                                 video::S3DVertex vertices[8] =
717                                 {
718                                         video::S3DVertex(vx1,vy,-0.5, 0,-1,0, c, tx1,ty),
719                                         video::S3DVertex(vx2,vy,-0.5, 0,-1,0, c, tx2,ty),
720                                         video::S3DVertex(vx2,vy,+0.5, 0,-1,0, c, tx2,ty),
721                                         video::S3DVertex(vx1,vy,+0.5, 0,-1,0, c, tx1,ty),
722                                 };
723                                 u16 indices[6] = {0,1,2,2,3,0};
724                                 buf->append(vertices, 4, indices, 6);
725                                 x = xx - 1;
726                         }
727                         if (!scanline[x] && scanline[x + wstep])
728                         {
729                                 u32 xx = x + 1;
730                                 while (!scanline[xx] && scanline[xx + wstep])
731                                         ++xx;
732                                 f32 vx1 = (x - eps) / (f32) width - 0.5;
733                                 f32 vx2 = (xx + eps) / (f32) width - 0.5;
734                                 f32 vy = 0.5 - (y + eps) / (f32) height;
735                                 f32 tx1 = x / (f32) width;
736                                 f32 tx2 = xx / (f32) width;
737                                 f32 ty = (y + 0.5) / (f32) height;
738                                 video::S3DVertex vertices[8] =
739                                 {
740                                         video::S3DVertex(vx1,vy,-0.5, 0,1,0, c, tx1,ty),
741                                         video::S3DVertex(vx1,vy,+0.5, 0,1,0, c, tx1,ty),
742                                         video::S3DVertex(vx2,vy,+0.5, 0,1,0, c, tx2,ty),
743                                         video::S3DVertex(vx2,vy,-0.5, 0,1,0, c, tx2,ty),
744                                 };
745                                 u16 indices[6] = {0,1,2,2,3,0};
746                                 buf->append(vertices, 4, indices, 6);
747                                 x = xx - 1;
748                         }
749                 }
750         }
751
752         for (u32 x = 0; x <= width; ++x)
753         {
754                 u8* scancol = solidity + x + wstep;
755                 for (u32 y = 0; y <= height; ++y)
756                 {
757                         if (scancol[y * wstep] && !scancol[y * wstep + 1])
758                         {
759                                 u32 yy = y + 1;
760                                 while (scancol[yy * wstep] && !scancol[yy * wstep + 1])
761                                         ++yy;
762                                 f32 vx = (x - eps) / (f32) width - 0.5;
763                                 f32 vy1 = 0.5 - (y - eps) / (f32) height;
764                                 f32 vy2 = 0.5 - (yy + eps) / (f32) height;
765                                 f32 tx = (x - 0.5) / (f32) width;
766                                 f32 ty1 = y / (f32) height;
767                                 f32 ty2 = yy / (f32) height;
768                                 video::S3DVertex vertices[8] =
769                                 {
770                                         video::S3DVertex(vx,vy1,-0.5, 1,0,0, c, tx,ty1),
771                                         video::S3DVertex(vx,vy1,+0.5, 1,0,0, c, tx,ty1),
772                                         video::S3DVertex(vx,vy2,+0.5, 1,0,0, c, tx,ty2),
773                                         video::S3DVertex(vx,vy2,-0.5, 1,0,0, c, tx,ty2),
774                                 };
775                                 u16 indices[6] = {0,1,2,2,3,0};
776                                 buf->append(vertices, 4, indices, 6);
777                                 y = yy - 1;
778                         }
779                         if (!scancol[y * wstep] && scancol[y * wstep + 1])
780                         {
781                                 u32 yy = y + 1;
782                                 while (!scancol[yy * wstep] && scancol[yy * wstep + 1])
783                                         ++yy;
784                                 f32 vx = (x + eps) / (f32) width - 0.5;
785                                 f32 vy1 = 0.5 - (y - eps) / (f32) height;
786                                 f32 vy2 = 0.5 - (yy + eps) / (f32) height;
787                                 f32 tx = (x + 0.5) / (f32) width;
788                                 f32 ty1 = y / (f32) height;
789                                 f32 ty2 = yy / (f32) height;
790                                 video::S3DVertex vertices[8] =
791                                 {
792                                         video::S3DVertex(vx,vy1,-0.5, -1,0,0, c, tx,ty1),
793                                         video::S3DVertex(vx,vy2,-0.5, -1,0,0, c, tx,ty2),
794                                         video::S3DVertex(vx,vy2,+0.5, -1,0,0, c, tx,ty2),
795                                         video::S3DVertex(vx,vy1,+0.5, -1,0,0, c, tx,ty1),
796                                 };
797                                 u16 indices[6] = {0,1,2,2,3,0};
798                                 buf->append(vertices, 4, indices, 6);
799                                 y = yy - 1;
800                         }
801                 }
802         }
803
804         // Add to mesh
805         scene::SMesh* mesh = new scene::SMesh();
806         buf->recalculateBoundingBox();
807         mesh->addMeshBuffer(buf);
808         buf->drop();
809         mesh->recalculateBoundingBox();
810         scene::SAnimatedMesh* anim_mesh = new scene::SAnimatedMesh(mesh);
811         mesh->drop();
812         return anim_mesh;
813 }
814
815 scene::IAnimatedMesh* ExtrudedSpriteSceneNode::extrude(video::ITexture* texture)
816 {
817         scene::IAnimatedMesh* mesh = NULL;
818         core::dimension2d<u32> size = texture->getSize();
819         video::ECOLOR_FORMAT format = texture->getColorFormat();
820         if (format == video::ECF_A8R8G8B8)
821         {
822                 // Texture is in the correct color format, we can pass it
823                 // to extrudeARGB right away.
824                 void* data = texture->lock(true);
825                 if (data == NULL)
826                         return NULL;
827                 mesh = extrudeARGB(size.Width, size.Height, (u8*) data);
828                 texture->unlock();
829         }
830         else
831         {
832                 video::IVideoDriver* driver = SceneManager->getVideoDriver();
833
834                 video::IImage* img1 = driver->createImageFromData(format, size, texture->lock(true));
835                 if (img1 == NULL)
836                         return NULL;
837
838                 // img1 is in the texture's color format, convert to 8-bit ARGB
839                 video::IImage* img2 = driver->createImage(video::ECF_A8R8G8B8, size);
840                 if (img2 != NULL)
841                 {
842                         img1->copyTo(img2);
843                         img1->drop();
844
845                         mesh = extrudeARGB(size.Width, size.Height, (u8*) img2->lock());
846                         img2->unlock();
847                         img2->drop();
848                 }
849                 img1->drop();
850         }
851         return mesh;
852 }
853
854 scene::IMesh* ExtrudedSpriteSceneNode::createCubeMesh()
855 {
856         video::SColor c(255,255,255,255);
857         video::S3DVertex vertices[24] =
858         {
859                 // Up
860                 video::S3DVertex(-0.5,+0.5,-0.5, 0,1,0, c, 0,1),
861                 video::S3DVertex(-0.5,+0.5,+0.5, 0,1,0, c, 0,0),
862                 video::S3DVertex(+0.5,+0.5,+0.5, 0,1,0, c, 1,0),
863                 video::S3DVertex(+0.5,+0.5,-0.5, 0,1,0, c, 1,1),
864                 // Down
865                 video::S3DVertex(-0.5,-0.5,-0.5, 0,-1,0, c, 0,0),
866                 video::S3DVertex(+0.5,-0.5,-0.5, 0,-1,0, c, 1,0),
867                 video::S3DVertex(+0.5,-0.5,+0.5, 0,-1,0, c, 1,1),
868                 video::S3DVertex(-0.5,-0.5,+0.5, 0,-1,0, c, 0,1),
869                 // Right
870                 video::S3DVertex(+0.5,-0.5,-0.5, 1,0,0, c, 0,1),
871                 video::S3DVertex(+0.5,+0.5,-0.5, 1,0,0, c, 0,0),
872                 video::S3DVertex(+0.5,+0.5,+0.5, 1,0,0, c, 1,0),
873                 video::S3DVertex(+0.5,-0.5,+0.5, 1,0,0, c, 1,1),
874                 // Left
875                 video::S3DVertex(-0.5,-0.5,-0.5, -1,0,0, c, 1,1),
876                 video::S3DVertex(-0.5,-0.5,+0.5, -1,0,0, c, 0,1),
877                 video::S3DVertex(-0.5,+0.5,+0.5, -1,0,0, c, 0,0),
878                 video::S3DVertex(-0.5,+0.5,-0.5, -1,0,0, c, 1,0),
879                 // Back
880                 video::S3DVertex(-0.5,-0.5,+0.5, 0,0,1, c, 1,1),
881                 video::S3DVertex(+0.5,-0.5,+0.5, 0,0,1, c, 0,1),
882                 video::S3DVertex(+0.5,+0.5,+0.5, 0,0,1, c, 0,0),
883                 video::S3DVertex(-0.5,+0.5,+0.5, 0,0,1, c, 1,0),
884                 // Front
885                 video::S3DVertex(-0.5,-0.5,-0.5, 0,0,-1, c, 0,1),
886                 video::S3DVertex(-0.5,+0.5,-0.5, 0,0,-1, c, 0,0),
887                 video::S3DVertex(+0.5,+0.5,-0.5, 0,0,-1, c, 1,0),
888                 video::S3DVertex(+0.5,-0.5,-0.5, 0,0,-1, c, 1,1),
889         };
890
891         u16 indices[6] = {0,1,2,2,3,0};
892
893         scene::SMesh* mesh = new scene::SMesh();
894         for (u32 i=0; i<6; ++i)
895         {
896                 scene::IMeshBuffer* buf = new scene::SMeshBuffer();
897                 buf->append(vertices + 4 * i, 4, indices, 6);
898                 buf->recalculateBoundingBox();
899                 mesh->addMeshBuffer(buf);
900                 buf->drop();
901         }
902         mesh->recalculateBoundingBox();
903         return mesh;
904 }