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Added sprite extruder
[dragonfireclient.git] / src / camera.cpp
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 <cmath>
27
28 const s32 BOBFRAMES = 0x1000000; // must be a power of two
29
30 Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control):
31         m_smgr(smgr),
32         m_playernode(NULL),
33         m_headnode(NULL),
34         m_cameranode(NULL),
35         m_draw_control(draw_control),
36         m_viewing_range_min(5.0),
37         m_viewing_range_max(5.0),
38
39         m_camera_position(0,0,0),
40         m_camera_direction(0,0,0),
41
42         m_aspect(1.0),
43         m_fov_x(1.0),
44         m_fov_y(1.0),
45
46         m_wanted_frametime(0.0),
47         m_added_frametime(0),
48         m_added_frames(0),
49         m_range_old(0),
50         m_frametime_old(0),
51         m_frametime_counter(0),
52         m_time_per_range(30. / 50), // a sane default of 30ms per 50 nodes of range
53
54         m_view_bobbing_anim(0),
55         m_view_bobbing_state(0),
56         m_view_bobbing_speed(0)
57 {
58         //dstream<<__FUNCTION_NAME<<std::endl;
59
60         // note: making the camera node a child of the player node
61         // would lead to unexpected behaviour, so we don't do that.
62         m_playernode = smgr->addEmptySceneNode(smgr->getRootSceneNode());
63         m_headnode = smgr->addEmptySceneNode(m_playernode);
64         m_cameranode = smgr->addCameraSceneNode(smgr->getRootSceneNode());
65         m_cameranode->bindTargetAndRotation(true);
66         m_wieldnode = new ExtrudedSpriteSceneNode(smgr->getRootSceneNode(), smgr, -1, v3f(0, 120, 10), v3f(0, 0, 0), v3f(100, 100, 100));
67         //m_wieldnode = new ExtrudedSpriteSceneNode(smgr->getRootSceneNode(), smgr, -1);
68
69         updateSettings();
70 }
71
72 Camera::~Camera()
73 {
74 }
75
76 bool Camera::successfullyCreated(std::wstring& error_message)
77 {
78         if (m_playernode == NULL)
79         {
80                 error_message = L"Failed to create the player scene node";
81                 return false;
82         }
83         if (m_headnode == NULL)
84         {
85                 error_message = L"Failed to create the head scene node";
86                 return false;
87         }
88         if (m_cameranode == NULL)
89         {
90                 error_message = L"Failed to create the camera scene node";
91                 return false;
92         }
93         return true;
94 }
95
96 void Camera::step(f32 dtime)
97 {
98         if (m_view_bobbing_state != 0)
99         {
100                 s32 offset = MYMAX(dtime * m_view_bobbing_speed * 0.035 * BOBFRAMES, 1);
101                 if (m_view_bobbing_state == 2)
102                 {
103                         // Animation is getting turned off
104                         s32 subanim = (m_view_bobbing_anim & (BOBFRAMES/2-1));
105                         if (subanim < BOBFRAMES/4)
106                                 offset = -1 *  MYMIN(offset, subanim);
107                         else
108                                 offset = MYMIN(offset, BOBFRAMES/2 - subanim);
109                 }
110                 m_view_bobbing_anim = (m_view_bobbing_anim + offset) & (BOBFRAMES-1);
111         }
112 }
113
114 void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize)
115 {
116         // Set player node transformation
117         m_playernode->setPosition(player->getPosition());
118         m_playernode->setRotation(v3f(0, -1 * player->getYaw(), 0));
119         m_playernode->updateAbsolutePosition();
120
121         // Set head node transformation
122         v3f eye_offset = player->getEyePosition() - player->getPosition();
123         m_headnode->setPosition(eye_offset);
124         m_headnode->setRotation(v3f(player->getPitch(), 0, 0));
125         m_headnode->updateAbsolutePosition();
126
127         // Compute relative camera position and target
128         v3f rel_cam_pos = v3f(0,0,0);
129         v3f rel_cam_target = v3f(0,0,1);
130         v3f rel_cam_up = v3f(0,1,0);
131
132         s32 bobframe = m_view_bobbing_anim & (BOBFRAMES/2-1);
133         if (bobframe != 0)
134         {
135                 f32 bobfrac = (f32) bobframe / (BOBFRAMES/2);
136                 f32 bobdir = (m_view_bobbing_anim < (BOBFRAMES/2)) ? 1.0 : -1.0;
137
138                 #if 1
139                 f32 bobknob = 1.2;
140                 f32 bobtmp = sin(pow(bobfrac, bobknob) * PI);
141
142                 v3f bobvec = v3f(
143                         bobdir * sin(bobfrac * PI),
144                         0.8 * bobtmp * bobtmp,
145                         0.);
146
147                 rel_cam_pos += 0.03 * bobvec;
148                 rel_cam_target += 0.045 * bobvec;
149                 rel_cam_up.rotateXYBy(0.03 * bobdir * bobtmp * PI);
150                 #else
151                 f32 angle_deg = 1 * bobdir * sin(bobfrac * PI);
152                 f32 angle_rad = angle_deg * PI / 180;
153                 f32 r = 0.05;
154                 v3f off = v3f(
155                         r * sin(angle_rad),
156                         r * (cos(angle_rad) - 1),
157                         0);
158                 rel_cam_pos += off;
159                 //rel_cam_target += off;
160                 rel_cam_up.rotateXYBy(angle_deg);
161                 #endif
162
163         }
164
165         // Compute absolute camera position and target
166         m_headnode->getAbsoluteTransformation().transformVect(m_camera_position, rel_cam_pos);
167         m_headnode->getAbsoluteTransformation().transformVect(m_camera_direction, rel_cam_target);
168         m_camera_direction -= m_camera_position;
169
170         v3f abs_cam_up;
171         m_headnode->getAbsoluteTransformation().transformVect(abs_cam_up, rel_cam_pos + rel_cam_up);
172         abs_cam_up -= m_camera_position;
173
174         // Set camera node transformation
175         m_cameranode->setPosition(m_camera_position);
176         m_cameranode->setUpVector(abs_cam_up);
177         m_cameranode->setTarget(m_camera_position + m_camera_direction);
178
179         // FOV and and aspect ratio
180         m_aspect = (f32)screensize.X / (f32) screensize.Y;
181         m_fov_x = 2 * atan(0.5 * m_aspect * tan(m_fov_y));
182         m_cameranode->setAspectRatio(m_aspect);
183         m_cameranode->setFOV(m_fov_y);
184         // Just so big a value that everything rendered is visible
185         // Some more allowance that m_viewing_range_max * BS because of active objects etc.
186         m_cameranode->setFarValue(m_viewing_range_max * BS * 10);
187
188         // Render distance feedback loop
189         updateViewingRange(frametime);
190
191         // If the player seems to be walking on solid ground,
192         // view bobbing is enabled and free_move is off,
193         // start (or continue) the view bobbing animation.
194         v3f speed = player->getSpeed();
195         if ((hypot(speed.X, speed.Z) > BS) &&
196                 (player->touching_ground) &&
197                 (g_settings.getBool("view_bobbing") == true) &&
198                 (g_settings.getBool("free_move") == false))
199         {
200                 // Start animation
201                 m_view_bobbing_state = 1;
202                 m_view_bobbing_speed = MYMIN(speed.getLength(), 40);
203         }
204         else if (m_view_bobbing_state == 1)
205         {
206                 // Stop animation
207                 m_view_bobbing_state = 2;
208                 m_view_bobbing_speed = 100;
209         }
210         else if (m_view_bobbing_state == 2 && bobframe == 0)
211         {
212                 // Stop animation completed
213                 m_view_bobbing_state = 0;
214         }
215 }
216
217 void Camera::updateViewingRange(f32 frametime_in)
218 {
219         if (m_draw_control.range_all)
220                 return;
221
222         m_added_frametime += frametime_in;
223         m_added_frames += 1;
224
225         // Actually this counter kind of sucks because frametime is busytime
226         m_frametime_counter -= frametime_in;
227         if (m_frametime_counter > 0)
228                 return;
229         m_frametime_counter = 0.2;
230
231         /*dstream<<__FUNCTION_NAME
232                         <<": Collected "<<m_added_frames<<" frames, total of "
233                         <<m_added_frametime<<"s."<<std::endl;
234
235         dstream<<"m_draw_control.blocks_drawn="
236                         <<m_draw_control.blocks_drawn
237                         <<", m_draw_control.blocks_would_have_drawn="
238                         <<m_draw_control.blocks_would_have_drawn
239                         <<std::endl;*/
240
241         m_draw_control.wanted_min_range = m_viewing_range_min;
242         m_draw_control.wanted_max_blocks = (1.5*m_draw_control.blocks_would_have_drawn)+1;
243         if (m_draw_control.wanted_max_blocks < 10)
244                 m_draw_control.wanted_max_blocks = 10;
245
246         f32 block_draw_ratio = 1.0;
247         if (m_draw_control.blocks_would_have_drawn != 0)
248         {
249                 block_draw_ratio = (f32)m_draw_control.blocks_drawn
250                         / (f32)m_draw_control.blocks_would_have_drawn;
251         }
252
253         // Calculate the average frametime in the case that all wanted
254         // blocks had been drawn
255         f32 frametime = m_added_frametime / m_added_frames / block_draw_ratio;
256
257         m_added_frametime = 0.0;
258         m_added_frames = 0;
259
260         f32 wanted_frametime_change = m_wanted_frametime - frametime;
261         //dstream<<"wanted_frametime_change="<<wanted_frametime_change<<std::endl;
262
263         // If needed frametime change is small, just return
264         if (fabs(wanted_frametime_change) < m_wanted_frametime*0.4)
265         {
266                 //dstream<<"ignoring small wanted_frametime_change"<<std::endl;
267                 return;
268         }
269
270         f32 range = m_draw_control.wanted_range;
271         f32 new_range = range;
272
273         f32 d_range = range - m_range_old;
274         f32 d_frametime = frametime - m_frametime_old;
275         if (d_range != 0)
276         {
277                 m_time_per_range = d_frametime / d_range;
278         }
279
280         // The minimum allowed calculated frametime-range derivative:
281         // Practically this sets the maximum speed of changing the range.
282         // The lower this value, the higher the maximum changing speed.
283         // A low value here results in wobbly range (0.001)
284         // A high value here results in slow changing range (0.0025)
285         // SUGG: This could be dynamically adjusted so that when
286         //       the camera is turning, this is lower
287         //f32 min_time_per_range = 0.0015;
288         f32 min_time_per_range = 0.0010;
289         //f32 min_time_per_range = 0.05 / range;
290         if(m_time_per_range < min_time_per_range)
291         {
292                 m_time_per_range = min_time_per_range;
293                 //dstream<<"m_time_per_range="<<m_time_per_range<<" (min)"<<std::endl;
294         }
295         else
296         {
297                 //dstream<<"m_time_per_range="<<m_time_per_range<<std::endl;
298         }
299
300         f32 wanted_range_change = wanted_frametime_change / m_time_per_range;
301         // Dampen the change a bit to kill oscillations
302         //wanted_range_change *= 0.9;
303         //wanted_range_change *= 0.75;
304         wanted_range_change *= 0.5;
305         //dstream<<"wanted_range_change="<<wanted_range_change<<std::endl;
306
307         // If needed range change is very small, just return
308         if(fabs(wanted_range_change) < 0.001)
309         {
310                 //dstream<<"ignoring small wanted_range_change"<<std::endl;
311                 return;
312         }
313
314         new_range += wanted_range_change;
315         
316         //f32 new_range_unclamped = new_range;
317         new_range = MYMAX(new_range, m_viewing_range_min);
318         new_range = MYMIN(new_range, m_viewing_range_max);
319         /*dstream<<"new_range="<<new_range_unclamped
320                         <<", clamped to "<<new_range<<std::endl;*/
321
322         m_draw_control.wanted_range = new_range;
323
324         m_range_old = new_range;
325         m_frametime_old = frametime;
326 }
327
328 void Camera::updateSettings()
329 {
330         m_viewing_range_min = g_settings.getS16("viewing_range_nodes_min");
331         m_viewing_range_min = MYMAX(5.0, m_viewing_range_min);
332
333         m_viewing_range_max = g_settings.getS16("viewing_range_nodes_max");
334         m_viewing_range_max = MYMAX(m_viewing_range_min, m_viewing_range_max);
335
336         f32 fov_degrees = g_settings.getFloat("fov");
337         fov_degrees = MYMAX(fov_degrees, 10.0);
338         fov_degrees = MYMIN(fov_degrees, 170.0);
339         m_fov_y = fov_degrees * PI / 180.0;
340
341         f32 wanted_fps = g_settings.getFloat("wanted_fps");
342         wanted_fps = MYMAX(wanted_fps, 1.0);
343         m_wanted_frametime = 1.0 / wanted_fps;
344 }
345
346 void Camera::wield(InventoryItem* item)
347 {
348         if (item != NULL)
349         {
350                 dstream << "wield item: " << item->getName() << std::endl;
351                 m_wieldnode->setSprite(item->getImageRaw());
352                 m_wieldnode->setVisible(true);
353         }
354         else
355         {
356                 dstream << "wield item: none" << std::endl;
357                 m_wieldnode->setVisible(false);
358         }
359 }
360
361 void Camera::setDigging(bool digging)
362 {
363         // TODO
364 }
365
366
367 ExtrudedSpriteSceneNode::ExtrudedSpriteSceneNode(
368         scene::ISceneNode* parent,
369         scene::ISceneManager* mgr,
370         s32 id,
371         const v3f& position,
372         const v3f& rotation,
373         const v3f& scale
374 ):
375         ISceneNode(parent, mgr, id, position, rotation, scale)
376 {
377         m_meshnode = mgr->addMeshSceneNode(NULL, this, -1, v3f(0,0,0), v3f(0,0,0), v3f(1,1,1), true);
378         m_thickness = 0.1;
379         m_cubemesh = NULL;
380         m_is_cube = false;
381 }
382
383 ExtrudedSpriteSceneNode::~ExtrudedSpriteSceneNode()
384 {
385         removeChild(m_meshnode);
386         if (m_cubemesh)
387                 m_cubemesh->drop();
388 }
389
390 void ExtrudedSpriteSceneNode::setSprite(video::ITexture* texture)
391 {
392         if (texture == NULL)
393         {
394                 m_meshnode->setVisible(false);
395                 return;
396         }
397
398         io::path name = getExtrudedName(texture);
399         scene::IMeshCache* cache = SceneManager->getMeshCache();
400         scene::IAnimatedMesh* mesh = cache->getMeshByName(name);
401         if (mesh != NULL)
402         {
403                 // Extruded texture has been found in cache.
404                 m_meshnode->setMesh(mesh);
405         }
406         else
407         {
408                 // Texture was not yet extruded, do it now and save in cache
409                 mesh = extrude(texture);
410                 if (mesh == NULL)
411                 {
412                         dstream << "Warning: failed to extrude sprite" << std::endl;
413                         m_meshnode->setVisible(false);
414                         return;
415                 }
416                 cache->addMesh(name, mesh);
417                 m_meshnode->setMesh(mesh);
418                 mesh->drop();
419         }
420
421         m_meshnode->setScale(v3f(1, 1, m_thickness));
422         m_meshnode->getMaterial(0).setTexture(0, texture);
423         m_meshnode->getMaterial(0).setFlag(video::EMF_LIGHTING, false);
424         m_meshnode->getMaterial(0).setFlag(video::EMF_BILINEAR_FILTER, false);
425         m_meshnode->getMaterial(0).MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
426         m_meshnode->setVisible(true);
427         m_is_cube = false;
428 }
429
430 void ExtrudedSpriteSceneNode::setCube(video::ITexture* texture)
431 {
432         if (texture == NULL)
433         {
434                 m_meshnode->setVisible(false);
435                 return;
436         }
437
438         if (m_cubemesh == NULL)
439                 m_cubemesh = SceneManager->getGeometryCreator()->createCubeMesh(v3f(1));
440
441         m_meshnode->setMesh(m_cubemesh);
442         m_meshnode->setScale(v3f(1));
443         m_meshnode->getMaterial(0).setTexture(0, texture);
444         m_meshnode->getMaterial(0).setFlag(video::EMF_LIGHTING, false);
445         m_meshnode->getMaterial(0).setFlag(video::EMF_BILINEAR_FILTER, false);
446         m_meshnode->getMaterial(0).MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
447         m_meshnode->setVisible(true);
448         m_is_cube = true;
449 }
450
451 void ExtrudedSpriteSceneNode::removeSpriteFromCache(video::ITexture* texture)
452 {
453         scene::IMeshCache* cache = SceneManager->getMeshCache();
454         scene::IAnimatedMesh* mesh = cache->getMeshByName(getExtrudedName(texture));
455         if (mesh != NULL)
456                 cache->removeMesh(mesh);
457 }
458
459 void ExtrudedSpriteSceneNode::setSpriteThickness(f32 thickness)
460 {
461         m_thickness = thickness;
462         if (!m_is_cube)
463                 m_meshnode->setScale(v3f(1, 1, thickness));
464 }
465
466 const core::aabbox3d<f32>& ExtrudedSpriteSceneNode::getBoundingBox() const
467 {
468         return m_meshnode->getBoundingBox();
469 }
470
471 void ExtrudedSpriteSceneNode::OnRegisterSceneNode()
472 {
473         if (IsVisible)
474                 SceneManager->registerNodeForRendering(this);
475         ISceneNode::OnRegisterSceneNode();
476 }
477
478 void ExtrudedSpriteSceneNode::render()
479 {
480         // do nothing
481 }
482
483 io::path ExtrudedSpriteSceneNode::getExtrudedName(video::ITexture* texture)
484 {
485         io::path path = texture->getName();
486         path.append("/[extruded]");
487         return path;
488 }
489
490 scene::IAnimatedMesh* ExtrudedSpriteSceneNode::extrudeARGB(u32 width, u32 height, u8* data)
491 {
492         const s32 argb_wstep = 4 * width;
493         const s32 alpha_threshold = 1;
494
495         scene::IMeshBuffer* buf = new scene::SMeshBuffer();
496         video::SColor c(255,255,255,255);
497
498         // Front and back
499         {
500                 video::S3DVertex vertices[8] =
501                 {
502                         video::S3DVertex(-0.5,-0.5,-0.5, 0,0,-1, c, 0,1),
503                         video::S3DVertex(-0.5,0.5,-0.5, 0,0,-1, c, 0,0),
504                         video::S3DVertex(0.5,0.5,-0.5, 0,0,-1, c, 1,0),
505                         video::S3DVertex(0.5,-0.5,-0.5, 0,0,-1, c, 1,1),
506                         video::S3DVertex(0.5,-0.5,0.5, 0,0,1, c, 1,1),
507                         video::S3DVertex(0.5,0.5,0.5, 0,0,1, c, 1,0),
508                         video::S3DVertex(-0.5,0.5,0.5, 0,0,1, c, 0,0),
509                         video::S3DVertex(-0.5,-0.5,0.5, 0,0,1, c, 0,1),
510                 };
511                 u16 indices[12] = {0,1,2,2,3,0,4,5,6,6,7,4};
512                 buf->append(vertices, 8, indices, 12);
513         }
514
515         // "Interior"
516         // (add faces where a solid pixel is next to a transparent one)
517         u8* solidity = new u8[(width+2) * (height+2)];
518         u32 wstep = width + 2;
519         for (u32 y = 0; y < height + 2; ++y)
520         {
521                 u8* scanline = solidity + y * wstep;
522                 if (y == 0 || y == height + 1)
523                 {
524                         for (u32 x = 0; x < width + 2; ++x)
525                                 scanline[x] = 0;
526                 }
527                 else
528                 {
529                         scanline[0] = 0;
530                         u8* argb_scanline = data + (y - 1) * argb_wstep;
531                         for (u32 x = 0; x < width; ++x)
532                                 scanline[x+1] = (argb_scanline[x*4+3] >= alpha_threshold);
533                         scanline[width + 1] = 0;
534                 }
535         }
536
537         // without this, there would be occasional "holes" in the mesh
538         f32 eps = 0.01;
539
540         for (u32 y = 0; y <= height; ++y)
541         {
542                 u8* scanline = solidity + y * wstep + 1;
543                 for (u32 x = 0; x <= width; ++x)
544                 {
545                         if (scanline[x] && !scanline[x + wstep])
546                         {
547                                 u32 xx = x + 1;
548                                 while (scanline[xx] && !scanline[xx + wstep])
549                                         ++xx;
550                                 f32 vx1 = (x - eps) / (f32) width - 0.5;
551                                 f32 vx2 = (xx + eps) / (f32) width - 0.5;
552                                 f32 vy = 0.5 - (y - eps) / (f32) height;
553                                 f32 tx1 = x / (f32) width;
554                                 f32 tx2 = xx / (f32) width;
555                                 f32 ty = (y - 0.5) / (f32) height;
556                                 video::S3DVertex vertices[8] =
557                                 {
558                                         video::S3DVertex(vx1,vy,-0.5, 0,-1,0, c, tx1,ty),
559                                         video::S3DVertex(vx2,vy,-0.5, 0,-1,0, c, tx2,ty),
560                                         video::S3DVertex(vx2,vy,0.5, 0,-1,0, c, tx2,ty),
561                                         video::S3DVertex(vx1,vy,0.5, 0,-1,0, c, tx1,ty),
562                                 };
563                                 u16 indices[6] = {0,1,2,2,3,0};
564                                 buf->append(vertices, 4, indices, 6);
565                                 x = xx - 1;
566                         }
567                         if (!scanline[x] && scanline[x + wstep])
568                         {
569                                 u32 xx = x + 1;
570                                 while (!scanline[xx] && scanline[xx + wstep])
571                                         ++xx;
572                                 f32 vx1 = (x - eps) / (f32) width - 0.5;
573                                 f32 vx2 = (xx + eps) / (f32) width - 0.5;
574                                 f32 vy = 0.5 - (y + eps) / (f32) height;
575                                 f32 tx1 = x / (f32) width;
576                                 f32 tx2 = xx / (f32) width;
577                                 f32 ty = (y + 0.5) / (f32) height;
578                                 video::S3DVertex vertices[8] =
579                                 {
580                                         video::S3DVertex(vx1,vy,-0.5, 0,1,0, c, tx1,ty),
581                                         video::S3DVertex(vx1,vy,0.5, 0,1,0, c, tx1,ty),
582                                         video::S3DVertex(vx2,vy,0.5, 0,1,0, c, tx2,ty),
583                                         video::S3DVertex(vx2,vy,-0.5, 0,1,0, c, tx2,ty),
584                                 };
585                                 u16 indices[6] = {0,1,2,2,3,0};
586                                 buf->append(vertices, 4, indices, 6);
587                                 x = xx - 1;
588                         }
589                 }
590         }
591
592         for (u32 x = 0; x <= width; ++x)
593         {
594                 u8* scancol = solidity + x + wstep;
595                 for (u32 y = 0; y <= height; ++y)
596                 {
597                         if (scancol[y * wstep] && !scancol[y * wstep + 1])
598                         {
599                                 u32 yy = y + 1;
600                                 while (scancol[yy * wstep] && !scancol[yy * wstep + 1])
601                                         ++yy;
602                                 f32 vx = (x - eps) / (f32) width - 0.5;
603                                 f32 vy1 = 0.5 - (y - eps) / (f32) height;
604                                 f32 vy2 = 0.5 - (yy + eps) / (f32) height;
605                                 f32 tx = (x - 0.5) / (f32) width;
606                                 f32 ty1 = y / (f32) height;
607                                 f32 ty2 = yy / (f32) height;
608                                 video::S3DVertex vertices[8] =
609                                 {
610                                         video::S3DVertex(vx,vy1,-0.5, 1,0,0, c, tx,ty1),
611                                         video::S3DVertex(vx,vy1,0.5, 1,0,0, c, tx,ty1),
612                                         video::S3DVertex(vx,vy2,0.5, 1,0,0, c, tx,ty2),
613                                         video::S3DVertex(vx,vy2,-0.5, 1,0,0, c, tx,ty2),
614                                 };
615                                 u16 indices[6] = {0,1,2,2,3,0};
616                                 buf->append(vertices, 4, indices, 6);
617                                 y = yy - 1;
618                         }
619                         if (!scancol[y * wstep] && scancol[y * wstep + 1])
620                         {
621                                 u32 yy = y + 1;
622                                 while (!scancol[yy * wstep] && scancol[yy * wstep + 1])
623                                         ++yy;
624                                 f32 vx = (x + eps) / (f32) width - 0.5;
625                                 f32 vy1 = 0.5 - (y - eps) / (f32) height;
626                                 f32 vy2 = 0.5 - (yy + eps) / (f32) height;
627                                 f32 tx = (x + 0.5) / (f32) width;
628                                 f32 ty1 = y / (f32) height;
629                                 f32 ty2 = yy / (f32) height;
630                                 video::S3DVertex vertices[8] =
631                                 {
632                                         video::S3DVertex(vx,vy1,-0.5, -1,0,0, c, tx,ty1),
633                                         video::S3DVertex(vx,vy2,-0.5, -1,0,0, c, tx,ty2),
634                                         video::S3DVertex(vx,vy2,0.5, -1,0,0, c, tx,ty2),
635                                         video::S3DVertex(vx,vy1,0.5, -1,0,0, c, tx,ty1),
636                                 };
637                                 u16 indices[6] = {0,1,2,2,3,0};
638                                 buf->append(vertices, 4, indices, 6);
639                                 y = yy - 1;
640                         }
641                 }
642         }
643
644         // Add to mesh
645         scene::SMesh* mesh = new scene::SMesh();
646         mesh->addMeshBuffer(buf);
647         buf->drop();
648         mesh->recalculateBoundingBox();
649         scene::SAnimatedMesh* anim_mesh = new scene::SAnimatedMesh(mesh);
650         mesh->drop();
651         return anim_mesh;
652 }
653
654 scene::IAnimatedMesh* ExtrudedSpriteSceneNode::extrude(video::ITexture* texture)
655 {
656         scene::IAnimatedMesh* mesh = NULL;
657         core::dimension2d<u32> size = texture->getSize();
658         video::ECOLOR_FORMAT format = texture->getColorFormat();
659         if (format == video::ECF_A8R8G8B8)
660         {
661                 // Texture is in the correct color format, we can pass it
662                 // to extrudeARGB right away.
663                 void* data = texture->lock(true);
664                 if (data == NULL)
665                         return NULL;
666                 mesh = extrudeARGB(size.Width, size.Height, (u8*) data);
667                 texture->unlock();
668         }
669         else
670         {
671                 video::IVideoDriver* driver = SceneManager->getVideoDriver();
672
673                 video::IImage* img1 = driver->createImageFromData(format, size, texture->lock(true));
674                 if (img1 == NULL)
675                         return NULL;
676
677                 // img1 is in the texture's color format, convert to 8-bit ARGB
678                 video::IImage* img2 = driver->createImage(video::ECF_A8R8G8B8, size);
679                 if (img2 != NULL)
680                 {
681                         img1->copyTo(img2);
682                         img1->drop();
683
684                         mesh = extrudeARGB(size.Width, size.Height, (u8*) img2->lock());
685                         img2->unlock();
686                         img2->drop();
687                 }
688                 img1->drop();
689         }
690         return mesh;
691 }
692