]> git.lizzy.rs Git - dragonfireclient.git/blob - src/client/wieldmesh.cpp
Apply shadow texture to wield-based entities
[dragonfireclient.git] / src / client / wieldmesh.cpp
1 /*
2 Minetest
3 Copyright (C) 2010-2014 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 Lesser General Public License as published by
7 the Free Software Foundation; either version 2.1 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 Lesser General Public License for more details.
14
15 You should have received a copy of the GNU Lesser 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 "wieldmesh.h"
21 #include "settings.h"
22 #include "shader.h"
23 #include "inventory.h"
24 #include "client.h"
25 #include "itemdef.h"
26 #include "nodedef.h"
27 #include "mesh.h"
28 #include "content_mapblock.h"
29 #include "mapblock_mesh.h"
30 #include "client/meshgen/collector.h"
31 #include "client/tile.h"
32 #include "log.h"
33 #include "util/numeric.h"
34 #include <map>
35 #include <IMeshManipulator.h>
36 #include "client/renderingengine.h"
37
38 #define WIELD_SCALE_FACTOR 30.0
39 #define WIELD_SCALE_FACTOR_EXTRUDED 40.0
40
41 #define MIN_EXTRUSION_MESH_RESOLUTION 16
42 #define MAX_EXTRUSION_MESH_RESOLUTION 512
43
44 static scene::IMesh *createExtrusionMesh(int resolution_x, int resolution_y)
45 {
46         const f32 r = 0.5;
47
48         scene::IMeshBuffer *buf = new scene::SMeshBuffer();
49         video::SColor c(255,255,255,255);
50         v3f scale(1.0, 1.0, 0.1);
51
52         // Front and back
53         {
54                 video::S3DVertex vertices[8] = {
55                         // z-
56                         video::S3DVertex(-r,+r,-r, 0,0,-1, c, 0,0),
57                         video::S3DVertex(+r,+r,-r, 0,0,-1, c, 1,0),
58                         video::S3DVertex(+r,-r,-r, 0,0,-1, c, 1,1),
59                         video::S3DVertex(-r,-r,-r, 0,0,-1, c, 0,1),
60                         // z+
61                         video::S3DVertex(-r,+r,+r, 0,0,+1, c, 0,0),
62                         video::S3DVertex(-r,-r,+r, 0,0,+1, c, 0,1),
63                         video::S3DVertex(+r,-r,+r, 0,0,+1, c, 1,1),
64                         video::S3DVertex(+r,+r,+r, 0,0,+1, c, 1,0),
65                 };
66                 u16 indices[12] = {0,1,2,2,3,0,4,5,6,6,7,4};
67                 buf->append(vertices, 8, indices, 12);
68         }
69
70         f32 pixelsize_x = 1 / (f32) resolution_x;
71         f32 pixelsize_y = 1 / (f32) resolution_y;
72
73         for (int i = 0; i < resolution_x; ++i) {
74                 f32 pixelpos_x = i * pixelsize_x - 0.5;
75                 f32 x0 = pixelpos_x;
76                 f32 x1 = pixelpos_x + pixelsize_x;
77                 f32 tex0 = (i + 0.1) * pixelsize_x;
78                 f32 tex1 = (i + 0.9) * pixelsize_x;
79                 video::S3DVertex vertices[8] = {
80                         // x-
81                         video::S3DVertex(x0,-r,-r, -1,0,0, c, tex0,1),
82                         video::S3DVertex(x0,-r,+r, -1,0,0, c, tex1,1),
83                         video::S3DVertex(x0,+r,+r, -1,0,0, c, tex1,0),
84                         video::S3DVertex(x0,+r,-r, -1,0,0, c, tex0,0),
85                         // x+
86                         video::S3DVertex(x1,-r,-r, +1,0,0, c, tex0,1),
87                         video::S3DVertex(x1,+r,-r, +1,0,0, c, tex0,0),
88                         video::S3DVertex(x1,+r,+r, +1,0,0, c, tex1,0),
89                         video::S3DVertex(x1,-r,+r, +1,0,0, c, tex1,1),
90                 };
91                 u16 indices[12] = {0,1,2,2,3,0,4,5,6,6,7,4};
92                 buf->append(vertices, 8, indices, 12);
93         }
94         for (int i = 0; i < resolution_y; ++i) {
95                 f32 pixelpos_y = i * pixelsize_y - 0.5;
96                 f32 y0 = -pixelpos_y - pixelsize_y;
97                 f32 y1 = -pixelpos_y;
98                 f32 tex0 = (i + 0.1) * pixelsize_y;
99                 f32 tex1 = (i + 0.9) * pixelsize_y;
100                 video::S3DVertex vertices[8] = {
101                         // y-
102                         video::S3DVertex(-r,y0,-r, 0,-1,0, c, 0,tex0),
103                         video::S3DVertex(+r,y0,-r, 0,-1,0, c, 1,tex0),
104                         video::S3DVertex(+r,y0,+r, 0,-1,0, c, 1,tex1),
105                         video::S3DVertex(-r,y0,+r, 0,-1,0, c, 0,tex1),
106                         // y+
107                         video::S3DVertex(-r,y1,-r, 0,+1,0, c, 0,tex0),
108                         video::S3DVertex(-r,y1,+r, 0,+1,0, c, 0,tex1),
109                         video::S3DVertex(+r,y1,+r, 0,+1,0, c, 1,tex1),
110                         video::S3DVertex(+r,y1,-r, 0,+1,0, c, 1,tex0),
111                 };
112                 u16 indices[12] = {0,1,2,2,3,0,4,5,6,6,7,4};
113                 buf->append(vertices, 8, indices, 12);
114         }
115
116         // Create mesh object
117         scene::SMesh *mesh = new scene::SMesh();
118         mesh->addMeshBuffer(buf);
119         buf->drop();
120         scaleMesh(mesh, scale);  // also recalculates bounding box
121         return mesh;
122 }
123
124 /*
125         Caches extrusion meshes so that only one of them per resolution
126         is needed. Also caches one cube (for convenience).
127
128         E.g. there is a single extrusion mesh that is used for all
129         16x16 px images, another for all 256x256 px images, and so on.
130
131         WARNING: Not thread safe. This should not be a problem since
132         rendering related classes (such as WieldMeshSceneNode) will be
133         used from the rendering thread only.
134 */
135 class ExtrusionMeshCache: public IReferenceCounted
136 {
137 public:
138         // Constructor
139         ExtrusionMeshCache()
140         {
141                 for (int resolution = MIN_EXTRUSION_MESH_RESOLUTION;
142                                 resolution <= MAX_EXTRUSION_MESH_RESOLUTION;
143                                 resolution *= 2) {
144                         m_extrusion_meshes[resolution] =
145                                 createExtrusionMesh(resolution, resolution);
146                 }
147                 m_cube = createCubeMesh(v3f(1.0, 1.0, 1.0));
148         }
149         // Destructor
150         virtual ~ExtrusionMeshCache()
151         {
152                 for (auto &extrusion_meshe : m_extrusion_meshes) {
153                         extrusion_meshe.second->drop();
154                 }
155                 m_cube->drop();
156         }
157         // Get closest extrusion mesh for given image dimensions
158         // Caller must drop the returned pointer
159         scene::IMesh* create(core::dimension2d<u32> dim)
160         {
161                 // handle non-power of two textures inefficiently without cache
162                 if (!is_power_of_two(dim.Width) || !is_power_of_two(dim.Height)) {
163                         return createExtrusionMesh(dim.Width, dim.Height);
164                 }
165
166                 int maxdim = MYMAX(dim.Width, dim.Height);
167
168                 std::map<int, scene::IMesh*>::iterator
169                         it = m_extrusion_meshes.lower_bound(maxdim);
170
171                 if (it == m_extrusion_meshes.end()) {
172                         // no viable resolution found; use largest one
173                         it = m_extrusion_meshes.find(MAX_EXTRUSION_MESH_RESOLUTION);
174                         sanity_check(it != m_extrusion_meshes.end());
175                 }
176
177                 scene::IMesh *mesh = it->second;
178                 mesh->grab();
179                 return mesh;
180         }
181         // Returns a 1x1x1 cube mesh with one meshbuffer (material) per face
182         // Caller must drop the returned pointer
183         scene::IMesh* createCube()
184         {
185                 m_cube->grab();
186                 return m_cube;
187         }
188
189 private:
190         std::map<int, scene::IMesh*> m_extrusion_meshes;
191         scene::IMesh *m_cube;
192 };
193
194 ExtrusionMeshCache *g_extrusion_mesh_cache = NULL;
195
196
197 WieldMeshSceneNode::WieldMeshSceneNode(scene::ISceneManager *mgr, s32 id, bool lighting):
198         scene::ISceneNode(mgr->getRootSceneNode(), mgr, id),
199         m_material_type(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF),
200         m_lighting(lighting)
201 {
202         m_enable_shaders = g_settings->getBool("enable_shaders");
203         m_anisotropic_filter = g_settings->getBool("anisotropic_filter");
204         m_bilinear_filter = g_settings->getBool("bilinear_filter");
205         m_trilinear_filter = g_settings->getBool("trilinear_filter");
206
207         // If this is the first wield mesh scene node, create a cache
208         // for extrusion meshes (and a cube mesh), otherwise reuse it
209         if (!g_extrusion_mesh_cache)
210                 g_extrusion_mesh_cache = new ExtrusionMeshCache();
211         else
212                 g_extrusion_mesh_cache->grab();
213
214         // Disable bounding box culling for this scene node
215         // since we won't calculate the bounding box.
216         setAutomaticCulling(scene::EAC_OFF);
217
218         // Create the child scene node
219         scene::IMesh *dummymesh = g_extrusion_mesh_cache->createCube();
220         m_meshnode = SceneManager->addMeshSceneNode(dummymesh, this, -1);
221         m_meshnode->setReadOnlyMaterials(false);
222         m_meshnode->setVisible(false);
223         dummymesh->drop(); // m_meshnode grabbed it
224
225         m_shadow = RenderingEngine::get_shadow_renderer();
226 }
227
228 WieldMeshSceneNode::~WieldMeshSceneNode()
229 {
230         sanity_check(g_extrusion_mesh_cache);
231
232         // Remove node from shadow casters. m_shadow might be an invalid pointer!
233         if (auto shadow = RenderingEngine::get_shadow_renderer())
234                 shadow->removeNodeFromShadowList(m_meshnode);
235
236         if (g_extrusion_mesh_cache->drop())
237                 g_extrusion_mesh_cache = nullptr;
238 }
239
240 void WieldMeshSceneNode::setCube(const ContentFeatures &f,
241                         v3f wield_scale)
242 {
243         scene::IMesh *cubemesh = g_extrusion_mesh_cache->createCube();
244         scene::SMesh *copy = cloneMesh(cubemesh);
245         cubemesh->drop();
246         postProcessNodeMesh(copy, f, false, true, &m_material_type, &m_colors, true);
247         changeToMesh(copy);
248         copy->drop();
249         m_meshnode->setScale(wield_scale * WIELD_SCALE_FACTOR);
250 }
251
252 void WieldMeshSceneNode::setExtruded(const std::string &imagename,
253         const std::string &overlay_name, v3f wield_scale, ITextureSource *tsrc,
254         u8 num_frames)
255 {
256         video::ITexture *texture = tsrc->getTexture(imagename);
257         if (!texture) {
258                 changeToMesh(nullptr);
259                 return;
260         }
261         video::ITexture *overlay_texture =
262                 overlay_name.empty() ? NULL : tsrc->getTexture(overlay_name);
263
264         core::dimension2d<u32> dim = texture->getSize();
265         // Detect animation texture and pull off top frame instead of using entire thing
266         if (num_frames > 1) {
267                 u32 frame_height = dim.Height / num_frames;
268                 dim = core::dimension2d<u32>(dim.Width, frame_height);
269         }
270         scene::IMesh *original = g_extrusion_mesh_cache->create(dim);
271         scene::SMesh *mesh = cloneMesh(original);
272         original->drop();
273         //set texture
274         mesh->getMeshBuffer(0)->getMaterial().setTexture(0,
275                 tsrc->getTexture(imagename));
276         if (overlay_texture) {
277                 scene::IMeshBuffer *copy = cloneMeshBuffer(mesh->getMeshBuffer(0));
278                 copy->getMaterial().setTexture(0, overlay_texture);
279                 mesh->addMeshBuffer(copy);
280                 copy->drop();
281         }
282         changeToMesh(mesh);
283         mesh->drop();
284
285         m_meshnode->setScale(wield_scale * WIELD_SCALE_FACTOR_EXTRUDED);
286
287         // Customize materials
288         for (u32 layer = 0; layer < m_meshnode->getMaterialCount(); layer++) {
289                 video::SMaterial &material = m_meshnode->getMaterial(layer);
290                 material.TextureLayer[0].TextureWrapU = video::ETC_CLAMP_TO_EDGE;
291                 material.TextureLayer[0].TextureWrapV = video::ETC_CLAMP_TO_EDGE;
292                 material.MaterialType = m_material_type;
293                 material.MaterialTypeParam = 0.5f;
294                 material.setFlag(video::EMF_BACK_FACE_CULLING, true);
295                 // Enable bi/trilinear filtering only for high resolution textures
296                 if (dim.Width > 32) {
297                         material.setFlag(video::EMF_BILINEAR_FILTER, m_bilinear_filter);
298                         material.setFlag(video::EMF_TRILINEAR_FILTER, m_trilinear_filter);
299                 } else {
300                         material.setFlag(video::EMF_BILINEAR_FILTER, false);
301                         material.setFlag(video::EMF_TRILINEAR_FILTER, false);
302                 }
303                 material.setFlag(video::EMF_ANISOTROPIC_FILTER, m_anisotropic_filter);
304                 // mipmaps cause "thin black line" artifacts
305                 material.setFlag(video::EMF_USE_MIP_MAPS, false);
306                 if (m_enable_shaders) {
307                         material.setTexture(2, tsrc->getShaderFlagsTexture(false));
308                 }
309         }
310 }
311
312 static scene::SMesh *createSpecialNodeMesh(Client *client, MapNode n,
313         std::vector<ItemPartColor> *colors, const ContentFeatures &f)
314 {
315         MeshMakeData mesh_make_data(client, false);
316         MeshCollector collector;
317         mesh_make_data.setSmoothLighting(false);
318         MapblockMeshGenerator gen(&mesh_make_data, &collector,
319                 client->getSceneManager()->getMeshManipulator());
320
321         if (n.getParam2()) {
322                 // keep it
323         } else if (f.param_type_2 == CPT2_WALLMOUNTED ||
324                         f.param_type_2 == CPT2_COLORED_WALLMOUNTED) {
325                 if (f.drawtype == NDT_TORCHLIKE ||
326                                 f.drawtype == NDT_SIGNLIKE ||
327                                 f.drawtype == NDT_NODEBOX ||
328                                 f.drawtype == NDT_MESH) {
329                         n.setParam2(4);
330                 }
331         } else if (f.drawtype == NDT_SIGNLIKE || f.drawtype == NDT_TORCHLIKE) {
332                 n.setParam2(1);
333         }
334         gen.renderSingle(n.getContent(), n.getParam2());
335
336         colors->clear();
337         scene::SMesh *mesh = new scene::SMesh();
338         for (auto &prebuffers : collector.prebuffers)
339                 for (PreMeshBuffer &p : prebuffers) {
340                         if (p.layer.material_flags & MATERIAL_FLAG_ANIMATION) {
341                                 const FrameSpec &frame = (*p.layer.frames)[0];
342                                 p.layer.texture = frame.texture;
343                                 p.layer.normal_texture = frame.normal_texture;
344                         }
345                         for (video::S3DVertex &v : p.vertices) {
346                                 v.Color.setAlpha(255);
347                         }
348                         scene::SMeshBuffer *buf = new scene::SMeshBuffer();
349                         buf->Material.setTexture(0, p.layer.texture);
350                         p.layer.applyMaterialOptions(buf->Material);
351                         mesh->addMeshBuffer(buf);
352                         buf->append(&p.vertices[0], p.vertices.size(),
353                                         &p.indices[0], p.indices.size());
354                         buf->drop();
355                         colors->push_back(
356                                 ItemPartColor(p.layer.has_color, p.layer.color));
357                 }
358         return mesh;
359 }
360
361 void WieldMeshSceneNode::setItem(const ItemStack &item, Client *client, bool check_wield_image)
362 {
363         ITextureSource *tsrc = client->getTextureSource();
364         IItemDefManager *idef = client->getItemDefManager();
365         IShaderSource *shdrsrc = client->getShaderSource();
366         const NodeDefManager *ndef = client->getNodeDefManager();
367         const ItemDefinition &def = item.getDefinition(idef);
368         const ContentFeatures &f = ndef->get(def.name);
369         content_t id = ndef->getId(def.name);
370
371         scene::SMesh *mesh = nullptr;
372
373         if (m_enable_shaders) {
374                 u32 shader_id = shdrsrc->getShader("object_shader", TILE_MATERIAL_BASIC, NDT_NORMAL);
375                 m_material_type = shdrsrc->getShaderInfo(shader_id).material;
376         }
377
378         // Color-related
379         m_colors.clear();
380         m_base_color = idef->getItemstackColor(item, client);
381
382         // If wield_image needs to be checked and is defined, it overrides everything else
383         if (!def.wield_image.empty() && check_wield_image) {
384                 setExtruded(def.wield_image, def.wield_overlay, def.wield_scale, tsrc,
385                         1);
386                 m_colors.emplace_back();
387                 // overlay is white, if present
388                 m_colors.emplace_back(true, video::SColor(0xFFFFFFFF));
389                 return;
390         }
391
392         // Handle nodes
393         // See also CItemDefManager::createClientCached()
394         if (def.type == ITEM_NODE) {
395                 bool cull_backface = f.needsBackfaceCulling();
396
397                 // Select rendering method
398                 switch (f.drawtype) {
399                 case NDT_AIRLIKE:
400                         setExtruded("no_texture_airlike.png", "",
401                                 v3f(1.0, 1.0, 1.0), tsrc, 1);
402                         break;
403                 case NDT_SIGNLIKE:
404                 case NDT_TORCHLIKE:
405                 case NDT_RAILLIKE:
406                 case NDT_PLANTLIKE:
407                 case NDT_FLOWINGLIQUID: {
408                         v3f wscale = def.wield_scale;
409                         if (f.drawtype == NDT_FLOWINGLIQUID)
410                                 wscale.Z *= 0.1f;
411                         setExtruded(tsrc->getTextureName(f.tiles[0].layers[0].texture_id),
412                                 tsrc->getTextureName(f.tiles[0].layers[1].texture_id),
413                                 wscale, tsrc,
414                                 f.tiles[0].layers[0].animation_frame_count);
415                         // Add color
416                         const TileLayer &l0 = f.tiles[0].layers[0];
417                         m_colors.emplace_back(l0.has_color, l0.color);
418                         const TileLayer &l1 = f.tiles[0].layers[1];
419                         m_colors.emplace_back(l1.has_color, l1.color);
420                         break;
421                 }
422                 case NDT_PLANTLIKE_ROOTED: {
423                         setExtruded(tsrc->getTextureName(f.special_tiles[0].layers[0].texture_id),
424                                 "", def.wield_scale, tsrc,
425                                 f.special_tiles[0].layers[0].animation_frame_count);
426                         // Add color
427                         const TileLayer &l0 = f.special_tiles[0].layers[0];
428                         m_colors.emplace_back(l0.has_color, l0.color);
429                         break;
430                 }
431                 case NDT_NORMAL:
432                 case NDT_ALLFACES:
433                 case NDT_LIQUID:
434                         setCube(f, def.wield_scale);
435                         break;
436                 default: {
437                         // Render non-trivial drawtypes like the actual node
438                         MapNode n(id);
439                         n.setParam2(def.place_param2);
440
441                         mesh = createSpecialNodeMesh(client, n, &m_colors, f);
442                         changeToMesh(mesh);
443                         mesh->drop();
444                         m_meshnode->setScale(
445                                 def.wield_scale * WIELD_SCALE_FACTOR
446                                 / (BS * f.visual_scale));
447                         break;
448                 }
449                 }
450
451                 u32 material_count = m_meshnode->getMaterialCount();
452                 for (u32 i = 0; i < material_count; ++i) {
453                         video::SMaterial &material = m_meshnode->getMaterial(i);
454                         material.MaterialType = m_material_type;
455                         material.MaterialTypeParam = 0.5f;
456                         material.setFlag(video::EMF_BACK_FACE_CULLING, cull_backface);
457                         material.setFlag(video::EMF_BILINEAR_FILTER, m_bilinear_filter);
458                         material.setFlag(video::EMF_TRILINEAR_FILTER, m_trilinear_filter);
459                 }
460                 return;
461         } else {
462                 if (!def.inventory_image.empty()) {
463                         setExtruded(def.inventory_image, def.inventory_overlay, def.wield_scale,
464                                 tsrc, 1);
465                 } else {
466                         setExtruded("no_texture.png", "", def.wield_scale, tsrc, 1);
467                 }
468
469                 m_colors.emplace_back();
470                 // overlay is white, if present
471                 m_colors.emplace_back(true, video::SColor(0xFFFFFFFF));
472                 return;
473         }
474
475         // no wield mesh found
476         changeToMesh(nullptr);
477 }
478
479 void WieldMeshSceneNode::setColor(video::SColor c)
480 {
481         assert(!m_lighting);
482         scene::IMesh *mesh = m_meshnode->getMesh();
483         if (!mesh)
484                 return;
485
486         u8 red = c.getRed();
487         u8 green = c.getGreen();
488         u8 blue = c.getBlue();
489         u32 mc = mesh->getMeshBufferCount();
490         for (u32 j = 0; j < mc; j++) {
491                 video::SColor bc(m_base_color);
492                 if ((m_colors.size() > j) && (m_colors[j].override_base))
493                         bc = m_colors[j].color;
494                 video::SColor buffercolor(255,
495                         bc.getRed() * red / 255,
496                         bc.getGreen() * green / 255,
497                         bc.getBlue() * blue / 255);
498                 scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
499
500                 if (m_enable_shaders)
501                         setMeshBufferColor(buf, buffercolor);
502                 else
503                         colorizeMeshBuffer(buf, &buffercolor);
504         }
505 }
506
507 void WieldMeshSceneNode::setNodeLightColor(video::SColor color)
508 {
509         if (!m_meshnode)
510                 return;
511
512         if (m_enable_shaders) {
513                 for (u32 i = 0; i < m_meshnode->getMaterialCount(); ++i) {
514                         video::SMaterial &material = m_meshnode->getMaterial(i);
515                         material.EmissiveColor = color;
516                 }
517         }
518
519         setColor(color);
520 }
521
522 void WieldMeshSceneNode::render()
523 {
524         // note: if this method is changed to actually do something,
525         // you probably should implement OnRegisterSceneNode as well
526 }
527
528 void WieldMeshSceneNode::changeToMesh(scene::IMesh *mesh)
529 {
530         if (!mesh) {
531                 scene::IMesh *dummymesh = g_extrusion_mesh_cache->createCube();
532                 m_meshnode->setVisible(false);
533                 m_meshnode->setMesh(dummymesh);
534                 dummymesh->drop();  // m_meshnode grabbed it
535         } else {
536                 m_meshnode->setMesh(mesh);
537         }
538
539         m_meshnode->setMaterialFlag(video::EMF_LIGHTING, m_lighting);
540         // need to normalize normals when lighting is enabled (because of setScale())
541         m_meshnode->setMaterialFlag(video::EMF_NORMALIZE_NORMALS, m_lighting);
542         m_meshnode->setVisible(true);
543
544         if (m_shadow) {
545                 // Add mesh to shadow caster
546                 m_shadow->addNodeToShadowList(m_meshnode);
547
548                 // Set shadow texture
549                 for (u32 i = 0; i < m_meshnode->getMaterialCount(); i++)
550                         m_meshnode->setMaterialTexture(3, m_shadow->get_texture());
551         }
552 }
553
554 void getItemMesh(Client *client, const ItemStack &item, ItemMesh *result)
555 {
556         ITextureSource *tsrc = client->getTextureSource();
557         IItemDefManager *idef = client->getItemDefManager();
558         const NodeDefManager *ndef = client->getNodeDefManager();
559         const ItemDefinition &def = item.getDefinition(idef);
560         const ContentFeatures &f = ndef->get(def.name);
561         content_t id = ndef->getId(def.name);
562
563         FATAL_ERROR_IF(!g_extrusion_mesh_cache, "Extrusion mesh cache is not yet initialized");
564
565         scene::SMesh *mesh = nullptr;
566
567         // Shading is on by default
568         result->needs_shading = true;
569
570         bool cull_backface = f.needsBackfaceCulling();
571
572         // If inventory_image is defined, it overrides everything else
573         if (!def.inventory_image.empty()) {
574                 mesh = getExtrudedMesh(tsrc, def.inventory_image,
575                         def.inventory_overlay);
576                 result->buffer_colors.emplace_back();
577                 // overlay is white, if present
578                 result->buffer_colors.emplace_back(true, video::SColor(0xFFFFFFFF));
579                 // Items with inventory images do not need shading
580                 result->needs_shading = false;
581         } else if (def.type == ITEM_NODE && f.drawtype == NDT_AIRLIKE) {
582                 // Fallback image for airlike node
583                 mesh = getExtrudedMesh(tsrc, "no_texture_airlike.png",
584                         def.inventory_overlay);
585                 result->needs_shading = false;
586         } else if (def.type == ITEM_NODE) {
587                 switch (f.drawtype) {
588                 case NDT_NORMAL:
589                 case NDT_ALLFACES:
590                 case NDT_LIQUID:
591                 case NDT_FLOWINGLIQUID: {
592                         scene::IMesh *cube = g_extrusion_mesh_cache->createCube();
593                         mesh = cloneMesh(cube);
594                         cube->drop();
595                         if (f.drawtype == NDT_FLOWINGLIQUID) {
596                                 scaleMesh(mesh, v3f(1.2, 0.03, 1.2));
597                                 translateMesh(mesh, v3f(0, -0.57, 0));
598                         } else
599                                 scaleMesh(mesh, v3f(1.2, 1.2, 1.2));
600                         // add overlays
601                         postProcessNodeMesh(mesh, f, false, false, nullptr,
602                                 &result->buffer_colors, true);
603                         if (f.drawtype == NDT_ALLFACES)
604                                 scaleMesh(mesh, v3f(f.visual_scale));
605                         break;
606                 }
607                 case NDT_PLANTLIKE: {
608                         mesh = getExtrudedMesh(tsrc,
609                                 tsrc->getTextureName(f.tiles[0].layers[0].texture_id),
610                                 tsrc->getTextureName(f.tiles[0].layers[1].texture_id));
611                         // Add color
612                         const TileLayer &l0 = f.tiles[0].layers[0];
613                         result->buffer_colors.emplace_back(l0.has_color, l0.color);
614                         const TileLayer &l1 = f.tiles[0].layers[1];
615                         result->buffer_colors.emplace_back(l1.has_color, l1.color);
616                         break;
617                 }
618                 case NDT_PLANTLIKE_ROOTED: {
619                         mesh = getExtrudedMesh(tsrc,
620                                 tsrc->getTextureName(f.special_tiles[0].layers[0].texture_id), "");
621                         // Add color
622                         const TileLayer &l0 = f.special_tiles[0].layers[0];
623                         result->buffer_colors.emplace_back(l0.has_color, l0.color);
624                         break;
625                 }
626                 default: {
627                         // Render non-trivial drawtypes like the actual node
628                         MapNode n(id);
629                         n.setParam2(def.place_param2);
630
631                         mesh = createSpecialNodeMesh(client, n, &result->buffer_colors, f);
632                         scaleMesh(mesh, v3f(0.12, 0.12, 0.12));
633                         break;
634                 }
635                 }
636
637                 u32 mc = mesh->getMeshBufferCount();
638                 for (u32 i = 0; i < mc; ++i) {
639                         scene::IMeshBuffer *buf = mesh->getMeshBuffer(i);
640                         video::SMaterial &material = buf->getMaterial();
641                         material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
642                         material.MaterialTypeParam = 0.5f;
643                         material.setFlag(video::EMF_BILINEAR_FILTER, false);
644                         material.setFlag(video::EMF_TRILINEAR_FILTER, false);
645                         material.setFlag(video::EMF_BACK_FACE_CULLING, cull_backface);
646                         material.setFlag(video::EMF_LIGHTING, false);
647                 }
648
649                 rotateMeshXZby(mesh, -45);
650                 rotateMeshYZby(mesh, -30);
651         }
652         result->mesh = mesh;
653 }
654
655
656
657 scene::SMesh *getExtrudedMesh(ITextureSource *tsrc,
658         const std::string &imagename, const std::string &overlay_name)
659 {
660         // check textures
661         video::ITexture *texture = tsrc->getTextureForMesh(imagename);
662         if (!texture) {
663                 return NULL;
664         }
665         video::ITexture *overlay_texture =
666                 (overlay_name.empty()) ? NULL : tsrc->getTexture(overlay_name);
667
668         // get mesh
669         core::dimension2d<u32> dim = texture->getSize();
670         scene::IMesh *original = g_extrusion_mesh_cache->create(dim);
671         scene::SMesh *mesh = cloneMesh(original);
672         original->drop();
673
674         //set texture
675         mesh->getMeshBuffer(0)->getMaterial().setTexture(0,
676                 tsrc->getTexture(imagename));
677         if (overlay_texture) {
678                 scene::IMeshBuffer *copy = cloneMeshBuffer(mesh->getMeshBuffer(0));
679                 copy->getMaterial().setTexture(0, overlay_texture);
680                 mesh->addMeshBuffer(copy);
681                 copy->drop();
682         }
683         // Customize materials
684         for (u32 layer = 0; layer < mesh->getMeshBufferCount(); layer++) {
685                 video::SMaterial &material = mesh->getMeshBuffer(layer)->getMaterial();
686                 material.TextureLayer[0].TextureWrapU = video::ETC_CLAMP_TO_EDGE;
687                 material.TextureLayer[0].TextureWrapV = video::ETC_CLAMP_TO_EDGE;
688                 material.setFlag(video::EMF_BILINEAR_FILTER, false);
689                 material.setFlag(video::EMF_TRILINEAR_FILTER, false);
690                 material.setFlag(video::EMF_BACK_FACE_CULLING, true);
691                 material.setFlag(video::EMF_LIGHTING, false);
692                 material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
693                 material.MaterialTypeParam = 0.5f;
694         }
695         scaleMesh(mesh, v3f(2.0, 2.0, 2.0));
696
697         return mesh;
698 }
699
700 void postProcessNodeMesh(scene::SMesh *mesh, const ContentFeatures &f,
701         bool use_shaders, bool set_material, const video::E_MATERIAL_TYPE *mattype,
702         std::vector<ItemPartColor> *colors, bool apply_scale)
703 {
704         u32 mc = mesh->getMeshBufferCount();
705         // Allocate colors for existing buffers
706         colors->clear();
707         for (u32 i = 0; i < mc; ++i)
708                 colors->push_back(ItemPartColor());
709
710         for (u32 i = 0; i < mc; ++i) {
711                 const TileSpec *tile = &(f.tiles[i]);
712                 scene::IMeshBuffer *buf = mesh->getMeshBuffer(i);
713                 for (int layernum = 0; layernum < MAX_TILE_LAYERS; layernum++) {
714                         const TileLayer *layer = &tile->layers[layernum];
715                         if (layer->texture_id == 0)
716                                 continue;
717                         if (layernum != 0) {
718                                 scene::IMeshBuffer *copy = cloneMeshBuffer(buf);
719                                 copy->getMaterial() = buf->getMaterial();
720                                 mesh->addMeshBuffer(copy);
721                                 copy->drop();
722                                 buf = copy;
723                                 colors->push_back(
724                                         ItemPartColor(layer->has_color, layer->color));
725                         } else {
726                                 (*colors)[i] = ItemPartColor(layer->has_color, layer->color);
727                         }
728                         video::SMaterial &material = buf->getMaterial();
729                         if (set_material)
730                                 layer->applyMaterialOptions(material);
731                         if (mattype) {
732                                 material.MaterialType = *mattype;
733                         }
734                         if (layer->animation_frame_count > 1) {
735                                 const FrameSpec &animation_frame = (*layer->frames)[0];
736                                 material.setTexture(0, animation_frame.texture);
737                         } else {
738                                 material.setTexture(0, layer->texture);
739                         }
740                         if (use_shaders) {
741                                 if (layer->normal_texture) {
742                                         if (layer->animation_frame_count > 1) {
743                                                 const FrameSpec &animation_frame = (*layer->frames)[0];
744                                                 material.setTexture(1, animation_frame.normal_texture);
745                                         } else
746                                                 material.setTexture(1, layer->normal_texture);
747                                 }
748                                 material.setTexture(2, layer->flags_texture);
749                         }
750                         if (apply_scale && tile->world_aligned) {
751                                 u32 n = buf->getVertexCount();
752                                 for (u32 k = 0; k != n; ++k)
753                                         buf->getTCoords(k) /= layer->scale;
754                         }
755                 }
756         }
757 }