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