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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.setFlag(video::EMF_BACK_FACE_CULLING, true);
286                 // Enable bi/trilinear filtering only for high resolution textures
287                 if (dim.Width > 32) {
288                         material.setFlag(video::EMF_BILINEAR_FILTER, m_bilinear_filter);
289                         material.setFlag(video::EMF_TRILINEAR_FILTER, m_trilinear_filter);
290                 } else {
291                         material.setFlag(video::EMF_BILINEAR_FILTER, false);
292                         material.setFlag(video::EMF_TRILINEAR_FILTER, false);
293                 }
294                 material.setFlag(video::EMF_ANISOTROPIC_FILTER, m_anisotropic_filter);
295                 // mipmaps cause "thin black line" artifacts
296 #if (IRRLICHT_VERSION_MAJOR >= 1 && IRRLICHT_VERSION_MINOR >= 8) || IRRLICHT_VERSION_MAJOR >= 2
297                 material.setFlag(video::EMF_USE_MIP_MAPS, false);
298 #endif
299                 if (m_enable_shaders) {
300                         material.setTexture(2, tsrc->getShaderFlagsTexture(false));
301                 }
302         }
303 }
304
305 scene::SMesh *createSpecialNodeMesh(Client *client, content_t id, std::vector<ItemPartColor> *colors)
306 {
307         MeshMakeData mesh_make_data(client, false, false);
308         MeshCollector collector;
309         mesh_make_data.setSmoothLighting(false);
310         MapblockMeshGenerator gen(&mesh_make_data, &collector);
311         gen.renderSingle(id);
312         colors->clear();
313         scene::SMesh *mesh = new scene::SMesh();
314         for (auto &prebuffers : collector.prebuffers)
315                 for (PreMeshBuffer &p : prebuffers) {
316                         if (p.layer.material_flags & MATERIAL_FLAG_ANIMATION) {
317                                 const FrameSpec &frame = (*p.layer.frames)[0];
318                                 p.layer.texture = frame.texture;
319                                 p.layer.normal_texture = frame.normal_texture;
320                         }
321                         for (video::S3DVertex &v : p.vertices)
322                                 v.Color.setAlpha(255);
323                         scene::SMeshBuffer *buf = new scene::SMeshBuffer();
324                         buf->Material.setTexture(0, p.layer.texture);
325                         p.layer.applyMaterialOptions(buf->Material);
326                         mesh->addMeshBuffer(buf);
327                         buf->append(&p.vertices[0], p.vertices.size(),
328                                         &p.indices[0], p.indices.size());
329                         buf->drop();
330                         colors->push_back(
331                                 ItemPartColor(p.layer.has_color, p.layer.color));
332                 }
333         return mesh;
334 }
335
336 void WieldMeshSceneNode::setItem(const ItemStack &item, Client *client)
337 {
338         ITextureSource *tsrc = client->getTextureSource();
339         IItemDefManager *idef = client->getItemDefManager();
340         IShaderSource *shdrsrc = client->getShaderSource();
341         const NodeDefManager *ndef = client->getNodeDefManager();
342         const ItemDefinition &def = item.getDefinition(idef);
343         const ContentFeatures &f = ndef->get(def.name);
344         content_t id = ndef->getId(def.name);
345
346         scene::SMesh *mesh = nullptr;
347
348         if (m_enable_shaders) {
349                 u32 shader_id = shdrsrc->getShader("wielded_shader", TILE_MATERIAL_BASIC, NDT_NORMAL);
350                 m_material_type = shdrsrc->getShaderInfo(shader_id).material;
351         }
352
353         // Color-related
354         m_colors.clear();
355         m_base_color = idef->getItemstackColor(item, client);
356
357         // If wield_image is defined, it overrides everything else
358         if (!def.wield_image.empty()) {
359                 setExtruded(def.wield_image, def.wield_overlay, def.wield_scale, tsrc,
360                         1);
361                 m_colors.emplace_back();
362                 // overlay is white, if present
363                 m_colors.emplace_back(true, video::SColor(0xFFFFFFFF));
364                 return;
365         }
366
367         // Handle nodes
368         // See also CItemDefManager::createClientCached()
369         if (def.type == ITEM_NODE) {
370                 if (f.mesh_ptr[0]) {
371                         // e.g. mesh nodes and nodeboxes
372                         mesh = cloneMesh(f.mesh_ptr[0]);
373                         postProcessNodeMesh(mesh, f, m_enable_shaders, true,
374                                 &m_material_type, &m_colors);
375                         changeToMesh(mesh);
376                         mesh->drop();
377                         // mesh is pre-scaled by BS * f->visual_scale
378                         m_meshnode->setScale(
379                                         def.wield_scale * WIELD_SCALE_FACTOR
380                                         / (BS * f.visual_scale));
381                 } else {
382                         switch (f.drawtype) {
383                                 case NDT_AIRLIKE: {
384                                         changeToMesh(nullptr);
385                                         break;
386                                 }
387                                 case NDT_PLANTLIKE: {
388                                         setExtruded(tsrc->getTextureName(f.tiles[0].layers[0].texture_id),
389                                                 tsrc->getTextureName(f.tiles[0].layers[1].texture_id),
390                                                 def.wield_scale, tsrc,
391                                                 f.tiles[0].layers[0].animation_frame_count);
392                                         // Add color
393                                         const TileLayer &l0 = f.tiles[0].layers[0];
394                                         m_colors.emplace_back(l0.has_color, l0.color);
395                                         const TileLayer &l1 = f.tiles[0].layers[1];
396                                         m_colors.emplace_back(l1.has_color, l1.color);
397                                         break;
398                                 }
399                                 case NDT_PLANTLIKE_ROOTED: {
400                                         setExtruded(tsrc->getTextureName(f.special_tiles[0].layers[0].texture_id),
401                                                 "", def.wield_scale, tsrc,
402                                                 f.special_tiles[0].layers[0].animation_frame_count);
403                                         // Add color
404                                         const TileLayer &l0 = f.special_tiles[0].layers[0];
405                                         m_colors.emplace_back(l0.has_color, l0.color);
406                                         break;
407                                 }
408                                 case NDT_NORMAL:
409                                 case NDT_ALLFACES:
410                                 case NDT_LIQUID:
411                                 case NDT_FLOWINGLIQUID: {
412                                         setCube(f, def.wield_scale);
413                                         break;
414                                 }
415                                 default: {
416                                         mesh = createSpecialNodeMesh(client, id, &m_colors);
417                                         changeToMesh(mesh);
418                                         mesh->drop();
419                                         m_meshnode->setScale(
420                                                         def.wield_scale * WIELD_SCALE_FACTOR
421                                                         / (BS * f.visual_scale));
422                                 }
423                         }
424                 }
425                 u32 material_count = m_meshnode->getMaterialCount();
426                 for (u32 i = 0; i < material_count; ++i) {
427                         video::SMaterial &material = m_meshnode->getMaterial(i);
428                         material.MaterialType = m_material_type;
429                         material.setFlag(video::EMF_BACK_FACE_CULLING, true);
430                         material.setFlag(video::EMF_BILINEAR_FILTER, m_bilinear_filter);
431                         material.setFlag(video::EMF_TRILINEAR_FILTER, m_trilinear_filter);
432                 }
433                 return;
434         }
435         else if (!def.inventory_image.empty()) {
436                 setExtruded(def.inventory_image, def.inventory_overlay, def.wield_scale,
437                         tsrc, 1);
438                 m_colors.emplace_back();
439                 // overlay is white, if present
440                 m_colors.emplace_back(true, video::SColor(0xFFFFFFFF));
441                 return;
442         }
443
444         // no wield mesh found
445         changeToMesh(nullptr);
446 }
447
448 void WieldMeshSceneNode::setColor(video::SColor c)
449 {
450         assert(!m_lighting);
451         scene::IMesh *mesh = m_meshnode->getMesh();
452         if (!mesh)
453                 return;
454
455         u8 red = c.getRed();
456         u8 green = c.getGreen();
457         u8 blue = c.getBlue();
458         u32 mc = mesh->getMeshBufferCount();
459         for (u32 j = 0; j < mc; j++) {
460                 video::SColor bc(m_base_color);
461                 if ((m_colors.size() > j) && (m_colors[j].override_base))
462                         bc = m_colors[j].color;
463                 video::SColor buffercolor(255,
464                         bc.getRed() * red / 255,
465                         bc.getGreen() * green / 255,
466                         bc.getBlue() * blue / 255);
467                 scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
468                 colorizeMeshBuffer(buf, &buffercolor);
469         }
470 }
471
472 void WieldMeshSceneNode::render()
473 {
474         // note: if this method is changed to actually do something,
475         // you probably should implement OnRegisterSceneNode as well
476 }
477
478 void WieldMeshSceneNode::changeToMesh(scene::IMesh *mesh)
479 {
480         if (!mesh) {
481                 scene::IMesh *dummymesh = g_extrusion_mesh_cache->createCube();
482                 m_meshnode->setVisible(false);
483                 m_meshnode->setMesh(dummymesh);
484                 dummymesh->drop();  // m_meshnode grabbed it
485         } else {
486                 m_meshnode->setMesh(mesh);
487         }
488
489         m_meshnode->setMaterialFlag(video::EMF_LIGHTING, m_lighting);
490         // need to normalize normals when lighting is enabled (because of setScale())
491         m_meshnode->setMaterialFlag(video::EMF_NORMALIZE_NORMALS, m_lighting);
492         m_meshnode->setVisible(true);
493 }
494
495 void getItemMesh(Client *client, const ItemStack &item, ItemMesh *result)
496 {
497         ITextureSource *tsrc = client->getTextureSource();
498         IItemDefManager *idef = client->getItemDefManager();
499         const NodeDefManager *ndef = client->getNodeDefManager();
500         const ItemDefinition &def = item.getDefinition(idef);
501         const ContentFeatures &f = ndef->get(def.name);
502         content_t id = ndef->getId(def.name);
503
504         FATAL_ERROR_IF(!g_extrusion_mesh_cache, "Extrusion mesh cache is not yet initialized");
505         
506         scene::SMesh *mesh = nullptr;
507
508         // Shading is on by default
509         result->needs_shading = true;
510
511         // If inventory_image is defined, it overrides everything else
512         if (!def.inventory_image.empty()) {
513                 mesh = getExtrudedMesh(tsrc, def.inventory_image,
514                         def.inventory_overlay);
515                 result->buffer_colors.emplace_back();
516                 // overlay is white, if present
517                 result->buffer_colors.emplace_back(true, video::SColor(0xFFFFFFFF));
518                 // Items with inventory images do not need shading
519                 result->needs_shading = false;
520         } else if (def.type == ITEM_NODE) {
521                 if (f.mesh_ptr[0]) {
522                         mesh = cloneMesh(f.mesh_ptr[0]);
523                         scaleMesh(mesh, v3f(0.12, 0.12, 0.12));
524                         postProcessNodeMesh(mesh, f, false, false, nullptr,
525                                 &result->buffer_colors);
526                 } else {
527                         switch (f.drawtype) {
528                                 case NDT_PLANTLIKE: {
529                                         mesh = getExtrudedMesh(tsrc,
530                                                 tsrc->getTextureName(f.tiles[0].layers[0].texture_id),
531                                                 tsrc->getTextureName(f.tiles[0].layers[1].texture_id));
532                                         // Add color
533                                         const TileLayer &l0 = f.tiles[0].layers[0];
534                                         result->buffer_colors.emplace_back(l0.has_color, l0.color);
535                                         const TileLayer &l1 = f.tiles[0].layers[1];
536                                         result->buffer_colors.emplace_back(l1.has_color, l1.color);
537                                         break;
538                                 }
539                                 case NDT_PLANTLIKE_ROOTED: {
540                                         mesh = getExtrudedMesh(tsrc,
541                                                 tsrc->getTextureName(f.special_tiles[0].layers[0].texture_id), "");
542                                         // Add color
543                                         const TileLayer &l0 = f.special_tiles[0].layers[0];
544                                         result->buffer_colors.emplace_back(l0.has_color, l0.color);
545                                         break;
546                                 }
547                                 case NDT_NORMAL:
548                                 case NDT_ALLFACES:
549                                 case NDT_LIQUID:
550                                 case NDT_FLOWINGLIQUID: {
551                                         scene::IMesh *cube = g_extrusion_mesh_cache->createCube();
552                                         mesh = cloneMesh(cube);
553                                         cube->drop();
554                                         scaleMesh(mesh, v3f(1.2, 1.2, 1.2));
555                                         // add overlays
556                                         postProcessNodeMesh(mesh, f, false, false, nullptr,
557                                                 &result->buffer_colors);
558                                         break;
559                                 }
560                                 default: {
561                                         mesh = createSpecialNodeMesh(client, id, &result->buffer_colors);
562                                         scaleMesh(mesh, v3f(0.12, 0.12, 0.12));
563                                 }
564                         }
565                 }
566
567                 u32 mc = mesh->getMeshBufferCount();
568                 for (u32 i = 0; i < mc; ++i) {
569                         scene::IMeshBuffer *buf = mesh->getMeshBuffer(i);
570                         video::SMaterial &material = buf->getMaterial();
571                         material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
572                         material.setFlag(video::EMF_BILINEAR_FILTER, false);
573                         material.setFlag(video::EMF_TRILINEAR_FILTER, false);
574                         material.setFlag(video::EMF_BACK_FACE_CULLING, true);
575                         material.setFlag(video::EMF_LIGHTING, false);
576                 }
577
578                 rotateMeshXZby(mesh, -45);
579                 rotateMeshYZby(mesh, -30);
580         }
581         result->mesh = mesh;
582 }
583
584
585
586 scene::SMesh *getExtrudedMesh(ITextureSource *tsrc,
587         const std::string &imagename, const std::string &overlay_name)
588 {
589         // check textures
590         video::ITexture *texture = tsrc->getTextureForMesh(imagename);
591         if (!texture) {
592                 return NULL;
593         }
594         video::ITexture *overlay_texture =
595                 (overlay_name.empty()) ? NULL : tsrc->getTexture(overlay_name);
596
597         // get mesh
598         core::dimension2d<u32> dim = texture->getSize();
599         scene::IMesh *original = g_extrusion_mesh_cache->create(dim);
600         scene::SMesh *mesh = cloneMesh(original);
601         original->drop();
602
603         //set texture
604         mesh->getMeshBuffer(0)->getMaterial().setTexture(0,
605                 tsrc->getTexture(imagename));
606         if (overlay_texture) {
607                 scene::IMeshBuffer *copy = cloneMeshBuffer(mesh->getMeshBuffer(0));
608                 copy->getMaterial().setTexture(0, overlay_texture);
609                 mesh->addMeshBuffer(copy);
610                 copy->drop();
611         }
612         // Customize materials
613         for (u32 layer = 0; layer < mesh->getMeshBufferCount(); layer++) {
614                 video::SMaterial &material = mesh->getMeshBuffer(layer)->getMaterial();
615                 material.TextureLayer[0].TextureWrapU = video::ETC_CLAMP_TO_EDGE;
616                 material.TextureLayer[0].TextureWrapV = video::ETC_CLAMP_TO_EDGE;
617                 material.setFlag(video::EMF_BILINEAR_FILTER, false);
618                 material.setFlag(video::EMF_TRILINEAR_FILTER, false);
619                 material.setFlag(video::EMF_BACK_FACE_CULLING, true);
620                 material.setFlag(video::EMF_LIGHTING, false);
621                 material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
622         }
623         scaleMesh(mesh, v3f(2.0, 2.0, 2.0));
624
625         return mesh;
626 }
627
628 void postProcessNodeMesh(scene::SMesh *mesh, const ContentFeatures &f,
629         bool use_shaders, bool set_material, const video::E_MATERIAL_TYPE *mattype,
630         std::vector<ItemPartColor> *colors, bool apply_scale)
631 {
632         u32 mc = mesh->getMeshBufferCount();
633         // Allocate colors for existing buffers
634         colors->clear();
635         for (u32 i = 0; i < mc; ++i)
636                 colors->push_back(ItemPartColor());
637
638         for (u32 i = 0; i < mc; ++i) {
639                 const TileSpec *tile = &(f.tiles[i]);
640                 scene::IMeshBuffer *buf = mesh->getMeshBuffer(i);
641                 for (int layernum = 0; layernum < MAX_TILE_LAYERS; layernum++) {
642                         const TileLayer *layer = &tile->layers[layernum];
643                         if (layer->texture_id == 0)
644                                 continue;
645                         if (layernum != 0) {
646                                 scene::IMeshBuffer *copy = cloneMeshBuffer(buf);
647                                 copy->getMaterial() = buf->getMaterial();
648                                 mesh->addMeshBuffer(copy);
649                                 copy->drop();
650                                 buf = copy;
651                                 colors->push_back(
652                                         ItemPartColor(layer->has_color, layer->color));
653                         } else {
654                                 (*colors)[i] = ItemPartColor(layer->has_color, layer->color);
655                         }
656                         video::SMaterial &material = buf->getMaterial();
657                         if (set_material)
658                                 layer->applyMaterialOptions(material);
659                         if (mattype) {
660                                 material.MaterialType = *mattype;
661                         }
662                         if (layer->animation_frame_count > 1) {
663                                 const FrameSpec &animation_frame = (*layer->frames)[0];
664                                 material.setTexture(0, animation_frame.texture);
665                         } else {
666                                 material.setTexture(0, layer->texture);
667                         }
668                         if (use_shaders) {
669                                 if (layer->normal_texture) {
670                                         if (layer->animation_frame_count > 1) {
671                                                 const FrameSpec &animation_frame = (*layer->frames)[0];
672                                                 material.setTexture(1, animation_frame.normal_texture);
673                                         } else
674                                                 material.setTexture(1, layer->normal_texture);
675                                 }
676                                 material.setTexture(2, layer->flags_texture);
677                         }
678                         if (apply_scale && tile->world_aligned) {
679                                 u32 n = buf->getVertexCount();
680                                 for (u32 k = 0; k != n; ++k)
681                                         buf->getTCoords(k) /= layer->scale;
682                         }
683                 }
684         }
685 }