3 Copyright (C) 2010-2014 celeron55, Perttu Ahola <celeron55@gmail.com>
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.
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.
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.
21 #include "wieldmesh.h"
22 #include "inventory.h"
27 #include "mapblock_mesh.h"
28 #include "client/tile.h"
30 #include "util/numeric.h"
32 #include <IMeshManipulator.h>
34 #define WIELD_SCALE_FACTOR 30.0
35 #define WIELD_SCALE_FACTOR_EXTRUDED 40.0
37 #define MIN_EXTRUSION_MESH_RESOLUTION 32 // not 16: causes too many "holes"
38 #define MAX_EXTRUSION_MESH_RESOLUTION 512
40 static scene::IMesh* createExtrusionMesh(int resolution_x, int resolution_y)
44 scene::IMeshBuffer *buf = new scene::SMeshBuffer();
45 video::SColor c(255,255,255,255);
46 v3f scale(1.0, 1.0, 0.1);
50 video::S3DVertex vertices[8] = {
52 video::S3DVertex(-r,+r,-r, 0,0,-1, c, 0,0),
53 video::S3DVertex(+r,+r,-r, 0,0,-1, c, 1,0),
54 video::S3DVertex(+r,-r,-r, 0,0,-1, c, 1,1),
55 video::S3DVertex(-r,-r,-r, 0,0,-1, c, 0,1),
57 video::S3DVertex(-r,+r,+r, 0,0,+1, c, 0,0),
58 video::S3DVertex(-r,-r,+r, 0,0,+1, c, 0,1),
59 video::S3DVertex(+r,-r,+r, 0,0,+1, c, 1,1),
60 video::S3DVertex(+r,+r,+r, 0,0,+1, c, 1,0),
62 u16 indices[12] = {0,1,2,2,3,0,4,5,6,6,7,4};
63 buf->append(vertices, 8, indices, 12);
66 f32 pixelsize_x = 1 / (f32) resolution_x;
67 f32 pixelsize_y = 1 / (f32) resolution_y;
69 for (int i = 0; i < resolution_x; ++i) {
70 f32 pixelpos_x = i * pixelsize_x - 0.5;
72 f32 x1 = pixelpos_x + pixelsize_x;
73 f32 tex0 = (i + 0.1) * pixelsize_x;
74 f32 tex1 = (i + 0.9) * pixelsize_x;
75 video::S3DVertex vertices[8] = {
77 video::S3DVertex(x0,-r,-r, -1,0,0, c, tex0,1),
78 video::S3DVertex(x0,-r,+r, -1,0,0, c, tex1,1),
79 video::S3DVertex(x0,+r,+r, -1,0,0, c, tex1,0),
80 video::S3DVertex(x0,+r,-r, -1,0,0, c, tex0,0),
82 video::S3DVertex(x1,-r,-r, +1,0,0, c, tex0,1),
83 video::S3DVertex(x1,+r,-r, +1,0,0, c, tex0,0),
84 video::S3DVertex(x1,+r,+r, +1,0,0, c, tex1,0),
85 video::S3DVertex(x1,-r,+r, +1,0,0, c, tex1,1),
87 u16 indices[12] = {0,1,2,2,3,0,4,5,6,6,7,4};
88 buf->append(vertices, 8, indices, 12);
90 for (int i = 0; i < resolution_y; ++i) {
91 f32 pixelpos_y = i * pixelsize_y - 0.5;
92 f32 y0 = -pixelpos_y - pixelsize_y;
94 f32 tex0 = (i + 0.1) * pixelsize_y;
95 f32 tex1 = (i + 0.9) * pixelsize_y;
96 video::S3DVertex vertices[8] = {
98 video::S3DVertex(-r,y0,-r, 0,-1,0, c, 0,tex0),
99 video::S3DVertex(+r,y0,-r, 0,-1,0, c, 1,tex0),
100 video::S3DVertex(+r,y0,+r, 0,-1,0, c, 1,tex1),
101 video::S3DVertex(-r,y0,+r, 0,-1,0, c, 0,tex1),
103 video::S3DVertex(-r,y1,-r, 0,+1,0, c, 0,tex0),
104 video::S3DVertex(-r,y1,+r, 0,+1,0, c, 0,tex1),
105 video::S3DVertex(+r,y1,+r, 0,+1,0, c, 1,tex1),
106 video::S3DVertex(+r,y1,-r, 0,+1,0, c, 1,tex0),
108 u16 indices[12] = {0,1,2,2,3,0,4,5,6,6,7,4};
109 buf->append(vertices, 8, indices, 12);
112 // Create mesh object
113 scene::SMesh *mesh = new scene::SMesh();
114 mesh->addMeshBuffer(buf);
116 scaleMesh(mesh, scale); // also recalculates bounding box
121 Caches extrusion meshes so that only one of them per resolution
122 is needed. Also caches one cube (for convenience).
124 E.g. there is a single extrusion mesh that is used for all
125 16x16 px images, another for all 256x256 px images, and so on.
127 WARNING: Not thread safe. This should not be a problem since
128 rendering related classes (such as WieldMeshSceneNode) will be
129 used from the rendering thread only.
131 class ExtrusionMeshCache: public IReferenceCounted
137 for (int resolution = MIN_EXTRUSION_MESH_RESOLUTION;
138 resolution <= MAX_EXTRUSION_MESH_RESOLUTION;
140 m_extrusion_meshes[resolution] =
141 createExtrusionMesh(resolution, resolution);
143 m_cube = createCubeMesh(v3f(1.0, 1.0, 1.0));
146 virtual ~ExtrusionMeshCache()
148 for (std::map<int, scene::IMesh*>::iterator
149 it = m_extrusion_meshes.begin();
150 it != m_extrusion_meshes.end(); ++it) {
155 // Get closest extrusion mesh for given image dimensions
156 // Caller must drop the returned pointer
157 scene::IMesh* create(core::dimension2d<u32> dim)
159 // handle non-power of two textures inefficiently without cache
160 if (!is_power_of_two(dim.Width) || !is_power_of_two(dim.Height)) {
161 return createExtrusionMesh(dim.Width, dim.Height);
164 int maxdim = MYMAX(dim.Width, dim.Height);
166 std::map<int, scene::IMesh*>::iterator
167 it = m_extrusion_meshes.lower_bound(maxdim);
169 if (it == m_extrusion_meshes.end()) {
170 // no viable resolution found; use largest one
171 it = m_extrusion_meshes.find(MAX_EXTRUSION_MESH_RESOLUTION);
172 sanity_check(it != m_extrusion_meshes.end());
175 scene::IMesh *mesh = it->second;
179 // Returns a 1x1x1 cube mesh with one meshbuffer (material) per face
180 // Caller must drop the returned pointer
181 scene::IMesh* createCube()
188 std::map<int, scene::IMesh*> m_extrusion_meshes;
189 scene::IMesh *m_cube;
192 ExtrusionMeshCache *g_extrusion_mesh_cache = NULL;
195 WieldMeshSceneNode::WieldMeshSceneNode(
196 scene::ISceneNode *parent,
197 scene::ISceneManager *mgr,
201 scene::ISceneNode(parent, mgr, id),
203 m_material_type(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF),
204 m_lighting(lighting),
205 m_bounding_box(0.0, 0.0, 0.0, 0.0, 0.0, 0.0)
207 m_enable_shaders = g_settings->getBool("enable_shaders");
208 m_anisotropic_filter = g_settings->getBool("anisotropic_filter");
209 m_bilinear_filter = g_settings->getBool("bilinear_filter");
210 m_trilinear_filter = g_settings->getBool("trilinear_filter");
212 // If this is the first wield mesh scene node, create a cache
213 // for extrusion meshes (and a cube mesh), otherwise reuse it
214 if (g_extrusion_mesh_cache == NULL)
215 g_extrusion_mesh_cache = new ExtrusionMeshCache();
217 g_extrusion_mesh_cache->grab();
219 // Disable bounding box culling for this scene node
220 // since we won't calculate the bounding box.
221 setAutomaticCulling(scene::EAC_OFF);
223 // Create the child scene node
224 scene::IMesh *dummymesh = g_extrusion_mesh_cache->createCube();
225 m_meshnode = SceneManager->addMeshSceneNode(dummymesh, this, -1);
226 m_meshnode->setReadOnlyMaterials(false);
227 m_meshnode->setVisible(false);
228 dummymesh->drop(); // m_meshnode grabbed it
231 WieldMeshSceneNode::~WieldMeshSceneNode()
233 sanity_check(g_extrusion_mesh_cache);
234 if (g_extrusion_mesh_cache->drop())
235 g_extrusion_mesh_cache = NULL;
238 void WieldMeshSceneNode::setCube(const TileSpec tiles[6],
239 v3f wield_scale, ITextureSource *tsrc)
241 scene::IMesh *cubemesh = g_extrusion_mesh_cache->createCube();
242 changeToMesh(cubemesh);
245 m_meshnode->setScale(wield_scale * WIELD_SCALE_FACTOR);
247 // Customize materials
248 for (u32 i = 0; i < m_meshnode->getMaterialCount(); ++i) {
250 video::SMaterial &material = m_meshnode->getMaterial(i);
251 if (tiles[i].animation_frame_count == 1) {
252 material.setTexture(0, tiles[i].texture);
254 FrameSpec animation_frame = tiles[i].frames[0];
255 material.setTexture(0, animation_frame.texture);
257 tiles[i].applyMaterialOptions(material);
261 void WieldMeshSceneNode::setExtruded(const std::string &imagename,
262 v3f wield_scale, ITextureSource *tsrc)
264 video::ITexture *texture = tsrc->getTexture(imagename);
269 core::dimension2d<u32> dim = texture->getSize();
270 scene::IMesh *mesh = g_extrusion_mesh_cache->create(dim);
274 m_meshnode->setScale(wield_scale * WIELD_SCALE_FACTOR_EXTRUDED);
276 // Customize material
277 video::SMaterial &material = m_meshnode->getMaterial(0);
278 material.setTexture(0, tsrc->getTextureForMesh(imagename));
279 material.MaterialType = m_material_type;
280 material.setFlag(video::EMF_BACK_FACE_CULLING, true);
281 // Enable bi/trilinear filtering only for high resolution textures
282 if (dim.Width > 32) {
283 material.setFlag(video::EMF_BILINEAR_FILTER, m_bilinear_filter);
284 material.setFlag(video::EMF_TRILINEAR_FILTER, m_trilinear_filter);
286 material.setFlag(video::EMF_BILINEAR_FILTER, false);
287 material.setFlag(video::EMF_TRILINEAR_FILTER, false);
289 material.setFlag(video::EMF_ANISOTROPIC_FILTER, m_anisotropic_filter);
290 // mipmaps cause "thin black line" artifacts
291 #if (IRRLICHT_VERSION_MAJOR >= 1 && IRRLICHT_VERSION_MINOR >= 8) || IRRLICHT_VERSION_MAJOR >= 2
292 material.setFlag(video::EMF_USE_MIP_MAPS, false);
296 //// TODO(RealBadAngel): Reactivate when shader is added for wield items
297 if (m_enable_shaders)
298 material.setTexture(2, tsrc->getTexture("disable_img.png"));
302 void WieldMeshSceneNode::setItem(const ItemStack &item, IGameDef *gamedef)
304 ITextureSource *tsrc = gamedef->getTextureSource();
305 IItemDefManager *idef = gamedef->getItemDefManager();
306 //IShaderSource *shdrsrc = gamedef->getShaderSource();
307 INodeDefManager *ndef = gamedef->getNodeDefManager();
308 const ItemDefinition &def = item.getDefinition(idef);
309 const ContentFeatures &f = ndef->get(def.name);
310 content_t id = ndef->getId(def.name);
313 //// TODO(RealBadAngel): Reactivate when shader is added for wield items
314 if (m_enable_shaders) {
315 u32 shader_id = shdrsrc->getShader("nodes_shader", TILE_MATERIAL_BASIC, NDT_NORMAL);
316 m_material_type = shdrsrc->getShaderInfo(shader_id).material;
320 // If wield_image is defined, it overrides everything else
321 if (def.wield_image != "") {
322 setExtruded(def.wield_image, def.wield_scale, tsrc);
326 // See also CItemDefManager::createClientCached()
327 else if (def.type == ITEM_NODE) {
329 // e.g. mesh nodes and nodeboxes
330 changeToMesh(f.mesh_ptr[0]);
331 // mesh_ptr[0] is pre-scaled by BS * f->visual_scale
332 m_meshnode->setScale(
333 def.wield_scale * WIELD_SCALE_FACTOR
334 / (BS * f.visual_scale));
335 } else if (f.drawtype == NDT_AIRLIKE) {
337 } else if (f.drawtype == NDT_PLANTLIKE) {
338 setExtruded(tsrc->getTextureName(f.tiles[0].texture_id), def.wield_scale, tsrc);
339 } else if (f.drawtype == NDT_NORMAL || f.drawtype == NDT_ALLFACES) {
340 setCube(f.tiles, def.wield_scale, tsrc);
342 //// TODO: Change false in the following constructor args to
343 //// appropriate value when shader is added for wield items (if applicable)
344 MeshMakeData mesh_make_data(gamedef, false);
345 MapNode mesh_make_node(id, 255, 0);
346 mesh_make_data.fillSingleNode(&mesh_make_node);
347 MapBlockMesh mapblock_mesh(&mesh_make_data, v3s16(0, 0, 0));
348 changeToMesh(mapblock_mesh.getMesh());
349 translateMesh(m_meshnode->getMesh(), v3f(-BS, -BS, -BS));
350 m_meshnode->setScale(
351 def.wield_scale * WIELD_SCALE_FACTOR
352 / (BS * f.visual_scale));
354 for (u32 i = 0; i < m_meshnode->getMaterialCount(); ++i) {
356 video::SMaterial &material = m_meshnode->getMaterial(i);
357 material.setFlag(video::EMF_BACK_FACE_CULLING, true);
358 material.setFlag(video::EMF_BILINEAR_FILTER, m_bilinear_filter);
359 material.setFlag(video::EMF_TRILINEAR_FILTER, m_trilinear_filter);
360 bool animated = (f.tiles[i].animation_frame_count > 1);
362 FrameSpec animation_frame = f.tiles[i].frames[0];
363 material.setTexture(0, animation_frame.texture);
365 material.setTexture(0, f.tiles[i].texture);
367 material.MaterialType = m_material_type;
369 //// TODO(RealBadAngel): Reactivate when shader is added for wield items
370 if (m_enable_shaders) {
371 if (f.tiles[i].normal_texture) {
373 FrameSpec animation_frame = f.tiles[i].frames[0];
374 material.setTexture(1, animation_frame.normal_texture);
376 material.setTexture(1, f.tiles[i].normal_texture);
378 material.setTexture(2, tsrc->getTexture("enable_img.png"));
380 material.setTexture(2, tsrc->getTexture("disable_img.png"));
387 else if (def.inventory_image != "") {
388 setExtruded(def.inventory_image, def.wield_scale, tsrc);
392 // no wield mesh found
396 void WieldMeshSceneNode::setColor(video::SColor color)
399 setMeshColor(m_meshnode->getMesh(), color);
402 void WieldMeshSceneNode::render()
404 // note: if this method is changed to actually do something,
405 // you probably should implement OnRegisterSceneNode as well
408 void WieldMeshSceneNode::changeToMesh(scene::IMesh *mesh)
411 scene::IMesh *dummymesh = g_extrusion_mesh_cache->createCube();
412 m_meshnode->setVisible(false);
413 m_meshnode->setMesh(dummymesh);
414 dummymesh->drop(); // m_meshnode grabbed it
417 m_meshnode->setMesh(mesh);
420 Lighting is disabled, this means the caller can (and probably will)
421 call setColor later. We therefore need to clone the mesh so that
422 setColor will only modify this scene node's mesh, not others'.
424 scene::IMeshManipulator *meshmanip = SceneManager->getMeshManipulator();
425 scene::IMesh *new_mesh = meshmanip->createMeshCopy(mesh);
426 m_meshnode->setMesh(new_mesh);
427 new_mesh->drop(); // m_meshnode grabbed it
431 m_meshnode->setMaterialFlag(video::EMF_LIGHTING, m_lighting);
432 // need to normalize normals when lighting is enabled (because of setScale())
433 m_meshnode->setMaterialFlag(video::EMF_NORMALIZE_NORMALS, m_lighting);
434 m_meshnode->setVisible(true);