+#ifndef SERVER
+ ClientCached* createClientCachedDirect(const std::string &name,
+ IGameDef *gamedef) const
+ {
+ infostream<<"Lazily creating item texture and mesh for \""
+ <<name<<"\""<<std::endl;
+
+ // This is not thread-safe
+ assert(get_current_thread_id() == m_main_thread);
+
+ // Skip if already in cache
+ ClientCached *cc = NULL;
+ m_clientcached.get(name, &cc);
+ if(cc)
+ return cc;
+
+ ITextureSource *tsrc = gamedef->getTextureSource();
+ INodeDefManager *nodedef = gamedef->getNodeDefManager();
+ IrrlichtDevice *device = tsrc->getDevice();
+ video::IVideoDriver *driver = device->getVideoDriver();
+ const ItemDefinition *def = &get(name);
+
+ // Create new ClientCached
+ cc = new ClientCached();
+
+ bool need_node_mesh = false;
+
+ // Create an inventory texture
+ cc->inventory_texture = NULL;
+ if(def->inventory_image != "")
+ {
+ cc->inventory_texture = tsrc->getTextureRaw(def->inventory_image);
+ }
+ else if(def->type == ITEM_NODE)
+ {
+ need_node_mesh = true;
+ }
+
+ // Create a wield mesh
+ if(cc->wield_mesh != NULL)
+ {
+ cc->wield_mesh->drop();
+ cc->wield_mesh = NULL;
+ }
+ if(def->type == ITEM_NODE && def->wield_image == "")
+ {
+ need_node_mesh = true;
+ }
+ else if(def->wield_image != "" || def->inventory_image != "")
+ {
+ // Extrude the wield image into a mesh
+
+ std::string imagename;
+ if(def->wield_image != "")
+ imagename = def->wield_image;
+ else
+ imagename = def->inventory_image;
+
+ cc->wield_mesh = createExtrudedMesh(
+ tsrc->getTextureRaw(imagename),
+ driver,
+ def->wield_scale * v3f(40.0, 40.0, 4.0));
+ if(cc->wield_mesh == NULL)
+ {
+ infostream<<"ItemDefManager: WARNING: "
+ <<"updateTexturesAndMeshes(): "
+ <<"Unable to create extruded mesh for item "
+ <<def->name<<std::endl;
+ }
+ }
+
+ if(need_node_mesh)
+ {
+ /*
+ Get node properties
+ */
+ content_t id = nodedef->getId(def->name);
+ const ContentFeatures &f = nodedef->get(id);
+
+ u8 param1 = 0;
+ if(f.param_type == CPT_LIGHT)
+ param1 = 0xee;
+
+ /*
+ Make a mesh from the node
+ */
+ MeshMakeData mesh_make_data(gamedef);
+ MapNode mesh_make_node(id, param1, 0);
+ mesh_make_data.fillSingleNode(&mesh_make_node);
+ MapBlockMesh mapblock_mesh(&mesh_make_data);
+
+ scene::IMesh *node_mesh = mapblock_mesh.getMesh();
+ assert(node_mesh);
+ video::SColor c(255, 255, 255, 255);
+ if(g_settings->getS32("enable_shaders") != 0)
+ c = MapBlock_LightColor(255, 0xffff, decode_light(f.light_source));
+ setMeshColor(node_mesh, c);
+
+ /*
+ Scale and translate the mesh so it's a unit cube
+ centered on the origin
+ */
+ scaleMesh(node_mesh, v3f(1.0/BS, 1.0/BS, 1.0/BS));
+ translateMesh(node_mesh, v3f(-1.0, -1.0, -1.0));
+
+ /*
+ Draw node mesh into a render target texture
+ */
+ if(cc->inventory_texture == NULL)
+ {
+ core::dimension2d<u32> dim(64,64);
+ std::string rtt_texture_name = "INVENTORY_"
+ + def->name + "_RTT";
+ v3f camera_position(0, 1.0, -1.5);
+ camera_position.rotateXZBy(45);
+ v3f camera_lookat(0, 0, 0);
+ core::CMatrix4<f32> camera_projection_matrix;
+ // Set orthogonal projection
+ camera_projection_matrix.buildProjectionMatrixOrthoLH(
+ 1.65, 1.65, 0, 100);
+
+ video::SColorf ambient_light(0.2,0.2,0.2);
+ v3f light_position(10, 100, -50);
+ video::SColorf light_color(0.5,0.5,0.5);
+ f32 light_radius = 1000;
+
+ cc->inventory_texture = generateTextureFromMesh(
+ node_mesh, device, dim, rtt_texture_name,
+ camera_position,
+ camera_lookat,
+ camera_projection_matrix,
+ ambient_light,
+ light_position,
+ light_color,
+ light_radius);
+
+ // render-to-target didn't work
+ if(cc->inventory_texture == NULL)
+ {
+ cc->inventory_texture =
+ tsrc->getTextureRaw(f.tiledef[0].name);
+ }
+ }
+
+ /*
+ Use the node mesh as the wield mesh
+ */
+ if(cc->wield_mesh == NULL)
+ {
+ // Scale to proper wield mesh proportions
+ scaleMesh(node_mesh, v3f(30.0, 30.0, 30.0)
+ * def->wield_scale);
+ cc->wield_mesh = node_mesh;
+ cc->wield_mesh->grab();
+ }
+
+ // falling outside of here deletes node_mesh
+ }
+
+ // Put in cache
+ m_clientcached.set(name, cc);
+
+ return cc;
+ }
+ ClientCached* getClientCached(const std::string &name,
+ IGameDef *gamedef) const
+ {
+ ClientCached *cc = NULL;
+ m_clientcached.get(name, &cc);
+ if(cc)
+ return cc;
+
+ if(get_current_thread_id() == m_main_thread)
+ {
+ return createClientCachedDirect(name, gamedef);
+ }
+ else
+ {
+ // We're gonna ask the result to be put into here
+ ResultQueue<std::string, ClientCached*, u8, u8> result_queue;
+ // Throw a request in
+ m_get_clientcached_queue.add(name, 0, 0, &result_queue);
+ try{
+ // Wait result for a second
+ GetResult<std::string, ClientCached*, u8, u8>
+ result = result_queue.pop_front(1000);
+ // Check that at least something worked OK
+ assert(result.key == name);
+ // Return it
+ return result.item;
+ }
+ catch(ItemNotFoundException &e)
+ {
+ errorstream<<"Waiting for clientcached timed out."<<std::endl;
+ return &m_dummy_clientcached;
+ }
+ }
+ }
+ // Get item inventory texture
+ virtual video::ITexture* getInventoryTexture(const std::string &name,
+ IGameDef *gamedef) const
+ {
+ ClientCached *cc = getClientCached(name, gamedef);
+ if(!cc)
+ return NULL;
+ return cc->inventory_texture;
+ }
+ // Get item wield mesh
+ virtual scene::IMesh* getWieldMesh(const std::string &name,
+ IGameDef *gamedef) const
+ {
+ ClientCached *cc = getClientCached(name, gamedef);
+ if(!cc)
+ return NULL;
+ return cc->wield_mesh;
+ }
+#endif