#ifndef SERVER
#include "mapblock_mesh.h"
#include "mesh.h"
-#include "tile.h"
+#include "wieldmesh.h"
+#include "client/tile.h"
#endif
#include "log.h"
-#include "main.h" // g_settings
#include "settings.h"
#include "util/serialize.h"
#include "util/container.h"
#include <map>
#include <set>
+#ifdef __ANDROID__
+#include <GLES/gl.h>
+#endif
+
/*
ItemDefinition
*/
os<<serializeString(tool_capabilities_s);
writeU16(os, groups.size());
for(std::map<std::string, int>::const_iterator
- i = groups.begin(); i != groups.end(); i++){
+ i = groups.begin(); i != groups.end(); ++i){
os<<serializeString(i->first);
writeS16(os, i->second);
}
{
#ifndef SERVER
- m_main_thread = get_current_thread_id();
+ m_main_thread = thr_get_current_thread_id();
#endif
clear();
}
virtual ~CItemDefManager()
{
#ifndef SERVER
- const std::list<ClientCached*> &values = m_clientcached.getValues();
- for(std::list<ClientCached*>::const_iterator
+ const std::vector<ClientCached*> &values = m_clientcached.getValues();
+ for(std::vector<ClientCached*>::const_iterator
i = values.begin(); i != values.end(); ++i)
{
ClientCached *cc = *i;
#endif
for (std::map<std::string, ItemDefinition*>::iterator iter =
m_item_definitions.begin(); iter != m_item_definitions.end();
- iter ++) {
+ ++iter) {
delete iter->second;
}
m_item_definitions.clear();
}
virtual std::string getAlias(const std::string &name) const
{
- std::map<std::string, std::string>::const_iterator i;
- i = m_aliases.find(name);
- if(i != m_aliases.end())
- return i->second;
+ StringMap::const_iterator it = m_aliases.find(name);
+ if (it != m_aliases.end())
+ return it->second;
return name;
}
virtual std::set<std::string> getAll() const
{
std::set<std::string> result;
- for(std::map<std::string, ItemDefinition*>::const_iterator
- i = m_item_definitions.begin();
- i != m_item_definitions.end(); i++)
- {
- result.insert(i->first);
+ for(std::map<std::string, ItemDefinition *>::const_iterator
+ it = m_item_definitions.begin();
+ it != m_item_definitions.end(); ++it) {
+ result.insert(it->first);
}
- for(std::map<std::string, std::string>::const_iterator
- i = m_aliases.begin();
- i != m_aliases.end(); i++)
- {
- result.insert(i->first);
+ for (StringMap::const_iterator
+ it = m_aliases.begin();
+ it != m_aliases.end(); ++it) {
+ result.insert(it->first);
}
return result;
}
<<name<<"\""<<std::endl;
// This is not thread-safe
- assert(get_current_thread_id() == m_main_thread);
+ sanity_check(thr_is_current_thread(m_main_thread));
// Skip if already in cache
ClientCached *cc = NULL;
ITextureSource *tsrc = gamedef->getTextureSource();
INodeDefManager *nodedef = gamedef->getNodeDefManager();
- IrrlichtDevice *device = tsrc->getDevice();
- video::IVideoDriver *driver = device->getVideoDriver();
- const ItemDefinition *def = &get(name);
+ 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->getTexture(def->inventory_image);
- }
- else if(def->type == ITEM_NODE)
- {
- need_node_mesh = true;
- }
-
- // Create a wield mesh
- assert(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->getTexture(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);
+ if(def.inventory_image != "")
+ cc->inventory_texture = tsrc->getTexture(def.inventory_image);
+
+ // Additional processing for nodes:
+ // - Create a wield mesh if WieldMeshSceneNode can't render
+ // the node on its own.
+ // - If inventory_texture isn't set yet, create one using
+ // render-to-texture.
+ if (def.type == ITEM_NODE) {
+ // Get node properties
+ content_t id = nodedef->getId(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->getBool("enable_shaders"))
- 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));
+ bool need_rtt_mesh = cc->inventory_texture == NULL;
+
+ // Keep this in sync with WieldMeshSceneNode::setItem()
+ bool need_wield_mesh =
+ !(f.mesh_ptr[0] ||
+ f.drawtype == NDT_NORMAL ||
+ f.drawtype == NDT_ALLFACES ||
+ f.drawtype == NDT_AIRLIKE);
+
+ scene::IMesh *node_mesh = NULL;
+
+ if (need_rtt_mesh || need_wield_mesh) {
+ u8 param1 = 0;
+ if (f.param_type == CPT_LIGHT)
+ param1 = 0xee;
+
+ /*
+ Make a mesh from the node
+ */
+ MeshMakeData mesh_make_data(gamedef, false);
+ u8 param2 = 0;
+ if (f.param_type_2 == CPT2_WALLMOUNTED)
+ param2 = 1;
+ MapNode mesh_make_node(id, param1, param2);
+ mesh_make_data.fillSingleNode(&mesh_make_node);
+ MapBlockMesh mapblock_mesh(&mesh_make_data, v3s16(0, 0, 0));
+ node_mesh = mapblock_mesh.getMesh();
+ node_mesh->grab();
+ video::SColor c(255, 255, 255, 255);
+ 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)
- {
+ if (need_rtt_mesh) {
TextureFromMeshParams params;
params.mesh = node_mesh;
params.dim.set(64, 64);
params.rtt_texture_name = "INVENTORY_"
- + def->name + "_RTT";
+ + def.name + "_RTT";
params.delete_texture_on_shutdown = true;
params.camera_position.set(0, 1.0, -1.5);
params.camera_position.rotateXZBy(45);
params.light_color.set(1.0, 0.5, 0.5, 0.5);
params.light_radius = 1000;
+#ifdef __ANDROID__
+ params.camera_position.set(0, -1.0, -1.5);
+ params.camera_position.rotateXZBy(45);
+ params.light_position.set(10, -100, -50);
+#endif
cc->inventory_texture =
tsrc->generateTextureFromMesh(params);
// render-to-target didn't work
- if(cc->inventory_texture == NULL)
- {
+ if (cc->inventory_texture == NULL) {
cc->inventory_texture =
tsrc->getTexture(f.tiledef[0].name);
}
/*
Use the node mesh as the wield mesh
*/
+ if (need_wield_mesh) {
+ cc->wield_mesh = node_mesh;
+ cc->wield_mesh->grab();
- // 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();
+ // no way reference count can be smaller than 2 in this place!
+ assert(cc->wield_mesh->getReferenceCount() >= 2);
+ }
- //no way reference count can be smaller than 2 in this place!
- assert(cc->wield_mesh->getReferenceCount() >= 2);
+ if (node_mesh)
+ node_mesh->drop();
}
// Put in cache
if(cc)
return cc;
- if(get_current_thread_id() == m_main_thread)
+ if(thr_is_current_thread(m_main_thread))
{
return createClientCachedDirect(name, gamedef);
}
{
for(std::map<std::string, ItemDefinition*>::const_iterator
i = m_item_definitions.begin();
- i != m_item_definitions.end(); i++)
+ i != m_item_definitions.end(); ++i)
{
delete i->second;
}
verbosestream<<"ItemDefManager: registering \""<<def.name<<"\""<<std::endl;
// Ensure that the "" item (the hand) always has ToolCapabilities
if(def.name == "")
- assert(def.tool_capabilities != NULL);
+ FATAL_ERROR_IF(!def.tool_capabilities, "Hand does not have ToolCapabilities");
if(m_item_definitions.count(def.name) == 0)
m_item_definitions[def.name] = new ItemDefinition(def);
writeU8(os, 0); // version
u16 count = m_item_definitions.size();
writeU16(os, count);
- for(std::map<std::string, ItemDefinition*>::const_iterator
- i = m_item_definitions.begin();
- i != m_item_definitions.end(); i++)
- {
- ItemDefinition *def = i->second;
+
+ for (std::map<std::string, ItemDefinition *>::const_iterator
+ it = m_item_definitions.begin();
+ it != m_item_definitions.end(); ++it) {
+ ItemDefinition *def = it->second;
// Serialize ItemDefinition and write wrapped in a string
std::ostringstream tmp_os(std::ios::binary);
def->serialize(tmp_os, protocol_version);
- os<<serializeString(tmp_os.str());
+ os << serializeString(tmp_os.str());
}
+
writeU16(os, m_aliases.size());
- for(std::map<std::string, std::string>::const_iterator
- i = m_aliases.begin(); i != m_aliases.end(); i++)
- {
- os<<serializeString(i->first);
- os<<serializeString(i->second);
+
+ for (StringMap::const_iterator
+ it = m_aliases.begin();
+ it != m_aliases.end(); ++it) {
+ os << serializeString(it->first);
+ os << serializeString(it->second);
}
}
void deSerialize(std::istream &is)
void processQueue(IGameDef *gamedef)
{
#ifndef SERVER
+ //NOTE this is only thread safe for ONE consumer thread!
while(!m_get_clientcached_queue.empty())
{
GetRequest<std::string, ClientCached*, u8, u8>
// Key is name
std::map<std::string, ItemDefinition*> m_item_definitions;
// Aliases
- std::map<std::string, std::string> m_aliases;
+ StringMap m_aliases;
#ifndef SERVER
// The id of the thread that is allowed to use irrlicht directly
threadid_t m_main_thread;