]> git.lizzy.rs Git - minetest.git/blobdiff - src/mesh.cpp
refactor main.cpp
[minetest.git] / src / mesh.cpp
index 19d75f9f5e7c3480a868b91e426351f4bf853488..38b3d97bc44d0bde6d6b9322c2c631e681bb699c 100644 (file)
@@ -91,218 +91,6 @@ scene::IAnimatedMesh* createCubeMesh(v3f scale)
        return anim_mesh;
 }
 
-static scene::IAnimatedMesh* extrudeARGB(u32 twidth, u32 theight, u8 *data)
-{
-       const s32 argb_wstep = 4 * twidth;
-       const s32 alpha_threshold = 1;
-
-       scene::IMeshBuffer *buf = new scene::SMeshBuffer();
-       video::SColor c(255,255,255,255);
-
-       // Front and back
-       {
-               video::S3DVertex vertices[8] =
-               {
-                       video::S3DVertex(-0.5,-0.5,-0.5, 0,0,-1, c, 0,1),
-                       video::S3DVertex(-0.5,+0.5,-0.5, 0,0,-1, c, 0,0),
-                       video::S3DVertex(+0.5,+0.5,-0.5, 0,0,-1, c, 1,0),
-                       video::S3DVertex(+0.5,-0.5,-0.5, 0,0,-1, c, 1,1),
-                       video::S3DVertex(+0.5,-0.5,+0.5, 0,0,+1, c, 1,1),
-                       video::S3DVertex(+0.5,+0.5,+0.5, 0,0,+1, c, 1,0),
-                       video::S3DVertex(-0.5,+0.5,+0.5, 0,0,+1, c, 0,0),
-                       video::S3DVertex(-0.5,-0.5,+0.5, 0,0,+1, c, 0,1),
-               };
-               u16 indices[12] = {0,1,2,2,3,0,4,5,6,6,7,4};
-               buf->append(vertices, 8, indices, 12);
-       }
-
-       // "Interior"
-       // (add faces where a solid pixel is next to a transparent one)
-       u8 *solidity = new u8[(twidth+2) * (theight+2)];
-       u32 wstep = twidth + 2;
-       for (u32 y = 0; y < theight + 2; ++y)
-       {
-               u8 *scanline = solidity + y * wstep;
-               if (y == 0 || y == theight + 1)
-               {
-                       for (u32 x = 0; x < twidth + 2; ++x)
-                               scanline[x] = 0;
-               }
-               else
-               {
-                       scanline[0] = 0;
-                       u8 *argb_scanline = data + (y - 1) * argb_wstep;
-                       for (u32 x = 0; x < twidth; ++x)
-                               scanline[x+1] = (argb_scanline[x*4+3] >= alpha_threshold);
-                       scanline[twidth + 1] = 0;
-               }
-       }
-
-       // without this, there would be occasional "holes" in the mesh
-       f32 eps = 0.01;
-
-       for (u32 y = 0; y <= theight; ++y)
-       {
-               u8 *scanline = solidity + y * wstep + 1;
-               for (u32 x = 0; x <= twidth; ++x)
-               {
-                       if (scanline[x] && !scanline[x + wstep])
-                       {
-                               u32 xx = x + 1;
-                               while (scanline[xx] && !scanline[xx + wstep])
-                                       ++xx;
-                               f32 vx1 = (x - eps) / (f32) twidth - 0.5;
-                               f32 vx2 = (xx + eps) / (f32) twidth - 0.5;
-                               f32 vy = 0.5 - (y - eps) / (f32) theight;
-                               f32 tx1 = x / (f32) twidth;
-                               f32 tx2 = xx / (f32) twidth;
-                               f32 ty = (y - 0.5) / (f32) theight;
-                               video::S3DVertex vertices[8] =
-                               {
-                                       video::S3DVertex(vx1,vy,-0.5, 0,-1,0, c, tx1,ty),
-                                       video::S3DVertex(vx2,vy,-0.5, 0,-1,0, c, tx2,ty),
-                                       video::S3DVertex(vx2,vy,+0.5, 0,-1,0, c, tx2,ty),
-                                       video::S3DVertex(vx1,vy,+0.5, 0,-1,0, c, tx1,ty),
-                               };
-                               u16 indices[6] = {0,1,2,2,3,0};
-                               buf->append(vertices, 4, indices, 6);
-                               x = xx - 1;
-                       }
-                       if (!scanline[x] && scanline[x + wstep])
-                       {
-                               u32 xx = x + 1;
-                               while (!scanline[xx] && scanline[xx + wstep])
-                                       ++xx;
-                               f32 vx1 = (x - eps) / (f32) twidth - 0.5;
-                               f32 vx2 = (xx + eps) / (f32) twidth - 0.5;
-                               f32 vy = 0.5 - (y + eps) / (f32) theight;
-                               f32 tx1 = x / (f32) twidth;
-                               f32 tx2 = xx / (f32) twidth;
-                               f32 ty = (y + 0.5) / (f32) theight;
-                               video::S3DVertex vertices[8] =
-                               {
-                                       video::S3DVertex(vx1,vy,-0.5, 0,1,0, c, tx1,ty),
-                                       video::S3DVertex(vx1,vy,+0.5, 0,1,0, c, tx1,ty),
-                                       video::S3DVertex(vx2,vy,+0.5, 0,1,0, c, tx2,ty),
-                                       video::S3DVertex(vx2,vy,-0.5, 0,1,0, c, tx2,ty),
-                               };
-                               u16 indices[6] = {0,1,2,2,3,0};
-                               buf->append(vertices, 4, indices, 6);
-                               x = xx - 1;
-                       }
-               }
-       }
-
-       for (u32 x = 0; x <= twidth; ++x)
-       {
-               u8 *scancol = solidity + x + wstep;
-               for (u32 y = 0; y <= theight; ++y)
-               {
-                       if (scancol[y * wstep] && !scancol[y * wstep + 1])
-                       {
-                               u32 yy = y + 1;
-                               while (scancol[yy * wstep] && !scancol[yy * wstep + 1])
-                                       ++yy;
-                               f32 vx = (x - eps) / (f32) twidth - 0.5;
-                               f32 vy1 = 0.5 - (y - eps) / (f32) theight;
-                               f32 vy2 = 0.5 - (yy + eps) / (f32) theight;
-                               f32 tx = (x - 0.5) / (f32) twidth;
-                               f32 ty1 = y / (f32) theight;
-                               f32 ty2 = yy / (f32) theight;
-                               video::S3DVertex vertices[8] =
-                               {
-                                       video::S3DVertex(vx,vy1,-0.5, 1,0,0, c, tx,ty1),
-                                       video::S3DVertex(vx,vy1,+0.5, 1,0,0, c, tx,ty1),
-                                       video::S3DVertex(vx,vy2,+0.5, 1,0,0, c, tx,ty2),
-                                       video::S3DVertex(vx,vy2,-0.5, 1,0,0, c, tx,ty2),
-                               };
-                               u16 indices[6] = {0,1,2,2,3,0};
-                               buf->append(vertices, 4, indices, 6);
-                               y = yy - 1;
-                       }
-                       if (!scancol[y * wstep] && scancol[y * wstep + 1])
-                       {
-                               u32 yy = y + 1;
-                               while (!scancol[yy * wstep] && scancol[yy * wstep + 1])
-                                       ++yy;
-                               f32 vx = (x + eps) / (f32) twidth - 0.5;
-                               f32 vy1 = 0.5 - (y - eps) / (f32) theight;
-                               f32 vy2 = 0.5 - (yy + eps) / (f32) theight;
-                               f32 tx = (x + 0.5) / (f32) twidth;
-                               f32 ty1 = y / (f32) theight;
-                               f32 ty2 = yy / (f32) theight;
-                               video::S3DVertex vertices[8] =
-                               {
-                                       video::S3DVertex(vx,vy1,-0.5, -1,0,0, c, tx,ty1),
-                                       video::S3DVertex(vx,vy2,-0.5, -1,0,0, c, tx,ty2),
-                                       video::S3DVertex(vx,vy2,+0.5, -1,0,0, c, tx,ty2),
-                                       video::S3DVertex(vx,vy1,+0.5, -1,0,0, c, tx,ty1),
-                               };
-                               u16 indices[6] = {0,1,2,2,3,0};
-                               buf->append(vertices, 4, indices, 6);
-                               y = yy - 1;
-                       }
-               }
-       }
-
-       delete[] solidity;
-
-       // Add to mesh
-       scene::SMesh *mesh = new scene::SMesh();
-       mesh->addMeshBuffer(buf);
-       buf->drop();
-       scene::SAnimatedMesh *anim_mesh = new scene::SAnimatedMesh(mesh);
-       mesh->drop();
-       return anim_mesh;
-}
-
-scene::IAnimatedMesh* createExtrudedMesh(video::ITexture *texture,
-               video::IVideoDriver *driver, v3f scale)
-{
-       scene::IAnimatedMesh *mesh = NULL;
-       core::dimension2d<u32> size = texture->getOriginalSize();
-       video::ECOLOR_FORMAT format = texture->getColorFormat();
-       if (format == video::ECF_A8R8G8B8)
-       {
-               // Texture is in the correct color format, we can pass it
-               // to extrudeARGB right away.
-               void *data = texture->lock(MY_ETLM_READ_ONLY);
-               if (data == NULL)
-                       return NULL;
-               mesh = extrudeARGB(size.Width, size.Height, (u8*) data);
-               texture->unlock();
-       }
-       else
-       {
-               video::IImage *img1 = driver->createImageFromData(format, size, texture->lock(MY_ETLM_READ_ONLY));
-               if (img1 == NULL)
-                       return NULL;
-
-               // img1 is in the texture's color format, convert to 8-bit ARGB
-               video::IImage *img2 = driver->createImage(video::ECF_A8R8G8B8, size);
-               if (img2 == NULL)
-               {
-                       img1->drop();
-                       return NULL;
-               }
-
-               img1->copyTo(img2);
-               img1->drop();
-               mesh = extrudeARGB(size.Width, size.Height, (u8*) img2->lock());
-               img2->unlock();
-               img2->drop();
-       }
-
-       // Set default material
-       mesh->getMeshBuffer(0)->getMaterial().setTexture(0, texture);
-       mesh->getMeshBuffer(0)->getMaterial().setFlag(video::EMF_LIGHTING, false);
-       mesh->getMeshBuffer(0)->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
-       mesh->getMeshBuffer(0)->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
-
-       scaleMesh(mesh, scale);  // also recalculates bounding box
-       return mesh;
-}
-
 void scaleMesh(scene::IMesh *mesh, v3f scale)
 {
        if(mesh == NULL)
@@ -523,6 +311,8 @@ scene::IMesh* convertNodeboxNodeToMesh(ContentFeatures *f)
        for (u16 j = 0; j < 6; j++)
        {
                scene::IMeshBuffer *buf = new scene::SMeshBuffer();
+               buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
+               buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
                dst_mesh->addMeshBuffer(buf);
                buf->drop();
        }