]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - src/wieldmesh.cpp
Disable mesh cache by default
[dragonfireclient.git] / src / wieldmesh.cpp
index 2a69bb2a008a71952c0b5855dab5958f76b780f8..036b25a907b850b7ab8a85f69562fb1bcd4ec234 100644 (file)
@@ -17,7 +17,6 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
 */
 
-#include "main.h"
 #include "settings.h"
 #include "wieldmesh.h"
 #include "inventory.h"
@@ -26,7 +25,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "nodedef.h"
 #include "mesh.h"
 #include "mapblock_mesh.h"
-#include "tile.h"
+#include "client/tile.h"
 #include "log.h"
 #include "util/numeric.h"
 #include <map>
@@ -170,7 +169,7 @@ class ExtrusionMeshCache: public IReferenceCounted
                if (it == m_extrusion_meshes.end()) {
                        // no viable resolution found; use largest one
                        it = m_extrusion_meshes.find(MAX_EXTRUSION_MESH_RESOLUTION);
-                       assert(it != m_extrusion_meshes.end());
+                       sanity_check(it != m_extrusion_meshes.end());
                }
 
                scene::IMesh *mesh = it->second;
@@ -231,7 +230,7 @@ WieldMeshSceneNode::WieldMeshSceneNode(
 
 WieldMeshSceneNode::~WieldMeshSceneNode()
 {
-       assert(g_extrusion_mesh_cache);
+       sanity_check(g_extrusion_mesh_cache);
        if (g_extrusion_mesh_cache->drop())
                g_extrusion_mesh_cache = NULL;
 }
@@ -260,14 +259,20 @@ void WieldMeshSceneNode::setCube(const TileSpec tiles[6],
 }
 
 void WieldMeshSceneNode::setExtruded(const std::string &imagename,
-               v3f wield_scale, ITextureSource *tsrc)
+               v3f wield_scale, ITextureSource *tsrc, u8 num_frames)
 {
        video::ITexture *texture = tsrc->getTexture(imagename);
        if (!texture) {
                changeToMesh(NULL);
                return;
        }
+
        core::dimension2d<u32> dim = texture->getSize();
+       // Detect animation texture and pull off top frame instead of using entire thing
+       if (num_frames > 1) {
+               u32 frame_height = dim.Height / num_frames;
+               dim = core::dimension2d<u32>(dim.Width, frame_height);
+       }
        scene::IMesh *mesh = g_extrusion_mesh_cache->create(dim);
        changeToMesh(mesh);
        mesh->drop();
@@ -276,7 +281,7 @@ void WieldMeshSceneNode::setExtruded(const std::string &imagename,
 
        // Customize material
        video::SMaterial &material = m_meshnode->getMaterial(0);
-       material.setTexture(0, texture);
+       material.setTexture(0, tsrc->getTextureForMesh(imagename));
        material.MaterialType = m_material_type;
        material.setFlag(video::EMF_BACK_FACE_CULLING, true);
        // Enable bi/trilinear filtering only for high resolution textures
@@ -292,28 +297,35 @@ void WieldMeshSceneNode::setExtruded(const std::string &imagename,
 #if (IRRLICHT_VERSION_MAJOR >= 1 && IRRLICHT_VERSION_MINOR >= 8) || IRRLICHT_VERSION_MAJOR >= 2
        material.setFlag(video::EMF_USE_MIP_MAPS, false);
 #endif
-       if (m_enable_shaders) 
+
+#if 0
+//// TODO(RealBadAngel): Reactivate when shader is added for wield items
+       if (m_enable_shaders)
                material.setTexture(2, tsrc->getTexture("disable_img.png"));
+#endif
 }
 
 void WieldMeshSceneNode::setItem(const ItemStack &item, IGameDef *gamedef)
 {
        ITextureSource *tsrc = gamedef->getTextureSource();
        IItemDefManager *idef = gamedef->getItemDefManager();
-       IShaderSource *shdrsrc = gamedef->getShaderSource();
+       //IShaderSource *shdrsrc = gamedef->getShaderSource();
        INodeDefManager *ndef = gamedef->getNodeDefManager();
        const ItemDefinition &def = item.getDefinition(idef);
        const ContentFeatures &f = ndef->get(def.name);
        content_t id = ndef->getId(def.name);
 
+#if 0
+//// TODO(RealBadAngel): Reactivate when shader is added for wield items
        if (m_enable_shaders) {
                u32 shader_id = shdrsrc->getShader("nodes_shader", TILE_MATERIAL_BASIC, NDT_NORMAL);
                m_material_type = shdrsrc->getShaderInfo(shader_id).material;
        }
+#endif
 
        // If wield_image is defined, it overrides everything else
        if (def.wield_image != "") {
-               setExtruded(def.wield_image, def.wield_scale, tsrc);
+               setExtruded(def.wield_image, def.wield_scale, tsrc, 1);
                return;
        }
        // Handle nodes
@@ -329,11 +341,13 @@ void WieldMeshSceneNode::setItem(const ItemStack &item, IGameDef *gamedef)
                } else if (f.drawtype == NDT_AIRLIKE) {
                        changeToMesh(NULL);
                } else if (f.drawtype == NDT_PLANTLIKE) {
-                       setExtruded(tsrc->getTextureName(f.tiles[0].texture_id), def.wield_scale, tsrc);
+                       setExtruded(tsrc->getTextureName(f.tiles[0].texture_id), def.wield_scale, tsrc, f.tiles[0].animation_frame_count);
                } else if (f.drawtype == NDT_NORMAL || f.drawtype == NDT_ALLFACES) {
                        setCube(f.tiles, def.wield_scale, tsrc);
                } else {
-                       MeshMakeData mesh_make_data(gamedef);
+                       //// TODO: Change false in the following constructor args to
+                       //// appropriate value when shader is added for wield items (if applicable)
+                       MeshMakeData mesh_make_data(gamedef, false);
                        MapNode mesh_make_node(id, 255, 0);
                        mesh_make_data.fillSingleNode(&mesh_make_node);
                        MapBlockMesh mapblock_mesh(&mesh_make_data, v3s16(0, 0, 0));
@@ -341,10 +355,15 @@ void WieldMeshSceneNode::setItem(const ItemStack &item, IGameDef *gamedef)
                        translateMesh(m_meshnode->getMesh(), v3f(-BS, -BS, -BS));
                        m_meshnode->setScale(
                                        def.wield_scale * WIELD_SCALE_FACTOR
-                                       / (BS * f.visual_scale));       
+                                       / (BS * f.visual_scale));
                }
-               for (u32 i = 0; i < m_meshnode->getMaterialCount(); ++i) {
-                       assert(i < 6);
+               u32 material_count = m_meshnode->getMaterialCount();
+               if (material_count > 6) {
+                       errorstream << "WieldMeshSceneNode::setItem: Invalid material "
+                               "count " << material_count << ", truncating to 6" << std::endl;
+                       material_count = 6;
+               }
+               for (u32 i = 0; i < material_count; ++i) {
                        video::SMaterial &material = m_meshnode->getMaterial(i);
                        material.setFlag(video::EMF_BACK_FACE_CULLING, true);
                        material.setFlag(video::EMF_BILINEAR_FILTER, m_bilinear_filter);
@@ -357,6 +376,8 @@ void WieldMeshSceneNode::setItem(const ItemStack &item, IGameDef *gamedef)
                                material.setTexture(0, f.tiles[i].texture);
                        }
                        material.MaterialType = m_material_type;
+#if 0
+//// TODO(RealBadAngel): Reactivate when shader is added for wield items
                        if (m_enable_shaders) {
                                if (f.tiles[i].normal_texture) {
                                        if (animated) {
@@ -370,11 +391,12 @@ void WieldMeshSceneNode::setItem(const ItemStack &item, IGameDef *gamedef)
                                        material.setTexture(2, tsrc->getTexture("disable_img.png"));
                                }
                        }
+#endif
                }
                return;
        }
        else if (def.inventory_image != "") {
-               setExtruded(def.inventory_image, def.wield_scale, tsrc);
+               setExtruded(def.inventory_image, def.wield_scale, tsrc, 1);
                return;
        }
 
@@ -401,20 +423,20 @@ void WieldMeshSceneNode::changeToMesh(scene::IMesh *mesh)
                m_meshnode->setVisible(false);
                m_meshnode->setMesh(dummymesh);
                dummymesh->drop();  // m_meshnode grabbed it
-       }
-
-       if (m_lighting) {
-               m_meshnode->setMesh(mesh);
        } else {
-               /*
-                       Lighting is disabled, this means the caller can (and probably will)
-                       call setColor later. We therefore need to clone the mesh so that
-                       setColor will only modify this scene node's mesh, not others'.
-               */
-               scene::IMeshManipulator *meshmanip = SceneManager->getMeshManipulator();
-               scene::IMesh *new_mesh = meshmanip->createMeshCopy(mesh);
-               m_meshnode->setMesh(new_mesh);
-               new_mesh->drop();  // m_meshnode grabbed it
+               if (m_lighting) {
+                       m_meshnode->setMesh(mesh);
+               } else {
+                       /*
+                               Lighting is disabled, this means the caller can (and probably will)
+                               call setColor later. We therefore need to clone the mesh so that
+                               setColor will only modify this scene node's mesh, not others'.
+                       */
+                       scene::IMeshManipulator *meshmanip = SceneManager->getMeshManipulator();
+                       scene::IMesh *new_mesh = meshmanip->createMeshCopy(mesh);
+                       m_meshnode->setMesh(new_mesh);
+                       new_mesh->drop();  // m_meshnode grabbed it
+               }
        }
 
        m_meshnode->setMaterialFlag(video::EMF_LIGHTING, m_lighting);