51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
-#include "settings.h"
#include "wieldmesh.h"
+#include "settings.h"
+#include "shader.h"
#include "inventory.h"
#include "client.h"
#include "itemdef.h"
#include "nodedef.h"
#include "mesh.h"
+#include "content_mapblock.h"
#include "mapblock_mesh.h"
+#include "client/meshgen/collector.h"
#include "client/tile.h"
#include "log.h"
#include "util/numeric.h"
// Destructor
virtual ~ExtrusionMeshCache()
{
- for (std::map<int, scene::IMesh*>::iterator
- it = m_extrusion_meshes.begin();
- it != m_extrusion_meshes.end(); ++it) {
- it->second->drop();
+ for (auto &extrusion_meshe : m_extrusion_meshes) {
+ extrusion_meshe.second->drop();
}
m_cube->drop();
}
scene::IMesh *cubemesh = g_extrusion_mesh_cache->createCube();
scene::SMesh *copy = cloneMesh(cubemesh);
cubemesh->drop();
- postProcessNodeMesh(copy, f, false, true, &m_material_type, &m_colors);
+ postProcessNodeMesh(copy, f, false, true, &m_material_type, &m_colors, true);
changeToMesh(copy);
copy->drop();
m_meshnode->setScale(wield_scale * WIELD_SCALE_FACTOR);
}
void WieldMeshSceneNode::setExtruded(const std::string &imagename,
- v3f wield_scale, ITextureSource *tsrc, u8 num_frames)
+ const std::string &overlay_name, v3f wield_scale, ITextureSource *tsrc,
+ u8 num_frames)
{
video::ITexture *texture = tsrc->getTexture(imagename);
if (!texture) {
changeToMesh(nullptr);
return;
}
+ video::ITexture *overlay_texture =
+ overlay_name.empty() ? NULL : tsrc->getTexture(overlay_name);
core::dimension2d<u32> dim = texture->getSize();
// Detect animation texture and pull off top frame instead of using entire thing
u32 frame_height = dim.Height / num_frames;
dim = core::dimension2d<u32>(dim.Width, frame_height);
}
- scene::IMesh *mesh = g_extrusion_mesh_cache->create(dim);
- scene::SMesh *copy = cloneMesh(mesh);
+ scene::IMesh *original = g_extrusion_mesh_cache->create(dim);
+ scene::SMesh *mesh = cloneMesh(original);
+ original->drop();
+ //set texture
+ mesh->getMeshBuffer(0)->getMaterial().setTexture(0,
+ tsrc->getTexture(imagename));
+ if (overlay_texture) {
+ scene::IMeshBuffer *copy = cloneMeshBuffer(mesh->getMeshBuffer(0));
+ copy->getMaterial().setTexture(0, overlay_texture);
+ mesh->addMeshBuffer(copy);
+ copy->drop();
+ }
+ changeToMesh(mesh);
mesh->drop();
- changeToMesh(copy);
- copy->drop();
m_meshnode->setScale(wield_scale * WIELD_SCALE_FACTOR_EXTRUDED);
- // Customize material
- video::SMaterial &material = m_meshnode->getMaterial(0);
- material.setTexture(0, tsrc->getTextureForMesh(imagename));
- material.TextureLayer[0].TextureWrapU = video::ETC_CLAMP_TO_EDGE;
- material.TextureLayer[0].TextureWrapV = video::ETC_CLAMP_TO_EDGE;
- material.MaterialType = m_material_type;
- material.setFlag(video::EMF_BACK_FACE_CULLING, true);
- // Enable bi/trilinear filtering only for high resolution textures
- if (dim.Width > 32) {
- material.setFlag(video::EMF_BILINEAR_FILTER, m_bilinear_filter);
- material.setFlag(video::EMF_TRILINEAR_FILTER, m_trilinear_filter);
- } else {
- material.setFlag(video::EMF_BILINEAR_FILTER, false);
- material.setFlag(video::EMF_TRILINEAR_FILTER, false);
- }
- material.setFlag(video::EMF_ANISOTROPIC_FILTER, m_anisotropic_filter);
- // mipmaps cause "thin black line" artifacts
+ // Customize materials
+ for (u32 layer = 0; layer < m_meshnode->getMaterialCount(); layer++) {
+ video::SMaterial &material = m_meshnode->getMaterial(layer);
+ material.TextureLayer[0].TextureWrapU = video::ETC_CLAMP_TO_EDGE;
+ material.TextureLayer[0].TextureWrapV = video::ETC_CLAMP_TO_EDGE;
+ material.MaterialType = m_material_type;
+ material.setFlag(video::EMF_BACK_FACE_CULLING, true);
+ // Enable bi/trilinear filtering only for high resolution textures
+ if (dim.Width > 32) {
+ material.setFlag(video::EMF_BILINEAR_FILTER, m_bilinear_filter);
+ material.setFlag(video::EMF_TRILINEAR_FILTER, m_trilinear_filter);
+ } else {
+ material.setFlag(video::EMF_BILINEAR_FILTER, false);
+ material.setFlag(video::EMF_TRILINEAR_FILTER, false);
+ }
+ material.setFlag(video::EMF_ANISOTROPIC_FILTER, m_anisotropic_filter);
+ // mipmaps cause "thin black line" artifacts
#if (IRRLICHT_VERSION_MAJOR >= 1 && IRRLICHT_VERSION_MINOR >= 8) || IRRLICHT_VERSION_MAJOR >= 2
- material.setFlag(video::EMF_USE_MIP_MAPS, false);
+ material.setFlag(video::EMF_USE_MIP_MAPS, false);
#endif
- if (m_enable_shaders) {
- material.setTexture(2, tsrc->getShaderFlagsTexture(false));
+ if (m_enable_shaders) {
+ material.setTexture(2, tsrc->getShaderFlagsTexture(false));
+ }
}
}
+scene::SMesh *createSpecialNodeMesh(Client *client, content_t id, std::vector<ItemPartColor> *colors)
+{
+ MeshMakeData mesh_make_data(client, false, false);
+ MeshCollector collector;
+ mesh_make_data.setSmoothLighting(false);
+ MapblockMeshGenerator gen(&mesh_make_data, &collector);
+ gen.renderSingle(id);
+ colors->clear();
+ scene::SMesh *mesh = new scene::SMesh();
+ for (auto &prebuffers : collector.prebuffers)
+ for (PreMeshBuffer &p : prebuffers) {
+ if (p.layer.material_flags & MATERIAL_FLAG_ANIMATION) {
+ const FrameSpec &frame = (*p.layer.frames)[0];
+ p.layer.texture = frame.texture;
+ p.layer.normal_texture = frame.normal_texture;
+ }
+ for (video::S3DVertex &v : p.vertices)
+ v.Color.setAlpha(255);
+ scene::SMeshBuffer *buf = new scene::SMeshBuffer();
+ buf->Material.setTexture(0, p.layer.texture);
+ p.layer.applyMaterialOptions(buf->Material);
+ mesh->addMeshBuffer(buf);
+ buf->append(&p.vertices[0], p.vertices.size(),
+ &p.indices[0], p.indices.size());
+ buf->drop();
+ colors->push_back(
+ ItemPartColor(p.layer.has_color, p.layer.color));
+ }
+ return mesh;
+}
+
void WieldMeshSceneNode::setItem(const ItemStack &item, Client *client)
{
ITextureSource *tsrc = client->getTextureSource();
IItemDefManager *idef = client->getItemDefManager();
IShaderSource *shdrsrc = client->getShaderSource();
- INodeDefManager *ndef = client->getNodeDefManager();
+ const NodeDefManager *ndef = client->getNodeDefManager();
const ItemDefinition &def = item.getDefinition(idef);
const ContentFeatures &f = ndef->get(def.name);
content_t id = ndef->getId(def.name);
+ scene::SMesh *mesh = nullptr;
+
if (m_enable_shaders) {
u32 shader_id = shdrsrc->getShader("wielded_shader", TILE_MATERIAL_BASIC, NDT_NORMAL);
m_material_type = shdrsrc->getShaderInfo(shader_id).material;
m_base_color = idef->getItemstackColor(item, client);
// If wield_image is defined, it overrides everything else
- if (def.wield_image != "") {
- setExtruded(def.wield_image, def.wield_scale, tsrc, 1);
- m_colors.push_back(ItemPartColor());
+ if (!def.wield_image.empty()) {
+ setExtruded(def.wield_image, def.wield_overlay, def.wield_scale, tsrc,
+ 1);
+ m_colors.emplace_back();
+ // overlay is white, if present
+ m_colors.emplace_back(true, video::SColor(0xFFFFFFFF));
return;
}
+
// Handle nodes
// See also CItemDefManager::createClientCached()
- else if (def.type == ITEM_NODE) {
+ if (def.type == ITEM_NODE) {
if (f.mesh_ptr[0]) {
// e.g. mesh nodes and nodeboxes
- scene::SMesh *mesh = cloneMesh(f.mesh_ptr[0]);
+ mesh = cloneMesh(f.mesh_ptr[0]);
postProcessNodeMesh(mesh, f, m_enable_shaders, true,
&m_material_type, &m_colors);
changeToMesh(mesh);
}
case NDT_PLANTLIKE: {
setExtruded(tsrc->getTextureName(f.tiles[0].layers[0].texture_id),
+ tsrc->getTextureName(f.tiles[0].layers[1].texture_id),
def.wield_scale, tsrc,
f.tiles[0].layers[0].animation_frame_count);
+ // Add color
+ const TileLayer &l0 = f.tiles[0].layers[0];
+ m_colors.emplace_back(l0.has_color, l0.color);
+ const TileLayer &l1 = f.tiles[0].layers[1];
+ m_colors.emplace_back(l1.has_color, l1.color);
break;
}
case NDT_PLANTLIKE_ROOTED: {
setExtruded(tsrc->getTextureName(f.special_tiles[0].layers[0].texture_id),
- def.wield_scale, tsrc,
+ "", def.wield_scale, tsrc,
f.special_tiles[0].layers[0].animation_frame_count);
+ // Add color
+ const TileLayer &l0 = f.special_tiles[0].layers[0];
+ m_colors.emplace_back(l0.has_color, l0.color);
break;
}
case NDT_NORMAL:
- case NDT_ALLFACES: {
+ case NDT_ALLFACES:
+ case NDT_LIQUID:
+ case NDT_FLOWINGLIQUID: {
setCube(f, def.wield_scale);
break;
}
default: {
- MeshMakeData mesh_make_data(client, 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));
- scene::SMesh *mesh = cloneMesh(mapblock_mesh.getMesh());
- translateMesh(mesh, v3f(-BS, -BS, -BS));
- postProcessNodeMesh(mesh, f, m_enable_shaders, true,
- &m_material_type, &m_colors);
+ mesh = createSpecialNodeMesh(client, id, &m_colors);
changeToMesh(mesh);
mesh->drop();
m_meshnode->setScale(
u32 material_count = m_meshnode->getMaterialCount();
for (u32 i = 0; i < material_count; ++i) {
video::SMaterial &material = m_meshnode->getMaterial(i);
+ material.MaterialType = m_material_type;
material.setFlag(video::EMF_BACK_FACE_CULLING, true);
material.setFlag(video::EMF_BILINEAR_FILTER, m_bilinear_filter);
material.setFlag(video::EMF_TRILINEAR_FILTER, m_trilinear_filter);
}
return;
}
- else if (def.inventory_image != "") {
- setExtruded(def.inventory_image, def.wield_scale, tsrc, 1);
- m_colors.push_back(ItemPartColor());
+ else if (!def.inventory_image.empty()) {
+ setExtruded(def.inventory_image, def.inventory_overlay, def.wield_scale,
+ tsrc, 1);
+ m_colors.emplace_back();
+ // overlay is white, if present
+ m_colors.emplace_back(true, video::SColor(0xFFFFFFFF));
return;
}
{
ITextureSource *tsrc = client->getTextureSource();
IItemDefManager *idef = client->getItemDefManager();
- INodeDefManager *ndef = client->getNodeDefManager();
+ const NodeDefManager *ndef = client->getNodeDefManager();
const ItemDefinition &def = item.getDefinition(idef);
const ContentFeatures &f = ndef->get(def.name);
content_t id = ndef->getId(def.name);
- if (!g_extrusion_mesh_cache) {
- g_extrusion_mesh_cache = new ExtrusionMeshCache();
- } else {
- g_extrusion_mesh_cache->grab();
- }
-
+ FATAL_ERROR_IF(!g_extrusion_mesh_cache, "Extrusion mesh cache is not yet initialized");
+
scene::SMesh *mesh = nullptr;
// Shading is on by default
result->needs_shading = true;
// If inventory_image is defined, it overrides everything else
- if (def.inventory_image != "") {
- mesh = getExtrudedMesh(tsrc, def.inventory_image);
- result->buffer_colors.push_back(ItemPartColor());
+ if (!def.inventory_image.empty()) {
+ mesh = getExtrudedMesh(tsrc, def.inventory_image,
+ def.inventory_overlay);
+ result->buffer_colors.emplace_back();
+ // overlay is white, if present
+ result->buffer_colors.emplace_back(true, video::SColor(0xFFFFFFFF));
// Items with inventory images do not need shading
result->needs_shading = false;
} else if (def.type == ITEM_NODE) {
if (f.mesh_ptr[0]) {
mesh = cloneMesh(f.mesh_ptr[0]);
scaleMesh(mesh, v3f(0.12, 0.12, 0.12));
+ postProcessNodeMesh(mesh, f, false, false, nullptr,
+ &result->buffer_colors);
} else {
switch (f.drawtype) {
case NDT_PLANTLIKE: {
mesh = getExtrudedMesh(tsrc,
- tsrc->getTextureName(f.tiles[0].layers[0].texture_id));
+ tsrc->getTextureName(f.tiles[0].layers[0].texture_id),
+ tsrc->getTextureName(f.tiles[0].layers[1].texture_id));
+ // Add color
+ const TileLayer &l0 = f.tiles[0].layers[0];
+ result->buffer_colors.emplace_back(l0.has_color, l0.color);
+ const TileLayer &l1 = f.tiles[0].layers[1];
+ result->buffer_colors.emplace_back(l1.has_color, l1.color);
break;
}
case NDT_PLANTLIKE_ROOTED: {
mesh = getExtrudedMesh(tsrc,
- tsrc->getTextureName(f.special_tiles[0].layers[0].texture_id));
+ tsrc->getTextureName(f.special_tiles[0].layers[0].texture_id), "");
+ // Add color
+ const TileLayer &l0 = f.special_tiles[0].layers[0];
+ result->buffer_colors.emplace_back(l0.has_color, l0.color);
break;
}
case NDT_NORMAL:
mesh = cloneMesh(cube);
cube->drop();
scaleMesh(mesh, v3f(1.2, 1.2, 1.2));
+ // add overlays
+ postProcessNodeMesh(mesh, f, false, false, nullptr,
+ &result->buffer_colors);
break;
}
default: {
- MeshMakeData mesh_make_data(client, 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));
- mesh = cloneMesh(mapblock_mesh.getMesh());
- translateMesh(mesh, v3f(-BS, -BS, -BS));
+ mesh = createSpecialNodeMesh(client, id, &result->buffer_colors);
scaleMesh(mesh, v3f(0.12, 0.12, 0.12));
-
- u32 mc = mesh->getMeshBufferCount();
- for (u32 i = 0; i < mc; ++i) {
- video::SMaterial &material1 =
- mesh->getMeshBuffer(i)->getMaterial();
- video::SMaterial &material2 =
- mapblock_mesh.getMesh()->getMeshBuffer(i)->getMaterial();
- material1.setTexture(0, material2.getTexture(0));
- material1.setTexture(1, material2.getTexture(1));
- material1.setTexture(2, material2.getTexture(2));
- material1.setTexture(3, material2.getTexture(3));
- material1.MaterialType = material2.MaterialType;
- }
}
}
}
rotateMeshXZby(mesh, -45);
rotateMeshYZby(mesh, -30);
-
- postProcessNodeMesh(mesh, f, false, false, nullptr, &result->buffer_colors);
}
result->mesh = mesh;
}
-scene::SMesh *getExtrudedMesh(ITextureSource *tsrc, const std::string &imagename)
+scene::SMesh *getExtrudedMesh(ITextureSource *tsrc,
+ const std::string &imagename, const std::string &overlay_name)
{
+ // check textures
video::ITexture *texture = tsrc->getTextureForMesh(imagename);
if (!texture) {
- return nullptr;
+ return NULL;
}
+ video::ITexture *overlay_texture =
+ (overlay_name.empty()) ? NULL : tsrc->getTexture(overlay_name);
+ // get mesh
core::dimension2d<u32> dim = texture->getSize();
scene::IMesh *original = g_extrusion_mesh_cache->create(dim);
scene::SMesh *mesh = cloneMesh(original);
original->drop();
- // Customize material
- video::SMaterial &material = mesh->getMeshBuffer(0)->getMaterial();
- material.setTexture(0, tsrc->getTexture(imagename));
- material.TextureLayer[0].TextureWrapU = video::ETC_CLAMP_TO_EDGE;
- material.TextureLayer[0].TextureWrapV = video::ETC_CLAMP_TO_EDGE;
- material.setFlag(video::EMF_BILINEAR_FILTER, false);
- material.setFlag(video::EMF_TRILINEAR_FILTER, false);
- material.setFlag(video::EMF_BACK_FACE_CULLING, true);
- material.setFlag(video::EMF_LIGHTING, false);
- material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
+ //set texture
+ mesh->getMeshBuffer(0)->getMaterial().setTexture(0,
+ tsrc->getTexture(imagename));
+ if (overlay_texture) {
+ scene::IMeshBuffer *copy = cloneMeshBuffer(mesh->getMeshBuffer(0));
+ copy->getMaterial().setTexture(0, overlay_texture);
+ mesh->addMeshBuffer(copy);
+ copy->drop();
+ }
+ // Customize materials
+ for (u32 layer = 0; layer < mesh->getMeshBufferCount(); layer++) {
+ video::SMaterial &material = mesh->getMeshBuffer(layer)->getMaterial();
+ material.TextureLayer[0].TextureWrapU = video::ETC_CLAMP_TO_EDGE;
+ material.TextureLayer[0].TextureWrapV = video::ETC_CLAMP_TO_EDGE;
+ material.setFlag(video::EMF_BILINEAR_FILTER, false);
+ material.setFlag(video::EMF_TRILINEAR_FILTER, false);
+ material.setFlag(video::EMF_BACK_FACE_CULLING, true);
+ material.setFlag(video::EMF_LIGHTING, false);
+ material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
+ }
scaleMesh(mesh, v3f(2.0, 2.0, 2.0));
return mesh;
}
void postProcessNodeMesh(scene::SMesh *mesh, const ContentFeatures &f,
- bool use_shaders, bool set_material, video::E_MATERIAL_TYPE *mattype,
- std::vector<ItemPartColor> *colors)
+ bool use_shaders, bool set_material, const video::E_MATERIAL_TYPE *mattype,
+ std::vector<ItemPartColor> *colors, bool apply_scale)
{
u32 mc = mesh->getMeshBufferCount();
// Allocate colors for existing buffers
material.MaterialType = *mattype;
}
if (layer->animation_frame_count > 1) {
- FrameSpec animation_frame = layer->frames[0];
+ const FrameSpec &animation_frame = (*layer->frames)[0];
material.setTexture(0, animation_frame.texture);
} else {
material.setTexture(0, layer->texture);
if (use_shaders) {
if (layer->normal_texture) {
if (layer->animation_frame_count > 1) {
- FrameSpec animation_frame = layer->frames[0];
+ const FrameSpec &animation_frame = (*layer->frames)[0];
material.setTexture(1, animation_frame.normal_texture);
} else
material.setTexture(1, layer->normal_texture);
}
material.setTexture(2, layer->flags_texture);
}
+ if (apply_scale && tile->world_aligned) {
+ u32 n = buf->getVertexCount();
+ for (u32 k = 0; k != n; ++k)
+ buf->getTCoords(k) /= layer->scale;
+ }
}
}
}