]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - src/wieldmesh.cpp
Add more files and file types to `.gitignore` (#5859)
[dragonfireclient.git] / src / wieldmesh.cpp
index 77a5cf73a92b2f592add73050d90604414231414..8b1477bb7da9a830f1c631d498a6e6afffa1fc79 100644 (file)
@@ -20,7 +20,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "settings.h"
 #include "wieldmesh.h"
 #include "inventory.h"
-#include "gamedef.h"
+#include "client.h"
 #include "itemdef.h"
 #include "nodedef.h"
 #include "mesh.h"
@@ -114,9 +114,7 @@ static scene::IMesh *createExtrusionMesh(int resolution_x, int resolution_y)
        mesh->addMeshBuffer(buf);
        buf->drop();
        scaleMesh(mesh, scale);  // also recalculates bounding box
-       scene::IMesh *newmesh = createForsythOptimizedMesh(mesh);
-       mesh->drop();
-       return newmesh;
+       return mesh;
 }
 
 /*
@@ -237,27 +235,16 @@ WieldMeshSceneNode::~WieldMeshSceneNode()
                g_extrusion_mesh_cache = NULL;
 }
 
-void WieldMeshSceneNode::setCube(const TileSpec tiles[6],
+void WieldMeshSceneNode::setCube(const ContentFeatures &f,
                        v3f wield_scale, ITextureSource *tsrc)
 {
        scene::IMesh *cubemesh = g_extrusion_mesh_cache->createCube();
-       changeToMesh(cubemesh);
+       scene::SMesh *copy = cloneMesh(cubemesh);
        cubemesh->drop();
-
+       postProcessNodeMesh(copy, f, false, true, &m_material_type, &m_colors);
+       changeToMesh(copy);
+       copy->drop();
        m_meshnode->setScale(wield_scale * WIELD_SCALE_FACTOR);
-
-       // Customize materials
-       for (u32 i = 0; i < m_meshnode->getMaterialCount(); ++i) {
-               assert(i < 6);
-               video::SMaterial &material = m_meshnode->getMaterial(i);
-               if (tiles[i].animation_frame_count == 1) {
-                       material.setTexture(0, tiles[i].texture);
-               } else {
-                       FrameSpec animation_frame = tiles[i].frames[0];
-                       material.setTexture(0, animation_frame.texture);
-               }
-               tiles[i].applyMaterialOptions(material);
-       }
 }
 
 void WieldMeshSceneNode::setExtruded(const std::string &imagename,
@@ -276,8 +263,10 @@ void WieldMeshSceneNode::setExtruded(const std::string &imagename,
                dim = core::dimension2d<u32>(dim.Width, frame_height);
        }
        scene::IMesh *mesh = g_extrusion_mesh_cache->create(dim);
-       changeToMesh(mesh);
+       scene::SMesh *copy = cloneMesh(mesh);
        mesh->drop();
+       changeToMesh(copy);
+       copy->drop();
 
        m_meshnode->setScale(wield_scale * WIELD_SCALE_FACTOR_EXTRUDED);
 
@@ -285,7 +274,7 @@ void WieldMeshSceneNode::setExtruded(const std::string &imagename,
        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.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
@@ -306,12 +295,12 @@ void WieldMeshSceneNode::setExtruded(const std::string &imagename,
        }
 }
 
-void WieldMeshSceneNode::setItem(const ItemStack &item, IGameDef *gamedef)
+void WieldMeshSceneNode::setItem(const ItemStack &item, Client *client)
 {
-       ITextureSource *tsrc = gamedef->getTextureSource();
-       IItemDefManager *idef = gamedef->getItemDefManager();
-       IShaderSource *shdrsrc = gamedef->getShaderSource();
-       INodeDefManager *ndef = gamedef->getNodeDefManager();
+       ITextureSource *tsrc = client->getTextureSource();
+       IItemDefManager *idef = client->getItemDefManager();
+       IShaderSource *shdrsrc = client->getShaderSource();
+       INodeDefManager *ndef = client->getNodeDefManager();
        const ItemDefinition &def = item.getDefinition(idef);
        const ContentFeatures &f = ndef->get(def.name);
        content_t id = ndef->getId(def.name);
@@ -321,9 +310,14 @@ void WieldMeshSceneNode::setItem(const ItemStack &item, IGameDef *gamedef)
                m_material_type = shdrsrc->getShaderInfo(shader_id).material;
        }
 
+       // Color-related
+       m_colors.clear();
+       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());
                return;
        }
        // Handle nodes
@@ -331,77 +325,50 @@ void WieldMeshSceneNode::setItem(const ItemStack &item, IGameDef *gamedef)
        else if (def.type == ITEM_NODE) {
                if (f.mesh_ptr[0]) {
                        // e.g. mesh nodes and nodeboxes
-                       changeToMesh(f.mesh_ptr[0]);
-                       // mesh_ptr[0] is pre-scaled by BS * f->visual_scale
+                       scene::SMesh *mesh = cloneMesh(f.mesh_ptr[0]);
+                       postProcessNodeMesh(mesh, f, m_enable_shaders, true,
+                               &m_material_type, &m_colors);
+                       changeToMesh(mesh);
+                       mesh->drop();
+                       // mesh is pre-scaled by BS * f->visual_scale
                        m_meshnode->setScale(
                                        def.wield_scale * WIELD_SCALE_FACTOR
                                        / (BS * f.visual_scale));
                } 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, f.tiles[0].animation_frame_count);
+                       setExtruded(tsrc->getTextureName(f.tiles[0].layers[0].texture_id),
+                               def.wield_scale, tsrc,
+                               f.tiles[0].layers[0].animation_frame_count);
                } else if (f.drawtype == NDT_NORMAL || f.drawtype == NDT_ALLFACES) {
-                       setCube(f.tiles, def.wield_scale, tsrc);
+                       setCube(f, def.wield_scale, tsrc);
                } else {
-                       MeshMakeData mesh_make_data(gamedef, false);
+                       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));
-                       changeToMesh(mapblock_mesh.getMesh());
-                       translateMesh(m_meshnode->getMesh(), v3f(-BS, -BS, -BS));
+                       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);
+                       changeToMesh(mesh);
+                       mesh->drop();
                        m_meshnode->setScale(
                                        def.wield_scale * WIELD_SCALE_FACTOR
                                        / (BS * f.visual_scale));
                }
                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);
                        material.setFlag(video::EMF_TRILINEAR_FILTER, m_trilinear_filter);
-                       bool animated = (f.tiles[i].animation_frame_count > 1);
-                       if (animated) {
-                               FrameSpec animation_frame = f.tiles[i].frames[0];
-                               material.setTexture(0, animation_frame.texture);
-                       } else {
-                               material.setTexture(0, f.tiles[i].texture);
-                       }
-                       material.MaterialType = m_material_type;
-                       if (m_enable_shaders) {
-                               if (f.tiles[i].normal_texture) {
-                                       if (animated) {
-                                               FrameSpec animation_frame = f.tiles[i].frames[0];
-                                               material.setTexture(1, animation_frame.normal_texture);
-                                       } else {
-                                               material.setTexture(1, f.tiles[i].normal_texture);
-                                       }
-                               }
-                               material.setTexture(2, f.tiles[i].flags_texture);
-                       }
-               }
-               return;
-       }
-       else if (idef->getWieldMesh(def.name, gamedef) != 0) {
-               irr::scene::IMesh * mesh = idef->getWieldMesh(def.name, gamedef);
-               m_meshnode->setMesh(mesh);
-               u32 material_count = m_meshnode->getMaterialCount();
-               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);
-                       material.setFlag(video::EMF_TRILINEAR_FILTER, m_trilinear_filter);
-                       material.MaterialType = m_material_type;
-                       material.setTexture(0, tsrc->getTexture(def.meshtexture));
                }
                return;
        }
        else if (def.inventory_image != "") {
                setExtruded(def.inventory_image, def.wield_scale, tsrc, 1);
+               m_colors.push_back(ItemPartColor());
                return;
        }
 
@@ -409,11 +376,28 @@ void WieldMeshSceneNode::setItem(const ItemStack &item, IGameDef *gamedef)
        changeToMesh(NULL);
 }
 
-void WieldMeshSceneNode::setColor(video::SColor color)
+void WieldMeshSceneNode::setColor(video::SColor c)
 {
        assert(!m_lighting);
-       setMeshColor(m_meshnode->getMesh(), color);
-       shadeMeshFaces(m_meshnode->getMesh());
+       scene::IMesh *mesh=m_meshnode->getMesh();
+       if (mesh == NULL)
+               return;
+
+       u8 red = c.getRed();
+       u8 green = c.getGreen();
+       u8 blue = c.getBlue();
+       u32 mc = mesh->getMeshBufferCount();
+       for (u32 j = 0; j < mc; j++) {
+               video::SColor bc(m_base_color);
+               if ((m_colors.size() > j) && (m_colors[j].override_base))
+                       bc = m_colors[j].color;
+               video::SColor buffercolor(255,
+                       bc.getRed() * red / 255,
+                       bc.getGreen() * green / 255,
+                       bc.getBlue() * blue / 255);
+               scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
+               colorizeMeshBuffer(buf, &buffercolor);
+       }
 }
 
 void WieldMeshSceneNode::render()
@@ -430,19 +414,7 @@ void WieldMeshSceneNode::changeToMesh(scene::IMesh *mesh)
                m_meshnode->setMesh(dummymesh);
                dummymesh->drop();  // m_meshnode grabbed it
        } else {
-               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->setMesh(mesh);
        }
 
        m_meshnode->setMaterialFlag(video::EMF_LIGHTING, m_lighting);
@@ -450,3 +422,164 @@ void WieldMeshSceneNode::changeToMesh(scene::IMesh *mesh)
        m_meshnode->setMaterialFlag(video::EMF_NORMALIZE_NORMALS, m_lighting);
        m_meshnode->setVisible(true);
 }
+
+void getItemMesh(Client *client, const ItemStack &item, ItemMesh *result)
+{
+       ITextureSource *tsrc = client->getTextureSource();
+       IItemDefManager *idef = client->getItemDefManager();
+       INodeDefManager *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();
+       }
+
+       scene::SMesh *mesh = NULL;
+
+       // 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());
+       } 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));
+               } else if (f.drawtype == NDT_PLANTLIKE) {
+                       mesh = getExtrudedMesh(tsrc,
+                               tsrc->getTextureName(f.tiles[0].layers[0].texture_id));
+               } else if (f.drawtype == NDT_NORMAL || f.drawtype == NDT_ALLFACES
+                       || f.drawtype == NDT_LIQUID || f.drawtype == NDT_FLOWINGLIQUID) {
+                       scene::IMesh *cube = g_extrusion_mesh_cache->createCube();
+                       mesh = cloneMesh(cube);
+                       cube->drop();
+                       scaleMesh(mesh, v3f(1.2, 1.2, 1.2));
+               } else {
+                       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));
+                       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;
+                       }
+               }
+
+               u32 mc = mesh->getMeshBufferCount();
+               for (u32 i = 0; i < mc; ++i) {
+                       scene::IMeshBuffer *buf = mesh->getMeshBuffer(i);
+                       video::SMaterial &material = buf->getMaterial();
+                       material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
+                       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);
+               }
+
+               rotateMeshXZby(mesh, -45);
+               rotateMeshYZby(mesh, -30);
+
+               postProcessNodeMesh(mesh, f, false, false, NULL,
+                       &result->buffer_colors);
+       }
+       result->mesh = mesh;
+}
+
+
+
+scene::SMesh * getExtrudedMesh(ITextureSource *tsrc,
+               const std::string &imagename)
+{
+       video::ITexture *texture = tsrc->getTextureForMesh(imagename);
+       if (!texture) {
+               return NULL;
+       }
+
+       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;
+       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)
+{
+       u32 mc = mesh->getMeshBufferCount();
+       // Allocate colors for existing buffers
+       colors->clear();
+       for (u32 i = 0; i < mc; ++i)
+               colors->push_back(ItemPartColor());
+
+       for (u32 i = 0; i < mc; ++i) {
+               const TileSpec *tile = &(f.tiles[i]);
+               scene::IMeshBuffer *buf = mesh->getMeshBuffer(i);
+               for (int layernum = 0; layernum < MAX_TILE_LAYERS; layernum++) {
+                       const TileLayer *layer = &tile->layers[layernum];
+                       if (layer->texture_id == 0)
+                               continue;
+                       if (layernum != 0) {
+                               scene::IMeshBuffer *copy = cloneMeshBuffer(buf);
+                               copy->getMaterial() = buf->getMaterial();
+                               mesh->addMeshBuffer(copy);
+                               copy->drop();
+                               buf = copy;
+                               colors->push_back(
+                                       ItemPartColor(layer->has_color, layer->color));
+                       } else {
+                               (*colors)[i] = ItemPartColor(layer->has_color, layer->color);
+                       }
+                       video::SMaterial &material = buf->getMaterial();
+                       if (set_material)
+                               layer->applyMaterialOptions(material);
+                       if (mattype) {
+                               material.MaterialType = *mattype;
+                       }
+                       if (layer->animation_frame_count > 1) {
+                               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];
+                                               material.setTexture(1, animation_frame.normal_texture);
+                                       } else
+                                               material.setTexture(1, layer->normal_texture);
+                               }
+                               material.setTexture(2, layer->flags_texture);
+                       }
+               }
+       }
+}