]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - src/wieldmesh.cpp
Print --videomodes response to standard output, too
[dragonfireclient.git] / src / wieldmesh.cpp
index 4552d357236b2c55d3d64c2c87fdcd669e535f28..bc2977a0e2a0fe48c37e914bb9ded7af8e7c6a08 100644 (file)
@@ -17,13 +17,15 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
 */
 
+#include "settings.h"
 #include "wieldmesh.h"
 #include "inventory.h"
 #include "gamedef.h"
 #include "itemdef.h"
 #include "nodedef.h"
 #include "mesh.h"
-#include "tile.h"
+#include "mapblock_mesh.h"
+#include "client/tile.h"
 #include "log.h"
 #include "util/numeric.h"
 #include <map>
@@ -32,10 +34,10 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #define WIELD_SCALE_FACTOR 30.0
 #define WIELD_SCALE_FACTOR_EXTRUDED 40.0
 
-#define MIN_EXTRUSION_MESH_RESOLUTION 32   // not 16: causes too many "holes"
+#define MIN_EXTRUSION_MESH_RESOLUTION 16
 #define MAX_EXTRUSION_MESH_RESOLUTION 512
 
-static scene::IMeshcreateExtrusionMesh(int resolution_x, int resolution_y)
+static scene::IMesh *createExtrusionMesh(int resolution_x, int resolution_y)
 {
        const f32 r = 0.5;
 
@@ -107,23 +109,14 @@ static scene::IMesh* createExtrusionMesh(int resolution_x, int resolution_y)
                buf->append(vertices, 8, indices, 12);
        }
 
-       // Define default material
-       video::SMaterial *material = &buf->getMaterial();
-       material->MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
-       material->BackfaceCulling = true;
-       material->setFlag(video::EMF_LIGHTING, false);
-       material->setFlag(video::EMF_BILINEAR_FILTER, false);
-       material->setFlag(video::EMF_TRILINEAR_FILTER, false);
-       // anisotropic filtering removes "thin black line" artifacts
-       material->setFlag(video::EMF_ANISOTROPIC_FILTER, true);
-       material->setFlag(video::EMF_TEXTURE_WRAP, false);
-
        // Create mesh object
        scene::SMesh *mesh = new scene::SMesh();
        mesh->addMeshBuffer(buf);
        buf->drop();
        scaleMesh(mesh, scale);  // also recalculates bounding box
-       return mesh;
+       scene::IMesh *newmesh = createForsythOptimizedMesh(mesh);
+       mesh->drop();
+       return newmesh;
 }
 
 /*
@@ -178,7 +171,7 @@ 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;
@@ -209,9 +202,15 @@ WieldMeshSceneNode::WieldMeshSceneNode(
 ):
        scene::ISceneNode(parent, mgr, id),
        m_meshnode(NULL),
+       m_material_type(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF),
        m_lighting(lighting),
        m_bounding_box(0.0, 0.0, 0.0, 0.0, 0.0, 0.0)
 {
+       m_enable_shaders = g_settings->getBool("enable_shaders");
+       m_anisotropic_filter = g_settings->getBool("anisotropic_filter");
+       m_bilinear_filter = g_settings->getBool("bilinear_filter");
+       m_trilinear_filter = g_settings->getBool("trilinear_filter");
+
        // If this is the first wield mesh scene node, create a cache
        // for extrusion meshes (and a cube mesh), otherwise reuse it
        if (g_extrusion_mesh_cache == NULL)
@@ -233,7 +232,7 @@ 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;
 }
@@ -251,13 +250,18 @@ void WieldMeshSceneNode::setCube(const TileSpec tiles[6],
        for (u32 i = 0; i < m_meshnode->getMaterialCount(); ++i) {
                assert(i < 6);
                video::SMaterial &material = m_meshnode->getMaterial(i);
-               material.setTexture(0, tiles[i].texture);
+               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,
-               v3f wield_scale, ITextureSource *tsrc)
+               v3f wield_scale, ITextureSource *tsrc, u8 num_frames)
 {
        video::ITexture *texture = tsrc->getTexture(imagename);
        if (!texture) {
@@ -265,36 +269,66 @@ void WieldMeshSceneNode::setExtruded(const std::string &imagename,
                return;
        }
 
-       scene::IMesh *mesh = g_extrusion_mesh_cache->create(texture->getSize());
+       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();
 
        m_meshnode->setScale(wield_scale * WIELD_SCALE_FACTOR_EXTRUDED);
 
        // Customize material
-       assert(m_meshnode->getMaterialCount() == 1);
        video::SMaterial &material = m_meshnode->getMaterial(0);
-       material.setTexture(0, texture);
+       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.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);
+#endif
+       if (m_enable_shaders) {
+               material.setTexture(2, tsrc->getShaderFlagsTexture(false));
+       }
 }
 
 void WieldMeshSceneNode::setItem(const ItemStack &item, IGameDef *gamedef)
 {
        ITextureSource *tsrc = gamedef->getTextureSource();
        IItemDefManager *idef = gamedef->getItemDefManager();
-
+       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 (m_enable_shaders) {
+               u32 shader_id = shdrsrc->getShader("wielded_shader", TILE_MATERIAL_BASIC, NDT_NORMAL);
+               m_material_type = shdrsrc->getShaderInfo(shader_id).material;
+       }
 
        // 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
        // See also CItemDefManager::createClientCached()
-       if (def.type == ITEM_NODE) {
-               INodeDefManager *ndef = gamedef->getNodeDefManager();
-               const ContentFeatures &f = ndef->get(def.name);
+       else if (def.type == ITEM_NODE) {
                if (f.mesh_ptr[0]) {
                        // e.g. mesh nodes and nodeboxes
                        changeToMesh(f.mesh_ptr[0]);
@@ -302,34 +336,58 @@ void WieldMeshSceneNode::setItem(const ItemStack &item, IGameDef *gamedef)
                        m_meshnode->setScale(
                                        def.wield_scale * WIELD_SCALE_FACTOR
                                        / (BS * f.visual_scale));
-                       // Customize materials
-                       for (u32 i = 0; i < m_meshnode->getMaterialCount(); ++i) {
-                               assert(i < 6);
-                               video::SMaterial &material = m_meshnode->getMaterial(i);
-                               material.setTexture(0, f.tiles[i].texture);
-                               f.tiles[i].applyMaterialOptions(material);
-                       }
-                       return;
-               } else if (f.drawtype == NDT_NORMAL || f.drawtype == NDT_ALLFACES) {
-                       setCube(f.tiles, def.wield_scale, tsrc);
-                       return;
                } else if (f.drawtype == NDT_AIRLIKE) {
                        changeToMesh(NULL);
-                       return;
+               } else if (f.drawtype == NDT_PLANTLIKE) {
+                       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, 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));
+                       m_meshnode->setScale(
+                                       def.wield_scale * WIELD_SCALE_FACTOR
+                                       / (BS * f.visual_scale));
                }
-
-               // If none of the above standard cases worked, use the wield mesh from ClientCached
-               scene::IMesh *mesh = idef->getWieldMesh(item.name, gamedef);
-               if (mesh) {
-                       changeToMesh(mesh);
-                       m_meshnode->setScale(def.wield_scale * WIELD_SCALE_FACTOR);
-                       return;
+               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;
        }
-
-       // default to inventory_image
-       if (def.inventory_image != "") {
-               setExtruded(def.inventory_image, def.wield_scale, tsrc);
+       else if (def.inventory_image != "") {
+               setExtruded(def.inventory_image, def.wield_scale, tsrc, 1);
                return;
        }
 
@@ -341,6 +399,7 @@ void WieldMeshSceneNode::setColor(video::SColor color)
 {
        assert(!m_lighting);
        setMeshColor(m_meshnode->getMesh(), color);
+       shadeMeshFaces(m_meshnode->getMesh());
 }
 
 void WieldMeshSceneNode::render()
@@ -356,25 +415,24 @@ 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);
        // need to normalize normals when lighting is enabled (because of setScale())
        m_meshnode->setMaterialFlag(video::EMF_NORMALIZE_NORMALS, m_lighting);
        m_meshnode->setVisible(true);
-
 }