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>
#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::IMesh* createExtrusionMesh(int resolution_x, int resolution_y)
+static scene::IMesh *createExtrusionMesh(int resolution_x, int resolution_y)
{
const f32 r = 0.5;
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;
}
/*
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;
):
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)
WieldMeshSceneNode::~WieldMeshSceneNode()
{
- assert(g_extrusion_mesh_cache);
+ sanity_check(g_extrusion_mesh_cache);
if (g_extrusion_mesh_cache->drop())
g_extrusion_mesh_cache = NULL;
}
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) {
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]);
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;
}
{
assert(!m_lighting);
setMeshColor(m_meshnode->getMesh(), color);
+ shadeMeshFaces(m_meshnode->getMesh());
}
void WieldMeshSceneNode::render()
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);
-
}