X-Git-Url: https://git.lizzy.rs/?a=blobdiff_plain;f=src%2Fitemdef.cpp;h=a4f3895e018ac04c4a17899292d6988a764fc07a;hb=9bd76f2972b1cec909d886770f063ead07efbf17;hp=ace9c253fbcfd3ab942243c2776461f909cf613b;hpb=f1d9880006cf713597c1fc573f83db75062712c9;p=dragonfireclient.git diff --git a/src/itemdef.cpp b/src/itemdef.cpp index ace9c253f..a4f3895e0 100644 --- a/src/itemdef.cpp +++ b/src/itemdef.cpp @@ -4,16 +4,16 @@ Copyright (C) 2010-2011 celeron55, Perttu Ahola Copyright (C) 2011 Kahrl This program is free software; you can redistribute it and/or modify -it under the terms of the GNU General Public License as published by -the Free Software Foundation; either version 2 of the License, or +it under the terms of the GNU Lesser General Public License as published by +the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the -GNU General Public License for more details. +GNU Lesser General Public License for more details. -You should have received a copy of the GNU General Public License along +You should have received a copy of the GNU Lesser General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */ @@ -30,7 +30,11 @@ with this program; if not, write to the Free Software Foundation, Inc., #include "tile.h" #endif #include "log.h" -#include "utility.h" +#include "main.h" // g_settings +#include "settings.h" +#include "util/serialize.h" +#include "util/container.h" +#include "util/thread.h" #include #include @@ -70,14 +74,7 @@ ItemDefinition& ItemDefinition::operator=(const ItemDefinition &def) *def.tool_capabilities); } groups = def.groups; -#ifndef SERVER - inventory_texture = def.inventory_texture; - if(def.wield_mesh) - { - wield_mesh = def.wield_mesh; - wield_mesh->grab(); - } -#endif + node_placement_prediction = def.node_placement_prediction; return *this; } @@ -90,10 +87,6 @@ void ItemDefinition::resetInitial() { // Initialize pointers to NULL so reset() does not delete undefined pointers tool_capabilities = NULL; -#ifndef SERVER - inventory_texture = NULL; - wield_mesh = NULL; -#endif reset(); } @@ -107,6 +100,7 @@ void ItemDefinition::reset() wield_scale = v3f(1.0, 1.0, 1.0); stack_max = 99; usable = false; + rightclickable = false; liquids_pointable = false; if(tool_capabilities) { @@ -115,14 +109,7 @@ void ItemDefinition::reset() } groups.clear(); -#ifndef SERVER - inventory_texture = NULL; - if(wield_mesh) - { - wield_mesh->drop(); - wield_mesh = NULL; - } -#endif + node_placement_prediction = ""; } void ItemDefinition::serialize(std::ostream &os) const @@ -150,6 +137,7 @@ void ItemDefinition::serialize(std::ostream &os) const os<first); writeS16(os, i->second); } + os< &values = m_clientcached.getValues(); + for(core::list::ConstIterator + i = values.begin(); i != values.end(); ++i) + { + ClientCached *cc = *i; + cc->wield_mesh->drop(); + } +#endif } virtual const ItemDefinition& get(const std::string &name_) const { @@ -247,6 +266,223 @@ class CItemDefManager: public IWritableItemDefManager std::map::const_iterator i; return m_item_definitions.find(name) != m_item_definitions.end(); } +#ifndef SERVER + ClientCached* createClientCachedDirect(const std::string &name, + IGameDef *gamedef) const + { + infostream<<"Lazily creating item texture and mesh for \"" + <getTextureSource(); + INodeDefManager *nodedef = gamedef->getNodeDefManager(); + IrrlichtDevice *device = tsrc->getDevice(); + video::IVideoDriver *driver = device->getVideoDriver(); + const ItemDefinition *def = &get(name); + + // Create new ClientCached + cc = new ClientCached(); + + bool need_node_mesh = false; + + // Create an inventory texture + cc->inventory_texture = NULL; + if(def->inventory_image != "") + { + cc->inventory_texture = tsrc->getTextureRaw(def->inventory_image); + } + else if(def->type == ITEM_NODE) + { + need_node_mesh = true; + } + + // Create a wield mesh + if(cc->wield_mesh != NULL) + { + cc->wield_mesh->drop(); + cc->wield_mesh = NULL; + } + if(def->type == ITEM_NODE && def->wield_image == "") + { + need_node_mesh = true; + } + else if(def->wield_image != "" || def->inventory_image != "") + { + // Extrude the wield image into a mesh + + std::string imagename; + if(def->wield_image != "") + imagename = def->wield_image; + else + imagename = def->inventory_image; + + cc->wield_mesh = createExtrudedMesh( + tsrc->getTextureRaw(imagename), + driver, + def->wield_scale * v3f(40.0, 40.0, 4.0)); + if(cc->wield_mesh == NULL) + { + infostream<<"ItemDefManager: WARNING: " + <<"updateTexturesAndMeshes(): " + <<"Unable to create extruded mesh for item " + <name<getId(def->name); + const ContentFeatures &f = nodedef->get(id); + + u8 param1 = 0; + if(f.param_type == CPT_LIGHT) + param1 = 0xee; + + /* + Make a mesh from the node + */ + MeshMakeData mesh_make_data(gamedef); + MapNode mesh_make_node(id, param1, 0); + mesh_make_data.fillSingleNode(&mesh_make_node); + MapBlockMesh mapblock_mesh(&mesh_make_data); + + scene::IMesh *node_mesh = mapblock_mesh.getMesh(); + assert(node_mesh); + video::SColor c(255, 255, 255, 255); + if(g_settings->getS32("enable_shaders") != 0) + c = MapBlock_LightColor(255, 0xffff, decode_light(f.light_source)); + setMeshColor(node_mesh, c); + + /* + Scale and translate the mesh so it's a unit cube + centered on the origin + */ + scaleMesh(node_mesh, v3f(1.0/BS, 1.0/BS, 1.0/BS)); + translateMesh(node_mesh, v3f(-1.0, -1.0, -1.0)); + + /* + Draw node mesh into a render target texture + */ + if(cc->inventory_texture == NULL) + { + core::dimension2d dim(64,64); + std::string rtt_texture_name = "INVENTORY_" + + def->name + "_RTT"; + v3f camera_position(0, 1.0, -1.5); + camera_position.rotateXZBy(45); + v3f camera_lookat(0, 0, 0); + core::CMatrix4 camera_projection_matrix; + // Set orthogonal projection + camera_projection_matrix.buildProjectionMatrixOrthoLH( + 1.65, 1.65, 0, 100); + + video::SColorf ambient_light(0.2,0.2,0.2); + v3f light_position(10, 100, -50); + video::SColorf light_color(0.5,0.5,0.5); + f32 light_radius = 1000; + + cc->inventory_texture = generateTextureFromMesh( + node_mesh, device, dim, rtt_texture_name, + camera_position, + camera_lookat, + camera_projection_matrix, + ambient_light, + light_position, + light_color, + light_radius); + + // render-to-target didn't work + if(cc->inventory_texture == NULL) + { + cc->inventory_texture = + tsrc->getTextureRaw(f.tiledef[0].name); + } + } + + /* + Use the node mesh as the wield mesh + */ + if(cc->wield_mesh == NULL) + { + // Scale to proper wield mesh proportions + scaleMesh(node_mesh, v3f(30.0, 30.0, 30.0) + * def->wield_scale); + cc->wield_mesh = node_mesh; + cc->wield_mesh->grab(); + } + + // falling outside of here deletes node_mesh + } + + // Put in cache + m_clientcached.set(name, cc); + + return cc; + } + ClientCached* getClientCached(const std::string &name, + IGameDef *gamedef) const + { + ClientCached *cc = NULL; + m_clientcached.get(name, &cc); + if(cc) + return cc; + + if(get_current_thread_id() == m_main_thread) + { + return createClientCachedDirect(name, gamedef); + } + else + { + // We're gonna ask the result to be put into here + ResultQueue result_queue; + // Throw a request in + m_get_clientcached_queue.add(name, 0, 0, &result_queue); + try{ + // Wait result for a second + GetResult + result = result_queue.pop_front(1000); + // Check that at least something worked OK + assert(result.key == name); + // Return it + return result.item; + } + catch(ItemNotFoundException &e) + { + errorstream<<"Waiting for clientcached timed out."<inventory_texture; + } + // Get item wield mesh + virtual scene::IMesh* getWieldMesh(const std::string &name, + IGameDef *gamedef) const + { + ClientCached *cc = getClientCached(name, gamedef); + if(!cc) + return NULL; + return cc->wield_mesh; + } +#endif void clear() { for(std::map::const_iterator @@ -290,8 +526,11 @@ class CItemDefManager: public IWritableItemDefManager // Ensure that the "" item (the hand) always has ToolCapabilities if(def.name == "") assert(def.tool_capabilities != NULL); - - m_item_definitions[def.name] = new ItemDefinition(def); + + if(m_item_definitions.count(def.name) == 0) + m_item_definitions[def.name] = new ItemDefinition(def); + else + *(m_item_definitions[def.name]) = def; // Remove conflicting alias if it exists bool alias_removed = (m_aliases.erase(def.name) != 0); @@ -309,156 +548,6 @@ class CItemDefManager: public IWritableItemDefManager m_aliases[name] = convert_to; } } - - virtual void updateTexturesAndMeshes(IGameDef *gamedef) - { -#ifndef SERVER - infostream<<"ItemDefManager::updateTexturesAndMeshes(): Updating " - <<"textures and meshes in item definitions"<getTextureSource(); - INodeDefManager *nodedef = gamedef->getNodeDefManager(); - IrrlichtDevice *device = tsrc->getDevice(); - video::IVideoDriver *driver = device->getVideoDriver(); - - for(std::map::iterator - i = m_item_definitions.begin(); - i != m_item_definitions.end(); i++) - { - ItemDefinition *def = i->second; - - bool need_node_mesh = false; - - // Create an inventory texture - def->inventory_texture = NULL; - if(def->inventory_image != "") - { - def->inventory_texture = tsrc->getTextureRaw(def->inventory_image); - } - else if(def->type == ITEM_NODE) - { - need_node_mesh = true; - } - - // Create a wield mesh - if(def->wield_mesh != NULL) - { - def->wield_mesh->drop(); - def->wield_mesh = NULL; - } - if(def->type == ITEM_NODE && def->wield_image == "") - { - need_node_mesh = true; - } - else if(def->wield_image != "" || def->inventory_image != "") - { - // Extrude the wield image into a mesh - - std::string imagename; - if(def->wield_image != "") - imagename = def->wield_image; - else - imagename = def->inventory_image; - - def->wield_mesh = createExtrudedMesh( - tsrc->getTextureRaw(imagename), - driver, - def->wield_scale * v3f(40.0, 40.0, 4.0)); - if(def->wield_mesh == NULL) - { - infostream<<"ItemDefManager: WARNING: " - <<"updateTexturesAndMeshes(): " - <<"Unable to create extruded mesh for item " - <name<getId(def->name); - const ContentFeatures &f = nodedef->get(id); - - /* - Make a mesh from the node - */ - MeshMakeData mesh_make_data; - MapNode mesh_make_node( - id, - (f.param_type == CPT_LIGHT) ? 0xee : 0, - 0); - mesh_make_data.fillSingleNode(1000, &mesh_make_node); - scene::IMesh *node_mesh = - makeMapBlockMesh(&mesh_make_data, gamedef); - setMeshColor(node_mesh, video::SColor(255, 255, 255, 255)); - - /* - Scale and translate the mesh so it's a unit cube - centered on the origin - */ - scaleMesh(node_mesh, v3f(1.0/BS, 1.0/BS, 1.0/BS)); - translateMesh(node_mesh, v3f(-1.0, -1.0, -1.0)); - - /* - Draw node mesh into a render target texture - */ - if(def->inventory_texture == NULL && node_mesh != NULL) - { - core::dimension2d dim(64,64); - std::string rtt_texture_name = "INVENTORY_" - + def->name + "_RTT"; - v3f camera_position(0, 1.0, -1.5); - camera_position.rotateXZBy(45); - v3f camera_lookat(0, 0, 0); - core::CMatrix4 camera_projection_matrix; - // Set orthogonal projection - camera_projection_matrix.buildProjectionMatrixOrthoLH( - 1.65, 1.65, 0, 100); - - video::SColorf ambient_light(0.2,0.2,0.2); - v3f light_position(10, 100, -50); - video::SColorf light_color(0.5,0.5,0.5); - f32 light_radius = 1000; - - def->inventory_texture = generateTextureFromMesh( - node_mesh, device, dim, rtt_texture_name, - camera_position, - camera_lookat, - camera_projection_matrix, - ambient_light, - light_position, - light_color, - light_radius); - - // render-to-target didn't work - if(def->inventory_texture == NULL) - { - def->inventory_texture = - tsrc->getTextureRaw(f.tname_tiles[0]); - } - } - - /* - Use the node mesh as the wield mesh - */ - if(def->wield_mesh == NULL && node_mesh != NULL) - { - // Scale to proper wield mesh proportions - scaleMesh(node_mesh, v3f(30.0, 30.0, 30.0) - * def->wield_scale); - def->wield_mesh = node_mesh; - def->wield_mesh->grab(); - } - - - if(node_mesh != NULL) - node_mesh->drop(); - } - } -#endif - } void serialize(std::ostream &os) { writeU8(os, 0); // version @@ -508,11 +597,37 @@ class CItemDefManager: public IWritableItemDefManager registerAlias(name, convert_to); } } + void processQueue(IGameDef *gamedef) + { +#ifndef SERVER + while(m_get_clientcached_queue.size() > 0) + { + GetRequest + request = m_get_clientcached_queue.pop(); + GetResult + result; + result.key = request.key; + result.callers = request.callers; + result.item = createClientCachedDirect(request.key, gamedef); + request.dest->push_back(result); + } +#endif + } private: // Key is name std::map m_item_definitions; // Aliases std::map m_aliases; +#ifndef SERVER + // The id of the thread that is allowed to use irrlicht directly + threadid_t m_main_thread; + // A reference to this can be returned when nothing is found, to avoid NULLs + mutable ClientCached m_dummy_clientcached; + // Cached textures and meshes + mutable MutexedMap m_clientcached; + // Queued clientcached fetches (to be processed by the main thread) + mutable RequestQueue m_get_clientcached_queue; +#endif }; IWritableItemDefManager* createItemDefManager()