X-Git-Url: https://git.lizzy.rs/?a=blobdiff_plain;f=src%2Fwieldmesh.cpp;h=bc2977a0e2a0fe48c37e914bb9ded7af8e7c6a08;hb=8f49358153637bb87f492e558a13cf9f23046e64;hp=4552d357236b2c55d3d64c2c87fdcd669e535f28;hpb=9b551d5cbcaf71a8c39bbf7e886290649aed4799;p=dragonfireclient.git diff --git a/src/wieldmesh.cpp b/src/wieldmesh.cpp index 4552d3572..bc2977a0e 100644 --- a/src/wieldmesh.cpp +++ b/src/wieldmesh.cpp @@ -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 @@ -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::IMesh* createExtrusionMesh(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 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(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); - }