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authorKahrl <kahrl@gmx.net>2011-09-19 03:01:11 +0200
committerKahrl <kahrl@gmx.net>2011-09-19 03:01:11 +0200
commit36bcbca9acabbc47976d3d7625ffb1c9396b8fdc (patch)
tree25f4bf2dcba98871bb303cb77e0cf595ecadebab /src/camera.cpp
parent4ed837bcfa2d9601c6b5c3d2e8d37ad9f5a6e2a6 (diff)
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Added sprite extruder
Diffstat (limited to 'src/camera.cpp')
-rw-r--r--src/camera.cpp349
1 files changed, 349 insertions, 0 deletions
diff --git a/src/camera.cpp b/src/camera.cpp
index 43009bd7c..aae36c512 100644
--- a/src/camera.cpp
+++ b/src/camera.cpp
@@ -63,6 +63,8 @@ Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control):
m_headnode = smgr->addEmptySceneNode(m_playernode);
m_cameranode = smgr->addCameraSceneNode(smgr->getRootSceneNode());
m_cameranode->bindTargetAndRotation(true);
+ m_wieldnode = new ExtrudedSpriteSceneNode(smgr->getRootSceneNode(), smgr, -1, v3f(0, 120, 10), v3f(0, 0, 0), v3f(100, 100, 100));
+ //m_wieldnode = new ExtrudedSpriteSceneNode(smgr->getRootSceneNode(), smgr, -1);
updateSettings();
}
@@ -341,3 +343,350 @@ void Camera::updateSettings()
m_wanted_frametime = 1.0 / wanted_fps;
}
+void Camera::wield(InventoryItem* item)
+{
+ if (item != NULL)
+ {
+ dstream << "wield item: " << item->getName() << std::endl;
+ m_wieldnode->setSprite(item->getImageRaw());
+ m_wieldnode->setVisible(true);
+ }
+ else
+ {
+ dstream << "wield item: none" << std::endl;
+ m_wieldnode->setVisible(false);
+ }
+}
+
+void Camera::setDigging(bool digging)
+{
+ // TODO
+}
+
+
+ExtrudedSpriteSceneNode::ExtrudedSpriteSceneNode(
+ scene::ISceneNode* parent,
+ scene::ISceneManager* mgr,
+ s32 id,
+ const v3f& position,
+ const v3f& rotation,
+ const v3f& scale
+):
+ ISceneNode(parent, mgr, id, position, rotation, scale)
+{
+ m_meshnode = mgr->addMeshSceneNode(NULL, this, -1, v3f(0,0,0), v3f(0,0,0), v3f(1,1,1), true);
+ m_thickness = 0.1;
+ m_cubemesh = NULL;
+ m_is_cube = false;
+}
+
+ExtrudedSpriteSceneNode::~ExtrudedSpriteSceneNode()
+{
+ removeChild(m_meshnode);
+ if (m_cubemesh)
+ m_cubemesh->drop();
+}
+
+void ExtrudedSpriteSceneNode::setSprite(video::ITexture* texture)
+{
+ if (texture == NULL)
+ {
+ m_meshnode->setVisible(false);
+ return;
+ }
+
+ io::path name = getExtrudedName(texture);
+ scene::IMeshCache* cache = SceneManager->getMeshCache();
+ scene::IAnimatedMesh* mesh = cache->getMeshByName(name);
+ if (mesh != NULL)
+ {
+ // Extruded texture has been found in cache.
+ m_meshnode->setMesh(mesh);
+ }
+ else
+ {
+ // Texture was not yet extruded, do it now and save in cache
+ mesh = extrude(texture);
+ if (mesh == NULL)
+ {
+ dstream << "Warning: failed to extrude sprite" << std::endl;
+ m_meshnode->setVisible(false);
+ return;
+ }
+ cache->addMesh(name, mesh);
+ m_meshnode->setMesh(mesh);
+ mesh->drop();
+ }
+
+ m_meshnode->setScale(v3f(1, 1, m_thickness));
+ m_meshnode->getMaterial(0).setTexture(0, texture);
+ m_meshnode->getMaterial(0).setFlag(video::EMF_LIGHTING, false);
+ m_meshnode->getMaterial(0).setFlag(video::EMF_BILINEAR_FILTER, false);
+ m_meshnode->getMaterial(0).MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
+ m_meshnode->setVisible(true);
+ m_is_cube = false;
+}
+
+void ExtrudedSpriteSceneNode::setCube(video::ITexture* texture)
+{
+ if (texture == NULL)
+ {
+ m_meshnode->setVisible(false);
+ return;
+ }
+
+ if (m_cubemesh == NULL)
+ m_cubemesh = SceneManager->getGeometryCreator()->createCubeMesh(v3f(1));
+
+ m_meshnode->setMesh(m_cubemesh);
+ m_meshnode->setScale(v3f(1));
+ m_meshnode->getMaterial(0).setTexture(0, texture);
+ m_meshnode->getMaterial(0).setFlag(video::EMF_LIGHTING, false);
+ m_meshnode->getMaterial(0).setFlag(video::EMF_BILINEAR_FILTER, false);
+ m_meshnode->getMaterial(0).MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
+ m_meshnode->setVisible(true);
+ m_is_cube = true;
+}
+
+void ExtrudedSpriteSceneNode::removeSpriteFromCache(video::ITexture* texture)
+{
+ scene::IMeshCache* cache = SceneManager->getMeshCache();
+ scene::IAnimatedMesh* mesh = cache->getMeshByName(getExtrudedName(texture));
+ if (mesh != NULL)
+ cache->removeMesh(mesh);
+}
+
+void ExtrudedSpriteSceneNode::setSpriteThickness(f32 thickness)
+{
+ m_thickness = thickness;
+ if (!m_is_cube)
+ m_meshnode->setScale(v3f(1, 1, thickness));
+}
+
+const core::aabbox3d<f32>& ExtrudedSpriteSceneNode::getBoundingBox() const
+{
+ return m_meshnode->getBoundingBox();
+}
+
+void ExtrudedSpriteSceneNode::OnRegisterSceneNode()
+{
+ if (IsVisible)
+ SceneManager->registerNodeForRendering(this);
+ ISceneNode::OnRegisterSceneNode();
+}
+
+void ExtrudedSpriteSceneNode::render()
+{
+ // do nothing
+}
+
+io::path ExtrudedSpriteSceneNode::getExtrudedName(video::ITexture* texture)
+{
+ io::path path = texture->getName();
+ path.append("/[extruded]");
+ return path;
+}
+
+scene::IAnimatedMesh* ExtrudedSpriteSceneNode::extrudeARGB(u32 width, u32 height, u8* data)
+{
+ const s32 argb_wstep = 4 * width;
+ const s32 alpha_threshold = 1;
+
+ scene::IMeshBuffer* buf = new scene::SMeshBuffer();
+ video::SColor c(255,255,255,255);
+
+ // Front and back
+ {
+ video::S3DVertex vertices[8] =
+ {
+ video::S3DVertex(-0.5,-0.5,-0.5, 0,0,-1, c, 0,1),
+ video::S3DVertex(-0.5,0.5,-0.5, 0,0,-1, c, 0,0),
+ video::S3DVertex(0.5,0.5,-0.5, 0,0,-1, c, 1,0),
+ video::S3DVertex(0.5,-0.5,-0.5, 0,0,-1, c, 1,1),
+ video::S3DVertex(0.5,-0.5,0.5, 0,0,1, c, 1,1),
+ video::S3DVertex(0.5,0.5,0.5, 0,0,1, c, 1,0),
+ video::S3DVertex(-0.5,0.5,0.5, 0,0,1, c, 0,0),
+ video::S3DVertex(-0.5,-0.5,0.5, 0,0,1, c, 0,1),
+ };
+ u16 indices[12] = {0,1,2,2,3,0,4,5,6,6,7,4};
+ buf->append(vertices, 8, indices, 12);
+ }
+
+ // "Interior"
+ // (add faces where a solid pixel is next to a transparent one)
+ u8* solidity = new u8[(width+2) * (height+2)];
+ u32 wstep = width + 2;
+ for (u32 y = 0; y < height + 2; ++y)
+ {
+ u8* scanline = solidity + y * wstep;
+ if (y == 0 || y == height + 1)
+ {
+ for (u32 x = 0; x < width + 2; ++x)
+ scanline[x] = 0;
+ }
+ else
+ {
+ scanline[0] = 0;
+ u8* argb_scanline = data + (y - 1) * argb_wstep;
+ for (u32 x = 0; x < width; ++x)
+ scanline[x+1] = (argb_scanline[x*4+3] >= alpha_threshold);
+ scanline[width + 1] = 0;
+ }
+ }
+
+ // without this, there would be occasional "holes" in the mesh
+ f32 eps = 0.01;
+
+ for (u32 y = 0; y <= height; ++y)
+ {
+ u8* scanline = solidity + y * wstep + 1;
+ for (u32 x = 0; x <= width; ++x)
+ {
+ if (scanline[x] && !scanline[x + wstep])
+ {
+ u32 xx = x + 1;
+ while (scanline[xx] && !scanline[xx + wstep])
+ ++xx;
+ f32 vx1 = (x - eps) / (f32) width - 0.5;
+ f32 vx2 = (xx + eps) / (f32) width - 0.5;
+ f32 vy = 0.5 - (y - eps) / (f32) height;
+ f32 tx1 = x / (f32) width;
+ f32 tx2 = xx / (f32) width;
+ f32 ty = (y - 0.5) / (f32) height;
+ video::S3DVertex vertices[8] =
+ {
+ video::S3DVertex(vx1,vy,-0.5, 0,-1,0, c, tx1,ty),
+ video::S3DVertex(vx2,vy,-0.5, 0,-1,0, c, tx2,ty),
+ video::S3DVertex(vx2,vy,0.5, 0,-1,0, c, tx2,ty),
+ video::S3DVertex(vx1,vy,0.5, 0,-1,0, c, tx1,ty),
+ };
+ u16 indices[6] = {0,1,2,2,3,0};
+ buf->append(vertices, 4, indices, 6);
+ x = xx - 1;
+ }
+ if (!scanline[x] && scanline[x + wstep])
+ {
+ u32 xx = x + 1;
+ while (!scanline[xx] && scanline[xx + wstep])
+ ++xx;
+ f32 vx1 = (x - eps) / (f32) width - 0.5;
+ f32 vx2 = (xx + eps) / (f32) width - 0.5;
+ f32 vy = 0.5 - (y + eps) / (f32) height;
+ f32 tx1 = x / (f32) width;
+ f32 tx2 = xx / (f32) width;
+ f32 ty = (y + 0.5) / (f32) height;
+ video::S3DVertex vertices[8] =
+ {
+ video::S3DVertex(vx1,vy,-0.5, 0,1,0, c, tx1,ty),
+ video::S3DVertex(vx1,vy,0.5, 0,1,0, c, tx1,ty),
+ video::S3DVertex(vx2,vy,0.5, 0,1,0, c, tx2,ty),
+ video::S3DVertex(vx2,vy,-0.5, 0,1,0, c, tx2,ty),
+ };
+ u16 indices[6] = {0,1,2,2,3,0};
+ buf->append(vertices, 4, indices, 6);
+ x = xx - 1;
+ }
+ }
+ }
+
+ for (u32 x = 0; x <= width; ++x)
+ {
+ u8* scancol = solidity + x + wstep;
+ for (u32 y = 0; y <= height; ++y)
+ {
+ if (scancol[y * wstep] && !scancol[y * wstep + 1])
+ {
+ u32 yy = y + 1;
+ while (scancol[yy * wstep] && !scancol[yy * wstep + 1])
+ ++yy;
+ f32 vx = (x - eps) / (f32) width - 0.5;
+ f32 vy1 = 0.5 - (y - eps) / (f32) height;
+ f32 vy2 = 0.5 - (yy + eps) / (f32) height;
+ f32 tx = (x - 0.5) / (f32) width;
+ f32 ty1 = y / (f32) height;
+ f32 ty2 = yy / (f32) height;
+ video::S3DVertex vertices[8] =
+ {
+ video::S3DVertex(vx,vy1,-0.5, 1,0,0, c, tx,ty1),
+ video::S3DVertex(vx,vy1,0.5, 1,0,0, c, tx,ty1),
+ video::S3DVertex(vx,vy2,0.5, 1,0,0, c, tx,ty2),
+ video::S3DVertex(vx,vy2,-0.5, 1,0,0, c, tx,ty2),
+ };
+ u16 indices[6] = {0,1,2,2,3,0};
+ buf->append(vertices, 4, indices, 6);
+ y = yy - 1;
+ }
+ if (!scancol[y * wstep] && scancol[y * wstep + 1])
+ {
+ u32 yy = y + 1;
+ while (!scancol[yy * wstep] && scancol[yy * wstep + 1])
+ ++yy;
+ f32 vx = (x + eps) / (f32) width - 0.5;
+ f32 vy1 = 0.5 - (y - eps) / (f32) height;
+ f32 vy2 = 0.5 - (yy + eps) / (f32) height;
+ f32 tx = (x + 0.5) / (f32) width;
+ f32 ty1 = y / (f32) height;
+ f32 ty2 = yy / (f32) height;
+ video::S3DVertex vertices[8] =
+ {
+ video::S3DVertex(vx,vy1,-0.5, -1,0,0, c, tx,ty1),
+ video::S3DVertex(vx,vy2,-0.5, -1,0,0, c, tx,ty2),
+ video::S3DVertex(vx,vy2,0.5, -1,0,0, c, tx,ty2),
+ video::S3DVertex(vx,vy1,0.5, -1,0,0, c, tx,ty1),
+ };
+ u16 indices[6] = {0,1,2,2,3,0};
+ buf->append(vertices, 4, indices, 6);
+ y = yy - 1;
+ }
+ }
+ }
+
+ // Add to mesh
+ scene::SMesh* mesh = new scene::SMesh();
+ mesh->addMeshBuffer(buf);
+ buf->drop();
+ mesh->recalculateBoundingBox();
+ scene::SAnimatedMesh* anim_mesh = new scene::SAnimatedMesh(mesh);
+ mesh->drop();
+ return anim_mesh;
+}
+
+scene::IAnimatedMesh* ExtrudedSpriteSceneNode::extrude(video::ITexture* texture)
+{
+ scene::IAnimatedMesh* mesh = NULL;
+ core::dimension2d<u32> size = texture->getSize();
+ video::ECOLOR_FORMAT format = texture->getColorFormat();
+ if (format == video::ECF_A8R8G8B8)
+ {
+ // Texture is in the correct color format, we can pass it
+ // to extrudeARGB right away.
+ void* data = texture->lock(true);
+ if (data == NULL)
+ return NULL;
+ mesh = extrudeARGB(size.Width, size.Height, (u8*) data);
+ texture->unlock();
+ }
+ else
+ {
+ video::IVideoDriver* driver = SceneManager->getVideoDriver();
+
+ video::IImage* img1 = driver->createImageFromData(format, size, texture->lock(true));
+ if (img1 == NULL)
+ return NULL;
+
+ // img1 is in the texture's color format, convert to 8-bit ARGB
+ video::IImage* img2 = driver->createImage(video::ECF_A8R8G8B8, size);
+ if (img2 != NULL)
+ {
+ img1->copyTo(img2);
+ img1->drop();
+
+ mesh = extrudeARGB(size.Width, size.Height, (u8*) img2->lock());
+ img2->unlock();
+ img2->drop();
+ }
+ img1->drop();
+ }
+ return mesh;
+}
+