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authorKahrl <kahrl@gmx.net>2011-12-03 08:40:32 +0100
committerPerttu Ahola <celeron55@gmail.com>2011-12-03 11:47:37 +0200
commit392485aa454e871566a67afc61e11331f9d27397 (patch)
tree7c2a0b971feaa6cad6fafff9569d57d8bda53803 /src/camera.cpp
parent275a348b75ae710f5cfdb71595ea6e95ecdbcd63 (diff)
downloadminetest-392485aa454e871566a67afc61e11331f9d27397.tar.gz
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inventorycube: use all three specified textures; also moved mesh creation / modification functions to mesh.cpp; in lua, inventorycube is now called minetest.inventorycube
Diffstat (limited to 'src/camera.cpp')
-rw-r--r--src/camera.cpp293
1 files changed, 12 insertions, 281 deletions
diff --git a/src/camera.cpp b/src/camera.cpp
index 8f421e691..c0e171468 100644
--- a/src/camera.cpp
+++ b/src/camera.cpp
@@ -22,21 +22,13 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "client.h"
#include "main.h" // for g_settings
#include "map.h"
+#include "mesh.h"
#include "player.h"
#include "tile.h"
#include <cmath>
-#include <SAnimatedMesh.h>
#include "settings.h"
#include "nodedef.h" // For wield visualization
-// In Irrlicht 1.8 the signature of ITexture::lock was changed from
-// (bool, u32) to (E_TEXTURE_LOCK_MODE, u32).
-#if IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR <= 7
-#define MY_ETLM_READ_ONLY true
-#else
-#define MY_ETLM_READ_ONLY video::ETLM_READ_ONLY
-#endif
-
Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control):
m_smgr(smgr),
m_playernode(NULL),
@@ -480,7 +472,6 @@ void Camera::wield(const InventoryItem* item, IGameDef *gamedef)
case NDT_ALLFACES:
case NDT_ALLFACES_OPTIONAL:
m_wieldnode->setCube(ndef->get(content).tiles);
- m_wieldnode->setScale(v3f(30));
isCube = true;
break;
default:
@@ -492,7 +483,6 @@ void Camera::wield(const InventoryItem* item, IGameDef *gamedef)
if (!isCube)
{
m_wieldnode->setSprite(item->getImageRaw());
- m_wieldnode->setScale(v3f(40));
}
m_wieldnode->setVisible(true);
@@ -501,7 +491,6 @@ void Camera::wield(const InventoryItem* item, IGameDef *gamedef)
{
// Bare hands
m_wieldnode->setSprite(gamedef->tsrc()->getTextureRaw("wieldhand.png"));
- m_wieldnode->setScale(v3f(40));
m_wieldnode->setVisible(true);
}
}
@@ -536,7 +525,6 @@ ExtrudedSpriteSceneNode::ExtrudedSpriteSceneNode(
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;
m_light = LIGHT_MAX;
@@ -551,6 +539,8 @@ ExtrudedSpriteSceneNode::~ExtrudedSpriteSceneNode()
void ExtrudedSpriteSceneNode::setSprite(video::ITexture* texture)
{
+ const v3f sprite_scale(40.0, 40.0, 4.0); // width, height, thickness
+
if (texture == NULL)
{
m_meshnode->setVisible(false);
@@ -568,7 +558,9 @@ void ExtrudedSpriteSceneNode::setSprite(video::ITexture* texture)
else
{
// Texture was not yet extruded, do it now and save in cache
- mesh = extrude(texture);
+ mesh = createExtrudedMesh(texture,
+ SceneManager->getVideoDriver(),
+ sprite_scale);
if (mesh == NULL)
{
dstream << "Warning: failed to extrude sprite" << std::endl;
@@ -580,7 +572,6 @@ void ExtrudedSpriteSceneNode::setSprite(video::ITexture* texture)
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);
@@ -592,11 +583,14 @@ void ExtrudedSpriteSceneNode::setSprite(video::ITexture* texture)
void ExtrudedSpriteSceneNode::setCube(const TileSpec tiles[6])
{
+ const v3f cube_scale(30.0, 30.0, 30.0);
+
if (m_cubemesh == NULL)
- m_cubemesh = createCubeMesh();
+ {
+ m_cubemesh = createCubeMesh(cube_scale);
+ }
m_meshnode->setMesh(m_cubemesh);
- m_meshnode->setScale(v3f(1));
for (int i = 0; i < 6; ++i)
{
// Get the tile texture and atlas transformation
@@ -626,7 +620,7 @@ void ExtrudedSpriteSceneNode::updateLight(u8 light)
// Set brightness one lower than incoming light
diminish_light(li);
video::SColor color(255,li,li,li);
- setMeshVerticesColor(m_meshnode->getMesh(), color);
+ setMeshColor(m_meshnode->getMesh(), color);
}
void ExtrudedSpriteSceneNode::removeSpriteFromCache(video::ITexture* texture)
@@ -637,13 +631,6 @@ void ExtrudedSpriteSceneNode::removeSpriteFromCache(video::ITexture* texture)
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();
@@ -667,259 +654,3 @@ io::path ExtrudedSpriteSceneNode::getExtrudedName(video::ITexture* texture)
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();
- buf->recalculateBoundingBox();
- 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(MY_ETLM_READ_ONLY);
- 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(MY_ETLM_READ_ONLY));
- 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;
-}
-
-scene::IMesh* ExtrudedSpriteSceneNode::createCubeMesh()
-{
- video::SColor c(255,255,255,255);
- video::S3DVertex vertices[24] =
- {
- // Up
- video::S3DVertex(-0.5,+0.5,-0.5, 0,1,0, c, 0,1),
- video::S3DVertex(-0.5,+0.5,+0.5, 0,1,0, c, 0,0),
- video::S3DVertex(+0.5,+0.5,+0.5, 0,1,0, c, 1,0),
- video::S3DVertex(+0.5,+0.5,-0.5, 0,1,0, c, 1,1),
- // Down
- video::S3DVertex(-0.5,-0.5,-0.5, 0,-1,0, c, 0,0),
- video::S3DVertex(+0.5,-0.5,-0.5, 0,-1,0, c, 1,0),
- video::S3DVertex(+0.5,-0.5,+0.5, 0,-1,0, c, 1,1),
- video::S3DVertex(-0.5,-0.5,+0.5, 0,-1,0, c, 0,1),
- // Right
- video::S3DVertex(+0.5,-0.5,-0.5, 1,0,0, c, 0,1),
- video::S3DVertex(+0.5,+0.5,-0.5, 1,0,0, c, 0,0),
- video::S3DVertex(+0.5,+0.5,+0.5, 1,0,0, c, 1,0),
- video::S3DVertex(+0.5,-0.5,+0.5, 1,0,0, c, 1,1),
- // Left
- video::S3DVertex(-0.5,-0.5,-0.5, -1,0,0, c, 1,1),
- video::S3DVertex(-0.5,-0.5,+0.5, -1,0,0, c, 0,1),
- video::S3DVertex(-0.5,+0.5,+0.5, -1,0,0, c, 0,0),
- video::S3DVertex(-0.5,+0.5,-0.5, -1,0,0, c, 1,0),
- // Back
- 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, 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),
- // Front
- 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),
- };
-
- u16 indices[6] = {0,1,2,2,3,0};
-
- scene::SMesh* mesh = new scene::SMesh();
- for (u32 i=0; i<6; ++i)
- {
- scene::IMeshBuffer* buf = new scene::SMeshBuffer();
- buf->append(vertices + 4 * i, 4, indices, 6);
- buf->recalculateBoundingBox();
- mesh->addMeshBuffer(buf);
- buf->drop();
- }
- mesh->recalculateBoundingBox();
- return mesh;
-}