diff options
author | Quentin Bazin <quent42340@gmail.com> | 2018-11-28 20:01:49 +0100 |
---|---|---|
committer | SmallJoker <SmallJoker@users.noreply.github.com> | 2018-11-28 20:01:49 +0100 |
commit | 5f1cd555cd9d1c64426e173b30b5b792d211c835 (patch) | |
tree | 2c8508467d3bf28d549cce2d25144fa8ef42beae /src/client/wieldmesh.cpp | |
parent | ddd9317b733857630499972179caebc236b4d991 (diff) | |
download | minetest-5f1cd555cd9d1c64426e173b30b5b792d211c835.tar.gz minetest-5f1cd555cd9d1c64426e173b30b5b792d211c835.tar.bz2 minetest-5f1cd555cd9d1c64426e173b30b5b792d211c835.zip |
Move client-specific files to 'src/client' (#7902)
Update Android.mk
Remove 'src/client' from include_directories
Diffstat (limited to 'src/client/wieldmesh.cpp')
-rw-r--r-- | src/client/wieldmesh.cpp | 685 |
1 files changed, 685 insertions, 0 deletions
diff --git a/src/client/wieldmesh.cpp b/src/client/wieldmesh.cpp new file mode 100644 index 000000000..7791a5a92 --- /dev/null +++ b/src/client/wieldmesh.cpp @@ -0,0 +1,685 @@ +/* +Minetest +Copyright (C) 2010-2014 celeron55, Perttu Ahola <celeron55@gmail.com> + +This program is free software; you can redistribute it and/or modify +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 Lesser General Public License for more details. + +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. +*/ + +#include "wieldmesh.h" +#include "settings.h" +#include "shader.h" +#include "inventory.h" +#include "client.h" +#include "itemdef.h" +#include "nodedef.h" +#include "mesh.h" +#include "content_mapblock.h" +#include "mapblock_mesh.h" +#include "client/meshgen/collector.h" +#include "client/tile.h" +#include "log.h" +#include "util/numeric.h" +#include <map> +#include <IMeshManipulator.h> + +#define WIELD_SCALE_FACTOR 30.0 +#define WIELD_SCALE_FACTOR_EXTRUDED 40.0 + +#define MIN_EXTRUSION_MESH_RESOLUTION 16 +#define MAX_EXTRUSION_MESH_RESOLUTION 512 + +static scene::IMesh *createExtrusionMesh(int resolution_x, int resolution_y) +{ + const f32 r = 0.5; + + scene::IMeshBuffer *buf = new scene::SMeshBuffer(); + video::SColor c(255,255,255,255); + v3f scale(1.0, 1.0, 0.1); + + // Front and back + { + video::S3DVertex vertices[8] = { + // z- + video::S3DVertex(-r,+r,-r, 0,0,-1, c, 0,0), + video::S3DVertex(+r,+r,-r, 0,0,-1, c, 1,0), + video::S3DVertex(+r,-r,-r, 0,0,-1, c, 1,1), + video::S3DVertex(-r,-r,-r, 0,0,-1, c, 0,1), + // z+ + video::S3DVertex(-r,+r,+r, 0,0,+1, c, 0,0), + video::S3DVertex(-r,-r,+r, 0,0,+1, c, 0,1), + video::S3DVertex(+r,-r,+r, 0,0,+1, c, 1,1), + video::S3DVertex(+r,+r,+r, 0,0,+1, c, 1,0), + }; + u16 indices[12] = {0,1,2,2,3,0,4,5,6,6,7,4}; + buf->append(vertices, 8, indices, 12); + } + + f32 pixelsize_x = 1 / (f32) resolution_x; + f32 pixelsize_y = 1 / (f32) resolution_y; + + for (int i = 0; i < resolution_x; ++i) { + f32 pixelpos_x = i * pixelsize_x - 0.5; + f32 x0 = pixelpos_x; + f32 x1 = pixelpos_x + pixelsize_x; + f32 tex0 = (i + 0.1) * pixelsize_x; + f32 tex1 = (i + 0.9) * pixelsize_x; + video::S3DVertex vertices[8] = { + // x- + video::S3DVertex(x0,-r,-r, -1,0,0, c, tex0,1), + video::S3DVertex(x0,-r,+r, -1,0,0, c, tex1,1), + video::S3DVertex(x0,+r,+r, -1,0,0, c, tex1,0), + video::S3DVertex(x0,+r,-r, -1,0,0, c, tex0,0), + // x+ + video::S3DVertex(x1,-r,-r, +1,0,0, c, tex0,1), + video::S3DVertex(x1,+r,-r, +1,0,0, c, tex0,0), + video::S3DVertex(x1,+r,+r, +1,0,0, c, tex1,0), + video::S3DVertex(x1,-r,+r, +1,0,0, c, tex1,1), + }; + u16 indices[12] = {0,1,2,2,3,0,4,5,6,6,7,4}; + buf->append(vertices, 8, indices, 12); + } + for (int i = 0; i < resolution_y; ++i) { + f32 pixelpos_y = i * pixelsize_y - 0.5; + f32 y0 = -pixelpos_y - pixelsize_y; + f32 y1 = -pixelpos_y; + f32 tex0 = (i + 0.1) * pixelsize_y; + f32 tex1 = (i + 0.9) * pixelsize_y; + video::S3DVertex vertices[8] = { + // y- + video::S3DVertex(-r,y0,-r, 0,-1,0, c, 0,tex0), + video::S3DVertex(+r,y0,-r, 0,-1,0, c, 1,tex0), + video::S3DVertex(+r,y0,+r, 0,-1,0, c, 1,tex1), + video::S3DVertex(-r,y0,+r, 0,-1,0, c, 0,tex1), + // y+ + video::S3DVertex(-r,y1,-r, 0,+1,0, c, 0,tex0), + video::S3DVertex(-r,y1,+r, 0,+1,0, c, 0,tex1), + video::S3DVertex(+r,y1,+r, 0,+1,0, c, 1,tex1), + video::S3DVertex(+r,y1,-r, 0,+1,0, c, 1,tex0), + }; + u16 indices[12] = {0,1,2,2,3,0,4,5,6,6,7,4}; + buf->append(vertices, 8, indices, 12); + } + + // Create mesh object + scene::SMesh *mesh = new scene::SMesh(); + mesh->addMeshBuffer(buf); + buf->drop(); + scaleMesh(mesh, scale); // also recalculates bounding box + return mesh; +} + +/* + Caches extrusion meshes so that only one of them per resolution + is needed. Also caches one cube (for convenience). + + E.g. there is a single extrusion mesh that is used for all + 16x16 px images, another for all 256x256 px images, and so on. + + WARNING: Not thread safe. This should not be a problem since + rendering related classes (such as WieldMeshSceneNode) will be + used from the rendering thread only. +*/ +class ExtrusionMeshCache: public IReferenceCounted +{ +public: + // Constructor + ExtrusionMeshCache() + { + for (int resolution = MIN_EXTRUSION_MESH_RESOLUTION; + resolution <= MAX_EXTRUSION_MESH_RESOLUTION; + resolution *= 2) { + m_extrusion_meshes[resolution] = + createExtrusionMesh(resolution, resolution); + } + m_cube = createCubeMesh(v3f(1.0, 1.0, 1.0)); + } + // Destructor + virtual ~ExtrusionMeshCache() + { + for (auto &extrusion_meshe : m_extrusion_meshes) { + extrusion_meshe.second->drop(); + } + m_cube->drop(); + } + // Get closest extrusion mesh for given image dimensions + // Caller must drop the returned pointer + scene::IMesh* create(core::dimension2d<u32> dim) + { + // handle non-power of two textures inefficiently without cache + if (!is_power_of_two(dim.Width) || !is_power_of_two(dim.Height)) { + return createExtrusionMesh(dim.Width, dim.Height); + } + + int maxdim = MYMAX(dim.Width, dim.Height); + + std::map<int, scene::IMesh*>::iterator + it = m_extrusion_meshes.lower_bound(maxdim); + + if (it == m_extrusion_meshes.end()) { + // no viable resolution found; use largest one + it = m_extrusion_meshes.find(MAX_EXTRUSION_MESH_RESOLUTION); + sanity_check(it != m_extrusion_meshes.end()); + } + + scene::IMesh *mesh = it->second; + mesh->grab(); + return mesh; + } + // Returns a 1x1x1 cube mesh with one meshbuffer (material) per face + // Caller must drop the returned pointer + scene::IMesh* createCube() + { + m_cube->grab(); + return m_cube; + } + +private: + std::map<int, scene::IMesh*> m_extrusion_meshes; + scene::IMesh *m_cube; +}; + +ExtrusionMeshCache *g_extrusion_mesh_cache = NULL; + + +WieldMeshSceneNode::WieldMeshSceneNode(scene::ISceneManager *mgr, s32 id, bool lighting): + scene::ISceneNode(mgr->getRootSceneNode(), mgr, id), + m_material_type(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF), + m_lighting(lighting) +{ + 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) + g_extrusion_mesh_cache = new ExtrusionMeshCache(); + else + g_extrusion_mesh_cache->grab(); + + // Disable bounding box culling for this scene node + // since we won't calculate the bounding box. + setAutomaticCulling(scene::EAC_OFF); + + // Create the child scene node + scene::IMesh *dummymesh = g_extrusion_mesh_cache->createCube(); + m_meshnode = SceneManager->addMeshSceneNode(dummymesh, this, -1); + m_meshnode->setReadOnlyMaterials(false); + m_meshnode->setVisible(false); + dummymesh->drop(); // m_meshnode grabbed it +} + +WieldMeshSceneNode::~WieldMeshSceneNode() +{ + sanity_check(g_extrusion_mesh_cache); + if (g_extrusion_mesh_cache->drop()) + g_extrusion_mesh_cache = nullptr; +} + +void WieldMeshSceneNode::setCube(const ContentFeatures &f, + v3f wield_scale) +{ + scene::IMesh *cubemesh = g_extrusion_mesh_cache->createCube(); + scene::SMesh *copy = cloneMesh(cubemesh); + cubemesh->drop(); + postProcessNodeMesh(copy, f, false, true, &m_material_type, &m_colors, true); + changeToMesh(copy); + copy->drop(); + m_meshnode->setScale(wield_scale * WIELD_SCALE_FACTOR); +} + +void WieldMeshSceneNode::setExtruded(const std::string &imagename, + const std::string &overlay_name, v3f wield_scale, ITextureSource *tsrc, + u8 num_frames) +{ + video::ITexture *texture = tsrc->getTexture(imagename); + if (!texture) { + changeToMesh(nullptr); + return; + } + video::ITexture *overlay_texture = + overlay_name.empty() ? NULL : tsrc->getTexture(overlay_name); + + 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 *original = g_extrusion_mesh_cache->create(dim); + scene::SMesh *mesh = cloneMesh(original); + original->drop(); + //set texture + mesh->getMeshBuffer(0)->getMaterial().setTexture(0, + tsrc->getTexture(imagename)); + if (overlay_texture) { + scene::IMeshBuffer *copy = cloneMeshBuffer(mesh->getMeshBuffer(0)); + copy->getMaterial().setTexture(0, overlay_texture); + mesh->addMeshBuffer(copy); + copy->drop(); + } + changeToMesh(mesh); + mesh->drop(); + + m_meshnode->setScale(wield_scale * WIELD_SCALE_FACTOR_EXTRUDED); + + // Customize materials + for (u32 layer = 0; layer < m_meshnode->getMaterialCount(); layer++) { + video::SMaterial &material = m_meshnode->getMaterial(layer); + 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)); + } + } +} + +scene::SMesh *createSpecialNodeMesh(Client *client, content_t id, std::vector<ItemPartColor> *colors) +{ + MeshMakeData mesh_make_data(client, false, false); + MeshCollector collector; + mesh_make_data.setSmoothLighting(false); + MapblockMeshGenerator gen(&mesh_make_data, &collector); + gen.renderSingle(id); + colors->clear(); + scene::SMesh *mesh = new scene::SMesh(); + for (auto &prebuffers : collector.prebuffers) + for (PreMeshBuffer &p : prebuffers) { + if (p.layer.material_flags & MATERIAL_FLAG_ANIMATION) { + const FrameSpec &frame = (*p.layer.frames)[0]; + p.layer.texture = frame.texture; + p.layer.normal_texture = frame.normal_texture; + } + for (video::S3DVertex &v : p.vertices) + v.Color.setAlpha(255); + scene::SMeshBuffer *buf = new scene::SMeshBuffer(); + buf->Material.setTexture(0, p.layer.texture); + p.layer.applyMaterialOptions(buf->Material); + mesh->addMeshBuffer(buf); + buf->append(&p.vertices[0], p.vertices.size(), + &p.indices[0], p.indices.size()); + buf->drop(); + colors->push_back( + ItemPartColor(p.layer.has_color, p.layer.color)); + } + return mesh; +} + +void WieldMeshSceneNode::setItem(const ItemStack &item, Client *client) +{ + ITextureSource *tsrc = client->getTextureSource(); + IItemDefManager *idef = client->getItemDefManager(); + IShaderSource *shdrsrc = client->getShaderSource(); + const NodeDefManager *ndef = client->getNodeDefManager(); + const ItemDefinition &def = item.getDefinition(idef); + const ContentFeatures &f = ndef->get(def.name); + content_t id = ndef->getId(def.name); + + scene::SMesh *mesh = nullptr; + + if (m_enable_shaders) { + u32 shader_id = shdrsrc->getShader("wielded_shader", TILE_MATERIAL_BASIC, NDT_NORMAL); + m_material_type = shdrsrc->getShaderInfo(shader_id).material; + } + + // Color-related + m_colors.clear(); + m_base_color = idef->getItemstackColor(item, client); + + // If wield_image is defined, it overrides everything else + if (!def.wield_image.empty()) { + setExtruded(def.wield_image, def.wield_overlay, def.wield_scale, tsrc, + 1); + m_colors.emplace_back(); + // overlay is white, if present + m_colors.emplace_back(true, video::SColor(0xFFFFFFFF)); + return; + } + + // Handle nodes + // See also CItemDefManager::createClientCached() + if (def.type == ITEM_NODE) { + if (f.mesh_ptr[0]) { + // e.g. mesh nodes and nodeboxes + mesh = cloneMesh(f.mesh_ptr[0]); + postProcessNodeMesh(mesh, f, m_enable_shaders, true, + &m_material_type, &m_colors); + changeToMesh(mesh); + mesh->drop(); + // mesh is pre-scaled by BS * f->visual_scale + m_meshnode->setScale( + def.wield_scale * WIELD_SCALE_FACTOR + / (BS * f.visual_scale)); + } else { + switch (f.drawtype) { + case NDT_AIRLIKE: { + changeToMesh(nullptr); + break; + } + case NDT_PLANTLIKE: { + setExtruded(tsrc->getTextureName(f.tiles[0].layers[0].texture_id), + tsrc->getTextureName(f.tiles[0].layers[1].texture_id), + def.wield_scale, tsrc, + f.tiles[0].layers[0].animation_frame_count); + // Add color + const TileLayer &l0 = f.tiles[0].layers[0]; + m_colors.emplace_back(l0.has_color, l0.color); + const TileLayer &l1 = f.tiles[0].layers[1]; + m_colors.emplace_back(l1.has_color, l1.color); + break; + } + case NDT_PLANTLIKE_ROOTED: { + setExtruded(tsrc->getTextureName(f.special_tiles[0].layers[0].texture_id), + "", def.wield_scale, tsrc, + f.special_tiles[0].layers[0].animation_frame_count); + // Add color + const TileLayer &l0 = f.special_tiles[0].layers[0]; + m_colors.emplace_back(l0.has_color, l0.color); + break; + } + case NDT_NORMAL: + case NDT_ALLFACES: + case NDT_LIQUID: + case NDT_FLOWINGLIQUID: { + setCube(f, def.wield_scale); + break; + } + default: { + mesh = createSpecialNodeMesh(client, id, &m_colors); + changeToMesh(mesh); + mesh->drop(); + m_meshnode->setScale( + def.wield_scale * WIELD_SCALE_FACTOR + / (BS * f.visual_scale)); + } + } + } + u32 material_count = m_meshnode->getMaterialCount(); + for (u32 i = 0; i < material_count; ++i) { + video::SMaterial &material = m_meshnode->getMaterial(i); + material.MaterialType = m_material_type; + 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); + } + return; + } + else if (!def.inventory_image.empty()) { + setExtruded(def.inventory_image, def.inventory_overlay, def.wield_scale, + tsrc, 1); + m_colors.emplace_back(); + // overlay is white, if present + m_colors.emplace_back(true, video::SColor(0xFFFFFFFF)); + return; + } + + // no wield mesh found + changeToMesh(nullptr); +} + +void WieldMeshSceneNode::setColor(video::SColor c) +{ + assert(!m_lighting); + scene::IMesh *mesh = m_meshnode->getMesh(); + if (!mesh) + return; + + u8 red = c.getRed(); + u8 green = c.getGreen(); + u8 blue = c.getBlue(); + u32 mc = mesh->getMeshBufferCount(); + for (u32 j = 0; j < mc; j++) { + video::SColor bc(m_base_color); + if ((m_colors.size() > j) && (m_colors[j].override_base)) + bc = m_colors[j].color; + video::SColor buffercolor(255, + bc.getRed() * red / 255, + bc.getGreen() * green / 255, + bc.getBlue() * blue / 255); + scene::IMeshBuffer *buf = mesh->getMeshBuffer(j); + colorizeMeshBuffer(buf, &buffercolor); + } +} + +void WieldMeshSceneNode::render() +{ + // note: if this method is changed to actually do something, + // you probably should implement OnRegisterSceneNode as well +} + +void WieldMeshSceneNode::changeToMesh(scene::IMesh *mesh) +{ + if (!mesh) { + scene::IMesh *dummymesh = g_extrusion_mesh_cache->createCube(); + m_meshnode->setVisible(false); + m_meshnode->setMesh(dummymesh); + dummymesh->drop(); // m_meshnode grabbed it + } else { + m_meshnode->setMesh(mesh); + } + + 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); +} + +void getItemMesh(Client *client, const ItemStack &item, ItemMesh *result) +{ + ITextureSource *tsrc = client->getTextureSource(); + IItemDefManager *idef = client->getItemDefManager(); + const NodeDefManager *ndef = client->getNodeDefManager(); + const ItemDefinition &def = item.getDefinition(idef); + const ContentFeatures &f = ndef->get(def.name); + content_t id = ndef->getId(def.name); + + FATAL_ERROR_IF(!g_extrusion_mesh_cache, "Extrusion mesh cache is not yet initialized"); + + scene::SMesh *mesh = nullptr; + + // Shading is on by default + result->needs_shading = true; + + // If inventory_image is defined, it overrides everything else + if (!def.inventory_image.empty()) { + mesh = getExtrudedMesh(tsrc, def.inventory_image, + def.inventory_overlay); + result->buffer_colors.emplace_back(); + // overlay is white, if present + result->buffer_colors.emplace_back(true, video::SColor(0xFFFFFFFF)); + // Items with inventory images do not need shading + result->needs_shading = false; + } else if (def.type == ITEM_NODE) { + if (f.mesh_ptr[0]) { + mesh = cloneMesh(f.mesh_ptr[0]); + scaleMesh(mesh, v3f(0.12, 0.12, 0.12)); + postProcessNodeMesh(mesh, f, false, false, nullptr, + &result->buffer_colors); + } else { + switch (f.drawtype) { + case NDT_PLANTLIKE: { + mesh = getExtrudedMesh(tsrc, + tsrc->getTextureName(f.tiles[0].layers[0].texture_id), + tsrc->getTextureName(f.tiles[0].layers[1].texture_id)); + // Add color + const TileLayer &l0 = f.tiles[0].layers[0]; + result->buffer_colors.emplace_back(l0.has_color, l0.color); + const TileLayer &l1 = f.tiles[0].layers[1]; + result->buffer_colors.emplace_back(l1.has_color, l1.color); + break; + } + case NDT_PLANTLIKE_ROOTED: { + mesh = getExtrudedMesh(tsrc, + tsrc->getTextureName(f.special_tiles[0].layers[0].texture_id), ""); + // Add color + const TileLayer &l0 = f.special_tiles[0].layers[0]; + result->buffer_colors.emplace_back(l0.has_color, l0.color); + break; + } + case NDT_NORMAL: + case NDT_ALLFACES: + case NDT_LIQUID: + case NDT_FLOWINGLIQUID: { + scene::IMesh *cube = g_extrusion_mesh_cache->createCube(); + mesh = cloneMesh(cube); + cube->drop(); + scaleMesh(mesh, v3f(1.2, 1.2, 1.2)); + // add overlays + postProcessNodeMesh(mesh, f, false, false, nullptr, + &result->buffer_colors); + break; + } + default: { + mesh = createSpecialNodeMesh(client, id, &result->buffer_colors); + scaleMesh(mesh, v3f(0.12, 0.12, 0.12)); + } + } + } + + u32 mc = mesh->getMeshBufferCount(); + for (u32 i = 0; i < mc; ++i) { + scene::IMeshBuffer *buf = mesh->getMeshBuffer(i); + video::SMaterial &material = buf->getMaterial(); + material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL; + material.setFlag(video::EMF_BILINEAR_FILTER, false); + material.setFlag(video::EMF_TRILINEAR_FILTER, false); + material.setFlag(video::EMF_BACK_FACE_CULLING, true); + material.setFlag(video::EMF_LIGHTING, false); + } + + rotateMeshXZby(mesh, -45); + rotateMeshYZby(mesh, -30); + } + result->mesh = mesh; +} + + + +scene::SMesh *getExtrudedMesh(ITextureSource *tsrc, + const std::string &imagename, const std::string &overlay_name) +{ + // check textures + video::ITexture *texture = tsrc->getTextureForMesh(imagename); + if (!texture) { + return NULL; + } + video::ITexture *overlay_texture = + (overlay_name.empty()) ? NULL : tsrc->getTexture(overlay_name); + + // get mesh + core::dimension2d<u32> dim = texture->getSize(); + scene::IMesh *original = g_extrusion_mesh_cache->create(dim); + scene::SMesh *mesh = cloneMesh(original); + original->drop(); + + //set texture + mesh->getMeshBuffer(0)->getMaterial().setTexture(0, + tsrc->getTexture(imagename)); + if (overlay_texture) { + scene::IMeshBuffer *copy = cloneMeshBuffer(mesh->getMeshBuffer(0)); + copy->getMaterial().setTexture(0, overlay_texture); + mesh->addMeshBuffer(copy); + copy->drop(); + } + // Customize materials + for (u32 layer = 0; layer < mesh->getMeshBufferCount(); layer++) { + video::SMaterial &material = mesh->getMeshBuffer(layer)->getMaterial(); + material.TextureLayer[0].TextureWrapU = video::ETC_CLAMP_TO_EDGE; + material.TextureLayer[0].TextureWrapV = video::ETC_CLAMP_TO_EDGE; + material.setFlag(video::EMF_BILINEAR_FILTER, false); + material.setFlag(video::EMF_TRILINEAR_FILTER, false); + material.setFlag(video::EMF_BACK_FACE_CULLING, true); + material.setFlag(video::EMF_LIGHTING, false); + material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL; + } + scaleMesh(mesh, v3f(2.0, 2.0, 2.0)); + + return mesh; +} + +void postProcessNodeMesh(scene::SMesh *mesh, const ContentFeatures &f, + bool use_shaders, bool set_material, const video::E_MATERIAL_TYPE *mattype, + std::vector<ItemPartColor> *colors, bool apply_scale) +{ + u32 mc = mesh->getMeshBufferCount(); + // Allocate colors for existing buffers + colors->clear(); + for (u32 i = 0; i < mc; ++i) + colors->push_back(ItemPartColor()); + + for (u32 i = 0; i < mc; ++i) { + const TileSpec *tile = &(f.tiles[i]); + scene::IMeshBuffer *buf = mesh->getMeshBuffer(i); + for (int layernum = 0; layernum < MAX_TILE_LAYERS; layernum++) { + const TileLayer *layer = &tile->layers[layernum]; + if (layer->texture_id == 0) + continue; + if (layernum != 0) { + scene::IMeshBuffer *copy = cloneMeshBuffer(buf); + copy->getMaterial() = buf->getMaterial(); + mesh->addMeshBuffer(copy); + copy->drop(); + buf = copy; + colors->push_back( + ItemPartColor(layer->has_color, layer->color)); + } else { + (*colors)[i] = ItemPartColor(layer->has_color, layer->color); + } + video::SMaterial &material = buf->getMaterial(); + if (set_material) + layer->applyMaterialOptions(material); + if (mattype) { + material.MaterialType = *mattype; + } + if (layer->animation_frame_count > 1) { + const FrameSpec &animation_frame = (*layer->frames)[0]; + material.setTexture(0, animation_frame.texture); + } else { + material.setTexture(0, layer->texture); + } + if (use_shaders) { + if (layer->normal_texture) { + if (layer->animation_frame_count > 1) { + const FrameSpec &animation_frame = (*layer->frames)[0]; + material.setTexture(1, animation_frame.normal_texture); + } else + material.setTexture(1, layer->normal_texture); + } + material.setTexture(2, layer->flags_texture); + } + if (apply_scale && tile->world_aligned) { + u32 n = buf->getVertexCount(); + for (u32 k = 0; k != n; ++k) + buf->getTCoords(k) /= layer->scale; + } + } + } +} |