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authorQuentin Bazin <quent42340@gmail.com>2018-11-28 20:01:49 +0100
committerSmallJoker <SmallJoker@users.noreply.github.com>2018-11-28 20:01:49 +0100
commit5f1cd555cd9d1c64426e173b30b5b792d211c835 (patch)
tree2c8508467d3bf28d549cce2d25144fa8ef42beae /src/client/wieldmesh.cpp
parentddd9317b733857630499972179caebc236b4d991 (diff)
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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.cpp685
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;
+ }
+ }
+ }
+}