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authorKahrl <kahrl@gmx.net>2014-11-02 03:47:43 +0100
committerKahrl <kahrl@gmx.net>2014-11-08 23:11:57 +0100
commit9b551d5cbcaf71a8c39bbf7e886290649aed4799 (patch)
tree8eb68e4c9a7a006ec6c406da4760403c6748848e /src/itemdef.cpp
parentcc8d7b86404f2830bcf09d04468e8041db276b98 (diff)
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Implement WieldMeshSceneNode which improves wield mesh rendering
- Don't create and cache an extruded mesh for every (non-node) item. Instead use a single one per image resolution. - For cubic nodes reuse a single wield mesh too - Improve lighting of the wielded item - Increase far value of wield mesh scene camera, fixes #1770 - Also includes some minor refactorings of Camera and GenericCAO.
Diffstat (limited to 'src/itemdef.cpp')
-rw-r--r--src/itemdef.cpp150
1 files changed, 62 insertions, 88 deletions
diff --git a/src/itemdef.cpp b/src/itemdef.cpp
index f976c3eb7..ac67c5b27 100644
--- a/src/itemdef.cpp
+++ b/src/itemdef.cpp
@@ -27,6 +27,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#ifndef SERVER
#include "mapblock_mesh.h"
#include "mesh.h"
+#include "wieldmesh.h"
#include "tile.h"
#endif
#include "log.h"
@@ -330,104 +331,78 @@ public:
ITextureSource *tsrc = gamedef->getTextureSource();
INodeDefManager *nodedef = gamedef->getNodeDefManager();
- IrrlichtDevice *device = tsrc->getDevice();
- video::IVideoDriver *driver = device->getVideoDriver();
- const ItemDefinition *def = &get(name);
+ const ItemDefinition &def = get(name);
// Create new ClientCached
cc = new ClientCached();
- bool need_node_mesh = false;
-
// Create an inventory texture
cc->inventory_texture = NULL;
- if(def->inventory_image != "")
- {
- cc->inventory_texture = tsrc->getTexture(def->inventory_image);
- }
- else if(def->type == ITEM_NODE)
- {
- need_node_mesh = true;
- }
+ if(def.inventory_image != "")
+ cc->inventory_texture = tsrc->getTexture(def.inventory_image);
+
+ // Additional processing for nodes:
+ // - Create a wield mesh if WieldMeshSceneNode can't render
+ // the node on its own.
+ // - If inventory_texture isn't set yet, create one using
+ // render-to-texture.
+ if (def.type == ITEM_NODE) {
+ // Get node properties
+ content_t id = nodedef->getId(name);
+ const ContentFeatures &f = nodedef->get(id);
- // Create a wield mesh
- assert(cc->wield_mesh == NULL);
- if(def->type == ITEM_NODE && def->wield_image == "")
- {
- need_node_mesh = true;
- }
- else if(def->wield_image != "" || def->inventory_image != "")
- {
- // Extrude the wield image into a mesh
-
- std::string imagename;
- if(def->wield_image != "")
- imagename = def->wield_image;
- else
- imagename = def->inventory_image;
-
- cc->wield_mesh = createExtrudedMesh(
- tsrc->getTexture(imagename),
- driver,
- def->wield_scale * v3f(40.0, 40.0, 4.0));
- if(cc->wield_mesh == NULL)
- {
- infostream<<"ItemDefManager: WARNING: "
- <<"updateTexturesAndMeshes(): "
- <<"Unable to create extruded mesh for item "
- <<def->name<<std::endl;
- }
- }
+ bool need_rtt_mesh = cc->inventory_texture == NULL;
- if(need_node_mesh)
- {
- /*
- Get node properties
- */
- content_t id = nodedef->getId(def->name);
- const ContentFeatures &f = nodedef->get(id);
+ // Keep this in sync with WieldMeshSceneNode::setItem()
+ bool need_wield_mesh =
+ !(f.mesh_ptr[0] ||
+ f.drawtype == NDT_NORMAL ||
+ f.drawtype == NDT_ALLFACES ||
+ f.drawtype == NDT_AIRLIKE);
- u8 param1 = 0;
- if(f.param_type == CPT_LIGHT)
- param1 = 0xee;
+ scene::IMesh *node_mesh = NULL;
- /*
- Make a mesh from the node
- */
bool reenable_shaders = false;
- if(g_settings->getBool("enable_shaders")){
- reenable_shaders = true;
- g_settings->setBool("enable_shaders",false);
- }
- MeshMakeData mesh_make_data(gamedef);
- u8 param2 = 0;
- if (f.param_type_2 == CPT2_WALLMOUNTED)
- param2 = 1;
- MapNode mesh_make_node(id, param1, param2);
- mesh_make_data.fillSingleNode(&mesh_make_node);
- MapBlockMesh mapblock_mesh(&mesh_make_data, v3s16(0, 0, 0));
- scene::IMesh *node_mesh = mapblock_mesh.getMesh();
- assert(node_mesh);
- video::SColor c(255, 255, 255, 255);
- setMeshColor(node_mesh, c);
- /*
- Scale and translate the mesh so it's a unit cube
- centered on the origin
- */
- scaleMesh(node_mesh, v3f(1.0/BS, 1.0/BS, 1.0/BS));
- translateMesh(node_mesh, v3f(-1.0, -1.0, -1.0));
+ if (need_rtt_mesh || need_wield_mesh) {
+ u8 param1 = 0;
+ if (f.param_type == CPT_LIGHT)
+ param1 = 0xee;
+
+ /*
+ Make a mesh from the node
+ */
+ if (g_settings->getBool("enable_shaders")) {
+ reenable_shaders = true;
+ g_settings->setBool("enable_shaders", false);
+ }
+ MeshMakeData mesh_make_data(gamedef);
+ u8 param2 = 0;
+ if (f.param_type_2 == CPT2_WALLMOUNTED)
+ param2 = 1;
+ MapNode mesh_make_node(id, param1, param2);
+ mesh_make_data.fillSingleNode(&mesh_make_node);
+ MapBlockMesh mapblock_mesh(&mesh_make_data, v3s16(0, 0, 0));
+ node_mesh = mapblock_mesh.getMesh();
+ node_mesh->grab();
+ video::SColor c(255, 255, 255, 255);
+ setMeshColor(node_mesh, c);
+
+ // scale and translate the mesh so it's a
+ // unit cube centered on the origin
+ scaleMesh(node_mesh, v3f(1.0/BS, 1.0/BS, 1.0/BS));
+ translateMesh(node_mesh, v3f(-1.0, -1.0, -1.0));
+ }
/*
Draw node mesh into a render target texture
*/
- if(cc->inventory_texture == NULL)
- {
+ if (need_rtt_mesh) {
TextureFromMeshParams params;
params.mesh = node_mesh;
params.dim.set(64, 64);
params.rtt_texture_name = "INVENTORY_"
- + def->name + "_RTT";
+ + def.name + "_RTT";
params.delete_texture_on_shutdown = true;
params.camera_position.set(0, 1.0, -1.5);
params.camera_position.rotateXZBy(45);
@@ -449,8 +424,7 @@ public:
tsrc->generateTextureFromMesh(params);
// render-to-target didn't work
- if(cc->inventory_texture == NULL)
- {
+ if (cc->inventory_texture == NULL) {
cc->inventory_texture =
tsrc->getTexture(f.tiledef[0].name);
}
@@ -459,16 +433,16 @@ public:
/*
Use the node mesh as the wield mesh
*/
+ if (need_wield_mesh) {
+ cc->wield_mesh = node_mesh;
+ cc->wield_mesh->grab();
- // Scale to proper wield mesh proportions
- scaleMesh(node_mesh, v3f(30.0, 30.0, 30.0)
- * def->wield_scale);
-
- cc->wield_mesh = node_mesh;
- cc->wield_mesh->grab();
+ // no way reference count can be smaller than 2 in this place!
+ assert(cc->wield_mesh->getReferenceCount() >= 2);
+ }
- //no way reference count can be smaller than 2 in this place!
- assert(cc->wield_mesh->getReferenceCount() >= 2);
+ if (node_mesh)
+ node_mesh->drop();
if (reenable_shaders)
g_settings->setBool("enable_shaders",true);