summaryrefslogtreecommitdiff
path: root/src/mesh.cpp
diff options
context:
space:
mode:
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/mesh.cpp
parentcc8d7b86404f2830bcf09d04468e8041db276b98 (diff)
downloadminetest-9b551d5cbcaf71a8c39bbf7e886290649aed4799.tar.gz
minetest-9b551d5cbcaf71a8c39bbf7e886290649aed4799.tar.bz2
minetest-9b551d5cbcaf71a8c39bbf7e886290649aed4799.zip
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/mesh.cpp')
-rw-r--r--src/mesh.cpp214
1 files changed, 2 insertions, 212 deletions
diff --git a/src/mesh.cpp b/src/mesh.cpp
index 19d75f9f5..38b3d97bc 100644
--- a/src/mesh.cpp
+++ b/src/mesh.cpp
@@ -91,218 +91,6 @@ scene::IAnimatedMesh* createCubeMesh(v3f scale)
return anim_mesh;
}
-static scene::IAnimatedMesh* extrudeARGB(u32 twidth, u32 theight, u8 *data)
-{
- const s32 argb_wstep = 4 * twidth;
- 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[(twidth+2) * (theight+2)];
- u32 wstep = twidth + 2;
- for (u32 y = 0; y < theight + 2; ++y)
- {
- u8 *scanline = solidity + y * wstep;
- if (y == 0 || y == theight + 1)
- {
- for (u32 x = 0; x < twidth + 2; ++x)
- scanline[x] = 0;
- }
- else
- {
- scanline[0] = 0;
- u8 *argb_scanline = data + (y - 1) * argb_wstep;
- for (u32 x = 0; x < twidth; ++x)
- scanline[x+1] = (argb_scanline[x*4+3] >= alpha_threshold);
- scanline[twidth + 1] = 0;
- }
- }
-
- // without this, there would be occasional "holes" in the mesh
- f32 eps = 0.01;
-
- for (u32 y = 0; y <= theight; ++y)
- {
- u8 *scanline = solidity + y * wstep + 1;
- for (u32 x = 0; x <= twidth; ++x)
- {
- if (scanline[x] && !scanline[x + wstep])
- {
- u32 xx = x + 1;
- while (scanline[xx] && !scanline[xx + wstep])
- ++xx;
- f32 vx1 = (x - eps) / (f32) twidth - 0.5;
- f32 vx2 = (xx + eps) / (f32) twidth - 0.5;
- f32 vy = 0.5 - (y - eps) / (f32) theight;
- f32 tx1 = x / (f32) twidth;
- f32 tx2 = xx / (f32) twidth;
- f32 ty = (y - 0.5) / (f32) theight;
- 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) twidth - 0.5;
- f32 vx2 = (xx + eps) / (f32) twidth - 0.5;
- f32 vy = 0.5 - (y + eps) / (f32) theight;
- f32 tx1 = x / (f32) twidth;
- f32 tx2 = xx / (f32) twidth;
- f32 ty = (y + 0.5) / (f32) theight;
- 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 <= twidth; ++x)
- {
- u8 *scancol = solidity + x + wstep;
- for (u32 y = 0; y <= theight; ++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) twidth - 0.5;
- f32 vy1 = 0.5 - (y - eps) / (f32) theight;
- f32 vy2 = 0.5 - (yy + eps) / (f32) theight;
- f32 tx = (x - 0.5) / (f32) twidth;
- f32 ty1 = y / (f32) theight;
- f32 ty2 = yy / (f32) theight;
- 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) twidth - 0.5;
- f32 vy1 = 0.5 - (y - eps) / (f32) theight;
- f32 vy2 = 0.5 - (yy + eps) / (f32) theight;
- f32 tx = (x + 0.5) / (f32) twidth;
- f32 ty1 = y / (f32) theight;
- f32 ty2 = yy / (f32) theight;
- 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;
- }
- }
- }
-
- delete[] solidity;
-
- // Add to mesh
- scene::SMesh *mesh = new scene::SMesh();
- mesh->addMeshBuffer(buf);
- buf->drop();
- scene::SAnimatedMesh *anim_mesh = new scene::SAnimatedMesh(mesh);
- mesh->drop();
- return anim_mesh;
-}
-
-scene::IAnimatedMesh* createExtrudedMesh(video::ITexture *texture,
- video::IVideoDriver *driver, v3f scale)
-{
- scene::IAnimatedMesh *mesh = NULL;
- core::dimension2d<u32> size = texture->getOriginalSize();
- 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::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->drop();
- return NULL;
- }
-
- img1->copyTo(img2);
- img1->drop();
- mesh = extrudeARGB(size.Width, size.Height, (u8*) img2->lock());
- img2->unlock();
- img2->drop();
- }
-
- // Set default material
- mesh->getMeshBuffer(0)->getMaterial().setTexture(0, texture);
- mesh->getMeshBuffer(0)->getMaterial().setFlag(video::EMF_LIGHTING, false);
- mesh->getMeshBuffer(0)->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
- mesh->getMeshBuffer(0)->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
-
- scaleMesh(mesh, scale); // also recalculates bounding box
- return mesh;
-}
-
void scaleMesh(scene::IMesh *mesh, v3f scale)
{
if(mesh == NULL)
@@ -523,6 +311,8 @@ scene::IMesh* convertNodeboxNodeToMesh(ContentFeatures *f)
for (u16 j = 0; j < 6; j++)
{
scene::IMeshBuffer *buf = new scene::SMeshBuffer();
+ buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
+ buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
dst_mesh->addMeshBuffer(buf);
buf->drop();
}