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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/wieldmesh.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.
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diff --git a/src/wieldmesh.cpp b/src/wieldmesh.cpp
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+/*
+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 "inventory.h"
+#include "gamedef.h"
+#include "itemdef.h"
+#include "nodedef.h"
+#include "mesh.h"
+#include "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 32 // not 16: causes too many "holes"
+#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);
+ }
+
+ // Define default material
+ video::SMaterial *material = &buf->getMaterial();
+ material->MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
+ material->BackfaceCulling = true;
+ material->setFlag(video::EMF_LIGHTING, false);
+ material->setFlag(video::EMF_BILINEAR_FILTER, false);
+ material->setFlag(video::EMF_TRILINEAR_FILTER, false);
+ // anisotropic filtering removes "thin black line" artifacts
+ material->setFlag(video::EMF_ANISOTROPIC_FILTER, true);
+ material->setFlag(video::EMF_TEXTURE_WRAP, false);
+
+ // 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 (std::map<int, scene::IMesh*>::iterator
+ it = m_extrusion_meshes.begin();
+ it != m_extrusion_meshes.end(); ++it) {
+ it->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);
+ assert(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::ISceneNode *parent,
+ scene::ISceneManager *mgr,
+ s32 id,
+ bool lighting
+):
+ scene::ISceneNode(parent, mgr, id),
+ m_meshnode(NULL),
+ m_lighting(lighting),
+ m_bounding_box(0.0, 0.0, 0.0, 0.0, 0.0, 0.0)
+{
+ // 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 == NULL)
+ 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()
+{
+ assert(g_extrusion_mesh_cache);
+ if (g_extrusion_mesh_cache->drop())
+ g_extrusion_mesh_cache = NULL;
+}
+
+void WieldMeshSceneNode::setCube(const TileSpec tiles[6],
+ v3f wield_scale, ITextureSource *tsrc)
+{
+ scene::IMesh *cubemesh = g_extrusion_mesh_cache->createCube();
+ changeToMesh(cubemesh);
+ cubemesh->drop();
+
+ m_meshnode->setScale(wield_scale * WIELD_SCALE_FACTOR);
+
+ // Customize materials
+ for (u32 i = 0; i < m_meshnode->getMaterialCount(); ++i) {
+ assert(i < 6);
+ video::SMaterial &material = m_meshnode->getMaterial(i);
+ material.setTexture(0, tiles[i].texture);
+ tiles[i].applyMaterialOptions(material);
+ }
+}
+
+void WieldMeshSceneNode::setExtruded(const std::string &imagename,
+ v3f wield_scale, ITextureSource *tsrc)
+{
+ video::ITexture *texture = tsrc->getTexture(imagename);
+ if (!texture) {
+ changeToMesh(NULL);
+ return;
+ }
+
+ scene::IMesh *mesh = g_extrusion_mesh_cache->create(texture->getSize());
+ changeToMesh(mesh);
+ mesh->drop();
+
+ m_meshnode->setScale(wield_scale * WIELD_SCALE_FACTOR_EXTRUDED);
+
+ // Customize material
+ assert(m_meshnode->getMaterialCount() == 1);
+ video::SMaterial &material = m_meshnode->getMaterial(0);
+ material.setTexture(0, texture);
+}
+
+void WieldMeshSceneNode::setItem(const ItemStack &item, IGameDef *gamedef)
+{
+ ITextureSource *tsrc = gamedef->getTextureSource();
+ IItemDefManager *idef = gamedef->getItemDefManager();
+
+ const ItemDefinition &def = item.getDefinition(idef);
+
+ // If wield_image is defined, it overrides everything else
+ if (def.wield_image != "") {
+ setExtruded(def.wield_image, def.wield_scale, tsrc);
+ return;
+ }
+
+ // Handle nodes
+ // See also CItemDefManager::createClientCached()
+ if (def.type == ITEM_NODE) {
+ INodeDefManager *ndef = gamedef->getNodeDefManager();
+ const ContentFeatures &f = ndef->get(def.name);
+ if (f.mesh_ptr[0]) {
+ // e.g. mesh nodes and nodeboxes
+ changeToMesh(f.mesh_ptr[0]);
+ // mesh_ptr[0] is pre-scaled by BS * f->visual_scale
+ m_meshnode->setScale(
+ def.wield_scale * WIELD_SCALE_FACTOR
+ / (BS * f.visual_scale));
+ // Customize materials
+ for (u32 i = 0; i < m_meshnode->getMaterialCount(); ++i) {
+ assert(i < 6);
+ video::SMaterial &material = m_meshnode->getMaterial(i);
+ material.setTexture(0, f.tiles[i].texture);
+ f.tiles[i].applyMaterialOptions(material);
+ }
+ return;
+ } else if (f.drawtype == NDT_NORMAL || f.drawtype == NDT_ALLFACES) {
+ setCube(f.tiles, def.wield_scale, tsrc);
+ return;
+ } else if (f.drawtype == NDT_AIRLIKE) {
+ changeToMesh(NULL);
+ return;
+ }
+
+ // If none of the above standard cases worked, use the wield mesh from ClientCached
+ scene::IMesh *mesh = idef->getWieldMesh(item.name, gamedef);
+ if (mesh) {
+ changeToMesh(mesh);
+ m_meshnode->setScale(def.wield_scale * WIELD_SCALE_FACTOR);
+ return;
+ }
+ }
+
+ // default to inventory_image
+ if (def.inventory_image != "") {
+ setExtruded(def.inventory_image, def.wield_scale, tsrc);
+ return;
+ }
+
+ // no wield mesh found
+ changeToMesh(NULL);
+}
+
+void WieldMeshSceneNode::setColor(video::SColor color)
+{
+ assert(!m_lighting);
+ setMeshColor(m_meshnode->getMesh(), color);
+}
+
+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 == NULL) {
+ scene::IMesh *dummymesh = g_extrusion_mesh_cache->createCube();
+ m_meshnode->setVisible(false);
+ m_meshnode->setMesh(dummymesh);
+ dummymesh->drop(); // m_meshnode grabbed it
+ }
+
+ if (m_lighting) {
+ m_meshnode->setMesh(mesh);
+ } else {
+ /*
+ Lighting is disabled, this means the caller can (and probably will)
+ call setColor later. We therefore need to clone the mesh so that
+ setColor will only modify this scene node's mesh, not others'.
+ */
+ scene::IMeshManipulator *meshmanip = SceneManager->getMeshManipulator();
+ scene::IMesh *new_mesh = meshmanip->createMeshCopy(mesh);
+ m_meshnode->setMesh(new_mesh);
+ new_mesh->drop(); // m_meshnode grabbed it
+ }
+
+ 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);
+
+}