From bee170570de7a796ac7b5ba6c0b39b253380b5e3 Mon Sep 17 00:00:00 2001 From: Perttu Ahola Date: Fri, 30 Nov 2012 18:12:32 +0200 Subject: On-demand item meshes and textures --- src/itemdef.cpp | 440 ++++++++++++++++++++++++++++++++++---------------------- 1 file changed, 268 insertions(+), 172 deletions(-) (limited to 'src/itemdef.cpp') diff --git a/src/itemdef.cpp b/src/itemdef.cpp index da33fd322..9ce064ea4 100644 --- a/src/itemdef.cpp +++ b/src/itemdef.cpp @@ -31,6 +31,8 @@ with this program; if not, write to the Free Software Foundation, Inc., #endif #include "log.h" #include "util/serialize.h" +#include "util/container.h" +#include "util/thread.h" #include #include @@ -71,14 +73,6 @@ ItemDefinition& ItemDefinition::operator=(const ItemDefinition &def) } groups = def.groups; node_placement_prediction = def.node_placement_prediction; -#ifndef SERVER - inventory_texture = def.inventory_texture; - if(def.wield_mesh) - { - wield_mesh = def.wield_mesh; - wield_mesh->grab(); - } -#endif return *this; } @@ -91,10 +85,6 @@ void ItemDefinition::resetInitial() { // Initialize pointers to NULL so reset() does not delete undefined pointers tool_capabilities = NULL; -#ifndef SERVER - inventory_texture = NULL; - wield_mesh = NULL; -#endif reset(); } @@ -117,15 +107,6 @@ void ItemDefinition::reset() groups.clear(); node_placement_prediction = ""; - -#ifndef SERVER - inventory_texture = NULL; - if(wield_mesh) - { - wield_mesh->drop(); - wield_mesh = NULL; - } -#endif } void ItemDefinition::serialize(std::ostream &os) const @@ -203,13 +184,39 @@ void ItemDefinition::deSerialize(std::istream &is) class CItemDefManager: public IWritableItemDefManager { +#ifndef SERVER + struct ClientCached + { + video::ITexture *inventory_texture; + scene::IMesh *wield_mesh; + + ClientCached(): + inventory_texture(NULL), + wield_mesh(NULL) + {} + }; +#endif + public: CItemDefManager() { +#ifndef SERVER + m_main_thread = get_current_thread_id(); +#endif + clear(); } virtual ~CItemDefManager() { +#ifndef SERVER + const core::list &values = m_clientcached.getValues(); + for(core::list::ConstIterator + i = values.begin(); i != values.end(); ++i) + { + ClientCached *cc = *i; + cc->wield_mesh->drop(); + } +#endif } virtual const ItemDefinition& get(const std::string &name_) const { @@ -256,6 +263,220 @@ public: std::map::const_iterator i; return m_item_definitions.find(name) != m_item_definitions.end(); } +#ifndef SERVER + ClientCached* createClientCachedDirect(const std::string &name, + IGameDef *gamedef) const + { + infostream<<"Lazily creating item texture and mesh for \"" + <getTextureSource(); + INodeDefManager *nodedef = gamedef->getNodeDefManager(); + IrrlichtDevice *device = tsrc->getDevice(); + video::IVideoDriver *driver = device->getVideoDriver(); + 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->getTextureRaw(def->inventory_image); + } + else if(def->type == ITEM_NODE) + { + need_node_mesh = true; + } + + // Create a wield mesh + if(cc->wield_mesh != NULL) + { + cc->wield_mesh->drop(); + 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->getTextureRaw(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 " + <name<getId(def->name); + const ContentFeatures &f = nodedef->get(id); + + u8 param1 = 0; + if(f.param_type == CPT_LIGHT) + param1 = 0xee; + + /* + Make a mesh from the node + */ + MeshMakeData mesh_make_data(gamedef); + MapNode mesh_make_node(id, param1, 0); + mesh_make_data.fillSingleNode(&mesh_make_node); + MapBlockMesh mapblock_mesh(&mesh_make_data); + + scene::IMesh *node_mesh = mapblock_mesh.getMesh(); + assert(node_mesh); + setMeshColor(node_mesh, video::SColor(255, 255, 255, 255)); + + /* + 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) + { + core::dimension2d dim(64,64); + std::string rtt_texture_name = "INVENTORY_" + + def->name + "_RTT"; + v3f camera_position(0, 1.0, -1.5); + camera_position.rotateXZBy(45); + v3f camera_lookat(0, 0, 0); + core::CMatrix4 camera_projection_matrix; + // Set orthogonal projection + camera_projection_matrix.buildProjectionMatrixOrthoLH( + 1.65, 1.65, 0, 100); + + video::SColorf ambient_light(0.2,0.2,0.2); + v3f light_position(10, 100, -50); + video::SColorf light_color(0.5,0.5,0.5); + f32 light_radius = 1000; + + cc->inventory_texture = generateTextureFromMesh( + node_mesh, device, dim, rtt_texture_name, + camera_position, + camera_lookat, + camera_projection_matrix, + ambient_light, + light_position, + light_color, + light_radius); + + // render-to-target didn't work + if(cc->inventory_texture == NULL) + { + cc->inventory_texture = + tsrc->getTextureRaw(f.tiledef[0].name); + } + } + + /* + Use the node mesh as the wield mesh + */ + if(cc->wield_mesh == NULL) + { + // 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(); + } + + // falling outside of here deletes node_mesh + } + + // Put in cache + m_clientcached.set(name, cc); + + return cc; + } + ClientCached* getClientCached(const std::string &name, + IGameDef *gamedef) const + { + ClientCached *cc = NULL; + m_clientcached.get(name, &cc); + if(cc) + return cc; + + if(get_current_thread_id() == m_main_thread) + { + return createClientCachedDirect(name, gamedef); + } + else + { + // We're gonna ask the result to be put into here + ResultQueue result_queue; + // Throw a request in + m_get_clientcached_queue.add(name, 0, 0, &result_queue); + try{ + // Wait result for a second + GetResult + result = result_queue.pop_front(1000); + // Check that at least something worked OK + assert(result.key == name); + // Return it + return result.item; + } + catch(ItemNotFoundException &e) + { + errorstream<<"Waiting for clientcached timed out."<inventory_texture; + } + // Get item wield mesh + virtual scene::IMesh* getWieldMesh(const std::string &name, + IGameDef *gamedef) const + { + ClientCached *cc = getClientCached(name, gamedef); + if(!cc) + return NULL; + return cc->wield_mesh; + } +#endif void clear() { for(std::map::const_iterator @@ -321,157 +542,6 @@ public: m_aliases[name] = convert_to; } } - - virtual void updateTexturesAndMeshes(IGameDef *gamedef) - { -#ifndef SERVER - infostream<<"ItemDefManager::updateTexturesAndMeshes(): Updating " - <<"textures and meshes in item definitions"<getTextureSource(); - INodeDefManager *nodedef = gamedef->getNodeDefManager(); - IrrlichtDevice *device = tsrc->getDevice(); - video::IVideoDriver *driver = device->getVideoDriver(); - - for(std::map::iterator - i = m_item_definitions.begin(); - i != m_item_definitions.end(); i++) - { - ItemDefinition *def = i->second; - - bool need_node_mesh = false; - - // Create an inventory texture - def->inventory_texture = NULL; - if(def->inventory_image != "") - { - def->inventory_texture = tsrc->getTextureRaw(def->inventory_image); - } - else if(def->type == ITEM_NODE) - { - need_node_mesh = true; - } - - // Create a wield mesh - if(def->wield_mesh != NULL) - { - def->wield_mesh->drop(); - def->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; - - def->wield_mesh = createExtrudedMesh( - tsrc->getTextureRaw(imagename), - driver, - def->wield_scale * v3f(40.0, 40.0, 4.0)); - if(def->wield_mesh == NULL) - { - infostream<<"ItemDefManager: WARNING: " - <<"updateTexturesAndMeshes(): " - <<"Unable to create extruded mesh for item " - <name<getId(def->name); - const ContentFeatures &f = nodedef->get(id); - - u8 param1 = 0; - if(f.param_type == CPT_LIGHT) - param1 = 0xee; - - /* - Make a mesh from the node - */ - MeshMakeData mesh_make_data(gamedef); - MapNode mesh_make_node(id, param1, 0); - mesh_make_data.fillSingleNode(&mesh_make_node); - MapBlockMesh mapblock_mesh(&mesh_make_data); - - scene::IMesh *node_mesh = mapblock_mesh.getMesh(); - assert(node_mesh); - setMeshColor(node_mesh, video::SColor(255, 255, 255, 255)); - - /* - 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(def->inventory_texture == NULL) - { - core::dimension2d dim(64,64); - std::string rtt_texture_name = "INVENTORY_" - + def->name + "_RTT"; - v3f camera_position(0, 1.0, -1.5); - camera_position.rotateXZBy(45); - v3f camera_lookat(0, 0, 0); - core::CMatrix4 camera_projection_matrix; - // Set orthogonal projection - camera_projection_matrix.buildProjectionMatrixOrthoLH( - 1.65, 1.65, 0, 100); - - video::SColorf ambient_light(0.2,0.2,0.2); - v3f light_position(10, 100, -50); - video::SColorf light_color(0.5,0.5,0.5); - f32 light_radius = 1000; - - def->inventory_texture = generateTextureFromMesh( - node_mesh, device, dim, rtt_texture_name, - camera_position, - camera_lookat, - camera_projection_matrix, - ambient_light, - light_position, - light_color, - light_radius); - - // render-to-target didn't work - if(def->inventory_texture == NULL) - { - def->inventory_texture = - tsrc->getTextureRaw(f.tiledef[0].name); - } - } - - /* - Use the node mesh as the wield mesh - */ - if(def->wield_mesh == NULL) - { - // Scale to proper wield mesh proportions - scaleMesh(node_mesh, v3f(30.0, 30.0, 30.0) - * def->wield_scale); - def->wield_mesh = node_mesh; - def->wield_mesh->grab(); - } - - // falling outside of here deletes node_mesh - } - } -#endif - } void serialize(std::ostream &os) { writeU8(os, 0); // version @@ -521,11 +591,37 @@ public: registerAlias(name, convert_to); } } + void processQueue(IGameDef *gamedef) + { +#ifndef SERVER + while(m_get_clientcached_queue.size() > 0) + { + GetRequest + request = m_get_clientcached_queue.pop(); + GetResult + result; + result.key = request.key; + result.callers = request.callers; + result.item = createClientCachedDirect(request.key, gamedef); + request.dest->push_back(result); + } +#endif + } private: // Key is name std::map m_item_definitions; // Aliases std::map m_aliases; +#ifndef SERVER + // The id of the thread that is allowed to use irrlicht directly + threadid_t m_main_thread; + // A reference to this can be returned when nothing is found, to avoid NULLs + mutable ClientCached m_dummy_clientcached; + // Cached textures and meshes + mutable MutexedMap m_clientcached; + // Queued clientcached fetches (to be processed by the main thread) + mutable RequestQueue m_get_clientcached_queue; +#endif }; IWritableItemDefManager* createItemDefManager() -- cgit v1.2.3