/* Minetest Copyright (C) 2010-2014 celeron55, Perttu Ahola 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 #include #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 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::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 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 Extrus/* Minetest Copyright (C) 2017-2019 vlapsley, Vaughan Lapsley <vlapsley@gmail.com> Copyright (C) 2017-2019 paramat 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. */ #pragma once #include "mapgen.h" #define MGCARPATHIAN_CAVERNS 0x01 #define MGCARPATHIAN_RIVERS 0x02 class BiomeManager; extern FlagDesc flagdesc_mapgen_carpathian[]; struct MapgenCarpathianParams : public MapgenParams { float base_level = 12.0f; float river_width = 0.05f; float river_depth = 24.0f; float valley_width = 0.25f; u32 spflags = MGCARPATHIAN_CAVERNS; float cave_width = 0.09f; s16 large_cave_depth = -33; u16 small_cave_num_min = 0; u16 small_cave_num_max = 0; u16 large_cave_num_min = 0; u16 large_cave_num_max = 2; float large_cave_flooded = 0.5f; s16 cavern_limit = -256; s16 cavern_taper = 256; float cavern_threshold = 0.7f; s16 dungeon_ymin = -31000; s16 dungeon_ymax = 31000; NoiseParams np_filler_depth; NoiseParams np_height1; NoiseParams np_height2; NoiseParams np_height3; NoiseParams np_height4; NoiseParams np_hills_terrain; NoiseParams np_ridge_terrain; NoiseParams np_step_terrain; NoiseParams np_hills; NoiseParams np_ridge_mnt; NoiseParams np_step_mnt; NoiseParams np_rivers; NoiseParams np_mnt_var; NoiseParams np_cave1; NoiseParams np_cave2; NoiseParams np_cavern; NoiseParams np_dungeons; MapgenCarpathianParams(); ~MapgenCarpathianParams() = default; void readParams(const Settings *settings); void writeParams(Settings *settings) const; }; class MapgenCarpathian : public MapgenBasic { public: MapgenCarpathian(MapgenCarpathianParams *params, EmergeManager *emerge); ~MapgenCarpathian(); virtual MapgenType getType() const { return MAPGEN_CARPATHIAN; } virtual void makeChunk(BlockMakeData *data); int getSpawnLevelAtPoint(v2s16 p); private: float base_level; float river_width; float river_depth; float valley_width; Noise *noise_height1; Noise *noise_height2; Noise *noise_height3; Noise *noise_height4; Noise *noise_hills_terrain; Noise *noise_ridge_terrain; Noise *noise_step_terrain; Noise *noise_hills; Noise *noise_ridge_mnt; Noise *noise_step_mnt; Noise *noise_rivers = nullptr; Noise *noise_mnt_var; s32 grad_wl; float getSteps(float noise); inline float getLerp(float noise1, float noise2, float mod); int generateTerrain(); }; , 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.MaterialTypeParam = 0.5f; 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 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; material.MaterialTypeParam = 0.5f; } 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 *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; } } } }