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author | Ekdohibs <nathanael.courant@laposte.net> | 2016-05-22 20:33:06 +0200 |
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committer | Ekdohibs <nathanael.courant@laposte.net> | 2016-05-23 12:46:45 +0200 |
commit | 725edc78b214f8ffa5494ed846755083295c3feb (patch) | |
tree | 5839e5a76f0c49870ce46a4c97925087f68118ba /src | |
parent | 423d8c1b0d3841f6ce9756ab0d6b2e10408fc89b (diff) | |
download | minetest-725edc78b214f8ffa5494ed846755083295c3feb.tar.gz minetest-725edc78b214f8ffa5494ed846755083295c3feb.tar.bz2 minetest-725edc78b214f8ffa5494ed846755083295c3feb.zip |
Move updateTextures and fillTileAttribs to ContentFeatures
Diffstat (limited to 'src')
-rw-r--r-- | src/nodedef.cpp | 534 | ||||
-rw-r--r-- | src/nodedef.h | 29 |
2 files changed, 302 insertions, 261 deletions
diff --git a/src/nodedef.cpp b/src/nodedef.cpp index 3a2cb00b1..1691289c2 100644 --- a/src/nodedef.cpp +++ b/src/nodedef.cpp @@ -247,6 +247,28 @@ static void deSerializeSimpleSoundSpec(SimpleSoundSpec &ss, std::istream &is) ss.gain = readF1000(is); } +void TextureSettings::readSettings() +{ + connected_glass = g_settings->getBool("connected_glass"); + opaque_water = g_settings->getBool("opaque_water"); + bool enable_shaders = g_settings->getBool("enable_shaders"); + bool enable_bumpmapping = g_settings->getBool("enable_bumpmapping"); + bool enable_parallax_occlusion = g_settings->getBool("enable_parallax_occlusion"); + enable_mesh_cache = g_settings->getBool("enable_mesh_cache"); + enable_minimap = g_settings->getBool("enable_minimap"); + std::string leaves_style_str = g_settings->get("leaves_style"); + + use_normal_texture = enable_shaders && + (enable_bumpmapping || enable_parallax_occlusion); + if (leaves_style_str == "fancy") { + leaves_style = LEAVES_FANCY; + } else if (leaves_style_str == "simple") { + leaves_style = LEAVES_SIMPLE; + } else { + leaves_style = LEAVES_OPAQUE; + } +} + /* ContentFeatures */ @@ -486,6 +508,254 @@ void ContentFeatures::deSerialize(std::istream &is) }catch(SerializationError &e) {}; } +#ifndef SERVER +void ContentFeatures::fillTileAttribs(ITextureSource *tsrc, TileSpec *tile, + TileDef *tiledef, u32 shader_id, bool use_normal_texture, + bool backface_culling, u8 alpha, u8 material_type) +{ + tile->shader_id = shader_id; + tile->texture = tsrc->getTextureForMesh(tiledef->name, &tile->texture_id); + tile->alpha = alpha; + tile->material_type = material_type; + + // Normal texture and shader flags texture + if (use_normal_texture) { + tile->normal_texture = tsrc->getNormalTexture(tiledef->name); + } + tile->flags_texture = tsrc->getShaderFlagsTexture(tile->normal_texture ? true : false); + + // Material flags + tile->material_flags = 0; + if (backface_culling) + tile->material_flags |= MATERIAL_FLAG_BACKFACE_CULLING; + if (tiledef->animation.type == TAT_VERTICAL_FRAMES) + tile->material_flags |= MATERIAL_FLAG_ANIMATION_VERTICAL_FRAMES; + if (tiledef->tileable_horizontal) + tile->material_flags |= MATERIAL_FLAG_TILEABLE_HORIZONTAL; + if (tiledef->tileable_vertical) + tile->material_flags |= MATERIAL_FLAG_TILEABLE_VERTICAL; + + // Animation parameters + int frame_count = 1; + if (tile->material_flags & MATERIAL_FLAG_ANIMATION_VERTICAL_FRAMES) { + // Get texture size to determine frame count by aspect ratio + v2u32 size = tile->texture->getOriginalSize(); + int frame_height = (float)size.X / + (float)tiledef->animation.aspect_w * + (float)tiledef->animation.aspect_h; + frame_count = size.Y / frame_height; + int frame_length_ms = 1000.0 * tiledef->animation.length / frame_count; + tile->animation_frame_count = frame_count; + tile->animation_frame_length_ms = frame_length_ms; + } + + if (frame_count == 1) { + tile->material_flags &= ~MATERIAL_FLAG_ANIMATION_VERTICAL_FRAMES; + } else { + std::ostringstream os(std::ios::binary); + tile->frames.resize(frame_count); + + for (int i = 0; i < frame_count; i++) { + + FrameSpec frame; + + os.str(""); + os << tiledef->name << "^[verticalframe:" + << frame_count << ":" << i; + + frame.texture = tsrc->getTextureForMesh(os.str(), &frame.texture_id); + if (tile->normal_texture) + frame.normal_texture = tsrc->getNormalTexture(os.str()); + frame.flags_texture = tile->flags_texture; + tile->frames[i] = frame; + } + } +} +#endif + +#ifndef SERVER +void ContentFeatures::updateTextures(ITextureSource *tsrc, IShaderSource *shdsrc, + scene::ISceneManager *smgr, scene::IMeshManipulator *meshmanip, + IGameDef *gamedef, const TextureSettings &tsettings) +{ + // minimap pixel color - the average color of a texture + if (tsettings.enable_minimap && tiledef[0].name != "") + minimap_color = tsrc->getTextureAverageColor(tiledef[0].name); + + // Figure out the actual tiles to use + TileDef tdef[6]; + for (u32 j = 0; j < 6; j++) { + tdef[j] = tiledef[j]; + if (tdef[j].name == "") + tdef[j].name = "unknown_node.png"; + } + + bool is_liquid = false; + bool is_water_surface = false; + + u8 material_type = (alpha == 255) ? + TILE_MATERIAL_BASIC : TILE_MATERIAL_ALPHA; + + switch (drawtype) { + default: + case NDT_NORMAL: + solidness = 2; + break; + case NDT_AIRLIKE: + solidness = 0; + break; + case NDT_LIQUID: + assert(liquid_type == LIQUID_SOURCE); + if (tsettings.opaque_water) + alpha = 255; + solidness = 1; + is_liquid = true; + break; + case NDT_FLOWINGLIQUID: + assert(liquid_type == LIQUID_FLOWING); + solidness = 0; + if (tsettings.opaque_water) + alpha = 255; + is_liquid = true; + break; + case NDT_GLASSLIKE: + solidness = 0; + visual_solidness = 1; + break; + case NDT_GLASSLIKE_FRAMED: + solidness = 0; + visual_solidness = 1; + break; + case NDT_GLASSLIKE_FRAMED_OPTIONAL: + solidness = 0; + visual_solidness = 1; + drawtype = tsettings.connected_glass ? NDT_GLASSLIKE_FRAMED : NDT_GLASSLIKE; + break; + case NDT_ALLFACES: + solidness = 0; + visual_solidness = 1; + break; + case NDT_ALLFACES_OPTIONAL: + if (tsettings.leaves_style == LEAVES_FANCY) { + drawtype = NDT_ALLFACES; + solidness = 0; + visual_solidness = 1; + } else if (tsettings.leaves_style == LEAVES_SIMPLE) { + for (u32 j = 0; j < 6; j++) { + if (tiledef_special[j].name != "") + tdef[j].name = tiledef_special[j].name; + } + drawtype = NDT_GLASSLIKE; + solidness = 0; + visual_solidness = 1; + } else { + drawtype = NDT_NORMAL; + solidness = 2; + for (u32 i = 0; i < 6; i++) + tdef[i].name += std::string("^[noalpha"); + } + if (waving == 1) + material_type = TILE_MATERIAL_WAVING_LEAVES; + break; + case NDT_PLANTLIKE: + solidness = 0; + if (waving == 1) + material_type = TILE_MATERIAL_WAVING_PLANTS; + break; + case NDT_FIRELIKE: + solidness = 0; + break; + case NDT_MESH: + solidness = 0; + break; + case NDT_TORCHLIKE: + case NDT_SIGNLIKE: + case NDT_FENCELIKE: + case NDT_RAILLIKE: + case NDT_NODEBOX: + solidness = 0; + break; + } + + if (is_liquid) { + material_type = (alpha == 255) ? + TILE_MATERIAL_LIQUID_OPAQUE : TILE_MATERIAL_LIQUID_TRANSPARENT; + if (name == "default:water_source") + is_water_surface = true; + } + + u32 tile_shader[6]; + for (u16 j = 0; j < 6; j++) { + tile_shader[j] = shdsrc->getShader("nodes_shader", + material_type, drawtype); + } + + if (is_water_surface) { + tile_shader[0] = shdsrc->getShader("water_surface_shader", + material_type, drawtype); + } + + // Tiles (fill in f->tiles[]) + for (u16 j = 0; j < 6; j++) { + fillTileAttribs(tsrc, &tiles[j], &tdef[j], tile_shader[j], + tsettings.use_normal_texture, + tiledef[j].backface_culling, alpha, material_type); + } + + // Special tiles (fill in f->special_tiles[]) + for (u16 j = 0; j < CF_SPECIAL_COUNT; j++) { + fillTileAttribs(tsrc, &special_tiles[j], &tiledef_special[j], + tile_shader[j], tsettings.use_normal_texture, + tiledef_special[j].backface_culling, alpha, material_type); + } + + if ((drawtype == NDT_MESH) && (mesh != "")) { + // Meshnode drawtype + // Read the mesh and apply scale + mesh_ptr[0] = gamedef->getMesh(mesh); + if (mesh_ptr[0]){ + v3f scale = v3f(1.0, 1.0, 1.0) * BS * visual_scale; + scaleMesh(mesh_ptr[0], scale); + recalculateBoundingBox(mesh_ptr[0]); + meshmanip->recalculateNormals(mesh_ptr[0], true, false); + } + } else if ((drawtype == NDT_NODEBOX) && + ((node_box.type == NODEBOX_REGULAR) || + (node_box.type == NODEBOX_FIXED)) && + (!node_box.fixed.empty())) { + //Convert regular nodebox nodes to meshnodes + //Change the drawtype and apply scale + drawtype = NDT_MESH; + mesh_ptr[0] = convertNodeboxesToMesh(node_box.fixed); + v3f scale = v3f(1.0, 1.0, 1.0) * visual_scale; + scaleMesh(mesh_ptr[0], scale); + recalculateBoundingBox(mesh_ptr[0]); + meshmanip->recalculateNormals(mesh_ptr[0], true, false); + } + + //Cache 6dfacedir and wallmounted rotated clones of meshes + if (tsettings.enable_mesh_cache && mesh_ptr[0] && (param_type_2 == CPT2_FACEDIR)) { + for (u16 j = 1; j < 24; j++) { + mesh_ptr[j] = cloneMesh(mesh_ptr[0]); + rotateMeshBy6dFacedir(mesh_ptr[j], j); + recalculateBoundingBox(mesh_ptr[j]); + meshmanip->recalculateNormals(mesh_ptr[j], true, false); + } + } else if (tsettings.enable_mesh_cache && mesh_ptr[0] && (param_type_2 == CPT2_WALLMOUNTED)) { + static const u8 wm_to_6d[6] = {20, 0, 16+1, 12+3, 8, 4+2}; + for (u16 j = 1; j < 6; j++) { + mesh_ptr[j] = cloneMesh(mesh_ptr[0]); + rotateMeshBy6dFacedir(mesh_ptr[j], wm_to_6d[j]); + recalculateBoundingBox(mesh_ptr[j]); + meshmanip->recalculateNormals(mesh_ptr[j], true, false); + } + rotateMeshBy6dFacedir(mesh_ptr[0], wm_to_6d[0]); + recalculateBoundingBox(mesh_ptr[0]); + meshmanip->recalculateNormals(mesh_ptr[0], true, false); + } +} +#endif + /* CNodeDefManager */ @@ -525,11 +795,6 @@ public: private: void addNameIdMapping(content_t i, std::string name); -#ifndef SERVER - void fillTileAttribs(ITextureSource *tsrc, TileSpec *tile, TileDef *tiledef, - u32 shader_id, bool use_normal_texture, bool backface_culling, - u8 alpha, u8 material_type); -#endif // Features indexed by id std::vector<ContentFeatures> m_content_features; @@ -890,271 +1155,18 @@ void CNodeDefManager::updateTextures(IGameDef *gamedef, IShaderSource *shdsrc = gamedef->getShaderSource(); scene::ISceneManager* smgr = gamedef->getSceneManager(); scene::IMeshManipulator* meshmanip = smgr->getMeshManipulator(); - - bool connected_glass = g_settings->getBool("connected_glass"); - bool opaque_water = g_settings->getBool("opaque_water"); - bool enable_shaders = g_settings->getBool("enable_shaders"); - bool enable_bumpmapping = g_settings->getBool("enable_bumpmapping"); - bool enable_parallax_occlusion = g_settings->getBool("enable_parallax_occlusion"); - bool enable_mesh_cache = g_settings->getBool("enable_mesh_cache"); - bool enable_minimap = g_settings->getBool("enable_minimap"); - std::string leaves_style = g_settings->get("leaves_style"); - - bool use_normal_texture = enable_shaders && - (enable_bumpmapping || enable_parallax_occlusion); + TextureSettings tsettings; + tsettings.readSettings(); u32 size = m_content_features.size(); for (u32 i = 0; i < size; i++) { - ContentFeatures *f = &m_content_features[i]; - - // minimap pixel color - the average color of a texture - if (enable_minimap && f->tiledef[0].name != "") - f->minimap_color = tsrc->getTextureAverageColor(f->tiledef[0].name); - - // Figure out the actual tiles to use - TileDef tiledef[6]; - for (u32 j = 0; j < 6; j++) { - tiledef[j] = f->tiledef[j]; - if (tiledef[j].name == "") - tiledef[j].name = "unknown_node.png"; - } - - bool is_liquid = false; - bool is_water_surface = false; - - u8 material_type = (f->alpha == 255) ? - TILE_MATERIAL_BASIC : TILE_MATERIAL_ALPHA; - - switch (f->drawtype) { - default: - case NDT_NORMAL: - f->solidness = 2; - break; - case NDT_AIRLIKE: - f->solidness = 0; - break; - case NDT_LIQUID: - assert(f->liquid_type == LIQUID_SOURCE); - if (opaque_water) - f->alpha = 255; - f->solidness = 1; - is_liquid = true; - break; - case NDT_FLOWINGLIQUID: - assert(f->liquid_type == LIQUID_FLOWING); - f->solidness = 0; - if (opaque_water) - f->alpha = 255; - is_liquid = true; - break; - case NDT_GLASSLIKE: - f->solidness = 0; - f->visual_solidness = 1; - break; - case NDT_GLASSLIKE_FRAMED: - f->solidness = 0; - f->visual_solidness = 1; - break; - case NDT_GLASSLIKE_FRAMED_OPTIONAL: - f->solidness = 0; - f->visual_solidness = 1; - f->drawtype = connected_glass ? NDT_GLASSLIKE_FRAMED : NDT_GLASSLIKE; - break; - case NDT_ALLFACES: - f->solidness = 0; - f->visual_solidness = 1; - break; - case NDT_ALLFACES_OPTIONAL: - if (leaves_style == "fancy") { - f->drawtype = NDT_ALLFACES; - f->solidness = 0; - f->visual_solidness = 1; - } else if (leaves_style == "simple") { - for (u32 j = 0; j < 6; j++) { - if (f->tiledef_special[j].name != "") - tiledef[j].name = f->tiledef_special[j].name; - } - f->drawtype = NDT_GLASSLIKE; - f->solidness = 0; - f->visual_solidness = 1; - } else { - f->drawtype = NDT_NORMAL; - f->solidness = 2; - for (u32 i = 0; i < 6; i++) - tiledef[i].name += std::string("^[noalpha"); - } - if (f->waving == 1) - material_type = TILE_MATERIAL_WAVING_LEAVES; - break; - case NDT_PLANTLIKE: - f->solidness = 0; - if (f->waving == 1) - material_type = TILE_MATERIAL_WAVING_PLANTS; - break; - case NDT_FIRELIKE: - f->solidness = 0; - break; - case NDT_MESH: - f->solidness = 0; - break; - case NDT_TORCHLIKE: - case NDT_SIGNLIKE: - case NDT_FENCELIKE: - case NDT_RAILLIKE: - case NDT_NODEBOX: - f->solidness = 0; - break; - } - - if (is_liquid) { - material_type = (f->alpha == 255) ? - TILE_MATERIAL_LIQUID_OPAQUE : TILE_MATERIAL_LIQUID_TRANSPARENT; - if (f->name == "default:water_source") - is_water_surface = true; - } - - u32 tile_shader[6]; - for (u16 j = 0; j < 6; j++) { - tile_shader[j] = shdsrc->getShader("nodes_shader", - material_type, f->drawtype); - } - - if (is_water_surface) { - tile_shader[0] = shdsrc->getShader("water_surface_shader", - material_type, f->drawtype); - } - - // Tiles (fill in f->tiles[]) - for (u16 j = 0; j < 6; j++) { - fillTileAttribs(tsrc, &f->tiles[j], &tiledef[j], tile_shader[j], - use_normal_texture, f->tiledef[j].backface_culling, f->alpha, material_type); - } - - // Special tiles (fill in f->special_tiles[]) - for (u16 j = 0; j < CF_SPECIAL_COUNT; j++) { - fillTileAttribs(tsrc, &f->special_tiles[j], &f->tiledef_special[j], - tile_shader[j], use_normal_texture, - f->tiledef_special[j].backface_culling, f->alpha, material_type); - } - - if ((f->drawtype == NDT_MESH) && (f->mesh != "")) { - // Meshnode drawtype - // Read the mesh and apply scale - f->mesh_ptr[0] = gamedef->getMesh(f->mesh); - if (f->mesh_ptr[0]){ - v3f scale = v3f(1.0, 1.0, 1.0) * BS * f->visual_scale; - scaleMesh(f->mesh_ptr[0], scale); - recalculateBoundingBox(f->mesh_ptr[0]); - meshmanip->recalculateNormals(f->mesh_ptr[0], true, false); - } - } else if ((f->drawtype == NDT_NODEBOX) && - ((f->node_box.type == NODEBOX_REGULAR) || - (f->node_box.type == NODEBOX_FIXED)) && - (!f->node_box.fixed.empty())) { - //Convert regular nodebox nodes to meshnodes - //Change the drawtype and apply scale - f->drawtype = NDT_MESH; - f->mesh_ptr[0] = convertNodeboxesToMesh(f->node_box.fixed); - v3f scale = v3f(1.0, 1.0, 1.0) * f->visual_scale; - scaleMesh(f->mesh_ptr[0], scale); - recalculateBoundingBox(f->mesh_ptr[0]); - meshmanip->recalculateNormals(f->mesh_ptr[0], true, false); - } - - //Cache 6dfacedir and wallmounted rotated clones of meshes - if (enable_mesh_cache && f->mesh_ptr[0] && (f->param_type_2 == CPT2_FACEDIR)) { - for (u16 j = 1; j < 24; j++) { - f->mesh_ptr[j] = cloneMesh(f->mesh_ptr[0]); - rotateMeshBy6dFacedir(f->mesh_ptr[j], j); - recalculateBoundingBox(f->mesh_ptr[j]); - meshmanip->recalculateNormals(f->mesh_ptr[j], true, false); - } - } else if (enable_mesh_cache && f->mesh_ptr[0] && (f->param_type_2 == CPT2_WALLMOUNTED)) { - static const u8 wm_to_6d[6] = {20, 0, 16+1, 12+3, 8, 4+2}; - for (u16 j = 1; j < 6; j++) { - f->mesh_ptr[j] = cloneMesh(f->mesh_ptr[0]); - rotateMeshBy6dFacedir(f->mesh_ptr[j], wm_to_6d[j]); - recalculateBoundingBox(f->mesh_ptr[j]); - meshmanip->recalculateNormals(f->mesh_ptr[j], true, false); - } - rotateMeshBy6dFacedir(f->mesh_ptr[0], wm_to_6d[0]); - recalculateBoundingBox(f->mesh_ptr[0]); - meshmanip->recalculateNormals(f->mesh_ptr[0], true, false); - } - + m_content_features[i].updateTextures(tsrc, shdsrc, smgr, meshmanip, gamedef, tsettings); progress_callback(progress_callback_args, i, size); } #endif } - -#ifndef SERVER -void CNodeDefManager::fillTileAttribs(ITextureSource *tsrc, TileSpec *tile, - TileDef *tiledef, u32 shader_id, bool use_normal_texture, - bool backface_culling, u8 alpha, u8 material_type) -{ - tile->shader_id = shader_id; - tile->texture = tsrc->getTextureForMesh(tiledef->name, &tile->texture_id); - tile->alpha = alpha; - tile->material_type = material_type; - - // Normal texture and shader flags texture - if (use_normal_texture) { - tile->normal_texture = tsrc->getNormalTexture(tiledef->name); - } - tile->flags_texture = tsrc->getShaderFlagsTexture(tile->normal_texture ? true : false); - - // Material flags - tile->material_flags = 0; - if (backface_culling) - tile->material_flags |= MATERIAL_FLAG_BACKFACE_CULLING; - if (tiledef->animation.type == TAT_VERTICAL_FRAMES) - tile->material_flags |= MATERIAL_FLAG_ANIMATION_VERTICAL_FRAMES; - if (tiledef->tileable_horizontal) - tile->material_flags |= MATERIAL_FLAG_TILEABLE_HORIZONTAL; - if (tiledef->tileable_vertical) - tile->material_flags |= MATERIAL_FLAG_TILEABLE_VERTICAL; - - // Animation parameters - int frame_count = 1; - if (tile->material_flags & MATERIAL_FLAG_ANIMATION_VERTICAL_FRAMES) { - // Get texture size to determine frame count by aspect ratio - v2u32 size = tile->texture->getOriginalSize(); - int frame_height = (float)size.X / - (float)tiledef->animation.aspect_w * - (float)tiledef->animation.aspect_h; - frame_count = size.Y / frame_height; - int frame_length_ms = 1000.0 * tiledef->animation.length / frame_count; - tile->animation_frame_count = frame_count; - tile->animation_frame_length_ms = frame_length_ms; - } - - if (frame_count == 1) { - tile->material_flags &= ~MATERIAL_FLAG_ANIMATION_VERTICAL_FRAMES; - } else { - std::ostringstream os(std::ios::binary); - tile->frames.resize(frame_count); - - for (int i = 0; i < frame_count; i++) { - - FrameSpec frame; - - os.str(""); - os << tiledef->name << "^[verticalframe:" - << frame_count << ":" << i; - - frame.texture = tsrc->getTextureForMesh(os.str(), &frame.texture_id); - if (tile->normal_texture) - frame.normal_texture = tsrc->getNormalTexture(os.str()); - frame.flags_texture = tile->flags_texture; - tile->frames[i] = frame; - } - } -} -#endif - - void CNodeDefManager::serialize(std::ostream &os, u16 protocol_version) const { writeU8(os, 1); // version diff --git a/src/nodedef.h b/src/nodedef.h index 58d0faffa..1c2f792d8 100644 --- a/src/nodedef.h +++ b/src/nodedef.h @@ -112,6 +112,26 @@ struct NodeBox struct MapNode; class NodeMetadata; +enum LeavesStyle { + LEAVES_FANCY, + LEAVES_SIMPLE, + LEAVES_OPAQUE, +}; + +class TextureSettings { +public: + LeavesStyle leaves_style; + bool opaque_water; + bool connected_glass; + bool use_normal_texture; + bool enable_mesh_cache; + bool enable_minimap; + + TextureSettings() {} + + void readSettings(); +}; + enum NodeDrawType { NDT_NORMAL, // A basic solid block @@ -304,6 +324,15 @@ struct ContentFeatures if(!isLiquid() || !f.isLiquid()) return false; return (liquid_alternative_flowing == f.liquid_alternative_flowing); } + +#ifndef SERVER + void fillTileAttribs(ITextureSource *tsrc, TileSpec *tile, TileDef *tiledef, + u32 shader_id, bool use_normal_texture, bool backface_culling, + u8 alpha, u8 material_type); + void updateTextures(ITextureSource *tsrc, IShaderSource *shdsrc, + scene::ISceneManager *smgr, scene::IMeshManipulator *meshmanip, + IGameDef *gamedef, const TextureSettings &tsettings); +#endif }; class INodeDefManager { |