diff options
Diffstat (limited to 'src/camera.cpp')
-rw-r--r-- | src/camera.cpp | 293 |
1 files changed, 12 insertions, 281 deletions
diff --git a/src/camera.cpp b/src/camera.cpp index 8f421e691..c0e171468 100644 --- a/src/camera.cpp +++ b/src/camera.cpp @@ -22,21 +22,13 @@ with this program; if not, write to the Free Software Foundation, Inc., #include "client.h" #include "main.h" // for g_settings #include "map.h" +#include "mesh.h" #include "player.h" #include "tile.h" #include <cmath> -#include <SAnimatedMesh.h> #include "settings.h" #include "nodedef.h" // For wield visualization -// In Irrlicht 1.8 the signature of ITexture::lock was changed from -// (bool, u32) to (E_TEXTURE_LOCK_MODE, u32). -#if IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR <= 7 -#define MY_ETLM_READ_ONLY true -#else -#define MY_ETLM_READ_ONLY video::ETLM_READ_ONLY -#endif - Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control): m_smgr(smgr), m_playernode(NULL), @@ -480,7 +472,6 @@ void Camera::wield(const InventoryItem* item, IGameDef *gamedef) case NDT_ALLFACES: case NDT_ALLFACES_OPTIONAL: m_wieldnode->setCube(ndef->get(content).tiles); - m_wieldnode->setScale(v3f(30)); isCube = true; break; default: @@ -492,7 +483,6 @@ void Camera::wield(const InventoryItem* item, IGameDef *gamedef) if (!isCube) { m_wieldnode->setSprite(item->getImageRaw()); - m_wieldnode->setScale(v3f(40)); } m_wieldnode->setVisible(true); @@ -501,7 +491,6 @@ void Camera::wield(const InventoryItem* item, IGameDef *gamedef) { // Bare hands m_wieldnode->setSprite(gamedef->tsrc()->getTextureRaw("wieldhand.png")); - m_wieldnode->setScale(v3f(40)); m_wieldnode->setVisible(true); } } @@ -536,7 +525,6 @@ ExtrudedSpriteSceneNode::ExtrudedSpriteSceneNode( ISceneNode(parent, mgr, id, position, rotation, scale) { m_meshnode = mgr->addMeshSceneNode(NULL, this, -1, v3f(0,0,0), v3f(0,0,0), v3f(1,1,1), true); - m_thickness = 0.1; m_cubemesh = NULL; m_is_cube = false; m_light = LIGHT_MAX; @@ -551,6 +539,8 @@ ExtrudedSpriteSceneNode::~ExtrudedSpriteSceneNode() void ExtrudedSpriteSceneNode::setSprite(video::ITexture* texture) { + const v3f sprite_scale(40.0, 40.0, 4.0); // width, height, thickness + if (texture == NULL) { m_meshnode->setVisible(false); @@ -568,7 +558,9 @@ void ExtrudedSpriteSceneNode::setSprite(video::ITexture* texture) else { // Texture was not yet extruded, do it now and save in cache - mesh = extrude(texture); + mesh = createExtrudedMesh(texture, + SceneManager->getVideoDriver(), + sprite_scale); if (mesh == NULL) { dstream << "Warning: failed to extrude sprite" << std::endl; @@ -580,7 +572,6 @@ void ExtrudedSpriteSceneNode::setSprite(video::ITexture* texture) mesh->drop(); } - m_meshnode->setScale(v3f(1, 1, m_thickness)); m_meshnode->getMaterial(0).setTexture(0, texture); m_meshnode->getMaterial(0).setFlag(video::EMF_LIGHTING, false); m_meshnode->getMaterial(0).setFlag(video::EMF_BILINEAR_FILTER, false); @@ -592,11 +583,14 @@ void ExtrudedSpriteSceneNode::setSprite(video::ITexture* texture) void ExtrudedSpriteSceneNode::setCube(const TileSpec tiles[6]) { + const v3f cube_scale(30.0, 30.0, 30.0); + if (m_cubemesh == NULL) - m_cubemesh = createCubeMesh(); + { + m_cubemesh = createCubeMesh(cube_scale); + } m_meshnode->setMesh(m_cubemesh); - m_meshnode->setScale(v3f(1)); for (int i = 0; i < 6; ++i) { // Get the tile texture and atlas transformation @@ -626,7 +620,7 @@ void ExtrudedSpriteSceneNode::updateLight(u8 light) // Set brightness one lower than incoming light diminish_light(li); video::SColor color(255,li,li,li); - setMeshVerticesColor(m_meshnode->getMesh(), color); + setMeshColor(m_meshnode->getMesh(), color); } void ExtrudedSpriteSceneNode::removeSpriteFromCache(video::ITexture* texture) @@ -637,13 +631,6 @@ void ExtrudedSpriteSceneNode::removeSpriteFromCache(video::ITexture* texture) cache->removeMesh(mesh); } -void ExtrudedSpriteSceneNode::setSpriteThickness(f32 thickness) -{ - m_thickness = thickness; - if (!m_is_cube) - m_meshnode->setScale(v3f(1, 1, thickness)); -} - const core::aabbox3d<f32>& ExtrudedSpriteSceneNode::getBoundingBox() const { return m_meshnode->getBoundingBox(); @@ -667,259 +654,3 @@ io::path ExtrudedSpriteSceneNode::getExtrudedName(video::ITexture* texture) path.append("/[extruded]"); return path; } - -scene::IAnimatedMesh* ExtrudedSpriteSceneNode::extrudeARGB(u32 width, u32 height, u8* data) -{ - const s32 argb_wstep = 4 * width; - 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[(width+2) * (height+2)]; - u32 wstep = width + 2; - for (u32 y = 0; y < height + 2; ++y) - { - u8* scanline = solidity + y * wstep; - if (y == 0 || y == height + 1) - { - for (u32 x = 0; x < width + 2; ++x) - scanline[x] = 0; - } - else - { - scanline[0] = 0; - u8* argb_scanline = data + (y - 1) * argb_wstep; - for (u32 x = 0; x < width; ++x) - scanline[x+1] = (argb_scanline[x*4+3] >= alpha_threshold); - scanline[width + 1] = 0; - } - } - - // without this, there would be occasional "holes" in the mesh - f32 eps = 0.01; - - for (u32 y = 0; y <= height; ++y) - { - u8* scanline = solidity + y * wstep + 1; - for (u32 x = 0; x <= width; ++x) - { - if (scanline[x] && !scanline[x + wstep]) - { - u32 xx = x + 1; - while (scanline[xx] && !scanline[xx + wstep]) - ++xx; - f32 vx1 = (x - eps) / (f32) width - 0.5; - f32 vx2 = (xx + eps) / (f32) width - 0.5; - f32 vy = 0.5 - (y - eps) / (f32) height; - f32 tx1 = x / (f32) width; - f32 tx2 = xx / (f32) width; - f32 ty = (y - 0.5) / (f32) height; - 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) width - 0.5; - f32 vx2 = (xx + eps) / (f32) width - 0.5; - f32 vy = 0.5 - (y + eps) / (f32) height; - f32 tx1 = x / (f32) width; - f32 tx2 = xx / (f32) width; - f32 ty = (y + 0.5) / (f32) height; - 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 <= width; ++x) - { - u8* scancol = solidity + x + wstep; - for (u32 y = 0; y <= height; ++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) width - 0.5; - f32 vy1 = 0.5 - (y - eps) / (f32) height; - f32 vy2 = 0.5 - (yy + eps) / (f32) height; - f32 tx = (x - 0.5) / (f32) width; - f32 ty1 = y / (f32) height; - f32 ty2 = yy / (f32) height; - 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) width - 0.5; - f32 vy1 = 0.5 - (y - eps) / (f32) height; - f32 vy2 = 0.5 - (yy + eps) / (f32) height; - f32 tx = (x + 0.5) / (f32) width; - f32 ty1 = y / (f32) height; - f32 ty2 = yy / (f32) height; - 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; - } - } - } - - // Add to mesh - scene::SMesh* mesh = new scene::SMesh(); - buf->recalculateBoundingBox(); - mesh->addMeshBuffer(buf); - buf->drop(); - mesh->recalculateBoundingBox(); - scene::SAnimatedMesh* anim_mesh = new scene::SAnimatedMesh(mesh); - mesh->drop(); - return anim_mesh; -} - -scene::IAnimatedMesh* ExtrudedSpriteSceneNode::extrude(video::ITexture* texture) -{ - scene::IAnimatedMesh* mesh = NULL; - core::dimension2d<u32> size = texture->getSize(); - 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::IVideoDriver* driver = SceneManager->getVideoDriver(); - - 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->copyTo(img2); - img1->drop(); - - mesh = extrudeARGB(size.Width, size.Height, (u8*) img2->lock()); - img2->unlock(); - img2->drop(); - } - img1->drop(); - } - return mesh; -} - -scene::IMesh* ExtrudedSpriteSceneNode::createCubeMesh() -{ - video::SColor c(255,255,255,255); - video::S3DVertex vertices[24] = - { - // Up - video::S3DVertex(-0.5,+0.5,-0.5, 0,1,0, c, 0,1), - video::S3DVertex(-0.5,+0.5,+0.5, 0,1,0, c, 0,0), - video::S3DVertex(+0.5,+0.5,+0.5, 0,1,0, c, 1,0), - video::S3DVertex(+0.5,+0.5,-0.5, 0,1,0, c, 1,1), - // Down - video::S3DVertex(-0.5,-0.5,-0.5, 0,-1,0, c, 0,0), - video::S3DVertex(+0.5,-0.5,-0.5, 0,-1,0, c, 1,0), - video::S3DVertex(+0.5,-0.5,+0.5, 0,-1,0, c, 1,1), - video::S3DVertex(-0.5,-0.5,+0.5, 0,-1,0, c, 0,1), - // Right - video::S3DVertex(+0.5,-0.5,-0.5, 1,0,0, c, 0,1), - video::S3DVertex(+0.5,+0.5,-0.5, 1,0,0, c, 0,0), - video::S3DVertex(+0.5,+0.5,+0.5, 1,0,0, c, 1,0), - video::S3DVertex(+0.5,-0.5,+0.5, 1,0,0, c, 1,1), - // Left - video::S3DVertex(-0.5,-0.5,-0.5, -1,0,0, c, 1,1), - video::S3DVertex(-0.5,-0.5,+0.5, -1,0,0, c, 0,1), - video::S3DVertex(-0.5,+0.5,+0.5, -1,0,0, c, 0,0), - video::S3DVertex(-0.5,+0.5,-0.5, -1,0,0, c, 1,0), - // Back - 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, 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), - // Front - 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), - }; - - u16 indices[6] = {0,1,2,2,3,0}; - - scene::SMesh* mesh = new scene::SMesh(); - for (u32 i=0; i<6; ++i) - { - scene::IMeshBuffer* buf = new scene::SMeshBuffer(); - buf->append(vertices + 4 * i, 4, indices, 6); - buf->recalculateBoundingBox(); - mesh->addMeshBuffer(buf); - buf->drop(); - } - mesh->recalculateBoundingBox(); - return mesh; -} |