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Diffstat (limited to 'src/mesh.cpp')
-rw-r--r-- | src/mesh.cpp | 362 |
1 files changed, 362 insertions, 0 deletions
diff --git a/src/mesh.cpp b/src/mesh.cpp new file mode 100644 index 000000000..1d347a09f --- /dev/null +++ b/src/mesh.cpp @@ -0,0 +1,362 @@ +/* +Minetest-c55 +Copyright (C) 2010-2011 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 General Public License as published by +the Free Software Foundation; either version 2 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 General Public License for more details. + +You should have received a copy of the GNU 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 "mesh.h" +#include <IAnimatedMesh.h> +#include <SAnimatedMesh.h> + +// 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 + +scene::IAnimatedMesh* createCubeMesh(v3f scale) +{ + 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); + mesh->addMeshBuffer(buf); + buf->drop(); + } + scene::SAnimatedMesh *anim_mesh = new scene::SAnimatedMesh(mesh); + mesh->drop(); + scaleMesh(anim_mesh, scale); // also recalculates bounding box + return anim_mesh; +} + +static scene::IAnimatedMesh* extrudeARGB(u32 twidth, u32 theight, u8 *data) +{ + const s32 argb_wstep = 4 * twidth; + 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[(twidth+2) * (theight+2)]; + u32 wstep = twidth + 2; + for (u32 y = 0; y < theight + 2; ++y) + { + u8 *scanline = solidity + y * wstep; + if (y == 0 || y == theight + 1) + { + for (u32 x = 0; x < twidth + 2; ++x) + scanline[x] = 0; + } + else + { + scanline[0] = 0; + u8 *argb_scanline = data + (y - 1) * argb_wstep; + for (u32 x = 0; x < twidth; ++x) + scanline[x+1] = (argb_scanline[x*4+3] >= alpha_threshold); + scanline[twidth + 1] = 0; + } + } + + // without this, there would be occasional "holes" in the mesh + f32 eps = 0.01; + + for (u32 y = 0; y <= theight; ++y) + { + u8 *scanline = solidity + y * wstep + 1; + for (u32 x = 0; x <= twidth; ++x) + { + if (scanline[x] && !scanline[x + wstep]) + { + u32 xx = x + 1; + while (scanline[xx] && !scanline[xx + wstep]) + ++xx; + f32 vx1 = (x - eps) / (f32) twidth - 0.5; + f32 vx2 = (xx + eps) / (f32) twidth - 0.5; + f32 vy = 0.5 - (y - eps) / (f32) theight; + f32 tx1 = x / (f32) twidth; + f32 tx2 = xx / (f32) twidth; + f32 ty = (y - 0.5) / (f32) theight; + 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) twidth - 0.5; + f32 vx2 = (xx + eps) / (f32) twidth - 0.5; + f32 vy = 0.5 - (y + eps) / (f32) theight; + f32 tx1 = x / (f32) twidth; + f32 tx2 = xx / (f32) twidth; + f32 ty = (y + 0.5) / (f32) theight; + 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 <= twidth; ++x) + { + u8 *scancol = solidity + x + wstep; + for (u32 y = 0; y <= theight; ++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) twidth - 0.5; + f32 vy1 = 0.5 - (y - eps) / (f32) theight; + f32 vy2 = 0.5 - (yy + eps) / (f32) theight; + f32 tx = (x - 0.5) / (f32) twidth; + f32 ty1 = y / (f32) theight; + f32 ty2 = yy / (f32) theight; + 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) twidth - 0.5; + f32 vy1 = 0.5 - (y - eps) / (f32) theight; + f32 vy2 = 0.5 - (yy + eps) / (f32) theight; + f32 tx = (x + 0.5) / (f32) twidth; + f32 ty1 = y / (f32) theight; + f32 ty2 = yy / (f32) theight; + 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(); + mesh->addMeshBuffer(buf); + buf->drop(); + scene::SAnimatedMesh *anim_mesh = new scene::SAnimatedMesh(mesh); + mesh->drop(); + return anim_mesh; +} + +scene::IAnimatedMesh* createExtrudedMesh(video::ITexture *texture, + video::IVideoDriver *driver, v3f scale) +{ + 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::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(); + } + scaleMesh(mesh, scale); // also recalculates bounding box + return mesh; +} + +void scaleMesh(scene::IMesh *mesh, v3f scale) +{ + if(mesh == NULL) + return; + + core::aabbox3d<f32> bbox; + bbox.reset(0,0,0); + + u16 mc = mesh->getMeshBufferCount(); + for(u16 j=0; j<mc; j++) + { + scene::IMeshBuffer *buf = mesh->getMeshBuffer(j); + video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices(); + u16 vc = buf->getVertexCount(); + for(u16 i=0; i<vc; i++) + { + vertices[i].Pos *= scale; + } + buf->recalculateBoundingBox(); + + // calculate total bounding box + if(j == 0) + bbox = buf->getBoundingBox(); + else + bbox.addInternalBox(buf->getBoundingBox()); + } + mesh->setBoundingBox(bbox); +} + +void setMeshColor(scene::IMesh *mesh, const video::SColor &color) +{ + if(mesh == NULL) + return; + + u16 mc = mesh->getMeshBufferCount(); + for(u16 j=0; j<mc; j++) + { + scene::IMeshBuffer *buf = mesh->getMeshBuffer(j); + video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices(); + u16 vc = buf->getVertexCount(); + for(u16 i=0; i<vc; i++) + { + vertices[i].Color = color; + } + } +} + +void setMeshColorByNormalXYZ(scene::IMesh *mesh, + const video::SColor &colorX, + const video::SColor &colorY, + const video::SColor &colorZ) +{ + if(mesh == NULL) + return; + + u16 mc = mesh->getMeshBufferCount(); + for(u16 j=0; j<mc; j++) + { + scene::IMeshBuffer *buf = mesh->getMeshBuffer(j); + video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices(); + u16 vc = buf->getVertexCount(); + for(u16 i=0; i<vc; i++) + { + f32 x = fabs(vertices[i].Normal.X); + f32 y = fabs(vertices[i].Normal.Y); + f32 z = fabs(vertices[i].Normal.Z); + if(x >= y && x >= z) + vertices[i].Color = colorX; + else if(y >= z) + vertices[i].Color = colorY; + else + vertices[i].Color = colorZ; + + } + } +} |