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-rw-r--r--src/itemdef.cpp779
-rw-r--r--src/itemdef.h82
2 files changed, 389 insertions, 472 deletions
diff --git a/src/itemdef.cpp b/src/itemdef.cpp
index fa277f4ff..60a7dc64e 100644
--- a/src/itemdef.cpp
+++ b/src/itemdef.cpp
@@ -28,10 +28,15 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "mapblock_mesh.h"
#include "mesh.h"
#include "wieldmesh.h"
+#include "client/tile.h"
#endif
#include "log.h"
#include "settings.h"
#include "util/serialize.h"
+#include "util/container.h"
+#include "util/thread.h"
+#include <map>
+#include <set>
#ifdef __ANDROID__
#include <GLES/gl.h>
@@ -222,437 +227,429 @@ void ItemDefinition::deSerialize(std::istream &is)
// SUGG: Support chains of aliases?
-#ifndef SERVER
-CItemDefManager::ClientCached::ClientCached() :
- inventory_texture(NULL),
- wield_mesh(NULL)
-{}
-#endif
-
-CItemDefManager::CItemDefManager()
+class CItemDefManager: public IWritableItemDefManager
{
#ifndef SERVER
- m_main_thread = thr_get_current_thread_id();
+ struct ClientCached
+ {
+ video::ITexture *inventory_texture;
+ scene::IMesh *wield_mesh;
+
+ ClientCached():
+ inventory_texture(NULL),
+ wield_mesh(NULL)
+ {}
+ };
#endif
- clear();
-}
-/******************************************************************************/
-CItemDefManager::~CItemDefManager()
-{
+public:
+ CItemDefManager()
+ {
+
#ifndef SERVER
- const std::vector<ClientCached*> &values = m_clientcached.getValues();
- for(std::vector<ClientCached*>::const_iterator
- i = values.begin(); i != values.end(); ++i) {
-
- ClientCached *cc = *i;
- if (cc->wield_mesh)
- cc->wield_mesh->drop();
- delete cc;
+ m_main_thread = thr_get_current_thread_id();
+#endif
+ clear();
}
+ virtual ~CItemDefManager()
+ {
+#ifndef SERVER
+ const std::vector<ClientCached*> &values = m_clientcached.getValues();
+ for(std::vector<ClientCached*>::const_iterator
+ i = values.begin(); i != values.end(); ++i)
+ {
+ ClientCached *cc = *i;
+ if (cc->wield_mesh)
+ cc->wield_mesh->drop();
+ delete cc;
+ }
#endif
- for (std::map<std::string, ItemDefinition*>::iterator iter =
- m_item_definitions.begin(); iter != m_item_definitions.end();
- ++iter) {
-
- delete iter->second;
+ for (std::map<std::string, ItemDefinition*>::iterator iter =
+ m_item_definitions.begin(); iter != m_item_definitions.end();
+ ++iter) {
+ delete iter->second;
+ }
+ m_item_definitions.clear();
}
- m_item_definitions.clear();
-}
-
-/******************************************************************************/
-const ItemDefinition& CItemDefManager::get(const std::string &name_) const
-{
- // Convert name according to possible alias
- std::string name = getAlias(name_);
- // Get the definition
- std::map<std::string, ItemDefinition*>::const_iterator i;
- i = m_item_definitions.find(name);
- if(i == m_item_definitions.end())
- i = m_item_definitions.find("unknown");
- assert(i != m_item_definitions.end());
- return *(i->second);
-}
-
-/******************************************************************************/
-std::string CItemDefManager::getAlias(const std::string &name) const
-{
- StringMap::const_iterator it = m_aliases.find(name);
- if (it != m_aliases.end())
- return it->second;
-
- return name;
-}
-
-/******************************************************************************/
-std::set<std::string> CItemDefManager::getAll() const
-{
- std::set<std::string> result;
- for(std::map<std::string, ItemDefinition *>::const_iterator
- it = m_item_definitions.begin();
- it != m_item_definitions.end(); ++it) {
-
- result.insert(it->first);
+ virtual const ItemDefinition& get(const std::string &name_) const
+ {
+ // Convert name according to possible alias
+ std::string name = getAlias(name_);
+ // Get the definition
+ std::map<std::string, ItemDefinition*>::const_iterator i;
+ i = m_item_definitions.find(name);
+ if(i == m_item_definitions.end())
+ i = m_item_definitions.find("unknown");
+ assert(i != m_item_definitions.end());
+ return *(i->second);
}
- for (StringMap::const_iterator
- it = m_aliases.begin();
- it != m_aliases.end(); ++it) {
-
- result.insert(it->first);
+ virtual std::string getAlias(const std::string &name) const
+ {
+ StringMap::const_iterator it = m_aliases.find(name);
+ if (it != m_aliases.end())
+ return it->second;
+ return name;
+ }
+ virtual std::set<std::string> getAll() const
+ {
+ std::set<std::string> result;
+ for(std::map<std::string, ItemDefinition *>::const_iterator
+ it = m_item_definitions.begin();
+ it != m_item_definitions.end(); ++it) {
+ result.insert(it->first);
+ }
+ for (StringMap::const_iterator
+ it = m_aliases.begin();
+ it != m_aliases.end(); ++it) {
+ result.insert(it->first);
+ }
+ return result;
+ }
+ virtual bool isKnown(const std::string &name_) const
+ {
+ // Convert name according to possible alias
+ std::string name = getAlias(name_);
+ // Get the definition
+ std::map<std::string, ItemDefinition*>::const_iterator i;
+ return m_item_definitions.find(name) != m_item_definitions.end();
}
- return result;
-}
-
-/******************************************************************************/
-bool CItemDefManager::isKnown(const std::string &name_) const
-{
- // Convert name according to possible alias
- std::string name = getAlias(name_);
- // Get the definition
- std::map<std::string, ItemDefinition*>::const_iterator i;
-
- return m_item_definitions.find(name) != m_item_definitions.end();
-}
#ifndef SERVER
+public:
+ ClientCached* createClientCachedDirect(const std::string &name,
+ IGameDef *gamedef) const
+ {
+ infostream<<"Lazily creating item texture and mesh for \""
+ <<name<<"\""<<std::endl;
+
+ // This is not thread-safe
+ sanity_check(thr_is_current_thread(m_main_thread));
+
+ // Skip if already in cache
+ ClientCached *cc = NULL;
+ m_clientcached.get(name, &cc);
+ if(cc)
+ return cc;
+
+ ITextureSource *tsrc = gamedef->getTextureSource();
+ INodeDefManager *nodedef = gamedef->getNodeDefManager();
+ const ItemDefinition &def = get(name);
+
+ // Create new ClientCached
+ cc = new ClientCached();
+
+ // Create an inventory texture
+ cc->inventory_texture = NULL;
+ if(def.inventory_image != "")
+ cc->inventory_texture = tsrc->getTexture(def.inventory_image);
+
+ // Additional processing for nodes:
+ // - Create a wield mesh if WieldMeshSceneNode can't render
+ // the node on its own.
+ // - If inventory_texture isn't set yet, create one using
+ // render-to-texture.
+ if (def.type == ITEM_NODE) {
+ // Get node properties
+ content_t id = nodedef->getId(name);
+ const ContentFeatures &f = nodedef->get(id);
+
+ bool need_rtt_mesh = cc->inventory_texture == NULL;
+
+ // Keep this in sync with WieldMeshSceneNode::setItem()
+ bool need_wield_mesh =
+ !(f.mesh_ptr[0] ||
+ f.drawtype == NDT_NORMAL ||
+ f.drawtype == NDT_ALLFACES ||
+ f.drawtype == NDT_AIRLIKE);
+
+ scene::IMesh *node_mesh = NULL;
+
+ if (need_rtt_mesh || need_wield_mesh) {
+ u8 param1 = 0;
+ if (f.param_type == CPT_LIGHT)
+ param1 = 0xee;
+
+ /*
+ Make a mesh from the node
+ */
+ MeshMakeData mesh_make_data(gamedef, false);
+ u8 param2 = 0;
+ if (f.param_type_2 == CPT2_WALLMOUNTED)
+ param2 = 1;
+ MapNode mesh_make_node(id, param1, param2);
+ mesh_make_data.fillSingleNode(&mesh_make_node);
+ MapBlockMesh mapblock_mesh(&mesh_make_data, v3s16(0, 0, 0));
+ node_mesh = mapblock_mesh.getMesh();
+ node_mesh->grab();
+ video::SColor c(255, 255, 255, 255);
+ setMeshColor(node_mesh, c);
+
+ // 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));
+ }
-/******************************************************************************/
-CItemDefManager::ClientCached* CItemDefManager::createClientCachedDirect(const std::string &name,
- IGameDef *gamedef) const
-{
- infostream<<"Lazily creating item texture and mesh for \""
- <<name<<"\""<<std::endl;
-
- // This is not thread-safe
- sanity_check(thr_is_current_thread(m_main_thread));
+ /*
+ Draw node mesh into a render target texture
+ */
+ if (need_rtt_mesh) {
+ TextureFromMeshParams params;
+ params.mesh = node_mesh;
+ params.dim.set(64, 64);
+ params.rtt_texture_name = "INVENTORY_"
+ + def.name + "_RTT";
+ params.delete_texture_on_shutdown = true;
+ params.camera_position.set(0, 1.0, -1.5);
+ params.camera_position.rotateXZBy(45);
+ params.camera_lookat.set(0, 0, 0);
+ // Set orthogonal projection
+ params.camera_projection_matrix.buildProjectionMatrixOrthoLH(
+ 1.65, 1.65, 0, 100);
+ params.ambient_light.set(1.0, 0.2, 0.2, 0.2);
+ params.light_position.set(10, 100, -50);
+ params.light_color.set(1.0, 0.5, 0.5, 0.5);
+ params.light_radius = 1000;
- // Skip if already in cache
- ClientCached *cc = NULL;
- m_clientcached.get(name, &cc);
- if (cc)
- return cc;
+#ifdef __ANDROID__
+ params.camera_position.set(0, -1.0, -1.5);
+ params.camera_position.rotateXZBy(45);
+ params.light_position.set(10, -100, -50);
+#endif
+ cc->inventory_texture =
+ tsrc->generateTextureFromMesh(params);
- ITextureSource *tsrc = gamedef->getTextureSource();
- INodeDefManager *nodedef = gamedef->getNodeDefManager();
- const ItemDefinition &def = get(name);
-
- // Create new ClientCached
- cc = new ClientCached();
-
- // Create an inventory texture
- cc->inventory_texture = NULL;
- if (def.inventory_image != "")
- cc->inventory_texture = tsrc->getTexture(def.inventory_image);
-
- // Additional processing for nodes:
- // - Create a wield mesh if WieldMeshSceneNode can't render
- // the node on its own.
- // - If inventory_texture isn't set yet, create one using
- // render-to-texture.
- if (def.type == ITEM_NODE) {
- createNodeItemTexture(name, def, nodedef, cc, gamedef, tsrc);
- }
+ // render-to-target didn't work
+ if (cc->inventory_texture == NULL) {
+ cc->inventory_texture =
+ tsrc->getTexture(f.tiledef[0].name);
+ }
+ }
- // Put in cache
- m_clientcached.set(name, cc);
+ /*
+ Use the node mesh as the wield mesh
+ */
+ if (need_wield_mesh) {
+ cc->wield_mesh = node_mesh;
+ cc->wield_mesh->grab();
- return cc;
-}
+ // no way reference count can be smaller than 2 in this place!
+ assert(cc->wield_mesh->getReferenceCount() >= 2);
+ }
-/******************************************************************************/
-CItemDefManager::ClientCached* CItemDefManager::getClientCached(const std::string &name,
- IGameDef *gamedef) const
-{
- ClientCached *cc = NULL;
- m_clientcached.get(name, &cc);
- if (cc)
- return cc;
+ if (node_mesh)
+ node_mesh->drop();
+ }
- if (thr_is_current_thread(m_main_thread)) {
+ // Put in cache
+ m_clientcached.set(name, cc);
- return createClientCachedDirect(name, gamedef);
+ return cc;
}
- else
+ ClientCached* getClientCached(const std::string &name,
+ IGameDef *gamedef) const
{
- // We're gonna ask the result to be put into here
- static ResultQueue<std::string, ClientCached*, u8, u8> result_queue;
+ ClientCached *cc = NULL;
+ m_clientcached.get(name, &cc);
+ if(cc)
+ return cc;
- // Throw a request in
- m_get_clientcached_queue.add(name, 0, 0, &result_queue);
- try{
- while (true) {
- // Wait result for a second
- GetResult<std::string, ClientCached*, u8, u8>
- result = result_queue.pop_front(1000);
-
- if (result.key == name) {
- return result.item;
- }
- }
+ if(thr_is_current_thread(m_main_thread))
+ {
+ return createClientCachedDirect(name, gamedef);
}
- catch(ItemNotFoundException &e)
+ else
{
- errorstream<<"Waiting for clientcached " << name << " timed out."<<std::endl;
- return &m_dummy_clientcached;
+ // We're gonna ask the result to be put into here
+ static ResultQueue<std::string, ClientCached*, u8, u8> result_queue;
+
+ // Throw a request in
+ m_get_clientcached_queue.add(name, 0, 0, &result_queue);
+ try{
+ while(true) {
+ // Wait result for a second
+ GetResult<std::string, ClientCached*, u8, u8>
+ result = result_queue.pop_front(1000);
+
+ if (result.key == name) {
+ return result.item;
+ }
+ }
+ }
+ catch(ItemNotFoundException &e)
+ {
+ errorstream<<"Waiting for clientcached " << name << " timed out."<<std::endl;
+ return &m_dummy_clientcached;
+ }
}
}
-}
-
-/******************************************************************************/
-// Get item inventory texture
-video::ITexture* CItemDefManager::getInventoryTexture(const std::string &name,
- IGameDef *gamedef) const
-{
- ClientCached *cc = getClientCached(name, gamedef);
- if (!cc)
- return NULL;
-
- return cc->inventory_texture;
-}
-
-/******************************************************************************/
-// Get item wield mesh
-scene::IMesh* CItemDefManager::getWieldMesh(const std::string &name,
- IGameDef *gamedef) const
-{
- ClientCached *cc = getClientCached(name, gamedef);
- if (!cc)
- return NULL;
-
- return cc->wield_mesh;
-}
-#endif
-
-/******************************************************************************/
-void CItemDefManager::clear()
-{
- for (std::map<std::string, ItemDefinition*>::const_iterator
- i = m_item_definitions.begin();
- i != m_item_definitions.end(); ++i) {
-
- delete i->second;
+ // Get item inventory texture
+ virtual video::ITexture* getInventoryTexture(const std::string &name,
+ IGameDef *gamedef) const
+ {
+ ClientCached *cc = getClientCached(name, gamedef);
+ if(!cc)
+ return NULL;
+ return cc->inventory_texture;
}
- m_item_definitions.clear();
- m_aliases.clear();
-
- // Add the four builtin items:
- // "" is the hand
- // "unknown" is returned whenever an undefined item
- // is accessed (is also the unknown node)
- // "air" is the air node
- // "ignore" is the ignore node
-
- ItemDefinition* hand_def = new ItemDefinition;
- hand_def->name = "";
- hand_def->wield_image = "wieldhand.png";
- hand_def->tool_capabilities = new ToolCapabilities;
- m_item_definitions.insert(std::make_pair("", hand_def));
-
- ItemDefinition* unknown_def = new ItemDefinition;
- unknown_def->type = ITEM_NODE;
- unknown_def->name = "unknown";
- m_item_definitions.insert(std::make_pair("unknown", unknown_def));
-
- ItemDefinition* air_def = new ItemDefinition;
- air_def->type = ITEM_NODE;
- air_def->name = "air";
- m_item_definitions.insert(std::make_pair("air", air_def));
-
- ItemDefinition* ignore_def = new ItemDefinition;
- ignore_def->type = ITEM_NODE;
- ignore_def->name = "ignore";
- m_item_definitions.insert(std::make_pair("ignore", ignore_def));
-}
-
-/******************************************************************************/
-void CItemDefManager::registerItem(const ItemDefinition &def)
-{
- verbosestream<<"ItemDefManager: registering \""<<def.name<<"\""<<std::endl;
- // Ensure that the "" item (the hand) always has ToolCapabilities
- if (def.name == "")
- FATAL_ERROR_IF(!def.tool_capabilities, "Hand does not have ToolCapabilities");
-
- if (m_item_definitions.count(def.name) == 0)
- m_item_definitions[def.name] = new ItemDefinition(def);
- else
- *(m_item_definitions[def.name]) = def;
-
- // Remove conflicting alias if it exists
- bool alias_removed = (m_aliases.erase(def.name) != 0);
- if (alias_removed)
- infostream<<"ItemDefManager: erased alias "<<def.name
- <<" because item was defined"<<std::endl;
-}
-
-/******************************************************************************/
-void CItemDefManager::registerAlias(const std::string &name,
- const std::string &convert_to)
-{
- if (m_item_definitions.find(name) == m_item_definitions.end()) {
-
- verbosestream<<"ItemDefManager: setting alias "<<name
- <<" -> "<<convert_to<<std::endl;
- m_aliases[name] = convert_to;
+ // 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;
}
-}
-
-/******************************************************************************/
-void CItemDefManager::serialize(std::ostream &os, u16 protocol_version)
-{
- writeU8(os, 0); // version
- u16 count = m_item_definitions.size();
- writeU16(os, count);
-
- for (std::map<std::string, ItemDefinition *>::const_iterator
- it = m_item_definitions.begin();
- it != m_item_definitions.end(); ++it) {
- ItemDefinition *def = it->second;
- // Serialize ItemDefinition and write wrapped in a string
- std::ostringstream tmp_os(std::ios::binary);
- def->serialize(tmp_os, protocol_version);
- os << serializeString(tmp_os.str());
+#endif
+ void clear()
+ {
+ for(std::map<std::string, ItemDefinition*>::const_iterator
+ i = m_item_definitions.begin();
+ i != m_item_definitions.end(); ++i)
+ {
+ delete i->second;
+ }
+ m_item_definitions.clear();
+ m_aliases.clear();
+
+ // Add the four builtin items:
+ // "" is the hand
+ // "unknown" is returned whenever an undefined item
+ // is accessed (is also the unknown node)
+ // "air" is the air node
+ // "ignore" is the ignore node
+
+ ItemDefinition* hand_def = new ItemDefinition;
+ hand_def->name = "";
+ hand_def->wield_image = "wieldhand.png";
+ hand_def->tool_capabilities = new ToolCapabilities;
+ m_item_definitions.insert(std::make_pair("", hand_def));
+
+ ItemDefinition* unknown_def = new ItemDefinition;
+ unknown_def->type = ITEM_NODE;
+ unknown_def->name = "unknown";
+ m_item_definitions.insert(std::make_pair("unknown", unknown_def));
+
+ ItemDefinition* air_def = new ItemDefinition;
+ air_def->type = ITEM_NODE;
+ air_def->name = "air";
+ m_item_definitions.insert(std::make_pair("air", air_def));
+
+ ItemDefinition* ignore_def = new ItemDefinition;
+ ignore_def->type = ITEM_NODE;
+ ignore_def->name = "ignore";
+ m_item_definitions.insert(std::make_pair("ignore", ignore_def));
}
-
- writeU16(os, m_aliases.size());
-
- for (StringMap::const_iterator
- it = m_aliases.begin();
- it != m_aliases.end(); ++it) {
- os << serializeString(it->first);
- os << serializeString(it->second);
+ virtual void registerItem(const ItemDefinition &def)
+ {
+ verbosestream<<"ItemDefManager: registering \""<<def.name<<"\""<<std::endl;
+ // Ensure that the "" item (the hand) always has ToolCapabilities
+ if(def.name == "")
+ FATAL_ERROR_IF(!def.tool_capabilities, "Hand does not have ToolCapabilities");
+
+ if(m_item_definitions.count(def.name) == 0)
+ m_item_definitions[def.name] = new ItemDefinition(def);
+ else
+ *(m_item_definitions[def.name]) = def;
+
+ // Remove conflicting alias if it exists
+ bool alias_removed = (m_aliases.erase(def.name) != 0);
+ if(alias_removed)
+ infostream<<"ItemDefManager: erased alias "<<def.name
+ <<" because item was defined"<<std::endl;
}
-}
-
-/******************************************************************************/
-void CItemDefManager::deSerialize(std::istream &is)
-{
- // Clear everything
- clear();
- // Deserialize
- int version = readU8(is);
- if(version != 0)
- throw SerializationError("unsupported ItemDefManager version");
- u16 count = readU16(is);
-
- for (u16 i=0; i<count; i++) {
-
- // Deserialize a string and grab an ItemDefinition from it
- std::istringstream tmp_is(deSerializeString(is), std::ios::binary);
- ItemDefinition def;
- def.deSerialize(tmp_is);
- // Register
- registerItem(def);
+ virtual void registerAlias(const std::string &name,
+ const std::string &convert_to)
+ {
+ if(m_item_definitions.find(name) == m_item_definitions.end())
+ {
+ verbosestream<<"ItemDefManager: setting alias "<<name
+ <<" -> "<<convert_to<<std::endl;
+ m_aliases[name] = convert_to;
+ }
}
+ void serialize(std::ostream &os, u16 protocol_version)
+ {
+ writeU8(os, 0); // version
+ u16 count = m_item_definitions.size();
+ writeU16(os, count);
+
+ for (std::map<std::string, ItemDefinition *>::const_iterator
+ it = m_item_definitions.begin();
+ it != m_item_definitions.end(); ++it) {
+ ItemDefinition *def = it->second;
+ // Serialize ItemDefinition and write wrapped in a string
+ std::ostringstream tmp_os(std::ios::binary);
+ def->serialize(tmp_os, protocol_version);
+ os << serializeString(tmp_os.str());
+ }
- u16 num_aliases = readU16(is);
- for (u16 i=0; i<num_aliases; i++) {
+ writeU16(os, m_aliases.size());
- std::string name = deSerializeString(is);
- std::string convert_to = deSerializeString(is);
- registerAlias(name, convert_to);
+ for (StringMap::const_iterator
+ it = m_aliases.begin();
+ it != m_aliases.end(); ++it) {
+ os << serializeString(it->first);
+ os << serializeString(it->second);
+ }
}
-}
-
-/******************************************************************************/
-void CItemDefManager::processQueue(IGameDef *gamedef)
-{
-#ifndef SERVER
- //NOTE this is only thread safe for ONE consumer thread!
- while (!m_get_clientcached_queue.empty()) {
-
- GetRequest<std::string, ClientCached*, u8, u8>
- request = m_get_clientcached_queue.pop();
-
- m_get_clientcached_queue.pushResult(request,
- createClientCachedDirect(request.key, gamedef));
+ void deSerialize(std::istream &is)
+ {
+ // Clear everything
+ clear();
+ // Deserialize
+ int version = readU8(is);
+ if(version != 0)
+ throw SerializationError("unsupported ItemDefManager version");
+ u16 count = readU16(is);
+ for(u16 i=0; i<count; i++)
+ {
+ // Deserialize a string and grab an ItemDefinition from it
+ std::istringstream tmp_is(deSerializeString(is), std::ios::binary);
+ ItemDefinition def;
+ def.deSerialize(tmp_is);
+ // Register
+ registerItem(def);
+ }
+ u16 num_aliases = readU16(is);
+ for(u16 i=0; i<num_aliases; i++)
+ {
+ std::string name = deSerializeString(is);
+ std::string convert_to = deSerializeString(is);
+ registerAlias(name, convert_to);
+ }
}
-#endif
-}
-
+ void processQueue(IGameDef *gamedef)
+ {
#ifndef SERVER
-/******************************************************************************/
-void CItemDefManager::createNodeItemTexture(const std::string& name,
- const ItemDefinition& def, INodeDefManager* nodedef,
- ClientCached* cc, IGameDef* gamedef, ITextureSource* tsrc) const
-{
- // Get node properties
- content_t id = nodedef->getId(name);
- const ContentFeatures& f = nodedef->get(id);
- bool need_rtt_mesh = cc->inventory_texture == NULL;
- // Keep this in sync with WieldMeshSceneNode::setItem()
- bool need_wield_mesh = !(f.mesh_ptr[0] || f.drawtype == NDT_NORMAL
- || f.drawtype == NDT_ALLFACES || f.drawtype == NDT_AIRLIKE);
- scene::IMesh* node_mesh = NULL;
-
- if (need_rtt_mesh || need_wield_mesh) {
-
- u8 param1 = 0;
- if (f.param_type == CPT_LIGHT)
- param1 = 0xee;
-
- /*
- Make a mesh from the node
- */
- MeshMakeData mesh_make_data(gamedef, false);
- u8 param2 = 0;
- if (f.param_type_2 == CPT2_WALLMOUNTED)
- param2 = 1;
-
- MapNode mesh_make_node(id, param1, param2);
- mesh_make_data.fillSingleNode(&mesh_make_node);
- MapBlockMesh mapblock_mesh(&mesh_make_data, v3s16(0, 0, 0));
- node_mesh = mapblock_mesh.getMesh();
- node_mesh->grab();
- video::SColor c(255, 255, 255, 255);
- setMeshColor(node_mesh, c);
- // 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 (need_rtt_mesh) {
-
- TextureFromMeshParams params;
- params.mesh = node_mesh;
- params.dim.set(64, 64);
- params.rtt_texture_name = "INVENTORY_" + def.name + "_RTT";
- params.delete_texture_on_shutdown = true;
- params.camera_position.set(0, 1.0, -1.5);
- params.camera_position.rotateXZBy(45);
- params.camera_lookat.set(0, 0, 0);
- // Set orthogonal projection
- params.camera_projection_matrix.buildProjectionMatrixOrthoLH(1.65,
- 1.65, 0, 100);
- params.ambient_light.set(1.0, 0.2, 0.2, 0.2);
- params.light_position.set(10, 100, -50);
- params.light_color.set(1.0, 0.5, 0.5, 0.5);
- params.light_radius = 1000;
- cc->inventory_texture = tsrc->generateTextureFromMesh(params);
- // render-to-target didn't work
- if (cc->inventory_texture == NULL) {
-
- cc->inventory_texture = tsrc->getTexture(f.tiledef[0].name);
+ //NOTE this is only thread safe for ONE consumer thread!
+ while(!m_get_clientcached_queue.empty())
+ {
+ GetRequest<std::string, ClientCached*, u8, u8>
+ request = m_get_clientcached_queue.pop();
+
+ m_get_clientcached_queue.pushResult(request,
+ createClientCachedDirect(request.key, gamedef));
}
+#endif
}
- /*
- Use the node mesh as the wield mesh
- */
- if (need_wield_mesh) {
-
- cc->wield_mesh = node_mesh;
- cc->wield_mesh->grab();
- // no way reference count can be smaller than 2 in this place!
- assert(cc->wield_mesh->getReferenceCount() >= 2);
- }
- if (node_mesh)
- node_mesh->drop();
-}
+private:
+ // Key is name
+ std::map<std::string, ItemDefinition*> m_item_definitions;
+ // Aliases
+ StringMap 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<std::string, ClientCached*> m_clientcached;
+ // Queued clientcached fetches (to be processed by the main thread)
+ mutable RequestQueue<std::string, ClientCached*, u8, u8> m_get_clientcached_queue;
#endif
-
-/******************************************************************************/
+};
IWritableItemDefManager* createItemDefManager()
{
diff --git a/src/itemdef.h b/src/itemdef.h
index fb157705f..805b4aa5d 100644
--- a/src/itemdef.h
+++ b/src/itemdef.h
@@ -25,18 +25,9 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include <string>
#include <iostream>
#include <set>
-#include <map>
#include "itemgroup.h"
#include "sound.h"
-#include "util/container.h"
-#include "util/thread.h"
-
-#ifndef SERVER
-#include "client/tile.h"
-#endif
-
class IGameDef;
-class INodeDefManager;
struct ToolCapabilities;
/*
@@ -48,7 +39,7 @@ enum ItemType
ITEM_NONE,
ITEM_NODE,
ITEM_CRAFT,
- ITEM_TOOL
+ ITEM_TOOL,
};
struct ItemDefinition
@@ -166,77 +157,6 @@ public:
virtual void processQueue(IGameDef *gamedef)=0;
};
-
-class CItemDefManager: public IWritableItemDefManager
-{
-public:
- CItemDefManager();
- virtual ~CItemDefManager();
- virtual const ItemDefinition& get(const std::string &name_) const;
- virtual std::string getAlias(const std::string &name) const;
- virtual std::set<std::string> getAll() const;
- virtual bool isKnown(const std::string &name_) const;
-
-#ifndef SERVER
- // Get item inventory texture
- virtual video::ITexture* getInventoryTexture(const std::string &name,
- IGameDef *gamedef) const;
-
- // Get item wield mesh
- virtual scene::IMesh* getWieldMesh(const std::string &name,
- IGameDef *gamedef) const;
-#endif
- void clear();
-
- virtual void registerItem(const ItemDefinition &def);
- virtual void registerAlias(const std::string &name,
- const std::string &convert_to);
- void serialize(std::ostream &os, u16 protocol_version);
- void deSerialize(std::istream &is);
-
- void processQueue(IGameDef *gamedef);
-
-private:
-
-#ifndef SERVER
- struct ClientCached
- {
- video::ITexture *inventory_texture;
- scene::IMesh *wield_mesh;
-
- ClientCached();
- };
-
- void createNodeItemTexture(const std::string& name,
- const ItemDefinition& def, INodeDefManager* nodedef,
- ClientCached* cc, IGameDef* gamedef, ITextureSource* tsrc) const;
-
- ClientCached* createClientCachedDirect(const std::string &name,
- IGameDef *gamedef) const;
-
- ClientCached* getClientCached(const std::string &name,
- IGameDef *gamedef) const;
-
- // 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<std::string, ClientCached*> m_clientcached;
-
- // Queued clientcached fetches (to be processed by the main thread)
- mutable RequestQueue<std::string, ClientCached*, u8, u8> m_get_clientcached_queue;
-#endif
-
- // Key is name
- std::map<std::string, ItemDefinition*> m_item_definitions;
-
- // Aliases
- std::map<std::string, std::string> m_aliases;
-};
-
IWritableItemDefManager* createItemDefManager();
#endif