/src/util/

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/*
Minetest
Copyright (C) 2010-2014 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 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 "mapblock_mesh.h"
#include "client/tile.h"
#include "log.h"
#include "util/numeric.h"
#include <map>
#include <IMeshManipulator.h>

#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<u32> 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<int, scene::IMesh*>::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<int, scene::IMesh*> 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)