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author | Quentin Bazin <quent42340@gmail.com> | 2018-11-28 20:01:49 +0100 |
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committer | SmallJoker <SmallJoker@users.noreply.github.com> | 2018-11-28 20:01:49 +0100 |
commit | 5f1cd555cd9d1c64426e173b30b5b792d211c835 (patch) | |
tree | 2c8508467d3bf28d549cce2d25144fa8ef42beae /src/wieldmesh.cpp | |
parent | ddd9317b733857630499972179caebc236b4d991 (diff) | |
download | minetest-5f1cd555cd9d1c64426e173b30b5b792d211c835.tar.xz |
Move client-specific files to 'src/client' (#7902)
Update Android.mk
Remove 'src/client' from include_directories
Diffstat (limited to 'src/wieldmesh.cpp')
-rw-r--r-- | src/wieldmesh.cpp | 685 |
1 files changed, 0 insertions, 685 deletions
diff --git a/src/wieldmesh.cpp b/src/wieldmesh.cpp deleted file mode 100644 index 7791a5a92..000000000 --- a/src/wieldmesh.cpp +++ /dev/null @@ -1,685 +0,0 @@ -/* -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 "content_mapblock.h" -#include "mapblock_mesh.h" -#include "client/meshgen/collector.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) - g_extrusion_mesh_cache = new ExtrusionMeshCache(); - else - g_extrusion_mesh_cache->grab(); - - // Disable bounding box culling for this scene node - // since we won't calculate the bounding box. - setAutomaticCulling(scene::EAC_OFF); - - // Create the child scene node - scene::IMesh *dummymesh = g_extrusion_mesh_cache->createCube(); - m_meshnode = SceneManager->addMeshSceneNode(dummymesh, this, -1); - m_meshnode->setReadOnlyMaterials(false); - m_meshnode->setVisible(false); - dummymesh->drop(); // m_meshnode grabbed it -} - -WieldMeshSceneNode::~WieldMeshSceneNode() -{ - sanity_check(g_extrusion_mesh_cache); - if (g_extrusion_mesh_cache->drop()) - g_extrusion_mesh_cache = nullptr; -} - -void WieldMeshSceneNode::setCube(const ContentFeatures &f, - v3f wield_scale) -{ - scene::IMesh *cubemesh = g_extrusion_mesh_cache->createCube(); - scene::SMesh *copy = cloneMesh(cubemesh); - cubemesh->drop(); - postProcessNodeMesh(copy, f, false, true, &m_material_type, &m_colors, true); - changeToMesh(copy); - copy->drop(); - m_meshnode->setScale(wield_scale * WIELD_SCALE_FACTOR); -} - -void WieldMeshSceneNode::setExtruded(const std::string &imagename, - const std::string &overlay_name, v3f wield_scale, ITextureSource *tsrc, - u8 num_frames) -{ - video::ITexture *texture = tsrc->getTexture(imagename); - if (!texture) { - changeToMesh(nullptr); - return; - } - video::ITexture *overlay_texture = - overlay_name.empty() ? NULL : tsrc->getTexture(overlay_name); - - core::dimension2d<u32> dim = texture->getSize(); - // Detect animation texture and pull off top frame instead of using entire thing - if (num_frames > 1) { - u32 frame_height = dim.Height / num_frames; - dim = core::dimension2d<u32>(dim.Width, frame_height); - } - scene::IMesh *original = g_extrusion_mesh_cache->create(dim); - scene::SMesh *mesh = cloneMesh(original); - original->drop(); - //set texture - mesh->getMeshBuffer(0)->getMaterial().setTexture(0, - tsrc->getTexture(imagename)); - if (overlay_texture) { - scene::IMeshBuffer *copy = cloneMeshBuffer(mesh->getMeshBuffer(0)); - copy->getMaterial().setTexture(0, overlay_texture); - mesh->addMeshBuffer(copy); - copy->drop(); - } - changeToMesh(mesh); - mesh->drop(); - - m_meshnode->setScale(wield_scale * WIELD_SCALE_FACTOR_EXTRUDED); - - // Customize materials - for (u32 layer = 0; layer < m_meshnode->getMaterialCount(); layer++) { - video::SMaterial &material = m_meshnode->getMaterial(layer); - material.TextureLayer[0].TextureWrapU = video::ETC_CLAMP_TO_EDGE; - material.TextureLayer[0].TextureWrapV = video::ETC_CLAMP_TO_EDGE; - material.MaterialType = m_material_type; - material.setFlag(video::EMF_BACK_FACE_CULLING, true); - // Enable bi/trilinear filtering only for high resolution textures - if (dim.Width > 32) { - material.setFlag(video::EMF_BILINEAR_FILTER, m_bilinear_filter); - material.setFlag(video::EMF_TRILINEAR_FILTER, m_trilinear_filter); - } else { - material.setFlag(video::EMF_BILINEAR_FILTER, false); - material.setFlag(video::EMF_TRILINEAR_FILTER, false); - } - material.setFlag(video::EMF_ANISOTROPIC_FILTER, m_anisotropic_filter); - // mipmaps cause "thin black line" artifacts -#if (IRRLICHT_VERSION_MAJOR >= 1 && IRRLICHT_VERSION_MINOR >= 8) || IRRLICHT_VERSION_MAJOR >= 2 - material.setFlag(video::EMF_USE_MIP_MAPS, false); -#endif - if (m_enable_shaders) { - material.setTexture(2, tsrc->getShaderFlagsTexture(false)); - } - } -} - -scene::SMesh *createSpecialNodeMesh(Client *client, content_t id, std::vector<ItemPartColor> *colors) -{ - MeshMakeData mesh_make_data(client, false, false); - MeshCollector collector; - mesh_make_data.setSmoothLighting(false); - MapblockMeshGenerator gen(&mesh_make_data, &collector); - gen.renderSingle(id); - colors->clear(); - scene::SMesh *mesh = new scene::SMesh(); - for (auto &prebuffers : collector.prebuffers) - for (PreMeshBuffer &p : prebuffers) { - if (p.layer.material_flags & MATERIAL_FLAG_ANIMATION) { - const FrameSpec &frame = (*p.layer.frames)[0]; - p.layer.texture = frame.texture; - p.layer.normal_texture = frame.normal_texture; - } - for (video::S3DVertex &v : p.vertices) - v.Color.setAlpha(255); - scene::SMeshBuffer *buf = new scene::SMeshBuffer(); - buf->Material.setTexture(0, p.layer.texture); - p.layer.applyMaterialOptions(buf->Material); - mesh->addMeshBuffer(buf); - buf->append(&p.vertices[0], p.vertices.size(), - &p.indices[0], p.indices.size()); - buf->drop(); - colors->push_back( - ItemPartColor(p.layer.has_color, p.layer.color)); - } - return mesh; -} - -void WieldMeshSceneNode::setItem(const ItemStack &item, Client *client) -{ - ITextureSource *tsrc = client->getTextureSource(); - IItemDefManager *idef = client->getItemDefManager(); - IShaderSource *shdrsrc = client->getShaderSource(); - const NodeDefManager *ndef = client->getNodeDefManager(); - const ItemDefinition &def = item.getDefinition(idef); - const ContentFeatures &f = ndef->get(def.name); - content_t id = ndef->getId(def.name); - - scene::SMesh *mesh = nullptr; - - if (m_enable_shaders) { - u32 shader_id = shdrsrc->getShader("wielded_shader", TILE_MATERIAL_BASIC, NDT_NORMAL); - m_material_type = shdrsrc->getShaderInfo(shader_id).material; - } - - // Color-related - m_colors.clear(); - m_base_color = idef->getItemstackColor(item, client); - - // If wield_image is defined, it overrides everything else - if (!def.wield_image.empty()) { - setExtruded(def.wield_image, def.wield_overlay, def.wield_scale, tsrc, - 1); - m_colors.emplace_back(); - // overlay is white, if present - m_colors.emplace_back(true, video::SColor(0xFFFFFFFF)); - return; - } - - // Handle nodes - // See also CItemDefManager::createClientCached() - if (def.type == ITEM_NODE) { - if (f.mesh_ptr[0]) { - // e.g. mesh nodes and nodeboxes - mesh = cloneMesh(f.mesh_ptr[0]); - postProcessNodeMesh(mesh, f, m_enable_shaders, true, - &m_material_type, &m_colors); - changeToMesh(mesh); - mesh->drop(); - // mesh is pre-scaled by BS * f->visual_scale - m_meshnode->setScale( - def.wield_scale * WIELD_SCALE_FACTOR - / (BS * f.visual_scale)); - } else { - switch (f.drawtype) { - case NDT_AIRLIKE: { - changeToMesh(nullptr); - break; - } - case NDT_PLANTLIKE: { - setExtruded(tsrc->getTextureName(f.tiles[0].layers[0].texture_id), - tsrc->getTextureName(f.tiles[0].layers[1].texture_id), - def.wield_scale, tsrc, - f.tiles[0].layers[0].animation_frame_count); - // Add color - const TileLayer &l0 = f.tiles[0].layers[0]; - m_colors.emplace_back(l0.has_color, l0.color); - const TileLayer &l1 = f.tiles[0].layers[1]; - m_colors.emplace_back(l1.has_color, l1.color); - break; - } - case NDT_PLANTLIKE_ROOTED: { - setExtruded(tsrc->getTextureName(f.special_tiles[0].layers[0].texture_id), - "", def.wield_scale, tsrc, - f.special_tiles[0].layers[0].animation_frame_count); - // Add color - const TileLayer &l0 = f.special_tiles[0].layers[0]; - m_colors.emplace_back(l0.has_color, l0.color); - break; - } - case NDT_NORMAL: - case NDT_ALLFACES: - case NDT_LIQUID: - case NDT_FLOWINGLIQUID: { - setCube(f, def.wield_scale); - break; - } - default: { - mesh = createSpecialNodeMesh(client, id, &m_colors); - changeToMesh(mesh); - mesh->drop(); - m_meshnode->setScale( - def.wield_scale * WIELD_SCALE_FACTOR - / (BS * f.visual_scale)); - } - } - } - u32 material_count = m_meshnode->getMaterialCount(); - for (u32 i = 0; i < material_count; ++i) { - video::SMaterial &material = m_meshnode->getMaterial(i); - material.MaterialType = m_material_type; - material.setFlag(video::EMF_BACK_FACE_CULLING, true); - material.setFlag(video::EMF_BILINEAR_FILTER, m_bilinear_filter); - material.setFlag(video::EMF_TRILINEAR_FILTER, m_trilinear_filter); - } - return; - } - else if (!def.inventory_image.empty()) { - setExtruded(def.inventory_image, def.inventory_overlay, def.wield_scale, - tsrc, 1); - m_colors.emplace_back(); - // overlay is white, if present - m_colors.emplace_back(true, video::SColor(0xFFFFFFFF)); - return; - } - - // no wield mesh found - changeToMesh(nullptr); -} - -void WieldMeshSceneNode::setColor(video::SColor c) -{ - assert(!m_lighting); - scene::IMesh *mesh = m_meshnode->getMesh(); - if (!mesh) - return; - - u8 red = c.getRed(); - u8 green = c.getGreen(); - u8 blue = c.getBlue(); - u32 mc = mesh->getMeshBufferCount(); - for (u32 j = 0; j < mc; j++) { - video::SColor bc(m_base_color); - if ((m_colors.size() > j) && (m_colors[j].override_base)) - bc = m_colors[j].color; - video::SColor buffercolor(255, - bc.getRed() * red / 255, - bc.getGreen() * green / 255, - bc.getBlue() * blue / 255); - scene::IMeshBuffer *buf = mesh->getMeshBuffer(j); - colorizeMeshBuffer(buf, &buffercolor); - } -} - -void WieldMeshSceneNode::render() -{ - // note: if this method is changed to actually do something, - // you probably should implement OnRegisterSceneNode as well -} - -void WieldMeshSceneNode::changeToMesh(scene::IMesh *mesh) -{ - if (!mesh) { - scene::IMesh *dummymesh = g_extrusion_mesh_cache->createCube(); - m_meshnode->setVisible(false); - m_meshnode->setMesh(dummymesh); - dummymesh->drop(); // m_meshnode grabbed it - } else { - m_meshnode->setMesh(mesh); - } - - m_meshnode->setMaterialFlag(video::EMF_LIGHTING, m_lighting); - // need to normalize normals when lighting is enabled (because of setScale()) - m_meshnode->setMaterialFlag(video::EMF_NORMALIZE_NORMALS, m_lighting); - m_meshnode->setVisible(true); -} - -void getItemMesh(Client *client, const ItemStack &item, ItemMesh *result) -{ - ITextureSource *tsrc = client->getTextureSource(); - IItemDefManager *idef = client->getItemDefManager(); - const NodeDefManager *ndef = client->getNodeDefManager(); - const ItemDefinition &def = item.getDefinition(idef); - const ContentFeatures &f = ndef->get(def.name); - content_t id = ndef->getId(def.name); - - FATAL_ERROR_IF(!g_extrusion_mesh_cache, "Extrusion mesh cache is not yet initialized"); - - scene::SMesh *mesh = nullptr; - - // Shading is on by default - result->needs_shading = true; - - // If inventory_image is defined, it overrides everything else - if (!def.inventory_image.empty()) { - mesh = getExtrudedMesh(tsrc, def.inventory_image, - def.inventory_overlay); - result->buffer_colors.emplace_back(); - // overlay is white, if present - result->buffer_colors.emplace_back(true, video::SColor(0xFFFFFFFF)); - // Items with inventory images do not need shading - result->needs_shading = false; - } else if (def.type == ITEM_NODE) { - if (f.mesh_ptr[0]) { - mesh = cloneMesh(f.mesh_ptr[0]); - scaleMesh(mesh, v3f(0.12, 0.12, 0.12)); - postProcessNodeMesh(mesh, f, false, false, nullptr, - &result->buffer_colors); - } else { - switch (f.drawtype) { - case NDT_PLANTLIKE: { - mesh = getExtrudedMesh(tsrc, - tsrc->getTextureName(f.tiles[0].layers[0].texture_id), - tsrc->getTextureName(f.tiles[0].layers[1].texture_id)); - // Add color - const TileLayer &l0 = f.tiles[0].layers[0]; - result->buffer_colors.emplace_back(l0.has_color, l0.color); - const TileLayer &l1 = f.tiles[0].layers[1]; - result->buffer_colors.emplace_back(l1.has_color, l1.color); - break; - } - case NDT_PLANTLIKE_ROOTED: { - mesh = getExtrudedMesh(tsrc, - tsrc->getTextureName(f.special_tiles[0].layers[0].texture_id), ""); - // Add color - const TileLayer &l0 = f.special_tiles[0].layers[0]; - result->buffer_colors.emplace_back(l0.has_color, l0.color); - break; - } - case NDT_NORMAL: - case NDT_ALLFACES: - case NDT_LIQUID: - case NDT_FLOWINGLIQUID: { - scene::IMesh *cube = g_extrusion_mesh_cache->createCube(); - mesh = cloneMesh(cube); - cube->drop(); - scaleMesh(mesh, v3f(1.2, 1.2, 1.2)); - // add overlays - postProcessNodeMesh(mesh, f, false, false, nullptr, - &result->buffer_colors); - break; - } - default: { - mesh = createSpecialNodeMesh(client, id, &result->buffer_colors); - scaleMesh(mesh, v3f(0.12, 0.12, 0.12)); - } - } - } - - u32 mc = mesh->getMeshBufferCount(); - for (u32 i = 0; i < mc; ++i) { - scene::IMeshBuffer *buf = mesh->getMeshBuffer(i); - video::SMaterial &material = buf->getMaterial(); - material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL; - material.setFlag(video::EMF_BILINEAR_FILTER, false); - material.setFlag(video::EMF_TRILINEAR_FILTER, false); - material.setFlag(video::EMF_BACK_FACE_CULLING, true); - material.setFlag(video::EMF_LIGHTING, false); - } - - rotateMeshXZby(mesh, -45); - rotateMeshYZby(mesh, -30); - } - result->mesh = mesh; -} - - - -scene::SMesh *getExtrudedMesh(ITextureSource *tsrc, - const std::string &imagename, const std::string &overlay_name) -{ - // check textures - video::ITexture *texture = tsrc->getTextureForMesh(imagename); - if (!texture) { - return NULL; - } - video::ITexture *overlay_texture = - (overlay_name.empty()) ? NULL : tsrc->getTexture(overlay_name); - - // get mesh - core::dimension2d<u32> dim = texture->getSize(); - scene::IMesh *original = g_extrusion_mesh_cache->create(dim); - scene::SMesh *mesh = cloneMesh(original); - original->drop(); - - //set texture - mesh->getMeshBuffer(0)->getMaterial().setTexture(0, - tsrc->getTexture(imagename)); - if (overlay_texture) { - scene::IMeshBuffer *copy = cloneMeshBuffer(mesh->getMeshBuffer(0)); - copy->getMaterial().setTexture(0, overlay_texture); - mesh->addMeshBuffer(copy); - copy->drop(); - } - // Customize materials - for (u32 layer = 0; layer < mesh->getMeshBufferCount(); layer++) { - video::SMaterial &material = mesh->getMeshBuffer(layer)->getMaterial(); - material.TextureLayer[0].TextureWrapU = video::ETC_CLAMP_TO_EDGE; - material.TextureLayer[0].TextureWrapV = video::ETC_CLAMP_TO_EDGE; - material.setFlag(video::EMF_BILINEAR_FILTER, false); - material.setFlag(video::EMF_TRILINEAR_FILTER, false); - material.setFlag(video::EMF_BACK_FACE_CULLING, true); - material.setFlag(video::EMF_LIGHTING, false); - material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL; - } - scaleMesh(mesh, v3f(2.0, 2.0, 2.0)); - - return mesh; -} - -void postProcessNodeMesh(scene::SMesh *mesh, const ContentFeatures &f, - bool use_shaders, bool set_material, const video::E_MATERIAL_TYPE *mattype, - std::vector<ItemPartColor> *colors, bool apply_scale) -{ - u32 mc = mesh->getMeshBufferCount(); - // Allocate colors for existing buffers - colors->clear(); - for (u32 i = 0; i < mc; ++i) - colors->push_back(ItemPartColor()); - - for (u32 i = 0; i < mc; ++i) { - const TileSpec *tile = &(f.tiles[i]); - scene::IMeshBuffer *buf = mesh->getMeshBuffer(i); - for (int layernum = 0; layernum < MAX_TILE_LAYERS; layernum++) { - const TileLayer *layer = &tile->layers[layernum]; - if (layer->texture_id == 0) - continue; - if (layernum != 0) { - scene::IMeshBuffer *copy = cloneMeshBuffer(buf); - copy->getMaterial() = buf->getMaterial(); - mesh->addMeshBuffer(copy); - copy->drop(); - buf = copy; - colors->push_back( - ItemPartColor(layer->has_color, layer->color)); - } else { - (*colors)[i] = ItemPartColor(layer->has_color, layer->color); - } - video::SMaterial &material = buf->getMaterial(); - if (set_material) - layer->applyMaterialOptions(material); - if (mattype) { - material.MaterialType = *mattype; - } - if (layer->animation_frame_count > 1) { - const FrameSpec &animation_frame = (*layer->frames)[0]; - material.setTexture(0, animation_frame.texture); - } else { - material.setTexture(0, layer->texture); - } - if (use_shaders) { - if (layer->normal_texture) { - if (layer->animation_frame_count > 1) { - const FrameSpec &animation_frame = (*layer->frames)[0]; - material.setTexture(1, animation_frame.normal_texture); - } else - material.setTexture(1, layer->normal_texture); - } - material.setTexture(2, layer->flags_texture); - } - if (apply_scale && tile->world_aligned) { - u32 n = buf->getVertexCount(); - for (u32 k = 0; k != n; ++k) - buf->getTCoords(k) /= layer->scale; - } - } - } -} |