Ejemplo n.º 1
0
	virtual void updateTexturesAndMeshes(IGameDef *gamedef)
	{
#ifndef SERVER
		infostream<<"ItemDefManager::updateTexturesAndMeshes(): Updating "
				<<"textures and meshes in item definitions"<<std::endl;

		ITextureSource *tsrc = gamedef->getTextureSource();
		INodeDefManager *nodedef = gamedef->getNodeDefManager();
		IrrlichtDevice *device = tsrc->getDevice();
		video::IVideoDriver *driver = device->getVideoDriver();

		for(std::map<std::string, ItemDefinition*>::iterator
				i = m_item_definitions.begin();
				i != m_item_definitions.end(); i++)
		{
			ItemDefinition *def = i->second;

			bool need_node_mesh = false;

			// Create an inventory texture
			def->inventory_texture = NULL;
			if(def->inventory_image != "")
			{
				def->inventory_texture = tsrc->getTextureRaw(def->inventory_image);
			}
			else if(def->type == ITEM_NODE)
			{
				need_node_mesh = true;
			}

			// Create a wield mesh
			if(def->wield_mesh != NULL)
			{
				def->wield_mesh->drop();
				def->wield_mesh = NULL;
			}
			if(def->type == ITEM_NODE && def->wield_image == "")
			{
				need_node_mesh = true;
			}
			else if(def->wield_image != "" || def->inventory_image != "")
			{
				// Extrude the wield image into a mesh

				std::string imagename;
				if(def->wield_image != "")
					imagename = def->wield_image;
				else
					imagename = def->inventory_image;

				def->wield_mesh = createExtrudedMesh(
						tsrc->getTextureRaw(imagename),
						driver,
						def->wield_scale * v3f(40.0, 40.0, 4.0));
				if(def->wield_mesh == NULL)
				{
					infostream<<"ItemDefManager: WARNING: "
						<<"updateTexturesAndMeshes(): "
						<<"Unable to create extruded mesh for item "
						<<def->name<<std::endl;
				}
			}

			if(need_node_mesh)
			{
				/*
					Get node properties
				*/
				content_t id = nodedef->getId(def->name);
				const ContentFeatures &f = nodedef->get(id);

				u8 param1 = 0;
				if(f.param_type == CPT_LIGHT)
					param1 = 0xee;

				/*
				 	Make a mesh from the node
				*/
				MeshMakeData mesh_make_data(gamedef);
				MapNode mesh_make_node(id, param1, 0);
				mesh_make_data.fillSingleNode(&mesh_make_node);
				MapBlockMesh mapblock_mesh(&mesh_make_data);

				scene::IMesh *node_mesh = mapblock_mesh.getMesh();
				assert(node_mesh);
				setMeshColor(node_mesh, video::SColor(255, 255, 255, 255));

				/*
					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(def->inventory_texture == NULL)
				{
					core::dimension2d<u32> dim(64,64);
					std::string rtt_texture_name = "INVENTORY_"
						+ def->name + "_RTT";
					v3f camera_position(0, 1.0, -1.5);
					camera_position.rotateXZBy(45);
					v3f camera_lookat(0, 0, 0);
					core::CMatrix4<f32> camera_projection_matrix;
					// Set orthogonal projection
					camera_projection_matrix.buildProjectionMatrixOrthoLH(
							1.65, 1.65, 0, 100);

					video::SColorf ambient_light(0.2,0.2,0.2);
					v3f light_position(10, 100, -50);
					video::SColorf light_color(0.5,0.5,0.5);
					f32 light_radius = 1000;

					def->inventory_texture = generateTextureFromMesh(
						node_mesh, device, dim, rtt_texture_name,
						camera_position,
						camera_lookat,
						camera_projection_matrix,
						ambient_light,
						light_position,
						light_color,
						light_radius);

					// render-to-target didn't work
					if(def->inventory_texture == NULL)
					{
						def->inventory_texture =
							tsrc->getTextureRaw(f.tname_tiles[0]);
					}
				}

				/*
					Use the node mesh as the wield mesh
				*/
				if(def->wield_mesh == NULL)
				{
					// Scale to proper wield mesh proportions
					scaleMesh(node_mesh, v3f(30.0, 30.0, 30.0)
							* def->wield_scale);
					def->wield_mesh = node_mesh;
					def->wield_mesh->grab();
				}

				// falling outside of here deletes node_mesh
			}
		}
#endif
	}
Ejemplo n.º 2
0
    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
        assert(get_current_thread_id() == 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();
        IrrlichtDevice *device = tsrc->getDevice();
        video::IVideoDriver *driver = device->getVideoDriver();
        const ItemDefinition *def = &get(name);

        // Create new ClientCached
        cc = new ClientCached();

        bool need_node_mesh = false;

        // Create an inventory texture
        cc->inventory_texture = NULL;
        if(def->inventory_image != "")
        {
            cc->inventory_texture = tsrc->getTextureRaw(def->inventory_image);
        }
        else if(def->type == ITEM_NODE)
        {
            need_node_mesh = true;
        }

        // Create a wield mesh
        assert(cc->wield_mesh == NULL);
        if(def->type == ITEM_NODE && def->wield_image == "")
        {
            need_node_mesh = true;
        }
        else if(def->wield_image != "" || def->inventory_image != "")
        {
            // Extrude the wield image into a mesh

            std::string imagename;
            if(def->wield_image != "")
                imagename = def->wield_image;
            else
                imagename = def->inventory_image;

            cc->wield_mesh = createExtrudedMesh(
                                 tsrc->getTextureRaw(imagename),
                                 driver,
                                 def->wield_scale * v3f(40.0, 40.0, 4.0));
            if(cc->wield_mesh == NULL)
            {
                infostream<<"ItemDefManager: WARNING: "
                          <<"updateTexturesAndMeshes(): "
                          <<"Unable to create extruded mesh for item "
                          <<def->name<<std::endl;
            }
        }

        if(need_node_mesh)
        {
            /*
            	Get node properties
            */
            content_t id = nodedef->getId(def->name);
            const ContentFeatures &f = nodedef->get(id);

            u8 param1 = 0;
            if(f.param_type == CPT_LIGHT)
                param1 = 0xee;

            /*
            	Make a mesh from the node
            */
            MeshMakeData mesh_make_data(gamedef);
            MapNode mesh_make_node(id, param1, 0);
            mesh_make_data.fillSingleNode(&mesh_make_node);
            MapBlockMesh mapblock_mesh(&mesh_make_data);

            scene::IMesh *node_mesh = mapblock_mesh.getMesh();
            assert(node_mesh);
            video::SColor c(255, 255, 255, 255);
            if(g_settings->getS32("enable_shaders") != 0)
                c = MapBlock_LightColor(255, 0xffff, decode_light(f.light_source));
            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(cc->inventory_texture == NULL)
            {
                core::dimension2d<u32> dim(64,64);
                std::string rtt_texture_name = "INVENTORY_"
                                               + def->name + "_RTT";
                v3f camera_position(0, 1.0, -1.5);
                camera_position.rotateXZBy(45);
                v3f camera_lookat(0, 0, 0);
                core::CMatrix4<f32> camera_projection_matrix;
                // Set orthogonal projection
                camera_projection_matrix.buildProjectionMatrixOrthoLH(
                    1.65, 1.65, 0, 100);

                video::SColorf ambient_light(0.2,0.2,0.2);
                v3f light_position(10, 100, -50);
                video::SColorf light_color(0.5,0.5,0.5);
                f32 light_radius = 1000;

                cc->inventory_texture = generateTextureFromMesh(
                                            node_mesh, device, dim, rtt_texture_name,
                                            camera_position,
                                            camera_lookat,
                                            camera_projection_matrix,
                                            ambient_light,
                                            light_position,
                                            light_color,
                                            light_radius);

                // render-to-target didn't work
                if(cc->inventory_texture == NULL)
                {
                    cc->inventory_texture =
                        tsrc->getTextureRaw(f.tiledef[0].name);
                }
            }
            else
            {
                if (m_driver == 0)
                    m_driver = driver;

                m_extruded_textures.push_back(cc->inventory_texture);
            }

            /*
            	Use the node mesh as the wield mesh
            */

            // Scale to proper wield mesh proportions
            scaleMesh(node_mesh, v3f(30.0, 30.0, 30.0)
                      * def->wield_scale);

            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);
        }

        // Put in cache
        m_clientcached.set(name, cc);

        return cc;
    }