Exemple #1
0
void Camera::drawWieldedTool(irr::core::matrix4* translation)
{
	// Set vertex colors of wield mesh according to light level
	u8 li = m_wieldlight;
	video::SColor color(255,li,li,li);
	setMeshColor(m_wieldnode->getMesh(), color);

	// Clear Z buffer
	m_wieldmgr->getVideoDriver()->clearZBuffer();

	// Draw the wielded node (in a separate scene manager)
	scene::ICameraSceneNode* cam = m_wieldmgr->getActiveCamera();
	cam->setAspectRatio(m_cameranode->getAspectRatio());
	cam->setFOV(72.0*M_PI/180.0);
	cam->setNearValue(0.1);
	cam->setFarValue(100);
	if (translation != NULL)
	{
		irr::core::matrix4 startMatrix = cam->getAbsoluteTransformation();
		irr::core::vector3df focusPoint = (cam->getTarget()
				- cam->getAbsolutePosition()).setLength(1)
				+ cam->getAbsolutePosition();

		irr::core::vector3df camera_pos =
				(startMatrix * *translation).getTranslation();
		cam->setPosition(camera_pos);
		cam->setTarget(focusPoint);
	}
	m_wieldmgr->drawAll();
}
Exemple #2
0
void Camera::drawWieldedTool()
{
	// Set vertex colors of wield mesh according to light level
	u8 li = m_wieldlight;
	video::SColor color(255,li,li,li);
	setMeshColor(m_wieldnode->getMesh(), color);

	// Clear Z buffer
	m_wieldmgr->getVideoDriver()->clearZBuffer();

	// Draw the wielded node (in a separate scene manager)
	scene::ICameraSceneNode* cam = m_wieldmgr->getActiveCamera();
	cam->setAspectRatio(m_cameranode->getAspectRatio());
	cam->setFOV(72.0*M_PI/180.0);
	cam->setNearValue(0.1);
	cam->setFarValue(100);
	m_wieldmgr->drawAll();
}
Exemple #3
0
Jenia::Jenia() : Qwt3D::SurfacePlot() {
    for (unsigned i=0; i!=coordinates()->axes.size(); ++i)
    {
      coordinates()->axes[i].setMajors(7);
      coordinates()->axes[i].setMinors(4);
    }

    coordinates()->axes[Qwt3D::X1].setLabelString("x");
    coordinates()->axes[Qwt3D::Y1].setLabelString("y");
    coordinates()->axes[Qwt3D::Z1].setLabelString("z");

    setCoordinateStyle(Qwt3D::BOX);

    setPlotStyle(Qwt3D::WIREFRAME);
    Qwt3D::RGBA color(1, 0, 0, 1);
    setMeshColor(color);

    setRotation(30,0,15);
    setScale(1,1,1);
    setShift(0.15,0,0);
    setZoom(0.9);

    resize(800, 600);
}
Exemple #4
0
scene::IMesh *getItemMesh(Client *client, const ItemStack &item)
{
	ITextureSource *tsrc = client->getTextureSource();
	IItemDefManager *idef = client->getItemDefManager();
	INodeDefManager *ndef = client->getNodeDefManager();
	const ItemDefinition &def = item.getDefinition(idef);
	const ContentFeatures &f = ndef->get(def.name);
	content_t id = ndef->getId(def.name);

	if (!g_extrusion_mesh_cache) {
		g_extrusion_mesh_cache = new ExtrusionMeshCache();
	} else {
		g_extrusion_mesh_cache->grab();
	}

	scene::IMesh *mesh;

	// If inventory_image is defined, it overrides everything else
	if (def.inventory_image != "") {
		mesh = getExtrudedMesh(tsrc, def.inventory_image);
		return mesh;
	} 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));
			setMeshColor(mesh, video::SColor (255, 255, 255, 255));
		} else if (f.drawtype == NDT_PLANTLIKE) {
			mesh = getExtrudedMesh(tsrc,
				tsrc->getTextureName(f.tiles[0].texture_id));
		} else if (f.drawtype == NDT_NORMAL || f.drawtype == NDT_ALLFACES
			|| f.drawtype == NDT_LIQUID || f.drawtype == NDT_FLOWINGLIQUID) {
			mesh = cloneMesh(g_extrusion_mesh_cache->createCube());
			scaleMesh(mesh, v3f(1.2, 1.2, 1.2));
		} else {
			MeshMakeData mesh_make_data(client, false);
			MapNode mesh_make_node(id, 255, 0);
			mesh_make_data.fillSingleNode(&mesh_make_node);
			MapBlockMesh mapblock_mesh(&mesh_make_data, v3s16(0, 0, 0));
			mesh = cloneMesh(mapblock_mesh.getMesh());
			translateMesh(mesh, v3f(-BS, -BS, -BS));
			scaleMesh(mesh, v3f(0.12, 0.12, 0.12));

			u32 mc = mesh->getMeshBufferCount();
			for (u32 i = 0; i < mc; ++i) {
				video::SMaterial &material1 =
					mesh->getMeshBuffer(i)->getMaterial();
				video::SMaterial &material2 =
					mapblock_mesh.getMesh()->getMeshBuffer(i)->getMaterial();
				material1.setTexture(0, material2.getTexture(0));
				material1.setTexture(1, material2.getTexture(1));
				material1.setTexture(2, material2.getTexture(2));
				material1.setTexture(3, material2.getTexture(3));
				material1.MaterialType = material2.MaterialType;
			}
		}

		u32 mc = mesh->getMeshBufferCount();
		for (u32 i = 0; i < mc; ++i) {
			const TileSpec *tile = &(f.tiles[i]);
			scene::IMeshBuffer *buf = mesh->getMeshBuffer(i);
			colorizeMeshBuffer(buf, &tile->color);
			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);
			if (tile->animation_frame_count > 1) {
				FrameSpec animation_frame = tile->frames[0];
				material.setTexture(0, animation_frame.texture);
			} else {
				material.setTexture(0, tile->texture);
			}
		}

		rotateMeshXZby(mesh, -45);
		rotateMeshYZby(mesh, -30);
		return mesh;
	}
	return NULL;
}
Exemple #5
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
		sanity_check(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();
		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));
			}

			/*
				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;

#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);

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

			/*
				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();
		}

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

		return cc;
	}
Exemple #6
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
	}
Exemple #7
0
void WieldMeshSceneNode::setColor(video::SColor color)
{
	assert(!m_lighting);
	setMeshColor(m_meshnode->getMesh(), color);
}
Exemple #8
0
bool TextureSource::generateImage(std::string part_of_name, video::IImage *& baseimg)
{
	video::IVideoDriver* driver = m_device->getVideoDriver();
	assert(driver);

	// Stuff starting with [ are special commands
	if(part_of_name.size() == 0 || part_of_name[0] != '[')
	{
		video::IImage *image = m_sourcecache.getOrLoad(part_of_name, m_device);

		if(image == NULL)
		{
			if(part_of_name != ""){
				errorstream<<"generateImage(): Could not load image \""
						<<part_of_name<<"\""<<" while building texture"<<std::endl;
				errorstream<<"generateImage(): Creating a dummy"
						<<" image for \""<<part_of_name<<"\""<<std::endl;
			}

			// Just create a dummy image
			//core::dimension2d<u32> dim(2,2);
			core::dimension2d<u32> dim(1,1);
			image = driver->createImage(video::ECF_A8R8G8B8, dim);
			assert(image);
			/*image->setPixel(0,0, video::SColor(255,255,0,0));
			image->setPixel(1,0, video::SColor(255,0,255,0));
			image->setPixel(0,1, video::SColor(255,0,0,255));
			image->setPixel(1,1, video::SColor(255,255,0,255));*/
			image->setPixel(0,0, video::SColor(255,myrand()%256,
					myrand()%256,myrand()%256));
			/*image->setPixel(1,0, video::SColor(255,myrand()%256,
					myrand()%256,myrand()%256));
			image->setPixel(0,1, video::SColor(255,myrand()%256,
					myrand()%256,myrand()%256));
			image->setPixel(1,1, video::SColor(255,myrand()%256,
					myrand()%256,myrand()%256));*/
		}

		// If base image is NULL, load as base.
		if(baseimg == NULL)
		{
			//infostream<<"Setting "<<part_of_name<<" as base"<<std::endl;
			/*
				Copy it this way to get an alpha channel.
				Otherwise images with alpha cannot be blitted on
				images that don't have alpha in the original file.
			*/
			core::dimension2d<u32> dim = image->getDimension();
			baseimg = driver->createImage(video::ECF_A8R8G8B8, dim);
			image->copyTo(baseimg);
		}
		// Else blit on base.
		else
		{
			//infostream<<"Blitting "<<part_of_name<<" on base"<<std::endl;
			// Size of the copied area
			core::dimension2d<u32> dim = image->getDimension();
			//core::dimension2d<u32> dim(16,16);
			// Position to copy the blitted to in the base image
			core::position2d<s32> pos_to(0,0);
			// Position to copy the blitted from in the blitted image
			core::position2d<s32> pos_from(0,0);
			// Blit
			/*image->copyToWithAlpha(baseimg, pos_to,
					core::rect<s32>(pos_from, dim),
					video::SColor(255,255,255,255),
					NULL);*/
			blit_with_alpha(image, baseimg, pos_from, pos_to, dim);
		}
		//cleanup
		image->drop();
	}
	else
	{
		// A special texture modification

		/*infostream<<"generateImage(): generating special "
				<<"modification \""<<part_of_name<<"\""
				<<std::endl;*/

		/*
			[crack:N:P
			[cracko:N:P
			Adds a cracking texture
			N = animation frame count, P = crack progression
		*/
		if(part_of_name.substr(0,6) == "[crack")
		{
			if(baseimg == NULL)
			{
				errorstream<<"generateImage(): baseimg==NULL "
						<<"for part_of_name=\""<<part_of_name
						<<"\", cancelling."<<std::endl;
				return false;
			}

			// Crack image number and overlay option
			bool use_overlay = (part_of_name[6] == 'o');
			Strfnd sf(part_of_name);
			sf.next(":");
			s32 frame_count = stoi(sf.next(":"));
			s32 progression = stoi(sf.next(":"));

			/*
				Load crack image.

				It is an image with a number of cracking stages
				horizontally tiled.
			*/
			video::IImage *img_crack = m_sourcecache.getOrLoad(
					"crack_anylength.png", m_device);

			if(img_crack && progression >= 0)
			{
				draw_crack(img_crack, baseimg,
						use_overlay, frame_count,
						progression, driver);
				img_crack->drop();
			}
		}
		/*
			[combine:WxH:X,Y=filename:X,Y=filename2
			Creates a bigger texture from an amount of smaller ones
		*/
		else if(part_of_name.substr(0,8) == "[combine")
		{
			Strfnd sf(part_of_name);
			sf.next(":");
			u32 w0 = stoi(sf.next("x"));
			u32 h0 = stoi(sf.next(":"));
			infostream<<"combined w="<<w0<<" h="<<h0<<std::endl;
			core::dimension2d<u32> dim(w0,h0);
			if(baseimg == NULL)
			{
				baseimg = driver->createImage(video::ECF_A8R8G8B8, dim);
				baseimg->fill(video::SColor(0,0,0,0));
			}
			while(sf.atend() == false)
			{
				u32 x = stoi(sf.next(","));
				u32 y = stoi(sf.next("="));
				std::string filename = sf.next(":");
				infostream<<"Adding \""<<filename
						<<"\" to combined ("<<x<<","<<y<<")"
						<<std::endl;
				video::IImage *img = m_sourcecache.getOrLoad(filename, m_device);
				if(img)
				{
					core::dimension2d<u32> dim = img->getDimension();
					infostream<<"Size "<<dim.Width
							<<"x"<<dim.Height<<std::endl;
					core::position2d<s32> pos_base(x, y);
					video::IImage *img2 =
							driver->createImage(video::ECF_A8R8G8B8, dim);
					img->copyTo(img2);
					img->drop();
					/*img2->copyToWithAlpha(baseimg, pos_base,
							core::rect<s32>(v2s32(0,0), dim),
							video::SColor(255,255,255,255),
							NULL);*/
					blit_with_alpha(img2, baseimg, v2s32(0,0), pos_base, dim);
					img2->drop();
				}
				else
				{
					infostream<<"img==NULL"<<std::endl;
				}
			}
		}
		/*
			"[brighten"
		*/
		else if(part_of_name.substr(0,9) == "[brighten")
		{
			if(baseimg == NULL)
			{
				errorstream<<"generateImage(): baseimg==NULL "
						<<"for part_of_name=\""<<part_of_name
						<<"\", cancelling."<<std::endl;
				return false;
			}

			brighten(baseimg);
		}
		/*
			"[noalpha"
			Make image completely opaque.
			Used for the leaves texture when in old leaves mode, so
			that the transparent parts don't look completely black
			when simple alpha channel is used for rendering.
		*/
		else if(part_of_name.substr(0,8) == "[noalpha")
		{
			if(baseimg == NULL)
			{
				errorstream<<"generateImage(): baseimg==NULL "
						<<"for part_of_name=\""<<part_of_name
						<<"\", cancelling."<<std::endl;
				return false;
			}

			core::dimension2d<u32> dim = baseimg->getDimension();

			// Set alpha to full
			for(u32 y=0; y<dim.Height; y++)
			for(u32 x=0; x<dim.Width; x++)
			{
				video::SColor c = baseimg->getPixel(x,y);
				c.setAlpha(255);
				baseimg->setPixel(x,y,c);
			}
		}
		/*
			"[makealpha:R,G,B"
			Convert one color to transparent.
		*/
		else if(part_of_name.substr(0,11) == "[makealpha:")
		{
			if(baseimg == NULL)
			{
				errorstream<<"generateImage(): baseimg==NULL "
						<<"for part_of_name=\""<<part_of_name
						<<"\", cancelling."<<std::endl;
				return false;
			}

			Strfnd sf(part_of_name.substr(11));
			u32 r1 = stoi(sf.next(","));
			u32 g1 = stoi(sf.next(","));
			u32 b1 = stoi(sf.next(""));
			std::string filename = sf.next("");

			core::dimension2d<u32> dim = baseimg->getDimension();

			/*video::IImage *oldbaseimg = baseimg;
			baseimg = driver->createImage(video::ECF_A8R8G8B8, dim);
			oldbaseimg->copyTo(baseimg);
			oldbaseimg->drop();*/

			// Set alpha to full
			for(u32 y=0; y<dim.Height; y++)
			for(u32 x=0; x<dim.Width; x++)
			{
				video::SColor c = baseimg->getPixel(x,y);
				u32 r = c.getRed();
				u32 g = c.getGreen();
				u32 b = c.getBlue();
				if(!(r == r1 && g == g1 && b == b1))
					continue;
				c.setAlpha(0);
				baseimg->setPixel(x,y,c);
			}
		}
		/*
			"[transformN"
			Rotates and/or flips the image.

			N can be a number (between 0 and 7) or a transform name.
			Rotations are counter-clockwise.
			0  I      identity
			1  R90    rotate by 90 degrees
			2  R180   rotate by 180 degrees
			3  R270   rotate by 270 degrees
			4  FX     flip X
			5  FXR90  flip X then rotate by 90 degrees
			6  FY     flip Y
			7  FYR90  flip Y then rotate by 90 degrees

			Note: Transform names can be concatenated to produce
			their product (applies the first then the second).
			The resulting transform will be equivalent to one of the
			eight existing ones, though (see: dihedral group).
		*/
		else if(part_of_name.substr(0,10) == "[transform")
		{
			if(baseimg == NULL)
			{
				errorstream<<"generateImage(): baseimg==NULL "
						<<"for part_of_name=\""<<part_of_name
						<<"\", cancelling."<<std::endl;
				return false;
			}

			u32 transform = parseImageTransform(part_of_name.substr(10));
			core::dimension2d<u32> dim = imageTransformDimension(
					transform, baseimg->getDimension());
			video::IImage *image = driver->createImage(
					baseimg->getColorFormat(), dim);
			assert(image);
			imageTransform(transform, baseimg, image);
			baseimg->drop();
			baseimg = image;
		}
		/*
			[inventorycube{topimage{leftimage{rightimage
			In every subimage, replace ^ with &.
			Create an "inventory cube".
			NOTE: This should be used only on its own.
			Example (a grass block (not actually used in game):
			"[inventorycube{grass.png{mud.png&grass_side.png{mud.png&grass_side.png"
		*/
		else if(part_of_name.substr(0,14) == "[inventorycube")
		{
			if(baseimg != NULL)
			{
				errorstream<<"generateImage(): baseimg!=NULL "
						<<"for part_of_name=\""<<part_of_name
						<<"\", cancelling."<<std::endl;
				return false;
			}

			str_replace_char(part_of_name, '&', '^');
			Strfnd sf(part_of_name);
			sf.next("{");
			std::string imagename_top = sf.next("{");
			std::string imagename_left = sf.next("{");
			std::string imagename_right = sf.next("{");

			// Generate images for the faces of the cube
			video::IImage *img_top =
				generateImageFromScratch(imagename_top);
			video::IImage *img_left =
				generateImageFromScratch(imagename_left);
			video::IImage *img_right =
				generateImageFromScratch(imagename_right);
			assert(img_top && img_left && img_right);

			// Create textures from images
			video::ITexture *texture_top = driver->addTexture(
					(imagename_top + "__temp__").c_str(), img_top);
			video::ITexture *texture_left = driver->addTexture(
					(imagename_left + "__temp__").c_str(), img_left);
			video::ITexture *texture_right = driver->addTexture(
					(imagename_right + "__temp__").c_str(), img_right);
			assert(texture_top && texture_left && texture_right);

			// Drop images
			img_top->drop();
			img_left->drop();
			img_right->drop();

			/*
				Draw a cube mesh into a render target texture
			*/
			scene::IMesh* cube = createCubeMesh(v3f(1, 1, 1));
			setMeshColor(cube, video::SColor(255, 255, 255, 255));
			cube->getMeshBuffer(0)->getMaterial().setTexture(0, texture_top);
			cube->getMeshBuffer(1)->getMaterial().setTexture(0, texture_top);
			cube->getMeshBuffer(2)->getMaterial().setTexture(0, texture_right);
			cube->getMeshBuffer(3)->getMaterial().setTexture(0, texture_right);
			cube->getMeshBuffer(4)->getMaterial().setTexture(0, texture_left);
			cube->getMeshBuffer(5)->getMaterial().setTexture(0, texture_left);

			TextureFromMeshParams params;
			params.mesh = cube;
			params.dim.set(64, 64);
			params.rtt_texture_name = part_of_name + "_RTT";
			// We will delete the rtt texture ourselves
			params.delete_texture_on_shutdown = false;
			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;

			video::ITexture *rtt = generateTextureFromMesh(params);

			// Drop mesh
			cube->drop();

			// Free textures of images
			driver->removeTexture(texture_top);
			driver->removeTexture(texture_left);
			driver->removeTexture(texture_right);

			if(rtt == NULL)
			{
				baseimg = generateImageFromScratch(imagename_top);
				return true;
			}

			// Create image of render target
			video::IImage *image = driver->createImage(rtt, v2s32(0,0), params.dim);
			assert(image);

			// Cleanup texture
			driver->removeTexture(rtt);

			baseimg = driver->createImage(video::ECF_A8R8G8B8, params.dim);

			if(image)
			{
				image->copyTo(baseimg);
				image->drop();
			}
		}
		/*
			[lowpart:percent:filename
			Adds the lower part of a texture
		*/
		else if(part_of_name.substr(0,9) == "[lowpart:")
		{
			Strfnd sf(part_of_name);
			sf.next(":");
			u32 percent = stoi(sf.next(":"));
			std::string filename = sf.next(":");
			//infostream<<"power part "<<percent<<"%% of "<<filename<<std::endl;

			if(baseimg == NULL)
				baseimg = driver->createImage(video::ECF_A8R8G8B8, v2u32(16,16));
			video::IImage *img = m_sourcecache.getOrLoad(filename, m_device);
			if(img)
			{
				core::dimension2d<u32> dim = img->getDimension();
				core::position2d<s32> pos_base(0, 0);
				video::IImage *img2 =
						driver->createImage(video::ECF_A8R8G8B8, dim);
				img->copyTo(img2);
				img->drop();
				core::position2d<s32> clippos(0, 0);
				clippos.Y = dim.Height * (100-percent) / 100;
				core::dimension2d<u32> clipdim = dim;
				clipdim.Height = clipdim.Height * percent / 100 + 1;
				core::rect<s32> cliprect(clippos, clipdim);
				img2->copyToWithAlpha(baseimg, pos_base,
						core::rect<s32>(v2s32(0,0), dim),
						video::SColor(255,255,255,255),
						&cliprect);
				img2->drop();
			}
		}
		/*
			[verticalframe:N:I
			Crops a frame of a vertical animation.
			N = frame count, I = frame index
		*/
		else if(part_of_name.substr(0,15) == "[verticalframe:")
		{
			Strfnd sf(part_of_name);
			sf.next(":");
			u32 frame_count = stoi(sf.next(":"));
			u32 frame_index = stoi(sf.next(":"));

			if(baseimg == NULL){
				errorstream<<"generateImage(): baseimg!=NULL "
						<<"for part_of_name=\""<<part_of_name
						<<"\", cancelling."<<std::endl;
				return false;
			}

			v2u32 frame_size = baseimg->getDimension();
			if (frame_count)
			frame_size.Y /= frame_count;

			video::IImage *img = driver->createImage(video::ECF_A8R8G8B8,
					frame_size);
			if(!img){
				errorstream<<"generateImage(): Could not create image "
						<<"for part_of_name=\""<<part_of_name
						<<"\", cancelling."<<std::endl;
				return false;
			}

			// Fill target image with transparency
			img->fill(video::SColor(0,0,0,0));

			core::dimension2d<u32> dim = frame_size;
			core::position2d<s32> pos_dst(0, 0);
			core::position2d<s32> pos_src(0, frame_index * frame_size.Y);
			baseimg->copyToWithAlpha(img, pos_dst,
					core::rect<s32>(pos_src, dim),
					video::SColor(255,255,255,255),
					NULL);
			// Replace baseimg
			baseimg->drop();
			baseimg = img;
		}
		else
		{
			errorstream<<"generateImage(): Invalid "
					" modification: \""<<part_of_name<<"\""<<std::endl;
		}
	}

	return true;
}
GUICharDefMenu::GUICharDefMenu(
	IrrlichtDevice* device,
	gui::IGUIEnvironment* env,
	gui::IGUIElement* parent, s32 id,
	IMenuManager *menumgr
):
	GUIModalMenu(env, parent, id, menumgr),
	m_accepted(false)
{
	this->env = env;
	this->parent = parent;
	this->id = id;
	this->menumgr = menumgr;
	m_model_rotation = 90;

	fetchPlayerSkin();

	m_skintone_types["white"] = wgettext("White Skin");
	m_skintone_types["red"] = wgettext("Red Skin");
	m_skintone_types["green"] = wgettext("Green Skin");
	m_skintone_types["fair"] = wgettext("Fair Skin");
	m_skintone_types["tanned"] = wgettext("Tanned Skin");
	m_skintone_types["dark"] = wgettext("Dark Skin");
	m_skintone_types["black"] = wgettext("Black Skin");

	m_face_types["human"] = wgettext("Human Face");
	m_face_types["elven"] = wgettext("Elven Face");
	m_face_types["dwarven"] = wgettext("Dwarven Face");
	m_face_types["alien"] = wgettext("Alien Face");

	m_hairtone_types["white"] = wgettext("White Hair");
	m_hairtone_types["blue"] = wgettext("Blue Hair");
	m_hairtone_types["green"] = wgettext("Green Hair");
	m_hairtone_types["orange"] = wgettext("Orange Hair");
	m_hairtone_types["brown"] = wgettext("Brown Hair");
	m_hairtone_types["purple"] = wgettext("Purple Hair");
	m_hairtone_types["red"] = wgettext("Red Hair");
	m_hairtone_types["blonde"] = wgettext("Blonde Hair");
	m_hairtone_types["black"] = wgettext("Black Hair");

	m_hair_types["short"] = wgettext("Short Hair");
	m_hair_types["medium"] = wgettext("Medium Hair");
	m_hair_types["long"] = wgettext("Long Hair");
	m_hair_types["special"] = wgettext("Styled Hair");

	m_eyes_types["white"] = wgettext("White Eyes");
	m_eyes_types["blue"] = wgettext("Blue Eyes");
	m_eyes_types["green"] = wgettext("Green Eyes");
	m_eyes_types["orange"] = wgettext("Orange Eyes");
	m_eyes_types["brown"] = wgettext("Brown Eyes");
	m_eyes_types["purple"] = wgettext("Purple Eyes");
	m_eyes_types["red"] = wgettext("Red Eyes");
	m_eyes_types["yellow"] = wgettext("Yellow Eyes");
	m_eyes_types["black"] = wgettext("Black Eyes");

	m_shirt_types["white"] = wgettext("White T-Shirt");
	m_shirt_types["blue"] = wgettext("Blue T-Shirt");
	m_shirt_types["green"] = wgettext("Green T-Shirt");
	m_shirt_types["orange"] = wgettext("Orange T-Shirt");
	m_shirt_types["purple"] = wgettext("Purple T-Shirt");
	m_shirt_types["red"] = wgettext("Red T-Shirt");
	m_shirt_types["yellow"] = wgettext("Yellow T-Shirt");
	m_shirt_types["black"] = wgettext("Black T-Shirt");

	m_pants_types["white"] = wgettext("White Pants");
	m_pants_types["blue"] = wgettext("Blue Pants");
	m_pants_types["green"] = wgettext("Green Pants");
	m_pants_types["orange"] = wgettext("Orange Pants");
	m_pants_types["purple"] = wgettext("Purple Pants");
	m_pants_types["red"] = wgettext("Red Pants");
	m_pants_types["yellow"] = wgettext("Yellow Pants");
	m_pants_types["black"] = wgettext("Black Pants");

	m_shoes_types["leather"] = wgettext("Leather Shoes");
	m_shoes_types["fur"] = wgettext("Fur Shoes");
	m_shoes_types["canvas"] = wgettext("Canvas Shoes");

	scene::ISceneManager* smgr = device->getSceneManager();

	m_cameranode = smgr->addCameraSceneNode(smgr->getRootSceneNode());
	m_cameranode->setPosition(v3f(20,0,0));
	// *100.0 helps in large map coordinates
	m_cameranode->setTarget(v3f(0,0,0));

	// get a unique mesh so that the player model has it's own lighting
	scene::IAnimatedMesh* mesh = createModelMesh(smgr,"character.b3d",true);
	if (!mesh)
		return;

	m_model = smgr->addAnimatedMeshSceneNode(mesh,smgr->getRootSceneNode());

	if (m_model) {
		m_model->setFrameLoop(0,79);
		m_model->setScale(v3f(m_xz_scale,m_y_scale,m_xz_scale));
		m_model->setRotation(v3f(0,m_model_rotation,0));
		setMeshColor(m_model->getMesh(), video::SColor(255,255,255,255));

		// Set material flags and texture
		m_model->setMaterialTexture(0, getPlayerTexture());
		video::SMaterial& material = m_model->getMaterial(0);
		material.setFlag(video::EMF_LIGHTING, false);
		material.setFlag(video::EMF_BILINEAR_FILTER, false);
		material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;

		m_model->setPosition(v3f(0,0,0));
	}
#if (IRRLICHT_VERSION_MAJOR >= 1 && IRRLICHT_VERSION_MINOR >= 8) || IRRLICHT_VERSION_MAJOR >= 2
	mesh->drop();
#endif
}
Exemple #10
0
bool generate_image(std::string part_of_name, video::IImage *& baseimg,
		IrrlichtDevice *device, SourceImageCache *sourcecache)
{
	video::IVideoDriver* driver = device->getVideoDriver();
	assert(driver);

	// Stuff starting with [ are special commands
	if(part_of_name.size() == 0 || part_of_name[0] != '[')
	{
		video::IImage *image = sourcecache->getOrLoad(part_of_name, device);

		if(image == NULL)
		{
			if(part_of_name != ""){
				errorstream<<"generate_image(): Could not load image \""
						<<part_of_name<<"\""<<" while building texture"<<std::endl;
				errorstream<<"generate_image(): Creating a dummy"
						<<" image for \""<<part_of_name<<"\""<<std::endl;
			}

			// Just create a dummy image
			//core::dimension2d<u32> dim(2,2);
			core::dimension2d<u32> dim(1,1);
			image = driver->createImage(video::ECF_A8R8G8B8, dim);
			assert(image);
			/*image->setPixel(0,0, video::SColor(255,255,0,0));
			image->setPixel(1,0, video::SColor(255,0,255,0));
			image->setPixel(0,1, video::SColor(255,0,0,255));
			image->setPixel(1,1, video::SColor(255,255,0,255));*/
			image->setPixel(0,0, video::SColor(255,myrand()%256,
					myrand()%256,myrand()%256));
			/*image->setPixel(1,0, video::SColor(255,myrand()%256,
					myrand()%256,myrand()%256));
			image->setPixel(0,1, video::SColor(255,myrand()%256,
					myrand()%256,myrand()%256));
			image->setPixel(1,1, video::SColor(255,myrand()%256,
					myrand()%256,myrand()%256));*/
		}

		// If base image is NULL, load as base.
		if(baseimg == NULL)
		{
			//infostream<<"Setting "<<part_of_name<<" as base"<<std::endl;
			/*
				Copy it this way to get an alpha channel.
				Otherwise images with alpha cannot be blitted on 
				images that don't have alpha in the original file.
			*/
			core::dimension2d<u32> dim = image->getDimension();
			baseimg = driver->createImage(video::ECF_A8R8G8B8, dim);
			image->copyTo(baseimg);
			image->drop();
		}
		// Else blit on base.
		else
		{
			//infostream<<"Blitting "<<part_of_name<<" on base"<<std::endl;
			// Size of the copied area
			core::dimension2d<u32> dim = image->getDimension();
			//core::dimension2d<u32> dim(16,16);
			// Position to copy the blitted to in the base image
			core::position2d<s32> pos_to(0,0);
			// Position to copy the blitted from in the blitted image
			core::position2d<s32> pos_from(0,0);
			// Blit
			image->copyToWithAlpha(baseimg, pos_to,
					core::rect<s32>(pos_from, dim),
					video::SColor(255,255,255,255),
					NULL);
			// Drop image
			image->drop();
		}
	}
	else
	{
		// A special texture modification

		/*infostream<<"generate_image(): generating special "
				<<"modification \""<<part_of_name<<"\""
				<<std::endl;*/
		
		/*
			This is the simplest of all; it just adds stuff to the
			name so that a separate texture is created.

			It is used to make textures for stuff that doesn't want
			to implement getting the texture from a bigger texture
			atlas.
		*/
		if(part_of_name == "[forcesingle")
		{
			// If base image is NULL, create a random color
			if(baseimg == NULL)
			{
				core::dimension2d<u32> dim(1,1);
				baseimg = driver->createImage(video::ECF_A8R8G8B8, dim);
				assert(baseimg);
				baseimg->setPixel(0,0, video::SColor(255,myrand()%256,
						myrand()%256,myrand()%256));
			}
		}
		/*
			[crackN
			Adds a cracking texture
		*/
		else if(part_of_name.substr(0,6) == "[crack")
		{
			if(baseimg == NULL)
			{
				errorstream<<"generate_image(): baseimg==NULL "
						<<"for part_of_name=\""<<part_of_name
						<<"\", cancelling."<<std::endl;
				return false;
			}
			
			// Crack image number and overlay option
			s32 progression = 0;
			bool use_overlay = false;
			if(part_of_name.substr(6,1) == "o")
			{
				progression = stoi(part_of_name.substr(7));
				use_overlay = true;
			}
			else
			{
				progression = stoi(part_of_name.substr(6));
				use_overlay = false;
			}

			// Size of the base image
			core::dimension2d<u32> dim_base = baseimg->getDimension();
			
			/*
				Load crack image.

				It is an image with a number of cracking stages
				horizontally tiled.
			*/
			video::IImage *img_crack = sourcecache->getOrLoad("crack.png", device);
		
			if(img_crack && progression >= 0)
			{
				// Dimension of original image
				core::dimension2d<u32> dim_crack
						= img_crack->getDimension();
				// Count of crack stages
				s32 crack_count = dim_crack.Height / dim_crack.Width;
				// Limit progression
				if(progression > crack_count-1)
					progression = crack_count-1;
				// Dimension of a single crack stage
				core::dimension2d<u32> dim_crack_cropped(
					dim_crack.Width,
					dim_crack.Width
				);
				// Create cropped and scaled crack images
				video::IImage *img_crack_cropped = driver->createImage(
						video::ECF_A8R8G8B8, dim_crack_cropped);
				video::IImage *img_crack_scaled = driver->createImage(
						video::ECF_A8R8G8B8, dim_base);

				if(img_crack_cropped && img_crack_scaled)
				{
					// Crop crack image
					v2s32 pos_crack(0, progression*dim_crack.Width);
					img_crack->copyTo(img_crack_cropped,
							v2s32(0,0),
							core::rect<s32>(pos_crack, dim_crack_cropped));
					// Scale crack image by copying
					img_crack_cropped->copyToScaling(img_crack_scaled);
					// Copy or overlay crack image
					if(use_overlay)
					{
						overlay(baseimg, img_crack_scaled);
					}
					else
					{
						img_crack_scaled->copyToWithAlpha(
								baseimg,
								v2s32(0,0),
								core::rect<s32>(v2s32(0,0), dim_base),
								video::SColor(255,255,255,255));
					}
				}

				if(img_crack_scaled)
					img_crack_scaled->drop();

				if(img_crack_cropped)
					img_crack_cropped->drop();
				
				img_crack->drop();
			}
		}
		/*
			[combine:WxH:X,Y=filename:X,Y=filename2
			Creates a bigger texture from an amount of smaller ones
		*/
		else if(part_of_name.substr(0,8) == "[combine")
		{
			Strfnd sf(part_of_name);
			sf.next(":");
			u32 w0 = stoi(sf.next("x"));
			u32 h0 = stoi(sf.next(":"));
			infostream<<"combined w="<<w0<<" h="<<h0<<std::endl;
			core::dimension2d<u32> dim(w0,h0);
			baseimg = driver->createImage(video::ECF_A8R8G8B8, dim);
			while(sf.atend() == false)
			{
				u32 x = stoi(sf.next(","));
				u32 y = stoi(sf.next("="));
				std::string filename = sf.next(":");
				infostream<<"Adding \""<<filename
						<<"\" to combined ("<<x<<","<<y<<")"
						<<std::endl;
				video::IImage *img = sourcecache->getOrLoad(filename, device);
				if(img)
				{
					core::dimension2d<u32> dim = img->getDimension();
					infostream<<"Size "<<dim.Width
							<<"x"<<dim.Height<<std::endl;
					core::position2d<s32> pos_base(x, y);
					video::IImage *img2 =
							driver->createImage(video::ECF_A8R8G8B8, dim);
					img->copyTo(img2);
					img->drop();
					img2->copyToWithAlpha(baseimg, pos_base,
							core::rect<s32>(v2s32(0,0), dim),
							video::SColor(255,255,255,255),
							NULL);
					img2->drop();
				}
				else
				{
					infostream<<"img==NULL"<<std::endl;
				}
			}
		}
		/*
			"[brighten"
		*/
		else if(part_of_name.substr(0,9) == "[brighten")
		{
			if(baseimg == NULL)
			{
				errorstream<<"generate_image(): baseimg==NULL "
						<<"for part_of_name=\""<<part_of_name
						<<"\", cancelling."<<std::endl;
				return false;
			}

			brighten(baseimg);
		}
		/*
			"[noalpha"
			Make image completely opaque.
			Used for the leaves texture when in old leaves mode, so
			that the transparent parts don't look completely black 
			when simple alpha channel is used for rendering.
		*/
		else if(part_of_name.substr(0,8) == "[noalpha")
		{
			if(baseimg == NULL)
			{
				errorstream<<"generate_image(): baseimg==NULL "
						<<"for part_of_name=\""<<part_of_name
						<<"\", cancelling."<<std::endl;
				return false;
			}

			core::dimension2d<u32> dim = baseimg->getDimension();
			
			// Set alpha to full
			for(u32 y=0; y<dim.Height; y++)
			for(u32 x=0; x<dim.Width; x++)
			{
				video::SColor c = baseimg->getPixel(x,y);
				c.setAlpha(255);
				baseimg->setPixel(x,y,c);
			}
		}
		/*
			"[makealpha:R,G,B"
			Convert one color to transparent.
		*/
		else if(part_of_name.substr(0,11) == "[makealpha:")
		{
			if(baseimg == NULL)
			{
				errorstream<<"generate_image(): baseimg==NULL "
						<<"for part_of_name=\""<<part_of_name
						<<"\", cancelling."<<std::endl;
				return false;
			}

			Strfnd sf(part_of_name.substr(11));
			u32 r1 = stoi(sf.next(","));
			u32 g1 = stoi(sf.next(","));
			u32 b1 = stoi(sf.next(""));
			std::string filename = sf.next("");

			core::dimension2d<u32> dim = baseimg->getDimension();
			
			/*video::IImage *oldbaseimg = baseimg;
			baseimg = driver->createImage(video::ECF_A8R8G8B8, dim);
			oldbaseimg->copyTo(baseimg);
			oldbaseimg->drop();*/

			// Set alpha to full
			for(u32 y=0; y<dim.Height; y++)
			for(u32 x=0; x<dim.Width; x++)
			{
				video::SColor c = baseimg->getPixel(x,y);
				u32 r = c.getRed();
				u32 g = c.getGreen();
				u32 b = c.getBlue();
				if(!(r == r1 && g == g1 && b == b1))
					continue;
				c.setAlpha(0);
				baseimg->setPixel(x,y,c);
			}
		}
		/*
			[inventorycube{topimage{leftimage{rightimage
			In every subimage, replace ^ with &.
			Create an "inventory cube".
			NOTE: This should be used only on its own.
			Example (a grass block (not actually used in game):
			"[inventorycube{grass.png{mud.png&grass_side.png{mud.png&grass_side.png"
		*/
		else if(part_of_name.substr(0,14) == "[inventorycube")
		{
			if(baseimg != NULL)
			{
				errorstream<<"generate_image(): baseimg!=NULL "
						<<"for part_of_name=\""<<part_of_name
						<<"\", cancelling."<<std::endl;
				return false;
			}

			str_replace_char(part_of_name, '&', '^');
			Strfnd sf(part_of_name);
			sf.next("{");
			std::string imagename_top = sf.next("{");
			std::string imagename_left = sf.next("{");
			std::string imagename_right = sf.next("{");

			// Generate images for the faces of the cube
			video::IImage *img_top = generate_image_from_scratch(
					imagename_top, device, sourcecache);
			video::IImage *img_left = generate_image_from_scratch(
					imagename_left, device, sourcecache);
			video::IImage *img_right = generate_image_from_scratch(
					imagename_right, device, sourcecache);
			assert(img_top && img_left && img_right);

			// Create textures from images
			video::ITexture *texture_top = driver->addTexture(
					(imagename_top + "__temp__").c_str(), img_top);
			video::ITexture *texture_left = driver->addTexture(
					(imagename_left + "__temp__").c_str(), img_left);
			video::ITexture *texture_right = driver->addTexture(
					(imagename_right + "__temp__").c_str(), img_right);
			assert(texture_top && texture_left && texture_right);

			// Drop images
			img_top->drop();
			img_left->drop();
			img_right->drop();
			
			/*
				Draw a cube mesh into a render target texture
			*/
			scene::IMesh* cube = createCubeMesh(v3f(1, 1, 1));
			setMeshColor(cube, video::SColor(255, 255, 255, 255));
			cube->getMeshBuffer(0)->getMaterial().setTexture(0, texture_top);
			cube->getMeshBuffer(1)->getMaterial().setTexture(0, texture_top);
			cube->getMeshBuffer(2)->getMaterial().setTexture(0, texture_right);
			cube->getMeshBuffer(3)->getMaterial().setTexture(0, texture_right);
			cube->getMeshBuffer(4)->getMaterial().setTexture(0, texture_left);
			cube->getMeshBuffer(5)->getMaterial().setTexture(0, texture_left);

			core::dimension2d<u32> dim(64,64);
			std::string rtt_texture_name = part_of_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;

			video::ITexture *rtt = generateTextureFromMesh(
					cube, device, dim, rtt_texture_name,
					camera_position,
					camera_lookat,
					camera_projection_matrix,
					ambient_light,
					light_position,
					light_color,
					light_radius);
			
			// Drop mesh
			cube->drop();

			// Free textures of images
			driver->removeTexture(texture_top);
			driver->removeTexture(texture_left);
			driver->removeTexture(texture_right);
			
			if(rtt == NULL)
			{
				baseimg = generate_image_from_scratch(
						imagename_top, device, sourcecache);
				return true;
			}

			// Create image of render target
			video::IImage *image = driver->createImage(rtt, v2s32(0,0), dim);
			assert(image);

			baseimg = driver->createImage(video::ECF_A8R8G8B8, dim);

			if(image)
			{
				image->copyTo(baseimg);
				image->drop();
			}
		}
		else
		{
			errorstream<<"generate_image(): Invalid "
					" modification: \""<<part_of_name<<"\""<<std::endl;
		}
	}

	return true;
}
Exemple #11
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;
    }