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 }
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; }