scene::IMesh * getExtrudedMesh(ITextureSource *tsrc, const std::string &imagename) { video::ITexture *texture = tsrc->getTextureForMesh(imagename); if (!texture) { return NULL; } core::dimension2d<u32> dim = texture->getSize(); scene::IMesh *mesh = cloneMesh(g_extrusion_mesh_cache->create(dim)); // Customize material video::SMaterial &material = mesh->getMeshBuffer(0)->getMaterial(); material.setTexture(0, tsrc->getTexture(imagename)); 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 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)); } } }
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); }
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 ContentFeatures::updateTextures(ITextureSource *tsrc, IShaderSource *shdsrc, scene::ISceneManager *smgr, scene::IMeshManipulator *meshmanip, IGameDef *gamedef, const TextureSettings &tsettings) { // minimap pixel color - the average color of a texture if (tsettings.enable_minimap && tiledef[0].name != "") minimap_color = tsrc->getTextureAverageColor(tiledef[0].name); // Figure out the actual tiles to use TileDef tdef[6]; for (u32 j = 0; j < 6; j++) { tdef[j] = tiledef[j]; if (tdef[j].name == "") tdef[j].name = "unknown_node.png"; } bool is_liquid = false; bool is_water_surface = false; u8 material_type = (alpha == 255) ? TILE_MATERIAL_BASIC : TILE_MATERIAL_ALPHA; switch (drawtype) { default: case NDT_NORMAL: solidness = 2; break; case NDT_AIRLIKE: solidness = 0; break; case NDT_LIQUID: assert(liquid_type == LIQUID_SOURCE); if (tsettings.opaque_water) alpha = 255; solidness = 1; is_liquid = true; break; case NDT_FLOWINGLIQUID: assert(liquid_type == LIQUID_FLOWING); solidness = 0; if (tsettings.opaque_water) alpha = 255; is_liquid = true; break; case NDT_GLASSLIKE: solidness = 0; visual_solidness = 1; break; case NDT_GLASSLIKE_FRAMED: solidness = 0; visual_solidness = 1; break; case NDT_GLASSLIKE_FRAMED_OPTIONAL: solidness = 0; visual_solidness = 1; drawtype = tsettings.connected_glass ? NDT_GLASSLIKE_FRAMED : NDT_GLASSLIKE; break; case NDT_ALLFACES: solidness = 0; visual_solidness = 1; break; case NDT_ALLFACES_OPTIONAL: if (tsettings.leaves_style == LEAVES_FANCY) { drawtype = NDT_ALLFACES; solidness = 0; visual_solidness = 1; } else if (tsettings.leaves_style == LEAVES_SIMPLE) { for (u32 j = 0; j < 6; j++) { if (tiledef_special[j].name != "") tdef[j].name = tiledef_special[j].name; } drawtype = NDT_GLASSLIKE; solidness = 0; visual_solidness = 1; } else { drawtype = NDT_NORMAL; solidness = 2; for (u32 i = 0; i < 6; i++) tdef[i].name += std::string("^[noalpha"); } if (waving == 1) material_type = TILE_MATERIAL_WAVING_LEAVES; break; case NDT_PLANTLIKE: solidness = 0; if (waving == 1) material_type = TILE_MATERIAL_WAVING_PLANTS; break; case NDT_FIRELIKE: solidness = 0; break; case NDT_MESH: solidness = 0; break; case NDT_TORCHLIKE: case NDT_SIGNLIKE: case NDT_FENCELIKE: case NDT_RAILLIKE: case NDT_NODEBOX: solidness = 0; break; } if (is_liquid) { material_type = (alpha == 255) ? TILE_MATERIAL_LIQUID_OPAQUE : TILE_MATERIAL_LIQUID_TRANSPARENT; if (name == "default:water_source") is_water_surface = true; } u32 tile_shader[6]; for (u16 j = 0; j < 6; j++) { tile_shader[j] = shdsrc->getShader("nodes_shader", material_type, drawtype); } if (is_water_surface) { tile_shader[0] = shdsrc->getShader("water_surface_shader", material_type, drawtype); } // Tiles (fill in f->tiles[]) for (u16 j = 0; j < 6; j++) { fillTileAttribs(tsrc, &tiles[j], &tdef[j], tile_shader[j], tsettings.use_normal_texture, tiledef[j].backface_culling, alpha, material_type); } // Special tiles (fill in f->special_tiles[]) for (u16 j = 0; j < CF_SPECIAL_COUNT; j++) { fillTileAttribs(tsrc, &special_tiles[j], &tiledef_special[j], tile_shader[j], tsettings.use_normal_texture, tiledef_special[j].backface_culling, alpha, material_type); } if ((drawtype == NDT_MESH) && (mesh != "")) { // Meshnode drawtype // Read the mesh and apply scale mesh_ptr[0] = gamedef->getMesh(mesh); if (mesh_ptr[0]){ v3f scale = v3f(1.0, 1.0, 1.0) * BS * visual_scale; scaleMesh(mesh_ptr[0], scale); recalculateBoundingBox(mesh_ptr[0]); meshmanip->recalculateNormals(mesh_ptr[0], true, false); } } else if ((drawtype == NDT_NODEBOX) && ((node_box.type == NODEBOX_REGULAR) || (node_box.type == NODEBOX_FIXED)) && (!node_box.fixed.empty())) { //Convert regular nodebox nodes to meshnodes //Change the drawtype and apply scale drawtype = NDT_MESH; mesh_ptr[0] = convertNodeboxesToMesh(node_box.fixed); v3f scale = v3f(1.0, 1.0, 1.0) * visual_scale; scaleMesh(mesh_ptr[0], scale); recalculateBoundingBox(mesh_ptr[0]); meshmanip->recalculateNormals(mesh_ptr[0], true, false); } //Cache 6dfacedir and wallmounted rotated clones of meshes if (tsettings.enable_mesh_cache && mesh_ptr[0] && (param_type_2 == CPT2_FACEDIR)) { for (u16 j = 1; j < 24; j++) { mesh_ptr[j] = cloneMesh(mesh_ptr[0]); rotateMeshBy6dFacedir(mesh_ptr[j], j); recalculateBoundingBox(mesh_ptr[j]); meshmanip->recalculateNormals(mesh_ptr[j], true, false); } } else if (tsettings.enable_mesh_cache && mesh_ptr[0] && (param_type_2 == CPT2_WALLMOUNTED)) { static const u8 wm_to_6d[6] = {20, 0, 16+1, 12+3, 8, 4+2}; for (u16 j = 1; j < 6; j++) { mesh_ptr[j] = cloneMesh(mesh_ptr[0]); rotateMeshBy6dFacedir(mesh_ptr[j], wm_to_6d[j]); recalculateBoundingBox(mesh_ptr[j]); meshmanip->recalculateNormals(mesh_ptr[j], true, false); } rotateMeshBy6dFacedir(mesh_ptr[0], wm_to_6d[0]); recalculateBoundingBox(mesh_ptr[0]); meshmanip->recalculateNormals(mesh_ptr[0], true, false); } }
void OversampleOutput::initOversample() { // Perform the mesh cloning, if needed if (_change_position || _oversample) cloneMesh(); else return; // Re-position the oversampled mesh if (_change_position) for (MeshBase::node_iterator nd = _mesh_ptr->getMesh().nodes_begin(); nd != _mesh_ptr->getMesh().nodes_end(); ++nd) *(*nd) += _position; // Perform the mesh refinement if (_oversample) { MeshRefinement mesh_refinement(_mesh_ptr->getMesh()); mesh_refinement.uniformly_refine(_refinements); } // Create the new EquationSystems _es_ptr = new EquationSystems(_mesh_ptr->getMesh()); // Reference the system from which we are copying EquationSystems & source_es = _problem_ptr->es(); // Initialize the _mesh_functions vector unsigned int num_systems = source_es.n_systems(); _mesh_functions.resize(num_systems); // Loop over the number of systems for (unsigned int sys_num = 0; sys_num < num_systems; sys_num++) { // Reference to the current system System & source_sys = source_es.get_system(sys_num); // Add the system to the new EquationsSystems ExplicitSystem & dest_sys = _es_ptr->add_system<ExplicitSystem>(source_sys.name()); // Loop through the variables in the System unsigned int num_vars = source_sys.n_vars(); if (num_vars > 0) { _mesh_functions[sys_num].resize(num_vars); _serialized_solution = NumericVector<Number>::build(_communicator); _serialized_solution->init(source_sys.n_dofs(), false, SERIAL); // Need to pull down a full copy of this vector on every processor so we can get values in parallel source_sys.solution->localize(*_serialized_solution); // Add the variables to the system... simultaneously creating MeshFunctions for them. for (unsigned int var_num = 0; var_num < num_vars; var_num++) { // Add the variable, allow for first and second lagrange const FEType & fe_type = source_sys.variable_type(var_num); FEType second(SECOND, LAGRANGE); if (fe_type == second) dest_sys.add_variable(source_sys.variable_name(var_num), second); else dest_sys.add_variable(source_sys.variable_name(var_num), FEType()); } } } // Initialize the newly created EquationSystem _es_ptr->init(); }
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; }
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 CNodeDefManager::updateTextures(IGameDef *gamedef, void (*progress_callback)(void *progress_args, u32 progress, u32 max_progress), void *progress_callback_args) { #ifndef SERVER infostream << "CNodeDefManager::updateTextures(): Updating " "textures in node definitions" << std::endl; ITextureSource *tsrc = gamedef->tsrc(); IShaderSource *shdsrc = gamedef->getShaderSource(); scene::ISceneManager* smgr = gamedef->getSceneManager(); scene::IMeshManipulator* meshmanip = smgr->getMeshManipulator(); bool new_style_water = g_settings->getBool("new_style_water"); bool new_style_leaves = g_settings->getBool("new_style_leaves"); bool connected_glass = g_settings->getBool("connected_glass"); bool opaque_water = g_settings->getBool("opaque_water"); bool enable_shaders = g_settings->getBool("enable_shaders"); bool enable_bumpmapping = g_settings->getBool("enable_bumpmapping"); bool enable_parallax_occlusion = g_settings->getBool("enable_parallax_occlusion"); bool enable_mesh_cache = g_settings->getBool("enable_mesh_cache"); bool use_normal_texture = enable_shaders && (enable_bumpmapping || enable_parallax_occlusion); u32 size = m_content_features.size(); for (u32 i = 0; i < size; i++) { ContentFeatures *f = &m_content_features[i]; // Figure out the actual tiles to use TileDef tiledef[6]; for (u32 j = 0; j < 6; j++) { tiledef[j] = f->tiledef[j]; if (tiledef[j].name == "") tiledef[j].name = "unknown_node.png"; } bool is_liquid = false; bool is_water_surface = false; u8 material_type = (f->alpha == 255) ? TILE_MATERIAL_BASIC : TILE_MATERIAL_ALPHA; switch (f->drawtype) { default: case NDT_NORMAL: f->solidness = 2; break; case NDT_AIRLIKE: f->solidness = 0; break; case NDT_LIQUID: assert(f->liquid_type == LIQUID_SOURCE); if (opaque_water) f->alpha = 255; if (new_style_water){ f->solidness = 0; } else { f->solidness = 1; f->backface_culling = false; } is_liquid = true; break; case NDT_FLOWINGLIQUID: assert(f->liquid_type == LIQUID_FLOWING); f->solidness = 0; if (opaque_water) f->alpha = 255; is_liquid = true; break; case NDT_GLASSLIKE: f->solidness = 0; f->visual_solidness = 1; break; case NDT_GLASSLIKE_FRAMED: f->solidness = 0; f->visual_solidness = 1; break; case NDT_GLASSLIKE_FRAMED_OPTIONAL: f->solidness = 0; f->visual_solidness = 1; f->drawtype = connected_glass ? NDT_GLASSLIKE_FRAMED : NDT_GLASSLIKE; break; case NDT_ALLFACES: f->solidness = 0; f->visual_solidness = 1; break; case NDT_ALLFACES_OPTIONAL: if (new_style_leaves) { f->drawtype = NDT_ALLFACES; f->solidness = 0; f->visual_solidness = 1; } else { f->drawtype = NDT_NORMAL; f->solidness = 2; for (u32 i = 0; i < 6; i++) tiledef[i].name += std::string("^[noalpha"); } if (f->waving == 1) material_type = TILE_MATERIAL_WAVING_LEAVES; break; case NDT_PLANTLIKE: f->solidness = 0; f->backface_culling = false; if (f->waving == 1) material_type = TILE_MATERIAL_WAVING_PLANTS; break; case NDT_FIRELIKE: f->backface_culling = false; f->solidness = 0; break; case NDT_MESH: f->solidness = 0; f->backface_culling = false; break; case NDT_TORCHLIKE: case NDT_SIGNLIKE: case NDT_FENCELIKE: case NDT_RAILLIKE: case NDT_NODEBOX: f->solidness = 0; break; } if (is_liquid) { material_type = (f->alpha == 255) ? TILE_MATERIAL_LIQUID_OPAQUE : TILE_MATERIAL_LIQUID_TRANSPARENT; if (f->name == "default:water_source") is_water_surface = true; } u32 tile_shader[6]; for (u16 j = 0; j < 6; j++) { tile_shader[j] = shdsrc->getShader("nodes_shader", material_type, f->drawtype); } if (is_water_surface) { tile_shader[0] = shdsrc->getShader("water_surface_shader", material_type, f->drawtype); } // Tiles (fill in f->tiles[]) for (u16 j = 0; j < 6; j++) { fillTileAttribs(tsrc, &f->tiles[j], &tiledef[j], tile_shader[j], use_normal_texture, f->backface_culling, f->alpha, material_type); } // Special tiles (fill in f->special_tiles[]) for (u16 j = 0; j < CF_SPECIAL_COUNT; j++) { fillTileAttribs(tsrc, &f->special_tiles[j], &f->tiledef_special[j], tile_shader[j], use_normal_texture, f->tiledef_special[j].backface_culling, f->alpha, material_type); } if ((f->drawtype == NDT_MESH) && (f->mesh != "")) { // Meshnode drawtype // Read the mesh and apply scale f->mesh_ptr[0] = gamedef->getMesh(f->mesh); if (f->mesh_ptr[0]){ v3f scale = v3f(1.0, 1.0, 1.0) * BS * f->visual_scale; scaleMesh(f->mesh_ptr[0], scale); recalculateBoundingBox(f->mesh_ptr[0]); meshmanip->recalculateNormals(f->mesh_ptr[0], true, false); } } else if ((f->drawtype == NDT_NODEBOX) && ((f->node_box.type == NODEBOX_REGULAR) || (f->node_box.type == NODEBOX_FIXED)) && (!f->node_box.fixed.empty())) { //Convert regular nodebox nodes to meshnodes //Change the drawtype and apply scale f->drawtype = NDT_MESH; f->mesh_ptr[0] = convertNodeboxNodeToMesh(f); v3f scale = v3f(1.0, 1.0, 1.0) * f->visual_scale; scaleMesh(f->mesh_ptr[0], scale); recalculateBoundingBox(f->mesh_ptr[0]); meshmanip->recalculateNormals(f->mesh_ptr[0], true, false); } //Cache 6dfacedir and wallmounted rotated clones of meshes if (enable_mesh_cache && f->mesh_ptr[0] && (f->param_type_2 == CPT2_FACEDIR)) { for (u16 j = 1; j < 24; j++) { f->mesh_ptr[j] = cloneMesh(f->mesh_ptr[0]); rotateMeshBy6dFacedir(f->mesh_ptr[j], j); recalculateBoundingBox(f->mesh_ptr[j]); meshmanip->recalculateNormals(f->mesh_ptr[j], true, false); } } else if (enable_mesh_cache && f->mesh_ptr[0] && (f->param_type_2 == CPT2_WALLMOUNTED)) { static const u8 wm_to_6d[6] = {20, 0, 16+1, 12+3, 8, 4+2}; for (u16 j = 1; j < 6; j++) { f->mesh_ptr[j] = cloneMesh(f->mesh_ptr[0]); rotateMeshBy6dFacedir(f->mesh_ptr[j], wm_to_6d[j]); recalculateBoundingBox(f->mesh_ptr[j]); meshmanip->recalculateNormals(f->mesh_ptr[j], true, false); } rotateMeshBy6dFacedir(f->mesh_ptr[0], wm_to_6d[0]); recalculateBoundingBox(f->mesh_ptr[0]); meshmanip->recalculateNormals(f->mesh_ptr[0], true, false); } progress_callback(progress_callback_args, i, size); } #endif }
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; }
void ContentFeatures::updateTextures(ITextureSource *tsrc, IShaderSource *shdsrc, scene::IMeshManipulator *meshmanip, Client *client, const TextureSettings &tsettings) { // minimap pixel color - the average color of a texture if (tsettings.enable_minimap && !tiledef[0].name.empty()) minimap_color = tsrc->getTextureAverageColor(tiledef[0].name); // Figure out the actual tiles to use TileDef tdef[6]; for (u32 j = 0; j < 6; j++) { tdef[j] = tiledef[j]; if (tdef[j].name.empty()) tdef[j].name = "unknown_node.png"; } // also the overlay tiles TileDef tdef_overlay[6]; for (u32 j = 0; j < 6; j++) tdef_overlay[j] = tiledef_overlay[j]; // also the special tiles TileDef tdef_spec[6]; for (u32 j = 0; j < CF_SPECIAL_COUNT; j++) tdef_spec[j] = tiledef_special[j]; bool is_liquid = false; u8 material_type = (alpha == 255) ? TILE_MATERIAL_BASIC : TILE_MATERIAL_ALPHA; switch (drawtype) { default: case NDT_NORMAL: material_type = (alpha == 255) ? TILE_MATERIAL_OPAQUE : TILE_MATERIAL_ALPHA; solidness = 2; break; case NDT_AIRLIKE: solidness = 0; break; case NDT_LIQUID: assert(liquid_type == LIQUID_SOURCE); if (tsettings.opaque_water) alpha = 255; solidness = 1; is_liquid = true; break; case NDT_FLOWINGLIQUID: assert(liquid_type == LIQUID_FLOWING); solidness = 0; if (tsettings.opaque_water) alpha = 255; is_liquid = true; break; case NDT_GLASSLIKE: solidness = 0; visual_solidness = 1; break; case NDT_GLASSLIKE_FRAMED: solidness = 0; visual_solidness = 1; break; case NDT_GLASSLIKE_FRAMED_OPTIONAL: solidness = 0; visual_solidness = 1; drawtype = tsettings.connected_glass ? NDT_GLASSLIKE_FRAMED : NDT_GLASSLIKE; break; case NDT_ALLFACES: solidness = 0; visual_solidness = 1; break; case NDT_ALLFACES_OPTIONAL: if (tsettings.leaves_style == LEAVES_FANCY) { drawtype = NDT_ALLFACES; solidness = 0; visual_solidness = 1; } else if (tsettings.leaves_style == LEAVES_SIMPLE) { for (u32 j = 0; j < 6; j++) { if (!tdef_spec[j].name.empty()) tdef[j].name = tdef_spec[j].name; } drawtype = NDT_GLASSLIKE; solidness = 0; visual_solidness = 1; } else { drawtype = NDT_NORMAL; solidness = 2; for (TileDef &td : tdef) td.name += std::string("^[noalpha"); } if (waving >= 1) material_type = TILE_MATERIAL_WAVING_LEAVES; break; case NDT_PLANTLIKE: solidness = 0; if (waving >= 1) material_type = TILE_MATERIAL_WAVING_PLANTS; break; case NDT_FIRELIKE: solidness = 0; break; case NDT_MESH: case NDT_NODEBOX: solidness = 0; if (waving == 1) material_type = TILE_MATERIAL_WAVING_PLANTS; else if (waving == 2) material_type = TILE_MATERIAL_WAVING_LEAVES; break; case NDT_TORCHLIKE: case NDT_SIGNLIKE: case NDT_FENCELIKE: case NDT_RAILLIKE: solidness = 0; break; case NDT_PLANTLIKE_ROOTED: solidness = 2; break; } if (is_liquid) { // Vertex alpha is no longer supported, correct if necessary. correctAlpha(tdef, 6); correctAlpha(tdef_overlay, 6); correctAlpha(tdef_spec, CF_SPECIAL_COUNT); material_type = (alpha == 255) ? TILE_MATERIAL_LIQUID_OPAQUE : TILE_MATERIAL_LIQUID_TRANSPARENT; } u32 tile_shader = shdsrc->getShader("nodes_shader", material_type, drawtype); u8 overlay_material = material_type; if (overlay_material == TILE_MATERIAL_OPAQUE) overlay_material = TILE_MATERIAL_BASIC; else if (overlay_material == TILE_MATERIAL_LIQUID_OPAQUE) overlay_material = TILE_MATERIAL_LIQUID_TRANSPARENT; u32 overlay_shader = shdsrc->getShader("nodes_shader", overlay_material, drawtype); // Tiles (fill in f->tiles[]) for (u16 j = 0; j < 6; j++) { tiles[j].world_aligned = isWorldAligned(tdef[j].align_style, tsettings.world_aligned_mode, drawtype); fillTileAttribs(tsrc, &tiles[j].layers[0], tiles[j], tdef[j], color, material_type, tile_shader, tdef[j].backface_culling, tsettings); if (!tdef_overlay[j].name.empty()) fillTileAttribs(tsrc, &tiles[j].layers[1], tiles[j], tdef_overlay[j], color, overlay_material, overlay_shader, tdef[j].backface_culling, tsettings); } u8 special_material = material_type; if (drawtype == NDT_PLANTLIKE_ROOTED) { if (waving == 1) special_material = TILE_MATERIAL_WAVING_PLANTS; else if (waving == 2) special_material = TILE_MATERIAL_WAVING_LEAVES; } u32 special_shader = shdsrc->getShader("nodes_shader", special_material, drawtype); // Special tiles (fill in f->special_tiles[]) for (u16 j = 0; j < CF_SPECIAL_COUNT; j++) fillTileAttribs(tsrc, &special_tiles[j].layers[0], special_tiles[j], tdef_spec[j], color, special_material, special_shader, tdef_spec[j].backface_culling, tsettings); if (param_type_2 == CPT2_COLOR || param_type_2 == CPT2_COLORED_FACEDIR || param_type_2 == CPT2_COLORED_WALLMOUNTED) palette = tsrc->getPalette(palette_name); if (drawtype == NDT_MESH && !mesh.empty()) { // Meshnode drawtype // Read the mesh and apply scale mesh_ptr[0] = client->getMesh(mesh); if (mesh_ptr[0]){ v3f scale = v3f(1.0, 1.0, 1.0) * BS * visual_scale; scaleMesh(mesh_ptr[0], scale); recalculateBoundingBox(mesh_ptr[0]); meshmanip->recalculateNormals(mesh_ptr[0], true, false); } } //Cache 6dfacedir and wallmounted rotated clones of meshes if (tsettings.enable_mesh_cache && mesh_ptr[0] && (param_type_2 == CPT2_FACEDIR || param_type_2 == CPT2_COLORED_FACEDIR)) { for (u16 j = 1; j < 24; j++) { mesh_ptr[j] = cloneMesh(mesh_ptr[0]); rotateMeshBy6dFacedir(mesh_ptr[j], j); recalculateBoundingBox(mesh_ptr[j]); meshmanip->recalculateNormals(mesh_ptr[j], true, false); } } else if (tsettings.enable_mesh_cache && mesh_ptr[0] && (param_type_2 == CPT2_WALLMOUNTED || param_type_2 == CPT2_COLORED_WALLMOUNTED)) { static const u8 wm_to_6d[6] = { 20, 0, 16 + 1, 12 + 3, 8, 4 + 2 }; for (u16 j = 1; j < 6; j++) { mesh_ptr[j] = cloneMesh(mesh_ptr[0]); rotateMeshBy6dFacedir(mesh_ptr[j], wm_to_6d[j]); recalculateBoundingBox(mesh_ptr[j]); meshmanip->recalculateNormals(mesh_ptr[j], true, false); } rotateMeshBy6dFacedir(mesh_ptr[0], wm_to_6d[0]); recalculateBoundingBox(mesh_ptr[0]); meshmanip->recalculateNormals(mesh_ptr[0], true, false); } }
void OversampleOutput::initOversample() { // Perform the mesh cloning, if needed if (_change_position || _oversample) cloneMesh(); else return; // Re-position the oversampled mesh if (_change_position) for (MeshBase::node_iterator nd = _mesh_ptr->getMesh().nodes_begin(); nd != _mesh_ptr->getMesh().nodes_end(); ++nd) *(*nd) += _position; // Perform the mesh refinement if (_oversample) { MeshRefinement mesh_refinement(_mesh_ptr->getMesh()); // We want original and refined partitioning to match so we can // query from one to the other safely on distributed meshes. _mesh_ptr->getMesh().skip_partitioning(true); mesh_refinement.uniformly_refine(_refinements); } // We can't allow renumbering if we want to output multiple time // steps to the same Exodus file _mesh_ptr->getMesh().allow_renumbering(false); // Create the new EquationSystems _oversample_es = libmesh_make_unique<EquationSystems>(_mesh_ptr->getMesh()); _es_ptr = _oversample_es.get(); // Reference the system from which we are copying EquationSystems & source_es = _problem_ptr->es(); // If we're going to be copying from that system later, we need to keep its // original elements as ghost elements even if it gets grossly // repartitioned, since we can't repartition the oversample mesh to // match. DistributedMesh * dist_mesh = dynamic_cast<DistributedMesh *>(&source_es.get_mesh()); if (dist_mesh) { for (MeshBase::element_iterator it = dist_mesh->active_local_elements_begin(), end = dist_mesh->active_local_elements_end(); it != end; ++it) { Elem * elem = *it; dist_mesh->add_extra_ghost_elem(elem); } } // Initialize the _mesh_functions vector unsigned int num_systems = source_es.n_systems(); _mesh_functions.resize(num_systems); // Loop over the number of systems for (unsigned int sys_num = 0; sys_num < num_systems; sys_num++) { // Reference to the current system System & source_sys = source_es.get_system(sys_num); // Add the system to the new EquationsSystems ExplicitSystem & dest_sys = _oversample_es->add_system<ExplicitSystem>(source_sys.name()); // Loop through the variables in the System unsigned int num_vars = source_sys.n_vars(); if (num_vars > 0) { _mesh_functions[sys_num].resize(num_vars); _serialized_solution = NumericVector<Number>::build(_communicator); _serialized_solution->init(source_sys.n_dofs(), false, SERIAL); // Need to pull down a full copy of this vector on every processor so we can get values in // parallel source_sys.solution->localize(*_serialized_solution); // Add the variables to the system... simultaneously creating MeshFunctions for them. for (unsigned int var_num = 0; var_num < num_vars; var_num++) { // Add the variable, allow for first and second lagrange const FEType & fe_type = source_sys.variable_type(var_num); FEType second(SECOND, LAGRANGE); if (fe_type == second) dest_sys.add_variable(source_sys.variable_name(var_num), second); else dest_sys.add_variable(source_sys.variable_name(var_num), FEType()); } } } // Initialize the newly created EquationSystem _oversample_es->init(); }