Exemplo n.º 1
0
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);
	}
}
Exemplo n.º 2
0
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 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 enable_minimap            = g_settings->getBool("enable_minimap");
	std::string leaves_style       = g_settings->get("leaves_style");

	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];

		// minimap pixel color - the average color of a texture
		if (enable_minimap && f->tiledef[0].name != "")
			f->minimap_color = tsrc->getTextureAverageColor(f->tiledef[0].name);

		// 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;
			f->solidness = 1;
			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 (leaves_style == "fancy") {
				f->drawtype = NDT_ALLFACES;
				f->solidness = 0;
				f->visual_solidness = 1;
			} else if (leaves_style == "simple") {
				for (u32 j = 0; j < 6; j++) {
					if (f->tiledef_special[j].name != "")
						tiledef[j].name = f->tiledef_special[j].name;
				}
				f->drawtype = NDT_GLASSLIKE;
				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;
			if (f->waving == 1)
				material_type = TILE_MATERIAL_WAVING_PLANTS;
			break;
		case NDT_FIRELIKE:
			f->solidness = 0;
			break;
		case NDT_MESH:
			f->solidness = 0;
			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->tiledef[j].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] = convertNodeboxesToMesh(f->node_box.fixed);
			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
}