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Added sprite extruder

This commit is contained in:
Kahrl 2011-09-19 03:01:11 +02:00
parent 4ed837bcfa
commit 36bcbca9ac
8 changed files with 425 additions and 103 deletions

View file

@ -63,6 +63,8 @@ Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control):
m_headnode = smgr->addEmptySceneNode(m_playernode);
m_cameranode = smgr->addCameraSceneNode(smgr->getRootSceneNode());
m_cameranode->bindTargetAndRotation(true);
m_wieldnode = new ExtrudedSpriteSceneNode(smgr->getRootSceneNode(), smgr, -1, v3f(0, 120, 10), v3f(0, 0, 0), v3f(100, 100, 100));
//m_wieldnode = new ExtrudedSpriteSceneNode(smgr->getRootSceneNode(), smgr, -1);
updateSettings();
}
@ -341,3 +343,350 @@ void Camera::updateSettings()
m_wanted_frametime = 1.0 / wanted_fps;
}
void Camera::wield(InventoryItem* item)
{
if (item != NULL)
{
dstream << "wield item: " << item->getName() << std::endl;
m_wieldnode->setSprite(item->getImageRaw());
m_wieldnode->setVisible(true);
}
else
{
dstream << "wield item: none" << std::endl;
m_wieldnode->setVisible(false);
}
}
void Camera::setDigging(bool digging)
{
// TODO
}
ExtrudedSpriteSceneNode::ExtrudedSpriteSceneNode(
scene::ISceneNode* parent,
scene::ISceneManager* mgr,
s32 id,
const v3f& position,
const v3f& rotation,
const v3f& scale
):
ISceneNode(parent, mgr, id, position, rotation, scale)
{
m_meshnode = mgr->addMeshSceneNode(NULL, this, -1, v3f(0,0,0), v3f(0,0,0), v3f(1,1,1), true);
m_thickness = 0.1;
m_cubemesh = NULL;
m_is_cube = false;
}
ExtrudedSpriteSceneNode::~ExtrudedSpriteSceneNode()
{
removeChild(m_meshnode);
if (m_cubemesh)
m_cubemesh->drop();
}
void ExtrudedSpriteSceneNode::setSprite(video::ITexture* texture)
{
if (texture == NULL)
{
m_meshnode->setVisible(false);
return;
}
io::path name = getExtrudedName(texture);
scene::IMeshCache* cache = SceneManager->getMeshCache();
scene::IAnimatedMesh* mesh = cache->getMeshByName(name);
if (mesh != NULL)
{
// Extruded texture has been found in cache.
m_meshnode->setMesh(mesh);
}
else
{
// Texture was not yet extruded, do it now and save in cache
mesh = extrude(texture);
if (mesh == NULL)
{
dstream << "Warning: failed to extrude sprite" << std::endl;
m_meshnode->setVisible(false);
return;
}
cache->addMesh(name, mesh);
m_meshnode->setMesh(mesh);
mesh->drop();
}
m_meshnode->setScale(v3f(1, 1, m_thickness));
m_meshnode->getMaterial(0).setTexture(0, texture);
m_meshnode->getMaterial(0).setFlag(video::EMF_LIGHTING, false);
m_meshnode->getMaterial(0).setFlag(video::EMF_BILINEAR_FILTER, false);
m_meshnode->getMaterial(0).MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
m_meshnode->setVisible(true);
m_is_cube = false;
}
void ExtrudedSpriteSceneNode::setCube(video::ITexture* texture)
{
if (texture == NULL)
{
m_meshnode->setVisible(false);
return;
}
if (m_cubemesh == NULL)
m_cubemesh = SceneManager->getGeometryCreator()->createCubeMesh(v3f(1));
m_meshnode->setMesh(m_cubemesh);
m_meshnode->setScale(v3f(1));
m_meshnode->getMaterial(0).setTexture(0, texture);
m_meshnode->getMaterial(0).setFlag(video::EMF_LIGHTING, false);
m_meshnode->getMaterial(0).setFlag(video::EMF_BILINEAR_FILTER, false);
m_meshnode->getMaterial(0).MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
m_meshnode->setVisible(true);
m_is_cube = true;
}
void ExtrudedSpriteSceneNode::removeSpriteFromCache(video::ITexture* texture)
{
scene::IMeshCache* cache = SceneManager->getMeshCache();
scene::IAnimatedMesh* mesh = cache->getMeshByName(getExtrudedName(texture));
if (mesh != NULL)
cache->removeMesh(mesh);
}
void ExtrudedSpriteSceneNode::setSpriteThickness(f32 thickness)
{
m_thickness = thickness;
if (!m_is_cube)
m_meshnode->setScale(v3f(1, 1, thickness));
}
const core::aabbox3d<f32>& ExtrudedSpriteSceneNode::getBoundingBox() const
{
return m_meshnode->getBoundingBox();
}
void ExtrudedSpriteSceneNode::OnRegisterSceneNode()
{
if (IsVisible)
SceneManager->registerNodeForRendering(this);
ISceneNode::OnRegisterSceneNode();
}
void ExtrudedSpriteSceneNode::render()
{
// do nothing
}
io::path ExtrudedSpriteSceneNode::getExtrudedName(video::ITexture* texture)
{
io::path path = texture->getName();
path.append("/[extruded]");
return path;
}
scene::IAnimatedMesh* ExtrudedSpriteSceneNode::extrudeARGB(u32 width, u32 height, u8* data)
{
const s32 argb_wstep = 4 * width;
const s32 alpha_threshold = 1;
scene::IMeshBuffer* buf = new scene::SMeshBuffer();
video::SColor c(255,255,255,255);
// Front and back
{
video::S3DVertex vertices[8] =
{
video::S3DVertex(-0.5,-0.5,-0.5, 0,0,-1, c, 0,1),
video::S3DVertex(-0.5,0.5,-0.5, 0,0,-1, c, 0,0),
video::S3DVertex(0.5,0.5,-0.5, 0,0,-1, c, 1,0),
video::S3DVertex(0.5,-0.5,-0.5, 0,0,-1, c, 1,1),
video::S3DVertex(0.5,-0.5,0.5, 0,0,1, c, 1,1),
video::S3DVertex(0.5,0.5,0.5, 0,0,1, c, 1,0),
video::S3DVertex(-0.5,0.5,0.5, 0,0,1, c, 0,0),
video::S3DVertex(-0.5,-0.5,0.5, 0,0,1, c, 0,1),
};
u16 indices[12] = {0,1,2,2,3,0,4,5,6,6,7,4};
buf->append(vertices, 8, indices, 12);
}
// "Interior"
// (add faces where a solid pixel is next to a transparent one)
u8* solidity = new u8[(width+2) * (height+2)];
u32 wstep = width + 2;
for (u32 y = 0; y < height + 2; ++y)
{
u8* scanline = solidity + y * wstep;
if (y == 0 || y == height + 1)
{
for (u32 x = 0; x < width + 2; ++x)
scanline[x] = 0;
}
else
{
scanline[0] = 0;
u8* argb_scanline = data + (y - 1) * argb_wstep;
for (u32 x = 0; x < width; ++x)
scanline[x+1] = (argb_scanline[x*4+3] >= alpha_threshold);
scanline[width + 1] = 0;
}
}
// without this, there would be occasional "holes" in the mesh
f32 eps = 0.01;
for (u32 y = 0; y <= height; ++y)
{
u8* scanline = solidity + y * wstep + 1;
for (u32 x = 0; x <= width; ++x)
{
if (scanline[x] && !scanline[x + wstep])
{
u32 xx = x + 1;
while (scanline[xx] && !scanline[xx + wstep])
++xx;
f32 vx1 = (x - eps) / (f32) width - 0.5;
f32 vx2 = (xx + eps) / (f32) width - 0.5;
f32 vy = 0.5 - (y - eps) / (f32) height;
f32 tx1 = x / (f32) width;
f32 tx2 = xx / (f32) width;
f32 ty = (y - 0.5) / (f32) height;
video::S3DVertex vertices[8] =
{
video::S3DVertex(vx1,vy,-0.5, 0,-1,0, c, tx1,ty),
video::S3DVertex(vx2,vy,-0.5, 0,-1,0, c, tx2,ty),
video::S3DVertex(vx2,vy,0.5, 0,-1,0, c, tx2,ty),
video::S3DVertex(vx1,vy,0.5, 0,-1,0, c, tx1,ty),
};
u16 indices[6] = {0,1,2,2,3,0};
buf->append(vertices, 4, indices, 6);
x = xx - 1;
}
if (!scanline[x] && scanline[x + wstep])
{
u32 xx = x + 1;
while (!scanline[xx] && scanline[xx + wstep])
++xx;
f32 vx1 = (x - eps) / (f32) width - 0.5;
f32 vx2 = (xx + eps) / (f32) width - 0.5;
f32 vy = 0.5 - (y + eps) / (f32) height;
f32 tx1 = x / (f32) width;
f32 tx2 = xx / (f32) width;
f32 ty = (y + 0.5) / (f32) height;
video::S3DVertex vertices[8] =
{
video::S3DVertex(vx1,vy,-0.5, 0,1,0, c, tx1,ty),
video::S3DVertex(vx1,vy,0.5, 0,1,0, c, tx1,ty),
video::S3DVertex(vx2,vy,0.5, 0,1,0, c, tx2,ty),
video::S3DVertex(vx2,vy,-0.5, 0,1,0, c, tx2,ty),
};
u16 indices[6] = {0,1,2,2,3,0};
buf->append(vertices, 4, indices, 6);
x = xx - 1;
}
}
}
for (u32 x = 0; x <= width; ++x)
{
u8* scancol = solidity + x + wstep;
for (u32 y = 0; y <= height; ++y)
{
if (scancol[y * wstep] && !scancol[y * wstep + 1])
{
u32 yy = y + 1;
while (scancol[yy * wstep] && !scancol[yy * wstep + 1])
++yy;
f32 vx = (x - eps) / (f32) width - 0.5;
f32 vy1 = 0.5 - (y - eps) / (f32) height;
f32 vy2 = 0.5 - (yy + eps) / (f32) height;
f32 tx = (x - 0.5) / (f32) width;
f32 ty1 = y / (f32) height;
f32 ty2 = yy / (f32) height;
video::S3DVertex vertices[8] =
{
video::S3DVertex(vx,vy1,-0.5, 1,0,0, c, tx,ty1),
video::S3DVertex(vx,vy1,0.5, 1,0,0, c, tx,ty1),
video::S3DVertex(vx,vy2,0.5, 1,0,0, c, tx,ty2),
video::S3DVertex(vx,vy2,-0.5, 1,0,0, c, tx,ty2),
};
u16 indices[6] = {0,1,2,2,3,0};
buf->append(vertices, 4, indices, 6);
y = yy - 1;
}
if (!scancol[y * wstep] && scancol[y * wstep + 1])
{
u32 yy = y + 1;
while (!scancol[yy * wstep] && scancol[yy * wstep + 1])
++yy;
f32 vx = (x + eps) / (f32) width - 0.5;
f32 vy1 = 0.5 - (y - eps) / (f32) height;
f32 vy2 = 0.5 - (yy + eps) / (f32) height;
f32 tx = (x + 0.5) / (f32) width;
f32 ty1 = y / (f32) height;
f32 ty2 = yy / (f32) height;
video::S3DVertex vertices[8] =
{
video::S3DVertex(vx,vy1,-0.5, -1,0,0, c, tx,ty1),
video::S3DVertex(vx,vy2,-0.5, -1,0,0, c, tx,ty2),
video::S3DVertex(vx,vy2,0.5, -1,0,0, c, tx,ty2),
video::S3DVertex(vx,vy1,0.5, -1,0,0, c, tx,ty1),
};
u16 indices[6] = {0,1,2,2,3,0};
buf->append(vertices, 4, indices, 6);
y = yy - 1;
}
}
}
// Add to mesh
scene::SMesh* mesh = new scene::SMesh();
mesh->addMeshBuffer(buf);
buf->drop();
mesh->recalculateBoundingBox();
scene::SAnimatedMesh* anim_mesh = new scene::SAnimatedMesh(mesh);
mesh->drop();
return anim_mesh;
}
scene::IAnimatedMesh* ExtrudedSpriteSceneNode::extrude(video::ITexture* texture)
{
scene::IAnimatedMesh* mesh = NULL;
core::dimension2d<u32> size = texture->getSize();
video::ECOLOR_FORMAT format = texture->getColorFormat();
if (format == video::ECF_A8R8G8B8)
{
// Texture is in the correct color format, we can pass it
// to extrudeARGB right away.
void* data = texture->lock(true);
if (data == NULL)
return NULL;
mesh = extrudeARGB(size.Width, size.Height, (u8*) data);
texture->unlock();
}
else
{
video::IVideoDriver* driver = SceneManager->getVideoDriver();
video::IImage* img1 = driver->createImageFromData(format, size, texture->lock(true));
if (img1 == NULL)
return NULL;
// img1 is in the texture's color format, convert to 8-bit ARGB
video::IImage* img2 = driver->createImage(video::ECF_A8R8G8B8, size);
if (img2 != NULL)
{
img1->copyTo(img2);
img1->drop();
mesh = extrudeARGB(size.Width, size.Height, (u8*) img2->lock());
img2->unlock();
img2->drop();
}
img1->drop();
}
return mesh;
}