mirror of
https://github.com/luanti-org/luanti.git
synced 2025-06-27 16:36:03 +00:00
Added sprite extruder
This commit is contained in:
parent
4ed837bcfa
commit
36bcbca9ac
8 changed files with 425 additions and 103 deletions
349
src/camera.cpp
349
src/camera.cpp
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@ -63,6 +63,8 @@ Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control):
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m_headnode = smgr->addEmptySceneNode(m_playernode);
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m_cameranode = smgr->addCameraSceneNode(smgr->getRootSceneNode());
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m_cameranode->bindTargetAndRotation(true);
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m_wieldnode = new ExtrudedSpriteSceneNode(smgr->getRootSceneNode(), smgr, -1, v3f(0, 120, 10), v3f(0, 0, 0), v3f(100, 100, 100));
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//m_wieldnode = new ExtrudedSpriteSceneNode(smgr->getRootSceneNode(), smgr, -1);
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updateSettings();
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}
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@ -341,3 +343,350 @@ void Camera::updateSettings()
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m_wanted_frametime = 1.0 / wanted_fps;
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}
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void Camera::wield(InventoryItem* item)
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{
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if (item != NULL)
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{
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dstream << "wield item: " << item->getName() << std::endl;
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m_wieldnode->setSprite(item->getImageRaw());
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m_wieldnode->setVisible(true);
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}
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else
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{
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dstream << "wield item: none" << std::endl;
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m_wieldnode->setVisible(false);
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}
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}
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void Camera::setDigging(bool digging)
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{
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// TODO
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}
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ExtrudedSpriteSceneNode::ExtrudedSpriteSceneNode(
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scene::ISceneNode* parent,
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scene::ISceneManager* mgr,
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s32 id,
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const v3f& position,
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const v3f& rotation,
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const v3f& scale
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):
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ISceneNode(parent, mgr, id, position, rotation, scale)
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{
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m_meshnode = mgr->addMeshSceneNode(NULL, this, -1, v3f(0,0,0), v3f(0,0,0), v3f(1,1,1), true);
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m_thickness = 0.1;
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m_cubemesh = NULL;
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m_is_cube = false;
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}
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ExtrudedSpriteSceneNode::~ExtrudedSpriteSceneNode()
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{
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removeChild(m_meshnode);
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if (m_cubemesh)
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m_cubemesh->drop();
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}
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void ExtrudedSpriteSceneNode::setSprite(video::ITexture* texture)
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{
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if (texture == NULL)
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{
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m_meshnode->setVisible(false);
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return;
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}
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io::path name = getExtrudedName(texture);
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scene::IMeshCache* cache = SceneManager->getMeshCache();
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scene::IAnimatedMesh* mesh = cache->getMeshByName(name);
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if (mesh != NULL)
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{
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// Extruded texture has been found in cache.
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m_meshnode->setMesh(mesh);
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}
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else
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{
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// Texture was not yet extruded, do it now and save in cache
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mesh = extrude(texture);
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if (mesh == NULL)
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{
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dstream << "Warning: failed to extrude sprite" << std::endl;
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m_meshnode->setVisible(false);
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return;
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}
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cache->addMesh(name, mesh);
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m_meshnode->setMesh(mesh);
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mesh->drop();
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}
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m_meshnode->setScale(v3f(1, 1, m_thickness));
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m_meshnode->getMaterial(0).setTexture(0, texture);
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m_meshnode->getMaterial(0).setFlag(video::EMF_LIGHTING, false);
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m_meshnode->getMaterial(0).setFlag(video::EMF_BILINEAR_FILTER, false);
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m_meshnode->getMaterial(0).MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
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m_meshnode->setVisible(true);
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m_is_cube = false;
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}
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void ExtrudedSpriteSceneNode::setCube(video::ITexture* texture)
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{
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if (texture == NULL)
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{
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m_meshnode->setVisible(false);
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return;
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}
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if (m_cubemesh == NULL)
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m_cubemesh = SceneManager->getGeometryCreator()->createCubeMesh(v3f(1));
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m_meshnode->setMesh(m_cubemesh);
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m_meshnode->setScale(v3f(1));
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m_meshnode->getMaterial(0).setTexture(0, texture);
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m_meshnode->getMaterial(0).setFlag(video::EMF_LIGHTING, false);
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m_meshnode->getMaterial(0).setFlag(video::EMF_BILINEAR_FILTER, false);
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m_meshnode->getMaterial(0).MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
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m_meshnode->setVisible(true);
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m_is_cube = true;
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}
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void ExtrudedSpriteSceneNode::removeSpriteFromCache(video::ITexture* texture)
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{
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scene::IMeshCache* cache = SceneManager->getMeshCache();
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scene::IAnimatedMesh* mesh = cache->getMeshByName(getExtrudedName(texture));
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if (mesh != NULL)
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cache->removeMesh(mesh);
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}
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void ExtrudedSpriteSceneNode::setSpriteThickness(f32 thickness)
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{
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m_thickness = thickness;
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if (!m_is_cube)
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m_meshnode->setScale(v3f(1, 1, thickness));
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}
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const core::aabbox3d<f32>& ExtrudedSpriteSceneNode::getBoundingBox() const
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{
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return m_meshnode->getBoundingBox();
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}
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void ExtrudedSpriteSceneNode::OnRegisterSceneNode()
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{
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if (IsVisible)
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SceneManager->registerNodeForRendering(this);
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ISceneNode::OnRegisterSceneNode();
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}
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void ExtrudedSpriteSceneNode::render()
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{
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// do nothing
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}
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io::path ExtrudedSpriteSceneNode::getExtrudedName(video::ITexture* texture)
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{
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io::path path = texture->getName();
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path.append("/[extruded]");
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return path;
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}
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scene::IAnimatedMesh* ExtrudedSpriteSceneNode::extrudeARGB(u32 width, u32 height, u8* data)
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{
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const s32 argb_wstep = 4 * width;
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const s32 alpha_threshold = 1;
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scene::IMeshBuffer* buf = new scene::SMeshBuffer();
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video::SColor c(255,255,255,255);
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// Front and back
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{
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video::S3DVertex vertices[8] =
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{
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video::S3DVertex(-0.5,-0.5,-0.5, 0,0,-1, c, 0,1),
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video::S3DVertex(-0.5,0.5,-0.5, 0,0,-1, c, 0,0),
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video::S3DVertex(0.5,0.5,-0.5, 0,0,-1, c, 1,0),
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video::S3DVertex(0.5,-0.5,-0.5, 0,0,-1, c, 1,1),
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video::S3DVertex(0.5,-0.5,0.5, 0,0,1, c, 1,1),
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video::S3DVertex(0.5,0.5,0.5, 0,0,1, c, 1,0),
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video::S3DVertex(-0.5,0.5,0.5, 0,0,1, c, 0,0),
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video::S3DVertex(-0.5,-0.5,0.5, 0,0,1, c, 0,1),
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};
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u16 indices[12] = {0,1,2,2,3,0,4,5,6,6,7,4};
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buf->append(vertices, 8, indices, 12);
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}
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// "Interior"
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// (add faces where a solid pixel is next to a transparent one)
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u8* solidity = new u8[(width+2) * (height+2)];
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u32 wstep = width + 2;
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for (u32 y = 0; y < height + 2; ++y)
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{
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u8* scanline = solidity + y * wstep;
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if (y == 0 || y == height + 1)
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{
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for (u32 x = 0; x < width + 2; ++x)
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scanline[x] = 0;
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}
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else
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{
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scanline[0] = 0;
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u8* argb_scanline = data + (y - 1) * argb_wstep;
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for (u32 x = 0; x < width; ++x)
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scanline[x+1] = (argb_scanline[x*4+3] >= alpha_threshold);
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scanline[width + 1] = 0;
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}
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}
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// without this, there would be occasional "holes" in the mesh
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f32 eps = 0.01;
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for (u32 y = 0; y <= height; ++y)
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{
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u8* scanline = solidity + y * wstep + 1;
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for (u32 x = 0; x <= width; ++x)
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{
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if (scanline[x] && !scanline[x + wstep])
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{
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u32 xx = x + 1;
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while (scanline[xx] && !scanline[xx + wstep])
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++xx;
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f32 vx1 = (x - eps) / (f32) width - 0.5;
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f32 vx2 = (xx + eps) / (f32) width - 0.5;
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f32 vy = 0.5 - (y - eps) / (f32) height;
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f32 tx1 = x / (f32) width;
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f32 tx2 = xx / (f32) width;
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f32 ty = (y - 0.5) / (f32) height;
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video::S3DVertex vertices[8] =
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{
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video::S3DVertex(vx1,vy,-0.5, 0,-1,0, c, tx1,ty),
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video::S3DVertex(vx2,vy,-0.5, 0,-1,0, c, tx2,ty),
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video::S3DVertex(vx2,vy,0.5, 0,-1,0, c, tx2,ty),
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video::S3DVertex(vx1,vy,0.5, 0,-1,0, c, tx1,ty),
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};
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u16 indices[6] = {0,1,2,2,3,0};
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buf->append(vertices, 4, indices, 6);
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x = xx - 1;
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}
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if (!scanline[x] && scanline[x + wstep])
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{
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u32 xx = x + 1;
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while (!scanline[xx] && scanline[xx + wstep])
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++xx;
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f32 vx1 = (x - eps) / (f32) width - 0.5;
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f32 vx2 = (xx + eps) / (f32) width - 0.5;
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f32 vy = 0.5 - (y + eps) / (f32) height;
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f32 tx1 = x / (f32) width;
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f32 tx2 = xx / (f32) width;
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f32 ty = (y + 0.5) / (f32) height;
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video::S3DVertex vertices[8] =
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{
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video::S3DVertex(vx1,vy,-0.5, 0,1,0, c, tx1,ty),
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video::S3DVertex(vx1,vy,0.5, 0,1,0, c, tx1,ty),
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video::S3DVertex(vx2,vy,0.5, 0,1,0, c, tx2,ty),
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video::S3DVertex(vx2,vy,-0.5, 0,1,0, c, tx2,ty),
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};
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u16 indices[6] = {0,1,2,2,3,0};
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buf->append(vertices, 4, indices, 6);
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x = xx - 1;
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}
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}
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}
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for (u32 x = 0; x <= width; ++x)
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{
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u8* scancol = solidity + x + wstep;
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for (u32 y = 0; y <= height; ++y)
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{
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if (scancol[y * wstep] && !scancol[y * wstep + 1])
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{
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u32 yy = y + 1;
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while (scancol[yy * wstep] && !scancol[yy * wstep + 1])
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++yy;
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f32 vx = (x - eps) / (f32) width - 0.5;
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f32 vy1 = 0.5 - (y - eps) / (f32) height;
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f32 vy2 = 0.5 - (yy + eps) / (f32) height;
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f32 tx = (x - 0.5) / (f32) width;
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f32 ty1 = y / (f32) height;
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f32 ty2 = yy / (f32) height;
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video::S3DVertex vertices[8] =
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{
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video::S3DVertex(vx,vy1,-0.5, 1,0,0, c, tx,ty1),
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video::S3DVertex(vx,vy1,0.5, 1,0,0, c, tx,ty1),
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video::S3DVertex(vx,vy2,0.5, 1,0,0, c, tx,ty2),
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video::S3DVertex(vx,vy2,-0.5, 1,0,0, c, tx,ty2),
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};
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u16 indices[6] = {0,1,2,2,3,0};
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buf->append(vertices, 4, indices, 6);
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y = yy - 1;
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}
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if (!scancol[y * wstep] && scancol[y * wstep + 1])
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{
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u32 yy = y + 1;
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while (!scancol[yy * wstep] && scancol[yy * wstep + 1])
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++yy;
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f32 vx = (x + eps) / (f32) width - 0.5;
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f32 vy1 = 0.5 - (y - eps) / (f32) height;
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f32 vy2 = 0.5 - (yy + eps) / (f32) height;
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f32 tx = (x + 0.5) / (f32) width;
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f32 ty1 = y / (f32) height;
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f32 ty2 = yy / (f32) height;
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video::S3DVertex vertices[8] =
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{
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video::S3DVertex(vx,vy1,-0.5, -1,0,0, c, tx,ty1),
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video::S3DVertex(vx,vy2,-0.5, -1,0,0, c, tx,ty2),
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video::S3DVertex(vx,vy2,0.5, -1,0,0, c, tx,ty2),
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video::S3DVertex(vx,vy1,0.5, -1,0,0, c, tx,ty1),
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};
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u16 indices[6] = {0,1,2,2,3,0};
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buf->append(vertices, 4, indices, 6);
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y = yy - 1;
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}
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}
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}
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// Add to mesh
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scene::SMesh* mesh = new scene::SMesh();
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mesh->addMeshBuffer(buf);
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buf->drop();
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mesh->recalculateBoundingBox();
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scene::SAnimatedMesh* anim_mesh = new scene::SAnimatedMesh(mesh);
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mesh->drop();
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return anim_mesh;
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}
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scene::IAnimatedMesh* ExtrudedSpriteSceneNode::extrude(video::ITexture* texture)
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{
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scene::IAnimatedMesh* mesh = NULL;
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core::dimension2d<u32> size = texture->getSize();
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video::ECOLOR_FORMAT format = texture->getColorFormat();
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if (format == video::ECF_A8R8G8B8)
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{
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// Texture is in the correct color format, we can pass it
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// to extrudeARGB right away.
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void* data = texture->lock(true);
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if (data == NULL)
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return NULL;
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mesh = extrudeARGB(size.Width, size.Height, (u8*) data);
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texture->unlock();
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}
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else
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{
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video::IVideoDriver* driver = SceneManager->getVideoDriver();
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video::IImage* img1 = driver->createImageFromData(format, size, texture->lock(true));
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if (img1 == NULL)
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return NULL;
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// img1 is in the texture's color format, convert to 8-bit ARGB
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video::IImage* img2 = driver->createImage(video::ECF_A8R8G8B8, size);
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if (img2 != NULL)
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{
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img1->copyTo(img2);
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img1->drop();
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mesh = extrudeARGB(size.Width, size.Height, (u8*) img2->lock());
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img2->unlock();
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img2->drop();
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}
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img1->drop();
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}
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return mesh;
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}
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