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https://github.com/luanti-org/luanti.git
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inventorycube: use all three specified textures; also moved mesh creation / modification functions to mesh.cpp; in lua, inventorycube is now called minetest.inventorycube
This commit is contained in:
parent
275a348b75
commit
392485aa45
12 changed files with 517 additions and 375 deletions
293
src/camera.cpp
293
src/camera.cpp
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@ -22,21 +22,13 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "client.h"
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#include "main.h" // for g_settings
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#include "map.h"
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#include "mesh.h"
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#include "player.h"
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#include "tile.h"
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#include <cmath>
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#include <SAnimatedMesh.h>
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#include "settings.h"
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#include "nodedef.h" // For wield visualization
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// In Irrlicht 1.8 the signature of ITexture::lock was changed from
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// (bool, u32) to (E_TEXTURE_LOCK_MODE, u32).
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#if IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR <= 7
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#define MY_ETLM_READ_ONLY true
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#else
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#define MY_ETLM_READ_ONLY video::ETLM_READ_ONLY
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#endif
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Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control):
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m_smgr(smgr),
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m_playernode(NULL),
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@ -480,7 +472,6 @@ void Camera::wield(const InventoryItem* item, IGameDef *gamedef)
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case NDT_ALLFACES:
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case NDT_ALLFACES_OPTIONAL:
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m_wieldnode->setCube(ndef->get(content).tiles);
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m_wieldnode->setScale(v3f(30));
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isCube = true;
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break;
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default:
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@ -492,7 +483,6 @@ void Camera::wield(const InventoryItem* item, IGameDef *gamedef)
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if (!isCube)
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{
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m_wieldnode->setSprite(item->getImageRaw());
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m_wieldnode->setScale(v3f(40));
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}
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m_wieldnode->setVisible(true);
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@ -501,7 +491,6 @@ void Camera::wield(const InventoryItem* item, IGameDef *gamedef)
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{
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// Bare hands
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m_wieldnode->setSprite(gamedef->tsrc()->getTextureRaw("wieldhand.png"));
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m_wieldnode->setScale(v3f(40));
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m_wieldnode->setVisible(true);
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}
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}
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@ -536,7 +525,6 @@ ExtrudedSpriteSceneNode::ExtrudedSpriteSceneNode(
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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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m_light = LIGHT_MAX;
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@ -551,6 +539,8 @@ ExtrudedSpriteSceneNode::~ExtrudedSpriteSceneNode()
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void ExtrudedSpriteSceneNode::setSprite(video::ITexture* texture)
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{
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const v3f sprite_scale(40.0, 40.0, 4.0); // width, height, thickness
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if (texture == NULL)
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{
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m_meshnode->setVisible(false);
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@ -568,7 +558,9 @@ void ExtrudedSpriteSceneNode::setSprite(video::ITexture* texture)
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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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mesh = createExtrudedMesh(texture,
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SceneManager->getVideoDriver(),
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sprite_scale);
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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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@ -580,7 +572,6 @@ void ExtrudedSpriteSceneNode::setSprite(video::ITexture* texture)
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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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@ -592,11 +583,14 @@ void ExtrudedSpriteSceneNode::setSprite(video::ITexture* texture)
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void ExtrudedSpriteSceneNode::setCube(const TileSpec tiles[6])
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{
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const v3f cube_scale(30.0, 30.0, 30.0);
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if (m_cubemesh == NULL)
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m_cubemesh = createCubeMesh();
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{
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m_cubemesh = createCubeMesh(cube_scale);
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}
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m_meshnode->setMesh(m_cubemesh);
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m_meshnode->setScale(v3f(1));
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for (int i = 0; i < 6; ++i)
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{
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// Get the tile texture and atlas transformation
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@ -626,7 +620,7 @@ void ExtrudedSpriteSceneNode::updateLight(u8 light)
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// Set brightness one lower than incoming light
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diminish_light(li);
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video::SColor color(255,li,li,li);
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setMeshVerticesColor(m_meshnode->getMesh(), color);
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setMeshColor(m_meshnode->getMesh(), color);
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}
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void ExtrudedSpriteSceneNode::removeSpriteFromCache(video::ITexture* texture)
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@ -637,13 +631,6 @@ void ExtrudedSpriteSceneNode::removeSpriteFromCache(video::ITexture* texture)
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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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@ -667,259 +654,3 @@ io::path ExtrudedSpriteSceneNode::getExtrudedName(video::ITexture* texture)
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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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buf->recalculateBoundingBox();
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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(MY_ETLM_READ_ONLY);
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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(MY_ETLM_READ_ONLY));
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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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scene::IMesh* ExtrudedSpriteSceneNode::createCubeMesh()
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{
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video::SColor c(255,255,255,255);
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video::S3DVertex vertices[24] =
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{
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// Up
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video::S3DVertex(-0.5,+0.5,-0.5, 0,1,0, c, 0,1),
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video::S3DVertex(-0.5,+0.5,+0.5, 0,1,0, c, 0,0),
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video::S3DVertex(+0.5,+0.5,+0.5, 0,1,0, c, 1,0),
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video::S3DVertex(+0.5,+0.5,-0.5, 0,1,0, c, 1,1),
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// Down
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video::S3DVertex(-0.5,-0.5,-0.5, 0,-1,0, c, 0,0),
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video::S3DVertex(+0.5,-0.5,-0.5, 0,-1,0, c, 1,0),
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video::S3DVertex(+0.5,-0.5,+0.5, 0,-1,0, c, 1,1),
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video::S3DVertex(-0.5,-0.5,+0.5, 0,-1,0, c, 0,1),
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// Right
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video::S3DVertex(+0.5,-0.5,-0.5, 1,0,0, c, 0,1),
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video::S3DVertex(+0.5,+0.5,-0.5, 1,0,0, c, 0,0),
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video::S3DVertex(+0.5,+0.5,+0.5, 1,0,0, c, 1,0),
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video::S3DVertex(+0.5,-0.5,+0.5, 1,0,0, c, 1,1),
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// Left
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video::S3DVertex(-0.5,-0.5,-0.5, -1,0,0, c, 1,1),
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video::S3DVertex(-0.5,-0.5,+0.5, -1,0,0, c, 0,1),
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video::S3DVertex(-0.5,+0.5,+0.5, -1,0,0, c, 0,0),
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video::S3DVertex(-0.5,+0.5,-0.5, -1,0,0, c, 1,0),
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// Back
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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, 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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// Front
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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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};
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u16 indices[6] = {0,1,2,2,3,0};
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|
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scene::SMesh* mesh = new scene::SMesh();
|
||||
for (u32 i=0; i<6; ++i)
|
||||
{
|
||||
scene::IMeshBuffer* buf = new scene::SMeshBuffer();
|
||||
buf->append(vertices + 4 * i, 4, indices, 6);
|
||||
buf->recalculateBoundingBox();
|
||||
mesh->addMeshBuffer(buf);
|
||||
buf->drop();
|
||||
}
|
||||
mesh->recalculateBoundingBox();
|
||||
return mesh;
|
||||
}
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue