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Implement WieldMeshSceneNode which improves wield mesh rendering

- Don't create and cache an extruded mesh for every (non-node) item.
  Instead use a single one per image resolution.

- For cubic nodes reuse a single wield mesh too

- Improve lighting of the wielded item

- Increase far value of wield mesh scene camera, fixes #1770

- Also includes some minor refactorings of Camera and GenericCAO.
This commit is contained in:
Kahrl 2014-11-02 03:47:43 +01:00
parent cc8d7b8640
commit 9b551d5cbc
22 changed files with 696 additions and 632 deletions

View file

@ -23,12 +23,10 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "main.h" // for g_settings
#include "map.h"
#include "clientmap.h" // MapDrawControl
#include "mesh.h"
#include "player.h"
#include "tile.h"
#include <cmath>
#include "settings.h"
#include "itemdef.h" // For wield visualization
#include "wieldmesh.h"
#include "noise.h" // easeCurve
#include "gamedef.h"
#include "sound.h"
@ -50,7 +48,6 @@ Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control,
m_wieldmgr(NULL),
m_wieldnode(NULL),
m_wieldlight(0),
m_draw_control(draw_control),
m_gamedef(gamedef),
@ -77,12 +74,9 @@ Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control,
m_digging_anim(0),
m_digging_button(-1),
m_dummymesh(createCubeMesh(v3f(1,1,1))),
m_wield_change_timer(0.125),
m_wield_mesh_next(NULL),
m_previous_playeritem(-1),
m_previous_itemname(""),
m_wield_item_next(),
m_camera_mode(CAMERA_MODE_FIRST)
{
@ -99,14 +93,15 @@ Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control,
// all other 3D scene nodes and before the GUI.
m_wieldmgr = smgr->createNewSceneManager();
m_wieldmgr->addCameraSceneNode();
m_wieldnode = m_wieldmgr->addMeshSceneNode(m_dummymesh, NULL); // need a dummy mesh
m_wieldnode = new WieldMeshSceneNode(m_wieldmgr->getRootSceneNode(), m_wieldmgr, -1, true);
m_wieldnode->setItem(ItemStack(), m_gamedef);
m_wieldnode->drop(); // m_wieldmgr grabbed it
m_wieldlightnode = m_wieldmgr->addLightSceneNode(NULL, v3f(0.0, 50.0, 0.0));
}
Camera::~Camera()
{
m_wieldmgr->drop();
delete m_dummymesh;
}
bool Camera::successfullyCreated(std::wstring& error_message)
@ -156,22 +151,10 @@ void Camera::step(f32 dtime)
}
bool was_under_zero = m_wield_change_timer < 0;
if(m_wield_change_timer < 0.125)
m_wield_change_timer += dtime;
if(m_wield_change_timer > 0.125)
m_wield_change_timer = 0.125;
m_wield_change_timer = MYMIN(m_wield_change_timer + dtime, 0.125);
if(m_wield_change_timer >= 0 && was_under_zero)
{
if(m_wield_mesh_next)
{
m_wieldnode->setMesh(m_wield_mesh_next);
m_wieldnode->setVisible(true);
} else {
m_wieldnode->setVisible(false);
}
m_wield_mesh_next = NULL;
}
if (m_wield_change_timer >= 0 && was_under_zero)
m_wieldnode->setItem(m_wield_item_next, m_gamedef);
if (m_view_bobbing_state != 0)
{
@ -445,10 +428,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
v3f wield_position = v3f(55, -35, 65);
//v3f wield_rotation = v3f(-100, 120, -100);
v3f wield_rotation = v3f(-100, 120, -100);
if(m_wield_change_timer < 0)
wield_position.Y -= 40 + m_wield_change_timer*320;
else
wield_position.Y -= 40 - m_wield_change_timer*320;
wield_position.Y += fabs(m_wield_change_timer)*320 - 40;
if(m_digging_anim < 0.05 || m_digging_anim > 0.5)
{
f32 frac = 1.0;
@ -486,7 +466,12 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
}
m_wieldnode->setPosition(wield_position);
m_wieldnode->setRotation(wield_rotation);
m_wieldlight = player->light;
// Shine light upon the wield mesh
video::SColor black(255,0,0,0);
m_wieldmgr->setAmbientLight(player->light_color.getInterpolated(black, 0.7));
m_wieldlightnode->getLightData().DiffuseColor = player->light_color.getInterpolated(black, 0.3);
m_wieldlightnode->setPosition(v3f(30+5*sin(2*player->getYaw()*M_PI/180), -50, 0));
// Render distance feedback loop
updateViewingRange(frametime, busytime);
@ -658,48 +643,20 @@ void Camera::setDigging(s32 button)
m_digging_button = button;
}
void Camera::wield(const ItemStack &item, u16 playeritem)
void Camera::wield(const ItemStack &item)
{
IItemDefManager *idef = m_gamedef->idef();
std::string itemname = item.getDefinition(idef).name;
m_wield_mesh_next = idef->getWieldMesh(itemname, m_gamedef);
if(playeritem != m_previous_playeritem &&
!(m_previous_itemname == "" && itemname == ""))
{
m_previous_playeritem = playeritem;
m_previous_itemname = itemname;
if(m_wield_change_timer >= 0.125)
m_wield_change_timer = -0.125;
else if(m_wield_change_timer > 0)
{
if (item.name != m_wield_item_next.name) {
m_wield_item_next = item;
if (m_wield_change_timer > 0)
m_wield_change_timer = -m_wield_change_timer;
}
} else {
if(m_wield_mesh_next) {
m_wieldnode->setMesh(m_wield_mesh_next);
m_wieldnode->setVisible(true);
} else {
m_wieldnode->setVisible(false);
}
m_wield_mesh_next = NULL;
if(m_previous_itemname != itemname)
{
m_previous_itemname = itemname;
m_wield_change_timer = 0;
}
else
m_wield_change_timer = 0.125;
else if (m_wield_change_timer == 0)
m_wield_change_timer = -0.001;
}
}
void Camera::drawWieldedTool(irr::core::matrix4* translation)
{
// Set vertex colors of wield mesh according to light level
u8 li = m_wieldlight;
video::SColor color(255,li,li,li);
setMeshColor(m_wieldnode->getMesh(), color);
// Clear Z buffer
// Clear Z buffer so that the wielded tool stay in front of world geometry
m_wieldmgr->getVideoDriver()->clearZBuffer();
// Draw the wielded node (in a separate scene manager)
@ -707,7 +664,7 @@ void Camera::drawWieldedTool(irr::core::matrix4* translation)
cam->setAspectRatio(m_cameranode->getAspectRatio());
cam->setFOV(72.0*M_PI/180.0);
cam->setNearValue(0.1);
cam->setFarValue(100);
cam->setFarValue(1000);
if (translation != NULL)
{
irr::core::matrix4 startMatrix = cam->getAbsoluteTransformation();