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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

@ -27,6 +27,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#ifndef SERVER
#include "mapblock_mesh.h"
#include "mesh.h"
#include "wieldmesh.h"
#include "tile.h"
#endif
#include "log.h"
@ -330,104 +331,78 @@ public:
ITextureSource *tsrc = gamedef->getTextureSource();
INodeDefManager *nodedef = gamedef->getNodeDefManager();
IrrlichtDevice *device = tsrc->getDevice();
video::IVideoDriver *driver = device->getVideoDriver();
const ItemDefinition *def = &get(name);
const ItemDefinition &def = get(name);
// Create new ClientCached
cc = new ClientCached();
bool need_node_mesh = false;
// Create an inventory texture
cc->inventory_texture = NULL;
if(def->inventory_image != "")
{
cc->inventory_texture = tsrc->getTexture(def->inventory_image);
}
else if(def->type == ITEM_NODE)
{
need_node_mesh = true;
}
if(def.inventory_image != "")
cc->inventory_texture = tsrc->getTexture(def.inventory_image);
// Create a wield mesh
assert(cc->wield_mesh == NULL);
if(def->type == ITEM_NODE && def->wield_image == "")
{
need_node_mesh = true;
}
else if(def->wield_image != "" || def->inventory_image != "")
{
// Extrude the wield image into a mesh
std::string imagename;
if(def->wield_image != "")
imagename = def->wield_image;
else
imagename = def->inventory_image;
cc->wield_mesh = createExtrudedMesh(
tsrc->getTexture(imagename),
driver,
def->wield_scale * v3f(40.0, 40.0, 4.0));
if(cc->wield_mesh == NULL)
{
infostream<<"ItemDefManager: WARNING: "
<<"updateTexturesAndMeshes(): "
<<"Unable to create extruded mesh for item "
<<def->name<<std::endl;
}
}
if(need_node_mesh)
{
/*
Get node properties
*/
content_t id = nodedef->getId(def->name);
// Additional processing for nodes:
// - Create a wield mesh if WieldMeshSceneNode can't render
// the node on its own.
// - If inventory_texture isn't set yet, create one using
// render-to-texture.
if (def.type == ITEM_NODE) {
// Get node properties
content_t id = nodedef->getId(name);
const ContentFeatures &f = nodedef->get(id);
u8 param1 = 0;
if(f.param_type == CPT_LIGHT)
param1 = 0xee;
bool need_rtt_mesh = cc->inventory_texture == NULL;
// Keep this in sync with WieldMeshSceneNode::setItem()
bool need_wield_mesh =
!(f.mesh_ptr[0] ||
f.drawtype == NDT_NORMAL ||
f.drawtype == NDT_ALLFACES ||
f.drawtype == NDT_AIRLIKE);
scene::IMesh *node_mesh = NULL;
/*
Make a mesh from the node
*/
bool reenable_shaders = false;
if(g_settings->getBool("enable_shaders")){
reenable_shaders = true;
g_settings->setBool("enable_shaders",false);
}
MeshMakeData mesh_make_data(gamedef);
u8 param2 = 0;
if (f.param_type_2 == CPT2_WALLMOUNTED)
param2 = 1;
MapNode mesh_make_node(id, param1, param2);
mesh_make_data.fillSingleNode(&mesh_make_node);
MapBlockMesh mapblock_mesh(&mesh_make_data, v3s16(0, 0, 0));
scene::IMesh *node_mesh = mapblock_mesh.getMesh();
assert(node_mesh);
video::SColor c(255, 255, 255, 255);
setMeshColor(node_mesh, c);
/*
Scale and translate the mesh so it's a unit cube
centered on the origin
*/
scaleMesh(node_mesh, v3f(1.0/BS, 1.0/BS, 1.0/BS));
translateMesh(node_mesh, v3f(-1.0, -1.0, -1.0));
if (need_rtt_mesh || need_wield_mesh) {
u8 param1 = 0;
if (f.param_type == CPT_LIGHT)
param1 = 0xee;
/*
Make a mesh from the node
*/
if (g_settings->getBool("enable_shaders")) {
reenable_shaders = true;
g_settings->setBool("enable_shaders", false);
}
MeshMakeData mesh_make_data(gamedef);
u8 param2 = 0;
if (f.param_type_2 == CPT2_WALLMOUNTED)
param2 = 1;
MapNode mesh_make_node(id, param1, param2);
mesh_make_data.fillSingleNode(&mesh_make_node);
MapBlockMesh mapblock_mesh(&mesh_make_data, v3s16(0, 0, 0));
node_mesh = mapblock_mesh.getMesh();
node_mesh->grab();
video::SColor c(255, 255, 255, 255);
setMeshColor(node_mesh, c);
// scale and translate the mesh so it's a
// unit cube centered on the origin
scaleMesh(node_mesh, v3f(1.0/BS, 1.0/BS, 1.0/BS));
translateMesh(node_mesh, v3f(-1.0, -1.0, -1.0));
}
/*
Draw node mesh into a render target texture
*/
if(cc->inventory_texture == NULL)
{
if (need_rtt_mesh) {
TextureFromMeshParams params;
params.mesh = node_mesh;
params.dim.set(64, 64);
params.rtt_texture_name = "INVENTORY_"
+ def->name + "_RTT";
+ def.name + "_RTT";
params.delete_texture_on_shutdown = true;
params.camera_position.set(0, 1.0, -1.5);
params.camera_position.rotateXZBy(45);
@ -449,8 +424,7 @@ public:
tsrc->generateTextureFromMesh(params);
// render-to-target didn't work
if(cc->inventory_texture == NULL)
{
if (cc->inventory_texture == NULL) {
cc->inventory_texture =
tsrc->getTexture(f.tiledef[0].name);
}
@ -459,16 +433,16 @@ public:
/*
Use the node mesh as the wield mesh
*/
if (need_wield_mesh) {
cc->wield_mesh = node_mesh;
cc->wield_mesh->grab();
// Scale to proper wield mesh proportions
scaleMesh(node_mesh, v3f(30.0, 30.0, 30.0)
* def->wield_scale);
// no way reference count can be smaller than 2 in this place!
assert(cc->wield_mesh->getReferenceCount() >= 2);
}
cc->wield_mesh = node_mesh;
cc->wield_mesh->grab();
//no way reference count can be smaller than 2 in this place!
assert(cc->wield_mesh->getReferenceCount() >= 2);
if (node_mesh)
node_mesh->drop();
if (reenable_shaders)
g_settings->setBool("enable_shaders",true);