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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

@ -91,218 +91,6 @@ scene::IAnimatedMesh* createCubeMesh(v3f scale)
return anim_mesh;
}
static scene::IAnimatedMesh* extrudeARGB(u32 twidth, u32 theight, u8 *data)
{
const s32 argb_wstep = 4 * twidth;
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[(twidth+2) * (theight+2)];
u32 wstep = twidth + 2;
for (u32 y = 0; y < theight + 2; ++y)
{
u8 *scanline = solidity + y * wstep;
if (y == 0 || y == theight + 1)
{
for (u32 x = 0; x < twidth + 2; ++x)
scanline[x] = 0;
}
else
{
scanline[0] = 0;
u8 *argb_scanline = data + (y - 1) * argb_wstep;
for (u32 x = 0; x < twidth; ++x)
scanline[x+1] = (argb_scanline[x*4+3] >= alpha_threshold);
scanline[twidth + 1] = 0;
}
}
// without this, there would be occasional "holes" in the mesh
f32 eps = 0.01;
for (u32 y = 0; y <= theight; ++y)
{
u8 *scanline = solidity + y * wstep + 1;
for (u32 x = 0; x <= twidth; ++x)
{
if (scanline[x] && !scanline[x + wstep])
{
u32 xx = x + 1;
while (scanline[xx] && !scanline[xx + wstep])
++xx;
f32 vx1 = (x - eps) / (f32) twidth - 0.5;
f32 vx2 = (xx + eps) / (f32) twidth - 0.5;
f32 vy = 0.5 - (y - eps) / (f32) theight;
f32 tx1 = x / (f32) twidth;
f32 tx2 = xx / (f32) twidth;
f32 ty = (y - 0.5) / (f32) theight;
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) twidth - 0.5;
f32 vx2 = (xx + eps) / (f32) twidth - 0.5;
f32 vy = 0.5 - (y + eps) / (f32) theight;
f32 tx1 = x / (f32) twidth;
f32 tx2 = xx / (f32) twidth;
f32 ty = (y + 0.5) / (f32) theight;
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 <= twidth; ++x)
{
u8 *scancol = solidity + x + wstep;
for (u32 y = 0; y <= theight; ++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) twidth - 0.5;
f32 vy1 = 0.5 - (y - eps) / (f32) theight;
f32 vy2 = 0.5 - (yy + eps) / (f32) theight;
f32 tx = (x - 0.5) / (f32) twidth;
f32 ty1 = y / (f32) theight;
f32 ty2 = yy / (f32) theight;
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) twidth - 0.5;
f32 vy1 = 0.5 - (y - eps) / (f32) theight;
f32 vy2 = 0.5 - (yy + eps) / (f32) theight;
f32 tx = (x + 0.5) / (f32) twidth;
f32 ty1 = y / (f32) theight;
f32 ty2 = yy / (f32) theight;
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;
}
}
}
delete[] solidity;
// Add to mesh
scene::SMesh *mesh = new scene::SMesh();
mesh->addMeshBuffer(buf);
buf->drop();
scene::SAnimatedMesh *anim_mesh = new scene::SAnimatedMesh(mesh);
mesh->drop();
return anim_mesh;
}
scene::IAnimatedMesh* createExtrudedMesh(video::ITexture *texture,
video::IVideoDriver *driver, v3f scale)
{
scene::IAnimatedMesh *mesh = NULL;
core::dimension2d<u32> size = texture->getOriginalSize();
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(MY_ETLM_READ_ONLY);
if (data == NULL)
return NULL;
mesh = extrudeARGB(size.Width, size.Height, (u8*) data);
texture->unlock();
}
else
{
video::IImage *img1 = driver->createImageFromData(format, size, texture->lock(MY_ETLM_READ_ONLY));
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->drop();
return NULL;
}
img1->copyTo(img2);
img1->drop();
mesh = extrudeARGB(size.Width, size.Height, (u8*) img2->lock());
img2->unlock();
img2->drop();
}
// Set default material
mesh->getMeshBuffer(0)->getMaterial().setTexture(0, texture);
mesh->getMeshBuffer(0)->getMaterial().setFlag(video::EMF_LIGHTING, false);
mesh->getMeshBuffer(0)->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
mesh->getMeshBuffer(0)->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
scaleMesh(mesh, scale); // also recalculates bounding box
return mesh;
}
void scaleMesh(scene::IMesh *mesh, v3f scale)
{
if(mesh == NULL)
@ -523,6 +311,8 @@ scene::IMesh* convertNodeboxNodeToMesh(ContentFeatures *f)
for (u16 j = 0; j < 6; j++)
{
scene::IMeshBuffer *buf = new scene::SMeshBuffer();
buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
dst_mesh->addMeshBuffer(buf);
buf->drop();
}