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- // Luanti
- // SPDX-License-Identifier: LGPL-2.1-or-later
- // Copyright (C) 2010-2014 celeron55, Perttu Ahola <celeron55@gmail.com>
- #include "wieldmesh.h"
- #include "settings.h"
- #include "shader.h"
- #include "inventory.h"
- #include "client.h"
- #include "itemdef.h"
- #include "nodedef.h"
- #include "mesh.h"
- #include "content_mapblock.h"
- #include "mapblock_mesh.h"
- #include "client/meshgen/collector.h"
- #include "client/tile.h"
- #include "client/texturesource.h"
- #include "log.h"
- #include "util/numeric.h"
- #include <map>
- #include <IMeshManipulator.h>
- #include "client/renderingengine.h"
- #define WIELD_SCALE_FACTOR 30.0
- #define WIELD_SCALE_FACTOR_EXTRUDED 40.0
- #define MIN_EXTRUSION_MESH_RESOLUTION 16
- #define MAX_EXTRUSION_MESH_RESOLUTION 512
- static scene::IMesh *createExtrusionMesh(int resolution_x, int resolution_y)
- {
- const f32 r = 0.5;
- scene::IMeshBuffer *buf = new scene::SMeshBuffer();
- video::SColor c(255,255,255,255);
- v3f scale(1.0, 1.0, 0.1);
- // Front and back
- {
- video::S3DVertex vertices[8] = {
- // z-
- video::S3DVertex(-r,+r,-r, 0,0,-1, c, 0,0),
- video::S3DVertex(+r,+r,-r, 0,0,-1, c, 1,0),
- video::S3DVertex(+r,-r,-r, 0,0,-1, c, 1,1),
- video::S3DVertex(-r,-r,-r, 0,0,-1, c, 0,1),
- // z+
- video::S3DVertex(-r,+r,+r, 0,0,+1, c, 0,0),
- video::S3DVertex(-r,-r,+r, 0,0,+1, c, 0,1),
- video::S3DVertex(+r,-r,+r, 0,0,+1, c, 1,1),
- video::S3DVertex(+r,+r,+r, 0,0,+1, c, 1,0),
- };
- u16 indices[12] = {0,1,2,2,3,0,4,5,6,6,7,4};
- buf->append(vertices, 8, indices, 12);
- }
- f32 pixelsize_x = 1 / (f32) resolution_x;
- f32 pixelsize_y = 1 / (f32) resolution_y;
- for (int i = 0; i < resolution_x; ++i) {
- f32 pixelpos_x = i * pixelsize_x - 0.5;
- f32 x0 = pixelpos_x;
- f32 x1 = pixelpos_x + pixelsize_x;
- f32 tex0 = (i + 0.1) * pixelsize_x;
- f32 tex1 = (i + 0.9) * pixelsize_x;
- video::S3DVertex vertices[8] = {
- // x-
- video::S3DVertex(x0,-r,-r, -1,0,0, c, tex0,1),
- video::S3DVertex(x0,-r,+r, -1,0,0, c, tex1,1),
- video::S3DVertex(x0,+r,+r, -1,0,0, c, tex1,0),
- video::S3DVertex(x0,+r,-r, -1,0,0, c, tex0,0),
- // x+
- video::S3DVertex(x1,-r,-r, +1,0,0, c, tex0,1),
- video::S3DVertex(x1,+r,-r, +1,0,0, c, tex0,0),
- video::S3DVertex(x1,+r,+r, +1,0,0, c, tex1,0),
- video::S3DVertex(x1,-r,+r, +1,0,0, c, tex1,1),
- };
- u16 indices[12] = {0,1,2,2,3,0,4,5,6,6,7,4};
- buf->append(vertices, 8, indices, 12);
- }
- for (int i = 0; i < resolution_y; ++i) {
- f32 pixelpos_y = i * pixelsize_y - 0.5;
- f32 y0 = -pixelpos_y - pixelsize_y;
- f32 y1 = -pixelpos_y;
- f32 tex0 = (i + 0.1) * pixelsize_y;
- f32 tex1 = (i + 0.9) * pixelsize_y;
- video::S3DVertex vertices[8] = {
- // y-
- video::S3DVertex(-r,y0,-r, 0,-1,0, c, 0,tex0),
- video::S3DVertex(+r,y0,-r, 0,-1,0, c, 1,tex0),
- video::S3DVertex(+r,y0,+r, 0,-1,0, c, 1,tex1),
- video::S3DVertex(-r,y0,+r, 0,-1,0, c, 0,tex1),
- // y+
- video::S3DVertex(-r,y1,-r, 0,+1,0, c, 0,tex0),
- video::S3DVertex(-r,y1,+r, 0,+1,0, c, 0,tex1),
- video::S3DVertex(+r,y1,+r, 0,+1,0, c, 1,tex1),
- video::S3DVertex(+r,y1,-r, 0,+1,0, c, 1,tex0),
- };
- u16 indices[12] = {0,1,2,2,3,0,4,5,6,6,7,4};
- buf->append(vertices, 8, indices, 12);
- }
- // Create mesh object
- scene::SMesh *mesh = new scene::SMesh();
- mesh->addMeshBuffer(buf);
- buf->drop();
- scaleMesh(mesh, scale); // also recalculates bounding box
- return mesh;
- }
- /*
- Caches extrusion meshes so that only one of them per resolution
- is needed. Also caches one cube (for convenience).
- E.g. there is a single extrusion mesh that is used for all
- 16x16 px images, another for all 256x256 px images, and so on.
- WARNING: Not thread safe. This should not be a problem since
- rendering related classes (such as WieldMeshSceneNode) will be
- used from the rendering thread only.
- */
- class ExtrusionMeshCache: public IReferenceCounted
- {
- public:
- // Constructor
- ExtrusionMeshCache()
- {
- for (int resolution = MIN_EXTRUSION_MESH_RESOLUTION;
- resolution <= MAX_EXTRUSION_MESH_RESOLUTION;
- resolution *= 2) {
- m_extrusion_meshes[resolution] =
- createExtrusionMesh(resolution, resolution);
- }
- m_cube = createCubeMesh(v3f(1.0, 1.0, 1.0));
- }
- // Destructor
- virtual ~ExtrusionMeshCache()
- {
- for (auto &extrusion_meshe : m_extrusion_meshes) {
- extrusion_meshe.second->drop();
- }
- m_cube->drop();
- }
- // Get closest extrusion mesh for given image dimensions
- // Caller must drop the returned pointer
- scene::IMesh* create(core::dimension2d<u32> dim)
- {
- // handle non-power of two textures inefficiently without cache
- if (!is_power_of_two(dim.Width) || !is_power_of_two(dim.Height)) {
- return createExtrusionMesh(dim.Width, dim.Height);
- }
- int maxdim = MYMAX(dim.Width, dim.Height);
- std::map<int, scene::IMesh*>::iterator
- it = m_extrusion_meshes.lower_bound(maxdim);
- if (it == m_extrusion_meshes.end()) {
- // no viable resolution found; use largest one
- it = m_extrusion_meshes.find(MAX_EXTRUSION_MESH_RESOLUTION);
- sanity_check(it != m_extrusion_meshes.end());
- }
- scene::IMesh *mesh = it->second;
- mesh->grab();
- return mesh;
- }
- // Returns a 1x1x1 cube mesh with one meshbuffer (material) per face
- // Caller must drop the returned pointer
- scene::IMesh* createCube()
- {
- m_cube->grab();
- return m_cube;
- }
- private:
- std::map<int, scene::IMesh*> m_extrusion_meshes;
- scene::IMesh *m_cube;
- };
- static ExtrusionMeshCache *g_extrusion_mesh_cache = nullptr;
- WieldMeshSceneNode::WieldMeshSceneNode(scene::ISceneManager *mgr, s32 id):
- scene::ISceneNode(mgr->getRootSceneNode(), mgr, id),
- m_material_type(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF)
- {
- m_anisotropic_filter = g_settings->getBool("anisotropic_filter");
- m_bilinear_filter = g_settings->getBool("bilinear_filter");
- m_trilinear_filter = g_settings->getBool("trilinear_filter");
- // If this is the first wield mesh scene node, create a cache
- // for extrusion meshes (and a cube mesh), otherwise reuse it
- if (!g_extrusion_mesh_cache)
- g_extrusion_mesh_cache = new ExtrusionMeshCache();
- else
- g_extrusion_mesh_cache->grab();
- // Disable bounding box culling for this scene node
- // since we won't calculate the bounding box.
- setAutomaticCulling(scene::EAC_OFF);
- // Create the child scene node
- scene::IMesh *dummymesh = g_extrusion_mesh_cache->createCube();
- m_meshnode = SceneManager->addMeshSceneNode(dummymesh, this, -1);
- m_meshnode->setReadOnlyMaterials(false);
- m_meshnode->setVisible(false);
- dummymesh->drop(); // m_meshnode grabbed it
- m_shadow = RenderingEngine::get_shadow_renderer();
- if (m_shadow) {
- // Add mesh to shadow caster
- m_shadow->addNodeToShadowList(m_meshnode);
- }
- }
- WieldMeshSceneNode::~WieldMeshSceneNode()
- {
- sanity_check(g_extrusion_mesh_cache);
- // Remove node from shadow casters. m_shadow might be an invalid pointer!
- if (m_shadow)
- m_shadow->removeNodeFromShadowList(m_meshnode);
- if (g_extrusion_mesh_cache->drop())
- g_extrusion_mesh_cache = nullptr;
- }
- void WieldMeshSceneNode::setCube(const ContentFeatures &f,
- v3f wield_scale)
- {
- scene::IMesh *cubemesh = g_extrusion_mesh_cache->createCube();
- scene::SMesh *copy = cloneMesh(cubemesh);
- cubemesh->drop();
- postProcessNodeMesh(copy, f, false, &m_material_type, &m_colors, true);
- changeToMesh(copy);
- copy->drop();
- m_meshnode->setScale(wield_scale * WIELD_SCALE_FACTOR);
- }
- void WieldMeshSceneNode::setExtruded(const std::string &imagename,
- const std::string &overlay_name, v3f wield_scale, ITextureSource *tsrc,
- u8 num_frames)
- {
- video::ITexture *texture = tsrc->getTexture(imagename);
- if (!texture) {
- changeToMesh(nullptr);
- return;
- }
- video::ITexture *overlay_texture =
- overlay_name.empty() ? NULL : tsrc->getTexture(overlay_name);
- core::dimension2d<u32> dim = texture->getSize();
- // Detect animation texture and pull off top frame instead of using entire thing
- if (num_frames > 1) {
- u32 frame_height = dim.Height / num_frames;
- dim = core::dimension2d<u32>(dim.Width, frame_height);
- }
- scene::IMesh *original = g_extrusion_mesh_cache->create(dim);
- scene::SMesh *mesh = cloneMesh(original);
- original->drop();
- //set texture
- mesh->getMeshBuffer(0)->getMaterial().setTexture(0,
- tsrc->getTexture(imagename));
- if (overlay_texture) {
- scene::IMeshBuffer *copy = cloneMeshBuffer(mesh->getMeshBuffer(0));
- copy->getMaterial().setTexture(0, overlay_texture);
- mesh->addMeshBuffer(copy);
- copy->drop();
- }
- changeToMesh(mesh);
- mesh->drop();
- m_meshnode->setScale(wield_scale * WIELD_SCALE_FACTOR_EXTRUDED);
- // Customize materials
- for (u32 layer = 0; layer < m_meshnode->getMaterialCount(); layer++) {
- video::SMaterial &material = m_meshnode->getMaterial(layer);
- material.TextureLayers[0].TextureWrapU = video::ETC_CLAMP_TO_EDGE;
- material.TextureLayers[0].TextureWrapV = video::ETC_CLAMP_TO_EDGE;
- material.MaterialType = m_material_type;
- material.MaterialTypeParam = 0.5f;
- material.BackfaceCulling = true;
- // Enable bi/trilinear filtering only for high resolution textures
- bool bilinear_filter = dim.Width > 32 && m_bilinear_filter;
- bool trilinear_filter = dim.Width > 32 && m_trilinear_filter;
- material.forEachTexture([=] (auto &tex) {
- setMaterialFilters(tex, bilinear_filter, trilinear_filter,
- m_anisotropic_filter);
- });
- // mipmaps cause "thin black line" artifacts
- material.UseMipMaps = false;
- }
- }
- static scene::SMesh *createSpecialNodeMesh(Client *client, MapNode n,
- std::vector<ItemPartColor> *colors, const ContentFeatures &f)
- {
- MeshMakeData mesh_make_data(client->ndef(), 1);
- MeshCollector collector(v3f(0.0f * BS), v3f());
- mesh_make_data.setSmoothLighting(false);
- MapblockMeshGenerator gen(&mesh_make_data, &collector,
- client->getSceneManager()->getMeshManipulator());
- if (n.getParam2()) {
- // keep it
- } else if (f.param_type_2 == CPT2_WALLMOUNTED ||
- f.param_type_2 == CPT2_COLORED_WALLMOUNTED) {
- if (f.drawtype == NDT_TORCHLIKE ||
- f.drawtype == NDT_SIGNLIKE ||
- f.drawtype == NDT_NODEBOX ||
- f.drawtype == NDT_MESH) {
- n.setParam2(4);
- }
- } else if (f.drawtype == NDT_SIGNLIKE || f.drawtype == NDT_TORCHLIKE) {
- n.setParam2(1);
- }
- gen.renderSingle(n.getContent(), n.getParam2());
- colors->clear();
- scene::SMesh *mesh = new scene::SMesh();
- for (auto &prebuffers : collector.prebuffers)
- for (PreMeshBuffer &p : prebuffers) {
- if (p.layer.material_flags & MATERIAL_FLAG_ANIMATION) {
- const FrameSpec &frame = (*p.layer.frames)[0];
- p.layer.texture = frame.texture;
- }
- for (video::S3DVertex &v : p.vertices) {
- v.Color.setAlpha(255);
- }
- scene::SMeshBuffer *buf = new scene::SMeshBuffer();
- buf->Material.setTexture(0, p.layer.texture);
- p.layer.applyMaterialOptions(buf->Material);
- mesh->addMeshBuffer(buf);
- buf->append(&p.vertices[0], p.vertices.size(),
- &p.indices[0], p.indices.size());
- buf->drop();
- colors->push_back(
- ItemPartColor(p.layer.has_color, p.layer.color));
- }
- return mesh;
- }
- void WieldMeshSceneNode::setItem(const ItemStack &item, Client *client, bool check_wield_image)
- {
- ITextureSource *tsrc = client->getTextureSource();
- IItemDefManager *idef = client->getItemDefManager();
- IShaderSource *shdrsrc = client->getShaderSource();
- const NodeDefManager *ndef = client->getNodeDefManager();
- const ItemDefinition &def = item.getDefinition(idef);
- const ContentFeatures &f = ndef->get(def.name);
- content_t id = ndef->getId(def.name);
- scene::SMesh *mesh = nullptr;
- u32 shader_id = shdrsrc->getShader("object_shader", TILE_MATERIAL_BASIC, NDT_NORMAL);
- m_material_type = shdrsrc->getShaderInfo(shader_id).material;
- // Color-related
- m_colors.clear();
- m_base_color = idef->getItemstackColor(item, client);
- const std::string wield_image = item.getWieldImage(idef);
- const std::string wield_overlay = item.getWieldOverlay(idef);
- const v3f wield_scale = item.getWieldScale(idef);
- // If wield_image needs to be checked and is defined, it overrides everything else
- if (!wield_image.empty() && check_wield_image) {
- setExtruded(wield_image, wield_overlay, wield_scale, tsrc,
- 1);
- m_colors.emplace_back();
- // overlay is white, if present
- m_colors.emplace_back(true, video::SColor(0xFFFFFFFF));
- // initialize the color
- setColor(video::SColor(0xFFFFFFFF));
- return;
- }
- // Handle nodes
- // See also CItemDefManager::createClientCached()
- if (def.type == ITEM_NODE) {
- bool cull_backface = f.needsBackfaceCulling();
- // Select rendering method
- switch (f.drawtype) {
- case NDT_AIRLIKE:
- setExtruded("no_texture_airlike.png", "",
- v3f(1.0, 1.0, 1.0), tsrc, 1);
- break;
- case NDT_SIGNLIKE:
- case NDT_TORCHLIKE:
- case NDT_RAILLIKE:
- case NDT_PLANTLIKE:
- case NDT_FLOWINGLIQUID: {
- v3f wscale = wield_scale;
- if (f.drawtype == NDT_FLOWINGLIQUID)
- wscale.Z *= 0.1f;
- setExtruded(tsrc->getTextureName(f.tiles[0].layers[0].texture_id),
- tsrc->getTextureName(f.tiles[0].layers[1].texture_id),
- wscale, tsrc,
- f.tiles[0].layers[0].animation_frame_count);
- // Add color
- const TileLayer &l0 = f.tiles[0].layers[0];
- m_colors.emplace_back(l0.has_color, l0.color);
- const TileLayer &l1 = f.tiles[0].layers[1];
- m_colors.emplace_back(l1.has_color, l1.color);
- break;
- }
- case NDT_PLANTLIKE_ROOTED: {
- setExtruded(tsrc->getTextureName(f.special_tiles[0].layers[0].texture_id),
- "", wield_scale, tsrc,
- f.special_tiles[0].layers[0].animation_frame_count);
- // Add color
- const TileLayer &l0 = f.special_tiles[0].layers[0];
- m_colors.emplace_back(l0.has_color, l0.color);
- break;
- }
- case NDT_NORMAL:
- case NDT_ALLFACES:
- case NDT_LIQUID:
- setCube(f, wield_scale);
- break;
- default: {
- // Render non-trivial drawtypes like the actual node
- MapNode n(id);
- if (def.place_param2)
- n.setParam2(*def.place_param2);
- mesh = createSpecialNodeMesh(client, n, &m_colors, f);
- changeToMesh(mesh);
- mesh->drop();
- m_meshnode->setScale(
- wield_scale * WIELD_SCALE_FACTOR
- / (BS * f.visual_scale));
- break;
- }
- }
- u32 material_count = m_meshnode->getMaterialCount();
- for (u32 i = 0; i < material_count; ++i) {
- video::SMaterial &material = m_meshnode->getMaterial(i);
- material.MaterialType = m_material_type;
- material.MaterialTypeParam = 0.5f;
- material.BackfaceCulling = cull_backface;
- material.forEachTexture([this] (auto &tex) {
- setMaterialFilters(tex, m_bilinear_filter, m_trilinear_filter,
- m_anisotropic_filter);
- });
- }
- // initialize the color
- setColor(video::SColor(0xFFFFFFFF));
- return;
- } else {
- const std::string inventory_image = item.getInventoryImage(idef);
- if (!inventory_image.empty()) {
- const std::string inventory_overlay = item.getInventoryOverlay(idef);
- setExtruded(inventory_image, inventory_overlay, def.wield_scale, tsrc, 1);
- } else {
- setExtruded("no_texture.png", "", def.wield_scale, tsrc, 1);
- }
- m_colors.emplace_back();
- // overlay is white, if present
- m_colors.emplace_back(true, video::SColor(0xFFFFFFFF));
- // initialize the color
- setColor(video::SColor(0xFFFFFFFF));
- return;
- }
- // no wield mesh found
- changeToMesh(nullptr);
- }
- void WieldMeshSceneNode::setColor(video::SColor c)
- {
- scene::IMesh *mesh = m_meshnode->getMesh();
- if (!mesh)
- return;
- u8 red = c.getRed();
- u8 green = c.getGreen();
- u8 blue = c.getBlue();
- const u32 mc = mesh->getMeshBufferCount();
- if (mc > m_colors.size())
- m_colors.resize(mc);
- for (u32 j = 0; j < mc; j++) {
- video::SColor bc(m_base_color);
- m_colors[j].applyOverride(bc);
- video::SColor buffercolor(255,
- bc.getRed() * red / 255,
- bc.getGreen() * green / 255,
- bc.getBlue() * blue / 255);
- scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
- if (m_colors[j].needColorize(buffercolor)) {
- buf->setDirty(scene::EBT_VERTEX);
- setMeshBufferColor(buf, buffercolor);
- }
- }
- }
- void WieldMeshSceneNode::setNodeLightColor(video::SColor color)
- {
- if (!m_meshnode)
- return;
- {
- for (u32 i = 0; i < m_meshnode->getMaterialCount(); ++i) {
- video::SMaterial &material = m_meshnode->getMaterial(i);
- material.ColorParam = color;
- }
- }
- }
- void WieldMeshSceneNode::render()
- {
- // note: if this method is changed to actually do something,
- // you probably should implement OnRegisterSceneNode as well
- }
- void WieldMeshSceneNode::changeToMesh(scene::IMesh *mesh)
- {
- if (!mesh) {
- scene::IMesh *dummymesh = g_extrusion_mesh_cache->createCube();
- m_meshnode->setVisible(false);
- m_meshnode->setMesh(dummymesh);
- dummymesh->drop(); // m_meshnode grabbed it
- } else {
- m_meshnode->setMesh(mesh);
- mesh->setHardwareMappingHint(scene::EHM_STATIC);
- }
- m_meshnode->setVisible(true);
- }
- void getItemMesh(Client *client, const ItemStack &item, ItemMesh *result)
- {
- ITextureSource *tsrc = client->getTextureSource();
- IItemDefManager *idef = client->getItemDefManager();
- const NodeDefManager *ndef = client->getNodeDefManager();
- const ItemDefinition &def = item.getDefinition(idef);
- const ContentFeatures &f = ndef->get(def.name);
- content_t id = ndef->getId(def.name);
- FATAL_ERROR_IF(!g_extrusion_mesh_cache, "Extrusion mesh cache is not yet initialized");
- scene::SMesh *mesh = nullptr;
- // Shading is on by default
- result->needs_shading = true;
- bool cull_backface = f.needsBackfaceCulling();
- // If inventory_image is defined, it overrides everything else
- const std::string inventory_image = item.getInventoryImage(idef);
- const std::string inventory_overlay = item.getInventoryOverlay(idef);
- if (!inventory_image.empty()) {
- mesh = getExtrudedMesh(tsrc, inventory_image, inventory_overlay);
- result->buffer_colors.emplace_back();
- // overlay is white, if present
- result->buffer_colors.emplace_back(true, video::SColor(0xFFFFFFFF));
- // Items with inventory images do not need shading
- result->needs_shading = false;
- } else if (def.type == ITEM_NODE && f.drawtype == NDT_AIRLIKE) {
- // Fallback image for airlike node
- mesh = getExtrudedMesh(tsrc, "no_texture_airlike.png", inventory_overlay);
- result->needs_shading = false;
- } else if (def.type == ITEM_NODE) {
- switch (f.drawtype) {
- case NDT_NORMAL:
- case NDT_ALLFACES:
- case NDT_LIQUID:
- case NDT_FLOWINGLIQUID: {
- scene::IMesh *cube = g_extrusion_mesh_cache->createCube();
- mesh = cloneMesh(cube);
- cube->drop();
- if (f.drawtype == NDT_FLOWINGLIQUID) {
- scaleMesh(mesh, v3f(1.2, 0.03, 1.2));
- translateMesh(mesh, v3f(0, -0.57, 0));
- } else
- scaleMesh(mesh, v3f(1.2, 1.2, 1.2));
- // add overlays
- postProcessNodeMesh(mesh, f, false, nullptr,
- &result->buffer_colors, true);
- if (f.drawtype == NDT_ALLFACES)
- scaleMesh(mesh, v3f(f.visual_scale));
- break;
- }
- case NDT_PLANTLIKE: {
- mesh = getExtrudedMesh(tsrc,
- tsrc->getTextureName(f.tiles[0].layers[0].texture_id),
- tsrc->getTextureName(f.tiles[0].layers[1].texture_id));
- // Add color
- const TileLayer &l0 = f.tiles[0].layers[0];
- result->buffer_colors.emplace_back(l0.has_color, l0.color);
- const TileLayer &l1 = f.tiles[0].layers[1];
- result->buffer_colors.emplace_back(l1.has_color, l1.color);
- break;
- }
- case NDT_PLANTLIKE_ROOTED: {
- mesh = getExtrudedMesh(tsrc,
- tsrc->getTextureName(f.special_tiles[0].layers[0].texture_id), "");
- // Add color
- const TileLayer &l0 = f.special_tiles[0].layers[0];
- result->buffer_colors.emplace_back(l0.has_color, l0.color);
- break;
- }
- default: {
- // Render non-trivial drawtypes like the actual node
- MapNode n(id);
- if (def.place_param2)
- n.setParam2(*def.place_param2);
- mesh = createSpecialNodeMesh(client, n, &result->buffer_colors, f);
- scaleMesh(mesh, v3f(0.12, 0.12, 0.12));
- break;
- }
- }
- for (u32 i = 0; i < mesh->getMeshBufferCount(); ++i) {
- scene::IMeshBuffer *buf = mesh->getMeshBuffer(i);
- video::SMaterial &material = buf->getMaterial();
- material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
- material.MaterialTypeParam = 0.5f;
- material.forEachTexture([] (auto &tex) {
- tex.MinFilter = video::ETMINF_NEAREST_MIPMAP_NEAREST;
- tex.MagFilter = video::ETMAGF_NEAREST;
- });
- material.BackfaceCulling = cull_backface;
- }
- rotateMeshXZby(mesh, -45);
- rotateMeshYZby(mesh, -30);
- }
- // might need to be re-colorized, this is done only when needed
- if (mesh) {
- mesh->setHardwareMappingHint(scene::EHM_DYNAMIC, scene::EBT_VERTEX);
- mesh->setHardwareMappingHint(scene::EHM_STATIC, scene::EBT_INDEX);
- }
- result->mesh = mesh;
- }
- scene::SMesh *getExtrudedMesh(ITextureSource *tsrc,
- const std::string &imagename, const std::string &overlay_name)
- {
- // check textures
- video::ITexture *texture = tsrc->getTextureForMesh(imagename);
- if (!texture) {
- return NULL;
- }
- video::ITexture *overlay_texture =
- (overlay_name.empty()) ? NULL : tsrc->getTexture(overlay_name);
- // get mesh
- core::dimension2d<u32> dim = texture->getSize();
- scene::IMesh *original = g_extrusion_mesh_cache->create(dim);
- scene::SMesh *mesh = cloneMesh(original);
- original->drop();
- //set texture
- mesh->getMeshBuffer(0)->getMaterial().setTexture(0,
- tsrc->getTexture(imagename));
- if (overlay_texture) {
- scene::IMeshBuffer *copy = cloneMeshBuffer(mesh->getMeshBuffer(0));
- copy->getMaterial().setTexture(0, overlay_texture);
- mesh->addMeshBuffer(copy);
- copy->drop();
- }
- // Customize materials
- for (u32 layer = 0; layer < mesh->getMeshBufferCount(); layer++) {
- video::SMaterial &material = mesh->getMeshBuffer(layer)->getMaterial();
- material.TextureLayers[0].TextureWrapU = video::ETC_CLAMP_TO_EDGE;
- material.TextureLayers[0].TextureWrapV = video::ETC_CLAMP_TO_EDGE;
- material.forEachTexture([] (auto &tex) {
- tex.MinFilter = video::ETMINF_NEAREST_MIPMAP_NEAREST;
- tex.MagFilter = video::ETMAGF_NEAREST;
- });
- material.BackfaceCulling = true;
- material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
- material.MaterialTypeParam = 0.5f;
- }
- scaleMesh(mesh, v3f(2.0, 2.0, 2.0));
- return mesh;
- }
- void postProcessNodeMesh(scene::SMesh *mesh, const ContentFeatures &f,
- bool set_material, const video::E_MATERIAL_TYPE *mattype,
- std::vector<ItemPartColor> *colors, bool apply_scale)
- {
- const u32 mc = mesh->getMeshBufferCount();
- // Allocate colors for existing buffers
- colors->clear();
- colors->resize(mc);
- for (u32 i = 0; i < mc; ++i) {
- const TileSpec *tile = &(f.tiles[i]);
- scene::IMeshBuffer *buf = mesh->getMeshBuffer(i);
- for (int layernum = 0; layernum < MAX_TILE_LAYERS; layernum++) {
- const TileLayer *layer = &tile->layers[layernum];
- if (layer->texture_id == 0)
- continue;
- if (layernum != 0) {
- scene::IMeshBuffer *copy = cloneMeshBuffer(buf);
- copy->getMaterial() = buf->getMaterial();
- mesh->addMeshBuffer(copy);
- copy->drop();
- buf = copy;
- colors->emplace_back(layer->has_color, layer->color);
- } else {
- (*colors)[i] = ItemPartColor(layer->has_color, layer->color);
- }
- video::SMaterial &material = buf->getMaterial();
- if (set_material)
- layer->applyMaterialOptions(material);
- if (mattype) {
- material.MaterialType = *mattype;
- }
- if (layer->animation_frame_count > 1) {
- const FrameSpec &animation_frame = (*layer->frames)[0];
- material.setTexture(0, animation_frame.texture);
- } else {
- material.setTexture(0, layer->texture);
- }
- if (apply_scale && tile->world_aligned) {
- u32 n = buf->getVertexCount();
- for (u32 k = 0; k != n; ++k)
- buf->getTCoords(k) /= layer->scale;
- }
- }
- }
- }
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