Refactoring and code style fixes in preparation of adding mesh typed items

master
Sapier 2015-12-19 13:29:06 +01:00
parent e2d54c9f92
commit f14e7bac54
2 changed files with 477 additions and 394 deletions

View File

@ -28,15 +28,10 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "mapblock_mesh.h" #include "mapblock_mesh.h"
#include "mesh.h" #include "mesh.h"
#include "wieldmesh.h" #include "wieldmesh.h"
#include "client/tile.h"
#endif #endif
#include "log.h" #include "log.h"
#include "settings.h" #include "settings.h"
#include "util/serialize.h" #include "util/serialize.h"
#include "util/container.h"
#include "util/thread.h"
#include <map>
#include <set>
#ifdef __ANDROID__ #ifdef __ANDROID__
#include <GLES/gl.h> #include <GLES/gl.h>
@ -227,37 +222,29 @@ void ItemDefinition::deSerialize(std::istream &is)
// SUGG: Support chains of aliases? // SUGG: Support chains of aliases?
class CItemDefManager: public IWritableItemDefManager
{
#ifndef SERVER #ifndef SERVER
struct ClientCached CItemDefManager::ClientCached::ClientCached() :
{
video::ITexture *inventory_texture;
scene::IMesh *wield_mesh;
ClientCached():
inventory_texture(NULL), inventory_texture(NULL),
wield_mesh(NULL) wield_mesh(NULL)
{} {}
};
#endif #endif
public: CItemDefManager::CItemDefManager()
CItemDefManager()
{ {
#ifndef SERVER #ifndef SERVER
m_main_thread = thr_get_current_thread_id(); m_main_thread = thr_get_current_thread_id();
#endif #endif
clear(); clear();
} }
virtual ~CItemDefManager()
/******************************************************************************/
CItemDefManager::~CItemDefManager()
{ {
#ifndef SERVER #ifndef SERVER
const std::vector<ClientCached*> &values = m_clientcached.getValues(); const std::vector<ClientCached*> &values = m_clientcached.getValues();
for(std::vector<ClientCached*>::const_iterator for(std::vector<ClientCached*>::const_iterator
i = values.begin(); i != values.end(); ++i) i = values.begin(); i != values.end(); ++i) {
{
ClientCached *cc = *i; ClientCached *cc = *i;
if (cc->wield_mesh) if (cc->wield_mesh)
cc->wield_mesh->drop(); cc->wield_mesh->drop();
@ -268,11 +255,14 @@ public:
for (std::map<std::string, ItemDefinition*>::iterator iter = for (std::map<std::string, ItemDefinition*>::iterator iter =
m_item_definitions.begin(); iter != m_item_definitions.end(); m_item_definitions.begin(); iter != m_item_definitions.end();
++iter) { ++iter) {
delete iter->second; delete iter->second;
} }
m_item_definitions.clear(); m_item_definitions.clear();
} }
virtual const ItemDefinition& get(const std::string &name_) const
/******************************************************************************/
const ItemDefinition& CItemDefManager::get(const std::string &name_) const
{ {
// Convert name according to possible alias // Convert name according to possible alias
std::string name = getAlias(name_); std::string name = getAlias(name_);
@ -284,39 +274,50 @@ public:
assert(i != m_item_definitions.end()); assert(i != m_item_definitions.end());
return *(i->second); return *(i->second);
} }
virtual std::string getAlias(const std::string &name) const
/******************************************************************************/
std::string CItemDefManager::getAlias(const std::string &name) const
{ {
StringMap::const_iterator it = m_aliases.find(name); StringMap::const_iterator it = m_aliases.find(name);
if (it != m_aliases.end()) if (it != m_aliases.end())
return it->second; return it->second;
return name; return name;
} }
virtual std::set<std::string> getAll() const
/******************************************************************************/
std::set<std::string> CItemDefManager::getAll() const
{ {
std::set<std::string> result; std::set<std::string> result;
for(std::map<std::string, ItemDefinition *>::const_iterator for(std::map<std::string, ItemDefinition *>::const_iterator
it = m_item_definitions.begin(); it = m_item_definitions.begin();
it != m_item_definitions.end(); ++it) { it != m_item_definitions.end(); ++it) {
result.insert(it->first); result.insert(it->first);
} }
for (StringMap::const_iterator for (StringMap::const_iterator
it = m_aliases.begin(); it = m_aliases.begin();
it != m_aliases.end(); ++it) { it != m_aliases.end(); ++it) {
result.insert(it->first); result.insert(it->first);
} }
return result; return result;
} }
virtual bool isKnown(const std::string &name_) const
/******************************************************************************/
bool CItemDefManager::isKnown(const std::string &name_) const
{ {
// Convert name according to possible alias // Convert name according to possible alias
std::string name = getAlias(name_); std::string name = getAlias(name_);
// Get the definition // Get the definition
std::map<std::string, ItemDefinition*>::const_iterator i; std::map<std::string, ItemDefinition*>::const_iterator i;
return m_item_definitions.find(name) != m_item_definitions.end(); return m_item_definitions.find(name) != m_item_definitions.end();
} }
#ifndef SERVER #ifndef SERVER
public:
ClientCached* createClientCachedDirect(const std::string &name, /******************************************************************************/
CItemDefManager::ClientCached* CItemDefManager::createClientCachedDirect(const std::string &name,
IGameDef *gamedef) const IGameDef *gamedef) const
{ {
infostream<<"Lazily creating item texture and mesh for \"" infostream<<"Lazily creating item texture and mesh for \""
@ -349,96 +350,7 @@ public:
// - If inventory_texture isn't set yet, create one using // - If inventory_texture isn't set yet, create one using
// render-to-texture. // render-to-texture.
if (def.type == ITEM_NODE) { if (def.type == ITEM_NODE) {
// Get node properties createNodeItemTexture(name, def, nodedef, cc, gamedef, tsrc);
content_t id = nodedef->getId(name);
const ContentFeatures &f = nodedef->get(id);
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;
if (need_rtt_mesh || need_wield_mesh) {
u8 param1 = 0;
if (f.param_type == CPT_LIGHT)
param1 = 0xee;
/*
Make a mesh from the node
*/
MeshMakeData mesh_make_data(gamedef, false);
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 (need_rtt_mesh) {
TextureFromMeshParams params;
params.mesh = node_mesh;
params.dim.set(64, 64);
params.rtt_texture_name = "INVENTORY_"
+ def.name + "_RTT";
params.delete_texture_on_shutdown = true;
params.camera_position.set(0, 1.0, -1.5);
params.camera_position.rotateXZBy(45);
params.camera_lookat.set(0, 0, 0);
// Set orthogonal projection
params.camera_projection_matrix.buildProjectionMatrixOrthoLH(
1.65, 1.65, 0, 100);
params.ambient_light.set(1.0, 0.2, 0.2, 0.2);
params.light_position.set(10, 100, -50);
params.light_color.set(1.0, 0.5, 0.5, 0.5);
params.light_radius = 1000;
#ifdef __ANDROID__
params.camera_position.set(0, -1.0, -1.5);
params.camera_position.rotateXZBy(45);
params.light_position.set(10, -100, -50);
#endif
cc->inventory_texture =
tsrc->generateTextureFromMesh(params);
// render-to-target didn't work
if (cc->inventory_texture == NULL) {
cc->inventory_texture =
tsrc->getTexture(f.tiledef[0].name);
}
}
/*
Use the node mesh as the wield mesh
*/
if (need_wield_mesh) {
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();
} }
// Put in cache // Put in cache
@ -446,7 +358,9 @@ public:
return cc; return cc;
} }
ClientCached* getClientCached(const std::string &name,
/******************************************************************************/
CItemDefManager::ClientCached* CItemDefManager::getClientCached(const std::string &name,
IGameDef *gamedef) const IGameDef *gamedef) const
{ {
ClientCached *cc = NULL; ClientCached *cc = NULL;
@ -454,8 +368,8 @@ public:
if (cc) if (cc)
return cc; return cc;
if(thr_is_current_thread(m_main_thread)) if (thr_is_current_thread(m_main_thread)) {
{
return createClientCachedDirect(name, gamedef); return createClientCachedDirect(name, gamedef);
} }
else else
@ -483,31 +397,39 @@ public:
} }
} }
} }
/******************************************************************************/
// Get item inventory texture // Get item inventory texture
virtual video::ITexture* getInventoryTexture(const std::string &name, video::ITexture* CItemDefManager::getInventoryTexture(const std::string &name,
IGameDef *gamedef) const IGameDef *gamedef) const
{ {
ClientCached *cc = getClientCached(name, gamedef); ClientCached *cc = getClientCached(name, gamedef);
if (!cc) if (!cc)
return NULL; return NULL;
return cc->inventory_texture; return cc->inventory_texture;
} }
/******************************************************************************/
// Get item wield mesh // Get item wield mesh
virtual scene::IMesh* getWieldMesh(const std::string &name, scene::IMesh* CItemDefManager::getWieldMesh(const std::string &name,
IGameDef *gamedef) const IGameDef *gamedef) const
{ {
ClientCached *cc = getClientCached(name, gamedef); ClientCached *cc = getClientCached(name, gamedef);
if (!cc) if (!cc)
return NULL; return NULL;
return cc->wield_mesh; return cc->wield_mesh;
} }
#endif #endif
void clear()
/******************************************************************************/
void CItemDefManager::clear()
{ {
for (std::map<std::string, ItemDefinition*>::const_iterator for (std::map<std::string, ItemDefinition*>::const_iterator
i = m_item_definitions.begin(); i = m_item_definitions.begin();
i != m_item_definitions.end(); ++i) i != m_item_definitions.end(); ++i) {
{
delete i->second; delete i->second;
} }
m_item_definitions.clear(); m_item_definitions.clear();
@ -541,7 +463,9 @@ public:
ignore_def->name = "ignore"; ignore_def->name = "ignore";
m_item_definitions.insert(std::make_pair("ignore", ignore_def)); m_item_definitions.insert(std::make_pair("ignore", ignore_def));
} }
virtual void registerItem(const ItemDefinition &def)
/******************************************************************************/
void CItemDefManager::registerItem(const ItemDefinition &def)
{ {
verbosestream<<"ItemDefManager: registering \""<<def.name<<"\""<<std::endl; verbosestream<<"ItemDefManager: registering \""<<def.name<<"\""<<std::endl;
// Ensure that the "" item (the hand) always has ToolCapabilities // Ensure that the "" item (the hand) always has ToolCapabilities
@ -559,17 +483,21 @@ public:
infostream<<"ItemDefManager: erased alias "<<def.name infostream<<"ItemDefManager: erased alias "<<def.name
<<" because item was defined"<<std::endl; <<" because item was defined"<<std::endl;
} }
virtual void registerAlias(const std::string &name,
/******************************************************************************/
void CItemDefManager::registerAlias(const std::string &name,
const std::string &convert_to) const std::string &convert_to)
{ {
if(m_item_definitions.find(name) == m_item_definitions.end()) if (m_item_definitions.find(name) == m_item_definitions.end()) {
{
verbosestream<<"ItemDefManager: setting alias "<<name verbosestream<<"ItemDefManager: setting alias "<<name
<<" -> "<<convert_to<<std::endl; <<" -> "<<convert_to<<std::endl;
m_aliases[name] = convert_to; m_aliases[name] = convert_to;
} }
} }
void serialize(std::ostream &os, u16 protocol_version)
/******************************************************************************/
void CItemDefManager::serialize(std::ostream &os, u16 protocol_version)
{ {
writeU8(os, 0); // version writeU8(os, 0); // version
u16 count = m_item_definitions.size(); u16 count = m_item_definitions.size();
@ -594,7 +522,9 @@ public:
os << serializeString(it->second); os << serializeString(it->second);
} }
} }
void deSerialize(std::istream &is)
/******************************************************************************/
void CItemDefManager::deSerialize(std::istream &is)
{ {
// Clear everything // Clear everything
clear(); clear();
@ -603,8 +533,9 @@ public:
if(version != 0) if(version != 0)
throw SerializationError("unsupported ItemDefManager version"); throw SerializationError("unsupported ItemDefManager version");
u16 count = readU16(is); u16 count = readU16(is);
for(u16 i=0; i<count; i++)
{ for (u16 i=0; i<count; i++) {
// Deserialize a string and grab an ItemDefinition from it // Deserialize a string and grab an ItemDefinition from it
std::istringstream tmp_is(deSerializeString(is), std::ios::binary); std::istringstream tmp_is(deSerializeString(is), std::ios::binary);
ItemDefinition def; ItemDefinition def;
@ -612,20 +543,23 @@ public:
// Register // Register
registerItem(def); registerItem(def);
} }
u16 num_aliases = readU16(is); u16 num_aliases = readU16(is);
for(u16 i=0; i<num_aliases; i++) for (u16 i=0; i<num_aliases; i++) {
{
std::string name = deSerializeString(is); std::string name = deSerializeString(is);
std::string convert_to = deSerializeString(is); std::string convert_to = deSerializeString(is);
registerAlias(name, convert_to); registerAlias(name, convert_to);
} }
} }
void processQueue(IGameDef *gamedef)
/******************************************************************************/
void CItemDefManager::processQueue(IGameDef *gamedef)
{ {
#ifndef SERVER #ifndef SERVER
//NOTE this is only thread safe for ONE consumer thread! //NOTE this is only thread safe for ONE consumer thread!
while(!m_get_clientcached_queue.empty()) while (!m_get_clientcached_queue.empty()) {
{
GetRequest<std::string, ClientCached*, u8, u8> GetRequest<std::string, ClientCached*, u8, u8>
request = m_get_clientcached_queue.pop(); request = m_get_clientcached_queue.pop();
@ -634,22 +568,91 @@ public:
} }
#endif #endif
} }
private:
// Key is name
std::map<std::string, ItemDefinition*> m_item_definitions;
// Aliases
StringMap m_aliases;
#ifndef SERVER #ifndef SERVER
// The id of the thread that is allowed to use irrlicht directly /******************************************************************************/
threadid_t m_main_thread; void CItemDefManager::createNodeItemTexture(const std::string& name,
// A reference to this can be returned when nothing is found, to avoid NULLs const ItemDefinition& def, INodeDefManager* nodedef,
mutable ClientCached m_dummy_clientcached; ClientCached* cc, IGameDef* gamedef, ITextureSource* tsrc) const
// Cached textures and meshes {
mutable MutexedMap<std::string, ClientCached*> m_clientcached; // Get node properties
// Queued clientcached fetches (to be processed by the main thread) content_t id = nodedef->getId(name);
mutable RequestQueue<std::string, ClientCached*, u8, u8> m_get_clientcached_queue; const ContentFeatures& f = nodedef->get(id);
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;
if (need_rtt_mesh || need_wield_mesh) {
u8 param1 = 0;
if (f.param_type == CPT_LIGHT)
param1 = 0xee;
/*
Make a mesh from the node
*/
MeshMakeData mesh_make_data(gamedef, false);
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 (need_rtt_mesh) {
TextureFromMeshParams params;
params.mesh = node_mesh;
params.dim.set(64, 64);
params.rtt_texture_name = "INVENTORY_" + def.name + "_RTT";
params.delete_texture_on_shutdown = true;
params.camera_position.set(0, 1.0, -1.5);
params.camera_position.rotateXZBy(45);
params.camera_lookat.set(0, 0, 0);
// Set orthogonal projection
params.camera_projection_matrix.buildProjectionMatrixOrthoLH(1.65,
1.65, 0, 100);
params.ambient_light.set(1.0, 0.2, 0.2, 0.2);
params.light_position.set(10, 100, -50);
params.light_color.set(1.0, 0.5, 0.5, 0.5);
params.light_radius = 1000;
cc->inventory_texture = tsrc->generateTextureFromMesh(params);
// render-to-target didn't work
if (cc->inventory_texture == NULL) {
cc->inventory_texture = tsrc->getTexture(f.tiledef[0].name);
}
}
/*
Use the node mesh as the wield mesh
*/
if (need_wield_mesh) {
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();
}
#endif #endif
};
/******************************************************************************/
IWritableItemDefManager* createItemDefManager() IWritableItemDefManager* createItemDefManager()
{ {

View File

@ -25,9 +25,18 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include <string> #include <string>
#include <iostream> #include <iostream>
#include <set> #include <set>
#include <map>
#include "itemgroup.h" #include "itemgroup.h"
#include "sound.h" #include "sound.h"
#include "util/container.h"
#include "util/thread.h"
#ifndef SERVER
#include "client/tile.h"
#endif
class IGameDef; class IGameDef;
class INodeDefManager;
struct ToolCapabilities; struct ToolCapabilities;
/* /*
@ -39,7 +48,7 @@ enum ItemType
ITEM_NONE, ITEM_NONE,
ITEM_NODE, ITEM_NODE,
ITEM_CRAFT, ITEM_CRAFT,
ITEM_TOOL, ITEM_TOOL
}; };
struct ItemDefinition struct ItemDefinition
@ -157,6 +166,77 @@ public:
virtual void processQueue(IGameDef *gamedef)=0; virtual void processQueue(IGameDef *gamedef)=0;
}; };
class CItemDefManager: public IWritableItemDefManager
{
public:
CItemDefManager();
virtual ~CItemDefManager();
virtual const ItemDefinition& get(const std::string &name_) const;
virtual std::string getAlias(const std::string &name) const;
virtual std::set<std::string> getAll() const;
virtual bool isKnown(const std::string &name_) const;
#ifndef SERVER
// Get item inventory texture
virtual video::ITexture* getInventoryTexture(const std::string &name,
IGameDef *gamedef) const;
// Get item wield mesh
virtual scene::IMesh* getWieldMesh(const std::string &name,
IGameDef *gamedef) const;
#endif
void clear();
virtual void registerItem(const ItemDefinition &def);
virtual void registerAlias(const std::string &name,
const std::string &convert_to);
void serialize(std::ostream &os, u16 protocol_version);
void deSerialize(std::istream &is);
void processQueue(IGameDef *gamedef);
private:
#ifndef SERVER
struct ClientCached
{
video::ITexture *inventory_texture;
scene::IMesh *wield_mesh;
ClientCached();
};
void createNodeItemTexture(const std::string& name,
const ItemDefinition& def, INodeDefManager* nodedef,
ClientCached* cc, IGameDef* gamedef, ITextureSource* tsrc) const;
ClientCached* createClientCachedDirect(const std::string &name,
IGameDef *gamedef) const;
ClientCached* getClientCached(const std::string &name,
IGameDef *gamedef) const;
// The id of the thread that is allowed to use irrlicht directly
threadid_t m_main_thread;
// A reference to this can be returned when nothing is found, to avoid NULLs
mutable ClientCached m_dummy_clientcached;
// Cached textures and meshes
mutable MutexedMap<std::string, ClientCached*> m_clientcached;
// Queued clientcached fetches (to be processed by the main thread)
mutable RequestQueue<std::string, ClientCached*, u8, u8> m_get_clientcached_queue;
#endif
// Key is name
std::map<std::string, ItemDefinition*> m_item_definitions;
// Aliases
std::map<std::string, std::string> m_aliases;
};
IWritableItemDefManager* createItemDefManager(); IWritableItemDefManager* createItemDefManager();
#endif #endif