Move updateTextures and fillTileAttribs to ContentFeatures

master
Ekdohibs 2016-05-22 20:33:06 +02:00
parent 423d8c1b0d
commit 725edc78b2
2 changed files with 302 additions and 261 deletions

View File

@ -247,6 +247,28 @@ static void deSerializeSimpleSoundSpec(SimpleSoundSpec &ss, std::istream &is)
ss.gain = readF1000(is);
}
void TextureSettings::readSettings()
{
connected_glass = g_settings->getBool("connected_glass");
opaque_water = g_settings->getBool("opaque_water");
bool enable_shaders = g_settings->getBool("enable_shaders");
bool enable_bumpmapping = g_settings->getBool("enable_bumpmapping");
bool enable_parallax_occlusion = g_settings->getBool("enable_parallax_occlusion");
enable_mesh_cache = g_settings->getBool("enable_mesh_cache");
enable_minimap = g_settings->getBool("enable_minimap");
std::string leaves_style_str = g_settings->get("leaves_style");
use_normal_texture = enable_shaders &&
(enable_bumpmapping || enable_parallax_occlusion);
if (leaves_style_str == "fancy") {
leaves_style = LEAVES_FANCY;
} else if (leaves_style_str == "simple") {
leaves_style = LEAVES_SIMPLE;
} else {
leaves_style = LEAVES_OPAQUE;
}
}
/*
ContentFeatures
*/
@ -486,6 +508,254 @@ void ContentFeatures::deSerialize(std::istream &is)
}catch(SerializationError &e) {};
}
#ifndef SERVER
void ContentFeatures::fillTileAttribs(ITextureSource *tsrc, TileSpec *tile,
TileDef *tiledef, u32 shader_id, bool use_normal_texture,
bool backface_culling, u8 alpha, u8 material_type)
{
tile->shader_id = shader_id;
tile->texture = tsrc->getTextureForMesh(tiledef->name, &tile->texture_id);
tile->alpha = alpha;
tile->material_type = material_type;
// Normal texture and shader flags texture
if (use_normal_texture) {
tile->normal_texture = tsrc->getNormalTexture(tiledef->name);
}
tile->flags_texture = tsrc->getShaderFlagsTexture(tile->normal_texture ? true : false);
// Material flags
tile->material_flags = 0;
if (backface_culling)
tile->material_flags |= MATERIAL_FLAG_BACKFACE_CULLING;
if (tiledef->animation.type == TAT_VERTICAL_FRAMES)
tile->material_flags |= MATERIAL_FLAG_ANIMATION_VERTICAL_FRAMES;
if (tiledef->tileable_horizontal)
tile->material_flags |= MATERIAL_FLAG_TILEABLE_HORIZONTAL;
if (tiledef->tileable_vertical)
tile->material_flags |= MATERIAL_FLAG_TILEABLE_VERTICAL;
// Animation parameters
int frame_count = 1;
if (tile->material_flags & MATERIAL_FLAG_ANIMATION_VERTICAL_FRAMES) {
// Get texture size to determine frame count by aspect ratio
v2u32 size = tile->texture->getOriginalSize();
int frame_height = (float)size.X /
(float)tiledef->animation.aspect_w *
(float)tiledef->animation.aspect_h;
frame_count = size.Y / frame_height;
int frame_length_ms = 1000.0 * tiledef->animation.length / frame_count;
tile->animation_frame_count = frame_count;
tile->animation_frame_length_ms = frame_length_ms;
}
if (frame_count == 1) {
tile->material_flags &= ~MATERIAL_FLAG_ANIMATION_VERTICAL_FRAMES;
} else {
std::ostringstream os(std::ios::binary);
tile->frames.resize(frame_count);
for (int i = 0; i < frame_count; i++) {
FrameSpec frame;
os.str("");
os << tiledef->name << "^[verticalframe:"
<< frame_count << ":" << i;
frame.texture = tsrc->getTextureForMesh(os.str(), &frame.texture_id);
if (tile->normal_texture)
frame.normal_texture = tsrc->getNormalTexture(os.str());
frame.flags_texture = tile->flags_texture;
tile->frames[i] = frame;
}
}
}
#endif
#ifndef SERVER
void ContentFeatures::updateTextures(ITextureSource *tsrc, IShaderSource *shdsrc,
scene::ISceneManager *smgr, scene::IMeshManipulator *meshmanip,
IGameDef *gamedef, const TextureSettings &tsettings)
{
// minimap pixel color - the average color of a texture
if (tsettings.enable_minimap && tiledef[0].name != "")
minimap_color = tsrc->getTextureAverageColor(tiledef[0].name);
// Figure out the actual tiles to use
TileDef tdef[6];
for (u32 j = 0; j < 6; j++) {
tdef[j] = tiledef[j];
if (tdef[j].name == "")
tdef[j].name = "unknown_node.png";
}
bool is_liquid = false;
bool is_water_surface = false;
u8 material_type = (alpha == 255) ?
TILE_MATERIAL_BASIC : TILE_MATERIAL_ALPHA;
switch (drawtype) {
default:
case NDT_NORMAL:
solidness = 2;
break;
case NDT_AIRLIKE:
solidness = 0;
break;
case NDT_LIQUID:
assert(liquid_type == LIQUID_SOURCE);
if (tsettings.opaque_water)
alpha = 255;
solidness = 1;
is_liquid = true;
break;
case NDT_FLOWINGLIQUID:
assert(liquid_type == LIQUID_FLOWING);
solidness = 0;
if (tsettings.opaque_water)
alpha = 255;
is_liquid = true;
break;
case NDT_GLASSLIKE:
solidness = 0;
visual_solidness = 1;
break;
case NDT_GLASSLIKE_FRAMED:
solidness = 0;
visual_solidness = 1;
break;
case NDT_GLASSLIKE_FRAMED_OPTIONAL:
solidness = 0;
visual_solidness = 1;
drawtype = tsettings.connected_glass ? NDT_GLASSLIKE_FRAMED : NDT_GLASSLIKE;
break;
case NDT_ALLFACES:
solidness = 0;
visual_solidness = 1;
break;
case NDT_ALLFACES_OPTIONAL:
if (tsettings.leaves_style == LEAVES_FANCY) {
drawtype = NDT_ALLFACES;
solidness = 0;
visual_solidness = 1;
} else if (tsettings.leaves_style == LEAVES_SIMPLE) {
for (u32 j = 0; j < 6; j++) {
if (tiledef_special[j].name != "")
tdef[j].name = tiledef_special[j].name;
}
drawtype = NDT_GLASSLIKE;
solidness = 0;
visual_solidness = 1;
} else {
drawtype = NDT_NORMAL;
solidness = 2;
for (u32 i = 0; i < 6; i++)
tdef[i].name += std::string("^[noalpha");
}
if (waving == 1)
material_type = TILE_MATERIAL_WAVING_LEAVES;
break;
case NDT_PLANTLIKE:
solidness = 0;
if (waving == 1)
material_type = TILE_MATERIAL_WAVING_PLANTS;
break;
case NDT_FIRELIKE:
solidness = 0;
break;
case NDT_MESH:
solidness = 0;
break;
case NDT_TORCHLIKE:
case NDT_SIGNLIKE:
case NDT_FENCELIKE:
case NDT_RAILLIKE:
case NDT_NODEBOX:
solidness = 0;
break;
}
if (is_liquid) {
material_type = (alpha == 255) ?
TILE_MATERIAL_LIQUID_OPAQUE : TILE_MATERIAL_LIQUID_TRANSPARENT;
if (name == "default:water_source")
is_water_surface = true;
}
u32 tile_shader[6];
for (u16 j = 0; j < 6; j++) {
tile_shader[j] = shdsrc->getShader("nodes_shader",
material_type, drawtype);
}
if (is_water_surface) {
tile_shader[0] = shdsrc->getShader("water_surface_shader",
material_type, drawtype);
}
// Tiles (fill in f->tiles[])
for (u16 j = 0; j < 6; j++) {
fillTileAttribs(tsrc, &tiles[j], &tdef[j], tile_shader[j],
tsettings.use_normal_texture,
tiledef[j].backface_culling, alpha, material_type);
}
// Special tiles (fill in f->special_tiles[])
for (u16 j = 0; j < CF_SPECIAL_COUNT; j++) {
fillTileAttribs(tsrc, &special_tiles[j], &tiledef_special[j],
tile_shader[j], tsettings.use_normal_texture,
tiledef_special[j].backface_culling, alpha, material_type);
}
if ((drawtype == NDT_MESH) && (mesh != "")) {
// Meshnode drawtype
// Read the mesh and apply scale
mesh_ptr[0] = gamedef->getMesh(mesh);
if (mesh_ptr[0]){
v3f scale = v3f(1.0, 1.0, 1.0) * BS * visual_scale;
scaleMesh(mesh_ptr[0], scale);
recalculateBoundingBox(mesh_ptr[0]);
meshmanip->recalculateNormals(mesh_ptr[0], true, false);
}
} else if ((drawtype == NDT_NODEBOX) &&
((node_box.type == NODEBOX_REGULAR) ||
(node_box.type == NODEBOX_FIXED)) &&
(!node_box.fixed.empty())) {
//Convert regular nodebox nodes to meshnodes
//Change the drawtype and apply scale
drawtype = NDT_MESH;
mesh_ptr[0] = convertNodeboxesToMesh(node_box.fixed);
v3f scale = v3f(1.0, 1.0, 1.0) * visual_scale;
scaleMesh(mesh_ptr[0], scale);
recalculateBoundingBox(mesh_ptr[0]);
meshmanip->recalculateNormals(mesh_ptr[0], true, false);
}
//Cache 6dfacedir and wallmounted rotated clones of meshes
if (tsettings.enable_mesh_cache && mesh_ptr[0] && (param_type_2 == CPT2_FACEDIR)) {
for (u16 j = 1; j < 24; j++) {
mesh_ptr[j] = cloneMesh(mesh_ptr[0]);
rotateMeshBy6dFacedir(mesh_ptr[j], j);
recalculateBoundingBox(mesh_ptr[j]);
meshmanip->recalculateNormals(mesh_ptr[j], true, false);
}
} else if (tsettings.enable_mesh_cache && mesh_ptr[0] && (param_type_2 == CPT2_WALLMOUNTED)) {
static const u8 wm_to_6d[6] = {20, 0, 16+1, 12+3, 8, 4+2};
for (u16 j = 1; j < 6; j++) {
mesh_ptr[j] = cloneMesh(mesh_ptr[0]);
rotateMeshBy6dFacedir(mesh_ptr[j], wm_to_6d[j]);
recalculateBoundingBox(mesh_ptr[j]);
meshmanip->recalculateNormals(mesh_ptr[j], true, false);
}
rotateMeshBy6dFacedir(mesh_ptr[0], wm_to_6d[0]);
recalculateBoundingBox(mesh_ptr[0]);
meshmanip->recalculateNormals(mesh_ptr[0], true, false);
}
}
#endif
/*
CNodeDefManager
*/
@ -525,11 +795,6 @@ public:
private:
void addNameIdMapping(content_t i, std::string name);
#ifndef SERVER
void fillTileAttribs(ITextureSource *tsrc, TileSpec *tile, TileDef *tiledef,
u32 shader_id, bool use_normal_texture, bool backface_culling,
u8 alpha, u8 material_type);
#endif
// Features indexed by id
std::vector<ContentFeatures> m_content_features;
@ -890,271 +1155,18 @@ void CNodeDefManager::updateTextures(IGameDef *gamedef,
IShaderSource *shdsrc = gamedef->getShaderSource();
scene::ISceneManager* smgr = gamedef->getSceneManager();
scene::IMeshManipulator* meshmanip = smgr->getMeshManipulator();
bool connected_glass = g_settings->getBool("connected_glass");
bool opaque_water = g_settings->getBool("opaque_water");
bool enable_shaders = g_settings->getBool("enable_shaders");
bool enable_bumpmapping = g_settings->getBool("enable_bumpmapping");
bool enable_parallax_occlusion = g_settings->getBool("enable_parallax_occlusion");
bool enable_mesh_cache = g_settings->getBool("enable_mesh_cache");
bool enable_minimap = g_settings->getBool("enable_minimap");
std::string leaves_style = g_settings->get("leaves_style");
bool use_normal_texture = enable_shaders &&
(enable_bumpmapping || enable_parallax_occlusion);
TextureSettings tsettings;
tsettings.readSettings();
u32 size = m_content_features.size();
for (u32 i = 0; i < size; i++) {
ContentFeatures *f = &m_content_features[i];
// minimap pixel color - the average color of a texture
if (enable_minimap && f->tiledef[0].name != "")
f->minimap_color = tsrc->getTextureAverageColor(f->tiledef[0].name);
// Figure out the actual tiles to use
TileDef tiledef[6];
for (u32 j = 0; j < 6; j++) {
tiledef[j] = f->tiledef[j];
if (tiledef[j].name == "")
tiledef[j].name = "unknown_node.png";
}
bool is_liquid = false;
bool is_water_surface = false;
u8 material_type = (f->alpha == 255) ?
TILE_MATERIAL_BASIC : TILE_MATERIAL_ALPHA;
switch (f->drawtype) {
default:
case NDT_NORMAL:
f->solidness = 2;
break;
case NDT_AIRLIKE:
f->solidness = 0;
break;
case NDT_LIQUID:
assert(f->liquid_type == LIQUID_SOURCE);
if (opaque_water)
f->alpha = 255;
f->solidness = 1;
is_liquid = true;
break;
case NDT_FLOWINGLIQUID:
assert(f->liquid_type == LIQUID_FLOWING);
f->solidness = 0;
if (opaque_water)
f->alpha = 255;
is_liquid = true;
break;
case NDT_GLASSLIKE:
f->solidness = 0;
f->visual_solidness = 1;
break;
case NDT_GLASSLIKE_FRAMED:
f->solidness = 0;
f->visual_solidness = 1;
break;
case NDT_GLASSLIKE_FRAMED_OPTIONAL:
f->solidness = 0;
f->visual_solidness = 1;
f->drawtype = connected_glass ? NDT_GLASSLIKE_FRAMED : NDT_GLASSLIKE;
break;
case NDT_ALLFACES:
f->solidness = 0;
f->visual_solidness = 1;
break;
case NDT_ALLFACES_OPTIONAL:
if (leaves_style == "fancy") {
f->drawtype = NDT_ALLFACES;
f->solidness = 0;
f->visual_solidness = 1;
} else if (leaves_style == "simple") {
for (u32 j = 0; j < 6; j++) {
if (f->tiledef_special[j].name != "")
tiledef[j].name = f->tiledef_special[j].name;
}
f->drawtype = NDT_GLASSLIKE;
f->solidness = 0;
f->visual_solidness = 1;
} else {
f->drawtype = NDT_NORMAL;
f->solidness = 2;
for (u32 i = 0; i < 6; i++)
tiledef[i].name += std::string("^[noalpha");
}
if (f->waving == 1)
material_type = TILE_MATERIAL_WAVING_LEAVES;
break;
case NDT_PLANTLIKE:
f->solidness = 0;
if (f->waving == 1)
material_type = TILE_MATERIAL_WAVING_PLANTS;
break;
case NDT_FIRELIKE:
f->solidness = 0;
break;
case NDT_MESH:
f->solidness = 0;
break;
case NDT_TORCHLIKE:
case NDT_SIGNLIKE:
case NDT_FENCELIKE:
case NDT_RAILLIKE:
case NDT_NODEBOX:
f->solidness = 0;
break;
}
if (is_liquid) {
material_type = (f->alpha == 255) ?
TILE_MATERIAL_LIQUID_OPAQUE : TILE_MATERIAL_LIQUID_TRANSPARENT;
if (f->name == "default:water_source")
is_water_surface = true;
}
u32 tile_shader[6];
for (u16 j = 0; j < 6; j++) {
tile_shader[j] = shdsrc->getShader("nodes_shader",
material_type, f->drawtype);
}
if (is_water_surface) {
tile_shader[0] = shdsrc->getShader("water_surface_shader",
material_type, f->drawtype);
}
// Tiles (fill in f->tiles[])
for (u16 j = 0; j < 6; j++) {
fillTileAttribs(tsrc, &f->tiles[j], &tiledef[j], tile_shader[j],
use_normal_texture, f->tiledef[j].backface_culling, f->alpha, material_type);
}
// Special tiles (fill in f->special_tiles[])
for (u16 j = 0; j < CF_SPECIAL_COUNT; j++) {
fillTileAttribs(tsrc, &f->special_tiles[j], &f->tiledef_special[j],
tile_shader[j], use_normal_texture,
f->tiledef_special[j].backface_culling, f->alpha, material_type);
}
if ((f->drawtype == NDT_MESH) && (f->mesh != "")) {
// Meshnode drawtype
// Read the mesh and apply scale
f->mesh_ptr[0] = gamedef->getMesh(f->mesh);
if (f->mesh_ptr[0]){
v3f scale = v3f(1.0, 1.0, 1.0) * BS * f->visual_scale;
scaleMesh(f->mesh_ptr[0], scale);
recalculateBoundingBox(f->mesh_ptr[0]);
meshmanip->recalculateNormals(f->mesh_ptr[0], true, false);
}
} else if ((f->drawtype == NDT_NODEBOX) &&
((f->node_box.type == NODEBOX_REGULAR) ||
(f->node_box.type == NODEBOX_FIXED)) &&
(!f->node_box.fixed.empty())) {
//Convert regular nodebox nodes to meshnodes
//Change the drawtype and apply scale
f->drawtype = NDT_MESH;
f->mesh_ptr[0] = convertNodeboxesToMesh(f->node_box.fixed);
v3f scale = v3f(1.0, 1.0, 1.0) * f->visual_scale;
scaleMesh(f->mesh_ptr[0], scale);
recalculateBoundingBox(f->mesh_ptr[0]);
meshmanip->recalculateNormals(f->mesh_ptr[0], true, false);
}
//Cache 6dfacedir and wallmounted rotated clones of meshes
if (enable_mesh_cache && f->mesh_ptr[0] && (f->param_type_2 == CPT2_FACEDIR)) {
for (u16 j = 1; j < 24; j++) {
f->mesh_ptr[j] = cloneMesh(f->mesh_ptr[0]);
rotateMeshBy6dFacedir(f->mesh_ptr[j], j);
recalculateBoundingBox(f->mesh_ptr[j]);
meshmanip->recalculateNormals(f->mesh_ptr[j], true, false);
}
} else if (enable_mesh_cache && f->mesh_ptr[0] && (f->param_type_2 == CPT2_WALLMOUNTED)) {
static const u8 wm_to_6d[6] = {20, 0, 16+1, 12+3, 8, 4+2};
for (u16 j = 1; j < 6; j++) {
f->mesh_ptr[j] = cloneMesh(f->mesh_ptr[0]);
rotateMeshBy6dFacedir(f->mesh_ptr[j], wm_to_6d[j]);
recalculateBoundingBox(f->mesh_ptr[j]);
meshmanip->recalculateNormals(f->mesh_ptr[j], true, false);
}
rotateMeshBy6dFacedir(f->mesh_ptr[0], wm_to_6d[0]);
recalculateBoundingBox(f->mesh_ptr[0]);
meshmanip->recalculateNormals(f->mesh_ptr[0], true, false);
}
m_content_features[i].updateTextures(tsrc, shdsrc, smgr, meshmanip, gamedef, tsettings);
progress_callback(progress_callback_args, i, size);
}
#endif
}
#ifndef SERVER
void CNodeDefManager::fillTileAttribs(ITextureSource *tsrc, TileSpec *tile,
TileDef *tiledef, u32 shader_id, bool use_normal_texture,
bool backface_culling, u8 alpha, u8 material_type)
{
tile->shader_id = shader_id;
tile->texture = tsrc->getTextureForMesh(tiledef->name, &tile->texture_id);
tile->alpha = alpha;
tile->material_type = material_type;
// Normal texture and shader flags texture
if (use_normal_texture) {
tile->normal_texture = tsrc->getNormalTexture(tiledef->name);
}
tile->flags_texture = tsrc->getShaderFlagsTexture(tile->normal_texture ? true : false);
// Material flags
tile->material_flags = 0;
if (backface_culling)
tile->material_flags |= MATERIAL_FLAG_BACKFACE_CULLING;
if (tiledef->animation.type == TAT_VERTICAL_FRAMES)
tile->material_flags |= MATERIAL_FLAG_ANIMATION_VERTICAL_FRAMES;
if (tiledef->tileable_horizontal)
tile->material_flags |= MATERIAL_FLAG_TILEABLE_HORIZONTAL;
if (tiledef->tileable_vertical)
tile->material_flags |= MATERIAL_FLAG_TILEABLE_VERTICAL;
// Animation parameters
int frame_count = 1;
if (tile->material_flags & MATERIAL_FLAG_ANIMATION_VERTICAL_FRAMES) {
// Get texture size to determine frame count by aspect ratio
v2u32 size = tile->texture->getOriginalSize();
int frame_height = (float)size.X /
(float)tiledef->animation.aspect_w *
(float)tiledef->animation.aspect_h;
frame_count = size.Y / frame_height;
int frame_length_ms = 1000.0 * tiledef->animation.length / frame_count;
tile->animation_frame_count = frame_count;
tile->animation_frame_length_ms = frame_length_ms;
}
if (frame_count == 1) {
tile->material_flags &= ~MATERIAL_FLAG_ANIMATION_VERTICAL_FRAMES;
} else {
std::ostringstream os(std::ios::binary);
tile->frames.resize(frame_count);
for (int i = 0; i < frame_count; i++) {
FrameSpec frame;
os.str("");
os << tiledef->name << "^[verticalframe:"
<< frame_count << ":" << i;
frame.texture = tsrc->getTextureForMesh(os.str(), &frame.texture_id);
if (tile->normal_texture)
frame.normal_texture = tsrc->getNormalTexture(os.str());
frame.flags_texture = tile->flags_texture;
tile->frames[i] = frame;
}
}
}
#endif
void CNodeDefManager::serialize(std::ostream &os, u16 protocol_version) const
{
writeU8(os, 1); // version

View File

@ -112,6 +112,26 @@ struct NodeBox
struct MapNode;
class NodeMetadata;
enum LeavesStyle {
LEAVES_FANCY,
LEAVES_SIMPLE,
LEAVES_OPAQUE,
};
class TextureSettings {
public:
LeavesStyle leaves_style;
bool opaque_water;
bool connected_glass;
bool use_normal_texture;
bool enable_mesh_cache;
bool enable_minimap;
TextureSettings() {}
void readSettings();
};
enum NodeDrawType
{
NDT_NORMAL, // A basic solid block
@ -304,6 +324,15 @@ struct ContentFeatures
if(!isLiquid() || !f.isLiquid()) return false;
return (liquid_alternative_flowing == f.liquid_alternative_flowing);
}
#ifndef SERVER
void fillTileAttribs(ITextureSource *tsrc, TileSpec *tile, TileDef *tiledef,
u32 shader_id, bool use_normal_texture, bool backface_culling,
u8 alpha, u8 material_type);
void updateTextures(ITextureSource *tsrc, IShaderSource *shdsrc,
scene::ISceneManager *smgr, scene::IMeshManipulator *meshmanip,
IGameDef *gamedef, const TextureSettings &tsettings);
#endif
};
class INodeDefManager {