inventorycube: use all three specified textures; also moved mesh creation / modification functions to mesh.cpp; in lua, inventorycube is now called minetest.inventorycube
parent
275a348b75
commit
392485aa45
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@ -303,6 +303,19 @@ function test_stackstring()
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end
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test_stackstring()
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--
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-- nodeitem helpers
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--
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minetest.inventorycube = function(img1, img2, img3)
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img2 = img2 or img1
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img3 = img3 or img1
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return "[inventorycube"
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.. "{" .. img1:gsub("%^", "&")
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.. "{" .. img2:gsub("%^", "&")
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.. "{" .. img3:gsub("%^", "&")
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end
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--
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-- craftitem helpers
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--
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@ -824,20 +824,11 @@ function digprop_glasslike(toughness)
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}
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end
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function inventorycube(img1, img2, img3)
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img2 = img2 or img1
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img3 = img3 or img1
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return "[inventorycube"
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.. "{" .. img1:gsub("%^", "&")
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.. "{" .. img2:gsub("%^", "&")
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.. "{" .. img3:gsub("%^", "&")
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end
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-- Legacy nodes
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minetest.register_node(":stone", {
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tile_images = {"stone.png"},
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inventory_image = inventorycube("stone.png"),
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inventory_image = minetest.inventorycube("stone.png"),
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paramtype = "mineral",
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is_ground_content = true,
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often_contains_mineral = true, -- Texture atlas hint
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@ -847,7 +838,7 @@ minetest.register_node(":stone", {
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minetest.register_node(":dirt_with_grass", {
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tile_images = {"grass.png", "mud.png", "mud.png^grass_side.png"},
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inventory_image = inventorycube("mud.png^grass_side.png"),
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inventory_image = minetest.inventorycube("mud.png^grass_side.png"),
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is_ground_content = true,
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material = digprop_dirtlike(1.0),
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dug_item = 'node "dirt" 1',
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@ -863,14 +854,14 @@ minetest.register_node(":dirt_with_grass_footsteps", {
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minetest.register_node(":dirt", {
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tile_images = {"mud.png"},
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inventory_image = inventorycube("mud.png"),
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inventory_image = minetest.inventorycube("mud.png"),
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is_ground_content = true,
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material = digprop_dirtlike(1.0),
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})
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minetest.register_node(":sand", {
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tile_images = {"sand.png"},
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inventory_image = inventorycube("sand.png"),
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inventory_image = minetest.inventorycube("sand.png"),
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is_ground_content = true,
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material = digprop_dirtlike(1.0),
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cookresult_item = 'node "glass" 1',
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@ -878,14 +869,14 @@ minetest.register_node(":sand", {
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minetest.register_node(":gravel", {
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tile_images = {"gravel.png"},
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inventory_image = inventorycube("gravel.png"),
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inventory_image = minetest.inventorycube("gravel.png"),
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is_ground_content = true,
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material = digprop_gravellike(1.0),
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})
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minetest.register_node(":sandstone", {
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tile_images = {"sandstone.png"},
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inventory_image = inventorycube("sandstone.png"),
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inventory_image = minetest.inventorycube("sandstone.png"),
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is_ground_content = true,
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material = digprop_dirtlike(1.0), -- FIXME should this be stonelike?
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dug_item = 'node "sand" 1', -- FIXME is this intentional?
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@ -893,7 +884,7 @@ minetest.register_node(":sandstone", {
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minetest.register_node(":clay", {
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tile_images = {"clay.png"},
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inventory_image = inventorycube("clay.png"),
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inventory_image = minetest.inventorycube("clay.png"),
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is_ground_content = true,
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material = digprop_dirtlike(1.0),
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dug_item = 'craft "lump_of_clay" 4',
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@ -901,7 +892,7 @@ minetest.register_node(":clay", {
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minetest.register_node(":brick", {
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tile_images = {"brick.png"},
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inventory_image = inventorycube("brick.png"),
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inventory_image = minetest.inventorycube("brick.png"),
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is_ground_content = true,
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material = digprop_stonelike(1.0),
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dug_item = 'craft "clay_brick" 4',
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@ -909,7 +900,7 @@ minetest.register_node(":brick", {
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minetest.register_node(":tree", {
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tile_images = {"tree_top.png", "tree_top.png", "tree.png"},
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inventory_image = inventorycube("tree_top.png", "tree.png", "tree.png"),
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inventory_image = minetest.inventorycube("tree_top.png", "tree.png", "tree.png"),
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is_ground_content = true,
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material = digprop_woodlike(1.0),
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cookresult_item = 'craft "lump_of_coal" 1',
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@ -918,7 +909,7 @@ minetest.register_node(":tree", {
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minetest.register_node(":jungletree", {
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tile_images = {"jungletree_top.png", "jungletree_top.png", "jungletree.png"},
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inventory_image = inventorycube("jungletree_top.png", "jungletree.png", "jungletree.png"),
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inventory_image = minetest.inventorycube("jungletree_top.png", "jungletree.png", "jungletree.png"),
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is_ground_content = true,
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material = digprop_woodlike(1.0),
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cookresult_item = 'craft "lump_of_coal" 1',
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@ -941,7 +932,7 @@ minetest.register_node(":leaves", {
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drawtype = "allfaces_optional",
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visual_scale = 1.3,
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tile_images = {"leaves.png"},
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inventory_image = "leaves.png",
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inventory_image = minetest.inventorycube("leaves.png"),
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light_propagates = true,
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paramtype = "light",
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material = digprop_leaveslike(1.0),
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@ -952,7 +943,7 @@ minetest.register_node(":leaves", {
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minetest.register_node(":cactus", {
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tile_images = {"cactus_top.png", "cactus_top.png", "cactus_side.png"},
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inventory_image = inventorycube("cactus_top.png", "cactus_side.png", "cactus_side.png"),
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inventory_image = minetest.inventorycube("cactus_top.png", "cactus_side.png", "cactus_side.png"),
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is_ground_content = true,
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material = digprop_woodlike(0.75),
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furnace_burntime = 15,
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@ -972,9 +963,7 @@ minetest.register_node(":papyrus", {
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minetest.register_node(":bookshelf", {
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tile_images = {"wood.png", "wood.png", "bookshelf.png"},
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-- FIXME: inventorycube only cares for the first texture
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--inventory_image = inventorycube("wood.png", "bookshelf.png", "bookshelf.png")
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inventory_image = inventorycube("bookshelf.png"),
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inventory_image = minetest.inventorycube("wood.png", "bookshelf.png", "bookshelf.png"),
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is_ground_content = true,
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material = digprop_woodlike(0.75),
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furnace_burntime = 30,
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@ -983,7 +972,7 @@ minetest.register_node(":bookshelf", {
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minetest.register_node(":glass", {
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drawtype = "glasslike",
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tile_images = {"glass.png"},
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inventory_image = inventorycube("glass.png"),
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inventory_image = minetest.inventorycube("glass.png"),
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light_propagates = true,
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paramtype = "light",
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sunlight_propagates = true,
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@ -1050,7 +1039,7 @@ minetest.register_node(":coalstone", {
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minetest.register_node(":wood", {
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tile_images = {"wood.png"},
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inventory_image = inventorycube("wood.png"),
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inventory_image = minetest.inventorycube("wood.png"),
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is_ground_content = true,
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furnace_burntime = 7,
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material = digprop_woodlike(0.75),
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@ -1058,7 +1047,7 @@ minetest.register_node(":wood", {
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minetest.register_node(":mese", {
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tile_images = {"mese.png"},
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inventory_image = inventorycube("mese.png"),
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inventory_image = minetest.inventorycube("mese.png"),
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is_ground_content = true,
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furnace_burntime = 30,
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material = digprop_stonelike(0.5),
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@ -1066,7 +1055,7 @@ minetest.register_node(":mese", {
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minetest.register_node(":cloud", {
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tile_images = {"cloud.png"},
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inventory_image = inventorycube("cloud.png"),
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inventory_image = minetest.inventorycube("cloud.png"),
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is_ground_content = true,
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})
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@ -1074,7 +1063,7 @@ minetest.register_node(":water_flowing", {
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drawtype = "flowingliquid",
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tile_images = {"water.png"},
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alpha = WATER_ALPHA,
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inventory_image = inventorycube("water.png"),
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inventory_image = minetest.inventorycube("water.png"),
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paramtype = "light",
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light_propagates = true,
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walkable = false,
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@ -1096,7 +1085,7 @@ minetest.register_node(":water_source", {
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drawtype = "liquid",
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tile_images = {"water.png"},
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alpha = WATER_ALPHA,
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inventory_image = inventorycube("water.png"),
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inventory_image = minetest.inventorycube("water.png"),
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paramtype = "light",
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light_propagates = true,
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walkable = false,
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@ -1117,7 +1106,7 @@ minetest.register_node(":water_source", {
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minetest.register_node(":lava_flowing", {
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drawtype = "flowingliquid",
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tile_images = {"lava.png"},
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inventory_image = inventorycube("lava.png"),
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inventory_image = minetest.inventorycube("lava.png"),
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paramtype = "light",
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light_propagates = false,
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light_source = LIGHT_MAX - 1,
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@ -1140,7 +1129,7 @@ minetest.register_node(":lava_flowing", {
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minetest.register_node(":lava_source", {
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drawtype = "liquid",
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tile_images = {"lava.png"},
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inventory_image = inventorycube("lava.png"),
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inventory_image = minetest.inventorycube("lava.png"),
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paramtype = "light",
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light_propagates = false,
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light_source = LIGHT_MAX - 1,
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@ -1204,8 +1193,7 @@ minetest.register_node(":sign_wall", {
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minetest.register_node(":chest", {
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tile_images = {"chest_top.png", "chest_top.png", "chest_side.png",
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"chest_side.png", "chest_side.png", "chest_front.png"},
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inventory_image = "chest_top.png",
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--inventory_image = inventorycube("chest_top.png", "chest_side.png", "chest_front.png"),
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inventory_image = minetest.inventorycube("chest_top.png", "chest_front.png", "chest_side.png"),
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paramtype = "facedir_simple",
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metadata_name = "chest",
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material = digprop_woodlike(1.0),
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@ -1215,7 +1203,7 @@ minetest.register_node(":chest", {
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minetest.register_node(":locked_chest", {
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tile_images = {"chest_top.png", "chest_top.png", "chest_side.png",
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"chest_side.png", "chest_side.png", "chest_lock.png"},
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inventory_image = "chest_lock.png",
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inventory_image = minetest.inventorycube("chest_top.png", "chest_lock.png", "chest_side.png"),
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paramtype = "facedir_simple",
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metadata_name = "locked_chest",
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material = digprop_woodlike(1.0),
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@ -1225,7 +1213,7 @@ minetest.register_node(":locked_chest", {
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minetest.register_node(":furnace", {
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tile_images = {"furnace_side.png", "furnace_side.png", "furnace_side.png",
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"furnace_side.png", "furnace_side.png", "furnace_front.png"},
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inventory_image = "furnace_front.png",
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inventory_image = minetest.inventorycube("furnace_side.png", "furnace_front.png", "furnace_side.png"),
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paramtype = "facedir_simple",
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metadata_name = "furnace",
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material = digprop_stonelike(3.0),
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@ -1233,7 +1221,7 @@ minetest.register_node(":furnace", {
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minetest.register_node(":cobble", {
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tile_images = {"cobble.png"},
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inventory_image = inventorycube("cobble.png"),
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inventory_image = minetest.inventorycube("cobble.png"),
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is_ground_content = true,
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cookresult_item = 'node "stone" 1',
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material = digprop_stonelike(0.9),
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@ -1241,14 +1229,14 @@ minetest.register_node(":cobble", {
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minetest.register_node(":mossycobble", {
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tile_images = {"mossycobble.png"},
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inventory_image = inventorycube("mossycobble.png"),
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inventory_image = minetest.inventorycube("mossycobble.png"),
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is_ground_content = true,
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material = digprop_stonelike(0.8),
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})
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minetest.register_node(":steelblock", {
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tile_images = {"steel_block.png"},
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inventory_image = inventorycube("steel_block.png"),
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inventory_image = minetest.inventorycube("steel_block.png"),
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is_ground_content = true,
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material = digprop_stonelike(5.0),
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})
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@ -8,7 +8,7 @@ minetest.register_node("experimental:luafurnace", {
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tile_images = {"lava.png", "furnace_side.png", "furnace_side.png",
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"furnace_side.png", "furnace_side.png", "furnace_front.png"},
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--inventory_image = "furnace_front.png",
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inventory_image = inventorycube("furnace_front.png"),
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inventory_image = minetest.inventorycube("furnace_front.png"),
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paramtype = "facedir_simple",
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metadata_name = "generic",
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material = digprop_stonelike(3.0),
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@ -134,7 +134,8 @@ minetest.register_craft({
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minetest.register_node("experimental:somenode", {
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tile_images = {"lava.png", "mese.png", "stone.png", "grass.png", "cobble.png", "tree_top.png"},
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inventory_image = "treeprop.png",
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inventory_image = minetest.inventorycube("lava.png", "mese.png", "stone.png"),
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--inventory_image = "treeprop.png",
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material = {
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diggability = "normal",
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weight = 0,
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@ -161,6 +161,7 @@ set(minetest_SRCS
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MyBillboardSceneNode.cpp
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content_mapblock.cpp
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content_cao.cpp
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mesh.cpp
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mapblock_mesh.cpp
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farmesh.cpp
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keycode.cpp
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293
src/camera.cpp
293
src/camera.cpp
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@ -22,21 +22,13 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "client.h"
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#include "main.h" // for g_settings
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#include "map.h"
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#include "mesh.h"
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#include "player.h"
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#include "tile.h"
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#include <cmath>
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#include <SAnimatedMesh.h>
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#include "settings.h"
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#include "nodedef.h" // For wield visualization
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// In Irrlicht 1.8 the signature of ITexture::lock was changed from
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// (bool, u32) to (E_TEXTURE_LOCK_MODE, u32).
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#if IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR <= 7
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#define MY_ETLM_READ_ONLY true
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#else
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#define MY_ETLM_READ_ONLY video::ETLM_READ_ONLY
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#endif
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Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control):
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m_smgr(smgr),
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m_playernode(NULL),
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@ -480,7 +472,6 @@ void Camera::wield(const InventoryItem* item, IGameDef *gamedef)
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case NDT_ALLFACES:
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case NDT_ALLFACES_OPTIONAL:
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m_wieldnode->setCube(ndef->get(content).tiles);
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m_wieldnode->setScale(v3f(30));
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isCube = true;
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break;
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default:
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@ -492,7 +483,6 @@ void Camera::wield(const InventoryItem* item, IGameDef *gamedef)
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if (!isCube)
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{
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m_wieldnode->setSprite(item->getImageRaw());
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m_wieldnode->setScale(v3f(40));
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}
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m_wieldnode->setVisible(true);
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@ -501,7 +491,6 @@ void Camera::wield(const InventoryItem* item, IGameDef *gamedef)
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{
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// Bare hands
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m_wieldnode->setSprite(gamedef->tsrc()->getTextureRaw("wieldhand.png"));
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m_wieldnode->setScale(v3f(40));
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m_wieldnode->setVisible(true);
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}
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}
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@ -536,7 +525,6 @@ ExtrudedSpriteSceneNode::ExtrudedSpriteSceneNode(
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ISceneNode(parent, mgr, id, position, rotation, scale)
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{
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m_meshnode = mgr->addMeshSceneNode(NULL, this, -1, v3f(0,0,0), v3f(0,0,0), v3f(1,1,1), true);
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m_thickness = 0.1;
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m_cubemesh = NULL;
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m_is_cube = false;
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m_light = LIGHT_MAX;
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@ -551,6 +539,8 @@ ExtrudedSpriteSceneNode::~ExtrudedSpriteSceneNode()
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void ExtrudedSpriteSceneNode::setSprite(video::ITexture* texture)
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{
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const v3f sprite_scale(40.0, 40.0, 4.0); // width, height, thickness
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if (texture == NULL)
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{
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m_meshnode->setVisible(false);
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@ -568,7 +558,9 @@ void ExtrudedSpriteSceneNode::setSprite(video::ITexture* texture)
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else
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{
|
||||
// Texture was not yet extruded, do it now and save in cache
|
||||
mesh = extrude(texture);
|
||||
mesh = createExtrudedMesh(texture,
|
||||
SceneManager->getVideoDriver(),
|
||||
sprite_scale);
|
||||
if (mesh == NULL)
|
||||
{
|
||||
dstream << "Warning: failed to extrude sprite" << std::endl;
|
||||
|
@ -580,7 +572,6 @@ void ExtrudedSpriteSceneNode::setSprite(video::ITexture* texture)
|
|||
mesh->drop();
|
||||
}
|
||||
|
||||
m_meshnode->setScale(v3f(1, 1, m_thickness));
|
||||
m_meshnode->getMaterial(0).setTexture(0, texture);
|
||||
m_meshnode->getMaterial(0).setFlag(video::EMF_LIGHTING, false);
|
||||
m_meshnode->getMaterial(0).setFlag(video::EMF_BILINEAR_FILTER, false);
|
||||
|
@ -592,11 +583,14 @@ void ExtrudedSpriteSceneNode::setSprite(video::ITexture* texture)
|
|||
|
||||
void ExtrudedSpriteSceneNode::setCube(const TileSpec tiles[6])
|
||||
{
|
||||
const v3f cube_scale(30.0, 30.0, 30.0);
|
||||
|
||||
if (m_cubemesh == NULL)
|
||||
m_cubemesh = createCubeMesh();
|
||||
{
|
||||
m_cubemesh = createCubeMesh(cube_scale);
|
||||
}
|
||||
|
||||
m_meshnode->setMesh(m_cubemesh);
|
||||
m_meshnode->setScale(v3f(1));
|
||||
for (int i = 0; i < 6; ++i)
|
||||
{
|
||||
// Get the tile texture and atlas transformation
|
||||
|
@ -626,7 +620,7 @@ void ExtrudedSpriteSceneNode::updateLight(u8 light)
|
|||
// Set brightness one lower than incoming light
|
||||
diminish_light(li);
|
||||
video::SColor color(255,li,li,li);
|
||||
setMeshVerticesColor(m_meshnode->getMesh(), color);
|
||||
setMeshColor(m_meshnode->getMesh(), color);
|
||||
}
|
||||
|
||||
void ExtrudedSpriteSceneNode::removeSpriteFromCache(video::ITexture* texture)
|
||||
|
@ -637,13 +631,6 @@ void ExtrudedSpriteSceneNode::removeSpriteFromCache(video::ITexture* texture)
|
|||
cache->removeMesh(mesh);
|
||||
}
|
||||
|
||||
void ExtrudedSpriteSceneNode::setSpriteThickness(f32 thickness)
|
||||
{
|
||||
m_thickness = thickness;
|
||||
if (!m_is_cube)
|
||||
m_meshnode->setScale(v3f(1, 1, thickness));
|
||||
}
|
||||
|
||||
const core::aabbox3d<f32>& ExtrudedSpriteSceneNode::getBoundingBox() const
|
||||
{
|
||||
return m_meshnode->getBoundingBox();
|
||||
|
@ -667,259 +654,3 @@ io::path ExtrudedSpriteSceneNode::getExtrudedName(video::ITexture* texture)
|
|||
path.append("/[extruded]");
|
||||
return path;
|
||||
}
|
||||
|
||||
scene::IAnimatedMesh* ExtrudedSpriteSceneNode::extrudeARGB(u32 width, u32 height, u8* data)
|
||||
{
|
||||
const s32 argb_wstep = 4 * width;
|
||||
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[(width+2) * (height+2)];
|
||||
u32 wstep = width + 2;
|
||||
for (u32 y = 0; y < height + 2; ++y)
|
||||
{
|
||||
u8* scanline = solidity + y * wstep;
|
||||
if (y == 0 || y == height + 1)
|
||||
{
|
||||
for (u32 x = 0; x < width + 2; ++x)
|
||||
scanline[x] = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
scanline[0] = 0;
|
||||
u8* argb_scanline = data + (y - 1) * argb_wstep;
|
||||
for (u32 x = 0; x < width; ++x)
|
||||
scanline[x+1] = (argb_scanline[x*4+3] >= alpha_threshold);
|
||||
scanline[width + 1] = 0;
|
||||
}
|
||||
}
|
||||
|
||||
// without this, there would be occasional "holes" in the mesh
|
||||
f32 eps = 0.01;
|
||||
|
||||
for (u32 y = 0; y <= height; ++y)
|
||||
{
|
||||
u8* scanline = solidity + y * wstep + 1;
|
||||
for (u32 x = 0; x <= width; ++x)
|
||||
{
|
||||
if (scanline[x] && !scanline[x + wstep])
|
||||
{
|
||||
u32 xx = x + 1;
|
||||
while (scanline[xx] && !scanline[xx + wstep])
|
||||
++xx;
|
||||
f32 vx1 = (x - eps) / (f32) width - 0.5;
|
||||
f32 vx2 = (xx + eps) / (f32) width - 0.5;
|
||||
f32 vy = 0.5 - (y - eps) / (f32) height;
|
||||
f32 tx1 = x / (f32) width;
|
||||
f32 tx2 = xx / (f32) width;
|
||||
f32 ty = (y - 0.5) / (f32) height;
|
||||
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) width - 0.5;
|
||||
f32 vx2 = (xx + eps) / (f32) width - 0.5;
|
||||
f32 vy = 0.5 - (y + eps) / (f32) height;
|
||||
f32 tx1 = x / (f32) width;
|
||||
f32 tx2 = xx / (f32) width;
|
||||
f32 ty = (y + 0.5) / (f32) height;
|
||||
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 <= width; ++x)
|
||||
{
|
||||
u8* scancol = solidity + x + wstep;
|
||||
for (u32 y = 0; y <= height; ++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) width - 0.5;
|
||||
f32 vy1 = 0.5 - (y - eps) / (f32) height;
|
||||
f32 vy2 = 0.5 - (yy + eps) / (f32) height;
|
||||
f32 tx = (x - 0.5) / (f32) width;
|
||||
f32 ty1 = y / (f32) height;
|
||||
f32 ty2 = yy / (f32) height;
|
||||
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) width - 0.5;
|
||||
f32 vy1 = 0.5 - (y - eps) / (f32) height;
|
||||
f32 vy2 = 0.5 - (yy + eps) / (f32) height;
|
||||
f32 tx = (x + 0.5) / (f32) width;
|
||||
f32 ty1 = y / (f32) height;
|
||||
f32 ty2 = yy / (f32) height;
|
||||
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;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Add to mesh
|
||||
scene::SMesh* mesh = new scene::SMesh();
|
||||
buf->recalculateBoundingBox();
|
||||
mesh->addMeshBuffer(buf);
|
||||
buf->drop();
|
||||
mesh->recalculateBoundingBox();
|
||||
scene::SAnimatedMesh* anim_mesh = new scene::SAnimatedMesh(mesh);
|
||||
mesh->drop();
|
||||
return anim_mesh;
|
||||
}
|
||||
|
||||
scene::IAnimatedMesh* ExtrudedSpriteSceneNode::extrude(video::ITexture* texture)
|
||||
{
|
||||
scene::IAnimatedMesh* mesh = NULL;
|
||||
core::dimension2d<u32> size = texture->getSize();
|
||||
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::IVideoDriver* driver = SceneManager->getVideoDriver();
|
||||
|
||||
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->copyTo(img2);
|
||||
img1->drop();
|
||||
|
||||
mesh = extrudeARGB(size.Width, size.Height, (u8*) img2->lock());
|
||||
img2->unlock();
|
||||
img2->drop();
|
||||
}
|
||||
img1->drop();
|
||||
}
|
||||
return mesh;
|
||||
}
|
||||
|
||||
scene::IMesh* ExtrudedSpriteSceneNode::createCubeMesh()
|
||||
{
|
||||
video::SColor c(255,255,255,255);
|
||||
video::S3DVertex vertices[24] =
|
||||
{
|
||||
// Up
|
||||
video::S3DVertex(-0.5,+0.5,-0.5, 0,1,0, c, 0,1),
|
||||
video::S3DVertex(-0.5,+0.5,+0.5, 0,1,0, c, 0,0),
|
||||
video::S3DVertex(+0.5,+0.5,+0.5, 0,1,0, c, 1,0),
|
||||
video::S3DVertex(+0.5,+0.5,-0.5, 0,1,0, c, 1,1),
|
||||
// Down
|
||||
video::S3DVertex(-0.5,-0.5,-0.5, 0,-1,0, c, 0,0),
|
||||
video::S3DVertex(+0.5,-0.5,-0.5, 0,-1,0, c, 1,0),
|
||||
video::S3DVertex(+0.5,-0.5,+0.5, 0,-1,0, c, 1,1),
|
||||
video::S3DVertex(-0.5,-0.5,+0.5, 0,-1,0, c, 0,1),
|
||||
// Right
|
||||
video::S3DVertex(+0.5,-0.5,-0.5, 1,0,0, c, 0,1),
|
||||
video::S3DVertex(+0.5,+0.5,-0.5, 1,0,0, c, 0,0),
|
||||
video::S3DVertex(+0.5,+0.5,+0.5, 1,0,0, c, 1,0),
|
||||
video::S3DVertex(+0.5,-0.5,+0.5, 1,0,0, c, 1,1),
|
||||
// Left
|
||||
video::S3DVertex(-0.5,-0.5,-0.5, -1,0,0, c, 1,1),
|
||||
video::S3DVertex(-0.5,-0.5,+0.5, -1,0,0, c, 0,1),
|
||||
video::S3DVertex(-0.5,+0.5,+0.5, -1,0,0, c, 0,0),
|
||||
video::S3DVertex(-0.5,+0.5,-0.5, -1,0,0, c, 1,0),
|
||||
// Back
|
||||
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, 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),
|
||||
// Front
|
||||
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),
|
||||
};
|
||||
|
||||
u16 indices[6] = {0,1,2,2,3,0};
|
||||
|
||||
scene::SMesh* mesh = new scene::SMesh();
|
||||
for (u32 i=0; i<6; ++i)
|
||||
{
|
||||
scene::IMeshBuffer* buf = new scene::SMeshBuffer();
|
||||
buf->append(vertices + 4 * i, 4, indices, 6);
|
||||
buf->recalculateBoundingBox();
|
||||
mesh->addMeshBuffer(buf);
|
||||
buf->drop();
|
||||
}
|
||||
mesh->recalculateBoundingBox();
|
||||
return mesh;
|
||||
}
|
||||
|
|
|
@ -22,6 +22,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
|
|||
|
||||
#include "common_irrlicht.h"
|
||||
#include "inventory.h"
|
||||
#include "mesh.h"
|
||||
#include "tile.h"
|
||||
#include "utility.h"
|
||||
#include <ICameraSceneNode.h>
|
||||
|
@ -206,9 +207,6 @@ public:
|
|||
void setSprite(video::ITexture* texture);
|
||||
void setCube(const TileSpec tiles[6]);
|
||||
|
||||
f32 getSpriteThickness() const { return m_thickness; }
|
||||
void setSpriteThickness(f32 thickness);
|
||||
|
||||
void updateLight(u8 light);
|
||||
|
||||
void removeSpriteFromCache(video::ITexture* texture);
|
||||
|
@ -219,16 +217,11 @@ public:
|
|||
|
||||
private:
|
||||
scene::IMeshSceneNode* m_meshnode;
|
||||
f32 m_thickness;
|
||||
scene::IMesh* m_cubemesh;
|
||||
bool m_is_cube;
|
||||
u8 m_light;
|
||||
|
||||
// internal extrusion helper methods
|
||||
io::path getExtrudedName(video::ITexture* texture);
|
||||
scene::IAnimatedMesh* extrudeARGB(u32 width, u32 height, u8* data);
|
||||
scene::IAnimatedMesh* extrude(video::ITexture* texture);
|
||||
scene::IMesh* createCubeMesh();
|
||||
};
|
||||
|
||||
#endif
|
||||
|
|
|
@ -27,6 +27,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
|
|||
#include "gamedef.h"
|
||||
#include "clientobject.h"
|
||||
#include "content_object.h"
|
||||
#include "mesh.h"
|
||||
#include "utility.h" // For IntervalLimiter
|
||||
class Settings;
|
||||
#include "MyBillboardSceneNode.h"
|
||||
|
@ -630,7 +631,7 @@ void ItemCAO::updateLight(u8 light_at_pos)
|
|||
|
||||
u8 li = decode_light(light_at_pos);
|
||||
video::SColor color(255,li,li,li);
|
||||
setMeshVerticesColor(m_node->getMesh(), color);
|
||||
setMeshColor(m_node->getMesh(), color);
|
||||
}
|
||||
|
||||
v3s16 ItemCAO::getLightPosition()
|
||||
|
@ -778,7 +779,7 @@ void RatCAO::updateLight(u8 light_at_pos)
|
|||
|
||||
u8 li = decode_light(light_at_pos);
|
||||
video::SColor color(255,li,li,li);
|
||||
setMeshVerticesColor(m_node->getMesh(), color);
|
||||
setMeshColor(m_node->getMesh(), color);
|
||||
}
|
||||
|
||||
v3s16 RatCAO::getLightPosition()
|
||||
|
@ -934,7 +935,7 @@ void Oerkki1CAO::updateLight(u8 light_at_pos)
|
|||
|
||||
u8 li = decode_light(light_at_pos);
|
||||
video::SColor color(255,li,li,li);
|
||||
setMeshVerticesColor(m_node->getMesh(), color);
|
||||
setMeshColor(m_node->getMesh(), color);
|
||||
}
|
||||
|
||||
v3s16 Oerkki1CAO::getLightPosition()
|
||||
|
@ -1165,7 +1166,7 @@ void FireflyCAO::updateLight(u8 light_at_pos)
|
|||
|
||||
u8 li = 255;
|
||||
video::SColor color(255,li,li,li);
|
||||
setMeshVerticesColor(m_node->getMesh(), color);
|
||||
setMeshColor(m_node->getMesh(), color);
|
||||
}
|
||||
|
||||
v3s16 FireflyCAO::getLightPosition()
|
||||
|
@ -1866,7 +1867,7 @@ public:
|
|||
u8 li = decode_light(light_at_pos);
|
||||
video::SColor color(255,li,li,li);
|
||||
if(m_meshnode){
|
||||
setMeshVerticesColor(m_meshnode->getMesh(), color);
|
||||
setMeshColor(m_meshnode->getMesh(), color);
|
||||
m_meshnode->setVisible(true);
|
||||
}
|
||||
if(m_spritenode){
|
||||
|
@ -2250,7 +2251,7 @@ public:
|
|||
|
||||
u8 li = decode_light(light_at_pos);
|
||||
video::SColor color(255,li,li,li);
|
||||
setMeshVerticesColor(m_node->getMesh(), color);
|
||||
setMeshColor(m_node->getMesh(), color);
|
||||
}
|
||||
|
||||
v3s16 getLightPosition()
|
||||
|
|
|
@ -0,0 +1,362 @@
|
|||
/*
|
||||
Minetest-c55
|
||||
Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
|
||||
|
||||
This program is free software; you can redistribute it and/or modify
|
||||
it under the terms of the GNU General Public License as published by
|
||||
the Free Software Foundation; either version 2 of the License, or
|
||||
(at your option) any later version.
|
||||
|
||||
This program is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU General Public License along
|
||||
with this program; if not, write to the Free Software Foundation, Inc.,
|
||||
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
|
||||
*/
|
||||
|
||||
#include "mesh.h"
|
||||
#include <IAnimatedMesh.h>
|
||||
#include <SAnimatedMesh.h>
|
||||
|
||||
// In Irrlicht 1.8 the signature of ITexture::lock was changed from
|
||||
// (bool, u32) to (E_TEXTURE_LOCK_MODE, u32).
|
||||
#if IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR <= 7
|
||||
#define MY_ETLM_READ_ONLY true
|
||||
#else
|
||||
#define MY_ETLM_READ_ONLY video::ETLM_READ_ONLY
|
||||
#endif
|
||||
|
||||
scene::IAnimatedMesh* createCubeMesh(v3f scale)
|
||||
{
|
||||
video::SColor c(255,255,255,255);
|
||||
video::S3DVertex vertices[24] =
|
||||
{
|
||||
// Up
|
||||
video::S3DVertex(-0.5,+0.5,-0.5, 0,1,0, c, 0,1),
|
||||
video::S3DVertex(-0.5,+0.5,+0.5, 0,1,0, c, 0,0),
|
||||
video::S3DVertex(+0.5,+0.5,+0.5, 0,1,0, c, 1,0),
|
||||
video::S3DVertex(+0.5,+0.5,-0.5, 0,1,0, c, 1,1),
|
||||
// Down
|
||||
video::S3DVertex(-0.5,-0.5,-0.5, 0,-1,0, c, 0,0),
|
||||
video::S3DVertex(+0.5,-0.5,-0.5, 0,-1,0, c, 1,0),
|
||||
video::S3DVertex(+0.5,-0.5,+0.5, 0,-1,0, c, 1,1),
|
||||
video::S3DVertex(-0.5,-0.5,+0.5, 0,-1,0, c, 0,1),
|
||||
// Right
|
||||
video::S3DVertex(+0.5,-0.5,-0.5, 1,0,0, c, 0,1),
|
||||
video::S3DVertex(+0.5,+0.5,-0.5, 1,0,0, c, 0,0),
|
||||
video::S3DVertex(+0.5,+0.5,+0.5, 1,0,0, c, 1,0),
|
||||
video::S3DVertex(+0.5,-0.5,+0.5, 1,0,0, c, 1,1),
|
||||
// Left
|
||||
video::S3DVertex(-0.5,-0.5,-0.5, -1,0,0, c, 1,1),
|
||||
video::S3DVertex(-0.5,-0.5,+0.5, -1,0,0, c, 0,1),
|
||||
video::S3DVertex(-0.5,+0.5,+0.5, -1,0,0, c, 0,0),
|
||||
video::S3DVertex(-0.5,+0.5,-0.5, -1,0,0, c, 1,0),
|
||||
// Back
|
||||
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, 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),
|
||||
// Front
|
||||
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),
|
||||
};
|
||||
|
||||
u16 indices[6] = {0,1,2,2,3,0};
|
||||
|
||||
scene::SMesh *mesh = new scene::SMesh();
|
||||
for (u32 i=0; i<6; ++i)
|
||||
{
|
||||
scene::IMeshBuffer *buf = new scene::SMeshBuffer();
|
||||
buf->append(vertices + 4 * i, 4, indices, 6);
|
||||
mesh->addMeshBuffer(buf);
|
||||
buf->drop();
|
||||
}
|
||||
scene::SAnimatedMesh *anim_mesh = new scene::SAnimatedMesh(mesh);
|
||||
mesh->drop();
|
||||
scaleMesh(anim_mesh, scale); // also recalculates bounding box
|
||||
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;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 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->getSize();
|
||||
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->copyTo(img2);
|
||||
img1->drop();
|
||||
|
||||
mesh = extrudeARGB(size.Width, size.Height, (u8*) img2->lock());
|
||||
img2->unlock();
|
||||
img2->drop();
|
||||
}
|
||||
img1->drop();
|
||||
}
|
||||
scaleMesh(mesh, scale); // also recalculates bounding box
|
||||
return mesh;
|
||||
}
|
||||
|
||||
void scaleMesh(scene::IMesh *mesh, v3f scale)
|
||||
{
|
||||
if(mesh == NULL)
|
||||
return;
|
||||
|
||||
core::aabbox3d<f32> bbox;
|
||||
bbox.reset(0,0,0);
|
||||
|
||||
u16 mc = mesh->getMeshBufferCount();
|
||||
for(u16 j=0; j<mc; j++)
|
||||
{
|
||||
scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
|
||||
video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices();
|
||||
u16 vc = buf->getVertexCount();
|
||||
for(u16 i=0; i<vc; i++)
|
||||
{
|
||||
vertices[i].Pos *= scale;
|
||||
}
|
||||
buf->recalculateBoundingBox();
|
||||
|
||||
// calculate total bounding box
|
||||
if(j == 0)
|
||||
bbox = buf->getBoundingBox();
|
||||
else
|
||||
bbox.addInternalBox(buf->getBoundingBox());
|
||||
}
|
||||
mesh->setBoundingBox(bbox);
|
||||
}
|
||||
|
||||
void setMeshColor(scene::IMesh *mesh, const video::SColor &color)
|
||||
{
|
||||
if(mesh == NULL)
|
||||
return;
|
||||
|
||||
u16 mc = mesh->getMeshBufferCount();
|
||||
for(u16 j=0; j<mc; j++)
|
||||
{
|
||||
scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
|
||||
video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices();
|
||||
u16 vc = buf->getVertexCount();
|
||||
for(u16 i=0; i<vc; i++)
|
||||
{
|
||||
vertices[i].Color = color;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void setMeshColorByNormalXYZ(scene::IMesh *mesh,
|
||||
const video::SColor &colorX,
|
||||
const video::SColor &colorY,
|
||||
const video::SColor &colorZ)
|
||||
{
|
||||
if(mesh == NULL)
|
||||
return;
|
||||
|
||||
u16 mc = mesh->getMeshBufferCount();
|
||||
for(u16 j=0; j<mc; j++)
|
||||
{
|
||||
scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
|
||||
video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices();
|
||||
u16 vc = buf->getVertexCount();
|
||||
for(u16 i=0; i<vc; i++)
|
||||
{
|
||||
f32 x = fabs(vertices[i].Normal.X);
|
||||
f32 y = fabs(vertices[i].Normal.Y);
|
||||
f32 z = fabs(vertices[i].Normal.Z);
|
||||
if(x >= y && x >= z)
|
||||
vertices[i].Color = colorX;
|
||||
else if(y >= z)
|
||||
vertices[i].Color = colorY;
|
||||
else
|
||||
vertices[i].Color = colorZ;
|
||||
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,66 @@
|
|||
/*
|
||||
Minetest-c55
|
||||
Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
|
||||
|
||||
This program is free software; you can redistribute it and/or modify
|
||||
it under the terms of the GNU General Public License as published by
|
||||
the Free Software Foundation; either version 2 of the License, or
|
||||
(at your option) any later version.
|
||||
|
||||
This program is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU General Public License along
|
||||
with this program; if not, write to the Free Software Foundation, Inc.,
|
||||
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
|
||||
*/
|
||||
|
||||
#ifndef MESH_HEADER
|
||||
#define MESH_HEADER
|
||||
|
||||
#include "common_irrlicht.h"
|
||||
|
||||
/*
|
||||
Create a new cube mesh.
|
||||
Vertices are at (+-scale.X/2, +-scale.Y/2, +-scale.Z/2).
|
||||
|
||||
The resulting mesh has 6 materials (up, down, right, left, back, front)
|
||||
which must be defined by the caller.
|
||||
*/
|
||||
scene::IAnimatedMesh* createCubeMesh(v3f scale);
|
||||
|
||||
/*
|
||||
Create a new extruded mesh from a texture.
|
||||
Maximum bounding box is (+-scale.X/2, +-scale.Y/2, +-scale.Z).
|
||||
Thickness is in Z direction.
|
||||
|
||||
The resulting mesh has 1 material which must be defined by the caller.
|
||||
*/
|
||||
scene::IAnimatedMesh* createExtrudedMesh(video::ITexture *texture,
|
||||
video::IVideoDriver *driver, v3f scale);
|
||||
|
||||
/*
|
||||
Multiplies each vertex coordinate by the specified scaling factors
|
||||
(componentwise vector multiplication).
|
||||
*/
|
||||
void scaleMesh(scene::IMesh *mesh, v3f scale);
|
||||
|
||||
/*
|
||||
Set a constant color for all vertices in the mesh
|
||||
*/
|
||||
void setMeshColor(scene::IMesh *mesh, const video::SColor &color);
|
||||
|
||||
/*
|
||||
Set the color of all vertices in the mesh.
|
||||
For each vertex, determine the largest absolute entry in
|
||||
the normal vector, and choose one of colorX, colorY or
|
||||
colorZ accordingly.
|
||||
*/
|
||||
void setMeshColorByNormalXYZ(scene::IMesh *mesh,
|
||||
const video::SColor &colorX,
|
||||
const video::SColor &colorY,
|
||||
const video::SColor &colorZ);
|
||||
|
||||
#endif
|
36
src/tile.cpp
36
src/tile.cpp
|
@ -23,6 +23,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
|
|||
#include "filesys.h"
|
||||
#include "utility.h"
|
||||
#include "settings.h"
|
||||
#include "mesh.h"
|
||||
#include <ICameraSceneNode.h>
|
||||
#include "log.h"
|
||||
#include "mapnode.h" // For texture atlas making
|
||||
|
@ -1468,10 +1469,13 @@ bool generate_image(std::string part_of_name, video::IImage *& baseimg,
|
|||
assert(img_top && img_left && img_right);
|
||||
|
||||
// Create textures from images
|
||||
// TODO: Use them all
|
||||
video::ITexture *texture_top = driver->addTexture(
|
||||
(imagename_top + "__temp__").c_str(), img_top);
|
||||
assert(texture_top);
|
||||
video::ITexture *texture_left = driver->addTexture(
|
||||
(imagename_left + "__temp__").c_str(), img_left);
|
||||
video::ITexture *texture_right = driver->addTexture(
|
||||
(imagename_right + "__temp__").c_str(), img_right);
|
||||
assert(texture_top && texture_left && texture_right);
|
||||
|
||||
// Drop images
|
||||
img_top->drop();
|
||||
|
@ -1499,17 +1503,24 @@ bool generate_image(std::string part_of_name, video::IImage *& baseimg,
|
|||
Create scene:
|
||||
- An unit cube is centered at 0,0,0
|
||||
- Camera looks at cube from Y+, Z- towards Y-, Z+
|
||||
NOTE: Cube has to be changed to something else because
|
||||
the textures cannot be set individually (or can they?)
|
||||
*/
|
||||
|
||||
scene::ISceneNode* cube = smgr->addCubeSceneNode(1.0, NULL, -1,
|
||||
v3f(0,0,0), v3f(0, 45, 0));
|
||||
scene::IMesh* cube = createCubeMesh(v3f(1, 1, 1));
|
||||
setMeshColor(cube, video::SColor(255, 255, 255, 255));
|
||||
|
||||
scene::IMeshSceneNode* cubenode = smgr->addMeshSceneNode(cube, NULL, -1, v3f(0,0,0), v3f(0,45,0), v3f(1,1,1), true);
|
||||
cube->drop();
|
||||
|
||||
// Set texture of cube
|
||||
cube->setMaterialTexture(0, texture_top);
|
||||
//cube->setMaterialFlag(video::EMF_LIGHTING, false);
|
||||
cube->setMaterialFlag(video::EMF_ANTI_ALIASING, false);
|
||||
cube->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
|
||||
cubenode->getMaterial(0).setTexture(0, texture_top);
|
||||
cubenode->getMaterial(1).setTexture(0, texture_top);
|
||||
cubenode->getMaterial(2).setTexture(0, texture_right);
|
||||
cubenode->getMaterial(3).setTexture(0, texture_right);
|
||||
cubenode->getMaterial(4).setTexture(0, texture_left);
|
||||
cubenode->getMaterial(5).setTexture(0, texture_left);
|
||||
cubenode->setMaterialFlag(video::EMF_LIGHTING, true);
|
||||
cubenode->setMaterialFlag(video::EMF_ANTI_ALIASING, true);
|
||||
cubenode->setMaterialFlag(video::EMF_BILINEAR_FILTER, true);
|
||||
|
||||
scene::ICameraSceneNode* camera = smgr->addCameraSceneNode(0,
|
||||
v3f(0, 1.0, -1.5), v3f(0, 0, 0));
|
||||
|
@ -1519,7 +1530,7 @@ bool generate_image(std::string part_of_name, video::IImage *& baseimg,
|
|||
camera->setProjectionMatrix(pm, true);
|
||||
|
||||
/*scene::ILightSceneNode *light =*/ smgr->addLightSceneNode(0,
|
||||
v3f(-50, 100, 0), video::SColorf(0.5,0.5,0.5), 1000);
|
||||
v3f(-50, 100, -75), video::SColorf(0.5,0.5,0.5), 1000);
|
||||
|
||||
smgr->setAmbientLight(video::SColorf(0.2,0.2,0.2));
|
||||
|
||||
|
@ -1540,8 +1551,9 @@ bool generate_image(std::string part_of_name, video::IImage *& baseimg,
|
|||
driver->setRenderTarget(0, true, true, 0);
|
||||
|
||||
// Free textures of images
|
||||
// TODO: When all are used, free them all
|
||||
driver->removeTexture(texture_top);
|
||||
driver->removeTexture(texture_left);
|
||||
driver->removeTexture(texture_right);
|
||||
|
||||
// Create image of render target
|
||||
video::IImage *image = driver->createImage(rtt, v2s32(0,0), dim);
|
||||
|
|
|
@ -172,27 +172,6 @@ int myrand_range(int min, int max)
|
|||
return (myrand()%(max-min+1))+min;
|
||||
}
|
||||
|
||||
#ifndef SERVER
|
||||
// Sets the color of all vertices in the mesh
|
||||
void setMeshVerticesColor(scene::IMesh* mesh, video::SColor& color)
|
||||
{
|
||||
if(mesh == NULL)
|
||||
return;
|
||||
|
||||
u16 mc = mesh->getMeshBufferCount();
|
||||
for(u16 j=0; j<mc; j++)
|
||||
{
|
||||
scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
|
||||
video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices();
|
||||
u16 vc = buf->getVertexCount();
|
||||
for(u16 i=0; i<vc; i++)
|
||||
{
|
||||
vertices[i].Color = color;
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
/*
|
||||
blockpos: position of block in block coordinates
|
||||
camera_pos: position of camera in nodes
|
||||
|
|
|
@ -694,11 +694,6 @@ private:
|
|||
u32 *m_result;
|
||||
};
|
||||
|
||||
#ifndef SERVER
|
||||
// Sets the color of all vertices in the mesh
|
||||
void setMeshVerticesColor(scene::IMesh* mesh, video::SColor& color);
|
||||
#endif
|
||||
|
||||
// Calculates the borders of a "d-radius" cube
|
||||
inline void getFacePositions(core::list<v3s16> &list, u16 d)
|
||||
{
|
||||
|
|
Loading…
Reference in New Issue