forked from oerkki/voxelands
compile on irrlich 1.8
This commit is contained in:
parent
a2454508e4
commit
b97a59f942
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@ -146,7 +146,6 @@ endif()
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# Client sources
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set(minetest_SRCS
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${common_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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mapblock_mesh.cpp
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267
src/camera.cpp
267
src/camera.cpp
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@ -22,6 +22,7 @@ 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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@ -529,8 +530,9 @@ ExtrudedSpriteSceneNode::~ExtrudedSpriteSceneNode()
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void ExtrudedSpriteSceneNode::setSprite(video::ITexture* texture)
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{
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if (texture == NULL)
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{
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const v3f sprite_scale(1.0,1.0, 1.0); // width, height, thickness
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if (texture == NULL) {
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m_meshnode->setVisible(false);
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return;
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}
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@ -546,7 +548,7 @@ void ExtrudedSpriteSceneNode::setSprite(video::ITexture* texture)
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else
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{
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// Texture was not yet extruded, do it now and save in cache
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mesh = extrude(texture);
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mesh = createExtrudedMesh(texture, SceneManager->getVideoDriver(), sprite_scale);
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if (mesh == NULL)
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{
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dstream << "Warning: failed to extrude sprite" << std::endl;
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@ -570,8 +572,9 @@ void ExtrudedSpriteSceneNode::setSprite(video::ITexture* texture)
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void ExtrudedSpriteSceneNode::setCube(const TileSpec tiles[6])
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{
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const v3f cube_scale(1.0, 1.0, 1.0);
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if (m_cubemesh == NULL)
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m_cubemesh = createCubeMesh();
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m_cubemesh = createCubeMesh(cube_scale);
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m_meshnode->setMesh(m_cubemesh);
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m_meshnode->setScale(v3f(1));
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@ -645,259 +648,3 @@ io::path ExtrudedSpriteSceneNode::getExtrudedName(video::ITexture* texture)
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path.append("/[extruded]");
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return path;
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}
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scene::IAnimatedMesh* ExtrudedSpriteSceneNode::extrudeARGB(u32 width, u32 height, u8* data)
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{
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const s32 argb_wstep = 4 * width;
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const s32 alpha_threshold = 1;
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scene::IMeshBuffer* buf = new scene::SMeshBuffer();
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video::SColor c(255,255,255,255);
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// Front and back
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{
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video::S3DVertex vertices[8] =
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{
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video::S3DVertex(-0.5,-0.5,-0.5, 0,0,-1, c, 0,1),
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video::S3DVertex(-0.5,+0.5,-0.5, 0,0,-1, c, 0,0),
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video::S3DVertex(+0.5,+0.5,-0.5, 0,0,-1, c, 1,0),
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video::S3DVertex(+0.5,-0.5,-0.5, 0,0,-1, c, 1,1),
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video::S3DVertex(+0.5,-0.5,+0.5, 0,0,+1, c, 1,1),
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video::S3DVertex(+0.5,+0.5,+0.5, 0,0,+1, c, 1,0),
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video::S3DVertex(-0.5,+0.5,+0.5, 0,0,+1, c, 0,0),
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video::S3DVertex(-0.5,-0.5,+0.5, 0,0,+1, c, 0,1),
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};
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u16 indices[12] = {0,1,2,2,3,0,4,5,6,6,7,4};
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buf->append(vertices, 8, indices, 12);
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}
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// "Interior"
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// (add faces where a solid pixel is next to a transparent one)
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u8* solidity = new u8[(width+2) * (height+2)];
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u32 wstep = width + 2;
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for (u32 y = 0; y < height + 2; ++y)
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{
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u8* scanline = solidity + y * wstep;
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if (y == 0 || y == height + 1)
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{
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for (u32 x = 0; x < width + 2; ++x)
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scanline[x] = 0;
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}
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else
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{
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scanline[0] = 0;
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u8* argb_scanline = data + (y - 1) * argb_wstep;
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for (u32 x = 0; x < width; ++x)
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scanline[x+1] = (argb_scanline[x*4+3] >= alpha_threshold);
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scanline[width + 1] = 0;
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}
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}
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// without this, there would be occasional "holes" in the mesh
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f32 eps = 0.01;
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for (u32 y = 0; y <= height; ++y)
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{
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u8* scanline = solidity + y * wstep + 1;
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for (u32 x = 0; x <= width; ++x)
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{
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if (scanline[x] && !scanline[x + wstep])
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{
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u32 xx = x + 1;
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while (scanline[xx] && !scanline[xx + wstep])
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++xx;
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f32 vx1 = (x - eps) / (f32) width - 0.5;
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f32 vx2 = (xx + eps) / (f32) width - 0.5;
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f32 vy = 0.5 - (y - eps) / (f32) height;
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f32 tx1 = x / (f32) width;
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f32 tx2 = xx / (f32) width;
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f32 ty = (y - 0.5) / (f32) height;
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video::S3DVertex vertices[8] =
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{
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video::S3DVertex(vx1,vy,-0.5, 0,-1,0, c, tx1,ty),
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video::S3DVertex(vx2,vy,-0.5, 0,-1,0, c, tx2,ty),
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video::S3DVertex(vx2,vy,+0.5, 0,-1,0, c, tx2,ty),
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video::S3DVertex(vx1,vy,+0.5, 0,-1,0, c, tx1,ty),
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};
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u16 indices[6] = {0,1,2,2,3,0};
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buf->append(vertices, 4, indices, 6);
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x = xx - 1;
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}
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if (!scanline[x] && scanline[x + wstep])
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{
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u32 xx = x + 1;
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while (!scanline[xx] && scanline[xx + wstep])
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++xx;
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f32 vx1 = (x - eps) / (f32) width - 0.5;
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f32 vx2 = (xx + eps) / (f32) width - 0.5;
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f32 vy = 0.5 - (y + eps) / (f32) height;
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f32 tx1 = x / (f32) width;
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f32 tx2 = xx / (f32) width;
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f32 ty = (y + 0.5) / (f32) height;
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video::S3DVertex vertices[8] =
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{
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video::S3DVertex(vx1,vy,-0.5, 0,1,0, c, tx1,ty),
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video::S3DVertex(vx1,vy,+0.5, 0,1,0, c, tx1,ty),
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video::S3DVertex(vx2,vy,+0.5, 0,1,0, c, tx2,ty),
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video::S3DVertex(vx2,vy,-0.5, 0,1,0, c, tx2,ty),
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};
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u16 indices[6] = {0,1,2,2,3,0};
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buf->append(vertices, 4, indices, 6);
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x = xx - 1;
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}
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}
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}
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for (u32 x = 0; x <= width; ++x)
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{
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u8* scancol = solidity + x + wstep;
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for (u32 y = 0; y <= height; ++y)
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{
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if (scancol[y * wstep] && !scancol[y * wstep + 1])
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{
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u32 yy = y + 1;
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while (scancol[yy * wstep] && !scancol[yy * wstep + 1])
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++yy;
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f32 vx = (x - eps) / (f32) width - 0.5;
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f32 vy1 = 0.5 - (y - eps) / (f32) height;
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f32 vy2 = 0.5 - (yy + eps) / (f32) height;
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f32 tx = (x - 0.5) / (f32) width;
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f32 ty1 = y / (f32) height;
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f32 ty2 = yy / (f32) height;
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video::S3DVertex vertices[8] =
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{
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video::S3DVertex(vx,vy1,-0.5, 1,0,0, c, tx,ty1),
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video::S3DVertex(vx,vy1,+0.5, 1,0,0, c, tx,ty1),
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video::S3DVertex(vx,vy2,+0.5, 1,0,0, c, tx,ty2),
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video::S3DVertex(vx,vy2,-0.5, 1,0,0, c, tx,ty2),
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};
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u16 indices[6] = {0,1,2,2,3,0};
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buf->append(vertices, 4, indices, 6);
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y = yy - 1;
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}
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if (!scancol[y * wstep] && scancol[y * wstep + 1])
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{
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u32 yy = y + 1;
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while (!scancol[yy * wstep] && scancol[yy * wstep + 1])
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++yy;
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f32 vx = (x + eps) / (f32) width - 0.5;
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f32 vy1 = 0.5 - (y - eps) / (f32) height;
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f32 vy2 = 0.5 - (yy + eps) / (f32) height;
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f32 tx = (x + 0.5) / (f32) width;
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f32 ty1 = y / (f32) height;
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f32 ty2 = yy / (f32) height;
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video::S3DVertex vertices[8] =
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{
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video::S3DVertex(vx,vy1,-0.5, -1,0,0, c, tx,ty1),
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video::S3DVertex(vx,vy2,-0.5, -1,0,0, c, tx,ty2),
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video::S3DVertex(vx,vy2,+0.5, -1,0,0, c, tx,ty2),
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video::S3DVertex(vx,vy1,+0.5, -1,0,0, c, tx,ty1),
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};
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u16 indices[6] = {0,1,2,2,3,0};
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buf->append(vertices, 4, indices, 6);
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y = yy - 1;
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}
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}
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}
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// Add to mesh
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scene::SMesh* mesh = new scene::SMesh();
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buf->recalculateBoundingBox();
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mesh->addMeshBuffer(buf);
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buf->drop();
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mesh->recalculateBoundingBox();
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scene::SAnimatedMesh* anim_mesh = new scene::SAnimatedMesh(mesh);
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mesh->drop();
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return anim_mesh;
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}
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scene::IAnimatedMesh* ExtrudedSpriteSceneNode::extrude(video::ITexture* texture)
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{
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scene::IAnimatedMesh* mesh = NULL;
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core::dimension2d<u32> size = texture->getSize();
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video::ECOLOR_FORMAT format = texture->getColorFormat();
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if (format == video::ECF_A8R8G8B8)
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{
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// Texture is in the correct color format, we can pass it
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// to extrudeARGB right away.
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void* data = texture->lock(true);
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if (data == NULL)
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return NULL;
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mesh = extrudeARGB(size.Width, size.Height, (u8*) data);
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texture->unlock();
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}
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else
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{
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video::IVideoDriver* driver = SceneManager->getVideoDriver();
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video::IImage* img1 = driver->createImageFromData(format, size, texture->lock(true));
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if (img1 == NULL)
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return NULL;
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// img1 is in the texture's color format, convert to 8-bit ARGB
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video::IImage* img2 = driver->createImage(video::ECF_A8R8G8B8, size);
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if (img2 != NULL)
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{
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img1->copyTo(img2);
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img1->drop();
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mesh = extrudeARGB(size.Width, size.Height, (u8*) img2->lock());
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img2->unlock();
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img2->drop();
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}
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img1->drop();
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}
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return mesh;
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}
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scene::IMesh* ExtrudedSpriteSceneNode::createCubeMesh()
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{
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video::SColor c(255,255,255,255);
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video::S3DVertex vertices[24] =
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{
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// Up
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video::S3DVertex(-0.5,+0.5,-0.5, 0,1,0, c, 0,1),
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video::S3DVertex(-0.5,+0.5,+0.5, 0,1,0, c, 0,0),
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video::S3DVertex(+0.5,+0.5,+0.5, 0,1,0, c, 1,0),
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video::S3DVertex(+0.5,+0.5,-0.5, 0,1,0, c, 1,1),
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// Down
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video::S3DVertex(-0.5,-0.5,-0.5, 0,-1,0, c, 0,0),
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video::S3DVertex(+0.5,-0.5,-0.5, 0,-1,0, c, 1,0),
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video::S3DVertex(+0.5,-0.5,+0.5, 0,-1,0, c, 1,1),
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video::S3DVertex(-0.5,-0.5,+0.5, 0,-1,0, c, 0,1),
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// Right
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video::S3DVertex(+0.5,-0.5,-0.5, 1,0,0, c, 0,1),
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video::S3DVertex(+0.5,+0.5,-0.5, 1,0,0, c, 0,0),
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video::S3DVertex(+0.5,+0.5,+0.5, 1,0,0, c, 1,0),
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video::S3DVertex(+0.5,-0.5,+0.5, 1,0,0, c, 1,1),
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// Left
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video::S3DVertex(-0.5,-0.5,-0.5, -1,0,0, c, 1,1),
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video::S3DVertex(-0.5,-0.5,+0.5, -1,0,0, c, 0,1),
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video::S3DVertex(-0.5,+0.5,+0.5, -1,0,0, c, 0,0),
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video::S3DVertex(-0.5,+0.5,-0.5, -1,0,0, c, 1,0),
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// Back
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video::S3DVertex(-0.5,-0.5,+0.5, 0,0,1, c, 1,1),
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video::S3DVertex(+0.5,-0.5,+0.5, 0,0,1, c, 0,1),
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video::S3DVertex(+0.5,+0.5,+0.5, 0,0,1, c, 0,0),
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video::S3DVertex(-0.5,+0.5,+0.5, 0,0,1, c, 1,0),
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// Front
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video::S3DVertex(-0.5,-0.5,-0.5, 0,0,-1, c, 0,1),
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video::S3DVertex(-0.5,+0.5,-0.5, 0,0,-1, c, 0,0),
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video::S3DVertex(+0.5,+0.5,-0.5, 0,0,-1, c, 1,0),
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video::S3DVertex(+0.5,-0.5,-0.5, 0,0,-1, c, 1,1),
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};
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u16 indices[6] = {0,1,2,2,3,0};
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scene::SMesh* mesh = new scene::SMesh();
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for (u32 i=0; i<6; ++i)
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{
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scene::IMeshBuffer* buf = new scene::SMeshBuffer();
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buf->append(vertices + 4 * i, 4, indices, 6);
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buf->recalculateBoundingBox();
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mesh->addMeshBuffer(buf);
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buf->drop();
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}
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mesh->recalculateBoundingBox();
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return mesh;
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}
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@ -225,9 +225,6 @@ private:
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// internal extrusion helper methods
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io::path getExtrudedName(video::ITexture* texture);
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scene::IAnimatedMesh* extrudeARGB(u32 width, u32 height, u8* data);
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scene::IAnimatedMesh* extrude(video::ITexture* texture);
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scene::IMesh* createCubeMesh();
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};
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#endif
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@ -23,6 +23,15 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "settings.h"
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#include <ICameraSceneNode.h>
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static void setBillboardTextureMatrix(scene::IBillboardSceneNode *bill,
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float txs, float tys, int col, int row)
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{
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video::SMaterial& material = bill->getMaterial(0);
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core::matrix4& matrix = material.getTextureMatrix(0);
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matrix.setTextureTranslate(txs*col, tys*row);
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matrix.setTextureScale(txs, tys);
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}
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core::map<u16, ClientActiveObject::Factory> ClientActiveObject::m_types;
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/*
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@ -903,8 +912,8 @@ void MobV2CAO::addToScene(scene::ISceneManager *smgr)
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std::string texture_string = "[makealpha2:128,0,0;128,128,0:";
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texture_string += m_texture_name;
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scene::MyBillboardSceneNode *bill = new scene::MyBillboardSceneNode(
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smgr->getRootSceneNode(), smgr, -1, v3f(0,0,0), v2f(1,1));
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scene::IBillboardSceneNode *bill = smgr->addBillboardSceneNode(
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NULL, v2f(1, 1), v3f(0,0,0), -1);
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bill->setMaterialTexture(0, g_texturesource->getTextureRaw(texture_string));
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bill->setMaterialFlag(video::EMF_LIGHTING, false);
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bill->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
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@ -918,17 +927,11 @@ void MobV2CAO::addToScene(scene::ISceneManager *smgr)
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const float txs = txp*32;
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const float typ = 1./240;
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const float tys = typ*48;
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bill->setTCoords(0, v2f(txs*1, tys*1));
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bill->setTCoords(1, v2f(txs*1, tys*0));
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bill->setTCoords(2, v2f(txs*0, tys*0));
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bill->setTCoords(3, v2f(txs*0, tys*1));
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setBillboardTextureMatrix(bill, txs, tys, 0, 0);
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} else if(m_sprite_type == "simple"){
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const float txs = 1.0;
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const float tys = 1.0 / m_simple_anim_frames;
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bill->setTCoords(0, v2f(txs*1, tys*1));
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bill->setTCoords(1, v2f(txs*1, tys*0));
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bill->setTCoords(2, v2f(txs*0, tys*0));
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bill->setTCoords(3, v2f(txs*0, tys*1));
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setBillboardTextureMatrix(bill, txs, tys, 0, 0);
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} else {
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infostream<<"MobV2CAO: Unknown sprite type \""<<m_sprite_type<<"\""
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<<std::endl;
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@ -992,7 +995,7 @@ void MobV2CAO::updateNodePos()
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void MobV2CAO::step(float dtime, ClientEnvironment *env)
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{
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scene::MyBillboardSceneNode *bill = m_node;
|
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scene::IBillboardSceneNode *bill = m_node;
|
||||
if(!bill)
|
||||
return;
|
||||
|
||||
|
@ -1045,10 +1048,7 @@ void MobV2CAO::step(float dtime, ClientEnvironment *env)
|
|||
const float txs = txp*32;
|
||||
const float typ = 1./240;
|
||||
const float tys = typ*48;
|
||||
bill->setTCoords(0, v2f(txs*(1+col), tys*(1+row)));
|
||||
bill->setTCoords(1, v2f(txs*(1+col), tys*(0+row)));
|
||||
bill->setTCoords(2, v2f(txs*(0+col), tys*(0+row)));
|
||||
bill->setTCoords(3, v2f(txs*(0+col), tys*(1+row)));
|
||||
setBillboardTextureMatrix(bill, txs, tys, col, row);
|
||||
} else if(m_sprite_type == "simple"){
|
||||
m_walk_timer += dtime;
|
||||
if(m_walk_timer >= m_simple_anim_frametime){
|
||||
|
@ -1059,10 +1059,7 @@ void MobV2CAO::step(float dtime, ClientEnvironment *env)
|
|||
int row = m_walk_frame;
|
||||
const float txs = 1.0;
|
||||
const float tys = 1.0 / m_simple_anim_frames;
|
||||
bill->setTCoords(0, v2f(txs*(1+col), tys*(1+row)));
|
||||
bill->setTCoords(1, v2f(txs*(1+col), tys*(0+row)));
|
||||
bill->setTCoords(2, v2f(txs*(0+col), tys*(0+row)));
|
||||
bill->setTCoords(3, v2f(txs*(0+col), tys*(1+row)));
|
||||
setBillboardTextureMatrix(bill, txs, tys, col, row);
|
||||
} else {
|
||||
infostream<<"MobV2CAO::step(): Unknown sprite type \""
|
||||
<<m_sprite_type<<"\""<<std::endl;
|
||||
|
|
|
@ -24,7 +24,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
|
|||
#include "content_object.h"
|
||||
#include "utility.h" // For IntervalLimiter
|
||||
class Settings;
|
||||
#include "MyBillboardSceneNode.h"
|
||||
#include <IBillboardSceneNode.h>
|
||||
|
||||
/*
|
||||
SmoothTranslator
|
||||
|
@ -348,7 +348,7 @@ private:
|
|||
|
||||
IntervalLimiter m_attack_interval;
|
||||
core::aabbox3d<f32> m_selection_box;
|
||||
scene::MyBillboardSceneNode *m_node;
|
||||
scene::IBillboardSceneNode *m_node;
|
||||
v3f m_position;
|
||||
std::string m_texture_name;
|
||||
float m_yaw;
|
||||
|
|
|
@ -160,7 +160,7 @@ void LockingChestNodeMetadata::serializeBody(std::ostream &os)
|
|||
}
|
||||
std::string LockingChestNodeMetadata::infoText()
|
||||
{
|
||||
return "Locking Chest";
|
||||
return std::string("Locking Chest owned by '")+m_text+"'";
|
||||
}
|
||||
bool LockingChestNodeMetadata::nodeRemovalDisabled()
|
||||
{
|
||||
|
|
Loading…
Reference in New Issue