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mirror of https://github.com/luanti-org/luanti.git synced 2025-11-09 19:45:21 +01:00

Move client code from nodedef.h/cpp (#16615)

This commit is contained in:
cx384
2025-11-08 21:49:01 +01:00
committed by GitHub
parent 232c833af4
commit 98295cf839
27 changed files with 880 additions and 789 deletions

View File

@@ -66,6 +66,7 @@ set(client_SRCS
${CMAKE_CURRENT_SOURCE_DIR}/mesh.cpp
${CMAKE_CURRENT_SOURCE_DIR}/mesh_generator_thread.cpp
${CMAKE_CURRENT_SOURCE_DIR}/minimap.cpp
${CMAKE_CURRENT_SOURCE_DIR}/node_visuals.cpp
${CMAKE_CURRENT_SOURCE_DIR}/particles.cpp
${CMAKE_CURRENT_SOURCE_DIR}/renderingengine.cpp
${CMAKE_CURRENT_SOURCE_DIR}/shader.cpp

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@@ -30,6 +30,7 @@
#include "mapnode.h"
#include "mapsector.h"
#include "minimap.h"
#include "node_visuals.h"
#include "profiler.h"
#include "shader.h"
#include "translation.h"
@@ -57,6 +58,7 @@
#include "database/database-files.h"
#include "database/database-sqlite3.h"
#include <IAnimatedMesh.h>
#include <IFileSystem.h>
#include <json/json.h>
@@ -1880,7 +1882,7 @@ void Client::afterContentReceived()
TextureUpdateArgs tu_args;
tu_args.last_time_ms = porting::getTimeMs();
tu_args.text_base = wstrgettext("Initializing nodes");
m_nodedef->updateTextures(this, &tu_args);
NodeVisuals::fillNodeVisuals(m_nodedef, this, &tu_args);
// Start mesh update thread after setting up content definitions
infostream<<"- Starting mesh update thread"<<std::endl;

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@@ -12,6 +12,7 @@
#include <matrix4.h>
#include "mapsector.h"
#include "mapblock.h"
#include "node_visuals.h"
#include "nodedef.h"
#include "player.h" // CameraMode
#include "profiler.h"
@@ -401,7 +402,7 @@ void ClientMap::updateDrawList()
bool occlusion_culling_enabled = mesh_grid.cell_size < 4;
if (m_control.allow_noclip) {
MapNode n = getNode(cam_pos_nodes);
if (n.getContent() == CONTENT_IGNORE || m_nodedef->get(n).solidness == 2)
if (n.getContent() == CONTENT_IGNORE || m_nodedef->get(n).visuals->solidness == 2)
occlusion_culling_enabled = false;
}
@@ -1393,7 +1394,7 @@ void ClientMap::renderPostFx(CameraMode cam_mode)
// If the camera is in a solid node, make everything black.
// (first person mode only)
if (features.solidness == 2 && cam_mode == CAMERA_MODE_FIRST &&
if (features.visuals->solidness == 2 && cam_mode == CAMERA_MODE_FIRST &&
!m_control.allow_noclip) {
post_color = video::SColor(255, 0, 0, 0);
}

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@@ -9,7 +9,7 @@
#include "util/directiontables.h"
#include "util/tracy_wrapper.h"
#include "mapblock_mesh.h"
#include "settings.h"
#include "node_visuals.h"
#include "nodedef.h"
#include "client/tile.h"
#include "mesh.h"
@@ -98,7 +98,8 @@ void MapblockMeshGenerator::getTile(v3s16 direction, TileSpec *tile_ret)
// Returns a special tile, ready for use, non-rotated.
void MapblockMeshGenerator::getSpecialTile(int index, TileSpec *tile_ret, bool apply_crack)
{
*tile_ret = cur_node.f->special_tiles[index];
const ContentFeatures &f = *cur_node.f;
*tile_ret = f.visuals->special_tiles[index];
TileLayer *top_layer = nullptr;
for (auto &layernum : tile_ret->layers) {
@@ -107,7 +108,7 @@ void MapblockMeshGenerator::getSpecialTile(int index, TileSpec *tile_ret, bool a
continue;
top_layer = layer;
if (!layer->has_color)
cur_node.n.getColor(*cur_node.f, &layer->color);
f.visuals->getColor(cur_node.n.param2, &layer->color);
}
if (apply_crack)
@@ -451,12 +452,12 @@ void MapblockMeshGenerator::drawSolidNode()
continue;
if (n2 != CONTENT_AIR) {
const ContentFeatures &f2 = nodedef->get(n2);
if (f2.solidness == 2)
if (f2.visuals->solidness == 2)
continue;
if (cur_node.f->drawtype == NDT_LIQUID) {
if (cur_node.f->sameLiquidRender(f2))
continue;
backface_culling = f2.solidness || f2.visual_solidness;
backface_culling = f2.visuals->solidness || f2.visuals->visual_solidness;
}
}
faces |= 1 << face;
@@ -565,7 +566,7 @@ void MapblockMeshGenerator::prepareLiquidNodeDrawing()
&& (nbottom.getContent() != cur_liquid.c_source);
if (cur_liquid.draw_bottom) {
const ContentFeatures &f2 = nodedef->get(nbottom.getContent());
if (f2.solidness > 1)
if (f2.visuals->solidness > 1)
cur_liquid.draw_bottom = false;
}
@@ -707,7 +708,7 @@ void MapblockMeshGenerator::drawLiquidSides()
const ContentFeatures &neighbor_features = nodedef->get(neighbor.content);
// Don't draw face if neighbor is blocking the view
if (neighbor_features.solidness == 2)
if (neighbor_features.visuals->solidness == 2)
continue;
video::S3DVertex vertices[4];
@@ -1023,7 +1024,7 @@ void MapblockMeshGenerator::drawGlasslikeFramedNode()
// Liquid is textured with 1 tile defined in nodedef 'special_tiles'
auto &cf = *cur_node.f;
if (param2 > 0 && cf.param_type_2 == CPT2_GLASSLIKE_LIQUID_LEVEL &&
!cf.special_tiles[0].layers[0].empty()) {
!cf.visuals->special_tiles[0].layers[0].empty()) {
// Internal liquid level has param2 range 0 .. 63,
// convert it to -0.5 .. 0.5
float vlev = (param2 / 63.0f) * 2.0f - 1.0f;
@@ -1709,9 +1710,10 @@ void MapblockMeshGenerator::drawMeshNode()
degrotate = cur_node.n.getDegRotate(nodedef);
}
if (cur_node.f->mesh_ptr) {
auto *mesh_ptr = cur_node.f->visuals->mesh_ptr;
if (mesh_ptr) {
// clone and rotate mesh
mesh = cloneStaticMesh(cur_node.f->mesh_ptr);
mesh = cloneStaticMesh(mesh_ptr);
bool modified = true;
if (facedir)
rotateMeshBy6dFacedir(mesh, facedir);

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@@ -5,6 +5,7 @@
#pragma once
#include "nodedef.h"
#include "tile.h"
struct MeshMakeData;
struct MeshCollector;

View File

@@ -14,7 +14,6 @@
#include "client.h"
#include "inventory.h"
#include "shader.h"
#include "client/tile.h"
#include "localplayer.h"
#include "camera.h"
#include "fontengine.h"
@@ -28,6 +27,7 @@
#include "irrlicht_changes/CGUITTFont.h"
#include "gui/drawItemStack.h"
#include <ICameraSceneNode.h>
#include <IMesh.h>
#define OBJECT_CROSSHAIR_LINE_SIZE 8
#define CROSSHAIR_LINE_SIZE 10

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@@ -9,6 +9,7 @@
#include "texturesource.h"
#include "itemdef.h"
#include "inventory.h"
#include <IMesh.h>
struct ItemVisualsManager::ItemVisuals
{

View File

@@ -6,19 +6,15 @@
#include "CMeshBuffer.h"
#include "client.h"
#include "mapblock.h"
#include "map.h"
#include "noise.h"
#include "profiler.h"
#include "node_visuals.h"
#include "shader.h"
#include "mesh.h"
#include "minimap.h"
#include "content_mapblock.h"
#include "util/directiontables.h"
#include "util/tracy_wrapper.h"
#include "client/meshgen/collector.h"
#include "client/renderingengine.h"
#include <array>
#include <algorithm>
#include <cmath>
#include "client/texturesource.h"
#include <SMesh.h>
@@ -166,7 +162,7 @@ static u16 getSmoothLightCombined(const v3s16 &p,
if (f.light_source > light_source_max)
light_source_max = f.light_source;
// Check f.solidness because fast-style leaves look better this way
if (f.param_type == CPT_LIGHT && f.solidness != 2) {
if (f.param_type == CPT_LIGHT && f.visuals->solidness != 2) {
u8 light_level_day = n.getLight(LIGHTBANK_DAY, f.getLightingFlags());
u8 light_level_night = n.getLight(LIGHTBANK_NIGHT, f.getLightingFlags());
if (light_level_day == LIGHT_SUN)
@@ -335,13 +331,13 @@ void getNodeTileN(MapNode mn, const v3s16 &p, u8 tileindex, MeshMakeData *data,
{
const NodeDefManager *ndef = data->m_nodedef;
const ContentFeatures &f = ndef->get(mn);
tile = f.tiles[tileindex];
tile = f.visuals->tiles[tileindex];
bool has_crack = p == data->m_crack_pos_relative;
for (TileLayer &layer : tile.layers) {
if (layer.empty())
continue;
if (!layer.has_color)
mn.getColor(f, &(layer.color));
f.visuals->getColor(mn.param2, &(layer.color));
// Apply temporary crack
if (has_crack)
layer.material_flags |= MATERIAL_FLAG_CRACK;
@@ -914,7 +910,7 @@ u8 get_solid_sides(MeshMakeData *data)
for (u8 k = 0; k < 6; k++) {
const MapNode &top = data->m_vmanip.getNodeRefUnsafe(blockpos_nodes + positions[k]);
if (ndef->get(top).solidness != 2)
if (ndef->get(top).visuals->solidness != 2)
result &= ~(1 << k);
}
}

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@@ -5,8 +5,8 @@
#include "mesh.h"
#include "IMeshBuffer.h"
#include "SSkinMeshBuffer.h"
#include "constants.h"
#include "debug.h"
#include "log.h"
#include <cmath>
#include <IAnimatedMesh.h>
#include "S3DVertex.h"

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@@ -4,14 +4,15 @@
#pragma once
#include "irrlichttypes_bloated.h"
#include "SColor.h"
#include "SMaterialLayer.h"
#include "nodedef.h"
namespace scene {
class IAnimatedMesh;
class IMesh;
class IMeshBuffer;
struct SMesh;
}

View File

@@ -7,6 +7,7 @@
#include "camera.h"
#include "client.h"
#include "mapblock.h" // getNodeBlockPos
#include "node_visuals.h"
#include "settings.h"
#include "shader.h"
#include "client/renderingengine.h"
@@ -414,12 +415,13 @@ void Minimap::blitMinimapPixelsToImageSurface(
} else if (overlay.name.empty() && tile.has_color) {
tilecolor = tile.color;
} else {
mmpixel->n.getColor(f, &tilecolor);
f.visuals->getColor(mmpixel->n.param2, &tilecolor);
}
// Multiply with pre-generated "color of texture"
tilecolor.setRed(tilecolor.getRed() * f.minimap_color.getRed() / 255);
tilecolor.setGreen(tilecolor.getGreen() * f.minimap_color.getGreen() / 255);
tilecolor.setBlue(tilecolor.getBlue() * f.minimap_color.getBlue() / 255);
video::SColor &minimap_color = f.visuals->minimap_color;
tilecolor.setRed(tilecolor.getRed() * minimap_color.getRed() / 255);
tilecolor.setGreen(tilecolor.getGreen() * minimap_color.getGreen() / 255);
tilecolor.setBlue(tilecolor.getBlue() * minimap_color.getBlue() / 255);
tilecolor.setAlpha(240);
map_image->setPixel(x, data->mode.map_size - z - 1, tilecolor);

656
src/client/node_visuals.cpp Normal file
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@@ -0,0 +1,656 @@
// Luanti
// SPDX-License-Identifier: LGPL-2.1-or-later
// Copyright (C) 2025 cx384
#include "node_visuals.h"
#include "mesh.h"
#include "shader.h"
#include "client.h"
#include "renderingengine.h"
#include "texturesource.h"
#include "wieldmesh.h" // createAnimationFrames
#include "tile.h"
#include <IMeshManipulator.h>
#include <SMesh.h>
#include <SkinnedMesh.h>
struct TileAttribContext {
ITextureSource *tsrc;
PreLoadedTextures *texture_pool;
video::SColor base_color;
const TextureSettings &tsettings;
};
struct ShaderIds {
u32 normal;
// Shader that will handle an array texture and texture_layer_idx
u32 with_layers;
};
/*
Texture pool and related
*/
struct PreLoadedTexture {
video::ITexture *texture = nullptr;
u32 texture_id = 0;
u16 texture_layer_idx = 0;
bool used = false; // For debugging
};
struct PreLoadedTextures {
std::unordered_map<std::string, PreLoadedTexture> pool;
std::unordered_set<std::string> missed; // For debugging
PreLoadedTexture find(const std::string &name);
void add(const std::string &name, const PreLoadedTexture &t);
void printStats(std::ostream &to) const;
};
PreLoadedTexture PreLoadedTextures::find(const std::string &name)
{
auto it = pool.find(name);
if (it == pool.end()) {
missed.emplace(name);
return {};
}
it->second.used = true;
return it->second;
}
void PreLoadedTextures::add(const std::string &name, const PreLoadedTexture &t)
{
assert(pool.find(name) == pool.end());
pool[name] = t;
}
void PreLoadedTextures::printStats(std::ostream &to) const
{
size_t unused = 0;
for (auto &it : pool)
unused += it.second.used ? 0 : 1;
to << "PreLoadedTextures: " << pool.size() << "\n wasted: " << unused
<< " missed: " << missed.size() << std::endl;
}
static void fillTileAttribs(TileLayer *layer, TileAttribContext context,
const TileSpec &tile, const TileDef &tiledef,
MaterialType material_type, ShaderIds shader)
{
auto *tsrc = context.tsrc;
const auto &tsettings = context.tsettings;
std::string texture_image;
if (!tiledef.name.empty()) {
texture_image = tiledef.name;
if (tsrc->needFilterForMesh())
texture_image += tsrc->FILTER_FOR_MESH;
} else {
// Tile is empty, nothing to do.
return;
}
core::dimension2du texture_size;
if (!texture_image.empty())
texture_size = tsrc->getTextureDimensions(texture_image);
if (!texture_size.Width || !texture_size.Height)
texture_size = {1, 1}; // dummy if there's an error
// Scale
bool has_scale = tiledef.scale > 0;
bool use_autoscale = tsettings.autoscale_mode == AUTOSCALE_FORCE ||
(tsettings.autoscale_mode == AUTOSCALE_ENABLE && !has_scale);
if (use_autoscale) {
float base_size = tsettings.node_texture_size;
float size = std::fmin(texture_size.Width, texture_size.Height);
layer->scale = std::fmax(base_size, size) / base_size;
} else if (has_scale) {
layer->scale = tiledef.scale;
} else {
layer->scale = 1;
}
if (!tile.world_aligned)
layer->scale = 1;
// Material
layer->material_type = material_type;
layer->material_flags = 0;
if (tiledef.backface_culling)
layer->material_flags |= MATERIAL_FLAG_BACKFACE_CULLING;
if (tiledef.animation.type != TAT_NONE)
layer->material_flags |= MATERIAL_FLAG_ANIMATION;
if (tiledef.tileable_horizontal)
layer->material_flags |= MATERIAL_FLAG_TILEABLE_HORIZONTAL;
if (tiledef.tileable_vertical)
layer->material_flags |= MATERIAL_FLAG_TILEABLE_VERTICAL;
// Color
layer->has_color = tiledef.has_color;
if (tiledef.has_color)
layer->color = tiledef.color;
else
layer->color = context.base_color;
// Animation
if (layer->material_flags & MATERIAL_FLAG_ANIMATION) {
int frame_length_ms = 0;
std::vector<FrameSpec> frames = createAnimationFrames(
tsrc, tiledef.name, tiledef.animation, frame_length_ms);
if (frames.size() > 1) {
layer->frames = new std::vector<FrameSpec>(frames);
layer->animation_frame_count = layer->frames->size();
layer->animation_frame_length_ms = frame_length_ms;
// Set default texture to first frame (not used practice)
layer->texture = (*layer->frames)[0].texture;
layer->texture_id = (*layer->frames)[0].texture_id;
} else {
layer->material_flags &= ~MATERIAL_FLAG_ANIMATION;
}
}
if (!(layer->material_flags & MATERIAL_FLAG_ANIMATION)) {
// Grab texture
auto tex = context.texture_pool->find(texture_image);
if (!tex.texture) {
// wasn't pre-loaded: create standard texture on the fly
layer->texture = tsrc->getTexture(texture_image, &layer->texture_id);
} else {
layer->texture = tex.texture;
layer->texture_id = tex.texture_id;
layer->texture_layer_idx = tex.texture_layer_idx;
}
}
// Decide on shader to use
if (layer->texture) {
layer->shader_id = (layer->texture->getType() == video::ETT_2D_ARRAY) ?
shader.with_layers : shader.normal;
}
}
static bool isWorldAligned(AlignStyle style, WorldAlignMode mode, NodeDrawType drawtype)
{
if (style == ALIGN_STYLE_WORLD)
return true;
if (mode == WORLDALIGN_DISABLE)
return false;
if (style == ALIGN_STYLE_USER_DEFINED)
return true;
if (drawtype == NDT_NORMAL)
return mode >= WORLDALIGN_FORCE;
if (drawtype == NDT_NODEBOX)
return mode >= WORLDALIGN_FORCE_NODEBOX;
return false;
}
/// @return maximum number of layers in array textures we can use (0 if unsupported)
static size_t getArrayTextureMax(IShaderSource *shdsrc)
{
auto *driver = RenderingEngine::get_video_driver();
// needs to support creating array textures
if (!driver->queryFeature(video::EVDF_TEXTURE_2D_ARRAY))
return 0;
// must support sampling from them
if (!shdsrc->supportsSampler2DArray())
return 0;
// shadow shaders can't handle array textures yet (TODO)
if (g_settings->getBool("enable_dynamic_shadows"))
return 0;
u32 n = driver->getLimits().MaxArrayTextureImages;
constexpr u32 type_max = std::numeric_limits<decltype(TileLayer::texture_layer_idx)>::max();
n = std::min(n, type_max);
n = std::min(n, g_settings->getU32("array_texture_max"));
return n;
}
//// NodeVisuals
NodeVisuals::~NodeVisuals()
{
for (u16 j = 0; j < 6; j++) {
delete tiles[j].layers[0].frames;
delete tiles[j].layers[1].frames;
}
for (u16 j = 0; j < CF_SPECIAL_COUNT; j++) {
delete special_tiles[j].layers[0].frames;
delete special_tiles[j].layers[1].frames;
}
if (mesh_ptr)
mesh_ptr->drop();
}
void NodeVisuals::preUpdateTextures(ITextureSource *tsrc,
std::unordered_set<std::string> &pool, const TextureSettings &tsettings)
{
// Find out the exact texture strings this node might use, and put them into the pool
// (this should match updateTextures, but it's not the end of the world if
// a mismatch occurs)
std::string append;
if (tsrc->needFilterForMesh())
append = ITextureSource::FILTER_FOR_MESH;
std::string append_overlay = append, append_special = append;
bool use = true, use_overlay = true, use_special = true;
if (f->drawtype == NDT_ALLFACES_OPTIONAL) {
use_special = (tsettings.leaves_style == LEAVES_SIMPLE);
use = !use_special;
if (tsettings.leaves_style == LEAVES_OPAQUE)
append.insert(0, "^[noalpha");
}
const auto &consider_tile = [&] (const TileDef &def, const std::string &append) {
// Animations are chopped into frames later, so we won't actually need
// the source texture
if (!def.name.empty() && def.animation.type == TAT_NONE) {
pool.insert(def.name + append);
}
};
for (u32 j = 0; j < 6; j++) {
if (use)
consider_tile(f->tiledef[j], append);
}
for (u32 j = 0; j < 6; j++) {
if (use_overlay)
consider_tile(f->tiledef_overlay[j], append_overlay);
}
for (u32 j = 0; j < CF_SPECIAL_COUNT; j++) {
if (use_special)
consider_tile(f->tiledef_special[j], append_special);
}
}
void NodeVisuals::updateTextures(ITextureSource *tsrc, IShaderSource *shdsrc, Client *client,
PreLoadedTextures *texture_pool, const TextureSettings &tsettings)
{
// Things needed form ContentFeatures
auto &alpha = f->alpha;
auto &drawtype = f->drawtype;
const auto &tiledef = f->tiledef;
const auto &tiledef_overlay = f->tiledef_overlay;
const auto &tiledef_special = f->tiledef_special;
const auto &waving = f->waving;
const auto &color = f->color;
const auto &param_type_2 = f->param_type_2;
const auto &palette_name = f->palette_name;
// Figure out the actual tiles to use
TileDef tdef[6];
for (u32 j = 0; j < 6; j++) {
tdef[j] = tiledef[j];
if (tdef[j].name.empty()) {
tdef[j].name = "no_texture.png";
tdef[j].backface_culling = false;
}
}
// also the overlay tiles
TileDef tdef_overlay[6];
for (u32 j = 0; j < 6; j++)
tdef_overlay[j] = tiledef_overlay[j];
// also the special tiles
TileDef tdef_spec[6];
for (u32 j = 0; j < CF_SPECIAL_COUNT; j++) {
tdef_spec[j] = tiledef_special[j];
}
bool is_liquid = false;
MaterialType material_type = alpha_mode_to_material_type(alpha);
switch (drawtype) {
default:
case NDT_NORMAL:
solidness = 2;
break;
case NDT_AIRLIKE:
solidness = 0;
break;
case NDT_LIQUID:
if (!tsettings.translucent_liquids)
alpha = ALPHAMODE_OPAQUE;
solidness = 1;
is_liquid = true;
break;
case NDT_FLOWINGLIQUID:
solidness = 0;
if (!tsettings.translucent_liquids)
alpha = ALPHAMODE_OPAQUE;
is_liquid = true;
break;
case NDT_GLASSLIKE:
solidness = 0;
visual_solidness = 1;
break;
case NDT_GLASSLIKE_FRAMED:
solidness = 0;
visual_solidness = 1;
break;
case NDT_GLASSLIKE_FRAMED_OPTIONAL:
solidness = 0;
visual_solidness = 1;
drawtype = tsettings.connected_glass ? NDT_GLASSLIKE_FRAMED : NDT_GLASSLIKE;
break;
case NDT_ALLFACES:
solidness = 0;
visual_solidness = 1;
break;
case NDT_ALLFACES_OPTIONAL:
if (tsettings.leaves_style == LEAVES_FANCY) {
drawtype = NDT_ALLFACES;
solidness = 0;
visual_solidness = 1;
} else if (tsettings.leaves_style == LEAVES_SIMPLE) {
for (u32 j = 0; j < 6; j++) {
if (!tdef_spec[j].name.empty())
tdef[j].name = tdef_spec[j].name;
}
drawtype = NDT_GLASSLIKE;
solidness = 0;
visual_solidness = 1;
} else {
if (waving >= 1) {
// waving nodes must make faces so there are no gaps
drawtype = NDT_ALLFACES;
solidness = 0;
visual_solidness = 1;
} else {
drawtype = NDT_NORMAL;
solidness = 2;
}
for (TileDef &td : tdef)
td.name += std::string("^[noalpha");
}
if (waving >= 1)
material_type = TILE_MATERIAL_WAVING_LEAVES;
break;
case NDT_PLANTLIKE:
solidness = 0;
if (waving >= 1)
material_type = TILE_MATERIAL_WAVING_PLANTS;
break;
case NDT_FIRELIKE:
solidness = 0;
break;
case NDT_MESH:
case NDT_NODEBOX:
solidness = 0;
if (waving == 1) {
material_type = TILE_MATERIAL_WAVING_PLANTS;
} else if (waving == 2) {
material_type = TILE_MATERIAL_WAVING_LEAVES;
} else if (waving == 3) {
material_type = alpha == ALPHAMODE_OPAQUE ?
TILE_MATERIAL_WAVING_LIQUID_OPAQUE : (alpha == ALPHAMODE_CLIP ?
TILE_MATERIAL_WAVING_LIQUID_BASIC : TILE_MATERIAL_WAVING_LIQUID_TRANSPARENT);
}
break;
case NDT_TORCHLIKE:
case NDT_SIGNLIKE:
case NDT_FENCELIKE:
case NDT_RAILLIKE:
solidness = 0;
break;
case NDT_PLANTLIKE_ROOTED:
solidness = 2;
break;
}
if (is_liquid) {
if (waving == 3) {
material_type = alpha == ALPHAMODE_OPAQUE ?
TILE_MATERIAL_WAVING_LIQUID_OPAQUE : (alpha == ALPHAMODE_CLIP ?
TILE_MATERIAL_WAVING_LIQUID_BASIC : TILE_MATERIAL_WAVING_LIQUID_TRANSPARENT);
} else {
material_type = alpha == ALPHAMODE_OPAQUE ? TILE_MATERIAL_LIQUID_OPAQUE :
TILE_MATERIAL_LIQUID_TRANSPARENT;
}
}
const bool texture_2d_array = getArrayTextureMax(shdsrc) > 1;
const auto &getNodeShader = [&] (MaterialType my_material, NodeDrawType my_drawtype) {
ShaderIds ret;
ret.normal = shdsrc->getShader("nodes_shader", my_material, my_drawtype);
// need to avoid generating the shader if unsupported
if (texture_2d_array)
ret.with_layers = shdsrc->getShader("nodes_shader", my_material, my_drawtype, true);
return ret;
};
ShaderIds tile_shader = getNodeShader(material_type, drawtype);
MaterialType overlay_material = material_type_with_alpha(material_type);
ShaderIds overlay_shader = getNodeShader(overlay_material, drawtype);
// minimap pixel color = average color of top tile
if (tsettings.enable_minimap && drawtype != NDT_AIRLIKE && !tdef[0].name.empty())
{
if (!tdef_overlay[0].name.empty()) {
// Merge overlay and base texture
std::string combined = tdef[0].name + "^(" + tdef_overlay[0].name + ")";
minimap_color = tsrc->getTextureAverageColor(combined);
} else {
minimap_color = tsrc->getTextureAverageColor(tdef[0].name);
}
}
// Tiles (fill in f->tiles[])
bool any_polygon_offset = false;
TileAttribContext tac{tsrc, texture_pool, color, tsettings};
for (u16 j = 0; j < 6; j++) {
tiles[j].world_aligned = isWorldAligned(tdef[j].align_style,
tsettings.world_aligned_mode, drawtype);
fillTileAttribs(&tiles[j].layers[0], tac, tiles[j], tdef[j],
material_type, tile_shader);
if (!tdef_overlay[j].name.empty()) {
tdef_overlay[j].backface_culling = tdef[j].backface_culling;
fillTileAttribs(&tiles[j].layers[1], tac, tiles[j], tdef_overlay[j],
overlay_material, overlay_shader);
}
tiles[j].layers[0].need_polygon_offset = !tiles[j].layers[1].empty();
any_polygon_offset |= tiles[j].layers[0].need_polygon_offset;
}
if (drawtype == NDT_MESH && any_polygon_offset) {
// Our per-tile polygon offset enablement workaround works fine for normal
// nodes and anything else, where we know that different tiles are different
// faces that couldn't possibly conflict with each other.
// We can't assume this for mesh nodes, so apply it to all tiles (= materials)
// then.
for (u16 j = 0; j < 6; j++)
tiles[j].layers[0].need_polygon_offset = true;
}
MaterialType special_material = material_type;
if (drawtype == NDT_PLANTLIKE_ROOTED) {
if (waving == 1)
special_material = TILE_MATERIAL_WAVING_PLANTS;
else if (waving == 2)
special_material = TILE_MATERIAL_WAVING_LEAVES;
}
ShaderIds special_shader = getNodeShader(special_material, drawtype);
// Special tiles (fill in f->special_tiles[])
for (u16 j = 0; j < CF_SPECIAL_COUNT; j++) {
fillTileAttribs(&special_tiles[j].layers[0], tac,
special_tiles[j], tdef_spec[j], special_material, special_shader);
}
if (param_type_2 == CPT2_COLOR ||
param_type_2 == CPT2_COLORED_FACEDIR ||
param_type_2 == CPT2_COLORED_4DIR ||
param_type_2 == CPT2_COLORED_WALLMOUNTED ||
param_type_2 == CPT2_COLORED_DEGROTATE)
palette = tsrc->getPalette(palette_name);
}
void NodeVisuals::updateMesh(Client *client, const TextureSettings &tsettings)
{
auto *manip = client->getSceneManager()->getMeshManipulator();
(void)tsettings;
const auto &mesh = f->mesh;
if (f->drawtype != NDT_MESH || mesh.empty())
return;
// Note: By freshly reading, we get an unencumbered mesh.
if (scene::IMesh *src_mesh = client->getMesh(mesh)) {
bool apply_bs = false;
if (auto *skinned_mesh = dynamic_cast<scene::SkinnedMesh *>(src_mesh)) {
// Compatibility: Animated meshes, as well as static gltf meshes, are not scaled by BS.
// See https://github.com/luanti-org/luanti/pull/16112#issuecomment-2881860329
bool is_gltf = skinned_mesh->getSourceFormat() ==
scene::SkinnedMesh::SourceFormat::GLTF;
apply_bs = skinned_mesh->isStatic() && !is_gltf;
// Nodes do not support mesh animation, so we clone the static pose.
// This simplifies working with the mesh: We can just scale the vertices
// as transformations have already been applied.
mesh_ptr = cloneStaticMesh(src_mesh);
src_mesh->drop();
} else {
auto *static_mesh = dynamic_cast<scene::SMesh *>(src_mesh);
assert(static_mesh);
mesh_ptr = static_mesh;
// Compatibility: Apply BS scaling to static meshes (.obj). See #15811.
apply_bs = true;
}
scaleMesh(mesh_ptr, v3f((apply_bs ? BS : 1.0f) * f->visual_scale));
recalculateBoundingBox(mesh_ptr);
if (!checkMeshNormals(mesh_ptr)) {
// TODO this should be done consistently when the mesh is loaded
infostream << "ContentFeatures: recalculating normals for mesh "
<< mesh << std::endl;
manip->recalculateNormals(mesh_ptr, true, false);
}
} else {
mesh_ptr = nullptr;
}
}
void NodeVisuals::collectMaterials(std::vector<u32> &leaves_materials)
{
if (f->drawtype == NDT_AIRLIKE)
return;
for (u16 j = 0; j < 6; j++) {
auto &l = tiles[j].layers;
if (!l[0].empty() && l[0].material_type == TILE_MATERIAL_WAVING_LEAVES)
leaves_materials.push_back(l[0].shader_id);
if (!l[1].empty() && l[1].material_type == TILE_MATERIAL_WAVING_LEAVES)
leaves_materials.push_back(l[1].shader_id);
}
}
void NodeVisuals::getColor(u8 param2, video::SColor *color) const
{
if (palette) {
*color = (*palette)[param2];
return;
}
*color = f->color;
}
void NodeVisuals::fillNodeVisuals(NodeDefManager *ndef, Client *client, void *progress_callback_args)
{
infostream << "fillNodeVisuals: Updating "
"textures in node definitions" << std::endl;
ITextureSource *tsrc = client->tsrc();
IShaderSource *shdsrc = client->getShaderSource();
TextureSettings tsettings;
tsettings.readSettings();
tsrc->setImageCaching(true);
const u32 size = ndef->size();
/* collect all textures we might use */
std::unordered_set<std::string> pool;
ndef->applyFunction([&](ContentFeatures &f) {
assert(!f.visuals);
f.visuals = new NodeVisuals(&f);
f.visuals->preUpdateTextures(tsrc, pool, tsettings);
});
/* texture pre-loading stage */
const size_t arraymax = getArrayTextureMax(shdsrc);
// Group by size
std::unordered_map<v2u32, std::vector<std::string_view>> sizes;
if (arraymax > 1) {
infostream << "Using array textures with " << arraymax << " layers" << std::endl;
size_t i = 0;
for (auto &image : pool) {
core::dimension2du dim = tsrc->getTextureDimensions(image);
client->showUpdateProgressTexture(progress_callback_args,
0.33333f * ++i / pool.size());
if (!dim.Width || !dim.Height) // error
continue;
sizes[v2u32(dim)].emplace_back(image);
}
}
// create array textures as far as possible
size_t num_preloadable = 0, preload_progress = 0;
for (auto &it : sizes) {
if (it.second.size() < 2)
continue;
num_preloadable += it.second.size();
}
PreLoadedTextures plt;
const auto &doBunch = [&] (const std::vector<std::string> &bunch) {
PreLoadedTexture t;
t.texture = tsrc->addArrayTexture(bunch, &t.texture_id);
preload_progress += bunch.size();
client->showUpdateProgressTexture(progress_callback_args,
0.33333f + 0.33333f * preload_progress / num_preloadable);
if (t.texture) {
// Success: all of the images in this bunch can now refer to this texture
for (size_t idx = 0; idx < bunch.size(); idx++) {
t.texture_layer_idx = idx;
plt.add(bunch[idx], t);
}
}
};
for (auto &it : sizes) {
if (it.second.size() < 2)
continue;
std::vector<std::string> bunch;
for (auto &image : it.second) {
bunch.emplace_back(image);
if (bunch.size() == arraymax) {
doBunch(bunch);
bunch.clear();
}
}
if (!bunch.empty())
doBunch(bunch);
}
// note that standard textures aren't preloaded
/* final step */
u32 progress = 0;
ndef->applyFunction([&](ContentFeatures &f) {
auto *v = f.visuals;
v->updateTextures(tsrc, shdsrc, client, &plt, tsettings);
v->updateMesh(client, tsettings);
v->collectMaterials(ndef->m_leaves_materials);
client->showUpdateProgressTexture(progress_callback_args,
0.66666f + 0.33333f * progress / size);
progress++;
});
SORT_AND_UNIQUE(ndef->m_leaves_materials);
verbosestream << "m_leaves_materials.size() = " << ndef->m_leaves_materials.size()
<< std::endl;
plt.printStats(infostream);
tsrc->setImageCaching(false);
}

87
src/client/node_visuals.h Normal file
View File

@@ -0,0 +1,87 @@
// Luanti
// SPDX-License-Identifier: LGPL-2.1-or-later
// Copyright (C) 2025 cx384
#pragma once
#include <unordered_set>
#include "nodedef.h" // CF_SPECIAL_COUNT
#include "tile.h"
class Client;
struct PreLoadedTextures;
namespace scene
{
class IMeshManipulator;
struct SMesh;
}
// Stores client only data needed to draw nodes, like textures and meshes
// Contained in ContentFeatures
struct NodeVisuals
{
// 0 1 2 3 4 5
// up down right left back front
TileSpec tiles[6];
// Special tiles
TileSpec special_tiles[CF_SPECIAL_COUNT];
u8 solidness = 2; // Used when choosing which face is drawn
u8 visual_solidness = 0; // When solidness=0, this tells how it looks like
bool backface_culling = true;
scene::SMesh *mesh_ptr = nullptr; // mesh in case of mesh node
video::SColor minimap_color;
std::vector<video::SColor> *palette = nullptr;
// alpha stays in ContentFeatures due to compatibility code that is necessary,
// because it was part of the node definition table in the past.
~NodeVisuals();
// Get color from palette or content features
void getColor(u8 param2, video::SColor *color) const;
/*!
* Creates NodeVisuals for every content feature in the passed NodeDefManager.
* @param ndef the NodeDefManager.
* @param client the Client.
* @param progress_cbk called each time a node is loaded. Arguments:
* `progress_cbk_args`, number of loaded ContentFeatures, number of
* total ContentFeatures.
* @param progress_cbk_args passed to the callback function
*/
static void fillNodeVisuals(NodeDefManager *ndef, Client *client,
void *progress_callback_args);
DISABLE_CLASS_COPY(NodeVisuals);
private:
NodeVisuals(ContentFeatures *features) : f{features} {}
friend class DummyGameDef; // Unittests need constructor
ContentFeatures *f = nullptr;
// Functions needed for initialisation
void preUpdateTextures(ITextureSource *tsrc,
std::unordered_set<std::string> &pool, const TextureSettings &tsettings);
// May override the alpha and drawtype of the content features
void updateTextures(ITextureSource *tsrc, IShaderSource *shdsrc, Client *client,
PreLoadedTextures *texture_pool, const TextureSettings &tsettings);
void updateMesh(Client *client, const TextureSettings &tsettings);
void collectMaterials(std::vector<u32> &leaves_materials);
};
/**
* @brief get fitting material type for an alpha mode
*/
static inline MaterialType alpha_mode_to_material_type(AlphaMode mode)
{
switch (mode) {
case ALPHAMODE_BLEND:
return TILE_MATERIAL_ALPHA;
case ALPHAMODE_OPAQUE:
return TILE_MATERIAL_OPAQUE;
case ALPHAMODE_CLIP:
default:
return TILE_MATERIAL_BASIC;
}
}

View File

@@ -14,9 +14,9 @@
#include "util/numeric.h"
#include "light.h"
#include "localplayer.h"
#include "environment.h"
#include "clientmap.h"
#include "mapnode.h"
#include "node_visuals.h"
#include "nodedef.h"
#include "client.h"
#include "settings.h"
@@ -891,7 +891,7 @@ bool ParticleManager::getNodeParticleParams(Client *client, const MapNode &n,
else
texid = myrand_range(0,5);
const TileLayer &tile = f.tiles[texid].layers[0];
const TileLayer &tile = f.visuals->tiles[texid].layers[0];
*texture = extractTexture(f.tiledef[texid], tile, client->tsrc());
p.texture.blendmode = f.alpha == ALPHAMODE_BLEND
? BlendMode::alpha : BlendMode::clip;
@@ -908,7 +908,7 @@ bool ParticleManager::getNodeParticleParams(Client *client, const MapNode &n,
if (tile.has_color)
*color = tile.color;
else
n.getColor(f, color);
f.visuals->getColor(n.param2, color);
return true;
}

View File

@@ -12,6 +12,7 @@
#include <map>
#include <variant>
#include "nodedef.h"
#include "tile.h" // MaterialType
/*
shader.{h,cpp}: Shader handling stuff.

View File

@@ -4,6 +4,8 @@
#pragma once
#include <IMaterialRendererServices.h>
#include <SMaterial.h>
#include <S3DVertex.h>
#include "client/shader.h"
class ShadowScreenQuad

View File

@@ -8,6 +8,7 @@
#include "inventory.h"
#include "client.h"
#include "itemdef.h"
#include "node_visuals.h"
#include "nodedef.h"
#include "mesh.h"
#include "content_mapblock.h"
@@ -15,7 +16,6 @@
#include "client/meshgen/collector.h"
#include "client/tile.h"
#include "client/texturesource.h"
#include "log.h"
#include "util/numeric.h"
#include <map>
#include <IMeshManipulator.h>
@@ -430,6 +430,7 @@ void WieldMeshSceneNode::setItem(const ItemStack &item, Client *client, bool che
const NodeDefManager *ndef = client->getNodeDefManager();
const ItemDefinition &def = item.getDefinition(idef);
const ContentFeatures &f = ndef->get(def.name);
const NodeVisuals &v = *(f.visuals);
{
// Initialize material type used by setExtruded
@@ -504,13 +505,13 @@ void WieldMeshSceneNode::setItem(const ItemStack &item, Client *client, bool che
v3f wscale = wield_scale;
if (f.drawtype == NDT_FLOWINGLIQUID)
wscale.Z *= 0.1f;
setExtruded(f.tiledef[0], f.tiles[0].layers[0],
f.tiledef_overlay[0], f.tiles[0].layers[1], wscale, tsrc);
setExtruded(f.tiledef[0], v.tiles[0].layers[0],
f.tiledef_overlay[0], v.tiles[0].layers[1], wscale, tsrc);
break;
}
case NDT_PLANTLIKE_ROOTED: {
// use the plant tile
setExtruded(f.tiledef_special[0], f.special_tiles[0].layers[0],
setExtruded(f.tiledef_special[0], v.special_tiles[0].layers[0],
TileDef(), TileLayer(), wield_scale, tsrc);
break;
}
@@ -646,6 +647,7 @@ void createItemMesh(Client *client, const ItemDefinition &def,
IShaderSource *shdsrc = client->getShaderSource();
const NodeDefManager *ndef = client->getNodeDefManager();
const ContentFeatures &f = ndef->get(def.name);
const NodeVisuals &v = *(f.visuals);
assert(result);
FATAL_ERROR_IF(!g_extrusion_mesh_cache, "Extrusion mesh cache is not yet initialized");
@@ -678,8 +680,8 @@ void createItemMesh(Client *client, const ItemDefinition &def,
} else if (def.type == ITEM_NODE) {
switch (f.drawtype) {
case NDT_PLANTLIKE: {
const TileLayer &l0 = f.tiles[0].layers[0];
const TileLayer &l1 = f.tiles[0].layers[1];
const TileLayer &l0 = v.tiles[0].layers[0];
const TileLayer &l1 = v.tiles[0].layers[1];
mesh = getExtrudedMesh(
extractTexture(f.tiledef[0], l0, tsrc),
extractTexture(f.tiledef[1], l1, tsrc));
@@ -690,7 +692,7 @@ void createItemMesh(Client *client, const ItemDefinition &def,
}
case NDT_PLANTLIKE_ROOTED: {
// Use the plant tile
const TileLayer &l0 = f.special_tiles[0].layers[0];
const TileLayer &l0 = v.special_tiles[0].layers[0];
mesh = getExtrudedMesh(
extractTexture(f.tiledef_special[0], l0, tsrc)
);

View File

@@ -11,6 +11,9 @@
#include "craftdef.h"
#include "content/mods.h"
#include "database/database-dummy.h"
#if CHECK_CLIENT_BUILD()
#include "client/node_visuals.h"
#endif
class DummyGameDef : public IGameDef {
public:
@@ -62,4 +65,8 @@ protected:
NodeDefManager *m_nodedef = nullptr;
ICraftDefManager *m_craftdef = nullptr;
ModStorageDatabase *m_mod_storage_database = nullptr;
#if CHECK_CLIENT_BUILD()
static NodeVisuals *constructNodeVisuals(ContentFeatures *f) { return new NodeVisuals(f); }
#endif
};

View File

@@ -15,6 +15,8 @@
#include "client/texturesource.h"
#include "client/guiscalingfilter.h"
#include "client/item_visuals_manager.h"
#include <IMesh.h>
#include <IMeshBuffer.h>
struct MeshTimeInfo {
u64 time;

View File

@@ -6,6 +6,7 @@
#pragma once
#include "constants.h"
#include "noise.h"
#include "nodedef.h"
#include "util/string.h"

View File

@@ -5,6 +5,7 @@
#pragma once
#include "constants.h"
#include "objdef.h"
#include "nodedef.h"
#include "noise.h"

View File

@@ -29,15 +29,6 @@ static const u8 rot_to_wallmounted[] = {
MapNode
*/
void MapNode::getColor(const ContentFeatures &f, video::SColor *color) const
{
if (f.palette) {
*color = (*f.palette)[param2];
return;
}
*color = f.color;
}
u8 MapNode::getFaceDir(const NodeDefManager *nodemgr,
bool allow_wallmounted) const
{

View File

@@ -188,14 +188,6 @@ struct alignas(u32) MapNode
param2 = p;
}
/*!
* Returns the color of the node.
*
* \param f content features of this node
* \param color output, contains the node's color.
*/
void getColor(const ContentFeatures &f, video::SColor *color) const;
inline void setLight(LightBank bank, u8 a_light, ContentLightingFlags f) noexcept
{
// If node doesn't contain light data, ignore this

View File

@@ -5,18 +5,6 @@
#include "nodedef.h"
#include "itemdef.h"
#if CHECK_CLIENT_BUILD()
#include "client/mesh.h"
#include "client/shader.h"
#include "client/client.h"
#include "client/renderingengine.h"
#include "client/texturesource.h"
#include "client/tile.h"
#include <IMeshManipulator.h>
#include <SMesh.h>
#include <SkinnedMesh.h>
#include "client/wieldmesh.h" // createAnimationFrames
#endif
#include "log.h"
#include "settings.h"
#include "nameidmapping.h"
@@ -27,9 +15,11 @@
#include "debug.h"
#include "gamedef.h"
#include "mapnode.h"
#include <fstream> // Used in applyTextureOverrides()
#include <algorithm>
#include <cmath>
#if CHECK_CLIENT_BUILD()
#include "client/node_visuals.h" // ~NodeVisuals
#endif
/*
NodeBox
@@ -309,55 +299,6 @@ void TextureSettings::readSettings()
autoscale_mode = AUTOSCALE_DISABLE;
}
/*
Texture pool and related
*/
#if CHECK_CLIENT_BUILD()
struct PreLoadedTexture {
video::ITexture *texture = nullptr;
u32 texture_id = 0;
u16 texture_layer_idx = 0;
bool used = false; // For debugging
};
struct PreLoadedTextures {
std::unordered_map<std::string, PreLoadedTexture> pool;
std::unordered_set<std::string> missed; // For debugging
PreLoadedTexture find(const std::string &name);
void add(const std::string &name, const PreLoadedTexture &t);
void printStats(std::ostream &to) const;
};
PreLoadedTexture PreLoadedTextures::find(const std::string &name)
{
auto it = pool.find(name);
if (it == pool.end()) {
missed.emplace(name);
return {};
}
it->second.used = true;
return it->second;
}
void PreLoadedTextures::add(const std::string &name, const PreLoadedTexture &t)
{
assert(pool.find(name) == pool.end());
pool[name] = t;
}
void PreLoadedTextures::printStats(std::ostream &to) const
{
size_t unused = 0;
for (auto &it : pool)
unused += it.second.used ? 0 : 1;
to << "PreLoadedTextures: " << pool.size() << "\n wasted: " << unused
<< " missed: " << missed.size() << std::endl;
}
#endif
/*
ContentFeatures
@@ -371,14 +312,7 @@ ContentFeatures::ContentFeatures()
ContentFeatures::~ContentFeatures()
{
#if CHECK_CLIENT_BUILD()
for (u16 j = 0; j < 6; j++) {
delete tiles[j].layers[0].frames;
delete tiles[j].layers[1].frames;
}
for (u16 j = 0; j < CF_SPECIAL_COUNT; j++) {
delete special_tiles[j].layers[0].frames;
delete special_tiles[j].layers[1].frames;
}
delete visuals;
#endif
}
@@ -387,12 +321,6 @@ void ContentFeatures::reset()
/*
Cached stuff
*/
#if CHECK_CLIENT_BUILD()
solidness = 2;
visual_solidness = 0;
backface_culling = true;
#endif
has_on_construct = false;
has_on_destruct = false;
has_after_destruct = false;
@@ -410,10 +338,6 @@ void ContentFeatures::reset()
groups["dig_immediate"] = 2;
drawtype = NDT_NORMAL;
mesh.clear();
#if CHECK_CLIENT_BUILD()
mesh_ptr = nullptr;
minimap_color = video::SColor(0, 0, 0, 0);
#endif
visual_scale = 1.0;
for (auto &i : tiledef)
i = TileDef();
@@ -460,7 +384,6 @@ void ContentFeatures::reset()
connect_sides = 0;
color = video::SColor(0xFFFFFFFF);
palette_name.clear();
palette = NULL;
node_dig_prediction = "air";
move_resistance = 0;
liquid_move_physics = false;
@@ -725,491 +648,16 @@ void ContentFeatures::deSerialize(std::istream &is, u16 protocol_version)
} catch (SerializationError &e) {};
}
#if CHECK_CLIENT_BUILD()
struct TileAttribContext {
ITextureSource *tsrc;
PreLoadedTextures *texture_pool;
video::SColor base_color;
const TextureSettings &tsettings;
};
struct ShaderIds {
u32 normal;
// Shader that will handle an array texture and texture_layer_idx
u32 with_layers;
};
static void fillTileAttribs(TileLayer *layer, TileAttribContext context,
const TileSpec &tile, const TileDef &tiledef,
MaterialType material_type, ShaderIds shader)
{
auto *tsrc = context.tsrc;
const auto &tsettings = context.tsettings;
std::string texture_image;
if (!tiledef.name.empty()) {
texture_image = tiledef.name;
if (tsrc->needFilterForMesh())
texture_image += tsrc->FILTER_FOR_MESH;
} else {
// Tile is empty, nothing to do.
return;
}
core::dimension2du texture_size;
if (!texture_image.empty())
texture_size = tsrc->getTextureDimensions(texture_image);
if (!texture_size.Width || !texture_size.Height)
texture_size = {1, 1}; // dummy if there's an error
// Scale
bool has_scale = tiledef.scale > 0;
bool use_autoscale = tsettings.autoscale_mode == AUTOSCALE_FORCE ||
(tsettings.autoscale_mode == AUTOSCALE_ENABLE && !has_scale);
if (use_autoscale) {
float base_size = tsettings.node_texture_size;
float size = std::fmin(texture_size.Width, texture_size.Height);
layer->scale = std::fmax(base_size, size) / base_size;
} else if (has_scale) {
layer->scale = tiledef.scale;
} else {
layer->scale = 1;
}
if (!tile.world_aligned)
layer->scale = 1;
// Material
layer->material_type = material_type;
layer->material_flags = 0;
if (tiledef.backface_culling)
layer->material_flags |= MATERIAL_FLAG_BACKFACE_CULLING;
if (tiledef.animation.type != TAT_NONE)
layer->material_flags |= MATERIAL_FLAG_ANIMATION;
if (tiledef.tileable_horizontal)
layer->material_flags |= MATERIAL_FLAG_TILEABLE_HORIZONTAL;
if (tiledef.tileable_vertical)
layer->material_flags |= MATERIAL_FLAG_TILEABLE_VERTICAL;
// Color
layer->has_color = tiledef.has_color;
if (tiledef.has_color)
layer->color = tiledef.color;
else
layer->color = context.base_color;
// Animation
if (layer->material_flags & MATERIAL_FLAG_ANIMATION) {
int frame_length_ms = 0;
std::vector<FrameSpec> frames = createAnimationFrames(
tsrc, tiledef.name, tiledef.animation, frame_length_ms);
if (frames.size() > 1) {
layer->frames = new std::vector<FrameSpec>(frames);
layer->animation_frame_count = layer->frames->size();
layer->animation_frame_length_ms = frame_length_ms;
// Set default texture to first frame (not used practice)
layer->texture = (*layer->frames)[0].texture;
layer->texture_id = (*layer->frames)[0].texture_id;
} else {
layer->material_flags &= ~MATERIAL_FLAG_ANIMATION;
}
}
if (!(layer->material_flags & MATERIAL_FLAG_ANIMATION)) {
// Grab texture
auto tex = context.texture_pool->find(texture_image);
if (!tex.texture) {
// wasn't pre-loaded: create standard texture on the fly
layer->texture = tsrc->getTexture(texture_image, &layer->texture_id);
} else {
layer->texture = tex.texture;
layer->texture_id = tex.texture_id;
layer->texture_layer_idx = tex.texture_layer_idx;
}
}
// Decide on shader to use
if (layer->texture) {
layer->shader_id = (layer->texture->getType() == video::ETT_2D_ARRAY) ?
shader.with_layers : shader.normal;
}
}
void ContentFeatures::preUpdateTextures(ITextureSource *tsrc,
std::unordered_set<std::string> &pool, const TextureSettings &tsettings)
{
// Find out the exact texture strings this node might use, and put them into the pool
// (this should match updateTextures, but it's not the end of the world if
// a mismatch occurs)
std::string append;
if (tsrc->needFilterForMesh())
append = ITextureSource::FILTER_FOR_MESH;
std::string append_overlay = append, append_special = append;
bool use = true, use_overlay = true, use_special = true;
if (drawtype == NDT_ALLFACES_OPTIONAL) {
use_special = (tsettings.leaves_style == LEAVES_SIMPLE);
use = !use_special;
if (tsettings.leaves_style == LEAVES_OPAQUE)
append.insert(0, "^[noalpha");
}
const auto &consider_tile = [&] (const TileDef &def, const std::string &append) {
// Animations are chopped into frames later, so we won't actually need
// the source texture
if (!def.name.empty() && def.animation.type == TAT_NONE) {
pool.insert(def.name + append);
}
};
for (u32 j = 0; j < 6; j++) {
if (use)
consider_tile(tiledef[j], append);
}
for (u32 j = 0; j < 6; j++) {
if (use_overlay)
consider_tile(tiledef_overlay[j], append_overlay);
}
for (u32 j = 0; j < CF_SPECIAL_COUNT; j++) {
if (use_special)
consider_tile(tiledef_special[j], append_special);
}
}
static bool isWorldAligned(AlignStyle style, WorldAlignMode mode, NodeDrawType drawtype)
{
if (style == ALIGN_STYLE_WORLD)
return true;
if (mode == WORLDALIGN_DISABLE)
return false;
if (style == ALIGN_STYLE_USER_DEFINED)
return true;
if (drawtype == NDT_NORMAL)
return mode >= WORLDALIGN_FORCE;
if (drawtype == NDT_NODEBOX)
return mode >= WORLDALIGN_FORCE_NODEBOX;
return false;
}
/// @return maximum number of layers in array textures we can use (0 if unsupported)
static size_t getArrayTextureMax(IShaderSource *shdsrc)
{
auto *driver = RenderingEngine::get_video_driver();
// needs to support creating array textures
if (!driver->queryFeature(video::EVDF_TEXTURE_2D_ARRAY))
return 0;
// must support sampling from them
if (!shdsrc->supportsSampler2DArray())
return 0;
// shadow shaders can't handle array textures yet (TODO)
if (g_settings->getBool("enable_dynamic_shadows"))
return 0;
u32 n = driver->getLimits().MaxArrayTextureImages;
constexpr u32 type_max = std::numeric_limits<decltype(TileLayer::texture_layer_idx)>::max();
n = std::min(n, type_max);
n = std::min(n, g_settings->getU32("array_texture_max"));
return n;
}
void ContentFeatures::updateTextures(ITextureSource *tsrc, IShaderSource *shdsrc,
Client *client, PreLoadedTextures *texture_pool,
const TextureSettings &tsettings)
{
// Figure out the actual tiles to use
TileDef tdef[6];
for (u32 j = 0; j < 6; j++) {
tdef[j] = tiledef[j];
if (tdef[j].name.empty()) {
tdef[j].name = "no_texture.png";
tdef[j].backface_culling = false;
}
}
// also the overlay tiles
TileDef tdef_overlay[6];
for (u32 j = 0; j < 6; j++)
tdef_overlay[j] = tiledef_overlay[j];
// also the special tiles
TileDef tdef_spec[6];
for (u32 j = 0; j < CF_SPECIAL_COUNT; j++) {
tdef_spec[j] = tiledef_special[j];
}
bool is_liquid = false;
MaterialType material_type = alpha_mode_to_material_type(alpha);
switch (drawtype) {
default:
case NDT_NORMAL:
solidness = 2;
break;
case NDT_AIRLIKE:
solidness = 0;
break;
case NDT_LIQUID:
if (!tsettings.translucent_liquids)
alpha = ALPHAMODE_OPAQUE;
solidness = 1;
is_liquid = true;
break;
case NDT_FLOWINGLIQUID:
solidness = 0;
if (!tsettings.translucent_liquids)
alpha = ALPHAMODE_OPAQUE;
is_liquid = true;
break;
case NDT_GLASSLIKE:
solidness = 0;
visual_solidness = 1;
break;
case NDT_GLASSLIKE_FRAMED:
solidness = 0;
visual_solidness = 1;
break;
case NDT_GLASSLIKE_FRAMED_OPTIONAL:
solidness = 0;
visual_solidness = 1;
drawtype = tsettings.connected_glass ? NDT_GLASSLIKE_FRAMED : NDT_GLASSLIKE;
break;
case NDT_ALLFACES:
solidness = 0;
visual_solidness = 1;
break;
case NDT_ALLFACES_OPTIONAL:
if (tsettings.leaves_style == LEAVES_FANCY) {
drawtype = NDT_ALLFACES;
solidness = 0;
visual_solidness = 1;
} else if (tsettings.leaves_style == LEAVES_SIMPLE) {
for (u32 j = 0; j < 6; j++) {
if (!tdef_spec[j].name.empty())
tdef[j].name = tdef_spec[j].name;
}
drawtype = NDT_GLASSLIKE;
solidness = 0;
visual_solidness = 1;
} else {
if (waving >= 1) {
// waving nodes must make faces so there are no gaps
drawtype = NDT_ALLFACES;
solidness = 0;
visual_solidness = 1;
} else {
drawtype = NDT_NORMAL;
solidness = 2;
}
for (TileDef &td : tdef)
td.name += std::string("^[noalpha");
}
if (waving >= 1)
material_type = TILE_MATERIAL_WAVING_LEAVES;
break;
case NDT_PLANTLIKE:
solidness = 0;
if (waving >= 1)
material_type = TILE_MATERIAL_WAVING_PLANTS;
break;
case NDT_FIRELIKE:
solidness = 0;
break;
case NDT_MESH:
case NDT_NODEBOX:
solidness = 0;
if (waving == 1) {
material_type = TILE_MATERIAL_WAVING_PLANTS;
} else if (waving == 2) {
material_type = TILE_MATERIAL_WAVING_LEAVES;
} else if (waving == 3) {
material_type = alpha == ALPHAMODE_OPAQUE ?
TILE_MATERIAL_WAVING_LIQUID_OPAQUE : (alpha == ALPHAMODE_CLIP ?
TILE_MATERIAL_WAVING_LIQUID_BASIC : TILE_MATERIAL_WAVING_LIQUID_TRANSPARENT);
}
break;
case NDT_TORCHLIKE:
case NDT_SIGNLIKE:
case NDT_FENCELIKE:
case NDT_RAILLIKE:
solidness = 0;
break;
case NDT_PLANTLIKE_ROOTED:
solidness = 2;
break;
}
if (is_liquid) {
if (waving == 3) {
material_type = alpha == ALPHAMODE_OPAQUE ?
TILE_MATERIAL_WAVING_LIQUID_OPAQUE : (alpha == ALPHAMODE_CLIP ?
TILE_MATERIAL_WAVING_LIQUID_BASIC : TILE_MATERIAL_WAVING_LIQUID_TRANSPARENT);
} else {
material_type = alpha == ALPHAMODE_OPAQUE ? TILE_MATERIAL_LIQUID_OPAQUE :
TILE_MATERIAL_LIQUID_TRANSPARENT;
}
}
const bool texture_2d_array = getArrayTextureMax(shdsrc) > 1;
const auto &getNodeShader = [&] (MaterialType my_material, NodeDrawType my_drawtype) {
ShaderIds ret;
ret.normal = shdsrc->getShader("nodes_shader", my_material, my_drawtype);
// need to avoid generating the shader if unsupported
if (texture_2d_array)
ret.with_layers = shdsrc->getShader("nodes_shader", my_material, my_drawtype, true);
return ret;
};
ShaderIds tile_shader = getNodeShader(material_type, drawtype);
MaterialType overlay_material = material_type_with_alpha(material_type);
ShaderIds overlay_shader = getNodeShader(overlay_material, drawtype);
// minimap pixel color = average color of top tile
if (tsettings.enable_minimap && drawtype != NDT_AIRLIKE && !tdef[0].name.empty())
{
if (!tdef_overlay[0].name.empty()) {
// Merge overlay and base texture
std::string combined = tdef[0].name + "^(" + tdef_overlay[0].name + ")";
minimap_color = tsrc->getTextureAverageColor(combined);
} else {
minimap_color = tsrc->getTextureAverageColor(tdef[0].name);
}
}
// Tiles (fill in f->tiles[])
bool any_polygon_offset = false;
TileAttribContext tac{tsrc, texture_pool, color, tsettings};
for (u16 j = 0; j < 6; j++) {
tiles[j].world_aligned = isWorldAligned(tdef[j].align_style,
tsettings.world_aligned_mode, drawtype);
fillTileAttribs(&tiles[j].layers[0], tac, tiles[j], tdef[j],
material_type, tile_shader);
if (!tdef_overlay[j].name.empty()) {
tdef_overlay[j].backface_culling = tdef[j].backface_culling;
fillTileAttribs(&tiles[j].layers[1], tac, tiles[j], tdef_overlay[j],
overlay_material, overlay_shader);
}
tiles[j].layers[0].need_polygon_offset = !tiles[j].layers[1].empty();
any_polygon_offset |= tiles[j].layers[0].need_polygon_offset;
}
if (drawtype == NDT_MESH && any_polygon_offset) {
// Our per-tile polygon offset enablement workaround works fine for normal
// nodes and anything else, where we know that different tiles are different
// faces that couldn't possibly conflict with each other.
// We can't assume this for mesh nodes, so apply it to all tiles (= materials)
// then.
for (u16 j = 0; j < 6; j++)
tiles[j].layers[0].need_polygon_offset = true;
}
MaterialType special_material = material_type;
if (drawtype == NDT_PLANTLIKE_ROOTED) {
if (waving == 1)
special_material = TILE_MATERIAL_WAVING_PLANTS;
else if (waving == 2)
special_material = TILE_MATERIAL_WAVING_LEAVES;
}
ShaderIds special_shader = getNodeShader(special_material, drawtype);
// Special tiles (fill in f->special_tiles[])
for (u16 j = 0; j < CF_SPECIAL_COUNT; j++) {
fillTileAttribs(&special_tiles[j].layers[0], tac,
special_tiles[j], tdef_spec[j], special_material, special_shader);
}
if (param_type_2 == CPT2_COLOR ||
param_type_2 == CPT2_COLORED_FACEDIR ||
param_type_2 == CPT2_COLORED_4DIR ||
param_type_2 == CPT2_COLORED_WALLMOUNTED ||
param_type_2 == CPT2_COLORED_DEGROTATE)
palette = tsrc->getPalette(palette_name);
}
void ContentFeatures::updateMesh(Client *client, const TextureSettings &tsettings)
{
auto *manip = client->getSceneManager()->getMeshManipulator();
(void)tsettings;
if (drawtype == NDT_MESH && !mesh.empty()) {
// Note: By freshly reading, we get an unencumbered mesh.
if (scene::IMesh *src_mesh = client->getMesh(mesh)) {
bool apply_bs = false;
if (auto *skinned_mesh = dynamic_cast<scene::SkinnedMesh *>(src_mesh)) {
// Compatibility: Animated meshes, as well as static gltf meshes, are not scaled by BS.
// See https://github.com/luanti-org/luanti/pull/16112#issuecomment-2881860329
bool is_gltf = skinned_mesh->getSourceFormat() ==
scene::SkinnedMesh::SourceFormat::GLTF;
apply_bs = skinned_mesh->isStatic() && !is_gltf;
// Nodes do not support mesh animation, so we clone the static pose.
// This simplifies working with the mesh: We can just scale the vertices
// as transformations have already been applied.
mesh_ptr = cloneStaticMesh(src_mesh);
src_mesh->drop();
} else {
auto *static_mesh = dynamic_cast<scene::SMesh *>(src_mesh);
assert(static_mesh);
mesh_ptr = static_mesh;
// Compatibility: Apply BS scaling to static meshes (.obj). See #15811.
apply_bs = true;
}
scaleMesh(mesh_ptr, v3f((apply_bs ? BS : 1.0f) * visual_scale));
recalculateBoundingBox(mesh_ptr);
if (!checkMeshNormals(mesh_ptr)) {
// TODO this should be done consistently when the mesh is loaded
infostream << "ContentFeatures: recalculating normals for mesh "
<< mesh << std::endl;
manip->recalculateNormals(mesh_ptr, true, false);
}
} else {
mesh_ptr = nullptr;
}
}
}
void ContentFeatures::collectMaterials(std::vector<u32> &leaves_materials)
{
if (drawtype == NDT_AIRLIKE)
return;
for (u16 j = 0; j < 6; j++) {
auto &l = tiles[j].layers;
if (!l[0].empty() && l[0].material_type == TILE_MATERIAL_WAVING_LEAVES)
leaves_materials.push_back(l[0].shader_id);
if (!l[1].empty() && l[1].material_type == TILE_MATERIAL_WAVING_LEAVES)
leaves_materials.push_back(l[1].shader_id);
}
}
#endif
/*
NodeDefManager
*/
NodeDefManager::NodeDefManager()
{
clear();
}
NodeDefManager::~NodeDefManager()
{
#if CHECK_CLIENT_BUILD()
for (ContentFeatures &f : m_content_features) {
if (f.mesh_ptr)
f.mesh_ptr->drop();
}
#endif
}
void NodeDefManager::clear()
{
m_content_features.clear();
@@ -1648,101 +1096,11 @@ void NodeDefManager::applyTextureOverrides(const std::vector<TextureOverride> &o
}
}
#if CHECK_CLIENT_BUILD()
void NodeDefManager::updateTextures(IGameDef *gamedef, void *progress_callback_args)
void NodeDefManager::applyFunction(const std::function<void(ContentFeatures&)> &function)
{
infostream << "NodeDefManager::updateTextures(): Updating "
"textures in node definitions" << std::endl;
Client *client = (Client *)gamedef;
ITextureSource *tsrc = client->tsrc();
IShaderSource *shdsrc = client->getShaderSource();
TextureSettings tsettings;
tsettings.readSettings();
tsrc->setImageCaching(true);
const u32 size = m_content_features.size();
/* collect all textures we might use */
std::unordered_set<std::string> pool;
for (u32 i = 0; i < size; i++) {
ContentFeatures *f = &(m_content_features[i]);
f->preUpdateTextures(tsrc, pool, tsettings);
}
/* texture pre-loading stage */
const size_t arraymax = getArrayTextureMax(shdsrc);
// Group by size
std::unordered_map<v2u32, std::vector<std::string_view>> sizes;
if (arraymax > 1) {
infostream << "Using array textures with " << arraymax << " layers" << std::endl;
size_t i = 0;
for (auto &image : pool) {
core::dimension2du dim = tsrc->getTextureDimensions(image);
client->showUpdateProgressTexture(progress_callback_args,
0.33333f * ++i / pool.size());
if (!dim.Width || !dim.Height) // error
continue;
sizes[v2u32(dim)].emplace_back(image);
}
}
// create array textures as far as possible
size_t num_preloadable = 0, preload_progress = 0;
for (auto &it : sizes) {
if (it.second.size() < 2)
continue;
num_preloadable += it.second.size();
}
PreLoadedTextures plt;
const auto &doBunch = [&] (const std::vector<std::string> &bunch) {
PreLoadedTexture t;
t.texture = tsrc->addArrayTexture(bunch, &t.texture_id);
preload_progress += bunch.size();
client->showUpdateProgressTexture(progress_callback_args,
0.33333f + 0.33333f * preload_progress / num_preloadable);
if (t.texture) {
// Success: all of the images in this bunch can now refer to this texture
for (size_t idx = 0; idx < bunch.size(); idx++) {
t.texture_layer_idx = idx;
plt.add(bunch[idx], t);
}
}
};
for (auto &it : sizes) {
if (it.second.size() < 2)
continue;
std::vector<std::string> bunch;
for (auto &image : it.second) {
bunch.emplace_back(image);
if (bunch.size() == arraymax) {
doBunch(bunch);
bunch.clear();
}
}
if (!bunch.empty())
doBunch(bunch);
}
// note that standard textures aren't preloaded
/* final step */
for (u32 i = 0; i < size; i++) {
ContentFeatures *f = &(m_content_features[i]);
f->updateTextures(tsrc, shdsrc, client, &plt, tsettings);
f->updateMesh(client, tsettings);
f->collectMaterials(m_leaves_materials);
client->showUpdateProgressTexture(progress_callback_args,
0.66666f + 0.33333f * i / size);
}
SORT_AND_UNIQUE(m_leaves_materials);
verbosestream << "m_leaves_materials.size() = " << m_leaves_materials.size()
<< std::endl;
plt.printStats(infostream);
tsrc->setImageCaching(false);
for (ContentFeatures &f : m_content_features)
function(f);
}
#endif
void NodeDefManager::serialize(std::ostream &os, u16 protocol_version) const
{

View File

@@ -4,23 +4,14 @@
#pragma once
#include "irrlichttypes_bloated.h"
#include <functional>
#include <string>
#include <iostream>
#include <memory> // shared_ptr
#include <map>
#include "mapnode.h"
#include "nameidmapping.h"
#if CHECK_CLIENT_BUILD()
#include "client/tile.h"
#include <IMeshManipulator.h>
#include <unordered_set>
class Client;
struct PreLoadedTextures;
#endif
#include "itemgroup.h"
#include "sound.h" // SoundSpec
#include "constants.h" // BS
#include "texture_override.h" // TextureOverride
#include "tileanimation.h"
#include "util/pointabilities.h"
@@ -33,6 +24,9 @@ class NodeResolver;
#if BUILD_UNITTESTS
class TestSchematic;
#endif
#if CHECK_CLIENT_BUILD()
struct NodeVisuals;
#endif
enum ContentParamType : u8
{
@@ -261,25 +255,6 @@ enum AlphaMode : u8 {
AlphaMode_END // Dummy for validity check
};
#if CHECK_CLIENT_BUILD()
/**
* @brief get fitting material type for an alpha mode
*/
static inline MaterialType alpha_mode_to_material_type(AlphaMode mode)
{
switch (mode) {
case ALPHAMODE_BLEND:
return TILE_MATERIAL_ALPHA;
case ALPHAMODE_OPAQUE:
return TILE_MATERIAL_OPAQUE;
case ALPHAMODE_CLIP:
default:
return TILE_MATERIAL_BASIC;
}
}
#endif
/*
Stand-alone definition of a TileSpec (basically a server-side TileSpec)
*/
@@ -321,20 +296,6 @@ struct ContentFeatures
// write checks that depend directly on the protocol version instead.
static const u8 CONTENTFEATURES_VERSION = 13;
/*
Cached stuff
*/
#if CHECK_CLIENT_BUILD()
// 0 1 2 3 4 5
// up down right left back front
TileSpec tiles[6];
// Special tiles
TileSpec special_tiles[CF_SPECIAL_COUNT];
u8 solidness; // Used when choosing which face is drawn
u8 visual_solidness; // When solidness=0, this tells how it looks like
bool backface_culling;
#endif
// Server-side cached callback existence for fast skipping
bool has_on_construct;
bool has_on_destruct;
@@ -360,10 +321,6 @@ struct ContentFeatures
enum NodeDrawType drawtype;
std::string mesh;
#if CHECK_CLIENT_BUILD()
scene::SMesh *mesh_ptr; // mesh in case of mesh node
video::SColor minimap_color;
#endif
float visual_scale; // Misc. scale parameter
TileDef tiledef[6];
// These will be drawn over the base tiles.
@@ -373,7 +330,6 @@ struct ContentFeatures
// The color of the node.
video::SColor color;
std::string palette_name;
std::vector<video::SColor> *palette;
// Used for waving leaves/plants
u8 waving;
// for NDT_CONNECTED pairing
@@ -388,6 +344,14 @@ struct ContentFeatures
// Maximum value for leveled nodes
u8 leveled_max;
// --- CLIENT ONLY ---
#if CHECK_CLIENT_BUILD()
// The Client class fills this for its NodeDefManager using fillNodeVisuals,
// thus for ContentFeatures of a Client it is not a nullptr.
NodeVisuals *visuals = nullptr;
#endif
// --- LIGHTING-RELATED ---
bool light_propagates;
@@ -524,16 +488,6 @@ struct ContentFeatures
return itemgroup_get(groups, group);
}
#if CHECK_CLIENT_BUILD()
void preUpdateTextures(ITextureSource *tsrc,
std::unordered_set<std::string> &pool, const TextureSettings &tsettings);
void updateTextures(ITextureSource *tsrc, IShaderSource *shdsrc,
Client *client, PreLoadedTextures *texture_pool,
const TextureSettings &tsettings);
void updateMesh(Client *client, const TextureSettings &tsettings);
void collectMaterials(std::vector<u32> &leaves_materials);
#endif
private:
void setAlphaFromLegacy(u8 legacy_alpha);
@@ -559,7 +513,6 @@ public:
* \ref CONTENT_AIR, \ref CONTENT_UNKNOWN and \ref CONTENT_IGNORE.
*/
NodeDefManager();
~NodeDefManager();
/*!
* Returns the properties for the given content type.
@@ -700,18 +653,21 @@ public:
*/
void applyTextureOverrides(const std::vector<TextureOverride> &overrides);
#if CHECK_CLIENT_BUILD()
/*!
* Loads textures and shaders required for
* rendering the nodes.
* @param gamedef must be a Client.
* @param progress_cbk called each time a node is loaded. Arguments:
* `progress_cbk_args`, number of loaded ContentFeatures, number of
* total ContentFeatures.
* @param progress_cbk_args passed to the callback function
* Applies a function to all Content Features.
* Clients need this to make use of the visuals field.
* @param function to apply
*/
void updateTextures(IGameDef *gamedef, void *progress_cbk_args);
#endif
void applyFunction(const std::function<void(ContentFeatures&)> &function);
/*!
* Returns the amount of managed content IDs.
* Invalid and removed IDs are also counted.
*/
inline u32 size() const
{
return m_content_features.size();
}
/*!
* Writes the content of this manager to the given output stream.

View File

@@ -24,6 +24,10 @@
#include <json/json.h>
#include "mapgen/treegen.h"
#if CHECK_CLIENT_BUILD()
#include "client/node_visuals.h"
#endif
struct EnumString es_TileAnimationType[] =
{
{TAT_NONE, "none"},
@@ -1079,8 +1083,10 @@ void push_content_features(lua_State *L, const ContentFeatures &c)
lua_setfield(L, -2, "mesh");
}
#if CHECK_CLIENT_BUILD()
push_ARGB8(L, c.minimap_color); // I know this is not set-able w/ register_node,
lua_setfield(L, -2, "minimap_color"); // but the people need to know!
if (c.visuals) {
push_ARGB8(L, c.visuals->minimap_color); // I know this is not set-able w/ register_node,
lua_setfield(L, -2, "minimap_color"); // but the people need to know!
}
#endif
lua_pushnumber(L, c.visual_scale);
lua_setfield(L, -2, "visual_scale");
@@ -1093,8 +1099,12 @@ void push_content_features(lua_State *L, const ContentFeatures &c)
lua_pushstring(L, c.palette_name.c_str());
lua_setfield(L, -2, "palette_name");
push_palette(L, c.palette);
lua_setfield(L, -2, "palette");
#if CHECK_CLIENT_BUILD()
if (c.visuals) {
push_palette(L, c.visuals->palette);
lua_setfield(L, -2, "palette");
}
#endif
}
lua_pushnumber(L, c.waving);
lua_setfield(L, -2, "waving");

View File

@@ -13,6 +13,7 @@
#include "client/content_mapblock.h"
#include "client/mapblock_mesh.h"
#include "client/meshgen/collector.h"
#include "client/node_visuals.h"
#include "mesh_compare.h"
namespace {
@@ -27,13 +28,27 @@ public:
return const_cast<NodeDefManager *>(m_nodedef);
}
content_t registerNode(ItemDefinition itemdef, ContentFeatures nodedef) {
// ContentFeatures that doesn't destroy the visuals
// Needed because nodedef.set(feature) creates a copy of the ContentFeatures and since
// the NodeDefManager destructs its ContentFeatures, this prevents double free.
// Should only be used if the visuals get freed somewhere else.
struct CContentFeatures : public ContentFeatures {
~CContentFeatures() { visuals = nullptr; }
};
content_t registerNode(ItemDefinition itemdef, const CContentFeatures &nodedef) {
item_mgr()->registerItem(itemdef);
return node_mgr()->set(nodedef.name, nodedef);
}
void finalize() {
node_mgr()->resolveCrossrefs();
// Need to fill node visuals for predefined nodes
node_mgr()->applyFunction([] (ContentFeatures &f) {
if (!f.visuals)
f.visuals = constructNodeVisuals(&f);
});
}
MeshMakeData makeSingleNodeMMD(bool smooth_lighting = true)
@@ -57,14 +72,15 @@ public:
itemdef.name = "test:" + name;
itemdef.description = name;
ContentFeatures f;
CContentFeatures f;
f.visuals = constructNodeVisuals(&f);
f.name = itemdef.name;
f.drawtype = NDT_NORMAL;
f.solidness = 2;
f.visuals->solidness = 2;
f.alpha = ALPHAMODE_OPAQUE;
for (TileDef &tiledef : f.tiledef)
tiledef.name = name + ".png";
for (TileSpec &tile : f.tiles)
for (TileSpec &tile : f.visuals->tiles)
tile.layers[0].texture_id = texture;
return registerNode(itemdef, f);
@@ -77,10 +93,11 @@ public:
itemdef.name = "test:" + name + "_source";
itemdef.description = name;
ContentFeatures f;
CContentFeatures f;
f.visuals = constructNodeVisuals(&f);
f.name = itemdef.name;
f.drawtype = NDT_LIQUID;
f.solidness = 1;
f.visuals->solidness = 1;
f.alpha = ALPHAMODE_BLEND;
f.light_propagates = true;
f.param_type = CPT_LIGHT;
@@ -91,7 +108,7 @@ public:
f.liquid_alternative_flowing = "test:" + name + "_flowing";
for (TileDef &tiledef : f.tiledef)
tiledef.name = name + ".png";
for (TileSpec &tile : f.tiles)
for (TileSpec &tile : f.visuals->tiles)
tile.layers[0].texture_id = texture;
return registerNode(itemdef, f);
@@ -104,10 +121,11 @@ public:
itemdef.name = "test:" + name + "_flowing";
itemdef.description = name;
ContentFeatures f;
CContentFeatures f;
f.visuals = constructNodeVisuals(&f);
f.name = itemdef.name;
f.drawtype = NDT_FLOWINGLIQUID;
f.solidness = 0;
f.visuals->solidness = 0;
f.alpha = ALPHAMODE_BLEND;
f.light_propagates = true;
f.param_type = CPT_LIGHT;
@@ -118,8 +136,8 @@ public:
f.liquid_alternative_flowing = "test:" + name + "_flowing";
f.tiledef_special[0].name = name + "_top.png";
f.tiledef_special[1].name = name + "_side.png";
f.special_tiles[0].layers[0].texture_id = texture_top;
f.special_tiles[1].layers[0].texture_id = texture_side;
f.visuals->special_tiles[0].layers[0].texture_id = texture_top;
f.visuals->special_tiles[1].layers[0].texture_id = texture_side;
return registerNode(itemdef, f);
}