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

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

View File

@ -28,15 +28,10 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "mapblock_mesh.h"
#include "mesh.h"
#include "wieldmesh.h"
#include "client/tile.h"
#endif
#include "log.h"
#include "settings.h"
#include "util/serialize.h"
#include "util/container.h"
#include "util/thread.h"
#include <map>
#include <set>
#ifdef __ANDROID__
#include <GLES/gl.h>
@ -227,429 +222,437 @@ void ItemDefinition::deSerialize(std::istream &is)
// SUGG: Support chains of aliases?
class CItemDefManager: public IWritableItemDefManager
#ifndef SERVER
CItemDefManager::ClientCached::ClientCached() :
inventory_texture(NULL),
wield_mesh(NULL)
{}
#endif
CItemDefManager::CItemDefManager()
{
#ifndef SERVER
struct ClientCached
{
video::ITexture *inventory_texture;
scene::IMesh *wield_mesh;
ClientCached():
inventory_texture(NULL),
wield_mesh(NULL)
{}
};
m_main_thread = thr_get_current_thread_id();
#endif
clear();
}
public:
CItemDefManager()
{
/******************************************************************************/
CItemDefManager::~CItemDefManager()
{
#ifndef SERVER
m_main_thread = thr_get_current_thread_id();
#endif
clear();
const std::vector<ClientCached*> &values = m_clientcached.getValues();
for(std::vector<ClientCached*>::const_iterator
i = values.begin(); i != values.end(); ++i) {
ClientCached *cc = *i;
if (cc->wield_mesh)
cc->wield_mesh->drop();
delete cc;
}
virtual ~CItemDefManager()
{
#endif
for (std::map<std::string, ItemDefinition*>::iterator iter =
m_item_definitions.begin(); iter != m_item_definitions.end();
++iter) {
delete iter->second;
}
m_item_definitions.clear();
}
/******************************************************************************/
const ItemDefinition& CItemDefManager::get(const std::string &name_) const
{
// Convert name according to possible alias
std::string name = getAlias(name_);
// Get the definition
std::map<std::string, ItemDefinition*>::const_iterator i;
i = m_item_definitions.find(name);
if(i == m_item_definitions.end())
i = m_item_definitions.find("unknown");
assert(i != m_item_definitions.end());
return *(i->second);
}
/******************************************************************************/
std::string CItemDefManager::getAlias(const std::string &name) const
{
StringMap::const_iterator it = m_aliases.find(name);
if (it != m_aliases.end())
return it->second;
return name;
}
/******************************************************************************/
std::set<std::string> CItemDefManager::getAll() const
{
std::set<std::string> result;
for(std::map<std::string, ItemDefinition *>::const_iterator
it = m_item_definitions.begin();
it != m_item_definitions.end(); ++it) {
result.insert(it->first);
}
for (StringMap::const_iterator
it = m_aliases.begin();
it != m_aliases.end(); ++it) {
result.insert(it->first);
}
return result;
}
/******************************************************************************/
bool CItemDefManager::isKnown(const std::string &name_) const
{
// Convert name according to possible alias
std::string name = getAlias(name_);
// Get the definition
std::map<std::string, ItemDefinition*>::const_iterator i;
return m_item_definitions.find(name) != m_item_definitions.end();
}
#ifndef SERVER
const std::vector<ClientCached*> &values = m_clientcached.getValues();
for(std::vector<ClientCached*>::const_iterator
i = values.begin(); i != values.end(); ++i)
{
ClientCached *cc = *i;
if (cc->wield_mesh)
cc->wield_mesh->drop();
delete cc;
}
#endif
for (std::map<std::string, ItemDefinition*>::iterator iter =
m_item_definitions.begin(); iter != m_item_definitions.end();
++iter) {
delete iter->second;
}
m_item_definitions.clear();
}
virtual const ItemDefinition& get(const std::string &name_) const
{
// Convert name according to possible alias
std::string name = getAlias(name_);
// Get the definition
std::map<std::string, ItemDefinition*>::const_iterator i;
i = m_item_definitions.find(name);
if(i == m_item_definitions.end())
i = m_item_definitions.find("unknown");
assert(i != m_item_definitions.end());
return *(i->second);
}
virtual std::string getAlias(const std::string &name) const
{
StringMap::const_iterator it = m_aliases.find(name);
if (it != m_aliases.end())
return it->second;
return name;
}
virtual std::set<std::string> getAll() const
{
std::set<std::string> result;
for(std::map<std::string, ItemDefinition *>::const_iterator
it = m_item_definitions.begin();
it != m_item_definitions.end(); ++it) {
result.insert(it->first);
}
for (StringMap::const_iterator
it = m_aliases.begin();
it != m_aliases.end(); ++it) {
result.insert(it->first);
}
return result;
}
virtual bool isKnown(const std::string &name_) const
{
// Convert name according to possible alias
std::string name = getAlias(name_);
// Get the definition
std::map<std::string, ItemDefinition*>::const_iterator i;
return m_item_definitions.find(name) != m_item_definitions.end();
}
#ifndef SERVER
public:
ClientCached* createClientCachedDirect(const std::string &name,
IGameDef *gamedef) const
{
infostream<<"Lazily creating item texture and mesh for \""
<<name<<"\""<<std::endl;
/******************************************************************************/
CItemDefManager::ClientCached* CItemDefManager::createClientCachedDirect(const std::string &name,
IGameDef *gamedef) const
{
infostream<<"Lazily creating item texture and mesh for \""
<<name<<"\""<<std::endl;
// This is not thread-safe
sanity_check(thr_is_current_thread(m_main_thread));
// Skip if already in cache
ClientCached *cc = NULL;
m_clientcached.get(name, &cc);
if(cc)
return cc;
ITextureSource *tsrc = gamedef->getTextureSource();
INodeDefManager *nodedef = gamedef->getNodeDefManager();
const ItemDefinition &def = get(name);
// Create new ClientCached
cc = new ClientCached();
// Create an inventory texture
cc->inventory_texture = NULL;
if(def.inventory_image != "")
cc->inventory_texture = tsrc->getTexture(def.inventory_image);
// Additional processing for nodes:
// - Create a wield mesh if WieldMeshSceneNode can't render
// the node on its own.
// - If inventory_texture isn't set yet, create one using
// render-to-texture.
if (def.type == ITEM_NODE) {
// Get node properties
content_t id = nodedef->getId(name);
const ContentFeatures &f = nodedef->get(id);
bool need_rtt_mesh = cc->inventory_texture == NULL;
// Keep this in sync with WieldMeshSceneNode::setItem()
bool need_wield_mesh =
!(f.mesh_ptr[0] ||
f.drawtype == NDT_NORMAL ||
f.drawtype == NDT_ALLFACES ||
f.drawtype == NDT_AIRLIKE);
scene::IMesh *node_mesh = NULL;
if (need_rtt_mesh || need_wield_mesh) {
u8 param1 = 0;
if (f.param_type == CPT_LIGHT)
param1 = 0xee;
/*
Make a mesh from the node
*/
MeshMakeData mesh_make_data(gamedef, false);
u8 param2 = 0;
if (f.param_type_2 == CPT2_WALLMOUNTED)
param2 = 1;
MapNode mesh_make_node(id, param1, param2);
mesh_make_data.fillSingleNode(&mesh_make_node);
MapBlockMesh mapblock_mesh(&mesh_make_data, v3s16(0, 0, 0));
node_mesh = mapblock_mesh.getMesh();
node_mesh->grab();
video::SColor c(255, 255, 255, 255);
setMeshColor(node_mesh, c);
// scale and translate the mesh so it's a
// unit cube centered on the origin
scaleMesh(node_mesh, v3f(1.0/BS, 1.0/BS, 1.0/BS));
translateMesh(node_mesh, v3f(-1.0, -1.0, -1.0));
}
/*
Draw node mesh into a render target texture
*/
if (need_rtt_mesh) {
TextureFromMeshParams params;
params.mesh = node_mesh;
params.dim.set(64, 64);
params.rtt_texture_name = "INVENTORY_"
+ def.name + "_RTT";
params.delete_texture_on_shutdown = true;
params.camera_position.set(0, 1.0, -1.5);
params.camera_position.rotateXZBy(45);
params.camera_lookat.set(0, 0, 0);
// Set orthogonal projection
params.camera_projection_matrix.buildProjectionMatrixOrthoLH(
1.65, 1.65, 0, 100);
params.ambient_light.set(1.0, 0.2, 0.2, 0.2);
params.light_position.set(10, 100, -50);
params.light_color.set(1.0, 0.5, 0.5, 0.5);
params.light_radius = 1000;
#ifdef __ANDROID__
params.camera_position.set(0, -1.0, -1.5);
params.camera_position.rotateXZBy(45);
params.light_position.set(10, -100, -50);
#endif
cc->inventory_texture =
tsrc->generateTextureFromMesh(params);
// render-to-target didn't work
if (cc->inventory_texture == NULL) {
cc->inventory_texture =
tsrc->getTexture(f.tiledef[0].name);
}
}
/*
Use the node mesh as the wield mesh
*/
if (need_wield_mesh) {
cc->wield_mesh = node_mesh;
cc->wield_mesh->grab();
// no way reference count can be smaller than 2 in this place!
assert(cc->wield_mesh->getReferenceCount() >= 2);
}
if (node_mesh)
node_mesh->drop();
}
// Put in cache
m_clientcached.set(name, cc);
// This is not thread-safe
sanity_check(thr_is_current_thread(m_main_thread));
// Skip if already in cache
ClientCached *cc = NULL;
m_clientcached.get(name, &cc);
if (cc)
return cc;
ITextureSource *tsrc = gamedef->getTextureSource();
INodeDefManager *nodedef = gamedef->getNodeDefManager();
const ItemDefinition &def = get(name);
// Create new ClientCached
cc = new ClientCached();
// Create an inventory texture
cc->inventory_texture = NULL;
if (def.inventory_image != "")
cc->inventory_texture = tsrc->getTexture(def.inventory_image);
// Additional processing for nodes:
// - Create a wield mesh if WieldMeshSceneNode can't render
// the node on its own.
// - If inventory_texture isn't set yet, create one using
// render-to-texture.
if (def.type == ITEM_NODE) {
createNodeItemTexture(name, def, nodedef, cc, gamedef, tsrc);
}
ClientCached* getClientCached(const std::string &name,
IGameDef *gamedef) const
// Put in cache
m_clientcached.set(name, cc);
return cc;
}
/******************************************************************************/
CItemDefManager::ClientCached* CItemDefManager::getClientCached(const std::string &name,
IGameDef *gamedef) const
{
ClientCached *cc = NULL;
m_clientcached.get(name, &cc);
if (cc)
return cc;
if (thr_is_current_thread(m_main_thread)) {
return createClientCachedDirect(name, gamedef);
}
else
{
ClientCached *cc = NULL;
m_clientcached.get(name, &cc);
if(cc)
return cc;
// We're gonna ask the result to be put into here
static ResultQueue<std::string, ClientCached*, u8, u8> result_queue;
if(thr_is_current_thread(m_main_thread))
{
return createClientCachedDirect(name, gamedef);
}
else
{
// We're gonna ask the result to be put into here
static ResultQueue<std::string, ClientCached*, u8, u8> result_queue;
// Throw a request in
m_get_clientcached_queue.add(name, 0, 0, &result_queue);
try{
while (true) {
// Wait result for a second
GetResult<std::string, ClientCached*, u8, u8>
result = result_queue.pop_front(1000);
// Throw a request in
m_get_clientcached_queue.add(name, 0, 0, &result_queue);
try{
while(true) {
// Wait result for a second
GetResult<std::string, ClientCached*, u8, u8>
result = result_queue.pop_front(1000);
if (result.key == name) {
return result.item;
}
if (result.key == name) {
return result.item;
}
}
catch(ItemNotFoundException &e)
{
errorstream<<"Waiting for clientcached " << name << " timed out."<<std::endl;
return &m_dummy_clientcached;
}
}
catch(ItemNotFoundException &e)
{
errorstream<<"Waiting for clientcached " << name << " timed out."<<std::endl;
return &m_dummy_clientcached;
}
}
// Get item inventory texture
virtual video::ITexture* getInventoryTexture(const std::string &name,
IGameDef *gamedef) const
{
ClientCached *cc = getClientCached(name, gamedef);
if(!cc)
return NULL;
return cc->inventory_texture;
}
// Get item wield mesh
virtual scene::IMesh* getWieldMesh(const std::string &name,
IGameDef *gamedef) const
{
ClientCached *cc = getClientCached(name, gamedef);
if(!cc)
return NULL;
return cc->wield_mesh;
}
}
/******************************************************************************/
// Get item inventory texture
video::ITexture* CItemDefManager::getInventoryTexture(const std::string &name,
IGameDef *gamedef) const
{
ClientCached *cc = getClientCached(name, gamedef);
if (!cc)
return NULL;
return cc->inventory_texture;
}
/******************************************************************************/
// Get item wield mesh
scene::IMesh* CItemDefManager::getWieldMesh(const std::string &name,
IGameDef *gamedef) const
{
ClientCached *cc = getClientCached(name, gamedef);
if (!cc)
return NULL;
return cc->wield_mesh;
}
#endif
void clear()
{
for(std::map<std::string, ItemDefinition*>::const_iterator
i = m_item_definitions.begin();
i != m_item_definitions.end(); ++i)
{
delete i->second;
}
m_item_definitions.clear();
m_aliases.clear();
// Add the four builtin items:
// "" is the hand
// "unknown" is returned whenever an undefined item
// is accessed (is also the unknown node)
// "air" is the air node
// "ignore" is the ignore node
/******************************************************************************/
void CItemDefManager::clear()
{
for (std::map<std::string, ItemDefinition*>::const_iterator
i = m_item_definitions.begin();
i != m_item_definitions.end(); ++i) {
ItemDefinition* hand_def = new ItemDefinition;
hand_def->name = "";
hand_def->wield_image = "wieldhand.png";
hand_def->tool_capabilities = new ToolCapabilities;
m_item_definitions.insert(std::make_pair("", hand_def));
ItemDefinition* unknown_def = new ItemDefinition;
unknown_def->type = ITEM_NODE;
unknown_def->name = "unknown";
m_item_definitions.insert(std::make_pair("unknown", unknown_def));
ItemDefinition* air_def = new ItemDefinition;
air_def->type = ITEM_NODE;
air_def->name = "air";
m_item_definitions.insert(std::make_pair("air", air_def));
ItemDefinition* ignore_def = new ItemDefinition;
ignore_def->type = ITEM_NODE;
ignore_def->name = "ignore";
m_item_definitions.insert(std::make_pair("ignore", ignore_def));
delete i->second;
}
virtual void registerItem(const ItemDefinition &def)
{
verbosestream<<"ItemDefManager: registering \""<<def.name<<"\""<<std::endl;
// Ensure that the "" item (the hand) always has ToolCapabilities
if(def.name == "")
FATAL_ERROR_IF(!def.tool_capabilities, "Hand does not have ToolCapabilities");
m_item_definitions.clear();
m_aliases.clear();
if(m_item_definitions.count(def.name) == 0)
m_item_definitions[def.name] = new ItemDefinition(def);
else
*(m_item_definitions[def.name]) = def;
// Add the four builtin items:
// "" is the hand
// "unknown" is returned whenever an undefined item
// is accessed (is also the unknown node)
// "air" is the air node
// "ignore" is the ignore node
// Remove conflicting alias if it exists
bool alias_removed = (m_aliases.erase(def.name) != 0);
if(alias_removed)
infostream<<"ItemDefManager: erased alias "<<def.name
<<" because item was defined"<<std::endl;
ItemDefinition* hand_def = new ItemDefinition;
hand_def->name = "";
hand_def->wield_image = "wieldhand.png";
hand_def->tool_capabilities = new ToolCapabilities;
m_item_definitions.insert(std::make_pair("", hand_def));
ItemDefinition* unknown_def = new ItemDefinition;
unknown_def->type = ITEM_NODE;
unknown_def->name = "unknown";
m_item_definitions.insert(std::make_pair("unknown", unknown_def));
ItemDefinition* air_def = new ItemDefinition;
air_def->type = ITEM_NODE;
air_def->name = "air";
m_item_definitions.insert(std::make_pair("air", air_def));
ItemDefinition* ignore_def = new ItemDefinition;
ignore_def->type = ITEM_NODE;
ignore_def->name = "ignore";
m_item_definitions.insert(std::make_pair("ignore", ignore_def));
}
/******************************************************************************/
void CItemDefManager::registerItem(const ItemDefinition &def)
{
verbosestream<<"ItemDefManager: registering \""<<def.name<<"\""<<std::endl;
// Ensure that the "" item (the hand) always has ToolCapabilities
if (def.name == "")
FATAL_ERROR_IF(!def.tool_capabilities, "Hand does not have ToolCapabilities");
if (m_item_definitions.count(def.name) == 0)
m_item_definitions[def.name] = new ItemDefinition(def);
else
*(m_item_definitions[def.name]) = def;
// Remove conflicting alias if it exists
bool alias_removed = (m_aliases.erase(def.name) != 0);
if (alias_removed)
infostream<<"ItemDefManager: erased alias "<<def.name
<<" because item was defined"<<std::endl;
}
/******************************************************************************/
void CItemDefManager::registerAlias(const std::string &name,
const std::string &convert_to)
{
if (m_item_definitions.find(name) == m_item_definitions.end()) {
verbosestream<<"ItemDefManager: setting alias "<<name
<<" -> "<<convert_to<<std::endl;
m_aliases[name] = convert_to;
}
virtual void registerAlias(const std::string &name,
const std::string &convert_to)
{
if(m_item_definitions.find(name) == m_item_definitions.end())
{
verbosestream<<"ItemDefManager: setting alias "<<name
<<" -> "<<convert_to<<std::endl;
m_aliases[name] = convert_to;
}
}
void serialize(std::ostream &os, u16 protocol_version)
{
writeU8(os, 0); // version
u16 count = m_item_definitions.size();
writeU16(os, count);
}
for (std::map<std::string, ItemDefinition *>::const_iterator
it = m_item_definitions.begin();
it != m_item_definitions.end(); ++it) {
ItemDefinition *def = it->second;
// Serialize ItemDefinition and write wrapped in a string
std::ostringstream tmp_os(std::ios::binary);
def->serialize(tmp_os, protocol_version);
os << serializeString(tmp_os.str());
}
/******************************************************************************/
void CItemDefManager::serialize(std::ostream &os, u16 protocol_version)
{
writeU8(os, 0); // version
u16 count = m_item_definitions.size();
writeU16(os, count);
writeU16(os, m_aliases.size());
for (std::map<std::string, ItemDefinition *>::const_iterator
it = m_item_definitions.begin();
it != m_item_definitions.end(); ++it) {
ItemDefinition *def = it->second;
// Serialize ItemDefinition and write wrapped in a string
std::ostringstream tmp_os(std::ios::binary);
def->serialize(tmp_os, protocol_version);
os << serializeString(tmp_os.str());
}
for (StringMap::const_iterator
it = m_aliases.begin();
it != m_aliases.end(); ++it) {
os << serializeString(it->first);
os << serializeString(it->second);
}
writeU16(os, m_aliases.size());
for (StringMap::const_iterator
it = m_aliases.begin();
it != m_aliases.end(); ++it) {
os << serializeString(it->first);
os << serializeString(it->second);
}
void deSerialize(std::istream &is)
{
// Clear everything
clear();
// Deserialize
int version = readU8(is);
if(version != 0)
throw SerializationError("unsupported ItemDefManager version");
u16 count = readU16(is);
for(u16 i=0; i<count; i++)
{
// Deserialize a string and grab an ItemDefinition from it
std::istringstream tmp_is(deSerializeString(is), std::ios::binary);
ItemDefinition def;
def.deSerialize(tmp_is);
// Register
registerItem(def);
}
u16 num_aliases = readU16(is);
for(u16 i=0; i<num_aliases; i++)
{
std::string name = deSerializeString(is);
std::string convert_to = deSerializeString(is);
registerAlias(name, convert_to);
}
}
/******************************************************************************/
void CItemDefManager::deSerialize(std::istream &is)
{
// Clear everything
clear();
// Deserialize
int version = readU8(is);
if(version != 0)
throw SerializationError("unsupported ItemDefManager version");
u16 count = readU16(is);
for (u16 i=0; i<count; i++) {
// Deserialize a string and grab an ItemDefinition from it
std::istringstream tmp_is(deSerializeString(is), std::ios::binary);
ItemDefinition def;
def.deSerialize(tmp_is);
// Register
registerItem(def);
}
void processQueue(IGameDef *gamedef)
{
u16 num_aliases = readU16(is);
for (u16 i=0; i<num_aliases; i++) {
std::string name = deSerializeString(is);
std::string convert_to = deSerializeString(is);
registerAlias(name, convert_to);
}
}
/******************************************************************************/
void CItemDefManager::processQueue(IGameDef *gamedef)
{
#ifndef SERVER
//NOTE this is only thread safe for ONE consumer thread!
while(!m_get_clientcached_queue.empty())
{
GetRequest<std::string, ClientCached*, u8, u8>
request = m_get_clientcached_queue.pop();
//NOTE this is only thread safe for ONE consumer thread!
while (!m_get_clientcached_queue.empty()) {
m_get_clientcached_queue.pushResult(request,
createClientCachedDirect(request.key, gamedef));
}
#endif
GetRequest<std::string, ClientCached*, u8, u8>
request = m_get_clientcached_queue.pop();
m_get_clientcached_queue.pushResult(request,
createClientCachedDirect(request.key, gamedef));
}
private:
// Key is name
std::map<std::string, ItemDefinition*> m_item_definitions;
// Aliases
StringMap m_aliases;
#ifndef SERVER
// The id of the thread that is allowed to use irrlicht directly
threadid_t m_main_thread;
// A reference to this can be returned when nothing is found, to avoid NULLs
mutable ClientCached m_dummy_clientcached;
// Cached textures and meshes
mutable MutexedMap<std::string, ClientCached*> m_clientcached;
// Queued clientcached fetches (to be processed by the main thread)
mutable RequestQueue<std::string, ClientCached*, u8, u8> m_get_clientcached_queue;
#endif
};
}
#ifndef SERVER
/******************************************************************************/
void CItemDefManager::createNodeItemTexture(const std::string& name,
const ItemDefinition& def, INodeDefManager* nodedef,
ClientCached* cc, IGameDef* gamedef, ITextureSource* tsrc) const
{
// Get node properties
content_t id = nodedef->getId(name);
const ContentFeatures& f = nodedef->get(id);
bool need_rtt_mesh = cc->inventory_texture == NULL;
// Keep this in sync with WieldMeshSceneNode::setItem()
bool need_wield_mesh = !(f.mesh_ptr[0] || f.drawtype == NDT_NORMAL
|| f.drawtype == NDT_ALLFACES || f.drawtype == NDT_AIRLIKE);
scene::IMesh* node_mesh = NULL;
if (need_rtt_mesh || need_wield_mesh) {
u8 param1 = 0;
if (f.param_type == CPT_LIGHT)
param1 = 0xee;
/*
Make a mesh from the node
*/
MeshMakeData mesh_make_data(gamedef, false);
u8 param2 = 0;
if (f.param_type_2 == CPT2_WALLMOUNTED)
param2 = 1;
MapNode mesh_make_node(id, param1, param2);
mesh_make_data.fillSingleNode(&mesh_make_node);
MapBlockMesh mapblock_mesh(&mesh_make_data, v3s16(0, 0, 0));
node_mesh = mapblock_mesh.getMesh();
node_mesh->grab();
video::SColor c(255, 255, 255, 255);
setMeshColor(node_mesh, c);
// scale and translate the mesh so it's a
// unit cube centered on the origin
scaleMesh(node_mesh, v3f(1.0 / BS, 1.0 / BS, 1.0 / BS));
translateMesh(node_mesh, v3f(-1.0, -1.0, -1.0));
}
/*
Draw node mesh into a render target texture
*/
if (need_rtt_mesh) {
TextureFromMeshParams params;
params.mesh = node_mesh;
params.dim.set(64, 64);
params.rtt_texture_name = "INVENTORY_" + def.name + "_RTT";
params.delete_texture_on_shutdown = true;
params.camera_position.set(0, 1.0, -1.5);
params.camera_position.rotateXZBy(45);
params.camera_lookat.set(0, 0, 0);
// Set orthogonal projection
params.camera_projection_matrix.buildProjectionMatrixOrthoLH(1.65,
1.65, 0, 100);
params.ambient_light.set(1.0, 0.2, 0.2, 0.2);
params.light_position.set(10, 100, -50);
params.light_color.set(1.0, 0.5, 0.5, 0.5);
params.light_radius = 1000;
cc->inventory_texture = tsrc->generateTextureFromMesh(params);
// render-to-target didn't work
if (cc->inventory_texture == NULL) {
cc->inventory_texture = tsrc->getTexture(f.tiledef[0].name);
}
}
/*
Use the node mesh as the wield mesh
*/
if (need_wield_mesh) {
cc->wield_mesh = node_mesh;
cc->wield_mesh->grab();
// no way reference count can be smaller than 2 in this place!
assert(cc->wield_mesh->getReferenceCount() >= 2);
}
if (node_mesh)
node_mesh->drop();
}
#endif
/******************************************************************************/
IWritableItemDefManager* createItemDefManager()
{

View File

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