- if(def->inventory_image != "")
- {
- cc->inventory_texture = tsrc->getTexture(def->inventory_image);
- }
- else if(def->type == ITEM_NODE)
- {
- need_node_mesh = true;
- }
-
- // Create a wield mesh
- assert(cc->wield_mesh == NULL);
- if(def->type == ITEM_NODE && def->wield_image == "")
- {
- need_node_mesh = true;
- }
- else if(def->wield_image != "" || def->inventory_image != "")
- {
- // Extrude the wield image into a mesh
-
- std::string imagename;
- if(def->wield_image != "")
- imagename = def->wield_image;
- else
- imagename = def->inventory_image;
-
- cc->wield_mesh = createExtrudedMesh(
- tsrc->getTexture(imagename),
- driver,
- def->wield_scale * v3f(40.0, 40.0, 4.0));
- if(cc->wield_mesh == NULL)
- {
- infostream<<"ItemDefManager: WARNING: "
- <<"updateTexturesAndMeshes(): "
- <<"Unable to create extruded mesh for item "
- <<def->name<<std::endl;
- }
- }
-
- if(need_node_mesh)
- {
- /*
- Get node properties
- */
- content_t id = nodedef->getId(def->name);
- const ContentFeatures &f = nodedef->get(id);
-
- u8 param1 = 0;
- if(f.param_type == CPT_LIGHT)
- param1 = 0xee;
-
- /*
- Make a mesh from the node
- */
- MeshMakeData mesh_make_data(gamedef);
- MapNode mesh_make_node(id, param1, 0);
- mesh_make_data.fillSingleNode(&mesh_make_node);
- MapBlockMesh mapblock_mesh(&mesh_make_data);
-
- scene::IMesh *node_mesh = mapblock_mesh.getMesh();
- assert(node_mesh);
- video::SColor c(255, 255, 255, 255);
- if(g_settings->getBool("enable_shaders"))
- c = MapBlock_LightColor(255, 0xffff, decode_light(f.light_source));
- 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(cc->inventory_texture == NULL)
- {
- 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
- */
-
- // Scale to proper wield mesh proportions
- scaleMesh(node_mesh, v3f(30.0, 30.0, 30.0)
- * def->wield_scale);