#include "client/sound.h"
#include "client/tile.h"
#include "util/basic_macros.h"
-#include "util/numeric.h" // For IntervalLimiter & setPitchYawRoll
+#include "util/numeric.h"
#include "util/serialize.h"
#include "camera.h" // CameraModes
#include "collision.h"
node->updateAbsolutePosition();
}
+static bool logOnce(const std::ostringstream &from, std::ostream &log_to)
+{
+ thread_local std::vector<u64> logged;
+
+ std::string message = from.str();
+ u64 hash = murmur_hash_64_ua(message.data(), message.length(), 0xBADBABE);
+
+ if (std::find(logged.begin(), logged.end(), hash) != logged.end())
+ return false;
+ logged.push_back(hash);
+ log_to << message << std::endl;
+ return true;
+}
+
/*
TestCAO
*/
return m_position;
}
-const bool GenericCAO::isImmortal()
+bool GenericCAO::isImmortal() const
{
return itemgroup_get(getGroups(), "immortal");
}
m_matrixnode, v2f(1, 1), v3f(0,0,0), -1);
m_spritenode->grab();
m_spritenode->setMaterialTexture(0,
- tsrc->getTextureForMesh("unknown_node.png"));
+ tsrc->getTextureForMesh("no_texture.png"));
setSceneNodeMaterial(m_spritenode);
m_meshnode = m_smgr->addMeshSceneNode(mesh, m_matrixnode);
m_meshnode->grab();
mesh->drop();
- // Set it to use the materials of the meshbuffers directly.
- // This is needed for changing the texture in the future
- m_meshnode->setReadOnlyMaterials(true);
} else if (m_prop.visual == "cube") {
grabMatrixNode();
scene::IMesh *mesh = createCubeMesh(v3f(BS,BS,BS));
grabMatrixNode();
scene::IAnimatedMesh *mesh = m_client->getMesh(m_prop.mesh, true);
if (mesh) {
- m_animated_meshnode = m_smgr->addAnimatedMeshSceneNode(mesh, m_matrixnode);
- m_animated_meshnode->grab();
- mesh->drop(); // The scene node took hold of it
-
if (!checkMeshNormals(mesh)) {
infostream << "GenericCAO: recalculating normals for mesh "
<< m_prop.mesh << std::endl;
recalculateNormals(mesh, true, false);
}
+ m_animated_meshnode = m_smgr->addAnimatedMeshSceneNode(mesh, m_matrixnode);
+ m_animated_meshnode->grab();
+ mesh->drop(); // The scene node took hold of it
m_animated_meshnode->animateJoints(); // Needed for some animations
m_animated_meshnode->setScale(m_prop.visual_size);
setNodeLight(m_last_light);
updateMeshCulling();
+ if (m_animated_meshnode) {
+ u32 mat_count = m_animated_meshnode->getMaterialCount();
+ if (mat_count == 0 || m_prop.textures.empty()) {
+ // nothing
+ } else if (mat_count > m_prop.textures.size()) {
+ std::ostringstream oss;
+ oss << "GenericCAO::addToScene(): Model "
+ << m_prop.mesh << " loaded with " << mat_count
+ << " mesh buffers but only " << m_prop.textures.size()
+ << " texture(s) specifed, this is deprecated.";
+ logOnce(oss, warningstream);
+
+ video::ITexture *last = m_animated_meshnode->getMaterial(0).TextureLayer[0].Texture;
+ for (u32 i = 1; i < mat_count; i++) {
+ auto &layer = m_animated_meshnode->getMaterial(i).TextureLayer[0];
+ if (!layer.Texture)
+ layer.Texture = last;
+ last = layer.Texture;
+ }
+ }
+ }
+
if (m_client->modsLoaded() && m_client->getScript()->on_object_add(m_id)) {
removeFromScene(false);
return;
}
-
if (m_client->modsLoaded())
m_client->getScript()->on_object_properties_change(m_id);
}
if (m_glow < 0)
return;
- u8 light_at_pos = 0;
+ u16 light_at_pos = 0;
+ u8 light_at_pos_intensity = 0;
bool pos_ok = false;
v3s16 pos[3];
bool this_ok;
MapNode n = m_env->getMap().getNode(pos[i], &this_ok);
if (this_ok) {
- u8 this_light = n.getLightBlend(day_night_ratio, m_client->ndef());
- light_at_pos = MYMAX(light_at_pos, this_light);
+ u16 this_light = getInteriorLight(n, 0, m_client->ndef());
+ u8 this_light_intensity = MYMAX(this_light & 0xFF, (this_light >> 8) && 0xFF);
+ if (this_light_intensity > light_at_pos_intensity) {
+ light_at_pos = this_light;
+ light_at_pos_intensity = this_light_intensity;
+ }
pos_ok = true;
}
}
if (!pos_ok)
- light_at_pos = blend_light(day_night_ratio, LIGHT_SUN, 0);
+ light_at_pos = LIGHT_SUN;
+
+ video::SColor light = encode_light(light_at_pos, m_glow);
+ if (!m_enable_shaders)
+ final_color_blend(&light, light_at_pos, day_night_ratio);
- u8 light = decode_light(light_at_pos + m_glow);
if (g_settings->getBool("fullbright"))
- light = 255;
+ light = video::SColor(0xFFFFFFFF);
+
if (light != m_last_light) {
m_last_light = light;
setNodeLight(light);
}
}
-void GenericCAO::setNodeLight(u8 light)
+void GenericCAO::setNodeLight(const video::SColor &light_color)
{
- video::SColor color(255, light, light, light);
-
if (m_prop.visual == "wielditem" || m_prop.visual == "item") {
if (m_wield_meshnode)
- m_wield_meshnode->setNodeLightColor(color);
+ m_wield_meshnode->setNodeLightColor(light_color);
return;
}
scene::IMesh *mesh = m_meshnode->getMesh();
for (u32 i = 0; i < mesh->getMeshBufferCount(); ++i) {
scene::IMeshBuffer *buf = mesh->getMeshBuffer(i);
- buf->getMaterial().EmissiveColor = color;
+ buf->getMaterial().EmissiveColor = light_color;
}
} else {
scene::ISceneNode *node = getSceneNode();
for (u32 i = 0; i < node->getMaterialCount(); ++i) {
video::SMaterial &material = node->getMaterial(i);
- material.EmissiveColor = color;
+ material.EmissiveColor = light_color;
}
}
} else {
if (m_meshnode) {
- setMeshColor(m_meshnode->getMesh(), color);
+ setMeshColor(m_meshnode->getMesh(), light_color);
} else if (m_animated_meshnode) {
- setAnimatedMeshColor(m_animated_meshnode, color);
+ setAnimatedMeshColor(m_animated_meshnode, light_color);
} else if (m_spritenode) {
- m_spritenode->setColor(color);
+ m_spritenode->setColor(light_color);
}
}
}
m_velocity = v3f(0,0,0);
m_acceleration = v3f(0,0,0);
const PlayerControl &controls = player->getPlayerControl();
+ f32 new_speed = player->local_animation_speed;
bool walking = false;
- if (controls.movement_speed > 0.001f && ! g_settings->getBool("freecam"))
+ if (controls.movement_speed > 0.001f && ! g_settings->getBool("freecam")) {
+ new_speed *= controls.movement_speed;
walking = true;
+ }
- f32 new_speed = player->local_animation_speed;
v2s32 new_anim = v2s32(0,0);
bool allow_update = false;
// slowdown speed if sneaking
if (controls.sneak && walking && ! g_settings->getBool("no_slow"))
new_speed /= 2;
- new_speed *= controls.movement_speed;
if (walking && (controls.dig || controls.place)) {
new_anim = player->local_animations[3];
m_current_texture_modifier = mod;
m_glow = m_prop.glow;
+ video::ITexture *shadow_texture = nullptr;
+ if (auto shadow = RenderingEngine::get_shadow_renderer())
+ shadow_texture = shadow->get_texture();
+
+ const u32 TEXTURE_LAYER_SHADOW = 3;
+
if (m_spritenode) {
if (m_prop.visual == "sprite") {
- std::string texturestring = "unknown_node.png";
+ std::string texturestring = "no_texture.png";
if (!m_prop.textures.empty())
texturestring = m_prop.textures[0];
texturestring += mod;
m_spritenode->getMaterial(0).MaterialTypeParam = 0.5f;
m_spritenode->setMaterialTexture(0,
tsrc->getTextureForMesh(texturestring));
+ m_spritenode->setMaterialTexture(TEXTURE_LAYER_SHADOW, shadow_texture);
// This allows setting per-material colors. However, until a real lighting
// system is added, the code below will have no effect. Once MineTest
material.MaterialType = m_material_type;
material.MaterialTypeParam = 0.5f;
material.TextureLayer[0].Texture = texture;
+ material.TextureLayer[TEXTURE_LAYER_SHADOW].Texture = shadow_texture;
material.setFlag(video::EMF_LIGHTING, true);
material.setFlag(video::EMF_BILINEAR_FILTER, false);
material.setFlag(video::EMF_BACK_FACE_CULLING, m_prop.backface_culling);
{
for (u32 i = 0; i < 6; ++i)
{
- std::string texturestring = "unknown_node.png";
+ std::string texturestring = "no_texture.png";
if(m_prop.textures.size() > i)
texturestring = m_prop.textures[i];
texturestring += mod;
material.setFlag(video::EMF_BILINEAR_FILTER, false);
material.setTexture(0,
tsrc->getTextureForMesh(texturestring));
+ material.setTexture(TEXTURE_LAYER_SHADOW, shadow_texture);
material.getTextureMatrix(0).makeIdentity();
// This allows setting per-material colors. However, until a real lighting
} else if (m_prop.visual == "upright_sprite") {
scene::IMesh *mesh = m_meshnode->getMesh();
{
- std::string tname = "unknown_object.png";
+ std::string tname = "no_texture.png";
if (!m_prop.textures.empty())
tname = m_prop.textures[0];
tname += mod;
- scene::IMeshBuffer *buf = mesh->getMeshBuffer(0);
- buf->getMaterial().setTexture(0,
+ auto& material = m_meshnode->getMaterial(0);
+ material.setTexture(0,
tsrc->getTextureForMesh(tname));
+ material.setTexture(TEXTURE_LAYER_SHADOW, shadow_texture);
// This allows setting per-material colors. However, until a real lighting
// system is added, the code below will have no effect. Once MineTest
// has directional lighting, it should work automatically.
if(!m_prop.colors.empty()) {
- buf->getMaterial().AmbientColor = m_prop.colors[0];
- buf->getMaterial().DiffuseColor = m_prop.colors[0];
- buf->getMaterial().SpecularColor = m_prop.colors[0];
+ material.AmbientColor = m_prop.colors[0];
+ material.DiffuseColor = m_prop.colors[0];
+ material.SpecularColor = m_prop.colors[0];
}
- buf->getMaterial().setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
- buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
- buf->getMaterial().setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
+ material.setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
+ material.setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
+ material.setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
}
{
- std::string tname = "unknown_object.png";
+ std::string tname = "no_texture.png";
if (m_prop.textures.size() >= 2)
tname = m_prop.textures[1];
else if (!m_prop.textures.empty())
tname = m_prop.textures[0];
tname += mod;
- scene::IMeshBuffer *buf = mesh->getMeshBuffer(1);
- buf->getMaterial().setTexture(0,
+ auto& material = m_meshnode->getMaterial(1);
+ material.setTexture(0,
tsrc->getTextureForMesh(tname));
+ material.setTexture(TEXTURE_LAYER_SHADOW, shadow_texture);
// This allows setting per-material colors. However, until a real lighting
// system is added, the code below will have no effect. Once MineTest
// has directional lighting, it should work automatically.
if (m_prop.colors.size() >= 2) {
- buf->getMaterial().AmbientColor = m_prop.colors[1];
- buf->getMaterial().DiffuseColor = m_prop.colors[1];
- buf->getMaterial().SpecularColor = m_prop.colors[1];
+ material.AmbientColor = m_prop.colors[1];
+ material.DiffuseColor = m_prop.colors[1];
+ material.SpecularColor = m_prop.colors[1];
} else if (!m_prop.colors.empty()) {
- buf->getMaterial().AmbientColor = m_prop.colors[0];
- buf->getMaterial().DiffuseColor = m_prop.colors[0];
- buf->getMaterial().SpecularColor = m_prop.colors[0];
+ material.AmbientColor = m_prop.colors[0];
+ material.DiffuseColor = m_prop.colors[0];
+ material.SpecularColor = m_prop.colors[0];
}
- buf->getMaterial().setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
- buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
- buf->getMaterial().setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
+ material.setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
+ material.setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
+ material.setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
}
// Set mesh color (only if lighting is disabled)
if (!m_prop.colors.empty() && m_glow < 0)
{
updateAnimation();
}
+ // FIXME: ^ This code is trash. It's also broken.
}
} else if (cmd == AO_CMD_SET_ANIMATION_SPEED) {
m_animation_speed = readF32(is);
m_reset_textures_timer = 0.05;
if(damage >= 2)
m_reset_textures_timer += 0.05 * damage;
+ // Cap damage overlay to 1 second
+ m_reset_textures_timer = std::min(m_reset_textures_timer, 1.0f);
updateTextures(m_current_texture_modifier + m_prop.damage_texture_modifier);
}
}
m_armor_groups,
toolcap,
punchitem,
- time_from_last_punch);
+ time_from_last_punch,
+ punchitem->wear);
if(result.did_punch && result.damage != 0)
{
m_reset_textures_timer = 0.05;
if (result.damage >= 2)
m_reset_textures_timer += 0.05 * result.damage;
+ // Cap damage overlay to 1 second
+ m_reset_textures_timer = std::min(m_reset_textures_timer, 1.0f);
updateTextures(m_current_texture_modifier + m_prop.damage_texture_modifier);
}
}
const bool hidden = m_client->getCamera()->getCameraMode() == CAMERA_MODE_FIRST && ! g_settings->getBool("freecam");
- if (m_meshnode && m_prop.visual == "upright_sprite") {
- u32 buffers = m_meshnode->getMesh()->getMeshBufferCount();
- for (u32 i = 0; i < buffers; i++) {
- video::SMaterial &mat = m_meshnode->getMesh()->getMeshBuffer(i)->getMaterial();
- // upright sprite has no backface culling
- mat.setFlag(video::EMF_FRONT_FACE_CULLING, hidden);
- }
- return;
- }
-
scene::ISceneNode *node = getSceneNode();
+
if (!node)
return;
+ if (m_prop.visual == "upright_sprite") {
+ // upright sprite has no backface culling
+ node->setMaterialFlag(video::EMF_FRONT_FACE_CULLING, hidden);
+ return;
+ }
+
if (hidden) {
// Hide the mesh by culling both front and
// back faces. Serious hackyness but it works for our