#include "wieldmesh.h"
#include <algorithm>
#include <cmath>
+#include "client/shader.h"
class Settings;
struct ToolCapabilities;
GenericCAO
*/
-#include "genericobject.h"
#include "clientobject.h"
GenericCAO::GenericCAO(Client *client, ClientEnvironment *env):
player->setCAO(this);
}
}
+
+ m_enable_shaders = g_settings->getBool("enable_shaders");
}
void GenericCAO::processInitData(const std::string &data)
m_visuals_expired = false;
- if (!m_prop.is_visible) {
+ if (!m_prop.is_visible)
return;
- }
- video::E_MATERIAL_TYPE material_type = (m_prop.use_texture_alpha) ?
- video::EMT_TRANSPARENT_ALPHA_CHANNEL : video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
+ infostream << "GenericCAO::addToScene(): " << m_prop.visual << std::endl;
+
+ if (m_enable_shaders) {
+ IShaderSource *shader_source = m_client->getShaderSource();
+ u32 shader_id = shader_source->getShader(
+ "object_shader",
+ (m_prop.use_texture_alpha) ? TILE_MATERIAL_ALPHA : TILE_MATERIAL_BASIC,
+ NDT_NORMAL);
+ m_material_type = shader_source->getShaderInfo(shader_id).material;
+ } else {
+ m_material_type = (m_prop.use_texture_alpha) ?
+ video::EMT_TRANSPARENT_ALPHA_CHANNEL : video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
+ }
auto grabMatrixNode = [this] {
- infostream << "GenericCAO::addToScene(): " << m_prop.visual << std::endl;
m_matrixnode = RenderingEngine::get_scene_manager()->
addDummyTransformationSceneNode();
m_matrixnode->grab();
};
+ auto setSceneNodeMaterial = [this] (scene::ISceneNode *node) {
+ node->setMaterialFlag(video::EMF_LIGHTING, false);
+ node->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
+ node->setMaterialFlag(video::EMF_FOG_ENABLE, true);
+ node->setMaterialType(m_material_type);
+
+ if (m_enable_shaders) {
+ node->setMaterialFlag(video::EMF_GOURAUD_SHADING, false);
+ node->setMaterialFlag(video::EMF_NORMALIZE_NORMALS, true);
+ }
+ };
+
if (m_prop.visual == "sprite") {
- getMatrixNode();
+ grabMatrixNode();
m_spritenode = RenderingEngine::get_scene_manager()->addBillboardSceneNode(
m_matrixnode, v2f(1, 1), v3f(0,0,0), -1);
m_spritenode->grab();
m_spritenode->setMaterialTexture(0,
tsrc->getTextureForMesh("unknown_node.png"));
- m_spritenode->setMaterialFlag(video::EMF_LIGHTING, false);
- m_spritenode->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
- m_spritenode->setMaterialType(material_type);
- m_spritenode->setMaterialFlag(video::EMF_FOG_ENABLE, true);
- u8 li = m_last_light;
- m_spritenode->setColor(video::SColor(255,li,li,li));
+
+ setSceneNodeMaterial(m_spritenode);
+
m_spritenode->setSize(v2f(m_prop.visual_size.X,
m_prop.visual_size.Y) * BS);
{
txs, tys, 0, 0);
}
} else if (m_prop.visual == "upright_sprite") {
- getMatrixNode();
+ grabMatrixNode();
scene::SMesh *mesh = new scene::SMesh();
double dx = BS * m_prop.visual_size.X / 2;
double dy = BS * m_prop.visual_size.Y / 2;
- u8 li = m_last_light;
- video::SColor c(255, li, li, li);
+ video::SColor c(0xFFFFFFFF);
{ // Front
scene::IMeshBuffer *buf = new scene::SMeshBuffer();
video::S3DVertex vertices[4] = {
- video::S3DVertex(-dx, -dy, 0, 0,0,0, c, 1,1),
- video::S3DVertex( dx, -dy, 0, 0,0,0, c, 0,1),
- video::S3DVertex( dx, dy, 0, 0,0,0, c, 0,0),
- video::S3DVertex(-dx, dy, 0, 0,0,0, c, 1,0),
+ video::S3DVertex(-dx, -dy, 0, 0,0,1, c, 1,1),
+ video::S3DVertex( dx, -dy, 0, 0,0,1, c, 0,1),
+ video::S3DVertex( dx, dy, 0, 0,0,1, c, 0,0),
+ video::S3DVertex(-dx, dy, 0, 0,0,1, c, 1,0),
};
if (m_is_player) {
// Move minimal Y position to 0 (feet position)
buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
- buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
+ buf->getMaterial().MaterialType = m_material_type;
+
+ if (m_enable_shaders) {
+ buf->getMaterial().EmissiveColor = c;
+ buf->getMaterial().setFlag(video::EMF_GOURAUD_SHADING, false);
+ buf->getMaterial().setFlag(video::EMF_NORMALIZE_NORMALS, true);
+ }
+
// Add to mesh
mesh->addMeshBuffer(buf);
buf->drop();
{ // Back
scene::IMeshBuffer *buf = new scene::SMeshBuffer();
video::S3DVertex vertices[4] = {
- video::S3DVertex( dx,-dy, 0, 0,0,0, c, 1,1),
- video::S3DVertex(-dx,-dy, 0, 0,0,0, c, 0,1),
- video::S3DVertex(-dx, dy, 0, 0,0,0, c, 0,0),
- video::S3DVertex( dx, dy, 0, 0,0,0, c, 1,0),
+ video::S3DVertex( dx,-dy, 0, 0,0,-1, c, 1,1),
+ video::S3DVertex(-dx,-dy, 0, 0,0,-1, c, 0,1),
+ video::S3DVertex(-dx, dy, 0, 0,0,-1, c, 0,0),
+ video::S3DVertex( dx, dy, 0, 0,0,-1, c, 1,0),
};
if (m_is_player) {
// Move minimal Y position to 0 (feet position)
buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
- buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
+ buf->getMaterial().MaterialType = m_material_type;
+
+ if (m_enable_shaders) {
+ buf->getMaterial().EmissiveColor = c;
+ buf->getMaterial().setFlag(video::EMF_GOURAUD_SHADING, false);
+ buf->getMaterial().setFlag(video::EMF_NORMALIZE_NORMALS, true);
+ }
+
// Add to mesh
mesh->addMeshBuffer(buf);
buf->drop();
// This is needed for changing the texture in the future
m_meshnode->setReadOnlyMaterials(true);
} else if (m_prop.visual == "cube") {
- getMatrixNode();
+ grabMatrixNode();
scene::IMesh *mesh = createCubeMesh(v3f(BS,BS,BS));
m_meshnode = RenderingEngine::get_scene_manager()->
addMeshSceneNode(mesh, m_matrixnode);
mesh->drop();
m_meshnode->setScale(m_prop.visual_size);
- u8 li = m_last_light;
- setMeshColor(m_meshnode->getMesh(), video::SColor(255,li,li,li));
+ m_meshnode->setMaterialFlag(video::EMF_BACK_FACE_CULLING,
+ m_prop.backface_culling);
- m_meshnode->setMaterialFlag(video::EMF_LIGHTING, false);
- m_meshnode->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
- m_meshnode->setMaterialType(material_type);
- m_meshnode->setMaterialFlag(video::EMF_FOG_ENABLE, true);
+ setSceneNodeMaterial(m_meshnode);
} else if (m_prop.visual == "mesh") {
- getMatrixNode();
+ grabMatrixNode();
scene::IAnimatedMesh *mesh = m_client->getMesh(m_prop.mesh, true);
if (mesh) {
m_animated_meshnode = RenderingEngine::get_scene_manager()->
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);
- u8 li = m_last_light;
// set vertex colors to ensure alpha is set
- setMeshColor(m_animated_meshnode->getMesh(), video::SColor(255,li,li,li));
+ setMeshColor(m_animated_meshnode->getMesh(), video::SColor(0xFFFFFFFF));
+
+ setAnimatedMeshColor(m_animated_meshnode, video::SColor(0xFFFFFFFF));
- setAnimatedMeshColor(m_animated_meshnode, video::SColor(255,li,li,li));
+ setSceneNodeMaterial(m_animated_meshnode);
- m_animated_meshnode->setMaterialFlag(video::EMF_LIGHTING, true);
- m_animated_meshnode->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
- m_animated_meshnode->setMaterialType(material_type);
- m_animated_meshnode->setMaterialFlag(video::EMF_FOG_ENABLE, true);
m_animated_meshnode->setMaterialFlag(video::EMF_BACK_FACE_CULLING,
m_prop.backface_culling);
} else
errorstream<<"GenericCAO::addToScene(): Could not load mesh "<<m_prop.mesh<<std::endl;
} else if (m_prop.visual == "wielditem" || m_prop.visual == "item") {
- getMatrixNode();
+ grabMatrixNode();
ItemStack item;
if (m_prop.wield_item.empty()) {
// Old format, only textures are specified.
(m_prop.visual == "wielditem"));
m_wield_meshnode->setScale(m_prop.visual_size / 2.0f);
- u8 li = m_last_light;
- m_wield_meshnode->setColor(video::SColor(255, li, li, li));
+ m_wield_meshnode->setColor(video::SColor(0xFFFFFFFF));
} else {
infostream<<"GenericCAO::addToScene(): \""<<m_prop.visual
<<"\" not supported"<<std::endl;
updateAnimation();
updateBonePosition();
updateAttachments();
+ setNodeLight(m_last_light);
}
void GenericCAO::updateLight(u8 light_at_pos)
return;
u8 li = decode_light(light_at_pos + m_glow);
+
if (li != m_last_light) {
m_last_light = li;
- video::SColor color(255,li,li,li);
+ setNodeLight(li);
+ }
+}
+
+void GenericCAO::setNodeLight(u8 light)
+{
+ 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);
+ return;
+ }
+
+ if (m_enable_shaders) {
+ if (m_prop.visual == "upright_sprite") {
+ if (!m_meshnode)
+ 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;
+ }
+ } else {
+ scene::ISceneNode *node = getSceneNode();
+ if (!node)
+ return;
+
+ for (u32 i = 0; i < node->getMaterialCount(); ++i) {
+ video::SMaterial &material = node->getMaterial(i);
+ material.EmissiveColor = color;
+ }
+ }
+ } else {
if (m_meshnode) {
setMeshColor(m_meshnode->getMesh(), color);
} else if (m_animated_meshnode) {
setAnimatedMeshColor(m_animated_meshnode, color);
- } else if (m_wield_meshnode) {
- m_wield_meshnode->setColor(color);
} else if (m_spritenode) {
m_spritenode->setColor(color);
}
void GenericCAO::step(float dtime, ClientEnvironment *env)
{
+ if (m_animated_meshnode) {
+ m_animated_meshnode->animateJoints();
+ updateBonePosition();
+ }
+
// Handle model animations and update positions instantly to prevent lags
if (m_is_local_player) {
LocalPlayer *player = m_env->getLocalPlayer();
updateTextures(m_previous_texture_modifier);
}
}
+
if (!getParent() && std::fabs(m_prop.automatic_rotate) > 0.001) {
- m_rotation.Y += dtime * m_prop.automatic_rotate * 180 / M_PI;
- rot_translator.val_current = m_rotation;
- updateNodePos();
+ // This is the child node's rotation. It is only used for automatic_rotate.
+ v3f local_rot = node->getRotation();
+ local_rot.Y = modulo360f(local_rot.Y - dtime * core::RADTODEG *
+ m_prop.automatic_rotate);
+ node->setRotation(local_rot);
}
if (!getParent() && m_prop.automatic_face_movement_dir &&
m_current_texture_modifier = mod;
m_glow = m_prop.glow;
- video::E_MATERIAL_TYPE material_type = (m_prop.use_texture_alpha) ?
- video::EMT_TRANSPARENT_ALPHA_CHANNEL : video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
-
if (m_spritenode) {
if (m_prop.visual == "sprite") {
std::string texturestring = "unknown_node.png";
if (!m_prop.textures.empty())
texturestring = m_prop.textures[0];
texturestring += mod;
- m_spritenode->getMaterial(0).MaterialType = material_type;
+ m_spritenode->getMaterial(0).MaterialType = m_material_type;
m_spritenode->getMaterial(0).MaterialTypeParam = 0.5f;
m_spritenode->setMaterialTexture(0,
tsrc->getTextureForMesh(texturestring));
// Set material flags and texture
video::SMaterial& material = m_animated_meshnode->getMaterial(i);
- material.MaterialType = material_type;
+ material.MaterialType = m_material_type;
material.MaterialTypeParam = 0.5f;
material.TextureLayer[0].Texture = texture;
material.setFlag(video::EMF_LIGHTING, true);
// Set material flags and texture
video::SMaterial& material = m_meshnode->getMaterial(i);
- material.MaterialType = material_type;
+ material.MaterialType = m_material_type;
material.MaterialTypeParam = 0.5f;
material.setFlag(video::EMF_LIGHTING, false);
material.setFlag(video::EMF_BILINEAR_FILTER, false);
return;
m_animated_meshnode->setJointMode(irr::scene::EJUOR_CONTROL); // To write positions to the mesh on render
- for(std::unordered_map<std::string, core::vector2d<v3f>>::const_iterator
- ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii) {
- std::string bone_name = (*ii).first;
- v3f bone_pos = (*ii).second.X;
- v3f bone_rot = (*ii).second.Y;
+ for (auto &it : m_bone_position) {
+ std::string bone_name = it.first;
irr::scene::IBoneSceneNode* bone = m_animated_meshnode->getJointNode(bone_name.c_str());
- if(bone)
- {
- bone->setPosition(bone_pos);
+ if (bone) {
+ bone->setPosition(it.second.X);
+ bone->setRotation(it.second.Y);
+ }
+ }
+
+ // search through bones to find mistakenly rotated bones due to bug in Irrlicht
+ for (u32 i = 0; i < m_animated_meshnode->getJointCount(); ++i) {
+ irr::scene::IBoneSceneNode *bone = m_animated_meshnode->getJointNode(i);
+ if (!bone)
+ continue;
+
+ //If bone is manually positioned there is no need to perform the bug check
+ bool skip = false;
+ for (auto &it : m_bone_position) {
+ if (it.first == bone->getName()) {
+ skip = true;
+ break;
+ }
+ }
+ if (skip)
+ continue;
+
+ // Workaround for Irrlicht bug
+ // We check each bone to see if it has been rotated ~180deg from its expected position due to a bug in Irricht
+ // when using EJUOR_CONTROL joint control. If the bug is detected we update the bone to the proper position
+ // and update the bones transformation.
+ v3f bone_rot = bone->getRelativeTransformation().getRotationDegrees();
+ float offset = fabsf(bone_rot.X - bone->getRotation().X);
+ if (offset > 179.9f && offset < 180.1f) {
bone->setRotation(bone_rot);
+ bone->updateAbsolutePosition();
}
}
}
}
}
+void GenericCAO::readAOMessageProperties(std::istream &is)
+{
+ // Reset object properties first
+ m_prop = ObjectProperties();
+
+ // Then read the whole new stream
+ m_prop.deSerialize(is);
+}
+
void GenericCAO::processMessage(const std::string &data)
{
//infostream<<"GenericCAO: Got message"<<std::endl;
std::istringstream is(data, std::ios::binary);
// command
u8 cmd = readU8(is);
- if (cmd == GENERIC_CMD_SET_PROPERTIES) {
- m_prop = gob_read_set_properties(is);
+ if (cmd == AO_CMD_SET_PROPERTIES) {
+ readAOMessageProperties(is);
m_selection_box = m_prop.selectionbox;
m_selection_box.MinEdge *= BS;
m_prop.nametag = m_name;
expireVisuals();
- } else if (cmd == GENERIC_CMD_UPDATE_POSITION) {
+ } else if (cmd == AO_CMD_UPDATE_POSITION) {
// Not sent by the server if this object is an attachment.
// We might however get here if the server notices the object being detached before the client.
m_position = readV3F32(is);
m_velocity = readV3F32(is);
m_acceleration = readV3F32(is);
-
- if (std::fabs(m_prop.automatic_rotate) < 0.001f)
- m_rotation = readV3F32(is);
- else
- readV3F32(is);
+ m_rotation = readV3F32(is);
m_rotation = wrapDegrees_0_360_v3f(m_rotation);
bool do_interpolate = readU8(is);
}
rot_translator.update(m_rotation, false, update_interval);
updateNodePos();
- } else if (cmd == GENERIC_CMD_SET_TEXTURE_MOD) {
+ } else if (cmd == AO_CMD_SET_TEXTURE_MOD) {
std::string mod = deSerializeString(is);
- // immediatly reset a engine issued texture modifier if a mod sends a different one
+ // immediately reset a engine issued texture modifier if a mod sends a different one
if (m_reset_textures_timer > 0) {
m_reset_textures_timer = -1;
updateTextures(m_previous_texture_modifier);
}
updateTextures(mod);
- } else if (cmd == GENERIC_CMD_SET_SPRITE) {
+ } else if (cmd == AO_CMD_SET_SPRITE) {
v2s16 p = readV2S16(is);
int num_frames = readU16(is);
float framelength = readF32(is);
m_tx_select_horiz_by_yawpitch = select_horiz_by_yawpitch;
updateTexturePos();
- } else if (cmd == GENERIC_CMD_SET_PHYSICS_OVERRIDE) {
+ } else if (cmd == AO_CMD_SET_PHYSICS_OVERRIDE) {
float override_speed = readF32(is);
float override_jump = readF32(is);
float override_gravity = readF32(is);
player->physics_override_sneak_glitch = sneak_glitch;
player->physics_override_new_move = new_move;
}
- } else if (cmd == GENERIC_CMD_SET_ANIMATION) {
+ } else if (cmd == AO_CMD_SET_ANIMATION) {
// TODO: change frames send as v2s32 value
v2f range = readV2F32(is);
if (!m_is_local_player) {
updateAnimation();
}
}
- } else if (cmd == GENERIC_CMD_SET_ANIMATION_SPEED) {
+ } else if (cmd == AO_CMD_SET_ANIMATION_SPEED) {
m_animation_speed = readF32(is);
updateAnimationSpeed();
- } else if (cmd == GENERIC_CMD_SET_BONE_POSITION) {
+ } else if (cmd == AO_CMD_SET_BONE_POSITION) {
std::string bone = deSerializeString(is);
v3f position = readV3F32(is);
v3f rotation = readV3F32(is);
m_bone_position[bone] = core::vector2d<v3f>(position, rotation);
- updateBonePosition();
- } else if (cmd == GENERIC_CMD_ATTACH_TO) {
+ // updateBonePosition(); now called every step
+ } else if (cmd == AO_CMD_ATTACH_TO) {
u16 parent_id = readS16(is);
std::string bone = deSerializeString(is);
v3f position = readV3F32(is);
// localplayer itself can't be attached to localplayer
if (!m_is_local_player)
m_is_visible = !m_attached_to_local;
- } else if (cmd == GENERIC_CMD_PUNCHED) {
+ } else if (cmd == AO_CMD_PUNCHED) {
u16 result_hp = readU16(is);
// Use this instead of the send damage to not interfere with prediction
m_smgr, m_env, m_position,
v2f(m_prop.visual_size.X, m_prop.visual_size.Y) * BS);
m_env->addSimpleObject(simple);
- } else if (m_reset_textures_timer < 0) {
- // TODO: Execute defined fast response
- // Flashing shall suffice as there is no definition
+ } else if (m_reset_textures_timer < 0 && !m_prop.damage_texture_modifier.empty()) {
m_reset_textures_timer = 0.05;
if(damage >= 2)
m_reset_textures_timer += 0.05 * damage;
- updateTextures(m_current_texture_modifier + "^[brighten");
+ updateTextures(m_current_texture_modifier + m_prop.damage_texture_modifier);
}
}
if (!m_is_player)
clearChildAttachments();
}
- } else if (cmd == GENERIC_CMD_UPDATE_ARMOR_GROUPS) {
+ } else if (cmd == AO_CMD_UPDATE_ARMOR_GROUPS) {
m_armor_groups.clear();
int armor_groups_size = readU16(is);
for(int i=0; i<armor_groups_size; i++)
int rating = readS16(is);
m_armor_groups[name] = rating;
}
- } else if (cmd == GENERIC_CMD_UPDATE_NAMETAG_ATTRIBUTES) {
+ } else if (cmd == AO_CMD_UPDATE_NAMETAG_ATTRIBUTES) {
// Deprecated, for backwards compatibility only.
readU8(is); // version
m_prop.nametag_color = readARGB8(is);
pos.Y = m_prop.collisionbox.MaxEdge.Y + 0.3f;
m_nametag->nametag_pos = pos;
}
- } else if (cmd == GENERIC_CMD_SPAWN_INFANT) {
+ } else if (cmd == AO_CMD_SPAWN_INFANT) {
u16 child_id = readU16(is);
u8 type = readU8(is); // maybe this will be useful later
(void)type;
v2f(m_prop.visual_size.X, m_prop.visual_size.Y) * BS);
m_env->addSimpleObject(simple);
}
- // TODO: Execute defined fast response
- // Flashing shall suffice as there is no definition
- if (m_reset_textures_timer < 0) {
+ if (m_reset_textures_timer < 0 && !m_prop.damage_texture_modifier.empty()) {
m_reset_textures_timer = 0.05;
if (result.damage >= 2)
m_reset_textures_timer += 0.05 * result.damage;
- updateTextures(m_current_texture_modifier + "^[brighten");
+ updateTextures(m_current_texture_modifier + m_prop.damage_texture_modifier);
}
}