]> git.lizzy.rs Git - minetest.git/blobdiff - src/wieldmesh.cpp
Add support for using arbitrary meshes as items
[minetest.git] / src / wieldmesh.cpp
index 036b25a907b850b7ab8a85f69562fb1bcd4ec234..77a5cf73a92b2f592add73050d90604414231414 100644 (file)
@@ -34,10 +34,10 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #define WIELD_SCALE_FACTOR 30.0
 #define WIELD_SCALE_FACTOR_EXTRUDED 40.0
 
-#define MIN_EXTRUSION_MESH_RESOLUTION 32   // not 16: causes too many "holes"
+#define MIN_EXTRUSION_MESH_RESOLUTION 16
 #define MAX_EXTRUSION_MESH_RESOLUTION 512
 
-static scene::IMeshcreateExtrusionMesh(int resolution_x, int resolution_y)
+static scene::IMesh *createExtrusionMesh(int resolution_x, int resolution_y)
 {
        const f32 r = 0.5;
 
@@ -114,7 +114,9 @@ static scene::IMesh* createExtrusionMesh(int resolution_x, int resolution_y)
        mesh->addMeshBuffer(buf);
        buf->drop();
        scaleMesh(mesh, scale);  // also recalculates bounding box
-       return mesh;
+       scene::IMesh *newmesh = createForsythOptimizedMesh(mesh);
+       mesh->drop();
+       return newmesh;
 }
 
 /*
@@ -282,6 +284,8 @@ void WieldMeshSceneNode::setExtruded(const std::string &imagename,
        // Customize material
        video::SMaterial &material = m_meshnode->getMaterial(0);
        material.setTexture(0, tsrc->getTextureForMesh(imagename));
+       material.TextureLayer[0].TextureWrapU = video::ETC_CLAMP_TO_EDGE;
+       material.TextureLayer[0].TextureWrapV = video::ETC_CLAMP_TO_EDGE; 
        material.MaterialType = m_material_type;
        material.setFlag(video::EMF_BACK_FACE_CULLING, true);
        // Enable bi/trilinear filtering only for high resolution textures
@@ -297,31 +301,25 @@ void WieldMeshSceneNode::setExtruded(const std::string &imagename,
 #if (IRRLICHT_VERSION_MAJOR >= 1 && IRRLICHT_VERSION_MINOR >= 8) || IRRLICHT_VERSION_MAJOR >= 2
        material.setFlag(video::EMF_USE_MIP_MAPS, false);
 #endif
-
-#if 0
-//// TODO(RealBadAngel): Reactivate when shader is added for wield items
-       if (m_enable_shaders)
-               material.setTexture(2, tsrc->getTexture("disable_img.png"));
-#endif
+       if (m_enable_shaders) {
+               material.setTexture(2, tsrc->getShaderFlagsTexture(false));
+       }
 }
 
 void WieldMeshSceneNode::setItem(const ItemStack &item, IGameDef *gamedef)
 {
        ITextureSource *tsrc = gamedef->getTextureSource();
        IItemDefManager *idef = gamedef->getItemDefManager();
-       //IShaderSource *shdrsrc = gamedef->getShaderSource();
+       IShaderSource *shdrsrc = gamedef->getShaderSource();
        INodeDefManager *ndef = gamedef->getNodeDefManager();
        const ItemDefinition &def = item.getDefinition(idef);
        const ContentFeatures &f = ndef->get(def.name);
        content_t id = ndef->getId(def.name);
 
-#if 0
-//// TODO(RealBadAngel): Reactivate when shader is added for wield items
        if (m_enable_shaders) {
-               u32 shader_id = shdrsrc->getShader("nodes_shader", TILE_MATERIAL_BASIC, NDT_NORMAL);
+               u32 shader_id = shdrsrc->getShader("wielded_shader", TILE_MATERIAL_BASIC, NDT_NORMAL);
                m_material_type = shdrsrc->getShaderInfo(shader_id).material;
        }
-#endif
 
        // If wield_image is defined, it overrides everything else
        if (def.wield_image != "") {
@@ -345,8 +343,6 @@ void WieldMeshSceneNode::setItem(const ItemStack &item, IGameDef *gamedef)
                } else if (f.drawtype == NDT_NORMAL || f.drawtype == NDT_ALLFACES) {
                        setCube(f.tiles, def.wield_scale, tsrc);
                } else {
-                       //// TODO: Change false in the following constructor args to
-                       //// appropriate value when shader is added for wield items (if applicable)
                        MeshMakeData mesh_make_data(gamedef, false);
                        MapNode mesh_make_node(id, 255, 0);
                        mesh_make_data.fillSingleNode(&mesh_make_node);
@@ -376,8 +372,6 @@ void WieldMeshSceneNode::setItem(const ItemStack &item, IGameDef *gamedef)
                                material.setTexture(0, f.tiles[i].texture);
                        }
                        material.MaterialType = m_material_type;
-#if 0
-//// TODO(RealBadAngel): Reactivate when shader is added for wield items
                        if (m_enable_shaders) {
                                if (f.tiles[i].normal_texture) {
                                        if (animated) {
@@ -386,12 +380,23 @@ void WieldMeshSceneNode::setItem(const ItemStack &item, IGameDef *gamedef)
                                        } else {
                                                material.setTexture(1, f.tiles[i].normal_texture);
                                        }
-                                       material.setTexture(2, tsrc->getTexture("enable_img.png"));
-                               } else {
-                                       material.setTexture(2, tsrc->getTexture("disable_img.png"));
                                }
+                               material.setTexture(2, f.tiles[i].flags_texture);
                        }
-#endif
+               }
+               return;
+       }
+       else if (idef->getWieldMesh(def.name, gamedef) != 0) {
+               irr::scene::IMesh * mesh = idef->getWieldMesh(def.name, gamedef);
+               m_meshnode->setMesh(mesh);
+               u32 material_count = m_meshnode->getMaterialCount();
+               for (u32 i = 0; i < material_count; ++i) {
+                       video::SMaterial &material = m_meshnode->getMaterial(i);
+                       material.setFlag(video::EMF_BACK_FACE_CULLING, true);
+                       material.setFlag(video::EMF_BILINEAR_FILTER, m_bilinear_filter);
+                       material.setFlag(video::EMF_TRILINEAR_FILTER, m_trilinear_filter);
+                       material.MaterialType = m_material_type;
+                       material.setTexture(0, tsrc->getTexture(def.meshtexture));
                }
                return;
        }
@@ -408,6 +413,7 @@ void WieldMeshSceneNode::setColor(video::SColor color)
 {
        assert(!m_lighting);
        setMeshColor(m_meshnode->getMesh(), color);
+       shadeMeshFaces(m_meshnode->getMesh());
 }
 
 void WieldMeshSceneNode::render()