]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - src/wieldmesh.cpp
Move hex.h to util/
[dragonfireclient.git] / src / wieldmesh.cpp
index 66793249abe08baef47c3f1eca65634c72cccc4c..7c16bddcbdb282af08ac465ab970c5f931013288 100644 (file)
@@ -252,7 +252,7 @@ void WieldMeshSceneNode::setCube(const TileSpec tiles[6],
                if (tiles[i].animation_frame_count == 1) {
                        material.setTexture(0, tiles[i].texture);
                } else {
-                       FrameSpec animation_frame = tiles[i].frames.find(0)->second;
+                       FrameSpec animation_frame = tiles[i].frames[0];
                        material.setTexture(0, animation_frame.texture);
                }
                tiles[i].applyMaterialOptions(material);
@@ -292,24 +292,31 @@ 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 (m_enable_shaders) 
+
+#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
 }
 
 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);
                m_material_type = shdrsrc->getShaderInfo(shader_id).material;
        }
+#endif
 
        // If wield_image is defined, it overrides everything else
        if (def.wield_image != "") {
@@ -333,7 +340,9 @@ 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 {
-                       MeshMakeData mesh_make_data(gamedef);
+                       //// 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);
                        MapBlockMesh mapblock_mesh(&mesh_make_data, v3s16(0, 0, 0));
@@ -341,7 +350,7 @@ void WieldMeshSceneNode::setItem(const ItemStack &item, IGameDef *gamedef)
                        translateMesh(m_meshnode->getMesh(), v3f(-BS, -BS, -BS));
                        m_meshnode->setScale(
                                        def.wield_scale * WIELD_SCALE_FACTOR
-                                       / (BS * f.visual_scale));       
+                                       / (BS * f.visual_scale));
                }
                for (u32 i = 0; i < m_meshnode->getMaterialCount(); ++i) {
                        assert(i < 6);
@@ -351,16 +360,18 @@ void WieldMeshSceneNode::setItem(const ItemStack &item, IGameDef *gamedef)
                        material.setFlag(video::EMF_TRILINEAR_FILTER, m_trilinear_filter);
                        bool animated = (f.tiles[i].animation_frame_count > 1);
                        if (animated) {
-                               FrameSpec animation_frame = f.tiles[i].frames.find(0)->second;
+                               FrameSpec animation_frame = f.tiles[i].frames[0];
                                material.setTexture(0, animation_frame.texture);
                        } else {
                                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) {
-                                               FrameSpec animation_frame = f.tiles[i].frames.find(0)->second;
+                                               FrameSpec animation_frame = f.tiles[i].frames[0];
                                                material.setTexture(1, animation_frame.normal_texture);
                                        } else {
                                                material.setTexture(1, f.tiles[i].normal_texture);
@@ -370,6 +381,7 @@ void WieldMeshSceneNode::setItem(const ItemStack &item, IGameDef *gamedef)
                                        material.setTexture(2, tsrc->getTexture("disable_img.png"));
                                }
                        }
+#endif
                }
                return;
        }
@@ -401,20 +413,20 @@ void WieldMeshSceneNode::changeToMesh(scene::IMesh *mesh)
                m_meshnode->setVisible(false);
                m_meshnode->setMesh(dummymesh);
                dummymesh->drop();  // m_meshnode grabbed it
-       }
-
-       if (m_lighting) {
-               m_meshnode->setMesh(mesh);
        } else {
-               /*
-                       Lighting is disabled, this means the caller can (and probably will)
-                       call setColor later. We therefore need to clone the mesh so that
-                       setColor will only modify this scene node's mesh, not others'.
-               */
-               scene::IMeshManipulator *meshmanip = SceneManager->getMeshManipulator();
-               scene::IMesh *new_mesh = meshmanip->createMeshCopy(mesh);
-               m_meshnode->setMesh(new_mesh);
-               new_mesh->drop();  // m_meshnode grabbed it
+               if (m_lighting) {
+                       m_meshnode->setMesh(mesh);
+               } else {
+                       /*
+                               Lighting is disabled, this means the caller can (and probably will)
+                               call setColor later. We therefore need to clone the mesh so that
+                               setColor will only modify this scene node's mesh, not others'.
+                       */
+                       scene::IMeshManipulator *meshmanip = SceneManager->getMeshManipulator();
+                       scene::IMesh *new_mesh = meshmanip->createMeshCopy(mesh);
+                       m_meshnode->setMesh(new_mesh);
+                       new_mesh->drop();  // m_meshnode grabbed it
+               }
        }
 
        m_meshnode->setMaterialFlag(video::EMF_LIGHTING, m_lighting);