]> git.lizzy.rs Git - minetest.git/blobdiff - src/wieldmesh.cpp
stop falling.lua error
[minetest.git] / src / wieldmesh.cpp
index b1d82b706edc4dcb4061052447175a2953b49269..9c4d5b6426e71318dbacd627e28865d5ec6f1503 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;
 
@@ -259,14 +259,20 @@ void WieldMeshSceneNode::setCube(const TileSpec tiles[6],
 }
 
 void WieldMeshSceneNode::setExtruded(const std::string &imagename,
-               v3f wield_scale, ITextureSource *tsrc)
+               v3f wield_scale, ITextureSource *tsrc, u8 num_frames)
 {
        video::ITexture *texture = tsrc->getTexture(imagename);
        if (!texture) {
                changeToMesh(NULL);
                return;
        }
+
        core::dimension2d<u32> dim = texture->getSize();
+       // Detect animation texture and pull off top frame instead of using entire thing
+       if (num_frames > 1) {
+               u32 frame_height = dim.Height / num_frames;
+               dim = core::dimension2d<u32>(dim.Width, frame_height);
+       }
        scene::IMesh *mesh = g_extrusion_mesh_cache->create(dim);
        changeToMesh(mesh);
        mesh->drop();
@@ -276,6 +282,8 @@ 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
@@ -291,35 +299,29 @@ 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 != "") {
-               setExtruded(def.wield_image, def.wield_scale, tsrc);
+               setExtruded(def.wield_image, def.wield_scale, tsrc, 1);
                return;
        }
        // Handle nodes
@@ -335,12 +337,10 @@ void WieldMeshSceneNode::setItem(const ItemStack &item, IGameDef *gamedef)
                } else if (f.drawtype == NDT_AIRLIKE) {
                        changeToMesh(NULL);
                } else if (f.drawtype == NDT_PLANTLIKE) {
-                       setExtruded(tsrc->getTextureName(f.tiles[0].texture_id), def.wield_scale, tsrc);
+                       setExtruded(tsrc->getTextureName(f.tiles[0].texture_id), def.wield_scale, tsrc, f.tiles[0].animation_frame_count);
                } 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);
@@ -351,8 +351,13 @@ void WieldMeshSceneNode::setItem(const ItemStack &item, IGameDef *gamedef)
                                        def.wield_scale * WIELD_SCALE_FACTOR
                                        / (BS * f.visual_scale));
                }
-               for (u32 i = 0; i < m_meshnode->getMaterialCount(); ++i) {
-                       assert(i < 6);
+               u32 material_count = m_meshnode->getMaterialCount();
+               if (material_count > 6) {
+                       errorstream << "WieldMeshSceneNode::setItem: Invalid material "
+                               "count " << material_count << ", truncating to 6" << std::endl;
+                       material_count = 6;
+               }
+               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);
@@ -365,8 +370,6 @@ 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) {
@@ -375,17 +378,14 @@ 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 (def.inventory_image != "") {
-               setExtruded(def.inventory_image, def.wield_scale, tsrc);
+               setExtruded(def.inventory_image, def.wield_scale, tsrc, 1);
                return;
        }
 
@@ -397,6 +397,7 @@ void WieldMeshSceneNode::setColor(video::SColor color)
 {
        assert(!m_lighting);
        setMeshColor(m_meshnode->getMesh(), color);
+       shadeMeshFaces(m_meshnode->getMesh());
 }
 
 void WieldMeshSceneNode::render()
@@ -433,3 +434,113 @@ void WieldMeshSceneNode::changeToMesh(scene::IMesh *mesh)
        m_meshnode->setMaterialFlag(video::EMF_NORMALIZE_NORMALS, m_lighting);
        m_meshnode->setVisible(true);
 }
+
+scene::IMesh *getItemMesh(IGameDef *gamedef, const ItemStack &item)
+{
+       ITextureSource *tsrc = gamedef->getTextureSource();
+       IItemDefManager *idef = gamedef->getItemDefManager();
+       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 (!g_extrusion_mesh_cache) {
+               g_extrusion_mesh_cache = new ExtrusionMeshCache();
+       } else {
+               g_extrusion_mesh_cache->grab();
+       }
+
+       scene::IMesh *mesh;
+
+       // If inventory_image is defined, it overrides everything else
+       if (def.inventory_image != "") {
+               mesh = getExtrudedMesh(tsrc, def.inventory_image);
+               return mesh;
+       } else if (def.type == ITEM_NODE) {
+               if (f.mesh_ptr[0]) {
+                       mesh = cloneMesh(f.mesh_ptr[0]);
+                       scaleMesh(mesh, v3f(0.12, 0.12, 0.12));
+                       setMeshColor(mesh, video::SColor (255, 255, 255, 255));
+               } else if (f.drawtype == NDT_PLANTLIKE) {
+                       mesh = getExtrudedMesh(tsrc,
+                               tsrc->getTextureName(f.tiles[0].texture_id));
+                       return mesh;
+               } else if (f.drawtype == NDT_NORMAL || f.drawtype == NDT_ALLFACES
+                       || f.drawtype == NDT_LIQUID || f.drawtype == NDT_FLOWINGLIQUID) {
+                       mesh = cloneMesh(g_extrusion_mesh_cache->createCube());
+                       scaleMesh(mesh, v3f(1.2, 1.2, 1.2));
+               } else {
+                       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));
+                       mesh = cloneMesh(mapblock_mesh.getMesh());
+                       translateMesh(mesh, v3f(-BS, -BS, -BS));
+                       scaleMesh(mesh, v3f(0.12, 0.12, 0.12));
+                       rotateMeshXZby(mesh, -45);
+                       rotateMeshYZby(mesh, -30);
+
+                       u32 mc = mesh->getMeshBufferCount();
+                       for (u32 i = 0; i < mc; ++i) {
+                               video::SMaterial &material1 =
+                                       mesh->getMeshBuffer(i)->getMaterial();
+                               video::SMaterial &material2 =
+                                       mapblock_mesh.getMesh()->getMeshBuffer(i)->getMaterial();
+                               material1.setTexture(0, material2.getTexture(0));
+                               material1.setTexture(1, material2.getTexture(1));
+                               material1.setTexture(2, material2.getTexture(2));
+                               material1.setTexture(3, material2.getTexture(3));
+                               material1.MaterialType = material2.MaterialType;
+                       }
+                       return mesh;
+               }
+
+               shadeMeshFaces(mesh);
+               rotateMeshXZby(mesh, -45);
+               rotateMeshYZby(mesh, -30);
+
+               u32 mc = mesh->getMeshBufferCount();
+               for (u32 i = 0; i < mc; ++i) {
+                       video::SMaterial &material = mesh->getMeshBuffer(i)->getMaterial();
+                       material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
+                       material.setFlag(video::EMF_BILINEAR_FILTER, false);
+                       material.setFlag(video::EMF_TRILINEAR_FILTER, false);
+                       material.setFlag(video::EMF_BACK_FACE_CULLING, true);
+                       material.setFlag(video::EMF_LIGHTING, false);
+                       if (f.tiles[i].animation_frame_count > 1) {
+                               FrameSpec animation_frame = f.tiles[i].frames[0];
+                               material.setTexture(0, animation_frame.texture);
+                       } else {
+                               material.setTexture(0, f.tiles[i].texture);
+                       }
+               }
+               return mesh;
+       }
+       return NULL;
+}
+
+scene::IMesh * getExtrudedMesh(ITextureSource *tsrc,
+               const std::string &imagename)
+{
+       video::ITexture *texture = tsrc->getTextureForMesh(imagename);
+       if (!texture) {
+               return NULL;
+       }
+
+       core::dimension2d<u32> dim = texture->getSize();
+       scene::IMesh *mesh = cloneMesh(g_extrusion_mesh_cache->create(dim));
+
+       // Customize material
+       video::SMaterial &material = mesh->getMeshBuffer(0)->getMaterial();
+       material.setTexture(0, tsrc->getTexture(imagename));
+       material.TextureLayer[0].TextureWrapU = video::ETC_CLAMP_TO_EDGE;
+       material.TextureLayer[0].TextureWrapV = video::ETC_CLAMP_TO_EDGE;
+       material.setFlag(video::EMF_BILINEAR_FILTER, false);
+       material.setFlag(video::EMF_TRILINEAR_FILTER, false);
+       material.setFlag(video::EMF_BACK_FACE_CULLING, true);
+       material.setFlag(video::EMF_LIGHTING, false);
+       material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
+       scaleMesh(mesh, v3f(2.0, 2.0, 2.0));
+
+       return mesh;
+}