51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
-#include "main.h"
#include "settings.h"
#include "wieldmesh.h"
#include "inventory.h"
#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::IMesh* createExtrusionMesh(int resolution_x, int resolution_y)
+static scene::IMesh *createExtrusionMesh(int resolution_x, int resolution_y)
{
const f32 r = 0.5;
}
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();
// Customize material
video::SMaterial &material = m_meshnode->getMaterial(0);
- material.setTexture(0, texture);
+ 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
#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
} 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);
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);
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) {
} 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;
}
{
assert(!m_lighting);
setMeshColor(m_meshnode->getMesh(), color);
+ shadeMeshFaces(m_meshnode->getMesh());
}
void WieldMeshSceneNode::render()
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;
+}