X-Git-Url: https://git.lizzy.rs/?a=blobdiff_plain;f=src%2Fhud.cpp;h=a2f031b4c4a7ca0974f820c674587495c7a05912;hb=842acbfad2b70550c562f6429d02c980912d2273;hp=43d9573801c2f22ba15450e487943703edab858c;hpb=68f5b877c72cf91106ac343673f8a31b9712a470;p=dragonfireclient.git diff --git a/src/hud.cpp b/src/hud.cpp index 43d957380..a2f031b4c 100644 --- a/src/hud.cpp +++ b/src/hud.cpp @@ -22,10 +22,8 @@ with this program; if not, write to the Free Software Foundation, Inc., #include "hud.h" #include "settings.h" #include "util/numeric.h" -#include "util/string.h" #include "log.h" -#include "gamedef.h" -#include "itemdef.h" +#include "client.h" #include "inventory.h" #include "client/tile.h" #include "localplayer.h" @@ -34,6 +32,7 @@ with this program; if not, write to the Free Software Foundation, Inc., #include "fontengine.h" #include "guiscalingfilter.h" #include "mesh.h" +#include "wieldmesh.h" #include #ifdef HAVE_TOUCHSCREENGUI @@ -41,13 +40,13 @@ with this program; if not, write to the Free Software Foundation, Inc., #endif Hud::Hud(video::IVideoDriver *driver, scene::ISceneManager* smgr, - gui::IGUIEnvironment* guienv, IGameDef *gamedef, LocalPlayer *player, + gui::IGUIEnvironment* guienv, Client *client, LocalPlayer *player, Inventory *inventory) { this->driver = driver; this->smgr = smgr; this->guienv = guienv; - this->gamedef = gamedef; + this->client = client; this->player = player; this->inventory = inventory; @@ -61,7 +60,7 @@ Hud::Hud(video::IVideoDriver *driver, scene::ISceneManager* smgr, for (unsigned int i = 0; i < 4; i++) hbar_colors[i] = video::SColor(255, 255, 255, 255); - tsrc = gamedef->getTextureSource(); + tsrc = client->getTextureSource(); v3f crosshair_color = g_settings->getV3F("crosshair_color"); u32 cross_r = rangelim(myround(crosshair_color.X), 0, 255); @@ -88,24 +87,31 @@ Hud::Hud(video::IVideoDriver *driver, scene::ISceneManager* smgr, m_halo_boxes.clear(); m_selection_pos = v3f(0.0, 0.0, 0.0); - std::string mode = g_settings->get("node_highlighting"); + std::string mode_setting = g_settings->get("node_highlighting"); + + if (mode_setting == "halo") { + m_mode = HIGHLIGHT_HALO; + } else if (mode_setting == "none") { + m_mode = HIGHLIGHT_NONE; + } else { + m_mode = HIGHLIGHT_BOX; + } + m_selection_material.Lighting = false; if (g_settings->getBool("enable_shaders")) { - IShaderSource *shdrsrc = gamedef->getShaderSource(); + IShaderSource *shdrsrc = client->getShaderSource(); u16 shader_id = shdrsrc->getShader( - mode == "halo" ? "selection_shader" : "default_shader", 1, 1); + m_mode == HIGHLIGHT_HALO ? "selection_shader" : "default_shader", 1, 1); m_selection_material.MaterialType = shdrsrc->getShaderInfo(shader_id).material; } else { m_selection_material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL; } - if (mode == "box") { - m_use_selection_mesh = false; + if (m_mode == HIGHLIGHT_BOX) { m_selection_material.Thickness = rangelim(g_settings->getS16("selectionbox_width"), 1, 5); - } else if (mode == "halo") { - m_use_selection_mesh = true; + } else if (m_mode == HIGHLIGHT_HALO) { m_selection_material.setTexture(0, tsrc->getTextureForMesh("halo.png")); m_selection_material.setFlag(video::EMF_BACK_FACE_CULLING, true); } else { @@ -193,7 +199,7 @@ void Hud::drawItem(const ItemStack &item, const core::rect& rect, if (!use_hotbar_image) driver->draw2DRectangle(bgcolor2, rect, NULL); drawItemStack(driver, g_fontengine->getFont(), item, rect, NULL, - gamedef, selected ? IT_ROT_SELECTED : IT_ROT_NONE); + client, selected ? IT_ROT_SELECTED : IT_ROT_NONE); } //NOTE: selectitem = 0 -> no selected; selectitem 1-based @@ -519,7 +525,7 @@ void Hud::setSelectionPos(const v3f &pos, const v3s16 &camera_offset) void Hud::drawSelectionMesh() { - if (!m_use_selection_mesh) { + if (m_mode == HIGHLIGHT_BOX) { // Draw 3D selection boxes video::SMaterial oldmaterial = driver->getMaterial2D(); driver->setMaterial(m_selection_material); @@ -539,7 +545,7 @@ void Hud::drawSelectionMesh() driver->draw3DBox(box, video::SColor(255, r, g, b)); } driver->setMaterial(oldmaterial); - } else if (m_selection_mesh) { + } else if (m_mode == HIGHLIGHT_HALO && m_selection_mesh) { // Draw selection mesh video::SMaterial oldmaterial = driver->getMaterial2D(); driver->setMaterial(m_selection_material); @@ -565,7 +571,7 @@ void Hud::drawSelectionMesh() void Hud::updateSelectionMesh(const v3s16 &camera_offset) { m_camera_offset = camera_offset; - if (!m_use_selection_mesh) + if (m_mode != HIGHLIGHT_HALO) return; if (m_selection_mesh) { @@ -620,7 +626,7 @@ void Hud::resizeHotbar() { } struct MeshTimeInfo { - s32 time; + u64 time; scene::IMesh *mesh; }; @@ -629,7 +635,7 @@ void drawItemStack(video::IVideoDriver *driver, const ItemStack &item, const core::rect &rect, const core::rect *clip, - IGameDef *gamedef, + Client *client, ItemRotationKind rotation_kind) { static MeshTimeInfo rotation_time_infos[IT_ROT_NONE]; @@ -643,19 +649,20 @@ void drawItemStack(video::IVideoDriver *driver, return; } - const ItemDefinition &def = item.getDefinition(gamedef->idef()); - scene::IMesh* mesh = gamedef->idef()->getWieldMesh(def.name, gamedef); + const ItemDefinition &def = item.getDefinition(client->idef()); + ItemMesh *imesh = client->idef()->getWieldMesh(def.name, client); - if (mesh) { + if (imesh && imesh->mesh) { + scene::IMesh *mesh = imesh->mesh; driver->clearZBuffer(); s32 delta = 0; if (rotation_kind < IT_ROT_NONE) { MeshTimeInfo &ti = rotation_time_infos[rotation_kind]; if (mesh != ti.mesh) { ti.mesh = mesh; - ti.time = getTimeMs(); + ti.time = porting::getTimeMs(); } else { - delta = porting::getDeltaMs(ti.time, getTimeMs()) % 100000; + delta = porting::getDeltaMs(ti.time, porting::getTimeMs()) % 100000; } } core::rect oldViewPort = driver->getViewPort(); @@ -669,16 +676,32 @@ void drawItemStack(video::IVideoDriver *driver, matrix.makeIdentity(); if (enable_animations) { - float timer_f = (float)delta / 5000.0; + float timer_f = (float) delta / 5000.0; matrix.setRotationDegrees(core::vector3df(0, 360 * timer_f, 0)); } driver->setTransform(video::ETS_WORLD, matrix); driver->setViewPort(rect); + video::SColor basecolor = + client->idef()->getItemstackColor(item, client); + u32 mc = mesh->getMeshBufferCount(); for (u32 j = 0; j < mc; ++j) { scene::IMeshBuffer *buf = mesh->getMeshBuffer(j); + // we can modify vertices relatively fast, + // because these meshes are not buffered. + assert(buf->getHardwareMappingHint_Vertex() == scene::EHM_NEVER); + video::SColor c = basecolor; + if (imesh->buffer_colors.size() > j) { + ItemPartColor *p = &imesh->buffer_colors[j]; + if (p->override_base) + c = p->color; + } + if (imesh->needs_shading) + colorizeMeshBuffer(buf, &c); + else + setMeshBufferColor(buf, c); video::SMaterial &material = buf->getMaterial(); material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF; material.Lighting = false;