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authorRealBadAngel <maciej.kasatkin@o2.pl>2016-02-11 04:57:01 +0100
committerKahrl <kahrl@gmx.net>2016-02-11 13:11:25 +0100
commit9357294cfc4c73aa5ccc56a34aae8834a4766378 (patch)
tree61c754637ffeac391ffa6d9c2e5d5a37f4c808d4 /src
parentc1044b9a4a2eb45a0b71566bee59e5961708bebf (diff)
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Use single box for halo mesh
Diffstat (limited to 'src')
-rw-r--r--src/hud.cpp21
-rw-r--r--src/hud.h1
-rw-r--r--src/mesh.cpp32
-rw-r--r--src/mesh.h3
4 files changed, 31 insertions, 26 deletions
diff --git a/src/hud.cpp b/src/hud.cpp
index 0a77a1a28..6b28021af 100644
--- a/src/hud.cpp
+++ b/src/hud.cpp
@@ -84,6 +84,8 @@ Hud::Hud(video::IVideoDriver *driver, scene::ISceneManager* smgr,
m_selection_mesh = NULL;
m_selection_boxes.clear();
+ m_halo_boxes.clear();
+
m_selection_pos = v3f(0.0, 0.0, 0.0);
std::string mode = g_settings->get("node_highlighting");
m_selection_material.Lighting = false;
@@ -574,10 +576,23 @@ void Hud::updateSelectionMesh(const v3s16 &camera_offset)
0,0,1,1
};
- m_selection_mesh = convertNodeboxesToMesh(m_selection_boxes, texture_uv);
+ // Use single halo box instead of multiple overlapping boxes.
+ // Temporary solution - problem can be solved with multiple
+ // rendering targets, or some method to remove inner surfaces.
+ // Thats because of halo transparency.
+
+ aabb3f halo_box(100.0, 100.0, 100.0, -100.0, -100.0, -100.0);
+ m_halo_boxes.clear();
+
+ for (std::vector<aabb3f>::iterator
+ i = m_selection_boxes.begin();
+ i != m_selection_boxes.end(); ++i) {
+ halo_box.addInternalBox(*i);
+ }
- // scale final halo mesh
- scaleMesh(m_selection_mesh, v3f(1.08, 1.08, 1.08));
+ m_halo_boxes.push_back(halo_box);
+ m_selection_mesh = convertNodeboxesToMesh(
+ m_halo_boxes, texture_uv, 0.5);
}
void Hud::resizeHotbar() {
diff --git a/src/hud.h b/src/hud.h
index d0158b2f8..9583d660b 100644
--- a/src/hud.h
+++ b/src/hud.h
@@ -162,6 +162,7 @@ private:
video::SColor hbar_colors[4];
std::vector<aabb3f> m_selection_boxes;
+ std::vector<aabb3f> m_halo_boxes;
v3f m_selection_pos;
v3f m_selection_pos_with_offset;
diff --git a/src/mesh.cpp b/src/mesh.cpp
index d79f545f3..3c3932204 100644
--- a/src/mesh.cpp
+++ b/src/mesh.cpp
@@ -406,7 +406,7 @@ scene::IMesh* cloneMesh(scene::IMesh *src_mesh)
}
scene::IMesh* convertNodeboxesToMesh(const std::vector<aabb3f> &boxes,
- const f32 *uv_coords)
+ const f32 *uv_coords, float expand)
{
scene::SMesh* dst_mesh = new scene::SMesh();
@@ -421,31 +421,19 @@ scene::IMesh* convertNodeboxesToMesh(const std::vector<aabb3f> &boxes,
video::SColor c(255,255,255,255);
- for(std::vector<aabb3f>::const_iterator
+ for (std::vector<aabb3f>::const_iterator
i = boxes.begin();
i != boxes.end(); ++i)
{
aabb3f box = *i;
-
- f32 temp;
- if (box.MinEdge.X > box.MaxEdge.X)
- {
- temp=box.MinEdge.X;
- box.MinEdge.X=box.MaxEdge.X;
- box.MaxEdge.X=temp;
- }
- if (box.MinEdge.Y > box.MaxEdge.Y)
- {
- temp=box.MinEdge.Y;
- box.MinEdge.Y=box.MaxEdge.Y;
- box.MaxEdge.Y=temp;
- }
- if (box.MinEdge.Z > box.MaxEdge.Z)
- {
- temp=box.MinEdge.Z;
- box.MinEdge.Z=box.MaxEdge.Z;
- box.MaxEdge.Z=temp;
- }
+ box.repair();
+
+ box.MinEdge.X -= expand;
+ box.MinEdge.Y -= expand;
+ box.MinEdge.Z -= expand;
+ box.MaxEdge.X += expand;
+ box.MaxEdge.Y += expand;
+ box.MaxEdge.Z += expand;
// Compute texture UV coords
f32 tx1 = (box.MinEdge.X / BS) + 0.5;
diff --git a/src/mesh.h b/src/mesh.h
index ad3f8db4b..8e1893773 100644
--- a/src/mesh.h
+++ b/src/mesh.h
@@ -86,9 +86,10 @@ scene::IMesh* cloneMesh(scene::IMesh *src_mesh);
Convert nodeboxes to mesh.
boxes - set of nodeboxes to be converted into cuboids
uv_coords[24] - table of texture uv coords for each cuboid face
+ expand - factor by which cuboids will be resized
*/
scene::IMesh* convertNodeboxesToMesh(const std::vector<aabb3f> &boxes,
- const f32 *uv_coords = NULL);
+ const f32 *uv_coords = NULL, float expand = 0);
/*
Update bounding box for a mesh.