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-rw-r--r--src/wieldmesh.cpp68
1 files changed, 36 insertions, 32 deletions
diff --git a/src/wieldmesh.cpp b/src/wieldmesh.cpp
index 4ddae36d4..bc2977a0e 100644
--- a/src/wieldmesh.cpp
+++ b/src/wieldmesh.cpp
@@ -17,7 +17,6 @@ with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
-#include "main.h"
#include "settings.h"
#include "wieldmesh.h"
#include "inventory.h"
@@ -26,7 +25,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "nodedef.h"
#include "mesh.h"
#include "mapblock_mesh.h"
-#include "tile.h"
+#include "client/tile.h"
#include "log.h"
#include "util/numeric.h"
#include <map>
@@ -35,10 +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::IMesh* createExtrusionMesh(int resolution_x, int resolution_y)
+static scene::IMesh *createExtrusionMesh(int resolution_x, int resolution_y)
{
const f32 r = 0.5;
@@ -115,7 +114,9 @@ static scene::IMesh* createExtrusionMesh(int resolution_x, int resolution_y)
mesh->addMeshBuffer(buf);
buf->drop();
scaleMesh(mesh, scale); // also recalculates bounding box
- return mesh;
+ scene::IMesh *newmesh = createForsythOptimizedMesh(mesh);
+ mesh->drop();
+ return newmesh;
}
/*
@@ -170,7 +171,7 @@ public:
if (it == m_extrusion_meshes.end()) {
// no viable resolution found; use largest one
it = m_extrusion_meshes.find(MAX_EXTRUSION_MESH_RESOLUTION);
- assert(it != m_extrusion_meshes.end());
+ sanity_check(it != m_extrusion_meshes.end());
}
scene::IMesh *mesh = it->second;
@@ -231,7 +232,7 @@ WieldMeshSceneNode::WieldMeshSceneNode(
WieldMeshSceneNode::~WieldMeshSceneNode()
{
- assert(g_extrusion_mesh_cache);
+ sanity_check(g_extrusion_mesh_cache);
if (g_extrusion_mesh_cache->drop())
g_extrusion_mesh_cache = NULL;
}
@@ -260,14 +261,20 @@ 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();
@@ -276,7 +283,9 @@ void WieldMeshSceneNode::setExtruded(const std::string &imagename,
// Customize material
video::SMaterial &material = m_meshnode->getMaterial(0);
- material.setTexture(0, texture);
+ 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.MaterialType = m_material_type;
material.setFlag(video::EMF_BACK_FACE_CULLING, true);
// Enable bi/trilinear filtering only for high resolution textures
@@ -292,35 +301,29 @@ 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
@@ -336,11 +339,11 @@ 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 {
- MeshMakeData mesh_make_data(gamedef);
+ 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));
@@ -350,8 +353,13 @@ 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);
@@ -364,8 +372,6 @@ 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) {
@@ -374,17 +380,14 @@ 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;
}
@@ -396,6 +399,7 @@ void WieldMeshSceneNode::setColor(video::SColor color)
{
assert(!m_lighting);
setMeshColor(m_meshnode->getMesh(), color);
+ shadeMeshFaces(m_meshnode->getMesh());
}
void WieldMeshSceneNode::render()