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-rw-r--r--src/wieldmesh.cpp244
1 files changed, 144 insertions, 100 deletions
diff --git a/src/wieldmesh.cpp b/src/wieldmesh.cpp
index 9c4d5b642..7736ec2a2 100644
--- a/src/wieldmesh.cpp
+++ b/src/wieldmesh.cpp
@@ -20,7 +20,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "settings.h"
#include "wieldmesh.h"
#include "inventory.h"
-#include "gamedef.h"
+#include "client.h"
#include "itemdef.h"
#include "nodedef.h"
#include "mesh.h"
@@ -235,27 +235,16 @@ WieldMeshSceneNode::~WieldMeshSceneNode()
g_extrusion_mesh_cache = NULL;
}
-void WieldMeshSceneNode::setCube(const TileSpec tiles[6],
+void WieldMeshSceneNode::setCube(const ContentFeatures &f,
v3f wield_scale, ITextureSource *tsrc)
{
scene::IMesh *cubemesh = g_extrusion_mesh_cache->createCube();
- changeToMesh(cubemesh);
+ scene::SMesh *copy = cloneMesh(cubemesh);
cubemesh->drop();
-
+ postProcessNodeMesh(copy, f, false, true, &m_material_type, &m_colors);
+ changeToMesh(copy);
+ copy->drop();
m_meshnode->setScale(wield_scale * WIELD_SCALE_FACTOR);
-
- // Customize materials
- for (u32 i = 0; i < m_meshnode->getMaterialCount(); ++i) {
- assert(i < 6);
- video::SMaterial &material = m_meshnode->getMaterial(i);
- if (tiles[i].animation_frame_count == 1) {
- material.setTexture(0, tiles[i].texture);
- } else {
- FrameSpec animation_frame = tiles[i].frames[0];
- material.setTexture(0, animation_frame.texture);
- }
- tiles[i].applyMaterialOptions(material);
- }
}
void WieldMeshSceneNode::setExtruded(const std::string &imagename,
@@ -274,8 +263,10 @@ void WieldMeshSceneNode::setExtruded(const std::string &imagename,
dim = core::dimension2d<u32>(dim.Width, frame_height);
}
scene::IMesh *mesh = g_extrusion_mesh_cache->create(dim);
- changeToMesh(mesh);
+ scene::SMesh *copy = cloneMesh(mesh);
mesh->drop();
+ changeToMesh(copy);
+ copy->drop();
m_meshnode->setScale(wield_scale * WIELD_SCALE_FACTOR_EXTRUDED);
@@ -283,7 +274,7 @@ void WieldMeshSceneNode::setExtruded(const std::string &imagename,
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.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
@@ -304,12 +295,12 @@ void WieldMeshSceneNode::setExtruded(const std::string &imagename,
}
}
-void WieldMeshSceneNode::setItem(const ItemStack &item, IGameDef *gamedef)
+void WieldMeshSceneNode::setItem(const ItemStack &item, Client *client)
{
- ITextureSource *tsrc = gamedef->getTextureSource();
- IItemDefManager *idef = gamedef->getItemDefManager();
- IShaderSource *shdrsrc = gamedef->getShaderSource();
- INodeDefManager *ndef = gamedef->getNodeDefManager();
+ ITextureSource *tsrc = client->getTextureSource();
+ IItemDefManager *idef = client->getItemDefManager();
+ IShaderSource *shdrsrc = client->getShaderSource();
+ INodeDefManager *ndef = client->getNodeDefManager();
const ItemDefinition &def = item.getDefinition(idef);
const ContentFeatures &f = ndef->get(def.name);
content_t id = ndef->getId(def.name);
@@ -319,9 +310,14 @@ void WieldMeshSceneNode::setItem(const ItemStack &item, IGameDef *gamedef)
m_material_type = shdrsrc->getShaderInfo(shader_id).material;
}
+ // Color-related
+ m_colors.clear();
+ m_base_color = idef->getItemstackColor(item, client);
+
// If wield_image is defined, it overrides everything else
if (def.wield_image != "") {
setExtruded(def.wield_image, def.wield_scale, tsrc, 1);
+ m_colors.push_back(ItemPartColor());
return;
}
// Handle nodes
@@ -329,63 +325,50 @@ void WieldMeshSceneNode::setItem(const ItemStack &item, IGameDef *gamedef)
else if (def.type == ITEM_NODE) {
if (f.mesh_ptr[0]) {
// e.g. mesh nodes and nodeboxes
- changeToMesh(f.mesh_ptr[0]);
- // mesh_ptr[0] is pre-scaled by BS * f->visual_scale
+ scene::SMesh *mesh = cloneMesh(f.mesh_ptr[0]);
+ postProcessNodeMesh(mesh, f, m_enable_shaders, true,
+ &m_material_type, &m_colors);
+ changeToMesh(mesh);
+ mesh->drop();
+ // mesh is pre-scaled by BS * f->visual_scale
m_meshnode->setScale(
def.wield_scale * WIELD_SCALE_FACTOR
/ (BS * f.visual_scale));
} 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, f.tiles[0].animation_frame_count);
+ setExtruded(tsrc->getTextureName(f.tiles[0].layers[0].texture_id),
+ def.wield_scale, tsrc,
+ f.tiles[0].layers[0].animation_frame_count);
} else if (f.drawtype == NDT_NORMAL || f.drawtype == NDT_ALLFACES) {
- setCube(f.tiles, def.wield_scale, tsrc);
+ setCube(f, def.wield_scale, tsrc);
} else {
- MeshMakeData mesh_make_data(gamedef, false);
+ MeshMakeData mesh_make_data(client, 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));
- changeToMesh(mapblock_mesh.getMesh());
- translateMesh(m_meshnode->getMesh(), v3f(-BS, -BS, -BS));
+ scene::SMesh *mesh = cloneMesh(mapblock_mesh.getMesh());
+ translateMesh(mesh, v3f(-BS, -BS, -BS));
+ postProcessNodeMesh(mesh, f, m_enable_shaders, true,
+ &m_material_type, &m_colors);
+ changeToMesh(mesh);
+ mesh->drop();
m_meshnode->setScale(
def.wield_scale * WIELD_SCALE_FACTOR
/ (BS * f.visual_scale));
}
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.setFlag(video::EMF_TRILINEAR_FILTER, m_trilinear_filter);
- bool animated = (f.tiles[i].animation_frame_count > 1);
- if (animated) {
- FrameSpec animation_frame = f.tiles[i].frames[0];
- material.setTexture(0, animation_frame.texture);
- } else {
- material.setTexture(0, f.tiles[i].texture);
- }
- material.MaterialType = m_material_type;
- if (m_enable_shaders) {
- if (f.tiles[i].normal_texture) {
- if (animated) {
- FrameSpec animation_frame = f.tiles[i].frames[0];
- material.setTexture(1, animation_frame.normal_texture);
- } else {
- material.setTexture(1, f.tiles[i].normal_texture);
- }
- }
- material.setTexture(2, f.tiles[i].flags_texture);
- }
}
return;
}
else if (def.inventory_image != "") {
setExtruded(def.inventory_image, def.wield_scale, tsrc, 1);
+ m_colors.push_back(ItemPartColor());
return;
}
@@ -393,11 +376,28 @@ void WieldMeshSceneNode::setItem(const ItemStack &item, IGameDef *gamedef)
changeToMesh(NULL);
}
-void WieldMeshSceneNode::setColor(video::SColor color)
+void WieldMeshSceneNode::setColor(video::SColor c)
{
assert(!m_lighting);
- setMeshColor(m_meshnode->getMesh(), color);
- shadeMeshFaces(m_meshnode->getMesh());
+ scene::IMesh *mesh=m_meshnode->getMesh();
+ if (mesh == NULL)
+ return;
+
+ u8 red = c.getRed();
+ u8 green = c.getGreen();
+ u8 blue = c.getBlue();
+ u32 mc = mesh->getMeshBufferCount();
+ for (u32 j = 0; j < mc; j++) {
+ video::SColor bc(m_base_color);
+ if ((m_colors.size() > j) && (m_colors[j].override_base))
+ bc = m_colors[j].color;
+ video::SColor buffercolor(255,
+ bc.getRed() * red / 255,
+ bc.getGreen() * green / 255,
+ bc.getBlue() * blue / 255);
+ scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
+ colorizeMeshBuffer(buf, &buffercolor);
+ }
}
void WieldMeshSceneNode::render()
@@ -414,19 +414,7 @@ void WieldMeshSceneNode::changeToMesh(scene::IMesh *mesh)
m_meshnode->setMesh(dummymesh);
dummymesh->drop(); // m_meshnode grabbed it
} else {
- if (m_lighting) {
- m_meshnode->setMesh(mesh);
- } else {
- /*
- Lighting is disabled, this means the caller can (and probably will)
- call setColor later. We therefore need to clone the mesh so that
- setColor will only modify this scene node's mesh, not others'.
- */
- scene::IMeshManipulator *meshmanip = SceneManager->getMeshManipulator();
- scene::IMesh *new_mesh = meshmanip->createMeshCopy(mesh);
- m_meshnode->setMesh(new_mesh);
- new_mesh->drop(); // m_meshnode grabbed it
- }
+ m_meshnode->setMesh(mesh);
}
m_meshnode->setMaterialFlag(video::EMF_LIGHTING, m_lighting);
@@ -435,11 +423,11 @@ void WieldMeshSceneNode::changeToMesh(scene::IMesh *mesh)
m_meshnode->setVisible(true);
}
-scene::IMesh *getItemMesh(IGameDef *gamedef, const ItemStack &item)
+void getItemMesh(Client *client, const ItemStack &item, ItemMesh *result)
{
- ITextureSource *tsrc = gamedef->getTextureSource();
- IItemDefManager *idef = gamedef->getItemDefManager();
- INodeDefManager *ndef = gamedef->getNodeDefManager();
+ ITextureSource *tsrc = client->getTextureSource();
+ IItemDefManager *idef = client->getItemDefManager();
+ INodeDefManager *ndef = client->getNodeDefManager();
const ItemDefinition &def = item.getDefinition(idef);
const ContentFeatures &f = ndef->get(def.name);
content_t id = ndef->getId(def.name);
@@ -450,35 +438,38 @@ scene::IMesh *getItemMesh(IGameDef *gamedef, const ItemStack &item)
g_extrusion_mesh_cache->grab();
}
- scene::IMesh *mesh;
+ scene::SMesh *mesh = NULL;
+
+ // Shading is on by default
+ result->needs_shading = true;
// If inventory_image is defined, it overrides everything else
if (def.inventory_image != "") {
mesh = getExtrudedMesh(tsrc, def.inventory_image);
- return mesh;
+ result->buffer_colors.push_back(ItemPartColor());
+ // Items with inventory images do not need shading
+ result->needs_shading = false;
} 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;
+ tsrc->getTextureName(f.tiles[0].layers[0].texture_id));
} 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());
+ scene::IMesh *cube = g_extrusion_mesh_cache->createCube();
+ mesh = cloneMesh(cube);
+ cube->drop();
scaleMesh(mesh, v3f(1.2, 1.2, 1.2));
} else {
- MeshMakeData mesh_make_data(gamedef, false);
+ MeshMakeData mesh_make_data(client, 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) {
@@ -492,34 +483,31 @@ scene::IMesh *getItemMesh(IGameDef *gamedef, const ItemStack &item)
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();
+ scene::IMeshBuffer *buf = mesh->getMeshBuffer(i);
+ video::SMaterial &material = buf->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;
+
+ rotateMeshXZby(mesh, -45);
+ rotateMeshYZby(mesh, -30);
+
+ postProcessNodeMesh(mesh, f, false, false, NULL,
+ &result->buffer_colors);
}
- return NULL;
+ result->mesh = mesh;
}
-scene::IMesh * getExtrudedMesh(ITextureSource *tsrc,
+
+
+scene::SMesh * getExtrudedMesh(ITextureSource *tsrc,
const std::string &imagename)
{
video::ITexture *texture = tsrc->getTextureForMesh(imagename);
@@ -528,7 +516,9 @@ scene::IMesh * getExtrudedMesh(ITextureSource *tsrc,
}
core::dimension2d<u32> dim = texture->getSize();
- scene::IMesh *mesh = cloneMesh(g_extrusion_mesh_cache->create(dim));
+ scene::IMesh *original = g_extrusion_mesh_cache->create(dim);
+ scene::SMesh *mesh = cloneMesh(original);
+ original->drop();
// Customize material
video::SMaterial &material = mesh->getMeshBuffer(0)->getMaterial();
@@ -544,3 +534,57 @@ scene::IMesh * getExtrudedMesh(ITextureSource *tsrc,
return mesh;
}
+
+void postProcessNodeMesh(scene::SMesh *mesh, const ContentFeatures &f,
+ bool use_shaders, bool set_material, video::E_MATERIAL_TYPE *mattype,
+ std::vector<ItemPartColor> *colors)
+{
+ u32 mc = mesh->getMeshBufferCount();
+ // Allocate colors for existing buffers
+ colors->clear();
+ for (u32 i = 0; i < mc; ++i)
+ colors->push_back(ItemPartColor());
+
+ for (u32 i = 0; i < mc; ++i) {
+ const TileSpec *tile = &(f.tiles[i]);
+ scene::IMeshBuffer *buf = mesh->getMeshBuffer(i);
+ for (int layernum = 0; layernum < MAX_TILE_LAYERS; layernum++) {
+ const TileLayer *layer = &tile->layers[layernum];
+ if (layer->texture_id == 0)
+ continue;
+ if (layernum != 0) {
+ scene::IMeshBuffer *copy = cloneMeshBuffer(buf);
+ copy->getMaterial() = buf->getMaterial();
+ mesh->addMeshBuffer(copy);
+ copy->drop();
+ buf = copy;
+ colors->push_back(
+ ItemPartColor(layer->has_color, layer->color));
+ } else {
+ (*colors)[i] = ItemPartColor(layer->has_color, layer->color);
+ }
+ video::SMaterial &material = buf->getMaterial();
+ if (set_material)
+ layer->applyMaterialOptions(material);
+ if (mattype) {
+ material.MaterialType = *mattype;
+ }
+ if (layer->animation_frame_count > 1) {
+ FrameSpec animation_frame = layer->frames[0];
+ material.setTexture(0, animation_frame.texture);
+ } else {
+ material.setTexture(0, layer->texture);
+ }
+ if (use_shaders) {
+ if (layer->normal_texture) {
+ if (layer->animation_frame_count > 1) {
+ FrameSpec animation_frame = layer->frames[0];
+ material.setTexture(1, animation_frame.normal_texture);
+ } else
+ material.setTexture(1, layer->normal_texture);
+ }
+ material.setTexture(2, layer->flags_texture);
+ }
+ }
+ }
+}