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author | RealBadAngel <maciej.kasatkin@o2.pl> | 2015-07-21 23:56:41 +0200 |
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committer | RealBadAngel <maciej.kasatkin@o2.pl> | 2015-07-21 23:56:41 +0200 |
commit | 60350699c792b816b20704d59cfbda0894cdba39 (patch) | |
tree | 59e9a369d9ea87804035ee27ea902a81b4f90060 /src/wieldmesh.cpp | |
parent | 5b0c719171eb9ccb8f2829eb1cc8b3fe9f24cd05 (diff) | |
download | minetest-60350699c792b816b20704d59cfbda0894cdba39.tar.gz minetest-60350699c792b816b20704d59cfbda0894cdba39.tar.bz2 minetest-60350699c792b816b20704d59cfbda0894cdba39.zip |
Add wielded (and CAOs) shader
Diffstat (limited to 'src/wieldmesh.cpp')
-rw-r--r-- | src/wieldmesh.cpp | 33 |
1 files changed, 12 insertions, 21 deletions
diff --git a/src/wieldmesh.cpp b/src/wieldmesh.cpp index 036b25a90..56c84b959 100644 --- a/src/wieldmesh.cpp +++ b/src/wieldmesh.cpp @@ -34,7 +34,7 @@ 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) @@ -114,6 +114,7 @@ static scene::IMesh* createExtrusionMesh(int resolution_x, int resolution_y) mesh->addMeshBuffer(buf); buf->drop(); scaleMesh(mesh, scale); // also recalculates bounding box + mesh = (scene::SMesh *)createForsythOptimizedMesh(mesh); return mesh; } @@ -281,7 +282,9 @@ void WieldMeshSceneNode::setExtruded(const std::string &imagename, // Customize material video::SMaterial &material = m_meshnode->getMaterial(0); - material.setTexture(0, tsrc->getTextureForMesh(imagename)); + 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 @@ -297,31 +300,25 @@ 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, true, true)); + } } 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 != "") { @@ -345,8 +342,6 @@ void WieldMeshSceneNode::setItem(const ItemStack &item, IGameDef *gamedef) } 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); @@ -376,8 +371,6 @@ 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) { @@ -386,12 +379,9 @@ 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; } @@ -408,6 +398,7 @@ void WieldMeshSceneNode::setColor(video::SColor color) { assert(!m_lighting); setMeshColor(m_meshnode->getMesh(), color); + shadeMeshFaces(m_meshnode->getMesh()); } void WieldMeshSceneNode::render() |