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-rw-r--r--src/wieldmesh.cpp126
-rw-r--r--src/wieldmesh.h5
2 files changed, 88 insertions, 43 deletions
diff --git a/src/wieldmesh.cpp b/src/wieldmesh.cpp
index 4552d3572..40cfdbc2b 100644
--- a/src/wieldmesh.cpp
+++ b/src/wieldmesh.cpp
@@ -17,12 +17,15 @@ 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"
#include "gamedef.h"
#include "itemdef.h"
#include "nodedef.h"
#include "mesh.h"
+#include "mapblock_mesh.h"
#include "tile.h"
#include "log.h"
#include "util/numeric.h"
@@ -107,17 +110,6 @@ static scene::IMesh* createExtrusionMesh(int resolution_x, int resolution_y)
buf->append(vertices, 8, indices, 12);
}
- // Define default material
- video::SMaterial *material = &buf->getMaterial();
- material->MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
- material->BackfaceCulling = true;
- material->setFlag(video::EMF_LIGHTING, false);
- material->setFlag(video::EMF_BILINEAR_FILTER, false);
- material->setFlag(video::EMF_TRILINEAR_FILTER, false);
- // anisotropic filtering removes "thin black line" artifacts
- material->setFlag(video::EMF_ANISOTROPIC_FILTER, true);
- material->setFlag(video::EMF_TEXTURE_WRAP, false);
-
// Create mesh object
scene::SMesh *mesh = new scene::SMesh();
mesh->addMeshBuffer(buf);
@@ -209,9 +201,14 @@ WieldMeshSceneNode::WieldMeshSceneNode(
):
scene::ISceneNode(parent, mgr, id),
m_meshnode(NULL),
+ m_material_type(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF),
m_lighting(lighting),
m_bounding_box(0.0, 0.0, 0.0, 0.0, 0.0, 0.0)
{
+ m_enable_shaders = g_settings->getBool("enable_shaders");
+ m_bilinear_filter = g_settings->getBool("bilinear_filter");
+ m_trilinear_filter = g_settings->getBool("trilinear_filter");
+
// If this is the first wield mesh scene node, create a cache
// for extrusion meshes (and a cube mesh), otherwise reuse it
if (g_extrusion_mesh_cache == NULL)
@@ -251,7 +248,12 @@ void WieldMeshSceneNode::setCube(const TileSpec tiles[6],
for (u32 i = 0; i < m_meshnode->getMaterialCount(); ++i) {
assert(i < 6);
video::SMaterial &material = m_meshnode->getMaterial(i);
- material.setTexture(0, tiles[i].texture);
+ if (tiles[i].animation_frame_count == 1) {
+ material.setTexture(0, tiles[i].texture);
+ } else {
+ FrameSpec animation_frame = tiles[i].frames.find(0)->second;
+ material.setTexture(0, animation_frame.texture);
+ }
tiles[i].applyMaterialOptions(material);
}
}
@@ -264,37 +266,55 @@ void WieldMeshSceneNode::setExtruded(const std::string &imagename,
changeToMesh(NULL);
return;
}
-
- scene::IMesh *mesh = g_extrusion_mesh_cache->create(texture->getSize());
+ core::dimension2d<u32> dim = texture->getSize();
+ scene::IMesh *mesh = g_extrusion_mesh_cache->create(dim);
changeToMesh(mesh);
mesh->drop();
m_meshnode->setScale(wield_scale * WIELD_SCALE_FACTOR_EXTRUDED);
// Customize material
- assert(m_meshnode->getMaterialCount() == 1);
video::SMaterial &material = m_meshnode->getMaterial(0);
material.setTexture(0, texture);
+ material.MaterialType = m_material_type;
+ material.setFlag(video::EMF_BACK_FACE_CULLING, true);
+ // Enable filtering only for high resolution texures
+ if (dim.Width > 32) {
+ material.setFlag(video::EMF_BILINEAR_FILTER, m_bilinear_filter);
+ material.setFlag(video::EMF_TRILINEAR_FILTER, m_trilinear_filter);
+ } else {
+ material.setFlag(video::EMF_BILINEAR_FILTER, false);
+ material.setFlag(video::EMF_TRILINEAR_FILTER, false);
+ }
+ // anisotropic filtering removes "thin black line" artifacts
+ material.setFlag(video::EMF_ANISOTROPIC_FILTER, true);
+ if (m_enable_shaders)
+ material.setTexture(2, tsrc->getTexture("disable_img.png"));
}
void WieldMeshSceneNode::setItem(const ItemStack &item, IGameDef *gamedef)
{
ITextureSource *tsrc = gamedef->getTextureSource();
IItemDefManager *idef = gamedef->getItemDefManager();
-
+ 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 (m_enable_shaders) {
+ u32 shader_id = shdrsrc->getShader("nodes_shader", TILE_MATERIAL_BASIC, NDT_NORMAL);
+ m_material_type = shdrsrc->getShaderInfo(shader_id).material;
+ }
// If wield_image is defined, it overrides everything else
if (def.wield_image != "") {
setExtruded(def.wield_image, def.wield_scale, tsrc);
return;
}
-
// Handle nodes
// See also CItemDefManager::createClientCached()
- if (def.type == ITEM_NODE) {
- INodeDefManager *ndef = gamedef->getNodeDefManager();
- const ContentFeatures &f = ndef->get(def.name);
+ else if (def.type == ITEM_NODE) {
if (f.mesh_ptr[0]) {
// e.g. mesh nodes and nodeboxes
changeToMesh(f.mesh_ptr[0]);
@@ -302,33 +322,54 @@ void WieldMeshSceneNode::setItem(const ItemStack &item, IGameDef *gamedef)
m_meshnode->setScale(
def.wield_scale * WIELD_SCALE_FACTOR
/ (BS * f.visual_scale));
- // Customize materials
- for (u32 i = 0; i < m_meshnode->getMaterialCount(); ++i) {
- assert(i < 6);
- video::SMaterial &material = m_meshnode->getMaterial(i);
- material.setTexture(0, f.tiles[i].texture);
- f.tiles[i].applyMaterialOptions(material);
- }
- return;
- } else if (f.drawtype == NDT_NORMAL || f.drawtype == NDT_ALLFACES) {
- setCube(f.tiles, def.wield_scale, tsrc);
- return;
} else if (f.drawtype == NDT_AIRLIKE) {
changeToMesh(NULL);
- return;
+ } else if (f.drawtype == NDT_PLANTLIKE) {
+ setExtruded(tsrc->getTextureName(f.tiles[0].texture_id), def.wield_scale, tsrc);
+ } else if (f.drawtype == NDT_NORMAL || f.drawtype == NDT_ALLFACES) {
+ setCube(f.tiles, def.wield_scale, tsrc);
+ } else {
+ MeshMakeData mesh_make_data(gamedef);
+ 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));
+ m_meshnode->setScale(
+ def.wield_scale * WIELD_SCALE_FACTOR
+ / (BS * f.visual_scale));
}
-
- // If none of the above standard cases worked, use the wield mesh from ClientCached
- scene::IMesh *mesh = idef->getWieldMesh(item.name, gamedef);
- if (mesh) {
- changeToMesh(mesh);
- m_meshnode->setScale(def.wield_scale * WIELD_SCALE_FACTOR);
- return;
+ for (u32 i = 0; i < m_meshnode->getMaterialCount(); ++i) {
+ assert(i < 6);
+ 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.find(0)->second;
+ 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.find(0)->second;
+ material.setTexture(1, animation_frame.normal_texture);
+ } 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"));
+ }
+ }
}
+ return;
}
-
- // default to inventory_image
- if (def.inventory_image != "") {
+ else if (def.inventory_image != "") {
setExtruded(def.inventory_image, def.wield_scale, tsrc);
return;
}
@@ -376,5 +417,4 @@ void WieldMeshSceneNode::changeToMesh(scene::IMesh *mesh)
// need to normalize normals when lighting is enabled (because of setScale())
m_meshnode->setMaterialFlag(video::EMF_NORMALIZE_NORMALS, m_lighting);
m_meshnode->setVisible(true);
-
}
diff --git a/src/wieldmesh.h b/src/wieldmesh.h
index 7761fd51b..14bd85bca 100644
--- a/src/wieldmesh.h
+++ b/src/wieldmesh.h
@@ -58,10 +58,15 @@ private:
// Child scene node with the current wield mesh
scene::IMeshSceneNode *m_meshnode;
+ video::E_MATERIAL_TYPE m_material_type;
// True if EMF_LIGHTING should be enabled.
bool m_lighting;
+ bool m_enable_shaders;
+ bool m_bilinear_filter;
+ bool m_trilinear_filter;
+
// Bounding box culling is disabled for this type of scene node,
// so this variable is just required so we can implement
// getBoundingBox() and is set to an empty box.