forked from Mirrorlandia_minetest/minetest
Do not shade inventory items with textures (#5869)
This commit restores the old behavior: if an inventory item has an own inventory texture, it will not be shaded.
This commit is contained in:
parent
1c69476d9f
commit
001de6ffba
@ -698,7 +698,10 @@ void drawItemStack(video::IVideoDriver *driver,
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if (p->override_base)
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if (p->override_base)
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c = p->color;
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c = p->color;
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}
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}
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if (imesh->needs_shading)
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colorizeMeshBuffer(buf, &c);
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colorizeMeshBuffer(buf, &c);
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else
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setMeshBufferColor(buf, c);
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video::SMaterial &material = buf->getMaterial();
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video::SMaterial &material = buf->getMaterial();
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material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
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material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
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material.Lighting = false;
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material.Lighting = false;
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18
src/mesh.cpp
18
src/mesh.cpp
@ -175,6 +175,14 @@ void translateMesh(scene::IMesh *mesh, v3f vec)
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mesh->setBoundingBox(bbox);
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mesh->setBoundingBox(bbox);
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}
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}
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void setMeshBufferColor(scene::IMeshBuffer *buf, const video::SColor &color)
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{
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const u32 stride = getVertexPitchFromType(buf->getVertexType());
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u32 vertex_count = buf->getVertexCount();
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u8 *vertices = (u8 *) buf->getVertices();
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for (u32 i = 0; i < vertex_count; i++)
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((video::S3DVertex *) (vertices + i * stride))->Color = color;
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}
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void setMeshColor(scene::IMesh *mesh, const video::SColor &color)
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void setMeshColor(scene::IMesh *mesh, const video::SColor &color)
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{
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{
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@ -182,14 +190,8 @@ void setMeshColor(scene::IMesh *mesh, const video::SColor &color)
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return;
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return;
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u32 mc = mesh->getMeshBufferCount();
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u32 mc = mesh->getMeshBufferCount();
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for (u32 j = 0; j < mc; j++) {
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for (u32 j = 0; j < mc; j++)
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scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
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setMeshBufferColor(mesh->getMeshBuffer(j), color);
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const u32 stride = getVertexPitchFromType(buf->getVertexType());
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u32 vertex_count = buf->getVertexCount();
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u8 *vertices = (u8 *)buf->getVertices();
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for (u32 i = 0; i < vertex_count; i++)
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((video::S3DVertex *)(vertices + i * stride))->Color = color;
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}
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}
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}
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void colorizeMeshBuffer(scene::IMeshBuffer *buf, const video::SColor *buffercolor)
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void colorizeMeshBuffer(scene::IMeshBuffer *buf, const video::SColor *buffercolor)
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@ -49,11 +49,20 @@ void scaleMesh(scene::IMesh *mesh, v3f scale);
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*/
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*/
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void translateMesh(scene::IMesh *mesh, v3f vec);
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void translateMesh(scene::IMesh *mesh, v3f vec);
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/*!
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* Sets a constant color for all vertices in the mesh buffer.
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*/
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void setMeshBufferColor(scene::IMeshBuffer *buf, const video::SColor &color);
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/*
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/*
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Set a constant color for all vertices in the mesh
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Set a constant color for all vertices in the mesh
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*/
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*/
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void setMeshColor(scene::IMesh *mesh, const video::SColor &color);
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void setMeshColor(scene::IMesh *mesh, const video::SColor &color);
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/*!
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* Overwrites the color of a mesh buffer.
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* The color is darkened based on the normal vector of the vertices.
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*/
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void colorizeMeshBuffer(scene::IMeshBuffer *buf, const video::SColor *buffercolor);
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void colorizeMeshBuffer(scene::IMeshBuffer *buf, const video::SColor *buffercolor);
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/*
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/*
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@ -440,10 +440,15 @@ void getItemMesh(Client *client, const ItemStack &item, ItemMesh *result)
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scene::SMesh *mesh = NULL;
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scene::SMesh *mesh = NULL;
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// Shading is on by default
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result->needs_shading = true;
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// If inventory_image is defined, it overrides everything else
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// If inventory_image is defined, it overrides everything else
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if (def.inventory_image != "") {
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if (def.inventory_image != "") {
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mesh = getExtrudedMesh(tsrc, def.inventory_image);
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mesh = getExtrudedMesh(tsrc, def.inventory_image);
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result->buffer_colors.push_back(ItemPartColor());
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result->buffer_colors.push_back(ItemPartColor());
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// Items with inventory images do not need shading
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result->needs_shading = false;
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} else if (def.type == ITEM_NODE) {
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} else if (def.type == ITEM_NODE) {
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if (f.mesh_ptr[0]) {
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if (f.mesh_ptr[0]) {
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mesh = cloneMesh(f.mesh_ptr[0]);
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mesh = cloneMesh(f.mesh_ptr[0]);
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@ -59,8 +59,13 @@ struct ItemMesh
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* Stores the color of each mesh buffer.
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* Stores the color of each mesh buffer.
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*/
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*/
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std::vector<ItemPartColor> buffer_colors;
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std::vector<ItemPartColor> buffer_colors;
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/*!
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* If false, all faces of the item should have the same brightness.
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* Disables shading based on normal vectors.
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*/
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bool needs_shading;
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ItemMesh() : mesh(NULL), buffer_colors() {}
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ItemMesh() : mesh(NULL), buffer_colors(), needs_shading(true) {}
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};
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};
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/*
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/*
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