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Soft node overlay (#5186)
This commit adds node overlays, which are tiles that are drawn on top of other tiles.
This commit is contained in:
parent
2ad74a9e8b
commit
1ffb180868
@ -3908,6 +3908,12 @@ Definition tables
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tiles = {tile definition 1, def2, def3, def4, def5, def6}, --[[
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^ Textures of node; +Y, -Y, +X, -X, +Z, -Z (old field name: tile_images)
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^ List can be shortened to needed length ]]
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overlay_tiles = {tile definition 1, def2, def3, def4, def5, def6}, --[[
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^ Same as `tiles`, but these textures are drawn on top of the
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^ base tiles. You can use this to colorize only specific parts of
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^ your texture. If the texture name is an empty string, that
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^ overlay is not drawn. Since such tiles are drawn twice, it
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^ is not recommended to use overlays on very common nodes.
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special_tiles = {tile definition 1, Tile definition 2}, --[[
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^ Special textures of node; used rarely (old field name: special_materials)
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^ List can be shortened to needed length ]]
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@ -487,13 +487,17 @@ void Client::step(float dtime)
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minimap_mapblock = r.mesh->moveMinimapMapblock();
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if (minimap_mapblock == NULL)
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do_mapper_update = false;
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}
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if (r.mesh && r.mesh->getMesh()->getMeshBufferCount() == 0) {
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delete r.mesh;
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} else {
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// Replace with the new mesh
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block->mesh = r.mesh;
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bool is_empty = true;
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for (int l = 0; l < MAX_TILE_LAYERS; l++)
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if (r.mesh->getMesh(l)->getMeshBufferCount() != 0)
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is_empty = false;
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if (is_empty)
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delete r.mesh;
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else
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// Replace with the new mesh
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block->mesh = r.mesh;
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}
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} else {
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delete r.mesh;
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@ -194,19 +194,22 @@ struct FrameSpec
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video::ITexture *flags_texture;
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};
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struct TileSpec
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#define MAX_TILE_LAYERS 2
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//! Defines a layer of a tile.
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struct TileLayer
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{
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TileSpec():
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TileLayer():
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texture(NULL),
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texture_id(0),
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color(),
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material_type(TILE_MATERIAL_BASIC),
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material_flags(
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//0 // <- DEBUG, Use the one below
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MATERIAL_FLAG_BACKFACE_CULLING
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MATERIAL_FLAG_BACKFACE_CULLING |
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MATERIAL_FLAG_TILEABLE_HORIZONTAL|
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MATERIAL_FLAG_TILEABLE_VERTICAL
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),
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rotation(0),
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emissive_light(0),
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shader_id(0),
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normal_texture(NULL),
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flags_texture(NULL),
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@ -217,49 +220,41 @@ struct TileSpec
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}
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/*!
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* Two tiles are equal if they can be appended to
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* the same mesh buffer.
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* Two layers are equal if they can be merged.
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*/
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bool operator==(const TileSpec &other) const
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bool operator==(const TileLayer &other) const
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{
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return (
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return
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texture_id == other.texture_id &&
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material_type == other.material_type &&
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material_flags == other.material_flags &&
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rotation == other.rotation
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);
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color == other.color;
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}
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/*!
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* Two tiles are not equal if they must be in different mesh buffers.
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* Two tiles are not equal if they must have different vertices.
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*/
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bool operator!=(const TileSpec &other) const
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bool operator!=(const TileLayer &other) const
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{
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return !(*this == other);
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}
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// Sets everything else except the texture in the material
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void applyMaterialOptions(video::SMaterial &material) const
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{
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switch (material_type) {
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case TILE_MATERIAL_BASIC:
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case TILE_MATERIAL_WAVING_LEAVES:
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case TILE_MATERIAL_WAVING_PLANTS:
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material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
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break;
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case TILE_MATERIAL_ALPHA:
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material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
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break;
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case TILE_MATERIAL_LIQUID_TRANSPARENT:
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material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
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break;
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case TILE_MATERIAL_LIQUID_OPAQUE:
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material.MaterialType = video::EMT_SOLID;
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break;
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case TILE_MATERIAL_WAVING_LEAVES:
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material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
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break;
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case TILE_MATERIAL_WAVING_PLANTS:
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material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
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break;
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}
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material.BackfaceCulling = (material_flags & MATERIAL_FLAG_BACKFACE_CULLING)
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? true : false;
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@ -285,26 +280,26 @@ struct TileSpec
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}
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}
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// ordered for performance! please do not reorder unless you pahole it first.
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bool isTileable() const
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{
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return (material_flags & MATERIAL_FLAG_TILEABLE_HORIZONTAL)
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&& (material_flags & MATERIAL_FLAG_TILEABLE_VERTICAL);
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}
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video::ITexture *texture;
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u32 texture_id;
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// The color of the tile, or if the tile does not own
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// a color then the color of the node owning this tile.
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/*!
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* The color of the tile, or if the tile does not own
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* a color then the color of the node owning this tile.
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*/
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video::SColor color;
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// Material parameters
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u8 material_type;
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u8 material_flags;
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u8 rotation;
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//! This much light does the tile emit.
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u8 emissive_light;
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u32 shader_id;
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video::ITexture *normal_texture;
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// cacheline (64)
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video::ITexture *flags_texture;
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// Animation parameters
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u16 animation_frame_length_ms;
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u8 animation_frame_count;
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@ -313,4 +308,39 @@ struct TileSpec
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std::vector<FrameSpec> frames;
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};
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/*!
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* Defines a face of a node. May have up to two layers.
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*/
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struct TileSpec
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{
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TileSpec():
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rotation(0),
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emissive_light(0)
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{
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for (int layer = 0; layer < MAX_TILE_LAYERS; layer++)
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layers[layer] = TileLayer();
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}
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/*!
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* Returns true if this tile can be merged with the other tile.
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*/
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bool isTileable(const TileSpec &other) const {
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for (int layer = 0; layer < MAX_TILE_LAYERS; layer++) {
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if (layers[layer] != other.layers[layer])
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return false;
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if (!layers[layer].isTileable())
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return false;
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}
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return rotation == 0
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&& rotation == other.rotation
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&& emissive_light == other.emissive_light;
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}
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u8 rotation;
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//! This much light does the tile emit.
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u8 emissive_light;
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//! The first is base texture, the second is overlay.
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TileLayer layers[MAX_TILE_LAYERS];
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};
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#endif
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@ -290,6 +290,11 @@ void ClientMap::updateDrawList(video::IVideoDriver* driver)
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struct MeshBufList
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{
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/*!
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* Specifies in which layer the list is.
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* All lists which are in a lower layer are rendered before this list.
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*/
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u8 layer;
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video::SMaterial m;
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std::vector<scene::IMeshBuffer*> bufs;
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};
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@ -303,7 +308,7 @@ struct MeshBufListList
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lists.clear();
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}
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void add(scene::IMeshBuffer *buf)
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void add(scene::IMeshBuffer *buf, u8 layer)
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{
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const video::SMaterial &m = buf->getMaterial();
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for(std::vector<MeshBufList>::iterator i = lists.begin();
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@ -315,12 +320,16 @@ struct MeshBufListList
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if (l.m.TextureLayer[0].Texture != m.TextureLayer[0].Texture)
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continue;
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if(l.layer != layer)
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continue;
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if (l.m == m) {
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l.bufs.push_back(buf);
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return;
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}
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}
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MeshBufList l;
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l.layer = layer;
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l.m = m;
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l.bufs.push_back(buf);
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lists.push_back(l);
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@ -434,29 +443,34 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
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MapBlockMesh *mapBlockMesh = block->mesh;
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assert(mapBlockMesh);
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scene::IMesh *mesh = mapBlockMesh->getMesh();
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assert(mesh);
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for (int layer = 0; layer < MAX_TILE_LAYERS; layer++) {
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scene::IMesh *mesh = mapBlockMesh->getMesh(layer);
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assert(mesh);
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u32 c = mesh->getMeshBufferCount();
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for (u32 i = 0; i < c; i++)
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{
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scene::IMeshBuffer *buf = mesh->getMeshBuffer(i);
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u32 c = mesh->getMeshBufferCount();
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for (u32 i = 0; i < c; i++) {
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scene::IMeshBuffer *buf = mesh->getMeshBuffer(i);
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video::SMaterial& material = buf->getMaterial();
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video::IMaterialRenderer* rnd =
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video::SMaterial& material = buf->getMaterial();
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video::IMaterialRenderer* rnd =
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driver->getMaterialRenderer(material.MaterialType);
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bool transparent = (rnd && rnd->isTransparent());
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if (transparent == is_transparent_pass) {
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if (buf->getVertexCount() == 0)
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errorstream << "Block [" << analyze_block(block)
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<< "] contains an empty meshbuf" << std::endl;
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bool transparent = (rnd && rnd->isTransparent());
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if (transparent == is_transparent_pass) {
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if (buf->getVertexCount() == 0)
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errorstream << "Block [" << analyze_block(block)
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<< "] contains an empty meshbuf" << std::endl;
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material.setFlag(video::EMF_TRILINEAR_FILTER, m_cache_trilinear_filter);
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material.setFlag(video::EMF_BILINEAR_FILTER, m_cache_bilinear_filter);
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material.setFlag(video::EMF_ANISOTROPIC_FILTER, m_cache_anistropic_filter);
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material.setFlag(video::EMF_WIREFRAME, m_control.show_wireframe);
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material.setFlag(video::EMF_TRILINEAR_FILTER,
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m_cache_trilinear_filter);
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material.setFlag(video::EMF_BILINEAR_FILTER,
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m_cache_bilinear_filter);
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material.setFlag(video::EMF_ANISOTROPIC_FILTER,
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m_cache_anistropic_filter);
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material.setFlag(video::EMF_WIREFRAME,
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m_control.show_wireframe);
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drawbufs.add(buf);
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drawbufs.add(buf, layer);
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}
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}
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}
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}
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@ -78,17 +78,19 @@ void MapblockMeshGenerator::useTile(int index, bool disable_backface_culling)
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{
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tile = getNodeTileN(n, p, index, data);
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if (!data->m_smooth_lighting)
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color = encode_light_and_color(light, tile.color, f->light_source);
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if (disable_backface_culling)
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tile.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING;
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tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
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color = encode_light(light, f->light_source);
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for (int layer = 0; layer < MAX_TILE_LAYERS; layer++) {
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tile.layers[layer].material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
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if (disable_backface_culling)
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tile.layers[layer].material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING;
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}
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}
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void MapblockMeshGenerator::useDefaultTile(bool set_color)
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{
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tile = getNodeTile(n, p, v3s16(0, 0, 0), data);
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if (set_color && !data->m_smooth_lighting)
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color = encode_light_and_color(light, tile.color, f->light_source);
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color = encode_light(light, f->light_source);
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}
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TileSpec MapblockMeshGenerator::getTile(const v3s16& direction)
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@ -106,7 +108,7 @@ void MapblockMeshGenerator::drawQuad(v3f *coords, const v3s16 &normal)
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vertices[j].Pos = coords[j] + origin;
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vertices[j].Normal = normal2;
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if (data->m_smooth_lighting)
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vertices[j].Color = blendLight(coords[j], tile.color);
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vertices[j].Color = blendLight(coords[j]);
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else
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vertices[j].Color = color;
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if (shade_face)
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@ -137,8 +139,7 @@ void MapblockMeshGenerator::drawCuboid(const aabb3f &box,
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video::SColor colors[6];
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if (!data->m_smooth_lighting) {
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for (int face = 0; face != 6; ++face) {
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int tileindex = MYMIN(face, tilecount - 1);
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colors[face] = encode_light_and_color(light, tiles[tileindex].color, f->light_source);
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colors[face] = encode_light(light, f->light_source);
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}
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if (!f->light_source) {
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applyFacesShading(colors[0], v3f(0, 1, 0));
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@ -240,9 +241,8 @@ void MapblockMeshGenerator::drawCuboid(const aabb3f &box,
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if (data->m_smooth_lighting) {
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for (int j = 0; j < 24; ++j) {
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int tileindex = MYMIN(j / 4, tilecount - 1);
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vertices[j].Color = encode_light_and_color(lights[light_indices[j]],
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tiles[tileindex].color, f->light_source);
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vertices[j].Color = encode_light(lights[light_indices[j]],
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f->light_source);
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if (!f->light_source)
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applyFacesShading(vertices[j].Color, vertices[j].Normal);
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}
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@ -289,17 +289,16 @@ u16 MapblockMeshGenerator::blendLight(const v3f &vertex_pos)
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// Calculates vertex color to be used in mapblock mesh
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// vertex_pos - vertex position in the node (coordinates are clamped to [0.0, 1.0] or so)
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// tile_color - node's tile color
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video::SColor MapblockMeshGenerator::blendLight(const v3f &vertex_pos,
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video::SColor tile_color)
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video::SColor MapblockMeshGenerator::blendLightColor(const v3f &vertex_pos)
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{
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u16 light = blendLight(vertex_pos);
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return encode_light_and_color(light, tile_color, f->light_source);
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return encode_light(light, f->light_source);
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}
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video::SColor MapblockMeshGenerator::blendLight(const v3f &vertex_pos,
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const v3f &vertex_normal, video::SColor tile_color)
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video::SColor MapblockMeshGenerator::blendLightColor(const v3f &vertex_pos,
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const v3f &vertex_normal)
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{
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video::SColor color = blendLight(vertex_pos, tile_color);
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video::SColor color = blendLight(vertex_pos);
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if (!f->light_source)
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applyFacesShading(color, vertex_normal);
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return color;
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@ -367,8 +366,13 @@ static TileSpec getSpecialTile(const ContentFeatures &f,
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const MapNode &n, u8 i)
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{
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TileSpec copy = f.special_tiles[i];
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if (!copy.has_color)
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n.getColor(f, ©.color);
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for (int layernum = 0; layernum < MAX_TILE_LAYERS; layernum++) {
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TileLayer *layer = ©.layers[layernum];
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if (layer->texture_id == 0)
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continue;
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if (!layer->has_color)
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n.getColor(f, &(layer->color));
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}
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return copy;
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}
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@ -395,8 +399,8 @@ void MapblockMeshGenerator::prepareLiquidNodeDrawing(bool flowing)
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light = getInteriorLight(ntop, 0, nodedef);
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}
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color_liquid_top = encode_light_and_color(light, tile_liquid_top.color, f->light_source);
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color = encode_light_and_color(light, tile_liquid.color, f->light_source);
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color_liquid_top = encode_light(light, f->light_source);
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color = encode_light(light, f->light_source);
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}
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void MapblockMeshGenerator::getLiquidNeighborhood(bool flowing)
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@ -547,7 +551,7 @@ void MapblockMeshGenerator::drawLiquidSides(bool flowing)
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else
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pos.Y = !top_is_same_liquid ? corner_levels[base.Z][base.X] : 0.5 * BS;
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if (data->m_smooth_lighting)
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color = blendLight(pos, tile_liquid.color);
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color = blendLightColor(pos);
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pos += origin;
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vertices[j] = video::S3DVertex(pos.X, pos.Y, pos.Z, 0, 0, 0, color, vertex.u, vertex.v);
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};
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@ -574,7 +578,7 @@ void MapblockMeshGenerator::drawLiquidTop(bool flowing)
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int w = corner_resolve[i][1];
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vertices[i].Pos.Y += corner_levels[w][u];
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if (data->m_smooth_lighting)
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vertices[i].Color = blendLight(vertices[i].Pos, tile_liquid_top.color);
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vertices[i].Color = blendLightColor(vertices[i].Pos);
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vertices[i].Pos += origin;
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}
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@ -659,7 +663,9 @@ void MapblockMeshGenerator::drawGlasslikeFramedNode()
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tiles[face] = getTile(g_6dirs[face]);
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TileSpec glass_tiles[6];
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if (tiles[0].texture && tiles[3].texture && tiles[4].texture) {
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if (tiles[1].layers[0].texture &&
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tiles[2].layers[0].texture &&
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tiles[3].layers[0].texture) {
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glass_tiles[0] = tiles[4];
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glass_tiles[1] = tiles[0];
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glass_tiles[2] = tiles[4];
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@ -763,7 +769,7 @@ void MapblockMeshGenerator::drawGlasslikeFramedNode()
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// Optionally render internal liquid level defined by param2
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// Liquid is textured with 1 tile defined in nodedef 'special_tiles'
|
||||
if (param2 > 0 && f->param_type_2 == CPT2_GLASSLIKE_LIQUID_LEVEL &&
|
||||
f->special_tiles[0].texture) {
|
||||
f->special_tiles[0].layers[0].texture) {
|
||||
// Internal liquid level has param2 range 0 .. 63,
|
||||
// convert it to -0.5 .. 0.5
|
||||
float vlev = (param2 / 63.0) * 2.0 - 1.0;
|
||||
@ -998,7 +1004,8 @@ void MapblockMeshGenerator::drawFencelikeNode()
|
||||
{
|
||||
useDefaultTile(false);
|
||||
TileSpec tile_nocrack = tile;
|
||||
tile_nocrack.material_flags &= ~MATERIAL_FLAG_CRACK;
|
||||
for (int layer = 0; layer < MAX_TILE_LAYERS; layer++)
|
||||
tile_nocrack.layers[layer].material_flags &= ~MATERIAL_FLAG_CRACK;
|
||||
|
||||
// Put wood the right way around in the posts
|
||||
TileSpec tile_rot = tile;
|
||||
@ -1253,7 +1260,7 @@ void MapblockMeshGenerator::drawMeshNode()
|
||||
// vertex right here.
|
||||
for (int k = 0; k < vertex_count; k++) {
|
||||
video::S3DVertex &vertex = vertices[k];
|
||||
vertex.Color = blendLight(vertex.Pos, vertex.Normal, tile.color);
|
||||
vertex.Color = blendLightColor(vertex.Pos, vertex.Normal);
|
||||
vertex.Pos += origin;
|
||||
}
|
||||
collector->append(tile, vertices, vertex_count,
|
||||
|
@ -60,8 +60,8 @@ public:
|
||||
// lighting
|
||||
void getSmoothLightFrame();
|
||||
u16 blendLight(const v3f &vertex_pos);
|
||||
video::SColor blendLight(const v3f &vertex_pos, video::SColor tile_color);
|
||||
video::SColor blendLight(const v3f &vertex_pos, const v3f &vertex_normal, video::SColor tile_color);
|
||||
video::SColor blendLightColor(const v3f &vertex_pos);
|
||||
video::SColor blendLightColor(const v3f &vertex_pos, const v3f &vertex_normal);
|
||||
|
||||
void useTile(int index, bool disable_backface_culling);
|
||||
void useDefaultTile(bool set_color = true);
|
||||
|
@ -687,8 +687,9 @@ void drawItemStack(video::IVideoDriver *driver,
|
||||
assert(buf->getHardwareMappingHint_Vertex() == scene::EHM_NEVER);
|
||||
video::SColor c = basecolor;
|
||||
if (imesh->buffer_colors.size() > j) {
|
||||
std::pair<bool, video::SColor> p = imesh->buffer_colors[j];
|
||||
c = p.first ? p.second : basecolor;
|
||||
ItemPartColor *p = &imesh->buffer_colors[j];
|
||||
if (p->override_base)
|
||||
c = p->color;
|
||||
}
|
||||
colorizeMeshBuffer(buf, &c);
|
||||
video::SMaterial &material = buf->getMaterial();
|
||||
|
@ -323,7 +323,7 @@ void final_color_blend(video::SColor *result,
|
||||
video::SColorf dayLight;
|
||||
get_sunlight_color(&dayLight, daynight_ratio);
|
||||
final_color_blend(result,
|
||||
encode_light_and_color(light, video::SColor(0xFFFFFFFF), 0), dayLight);
|
||||
encode_light(light, 0), dayLight);
|
||||
}
|
||||
|
||||
void final_color_blend(video::SColor *result,
|
||||
@ -422,12 +422,19 @@ static void getNodeVertexDirs(v3s16 dir, v3s16 *vertex_dirs)
|
||||
|
||||
struct FastFace
|
||||
{
|
||||
TileSpec tile;
|
||||
TileLayer layer;
|
||||
video::S3DVertex vertices[4]; // Precalculated vertices
|
||||
/*!
|
||||
* The face is divided into two triangles. If this is true,
|
||||
* vertices 0 and 2 are connected, othervise vertices 1 and 3
|
||||
* are connected.
|
||||
*/
|
||||
bool vertex_0_2_connected;
|
||||
u8 layernum;
|
||||
};
|
||||
|
||||
static void makeFastFace(TileSpec tile, u16 li0, u16 li1, u16 li2, u16 li3,
|
||||
v3f p, v3s16 dir, v3f scale, std::vector<FastFace> &dest)
|
||||
v3f p, v3s16 dir, v3f scale, std::vector<FastFace> &dest)
|
||||
{
|
||||
// Position is at the center of the cube.
|
||||
v3f pos = p * BS;
|
||||
@ -577,27 +584,50 @@ static void makeFastFace(TileSpec tile, u16 li0, u16 li1, u16 li2, u16 li3,
|
||||
|
||||
v3f normal(dir.X, dir.Y, dir.Z);
|
||||
|
||||
dest.push_back(FastFace());
|
||||
|
||||
FastFace& face = *dest.rbegin();
|
||||
|
||||
u16 li[4] = { li0, li1, li2, li3 };
|
||||
u16 day[4];
|
||||
u16 night[4];
|
||||
|
||||
for (u8 i = 0; i < 4; i++) {
|
||||
day[i] = li[i] >> 8;
|
||||
night[i] = li[i] & 0xFF;
|
||||
}
|
||||
|
||||
bool vertex_0_2_connected = abs(day[0] - day[2]) + abs(night[0] - night[2])
|
||||
< abs(day[1] - day[3]) + abs(night[1] - night[3]);
|
||||
|
||||
v2f32 f[4] = {
|
||||
core::vector2d<f32>(x0 + w * abs_scale, y0 + h),
|
||||
core::vector2d<f32>(x0, y0 + h),
|
||||
core::vector2d<f32>(x0, y0),
|
||||
core::vector2d<f32>(x0 + w * abs_scale, y0) };
|
||||
|
||||
for (u8 i = 0; i < 4; i++) {
|
||||
video::SColor c = encode_light_and_color(li[i], tile.color,
|
||||
tile.emissive_light);
|
||||
if (!tile.emissive_light)
|
||||
applyFacesShading(c, normal);
|
||||
for (int layernum = 0; layernum < MAX_TILE_LAYERS; layernum++) {
|
||||
TileLayer *layer = &tile.layers[layernum];
|
||||
if (layer->texture_id == 0)
|
||||
continue;
|
||||
|
||||
face.vertices[i] = video::S3DVertex(vertex_pos[i], normal, c, f[i]);
|
||||
dest.push_back(FastFace());
|
||||
FastFace& face = *dest.rbegin();
|
||||
|
||||
for (u8 i = 0; i < 4; i++) {
|
||||
video::SColor c = encode_light(li[i], tile.emissive_light);
|
||||
if (!tile.emissive_light)
|
||||
applyFacesShading(c, normal);
|
||||
|
||||
face.vertices[i] = video::S3DVertex(vertex_pos[i], normal, c, f[i]);
|
||||
}
|
||||
|
||||
/*
|
||||
Revert triangles for nicer looking gradient if the
|
||||
brightness of vertices 1 and 3 differ less than
|
||||
the brightness of vertices 0 and 2.
|
||||
*/
|
||||
face.vertex_0_2_connected = vertex_0_2_connected;
|
||||
|
||||
face.layer = *layer;
|
||||
face.layernum = layernum;
|
||||
}
|
||||
|
||||
face.tile = tile;
|
||||
}
|
||||
|
||||
/*
|
||||
@ -663,13 +693,20 @@ TileSpec getNodeTileN(MapNode mn, v3s16 p, u8 tileindex, MeshMakeData *data)
|
||||
{
|
||||
INodeDefManager *ndef = data->m_client->ndef();
|
||||
const ContentFeatures &f = ndef->get(mn);
|
||||
TileSpec spec = f.tiles[tileindex];
|
||||
if (!spec.has_color)
|
||||
mn.getColor(f, &spec.color);
|
||||
TileSpec tile = f.tiles[tileindex];
|
||||
TileLayer *top_layer = NULL;
|
||||
for (int layernum = 0; layernum < MAX_TILE_LAYERS; layernum++) {
|
||||
TileLayer *layer = &tile.layers[layernum];
|
||||
if (layer->texture_id == 0)
|
||||
continue;
|
||||
top_layer = layer;
|
||||
if (!layer->has_color)
|
||||
mn.getColor(f, &(layer->color));
|
||||
}
|
||||
// Apply temporary crack
|
||||
if (p == data->m_crack_pos_relative)
|
||||
spec.material_flags |= MATERIAL_FLAG_CRACK;
|
||||
return spec;
|
||||
top_layer->material_flags |= MATERIAL_FLAG_CRACK;
|
||||
return tile;
|
||||
}
|
||||
|
||||
/*
|
||||
@ -732,10 +769,9 @@ TileSpec getNodeTile(MapNode mn, v3s16 p, v3s16 dir, MeshMakeData *data)
|
||||
|
||||
};
|
||||
u16 tile_index=facedir*16 + dir_i;
|
||||
TileSpec spec = getNodeTileN(mn, p, dir_to_tile[tile_index], data);
|
||||
spec.rotation=dir_to_tile[tile_index + 1];
|
||||
spec.texture = data->m_client->tsrc()->getTexture(spec.texture_id);
|
||||
return spec;
|
||||
TileSpec tile = getNodeTileN(mn, p, dir_to_tile[tile_index], data);
|
||||
tile.rotation = dir_to_tile[tile_index + 1];
|
||||
return tile;
|
||||
}
|
||||
|
||||
static void getTileInfo(
|
||||
@ -800,7 +836,9 @@ static void getTileInfo(
|
||||
|
||||
// eg. water and glass
|
||||
if (equivalent)
|
||||
tile.material_flags |= MATERIAL_FLAG_BACKFACE_CULLING;
|
||||
for (int layernum = 0; layernum < MAX_TILE_LAYERS; layernum++)
|
||||
tile.layers[layernum].material_flags |=
|
||||
MATERIAL_FLAG_BACKFACE_CULLING;
|
||||
|
||||
if (data->m_smooth_lighting == false)
|
||||
{
|
||||
@ -880,12 +918,7 @@ static void updateFastFaceRow(
|
||||
&& next_lights[1] == lights[1]
|
||||
&& next_lights[2] == lights[2]
|
||||
&& next_lights[3] == lights[3]
|
||||
&& next_tile == tile
|
||||
&& tile.rotation == 0
|
||||
&& (tile.material_flags & MATERIAL_FLAG_TILEABLE_HORIZONTAL)
|
||||
&& (tile.material_flags & MATERIAL_FLAG_TILEABLE_VERTICAL)
|
||||
&& tile.color == next_tile.color
|
||||
&& tile.emissive_light == next_tile.emissive_light) {
|
||||
&& next_tile.isTileable(tile)) {
|
||||
next_is_different = false;
|
||||
continuous_tiles_count++;
|
||||
}
|
||||
@ -988,7 +1021,6 @@ static void updateAllFastFaceRows(MeshMakeData *data,
|
||||
*/
|
||||
|
||||
MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
|
||||
m_mesh(new scene::SMesh()),
|
||||
m_minimap_mapblock(NULL),
|
||||
m_client(data->m_client),
|
||||
m_driver(m_client->tsrc()->getDevice()->getVideoDriver()),
|
||||
@ -1000,6 +1032,8 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
|
||||
m_last_daynight_ratio((u32) -1),
|
||||
m_daynight_diffs()
|
||||
{
|
||||
for (int m = 0; m < MAX_TILE_LAYERS; m++)
|
||||
m_mesh[m] = new scene::SMesh();
|
||||
m_enable_shaders = data->m_use_shaders;
|
||||
m_use_tangent_vertices = data->m_use_tangent_vertices;
|
||||
m_enable_vbo = g_settings->getBool("enable_vbo");
|
||||
@ -1048,23 +1082,14 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
|
||||
const u16 indices[] = {0,1,2,2,3,0};
|
||||
const u16 indices_alternate[] = {0,1,3,2,3,1};
|
||||
|
||||
if(f.tile.texture == NULL)
|
||||
if (f.layer.texture == NULL)
|
||||
continue;
|
||||
|
||||
const u16 *indices_p = indices;
|
||||
const u16 *indices_p =
|
||||
f.vertex_0_2_connected ? indices : indices_alternate;
|
||||
|
||||
/*
|
||||
Revert triangles for nicer looking gradient if the
|
||||
brightness of vertices 1 and 3 differ less than
|
||||
the brightness of vertices 0 and 2.
|
||||
*/
|
||||
if (fabs(f.vertices[0].Color.getLuminance()
|
||||
- f.vertices[2].Color.getLuminance())
|
||||
> fabs(f.vertices[1].Color.getLuminance()
|
||||
- f.vertices[3].Color.getLuminance()))
|
||||
indices_p = indices_alternate;
|
||||
|
||||
collector.append(f.tile, f.vertices, 4, indices_p, 6);
|
||||
collector.append(f.layer, f.vertices, 4, indices_p, 6,
|
||||
f.layernum);
|
||||
}
|
||||
}
|
||||
|
||||
@ -1081,146 +1106,151 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
|
||||
generator.generate();
|
||||
}
|
||||
|
||||
collector.applyTileColors();
|
||||
|
||||
/*
|
||||
Convert MeshCollector to SMesh
|
||||
*/
|
||||
|
||||
for(u32 i = 0; i < collector.prebuffers.size(); i++)
|
||||
{
|
||||
PreMeshBuffer &p = collector.prebuffers[i];
|
||||
|
||||
// Generate animation data
|
||||
// - Cracks
|
||||
if(p.tile.material_flags & MATERIAL_FLAG_CRACK)
|
||||
for (int layer = 0; layer < MAX_TILE_LAYERS; layer++) {
|
||||
for(u32 i = 0; i < collector.prebuffers[layer].size(); i++)
|
||||
{
|
||||
// Find the texture name plus ^[crack:N:
|
||||
std::ostringstream os(std::ios::binary);
|
||||
os<<m_tsrc->getTextureName(p.tile.texture_id)<<"^[crack";
|
||||
if(p.tile.material_flags & MATERIAL_FLAG_CRACK_OVERLAY)
|
||||
os<<"o"; // use ^[cracko
|
||||
os<<":"<<(u32)p.tile.animation_frame_count<<":";
|
||||
m_crack_materials.insert(std::make_pair(i, os.str()));
|
||||
// Replace tile texture with the cracked one
|
||||
p.tile.texture = m_tsrc->getTextureForMesh(
|
||||
os.str()+"0",
|
||||
&p.tile.texture_id);
|
||||
}
|
||||
// - Texture animation
|
||||
if (p.tile.material_flags & MATERIAL_FLAG_ANIMATION) {
|
||||
// Add to MapBlockMesh in order to animate these tiles
|
||||
m_animation_tiles[i] = p.tile;
|
||||
m_animation_frames[i] = 0;
|
||||
if(g_settings->getBool("desynchronize_mapblock_texture_animation")){
|
||||
// Get starting position from noise
|
||||
m_animation_frame_offsets[i] = 100000 * (2.0 + noise3d(
|
||||
data->m_blockpos.X, data->m_blockpos.Y,
|
||||
data->m_blockpos.Z, 0));
|
||||
} else {
|
||||
// Play all synchronized
|
||||
m_animation_frame_offsets[i] = 0;
|
||||
}
|
||||
// Replace tile texture with the first animation frame
|
||||
FrameSpec animation_frame = p.tile.frames[0];
|
||||
p.tile.texture = animation_frame.texture;
|
||||
}
|
||||
PreMeshBuffer &p = collector.prebuffers[layer][i];
|
||||
|
||||
if (!m_enable_shaders) {
|
||||
// Extract colors for day-night animation
|
||||
// Dummy sunlight to handle non-sunlit areas
|
||||
video::SColorf sunlight;
|
||||
get_sunlight_color(&sunlight, 0);
|
||||
u32 vertex_count =
|
||||
m_use_tangent_vertices ?
|
||||
p.tangent_vertices.size() : p.vertices.size();
|
||||
for (u32 j = 0; j < vertex_count; j++) {
|
||||
video::SColor *vc;
|
||||
if (m_use_tangent_vertices) {
|
||||
vc = &p.tangent_vertices[j].Color;
|
||||
// Generate animation data
|
||||
// - Cracks
|
||||
if(p.layer.material_flags & MATERIAL_FLAG_CRACK)
|
||||
{
|
||||
// Find the texture name plus ^[crack:N:
|
||||
std::ostringstream os(std::ios::binary);
|
||||
os<<m_tsrc->getTextureName(p.layer.texture_id)<<"^[crack";
|
||||
if(p.layer.material_flags & MATERIAL_FLAG_CRACK_OVERLAY)
|
||||
os<<"o"; // use ^[cracko
|
||||
os<<":"<<(u32)p.layer.animation_frame_count<<":";
|
||||
m_crack_materials.insert(std::make_pair(std::pair<u8, u32>(layer, i), os.str()));
|
||||
// Replace tile texture with the cracked one
|
||||
p.layer.texture = m_tsrc->getTextureForMesh(
|
||||
os.str()+"0",
|
||||
&p.layer.texture_id);
|
||||
}
|
||||
// - Texture animation
|
||||
if (p.layer.material_flags & MATERIAL_FLAG_ANIMATION) {
|
||||
// Add to MapBlockMesh in order to animate these tiles
|
||||
m_animation_tiles[std::pair<u8, u32>(layer, i)] = p.layer;
|
||||
m_animation_frames[std::pair<u8, u32>(layer, i)] = 0;
|
||||
if(g_settings->getBool("desynchronize_mapblock_texture_animation")){
|
||||
// Get starting position from noise
|
||||
m_animation_frame_offsets[std::pair<u8, u32>(layer, i)] = 100000 * (2.0 + noise3d(
|
||||
data->m_blockpos.X, data->m_blockpos.Y,
|
||||
data->m_blockpos.Z, 0));
|
||||
} else {
|
||||
vc = &p.vertices[j].Color;
|
||||
// Play all synchronized
|
||||
m_animation_frame_offsets[std::pair<u8, u32>(layer, i)] = 0;
|
||||
}
|
||||
video::SColor copy(*vc);
|
||||
if (vc->getAlpha() == 0) // No sunlight - no need to animate
|
||||
final_color_blend(vc, copy, sunlight); // Finalize color
|
||||
else // Record color to animate
|
||||
m_daynight_diffs[i][j] = copy;
|
||||
// Replace tile texture with the first animation frame
|
||||
FrameSpec animation_frame = p.layer.frames[0];
|
||||
p.layer.texture = animation_frame.texture;
|
||||
}
|
||||
|
||||
// The sunlight ratio has been stored,
|
||||
// delete alpha (for the final rendering).
|
||||
vc->setAlpha(255);
|
||||
if (!m_enable_shaders) {
|
||||
// Extract colors for day-night animation
|
||||
// Dummy sunlight to handle non-sunlit areas
|
||||
video::SColorf sunlight;
|
||||
get_sunlight_color(&sunlight, 0);
|
||||
u32 vertex_count =
|
||||
m_use_tangent_vertices ?
|
||||
p.tangent_vertices.size() : p.vertices.size();
|
||||
for (u32 j = 0; j < vertex_count; j++) {
|
||||
video::SColor *vc;
|
||||
if (m_use_tangent_vertices) {
|
||||
vc = &p.tangent_vertices[j].Color;
|
||||
} else {
|
||||
vc = &p.vertices[j].Color;
|
||||
}
|
||||
video::SColor copy(*vc);
|
||||
if (vc->getAlpha() == 0) // No sunlight - no need to animate
|
||||
final_color_blend(vc, copy, sunlight); // Finalize color
|
||||
else // Record color to animate
|
||||
m_daynight_diffs[std::pair<u8, u32>(layer, i)][j] = copy;
|
||||
|
||||
// The sunlight ratio has been stored,
|
||||
// delete alpha (for the final rendering).
|
||||
vc->setAlpha(255);
|
||||
}
|
||||
}
|
||||
|
||||
// Create material
|
||||
video::SMaterial material;
|
||||
material.setFlag(video::EMF_LIGHTING, false);
|
||||
material.setFlag(video::EMF_BACK_FACE_CULLING, true);
|
||||
material.setFlag(video::EMF_BILINEAR_FILTER, false);
|
||||
material.setFlag(video::EMF_FOG_ENABLE, true);
|
||||
material.setTexture(0, p.layer.texture);
|
||||
|
||||
if (m_enable_shaders) {
|
||||
material.MaterialType = m_shdrsrc->getShaderInfo(p.layer.shader_id).material;
|
||||
p.layer.applyMaterialOptionsWithShaders(material);
|
||||
if (p.layer.normal_texture) {
|
||||
material.setTexture(1, p.layer.normal_texture);
|
||||
}
|
||||
material.setTexture(2, p.layer.flags_texture);
|
||||
} else {
|
||||
p.layer.applyMaterialOptions(material);
|
||||
}
|
||||
|
||||
scene::SMesh *mesh = (scene::SMesh *)m_mesh[layer];
|
||||
|
||||
// Create meshbuffer, add to mesh
|
||||
if (m_use_tangent_vertices) {
|
||||
scene::SMeshBufferTangents *buf = new scene::SMeshBufferTangents();
|
||||
// Set material
|
||||
buf->Material = material;
|
||||
// Add to mesh
|
||||
mesh->addMeshBuffer(buf);
|
||||
// Mesh grabbed it
|
||||
buf->drop();
|
||||
buf->append(&p.tangent_vertices[0], p.tangent_vertices.size(),
|
||||
&p.indices[0], p.indices.size());
|
||||
} else {
|
||||
scene::SMeshBuffer *buf = new scene::SMeshBuffer();
|
||||
// Set material
|
||||
buf->Material = material;
|
||||
// Add to mesh
|
||||
mesh->addMeshBuffer(buf);
|
||||
// Mesh grabbed it
|
||||
buf->drop();
|
||||
buf->append(&p.vertices[0], p.vertices.size(),
|
||||
&p.indices[0], p.indices.size());
|
||||
}
|
||||
}
|
||||
|
||||
// Create material
|
||||
video::SMaterial material;
|
||||
material.setFlag(video::EMF_LIGHTING, false);
|
||||
material.setFlag(video::EMF_BACK_FACE_CULLING, true);
|
||||
material.setFlag(video::EMF_BILINEAR_FILTER, false);
|
||||
material.setFlag(video::EMF_FOG_ENABLE, true);
|
||||
material.setTexture(0, p.tile.texture);
|
||||
|
||||
if (m_enable_shaders) {
|
||||
material.MaterialType = m_shdrsrc->getShaderInfo(p.tile.shader_id).material;
|
||||
p.tile.applyMaterialOptionsWithShaders(material);
|
||||
if (p.tile.normal_texture) {
|
||||
material.setTexture(1, p.tile.normal_texture);
|
||||
}
|
||||
material.setTexture(2, p.tile.flags_texture);
|
||||
} else {
|
||||
p.tile.applyMaterialOptions(material);
|
||||
}
|
||||
/*
|
||||
Do some stuff to the mesh
|
||||
*/
|
||||
m_camera_offset = camera_offset;
|
||||
translateMesh(m_mesh[layer],
|
||||
intToFloat(data->m_blockpos * MAP_BLOCKSIZE - camera_offset, BS));
|
||||
|
||||
scene::SMesh *mesh = (scene::SMesh *)m_mesh;
|
||||
|
||||
// Create meshbuffer, add to mesh
|
||||
if (m_use_tangent_vertices) {
|
||||
scene::SMeshBufferTangents *buf = new scene::SMeshBufferTangents();
|
||||
// Set material
|
||||
buf->Material = material;
|
||||
// Add to mesh
|
||||
mesh->addMeshBuffer(buf);
|
||||
// Mesh grabbed it
|
||||
buf->drop();
|
||||
buf->append(&p.tangent_vertices[0], p.tangent_vertices.size(),
|
||||
&p.indices[0], p.indices.size());
|
||||
} else {
|
||||
scene::SMeshBuffer *buf = new scene::SMeshBuffer();
|
||||
// Set material
|
||||
buf->Material = material;
|
||||
// Add to mesh
|
||||
mesh->addMeshBuffer(buf);
|
||||
// Mesh grabbed it
|
||||
buf->drop();
|
||||
buf->append(&p.vertices[0], p.vertices.size(),
|
||||
&p.indices[0], p.indices.size());
|
||||
scene::IMeshManipulator* meshmanip =
|
||||
m_client->getSceneManager()->getMeshManipulator();
|
||||
meshmanip->recalculateTangents(m_mesh[layer], true, false, false);
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
Do some stuff to the mesh
|
||||
*/
|
||||
m_camera_offset = camera_offset;
|
||||
translateMesh(m_mesh,
|
||||
intToFloat(data->m_blockpos * MAP_BLOCKSIZE - camera_offset, BS));
|
||||
|
||||
if (m_use_tangent_vertices) {
|
||||
scene::IMeshManipulator* meshmanip =
|
||||
m_client->getSceneManager()->getMeshManipulator();
|
||||
meshmanip->recalculateTangents(m_mesh, true, false, false);
|
||||
}
|
||||
|
||||
if (m_mesh)
|
||||
{
|
||||
if (m_mesh[layer])
|
||||
{
|
||||
#if 0
|
||||
// Usually 1-700 faces and 1-7 materials
|
||||
std::cout<<"Updated MapBlock has "<<fastfaces_new.size()<<" faces "
|
||||
<<"and uses "<<m_mesh->getMeshBufferCount()
|
||||
<<" materials (meshbuffers)"<<std::endl;
|
||||
// Usually 1-700 faces and 1-7 materials
|
||||
std::cout<<"Updated MapBlock has "<<fastfaces_new.size()<<" faces "
|
||||
<<"and uses "<<m_mesh[layer]->getMeshBufferCount()
|
||||
<<" materials (meshbuffers)"<<std::endl;
|
||||
#endif
|
||||
|
||||
// Use VBO for mesh (this just would set this for ever buffer)
|
||||
if (m_enable_vbo) {
|
||||
m_mesh->setHardwareMappingHint(scene::EHM_STATIC);
|
||||
// Use VBO for mesh (this just would set this for ever buffer)
|
||||
if (m_enable_vbo) {
|
||||
m_mesh[layer]->setHardwareMappingHint(scene::EHM_STATIC);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@ -1235,14 +1265,15 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
|
||||
|
||||
MapBlockMesh::~MapBlockMesh()
|
||||
{
|
||||
if (m_enable_vbo && m_mesh) {
|
||||
for (u32 i = 0; i < m_mesh->getMeshBufferCount(); i++) {
|
||||
scene::IMeshBuffer *buf = m_mesh->getMeshBuffer(i);
|
||||
m_driver->removeHardwareBuffer(buf);
|
||||
}
|
||||
for (int m = 0; m < MAX_TILE_LAYERS; m++) {
|
||||
if (m_enable_vbo && m_mesh[m])
|
||||
for (u32 i = 0; i < m_mesh[m]->getMeshBufferCount(); i++) {
|
||||
scene::IMeshBuffer *buf = m_mesh[m]->getMeshBuffer(i);
|
||||
m_driver->removeHardwareBuffer(buf);
|
||||
}
|
||||
m_mesh[m]->drop();
|
||||
m_mesh[m] = NULL;
|
||||
}
|
||||
m_mesh->drop();
|
||||
m_mesh = NULL;
|
||||
delete m_minimap_mapblock;
|
||||
}
|
||||
|
||||
@ -1259,9 +1290,10 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat
|
||||
// Cracks
|
||||
if(crack != m_last_crack)
|
||||
{
|
||||
for (UNORDERED_MAP<u32, std::string>::iterator i = m_crack_materials.begin();
|
||||
i != m_crack_materials.end(); ++i) {
|
||||
scene::IMeshBuffer *buf = m_mesh->getMeshBuffer(i->first);
|
||||
for (std::map<std::pair<u8, u32>, std::string>::iterator i =
|
||||
m_crack_materials.begin(); i != m_crack_materials.end(); ++i) {
|
||||
scene::IMeshBuffer *buf = m_mesh[i->first.first]->
|
||||
getMeshBuffer(i->first.second);
|
||||
std::string basename = i->second;
|
||||
|
||||
// Create new texture name from original
|
||||
@ -1274,10 +1306,10 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat
|
||||
|
||||
// If the current material is also animated,
|
||||
// update animation info
|
||||
UNORDERED_MAP<u32, TileSpec>::iterator anim_iter =
|
||||
m_animation_tiles.find(i->first);
|
||||
std::map<std::pair<u8, u32>, TileLayer>::iterator anim_iter =
|
||||
m_animation_tiles.find(i->first);
|
||||
if (anim_iter != m_animation_tiles.end()){
|
||||
TileSpec &tile = anim_iter->second;
|
||||
TileLayer &tile = anim_iter->second;
|
||||
tile.texture = new_texture;
|
||||
tile.texture_id = new_texture_id;
|
||||
// force animation update
|
||||
@ -1289,9 +1321,9 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat
|
||||
}
|
||||
|
||||
// Texture animation
|
||||
for (UNORDERED_MAP<u32, TileSpec>::iterator i = m_animation_tiles.begin();
|
||||
i != m_animation_tiles.end(); ++i) {
|
||||
const TileSpec &tile = i->second;
|
||||
for (std::map<std::pair<u8, u32>, TileLayer>::iterator i =
|
||||
m_animation_tiles.begin(); i != m_animation_tiles.end(); ++i) {
|
||||
const TileLayer &tile = i->second;
|
||||
// Figure out current frame
|
||||
int frameoffset = m_animation_frame_offsets[i->first];
|
||||
int frame = (int)(time * 1000 / tile.animation_frame_length_ms
|
||||
@ -1302,7 +1334,8 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat
|
||||
|
||||
m_animation_frames[i->first] = frame;
|
||||
|
||||
scene::IMeshBuffer *buf = m_mesh->getMeshBuffer(i->first);
|
||||
scene::IMeshBuffer *buf = m_mesh[i->first.first]->
|
||||
getMeshBuffer(i->first.second);
|
||||
|
||||
FrameSpec animation_frame = tile.frames[frame];
|
||||
buf->getMaterial().setTexture(0, animation_frame.texture);
|
||||
@ -1318,22 +1351,24 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat
|
||||
if(!m_enable_shaders && (daynight_ratio != m_last_daynight_ratio))
|
||||
{
|
||||
// Force reload mesh to VBO
|
||||
if (m_enable_vbo) {
|
||||
m_mesh->setDirty();
|
||||
}
|
||||
if (m_enable_vbo)
|
||||
for (int m = 0; m < MAX_TILE_LAYERS; m++)
|
||||
m_mesh[m]->setDirty();
|
||||
video::SColorf day_color;
|
||||
get_sunlight_color(&day_color, daynight_ratio);
|
||||
for(std::map<u32, std::map<u32, video::SColor > >::iterator
|
||||
for(std::map<std::pair<u8, u32>, std::map<u32, video::SColor > >::iterator
|
||||
i = m_daynight_diffs.begin();
|
||||
i != m_daynight_diffs.end(); ++i)
|
||||
{
|
||||
scene::IMeshBuffer *buf = m_mesh->getMeshBuffer(i->first);
|
||||
scene::IMeshBuffer *buf = m_mesh[i->first.first]->
|
||||
getMeshBuffer(i->first.second);
|
||||
video::S3DVertex *vertices = (video::S3DVertex *)buf->getVertices();
|
||||
for(std::map<u32, video::SColor >::iterator
|
||||
j = i->second.begin();
|
||||
j != i->second.end(); ++j)
|
||||
{
|
||||
final_color_blend(&(vertices[j->first].Color), j->second, day_color);
|
||||
final_color_blend(&(vertices[j->first].Color),
|
||||
j->second, day_color);
|
||||
}
|
||||
}
|
||||
m_last_daynight_ratio = daynight_ratio;
|
||||
@ -1345,9 +1380,12 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat
|
||||
void MapBlockMesh::updateCameraOffset(v3s16 camera_offset)
|
||||
{
|
||||
if (camera_offset != m_camera_offset) {
|
||||
translateMesh(m_mesh, intToFloat(m_camera_offset-camera_offset, BS));
|
||||
if (m_enable_vbo) {
|
||||
m_mesh->setDirty();
|
||||
for (u8 layer = 0; layer < 2; layer++) {
|
||||
translateMesh(m_mesh[layer],
|
||||
intToFloat(m_camera_offset - camera_offset, BS));
|
||||
if (m_enable_vbo) {
|
||||
m_mesh[layer]->setDirty();
|
||||
}
|
||||
}
|
||||
m_camera_offset = camera_offset;
|
||||
}
|
||||
@ -1360,16 +1398,30 @@ void MapBlockMesh::updateCameraOffset(v3s16 camera_offset)
|
||||
void MeshCollector::append(const TileSpec &tile,
|
||||
const video::S3DVertex *vertices, u32 numVertices,
|
||||
const u16 *indices, u32 numIndices)
|
||||
{
|
||||
for (int layernum = 0; layernum < MAX_TILE_LAYERS; layernum++) {
|
||||
const TileLayer *layer = &tile.layers[layernum];
|
||||
if (layer->texture_id == 0)
|
||||
continue;
|
||||
append(*layer, vertices, numVertices, indices, numIndices,
|
||||
layernum);
|
||||
}
|
||||
}
|
||||
|
||||
void MeshCollector::append(const TileLayer &layer,
|
||||
const video::S3DVertex *vertices, u32 numVertices,
|
||||
const u16 *indices, u32 numIndices, u8 layernum)
|
||||
{
|
||||
if (numIndices > 65535) {
|
||||
dstream<<"FIXME: MeshCollector::append() called with numIndices="<<numIndices<<" (limit 65535)"<<std::endl;
|
||||
return;
|
||||
}
|
||||
std::vector<PreMeshBuffer> *buffers = &prebuffers[layernum];
|
||||
|
||||
PreMeshBuffer *p = NULL;
|
||||
for (u32 i = 0; i < prebuffers.size(); i++) {
|
||||
PreMeshBuffer &pp = prebuffers[i];
|
||||
if (pp.tile != tile)
|
||||
for (u32 i = 0; i < buffers->size(); i++) {
|
||||
PreMeshBuffer &pp = (*buffers)[i];
|
||||
if (pp.layer != layer)
|
||||
continue;
|
||||
if (pp.indices.size() + numIndices > 65535)
|
||||
continue;
|
||||
@ -1380,9 +1432,9 @@ void MeshCollector::append(const TileSpec &tile,
|
||||
|
||||
if (p == NULL) {
|
||||
PreMeshBuffer pp;
|
||||
pp.tile = tile;
|
||||
prebuffers.push_back(pp);
|
||||
p = &prebuffers[prebuffers.size() - 1];
|
||||
pp.layer = layer;
|
||||
buffers->push_back(pp);
|
||||
p = &(*buffers)[buffers->size() - 1];
|
||||
}
|
||||
|
||||
u32 vertex_count;
|
||||
@ -1416,16 +1468,31 @@ void MeshCollector::append(const TileSpec &tile,
|
||||
const video::S3DVertex *vertices, u32 numVertices,
|
||||
const u16 *indices, u32 numIndices,
|
||||
v3f pos, video::SColor c, u8 light_source)
|
||||
{
|
||||
for (int layernum = 0; layernum < MAX_TILE_LAYERS; layernum++) {
|
||||
const TileLayer *layer = &tile.layers[layernum];
|
||||
if (layer->texture_id == 0)
|
||||
continue;
|
||||
append(*layer, vertices, numVertices, indices, numIndices, pos,
|
||||
c, light_source, layernum);
|
||||
}
|
||||
}
|
||||
|
||||
void MeshCollector::append(const TileLayer &layer,
|
||||
const video::S3DVertex *vertices, u32 numVertices,
|
||||
const u16 *indices, u32 numIndices,
|
||||
v3f pos, video::SColor c, u8 light_source, u8 layernum)
|
||||
{
|
||||
if (numIndices > 65535) {
|
||||
dstream<<"FIXME: MeshCollector::append() called with numIndices="<<numIndices<<" (limit 65535)"<<std::endl;
|
||||
return;
|
||||
}
|
||||
std::vector<PreMeshBuffer> *buffers = &prebuffers[layernum];
|
||||
|
||||
PreMeshBuffer *p = NULL;
|
||||
for (u32 i = 0; i < prebuffers.size(); i++) {
|
||||
PreMeshBuffer &pp = prebuffers[i];
|
||||
if(pp.tile != tile)
|
||||
for (u32 i = 0; i < buffers->size(); i++) {
|
||||
PreMeshBuffer &pp = (*buffers)[i];
|
||||
if(pp.layer != layer)
|
||||
continue;
|
||||
if(pp.indices.size() + numIndices > 65535)
|
||||
continue;
|
||||
@ -1436,9 +1503,9 @@ void MeshCollector::append(const TileSpec &tile,
|
||||
|
||||
if (p == NULL) {
|
||||
PreMeshBuffer pp;
|
||||
pp.tile = tile;
|
||||
prebuffers.push_back(pp);
|
||||
p = &prebuffers[prebuffers.size() - 1];
|
||||
pp.layer = layer;
|
||||
buffers->push_back(pp);
|
||||
p = &(*buffers)[buffers->size() - 1];
|
||||
}
|
||||
|
||||
video::SColor original_c = c;
|
||||
@ -1473,14 +1540,49 @@ void MeshCollector::append(const TileSpec &tile,
|
||||
}
|
||||
}
|
||||
|
||||
video::SColor encode_light_and_color(u16 light, const video::SColor &color,
|
||||
u8 emissive_light)
|
||||
void MeshCollector::applyTileColors()
|
||||
{
|
||||
if (m_use_tangent_vertices)
|
||||
for (int layer = 0; layer < MAX_TILE_LAYERS; layer++) {
|
||||
std::vector<PreMeshBuffer> *p = &prebuffers[layer];
|
||||
for (std::vector<PreMeshBuffer>::iterator it = p->begin();
|
||||
it != p->end(); ++it) {
|
||||
video::SColor tc = it->layer.color;
|
||||
if (tc == video::SColor(0xFFFFFFFF))
|
||||
continue;
|
||||
for (u32 index = 0; index < it->tangent_vertices.size(); index++) {
|
||||
video::SColor *c = &it->tangent_vertices[index].Color;
|
||||
c->set(c->getAlpha(), c->getRed() * tc.getRed() / 255,
|
||||
c->getGreen() * tc.getGreen() / 255,
|
||||
c->getBlue() * tc.getBlue() / 255);
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
for (int layer = 0; layer < MAX_TILE_LAYERS; layer++) {
|
||||
std::vector<PreMeshBuffer> *p = &prebuffers[layer];
|
||||
for (std::vector<PreMeshBuffer>::iterator it = p->begin();
|
||||
it != p->end(); ++it) {
|
||||
video::SColor tc = it->layer.color;
|
||||
if (tc == video::SColor(0xFFFFFFFF))
|
||||
continue;
|
||||
for (u32 index = 0; index < it->vertices.size(); index++) {
|
||||
video::SColor *c = &it->vertices[index].Color;
|
||||
c->set(c->getAlpha(), c->getRed() * tc.getRed() / 255,
|
||||
c->getGreen() * tc.getGreen() / 255,
|
||||
c->getBlue() * tc.getBlue() / 255);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
video::SColor encode_light(u16 light, u8 emissive_light)
|
||||
{
|
||||
// Get components
|
||||
f32 day = (light & 0xff) / 255.0f;
|
||||
f32 night = (light >> 8) / 255.0f;
|
||||
u32 day = (light & 0xff);
|
||||
u32 night = (light >> 8);
|
||||
// Add emissive light
|
||||
night += emissive_light * 0.01f;
|
||||
night += emissive_light * 2.5f;
|
||||
if (night > 255)
|
||||
night = 255;
|
||||
// Since we don't know if the day light is sunlight or
|
||||
@ -1490,15 +1592,14 @@ video::SColor encode_light_and_color(u16 light, const video::SColor &color,
|
||||
day = 0;
|
||||
else
|
||||
day = day - night;
|
||||
f32 sum = day + night;
|
||||
u32 sum = day + night;
|
||||
// Ratio of sunlight:
|
||||
float r;
|
||||
u32 r;
|
||||
if (sum > 0)
|
||||
r = day / sum;
|
||||
r = day * 255 / sum;
|
||||
else
|
||||
r = 0;
|
||||
// Average light:
|
||||
float b = (day + night) / 2;
|
||||
return video::SColor(r * 255, b * color.getRed(), b * color.getGreen(),
|
||||
b * color.getBlue());
|
||||
return video::SColor(r, b, b, b);
|
||||
}
|
||||
|
@ -108,7 +108,12 @@ public:
|
||||
|
||||
scene::IMesh *getMesh()
|
||||
{
|
||||
return m_mesh;
|
||||
return m_mesh[0];
|
||||
}
|
||||
|
||||
scene::IMesh *getMesh(u8 layer)
|
||||
{
|
||||
return m_mesh[layer];
|
||||
}
|
||||
|
||||
MinimapMapblock *moveMinimapMapblock()
|
||||
@ -132,7 +137,7 @@ public:
|
||||
void updateCameraOffset(v3s16 camera_offset);
|
||||
|
||||
private:
|
||||
scene::IMesh *m_mesh;
|
||||
scene::IMesh *m_mesh[MAX_TILE_LAYERS];
|
||||
MinimapMapblock *m_minimap_mapblock;
|
||||
Client *m_client;
|
||||
video::IVideoDriver *m_driver;
|
||||
@ -150,20 +155,23 @@ private:
|
||||
// Animation info: cracks
|
||||
// Last crack value passed to animate()
|
||||
int m_last_crack;
|
||||
// Maps mesh buffer (i.e. material) indices to base texture names
|
||||
UNORDERED_MAP<u32, std::string> m_crack_materials;
|
||||
// Maps mesh and mesh buffer (i.e. material) indices to base texture names
|
||||
std::map<std::pair<u8, u32>, std::string> m_crack_materials;
|
||||
|
||||
// Animation info: texture animationi
|
||||
// Maps meshbuffers to TileSpecs
|
||||
UNORDERED_MAP<u32, TileSpec> m_animation_tiles;
|
||||
UNORDERED_MAP<u32, int> m_animation_frames; // last animation frame
|
||||
UNORDERED_MAP<u32, int> m_animation_frame_offsets;
|
||||
// Maps mesh and mesh buffer indices to TileSpecs
|
||||
// Keys are pairs of (mesh index, buffer index in the mesh)
|
||||
std::map<std::pair<u8, u32>, TileLayer> m_animation_tiles;
|
||||
std::map<std::pair<u8, u32>, int> m_animation_frames; // last animation frame
|
||||
std::map<std::pair<u8, u32>, int> m_animation_frame_offsets;
|
||||
|
||||
// Animation info: day/night transitions
|
||||
// Last daynight_ratio value passed to animate()
|
||||
u32 m_last_daynight_ratio;
|
||||
// For each meshbuffer, stores pre-baked colors of sunlit vertices
|
||||
std::map<u32, std::map<u32, video::SColor > > m_daynight_diffs;
|
||||
// For each mesh and mesh buffer, stores pre-baked colors
|
||||
// of sunlit vertices
|
||||
// Keys are pairs of (mesh index, buffer index in the mesh)
|
||||
std::map<std::pair<u8, u32>, std::map<u32, video::SColor > > m_daynight_diffs;
|
||||
|
||||
// Camera offset info -> do we have to translate the mesh?
|
||||
v3s16 m_camera_offset;
|
||||
@ -176,7 +184,7 @@ private:
|
||||
*/
|
||||
struct PreMeshBuffer
|
||||
{
|
||||
TileSpec tile;
|
||||
TileLayer layer;
|
||||
std::vector<u16> indices;
|
||||
std::vector<video::S3DVertex> vertices;
|
||||
std::vector<video::S3DVertexTangents> tangent_vertices;
|
||||
@ -184,7 +192,7 @@ struct PreMeshBuffer
|
||||
|
||||
struct MeshCollector
|
||||
{
|
||||
std::vector<PreMeshBuffer> prebuffers;
|
||||
std::vector<PreMeshBuffer> prebuffers[MAX_TILE_LAYERS];
|
||||
bool m_use_tangent_vertices;
|
||||
|
||||
MeshCollector(bool use_tangent_vertices):
|
||||
@ -193,27 +201,38 @@ struct MeshCollector
|
||||
}
|
||||
|
||||
void append(const TileSpec &material,
|
||||
const video::S3DVertex *vertices, u32 numVertices,
|
||||
const u16 *indices, u32 numIndices);
|
||||
void append(const TileLayer &material,
|
||||
const video::S3DVertex *vertices, u32 numVertices,
|
||||
const u16 *indices, u32 numIndices);
|
||||
const u16 *indices, u32 numIndices, u8 layernum);
|
||||
void append(const TileSpec &material,
|
||||
const video::S3DVertex *vertices, u32 numVertices,
|
||||
const u16 *indices, u32 numIndices, v3f pos,
|
||||
video::SColor c, u8 light_source);
|
||||
void append(const TileLayer &material,
|
||||
const video::S3DVertex *vertices, u32 numVertices,
|
||||
const u16 *indices, u32 numIndices,
|
||||
v3f pos, video::SColor c, u8 light_source);
|
||||
const u16 *indices, u32 numIndices, v3f pos,
|
||||
video::SColor c, u8 light_source, u8 layernum);
|
||||
/*!
|
||||
* Colorizes all vertices in the collector.
|
||||
*/
|
||||
void applyTileColors();
|
||||
};
|
||||
|
||||
/*!
|
||||
* Encodes light and color of a node.
|
||||
* Encodes light of a node.
|
||||
* The result is not the final color, but a
|
||||
* half-baked vertex color.
|
||||
* You have to multiply the resulting color
|
||||
* with the node's color.
|
||||
*
|
||||
* \param light the first 8 bits are day light,
|
||||
* the last 8 bits are night light
|
||||
* \param color the node's color
|
||||
* \param emissive_light amount of light the surface emits,
|
||||
* from 0 to LIGHT_SUN.
|
||||
*/
|
||||
video::SColor encode_light_and_color(u16 light, const video::SColor &color,
|
||||
u8 emissive_light);
|
||||
video::SColor encode_light(u16 light, u8 emissive_light);
|
||||
|
||||
// Compute light at node
|
||||
u16 getInteriorLight(MapNode n, s32 increment, INodeDefManager *ndef);
|
||||
|
80
src/mesh.cpp
80
src/mesh.cpp
@ -385,48 +385,50 @@ void recalculateBoundingBox(scene::IMesh *src_mesh)
|
||||
src_mesh->setBoundingBox(bbox);
|
||||
}
|
||||
|
||||
scene::IMesh* cloneMesh(scene::IMesh *src_mesh)
|
||||
scene::IMeshBuffer* cloneMeshBuffer(scene::IMeshBuffer *mesh_buffer)
|
||||
{
|
||||
scene::IMeshBuffer *clone = NULL;
|
||||
switch (mesh_buffer->getVertexType()) {
|
||||
case video::EVT_STANDARD: {
|
||||
video::S3DVertex *v = (video::S3DVertex *) mesh_buffer->getVertices();
|
||||
u16 *indices = (u16*) mesh_buffer->getIndices();
|
||||
scene::SMeshBuffer *temp_buf = new scene::SMeshBuffer();
|
||||
temp_buf->append(v, mesh_buffer->getVertexCount(), indices,
|
||||
mesh_buffer->getIndexCount());
|
||||
return temp_buf;
|
||||
break;
|
||||
}
|
||||
case video::EVT_2TCOORDS: {
|
||||
video::S3DVertex2TCoords *v =
|
||||
(video::S3DVertex2TCoords *) mesh_buffer->getVertices();
|
||||
u16 *indices = (u16*) mesh_buffer->getIndices();
|
||||
scene::SMeshBufferTangents *temp_buf = new scene::SMeshBufferTangents();
|
||||
temp_buf->append(v, mesh_buffer->getVertexCount(), indices,
|
||||
mesh_buffer->getIndexCount());
|
||||
break;
|
||||
}
|
||||
case video::EVT_TANGENTS: {
|
||||
video::S3DVertexTangents *v =
|
||||
(video::S3DVertexTangents *) mesh_buffer->getVertices();
|
||||
u16 *indices = (u16*) mesh_buffer->getIndices();
|
||||
scene::SMeshBufferTangents *temp_buf = new scene::SMeshBufferTangents();
|
||||
temp_buf->append(v, mesh_buffer->getVertexCount(), indices,
|
||||
mesh_buffer->getIndexCount());
|
||||
break;
|
||||
}
|
||||
}
|
||||
return clone;
|
||||
}
|
||||
|
||||
scene::SMesh* cloneMesh(scene::IMesh *src_mesh)
|
||||
{
|
||||
scene::SMesh* dst_mesh = new scene::SMesh();
|
||||
for (u16 j = 0; j < src_mesh->getMeshBufferCount(); j++) {
|
||||
scene::IMeshBuffer *buf = src_mesh->getMeshBuffer(j);
|
||||
switch (buf->getVertexType()) {
|
||||
case video::EVT_STANDARD: {
|
||||
video::S3DVertex *v =
|
||||
(video::S3DVertex *) buf->getVertices();
|
||||
u16 *indices = (u16*)buf->getIndices();
|
||||
scene::SMeshBuffer *temp_buf = new scene::SMeshBuffer();
|
||||
temp_buf->append(v, buf->getVertexCount(),
|
||||
indices, buf->getIndexCount());
|
||||
dst_mesh->addMeshBuffer(temp_buf);
|
||||
temp_buf->drop();
|
||||
break;
|
||||
}
|
||||
case video::EVT_2TCOORDS: {
|
||||
video::S3DVertex2TCoords *v =
|
||||
(video::S3DVertex2TCoords *) buf->getVertices();
|
||||
u16 *indices = (u16*)buf->getIndices();
|
||||
scene::SMeshBufferTangents *temp_buf =
|
||||
new scene::SMeshBufferTangents();
|
||||
temp_buf->append(v, buf->getVertexCount(),
|
||||
indices, buf->getIndexCount());
|
||||
dst_mesh->addMeshBuffer(temp_buf);
|
||||
temp_buf->drop();
|
||||
break;
|
||||
}
|
||||
case video::EVT_TANGENTS: {
|
||||
video::S3DVertexTangents *v =
|
||||
(video::S3DVertexTangents *) buf->getVertices();
|
||||
u16 *indices = (u16*)buf->getIndices();
|
||||
scene::SMeshBufferTangents *temp_buf =
|
||||
new scene::SMeshBufferTangents();
|
||||
temp_buf->append(v, buf->getVertexCount(),
|
||||
indices, buf->getIndexCount());
|
||||
dst_mesh->addMeshBuffer(temp_buf);
|
||||
temp_buf->drop();
|
||||
break;
|
||||
}
|
||||
}
|
||||
scene::IMeshBuffer *temp_buf = cloneMeshBuffer(
|
||||
src_mesh->getMeshBuffer(j));
|
||||
dst_mesh->addMeshBuffer(temp_buf);
|
||||
temp_buf->drop();
|
||||
|
||||
}
|
||||
return dst_mesh;
|
||||
}
|
||||
|
@ -82,11 +82,16 @@ void rotateMeshBy6dFacedir(scene::IMesh *mesh, int facedir);
|
||||
void rotateMeshXYby (scene::IMesh *mesh, f64 degrees);
|
||||
void rotateMeshXZby (scene::IMesh *mesh, f64 degrees);
|
||||
void rotateMeshYZby (scene::IMesh *mesh, f64 degrees);
|
||||
|
||||
/*
|
||||
* Clone the mesh buffer.
|
||||
*/
|
||||
scene::IMeshBuffer* cloneMeshBuffer(scene::IMeshBuffer *mesh_buffer);
|
||||
|
||||
/*
|
||||
Clone the mesh.
|
||||
*/
|
||||
scene::IMesh* cloneMesh(scene::IMesh *src_mesh);
|
||||
scene::SMesh* cloneMesh(scene::IMesh *src_mesh);
|
||||
|
||||
/*
|
||||
Convert nodeboxes to mesh. Each tile goes into a different buffer.
|
||||
|
@ -148,9 +148,11 @@ with this program; if not, write to the Free Software Foundation, Inc.,
|
||||
Add node and tile color and palette
|
||||
Fix plantlike visual_scale being applied squared and add compatibility
|
||||
with pre-30 clients by sending sqrt(visual_scale)
|
||||
PROTOCOL VERSION 31:
|
||||
Add tile overlay
|
||||
*/
|
||||
|
||||
#define LATEST_PROTOCOL_VERSION 30
|
||||
#define LATEST_PROTOCOL_VERSION 31
|
||||
|
||||
// Server's supported network protocol range
|
||||
#define SERVER_PROTOCOL_VERSION_MIN 24
|
||||
|
@ -378,13 +378,13 @@ void ContentFeatures::reset()
|
||||
|
||||
void ContentFeatures::serialize(std::ostream &os, u16 protocol_version) const
|
||||
{
|
||||
if (protocol_version < 30) {
|
||||
if (protocol_version < 31) {
|
||||
serializeOld(os, protocol_version);
|
||||
return;
|
||||
}
|
||||
|
||||
// version
|
||||
writeU8(os, 9);
|
||||
writeU8(os, 10);
|
||||
|
||||
// general
|
||||
os << serializeString(name);
|
||||
@ -404,6 +404,8 @@ void ContentFeatures::serialize(std::ostream &os, u16 protocol_version) const
|
||||
writeU8(os, 6);
|
||||
for (u32 i = 0; i < 6; i++)
|
||||
tiledef[i].serialize(os, protocol_version);
|
||||
for (u32 i = 0; i < 6; i++)
|
||||
tiledef_overlay[i].serialize(os, protocol_version);
|
||||
writeU8(os, CF_SPECIAL_COUNT);
|
||||
for (u32 i = 0; i < CF_SPECIAL_COUNT; i++) {
|
||||
tiledef_special[i].serialize(os, protocol_version);
|
||||
@ -492,7 +494,7 @@ void ContentFeatures::deSerialize(std::istream &is)
|
||||
if (version < 9) {
|
||||
deSerializeOld(is, version);
|
||||
return;
|
||||
} else if (version > 9) {
|
||||
} else if (version > 10) {
|
||||
throw SerializationError("unsupported ContentFeatures version");
|
||||
}
|
||||
|
||||
@ -516,6 +518,9 @@ void ContentFeatures::deSerialize(std::istream &is)
|
||||
throw SerializationError("unsupported tile count");
|
||||
for (u32 i = 0; i < 6; i++)
|
||||
tiledef[i].deSerialize(is, version, drawtype);
|
||||
if (version >= 10)
|
||||
for (u32 i = 0; i < 6; i++)
|
||||
tiledef_overlay[i].deSerialize(is, version, drawtype);
|
||||
if (readU8(is) != CF_SPECIAL_COUNT)
|
||||
throw SerializationError("unsupported CF_SPECIAL_COUNT");
|
||||
for (u32 i = 0; i < CF_SPECIAL_COUNT; i++)
|
||||
@ -581,7 +586,7 @@ void ContentFeatures::deSerialize(std::istream &is)
|
||||
}
|
||||
|
||||
#ifndef SERVER
|
||||
void ContentFeatures::fillTileAttribs(ITextureSource *tsrc, TileSpec *tile,
|
||||
void ContentFeatures::fillTileAttribs(ITextureSource *tsrc, TileLayer *tile,
|
||||
TileDef *tiledef, u32 shader_id, bool use_normal_texture,
|
||||
bool backface_culling, u8 material_type)
|
||||
{
|
||||
@ -774,14 +779,18 @@ void ContentFeatures::updateTextures(ITextureSource *tsrc, IShaderSource *shdsrc
|
||||
|
||||
// Tiles (fill in f->tiles[])
|
||||
for (u16 j = 0; j < 6; j++) {
|
||||
fillTileAttribs(tsrc, &tiles[j], &tdef[j], tile_shader[j],
|
||||
fillTileAttribs(tsrc, &tiles[j].layers[0], &tdef[j], tile_shader[j],
|
||||
tsettings.use_normal_texture,
|
||||
tiledef[j].backface_culling, material_type);
|
||||
if (tiledef_overlay[j].name!="")
|
||||
fillTileAttribs(tsrc, &tiles[j].layers[1], &tiledef_overlay[j],
|
||||
tile_shader[j], tsettings.use_normal_texture,
|
||||
tiledef[j].backface_culling, material_type);
|
||||
}
|
||||
|
||||
// Special tiles (fill in f->special_tiles[])
|
||||
for (u16 j = 0; j < CF_SPECIAL_COUNT; j++) {
|
||||
fillTileAttribs(tsrc, &special_tiles[j], &tiledef_special[j],
|
||||
fillTileAttribs(tsrc, &special_tiles[j].layers[0], &tiledef_special[j],
|
||||
tile_shader[j], tsettings.use_normal_texture,
|
||||
tiledef_special[j].backface_culling, material_type);
|
||||
}
|
||||
@ -1538,8 +1547,19 @@ void ContentFeatures::serializeOld(std::ostream &os, u16 protocol_version) const
|
||||
if (protocol_version < 30 && drawtype == NDT_PLANTLIKE)
|
||||
compatible_visual_scale = sqrt(visual_scale);
|
||||
|
||||
TileDef compatible_tiles[6];
|
||||
for (u8 i = 0; i < 6; i++) {
|
||||
compatible_tiles[i] = tiledef[i];
|
||||
if (tiledef_overlay[i].name != "") {
|
||||
std::stringstream s;
|
||||
s << "(" << tiledef[i].name << ")^(" << tiledef_overlay[i].name
|
||||
<< ")";
|
||||
compatible_tiles[i].name = s.str();
|
||||
}
|
||||
}
|
||||
|
||||
// Protocol >= 24
|
||||
if (protocol_version < 30) {
|
||||
if (protocol_version < 31) {
|
||||
writeU8(os, protocol_version < 27 ? 7 : 8);
|
||||
|
||||
os << serializeString(name);
|
||||
@ -1553,7 +1573,7 @@ void ContentFeatures::serializeOld(std::ostream &os, u16 protocol_version) const
|
||||
writeF1000(os, compatible_visual_scale);
|
||||
writeU8(os, 6);
|
||||
for (u32 i = 0; i < 6; i++)
|
||||
tiledef[i].serialize(os, protocol_version);
|
||||
compatible_tiles[i].serialize(os, protocol_version);
|
||||
writeU8(os, CF_SPECIAL_COUNT);
|
||||
for (u32 i = 0; i < CF_SPECIAL_COUNT; i++)
|
||||
tiledef_special[i].serialize(os, protocol_version);
|
||||
|
@ -280,6 +280,8 @@ struct ContentFeatures
|
||||
#endif
|
||||
float visual_scale; // Misc. scale parameter
|
||||
TileDef tiledef[6];
|
||||
// These will be drawn over the base tiles.
|
||||
TileDef tiledef_overlay[6];
|
||||
TileDef tiledef_special[CF_SPECIAL_COUNT]; // eg. flowing liquid
|
||||
// If 255, the node is opaque.
|
||||
// Otherwise it uses texture alpha.
|
||||
@ -405,7 +407,7 @@ struct ContentFeatures
|
||||
}
|
||||
|
||||
#ifndef SERVER
|
||||
void fillTileAttribs(ITextureSource *tsrc, TileSpec *tile, TileDef *tiledef,
|
||||
void fillTileAttribs(ITextureSource *tsrc, TileLayer *tile, TileDef *tiledef,
|
||||
u32 shader_id, bool use_normal_texture, bool backface_culling,
|
||||
u8 material_type);
|
||||
void updateTextures(ITextureSource *tsrc, IShaderSource *shdsrc,
|
||||
|
@ -620,7 +620,7 @@ void ParticleManager::addNodeParticle(IGameDef* gamedef,
|
||||
{
|
||||
// Texture
|
||||
u8 texid = myrand_range(0, 5);
|
||||
const TileSpec &tile = f.tiles[texid];
|
||||
const TileLayer &tile = f.tiles[texid].layers[0];
|
||||
video::ITexture *texture;
|
||||
struct TileAnimationParams anim;
|
||||
anim.type = TAT_NONE;
|
||||
|
@ -426,6 +426,34 @@ ContentFeatures read_content_features(lua_State *L, int index)
|
||||
}
|
||||
lua_pop(L, 1);
|
||||
|
||||
// overlay_tiles = {}
|
||||
lua_getfield(L, index, "overlay_tiles");
|
||||
if (lua_istable(L, -1)) {
|
||||
int table = lua_gettop(L);
|
||||
lua_pushnil(L);
|
||||
int i = 0;
|
||||
while (lua_next(L, table) != 0) {
|
||||
// Read tiledef from value
|
||||
f.tiledef_overlay[i] = read_tiledef(L, -1, f.drawtype);
|
||||
// removes value, keeps key for next iteration
|
||||
lua_pop(L, 1);
|
||||
i++;
|
||||
if (i == 6) {
|
||||
lua_pop(L, 1);
|
||||
break;
|
||||
}
|
||||
}
|
||||
// Copy last value to all remaining textures
|
||||
if (i >= 1) {
|
||||
TileDef lasttile = f.tiledef_overlay[i - 1];
|
||||
while (i < 6) {
|
||||
f.tiledef_overlay[i] = lasttile;
|
||||
i++;
|
||||
}
|
||||
}
|
||||
}
|
||||
lua_pop(L, 1);
|
||||
|
||||
// special_tiles = {}
|
||||
lua_getfield(L, index, "special_tiles");
|
||||
// If nil, try the deprecated name "special_materials" instead
|
||||
|
@ -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);
|
||||
|
||||
@ -321,12 +312,12 @@ void WieldMeshSceneNode::setItem(const ItemStack &item, Client *client)
|
||||
|
||||
// Color-related
|
||||
m_colors.clear();
|
||||
video::SColor basecolor = idef->getItemstackColor(item, client);
|
||||
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(basecolor);
|
||||
m_colors.push_back(ItemPartColor());
|
||||
return;
|
||||
}
|
||||
// Handle nodes
|
||||
@ -334,66 +325,50 @@ void WieldMeshSceneNode::setItem(const ItemStack &item, Client *client)
|
||||
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(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) {
|
||||
const TileSpec *tile = &(f.tiles[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 = (tile->animation_frame_count > 1);
|
||||
if (animated) {
|
||||
FrameSpec animation_frame = tile->frames[0];
|
||||
material.setTexture(0, animation_frame.texture);
|
||||
} else {
|
||||
material.setTexture(0, tile->texture);
|
||||
}
|
||||
m_colors.push_back(tile->has_color ? tile->color : basecolor);
|
||||
material.MaterialType = m_material_type;
|
||||
if (m_enable_shaders) {
|
||||
if (tile->normal_texture) {
|
||||
if (animated) {
|
||||
FrameSpec animation_frame = tile->frames[0];
|
||||
material.setTexture(1, animation_frame.normal_texture);
|
||||
} else {
|
||||
material.setTexture(1, tile->normal_texture);
|
||||
}
|
||||
}
|
||||
material.setTexture(2, tile->flags_texture);
|
||||
}
|
||||
}
|
||||
return;
|
||||
}
|
||||
else if (def.inventory_image != "") {
|
||||
setExtruded(def.inventory_image, def.wield_scale, tsrc, 1);
|
||||
m_colors.push_back(basecolor);
|
||||
m_colors.push_back(ItemPartColor());
|
||||
return;
|
||||
}
|
||||
|
||||
@ -413,9 +388,9 @@ void WieldMeshSceneNode::setColor(video::SColor c)
|
||||
u8 blue = c.getBlue();
|
||||
u32 mc = mesh->getMeshBufferCount();
|
||||
for (u32 j = 0; j < mc; j++) {
|
||||
video::SColor bc(0xFFFFFFFF);
|
||||
if (m_colors.size() > j)
|
||||
bc = m_colors[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,
|
||||
@ -439,19 +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);
|
||||
@ -475,24 +438,24 @@ void getItemMesh(Client *client, const ItemStack &item, ItemMesh *result)
|
||||
g_extrusion_mesh_cache->grab();
|
||||
}
|
||||
|
||||
scene::IMesh *mesh;
|
||||
scene::SMesh *mesh;
|
||||
|
||||
// If inventory_image is defined, it overrides everything else
|
||||
if (def.inventory_image != "") {
|
||||
mesh = getExtrudedMesh(tsrc, def.inventory_image);
|
||||
result->mesh = mesh;
|
||||
result->buffer_colors.push_back(
|
||||
std::pair<bool, video::SColor>(false, video::SColor(0xFFFFFFFF)));
|
||||
result->buffer_colors.push_back(ItemPartColor());
|
||||
} 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));
|
||||
} else if (f.drawtype == NDT_PLANTLIKE) {
|
||||
mesh = getExtrudedMesh(tsrc,
|
||||
tsrc->getTextureName(f.tiles[0].texture_id));
|
||||
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(client, false);
|
||||
@ -519,32 +482,27 @@ void getItemMesh(Client *client, const ItemStack &item, ItemMesh *result)
|
||||
|
||||
u32 mc = mesh->getMeshBufferCount();
|
||||
for (u32 i = 0; i < mc; ++i) {
|
||||
const TileSpec *tile = &(f.tiles[i]);
|
||||
scene::IMeshBuffer *buf = mesh->getMeshBuffer(i);
|
||||
result->buffer_colors.push_back(
|
||||
std::pair<bool, video::SColor>(tile->has_color, tile->color));
|
||||
colorizeMeshBuffer(buf, &tile->color);
|
||||
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 (tile->animation_frame_count > 1) {
|
||||
FrameSpec animation_frame = tile->frames[0];
|
||||
material.setTexture(0, animation_frame.texture);
|
||||
} else {
|
||||
material.setTexture(0, tile->texture);
|
||||
}
|
||||
}
|
||||
|
||||
rotateMeshXZby(mesh, -45);
|
||||
rotateMeshYZby(mesh, -30);
|
||||
result->mesh = mesh;
|
||||
|
||||
postProcessNodeMesh(mesh, f, false, false, NULL,
|
||||
&result->buffer_colors);
|
||||
}
|
||||
result->mesh = mesh;
|
||||
}
|
||||
|
||||
scene::IMesh * getExtrudedMesh(ITextureSource *tsrc,
|
||||
|
||||
|
||||
scene::SMesh * getExtrudedMesh(ITextureSource *tsrc,
|
||||
const std::string &imagename)
|
||||
{
|
||||
video::ITexture *texture = tsrc->getTextureForMesh(imagename);
|
||||
@ -553,7 +511,9 @@ 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();
|
||||
@ -569,3 +529,57 @@ 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);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -26,17 +26,41 @@ with this program; if not, write to the Free Software Foundation, Inc.,
|
||||
struct ItemStack;
|
||||
class Client;
|
||||
class ITextureSource;
|
||||
struct TileSpec;
|
||||
struct ContentFeatures;
|
||||
|
||||
/*!
|
||||
* Holds color information of an item mesh's buffer.
|
||||
*/
|
||||
struct ItemPartColor {
|
||||
/*!
|
||||
* If this is false, the global base color of the item
|
||||
* will be used instead of the specific color of the
|
||||
* buffer.
|
||||
*/
|
||||
bool override_base;
|
||||
/*!
|
||||
* The color of the buffer.
|
||||
*/
|
||||
video::SColor color;
|
||||
|
||||
ItemPartColor():
|
||||
override_base(false),
|
||||
color(0)
|
||||
{}
|
||||
|
||||
ItemPartColor(bool override, video::SColor color):
|
||||
override_base(override),
|
||||
color(color)
|
||||
{}
|
||||
};
|
||||
|
||||
struct ItemMesh
|
||||
{
|
||||
scene::IMesh *mesh;
|
||||
/*!
|
||||
* Stores the color of each mesh buffer.
|
||||
* If the boolean is true, the color is fixed, else
|
||||
* palettes can modify it.
|
||||
*/
|
||||
std::vector<std::pair<bool, video::SColor> > buffer_colors;
|
||||
std::vector<ItemPartColor> buffer_colors;
|
||||
|
||||
ItemMesh() : mesh(NULL), buffer_colors() {}
|
||||
};
|
||||
@ -51,7 +75,8 @@ public:
|
||||
s32 id = -1, bool lighting = false);
|
||||
virtual ~WieldMeshSceneNode();
|
||||
|
||||
void setCube(const TileSpec tiles[6], v3f wield_scale, ITextureSource *tsrc);
|
||||
void setCube(const ContentFeatures &f, v3f wield_scale,
|
||||
ITextureSource *tsrc);
|
||||
void setExtruded(const std::string &imagename, v3f wield_scale,
|
||||
ITextureSource *tsrc, u8 num_frames);
|
||||
void setItem(const ItemStack &item, Client *client);
|
||||
@ -84,7 +109,12 @@ private:
|
||||
* Stores the colors of the mesh's mesh buffers.
|
||||
* This does not include lighting.
|
||||
*/
|
||||
std::vector<video::SColor> m_colors;
|
||||
std::vector<ItemPartColor> m_colors;
|
||||
/*!
|
||||
* The base color of this mesh. This is the default
|
||||
* for all mesh buffers.
|
||||
*/
|
||||
video::SColor m_base_color;
|
||||
|
||||
// Bounding box culling is disabled for this type of scene node,
|
||||
// so this variable is just required so we can implement
|
||||
@ -94,5 +124,16 @@ private:
|
||||
|
||||
void getItemMesh(Client *client, const ItemStack &item, ItemMesh *result);
|
||||
|
||||
scene::IMesh *getExtrudedMesh(ITextureSource *tsrc, const std::string &imagename);
|
||||
scene::SMesh *getExtrudedMesh(ITextureSource *tsrc, const std::string &imagename);
|
||||
|
||||
/*!
|
||||
* Applies overlays, textures and optionally materials to the given mesh and
|
||||
* extracts tile colors for colorization.
|
||||
* \param mattype overrides the buffer's material type, but can also
|
||||
* be NULL to leave the original material.
|
||||
* \param colors returns the colors of the mesh buffers in the mesh.
|
||||
*/
|
||||
void postProcessNodeMesh(scene::SMesh *mesh, const ContentFeatures &f,
|
||||
bool use_shaders, bool set_material, video::E_MATERIAL_TYPE *mattype,
|
||||
std::vector<ItemPartColor> *colors);
|
||||
#endif
|
||||
|
Loading…
Reference in New Issue
Block a user