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Improve default inventory+wield images of node drawtypes (#9299)
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@ -90,6 +90,7 @@ by texture packs. All existing fallback textures can be found in the directory
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* `minimap_mask_square.png`: mask used for the square minimap
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* `minimap_overlay_round.png`: overlay texture for the round minimap
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* `minimap_overlay_square.png`: overlay texture for the square minimap
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* `no_texture_airlike.png`: fallback inventory image for airlike nodes
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* `object_marker_red.png`: texture for players on the minimap
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* `player_marker.png`: texture for the own player on the square minimap
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@ -1454,10 +1454,10 @@ void MapblockMeshGenerator::generate()
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}
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}
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void MapblockMeshGenerator::renderSingle(content_t node)
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void MapblockMeshGenerator::renderSingle(content_t node, u8 param2)
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{
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p = {0, 0, 0};
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n = MapNode(node, 0xff, 0x00);
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n = MapNode(node, 0xff, param2);
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f = &nodedef->get(n);
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drawNode();
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}
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@ -174,5 +174,5 @@ public:
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public:
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MapblockMeshGenerator(MeshMakeData *input, MeshCollector *output);
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void generate();
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void renderSingle(content_t node);
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void renderSingle(content_t node, u8 param2 = 0x00);
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};
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@ -303,13 +303,24 @@ void WieldMeshSceneNode::setExtruded(const std::string &imagename,
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}
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}
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scene::SMesh *createSpecialNodeMesh(Client *client, content_t id, std::vector<ItemPartColor> *colors)
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scene::SMesh *createSpecialNodeMesh(Client *client, content_t id, std::vector<ItemPartColor> *colors, const ContentFeatures &f)
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{
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MeshMakeData mesh_make_data(client, false, false);
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MeshCollector collector;
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mesh_make_data.setSmoothLighting(false);
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MapblockMeshGenerator gen(&mesh_make_data, &collector);
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gen.renderSingle(id);
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u8 param2 = 0;
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if (f.param_type_2 == CPT2_WALLMOUNTED ||
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f.param_type_2 == CPT2_COLORED_WALLMOUNTED) {
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if (f.drawtype == NDT_TORCHLIKE)
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param2 = 1;
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else if (f.drawtype == NDT_SIGNLIKE ||
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f.drawtype == NDT_NODEBOX ||
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f.drawtype == NDT_MESH)
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param2 = 4;
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}
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gen.renderSingle(id, param2);
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colors->clear();
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scene::SMesh *mesh = new scene::SMesh();
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for (auto &prebuffers : collector.prebuffers)
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@ -319,8 +330,9 @@ scene::SMesh *createSpecialNodeMesh(Client *client, content_t id, std::vector<It
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p.layer.texture = frame.texture;
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p.layer.normal_texture = frame.normal_texture;
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}
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for (video::S3DVertex &v : p.vertices)
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for (video::S3DVertex &v : p.vertices) {
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v.Color.setAlpha(255);
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}
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scene::SMeshBuffer *buf = new scene::SMeshBuffer();
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buf->Material.setTexture(0, p.layer.texture);
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p.layer.applyMaterialOptions(buf->Material);
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@ -368,27 +380,26 @@ void WieldMeshSceneNode::setItem(const ItemStack &item, Client *client, bool che
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// Handle nodes
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// See also CItemDefManager::createClientCached()
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if (def.type == ITEM_NODE) {
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if (f.mesh_ptr[0]) {
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// e.g. mesh nodes and nodeboxes
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mesh = cloneMesh(f.mesh_ptr[0]);
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postProcessNodeMesh(mesh, f, m_enable_shaders, true,
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&m_material_type, &m_colors);
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changeToMesh(mesh);
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mesh->drop();
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// mesh is pre-scaled by BS * f->visual_scale
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m_meshnode->setScale(
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def.wield_scale * WIELD_SCALE_FACTOR
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/ (BS * f.visual_scale));
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} else {
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bool cull_backface = f.needsBackfaceCulling();
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// Select rendering method
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switch (f.drawtype) {
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case NDT_AIRLIKE: {
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changeToMesh(nullptr);
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case NDT_AIRLIKE:
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setExtruded("no_texture_airlike.png", "",
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v3f(1.0, 1.0, 1.0), tsrc, 1);
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break;
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}
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case NDT_PLANTLIKE: {
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case NDT_SIGNLIKE:
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case NDT_TORCHLIKE:
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case NDT_RAILLIKE:
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case NDT_PLANTLIKE:
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case NDT_PLANTLIKE_ROOTED:
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case NDT_FLOWINGLIQUID: {
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v3f wscale = def.wield_scale;
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if (f.drawtype == NDT_FLOWINGLIQUID)
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wscale.Z *= 0.1f;
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setExtruded(tsrc->getTextureName(f.tiles[0].layers[0].texture_id),
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tsrc->getTextureName(f.tiles[0].layers[1].texture_id),
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def.wield_scale, tsrc,
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wscale, tsrc,
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f.tiles[0].layers[0].animation_frame_count);
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// Add color
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const TileLayer &l0 = f.tiles[0].layers[0];
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@ -397,44 +408,33 @@ void WieldMeshSceneNode::setItem(const ItemStack &item, Client *client, bool che
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m_colors.emplace_back(l1.has_color, l1.color);
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break;
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}
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case NDT_PLANTLIKE_ROOTED: {
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setExtruded(tsrc->getTextureName(f.special_tiles[0].layers[0].texture_id),
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"", def.wield_scale, tsrc,
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f.special_tiles[0].layers[0].animation_frame_count);
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// Add color
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const TileLayer &l0 = f.special_tiles[0].layers[0];
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m_colors.emplace_back(l0.has_color, l0.color);
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break;
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}
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case NDT_NORMAL:
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case NDT_ALLFACES:
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case NDT_LIQUID:
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case NDT_FLOWINGLIQUID: {
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setCube(f, def.wield_scale);
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break;
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}
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default: {
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mesh = createSpecialNodeMesh(client, id, &m_colors);
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default:
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// Render non-trivial drawtypes like the actual node
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mesh = createSpecialNodeMesh(client, id, &m_colors, f);
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changeToMesh(mesh);
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mesh->drop();
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m_meshnode->setScale(
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def.wield_scale * WIELD_SCALE_FACTOR
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/ (BS * f.visual_scale));
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break;
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}
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}
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}
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u32 material_count = m_meshnode->getMaterialCount();
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for (u32 i = 0; i < material_count; ++i) {
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video::SMaterial &material = m_meshnode->getMaterial(i);
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material.MaterialType = m_material_type;
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material.MaterialTypeParam = 0.5f;
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material.setFlag(video::EMF_BACK_FACE_CULLING, true);
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material.setFlag(video::EMF_BACK_FACE_CULLING, cull_backface);
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material.setFlag(video::EMF_BILINEAR_FILTER, m_bilinear_filter);
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material.setFlag(video::EMF_TRILINEAR_FILTER, m_trilinear_filter);
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}
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return;
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}
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else if (!def.inventory_image.empty()) {
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} else if (!def.inventory_image.empty()) {
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setExtruded(def.inventory_image, def.inventory_overlay, def.wield_scale,
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tsrc, 1);
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m_colors.emplace_back();
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@ -529,6 +529,8 @@ void getItemMesh(Client *client, const ItemStack &item, ItemMesh *result)
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// Shading is on by default
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result->needs_shading = true;
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bool cull_backface = f.needsBackfaceCulling();
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// If inventory_image is defined, it overrides everything else
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if (!def.inventory_image.empty()) {
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mesh = getExtrudedMesh(tsrc, def.inventory_image,
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@ -538,14 +540,30 @@ void getItemMesh(Client *client, const ItemStack &item, ItemMesh *result)
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result->buffer_colors.emplace_back(true, video::SColor(0xFFFFFFFF));
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// Items with inventory images do not need shading
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result->needs_shading = false;
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} else if (def.type == ITEM_NODE && f.drawtype == NDT_AIRLIKE) {
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// Fallback image for airlike node
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mesh = getExtrudedMesh(tsrc, "no_texture_airlike.png",
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def.inventory_overlay);
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result->needs_shading = false;
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} else if (def.type == ITEM_NODE) {
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if (f.mesh_ptr[0]) {
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mesh = cloneMesh(f.mesh_ptr[0]);
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scaleMesh(mesh, v3f(0.12, 0.12, 0.12));
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postProcessNodeMesh(mesh, f, false, false, nullptr,
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&result->buffer_colors);
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} else {
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switch (f.drawtype) {
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case NDT_NORMAL:
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case NDT_ALLFACES:
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case NDT_LIQUID:
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case NDT_FLOWINGLIQUID: {
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scene::IMesh *cube = g_extrusion_mesh_cache->createCube();
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mesh = cloneMesh(cube);
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cube->drop();
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if (f.drawtype == NDT_FLOWINGLIQUID) {
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scaleMesh(mesh, v3f(1.2, 0.03, 1.2));
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translateMesh(mesh, v3f(0, -0.57, 0));
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} else
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scaleMesh(mesh, v3f(1.2, 1.2, 1.2));
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// add overlays
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postProcessNodeMesh(mesh, f, false, false, nullptr,
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&result->buffer_colors, true);
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break;
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}
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case NDT_PLANTLIKE: {
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mesh = getExtrudedMesh(tsrc,
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tsrc->getTextureName(f.tiles[0].layers[0].texture_id),
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@ -565,24 +583,11 @@ void getItemMesh(Client *client, const ItemStack &item, ItemMesh *result)
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result->buffer_colors.emplace_back(l0.has_color, l0.color);
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break;
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}
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case NDT_NORMAL:
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case NDT_ALLFACES:
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case NDT_LIQUID:
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case NDT_FLOWINGLIQUID: {
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scene::IMesh *cube = g_extrusion_mesh_cache->createCube();
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mesh = cloneMesh(cube);
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cube->drop();
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scaleMesh(mesh, v3f(1.2, 1.2, 1.2));
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// add overlays
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postProcessNodeMesh(mesh, f, false, false, nullptr,
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&result->buffer_colors);
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break;
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}
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default: {
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mesh = createSpecialNodeMesh(client, id, &result->buffer_colors);
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default:
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// Render non-trivial drawtypes like the actual node
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mesh = createSpecialNodeMesh(client, id, &result->buffer_colors, f);
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scaleMesh(mesh, v3f(0.12, 0.12, 0.12));
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}
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}
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break;
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}
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u32 mc = mesh->getMeshBufferCount();
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@ -593,7 +598,7 @@ void getItemMesh(Client *client, const ItemStack &item, ItemMesh *result)
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material.MaterialTypeParam = 0.5f;
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material.setFlag(video::EMF_BILINEAR_FILTER, false);
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material.setFlag(video::EMF_TRILINEAR_FILTER, false);
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material.setFlag(video::EMF_BACK_FACE_CULLING, true);
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material.setFlag(video::EMF_BACK_FACE_CULLING, cull_backface);
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material.setFlag(video::EMF_LIGHTING, false);
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}
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@ -425,6 +425,22 @@ struct ContentFeatures
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/*
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Some handy methods
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*/
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bool needsBackfaceCulling() const
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{
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switch (drawtype) {
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case NDT_TORCHLIKE:
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case NDT_SIGNLIKE:
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case NDT_FIRELIKE:
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case NDT_RAILLIKE:
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case NDT_PLANTLIKE:
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case NDT_PLANTLIKE_ROOTED:
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case NDT_MESH:
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return false;
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default:
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return true;
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}
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}
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bool isLiquid() const{
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return (liquid_type != LIQUID_NONE);
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}
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BIN
textures/base/pack/no_texture_airlike.png
Normal file
BIN
textures/base/pack/no_texture_airlike.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 178 B |
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