mirror of
https://github.com/minetest/minetest.git
synced 2024-11-29 19:13:44 +01:00
Improve default inventory+wield images of node drawtypes (#9299)
This commit is contained in:
parent
8ca602150d
commit
808fa5ecb3
@ -90,6 +90,7 @@ by texture packs. All existing fallback textures can be found in the directory
|
||||
* `minimap_mask_square.png`: mask used for the square minimap
|
||||
* `minimap_overlay_round.png`: overlay texture for the round minimap
|
||||
* `minimap_overlay_square.png`: overlay texture for the square minimap
|
||||
* `no_texture_airlike.png`: fallback inventory image for airlike nodes
|
||||
* `object_marker_red.png`: texture for players on the minimap
|
||||
* `player_marker.png`: texture for the own player on the square minimap
|
||||
|
||||
|
@ -1454,10 +1454,10 @@ void MapblockMeshGenerator::generate()
|
||||
}
|
||||
}
|
||||
|
||||
void MapblockMeshGenerator::renderSingle(content_t node)
|
||||
void MapblockMeshGenerator::renderSingle(content_t node, u8 param2)
|
||||
{
|
||||
p = {0, 0, 0};
|
||||
n = MapNode(node, 0xff, 0x00);
|
||||
n = MapNode(node, 0xff, param2);
|
||||
f = &nodedef->get(n);
|
||||
drawNode();
|
||||
}
|
||||
|
@ -174,5 +174,5 @@ public:
|
||||
public:
|
||||
MapblockMeshGenerator(MeshMakeData *input, MeshCollector *output);
|
||||
void generate();
|
||||
void renderSingle(content_t node);
|
||||
void renderSingle(content_t node, u8 param2 = 0x00);
|
||||
};
|
||||
|
@ -303,13 +303,24 @@ void WieldMeshSceneNode::setExtruded(const std::string &imagename,
|
||||
}
|
||||
}
|
||||
|
||||
scene::SMesh *createSpecialNodeMesh(Client *client, content_t id, std::vector<ItemPartColor> *colors)
|
||||
scene::SMesh *createSpecialNodeMesh(Client *client, content_t id, std::vector<ItemPartColor> *colors, const ContentFeatures &f)
|
||||
{
|
||||
MeshMakeData mesh_make_data(client, false, false);
|
||||
MeshCollector collector;
|
||||
mesh_make_data.setSmoothLighting(false);
|
||||
MapblockMeshGenerator gen(&mesh_make_data, &collector);
|
||||
gen.renderSingle(id);
|
||||
u8 param2 = 0;
|
||||
if (f.param_type_2 == CPT2_WALLMOUNTED ||
|
||||
f.param_type_2 == CPT2_COLORED_WALLMOUNTED) {
|
||||
if (f.drawtype == NDT_TORCHLIKE)
|
||||
param2 = 1;
|
||||
else if (f.drawtype == NDT_SIGNLIKE ||
|
||||
f.drawtype == NDT_NODEBOX ||
|
||||
f.drawtype == NDT_MESH)
|
||||
param2 = 4;
|
||||
}
|
||||
gen.renderSingle(id, param2);
|
||||
|
||||
colors->clear();
|
||||
scene::SMesh *mesh = new scene::SMesh();
|
||||
for (auto &prebuffers : collector.prebuffers)
|
||||
@ -319,8 +330,9 @@ scene::SMesh *createSpecialNodeMesh(Client *client, content_t id, std::vector<It
|
||||
p.layer.texture = frame.texture;
|
||||
p.layer.normal_texture = frame.normal_texture;
|
||||
}
|
||||
for (video::S3DVertex &v : p.vertices)
|
||||
for (video::S3DVertex &v : p.vertices) {
|
||||
v.Color.setAlpha(255);
|
||||
}
|
||||
scene::SMeshBuffer *buf = new scene::SMeshBuffer();
|
||||
buf->Material.setTexture(0, p.layer.texture);
|
||||
p.layer.applyMaterialOptions(buf->Material);
|
||||
@ -368,73 +380,61 @@ void WieldMeshSceneNode::setItem(const ItemStack &item, Client *client, bool che
|
||||
// Handle nodes
|
||||
// See also CItemDefManager::createClientCached()
|
||||
if (def.type == ITEM_NODE) {
|
||||
if (f.mesh_ptr[0]) {
|
||||
// e.g. mesh nodes and nodeboxes
|
||||
mesh = cloneMesh(f.mesh_ptr[0]);
|
||||
postProcessNodeMesh(mesh, f, m_enable_shaders, true,
|
||||
&m_material_type, &m_colors);
|
||||
bool cull_backface = f.needsBackfaceCulling();
|
||||
|
||||
// Select rendering method
|
||||
switch (f.drawtype) {
|
||||
case NDT_AIRLIKE:
|
||||
setExtruded("no_texture_airlike.png", "",
|
||||
v3f(1.0, 1.0, 1.0), tsrc, 1);
|
||||
break;
|
||||
case NDT_SIGNLIKE:
|
||||
case NDT_TORCHLIKE:
|
||||
case NDT_RAILLIKE:
|
||||
case NDT_PLANTLIKE:
|
||||
case NDT_PLANTLIKE_ROOTED:
|
||||
case NDT_FLOWINGLIQUID: {
|
||||
v3f wscale = def.wield_scale;
|
||||
if (f.drawtype == NDT_FLOWINGLIQUID)
|
||||
wscale.Z *= 0.1f;
|
||||
setExtruded(tsrc->getTextureName(f.tiles[0].layers[0].texture_id),
|
||||
tsrc->getTextureName(f.tiles[0].layers[1].texture_id),
|
||||
wscale, tsrc,
|
||||
f.tiles[0].layers[0].animation_frame_count);
|
||||
// Add color
|
||||
const TileLayer &l0 = f.tiles[0].layers[0];
|
||||
m_colors.emplace_back(l0.has_color, l0.color);
|
||||
const TileLayer &l1 = f.tiles[0].layers[1];
|
||||
m_colors.emplace_back(l1.has_color, l1.color);
|
||||
break;
|
||||
}
|
||||
case NDT_NORMAL:
|
||||
case NDT_ALLFACES:
|
||||
case NDT_LIQUID:
|
||||
setCube(f, def.wield_scale);
|
||||
break;
|
||||
default:
|
||||
// Render non-trivial drawtypes like the actual node
|
||||
mesh = createSpecialNodeMesh(client, id, &m_colors, f);
|
||||
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 {
|
||||
switch (f.drawtype) {
|
||||
case NDT_AIRLIKE: {
|
||||
changeToMesh(nullptr);
|
||||
break;
|
||||
}
|
||||
case NDT_PLANTLIKE: {
|
||||
setExtruded(tsrc->getTextureName(f.tiles[0].layers[0].texture_id),
|
||||
tsrc->getTextureName(f.tiles[0].layers[1].texture_id),
|
||||
def.wield_scale, tsrc,
|
||||
f.tiles[0].layers[0].animation_frame_count);
|
||||
// Add color
|
||||
const TileLayer &l0 = f.tiles[0].layers[0];
|
||||
m_colors.emplace_back(l0.has_color, l0.color);
|
||||
const TileLayer &l1 = f.tiles[0].layers[1];
|
||||
m_colors.emplace_back(l1.has_color, l1.color);
|
||||
break;
|
||||
}
|
||||
case NDT_PLANTLIKE_ROOTED: {
|
||||
setExtruded(tsrc->getTextureName(f.special_tiles[0].layers[0].texture_id),
|
||||
"", def.wield_scale, tsrc,
|
||||
f.special_tiles[0].layers[0].animation_frame_count);
|
||||
// Add color
|
||||
const TileLayer &l0 = f.special_tiles[0].layers[0];
|
||||
m_colors.emplace_back(l0.has_color, l0.color);
|
||||
break;
|
||||
}
|
||||
case NDT_NORMAL:
|
||||
case NDT_ALLFACES:
|
||||
case NDT_LIQUID:
|
||||
case NDT_FLOWINGLIQUID: {
|
||||
setCube(f, def.wield_scale);
|
||||
break;
|
||||
}
|
||||
default: {
|
||||
mesh = createSpecialNodeMesh(client, id, &m_colors);
|
||||
changeToMesh(mesh);
|
||||
mesh->drop();
|
||||
m_meshnode->setScale(
|
||||
def.wield_scale * WIELD_SCALE_FACTOR
|
||||
/ (BS * f.visual_scale));
|
||||
}
|
||||
}
|
||||
def.wield_scale * WIELD_SCALE_FACTOR
|
||||
/ (BS * f.visual_scale));
|
||||
break;
|
||||
}
|
||||
|
||||
u32 material_count = m_meshnode->getMaterialCount();
|
||||
for (u32 i = 0; i < material_count; ++i) {
|
||||
video::SMaterial &material = m_meshnode->getMaterial(i);
|
||||
material.MaterialType = m_material_type;
|
||||
material.MaterialTypeParam = 0.5f;
|
||||
material.setFlag(video::EMF_BACK_FACE_CULLING, true);
|
||||
material.setFlag(video::EMF_BACK_FACE_CULLING, cull_backface);
|
||||
material.setFlag(video::EMF_BILINEAR_FILTER, m_bilinear_filter);
|
||||
material.setFlag(video::EMF_TRILINEAR_FILTER, m_trilinear_filter);
|
||||
}
|
||||
return;
|
||||
}
|
||||
else if (!def.inventory_image.empty()) {
|
||||
} else if (!def.inventory_image.empty()) {
|
||||
setExtruded(def.inventory_image, def.inventory_overlay, def.wield_scale,
|
||||
tsrc, 1);
|
||||
m_colors.emplace_back();
|
||||
@ -529,6 +529,8 @@ void getItemMesh(Client *client, const ItemStack &item, ItemMesh *result)
|
||||
// Shading is on by default
|
||||
result->needs_shading = true;
|
||||
|
||||
bool cull_backface = f.needsBackfaceCulling();
|
||||
|
||||
// If inventory_image is defined, it overrides everything else
|
||||
if (!def.inventory_image.empty()) {
|
||||
mesh = getExtrudedMesh(tsrc, def.inventory_image,
|
||||
@ -538,51 +540,54 @@ void getItemMesh(Client *client, const ItemStack &item, ItemMesh *result)
|
||||
result->buffer_colors.emplace_back(true, video::SColor(0xFFFFFFFF));
|
||||
// Items with inventory images do not need shading
|
||||
result->needs_shading = false;
|
||||
} else if (def.type == ITEM_NODE && f.drawtype == NDT_AIRLIKE) {
|
||||
// Fallback image for airlike node
|
||||
mesh = getExtrudedMesh(tsrc, "no_texture_airlike.png",
|
||||
def.inventory_overlay);
|
||||
result->needs_shading = false;
|
||||
} 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));
|
||||
switch (f.drawtype) {
|
||||
case NDT_NORMAL:
|
||||
case NDT_ALLFACES:
|
||||
case NDT_LIQUID:
|
||||
case NDT_FLOWINGLIQUID: {
|
||||
scene::IMesh *cube = g_extrusion_mesh_cache->createCube();
|
||||
mesh = cloneMesh(cube);
|
||||
cube->drop();
|
||||
if (f.drawtype == NDT_FLOWINGLIQUID) {
|
||||
scaleMesh(mesh, v3f(1.2, 0.03, 1.2));
|
||||
translateMesh(mesh, v3f(0, -0.57, 0));
|
||||
} else
|
||||
scaleMesh(mesh, v3f(1.2, 1.2, 1.2));
|
||||
// add overlays
|
||||
postProcessNodeMesh(mesh, f, false, false, nullptr,
|
||||
&result->buffer_colors);
|
||||
} else {
|
||||
switch (f.drawtype) {
|
||||
case NDT_PLANTLIKE: {
|
||||
mesh = getExtrudedMesh(tsrc,
|
||||
tsrc->getTextureName(f.tiles[0].layers[0].texture_id),
|
||||
tsrc->getTextureName(f.tiles[0].layers[1].texture_id));
|
||||
// Add color
|
||||
const TileLayer &l0 = f.tiles[0].layers[0];
|
||||
result->buffer_colors.emplace_back(l0.has_color, l0.color);
|
||||
const TileLayer &l1 = f.tiles[0].layers[1];
|
||||
result->buffer_colors.emplace_back(l1.has_color, l1.color);
|
||||
break;
|
||||
}
|
||||
case NDT_PLANTLIKE_ROOTED: {
|
||||
mesh = getExtrudedMesh(tsrc,
|
||||
tsrc->getTextureName(f.special_tiles[0].layers[0].texture_id), "");
|
||||
// Add color
|
||||
const TileLayer &l0 = f.special_tiles[0].layers[0];
|
||||
result->buffer_colors.emplace_back(l0.has_color, l0.color);
|
||||
break;
|
||||
}
|
||||
case NDT_NORMAL:
|
||||
case NDT_ALLFACES:
|
||||
case NDT_LIQUID:
|
||||
case NDT_FLOWINGLIQUID: {
|
||||
scene::IMesh *cube = g_extrusion_mesh_cache->createCube();
|
||||
mesh = cloneMesh(cube);
|
||||
cube->drop();
|
||||
scaleMesh(mesh, v3f(1.2, 1.2, 1.2));
|
||||
// add overlays
|
||||
postProcessNodeMesh(mesh, f, false, false, nullptr,
|
||||
&result->buffer_colors);
|
||||
break;
|
||||
}
|
||||
default: {
|
||||
mesh = createSpecialNodeMesh(client, id, &result->buffer_colors);
|
||||
scaleMesh(mesh, v3f(0.12, 0.12, 0.12));
|
||||
}
|
||||
}
|
||||
&result->buffer_colors, true);
|
||||
break;
|
||||
}
|
||||
case NDT_PLANTLIKE: {
|
||||
mesh = getExtrudedMesh(tsrc,
|
||||
tsrc->getTextureName(f.tiles[0].layers[0].texture_id),
|
||||
tsrc->getTextureName(f.tiles[0].layers[1].texture_id));
|
||||
// Add color
|
||||
const TileLayer &l0 = f.tiles[0].layers[0];
|
||||
result->buffer_colors.emplace_back(l0.has_color, l0.color);
|
||||
const TileLayer &l1 = f.tiles[0].layers[1];
|
||||
result->buffer_colors.emplace_back(l1.has_color, l1.color);
|
||||
break;
|
||||
}
|
||||
case NDT_PLANTLIKE_ROOTED: {
|
||||
mesh = getExtrudedMesh(tsrc,
|
||||
tsrc->getTextureName(f.special_tiles[0].layers[0].texture_id), "");
|
||||
// Add color
|
||||
const TileLayer &l0 = f.special_tiles[0].layers[0];
|
||||
result->buffer_colors.emplace_back(l0.has_color, l0.color);
|
||||
break;
|
||||
}
|
||||
default:
|
||||
// Render non-trivial drawtypes like the actual node
|
||||
mesh = createSpecialNodeMesh(client, id, &result->buffer_colors, f);
|
||||
scaleMesh(mesh, v3f(0.12, 0.12, 0.12));
|
||||
break;
|
||||
}
|
||||
|
||||
u32 mc = mesh->getMeshBufferCount();
|
||||
@ -593,7 +598,7 @@ void getItemMesh(Client *client, const ItemStack &item, ItemMesh *result)
|
||||
material.MaterialTypeParam = 0.5f;
|
||||
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_BACK_FACE_CULLING, cull_backface);
|
||||
material.setFlag(video::EMF_LIGHTING, false);
|
||||
}
|
||||
|
||||
|
@ -425,6 +425,22 @@ struct ContentFeatures
|
||||
/*
|
||||
Some handy methods
|
||||
*/
|
||||
bool needsBackfaceCulling() const
|
||||
{
|
||||
switch (drawtype) {
|
||||
case NDT_TORCHLIKE:
|
||||
case NDT_SIGNLIKE:
|
||||
case NDT_FIRELIKE:
|
||||
case NDT_RAILLIKE:
|
||||
case NDT_PLANTLIKE:
|
||||
case NDT_PLANTLIKE_ROOTED:
|
||||
case NDT_MESH:
|
||||
return false;
|
||||
default:
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
bool isLiquid() const{
|
||||
return (liquid_type != LIQUID_NONE);
|
||||
}
|
||||
|
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 |
Loading…
Reference in New Issue
Block a user