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Wielded fixes. Add shaders support.
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@ -17,12 +17,15 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#include "main.h"
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#include "settings.h"
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#include "wieldmesh.h"
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#include "inventory.h"
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#include "gamedef.h"
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#include "itemdef.h"
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#include "nodedef.h"
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#include "mesh.h"
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#include "mapblock_mesh.h"
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#include "tile.h"
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#include "log.h"
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#include "util/numeric.h"
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@ -107,17 +110,6 @@ static scene::IMesh* createExtrusionMesh(int resolution_x, int resolution_y)
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buf->append(vertices, 8, indices, 12);
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}
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// Define default material
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video::SMaterial *material = &buf->getMaterial();
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material->MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
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material->BackfaceCulling = true;
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material->setFlag(video::EMF_LIGHTING, false);
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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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// anisotropic filtering removes "thin black line" artifacts
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material->setFlag(video::EMF_ANISOTROPIC_FILTER, true);
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material->setFlag(video::EMF_TEXTURE_WRAP, false);
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// Create mesh object
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scene::SMesh *mesh = new scene::SMesh();
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mesh->addMeshBuffer(buf);
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@ -209,9 +201,14 @@ WieldMeshSceneNode::WieldMeshSceneNode(
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):
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scene::ISceneNode(parent, mgr, id),
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m_meshnode(NULL),
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m_material_type(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF),
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m_lighting(lighting),
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m_bounding_box(0.0, 0.0, 0.0, 0.0, 0.0, 0.0)
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{
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m_enable_shaders = g_settings->getBool("enable_shaders");
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m_bilinear_filter = g_settings->getBool("bilinear_filter");
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m_trilinear_filter = g_settings->getBool("trilinear_filter");
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// If this is the first wield mesh scene node, create a cache
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// for extrusion meshes (and a cube mesh), otherwise reuse it
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if (g_extrusion_mesh_cache == NULL)
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@ -251,7 +248,12 @@ void WieldMeshSceneNode::setCube(const TileSpec tiles[6],
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for (u32 i = 0; i < m_meshnode->getMaterialCount(); ++i) {
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assert(i < 6);
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video::SMaterial &material = m_meshnode->getMaterial(i);
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if (tiles[i].animation_frame_count == 1) {
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material.setTexture(0, tiles[i].texture);
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} else {
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FrameSpec animation_frame = tiles[i].frames.find(0)->second;
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material.setTexture(0, animation_frame.texture);
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}
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tiles[i].applyMaterialOptions(material);
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}
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}
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@ -264,37 +266,55 @@ void WieldMeshSceneNode::setExtruded(const std::string &imagename,
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changeToMesh(NULL);
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return;
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}
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scene::IMesh *mesh = g_extrusion_mesh_cache->create(texture->getSize());
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core::dimension2d<u32> dim = texture->getSize();
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scene::IMesh *mesh = g_extrusion_mesh_cache->create(dim);
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changeToMesh(mesh);
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mesh->drop();
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m_meshnode->setScale(wield_scale * WIELD_SCALE_FACTOR_EXTRUDED);
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// Customize material
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assert(m_meshnode->getMaterialCount() == 1);
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video::SMaterial &material = m_meshnode->getMaterial(0);
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material.setTexture(0, texture);
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material.MaterialType = m_material_type;
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material.setFlag(video::EMF_BACK_FACE_CULLING, true);
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// Enable filtering only for high resolution texures
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if (dim.Width > 32) {
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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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} else {
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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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}
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// anisotropic filtering removes "thin black line" artifacts
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material.setFlag(video::EMF_ANISOTROPIC_FILTER, true);
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if (m_enable_shaders)
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material.setTexture(2, tsrc->getTexture("disable_img.png"));
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}
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void WieldMeshSceneNode::setItem(const ItemStack &item, IGameDef *gamedef)
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{
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ITextureSource *tsrc = gamedef->getTextureSource();
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IItemDefManager *idef = gamedef->getItemDefManager();
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IShaderSource *shdrsrc = gamedef->getShaderSource();
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INodeDefManager *ndef = gamedef->getNodeDefManager();
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const ItemDefinition &def = item.getDefinition(idef);
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const ContentFeatures &f = ndef->get(def.name);
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content_t id = ndef->getId(def.name);
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if (m_enable_shaders) {
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u32 shader_id = shdrsrc->getShader("nodes_shader", TILE_MATERIAL_BASIC, NDT_NORMAL);
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m_material_type = shdrsrc->getShaderInfo(shader_id).material;
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}
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// If wield_image is defined, it overrides everything else
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if (def.wield_image != "") {
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setExtruded(def.wield_image, def.wield_scale, tsrc);
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return;
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}
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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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INodeDefManager *ndef = gamedef->getNodeDefManager();
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const ContentFeatures &f = ndef->get(def.name);
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else 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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changeToMesh(f.mesh_ptr[0]);
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@ -302,33 +322,54 @@ void WieldMeshSceneNode::setItem(const ItemStack &item, IGameDef *gamedef)
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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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// Customize materials
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} else if (f.drawtype == NDT_AIRLIKE) {
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changeToMesh(NULL);
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} else if (f.drawtype == NDT_PLANTLIKE) {
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setExtruded(tsrc->getTextureName(f.tiles[0].texture_id), def.wield_scale, tsrc);
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} else if (f.drawtype == NDT_NORMAL || f.drawtype == NDT_ALLFACES) {
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setCube(f.tiles, def.wield_scale, tsrc);
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} else {
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MeshMakeData mesh_make_data(gamedef);
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MapNode mesh_make_node(id, 255, 0);
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mesh_make_data.fillSingleNode(&mesh_make_node);
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MapBlockMesh mapblock_mesh(&mesh_make_data, v3s16(0, 0, 0));
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changeToMesh(mapblock_mesh.getMesh());
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translateMesh(m_meshnode->getMesh(), v3f(-BS, -BS, -BS));
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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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}
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for (u32 i = 0; i < m_meshnode->getMaterialCount(); ++i) {
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assert(i < 6);
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video::SMaterial &material = m_meshnode->getMaterial(i);
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material.setFlag(video::EMF_BACK_FACE_CULLING, true);
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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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bool animated = (f.tiles[i].animation_frame_count > 1);
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if (animated) {
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FrameSpec animation_frame = f.tiles[i].frames.find(0)->second;
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material.setTexture(0, animation_frame.texture);
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} else {
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material.setTexture(0, f.tiles[i].texture);
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f.tiles[i].applyMaterialOptions(material);
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}
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return;
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} else if (f.drawtype == NDT_NORMAL || f.drawtype == NDT_ALLFACES) {
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setCube(f.tiles, def.wield_scale, tsrc);
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return;
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} else if (f.drawtype == NDT_AIRLIKE) {
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changeToMesh(NULL);
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return;
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material.MaterialType = m_material_type;
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if (m_enable_shaders) {
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if (f.tiles[i].normal_texture) {
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if (animated) {
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FrameSpec animation_frame = f.tiles[i].frames.find(0)->second;
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material.setTexture(1, animation_frame.normal_texture);
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} else {
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material.setTexture(1, f.tiles[i].normal_texture);
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}
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// If none of the above standard cases worked, use the wield mesh from ClientCached
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scene::IMesh *mesh = idef->getWieldMesh(item.name, gamedef);
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if (mesh) {
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changeToMesh(mesh);
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m_meshnode->setScale(def.wield_scale * WIELD_SCALE_FACTOR);
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return;
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material.setTexture(2, tsrc->getTexture("enable_img.png"));
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} else {
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material.setTexture(2, tsrc->getTexture("disable_img.png"));
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}
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}
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// default to inventory_image
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if (def.inventory_image != "") {
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}
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return;
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}
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else if (def.inventory_image != "") {
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setExtruded(def.inventory_image, def.wield_scale, tsrc);
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return;
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}
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@ -376,5 +417,4 @@ void WieldMeshSceneNode::changeToMesh(scene::IMesh *mesh)
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// need to normalize normals when lighting is enabled (because of setScale())
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m_meshnode->setMaterialFlag(video::EMF_NORMALIZE_NORMALS, m_lighting);
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m_meshnode->setVisible(true);
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}
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@ -58,10 +58,15 @@ private:
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// Child scene node with the current wield mesh
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scene::IMeshSceneNode *m_meshnode;
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video::E_MATERIAL_TYPE m_material_type;
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// True if EMF_LIGHTING should be enabled.
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bool m_lighting;
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bool m_enable_shaders;
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bool m_bilinear_filter;
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bool m_trilinear_filter;
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// Bounding box culling is disabled for this type of scene node,
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// so this variable is just required so we can implement
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// getBoundingBox() and is set to an empty box.
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