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Illuna-Minetest
illuna-minetest
Commits
f25cc0db
Commit
f25cc0db
authored
10 years ago
by
RealBadAngel
Browse files
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Wielded fixes. Add shaders support.
parent
45ebaa35
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2 changed files
src/wieldmesh.cpp
+83
-43
83 additions, 43 deletions
src/wieldmesh.cpp
src/wieldmesh.h
+5
-0
5 additions, 0 deletions
src/wieldmesh.h
with
88 additions
and
43 deletions
src/wieldmesh.cpp
+
83
−
43
View file @
f25cc0db
...
...
@@ -17,12 +17,15 @@ with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#include
"main.h"
#include
"settings.h"
#include
"wieldmesh.h"
#include
"inventory.h"
#include
"gamedef.h"
#include
"itemdef.h"
#include
"nodedef.h"
#include
"mesh.h"
#include
"mapblock_mesh.h"
#include
"tile.h"
#include
"log.h"
#include
"util/numeric.h"
...
...
@@ -107,17 +110,6 @@ static scene::IMesh* createExtrusionMesh(int resolution_x, int resolution_y)
buf
->
append
(
vertices
,
8
,
indices
,
12
);
}
// Define default material
video
::
SMaterial
*
material
=
&
buf
->
getMaterial
();
material
->
MaterialType
=
video
::
EMT_TRANSPARENT_ALPHA_CHANNEL_REF
;
material
->
BackfaceCulling
=
true
;
material
->
setFlag
(
video
::
EMF_LIGHTING
,
false
);
material
->
setFlag
(
video
::
EMF_BILINEAR_FILTER
,
false
);
material
->
setFlag
(
video
::
EMF_TRILINEAR_FILTER
,
false
);
// anisotropic filtering removes "thin black line" artifacts
material
->
setFlag
(
video
::
EMF_ANISOTROPIC_FILTER
,
true
);
material
->
setFlag
(
video
::
EMF_TEXTURE_WRAP
,
false
);
// Create mesh object
scene
::
SMesh
*
mesh
=
new
scene
::
SMesh
();
mesh
->
addMeshBuffer
(
buf
);
...
...
@@ -209,9 +201,14 @@ WieldMeshSceneNode::WieldMeshSceneNode(
)
:
scene
::
ISceneNode
(
parent
,
mgr
,
id
),
m_meshnode
(
NULL
),
m_material_type
(
video
::
EMT_TRANSPARENT_ALPHA_CHANNEL_REF
),
m_lighting
(
lighting
),
m_bounding_box
(
0.0
,
0.0
,
0.0
,
0.0
,
0.0
,
0.0
)
{
m_enable_shaders
=
g_settings
->
getBool
(
"enable_shaders"
);
m_bilinear_filter
=
g_settings
->
getBool
(
"bilinear_filter"
);
m_trilinear_filter
=
g_settings
->
getBool
(
"trilinear_filter"
);
// If this is the first wield mesh scene node, create a cache
// for extrusion meshes (and a cube mesh), otherwise reuse it
if
(
g_extrusion_mesh_cache
==
NULL
)
...
...
@@ -251,7 +248,12 @@ void WieldMeshSceneNode::setCube(const TileSpec tiles[6],
for
(
u32
i
=
0
;
i
<
m_meshnode
->
getMaterialCount
();
++
i
)
{
assert
(
i
<
6
);
video
::
SMaterial
&
material
=
m_meshnode
->
getMaterial
(
i
);
material
.
setTexture
(
0
,
tiles
[
i
].
texture
);
if
(
tiles
[
i
].
animation_frame_count
==
1
)
{
material
.
setTexture
(
0
,
tiles
[
i
].
texture
);
}
else
{
FrameSpec
animation_frame
=
tiles
[
i
].
frames
.
find
(
0
)
->
second
;
material
.
setTexture
(
0
,
animation_frame
.
texture
);
}
tiles
[
i
].
applyMaterialOptions
(
material
);
}
}
...
...
@@ -264,37 +266,55 @@ void WieldMeshSceneNode::setExtruded(const std::string &imagename,
changeToMesh
(
NULL
);
return
;
}
scene
::
IMesh
*
mesh
=
g_extrusion_mesh_cache
->
create
(
texture
->
getSize
()
);
core
::
dimension2d
<
u32
>
dim
=
texture
->
getSize
();
scene
::
IMesh
*
mesh
=
g_extrusion_mesh_cache
->
create
(
dim
);
changeToMesh
(
mesh
);
mesh
->
drop
();
m_meshnode
->
setScale
(
wield_scale
*
WIELD_SCALE_FACTOR_EXTRUDED
);
// Customize material
assert
(
m_meshnode
->
getMaterialCount
()
==
1
);
video
::
SMaterial
&
material
=
m_meshnode
->
getMaterial
(
0
);
material
.
setTexture
(
0
,
texture
);
material
.
MaterialType
=
m_material_type
;
material
.
setFlag
(
video
::
EMF_BACK_FACE_CULLING
,
true
);
// Enable filtering only for high resolution texures
if
(
dim
.
Width
>
32
)
{
material
.
setFlag
(
video
::
EMF_BILINEAR_FILTER
,
m_bilinear_filter
);
material
.
setFlag
(
video
::
EMF_TRILINEAR_FILTER
,
m_trilinear_filter
);
}
else
{
material
.
setFlag
(
video
::
EMF_BILINEAR_FILTER
,
false
);
material
.
setFlag
(
video
::
EMF_TRILINEAR_FILTER
,
false
);
}
// anisotropic filtering removes "thin black line" artifacts
material
.
setFlag
(
video
::
EMF_ANISOTROPIC_FILTER
,
true
);
if
(
m_enable_shaders
)
material
.
setTexture
(
2
,
tsrc
->
getTexture
(
"disable_img.png"
));
}
void
WieldMeshSceneNode
::
setItem
(
const
ItemStack
&
item
,
IGameDef
*
gamedef
)
{
ITextureSource
*
tsrc
=
gamedef
->
getTextureSource
();
IItemDefManager
*
idef
=
gamedef
->
getItemDefManager
();
IShaderSource
*
shdrsrc
=
gamedef
->
getShaderSource
();
INodeDefManager
*
ndef
=
gamedef
->
getNodeDefManager
();
const
ItemDefinition
&
def
=
item
.
getDefinition
(
idef
);
const
ContentFeatures
&
f
=
ndef
->
get
(
def
.
name
);
content_t
id
=
ndef
->
getId
(
def
.
name
);
if
(
m_enable_shaders
)
{
u32
shader_id
=
shdrsrc
->
getShader
(
"nodes_shader"
,
TILE_MATERIAL_BASIC
,
NDT_NORMAL
);
m_material_type
=
shdrsrc
->
getShaderInfo
(
shader_id
).
material
;
}
// If wield_image is defined, it overrides everything else
if
(
def
.
wield_image
!=
""
)
{
setExtruded
(
def
.
wield_image
,
def
.
wield_scale
,
tsrc
);
return
;
}
// Handle nodes
// See also CItemDefManager::createClientCached()
if
(
def
.
type
==
ITEM_NODE
)
{
INodeDefManager
*
ndef
=
gamedef
->
getNodeDefManager
();
const
ContentFeatures
&
f
=
ndef
->
get
(
def
.
name
);
else
if
(
def
.
type
==
ITEM_NODE
)
{
if
(
f
.
mesh_ptr
[
0
])
{
// e.g. mesh nodes and nodeboxes
changeToMesh
(
f
.
mesh_ptr
[
0
]);
...
...
@@ -302,33 +322,54 @@ void WieldMeshSceneNode::setItem(const ItemStack &item, IGameDef *gamedef)
m_meshnode
->
setScale
(
def
.
wield_scale
*
WIELD_SCALE_FACTOR
/
(
BS
*
f
.
visual_scale
));
// Customize materials
for
(
u32
i
=
0
;
i
<
m_meshnode
->
getMaterialCount
();
++
i
)
{
assert
(
i
<
6
);
video
::
SMaterial
&
material
=
m_meshnode
->
getMaterial
(
i
);
material
.
setTexture
(
0
,
f
.
tiles
[
i
].
texture
);
f
.
tiles
[
i
].
applyMaterialOptions
(
material
);
}
return
;
}
else
if
(
f
.
drawtype
==
NDT_NORMAL
||
f
.
drawtype
==
NDT_ALLFACES
)
{
setCube
(
f
.
tiles
,
def
.
wield_scale
,
tsrc
);
return
;
}
else
if
(
f
.
drawtype
==
NDT_AIRLIKE
)
{
changeToMesh
(
NULL
);
return
;
}
else
if
(
f
.
drawtype
==
NDT_PLANTLIKE
)
{
setExtruded
(
tsrc
->
getTextureName
(
f
.
tiles
[
0
].
texture_id
),
def
.
wield_scale
,
tsrc
);
}
else
if
(
f
.
drawtype
==
NDT_NORMAL
||
f
.
drawtype
==
NDT_ALLFACES
)
{
setCube
(
f
.
tiles
,
def
.
wield_scale
,
tsrc
);
}
else
{
MeshMakeData
mesh_make_data
(
gamedef
);
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
));
m_meshnode
->
setScale
(
def
.
wield_scale
*
WIELD_SCALE_FACTOR
/
(
BS
*
f
.
visual_scale
));
}
// If none of the above standard cases worked, use the wield mesh from ClientCached
scene
::
IMesh
*
mesh
=
idef
->
getWieldMesh
(
item
.
name
,
gamedef
);
if
(
mesh
)
{
changeToMesh
(
mesh
);
m_meshnode
->
setScale
(
def
.
wield_scale
*
WIELD_SCALE_FACTOR
);
return
;
for
(
u32
i
=
0
;
i
<
m_meshnode
->
getMaterialCount
();
++
i
)
{
assert
(
i
<
6
);
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
=
(
f
.
tiles
[
i
].
animation_frame_count
>
1
);
if
(
animated
)
{
FrameSpec
animation_frame
=
f
.
tiles
[
i
].
frames
.
find
(
0
)
->
second
;
material
.
setTexture
(
0
,
animation_frame
.
texture
);
}
else
{
material
.
setTexture
(
0
,
f
.
tiles
[
i
].
texture
);
}
material
.
MaterialType
=
m_material_type
;
if
(
m_enable_shaders
)
{
if
(
f
.
tiles
[
i
].
normal_texture
)
{
if
(
animated
)
{
FrameSpec
animation_frame
=
f
.
tiles
[
i
].
frames
.
find
(
0
)
->
second
;
material
.
setTexture
(
1
,
animation_frame
.
normal_texture
);
}
else
{
material
.
setTexture
(
1
,
f
.
tiles
[
i
].
normal_texture
);
}
material
.
setTexture
(
2
,
tsrc
->
getTexture
(
"enable_img.png"
));
}
else
{
material
.
setTexture
(
2
,
tsrc
->
getTexture
(
"disable_img.png"
));
}
}
}
return
;
}
// default to inventory_image
if
(
def
.
inventory_image
!=
""
)
{
else
if
(
def
.
inventory_image
!=
""
)
{
setExtruded
(
def
.
inventory_image
,
def
.
wield_scale
,
tsrc
);
return
;
}
...
...
@@ -376,5 +417,4 @@ void WieldMeshSceneNode::changeToMesh(scene::IMesh *mesh)
// need to normalize normals when lighting is enabled (because of setScale())
m_meshnode
->
setMaterialFlag
(
video
::
EMF_NORMALIZE_NORMALS
,
m_lighting
);
m_meshnode
->
setVisible
(
true
);
}
This diff is collapsed.
Click to expand it.
src/wieldmesh.h
+
5
−
0
View file @
f25cc0db
...
...
@@ -58,10 +58,15 @@ class WieldMeshSceneNode: public scene::ISceneNode
// Child scene node with the current wield mesh
scene
::
IMeshSceneNode
*
m_meshnode
;
video
::
E_MATERIAL_TYPE
m_material_type
;
// True if EMF_LIGHTING should be enabled.
bool
m_lighting
;
bool
m_enable_shaders
;
bool
m_bilinear_filter
;
bool
m_trilinear_filter
;
// Bounding box culling is disabled for this type of scene node,
// so this variable is just required so we can implement
// getBoundingBox() and is set to an empty box.
...
...
This diff is collapsed.
Click to expand it.
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