Do not shade inventory items with textures (#5869)
This commit restores the old behavior: if an inventory item has an own inventory texture, it will not be shaded.
This commit is contained in:
parent
1c69476d9f
commit
001de6ffba
|
@ -698,7 +698,10 @@ void drawItemStack(video::IVideoDriver *driver,
|
|||
if (p->override_base)
|
||||
c = p->color;
|
||||
}
|
||||
colorizeMeshBuffer(buf, &c);
|
||||
if (imesh->needs_shading)
|
||||
colorizeMeshBuffer(buf, &c);
|
||||
else
|
||||
setMeshBufferColor(buf, c);
|
||||
video::SMaterial &material = buf->getMaterial();
|
||||
material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
|
||||
material.Lighting = false;
|
||||
|
|
18
src/mesh.cpp
18
src/mesh.cpp
|
@ -175,6 +175,14 @@ void translateMesh(scene::IMesh *mesh, v3f vec)
|
|||
mesh->setBoundingBox(bbox);
|
||||
}
|
||||
|
||||
void setMeshBufferColor(scene::IMeshBuffer *buf, const video::SColor &color)
|
||||
{
|
||||
const u32 stride = getVertexPitchFromType(buf->getVertexType());
|
||||
u32 vertex_count = buf->getVertexCount();
|
||||
u8 *vertices = (u8 *) buf->getVertices();
|
||||
for (u32 i = 0; i < vertex_count; i++)
|
||||
((video::S3DVertex *) (vertices + i * stride))->Color = color;
|
||||
}
|
||||
|
||||
void setMeshColor(scene::IMesh *mesh, const video::SColor &color)
|
||||
{
|
||||
|
@ -182,14 +190,8 @@ void setMeshColor(scene::IMesh *mesh, const video::SColor &color)
|
|||
return;
|
||||
|
||||
u32 mc = mesh->getMeshBufferCount();
|
||||
for (u32 j = 0; j < mc; j++) {
|
||||
scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
|
||||
const u32 stride = getVertexPitchFromType(buf->getVertexType());
|
||||
u32 vertex_count = buf->getVertexCount();
|
||||
u8 *vertices = (u8 *)buf->getVertices();
|
||||
for (u32 i = 0; i < vertex_count; i++)
|
||||
((video::S3DVertex *)(vertices + i * stride))->Color = color;
|
||||
}
|
||||
for (u32 j = 0; j < mc; j++)
|
||||
setMeshBufferColor(mesh->getMeshBuffer(j), color);
|
||||
}
|
||||
|
||||
void colorizeMeshBuffer(scene::IMeshBuffer *buf, const video::SColor *buffercolor)
|
||||
|
|
|
@ -49,11 +49,20 @@ void scaleMesh(scene::IMesh *mesh, v3f scale);
|
|||
*/
|
||||
void translateMesh(scene::IMesh *mesh, v3f vec);
|
||||
|
||||
/*!
|
||||
* Sets a constant color for all vertices in the mesh buffer.
|
||||
*/
|
||||
void setMeshBufferColor(scene::IMeshBuffer *buf, const video::SColor &color);
|
||||
|
||||
/*
|
||||
Set a constant color for all vertices in the mesh
|
||||
*/
|
||||
void setMeshColor(scene::IMesh *mesh, const video::SColor &color);
|
||||
|
||||
/*!
|
||||
* Overwrites the color of a mesh buffer.
|
||||
* The color is darkened based on the normal vector of the vertices.
|
||||
*/
|
||||
void colorizeMeshBuffer(scene::IMeshBuffer *buf, const video::SColor *buffercolor);
|
||||
|
||||
/*
|
||||
|
|
|
@ -440,10 +440,15 @@ void getItemMesh(Client *client, const ItemStack &item, ItemMesh *result)
|
|||
|
||||
scene::SMesh *mesh = NULL;
|
||||
|
||||
// Shading is on by default
|
||||
result->needs_shading = true;
|
||||
|
||||
// If inventory_image is defined, it overrides everything else
|
||||
if (def.inventory_image != "") {
|
||||
mesh = getExtrudedMesh(tsrc, def.inventory_image);
|
||||
result->buffer_colors.push_back(ItemPartColor());
|
||||
// Items with inventory images do not need shading
|
||||
result->needs_shading = false;
|
||||
} else if (def.type == ITEM_NODE) {
|
||||
if (f.mesh_ptr[0]) {
|
||||
mesh = cloneMesh(f.mesh_ptr[0]);
|
||||
|
|
|
@ -59,8 +59,13 @@ struct ItemMesh
|
|||
* Stores the color of each mesh buffer.
|
||||
*/
|
||||
std::vector<ItemPartColor> buffer_colors;
|
||||
/*!
|
||||
* If false, all faces of the item should have the same brightness.
|
||||
* Disables shading based on normal vectors.
|
||||
*/
|
||||
bool needs_shading;
|
||||
|
||||
ItemMesh() : mesh(NULL), buffer_colors() {}
|
||||
ItemMesh() : mesh(NULL), buffer_colors(), needs_shading(true) {}
|
||||
};
|
||||
|
||||
/*
|
||||
|
|
Loading…
Reference in New Issue