Merge, part 1/2
This commit is contained in:
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925a9d8373
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@ -588,6 +588,9 @@
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# type: float min: 0.25 max: 4
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# ambient_occlusion_gamma = 2.2
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# Enable animation of inventory items.
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# inventory_items_animations = false
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### Menus
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# Use a cloud animation for the main menu background.
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@ -137,6 +137,7 @@ void set_default_settings(Settings *settings)
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settings->setDefault("console_alpha", "200");
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settings->setDefault("selectionbox_color", "(0,0,0)");
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settings->setDefault("enable_node_highlighting", "true");
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settings->setDefault("inventory_items_animations", "false");
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settings->setDefault("crosshair_color", "(255,255,255)");
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settings->setDefault("crosshair_alpha", "255");
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settings->setDefault("hud_scaling", "1.0");
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@ -572,7 +572,7 @@ void GUIFormSpecMenu::parseItemImage(parserData* data,std::string element)
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if(!data->explicit_size)
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warningstream<<"invalid use of item_image without a size[] element"<<std::endl;
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m_itemimages.push_back(ImageDrawSpec(name, pos, geom));
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m_itemimages.push_back(ImageDrawSpec("", name, pos, geom));
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return;
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}
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errorstream<< "Invalid ItemImage element(" << parts.size() << "): '" << element << "'" << std::endl;
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@ -1483,7 +1483,6 @@ void GUIFormSpecMenu::parseItemImageButton(parserData* data,std::string element)
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IItemDefManager *idef = m_gamedef->idef();
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ItemStack item;
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item.deSerialize(item_name, idef);
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video::ITexture *texture = idef->getInventoryTexture(item.getDefinition(idef).name, m_gamedef);
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m_tooltips[name] =
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TooltipSpec(item.getDefinition(idef).description,
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@ -1505,13 +1504,17 @@ void GUIFormSpecMenu::parseItemImageButton(parserData* data,std::string element)
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}
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e->setUseAlphaChannel(true);
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e->setImage(guiScalingImageButton(Environment->getVideoDriver(), texture, geom.X, geom.Y));
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e->setPressedImage(guiScalingImageButton(Environment->getVideoDriver(), texture, geom.X, geom.Y));
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e->setImage(guiScalingImageButton(Environment->getVideoDriver(), NULL, geom.X, geom.Y));
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e->setPressedImage(guiScalingImageButton(Environment->getVideoDriver(), NULL, geom.X, geom.Y));
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e->setScaleImage(true);
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spec.ftype = f_Button;
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rect+=data->basepos-padding;
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spec.rect=rect;
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m_fields.push_back(spec);
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pos = padding + AbsoluteRect.UpperLeftCorner;
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pos.X += stof(v_pos[0]) * (float) spacing.X;
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pos.Y += stof(v_pos[1]) * (float) spacing.Y;
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m_itemimages.push_back(ImageDrawSpec("", item_name, pos, geom));
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return;
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}
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errorstream<< "Invalid ItemImagebutton element(" << parts.size() << "): '" << element << "'" << std::endl;
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@ -2151,7 +2154,8 @@ GUIFormSpecMenu::ItemSpec GUIFormSpecMenu::getItemAtPos(v2s32 p) const
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return ItemSpec(InventoryLocation(), "", -1);
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}
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void GUIFormSpecMenu::drawList(const ListDrawSpec &s, int phase)
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void GUIFormSpecMenu::drawList(const ListDrawSpec &s, int phase,
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bool &item_hovered)
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{
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video::IVideoDriver* driver = Environment->getVideoDriver();
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@ -2192,13 +2196,17 @@ void GUIFormSpecMenu::drawList(const ListDrawSpec &s, int phase)
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&& m_selected_item->listname == s.listname
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&& m_selected_item->i == item_i;
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bool hovering = rect.isPointInside(m_pointer);
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ItemRotationKind rotation_kind = selected ? IT_ROT_SELECTED :
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(hovering ? IT_ROT_HOVERED : IT_ROT_NONE);
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if(phase == 0)
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{
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if(hovering)
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if (phase == 0) {
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if (hovering)
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item_hovered = true;
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driver->draw2DRectangle(m_slotbg_h, rect, &AbsoluteClippingRect);
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else
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} else {
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driver->draw2DRectangle(m_slotbg_n, rect, &AbsoluteClippingRect);
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}
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}
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//Draw inv slot borders
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@ -2232,6 +2240,8 @@ void GUIFormSpecMenu::drawList(const ListDrawSpec &s, int phase)
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if(!item.empty())
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{
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drawItemStack(driver, m_font, item,
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rect, &AbsoluteClippingRect, m_gamedef,
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rotation_kind);
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rect, &AbsoluteClippingRect, m_gamedef);
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}
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@ -2273,11 +2283,15 @@ void GUIFormSpecMenu::drawList(const ListDrawSpec &s, int phase)
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void GUIFormSpecMenu::drawSelectedItem()
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{
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if(!m_selected_item)
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return;
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video::IVideoDriver* driver = Environment->getVideoDriver();
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if (!m_selected_item) {
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drawItemStack(driver, m_font, ItemStack(),
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core::rect<s32>(v2s32(0, 0), v2s32(0, 0)),
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NULL, m_gamedef, IT_ROT_DRAGGED);
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return;
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}
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Inventory *inv = m_invmgr->getInventory(m_selected_item->inventoryloc);
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sanity_check(inv);
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InventoryList *list = inv->getList(m_selected_item->listname);
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@ -2287,7 +2301,7 @@ void GUIFormSpecMenu::drawSelectedItem()
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core::rect<s32> imgrect(0,0,imgsize.X,imgsize.Y);
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core::rect<s32> rect = imgrect + (m_pointer - imgrect.getCenter());
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drawItemStack(driver, m_font, stack, rect, NULL, m_gamedef);
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drawItemStack(driver, m_font, stack, rect, NULL, m_gamedef, IT_ROT_DRAGGED);
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}
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void GUIFormSpecMenu::drawMenu()
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@ -2369,6 +2383,12 @@ void GUIFormSpecMenu::drawMenu()
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driver->draw2DRectangle(todraw, rect, 0);
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}
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/*
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Call base class
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*/
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gui::IGUIElement::draw();
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/*
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Draw images
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*/
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@ -2413,18 +2433,12 @@ void GUIFormSpecMenu::drawMenu()
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const ImageDrawSpec &spec = m_itemimages[i];
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IItemDefManager *idef = m_gamedef->idef();
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ItemStack item;
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item.deSerialize(spec.name, idef);
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video::ITexture *texture = idef->getInventoryTexture(item.getDefinition(idef).name, m_gamedef);
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// Image size on screen
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item.deSerialize(spec.item_name, idef);
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core::rect<s32> imgrect(0, 0, spec.geom.X, spec.geom.Y);
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// Image rectangle on screen
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// Viewport rectangle on screen
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core::rect<s32> rect = imgrect + spec.pos;
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const video::SColor color(255,255,255,255);
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const video::SColor colors[] = {color,color,color,color};
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draw2DImageFilterScaled(driver, texture, rect,
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core::rect<s32>(core::position2d<s32>(0,0),
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core::dimension2di(texture->getOriginalSize())),
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NULL/*&AbsoluteClippingRect*/, colors, true);
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drawItemStack(driver, m_font, item, rect, &AbsoluteClippingRect,
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m_gamedef, IT_ROT_NONE);
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}
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/*
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@ -2432,17 +2446,18 @@ void GUIFormSpecMenu::drawMenu()
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Phase 0: Item slot rectangles
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Phase 1: Item images; prepare tooltip
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*/
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int start_phase=0;
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for(int phase=start_phase; phase<=1; phase++)
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for(u32 i=0; i<m_inventorylists.size(); i++)
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{
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drawList(m_inventorylists[i], phase);
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bool item_hovered = false;
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int start_phase = 0;
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for (int phase = start_phase; phase <= 1; phase++) {
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for (u32 i = 0; i < m_inventorylists.size(); i++) {
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drawList(m_inventorylists[i], phase, item_hovered);
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}
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}
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if (!item_hovered) {
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drawItemStack(driver, m_font, ItemStack(),
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core::rect<s32>(v2s32(0, 0), v2s32(0, 0)),
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NULL, m_gamedef, false, true, false);
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}
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/*
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Call base class
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*/
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gui::IGUIElement::draw();
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/* TODO find way to show tooltips on touchscreen */
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#ifndef HAVE_TOUCHSCREENGUI
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@ -144,6 +144,17 @@ class GUIFormSpecMenu : public GUIModalMenu
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}
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ImageDrawSpec(const std::string &a_name,
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v2s32 a_pos, v2s32 a_geom):
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const std::string &a_item_name,
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const v2s32 &a_pos, const v2s32 &a_geom):
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name(a_name),
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item_name (a_item_name),
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pos(a_pos),
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geom(a_geom)
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{
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scale = true;
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}
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ImageDrawSpec(const std::string &a_name,
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const v2s32 &a_pos, const v2s32 &a_geom):
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name(a_name),
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pos(a_pos),
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geom(a_geom)
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@ -151,13 +162,14 @@ class GUIFormSpecMenu : public GUIModalMenu
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scale = true;
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}
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ImageDrawSpec(const std::string &a_name,
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v2s32 a_pos):
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const v2s32 &a_pos):
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name(a_name),
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pos(a_pos)
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{
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scale = false;
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}
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std::string name;
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std::string item_name;
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v2s32 pos;
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v2s32 geom;
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bool scale;
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@ -282,7 +294,7 @@ public:
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void regenerateGui(v2u32 screensize);
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ItemSpec getItemAtPos(v2s32 p) const;
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void drawList(const ListDrawSpec &s, int phase);
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void drawList(const ListDrawSpec &s, int phase, bool &item_hovered);
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void drawSelectedItem();
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void drawMenu();
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void updateSelectedItem();
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@ -334,6 +346,8 @@ protected:
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std::vector<std::pair<FieldSpec,gui::IGUIScrollBar*> > m_scrollbars;
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ItemSpec *m_selected_item;
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f32 m_timer1;
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f32 m_timer2;
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u32 m_selected_amount;
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bool m_selected_dragging;
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@ -373,6 +387,7 @@ private:
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TextDest *m_text_dst;
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unsigned int m_formspec_version;
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std::string m_focused_element;
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bool m_selection_active;
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typedef struct {
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bool explicit_size;
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82
src/hud.cpp
82
src/hud.cpp
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@ -82,8 +82,9 @@ Hud::Hud(video::IVideoDriver *driver, scene::ISceneManager* smgr,
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use_hotbar_selected_image = false;
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}
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void Hud::drawItem(const ItemStack &item, const core::rect<s32>& rect, bool selected) {
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void Hud::drawItem(const ItemStack &item, const core::rect<s32>& rect,
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bool selected)
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{
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if (selected) {
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/* draw hihlighting around selected item */
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if (use_hotbar_selected_image) {
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@ -154,7 +155,8 @@ void Hud::drawItem(const ItemStack &item, const core::rect<s32>& rect, bool sele
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video::SColor bgcolor2(128, 0, 0, 0);
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if (!use_hotbar_image)
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driver->draw2DRectangle(bgcolor2, rect, NULL);
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drawItemStack(driver, g_fontengine->getFont(), item, rect, NULL, gamedef);
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drawItemStack(driver, g_fontengine->getFont(), item, rect, NULL,
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gamedef, selected ? IT_ROT_SELECTED : IT_ROT_NONE);
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}
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//NOTE: selectitem = 0 -> no selected; selectitem 1-based
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@ -484,28 +486,76 @@ void Hud::resizeHotbar() {
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}
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}
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struct MeshTimeInfo {
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s32 time;
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scene::IMesh *mesh;
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};
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void drawItemStack(video::IVideoDriver *driver,
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gui::IGUIFont *font,
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const ItemStack &item,
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const core::rect<s32> &rect,
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const core::rect<s32> *clip,
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IGameDef *gamedef)
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IGameDef *gamedef,
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ItemRotationKind rotation_kind)
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{
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if(item.empty())
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static MeshTimeInfo rotation_time_infos[IT_ROT_NONE];
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static bool enable_animations =
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g_settings->getBool("inventory_items_animations");
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if (item.empty()) {
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if (rotation_kind < IT_ROT_NONE) {
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rotation_time_infos[rotation_kind].mesh = NULL;
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}
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return;
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}
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const ItemDefinition &def = item.getDefinition(gamedef->idef());
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video::ITexture *texture = gamedef->idef()->getInventoryTexture(def.name, gamedef);
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scene::IMesh* mesh = gamedef->idef()->getWieldMesh(def.name, gamedef);
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// Draw the inventory texture
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if(texture != NULL)
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{
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const video::SColor color(255,255,255,255);
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const video::SColor colors[] = {color,color,color,color};
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draw2DImageFilterScaled(driver, texture, rect,
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core::rect<s32>(core::position2d<s32>(0,0),
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core::dimension2di(texture->getOriginalSize())),
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clip, colors, true);
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if (mesh) {
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driver->clearZBuffer();
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s32 delta = 0;
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if (rotation_kind < IT_ROT_NONE) {
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MeshTimeInfo &ti = rotation_time_infos[rotation_kind];
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if (mesh != ti.mesh) {
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ti.mesh = mesh;
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ti.time = getTimeMs();
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} else {
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delta = porting::getDeltaMs(ti.time, getTimeMs()) % 100000;
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}
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}
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core::rect<s32> oldViewPort = driver->getViewPort();
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core::matrix4 oldProjMat = driver->getTransform(video::ETS_PROJECTION);
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core::matrix4 oldViewMat = driver->getTransform(video::ETS_VIEW);
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core::matrix4 ProjMatrix;
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ProjMatrix.buildProjectionMatrixOrthoLH(2, 2, -1, 100);
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driver->setTransform(video::ETS_PROJECTION, ProjMatrix);
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driver->setTransform(video::ETS_VIEW, ProjMatrix);
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core::matrix4 matrix;
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matrix.makeIdentity();
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if (enable_animations) {
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float timer_f = (float)delta / 5000.0;
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matrix.setRotationDegrees(core::vector3df(0, 360 * timer_f, 0));
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}
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driver->setTransform(video::ETS_WORLD, matrix);
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driver->setViewPort(rect);
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u32 mc = mesh->getMeshBufferCount();
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for (u32 j = 0; j < mc; ++j) {
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scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
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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.Lighting = false;
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driver->setMaterial(material);
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driver->drawMeshBuffer(buf);
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}
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driver->setTransform(video::ETS_VIEW, oldViewMat);
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driver->setTransform(video::ETS_PROJECTION, oldProjMat);
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driver->setViewPort(oldViewPort);
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}
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if(def.type == ITEM_TOOL && item.wear != 0)
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@ -568,4 +618,4 @@ void drawItemStack(video::IVideoDriver *driver,
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video::SColor color(255,255,255,255);
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font->draw(text.c_str(), rect2, color, false, false, clip);
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}
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}
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}
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16
src/hud.h
16
src/hud.h
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@ -137,7 +137,8 @@ private:
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void drawItems(v2s32 upperleftpos, s32 itemcount, s32 offset,
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InventoryList *mainlist, u16 selectitem, u16 direction);
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void drawItem(const ItemStack &item, const core::rect<s32>& rect, bool selected);
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void drawItem(const ItemStack &item, const core::rect<s32>& rect,
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bool selected);
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v2u32 m_screensize;
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v2s32 m_displaycenter;
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@ -146,14 +147,21 @@ private:
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video::SColor hbar_colors[4];
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};
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enum ItemRotationKind {
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IT_ROT_SELECTED,
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IT_ROT_HOVERED,
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IT_ROT_DRAGGED,
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IT_ROT_NONE, // Must be last, also serves as number
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};
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void drawItemStack(video::IVideoDriver *driver,
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gui::IGUIFont *font,
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const ItemStack &item,
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const core::rect<s32> &rect,
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const core::rect<s32> *clip,
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IGameDef *gamedef);
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IGameDef *gamedef,
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ItemRotationKind rotation_kind);
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#endif
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#endif
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#endif
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103
src/itemdef.cpp
103
src/itemdef.cpp
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@ -332,7 +332,6 @@ public:
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return cc;
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ITextureSource *tsrc = gamedef->getTextureSource();
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INodeDefManager *nodedef = gamedef->getNodeDefManager();
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const ItemDefinition &def = get(name);
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// Create new ClientCached
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@ -343,103 +342,11 @@ public:
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if(def.inventory_image != "")
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cc->inventory_texture = tsrc->getTexture(def.inventory_image);
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// Additional processing for nodes:
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// - Create a wield mesh if WieldMeshSceneNode can't render
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// the node on its own.
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// - If inventory_texture isn't set yet, create one using
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// render-to-texture.
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if (def.type == ITEM_NODE) {
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// Get node properties
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content_t id = nodedef->getId(name);
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const ContentFeatures &f = nodedef->get(id);
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ItemStack item = ItemStack();
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item.name = def.name;
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bool need_rtt_mesh = cc->inventory_texture == NULL;
|
||||
|
||||
// Keep this in sync with WieldMeshSceneNode::setItem()
|
||||
bool need_wield_mesh =
|
||||
!(f.mesh_ptr[0] ||
|
||||
f.drawtype == NDT_NORMAL ||
|
||||
f.drawtype == NDT_ALLFACES ||
|
||||
f.drawtype == NDT_AIRLIKE);
|
||||
|
||||
scene::IMesh *node_mesh = NULL;
|
||||
|
||||
if (need_rtt_mesh || need_wield_mesh) {
|
||||
u8 param1 = 0;
|
||||
if (f.param_type == CPT_LIGHT)
|
||||
param1 = 0xee;
|
||||
|
||||
/*
|
||||
Make a mesh from the node
|
||||
*/
|
||||
MeshMakeData mesh_make_data(gamedef, false);
|
||||
u8 param2 = 0;
|
||||
if (f.param_type_2 == CPT2_WALLMOUNTED)
|
||||
param2 = 1;
|
||||
MapNode mesh_make_node(id, param1, param2);
|
||||
mesh_make_data.fillSingleNode(&mesh_make_node);
|
||||
MapBlockMesh mapblock_mesh(&mesh_make_data, v3s16(0, 0, 0));
|
||||
node_mesh = mapblock_mesh.getMesh();
|
||||
node_mesh->grab();
|
||||
video::SColor c(255, 255, 255, 255);
|
||||
setMeshColor(node_mesh, c);
|
||||
|
||||
// scale and translate the mesh so it's a
|
||||
// unit cube centered on the origin
|
||||
scaleMesh(node_mesh, v3f(1.0/BS, 1.0/BS, 1.0/BS));
|
||||
translateMesh(node_mesh, v3f(-1.0, -1.0, -1.0));
|
||||
}
|
||||
|
||||
/*
|
||||
Draw node mesh into a render target texture
|
||||
*/
|
||||
if (need_rtt_mesh) {
|
||||
TextureFromMeshParams params;
|
||||
params.mesh = node_mesh;
|
||||
params.dim.set(64, 64);
|
||||
params.rtt_texture_name = "INVENTORY_"
|
||||
+ def.name + "_RTT";
|
||||
params.delete_texture_on_shutdown = true;
|
||||
params.camera_position.set(0, 1.0, -1.5);
|
||||
params.camera_position.rotateXZBy(45);
|
||||
params.camera_lookat.set(0, 0, 0);
|
||||
// Set orthogonal projection
|
||||
params.camera_projection_matrix.buildProjectionMatrixOrthoLH(
|
||||
1.65, 1.65, 0, 100);
|
||||
params.ambient_light.set(1.0, 0.2, 0.2, 0.2);
|
||||
params.light_position.set(10, 100, -50);
|
||||
params.light_color.set(1.0, 0.5, 0.5, 0.5);
|
||||
params.light_radius = 1000;
|
||||
|
||||
#ifdef __ANDROID__
|
||||
params.camera_position.set(0, -1.0, -1.5);
|
||||
params.camera_position.rotateXZBy(45);
|
||||
params.light_position.set(10, -100, -50);
|
||||
#endif
|
||||
cc->inventory_texture =
|
||||
tsrc->generateTextureFromMesh(params);
|
||||
|
||||
// render-to-target didn't work
|
||||
if (cc->inventory_texture == NULL) {
|
||||
cc->inventory_texture =
|
||||
tsrc->getTexture(f.tiledef[0].name);
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
Use the node mesh as the wield mesh
|
||||
*/
|
||||
if (need_wield_mesh) {
|
||||
cc->wield_mesh = node_mesh;
|
||||
cc->wield_mesh->grab();
|
||||
|
||||
// no way reference count can be smaller than 2 in this place!
|
||||
assert(cc->wield_mesh->getReferenceCount() >= 2);
|
||||
}
|
||||
|
||||
if (node_mesh)
|
||||
node_mesh->drop();
|
||||
}
|
||||
scene::IMesh *mesh = getItemMesh(gamedef, item);
|
||||
cc->wield_mesh = mesh;
|
||||
|
||||
// Put in cache
|
||||
m_clientcached.set(name, cc);
|
||||
|
@ -654,4 +561,4 @@ private:
|
|||
IWritableItemDefManager* createItemDefManager()
|
||||
{
|
||||
return new CItemDefManager();
|
||||
}
|
||||
}
|
|
@ -1167,7 +1167,7 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
|
|||
|
||||
for(u32 j = 0; j < p.vertices.size(); j++)
|
||||
{
|
||||
video::S3DVertexTangents *vertex = &p.vertices[j];
|
||||
video::S3DVertex *vertex = &p.vertices[j];
|
||||
// Note applyFacesShading second parameter is precalculated sqrt
|
||||
// value for speed improvement
|
||||
// Skip it for lightsources and top faces.
|
||||
|
@ -1221,11 +1221,12 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
|
|||
}
|
||||
|
||||
// Create meshbuffer
|
||||
scene::SMeshBufferTangents *buf = new scene::SMeshBufferTangents();
|
||||
scene::SMeshBuffer *buf = new scene::SMeshBuffer();
|
||||
// Set material
|
||||
buf->Material = material;
|
||||
// Add to mesh
|
||||
m_mesh->addMeshBuffer(buf);
|
||||
scene::SMesh *mesh = (scene::SMesh *)m_mesh;
|
||||
mesh->addMeshBuffer(buf);
|
||||
// Mesh grabbed it
|
||||
buf->drop();
|
||||
buf->append(&p.vertices[0], p.vertices.size(),
|
||||
|
@ -1241,7 +1242,9 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
|
|||
|
||||
if (m_enable_shaders) {
|
||||
scene::IMeshManipulator* meshmanip = m_gamedef->getSceneManager()->getMeshManipulator();
|
||||
meshmanip->recalculateTangents(m_mesh, true, false, false);
|
||||
scene::IMesh* tangentMesh = meshmanip->createMeshWithTangents(m_mesh);
|
||||
m_mesh->drop();
|
||||
m_mesh = tangentMesh;
|
||||
}
|
||||
|
||||
if(m_mesh)
|
||||
|
@ -1361,7 +1364,7 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat
|
|||
i != m_daynight_diffs.end(); ++i)
|
||||
{
|
||||
scene::IMeshBuffer *buf = m_mesh->getMeshBuffer(i->first);
|
||||
video::S3DVertexTangents *vertices = (video::S3DVertexTangents *)buf->getVertices();
|
||||
video::S3DVertex *vertices = (video::S3DVertex *)buf->getVertices();
|
||||
for(std::map<u32, std::pair<u8, u8 > >::iterator
|
||||
j = i->second.begin();
|
||||
j != i->second.end(); ++j)
|
||||
|
@ -1392,7 +1395,7 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat
|
|||
i != m_highlighted_materials.end(); ++i)
|
||||
{
|
||||
scene::IMeshBuffer *buf = m_mesh->getMeshBuffer(*i);
|
||||
video::S3DVertexTangents *vertices = (video::S3DVertexTangents*)buf->getVertices();
|
||||
video::S3DVertex *vertices = (video::S3DVertex *)buf->getVertices();
|
||||
for (u32 j = 0; j < buf->getVertexCount() ;j++)
|
||||
vertices[j].Color = hc;
|
||||
}
|
||||
|
@ -1448,7 +1451,7 @@ void MeshCollector::append(const TileSpec &tile,
|
|||
}
|
||||
|
||||
for (u32 i = 0; i < numVertices; i++) {
|
||||
video::S3DVertexTangents vert(vertices[i].Pos, vertices[i].Normal,
|
||||
video::S3DVertex vert(vertices[i].Pos, vertices[i].Normal,
|
||||
vertices[i].Color, vertices[i].TCoords);
|
||||
p->vertices.push_back(vert);
|
||||
}
|
||||
|
@ -1494,8 +1497,8 @@ void MeshCollector::append(const TileSpec &tile,
|
|||
}
|
||||
|
||||
for (u32 i = 0; i < numVertices; i++) {
|
||||
video::S3DVertexTangents vert(vertices[i].Pos + pos, vertices[i].Normal,
|
||||
video::S3DVertex vert(vertices[i].Pos + pos, vertices[i].Normal,
|
||||
c, vertices[i].TCoords);
|
||||
p->vertices.push_back(vert);
|
||||
}
|
||||
}
|
||||
}
|
|
@ -104,7 +104,7 @@ public:
|
|||
// Returns true if anything has been changed.
|
||||
bool animate(bool faraway, float time, int crack, u32 daynight_ratio);
|
||||
|
||||
scene::SMesh *getMesh()
|
||||
scene::IMesh *getMesh()
|
||||
{
|
||||
return m_mesh;
|
||||
}
|
||||
|
@ -130,7 +130,7 @@ public:
|
|||
void updateCameraOffset(v3s16 camera_offset);
|
||||
|
||||
private:
|
||||
scene::SMesh *m_mesh;
|
||||
scene::IMesh *m_mesh;
|
||||
MinimapMapblock *m_minimap_mapblock;
|
||||
IGameDef *m_gamedef;
|
||||
ITextureSource *m_tsrc;
|
||||
|
@ -177,7 +177,7 @@ struct PreMeshBuffer
|
|||
{
|
||||
TileSpec tile;
|
||||
std::vector<u16> indices;
|
||||
std::vector<video::S3DVertexTangents> vertices;
|
||||
std::vector<video::S3DVertex> vertices;
|
||||
};
|
||||
|
||||
struct MeshCollector
|
||||
|
@ -218,4 +218,3 @@ TileSpec getNodeTileN(MapNode mn, v3s16 p, u8 tileindex, MeshMakeData *data);
|
|||
TileSpec getNodeTile(MapNode mn, v3s16 p, v3s16 dir, MeshMakeData *data);
|
||||
|
||||
#endif
|
||||
|
||||
|
|
|
@ -114,9 +114,7 @@ static scene::IMesh *createExtrusionMesh(int resolution_x, int resolution_y)
|
|||
mesh->addMeshBuffer(buf);
|
||||
buf->drop();
|
||||
scaleMesh(mesh, scale); // also recalculates bounding box
|
||||
scene::IMesh *newmesh = createForsythOptimizedMesh(mesh);
|
||||
mesh->drop();
|
||||
return newmesh;
|
||||
return mesh;
|
||||
}
|
||||
|
||||
/*
|
||||
|
@ -436,3 +434,116 @@ void WieldMeshSceneNode::changeToMesh(scene::IMesh *mesh)
|
|||
m_meshnode->setMaterialFlag(video::EMF_NORMALIZE_NORMALS, m_lighting);
|
||||
m_meshnode->setVisible(true);
|
||||
}
|
||||
|
||||
scene::IMesh *getItemMesh(IGameDef *gamedef, const ItemStack &item)
|
||||
{
|
||||
ITextureSource *tsrc = gamedef->getTextureSource();
|
||||
IItemDefManager *idef = gamedef->getItemDefManager();
|
||||
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 (!g_extrusion_mesh_cache) {
|
||||
g_extrusion_mesh_cache = new ExtrusionMeshCache();
|
||||
} else {
|
||||
g_extrusion_mesh_cache->grab();
|
||||
}
|
||||
|
||||
scene::IMesh *mesh;
|
||||
|
||||
// If wield_image is defined, it overrides everything else
|
||||
if (def.wield_image != "") {
|
||||
mesh = getExtrudedMesh(tsrc, def.wield_image);
|
||||
return mesh;
|
||||
} else if (def.inventory_image != "") {
|
||||
mesh = getExtrudedMesh(tsrc, def.inventory_image);
|
||||
return mesh;
|
||||
} 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));
|
||||
setMeshColor(mesh, video::SColor (255, 255, 255, 255));
|
||||
} else if (f.drawtype == NDT_PLANTLIKE) {
|
||||
mesh = getExtrudedMesh(tsrc,
|
||||
tsrc->getTextureName(f.tiles[0].texture_id));
|
||||
return mesh;
|
||||
} else if (f.drawtype == NDT_NORMAL || f.drawtype == NDT_ALLFACES
|
||||
|| f.drawtype == NDT_LIQUID || f.drawtype == NDT_FLOWINGLIQUID) {
|
||||
mesh = cloneMesh(g_extrusion_mesh_cache->createCube());
|
||||
scaleMesh(mesh, v3f(1.2, 1.2, 1.2));
|
||||
} else {
|
||||
MeshMakeData mesh_make_data(gamedef, false);
|
||||
MapNode mesh_make_node(id, 255, 0);
|
||||
mesh_make_data.fillSingleNode(&mesh_make_node);
|
||||
MapBlockMesh mapblock_mesh(&mesh_make_data, v3s16(0, 0, 0));
|
||||
mesh = cloneMesh(mapblock_mesh.getMesh());
|
||||
translateMesh(mesh, v3f(-BS, -BS, -BS));
|
||||
scaleMesh(mesh, v3f(0.12, 0.12, 0.12));
|
||||
rotateMeshXZby(mesh, -45);
|
||||
rotateMeshYZby(mesh, -30);
|
||||
|
||||
u32 mc = mesh->getMeshBufferCount();
|
||||
for (u32 i = 0; i < mc; ++i) {
|
||||
video::SMaterial &material1 =
|
||||
mesh->getMeshBuffer(i)->getMaterial();
|
||||
video::SMaterial &material2 =
|
||||
mapblock_mesh.getMesh()->getMeshBuffer(i)->getMaterial();
|
||||
material1.setTexture(0, material2.getTexture(0));
|
||||
material1.setTexture(1, material2.getTexture(1));
|
||||
material1.setTexture(2, material2.getTexture(2));
|
||||
material1.setTexture(3, material2.getTexture(3));
|
||||
material1.MaterialType = material2.MaterialType;
|
||||
}
|
||||
return mesh;
|
||||
}
|
||||
|
||||
shadeMeshFaces(mesh);
|
||||
rotateMeshXZby(mesh, -45);
|
||||
rotateMeshYZby(mesh, -30);
|
||||
|
||||
u32 mc = mesh->getMeshBufferCount();
|
||||
for (u32 i = 0; i < mc; ++i) {
|
||||
video::SMaterial &material = mesh->getMeshBuffer(i)->getMaterial();
|
||||
material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
|
||||
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_LIGHTING, false);
|
||||
if (f.tiles[i].animation_frame_count > 1) {
|
||||
FrameSpec animation_frame = f.tiles[i].frames[0];
|
||||
material.setTexture(0, animation_frame.texture);
|
||||
} else {
|
||||
material.setTexture(0, f.tiles[i].texture);
|
||||
}
|
||||
}
|
||||
return mesh;
|
||||
}
|
||||
return NULL;
|
||||
}
|
||||
|
||||
scene::IMesh * getExtrudedMesh(ITextureSource *tsrc,
|
||||
const std::string &imagename)
|
||||
{
|
||||
video::ITexture *texture = tsrc->getTextureForMesh(imagename);
|
||||
if (!texture) {
|
||||
return NULL;
|
||||
}
|
||||
|
||||
core::dimension2d<u32> dim = texture->getSize();
|
||||
scene::IMesh *mesh = cloneMesh(g_extrusion_mesh_cache->create(dim));
|
||||
|
||||
// Customize material
|
||||
video::SMaterial &material = mesh->getMeshBuffer(0)->getMaterial();
|
||||
material.setTexture(0, tsrc->getTexture(imagename));
|
||||
material.TextureLayer[0].TextureWrapU = video::ETC_CLAMP_TO_EDGE;
|
||||
material.TextureLayer[0].TextureWrapV = video::ETC_CLAMP_TO_EDGE;
|
||||
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_LIGHTING, false);
|
||||
material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
|
||||
scaleMesh(mesh, v3f(2.0, 2.0, 2.0));
|
||||
|
||||
return mesh;
|
||||
}
|
|
@ -77,4 +77,8 @@ private:
|
|||
core::aabbox3d<f32> m_bounding_box;
|
||||
};
|
||||
|
||||
#endif
|
||||
scene::IMesh *getItemMesh(IGameDef *gamedef, const ItemStack &item);
|
||||
|
||||
scene::IMesh *getExtrudedMesh(ITextureSource *tsrc,
|
||||
const std::string &imagename);
|
||||
#endif
|
Loading…
Reference in New Issue