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mirror of https://github.com/moparisthebest/minetest synced 2024-12-23 08:08:47 -05:00

Wielded fixes. Add shaders support.

This commit is contained in:
RealBadAngel 2014-11-13 01:02:34 +01:00
parent 45ebaa3524
commit f25cc0dbae
2 changed files with 88 additions and 43 deletions

View File

@ -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. 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/ */
#include "main.h"
#include "settings.h"
#include "wieldmesh.h" #include "wieldmesh.h"
#include "inventory.h" #include "inventory.h"
#include "gamedef.h" #include "gamedef.h"
#include "itemdef.h" #include "itemdef.h"
#include "nodedef.h" #include "nodedef.h"
#include "mesh.h" #include "mesh.h"
#include "mapblock_mesh.h"
#include "tile.h" #include "tile.h"
#include "log.h" #include "log.h"
#include "util/numeric.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); 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 // Create mesh object
scene::SMesh *mesh = new scene::SMesh(); scene::SMesh *mesh = new scene::SMesh();
mesh->addMeshBuffer(buf); mesh->addMeshBuffer(buf);
@ -209,9 +201,14 @@ WieldMeshSceneNode::WieldMeshSceneNode(
): ):
scene::ISceneNode(parent, mgr, id), scene::ISceneNode(parent, mgr, id),
m_meshnode(NULL), m_meshnode(NULL),
m_material_type(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF),
m_lighting(lighting), m_lighting(lighting),
m_bounding_box(0.0, 0.0, 0.0, 0.0, 0.0, 0.0) 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 // If this is the first wield mesh scene node, create a cache
// for extrusion meshes (and a cube mesh), otherwise reuse it // for extrusion meshes (and a cube mesh), otherwise reuse it
if (g_extrusion_mesh_cache == NULL) 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) { for (u32 i = 0; i < m_meshnode->getMaterialCount(); ++i) {
assert(i < 6); assert(i < 6);
video::SMaterial &material = m_meshnode->getMaterial(i); 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); tiles[i].applyMaterialOptions(material);
} }
} }
@ -264,37 +266,55 @@ void WieldMeshSceneNode::setExtruded(const std::string &imagename,
changeToMesh(NULL); changeToMesh(NULL);
return; return;
} }
core::dimension2d<u32> dim = texture->getSize();
scene::IMesh *mesh = g_extrusion_mesh_cache->create(texture->getSize()); scene::IMesh *mesh = g_extrusion_mesh_cache->create(dim);
changeToMesh(mesh); changeToMesh(mesh);
mesh->drop(); mesh->drop();
m_meshnode->setScale(wield_scale * WIELD_SCALE_FACTOR_EXTRUDED); m_meshnode->setScale(wield_scale * WIELD_SCALE_FACTOR_EXTRUDED);
// Customize material // Customize material
assert(m_meshnode->getMaterialCount() == 1);
video::SMaterial &material = m_meshnode->getMaterial(0); video::SMaterial &material = m_meshnode->getMaterial(0);
material.setTexture(0, texture); 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) void WieldMeshSceneNode::setItem(const ItemStack &item, IGameDef *gamedef)
{ {
ITextureSource *tsrc = gamedef->getTextureSource(); ITextureSource *tsrc = gamedef->getTextureSource();
IItemDefManager *idef = gamedef->getItemDefManager(); IItemDefManager *idef = gamedef->getItemDefManager();
IShaderSource *shdrsrc = gamedef->getShaderSource();
INodeDefManager *ndef = gamedef->getNodeDefManager();
const ItemDefinition &def = item.getDefinition(idef); 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 wield_image is defined, it overrides everything else
if (def.wield_image != "") { if (def.wield_image != "") {
setExtruded(def.wield_image, def.wield_scale, tsrc); setExtruded(def.wield_image, def.wield_scale, tsrc);
return; return;
} }
// Handle nodes // Handle nodes
// See also CItemDefManager::createClientCached() // See also CItemDefManager::createClientCached()
if (def.type == ITEM_NODE) { else if (def.type == ITEM_NODE) {
INodeDefManager *ndef = gamedef->getNodeDefManager();
const ContentFeatures &f = ndef->get(def.name);
if (f.mesh_ptr[0]) { if (f.mesh_ptr[0]) {
// e.g. mesh nodes and nodeboxes // e.g. mesh nodes and nodeboxes
changeToMesh(f.mesh_ptr[0]); changeToMesh(f.mesh_ptr[0]);
@ -302,33 +322,54 @@ void WieldMeshSceneNode::setItem(const ItemStack &item, IGameDef *gamedef)
m_meshnode->setScale( m_meshnode->setScale(
def.wield_scale * WIELD_SCALE_FACTOR def.wield_scale * WIELD_SCALE_FACTOR
/ (BS * f.visual_scale)); / (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) { } else if (f.drawtype == NDT_AIRLIKE) {
changeToMesh(NULL); 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));
} }
for (u32 i = 0; i < m_meshnode->getMaterialCount(); ++i) {
// If none of the above standard cases worked, use the wield mesh from ClientCached assert(i < 6);
scene::IMesh *mesh = idef->getWieldMesh(item.name, gamedef); video::SMaterial &material = m_meshnode->getMaterial(i);
if (mesh) { material.setFlag(video::EMF_BACK_FACE_CULLING, true);
changeToMesh(mesh); material.setFlag(video::EMF_BILINEAR_FILTER, m_bilinear_filter);
m_meshnode->setScale(def.wield_scale * WIELD_SCALE_FACTOR); material.setFlag(video::EMF_TRILINEAR_FILTER, m_trilinear_filter);
return; 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;
} }
else if (def.inventory_image != "") {
// default to inventory_image
if (def.inventory_image != "") {
setExtruded(def.inventory_image, def.wield_scale, tsrc); setExtruded(def.inventory_image, def.wield_scale, tsrc);
return; return;
} }
@ -376,5 +417,4 @@ void WieldMeshSceneNode::changeToMesh(scene::IMesh *mesh)
// need to normalize normals when lighting is enabled (because of setScale()) // need to normalize normals when lighting is enabled (because of setScale())
m_meshnode->setMaterialFlag(video::EMF_NORMALIZE_NORMALS, m_lighting); m_meshnode->setMaterialFlag(video::EMF_NORMALIZE_NORMALS, m_lighting);
m_meshnode->setVisible(true); m_meshnode->setVisible(true);
} }

View File

@ -58,10 +58,15 @@ private:
// Child scene node with the current wield mesh // Child scene node with the current wield mesh
scene::IMeshSceneNode *m_meshnode; scene::IMeshSceneNode *m_meshnode;
video::E_MATERIAL_TYPE m_material_type;
// True if EMF_LIGHTING should be enabled. // True if EMF_LIGHTING should be enabled.
bool m_lighting; 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, // Bounding box culling is disabled for this type of scene node,
// so this variable is just required so we can implement // so this variable is just required so we can implement
// getBoundingBox() and is set to an empty box. // getBoundingBox() and is set to an empty box.