tiles = {tile definition 1, def2, def3, def4, def5, def6}, --[[
^ Textures of node; +Y, -Y, +X, -X, +Z, -Z (old field name: tile_images)
^ List can be shortened to needed length ]]
+ overlay_tiles = {tile definition 1, def2, def3, def4, def5, def6}, --[[
+ ^ Same as `tiles`, but these textures are drawn on top of the
+ ^ base tiles. You can use this to colorize only specific parts of
+ ^ your texture. If the texture name is an empty string, that
+ ^ overlay is not drawn. Since such tiles are drawn twice, it
+ ^ is not recommended to use overlays on very common nodes.
special_tiles = {tile definition 1, Tile definition 2}, --[[
^ Special textures of node; used rarely (old field name: special_materials)
^ List can be shortened to needed length ]]
minimap_mapblock = r.mesh->moveMinimapMapblock();
if (minimap_mapblock == NULL)
do_mapper_update = false;
- }
- if (r.mesh && r.mesh->getMesh()->getMeshBufferCount() == 0) {
- delete r.mesh;
- } else {
- // Replace with the new mesh
- block->mesh = r.mesh;
+ bool is_empty = true;
+ for (int l = 0; l < MAX_TILE_LAYERS; l++)
+ if (r.mesh->getMesh(l)->getMeshBufferCount() != 0)
+ is_empty = false;
+
+ if (is_empty)
+ delete r.mesh;
+ else
+ // Replace with the new mesh
+ block->mesh = r.mesh;
}
} else {
delete r.mesh;
video::ITexture *flags_texture;
};
-struct TileSpec
+#define MAX_TILE_LAYERS 2
+
+//! Defines a layer of a tile.
+struct TileLayer
{
- TileSpec():
+ TileLayer():
texture(NULL),
texture_id(0),
color(),
material_type(TILE_MATERIAL_BASIC),
material_flags(
//0 // <- DEBUG, Use the one below
- MATERIAL_FLAG_BACKFACE_CULLING
+ MATERIAL_FLAG_BACKFACE_CULLING |
+ MATERIAL_FLAG_TILEABLE_HORIZONTAL|
+ MATERIAL_FLAG_TILEABLE_VERTICAL
),
- rotation(0),
- emissive_light(0),
shader_id(0),
normal_texture(NULL),
flags_texture(NULL),
}
/*!
- * Two tiles are equal if they can be appended to
- * the same mesh buffer.
+ * Two layers are equal if they can be merged.
*/
- bool operator==(const TileSpec &other) const
+ bool operator==(const TileLayer &other) const
{
- return (
+ return
texture_id == other.texture_id &&
material_type == other.material_type &&
material_flags == other.material_flags &&
- rotation == other.rotation
- );
+ color == other.color;
}
/*!
- * Two tiles are not equal if they must be in different mesh buffers.
+ * Two tiles are not equal if they must have different vertices.
*/
- bool operator!=(const TileSpec &other) const
+ bool operator!=(const TileLayer &other) const
{
return !(*this == other);
}
-
+
// Sets everything else except the texture in the material
void applyMaterialOptions(video::SMaterial &material) const
{
switch (material_type) {
case TILE_MATERIAL_BASIC:
+ case TILE_MATERIAL_WAVING_LEAVES:
+ case TILE_MATERIAL_WAVING_PLANTS:
material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
break;
case TILE_MATERIAL_ALPHA:
- material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
- break;
case TILE_MATERIAL_LIQUID_TRANSPARENT:
material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
break;
case TILE_MATERIAL_LIQUID_OPAQUE:
material.MaterialType = video::EMT_SOLID;
break;
- case TILE_MATERIAL_WAVING_LEAVES:
- material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
- break;
- case TILE_MATERIAL_WAVING_PLANTS:
- material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
- break;
}
material.BackfaceCulling = (material_flags & MATERIAL_FLAG_BACKFACE_CULLING)
? true : false;
}
}
- // ordered for performance! please do not reorder unless you pahole it first.
+ bool isTileable() const
+ {
+ return (material_flags & MATERIAL_FLAG_TILEABLE_HORIZONTAL)
+ && (material_flags & MATERIAL_FLAG_TILEABLE_VERTICAL);
+ }
+
video::ITexture *texture;
u32 texture_id;
- // The color of the tile, or if the tile does not own
- // a color then the color of the node owning this tile.
+ /*!
+ * The color of the tile, or if the tile does not own
+ * a color then the color of the node owning this tile.
+ */
video::SColor color;
// Material parameters
u8 material_type;
u8 material_flags;
-
- u8 rotation;
- //! This much light does the tile emit.
- u8 emissive_light;
-
u32 shader_id;
-
video::ITexture *normal_texture;
- // cacheline (64)
-
video::ITexture *flags_texture;
+
// Animation parameters
u16 animation_frame_length_ms;
u8 animation_frame_count;
std::vector<FrameSpec> frames;
};
+
+/*!
+ * Defines a face of a node. May have up to two layers.
+ */
+struct TileSpec
+{
+ TileSpec():
+ rotation(0),
+ emissive_light(0)
+ {
+ for (int layer = 0; layer < MAX_TILE_LAYERS; layer++)
+ layers[layer] = TileLayer();
+ }
+
+ /*!
+ * Returns true if this tile can be merged with the other tile.
+ */
+ bool isTileable(const TileSpec &other) const {
+ for (int layer = 0; layer < MAX_TILE_LAYERS; layer++) {
+ if (layers[layer] != other.layers[layer])
+ return false;
+ if (!layers[layer].isTileable())
+ return false;
+ }
+ return rotation == 0
+ && rotation == other.rotation
+ && emissive_light == other.emissive_light;
+ }
+
+ u8 rotation;
+ //! This much light does the tile emit.
+ u8 emissive_light;
+ //! The first is base texture, the second is overlay.
+ TileLayer layers[MAX_TILE_LAYERS];
+};
#endif
struct MeshBufList
{
+ /*!
+ * Specifies in which layer the list is.
+ * All lists which are in a lower layer are rendered before this list.
+ */
+ u8 layer;
video::SMaterial m;
std::vector<scene::IMeshBuffer*> bufs;
};
lists.clear();
}
- void add(scene::IMeshBuffer *buf)
+ void add(scene::IMeshBuffer *buf, u8 layer)
{
const video::SMaterial &m = buf->getMaterial();
for(std::vector<MeshBufList>::iterator i = lists.begin();
if (l.m.TextureLayer[0].Texture != m.TextureLayer[0].Texture)
continue;
+ if(l.layer != layer)
+ continue;
+
if (l.m == m) {
l.bufs.push_back(buf);
return;
}
}
MeshBufList l;
+ l.layer = layer;
l.m = m;
l.bufs.push_back(buf);
lists.push_back(l);
MapBlockMesh *mapBlockMesh = block->mesh;
assert(mapBlockMesh);
- scene::IMesh *mesh = mapBlockMesh->getMesh();
- assert(mesh);
+ for (int layer = 0; layer < MAX_TILE_LAYERS; layer++) {
+ scene::IMesh *mesh = mapBlockMesh->getMesh(layer);
+ assert(mesh);
- u32 c = mesh->getMeshBufferCount();
- for (u32 i = 0; i < c; i++)
- {
- scene::IMeshBuffer *buf = mesh->getMeshBuffer(i);
+ u32 c = mesh->getMeshBufferCount();
+ for (u32 i = 0; i < c; i++) {
+ scene::IMeshBuffer *buf = mesh->getMeshBuffer(i);
- video::SMaterial& material = buf->getMaterial();
- video::IMaterialRenderer* rnd =
+ video::SMaterial& material = buf->getMaterial();
+ video::IMaterialRenderer* rnd =
driver->getMaterialRenderer(material.MaterialType);
- bool transparent = (rnd && rnd->isTransparent());
- if (transparent == is_transparent_pass) {
- if (buf->getVertexCount() == 0)
- errorstream << "Block [" << analyze_block(block)
- << "] contains an empty meshbuf" << std::endl;
-
- material.setFlag(video::EMF_TRILINEAR_FILTER, m_cache_trilinear_filter);
- material.setFlag(video::EMF_BILINEAR_FILTER, m_cache_bilinear_filter);
- material.setFlag(video::EMF_ANISOTROPIC_FILTER, m_cache_anistropic_filter);
- material.setFlag(video::EMF_WIREFRAME, m_control.show_wireframe);
-
- drawbufs.add(buf);
+ bool transparent = (rnd && rnd->isTransparent());
+ if (transparent == is_transparent_pass) {
+ if (buf->getVertexCount() == 0)
+ errorstream << "Block [" << analyze_block(block)
+ << "] contains an empty meshbuf" << std::endl;
+
+ material.setFlag(video::EMF_TRILINEAR_FILTER,
+ m_cache_trilinear_filter);
+ material.setFlag(video::EMF_BILINEAR_FILTER,
+ m_cache_bilinear_filter);
+ material.setFlag(video::EMF_ANISOTROPIC_FILTER,
+ m_cache_anistropic_filter);
+ material.setFlag(video::EMF_WIREFRAME,
+ m_control.show_wireframe);
+
+ drawbufs.add(buf, layer);
+ }
}
}
}
{
tile = getNodeTileN(n, p, index, data);
if (!data->m_smooth_lighting)
- color = encode_light_and_color(light, tile.color, f->light_source);
- if (disable_backface_culling)
- tile.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING;
- tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
+ color = encode_light(light, f->light_source);
+ for (int layer = 0; layer < MAX_TILE_LAYERS; layer++) {
+ tile.layers[layer].material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
+ if (disable_backface_culling)
+ tile.layers[layer].material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING;
+ }
}
void MapblockMeshGenerator::useDefaultTile(bool set_color)
{
tile = getNodeTile(n, p, v3s16(0, 0, 0), data);
if (set_color && !data->m_smooth_lighting)
- color = encode_light_and_color(light, tile.color, f->light_source);
+ color = encode_light(light, f->light_source);
}
TileSpec MapblockMeshGenerator::getTile(const v3s16& direction)
vertices[j].Pos = coords[j] + origin;
vertices[j].Normal = normal2;
if (data->m_smooth_lighting)
- vertices[j].Color = blendLight(coords[j], tile.color);
+ vertices[j].Color = blendLight(coords[j]);
else
vertices[j].Color = color;
if (shade_face)
video::SColor colors[6];
if (!data->m_smooth_lighting) {
for (int face = 0; face != 6; ++face) {
- int tileindex = MYMIN(face, tilecount - 1);
- colors[face] = encode_light_and_color(light, tiles[tileindex].color, f->light_source);
+ colors[face] = encode_light(light, f->light_source);
}
if (!f->light_source) {
applyFacesShading(colors[0], v3f(0, 1, 0));
if (data->m_smooth_lighting) {
for (int j = 0; j < 24; ++j) {
- int tileindex = MYMIN(j / 4, tilecount - 1);
- vertices[j].Color = encode_light_and_color(lights[light_indices[j]],
- tiles[tileindex].color, f->light_source);
+ vertices[j].Color = encode_light(lights[light_indices[j]],
+ f->light_source);
if (!f->light_source)
applyFacesShading(vertices[j].Color, vertices[j].Normal);
}
// Calculates vertex color to be used in mapblock mesh
// vertex_pos - vertex position in the node (coordinates are clamped to [0.0, 1.0] or so)
// tile_color - node's tile color
-video::SColor MapblockMeshGenerator::blendLight(const v3f &vertex_pos,
- video::SColor tile_color)
+video::SColor MapblockMeshGenerator::blendLightColor(const v3f &vertex_pos)
{
u16 light = blendLight(vertex_pos);
- return encode_light_and_color(light, tile_color, f->light_source);
+ return encode_light(light, f->light_source);
}
-video::SColor MapblockMeshGenerator::blendLight(const v3f &vertex_pos,
- const v3f &vertex_normal, video::SColor tile_color)
+video::SColor MapblockMeshGenerator::blendLightColor(const v3f &vertex_pos,
+ const v3f &vertex_normal)
{
- video::SColor color = blendLight(vertex_pos, tile_color);
+ video::SColor color = blendLight(vertex_pos);
if (!f->light_source)
applyFacesShading(color, vertex_normal);
return color;
const MapNode &n, u8 i)
{
TileSpec copy = f.special_tiles[i];
- if (!copy.has_color)
- n.getColor(f, ©.color);
+ for (int layernum = 0; layernum < MAX_TILE_LAYERS; layernum++) {
+ TileLayer *layer = ©.layers[layernum];
+ if (layer->texture_id == 0)
+ continue;
+ if (!layer->has_color)
+ n.getColor(f, &(layer->color));
+ }
return copy;
}
light = getInteriorLight(ntop, 0, nodedef);
}
- color_liquid_top = encode_light_and_color(light, tile_liquid_top.color, f->light_source);
- color = encode_light_and_color(light, tile_liquid.color, f->light_source);
+ color_liquid_top = encode_light(light, f->light_source);
+ color = encode_light(light, f->light_source);
}
void MapblockMeshGenerator::getLiquidNeighborhood(bool flowing)
else
pos.Y = !top_is_same_liquid ? corner_levels[base.Z][base.X] : 0.5 * BS;
if (data->m_smooth_lighting)
- color = blendLight(pos, tile_liquid.color);
+ color = blendLightColor(pos);
pos += origin;
vertices[j] = video::S3DVertex(pos.X, pos.Y, pos.Z, 0, 0, 0, color, vertex.u, vertex.v);
};
int w = corner_resolve[i][1];
vertices[i].Pos.Y += corner_levels[w][u];
if (data->m_smooth_lighting)
- vertices[i].Color = blendLight(vertices[i].Pos, tile_liquid_top.color);
+ vertices[i].Color = blendLightColor(vertices[i].Pos);
vertices[i].Pos += origin;
}
tiles[face] = getTile(g_6dirs[face]);
TileSpec glass_tiles[6];
- if (tiles[0].texture && tiles[3].texture && tiles[4].texture) {
+ if (tiles[1].layers[0].texture &&
+ tiles[2].layers[0].texture &&
+ tiles[3].layers[0].texture) {
glass_tiles[0] = tiles[4];
glass_tiles[1] = tiles[0];
glass_tiles[2] = tiles[4];
// Optionally render internal liquid level defined by param2
// Liquid is textured with 1 tile defined in nodedef 'special_tiles'
if (param2 > 0 && f->param_type_2 == CPT2_GLASSLIKE_LIQUID_LEVEL &&
- f->special_tiles[0].texture) {
+ f->special_tiles[0].layers[0].texture) {
// Internal liquid level has param2 range 0 .. 63,
// convert it to -0.5 .. 0.5
float vlev = (param2 / 63.0) * 2.0 - 1.0;
{
useDefaultTile(false);
TileSpec tile_nocrack = tile;
- tile_nocrack.material_flags &= ~MATERIAL_FLAG_CRACK;
+ for (int layer = 0; layer < MAX_TILE_LAYERS; layer++)
+ tile_nocrack.layers[layer].material_flags &= ~MATERIAL_FLAG_CRACK;
// Put wood the right way around in the posts
TileSpec tile_rot = tile;
// vertex right here.
for (int k = 0; k < vertex_count; k++) {
video::S3DVertex &vertex = vertices[k];
- vertex.Color = blendLight(vertex.Pos, vertex.Normal, tile.color);
+ vertex.Color = blendLightColor(vertex.Pos, vertex.Normal);
vertex.Pos += origin;
}
collector->append(tile, vertices, vertex_count,
// lighting
void getSmoothLightFrame();
u16 blendLight(const v3f &vertex_pos);
- video::SColor blendLight(const v3f &vertex_pos, video::SColor tile_color);
- video::SColor blendLight(const v3f &vertex_pos, const v3f &vertex_normal, video::SColor tile_color);
+ video::SColor blendLightColor(const v3f &vertex_pos);
+ video::SColor blendLightColor(const v3f &vertex_pos, const v3f &vertex_normal);
void useTile(int index, bool disable_backface_culling);
void useDefaultTile(bool set_color = true);
assert(buf->getHardwareMappingHint_Vertex() == scene::EHM_NEVER);
video::SColor c = basecolor;
if (imesh->buffer_colors.size() > j) {
- std::pair<bool, video::SColor> p = imesh->buffer_colors[j];
- c = p.first ? p.second : basecolor;
+ ItemPartColor *p = &imesh->buffer_colors[j];
+ if (p->override_base)
+ c = p->color;
}
colorizeMeshBuffer(buf, &c);
video::SMaterial &material = buf->getMaterial();
video::SColorf dayLight;
get_sunlight_color(&dayLight, daynight_ratio);
final_color_blend(result,
- encode_light_and_color(light, video::SColor(0xFFFFFFFF), 0), dayLight);
+ encode_light(light, 0), dayLight);
}
void final_color_blend(video::SColor *result,
struct FastFace
{
- TileSpec tile;
+ TileLayer layer;
video::S3DVertex vertices[4]; // Precalculated vertices
+ /*!
+ * The face is divided into two triangles. If this is true,
+ * vertices 0 and 2 are connected, othervise vertices 1 and 3
+ * are connected.
+ */
+ bool vertex_0_2_connected;
+ u8 layernum;
};
static void makeFastFace(TileSpec tile, u16 li0, u16 li1, u16 li2, u16 li3,
- v3f p, v3s16 dir, v3f scale, std::vector<FastFace> &dest)
+ v3f p, v3s16 dir, v3f scale, std::vector<FastFace> &dest)
{
// Position is at the center of the cube.
v3f pos = p * BS;
v3f normal(dir.X, dir.Y, dir.Z);
- dest.push_back(FastFace());
+ u16 li[4] = { li0, li1, li2, li3 };
+ u16 day[4];
+ u16 night[4];
- FastFace& face = *dest.rbegin();
+ for (u8 i = 0; i < 4; i++) {
+ day[i] = li[i] >> 8;
+ night[i] = li[i] & 0xFF;
+ }
+
+ bool vertex_0_2_connected = abs(day[0] - day[2]) + abs(night[0] - night[2])
+ < abs(day[1] - day[3]) + abs(night[1] - night[3]);
- u16 li[4] = { li0, li1, li2, li3 };
v2f32 f[4] = {
core::vector2d<f32>(x0 + w * abs_scale, y0 + h),
core::vector2d<f32>(x0, y0 + h),
core::vector2d<f32>(x0, y0),
core::vector2d<f32>(x0 + w * abs_scale, y0) };
- for (u8 i = 0; i < 4; i++) {
- video::SColor c = encode_light_and_color(li[i], tile.color,
- tile.emissive_light);
- if (!tile.emissive_light)
- applyFacesShading(c, normal);
+ for (int layernum = 0; layernum < MAX_TILE_LAYERS; layernum++) {
+ TileLayer *layer = &tile.layers[layernum];
+ if (layer->texture_id == 0)
+ continue;
- face.vertices[i] = video::S3DVertex(vertex_pos[i], normal, c, f[i]);
- }
+ dest.push_back(FastFace());
+ FastFace& face = *dest.rbegin();
+
+ for (u8 i = 0; i < 4; i++) {
+ video::SColor c = encode_light(li[i], tile.emissive_light);
+ if (!tile.emissive_light)
+ applyFacesShading(c, normal);
- face.tile = tile;
+ face.vertices[i] = video::S3DVertex(vertex_pos[i], normal, c, f[i]);
+ }
+
+ /*
+ Revert triangles for nicer looking gradient if the
+ brightness of vertices 1 and 3 differ less than
+ the brightness of vertices 0 and 2.
+ */
+ face.vertex_0_2_connected = vertex_0_2_connected;
+
+ face.layer = *layer;
+ face.layernum = layernum;
+ }
}
/*
{
INodeDefManager *ndef = data->m_client->ndef();
const ContentFeatures &f = ndef->get(mn);
- TileSpec spec = f.tiles[tileindex];
- if (!spec.has_color)
- mn.getColor(f, &spec.color);
+ TileSpec tile = f.tiles[tileindex];
+ TileLayer *top_layer = NULL;
+ for (int layernum = 0; layernum < MAX_TILE_LAYERS; layernum++) {
+ TileLayer *layer = &tile.layers[layernum];
+ if (layer->texture_id == 0)
+ continue;
+ top_layer = layer;
+ if (!layer->has_color)
+ mn.getColor(f, &(layer->color));
+ }
// Apply temporary crack
if (p == data->m_crack_pos_relative)
- spec.material_flags |= MATERIAL_FLAG_CRACK;
- return spec;
+ top_layer->material_flags |= MATERIAL_FLAG_CRACK;
+ return tile;
}
/*
};
u16 tile_index=facedir*16 + dir_i;
- TileSpec spec = getNodeTileN(mn, p, dir_to_tile[tile_index], data);
- spec.rotation=dir_to_tile[tile_index + 1];
- spec.texture = data->m_client->tsrc()->getTexture(spec.texture_id);
- return spec;
+ TileSpec tile = getNodeTileN(mn, p, dir_to_tile[tile_index], data);
+ tile.rotation = dir_to_tile[tile_index + 1];
+ return tile;
}
static void getTileInfo(
// eg. water and glass
if (equivalent)
- tile.material_flags |= MATERIAL_FLAG_BACKFACE_CULLING;
+ for (int layernum = 0; layernum < MAX_TILE_LAYERS; layernum++)
+ tile.layers[layernum].material_flags |=
+ MATERIAL_FLAG_BACKFACE_CULLING;
if (data->m_smooth_lighting == false)
{
&& next_lights[1] == lights[1]
&& next_lights[2] == lights[2]
&& next_lights[3] == lights[3]
- && next_tile == tile
- && tile.rotation == 0
- && (tile.material_flags & MATERIAL_FLAG_TILEABLE_HORIZONTAL)
- && (tile.material_flags & MATERIAL_FLAG_TILEABLE_VERTICAL)
- && tile.color == next_tile.color
- && tile.emissive_light == next_tile.emissive_light) {
+ && next_tile.isTileable(tile)) {
next_is_different = false;
continuous_tiles_count++;
}
*/
MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
- m_mesh(new scene::SMesh()),
m_minimap_mapblock(NULL),
m_client(data->m_client),
m_driver(m_client->tsrc()->getDevice()->getVideoDriver()),
m_last_daynight_ratio((u32) -1),
m_daynight_diffs()
{
+ for (int m = 0; m < MAX_TILE_LAYERS; m++)
+ m_mesh[m] = new scene::SMesh();
m_enable_shaders = data->m_use_shaders;
m_use_tangent_vertices = data->m_use_tangent_vertices;
m_enable_vbo = g_settings->getBool("enable_vbo");
const u16 indices[] = {0,1,2,2,3,0};
const u16 indices_alternate[] = {0,1,3,2,3,1};
- if(f.tile.texture == NULL)
+ if (f.layer.texture == NULL)
continue;
- const u16 *indices_p = indices;
+ const u16 *indices_p =
+ f.vertex_0_2_connected ? indices : indices_alternate;
- /*
- Revert triangles for nicer looking gradient if the
- brightness of vertices 1 and 3 differ less than
- the brightness of vertices 0 and 2.
- */
- if (fabs(f.vertices[0].Color.getLuminance()
- - f.vertices[2].Color.getLuminance())
- > fabs(f.vertices[1].Color.getLuminance()
- - f.vertices[3].Color.getLuminance()))
- indices_p = indices_alternate;
-
- collector.append(f.tile, f.vertices, 4, indices_p, 6);
+ collector.append(f.layer, f.vertices, 4, indices_p, 6,
+ f.layernum);
}
}
generator.generate();
}
+ collector.applyTileColors();
+
/*
Convert MeshCollector to SMesh
*/
- for(u32 i = 0; i < collector.prebuffers.size(); i++)
- {
- PreMeshBuffer &p = collector.prebuffers[i];
-
- // Generate animation data
- // - Cracks
- if(p.tile.material_flags & MATERIAL_FLAG_CRACK)
+ for (int layer = 0; layer < MAX_TILE_LAYERS; layer++) {
+ for(u32 i = 0; i < collector.prebuffers[layer].size(); i++)
{
- // Find the texture name plus ^[crack:N:
- std::ostringstream os(std::ios::binary);
- os<<m_tsrc->getTextureName(p.tile.texture_id)<<"^[crack";
- if(p.tile.material_flags & MATERIAL_FLAG_CRACK_OVERLAY)
- os<<"o"; // use ^[cracko
- os<<":"<<(u32)p.tile.animation_frame_count<<":";
- m_crack_materials.insert(std::make_pair(i, os.str()));
- // Replace tile texture with the cracked one
- p.tile.texture = m_tsrc->getTextureForMesh(
- os.str()+"0",
- &p.tile.texture_id);
- }
- // - Texture animation
- if (p.tile.material_flags & MATERIAL_FLAG_ANIMATION) {
- // Add to MapBlockMesh in order to animate these tiles
- m_animation_tiles[i] = p.tile;
- m_animation_frames[i] = 0;
- if(g_settings->getBool("desynchronize_mapblock_texture_animation")){
- // Get starting position from noise
- m_animation_frame_offsets[i] = 100000 * (2.0 + noise3d(
- data->m_blockpos.X, data->m_blockpos.Y,
- data->m_blockpos.Z, 0));
- } else {
- // Play all synchronized
- m_animation_frame_offsets[i] = 0;
- }
- // Replace tile texture with the first animation frame
- FrameSpec animation_frame = p.tile.frames[0];
- p.tile.texture = animation_frame.texture;
- }
+ PreMeshBuffer &p = collector.prebuffers[layer][i];
- if (!m_enable_shaders) {
- // Extract colors for day-night animation
- // Dummy sunlight to handle non-sunlit areas
- video::SColorf sunlight;
- get_sunlight_color(&sunlight, 0);
- u32 vertex_count =
- m_use_tangent_vertices ?
- p.tangent_vertices.size() : p.vertices.size();
- for (u32 j = 0; j < vertex_count; j++) {
- video::SColor *vc;
- if (m_use_tangent_vertices) {
- vc = &p.tangent_vertices[j].Color;
+ // Generate animation data
+ // - Cracks
+ if(p.layer.material_flags & MATERIAL_FLAG_CRACK)
+ {
+ // Find the texture name plus ^[crack:N:
+ std::ostringstream os(std::ios::binary);
+ os<<m_tsrc->getTextureName(p.layer.texture_id)<<"^[crack";
+ if(p.layer.material_flags & MATERIAL_FLAG_CRACK_OVERLAY)
+ os<<"o"; // use ^[cracko
+ os<<":"<<(u32)p.layer.animation_frame_count<<":";
+ m_crack_materials.insert(std::make_pair(std::pair<u8, u32>(layer, i), os.str()));
+ // Replace tile texture with the cracked one
+ p.layer.texture = m_tsrc->getTextureForMesh(
+ os.str()+"0",
+ &p.layer.texture_id);
+ }
+ // - Texture animation
+ if (p.layer.material_flags & MATERIAL_FLAG_ANIMATION) {
+ // Add to MapBlockMesh in order to animate these tiles
+ m_animation_tiles[std::pair<u8, u32>(layer, i)] = p.layer;
+ m_animation_frames[std::pair<u8, u32>(layer, i)] = 0;
+ if(g_settings->getBool("desynchronize_mapblock_texture_animation")){
+ // Get starting position from noise
+ m_animation_frame_offsets[std::pair<u8, u32>(layer, i)] = 100000 * (2.0 + noise3d(
+ data->m_blockpos.X, data->m_blockpos.Y,
+ data->m_blockpos.Z, 0));
} else {
- vc = &p.vertices[j].Color;
+ // Play all synchronized
+ m_animation_frame_offsets[std::pair<u8, u32>(layer, i)] = 0;
}
- video::SColor copy(*vc);
- if (vc->getAlpha() == 0) // No sunlight - no need to animate
- final_color_blend(vc, copy, sunlight); // Finalize color
- else // Record color to animate
- m_daynight_diffs[i][j] = copy;
-
- // The sunlight ratio has been stored,
- // delete alpha (for the final rendering).
- vc->setAlpha(255);
+ // Replace tile texture with the first animation frame
+ FrameSpec animation_frame = p.layer.frames[0];
+ p.layer.texture = animation_frame.texture;
}
- }
- // Create material
- video::SMaterial material;
- material.setFlag(video::EMF_LIGHTING, false);
- material.setFlag(video::EMF_BACK_FACE_CULLING, true);
- material.setFlag(video::EMF_BILINEAR_FILTER, false);
- material.setFlag(video::EMF_FOG_ENABLE, true);
- material.setTexture(0, p.tile.texture);
+ if (!m_enable_shaders) {
+ // Extract colors for day-night animation
+ // Dummy sunlight to handle non-sunlit areas
+ video::SColorf sunlight;
+ get_sunlight_color(&sunlight, 0);
+ u32 vertex_count =
+ m_use_tangent_vertices ?
+ p.tangent_vertices.size() : p.vertices.size();
+ for (u32 j = 0; j < vertex_count; j++) {
+ video::SColor *vc;
+ if (m_use_tangent_vertices) {
+ vc = &p.tangent_vertices[j].Color;
+ } else {
+ vc = &p.vertices[j].Color;
+ }
+ video::SColor copy(*vc);
+ if (vc->getAlpha() == 0) // No sunlight - no need to animate
+ final_color_blend(vc, copy, sunlight); // Finalize color
+ else // Record color to animate
+ m_daynight_diffs[std::pair<u8, u32>(layer, i)][j] = copy;
+
+ // The sunlight ratio has been stored,
+ // delete alpha (for the final rendering).
+ vc->setAlpha(255);
+ }
+ }
- if (m_enable_shaders) {
- material.MaterialType = m_shdrsrc->getShaderInfo(p.tile.shader_id).material;
- p.tile.applyMaterialOptionsWithShaders(material);
- if (p.tile.normal_texture) {
- material.setTexture(1, p.tile.normal_texture);
+ // Create material
+ video::SMaterial material;
+ material.setFlag(video::EMF_LIGHTING, false);
+ material.setFlag(video::EMF_BACK_FACE_CULLING, true);
+ material.setFlag(video::EMF_BILINEAR_FILTER, false);
+ material.setFlag(video::EMF_FOG_ENABLE, true);
+ material.setTexture(0, p.layer.texture);
+
+ if (m_enable_shaders) {
+ material.MaterialType = m_shdrsrc->getShaderInfo(p.layer.shader_id).material;
+ p.layer.applyMaterialOptionsWithShaders(material);
+ if (p.layer.normal_texture) {
+ material.setTexture(1, p.layer.normal_texture);
+ }
+ material.setTexture(2, p.layer.flags_texture);
+ } else {
+ p.layer.applyMaterialOptions(material);
+ }
+
+ scene::SMesh *mesh = (scene::SMesh *)m_mesh[layer];
+
+ // Create meshbuffer, add to mesh
+ if (m_use_tangent_vertices) {
+ scene::SMeshBufferTangents *buf = new scene::SMeshBufferTangents();
+ // Set material
+ buf->Material = material;
+ // Add to mesh
+ mesh->addMeshBuffer(buf);
+ // Mesh grabbed it
+ buf->drop();
+ buf->append(&p.tangent_vertices[0], p.tangent_vertices.size(),
+ &p.indices[0], p.indices.size());
+ } else {
+ scene::SMeshBuffer *buf = new scene::SMeshBuffer();
+ // Set material
+ buf->Material = material;
+ // Add to mesh
+ mesh->addMeshBuffer(buf);
+ // Mesh grabbed it
+ buf->drop();
+ buf->append(&p.vertices[0], p.vertices.size(),
+ &p.indices[0], p.indices.size());
}
- material.setTexture(2, p.tile.flags_texture);
- } else {
- p.tile.applyMaterialOptions(material);
}
- scene::SMesh *mesh = (scene::SMesh *)m_mesh;
- // Create meshbuffer, add to mesh
+ /*
+ Do some stuff to the mesh
+ */
+ m_camera_offset = camera_offset;
+ translateMesh(m_mesh[layer],
+ intToFloat(data->m_blockpos * MAP_BLOCKSIZE - camera_offset, BS));
+
if (m_use_tangent_vertices) {
- scene::SMeshBufferTangents *buf = new scene::SMeshBufferTangents();
- // Set material
- buf->Material = material;
- // Add to mesh
- mesh->addMeshBuffer(buf);
- // Mesh grabbed it
- buf->drop();
- buf->append(&p.tangent_vertices[0], p.tangent_vertices.size(),
- &p.indices[0], p.indices.size());
- } else {
- scene::SMeshBuffer *buf = new scene::SMeshBuffer();
- // Set material
- buf->Material = material;
- // Add to mesh
- mesh->addMeshBuffer(buf);
- // Mesh grabbed it
- buf->drop();
- buf->append(&p.vertices[0], p.vertices.size(),
- &p.indices[0], p.indices.size());
+ scene::IMeshManipulator* meshmanip =
+ m_client->getSceneManager()->getMeshManipulator();
+ meshmanip->recalculateTangents(m_mesh[layer], true, false, false);
}
- }
-
- /*
- Do some stuff to the mesh
- */
- m_camera_offset = camera_offset;
- translateMesh(m_mesh,
- intToFloat(data->m_blockpos * MAP_BLOCKSIZE - camera_offset, BS));
- if (m_use_tangent_vertices) {
- scene::IMeshManipulator* meshmanip =
- m_client->getSceneManager()->getMeshManipulator();
- meshmanip->recalculateTangents(m_mesh, true, false, false);
- }
-
- if (m_mesh)
- {
+ if (m_mesh[layer])
+ {
#if 0
- // Usually 1-700 faces and 1-7 materials
- std::cout<<"Updated MapBlock has "<<fastfaces_new.size()<<" faces "
- <<"and uses "<<m_mesh->getMeshBufferCount()
- <<" materials (meshbuffers)"<<std::endl;
+ // Usually 1-700 faces and 1-7 materials
+ std::cout<<"Updated MapBlock has "<<fastfaces_new.size()<<" faces "
+ <<"and uses "<<m_mesh[layer]->getMeshBufferCount()
+ <<" materials (meshbuffers)"<<std::endl;
#endif
- // Use VBO for mesh (this just would set this for ever buffer)
- if (m_enable_vbo) {
- m_mesh->setHardwareMappingHint(scene::EHM_STATIC);
+ // Use VBO for mesh (this just would set this for ever buffer)
+ if (m_enable_vbo) {
+ m_mesh[layer]->setHardwareMappingHint(scene::EHM_STATIC);
+ }
}
}
MapBlockMesh::~MapBlockMesh()
{
- if (m_enable_vbo && m_mesh) {
- for (u32 i = 0; i < m_mesh->getMeshBufferCount(); i++) {
- scene::IMeshBuffer *buf = m_mesh->getMeshBuffer(i);
- m_driver->removeHardwareBuffer(buf);
- }
+ for (int m = 0; m < MAX_TILE_LAYERS; m++) {
+ if (m_enable_vbo && m_mesh[m])
+ for (u32 i = 0; i < m_mesh[m]->getMeshBufferCount(); i++) {
+ scene::IMeshBuffer *buf = m_mesh[m]->getMeshBuffer(i);
+ m_driver->removeHardwareBuffer(buf);
+ }
+ m_mesh[m]->drop();
+ m_mesh[m] = NULL;
}
- m_mesh->drop();
- m_mesh = NULL;
delete m_minimap_mapblock;
}
// Cracks
if(crack != m_last_crack)
{
- for (UNORDERED_MAP<u32, std::string>::iterator i = m_crack_materials.begin();
- i != m_crack_materials.end(); ++i) {
- scene::IMeshBuffer *buf = m_mesh->getMeshBuffer(i->first);
+ for (std::map<std::pair<u8, u32>, std::string>::iterator i =
+ m_crack_materials.begin(); i != m_crack_materials.end(); ++i) {
+ scene::IMeshBuffer *buf = m_mesh[i->first.first]->
+ getMeshBuffer(i->first.second);
std::string basename = i->second;
// Create new texture name from original
// If the current material is also animated,
// update animation info
- UNORDERED_MAP<u32, TileSpec>::iterator anim_iter =
- m_animation_tiles.find(i->first);
+ std::map<std::pair<u8, u32>, TileLayer>::iterator anim_iter =
+ m_animation_tiles.find(i->first);
if (anim_iter != m_animation_tiles.end()){
- TileSpec &tile = anim_iter->second;
+ TileLayer &tile = anim_iter->second;
tile.texture = new_texture;
tile.texture_id = new_texture_id;
// force animation update
}
// Texture animation
- for (UNORDERED_MAP<u32, TileSpec>::iterator i = m_animation_tiles.begin();
- i != m_animation_tiles.end(); ++i) {
- const TileSpec &tile = i->second;
+ for (std::map<std::pair<u8, u32>, TileLayer>::iterator i =
+ m_animation_tiles.begin(); i != m_animation_tiles.end(); ++i) {
+ const TileLayer &tile = i->second;
// Figure out current frame
int frameoffset = m_animation_frame_offsets[i->first];
int frame = (int)(time * 1000 / tile.animation_frame_length_ms
m_animation_frames[i->first] = frame;
- scene::IMeshBuffer *buf = m_mesh->getMeshBuffer(i->first);
+ scene::IMeshBuffer *buf = m_mesh[i->first.first]->
+ getMeshBuffer(i->first.second);
FrameSpec animation_frame = tile.frames[frame];
buf->getMaterial().setTexture(0, animation_frame.texture);
if(!m_enable_shaders && (daynight_ratio != m_last_daynight_ratio))
{
// Force reload mesh to VBO
- if (m_enable_vbo) {
- m_mesh->setDirty();
- }
+ if (m_enable_vbo)
+ for (int m = 0; m < MAX_TILE_LAYERS; m++)
+ m_mesh[m]->setDirty();
video::SColorf day_color;
get_sunlight_color(&day_color, daynight_ratio);
- for(std::map<u32, std::map<u32, video::SColor > >::iterator
+ for(std::map<std::pair<u8, u32>, std::map<u32, video::SColor > >::iterator
i = m_daynight_diffs.begin();
i != m_daynight_diffs.end(); ++i)
{
- scene::IMeshBuffer *buf = m_mesh->getMeshBuffer(i->first);
+ scene::IMeshBuffer *buf = m_mesh[i->first.first]->
+ getMeshBuffer(i->first.second);
video::S3DVertex *vertices = (video::S3DVertex *)buf->getVertices();
for(std::map<u32, video::SColor >::iterator
j = i->second.begin();
j != i->second.end(); ++j)
{
- final_color_blend(&(vertices[j->first].Color), j->second, day_color);
+ final_color_blend(&(vertices[j->first].Color),
+ j->second, day_color);
}
}
m_last_daynight_ratio = daynight_ratio;
void MapBlockMesh::updateCameraOffset(v3s16 camera_offset)
{
if (camera_offset != m_camera_offset) {
- translateMesh(m_mesh, intToFloat(m_camera_offset-camera_offset, BS));
- if (m_enable_vbo) {
- m_mesh->setDirty();
+ for (u8 layer = 0; layer < 2; layer++) {
+ translateMesh(m_mesh[layer],
+ intToFloat(m_camera_offset - camera_offset, BS));
+ if (m_enable_vbo) {
+ m_mesh[layer]->setDirty();
+ }
}
m_camera_offset = camera_offset;
}
void MeshCollector::append(const TileSpec &tile,
const video::S3DVertex *vertices, u32 numVertices,
const u16 *indices, u32 numIndices)
+{
+ for (int layernum = 0; layernum < MAX_TILE_LAYERS; layernum++) {
+ const TileLayer *layer = &tile.layers[layernum];
+ if (layer->texture_id == 0)
+ continue;
+ append(*layer, vertices, numVertices, indices, numIndices,
+ layernum);
+ }
+}
+
+void MeshCollector::append(const TileLayer &layer,
+ const video::S3DVertex *vertices, u32 numVertices,
+ const u16 *indices, u32 numIndices, u8 layernum)
{
if (numIndices > 65535) {
dstream<<"FIXME: MeshCollector::append() called with numIndices="<<numIndices<<" (limit 65535)"<<std::endl;
return;
}
+ std::vector<PreMeshBuffer> *buffers = &prebuffers[layernum];
PreMeshBuffer *p = NULL;
- for (u32 i = 0; i < prebuffers.size(); i++) {
- PreMeshBuffer &pp = prebuffers[i];
- if (pp.tile != tile)
+ for (u32 i = 0; i < buffers->size(); i++) {
+ PreMeshBuffer &pp = (*buffers)[i];
+ if (pp.layer != layer)
continue;
if (pp.indices.size() + numIndices > 65535)
continue;
if (p == NULL) {
PreMeshBuffer pp;
- pp.tile = tile;
- prebuffers.push_back(pp);
- p = &prebuffers[prebuffers.size() - 1];
+ pp.layer = layer;
+ buffers->push_back(pp);
+ p = &(*buffers)[buffers->size() - 1];
}
u32 vertex_count;
const video::S3DVertex *vertices, u32 numVertices,
const u16 *indices, u32 numIndices,
v3f pos, video::SColor c, u8 light_source)
+{
+ for (int layernum = 0; layernum < MAX_TILE_LAYERS; layernum++) {
+ const TileLayer *layer = &tile.layers[layernum];
+ if (layer->texture_id == 0)
+ continue;
+ append(*layer, vertices, numVertices, indices, numIndices, pos,
+ c, light_source, layernum);
+ }
+}
+
+void MeshCollector::append(const TileLayer &layer,
+ const video::S3DVertex *vertices, u32 numVertices,
+ const u16 *indices, u32 numIndices,
+ v3f pos, video::SColor c, u8 light_source, u8 layernum)
{
if (numIndices > 65535) {
dstream<<"FIXME: MeshCollector::append() called with numIndices="<<numIndices<<" (limit 65535)"<<std::endl;
return;
}
+ std::vector<PreMeshBuffer> *buffers = &prebuffers[layernum];
PreMeshBuffer *p = NULL;
- for (u32 i = 0; i < prebuffers.size(); i++) {
- PreMeshBuffer &pp = prebuffers[i];
- if(pp.tile != tile)
+ for (u32 i = 0; i < buffers->size(); i++) {
+ PreMeshBuffer &pp = (*buffers)[i];
+ if(pp.layer != layer)
continue;
if(pp.indices.size() + numIndices > 65535)
continue;
if (p == NULL) {
PreMeshBuffer pp;
- pp.tile = tile;
- prebuffers.push_back(pp);
- p = &prebuffers[prebuffers.size() - 1];
+ pp.layer = layer;
+ buffers->push_back(pp);
+ p = &(*buffers)[buffers->size() - 1];
}
video::SColor original_c = c;
}
}
-video::SColor encode_light_and_color(u16 light, const video::SColor &color,
- u8 emissive_light)
+void MeshCollector::applyTileColors()
+{
+ if (m_use_tangent_vertices)
+ for (int layer = 0; layer < MAX_TILE_LAYERS; layer++) {
+ std::vector<PreMeshBuffer> *p = &prebuffers[layer];
+ for (std::vector<PreMeshBuffer>::iterator it = p->begin();
+ it != p->end(); ++it) {
+ video::SColor tc = it->layer.color;
+ if (tc == video::SColor(0xFFFFFFFF))
+ continue;
+ for (u32 index = 0; index < it->tangent_vertices.size(); index++) {
+ video::SColor *c = &it->tangent_vertices[index].Color;
+ c->set(c->getAlpha(), c->getRed() * tc.getRed() / 255,
+ c->getGreen() * tc.getGreen() / 255,
+ c->getBlue() * tc.getBlue() / 255);
+ }
+ }
+ }
+ else
+ for (int layer = 0; layer < MAX_TILE_LAYERS; layer++) {
+ std::vector<PreMeshBuffer> *p = &prebuffers[layer];
+ for (std::vector<PreMeshBuffer>::iterator it = p->begin();
+ it != p->end(); ++it) {
+ video::SColor tc = it->layer.color;
+ if (tc == video::SColor(0xFFFFFFFF))
+ continue;
+ for (u32 index = 0; index < it->vertices.size(); index++) {
+ video::SColor *c = &it->vertices[index].Color;
+ c->set(c->getAlpha(), c->getRed() * tc.getRed() / 255,
+ c->getGreen() * tc.getGreen() / 255,
+ c->getBlue() * tc.getBlue() / 255);
+ }
+ }
+ }
+}
+
+video::SColor encode_light(u16 light, u8 emissive_light)
{
// Get components
- f32 day = (light & 0xff) / 255.0f;
- f32 night = (light >> 8) / 255.0f;
+ u32 day = (light & 0xff);
+ u32 night = (light >> 8);
// Add emissive light
- night += emissive_light * 0.01f;
+ night += emissive_light * 2.5f;
if (night > 255)
night = 255;
// Since we don't know if the day light is sunlight or
day = 0;
else
day = day - night;
- f32 sum = day + night;
+ u32 sum = day + night;
// Ratio of sunlight:
- float r;
+ u32 r;
if (sum > 0)
- r = day / sum;
+ r = day * 255 / sum;
else
r = 0;
// Average light:
float b = (day + night) / 2;
- return video::SColor(r * 255, b * color.getRed(), b * color.getGreen(),
- b * color.getBlue());
+ return video::SColor(r, b, b, b);
}
scene::IMesh *getMesh()
{
- return m_mesh;
+ return m_mesh[0];
+ }
+
+ scene::IMesh *getMesh(u8 layer)
+ {
+ return m_mesh[layer];
}
MinimapMapblock *moveMinimapMapblock()
void updateCameraOffset(v3s16 camera_offset);
private:
- scene::IMesh *m_mesh;
+ scene::IMesh *m_mesh[MAX_TILE_LAYERS];
MinimapMapblock *m_minimap_mapblock;
Client *m_client;
video::IVideoDriver *m_driver;
// Animation info: cracks
// Last crack value passed to animate()
int m_last_crack;
- // Maps mesh buffer (i.e. material) indices to base texture names
- UNORDERED_MAP<u32, std::string> m_crack_materials;
+ // Maps mesh and mesh buffer (i.e. material) indices to base texture names
+ std::map<std::pair<u8, u32>, std::string> m_crack_materials;
// Animation info: texture animationi
- // Maps meshbuffers to TileSpecs
- UNORDERED_MAP<u32, TileSpec> m_animation_tiles;
- UNORDERED_MAP<u32, int> m_animation_frames; // last animation frame
- UNORDERED_MAP<u32, int> m_animation_frame_offsets;
+ // Maps mesh and mesh buffer indices to TileSpecs
+ // Keys are pairs of (mesh index, buffer index in the mesh)
+ std::map<std::pair<u8, u32>, TileLayer> m_animation_tiles;
+ std::map<std::pair<u8, u32>, int> m_animation_frames; // last animation frame
+ std::map<std::pair<u8, u32>, int> m_animation_frame_offsets;
// Animation info: day/night transitions
// Last daynight_ratio value passed to animate()
u32 m_last_daynight_ratio;
- // For each meshbuffer, stores pre-baked colors of sunlit vertices
- std::map<u32, std::map<u32, video::SColor > > m_daynight_diffs;
+ // For each mesh and mesh buffer, stores pre-baked colors
+ // of sunlit vertices
+ // Keys are pairs of (mesh index, buffer index in the mesh)
+ std::map<std::pair<u8, u32>, std::map<u32, video::SColor > > m_daynight_diffs;
// Camera offset info -> do we have to translate the mesh?
v3s16 m_camera_offset;
*/
struct PreMeshBuffer
{
- TileSpec tile;
+ TileLayer layer;
std::vector<u16> indices;
std::vector<video::S3DVertex> vertices;
std::vector<video::S3DVertexTangents> tangent_vertices;
struct MeshCollector
{
- std::vector<PreMeshBuffer> prebuffers;
+ std::vector<PreMeshBuffer> prebuffers[MAX_TILE_LAYERS];
bool m_use_tangent_vertices;
MeshCollector(bool use_tangent_vertices):
}
void append(const TileSpec &material,
+ const video::S3DVertex *vertices, u32 numVertices,
+ const u16 *indices, u32 numIndices);
+ void append(const TileLayer &material,
const video::S3DVertex *vertices, u32 numVertices,
- const u16 *indices, u32 numIndices);
+ const u16 *indices, u32 numIndices, u8 layernum);
void append(const TileSpec &material,
+ const video::S3DVertex *vertices, u32 numVertices,
+ const u16 *indices, u32 numIndices, v3f pos,
+ video::SColor c, u8 light_source);
+ void append(const TileLayer &material,
const video::S3DVertex *vertices, u32 numVertices,
- const u16 *indices, u32 numIndices,
- v3f pos, video::SColor c, u8 light_source);
+ const u16 *indices, u32 numIndices, v3f pos,
+ video::SColor c, u8 light_source, u8 layernum);
+ /*!
+ * Colorizes all vertices in the collector.
+ */
+ void applyTileColors();
};
/*!
- * Encodes light and color of a node.
+ * Encodes light of a node.
* The result is not the final color, but a
* half-baked vertex color.
+ * You have to multiply the resulting color
+ * with the node's color.
*
* \param light the first 8 bits are day light,
* the last 8 bits are night light
- * \param color the node's color
* \param emissive_light amount of light the surface emits,
* from 0 to LIGHT_SUN.
*/
-video::SColor encode_light_and_color(u16 light, const video::SColor &color,
- u8 emissive_light);
+video::SColor encode_light(u16 light, u8 emissive_light);
// Compute light at node
u16 getInteriorLight(MapNode n, s32 increment, INodeDefManager *ndef);
src_mesh->setBoundingBox(bbox);
}
-scene::IMesh* cloneMesh(scene::IMesh *src_mesh)
+scene::IMeshBuffer* cloneMeshBuffer(scene::IMeshBuffer *mesh_buffer)
+{
+ scene::IMeshBuffer *clone = NULL;
+ switch (mesh_buffer->getVertexType()) {
+ case video::EVT_STANDARD: {
+ video::S3DVertex *v = (video::S3DVertex *) mesh_buffer->getVertices();
+ u16 *indices = (u16*) mesh_buffer->getIndices();
+ scene::SMeshBuffer *temp_buf = new scene::SMeshBuffer();
+ temp_buf->append(v, mesh_buffer->getVertexCount(), indices,
+ mesh_buffer->getIndexCount());
+ return temp_buf;
+ break;
+ }
+ case video::EVT_2TCOORDS: {
+ video::S3DVertex2TCoords *v =
+ (video::S3DVertex2TCoords *) mesh_buffer->getVertices();
+ u16 *indices = (u16*) mesh_buffer->getIndices();
+ scene::SMeshBufferTangents *temp_buf = new scene::SMeshBufferTangents();
+ temp_buf->append(v, mesh_buffer->getVertexCount(), indices,
+ mesh_buffer->getIndexCount());
+ break;
+ }
+ case video::EVT_TANGENTS: {
+ video::S3DVertexTangents *v =
+ (video::S3DVertexTangents *) mesh_buffer->getVertices();
+ u16 *indices = (u16*) mesh_buffer->getIndices();
+ scene::SMeshBufferTangents *temp_buf = new scene::SMeshBufferTangents();
+ temp_buf->append(v, mesh_buffer->getVertexCount(), indices,
+ mesh_buffer->getIndexCount());
+ break;
+ }
+ }
+ return clone;
+}
+
+scene::SMesh* cloneMesh(scene::IMesh *src_mesh)
{
scene::SMesh* dst_mesh = new scene::SMesh();
for (u16 j = 0; j < src_mesh->getMeshBufferCount(); j++) {
- scene::IMeshBuffer *buf = src_mesh->getMeshBuffer(j);
- switch (buf->getVertexType()) {
- case video::EVT_STANDARD: {
- video::S3DVertex *v =
- (video::S3DVertex *) buf->getVertices();
- u16 *indices = (u16*)buf->getIndices();
- scene::SMeshBuffer *temp_buf = new scene::SMeshBuffer();
- temp_buf->append(v, buf->getVertexCount(),
- indices, buf->getIndexCount());
- dst_mesh->addMeshBuffer(temp_buf);
- temp_buf->drop();
- break;
- }
- case video::EVT_2TCOORDS: {
- video::S3DVertex2TCoords *v =
- (video::S3DVertex2TCoords *) buf->getVertices();
- u16 *indices = (u16*)buf->getIndices();
- scene::SMeshBufferTangents *temp_buf =
- new scene::SMeshBufferTangents();
- temp_buf->append(v, buf->getVertexCount(),
- indices, buf->getIndexCount());
- dst_mesh->addMeshBuffer(temp_buf);
- temp_buf->drop();
- break;
- }
- case video::EVT_TANGENTS: {
- video::S3DVertexTangents *v =
- (video::S3DVertexTangents *) buf->getVertices();
- u16 *indices = (u16*)buf->getIndices();
- scene::SMeshBufferTangents *temp_buf =
- new scene::SMeshBufferTangents();
- temp_buf->append(v, buf->getVertexCount(),
- indices, buf->getIndexCount());
- dst_mesh->addMeshBuffer(temp_buf);
- temp_buf->drop();
- break;
- }
- }
+ scene::IMeshBuffer *temp_buf = cloneMeshBuffer(
+ src_mesh->getMeshBuffer(j));
+ dst_mesh->addMeshBuffer(temp_buf);
+ temp_buf->drop();
+
}
return dst_mesh;
}
void rotateMeshXYby (scene::IMesh *mesh, f64 degrees);
void rotateMeshXZby (scene::IMesh *mesh, f64 degrees);
void rotateMeshYZby (scene::IMesh *mesh, f64 degrees);
+
+/*
+ * Clone the mesh buffer.
+ */
+scene::IMeshBuffer* cloneMeshBuffer(scene::IMeshBuffer *mesh_buffer);
/*
Clone the mesh.
*/
-scene::IMesh* cloneMesh(scene::IMesh *src_mesh);
+scene::SMesh* cloneMesh(scene::IMesh *src_mesh);
/*
Convert nodeboxes to mesh. Each tile goes into a different buffer.
Add node and tile color and palette
Fix plantlike visual_scale being applied squared and add compatibility
with pre-30 clients by sending sqrt(visual_scale)
+ PROTOCOL VERSION 31:
+ Add tile overlay
*/
-#define LATEST_PROTOCOL_VERSION 30
+#define LATEST_PROTOCOL_VERSION 31
// Server's supported network protocol range
#define SERVER_PROTOCOL_VERSION_MIN 24
void ContentFeatures::serialize(std::ostream &os, u16 protocol_version) const
{
- if (protocol_version < 30) {
+ if (protocol_version < 31) {
serializeOld(os, protocol_version);
return;
}
// version
- writeU8(os, 9);
+ writeU8(os, 10);
// general
os << serializeString(name);
writeU8(os, 6);
for (u32 i = 0; i < 6; i++)
tiledef[i].serialize(os, protocol_version);
+ for (u32 i = 0; i < 6; i++)
+ tiledef_overlay[i].serialize(os, protocol_version);
writeU8(os, CF_SPECIAL_COUNT);
for (u32 i = 0; i < CF_SPECIAL_COUNT; i++) {
tiledef_special[i].serialize(os, protocol_version);
if (version < 9) {
deSerializeOld(is, version);
return;
- } else if (version > 9) {
+ } else if (version > 10) {
throw SerializationError("unsupported ContentFeatures version");
}
throw SerializationError("unsupported tile count");
for (u32 i = 0; i < 6; i++)
tiledef[i].deSerialize(is, version, drawtype);
+ if (version >= 10)
+ for (u32 i = 0; i < 6; i++)
+ tiledef_overlay[i].deSerialize(is, version, drawtype);
if (readU8(is) != CF_SPECIAL_COUNT)
throw SerializationError("unsupported CF_SPECIAL_COUNT");
for (u32 i = 0; i < CF_SPECIAL_COUNT; i++)
}
#ifndef SERVER
-void ContentFeatures::fillTileAttribs(ITextureSource *tsrc, TileSpec *tile,
+void ContentFeatures::fillTileAttribs(ITextureSource *tsrc, TileLayer *tile,
TileDef *tiledef, u32 shader_id, bool use_normal_texture,
bool backface_culling, u8 material_type)
{
// Tiles (fill in f->tiles[])
for (u16 j = 0; j < 6; j++) {
- fillTileAttribs(tsrc, &tiles[j], &tdef[j], tile_shader[j],
+ fillTileAttribs(tsrc, &tiles[j].layers[0], &tdef[j], tile_shader[j],
tsettings.use_normal_texture,
tiledef[j].backface_culling, material_type);
+ if (tiledef_overlay[j].name!="")
+ fillTileAttribs(tsrc, &tiles[j].layers[1], &tiledef_overlay[j],
+ tile_shader[j], tsettings.use_normal_texture,
+ tiledef[j].backface_culling, material_type);
}
// Special tiles (fill in f->special_tiles[])
for (u16 j = 0; j < CF_SPECIAL_COUNT; j++) {
- fillTileAttribs(tsrc, &special_tiles[j], &tiledef_special[j],
+ fillTileAttribs(tsrc, &special_tiles[j].layers[0], &tiledef_special[j],
tile_shader[j], tsettings.use_normal_texture,
tiledef_special[j].backface_culling, material_type);
}
if (protocol_version < 30 && drawtype == NDT_PLANTLIKE)
compatible_visual_scale = sqrt(visual_scale);
+ TileDef compatible_tiles[6];
+ for (u8 i = 0; i < 6; i++) {
+ compatible_tiles[i] = tiledef[i];
+ if (tiledef_overlay[i].name != "") {
+ std::stringstream s;
+ s << "(" << tiledef[i].name << ")^(" << tiledef_overlay[i].name
+ << ")";
+ compatible_tiles[i].name = s.str();
+ }
+ }
+
// Protocol >= 24
- if (protocol_version < 30) {
+ if (protocol_version < 31) {
writeU8(os, protocol_version < 27 ? 7 : 8);
os << serializeString(name);
writeF1000(os, compatible_visual_scale);
writeU8(os, 6);
for (u32 i = 0; i < 6; i++)
- tiledef[i].serialize(os, protocol_version);
+ compatible_tiles[i].serialize(os, protocol_version);
writeU8(os, CF_SPECIAL_COUNT);
for (u32 i = 0; i < CF_SPECIAL_COUNT; i++)
tiledef_special[i].serialize(os, protocol_version);
#endif
float visual_scale; // Misc. scale parameter
TileDef tiledef[6];
+ // These will be drawn over the base tiles.
+ TileDef tiledef_overlay[6];
TileDef tiledef_special[CF_SPECIAL_COUNT]; // eg. flowing liquid
// If 255, the node is opaque.
// Otherwise it uses texture alpha.
}
#ifndef SERVER
- void fillTileAttribs(ITextureSource *tsrc, TileSpec *tile, TileDef *tiledef,
+ void fillTileAttribs(ITextureSource *tsrc, TileLayer *tile, TileDef *tiledef,
u32 shader_id, bool use_normal_texture, bool backface_culling,
u8 material_type);
void updateTextures(ITextureSource *tsrc, IShaderSource *shdsrc,
{
// Texture
u8 texid = myrand_range(0, 5);
- const TileSpec &tile = f.tiles[texid];
+ const TileLayer &tile = f.tiles[texid].layers[0];
video::ITexture *texture;
struct TileAnimationParams anim;
anim.type = TAT_NONE;
}
lua_pop(L, 1);
+ // overlay_tiles = {}
+ lua_getfield(L, index, "overlay_tiles");
+ if (lua_istable(L, -1)) {
+ int table = lua_gettop(L);
+ lua_pushnil(L);
+ int i = 0;
+ while (lua_next(L, table) != 0) {
+ // Read tiledef from value
+ f.tiledef_overlay[i] = read_tiledef(L, -1, f.drawtype);
+ // removes value, keeps key for next iteration
+ lua_pop(L, 1);
+ i++;
+ if (i == 6) {
+ lua_pop(L, 1);
+ break;
+ }
+ }
+ // Copy last value to all remaining textures
+ if (i >= 1) {
+ TileDef lasttile = f.tiledef_overlay[i - 1];
+ while (i < 6) {
+ f.tiledef_overlay[i] = lasttile;
+ i++;
+ }
+ }
+ }
+ lua_pop(L, 1);
+
// special_tiles = {}
lua_getfield(L, index, "special_tiles");
// If nil, try the deprecated name "special_materials" instead
g_extrusion_mesh_cache = NULL;
}
-void WieldMeshSceneNode::setCube(const TileSpec tiles[6],
+void WieldMeshSceneNode::setCube(const ContentFeatures &f,
v3f wield_scale, ITextureSource *tsrc)
{
scene::IMesh *cubemesh = g_extrusion_mesh_cache->createCube();
- changeToMesh(cubemesh);
+ scene::SMesh *copy = cloneMesh(cubemesh);
cubemesh->drop();
-
+ postProcessNodeMesh(copy, f, false, true, &m_material_type, &m_colors);
+ changeToMesh(copy);
+ copy->drop();
m_meshnode->setScale(wield_scale * WIELD_SCALE_FACTOR);
-
- // Customize materials
- for (u32 i = 0; i < m_meshnode->getMaterialCount(); ++i) {
- assert(i < 6);
- video::SMaterial &material = m_meshnode->getMaterial(i);
- if (tiles[i].animation_frame_count == 1) {
- material.setTexture(0, tiles[i].texture);
- } else {
- FrameSpec animation_frame = tiles[i].frames[0];
- material.setTexture(0, animation_frame.texture);
- }
- tiles[i].applyMaterialOptions(material);
- }
}
void WieldMeshSceneNode::setExtruded(const std::string &imagename,
dim = core::dimension2d<u32>(dim.Width, frame_height);
}
scene::IMesh *mesh = g_extrusion_mesh_cache->create(dim);
- changeToMesh(mesh);
+ scene::SMesh *copy = cloneMesh(mesh);
mesh->drop();
+ changeToMesh(copy);
+ copy->drop();
m_meshnode->setScale(wield_scale * WIELD_SCALE_FACTOR_EXTRUDED);
// Color-related
m_colors.clear();
- video::SColor basecolor = idef->getItemstackColor(item, client);
+ m_base_color = idef->getItemstackColor(item, client);
// If wield_image is defined, it overrides everything else
if (def.wield_image != "") {
setExtruded(def.wield_image, def.wield_scale, tsrc, 1);
- m_colors.push_back(basecolor);
+ m_colors.push_back(ItemPartColor());
return;
}
// Handle nodes
else if (def.type == ITEM_NODE) {
if (f.mesh_ptr[0]) {
// e.g. mesh nodes and nodeboxes
- changeToMesh(f.mesh_ptr[0]);
- // mesh_ptr[0] is pre-scaled by BS * f->visual_scale
+ scene::SMesh *mesh = cloneMesh(f.mesh_ptr[0]);
+ postProcessNodeMesh(mesh, f, m_enable_shaders, true,
+ &m_material_type, &m_colors);
+ changeToMesh(mesh);
+ mesh->drop();
+ // mesh is pre-scaled by BS * f->visual_scale
m_meshnode->setScale(
def.wield_scale * WIELD_SCALE_FACTOR
/ (BS * f.visual_scale));
} else if (f.drawtype == NDT_AIRLIKE) {
changeToMesh(NULL);
} else if (f.drawtype == NDT_PLANTLIKE) {
- setExtruded(tsrc->getTextureName(f.tiles[0].texture_id), def.wield_scale, tsrc, f.tiles[0].animation_frame_count);
+ setExtruded(tsrc->getTextureName(f.tiles[0].layers[0].texture_id),
+ def.wield_scale, tsrc,
+ f.tiles[0].layers[0].animation_frame_count);
} else if (f.drawtype == NDT_NORMAL || f.drawtype == NDT_ALLFACES) {
- setCube(f.tiles, def.wield_scale, tsrc);
+ setCube(f, def.wield_scale, tsrc);
} else {
MeshMakeData mesh_make_data(client, 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));
- changeToMesh(mapblock_mesh.getMesh());
- translateMesh(m_meshnode->getMesh(), v3f(-BS, -BS, -BS));
+ scene::SMesh *mesh = cloneMesh(mapblock_mesh.getMesh());
+ translateMesh(mesh, v3f(-BS, -BS, -BS));
+ postProcessNodeMesh(mesh, f, m_enable_shaders, true,
+ &m_material_type, &m_colors);
+ changeToMesh(mesh);
+ mesh->drop();
m_meshnode->setScale(
def.wield_scale * WIELD_SCALE_FACTOR
/ (BS * f.visual_scale));
}
u32 material_count = m_meshnode->getMaterialCount();
- if (material_count > 6) {
- errorstream << "WieldMeshSceneNode::setItem: Invalid material "
- "count " << material_count << ", truncating to 6" << std::endl;
- material_count = 6;
- }
for (u32 i = 0; i < material_count; ++i) {
- const TileSpec *tile = &(f.tiles[i]);
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 = (tile->animation_frame_count > 1);
- if (animated) {
- FrameSpec animation_frame = tile->frames[0];
- material.setTexture(0, animation_frame.texture);
- } else {
- material.setTexture(0, tile->texture);
- }
- m_colors.push_back(tile->has_color ? tile->color : basecolor);
- material.MaterialType = m_material_type;
- if (m_enable_shaders) {
- if (tile->normal_texture) {
- if (animated) {
- FrameSpec animation_frame = tile->frames[0];
- material.setTexture(1, animation_frame.normal_texture);
- } else {
- material.setTexture(1, tile->normal_texture);
- }
- }
- material.setTexture(2, tile->flags_texture);
- }
}
return;
}
else if (def.inventory_image != "") {
setExtruded(def.inventory_image, def.wield_scale, tsrc, 1);
- m_colors.push_back(basecolor);
+ m_colors.push_back(ItemPartColor());
return;
}
u8 blue = c.getBlue();
u32 mc = mesh->getMeshBufferCount();
for (u32 j = 0; j < mc; j++) {
- video::SColor bc(0xFFFFFFFF);
- if (m_colors.size() > j)
- bc = m_colors[j];
+ video::SColor bc(m_base_color);
+ if ((m_colors.size() > j) && (m_colors[j].override_base))
+ bc = m_colors[j].color;
video::SColor buffercolor(255,
bc.getRed() * red / 255,
bc.getGreen() * green / 255,
m_meshnode->setMesh(dummymesh);
dummymesh->drop(); // m_meshnode grabbed it
} else {
- if (m_lighting) {
- m_meshnode->setMesh(mesh);
- } else {
- /*
- Lighting is disabled, this means the caller can (and probably will)
- call setColor later. We therefore need to clone the mesh so that
- setColor will only modify this scene node's mesh, not others'.
- */
- scene::IMeshManipulator *meshmanip = SceneManager->getMeshManipulator();
- scene::IMesh *new_mesh = meshmanip->createMeshCopy(mesh);
- m_meshnode->setMesh(new_mesh);
- new_mesh->drop(); // m_meshnode grabbed it
- }
+ m_meshnode->setMesh(mesh);
}
m_meshnode->setMaterialFlag(video::EMF_LIGHTING, m_lighting);
g_extrusion_mesh_cache->grab();
}
- scene::IMesh *mesh;
+ scene::SMesh *mesh;
// If inventory_image is defined, it overrides everything else
if (def.inventory_image != "") {
mesh = getExtrudedMesh(tsrc, def.inventory_image);
- result->mesh = mesh;
- result->buffer_colors.push_back(
- std::pair<bool, video::SColor>(false, video::SColor(0xFFFFFFFF)));
+ result->buffer_colors.push_back(ItemPartColor());
} 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));
} else if (f.drawtype == NDT_PLANTLIKE) {
mesh = getExtrudedMesh(tsrc,
- tsrc->getTextureName(f.tiles[0].texture_id));
+ tsrc->getTextureName(f.tiles[0].layers[0].texture_id));
} 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());
+ scene::IMesh *cube = g_extrusion_mesh_cache->createCube();
+ mesh = cloneMesh(cube);
+ cube->drop();
scaleMesh(mesh, v3f(1.2, 1.2, 1.2));
} else {
MeshMakeData mesh_make_data(client, false);
u32 mc = mesh->getMeshBufferCount();
for (u32 i = 0; i < mc; ++i) {
- const TileSpec *tile = &(f.tiles[i]);
scene::IMeshBuffer *buf = mesh->getMeshBuffer(i);
- result->buffer_colors.push_back(
- std::pair<bool, video::SColor>(tile->has_color, tile->color));
- colorizeMeshBuffer(buf, &tile->color);
video::SMaterial &material = buf->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 (tile->animation_frame_count > 1) {
- FrameSpec animation_frame = tile->frames[0];
- material.setTexture(0, animation_frame.texture);
- } else {
- material.setTexture(0, tile->texture);
- }
}
rotateMeshXZby(mesh, -45);
rotateMeshYZby(mesh, -30);
- result->mesh = mesh;
+
+ postProcessNodeMesh(mesh, f, false, false, NULL,
+ &result->buffer_colors);
}
+ result->mesh = mesh;
}
-scene::IMesh * getExtrudedMesh(ITextureSource *tsrc,
+
+
+scene::SMesh * getExtrudedMesh(ITextureSource *tsrc,
const std::string &imagename)
{
video::ITexture *texture = tsrc->getTextureForMesh(imagename);
}
core::dimension2d<u32> dim = texture->getSize();
- scene::IMesh *mesh = cloneMesh(g_extrusion_mesh_cache->create(dim));
+ scene::IMesh *original = g_extrusion_mesh_cache->create(dim);
+ scene::SMesh *mesh = cloneMesh(original);
+ original->drop();
// Customize material
video::SMaterial &material = mesh->getMeshBuffer(0)->getMaterial();
return mesh;
}
+
+void postProcessNodeMesh(scene::SMesh *mesh, const ContentFeatures &f,
+ bool use_shaders, bool set_material, video::E_MATERIAL_TYPE *mattype,
+ std::vector<ItemPartColor> *colors)
+{
+ u32 mc = mesh->getMeshBufferCount();
+ // Allocate colors for existing buffers
+ colors->clear();
+ for (u32 i = 0; i < mc; ++i)
+ colors->push_back(ItemPartColor());
+
+ for (u32 i = 0; i < mc; ++i) {
+ const TileSpec *tile = &(f.tiles[i]);
+ scene::IMeshBuffer *buf = mesh->getMeshBuffer(i);
+ for (int layernum = 0; layernum < MAX_TILE_LAYERS; layernum++) {
+ const TileLayer *layer = &tile->layers[layernum];
+ if (layer->texture_id == 0)
+ continue;
+ if (layernum != 0) {
+ scene::IMeshBuffer *copy = cloneMeshBuffer(buf);
+ copy->getMaterial() = buf->getMaterial();
+ mesh->addMeshBuffer(copy);
+ copy->drop();
+ buf = copy;
+ colors->push_back(
+ ItemPartColor(layer->has_color, layer->color));
+ } else {
+ (*colors)[i] = ItemPartColor(layer->has_color, layer->color);
+ }
+ video::SMaterial &material = buf->getMaterial();
+ if (set_material)
+ layer->applyMaterialOptions(material);
+ if (mattype) {
+ material.MaterialType = *mattype;
+ }
+ if (layer->animation_frame_count > 1) {
+ FrameSpec animation_frame = layer->frames[0];
+ material.setTexture(0, animation_frame.texture);
+ } else {
+ material.setTexture(0, layer->texture);
+ }
+ if (use_shaders) {
+ if (layer->normal_texture) {
+ if (layer->animation_frame_count > 1) {
+ FrameSpec animation_frame = layer->frames[0];
+ material.setTexture(1, animation_frame.normal_texture);
+ } else
+ material.setTexture(1, layer->normal_texture);
+ }
+ material.setTexture(2, layer->flags_texture);
+ }
+ }
+ }
+}
struct ItemStack;
class Client;
class ITextureSource;
-struct TileSpec;
+struct ContentFeatures;
+
+/*!
+ * Holds color information of an item mesh's buffer.
+ */
+struct ItemPartColor {
+ /*!
+ * If this is false, the global base color of the item
+ * will be used instead of the specific color of the
+ * buffer.
+ */
+ bool override_base;
+ /*!
+ * The color of the buffer.
+ */
+ video::SColor color;
+
+ ItemPartColor():
+ override_base(false),
+ color(0)
+ {}
+
+ ItemPartColor(bool override, video::SColor color):
+ override_base(override),
+ color(color)
+ {}
+};
struct ItemMesh
{
scene::IMesh *mesh;
/*!
* Stores the color of each mesh buffer.
- * If the boolean is true, the color is fixed, else
- * palettes can modify it.
*/
- std::vector<std::pair<bool, video::SColor> > buffer_colors;
+ std::vector<ItemPartColor> buffer_colors;
ItemMesh() : mesh(NULL), buffer_colors() {}
};
s32 id = -1, bool lighting = false);
virtual ~WieldMeshSceneNode();
- void setCube(const TileSpec tiles[6], v3f wield_scale, ITextureSource *tsrc);
+ void setCube(const ContentFeatures &f, v3f wield_scale,
+ ITextureSource *tsrc);
void setExtruded(const std::string &imagename, v3f wield_scale,
ITextureSource *tsrc, u8 num_frames);
void setItem(const ItemStack &item, Client *client);
* Stores the colors of the mesh's mesh buffers.
* This does not include lighting.
*/
- std::vector<video::SColor> m_colors;
+ std::vector<ItemPartColor> m_colors;
+ /*!
+ * The base color of this mesh. This is the default
+ * for all mesh buffers.
+ */
+ video::SColor m_base_color;
// Bounding box culling is disabled for this type of scene node,
// so this variable is just required so we can implement
void getItemMesh(Client *client, const ItemStack &item, ItemMesh *result);
-scene::IMesh *getExtrudedMesh(ITextureSource *tsrc, const std::string &imagename);
+scene::SMesh *getExtrudedMesh(ITextureSource *tsrc, const std::string &imagename);
+
+/*!
+ * Applies overlays, textures and optionally materials to the given mesh and
+ * extracts tile colors for colorization.
+ * \param mattype overrides the buffer's material type, but can also
+ * be NULL to leave the original material.
+ * \param colors returns the colors of the mesh buffers in the mesh.
+ */
+void postProcessNodeMesh(scene::SMesh *mesh, const ContentFeatures &f,
+ bool use_shaders, bool set_material, video::E_MATERIAL_TYPE *mattype,
+ std::vector<ItemPartColor> *colors);
#endif