#include "itemdef.h"
#include "nodedef.h"
#include "mesh.h"
+#include "content_mapblock.h"
#include "mapblock_mesh.h"
#include "client/tile.h"
#include "log.h"
}
}
+scene::SMesh *createSpecialNodeMesh(Client *client, content_t id, std::vector<ItemPartColor> *colors)
+{
+ MeshMakeData mesh_make_data(client, false, false);
+ MeshCollector collector(false);
+ mesh_make_data.setSmoothLighting(false);
+ MapblockMeshGenerator gen(&mesh_make_data, &collector);
+ gen.renderSingle(id);
+ colors->clear();
+ scene::SMesh *mesh = new scene::SMesh();
+ for (auto &prebuffers : collector.prebuffers)
+ for (PreMeshBuffer &p : prebuffers) {
+ if (p.layer.material_flags & MATERIAL_FLAG_ANIMATION) {
+ const FrameSpec &frame = (*p.layer.frames)[0];
+ p.layer.texture = frame.texture;
+ p.layer.normal_texture = frame.normal_texture;
+ }
+ for (video::S3DVertex &v : p.vertices)
+ v.Color.setAlpha(255);
+ scene::SMeshBuffer *buf = new scene::SMeshBuffer();
+ // always set all textures
+ // with no shaders only texture 0 is ever actually used
+ buf->Material.setTexture(0, p.layer.texture);
+ buf->Material.setTexture(1, p.layer.normal_texture);
+ buf->Material.setTexture(2, p.layer.flags_texture);
+ p.layer.applyMaterialOptions(buf->Material);
+ mesh->addMeshBuffer(buf);
+ buf->append(&p.vertices[0], p.vertices.size(),
+ &p.indices[0], p.indices.size());
+ buf->drop();
+ colors->push_back(
+ ItemPartColor(p.layer.has_color, p.layer.color));
+ }
+ return mesh;
+}
+
void WieldMeshSceneNode::setItem(const ItemStack &item, Client *client)
{
ITextureSource *tsrc = client->getTextureSource();
const ContentFeatures &f = ndef->get(def.name);
content_t id = ndef->getId(def.name);
+ scene::SMesh *mesh = nullptr;
+
if (m_enable_shaders) {
u32 shader_id = shdrsrc->getShader("wielded_shader", TILE_MATERIAL_BASIC, NDT_NORMAL);
m_material_type = shdrsrc->getShaderInfo(shader_id).material;
if (def.type == ITEM_NODE) {
if (f.mesh_ptr[0]) {
// e.g. mesh nodes and nodeboxes
- scene::SMesh *mesh = cloneMesh(f.mesh_ptr[0]);
+ mesh = cloneMesh(f.mesh_ptr[0]);
postProcessNodeMesh(mesh, f, m_enable_shaders, true,
&m_material_type, &m_colors);
changeToMesh(mesh);
break;
}
case NDT_NORMAL:
- case NDT_ALLFACES: {
+ case NDT_ALLFACES:
+ case NDT_LIQUID:
+ case NDT_FLOWINGLIQUID: {
setCube(f, def.wield_scale);
break;
}
default: {
- 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));
- 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);
+ mesh = createSpecialNodeMesh(client, id, &m_colors);
changeToMesh(mesh);
mesh->drop();
m_meshnode->setScale(
u32 material_count = m_meshnode->getMaterialCount();
for (u32 i = 0; i < material_count; ++i) {
video::SMaterial &material = m_meshnode->getMaterial(i);
+ material.MaterialType = m_material_type;
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);
break;
}
default: {
- 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));
- mesh = cloneMesh(mapblock_mesh.getMesh());
- translateMesh(mesh, v3f(-BS, -BS, -BS));
+ mesh = createSpecialNodeMesh(client, id, &result->buffer_colors);
scaleMesh(mesh, v3f(0.12, 0.12, 0.12));
-
- 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;
- }
- // add overlays (since getMesh() returns
- // the base layer only)
- postProcessNodeMesh(mesh, f, false, false, nullptr,
- &result->buffer_colors, f.drawtype == NDT_NORMAL);
}
}
}