Wielded fixes. Add shaders support.
authorRealBadAngel <maciej.kasatkin@o2.pl>
Thu, 13 Nov 2014 00:02:34 +0000 (01:02 +0100)
committerRealBadAngel <maciej.kasatkin@o2.pl>
Thu, 13 Nov 2014 02:51:04 +0000 (03:51 +0100)
src/wieldmesh.cpp
src/wieldmesh.h

index 4552d357236b2c55d3d64c2c87fdcd669e535f28..40cfdbc2ba95d1077dfbc26087419b4759cfe8d1 100644 (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.
 */
 
+#include "main.h"
+#include "settings.h"
 #include "wieldmesh.h"
 #include "inventory.h"
 #include "gamedef.h"
 #include "itemdef.h"
 #include "nodedef.h"
 #include "mesh.h"
+#include "mapblock_mesh.h"
 #include "tile.h"
 #include "log.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);
        }
 
-       // 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
        scene::SMesh *mesh = new scene::SMesh();
        mesh->addMeshBuffer(buf);
@@ -209,9 +201,14 @@ WieldMeshSceneNode::WieldMeshSceneNode(
 ):
        scene::ISceneNode(parent, mgr, id),
        m_meshnode(NULL),
+       m_material_type(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF),
        m_lighting(lighting),
        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
        // for extrusion meshes (and a cube mesh), otherwise reuse it
        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) {
                assert(i < 6);
                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);
        }
 }
@@ -264,37 +266,55 @@ void WieldMeshSceneNode::setExtruded(const std::string &imagename,
                changeToMesh(NULL);
                return;
        }
-
-       scene::IMesh *mesh = g_extrusion_mesh_cache->create(texture->getSize());
+       core::dimension2d<u32> dim = texture->getSize();
+       scene::IMesh *mesh = g_extrusion_mesh_cache->create(dim);
        changeToMesh(mesh);
        mesh->drop();
 
        m_meshnode->setScale(wield_scale * WIELD_SCALE_FACTOR_EXTRUDED);
 
        // Customize material
-       assert(m_meshnode->getMaterialCount() == 1);
        video::SMaterial &material = m_meshnode->getMaterial(0);
        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)
 {
        ITextureSource *tsrc = gamedef->getTextureSource();
        IItemDefManager *idef = gamedef->getItemDefManager();
-
+       IShaderSource *shdrsrc = gamedef->getShaderSource();
+       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 (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 (def.wield_image != "") {
                setExtruded(def.wield_image, def.wield_scale, tsrc);
                return;
        }
-
        // Handle nodes
        // See also CItemDefManager::createClientCached()
-       if (def.type == ITEM_NODE) {
-               INodeDefManager *ndef = gamedef->getNodeDefManager();
-               const ContentFeatures &f = ndef->get(def.name);
+       else if (def.type == ITEM_NODE) {
                if (f.mesh_ptr[0]) {
                        // e.g. mesh nodes and nodeboxes
                        changeToMesh(f.mesh_ptr[0]);
@@ -302,33 +322,54 @@ void WieldMeshSceneNode::setItem(const ItemStack &item, IGameDef *gamedef)
                        m_meshnode->setScale(
                                        def.wield_scale * WIELD_SCALE_FACTOR
                                        / (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) {
                        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));       
                }
-
-               // If none of the above standard cases worked, use the wield mesh from ClientCached
-               scene::IMesh *mesh = idef->getWieldMesh(item.name, gamedef);
-               if (mesh) {
-                       changeToMesh(mesh);
-                       m_meshnode->setScale(def.wield_scale * WIELD_SCALE_FACTOR);
-                       return;
+               for (u32 i = 0; i < m_meshnode->getMaterialCount(); ++i) {
+                       assert(i < 6);
+                       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 = (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;
        }
-
-       // default to inventory_image
-       if (def.inventory_image != "") {
+       else if (def.inventory_image != "") {
                setExtruded(def.inventory_image, def.wield_scale, tsrc);
                return;
        }
@@ -376,5 +417,4 @@ void WieldMeshSceneNode::changeToMesh(scene::IMesh *mesh)
        // need to normalize normals when lighting is enabled (because of setScale())
        m_meshnode->setMaterialFlag(video::EMF_NORMALIZE_NORMALS, m_lighting);
        m_meshnode->setVisible(true);
-
 }
index 7761fd51b94e73ca47efc5073a7ba72f6c3ba0af..14bd85bca97ebe9ddc047d8d5c55e99cb1aa8459 100644 (file)
@@ -58,10 +58,15 @@ private:
 
        // Child scene node with the current wield mesh
        scene::IMeshSceneNode *m_meshnode;
+       video::E_MATERIAL_TYPE m_material_type;
 
        // True if EMF_LIGHTING should be enabled.
        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,
        // so this variable is just required so we can implement
        // getBoundingBox() and is set to an empty box.