From: RealBadAngel Date: Thu, 13 Nov 2014 00:02:34 +0000 (+0100) Subject: Wielded fixes. Add shaders support. X-Git-Tag: 0.4.11~178 X-Git-Url: https://git.librecmc.org/?a=commitdiff_plain;h=f25cc0dbae0209f2647ac5eec9fe6ddb08174f55;p=oweals%2Fminetest.git Wielded fixes. Add shaders support. --- diff --git a/src/wieldmesh.cpp b/src/wieldmesh.cpp index 4552d3572..40cfdbc2b 100644 --- a/src/wieldmesh.cpp +++ b/src/wieldmesh.cpp @@ -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 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); - } diff --git a/src/wieldmesh.h b/src/wieldmesh.h index 7761fd51b..14bd85bca 100644 --- a/src/wieldmesh.h +++ b/src/wieldmesh.h @@ -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.