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Soft node overlay (#5186)
This commit adds node overlays, which are tiles that are drawn on top of other tiles.
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2ad74a9e8b
commit
1ffb180868
18 changed files with 763 additions and 467 deletions
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@ -26,17 +26,41 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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struct ItemStack;
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class Client;
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class ITextureSource;
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struct TileSpec;
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struct ContentFeatures;
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/*!
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* Holds color information of an item mesh's buffer.
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*/
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struct ItemPartColor {
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/*!
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* If this is false, the global base color of the item
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* will be used instead of the specific color of the
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* buffer.
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*/
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bool override_base;
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/*!
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* The color of the buffer.
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*/
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video::SColor color;
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ItemPartColor():
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override_base(false),
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color(0)
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{}
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ItemPartColor(bool override, video::SColor color):
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override_base(override),
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color(color)
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{}
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};
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struct ItemMesh
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{
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scene::IMesh *mesh;
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/*!
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* Stores the color of each mesh buffer.
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* If the boolean is true, the color is fixed, else
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* palettes can modify it.
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*/
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std::vector<std::pair<bool, video::SColor> > buffer_colors;
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std::vector<ItemPartColor> buffer_colors;
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ItemMesh() : mesh(NULL), buffer_colors() {}
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};
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@ -51,7 +75,8 @@ public:
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s32 id = -1, bool lighting = false);
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virtual ~WieldMeshSceneNode();
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void setCube(const TileSpec tiles[6], v3f wield_scale, ITextureSource *tsrc);
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void setCube(const ContentFeatures &f, v3f wield_scale,
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ITextureSource *tsrc);
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void setExtruded(const std::string &imagename, v3f wield_scale,
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ITextureSource *tsrc, u8 num_frames);
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void setItem(const ItemStack &item, Client *client);
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@ -84,7 +109,12 @@ private:
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* Stores the colors of the mesh's mesh buffers.
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* This does not include lighting.
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*/
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std::vector<video::SColor> m_colors;
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std::vector<ItemPartColor> m_colors;
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/*!
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* The base color of this mesh. This is the default
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* for all mesh buffers.
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*/
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video::SColor m_base_color;
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// Bounding box culling is disabled for this type of scene node,
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// so this variable is just required so we can implement
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@ -94,5 +124,16 @@ private:
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void getItemMesh(Client *client, const ItemStack &item, ItemMesh *result);
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scene::IMesh *getExtrudedMesh(ITextureSource *tsrc, const std::string &imagename);
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scene::SMesh *getExtrudedMesh(ITextureSource *tsrc, const std::string &imagename);
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/*!
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* Applies overlays, textures and optionally materials to the given mesh and
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* extracts tile colors for colorization.
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* \param mattype overrides the buffer's material type, but can also
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* be NULL to leave the original material.
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* \param colors returns the colors of the mesh buffers in the mesh.
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*/
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void postProcessNodeMesh(scene::SMesh *mesh, const ContentFeatures &f,
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bool use_shaders, bool set_material, video::E_MATERIAL_TYPE *mattype,
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std::vector<ItemPartColor> *colors);
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#endif
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