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Add ability to override item images using meta (#12614)

This commit is contained in:
rubenwardy 2023-04-17 19:44:41 +01:00 committed by GitHub
parent 8c2c7fadbf
commit 4158b72971
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GPG key ID: 4AEE18F83AFDEB23
13 changed files with 200 additions and 151 deletions

View file

@ -1840,7 +1840,6 @@ inline bool Game::handleCallbacks()
void Game::processQueues()
{
texture_src->processQueue();
itemdef_manager->processQueue(client);
shader_src->processQueue();
}

View file

@ -1008,10 +1008,14 @@ void drawItemStack(
const static thread_local bool enable_animations =
g_settings->getBool("inventory_items_animations");
const ItemDefinition &def = item.getDefinition(client->idef());
auto *idef = client->idef();
const ItemDefinition &def = item.getDefinition(idef);
bool draw_overlay = false;
const std::string inventory_image = item.getInventoryImage(idef);
const std::string inventory_overlay = item.getInventoryOverlay(idef);
bool has_mesh = false;
ItemMesh *imesh;
@ -1020,8 +1024,8 @@ void drawItemStack(
viewrect.clipAgainst(*clip);
// Render as mesh if animated or no inventory image
if ((enable_animations && rotation_kind < IT_ROT_NONE) || def.inventory_image.empty()) {
imesh = client->idef()->getWieldMesh(def.name, client);
if ((enable_animations && rotation_kind < IT_ROT_NONE) || inventory_image.empty()) {
imesh = idef->getWieldMesh(item, client);
has_mesh = imesh && imesh->mesh;
}
if (has_mesh) {
@ -1110,9 +1114,9 @@ void drawItemStack(
driver->setTransform(video::ETS_PROJECTION, oldProjMat);
driver->setViewPort(oldViewPort);
draw_overlay = def.type == ITEM_NODE && def.inventory_image.empty();
draw_overlay = def.type == ITEM_NODE && inventory_image.empty();
} else { // Otherwise just draw as 2D
video::ITexture *texture = client->idef()->getInventoryTexture(def.name, client);
video::ITexture *texture = client->idef()->getInventoryTexture(item, client);
video::SColor color;
if (texture) {
color = client->idef()->getItemstackColor(item, client);
@ -1134,9 +1138,9 @@ void drawItemStack(
}
// draw the inventory_overlay
if (!def.inventory_overlay.empty() && draw_overlay) {
if (!inventory_overlay.empty() && draw_overlay) {
ITextureSource *tsrc = client->getTextureSource();
video::ITexture *overlay_texture = tsrc->getTexture(def.inventory_overlay);
video::ITexture *overlay_texture = tsrc->getTexture(inventory_overlay);
core::dimension2d<u32> dimens = overlay_texture->getOriginalSize();
core::rect<s32> srcrect(0, 0, dimens.Width, dimens.Height);
draw2DImageFilterScaled(driver, overlay_texture, rect, srcrect, clip, 0, true);

View file

@ -384,9 +384,13 @@ void WieldMeshSceneNode::setItem(const ItemStack &item, Client *client, bool che
m_colors.clear();
m_base_color = idef->getItemstackColor(item, client);
const std::string wield_image = item.getWieldImage(idef);
const std::string wield_overlay = item.getWieldOverlay(idef);
const v3f wield_scale = item.getWieldScale(idef);
// If wield_image needs to be checked and is defined, it overrides everything else
if (!def.wield_image.empty() && check_wield_image) {
setExtruded(def.wield_image, def.wield_overlay, def.wield_scale, tsrc,
if (!wield_image.empty() && check_wield_image) {
setExtruded(wield_image, wield_overlay, wield_scale, tsrc,
1);
m_colors.emplace_back();
// overlay is white, if present
@ -413,7 +417,7 @@ void WieldMeshSceneNode::setItem(const ItemStack &item, Client *client, bool che
case NDT_RAILLIKE:
case NDT_PLANTLIKE:
case NDT_FLOWINGLIQUID: {
v3f wscale = def.wield_scale;
v3f wscale = wield_scale;
if (f.drawtype == NDT_FLOWINGLIQUID)
wscale.Z *= 0.1f;
setExtruded(tsrc->getTextureName(f.tiles[0].layers[0].texture_id),
@ -429,7 +433,7 @@ void WieldMeshSceneNode::setItem(const ItemStack &item, Client *client, bool che
}
case NDT_PLANTLIKE_ROOTED: {
setExtruded(tsrc->getTextureName(f.special_tiles[0].layers[0].texture_id),
"", def.wield_scale, tsrc,
"", wield_scale, tsrc,
f.special_tiles[0].layers[0].animation_frame_count);
// Add color
const TileLayer &l0 = f.special_tiles[0].layers[0];
@ -439,7 +443,7 @@ void WieldMeshSceneNode::setItem(const ItemStack &item, Client *client, bool che
case NDT_NORMAL:
case NDT_ALLFACES:
case NDT_LIQUID:
setCube(f, def.wield_scale);
setCube(f, wield_scale);
break;
default: {
// Render non-trivial drawtypes like the actual node
@ -450,7 +454,7 @@ void WieldMeshSceneNode::setItem(const ItemStack &item, Client *client, bool che
changeToMesh(mesh);
mesh->drop();
m_meshnode->setScale(
def.wield_scale * WIELD_SCALE_FACTOR
wield_scale * WIELD_SCALE_FACTOR
/ (BS * f.visual_scale));
break;
}
@ -471,9 +475,10 @@ void WieldMeshSceneNode::setItem(const ItemStack &item, Client *client, bool che
setColor(video::SColor(0xFFFFFFFF));
return;
} else {
if (!def.inventory_image.empty()) {
setExtruded(def.inventory_image, def.inventory_overlay, def.wield_scale,
tsrc, 1);
const std::string inventory_image = item.getInventoryImage(idef);
if (!inventory_image.empty()) {
const std::string inventory_overlay = item.getInventoryOverlay(idef);
setExtruded(inventory_image, inventory_overlay, def.wield_scale, tsrc, 1);
} else {
setExtruded("no_texture.png", "", def.wield_scale, tsrc, 1);
}
@ -578,9 +583,10 @@ void getItemMesh(Client *client, const ItemStack &item, ItemMesh *result)
bool cull_backface = f.needsBackfaceCulling();
// If inventory_image is defined, it overrides everything else
if (!def.inventory_image.empty()) {
mesh = getExtrudedMesh(tsrc, def.inventory_image,
def.inventory_overlay);
const std::string inventory_image = item.getInventoryImage(idef);
const std::string inventory_overlay = item.getInventoryOverlay(idef);
if (!inventory_image.empty()) {
mesh = getExtrudedMesh(tsrc, inventory_image, inventory_overlay);
result->buffer_colors.emplace_back();
// overlay is white, if present
result->buffer_colors.emplace_back(true, video::SColor(0xFFFFFFFF));
@ -588,8 +594,7 @@ void getItemMesh(Client *client, const ItemStack &item, ItemMesh *result)
result->needs_shading = false;
} else if (def.type == ITEM_NODE && f.drawtype == NDT_AIRLIKE) {
// Fallback image for airlike node
mesh = getExtrudedMesh(tsrc, "no_texture_airlike.png",
def.inventory_overlay);
mesh = getExtrudedMesh(tsrc, "no_texture_airlike.png", inventory_overlay);
result->needs_shading = false;
} else if (def.type == ITEM_NODE) {
switch (f.drawtype) {