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Add wielded (and CAOs) shader
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5b0c719171
commit
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11 changed files with 224 additions and 40 deletions
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@ -34,7 +34,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#define WIELD_SCALE_FACTOR 30.0
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#define WIELD_SCALE_FACTOR_EXTRUDED 40.0
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#define MIN_EXTRUSION_MESH_RESOLUTION 32 // not 16: causes too many "holes"
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#define MIN_EXTRUSION_MESH_RESOLUTION 16
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#define MAX_EXTRUSION_MESH_RESOLUTION 512
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static scene::IMesh* createExtrusionMesh(int resolution_x, int resolution_y)
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@ -114,6 +114,7 @@ static scene::IMesh* createExtrusionMesh(int resolution_x, int resolution_y)
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mesh->addMeshBuffer(buf);
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buf->drop();
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scaleMesh(mesh, scale); // also recalculates bounding box
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mesh = (scene::SMesh *)createForsythOptimizedMesh(mesh);
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return mesh;
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}
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@ -281,7 +282,9 @@ void WieldMeshSceneNode::setExtruded(const std::string &imagename,
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// Customize material
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video::SMaterial &material = m_meshnode->getMaterial(0);
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material.setTexture(0, tsrc->getTextureForMesh(imagename));
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material.setTexture(0, tsrc->getTexture(imagename));
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material.TextureLayer[0].TextureWrapU = video::ETC_CLAMP_TO_EDGE;
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material.TextureLayer[0].TextureWrapV = video::ETC_CLAMP_TO_EDGE;
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material.MaterialType = m_material_type;
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material.setFlag(video::EMF_BACK_FACE_CULLING, true);
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// Enable bi/trilinear filtering only for high resolution textures
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@ -297,31 +300,25 @@ void WieldMeshSceneNode::setExtruded(const std::string &imagename,
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#if (IRRLICHT_VERSION_MAJOR >= 1 && IRRLICHT_VERSION_MINOR >= 8) || IRRLICHT_VERSION_MAJOR >= 2
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material.setFlag(video::EMF_USE_MIP_MAPS, false);
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#endif
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#if 0
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//// TODO(RealBadAngel): Reactivate when shader is added for wield items
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if (m_enable_shaders)
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material.setTexture(2, tsrc->getTexture("disable_img.png"));
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#endif
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if (m_enable_shaders) {
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material.setTexture(2, tsrc->getShaderFlagsTexture(false, true, true));
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}
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}
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void WieldMeshSceneNode::setItem(const ItemStack &item, IGameDef *gamedef)
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{
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ITextureSource *tsrc = gamedef->getTextureSource();
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IItemDefManager *idef = gamedef->getItemDefManager();
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//IShaderSource *shdrsrc = gamedef->getShaderSource();
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IShaderSource *shdrsrc = gamedef->getShaderSource();
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INodeDefManager *ndef = gamedef->getNodeDefManager();
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const ItemDefinition &def = item.getDefinition(idef);
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const ContentFeatures &f = ndef->get(def.name);
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content_t id = ndef->getId(def.name);
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#if 0
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//// TODO(RealBadAngel): Reactivate when shader is added for wield items
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if (m_enable_shaders) {
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u32 shader_id = shdrsrc->getShader("nodes_shader", TILE_MATERIAL_BASIC, NDT_NORMAL);
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u32 shader_id = shdrsrc->getShader("wielded_shader", TILE_MATERIAL_BASIC, NDT_NORMAL);
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m_material_type = shdrsrc->getShaderInfo(shader_id).material;
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}
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#endif
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// If wield_image is defined, it overrides everything else
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if (def.wield_image != "") {
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@ -345,8 +342,6 @@ void WieldMeshSceneNode::setItem(const ItemStack &item, IGameDef *gamedef)
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} else if (f.drawtype == NDT_NORMAL || f.drawtype == NDT_ALLFACES) {
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setCube(f.tiles, def.wield_scale, tsrc);
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} else {
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//// TODO: Change false in the following constructor args to
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//// appropriate value when shader is added for wield items (if applicable)
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MeshMakeData mesh_make_data(gamedef, false);
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MapNode mesh_make_node(id, 255, 0);
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mesh_make_data.fillSingleNode(&mesh_make_node);
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@ -376,8 +371,6 @@ void WieldMeshSceneNode::setItem(const ItemStack &item, IGameDef *gamedef)
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material.setTexture(0, f.tiles[i].texture);
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}
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material.MaterialType = m_material_type;
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#if 0
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//// TODO(RealBadAngel): Reactivate when shader is added for wield items
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if (m_enable_shaders) {
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if (f.tiles[i].normal_texture) {
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if (animated) {
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@ -386,12 +379,9 @@ void WieldMeshSceneNode::setItem(const ItemStack &item, IGameDef *gamedef)
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} else {
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material.setTexture(1, f.tiles[i].normal_texture);
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}
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material.setTexture(2, tsrc->getTexture("enable_img.png"));
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} else {
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material.setTexture(2, tsrc->getTexture("disable_img.png"));
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}
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material.setTexture(2, f.tiles[i].flags_texture);
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}
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#endif
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}
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return;
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}
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@ -408,6 +398,7 @@ void WieldMeshSceneNode::setColor(video::SColor color)
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{
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assert(!m_lighting);
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setMeshColor(m_meshnode->getMesh(), color);
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shadeMeshFaces(m_meshnode->getMesh());
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}
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void WieldMeshSceneNode::render()
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