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Use meshes to display inventory items
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parent
bf884e37a0
commit
6cd2b3b445
10 changed files with 281 additions and 155 deletions
101
src/itemdef.cpp
101
src/itemdef.cpp
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@ -332,7 +332,6 @@ public:
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return cc;
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ITextureSource *tsrc = gamedef->getTextureSource();
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INodeDefManager *nodedef = gamedef->getNodeDefManager();
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const ItemDefinition &def = get(name);
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// Create new ClientCached
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@ -343,103 +342,11 @@ public:
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if(def.inventory_image != "")
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cc->inventory_texture = tsrc->getTexture(def.inventory_image);
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// Additional processing for nodes:
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// - Create a wield mesh if WieldMeshSceneNode can't render
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// the node on its own.
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// - If inventory_texture isn't set yet, create one using
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// render-to-texture.
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if (def.type == ITEM_NODE) {
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// Get node properties
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content_t id = nodedef->getId(name);
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const ContentFeatures &f = nodedef->get(id);
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ItemStack item = ItemStack();
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item.name = def.name;
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bool need_rtt_mesh = cc->inventory_texture == NULL;
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// Keep this in sync with WieldMeshSceneNode::setItem()
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bool need_wield_mesh =
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!(f.mesh_ptr[0] ||
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f.drawtype == NDT_NORMAL ||
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f.drawtype == NDT_ALLFACES ||
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f.drawtype == NDT_AIRLIKE);
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scene::IMesh *node_mesh = NULL;
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if (need_rtt_mesh || need_wield_mesh) {
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u8 param1 = 0;
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if (f.param_type == CPT_LIGHT)
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param1 = 0xee;
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/*
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Make a mesh from the node
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*/
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MeshMakeData mesh_make_data(gamedef, false);
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u8 param2 = 0;
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if (f.param_type_2 == CPT2_WALLMOUNTED)
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param2 = 1;
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MapNode mesh_make_node(id, param1, param2);
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mesh_make_data.fillSingleNode(&mesh_make_node);
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MapBlockMesh mapblock_mesh(&mesh_make_data, v3s16(0, 0, 0));
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node_mesh = mapblock_mesh.getMesh();
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node_mesh->grab();
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video::SColor c(255, 255, 255, 255);
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setMeshColor(node_mesh, c);
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// scale and translate the mesh so it's a
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// unit cube centered on the origin
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scaleMesh(node_mesh, v3f(1.0/BS, 1.0/BS, 1.0/BS));
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translateMesh(node_mesh, v3f(-1.0, -1.0, -1.0));
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}
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/*
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Draw node mesh into a render target texture
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*/
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if (need_rtt_mesh) {
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TextureFromMeshParams params;
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params.mesh = node_mesh;
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params.dim.set(64, 64);
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params.rtt_texture_name = "INVENTORY_"
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+ def.name + "_RTT";
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params.delete_texture_on_shutdown = true;
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params.camera_position.set(0, 1.0, -1.5);
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params.camera_position.rotateXZBy(45);
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params.camera_lookat.set(0, 0, 0);
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// Set orthogonal projection
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params.camera_projection_matrix.buildProjectionMatrixOrthoLH(
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1.65, 1.65, 0, 100);
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params.ambient_light.set(1.0, 0.2, 0.2, 0.2);
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params.light_position.set(10, 100, -50);
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params.light_color.set(1.0, 0.5, 0.5, 0.5);
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params.light_radius = 1000;
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#ifdef __ANDROID__
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params.camera_position.set(0, -1.0, -1.5);
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params.camera_position.rotateXZBy(45);
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params.light_position.set(10, -100, -50);
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#endif
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cc->inventory_texture =
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tsrc->generateTextureFromMesh(params);
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// render-to-target didn't work
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if (cc->inventory_texture == NULL) {
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cc->inventory_texture =
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tsrc->getTexture(f.tiledef[0].name);
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}
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}
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/*
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Use the node mesh as the wield mesh
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*/
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if (need_wield_mesh) {
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cc->wield_mesh = node_mesh;
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cc->wield_mesh->grab();
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// no way reference count can be smaller than 2 in this place!
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assert(cc->wield_mesh->getReferenceCount() >= 2);
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}
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if (node_mesh)
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node_mesh->drop();
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}
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scene::IMesh *mesh = getItemMesh(gamedef, item);
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cc->wield_mesh = mesh;
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// Put in cache
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m_clientcached.set(name, cc);
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