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Use meshes to display inventory items

This commit is contained in:
RealBadAngel 2016-01-24 14:19:17 +01:00 committed by est31
parent bf884e37a0
commit 6cd2b3b445
10 changed files with 281 additions and 155 deletions

View file

@ -114,9 +114,7 @@ static scene::IMesh *createExtrusionMesh(int resolution_x, int resolution_y)
mesh->addMeshBuffer(buf);
buf->drop();
scaleMesh(mesh, scale); // also recalculates bounding box
scene::IMesh *newmesh = createForsythOptimizedMesh(mesh);
mesh->drop();
return newmesh;
return mesh;
}
/*
@ -436,3 +434,116 @@ void WieldMeshSceneNode::changeToMesh(scene::IMesh *mesh)
m_meshnode->setMaterialFlag(video::EMF_NORMALIZE_NORMALS, m_lighting);
m_meshnode->setVisible(true);
}
scene::IMesh *getItemMesh(IGameDef *gamedef, const ItemStack &item)
{
ITextureSource *tsrc = gamedef->getTextureSource();
IItemDefManager *idef = gamedef->getItemDefManager();
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 (!g_extrusion_mesh_cache) {
g_extrusion_mesh_cache = new ExtrusionMeshCache();
} else {
g_extrusion_mesh_cache->grab();
}
scene::IMesh *mesh;
// If wield_image is defined, it overrides everything else
if (def.wield_image != "") {
mesh = getExtrudedMesh(tsrc, def.wield_image);
return mesh;
} else if (def.inventory_image != "") {
mesh = getExtrudedMesh(tsrc, def.inventory_image);
return mesh;
} else if (def.type == ITEM_NODE) {
if (f.mesh_ptr[0]) {
mesh = cloneMesh(f.mesh_ptr[0]);
scaleMesh(mesh, v3f(0.12, 0.12, 0.12));
setMeshColor(mesh, video::SColor (255, 255, 255, 255));
} else if (f.drawtype == NDT_PLANTLIKE) {
mesh = getExtrudedMesh(tsrc,
tsrc->getTextureName(f.tiles[0].texture_id));
return mesh;
} else if (f.drawtype == NDT_NORMAL || f.drawtype == NDT_ALLFACES
|| f.drawtype == NDT_LIQUID || f.drawtype == NDT_FLOWINGLIQUID) {
mesh = cloneMesh(g_extrusion_mesh_cache->createCube());
scaleMesh(mesh, v3f(1.2, 1.2, 1.2));
} else {
MeshMakeData mesh_make_data(gamedef, false);
MapNode mesh_make_node(id, 255, 0);
mesh_make_data.fillSingleNode(&mesh_make_node);
MapBlockMesh mapblock_mesh(&mesh_make_data, v3s16(0, 0, 0));
mesh = cloneMesh(mapblock_mesh.getMesh());
translateMesh(mesh, v3f(-BS, -BS, -BS));
scaleMesh(mesh, v3f(0.12, 0.12, 0.12));
rotateMeshXZby(mesh, -45);
rotateMeshYZby(mesh, -30);
u32 mc = mesh->getMeshBufferCount();
for (u32 i = 0; i < mc; ++i) {
video::SMaterial &material1 =
mesh->getMeshBuffer(i)->getMaterial();
video::SMaterial &material2 =
mapblock_mesh.getMesh()->getMeshBuffer(i)->getMaterial();
material1.setTexture(0, material2.getTexture(0));
material1.setTexture(1, material2.getTexture(1));
material1.setTexture(2, material2.getTexture(2));
material1.setTexture(3, material2.getTexture(3));
material1.MaterialType = material2.MaterialType;
}
return mesh;
}
shadeMeshFaces(mesh);
rotateMeshXZby(mesh, -45);
rotateMeshYZby(mesh, -30);
u32 mc = mesh->getMeshBufferCount();
for (u32 i = 0; i < mc; ++i) {
video::SMaterial &material = mesh->getMeshBuffer(i)->getMaterial();
material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
material.setFlag(video::EMF_BILINEAR_FILTER, false);
material.setFlag(video::EMF_TRILINEAR_FILTER, false);
material.setFlag(video::EMF_BACK_FACE_CULLING, true);
material.setFlag(video::EMF_LIGHTING, false);
if (f.tiles[i].animation_frame_count > 1) {
FrameSpec animation_frame = f.tiles[i].frames[0];
material.setTexture(0, animation_frame.texture);
} else {
material.setTexture(0, f.tiles[i].texture);
}
}
return mesh;
}
return NULL;
}
scene::IMesh * getExtrudedMesh(ITextureSource *tsrc,
const std::string &imagename)
{
video::ITexture *texture = tsrc->getTextureForMesh(imagename);
if (!texture) {
return NULL;
}
core::dimension2d<u32> dim = texture->getSize();
scene::IMesh *mesh = cloneMesh(g_extrusion_mesh_cache->create(dim));
// Customize material
video::SMaterial &material = mesh->getMeshBuffer(0)->getMaterial();
material.setTexture(0, tsrc->getTexture(imagename));
material.TextureLayer[0].TextureWrapU = video::ETC_CLAMP_TO_EDGE;
material.TextureLayer[0].TextureWrapV = video::ETC_CLAMP_TO_EDGE;
material.setFlag(video::EMF_BILINEAR_FILTER, false);
material.setFlag(video::EMF_TRILINEAR_FILTER, false);
material.setFlag(video::EMF_BACK_FACE_CULLING, true);
material.setFlag(video::EMF_LIGHTING, false);
material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
scaleMesh(mesh, v3f(2.0, 2.0, 2.0));
return mesh;
}