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https://github.com/luanti-org/luanti.git
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Cleanup selection mesh code, add shaders for halo and selection boxes
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parent
430195381d
commit
b44da4916a
21 changed files with 336 additions and 304 deletions
118
src/hud.cpp
118
src/hud.cpp
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@ -32,6 +32,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "porting.h"
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#include "fontengine.h"
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#include "guiscalingfilter.h"
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#include "mesh.h"
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#include <IGUIStaticText.h>
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#ifdef HAVE_TOUCHSCREENGUI
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@ -80,6 +81,39 @@ Hud::Hud(video::IVideoDriver *driver, scene::ISceneManager* smgr,
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use_hotbar_image = false;
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hotbar_selected_image = "";
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use_hotbar_selected_image = false;
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m_selection_mesh = NULL;
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m_selection_boxes.clear();
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m_selection_pos = v3f(0.0, 0.0, 0.0);
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std::string mode = g_settings->get("node_highlighting");
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m_selection_material.Lighting = false;
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if (g_settings->getBool("enable_shaders")) {
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IShaderSource *shdrsrc = gamedef->getShaderSource();
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u16 shader_id = shdrsrc->getShader(
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mode == "halo" ? "selection_shader" : "default_shader", 1, 1);
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m_selection_material.MaterialType = shdrsrc->getShaderInfo(shader_id).material;
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} else {
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m_selection_material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
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}
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if (mode == "box") {
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m_use_selection_mesh = false;
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m_selection_material.Thickness =
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rangelim(g_settings->getS16("selectionbox_width"), 1, 5);
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} else if (mode == "halo") {
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m_use_selection_mesh = true;
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m_selection_material.setTexture(0, tsrc->getTextureForMesh("halo.png"));
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m_selection_material.setFlag(video::EMF_BACK_FACE_CULLING, true);
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} else {
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m_selection_material.MaterialType = video::EMT_SOLID;
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}
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}
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Hud::~Hud()
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{
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if (m_selection_mesh)
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m_selection_mesh->drop();
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}
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void Hud::drawItem(const ItemStack &item, const core::rect<s32>& rect,
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@ -239,7 +273,7 @@ void Hud::drawItems(v2s32 upperleftpos, s32 itemcount, s32 offset,
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}
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void Hud::drawLuaElements(v3s16 camera_offset) {
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void Hud::drawLuaElements(const v3s16 &camera_offset) {
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u32 text_height = g_fontengine->getTextHeight();
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irr::gui::IGUIFont* font = g_fontengine->getFont();
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for (size_t i = 0; i != player->maxHudId(); i++) {
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@ -466,15 +500,85 @@ void Hud::drawCrosshair() {
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}
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}
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void Hud::drawSelectionBoxes(std::vector<aabb3f> &hilightboxes) {
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for (std::vector<aabb3f>::const_iterator
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i = hilightboxes.begin();
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i != hilightboxes.end(); ++i) {
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driver->draw3DBox(*i, selectionbox_argb);
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void Hud::setSelectionPos(const v3f &pos, const v3s16 &camera_offset)
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{
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m_camera_offset = camera_offset;
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m_selection_pos = pos;
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m_selection_pos_with_offset = pos - intToFloat(camera_offset, BS);
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}
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void Hud::drawSelectionMesh()
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{
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if (!m_use_selection_mesh) {
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// Draw 3D selection boxes
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video::SMaterial oldmaterial = driver->getMaterial2D();
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driver->setMaterial(m_selection_material);
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for (std::vector<aabb3f>::const_iterator
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i = m_selection_boxes.begin();
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i != m_selection_boxes.end(); ++i) {
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aabb3f box = aabb3f(
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i->MinEdge + m_selection_pos_with_offset,
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i->MaxEdge + m_selection_pos_with_offset);
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u32 r = (selectionbox_argb.getRed() *
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m_selection_mesh_color.getRed() / 255);
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u32 g = (selectionbox_argb.getGreen() *
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m_selection_mesh_color.getGreen() / 255);
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u32 b = (selectionbox_argb.getBlue() *
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m_selection_mesh_color.getBlue() / 255);
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driver->draw3DBox(box, video::SColor(255, r, g, b));
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}
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driver->setMaterial(oldmaterial);
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} else if (m_selection_mesh) {
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// Draw selection mesh
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video::SMaterial oldmaterial = driver->getMaterial2D();
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driver->setMaterial(m_selection_material);
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setMeshColor(m_selection_mesh, m_selection_mesh_color);
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scene::IMesh* mesh = cloneMesh(m_selection_mesh);
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translateMesh(mesh, m_selection_pos_with_offset);
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u32 mc = m_selection_mesh->getMeshBufferCount();
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for (u32 i = 0; i < mc; i++) {
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scene::IMeshBuffer *buf = mesh->getMeshBuffer(i);
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driver->drawMeshBuffer(buf);
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}
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mesh->drop();
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driver->setMaterial(oldmaterial);
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}
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}
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void Hud::updateSelectionMesh(const v3s16 &camera_offset)
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{
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m_camera_offset = camera_offset;
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if (!m_use_selection_mesh)
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return;
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if (m_selection_mesh) {
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m_selection_mesh->drop();
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m_selection_mesh = NULL;
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}
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if (!m_selection_boxes.size()) {
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// No pointed object
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return;
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}
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// New pointed object, create new mesh.
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// Texture UV coordinates for selection boxes
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static f32 texture_uv[24] = {
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0,0,1,1,
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0,0,1,1,
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0,0,1,1,
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0,0,1,1,
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0,0,1,1,
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0,0,1,1
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};
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m_selection_mesh = convertNodeboxesToMesh(m_selection_boxes, texture_uv);
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// scale final halo mesh
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scaleMesh(m_selection_mesh, v3f(1.08, 1.08, 1.08));
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}
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void Hud::resizeHotbar() {
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if (m_screensize != porting::getWindowSize()) {
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