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Reuse object_shader for "wielditem" and "item" entity drawtypes (#9537)
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6 changed files with 24 additions and 165 deletions
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@ -347,7 +347,7 @@ void WieldMeshSceneNode::setItem(const ItemStack &item, Client *client, bool che
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scene::SMesh *mesh = nullptr;
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if (m_enable_shaders) {
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u32 shader_id = shdrsrc->getShader("wielded_shader", TILE_MATERIAL_BASIC, NDT_NORMAL);
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u32 shader_id = shdrsrc->getShader("object_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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@ -471,6 +471,21 @@ void WieldMeshSceneNode::setColor(video::SColor c)
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}
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}
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void WieldMeshSceneNode::setNodeLightColor(video::SColor color)
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{
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if (!m_meshnode)
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return;
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if (m_enable_shaders) {
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for (u32 i = 0; i < m_meshnode->getMaterialCount(); ++i) {
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video::SMaterial &material = m_meshnode->getMaterial(i);
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material.EmissiveColor = color;
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}
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} else {
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setColor(color);
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}
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}
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void WieldMeshSceneNode::render()
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{
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// note: if this method is changed to actually do something,
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