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Add inventory image animation API (#16538)

This commit is contained in:
cx384
2025-10-26 18:48:53 +01:00
committed by GitHub
parent dde463635e
commit 93ccb4b355
23 changed files with 606 additions and 227 deletions

View File

@@ -48,8 +48,9 @@ void drawItemStack(
bool draw_overlay = false;
const std::string inventory_image = item.getInventoryImage(idef);
const std::string inventory_overlay = item.getInventoryOverlay(idef);
// Null if inventory_image is empty
video::ITexture *inventory_texture = item_visuals->getInventoryTexture(item, client);
video::ITexture *inventory_overlay = item_visuals->getInventoryOverlayTexture(item, client);
bool has_mesh = false;
ItemMesh *imesh;
@@ -59,8 +60,8 @@ void drawItemStack(
viewrect.clipAgainst(*clip);
// Render as mesh if animated or no inventory image
if ((enable_animations && rotation_kind < IT_ROT_NONE) || inventory_image.empty()) {
imesh = item_visuals->getWieldMesh(item, client);
if ((enable_animations && rotation_kind < IT_ROT_NONE) || !inventory_texture) {
imesh = item_visuals->getItemMesh(item, client);
has_mesh = imesh && imesh->mesh;
}
if (has_mesh) {
@@ -152,36 +153,33 @@ void drawItemStack(
driver->setTransform(video::ETS_PROJECTION, oldProjMat);
driver->setViewPort(oldViewPort);
draw_overlay = def.type == ITEM_NODE && inventory_image.empty();
draw_overlay = def.type == ITEM_NODE && !inventory_texture;
} else { // Otherwise just draw as 2D
video::ITexture *texture = item_visuals->getInventoryTexture(item, client);
video::SColor color;
if (texture) {
if (inventory_texture) {
color = item_visuals->getItemstackColor(item, client);
} else {
color = video::SColor(255, 255, 255, 255);
ITextureSource *tsrc = client->getTextureSource();
texture = tsrc->getTexture("no_texture.png");
if (!texture)
inventory_texture = tsrc->getTexture("no_texture.png");
if (!inventory_texture)
return;
}
const video::SColor colors[] = { color, color, color, color };
draw2DImageFilterScaled(driver, texture, rect,
core::rect<s32>({0, 0}, core::dimension2di(texture->getOriginalSize())),
draw2DImageFilterScaled(driver, inventory_texture, rect,
core::rect<s32>({0, 0}, core::dimension2di(inventory_texture->getOriginalSize())),
clip, colors, true);
draw_overlay = true;
}
// draw the inventory_overlay
if (!inventory_overlay.empty() && draw_overlay) {
ITextureSource *tsrc = client->getTextureSource();
video::ITexture *overlay_texture = tsrc->getTexture(inventory_overlay);
core::dimension2d<u32> dimens = overlay_texture->getOriginalSize();
if (inventory_overlay && draw_overlay) {
core::dimension2d<u32> dimens = inventory_overlay->getOriginalSize();
core::rect<s32> srcrect(0, 0, dimens.Width, dimens.Height);
draw2DImageFilterScaled(driver, overlay_texture, rect, srcrect, clip, 0, true);
draw2DImageFilterScaled(driver, inventory_overlay, rect, srcrect, clip, 0, true);
}
if (def.type == ITEM_TOOL && item.wear != 0) {