From 001de6ffbac83bcd41ecda075d79d265a69c7d42 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?D=C3=A1niel=20Juh=C3=A1sz?= Date: Thu, 1 Jun 2017 23:18:55 +0200 Subject: [PATCH] Do not shade inventory items with textures (#5869) This commit restores the old behavior: if an inventory item has an own inventory texture, it will not be shaded. --- src/hud.cpp | 5 ++++- src/mesh.cpp | 18 ++++++++++-------- src/mesh.h | 9 +++++++++ src/wieldmesh.cpp | 5 +++++ src/wieldmesh.h | 7 ++++++- 5 files changed, 34 insertions(+), 10 deletions(-) diff --git a/src/hud.cpp b/src/hud.cpp index 72145b4da..a2f031b4c 100644 --- a/src/hud.cpp +++ b/src/hud.cpp @@ -698,7 +698,10 @@ void drawItemStack(video::IVideoDriver *driver, if (p->override_base) c = p->color; } - colorizeMeshBuffer(buf, &c); + if (imesh->needs_shading) + colorizeMeshBuffer(buf, &c); + else + setMeshBufferColor(buf, c); video::SMaterial &material = buf->getMaterial(); material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF; material.Lighting = false; diff --git a/src/mesh.cpp b/src/mesh.cpp index 824d6891b..3ab67510a 100644 --- a/src/mesh.cpp +++ b/src/mesh.cpp @@ -175,6 +175,14 @@ void translateMesh(scene::IMesh *mesh, v3f vec) mesh->setBoundingBox(bbox); } +void setMeshBufferColor(scene::IMeshBuffer *buf, const video::SColor &color) +{ + const u32 stride = getVertexPitchFromType(buf->getVertexType()); + u32 vertex_count = buf->getVertexCount(); + u8 *vertices = (u8 *) buf->getVertices(); + for (u32 i = 0; i < vertex_count; i++) + ((video::S3DVertex *) (vertices + i * stride))->Color = color; +} void setMeshColor(scene::IMesh *mesh, const video::SColor &color) { @@ -182,14 +190,8 @@ void setMeshColor(scene::IMesh *mesh, const video::SColor &color) return; u32 mc = mesh->getMeshBufferCount(); - for (u32 j = 0; j < mc; j++) { - scene::IMeshBuffer *buf = mesh->getMeshBuffer(j); - const u32 stride = getVertexPitchFromType(buf->getVertexType()); - u32 vertex_count = buf->getVertexCount(); - u8 *vertices = (u8 *)buf->getVertices(); - for (u32 i = 0; i < vertex_count; i++) - ((video::S3DVertex *)(vertices + i * stride))->Color = color; - } + for (u32 j = 0; j < mc; j++) + setMeshBufferColor(mesh->getMeshBuffer(j), color); } void colorizeMeshBuffer(scene::IMeshBuffer *buf, const video::SColor *buffercolor) diff --git a/src/mesh.h b/src/mesh.h index adaf0c836..423e43aee 100644 --- a/src/mesh.h +++ b/src/mesh.h @@ -49,11 +49,20 @@ void scaleMesh(scene::IMesh *mesh, v3f scale); */ void translateMesh(scene::IMesh *mesh, v3f vec); +/*! + * Sets a constant color for all vertices in the mesh buffer. + */ +void setMeshBufferColor(scene::IMeshBuffer *buf, const video::SColor &color); + /* Set a constant color for all vertices in the mesh */ void setMeshColor(scene::IMesh *mesh, const video::SColor &color); +/*! + * Overwrites the color of a mesh buffer. + * The color is darkened based on the normal vector of the vertices. + */ void colorizeMeshBuffer(scene::IMeshBuffer *buf, const video::SColor *buffercolor); /* diff --git a/src/wieldmesh.cpp b/src/wieldmesh.cpp index 8b1477bb7..7736ec2a2 100644 --- a/src/wieldmesh.cpp +++ b/src/wieldmesh.cpp @@ -440,10 +440,15 @@ void getItemMesh(Client *client, const ItemStack &item, ItemMesh *result) scene::SMesh *mesh = NULL; + // Shading is on by default + result->needs_shading = true; + // If inventory_image is defined, it overrides everything else if (def.inventory_image != "") { mesh = getExtrudedMesh(tsrc, def.inventory_image); result->buffer_colors.push_back(ItemPartColor()); + // Items with inventory images do not need shading + result->needs_shading = false; } else if (def.type == ITEM_NODE) { if (f.mesh_ptr[0]) { mesh = cloneMesh(f.mesh_ptr[0]); diff --git a/src/wieldmesh.h b/src/wieldmesh.h index ef164c11f..faedce484 100644 --- a/src/wieldmesh.h +++ b/src/wieldmesh.h @@ -59,8 +59,13 @@ struct ItemMesh * Stores the color of each mesh buffer. */ std::vector buffer_colors; + /*! + * If false, all faces of the item should have the same brightness. + * Disables shading based on normal vectors. + */ + bool needs_shading; - ItemMesh() : mesh(NULL), buffer_colors() {} + ItemMesh() : mesh(NULL), buffer_colors(), needs_shading(true) {} }; /*