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Draw items as 2D images (instead of meshes) when possible
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88d1fcfe23
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@ -945,10 +945,16 @@ void drawItemStack(
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return;
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}
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const ItemDefinition &def = item.getDefinition(client->idef());
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ItemMesh *imesh = client->idef()->getWieldMesh(def.name, client);
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const static thread_local bool enable_animations =
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g_settings->getBool("inventory_items_animations");
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if (imesh && imesh->mesh) {
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const ItemDefinition &def = item.getDefinition(client->idef());
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// Render as mesh if animated or no inventory image
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if ((enable_animations && rotation_kind < IT_ROT_NONE) || def.inventory_image.empty()) {
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ItemMesh *imesh = client->idef()->getWieldMesh(def.name, client);
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if (!imesh || !imesh->mesh)
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return;
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scene::IMesh *mesh = imesh->mesh;
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driver->clearBuffers(video::ECBF_DEPTH);
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s32 delta = 0;
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@ -992,9 +998,6 @@ void drawItemStack(
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core::matrix4 matrix;
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matrix.makeIdentity();
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static thread_local bool enable_animations =
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g_settings->getBool("inventory_items_animations");
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if (enable_animations) {
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float timer_f = (float) delta / 5000.f;
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matrix.setRotationDegrees(v3f(
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@ -1039,16 +1042,27 @@ void drawItemStack(
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driver->setTransform(video::ETS_VIEW, oldViewMat);
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driver->setTransform(video::ETS_PROJECTION, oldProjMat);
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driver->setViewPort(oldViewPort);
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} else { // Otherwise just draw as 2D
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video::ITexture *texture = client->idef()->getInventoryTexture(def.name, client);
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if (!texture)
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return;
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video::SColor color =
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client->idef()->getItemstackColor(item, client);
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const video::SColor colors[] = { color, color, color, color };
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// draw the inventory_overlay
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if (def.type == ITEM_NODE && def.inventory_image.empty() &&
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!def.inventory_overlay.empty()) {
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ITextureSource *tsrc = client->getTextureSource();
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video::ITexture *overlay_texture = tsrc->getTexture(def.inventory_overlay);
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core::dimension2d<u32> dimens = overlay_texture->getOriginalSize();
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core::rect<s32> srcrect(0, 0, dimens.Width, dimens.Height);
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draw2DImageFilterScaled(driver, overlay_texture, rect, srcrect, clip, 0, true);
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}
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draw2DImageFilterScaled(driver, texture, rect,
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core::rect<s32>({0, 0}, core::dimension2di(texture->getOriginalSize())),
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clip, colors, true);
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}
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// draw the inventory_overlay
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if (def.type == ITEM_NODE && def.inventory_image.empty() &&
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!def.inventory_overlay.empty()) {
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ITextureSource *tsrc = client->getTextureSource();
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video::ITexture *overlay_texture = tsrc->getTexture(def.inventory_overlay);
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core::dimension2d<u32> dimens = overlay_texture->getOriginalSize();
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core::rect<s32> srcrect(0, 0, dimens.Width, dimens.Height);
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draw2DImageFilterScaled(driver, overlay_texture, rect, srcrect, clip, 0, true);
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}
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if (def.type == ITEM_TOOL && item.wear != 0) {
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