mirror of
https://github.com/minetest/minetest.git
synced 2025-06-30 15:10:23 +02:00
Add wielded (and CAOs) shader
This commit is contained in:
@ -92,10 +92,9 @@ Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control,
|
||||
// all other 3D scene nodes and before the GUI.
|
||||
m_wieldmgr = smgr->createNewSceneManager();
|
||||
m_wieldmgr->addCameraSceneNode();
|
||||
m_wieldnode = new WieldMeshSceneNode(m_wieldmgr->getRootSceneNode(), m_wieldmgr, -1, true);
|
||||
m_wieldnode = new WieldMeshSceneNode(m_wieldmgr->getRootSceneNode(), m_wieldmgr, -1, false);
|
||||
m_wieldnode->setItem(ItemStack(), m_gamedef);
|
||||
m_wieldnode->drop(); // m_wieldmgr grabbed it
|
||||
m_wieldlightnode = m_wieldmgr->addLightSceneNode(NULL, v3f(0.0, 50.0, 0.0));
|
||||
|
||||
/* TODO: Add a callback function so these can be updated when a setting
|
||||
* changes. At this point in time it doesn't matter (e.g. /set
|
||||
@ -451,11 +450,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
|
||||
m_wieldnode->setPosition(wield_position);
|
||||
m_wieldnode->setRotation(wield_rotation);
|
||||
|
||||
// Shine light upon the wield mesh
|
||||
video::SColor black(255,0,0,0);
|
||||
m_wieldmgr->setAmbientLight(player->light_color.getInterpolated(black, 0.7));
|
||||
m_wieldlightnode->getLightData().DiffuseColor = player->light_color.getInterpolated(black, 0.3);
|
||||
m_wieldlightnode->setPosition(v3f(30+5*sin(2*player->getYaw()*M_PI/180), -50, 0));
|
||||
m_wieldnode->setColor(player->light_color);
|
||||
|
||||
// Render distance feedback loop
|
||||
updateViewingRange(frametime, busytime);
|
||||
|
@ -159,7 +159,6 @@ private:
|
||||
|
||||
scene::ISceneManager* m_wieldmgr;
|
||||
WieldMeshSceneNode* m_wieldnode;
|
||||
scene::ILightSceneNode* m_wieldlightnode;
|
||||
|
||||
// draw control
|
||||
MapDrawControl& m_draw_control;
|
||||
|
@ -385,7 +385,8 @@ public:
|
||||
|
||||
video::ITexture* getNormalTexture(const std::string &name);
|
||||
video::SColor getTextureAverageColor(const std::string &name);
|
||||
video::ITexture *getShaderFlagsTexture(TileDef *tiledef, TileSpec *tile);
|
||||
video::ITexture *getShaderFlagsTexture(
|
||||
bool normamap_present, bool tileable_vertical, bool tileable_horizontal);
|
||||
|
||||
private:
|
||||
|
||||
@ -2050,14 +2051,14 @@ video::SColor TextureSource::getTextureAverageColor(const std::string &name)
|
||||
return c;
|
||||
}
|
||||
|
||||
video::ITexture *TextureSource::getShaderFlagsTexture(TileDef *tiledef, TileSpec *tile)
|
||||
|
||||
video::ITexture *TextureSource::getShaderFlagsTexture(
|
||||
bool normalmap_present, bool tileable_vertical, bool tileable_horizontal)
|
||||
{
|
||||
std::string tname = "__shaderFlagsTexture";
|
||||
|
||||
bool normalmap_present = tile->normal_texture ? true : false;
|
||||
tname += normalmap_present ? "1" : "0";
|
||||
tname += tiledef->tileable_horizontal ? "1" : "0";
|
||||
tname += tiledef->tileable_vertical ? "1" : "0";
|
||||
tname += tileable_horizontal ? "1" : "0";
|
||||
tname += tileable_vertical ? "1" : "0";
|
||||
|
||||
if (isKnownSourceImage(tname)) {
|
||||
return getTexture(tname);
|
||||
@ -2069,8 +2070,8 @@ video::ITexture *TextureSource::getShaderFlagsTexture(TileDef *tiledef, TileSpec
|
||||
video::SColor c(
|
||||
255,
|
||||
normalmap_present ? 255 : 0,
|
||||
tiledef->tileable_horizontal ? 255 : 0,
|
||||
tiledef->tileable_vertical ? 255 : 0);
|
||||
tileable_horizontal ? 255 : 0,
|
||||
tileable_vertical ? 255 : 0);
|
||||
flags_image->setPixel(0, 0, c);
|
||||
insertSourceImage(tname, flags_image);
|
||||
flags_image->drop();
|
||||
|
@ -113,7 +113,8 @@ public:
|
||||
const TextureFromMeshParams ¶ms)=0;
|
||||
virtual video::ITexture* getNormalTexture(const std::string &name)=0;
|
||||
virtual video::SColor getTextureAverageColor(const std::string &name)=0;
|
||||
virtual video::ITexture *getShaderFlagsTexture(TileDef *tiledef, TileSpec *tile)=0;
|
||||
virtual video::ITexture *getShaderFlagsTexture(bool normamap_present,
|
||||
bool tileable_vertical, bool tileable_horizontal)=0;
|
||||
};
|
||||
|
||||
class IWritableTextureSource : public ITextureSource
|
||||
@ -136,7 +137,8 @@ public:
|
||||
virtual void rebuildImagesAndTextures()=0;
|
||||
virtual video::ITexture* getNormalTexture(const std::string &name)=0;
|
||||
virtual video::SColor getTextureAverageColor(const std::string &name)=0;
|
||||
virtual video::ITexture *getShaderFlagsTexture(TileDef *tiledef, TileSpec *tile)=0;
|
||||
virtual video::ITexture *getShaderFlagsTexture(bool normamap_present,
|
||||
bool tileable_vertical, bool tileable_horizontal)=0;
|
||||
};
|
||||
|
||||
IWritableTextureSource* createTextureSource(IrrlichtDevice *device);
|
||||
|
36
src/mesh.cpp
36
src/mesh.cpp
@ -33,6 +33,13 @@ with this program; if not, write to the Free Software Foundation, Inc.,
|
||||
#define MY_ETLM_READ_ONLY video::ETLM_READ_ONLY
|
||||
#endif
|
||||
|
||||
static void applyFacesShading(video::SColor& color, float factor)
|
||||
{
|
||||
color.setRed(core::clamp(core::round32(color.getRed()*factor), 0, 255));
|
||||
color.setGreen(core::clamp(core::round32(color.getGreen()*factor), 0, 255));
|
||||
color.setBlue(core::clamp(core::round32(color.getBlue()*factor), 0, 255));
|
||||
}
|
||||
|
||||
scene::IAnimatedMesh* createCubeMesh(v3f scale)
|
||||
{
|
||||
video::SColor c(255,255,255,255);
|
||||
@ -165,6 +172,35 @@ void setMeshColor(scene::IMesh *mesh, const video::SColor &color)
|
||||
}
|
||||
}
|
||||
|
||||
void shadeMeshFaces(scene::IMesh *mesh)
|
||||
{
|
||||
if (mesh == NULL)
|
||||
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 *vertex = (video::S3DVertex *)(vertices + i * stride);
|
||||
video::SColor &vc = vertex->Color;
|
||||
if (vertex->Normal.Y < -0.5) {
|
||||
applyFacesShading (vc, 0.447213);
|
||||
} else if (vertex->Normal.Z > 0.5) {
|
||||
applyFacesShading (vc, 0.670820);
|
||||
} else if (vertex->Normal.Z < -0.5) {
|
||||
applyFacesShading (vc, 0.670820);
|
||||
} else if (vertex->Normal.X > 0.5) {
|
||||
applyFacesShading (vc, 0.836660);
|
||||
} else if (vertex->Normal.X < -0.5) {
|
||||
applyFacesShading (vc, 0.836660);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void setMeshColorByNormalXYZ(scene::IMesh *mesh,
|
||||
const video::SColor &colorX,
|
||||
const video::SColor &colorY,
|
||||
|
@ -48,6 +48,12 @@ void translateMesh(scene::IMesh *mesh, v3f vec);
|
||||
*/
|
||||
void setMeshColor(scene::IMesh *mesh, const video::SColor &color);
|
||||
|
||||
/*
|
||||
Shade mesh faces according to their normals
|
||||
*/
|
||||
|
||||
void shadeMeshFaces(scene::IMesh *mesh);
|
||||
|
||||
/*
|
||||
Set the color of all vertices in the mesh.
|
||||
For each vertex, determine the largest absolute entry in
|
||||
|
@ -1012,7 +1012,9 @@ void CNodeDefManager::fillTileAttribs(ITextureSource *tsrc, TileSpec *tile,
|
||||
if (use_normal_texture) {
|
||||
tile->normal_texture = tsrc->getNormalTexture(tiledef->name);
|
||||
}
|
||||
tile->flags_texture = tsrc->getShaderFlagsTexture(tiledef, tile);
|
||||
tile->flags_texture = tsrc->getShaderFlagsTexture(
|
||||
tile->normal_texture ? true : false,
|
||||
tiledef->tileable_horizontal, tiledef->tileable_vertical);
|
||||
|
||||
// Material flags
|
||||
tile->material_flags = 0;
|
||||
|
@ -34,7 +34,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
|
||||
#define WIELD_SCALE_FACTOR 30.0
|
||||
#define WIELD_SCALE_FACTOR_EXTRUDED 40.0
|
||||
|
||||
#define MIN_EXTRUSION_MESH_RESOLUTION 32 // not 16: causes too many "holes"
|
||||
#define MIN_EXTRUSION_MESH_RESOLUTION 16
|
||||
#define MAX_EXTRUSION_MESH_RESOLUTION 512
|
||||
|
||||
static scene::IMesh* createExtrusionMesh(int resolution_x, int resolution_y)
|
||||
@ -114,6 +114,7 @@ static scene::IMesh* createExtrusionMesh(int resolution_x, int resolution_y)
|
||||
mesh->addMeshBuffer(buf);
|
||||
buf->drop();
|
||||
scaleMesh(mesh, scale); // also recalculates bounding box
|
||||
mesh = (scene::SMesh *)createForsythOptimizedMesh(mesh);
|
||||
return mesh;
|
||||
}
|
||||
|
||||
@ -281,7 +282,9 @@ void WieldMeshSceneNode::setExtruded(const std::string &imagename,
|
||||
|
||||
// Customize material
|
||||
video::SMaterial &material = m_meshnode->getMaterial(0);
|
||||
material.setTexture(0, tsrc->getTextureForMesh(imagename));
|
||||
material.setTexture(0, tsrc->getTexture(imagename));
|
||||
material.TextureLayer[0].TextureWrapU = video::ETC_CLAMP_TO_EDGE;
|
||||
material.TextureLayer[0].TextureWrapV = video::ETC_CLAMP_TO_EDGE;
|
||||
material.MaterialType = m_material_type;
|
||||
material.setFlag(video::EMF_BACK_FACE_CULLING, true);
|
||||
// Enable bi/trilinear filtering only for high resolution textures
|
||||
@ -297,31 +300,25 @@ void WieldMeshSceneNode::setExtruded(const std::string &imagename,
|
||||
#if (IRRLICHT_VERSION_MAJOR >= 1 && IRRLICHT_VERSION_MINOR >= 8) || IRRLICHT_VERSION_MAJOR >= 2
|
||||
material.setFlag(video::EMF_USE_MIP_MAPS, false);
|
||||
#endif
|
||||
|
||||
#if 0
|
||||
//// TODO(RealBadAngel): Reactivate when shader is added for wield items
|
||||
if (m_enable_shaders)
|
||||
material.setTexture(2, tsrc->getTexture("disable_img.png"));
|
||||
#endif
|
||||
if (m_enable_shaders) {
|
||||
material.setTexture(2, tsrc->getShaderFlagsTexture(false, true, true));
|
||||
}
|
||||
}
|
||||
|
||||
void WieldMeshSceneNode::setItem(const ItemStack &item, IGameDef *gamedef)
|
||||
{
|
||||
ITextureSource *tsrc = gamedef->getTextureSource();
|
||||
IItemDefManager *idef = gamedef->getItemDefManager();
|
||||
//IShaderSource *shdrsrc = gamedef->getShaderSource();
|
||||
IShaderSource *shdrsrc = gamedef->getShaderSource();
|
||||
INodeDefManager *ndef = gamedef->getNodeDefManager();
|
||||
const ItemDefinition &def = item.getDefinition(idef);
|
||||
const ContentFeatures &f = ndef->get(def.name);
|
||||
content_t id = ndef->getId(def.name);
|
||||
|
||||
#if 0
|
||||
//// TODO(RealBadAngel): Reactivate when shader is added for wield items
|
||||
if (m_enable_shaders) {
|
||||
u32 shader_id = shdrsrc->getShader("nodes_shader", TILE_MATERIAL_BASIC, NDT_NORMAL);
|
||||
u32 shader_id = shdrsrc->getShader("wielded_shader", TILE_MATERIAL_BASIC, NDT_NORMAL);
|
||||
m_material_type = shdrsrc->getShaderInfo(shader_id).material;
|
||||
}
|
||||
#endif
|
||||
|
||||
// If wield_image is defined, it overrides everything else
|
||||
if (def.wield_image != "") {
|
||||
@ -345,8 +342,6 @@ void WieldMeshSceneNode::setItem(const ItemStack &item, IGameDef *gamedef)
|
||||
} else if (f.drawtype == NDT_NORMAL || f.drawtype == NDT_ALLFACES) {
|
||||
setCube(f.tiles, def.wield_scale, tsrc);
|
||||
} else {
|
||||
//// TODO: Change false in the following constructor args to
|
||||
//// appropriate value when shader is added for wield items (if applicable)
|
||||
MeshMakeData mesh_make_data(gamedef, false);
|
||||
MapNode mesh_make_node(id, 255, 0);
|
||||
mesh_make_data.fillSingleNode(&mesh_make_node);
|
||||
@ -376,8 +371,6 @@ void WieldMeshSceneNode::setItem(const ItemStack &item, IGameDef *gamedef)
|
||||
material.setTexture(0, f.tiles[i].texture);
|
||||
}
|
||||
material.MaterialType = m_material_type;
|
||||
#if 0
|
||||
//// TODO(RealBadAngel): Reactivate when shader is added for wield items
|
||||
if (m_enable_shaders) {
|
||||
if (f.tiles[i].normal_texture) {
|
||||
if (animated) {
|
||||
@ -386,12 +379,9 @@ void WieldMeshSceneNode::setItem(const ItemStack &item, IGameDef *gamedef)
|
||||
} else {
|
||||
material.setTexture(1, f.tiles[i].normal_texture);
|
||||
}
|
||||
material.setTexture(2, tsrc->getTexture("enable_img.png"));
|
||||
} else {
|
||||
material.setTexture(2, tsrc->getTexture("disable_img.png"));
|
||||
}
|
||||
material.setTexture(2, f.tiles[i].flags_texture);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
return;
|
||||
}
|
||||
@ -408,6 +398,7 @@ void WieldMeshSceneNode::setColor(video::SColor color)
|
||||
{
|
||||
assert(!m_lighting);
|
||||
setMeshColor(m_meshnode->getMesh(), color);
|
||||
shadeMeshFaces(m_meshnode->getMesh());
|
||||
}
|
||||
|
||||
void WieldMeshSceneNode::render()
|
||||
|
@ -48,6 +48,9 @@ public:
|
||||
// Must only be used if the constructor was called with lighting = false
|
||||
void setColor(video::SColor color);
|
||||
|
||||
scene::IMesh *getMesh()
|
||||
{ return m_meshnode->getMesh(); }
|
||||
|
||||
virtual void render();
|
||||
|
||||
virtual const core::aabbox3d<f32>& getBoundingBox() const
|
||||
|
Reference in New Issue
Block a user