Improve default inventory+wield images of node drawtypes (#9299)

Этот коммит содержится в:
Wuzzy 2020-07-23 19:54:58 +02:00 коммит произвёл GitHub
родитель 8ca602150d
Коммит 808fa5ecb3
Не найден ключ, соответствующий данной подписи
Идентификатор ключа GPG: 4AEE18F83AFDEB23
6 изменённых файлов: 126 добавлений и 104 удалений

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@ -90,6 +90,7 @@ by texture packs. All existing fallback textures can be found in the directory
* `minimap_mask_square.png`: mask used for the square minimap
* `minimap_overlay_round.png`: overlay texture for the round minimap
* `minimap_overlay_square.png`: overlay texture for the square minimap
* `no_texture_airlike.png`: fallback inventory image for airlike nodes
* `object_marker_red.png`: texture for players on the minimap
* `player_marker.png`: texture for the own player on the square minimap

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@ -1454,10 +1454,10 @@ void MapblockMeshGenerator::generate()
}
}
void MapblockMeshGenerator::renderSingle(content_t node)
void MapblockMeshGenerator::renderSingle(content_t node, u8 param2)
{
p = {0, 0, 0};
n = MapNode(node, 0xff, 0x00);
n = MapNode(node, 0xff, param2);
f = &nodedef->get(n);
drawNode();
}

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@ -174,5 +174,5 @@ public:
public:
MapblockMeshGenerator(MeshMakeData *input, MeshCollector *output);
void generate();
void renderSingle(content_t node);
void renderSingle(content_t node, u8 param2 = 0x00);
};

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@ -303,13 +303,24 @@ void WieldMeshSceneNode::setExtruded(const std::string &imagename,
}
}
scene::SMesh *createSpecialNodeMesh(Client *client, content_t id, std::vector<ItemPartColor> *colors)
scene::SMesh *createSpecialNodeMesh(Client *client, content_t id, std::vector<ItemPartColor> *colors, const ContentFeatures &f)
{
MeshMakeData mesh_make_data(client, false, false);
MeshCollector collector;
mesh_make_data.setSmoothLighting(false);
MapblockMeshGenerator gen(&mesh_make_data, &collector);
gen.renderSingle(id);
u8 param2 = 0;
if (f.param_type_2 == CPT2_WALLMOUNTED ||
f.param_type_2 == CPT2_COLORED_WALLMOUNTED) {
if (f.drawtype == NDT_TORCHLIKE)
param2 = 1;
else if (f.drawtype == NDT_SIGNLIKE ||
f.drawtype == NDT_NODEBOX ||
f.drawtype == NDT_MESH)
param2 = 4;
}
gen.renderSingle(id, param2);
colors->clear();
scene::SMesh *mesh = new scene::SMesh();
for (auto &prebuffers : collector.prebuffers)
@ -319,8 +330,9 @@ scene::SMesh *createSpecialNodeMesh(Client *client, content_t id, std::vector<It
p.layer.texture = frame.texture;
p.layer.normal_texture = frame.normal_texture;
}
for (video::S3DVertex &v : p.vertices)
for (video::S3DVertex &v : p.vertices) {
v.Color.setAlpha(255);
}
scene::SMeshBuffer *buf = new scene::SMeshBuffer();
buf->Material.setTexture(0, p.layer.texture);
p.layer.applyMaterialOptions(buf->Material);
@ -368,73 +380,61 @@ void WieldMeshSceneNode::setItem(const ItemStack &item, Client *client, bool che
// Handle nodes
// See also CItemDefManager::createClientCached()
if (def.type == ITEM_NODE) {
if (f.mesh_ptr[0]) {
// e.g. mesh nodes and nodeboxes
mesh = cloneMesh(f.mesh_ptr[0]);
postProcessNodeMesh(mesh, f, m_enable_shaders, true,
&m_material_type, &m_colors);
bool cull_backface = f.needsBackfaceCulling();
// Select rendering method
switch (f.drawtype) {
case NDT_AIRLIKE:
setExtruded("no_texture_airlike.png", "",
v3f(1.0, 1.0, 1.0), tsrc, 1);
break;
case NDT_SIGNLIKE:
case NDT_TORCHLIKE:
case NDT_RAILLIKE:
case NDT_PLANTLIKE:
case NDT_PLANTLIKE_ROOTED:
case NDT_FLOWINGLIQUID: {
v3f wscale = def.wield_scale;
if (f.drawtype == NDT_FLOWINGLIQUID)
wscale.Z *= 0.1f;
setExtruded(tsrc->getTextureName(f.tiles[0].layers[0].texture_id),
tsrc->getTextureName(f.tiles[0].layers[1].texture_id),
wscale, tsrc,
f.tiles[0].layers[0].animation_frame_count);
// Add color
const TileLayer &l0 = f.tiles[0].layers[0];
m_colors.emplace_back(l0.has_color, l0.color);
const TileLayer &l1 = f.tiles[0].layers[1];
m_colors.emplace_back(l1.has_color, l1.color);
break;
}
case NDT_NORMAL:
case NDT_ALLFACES:
case NDT_LIQUID:
setCube(f, def.wield_scale);
break;
default:
// Render non-trivial drawtypes like the actual node
mesh = createSpecialNodeMesh(client, id, &m_colors, f);
changeToMesh(mesh);
mesh->drop();
// mesh is pre-scaled by BS * f->visual_scale
m_meshnode->setScale(
def.wield_scale * WIELD_SCALE_FACTOR
/ (BS * f.visual_scale));
} else {
switch (f.drawtype) {
case NDT_AIRLIKE: {
changeToMesh(nullptr);
break;
}
case NDT_PLANTLIKE: {
setExtruded(tsrc->getTextureName(f.tiles[0].layers[0].texture_id),
tsrc->getTextureName(f.tiles[0].layers[1].texture_id),
def.wield_scale, tsrc,
f.tiles[0].layers[0].animation_frame_count);
// Add color
const TileLayer &l0 = f.tiles[0].layers[0];
m_colors.emplace_back(l0.has_color, l0.color);
const TileLayer &l1 = f.tiles[0].layers[1];
m_colors.emplace_back(l1.has_color, l1.color);
break;
}
case NDT_PLANTLIKE_ROOTED: {
setExtruded(tsrc->getTextureName(f.special_tiles[0].layers[0].texture_id),
"", def.wield_scale, tsrc,
f.special_tiles[0].layers[0].animation_frame_count);
// Add color
const TileLayer &l0 = f.special_tiles[0].layers[0];
m_colors.emplace_back(l0.has_color, l0.color);
break;
}
case NDT_NORMAL:
case NDT_ALLFACES:
case NDT_LIQUID:
case NDT_FLOWINGLIQUID: {
setCube(f, def.wield_scale);
break;
}
default: {
mesh = createSpecialNodeMesh(client, id, &m_colors);
changeToMesh(mesh);
mesh->drop();
m_meshnode->setScale(
def.wield_scale * WIELD_SCALE_FACTOR
/ (BS * f.visual_scale));
}
}
def.wield_scale * WIELD_SCALE_FACTOR
/ (BS * f.visual_scale));
break;
}
u32 material_count = m_meshnode->getMaterialCount();
for (u32 i = 0; i < material_count; ++i) {
video::SMaterial &material = m_meshnode->getMaterial(i);
material.MaterialType = m_material_type;
material.MaterialTypeParam = 0.5f;
material.setFlag(video::EMF_BACK_FACE_CULLING, true);
material.setFlag(video::EMF_BACK_FACE_CULLING, cull_backface);
material.setFlag(video::EMF_BILINEAR_FILTER, m_bilinear_filter);
material.setFlag(video::EMF_TRILINEAR_FILTER, m_trilinear_filter);
}
return;
}
else if (!def.inventory_image.empty()) {
} else if (!def.inventory_image.empty()) {
setExtruded(def.inventory_image, def.inventory_overlay, def.wield_scale,
tsrc, 1);
m_colors.emplace_back();
@ -529,6 +529,8 @@ void getItemMesh(Client *client, const ItemStack &item, ItemMesh *result)
// Shading is on by default
result->needs_shading = true;
bool cull_backface = f.needsBackfaceCulling();
// If inventory_image is defined, it overrides everything else
if (!def.inventory_image.empty()) {
mesh = getExtrudedMesh(tsrc, def.inventory_image,
@ -538,51 +540,54 @@ void getItemMesh(Client *client, const ItemStack &item, ItemMesh *result)
result->buffer_colors.emplace_back(true, video::SColor(0xFFFFFFFF));
// Items with inventory images do not need shading
result->needs_shading = false;
} else if (def.type == ITEM_NODE && f.drawtype == NDT_AIRLIKE) {
// Fallback image for airlike node
mesh = getExtrudedMesh(tsrc, "no_texture_airlike.png",
def.inventory_overlay);
result->needs_shading = false;
} else if (def.type == ITEM_NODE) {
if (f.mesh_ptr[0]) {
mesh = cloneMesh(f.mesh_ptr[0]);
scaleMesh(mesh, v3f(0.12, 0.12, 0.12));
switch (f.drawtype) {
case NDT_NORMAL:
case NDT_ALLFACES:
case NDT_LIQUID:
case NDT_FLOWINGLIQUID: {
scene::IMesh *cube = g_extrusion_mesh_cache->createCube();
mesh = cloneMesh(cube);
cube->drop();
if (f.drawtype == NDT_FLOWINGLIQUID) {
scaleMesh(mesh, v3f(1.2, 0.03, 1.2));
translateMesh(mesh, v3f(0, -0.57, 0));
} else
scaleMesh(mesh, v3f(1.2, 1.2, 1.2));
// add overlays
postProcessNodeMesh(mesh, f, false, false, nullptr,
&result->buffer_colors);
} else {
switch (f.drawtype) {
case NDT_PLANTLIKE: {
mesh = getExtrudedMesh(tsrc,
tsrc->getTextureName(f.tiles[0].layers[0].texture_id),
tsrc->getTextureName(f.tiles[0].layers[1].texture_id));
// Add color
const TileLayer &l0 = f.tiles[0].layers[0];
result->buffer_colors.emplace_back(l0.has_color, l0.color);
const TileLayer &l1 = f.tiles[0].layers[1];
result->buffer_colors.emplace_back(l1.has_color, l1.color);
break;
}
case NDT_PLANTLIKE_ROOTED: {
mesh = getExtrudedMesh(tsrc,
tsrc->getTextureName(f.special_tiles[0].layers[0].texture_id), "");
// Add color
const TileLayer &l0 = f.special_tiles[0].layers[0];
result->buffer_colors.emplace_back(l0.has_color, l0.color);
break;
}
case NDT_NORMAL:
case NDT_ALLFACES:
case NDT_LIQUID:
case NDT_FLOWINGLIQUID: {
scene::IMesh *cube = g_extrusion_mesh_cache->createCube();
mesh = cloneMesh(cube);
cube->drop();
scaleMesh(mesh, v3f(1.2, 1.2, 1.2));
// add overlays
postProcessNodeMesh(mesh, f, false, false, nullptr,
&result->buffer_colors);
break;
}
default: {
mesh = createSpecialNodeMesh(client, id, &result->buffer_colors);
scaleMesh(mesh, v3f(0.12, 0.12, 0.12));
}
}
&result->buffer_colors, true);
break;
}
case NDT_PLANTLIKE: {
mesh = getExtrudedMesh(tsrc,
tsrc->getTextureName(f.tiles[0].layers[0].texture_id),
tsrc->getTextureName(f.tiles[0].layers[1].texture_id));
// Add color
const TileLayer &l0 = f.tiles[0].layers[0];
result->buffer_colors.emplace_back(l0.has_color, l0.color);
const TileLayer &l1 = f.tiles[0].layers[1];
result->buffer_colors.emplace_back(l1.has_color, l1.color);
break;
}
case NDT_PLANTLIKE_ROOTED: {
mesh = getExtrudedMesh(tsrc,
tsrc->getTextureName(f.special_tiles[0].layers[0].texture_id), "");
// Add color
const TileLayer &l0 = f.special_tiles[0].layers[0];
result->buffer_colors.emplace_back(l0.has_color, l0.color);
break;
}
default:
// Render non-trivial drawtypes like the actual node
mesh = createSpecialNodeMesh(client, id, &result->buffer_colors, f);
scaleMesh(mesh, v3f(0.12, 0.12, 0.12));
break;
}
u32 mc = mesh->getMeshBufferCount();
@ -593,7 +598,7 @@ void getItemMesh(Client *client, const ItemStack &item, ItemMesh *result)
material.MaterialTypeParam = 0.5f;
material.setFlag(video::EMF_BILINEAR_FILTER, false);
material.setFlag(video::EMF_TRILINEAR_FILTER, false);
material.setFlag(video::EMF_BACK_FACE_CULLING, true);
material.setFlag(video::EMF_BACK_FACE_CULLING, cull_backface);
material.setFlag(video::EMF_LIGHTING, false);
}

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@ -425,6 +425,22 @@ struct ContentFeatures
/*
Some handy methods
*/
bool needsBackfaceCulling() const
{
switch (drawtype) {
case NDT_TORCHLIKE:
case NDT_SIGNLIKE:
case NDT_FIRELIKE:
case NDT_RAILLIKE:
case NDT_PLANTLIKE:
case NDT_PLANTLIKE_ROOTED:
case NDT_MESH:
return false;
default:
return true;
}
}
bool isLiquid() const{
return (liquid_type != LIQUID_NONE);
}

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textures/base/pack/no_texture_airlike.png Обычный файл

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