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.
This commit is contained in:
Dániel Juhász 2017-06-01 23:18:55 +02:00 committed by Loïc Blot
parent 1c69476d9f
commit 001de6ffba
5 changed files with 34 additions and 10 deletions

View File

@ -698,7 +698,10 @@ void drawItemStack(video::IVideoDriver *driver,
if (p->override_base) if (p->override_base)
c = p->color; c = p->color;
} }
if (imesh->needs_shading)
colorizeMeshBuffer(buf, &c); colorizeMeshBuffer(buf, &c);
else
setMeshBufferColor(buf, c);
video::SMaterial &material = buf->getMaterial(); video::SMaterial &material = buf->getMaterial();
material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF; material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
material.Lighting = false; material.Lighting = false;

View File

@ -175,6 +175,14 @@ void translateMesh(scene::IMesh *mesh, v3f vec)
mesh->setBoundingBox(bbox); 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) void setMeshColor(scene::IMesh *mesh, const video::SColor &color)
{ {
@ -182,14 +190,8 @@ void setMeshColor(scene::IMesh *mesh, const video::SColor &color)
return; return;
u32 mc = mesh->getMeshBufferCount(); u32 mc = mesh->getMeshBufferCount();
for (u32 j = 0; j < mc; j++) { for (u32 j = 0; j < mc; j++)
scene::IMeshBuffer *buf = mesh->getMeshBuffer(j); setMeshBufferColor(mesh->getMeshBuffer(j), 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 colorizeMeshBuffer(scene::IMeshBuffer *buf, const video::SColor *buffercolor) void colorizeMeshBuffer(scene::IMeshBuffer *buf, const video::SColor *buffercolor)

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@ -49,11 +49,20 @@ void scaleMesh(scene::IMesh *mesh, v3f scale);
*/ */
void translateMesh(scene::IMesh *mesh, v3f vec); 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 Set a constant color for all vertices in the mesh
*/ */
void setMeshColor(scene::IMesh *mesh, const video::SColor &color); 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); void colorizeMeshBuffer(scene::IMeshBuffer *buf, const video::SColor *buffercolor);
/* /*

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@ -440,10 +440,15 @@ void getItemMesh(Client *client, const ItemStack &item, ItemMesh *result)
scene::SMesh *mesh = NULL; scene::SMesh *mesh = NULL;
// Shading is on by default
result->needs_shading = true;
// If inventory_image is defined, it overrides everything else // If inventory_image is defined, it overrides everything else
if (def.inventory_image != "") { if (def.inventory_image != "") {
mesh = getExtrudedMesh(tsrc, def.inventory_image); mesh = getExtrudedMesh(tsrc, def.inventory_image);
result->buffer_colors.push_back(ItemPartColor()); result->buffer_colors.push_back(ItemPartColor());
// Items with inventory images do not need shading
result->needs_shading = false;
} else if (def.type == ITEM_NODE) { } else if (def.type == ITEM_NODE) {
if (f.mesh_ptr[0]) { if (f.mesh_ptr[0]) {
mesh = cloneMesh(f.mesh_ptr[0]); mesh = cloneMesh(f.mesh_ptr[0]);

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@ -59,8 +59,13 @@ struct ItemMesh
* Stores the color of each mesh buffer. * Stores the color of each mesh buffer.
*/ */
std::vector<ItemPartColor> buffer_colors; std::vector<ItemPartColor> 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) {}
}; };
/* /*