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Reuse object_shader for "wielditem" and "item" entity drawtypes (#9537)

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dcbrwn committed Apr 19, 2020
1 parent c87d52a commit cdbe3c5e5784b34e548c58b08579ff55b3096fb9

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@@ -542,7 +542,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime, f32 tool_r
m_wieldnode->setPosition(wield_position);
m_wieldnode->setRotation(wield_rotation);

m_wieldnode->setColor(player->light_color);
m_wieldnode->setNodeLightColor(player->light_color);

// Set render distance
updateViewingRange();
@@ -826,11 +826,12 @@ void GenericCAO::setNodeLight(u8 light)
video::SColor color(255, light, light, light);

if (m_prop.visual == "wielditem" || m_prop.visual == "item") {
// Since these types of visuals are using their own shader
// they should be handled separately
if (m_wield_meshnode)
m_wield_meshnode->setColor(color);
} else if (m_enable_shaders) {
m_wield_meshnode->setNodeLightColor(color);
return;
}

if (m_enable_shaders) {
scene::ISceneNode *node = getSceneNode();

if (node == nullptr)
@@ -347,7 +347,7 @@ void WieldMeshSceneNode::setItem(const ItemStack &item, Client *client, bool che
scene::SMesh *mesh = nullptr;

if (m_enable_shaders) {
u32 shader_id = shdrsrc->getShader("wielded_shader", TILE_MATERIAL_BASIC, NDT_NORMAL);
u32 shader_id = shdrsrc->getShader("object_shader", TILE_MATERIAL_BASIC, NDT_NORMAL);
m_material_type = shdrsrc->getShaderInfo(shader_id).material;
}

@@ -471,6 +471,21 @@ void WieldMeshSceneNode::setColor(video::SColor c)
}
}

void WieldMeshSceneNode::setNodeLightColor(video::SColor color)
{
if (!m_meshnode)
return;

if (m_enable_shaders) {
for (u32 i = 0; i < m_meshnode->getMaterialCount(); ++i) {
video::SMaterial &material = m_meshnode->getMaterial(i);
material.EmissiveColor = color;
}
} else {
setColor(color);
}
}

void WieldMeshSceneNode::render()
{
// note: if this method is changed to actually do something,
@@ -87,6 +87,8 @@ class WieldMeshSceneNode : public scene::ISceneNode
// Must only be used if the constructor was called with lighting = false
void setColor(video::SColor color);

void setNodeLightColor(video::SColor color);

scene::IMesh *getMesh() { return m_meshnode->getMesh(); }

virtual void render();

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