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Overlays for wield and inventory images (#6107)

* Overlays for wield and inventory images
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juhdanad authored and nerzhul committed Aug 25, 2017
1 parent 6761e21 commit f6a33a1a7a298cb7d3fb18818bae97bd1b89d633
Showing with 135 additions and 51 deletions.
  1. +7 −1 doc/lua_api.txt
  2. +8 −0 src/itemdef.cpp
  3. +2 −0 src/itemdef.h
  4. +6 −0 src/script/common/c_content.cpp
  5. +108 −47 src/wieldmesh.cpp
  6. +4 −3 src/wieldmesh.h
@@ -588,7 +588,11 @@ other. This allows different hardware coloring, but also means that
tiles with overlays are drawn slower. Using too much overlays might
cause FPS loss.

To define an overlay, simply set the `overlay_tiles` field of the node
For inventory and wield images you can specify overlays which
hardware coloring does not modify. You have to set `inventory_overlay`
and `wield_overlay` fields to an image name.

To define a node overlay, simply set the `overlay_tiles` field of the node
definition. These tiles are defined in the same way as plain tiles:
they can have a texture name, color etc.
To skip one face, set that overlay tile to an empty string.
@@ -4146,7 +4150,9 @@ Definition tables
{bendy = 2, snappy = 1},
{hard = 1, metal = 1, spikes = 1}
inventory_image = "default_tool_steelaxe.png",
inventory_overlay = "overlay.png", -- an overlay which does not get colorized
wield_image = "",
wield_overlay = "",
palette = "",
--[[
^ An image file containing the palette of a node.
@@ -67,7 +67,9 @@ ItemDefinition& ItemDefinition::operator=(const ItemDefinition &def)
name = def.name;
description = def.description;
inventory_image = def.inventory_image;
inventory_overlay = def.inventory_overlay;
wield_image = def.wield_image;
wield_overlay = def.wield_overlay;
wield_scale = def.wield_scale;
stack_max = def.stack_max;
usable = def.usable;
@@ -105,7 +107,9 @@ void ItemDefinition::reset()
name = "";
description = "";
inventory_image = "";
inventory_overlay = "";
wield_image = "";
wield_overlay = "";
palette_image = "";
color = video::SColor(0xFFFFFFFF);
wield_scale = v3f(1.0, 1.0, 1.0);
@@ -159,6 +163,8 @@ void ItemDefinition::serialize(std::ostream &os, u16 protocol_version) const
if (version >= 4) {
writeF1000(os, sound_place.pitch);
writeF1000(os, sound_place_failed.pitch);
os << serializeString(inventory_overlay);
os << serializeString(wield_overlay);
}
}

@@ -222,6 +228,8 @@ void ItemDefinition::deSerialize(std::istream &is)
if (version >= 4) {
sound_place.pitch = readF1000(is);
sound_place_failed.pitch = readF1000(is);
inventory_overlay = deSerializeString(is);
wield_overlay = deSerializeString(is);
}
} catch(SerializationError &e) {};
}
@@ -60,7 +60,9 @@ struct ItemDefinition
Visual properties
*/
std::string inventory_image; // Optional for nodes, mandatory for tools/craftitems
std::string inventory_overlay; // Overlay of inventory_image.
std::string wield_image; // If empty, inventory_image or mesh (only nodes) is used
std::string wield_overlay; // Overlay of wield_image.
std::string palette_image; // If specified, the item will be colorized based on this
video::SColor color; // The fallback color of the node.
v3f wield_scale;
@@ -56,7 +56,9 @@ void read_item_definition(lua_State* L, int index,
getstringfield(L, index, "name", def.name);
getstringfield(L, index, "description", def.description);
getstringfield(L, index, "inventory_image", def.inventory_image);
getstringfield(L, index, "inventory_overlay", def.inventory_overlay);
getstringfield(L, index, "wield_image", def.wield_image);
getstringfield(L, index, "wield_overlay", def.wield_overlay);
getstringfield(L, index, "palette", def.palette_image);

// Read item color.
@@ -142,8 +144,12 @@ void push_item_definition_full(lua_State *L, const ItemDefinition &i)
lua_setfield(L, -2, "type");
lua_pushstring(L, i.inventory_image.c_str());
lua_setfield(L, -2, "inventory_image");
lua_pushstring(L, i.inventory_overlay.c_str());
lua_setfield(L, -2, "inventory_overlay");
lua_pushstring(L, i.wield_image.c_str());
lua_setfield(L, -2, "wield_image");
lua_pushstring(L, i.wield_overlay.c_str());
lua_setfield(L, -2, "wield_overlay");
lua_pushstring(L, i.palette_image.c_str());
lua_setfield(L, -2, "palette_image");
push_ARGB8(L, i.color);
@@ -240,50 +240,63 @@ void WieldMeshSceneNode::setCube(const ContentFeatures &f,
}

void WieldMeshSceneNode::setExtruded(const std::string &imagename,
v3f wield_scale, ITextureSource *tsrc, u8 num_frames)
const std::string &overlay_name, v3f wield_scale, ITextureSource *tsrc,
u8 num_frames)
{
video::ITexture *texture = tsrc->getTexture(imagename);
if (!texture) {
changeToMesh(nullptr);
return;
}
video::ITexture *overlay_texture =
overlay_name.empty() ? NULL : tsrc->getTexture(overlay_name);

core::dimension2d<u32> dim = texture->getSize();
// Detect animation texture and pull off top frame instead of using entire thing
if (num_frames > 1) {
u32 frame_height = dim.Height / num_frames;
dim = core::dimension2d<u32>(dim.Width, frame_height);
}
scene::IMesh *mesh = g_extrusion_mesh_cache->create(dim);
scene::SMesh *copy = cloneMesh(mesh);
scene::IMesh *original = g_extrusion_mesh_cache->create(dim);
scene::SMesh *mesh = cloneMesh(original);
original->drop();
//set texture
mesh->getMeshBuffer(0)->getMaterial().setTexture(0,
tsrc->getTexture(imagename));
if (overlay_texture) {
scene::IMeshBuffer *copy = cloneMeshBuffer(mesh->getMeshBuffer(0));
copy->getMaterial().setTexture(0, overlay_texture);
mesh->addMeshBuffer(copy);
copy->drop();
}
changeToMesh(mesh);
mesh->drop();
changeToMesh(copy);
copy->drop();

m_meshnode->setScale(wield_scale * WIELD_SCALE_FACTOR_EXTRUDED);

// Customize material
video::SMaterial &material = m_meshnode->getMaterial(0);
material.setTexture(0, tsrc->getTextureForMesh(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
if (dim.Width > 32) {
material.setFlag(video::EMF_BILINEAR_FILTER, m_bilinear_filter);
material.setFlag(video::EMF_TRILINEAR_FILTER, m_trilinear_filter);
} else {
material.setFlag(video::EMF_BILINEAR_FILTER, false);
material.setFlag(video::EMF_TRILINEAR_FILTER, false);
}
material.setFlag(video::EMF_ANISOTROPIC_FILTER, m_anisotropic_filter);
// mipmaps cause "thin black line" artifacts
// Customize materials
for (u32 layer = 0; layer < m_meshnode->getMaterialCount(); layer++) {
video::SMaterial &material = m_meshnode->getMaterial(layer);
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
if (dim.Width > 32) {
material.setFlag(video::EMF_BILINEAR_FILTER, m_bilinear_filter);
material.setFlag(video::EMF_TRILINEAR_FILTER, m_trilinear_filter);
} else {
material.setFlag(video::EMF_BILINEAR_FILTER, false);
material.setFlag(video::EMF_TRILINEAR_FILTER, false);
}
material.setFlag(video::EMF_ANISOTROPIC_FILTER, m_anisotropic_filter);
// mipmaps cause "thin black line" artifacts
#if (IRRLICHT_VERSION_MAJOR >= 1 && IRRLICHT_VERSION_MINOR >= 8) || IRRLICHT_VERSION_MAJOR >= 2
material.setFlag(video::EMF_USE_MIP_MAPS, false);
material.setFlag(video::EMF_USE_MIP_MAPS, false);
#endif
if (m_enable_shaders) {
material.setTexture(2, tsrc->getShaderFlagsTexture(false));
if (m_enable_shaders) {
material.setTexture(2, tsrc->getShaderFlagsTexture(false));
}
}
}

@@ -308,8 +321,11 @@ void WieldMeshSceneNode::setItem(const ItemStack &item, Client *client)

// If wield_image is defined, it overrides everything else
if (!def.wield_image.empty()) {
setExtruded(def.wield_image, def.wield_scale, tsrc, 1);
setExtruded(def.wield_image, def.wield_overlay, def.wield_scale, tsrc,
1);
m_colors.emplace_back();
// overlay is white, if present
m_colors.emplace_back(true, video::SColor(0xFFFFFFFF));
return;
}

@@ -335,14 +351,23 @@ void WieldMeshSceneNode::setItem(const ItemStack &item, Client *client)
}
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,
"", 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:
@@ -376,10 +401,12 @@ void WieldMeshSceneNode::setItem(const ItemStack &item, Client *client)
}
return;
}

if (!def.inventory_image.empty()) {
setExtruded(def.inventory_image, def.wield_scale, tsrc, 1);
else if (!def.inventory_image.empty()) {
setExtruded(def.inventory_image, def.inventory_overlay, def.wield_scale,
tsrc, 1);
m_colors.emplace_back();
// overlay is white, if present
m_colors.emplace_back(true, video::SColor(0xFFFFFFFF));
return;
}

@@ -456,24 +483,38 @@ void getItemMesh(Client *client, const ItemStack &item, ItemMesh *result)

// If inventory_image is defined, it overrides everything else
if (!def.inventory_image.empty()) {
mesh = getExtrudedMesh(tsrc, def.inventory_image);
mesh = getExtrudedMesh(tsrc, def.inventory_image,
def.inventory_overlay);
result->buffer_colors.emplace_back();
// overlay is white, if present
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) {
if (f.mesh_ptr[0]) {
mesh = cloneMesh(f.mesh_ptr[0]);
scaleMesh(mesh, v3f(0.12, 0.12, 0.12));
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[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));
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:
@@ -484,6 +525,9 @@ void getItemMesh(Client *client, const ItemStack &item, ItemMesh *result)
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: {
@@ -507,6 +551,10 @@ void getItemMesh(Client *client, const ItemStack &item, ItemMesh *result)
material1.setTexture(3, material2.getTexture(3));
material1.MaterialType = material2.MaterialType;
}
// add overlays (since getMesh() returns
// the base layer only)
postProcessNodeMesh(mesh, f, false, false, nullptr,
&result->buffer_colors);
}
}
}
@@ -524,36 +572,49 @@ void getItemMesh(Client *client, const ItemStack &item, ItemMesh *result)

rotateMeshXZby(mesh, -45);
rotateMeshYZby(mesh, -30);

postProcessNodeMesh(mesh, f, false, false, nullptr, &result->buffer_colors);
}
result->mesh = mesh;
}



scene::SMesh *getExtrudedMesh(ITextureSource *tsrc, const std::string &imagename)
scene::SMesh *getExtrudedMesh(ITextureSource *tsrc,
const std::string &imagename, const std::string &overlay_name)
{
// check textures
video::ITexture *texture = tsrc->getTextureForMesh(imagename);
if (!texture) {
return nullptr;
return NULL;
}
video::ITexture *overlay_texture =
(overlay_name.empty()) ? NULL : tsrc->getTexture(overlay_name);

// get mesh
core::dimension2d<u32> dim = texture->getSize();
scene::IMesh *original = g_extrusion_mesh_cache->create(dim);
scene::SMesh *mesh = cloneMesh(original);
original->drop();

// Customize material
video::SMaterial &material = mesh->getMeshBuffer(0)->getMaterial();
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.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_LIGHTING, false);
material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
//set texture
mesh->getMeshBuffer(0)->getMaterial().setTexture(0,
tsrc->getTexture(imagename));
if (overlay_texture) {
scene::IMeshBuffer *copy = cloneMeshBuffer(mesh->getMeshBuffer(0));
copy->getMaterial().setTexture(0, overlay_texture);
mesh->addMeshBuffer(copy);
copy->drop();
}
// Customize materials
for (u32 layer = 0; layer < mesh->getMeshBufferCount(); layer++) {
video::SMaterial &material = mesh->getMeshBuffer(layer)->getMaterial();
material.TextureLayer[0].TextureWrapU = video::ETC_CLAMP_TO_EDGE;
material.TextureLayer[0].TextureWrapV = video::ETC_CLAMP_TO_EDGE;
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_LIGHTING, false);
material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
}
scaleMesh(mesh, v3f(2.0, 2.0, 2.0));

return mesh;
@@ -78,8 +78,8 @@ class WieldMeshSceneNode : public scene::ISceneNode
virtual ~WieldMeshSceneNode();

void setCube(const ContentFeatures &f, v3f wield_scale);
void setExtruded(const std::string &imagename, v3f wield_scale,
ITextureSource *tsrc, u8 num_frames);
void setExtruded(const std::string &imagename, const std::string &overlay_image,
v3f wield_scale, ITextureSource *tsrc, u8 num_frames);
void setItem(const ItemStack &item, Client *client);

// Sets the vertex color of the wield mesh.
@@ -125,7 +125,8 @@ class WieldMeshSceneNode : public scene::ISceneNode

void getItemMesh(Client *client, const ItemStack &item, ItemMesh *result);

scene::SMesh *getExtrudedMesh(ITextureSource *tsrc, const std::string &imagename);
scene::SMesh *getExtrudedMesh(ITextureSource *tsrc, const std::string &imagename,
const std::string &overlay_name);

/*!
* Applies overlays, textures and optionally materials to the given mesh and

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