本文整理汇总了C++中ITextureSource::getTextureName方法的典型用法代码示例。如果您正苦于以下问题:C++ ITextureSource::getTextureName方法的具体用法?C++ ITextureSource::getTextureName怎么用?C++ ITextureSource::getTextureName使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类ITextureSource
的用法示例。
在下文中一共展示了ITextureSource::getTextureName方法的11个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: os
//.........这里部分代码省略.........
*/
bool enable_shaders = g_settings->getBool("enable_shaders");
bool enable_bumpmapping = g_settings->getBool("enable_bumpmapping");
bool enable_parallax_occlusion = g_settings->getBool("enable_parallax_occlusion");
video::E_MATERIAL_TYPE shadermat1, shadermat2, shadermat3,
shadermat4, shadermat5;
shadermat1 = shadermat2 = shadermat3 = shadermat4 = shadermat5 =
video::EMT_SOLID;
if (enable_shaders) {
IShaderSource *shdrsrc = m_gamedef->getShaderSource();
shadermat1 = shdrsrc->getShader("solids_shader").material;
shadermat2 = shdrsrc->getShader("liquids_shader").material;
shadermat3 = shdrsrc->getShader("alpha_shader").material;
shadermat4 = shdrsrc->getShader("leaves_shader").material;
shadermat5 = shdrsrc->getShader("plants_shader").material;
}
for(u32 i = 0; i < collector.prebuffers.size(); i++)
{
PreMeshBuffer &p = collector.prebuffers[i];
/*dstream<<"p.vertices.size()="<<p.vertices.size()
<<", p.indices.size()="<<p.indices.size()
<<std::endl;*/
// Generate animation data
// - Cracks
if(p.tile.material_flags & MATERIAL_FLAG_CRACK)
{
ITextureSource *tsrc = data->m_gamedef->tsrc();
// Find the texture name plus ^[crack:N:
std::ostringstream os(std::ios::binary);
os<<tsrc->getTextureName(p.tile.texture_id)<<"^[crack";
if(p.tile.material_flags & MATERIAL_FLAG_CRACK_OVERLAY)
os<<"o"; // use ^[cracko
os<<":"<<(u32)p.tile.animation_frame_count<<":";
m_crack_materials.insert(std::make_pair(i, os.str()));
// Replace tile texture with the cracked one
p.tile.texture = tsrc->getTexture(
os.str()+"0",
&p.tile.texture_id);
}
// - Texture animation
if(p.tile.material_flags & MATERIAL_FLAG_ANIMATION_VERTICAL_FRAMES)
{
ITextureSource *tsrc = data->m_gamedef->tsrc();
// Add to MapBlockMesh in order to animate these tiles
m_animation_tiles[i] = p.tile;
m_animation_frames[i] = 0;
if(g_settings->getBool("desynchronize_mapblock_texture_animation")){
// Get starting position from noise
m_animation_frame_offsets[i] = 100000 * (2.0 + noise3d(
data->m_blockpos.X, data->m_blockpos.Y,
data->m_blockpos.Z, 0));
} else {
// Play all synchronized
m_animation_frame_offsets[i] = 0;
}
// Replace tile texture with the first animation frame
std::ostringstream os(std::ios::binary);
os<<tsrc->getTextureName(p.tile.texture_id);
os<<"^[verticalframe:"<<(int)p.tile.animation_frame_count<<":0";
p.tile.texture = tsrc->getTexture(
os.str(),
&p.tile.texture_id);
示例2: animate
bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_ratio)
{
bool enable_shaders = g_settings->getBool("enable_shaders");
bool enable_bumpmapping = g_settings->getBool("enable_bumpmapping");
bool enable_parallax_occlusion = g_settings->getBool("enable_parallax_occlusion");
if(!m_has_animation)
{
m_animation_force_timer = 100000;
return false;
}
m_animation_force_timer = myrand_range(5, 100);
// Cracks
if(crack != m_last_crack)
{
for(std::map<u32, std::string>::iterator
i = m_crack_materials.begin();
i != m_crack_materials.end(); i++)
{
scene::IMeshBuffer *buf = m_mesh->getMeshBuffer(i->first);
std::string basename = i->second;
// Create new texture name from original
ITextureSource *tsrc = m_gamedef->getTextureSource();
std::ostringstream os;
os<<basename<<crack;
u32 new_texture_id = 0;
video::ITexture *new_texture =
tsrc->getTexture(os.str(), &new_texture_id);
buf->getMaterial().setTexture(0, new_texture);
// If the current material is also animated,
// update animation info
std::map<u32, TileSpec>::iterator anim_iter =
m_animation_tiles.find(i->first);
if(anim_iter != m_animation_tiles.end()){
TileSpec &tile = anim_iter->second;
tile.texture = new_texture;
tile.texture_id = new_texture_id;
// force animation update
m_animation_frames[i->first] = -1;
}
}
m_last_crack = crack;
}
// Texture animation
for(std::map<u32, TileSpec>::iterator
i = m_animation_tiles.begin();
i != m_animation_tiles.end(); i++)
{
const TileSpec &tile = i->second;
// Figure out current frame
int frameoffset = m_animation_frame_offsets[i->first];
int frame = (int)(time * 1000 / tile.animation_frame_length_ms
+ frameoffset) % tile.animation_frame_count;
// If frame doesn't change, skip
if(frame == m_animation_frames[i->first])
continue;
m_animation_frames[i->first] = frame;
scene::IMeshBuffer *buf = m_mesh->getMeshBuffer(i->first);
ITextureSource *tsrc = m_gamedef->getTextureSource();
// Create new texture name from original
std::ostringstream os(std::ios::binary);
os<<tsrc->getTextureName(tile.texture_id);
os<<"^[verticalframe:"<<(int)tile.animation_frame_count<<":"<<frame;
// Set the texture
buf->getMaterial().setTexture(0, tsrc->getTexture(os.str()));
buf->getMaterial().setTexture(2, tsrc->getTexture("disable_img.png"));
if (enable_shaders && (enable_bumpmapping || enable_parallax_occlusion))
{
std::string fname_base,fname_normal;
fname_base = tsrc->getTextureName(tile.texture_id);
unsigned pos;
pos = fname_base.find(".");
fname_normal = fname_base.substr (0, pos);
fname_normal += "_normal.png";
if (tsrc->isKnownSourceImage(fname_normal)){
os.str("");
os<<fname_normal<<"^[verticalframe:"<<(int)tile.animation_frame_count<<":"<<frame;
buf->getMaterial().setTexture(1, tsrc->getTexture(os.str()));
buf->getMaterial().setTexture(2, tsrc->getTexture("enable_img.png"));
}
}
}
// Day-night transition
if(daynight_ratio != m_last_daynight_ratio)
{
for(std::map<u32, std::map<u32, std::pair<u8, u8> > >::iterator
i = m_daynight_diffs.begin();
i != m_daynight_diffs.end(); i++)
{
scene::IMeshBuffer *buf = m_mesh->getMeshBuffer(i->first);
//.........这里部分代码省略.........
示例3: animate
bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_ratio)
{
if(!m_has_animation)
{
m_animation_force_timer = 100000;
return false;
}
m_animation_force_timer = myrand_range(5, 100);
// Cracks
if(crack != m_last_crack)
{
for(std::map<u32, std::string>::iterator
i = m_crack_materials.begin();
i != m_crack_materials.end(); i++)
{
scene::IMeshBuffer *buf = m_mesh->getMeshBuffer(i->first);
std::string basename = i->second;
// Create new texture name from original
ITextureSource *tsrc = m_gamedef->getTextureSource();
std::ostringstream os;
os<<basename<<crack;
AtlasPointer ap = tsrc->getTexture(os.str());
buf->getMaterial().setTexture(0, ap.atlas);
}
m_last_crack = crack;
}
// Texture animation
for(std::map<u32, TileSpec>::iterator
i = m_animation_tiles.begin();
i != m_animation_tiles.end(); i++)
{
const TileSpec &tile = i->second;
// Figure out current frame
int frameoffset = m_animation_frame_offsets[i->first];
int frame = (int)(time * 1000 / tile.animation_frame_length_ms
+ frameoffset) % tile.animation_frame_count;
// If frame doesn't change, skip
if(frame == m_animation_frames[i->first])
continue;
m_animation_frames[i->first] = frame;
scene::IMeshBuffer *buf = m_mesh->getMeshBuffer(i->first);
ITextureSource *tsrc = m_gamedef->getTextureSource();
// Create new texture name from original
std::ostringstream os(std::ios::binary);
os<<tsrc->getTextureName(tile.texture.id);
os<<"^[verticalframe:"<<(int)tile.animation_frame_count<<":"<<frame;
// Set the texture
AtlasPointer ap = tsrc->getTexture(os.str());
buf->getMaterial().setTexture(0, ap.atlas);
}
// Day-night transition
if(daynight_ratio != m_last_daynight_ratio)
{
for(std::map<u32, std::map<u32, std::pair<u8, u8> > >::iterator
i = m_daynight_diffs.begin();
i != m_daynight_diffs.end(); i++)
{
scene::IMeshBuffer *buf = m_mesh->getMeshBuffer(i->first);
video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices();
for(std::map<u32, std::pair<u8, u8 > >::iterator
j = i->second.begin();
j != i->second.end(); j++)
{
u32 vertexIndex = j->first;
u8 day = j->second.first;
u8 night = j->second.second;
finalColorBlend(vertices[vertexIndex].Color,
day, night, daynight_ratio);
// Brighten topside (no shaders)
if(vertices[vertexIndex].Normal.Y > 0.5)
{
video::SColor &vc = vertices[vertexIndex].Color;
vc.setRed (srgb_linear_multiply(vc.getRed(), 1.3, 255.0));
vc.setGreen(srgb_linear_multiply(vc.getGreen(), 1.3, 255.0));
vc.setBlue (srgb_linear_multiply(vc.getBlue(), 1.3, 255.0));
}
}
}
m_last_daynight_ratio = daynight_ratio;
}
return true;
}
示例4: mapblock_mesh_generate_special
//.........这里部分代码省略.........
vertices[i].Pos.rotateXZBy(-45);
}
else if(j == 2)
{
for(u16 i=0; i<4; i++)
vertices[i].Pos.rotateXZBy(135);
}
else if(j == 3)
{
for(u16 i=0; i<4; i++)
vertices[i].Pos.rotateXZBy(-135);
}
for(u16 i=0; i<4; i++)
{
vertices[i].Pos *= f.visual_scale;
vertices[i].Pos += intToFloat(p, BS);
}
u16 indices[] = {0,1,2,2,3,0};
// Add to mesh collector
collector.append(tile, vertices, 4, indices, 6);
}
break;}
case NDT_FENCELIKE:
{
TileSpec tile = getNodeTile(n, p, v3s16(0,0,0), data);
TileSpec tile_nocrack = tile;
tile_nocrack.material_flags &= ~MATERIAL_FLAG_CRACK;
// A hack to put wood the right way around in the posts
ITextureSource *tsrc = data->m_gamedef->tsrc();
TileSpec tile_rot = tile;
tile_rot.texture = tsrc->getTexture(tsrc->getTextureName(
tile.texture.id) + "^[transformR90");
u16 l = getInteriorLight(n, 1, data);
video::SColor c = MapBlock_LightColor(255, l);
const f32 post_rad=(f32)BS/8;
const f32 bar_rad=(f32)BS/16;
const f32 bar_len=(f32)(BS/2)-post_rad;
v3f pos = intToFloat(p, BS);
// The post - always present
aabb3f post(-post_rad,-BS/2,-post_rad,post_rad,BS/2,post_rad);
post.MinEdge += pos;
post.MaxEdge += pos;
f32 postuv[24]={
6/16.,6/16.,10/16.,10/16.,
6/16.,6/16.,10/16.,10/16.,
0/16.,0,4/16.,1,
4/16.,0,8/16.,1,
8/16.,0,12/16.,1,
12/16.,0,16/16.,1};
makeCuboid(&collector, post, &tile_rot, 1, c, postuv);
// Now a section of fence, +X, if there's a post there
v3s16 p2 = p;
p2.X++;
MapNode n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
const ContentFeatures *f2 = &nodedef->get(n2);
if(f2->drawtype == NDT_FENCELIKE)
{
aabb3f bar(-bar_len+BS/2,-bar_rad+BS/4,-bar_rad,
示例5: setItem
void WieldMeshSceneNode::setItem(const ItemStack &item, Client *client)
{
ITextureSource *tsrc = client->getTextureSource();
IItemDefManager *idef = client->getItemDefManager();
IShaderSource *shdrsrc = client->getShaderSource();
const NodeDefManager *ndef = client->getNodeDefManager();
const ItemDefinition &def = item.getDefinition(idef);
const ContentFeatures &f = ndef->get(def.name);
content_t id = ndef->getId(def.name);
scene::SMesh *mesh = nullptr;
if (m_enable_shaders) {
u32 shader_id = shdrsrc->getShader("wielded_shader", TILE_MATERIAL_BASIC, NDT_NORMAL);
m_material_type = shdrsrc->getShaderInfo(shader_id).material;
}
// Color-related
m_colors.clear();
m_base_color = idef->getItemstackColor(item, client);
// If wield_image is defined, it overrides everything else
if (!def.wield_image.empty()) {
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;
}
// 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);
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));
}
}
}
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.setFlag(video::EMF_BACK_FACE_CULLING, true);
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()) {
//.........这里部分代码省略.........
示例6: getItemMesh
void getItemMesh(Client *client, const ItemStack &item, ItemMesh *result)
{
ITextureSource *tsrc = client->getTextureSource();
IItemDefManager *idef = client->getItemDefManager();
const NodeDefManager *ndef = client->getNodeDefManager();
const ItemDefinition &def = item.getDefinition(idef);
const ContentFeatures &f = ndef->get(def.name);
content_t id = ndef->getId(def.name);
FATAL_ERROR_IF(!g_extrusion_mesh_cache, "Extrusion mesh cache is not yet initialized");
scene::SMesh *mesh = nullptr;
// Shading is on by default
result->needs_shading = true;
// If inventory_image is defined, it overrides everything else
if (!def.inventory_image.empty()) {
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[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));
}
}
}
u32 mc = mesh->getMeshBufferCount();
for (u32 i = 0; i < mc; ++i) {
scene::IMeshBuffer *buf = mesh->getMeshBuffer(i);
video::SMaterial &material = buf->getMaterial();
material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
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);
}
rotateMeshXZby(mesh, -45);
rotateMeshYZby(mesh, -30);
}
result->mesh = mesh;
}
示例7: os
//.........这里部分代码省略.........
}
}
/*
Add special graphics:
- torches
- flowing water
- fences
- whatever
*/
if(step <= 1)
mapblock_mesh_generate_special(data, collector);
m_highlight_mesh_color = data->m_highlight_mesh_color;
/*
Convert MeshCollector to SMesh
*/
ITextureSource *tsrc = m_gamedef->tsrc();
IShaderSource *shdrsrc = m_gamedef->getShaderSource();
for(u32 i = 0; i < collector.prebuffers.size(); i++)
{
PreMeshBuffer &p = collector.prebuffers[i];
if (step <= data->draw_control.farmesh || !data->draw_control.farmesh) {
// Generate animation data
// - Cracks
if(p.tile.material_flags & MATERIAL_FLAG_CRACK)
{
// Find the texture name plus ^[crack:N:
std::ostringstream os(std::ios::binary);
os<<tsrc->getTextureName(p.tile.texture_id)<<"^[crack";
if(p.tile.material_flags & MATERIAL_FLAG_CRACK_OVERLAY)
os<<"o"; // use ^[cracko
os<<":"<<(u32)p.tile.animation_frame_count<<":";
m_crack_materials.insert(std::make_pair(i, os.str()));
// Replace tile texture with the cracked one
p.tile.texture = tsrc->getTexture(
os.str()+"0",
&p.tile.texture_id);
}
}
// - Texture animation
if(p.tile.material_flags & MATERIAL_FLAG_ANIMATION_VERTICAL_FRAMES)
{
// Add to MapBlockMesh in order to animate these tiles
m_animation_tiles[i] = p.tile;
m_animation_frames[i] = 0;
if(g_settings->getBool("desynchronize_mapblock_texture_animation")){
// Get starting position from noise
m_animation_frame_offsets[i] = 100000 * (2.0 + noise3d(
data->m_blockpos.X, data->m_blockpos.Y,
data->m_blockpos.Z, 0));
} else {
// Play all synchronized
m_animation_frame_offsets[i] = 0;
}
// Replace tile texture with the first animation frame
FrameSpec animation_frame = p.tile.frames.find(0)->second;
p.tile.texture = animation_frame.texture;
}
if(m_enable_highlighting && p.tile.material_flags & MATERIAL_FLAG_HIGHLIGHTED)
m_highlighted_materials.push_back(i);
示例8: mesh_make_data
scene::IMesh *getItemMesh(Client *client, const ItemStack &item)
{
ITextureSource *tsrc = client->getTextureSource();
IItemDefManager *idef = client->getItemDefManager();
INodeDefManager *ndef = client->getNodeDefManager();
const ItemDefinition &def = item.getDefinition(idef);
const ContentFeatures &f = ndef->get(def.name);
content_t id = ndef->getId(def.name);
if (!g_extrusion_mesh_cache) {
g_extrusion_mesh_cache = new ExtrusionMeshCache();
} else {
g_extrusion_mesh_cache->grab();
}
scene::IMesh *mesh;
// If inventory_image is defined, it overrides everything else
if (def.inventory_image != "") {
mesh = getExtrudedMesh(tsrc, def.inventory_image);
return mesh;
} 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));
setMeshColor(mesh, video::SColor (255, 255, 255, 255));
} else if (f.drawtype == NDT_PLANTLIKE) {
mesh = getExtrudedMesh(tsrc,
tsrc->getTextureName(f.tiles[0].texture_id));
} else if (f.drawtype == NDT_NORMAL || f.drawtype == NDT_ALLFACES
|| f.drawtype == NDT_LIQUID || f.drawtype == NDT_FLOWINGLIQUID) {
mesh = cloneMesh(g_extrusion_mesh_cache->createCube());
scaleMesh(mesh, v3f(1.2, 1.2, 1.2));
} else {
MeshMakeData mesh_make_data(client, false);
MapNode mesh_make_node(id, 255, 0);
mesh_make_data.fillSingleNode(&mesh_make_node);
MapBlockMesh mapblock_mesh(&mesh_make_data, v3s16(0, 0, 0));
mesh = cloneMesh(mapblock_mesh.getMesh());
translateMesh(mesh, v3f(-BS, -BS, -BS));
scaleMesh(mesh, v3f(0.12, 0.12, 0.12));
u32 mc = mesh->getMeshBufferCount();
for (u32 i = 0; i < mc; ++i) {
video::SMaterial &material1 =
mesh->getMeshBuffer(i)->getMaterial();
video::SMaterial &material2 =
mapblock_mesh.getMesh()->getMeshBuffer(i)->getMaterial();
material1.setTexture(0, material2.getTexture(0));
material1.setTexture(1, material2.getTexture(1));
material1.setTexture(2, material2.getTexture(2));
material1.setTexture(3, material2.getTexture(3));
material1.MaterialType = material2.MaterialType;
}
}
u32 mc = mesh->getMeshBufferCount();
for (u32 i = 0; i < mc; ++i) {
const TileSpec *tile = &(f.tiles[i]);
scene::IMeshBuffer *buf = mesh->getMeshBuffer(i);
colorizeMeshBuffer(buf, &tile->color);
video::SMaterial &material = buf->getMaterial();
material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
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);
if (tile->animation_frame_count > 1) {
FrameSpec animation_frame = tile->frames[0];
material.setTexture(0, animation_frame.texture);
} else {
material.setTexture(0, tile->texture);
}
}
rotateMeshXZby(mesh, -45);
rotateMeshYZby(mesh, -30);
return mesh;
}
return NULL;
}
示例9: setItem
void WieldMeshSceneNode::setItem(const ItemStack &item, Client *client)
{
ITextureSource *tsrc = client->getTextureSource();
IItemDefManager *idef = client->getItemDefManager();
IShaderSource *shdrsrc = client->getShaderSource();
INodeDefManager *ndef = client->getNodeDefManager();
const ItemDefinition &def = item.getDefinition(idef);
const ContentFeatures &f = ndef->get(def.name);
content_t id = ndef->getId(def.name);
if (m_enable_shaders) {
u32 shader_id = shdrsrc->getShader("wielded_shader", TILE_MATERIAL_BASIC, NDT_NORMAL);
m_material_type = shdrsrc->getShaderInfo(shader_id).material;
}
m_colors.clear();
// If wield_image is defined, it overrides everything else
if (def.wield_image != "") {
setExtruded(def.wield_image, def.wield_scale, tsrc, 1);
return;
}
// Handle nodes
// See also CItemDefManager::createClientCached()
else if (def.type == ITEM_NODE) {
if (f.mesh_ptr[0]) {
// e.g. mesh nodes and nodeboxes
changeToMesh(f.mesh_ptr[0]);
// mesh_ptr[0] is pre-scaled by BS * f->visual_scale
m_meshnode->setScale(
def.wield_scale * WIELD_SCALE_FACTOR
/ (BS * f.visual_scale));
} else if (f.drawtype == NDT_AIRLIKE) {
changeToMesh(NULL);
} else if (f.drawtype == NDT_PLANTLIKE) {
setExtruded(tsrc->getTextureName(f.tiles[0].texture_id), def.wield_scale, tsrc, f.tiles[0].animation_frame_count);
} else if (f.drawtype == NDT_NORMAL || f.drawtype == NDT_ALLFACES) {
setCube(f.tiles, def.wield_scale, tsrc);
} else {
MeshMakeData mesh_make_data(client, false);
MapNode mesh_make_node(id, 255, 0);
mesh_make_data.fillSingleNode(&mesh_make_node);
MapBlockMesh mapblock_mesh(&mesh_make_data, v3s16(0, 0, 0));
changeToMesh(mapblock_mesh.getMesh());
translateMesh(m_meshnode->getMesh(), v3f(-BS, -BS, -BS));
m_meshnode->setScale(
def.wield_scale * WIELD_SCALE_FACTOR
/ (BS * f.visual_scale));
}
u32 material_count = m_meshnode->getMaterialCount();
if (material_count > 6) {
errorstream << "WieldMeshSceneNode::setItem: Invalid material "
"count " << material_count << ", truncating to 6" << std::endl;
material_count = 6;
}
for (u32 i = 0; i < material_count; ++i) {
const TileSpec *tile = &(f.tiles[i]);
video::SMaterial &material = m_meshnode->getMaterial(i);
material.setFlag(video::EMF_BACK_FACE_CULLING, true);
material.setFlag(video::EMF_BILINEAR_FILTER, m_bilinear_filter);
material.setFlag(video::EMF_TRILINEAR_FILTER, m_trilinear_filter);
bool animated = (tile->animation_frame_count > 1);
if (animated) {
FrameSpec animation_frame = tile->frames[0];
material.setTexture(0, animation_frame.texture);
} else {
material.setTexture(0, tile->texture);
}
m_colors.push_back(tile->color);
material.MaterialType = m_material_type;
if (m_enable_shaders) {
if (tile->normal_texture) {
if (animated) {
FrameSpec animation_frame = tile->frames[0];
material.setTexture(1, animation_frame.normal_texture);
} else {
material.setTexture(1, tile->normal_texture);
}
}
material.setTexture(2, tile->flags_texture);
}
}
return;
}
else if (def.inventory_image != "") {
setExtruded(def.inventory_image, def.wield_scale, tsrc, 1);
return;
}
// no wield mesh found
changeToMesh(NULL);
}
示例10: setItem
void WieldMeshSceneNode::setItem(const ItemStack &item, IGameDef *gamedef)
{
ITextureSource *tsrc = gamedef->getTextureSource();
IItemDefManager *idef = gamedef->getItemDefManager();
//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);
m_material_type = shdrsrc->getShaderInfo(shader_id).material;
}
#endif
// If wield_image is defined, it overrides everything else
if (def.wield_image != "") {
setExtruded(def.wield_image, def.wield_scale, tsrc, 1);
return;
}
// Handle nodes
// See also CItemDefManager::createClientCached()
else if (def.type == ITEM_NODE) {
if (f.mesh_ptr[0]) {
// e.g. mesh nodes and nodeboxes
changeToMesh(f.mesh_ptr[0]);
// mesh_ptr[0] is pre-scaled by BS * f->visual_scale
m_meshnode->setScale(
def.wield_scale * WIELD_SCALE_FACTOR
/ (BS * f.visual_scale));
} else if (f.drawtype == NDT_AIRLIKE) {
changeToMesh(NULL);
} else if (f.drawtype == NDT_PLANTLIKE) {
setExtruded(tsrc->getTextureName(f.tiles[0].texture_id), def.wield_scale, tsrc, f.tiles[0].animation_frame_count);
} 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);
MapBlockMesh mapblock_mesh(&mesh_make_data, v3s16(0, 0, 0));
changeToMesh(mapblock_mesh.getMesh());
translateMesh(m_meshnode->getMesh(), v3f(-BS, -BS, -BS));
m_meshnode->setScale(
def.wield_scale * WIELD_SCALE_FACTOR
/ (BS * f.visual_scale));
}
u32 material_count = m_meshnode->getMaterialCount();
if (material_count > 6) {
errorstream << "WieldMeshSceneNode::setItem: Invalid material "
"count " << material_count << ", truncating to 6" << std::endl;
material_count = 6;
}
for (u32 i = 0; i < material_count; ++i) {
video::SMaterial &material = m_meshnode->getMaterial(i);
material.setFlag(video::EMF_BACK_FACE_CULLING, true);
material.setFlag(video::EMF_BILINEAR_FILTER, m_bilinear_filter);
material.setFlag(video::EMF_TRILINEAR_FILTER, m_trilinear_filter);
bool animated = (f.tiles[i].animation_frame_count > 1);
if (animated) {
FrameSpec animation_frame = f.tiles[i].frames[0];
material.setTexture(0, animation_frame.texture);
} else {
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) {
FrameSpec animation_frame = f.tiles[i].frames[0];
material.setTexture(1, animation_frame.normal_texture);
} 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"));
}
}
#endif
}
return;
}
else if (def.inventory_image != "") {
setExtruded(def.inventory_image, def.wield_scale, tsrc, 1);
return;
}
// no wield mesh found
changeToMesh(NULL);
}
示例11: intToFloat
MapBlockMesh::MapBlockMesh(MeshMakeData *data):
m_mesh(new scene::SMesh()),
m_gamedef(data->m_gamedef),
m_animation_force_timer(0), // force initial animation
m_last_crack(-1),
m_crack_materials(),
m_last_daynight_ratio((u32) -1),
m_daynight_diffs()
{
// 4-21ms for MAP_BLOCKSIZE=16 (NOTE: probably outdated)
// 24-155ms for MAP_BLOCKSIZE=32 (NOTE: probably outdated)
//TimeTaker timer1("MapBlockMesh()");
core::array<FastFace> fastfaces_new;
/*
We are including the faces of the trailing edges of the block.
This means that when something changes, the caller must
also update the meshes of the blocks at the leading edges.
NOTE: This is the slowest part of this method.
*/
{
// 4-23ms for MAP_BLOCKSIZE=16 (NOTE: probably outdated)
//TimeTaker timer2("updateAllFastFaceRows()");
updateAllFastFaceRows(data, fastfaces_new);
}
// End of slow part
/*
Convert FastFaces to MeshCollector
*/
MeshCollector collector;
{
// avg 0ms (100ms spikes when loading textures the first time)
// (NOTE: probably outdated)
//TimeTaker timer2("MeshCollector building");
for(u32 i=0; i<fastfaces_new.size(); i++)
{
FastFace &f = fastfaces_new[i];
const u16 indices[] = {0,1,2,2,3,0};
const u16 indices_alternate[] = {0,1,3,2,3,1};
if(f.tile.texture.atlas == NULL)
continue;
const u16 *indices_p = indices;
/*
Revert triangles for nicer looking gradient if vertices
1 and 3 have same color or 0 and 2 have different color.
getRed() is the day color.
*/
if(f.vertices[0].Color.getRed() != f.vertices[2].Color.getRed()
|| f.vertices[1].Color.getRed() == f.vertices[3].Color.getRed())
indices_p = indices_alternate;
collector.append(f.tile, f.vertices, 4, indices_p, 6);
}
}
/*
Add special graphics:
- torches
- flowing water
- fences
- whatever
*/
mapblock_mesh_generate_special(data, collector);
/*
Convert MeshCollector to SMesh
Also store animation info
*/
for(u32 i = 0; i < collector.prebuffers.size(); i++)
{
PreMeshBuffer &p = collector.prebuffers[i];
/*dstream<<"p.vertices.size()="<<p.vertices.size()
<<", p.indices.size()="<<p.indices.size()
<<std::endl;*/
// Generate animation data
// - Cracks
if(p.tile.material_flags & MATERIAL_FLAG_CRACK)
{
ITextureSource *tsrc = data->m_gamedef->tsrc();
std::string crack_basename = tsrc->getTextureName(p.tile.texture.id);
if(p.tile.material_flags & MATERIAL_FLAG_CRACK_OVERLAY)
crack_basename += "^[cracko";
else
crack_basename += "^[crack";
m_crack_materials.insert(std::make_pair(i, crack_basename));
}
// - Lighting
//.........这里部分代码省略.........