Use a uniform material loading for non-glsl (for server)

This commit is contained in:
Benau 2018-09-20 14:20:38 +08:00
parent bc675ffd81
commit f975e37dea
2 changed files with 46 additions and 69 deletions

View File

@ -354,13 +354,6 @@ void PhysicalObject::init(const PhysicalObject::Settings& settings)
case MP_EXACT:
{
extend.setY(0);
// In case of readonly materials we have to get the material from
// the mesh, otherwise from the node. This is esp. important for
// water nodes, which only have the material defined in the node,
// but not in the mesh at all!
bool is_readonly_material = false;
scene::IMesh* mesh = NULL;
switch (presentation->getNode()->getType())
{
@ -371,7 +364,6 @@ void PhysicalObject::init(const PhysicalObject::Settings& settings)
scene::IMeshSceneNode *node =
(scene::IMeshSceneNode*)presentation->getNode();
mesh = node->getMesh();
is_readonly_material = node->isReadOnlyMaterials();
break;
}
case scene::ESNT_ANIMATED_MESH :
@ -380,7 +372,6 @@ void PhysicalObject::init(const PhysicalObject::Settings& settings)
scene::IAnimatedMeshSceneNode *node =
(scene::IAnimatedMeshSceneNode*)presentation->getNode();
mesh = node->getMesh()->getMesh(0);
is_readonly_material = node->isReadOnlyMaterials();
break;
}
default:
@ -436,27 +427,27 @@ void PhysicalObject::init(const PhysicalObject::Settings& settings)
mb->getVertexType());
continue;
}
// Handle readonly materials correctly: mb->getMaterial can return
// NULL if the node is not using readonly materials. E.g. in case
// of a water scene node, the mesh (which is the animated copy of
// the original mesh) does not contain any material information,
// the material is only available in the node.
const video::SMaterial &irrMaterial =
is_readonly_material ? mb->getMaterial()
: presentation->getNode()->getMaterial(i);
video::ITexture* t=irrMaterial.getTexture(0);
const Material* material=0;
if(t)
const video::SMaterial& irrMaterial = mb->getMaterial();
std::string t1_full_path, t2_full_path;
video::ITexture* t1 = irrMaterial.getTexture(0);
if (t1)
{
std::string image =
std::string(core::stringc(t->getName()).c_str());
material = material_manager
->getMaterial(StringUtils::getBasename(image));
if(material->isIgnore())
continue;
t1_full_path = t1->getName().getPtr();
t1_full_path = file_manager->getFileSystem()->getAbsolutePath(
t1_full_path.c_str()).c_str();
}
video::ITexture* t2 = irrMaterial.getTexture(1);
if (t2)
{
t2_full_path = t2->getName().getPtr();
t2_full_path = file_manager->getFileSystem()->getAbsolutePath(
t2_full_path.c_str()).c_str();
}
const Material* material = material_manager->getMaterialSPM(
t1_full_path, t2_full_path);
if (material->isIgnore())
continue;
if (mb->getVertexType() == video::EVT_STANDARD)
{
irr::video::S3DVertex* mbVertices =

View File

@ -918,26 +918,15 @@ void Track::convertTrackToBullet(scene::ISceneNode *node)
matrices.push_back(node->getAbsoluteTransformation());
scene::IMesh *mesh;
// In case of readonly materials we have to get the material from
// the mesh, otherwise from the node. This is esp. important for
// water nodes, which only have the material defined in the node,
// but not in the mesh at all!
bool is_readonly_material=false;
switch(node->getType())
{
case scene::ESNT_MESH :
case scene::ESNT_WATER_SURFACE :
case scene::ESNT_OCTREE :
mesh = ((scene::IMeshSceneNode*)node)->getMesh();
is_readonly_material =
((scene::IMeshSceneNode*)node)->isReadOnlyMaterials();
break;
case scene::ESNT_ANIMATED_MESH :
mesh = ((scene::IAnimatedMeshSceneNode*)node)->getMesh();
is_readonly_material =
((scene::IAnimatedMeshSceneNode*)node)->isReadOnlyMaterials();
break;
case scene::ESNT_SKY_BOX :
case scene::ESNT_SKY_DOME:
@ -1021,38 +1010,35 @@ void Track::convertTrackToBullet(scene::ISceneNode *node)
else
#endif
{
// Handle readonly materials correctly: mb->getMaterial can return
// NULL if the node is not using readonly materials. E.g. in case
// of a water scene node, the mesh (which is the animated copy of
// the original mesh) does not contain any material information,
// the material is only available in the node.
const video::SMaterial &irrMaterial =
is_readonly_material ? mb->getMaterial()
: node->getMaterial(i);
video::ITexture* t=irrMaterial.getTexture(0);
const Material* material=0;
TriangleMesh *tmesh = m_track_mesh;
if(t)
const video::SMaterial& irrMaterial = mb->getMaterial();
std::string t1_full_path, t2_full_path;
video::ITexture* t1 = irrMaterial.getTexture(0);
if (t1)
{
std::string image = t->getName().getPtr();
// the third boolean argument is false because at this point we're
// dealing physics, so it's useless to warn about missing textures,
// we'd just get duplicate/useless warnings
material=material_manager->getMaterial(StringUtils::getBasename(image),
false, false, false);
t1_full_path = t1->getName().getPtr();
t1_full_path = file_manager->getFileSystem()->getAbsolutePath(
t1_full_path.c_str()).c_str();
}
video::ITexture* t2 = irrMaterial.getTexture(1);
if (t2)
{
t2_full_path = t2->getName().getPtr();
t2_full_path = file_manager->getFileSystem()->getAbsolutePath(
t2_full_path.c_str()).c_str();
}
const Material* material = material_manager->getMaterialSPM(
t1_full_path, t2_full_path);
TriangleMesh *tmesh = m_track_mesh;
// Special gfx meshes will not be stored as a normal physics body,
// but converted to a collision body only, so that ray tests
// against them can be done.
if(material->isSurface())
if (material->isSurface())
tmesh = m_gfx_effect_mesh;
// A material which is a surface must be converted,
// even if it's marked as ignore. So only ignore
// non-surface materials.
else if(material->isIgnore())
continue;
}
if (mb->getVertexType() == video::EVT_STANDARD)
{