Add backwards-compatible behaviour if too few CAO textures specified

(#11766)
master
sfan5 2021-11-22 18:27:49 +01:00 committed by GitHub
parent 52bfbf6ed0
commit 206e131854
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2 changed files with 38 additions and 1 deletions

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@ -7184,6 +7184,7 @@ Player properties need to be saved manually.
-- "sprite" uses 1 texture.
-- "upright_sprite" uses 2 textures: {front, back}.
-- "wielditem" expects 'textures = {itemname}' (see 'visual' above).
-- "mesh" requires one texture for each mesh buffer/material (in order)
colors = {},
-- Number of required colors depends on visual

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@ -27,7 +27,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "client/sound.h"
#include "client/tile.h"
#include "util/basic_macros.h"
#include "util/numeric.h" // For IntervalLimiter & setPitchYawRoll
#include "util/numeric.h"
#include "util/serialize.h"
#include "camera.h" // CameraModes
#include "collision.h"
@ -171,6 +171,20 @@ static void updatePositionRecursive(scene::ISceneNode *node)
node->updateAbsolutePosition();
}
static bool logOnce(const std::ostringstream &from, std::ostream &log_to)
{
thread_local std::vector<u64> logged;
std::string message = from.str();
u64 hash = murmur_hash_64_ua(message.data(), message.length(), 0xBADBABE);
if (std::find(logged.begin(), logged.end(), hash) != logged.end())
return false;
logged.push_back(hash);
log_to << message << std::endl;
return true;
}
/*
TestCAO
*/
@ -822,6 +836,28 @@ void GenericCAO::addToScene(ITextureSource *tsrc, scene::ISceneManager *smgr)
updateAttachments();
setNodeLight(m_last_light);
updateMeshCulling();
if (m_animated_meshnode) {
u32 mat_count = m_animated_meshnode->getMaterialCount();
if (mat_count == 0 || m_prop.textures.empty()) {
// nothing
} else if (mat_count > m_prop.textures.size()) {
std::ostringstream oss;
oss << "GenericCAO::addToScene(): Model "
<< m_prop.mesh << " loaded with " << mat_count
<< " mesh buffers but only " << m_prop.textures.size()
<< " texture(s) specifed, this is deprecated.";
logOnce(oss, warningstream);
video::ITexture *last = m_animated_meshnode->getMaterial(0).TextureLayer[0].Texture;
for (s32 i = 1; i < mat_count; i++) {
auto &layer = m_animated_meshnode->getMaterial(i).TextureLayer[0];
if (!layer.Texture)
layer.Texture = last;
last = layer.Texture;
}
}
}
}
void GenericCAO::updateLight(u32 day_night_ratio)