From 3e07c5bf822afe01525a9a3ef499ae895c22a130 Mon Sep 17 00:00:00 2001 From: Perttu Ahola Date: Sun, 2 Dec 2012 02:57:14 +0200 Subject: [PATCH] Fix tile MaterialType to make sense and make lava surface be shader'd lower like water --- src/mapblock_mesh.cpp | 12 ++++------- src/nodedef.cpp | 25 ++++++++++++++-------- src/tile.h | 48 +++++++++++++++++++++++++++++-------------- 3 files changed, 54 insertions(+), 31 deletions(-) diff --git a/src/mapblock_mesh.cpp b/src/mapblock_mesh.cpp index c871b6d..a9f14f8 100644 --- a/src/mapblock_mesh.cpp +++ b/src/mapblock_mesh.cpp @@ -1081,14 +1081,10 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data): material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF; material.setTexture(0, p.tile.texture.atlas); - p.tile.applyMaterialOptions(material); - - if(enable_shaders){ - if(material.MaterialType == video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF) - material.MaterialType = shadermat1; - if(material.MaterialType == video::EMT_TRANSPARENT_VERTEX_ALPHA) - material.MaterialType = shadermat2; - } + if(enable_shaders) + p.tile.applyMaterialOptionsWithShaders(material, shadermat1, shadermat2); + else + p.tile.applyMaterialOptions(material); // Create meshbuffer diff --git a/src/nodedef.cpp b/src/nodedef.cpp index c48e2ff..36fa798 100644 --- a/src/nodedef.cpp +++ b/src/nodedef.cpp @@ -555,6 +555,7 @@ public: tiledef[j].name = "unknown_block.png"; } + bool is_liquid = false; switch(f->drawtype){ default: case NDT_NORMAL: @@ -573,12 +574,14 @@ public: f->solidness = 1; f->backface_culling = false; } + is_liquid = true; break; case NDT_FLOWINGLIQUID: assert(f->liquid_type == LIQUID_FLOWING); f->solidness = 0; if(opaque_water) f->alpha = 255; + is_liquid = true; break; case NDT_GLASSLIKE: f->solidness = 0; @@ -611,16 +614,24 @@ public: break; } + u8 material_type = 0; + if(is_liquid){ + if(f->alpha == 255) + material_type = TILE_MATERIAL_LIQUID_OPAQUE; + else + material_type = TILE_MATERIAL_LIQUID_TRANSPARENT; + } else{ + material_type = TILE_MATERIAL_BASIC; + } + // Tiles (fill in f->tiles[]) for(u16 j=0; j<6; j++){ // Texture f->tiles[j].texture = tsrc->getTexture(tiledef[j].name); // Alpha f->tiles[j].alpha = f->alpha; - if(f->alpha == 255) - f->tiles[j].material_type = MATERIAL_ALPHA_SIMPLE; - else - f->tiles[j].material_type = MATERIAL_ALPHA_VERTEX; + // Material type + f->tiles[j].material_type = material_type; // Material flags f->tiles[j].material_flags = 0; if(f->backface_culling) @@ -661,10 +672,8 @@ public: tsrc->getTexture(f->tiledef_special[j].name); // Alpha f->special_tiles[j].alpha = f->alpha; - if(f->alpha == 255) - f->special_tiles[j].material_type = MATERIAL_ALPHA_SIMPLE; - else - f->special_tiles[j].material_type = MATERIAL_ALPHA_VERTEX; + // Material type + f->special_tiles[j].material_type = material_type; // Material flags f->special_tiles[j].material_flags = 0; if(f->tiledef_special[j].backface_culling) diff --git a/src/tile.h b/src/tile.h index 12c40c8..b00c1c6 100644 --- a/src/tile.h +++ b/src/tile.h @@ -161,10 +161,9 @@ public: IWritableTextureSource* createTextureSource(IrrlichtDevice *device); enum MaterialType{ - MATERIAL_ALPHA_NONE, - MATERIAL_ALPHA_VERTEX, - MATERIAL_ALPHA_SIMPLE, // >127 = opaque - MATERIAL_ALPHA_BLEND, + TILE_MATERIAL_BASIC, + TILE_MATERIAL_LIQUID_TRANSPARENT, + TILE_MATERIAL_LIQUID_OPAQUE, }; // Material flags @@ -178,6 +177,8 @@ enum MaterialType{ // Animation made up by splitting the texture to vertical frames, as // defined by extra parameters #define MATERIAL_FLAG_ANIMATION_VERTICAL_FRAMES 0x08 +// Whether liquid shader should be used +#define MATERIAL_FLAG_ /* This fully defines the looks of a tile. @@ -188,9 +189,7 @@ struct TileSpec TileSpec(): texture(0), alpha(255), - //material_type(MATERIAL_ALPHA_NONE), - // Use this so that leaves don't need a separate material - material_type(MATERIAL_ALPHA_SIMPLE), + material_type(TILE_MATERIAL_BASIC), material_flags( //0 // <- DEBUG, Use the one below MATERIAL_FLAG_BACKFACE_CULLING @@ -218,15 +217,34 @@ struct TileSpec // Sets everything else except the texture in the material void applyMaterialOptions(video::SMaterial &material) const { - if(material_type == MATERIAL_ALPHA_NONE) - material.MaterialType = video::EMT_SOLID; - else if(material_type == MATERIAL_ALPHA_VERTEX) - material.MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA; - else if(material_type == MATERIAL_ALPHA_SIMPLE) + switch(material_type){ + case TILE_MATERIAL_BASIC: material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF; - else if(material_type == MATERIAL_ALPHA_BLEND) - material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL; - + break; + case TILE_MATERIAL_LIQUID_TRANSPARENT: + material.MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA; + break; + case TILE_MATERIAL_LIQUID_OPAQUE: + material.MaterialType = video::EMT_SOLID; + break; + } + material.BackfaceCulling = (material_flags & MATERIAL_FLAG_BACKFACE_CULLING) ? true : false; + } + void applyMaterialOptionsWithShaders(video::SMaterial &material, + const video::E_MATERIAL_TYPE &basic, + const video::E_MATERIAL_TYPE &liquid) const + { + switch(material_type){ + case TILE_MATERIAL_BASIC: + material.MaterialType = basic; + break; + case TILE_MATERIAL_LIQUID_TRANSPARENT: + material.MaterialType = liquid; + break; + case TILE_MATERIAL_LIQUID_OPAQUE: + material.MaterialType = liquid; + break; + } material.BackfaceCulling = (material_flags & MATERIAL_FLAG_BACKFACE_CULLING) ? true : false; }