Fix tile MaterialType to make sense and make lava surface be shader'd lower like water

This commit is contained in:
Perttu Ahola 2012-12-02 02:57:14 +02:00
parent ca16119adb
commit 3e07c5bf82
3 changed files with 54 additions and 31 deletions

@ -1081,14 +1081,10 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data):
material.MaterialType material.MaterialType
= video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF; = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
material.setTexture(0, p.tile.texture.atlas); material.setTexture(0, p.tile.texture.atlas);
p.tile.applyMaterialOptions(material); if(enable_shaders)
p.tile.applyMaterialOptionsWithShaders(material, shadermat1, shadermat2);
if(enable_shaders){ else
if(material.MaterialType == video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF) p.tile.applyMaterialOptions(material);
material.MaterialType = shadermat1;
if(material.MaterialType == video::EMT_TRANSPARENT_VERTEX_ALPHA)
material.MaterialType = shadermat2;
}
// Create meshbuffer // Create meshbuffer

@ -555,6 +555,7 @@ public:
tiledef[j].name = "unknown_block.png"; tiledef[j].name = "unknown_block.png";
} }
bool is_liquid = false;
switch(f->drawtype){ switch(f->drawtype){
default: default:
case NDT_NORMAL: case NDT_NORMAL:
@ -573,12 +574,14 @@ public:
f->solidness = 1; f->solidness = 1;
f->backface_culling = false; f->backface_culling = false;
} }
is_liquid = true;
break; break;
case NDT_FLOWINGLIQUID: case NDT_FLOWINGLIQUID:
assert(f->liquid_type == LIQUID_FLOWING); assert(f->liquid_type == LIQUID_FLOWING);
f->solidness = 0; f->solidness = 0;
if(opaque_water) if(opaque_water)
f->alpha = 255; f->alpha = 255;
is_liquid = true;
break; break;
case NDT_GLASSLIKE: case NDT_GLASSLIKE:
f->solidness = 0; f->solidness = 0;
@ -611,16 +614,24 @@ public:
break; 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[]) // Tiles (fill in f->tiles[])
for(u16 j=0; j<6; j++){ for(u16 j=0; j<6; j++){
// Texture // Texture
f->tiles[j].texture = tsrc->getTexture(tiledef[j].name); f->tiles[j].texture = tsrc->getTexture(tiledef[j].name);
// Alpha // Alpha
f->tiles[j].alpha = f->alpha; f->tiles[j].alpha = f->alpha;
if(f->alpha == 255) // Material type
f->tiles[j].material_type = MATERIAL_ALPHA_SIMPLE; f->tiles[j].material_type = material_type;
else
f->tiles[j].material_type = MATERIAL_ALPHA_VERTEX;
// Material flags // Material flags
f->tiles[j].material_flags = 0; f->tiles[j].material_flags = 0;
if(f->backface_culling) if(f->backface_culling)
@ -661,10 +672,8 @@ public:
tsrc->getTexture(f->tiledef_special[j].name); tsrc->getTexture(f->tiledef_special[j].name);
// Alpha // Alpha
f->special_tiles[j].alpha = f->alpha; f->special_tiles[j].alpha = f->alpha;
if(f->alpha == 255) // Material type
f->special_tiles[j].material_type = MATERIAL_ALPHA_SIMPLE; f->special_tiles[j].material_type = material_type;
else
f->special_tiles[j].material_type = MATERIAL_ALPHA_VERTEX;
// Material flags // Material flags
f->special_tiles[j].material_flags = 0; f->special_tiles[j].material_flags = 0;
if(f->tiledef_special[j].backface_culling) if(f->tiledef_special[j].backface_culling)

@ -161,10 +161,9 @@ public:
IWritableTextureSource* createTextureSource(IrrlichtDevice *device); IWritableTextureSource* createTextureSource(IrrlichtDevice *device);
enum MaterialType{ enum MaterialType{
MATERIAL_ALPHA_NONE, TILE_MATERIAL_BASIC,
MATERIAL_ALPHA_VERTEX, TILE_MATERIAL_LIQUID_TRANSPARENT,
MATERIAL_ALPHA_SIMPLE, // >127 = opaque TILE_MATERIAL_LIQUID_OPAQUE,
MATERIAL_ALPHA_BLEND,
}; };
// Material flags // Material flags
@ -178,6 +177,8 @@ enum MaterialType{
// Animation made up by splitting the texture to vertical frames, as // Animation made up by splitting the texture to vertical frames, as
// defined by extra parameters // defined by extra parameters
#define MATERIAL_FLAG_ANIMATION_VERTICAL_FRAMES 0x08 #define MATERIAL_FLAG_ANIMATION_VERTICAL_FRAMES 0x08
// Whether liquid shader should be used
#define MATERIAL_FLAG_
/* /*
This fully defines the looks of a tile. This fully defines the looks of a tile.
@ -188,9 +189,7 @@ struct TileSpec
TileSpec(): TileSpec():
texture(0), texture(0),
alpha(255), alpha(255),
//material_type(MATERIAL_ALPHA_NONE), material_type(TILE_MATERIAL_BASIC),
// Use this so that leaves don't need a separate material
material_type(MATERIAL_ALPHA_SIMPLE),
material_flags( material_flags(
//0 // <- DEBUG, Use the one below //0 // <- DEBUG, Use the one below
MATERIAL_FLAG_BACKFACE_CULLING MATERIAL_FLAG_BACKFACE_CULLING
@ -218,15 +217,34 @@ struct TileSpec
// Sets everything else except the texture in the material // Sets everything else except the texture in the material
void applyMaterialOptions(video::SMaterial &material) const void applyMaterialOptions(video::SMaterial &material) const
{ {
if(material_type == MATERIAL_ALPHA_NONE) switch(material_type){
material.MaterialType = video::EMT_SOLID; case TILE_MATERIAL_BASIC:
else if(material_type == MATERIAL_ALPHA_VERTEX)
material.MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA;
else if(material_type == MATERIAL_ALPHA_SIMPLE)
material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF; material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
else if(material_type == MATERIAL_ALPHA_BLEND) break;
material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL; 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; material.BackfaceCulling = (material_flags & MATERIAL_FLAG_BACKFACE_CULLING) ? true : false;
} }