forked from Mirrorlandia_minetest/minetest
Optional alpha channel support for entities
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0396717256
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821e3f7072
@ -11,6 +11,7 @@ core.features = {
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area_store_custom_ids = true,
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add_entity_with_staticdata = true,
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no_chat_message_prediction = true,
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object_use_texture_alpha = true,
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}
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function core.has_feature(arg)
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@ -2660,7 +2660,7 @@ Strings that need to be translated can contain several escapes, preceded by `@`.
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chat_send_player_param3 = true,
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get_all_craft_recipes_works = true,
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use_texture_alpha = true,
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-- ^ The transparency channel of textures can be used optionally
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-- ^ The transparency channel of textures can optionally be used on nodes
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no_legacy_abms = true,
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-- ^ Tree and grass ABMs are no longer done from C++
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texture_names_parens = true,
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@ -2671,6 +2671,9 @@ Strings that need to be translated can contain several escapes, preceded by `@`.
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-- ^ add_entity supports passing initial staticdata to on_activate
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no_chat_message_prediction = true,
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-- ^ Chat messages are no longer predicted
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object_use_texture_alpha = true
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-- ^ The transparency channel of textures can optionally be used on
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-- objects (ie: players and lua entities)
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}
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* `minetest.has_feature(arg)`: returns `boolean, missing_features`
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* `arg`: string or table in format `{foo=true, bar=true}`
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@ -4957,6 +4960,10 @@ Definition tables
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-- ^ "wielditem" expects 'textures = {itemname}' (see 'visual' above).
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colors = {},
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-- ^ Number of required colors depends on visual.
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use_texture_alpha = false,
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-- ^ Use texture's alpha channel, excludes "upright_sprite" and "wielditem"
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-- ^ Note: currently causes visual issues when viewed through other
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-- ^ semi-transparent materials such as water.
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spritediv = {x = 1, y = 1},
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-- ^ Used with spritesheet textures for animation and/or frame selection
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-- according to position relative to player.
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@ -477,6 +477,9 @@ void GenericCAO::addToScene(ITextureSource *tsrc)
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return;
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}
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video::E_MATERIAL_TYPE material_type = (m_prop.use_texture_alpha) ?
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video::EMT_TRANSPARENT_ALPHA_CHANNEL : video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
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if (m_prop.visual == "sprite") {
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infostream<<"GenericCAO::addToScene(): single_sprite"<<std::endl;
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m_spritenode = RenderingEngine::get_scene_manager()->addBillboardSceneNode(
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@ -486,7 +489,7 @@ void GenericCAO::addToScene(ITextureSource *tsrc)
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tsrc->getTextureForMesh("unknown_node.png"));
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m_spritenode->setMaterialFlag(video::EMF_LIGHTING, false);
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m_spritenode->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
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m_spritenode->setMaterialType(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF);
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m_spritenode->setMaterialType(material_type);
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m_spritenode->setMaterialFlag(video::EMF_FOG_ENABLE, true);
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u8 li = m_last_light;
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m_spritenode->setColor(video::SColor(255,li,li,li));
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@ -564,7 +567,7 @@ void GenericCAO::addToScene(ITextureSource *tsrc)
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m_meshnode->setMaterialFlag(video::EMF_LIGHTING, false);
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m_meshnode->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
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m_meshnode->setMaterialType(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF);
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m_meshnode->setMaterialType(material_type);
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m_meshnode->setMaterialFlag(video::EMF_FOG_ENABLE, true);
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}
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else if(m_prop.visual == "mesh") {
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@ -587,15 +590,12 @@ void GenericCAO::addToScene(ITextureSource *tsrc)
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setAnimatedMeshColor(m_animated_meshnode, video::SColor(255,li,li,li));
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bool backface_culling = m_prop.backface_culling;
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if (m_is_player)
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backface_culling = false;
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m_animated_meshnode->setMaterialFlag(video::EMF_LIGHTING, true);
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m_animated_meshnode->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
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m_animated_meshnode->setMaterialType(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF);
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m_animated_meshnode->setMaterialType(material_type);
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m_animated_meshnode->setMaterialFlag(video::EMF_FOG_ENABLE, true);
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m_animated_meshnode->setMaterialFlag(video::EMF_BACK_FACE_CULLING, backface_culling);
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m_animated_meshnode->setMaterialFlag(video::EMF_BACK_FACE_CULLING,
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m_prop.backface_culling);
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}
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else
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errorstream<<"GenericCAO::addToScene(): Could not load mesh "<<m_prop.mesh<<std::endl;
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@ -994,12 +994,16 @@ void GenericCAO::updateTextures(std::string mod)
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m_current_texture_modifier = mod;
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m_glow = m_prop.glow;
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video::E_MATERIAL_TYPE material_type = (m_prop.use_texture_alpha) ?
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video::EMT_TRANSPARENT_ALPHA_CHANNEL : video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
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if (m_spritenode) {
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if (m_prop.visual == "sprite") {
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std::string texturestring = "unknown_node.png";
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if (!m_prop.textures.empty())
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texturestring = m_prop.textures[0];
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texturestring += mod;
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m_spritenode->getMaterial(0).MaterialType = material_type;
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m_spritenode->setMaterialTexture(0,
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tsrc->getTextureForMesh(texturestring));
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@ -1034,9 +1038,11 @@ void GenericCAO::updateTextures(std::string mod)
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// Set material flags and texture
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video::SMaterial& material = m_animated_meshnode->getMaterial(i);
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material.MaterialType = material_type;
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material.TextureLayer[0].Texture = texture;
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material.setFlag(video::EMF_LIGHTING, true);
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material.setFlag(video::EMF_BILINEAR_FILTER, false);
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material.setFlag(video::EMF_BACK_FACE_CULLING, m_prop.backface_culling);
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// don't filter low-res textures, makes them look blurry
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// player models have a res of 64
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@ -1078,6 +1084,7 @@ void GenericCAO::updateTextures(std::string mod)
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// Set material flags and texture
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video::SMaterial& material = m_meshnode->getMaterial(i);
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material.MaterialType = material_type;
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material.setFlag(video::EMF_LIGHTING, false);
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material.setFlag(video::EMF_BILINEAR_FILTER, false);
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material.setTexture(0,
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@ -803,6 +803,7 @@ PlayerSAO::PlayerSAO(ServerEnvironment *env_, RemotePlayer *player_, session_t p
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m_prop.eye_height = 1.625f;
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// End of default appearance
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m_prop.is_visible = true;
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m_prop.backface_culling = false;
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m_prop.makes_footstep_sound = true;
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m_prop.stepheight = PLAYER_DEFAULT_STEPHEIGHT * BS;
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m_hp = m_prop.hp_max;
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@ -68,6 +68,7 @@ std::string ObjectProperties::dump()
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os << ", static_save=" << static_save;
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os << ", eye_height=" << eye_height;
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os << ", zoom_fov=" << zoom_fov;
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os << ", use_texture_alpha=" << use_texture_alpha;
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return os.str();
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}
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@ -113,6 +114,7 @@ void ObjectProperties::serialize(std::ostream &os) const
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writeU16(os, breath_max);
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writeF1000(os, eye_height);
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writeF1000(os, zoom_fov);
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writeU8(os, use_texture_alpha);
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// Add stuff only at the bottom.
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// Never remove anything, because we don't want new versions of this
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@ -164,4 +166,5 @@ void ObjectProperties::deSerialize(std::istream &is)
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breath_max = readU16(is);
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eye_height = readF1000(is);
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zoom_fov = readF1000(is);
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use_texture_alpha = readU8(is);
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}
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@ -60,6 +60,7 @@ struct ObjectProperties
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bool static_save = true;
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float eye_height = 1.625f;
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float zoom_fov = 0.0f;
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bool use_texture_alpha = false;
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ObjectProperties();
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std::string dump();
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@ -304,6 +304,7 @@ void read_object_properties(lua_State *L, int index,
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lua_pop(L, 1);
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getfloatfield(L, -1, "zoom_fov", prop->zoom_fov);
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getboolfield(L, -1, "use_texture_alpha", prop->use_texture_alpha);
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}
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/******************************************************************************/
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@ -386,6 +387,8 @@ void push_object_properties(lua_State *L, ObjectProperties *prop)
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lua_setfield(L, -2, "wield_item");
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lua_pushnumber(L, prop->zoom_fov);
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lua_setfield(L, -2, "zoom_fov");
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lua_pushboolean(L, prop->use_texture_alpha);
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lua_setfield(L, -2, "use_texture_alpha");
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}
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/******************************************************************************/
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