Optional alpha channel support for entities

This commit is contained in:
stujones11 2018-03-18 17:25:05 +00:00 committed by rubenwardy
parent 0396717256
commit 821e3f7072
7 changed files with 32 additions and 9 deletions

@ -11,6 +11,7 @@ core.features = {
area_store_custom_ids = true,
add_entity_with_staticdata = true,
no_chat_message_prediction = true,
object_use_texture_alpha = true,
}
function core.has_feature(arg)

@ -2660,7 +2660,7 @@ Strings that need to be translated can contain several escapes, preceded by `@`.
chat_send_player_param3 = true,
get_all_craft_recipes_works = true,
use_texture_alpha = true,
-- ^ The transparency channel of textures can be used optionally
-- ^ The transparency channel of textures can optionally be used on nodes
no_legacy_abms = true,
-- ^ Tree and grass ABMs are no longer done from C++
texture_names_parens = true,
@ -2671,6 +2671,9 @@ Strings that need to be translated can contain several escapes, preceded by `@`.
-- ^ add_entity supports passing initial staticdata to on_activate
no_chat_message_prediction = true,
-- ^ Chat messages are no longer predicted
object_use_texture_alpha = true
-- ^ The transparency channel of textures can optionally be used on
-- objects (ie: players and lua entities)
}
* `minetest.has_feature(arg)`: returns `boolean, missing_features`
* `arg`: string or table in format `{foo=true, bar=true}`
@ -4957,6 +4960,10 @@ Definition tables
-- ^ "wielditem" expects 'textures = {itemname}' (see 'visual' above).
colors = {},
-- ^ Number of required colors depends on visual.
use_texture_alpha = false,
-- ^ Use texture's alpha channel, excludes "upright_sprite" and "wielditem"
-- ^ Note: currently causes visual issues when viewed through other
-- ^ semi-transparent materials such as water.
spritediv = {x = 1, y = 1},
-- ^ Used with spritesheet textures for animation and/or frame selection
-- according to position relative to player.

@ -477,6 +477,9 @@ void GenericCAO::addToScene(ITextureSource *tsrc)
return;
}
video::E_MATERIAL_TYPE material_type = (m_prop.use_texture_alpha) ?
video::EMT_TRANSPARENT_ALPHA_CHANNEL : video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
if (m_prop.visual == "sprite") {
infostream<<"GenericCAO::addToScene(): single_sprite"<<std::endl;
m_spritenode = RenderingEngine::get_scene_manager()->addBillboardSceneNode(
@ -486,7 +489,7 @@ void GenericCAO::addToScene(ITextureSource *tsrc)
tsrc->getTextureForMesh("unknown_node.png"));
m_spritenode->setMaterialFlag(video::EMF_LIGHTING, false);
m_spritenode->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
m_spritenode->setMaterialType(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF);
m_spritenode->setMaterialType(material_type);
m_spritenode->setMaterialFlag(video::EMF_FOG_ENABLE, true);
u8 li = m_last_light;
m_spritenode->setColor(video::SColor(255,li,li,li));
@ -564,7 +567,7 @@ void GenericCAO::addToScene(ITextureSource *tsrc)
m_meshnode->setMaterialFlag(video::EMF_LIGHTING, false);
m_meshnode->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
m_meshnode->setMaterialType(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF);
m_meshnode->setMaterialType(material_type);
m_meshnode->setMaterialFlag(video::EMF_FOG_ENABLE, true);
}
else if(m_prop.visual == "mesh") {
@ -587,15 +590,12 @@ void GenericCAO::addToScene(ITextureSource *tsrc)
setAnimatedMeshColor(m_animated_meshnode, video::SColor(255,li,li,li));
bool backface_culling = m_prop.backface_culling;
if (m_is_player)
backface_culling = false;
m_animated_meshnode->setMaterialFlag(video::EMF_LIGHTING, true);
m_animated_meshnode->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
m_animated_meshnode->setMaterialType(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF);
m_animated_meshnode->setMaterialType(material_type);
m_animated_meshnode->setMaterialFlag(video::EMF_FOG_ENABLE, true);
m_animated_meshnode->setMaterialFlag(video::EMF_BACK_FACE_CULLING, backface_culling);
m_animated_meshnode->setMaterialFlag(video::EMF_BACK_FACE_CULLING,
m_prop.backface_culling);
}
else
errorstream<<"GenericCAO::addToScene(): Could not load mesh "<<m_prop.mesh<<std::endl;
@ -994,12 +994,16 @@ void GenericCAO::updateTextures(std::string mod)
m_current_texture_modifier = mod;
m_glow = m_prop.glow;
video::E_MATERIAL_TYPE material_type = (m_prop.use_texture_alpha) ?
video::EMT_TRANSPARENT_ALPHA_CHANNEL : video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
if (m_spritenode) {
if (m_prop.visual == "sprite") {
std::string texturestring = "unknown_node.png";
if (!m_prop.textures.empty())
texturestring = m_prop.textures[0];
texturestring += mod;
m_spritenode->getMaterial(0).MaterialType = material_type;
m_spritenode->setMaterialTexture(0,
tsrc->getTextureForMesh(texturestring));
@ -1034,9 +1038,11 @@ void GenericCAO::updateTextures(std::string mod)
// Set material flags and texture
video::SMaterial& material = m_animated_meshnode->getMaterial(i);
material.MaterialType = material_type;
material.TextureLayer[0].Texture = texture;
material.setFlag(video::EMF_LIGHTING, true);
material.setFlag(video::EMF_BILINEAR_FILTER, false);
material.setFlag(video::EMF_BACK_FACE_CULLING, m_prop.backface_culling);
// don't filter low-res textures, makes them look blurry
// player models have a res of 64
@ -1078,6 +1084,7 @@ void GenericCAO::updateTextures(std::string mod)
// Set material flags and texture
video::SMaterial& material = m_meshnode->getMaterial(i);
material.MaterialType = material_type;
material.setFlag(video::EMF_LIGHTING, false);
material.setFlag(video::EMF_BILINEAR_FILTER, false);
material.setTexture(0,

@ -803,6 +803,7 @@ PlayerSAO::PlayerSAO(ServerEnvironment *env_, RemotePlayer *player_, session_t p
m_prop.eye_height = 1.625f;
// End of default appearance
m_prop.is_visible = true;
m_prop.backface_culling = false;
m_prop.makes_footstep_sound = true;
m_prop.stepheight = PLAYER_DEFAULT_STEPHEIGHT * BS;
m_hp = m_prop.hp_max;

@ -68,6 +68,7 @@ std::string ObjectProperties::dump()
os << ", static_save=" << static_save;
os << ", eye_height=" << eye_height;
os << ", zoom_fov=" << zoom_fov;
os << ", use_texture_alpha=" << use_texture_alpha;
return os.str();
}
@ -113,6 +114,7 @@ void ObjectProperties::serialize(std::ostream &os) const
writeU16(os, breath_max);
writeF1000(os, eye_height);
writeF1000(os, zoom_fov);
writeU8(os, use_texture_alpha);
// Add stuff only at the bottom.
// Never remove anything, because we don't want new versions of this
@ -164,4 +166,5 @@ void ObjectProperties::deSerialize(std::istream &is)
breath_max = readU16(is);
eye_height = readF1000(is);
zoom_fov = readF1000(is);
use_texture_alpha = readU8(is);
}

@ -60,6 +60,7 @@ struct ObjectProperties
bool static_save = true;
float eye_height = 1.625f;
float zoom_fov = 0.0f;
bool use_texture_alpha = false;
ObjectProperties();
std::string dump();

@ -304,6 +304,7 @@ void read_object_properties(lua_State *L, int index,
lua_pop(L, 1);
getfloatfield(L, -1, "zoom_fov", prop->zoom_fov);
getboolfield(L, -1, "use_texture_alpha", prop->use_texture_alpha);
}
/******************************************************************************/
@ -386,6 +387,8 @@ void push_object_properties(lua_State *L, ObjectProperties *prop)
lua_setfield(L, -2, "wield_item");
lua_pushnumber(L, prop->zoom_fov);
lua_setfield(L, -2, "zoom_fov");
lua_pushboolean(L, prop->use_texture_alpha);
lua_setfield(L, -2, "use_texture_alpha");
}
/******************************************************************************/