forked from Mirrorlandia_minetest/minetest
Add optional framed glasslike drawtype
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@ -132,18 +132,18 @@ local function formspec(tabview, name, tabdata)
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local tab_string =
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local tab_string =
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"vertlabel[0,-0.25;" .. fgettext("SETTINGS") .. "]" ..
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"vertlabel[0,-0.25;" .. fgettext("SETTINGS") .. "]" ..
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"box[0.75,0;3.25,4;#999999]" ..
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"box[0.75,0;3.25,4;#999999]" ..
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"checkbox[1,0;cb_fancy_trees;".. fgettext("Fancy Trees") .. ";"
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"checkbox[1,0;cb_smooth_lighting;".. fgettext("Smooth Lighting")
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.. dump(core.setting_getbool("new_style_leaves")) .. "]"..
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"checkbox[1,0.5;cb_smooth_lighting;".. fgettext("Smooth Lighting")
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.. ";".. dump(core.setting_getbool("smooth_lighting")) .. "]"..
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.. ";".. dump(core.setting_getbool("smooth_lighting")) .. "]"..
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"checkbox[1,0.5;cb_particles;".. fgettext("Enable Particles") .. ";"
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.. dump(core.setting_getbool("enable_particles")) .. "]"..
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"checkbox[1,1;cb_3d_clouds;".. fgettext("3D Clouds") .. ";"
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"checkbox[1,1;cb_3d_clouds;".. fgettext("3D Clouds") .. ";"
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.. dump(core.setting_getbool("enable_3d_clouds")) .. "]"..
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.. dump(core.setting_getbool("enable_3d_clouds")) .. "]"..
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"checkbox[1,1.5;cb_opaque_water;".. fgettext("Opaque Water") .. ";"
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"checkbox[1,1.5;cb_fancy_trees;".. fgettext("Fancy Trees") .. ";"
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.. dump(core.setting_getbool("new_style_leaves")) .. "]"..
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"checkbox[1,2.0;cb_opaque_water;".. fgettext("Opaque Water") .. ";"
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.. dump(core.setting_getbool("opaque_water")) .. "]"..
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.. dump(core.setting_getbool("opaque_water")) .. "]"..
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"checkbox[1,2.0;cb_pre_ivis;".. fgettext("Preload item visuals") .. ";"
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"checkbox[1,2.5;cb_connected_glass;".. fgettext("Connected Glass") .. ";"
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.. dump(core.setting_getbool("preload_item_visuals")) .. "]"..
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.. dump(core.setting_getbool("connected_glass")) .. "]"..
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"checkbox[1,2.5;cb_particles;".. fgettext("Enable Particles") .. ";"
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.. dump(core.setting_getbool("enable_particles")) .. "]"..
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"dropdown[1,3.25;3;dd_video_driver;"
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"dropdown[1,3.25;3;dd_video_driver;"
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.. video_driver_string .. ";" .. current_video_driver_idx .. "]" ..
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.. video_driver_string .. ";" .. current_video_driver_idx .. "]" ..
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"tooltip[dd_video_driver;" ..
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"tooltip[dd_video_driver;" ..
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@ -259,8 +259,8 @@ local function handle_settings_buttons(this, fields, tabname, tabdata)
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end
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end
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return true
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return true
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end
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end
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if fields["cb_pre_ivis"] then
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if fields["cb_connected_glass"] then
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core.setting_set("preload_item_visuals", fields["cb_pre_ivis"])
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core.setting_set("connected_glass", fields["cb_connected_glass"])
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return true
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return true
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end
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end
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if fields["cb_particles"] then
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if fields["cb_particles"] then
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@ -406,8 +406,7 @@ Nodes can also contain extra data. See "Node Metadata".
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Node drawtypes
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Node drawtypes
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---------------
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---------------
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There are a bunch of different looking node types. These are mostly just
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There are a bunch of different looking node types.
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copied from Minetest 0.3; more may be made in the future.
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Look for examples in games/minimal or games/minetest_game.
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Look for examples in games/minimal or games/minetest_game.
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@ -417,6 +416,7 @@ Look for examples in games/minimal or games/minetest_game.
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- flowingliquid
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- flowingliquid
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- glasslike
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- glasslike
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- glasslike_framed
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- glasslike_framed
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- glasslike_framed_optional
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- allfaces
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- allfaces
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- allfaces_optional
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- allfaces_optional
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- torchlike
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- torchlike
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@ -427,6 +427,8 @@ Look for examples in games/minimal or games/minetest_game.
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- raillike
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- raillike
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- nodebox -- See below. EXPERIMENTAL
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- nodebox -- See below. EXPERIMENTAL
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*_optional drawtypes need less rendering time if deactivated (always client side)
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Node boxes
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Node boxes
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-----------
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-----------
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Node selection boxes are defined using "node boxes"
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Node selection boxes are defined using "node boxes"
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@ -101,6 +101,8 @@
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#liquid_update = 1.0
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#liquid_update = 1.0
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# Enable nice leaves; disable for speed
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# Enable nice leaves; disable for speed
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#new_style_leaves = true
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#new_style_leaves = true
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# Connects glass if supported by node
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#connected_glass = false
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# Enable smooth lighting with simple ambient occlusion;
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# Enable smooth lighting with simple ambient occlusion;
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# disable for speed or for different looks.
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# disable for speed or for different looks.
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#smooth_lighting = true
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#smooth_lighting = true
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@ -794,6 +794,10 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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collector.append(tile, vertices, 4, indices, 6);
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collector.append(tile, vertices, 4, indices, 6);
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}
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}
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break;}
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break;}
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case NDT_GLASSLIKE_FRAMED_OPTIONAL:
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// This is always pre-converted to something else
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assert(0);
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break;
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case NDT_GLASSLIKE_FRAMED:
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case NDT_GLASSLIKE_FRAMED:
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{
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{
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static const v3s16 dirs[6] = {
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static const v3s16 dirs[6] = {
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@ -100,6 +100,7 @@ void set_default_settings(Settings *settings)
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settings->setDefault("view_bobbing", "true");
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settings->setDefault("view_bobbing", "true");
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settings->setDefault("new_style_water", "false");
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settings->setDefault("new_style_water", "false");
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settings->setDefault("new_style_leaves", "true");
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settings->setDefault("new_style_leaves", "true");
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settings->setDefault("connected_glass", "false");
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settings->setDefault("smooth_lighting", "true");
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settings->setDefault("smooth_lighting", "true");
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settings->setDefault("texture_path", "");
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settings->setDefault("texture_path", "");
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settings->setDefault("shader_path", "");
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settings->setDefault("shader_path", "");
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@ -607,6 +607,7 @@ public:
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bool new_style_water = g_settings->getBool("new_style_water");
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bool new_style_water = g_settings->getBool("new_style_water");
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bool new_style_leaves = g_settings->getBool("new_style_leaves");
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bool new_style_leaves = g_settings->getBool("new_style_leaves");
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bool connected_glass = g_settings->getBool("connected_glass");
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bool opaque_water = g_settings->getBool("opaque_water");
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bool opaque_water = g_settings->getBool("opaque_water");
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bool enable_shaders = g_settings->getBool("enable_shaders");
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bool enable_shaders = g_settings->getBool("enable_shaders");
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bool enable_bumpmapping = g_settings->getBool("enable_bumpmapping");
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bool enable_bumpmapping = g_settings->getBool("enable_bumpmapping");
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@ -666,6 +667,15 @@ public:
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f->solidness = 0;
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f->solidness = 0;
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f->visual_solidness = 1;
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f->visual_solidness = 1;
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break;
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break;
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case NDT_GLASSLIKE_FRAMED_OPTIONAL:
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f->solidness = 0;
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f->visual_solidness = 1;
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if (connected_glass) {
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f->drawtype = NDT_GLASSLIKE_FRAMED;
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} else {
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f->drawtype = NDT_GLASSLIKE;
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}
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break;
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case NDT_ALLFACES:
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case NDT_ALLFACES:
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f->solidness = 0;
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f->solidness = 0;
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f->visual_solidness = 1;
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f->visual_solidness = 1;
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@ -149,7 +149,9 @@ enum NodeDrawType
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NDT_GLASSLIKE_FRAMED, // Glass-like, draw connected frames and all all
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NDT_GLASSLIKE_FRAMED, // Glass-like, draw connected frames and all all
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// visible faces
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// visible faces
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// uses 2 textures, one for frames, second for faces
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// uses 2 textures, one for frames, second for faces
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NDT_FIRELIKE, // Draw faces slightly rotated and only on connecting nodes
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NDT_FIRELIKE, // Draw faces slightly rotated and only on connecting nodes,
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NDT_GLASSLIKE_FRAMED_OPTIONAL, // enabled -> connected, disabled -> Glass-like
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// uses 2 textures, one for frames, second for faces
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};
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};
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#define CF_SPECIAL_COUNT 6
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#define CF_SPECIAL_COUNT 6
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@ -35,6 +35,7 @@ struct EnumString ScriptApiNode::es_DrawType[] =
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{NDT_FLOWINGLIQUID, "flowingliquid"},
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{NDT_FLOWINGLIQUID, "flowingliquid"},
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{NDT_GLASSLIKE, "glasslike"},
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{NDT_GLASSLIKE, "glasslike"},
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{NDT_GLASSLIKE_FRAMED, "glasslike_framed"},
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{NDT_GLASSLIKE_FRAMED, "glasslike_framed"},
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{NDT_GLASSLIKE_FRAMED_OPTIONAL, "glasslike_framed_optional"},
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{NDT_ALLFACES, "allfaces"},
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{NDT_ALLFACES, "allfaces"},
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{NDT_ALLFACES_OPTIONAL, "allfaces_optional"},
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{NDT_ALLFACES_OPTIONAL, "allfaces_optional"},
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{NDT_TORCHLIKE, "torchlike"},
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{NDT_TORCHLIKE, "torchlike"},
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@ -645,7 +645,8 @@ ShaderInfo generate_shader(std::string name, u8 material_type, u8 drawtype,
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"NDT_RAILLIKE",
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"NDT_RAILLIKE",
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"NDT_NODEBOX",
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"NDT_NODEBOX",
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"NDT_GLASSLIKE_FRAMED",
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"NDT_GLASSLIKE_FRAMED",
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"NDT_FIRELIKE"
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"NDT_FIRELIKE",
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"NDT_GLASSLIKE_FRAMED_OPTIONAL"
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};
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};
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for (int i = 0; i < 14; i++){
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for (int i = 0; i < 14; i++){
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