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Render shadows on entities.
Fixes problem with mod 'drawers'.
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b9e886726c
commit
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@ -1322,6 +1322,12 @@ void GenericCAO::updateTextures(std::string mod)
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m_current_texture_modifier = mod;
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m_current_texture_modifier = mod;
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m_glow = m_prop.glow;
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m_glow = m_prop.glow;
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video::ITexture *shadow_texture = nullptr;
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if (auto shadow = RenderingEngine::get_shadow_renderer())
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shadow_texture = shadow->get_texture();
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const u32 TEXTURE_LAYER_SHADOW = 3;
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if (m_spritenode) {
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if (m_spritenode) {
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if (m_prop.visual == "sprite") {
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if (m_prop.visual == "sprite") {
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std::string texturestring = "no_texture.png";
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std::string texturestring = "no_texture.png";
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@ -1332,6 +1338,7 @@ void GenericCAO::updateTextures(std::string mod)
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m_spritenode->getMaterial(0).MaterialTypeParam = 0.5f;
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m_spritenode->getMaterial(0).MaterialTypeParam = 0.5f;
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m_spritenode->setMaterialTexture(0,
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m_spritenode->setMaterialTexture(0,
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tsrc->getTextureForMesh(texturestring));
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tsrc->getTextureForMesh(texturestring));
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m_spritenode->setMaterialTexture(TEXTURE_LAYER_SHADOW, shadow_texture);
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// This allows setting per-material colors. However, until a real lighting
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// This allows setting per-material colors. However, until a real lighting
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// system is added, the code below will have no effect. Once MineTest
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// system is added, the code below will have no effect. Once MineTest
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@ -1367,6 +1374,7 @@ void GenericCAO::updateTextures(std::string mod)
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material.MaterialType = m_material_type;
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material.MaterialType = m_material_type;
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material.MaterialTypeParam = 0.5f;
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material.MaterialTypeParam = 0.5f;
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material.TextureLayer[0].Texture = texture;
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material.TextureLayer[0].Texture = texture;
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material.TextureLayer[TEXTURE_LAYER_SHADOW].Texture = shadow_texture;
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material.setFlag(video::EMF_LIGHTING, true);
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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_BILINEAR_FILTER, false);
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material.setFlag(video::EMF_BACK_FACE_CULLING, m_prop.backface_culling);
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material.setFlag(video::EMF_BACK_FACE_CULLING, m_prop.backface_culling);
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@ -1417,6 +1425,7 @@ void GenericCAO::updateTextures(std::string mod)
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material.setFlag(video::EMF_BILINEAR_FILTER, false);
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material.setFlag(video::EMF_BILINEAR_FILTER, false);
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material.setTexture(0,
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material.setTexture(0,
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tsrc->getTextureForMesh(texturestring));
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tsrc->getTextureForMesh(texturestring));
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material.setTexture(TEXTURE_LAYER_SHADOW, shadow_texture);
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material.getTextureMatrix(0).makeIdentity();
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material.getTextureMatrix(0).makeIdentity();
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// This allows setting per-material colors. However, until a real lighting
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// This allows setting per-material colors. However, until a real lighting
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@ -1443,6 +1452,7 @@ void GenericCAO::updateTextures(std::string mod)
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scene::IMeshBuffer *buf = mesh->getMeshBuffer(0);
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scene::IMeshBuffer *buf = mesh->getMeshBuffer(0);
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buf->getMaterial().setTexture(0,
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buf->getMaterial().setTexture(0,
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tsrc->getTextureForMesh(tname));
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tsrc->getTextureForMesh(tname));
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buf->getMaterial().setTexture(TEXTURE_LAYER_SHADOW, shadow_texture);
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// This allows setting per-material colors. However, until a real lighting
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// This allows setting per-material colors. However, until a real lighting
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// system is added, the code below will have no effect. Once MineTest
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// system is added, the code below will have no effect. Once MineTest
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@ -1467,6 +1477,7 @@ void GenericCAO::updateTextures(std::string mod)
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scene::IMeshBuffer *buf = mesh->getMeshBuffer(1);
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scene::IMeshBuffer *buf = mesh->getMeshBuffer(1);
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buf->getMaterial().setTexture(0,
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buf->getMaterial().setTexture(0,
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tsrc->getTextureForMesh(tname));
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tsrc->getTextureForMesh(tname));
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buf->getMaterial().setTexture(TEXTURE_LAYER_SHADOW, shadow_texture);
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// This allows setting per-material colors. However, until a real lighting
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// This allows setting per-material colors. However, until a real lighting
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// system is added, the code below will have no effect. Once MineTest
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// system is added, the code below will have no effect. Once MineTest
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