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Fix tiling issues for PLANTLIKE and FIRELIKE with FSAA
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@ -168,6 +168,8 @@ enum MaterialType{
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// defined by extra parameters
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#define MATERIAL_FLAG_ANIMATION_VERTICAL_FRAMES 0x08
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#define MATERIAL_FLAG_HIGHLIGHTED 0x10
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#define MATERIAL_FLAG_TILEABLE_HORIZONTAL 0x20
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#define MATERIAL_FLAG_TILEABLE_VERTICAL 0x40
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/*
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This fully defines the looks of a tile.
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@ -216,7 +218,9 @@ struct TileSpec
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alpha == other.alpha &&
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material_type == other.material_type &&
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material_flags == other.material_flags &&
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rotation == other.rotation
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rotation == other.rotation &&
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(material_flags & MATERIAL_FLAG_TILEABLE_HORIZONTAL) &&
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(material_flags & MATERIAL_FLAG_TILEABLE_VERTICAL)
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);
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}
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@ -250,12 +254,26 @@ struct TileSpec
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}
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material.BackfaceCulling = (material_flags & MATERIAL_FLAG_BACKFACE_CULLING)
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? true : false;
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if (!(material_flags & MATERIAL_FLAG_TILEABLE_HORIZONTAL)) {
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material.TextureLayer[0].TextureWrapU = video::ETC_CLAMP_TO_EDGE;
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}
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if (!(material_flags & MATERIAL_FLAG_TILEABLE_VERTICAL)) {
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material.TextureLayer[0].TextureWrapV = video::ETC_CLAMP_TO_EDGE;
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}
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}
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void applyMaterialOptionsWithShaders(video::SMaterial &material) const
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{
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material.BackfaceCulling = (material_flags & MATERIAL_FLAG_BACKFACE_CULLING)
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? true : false;
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if (!(material_flags & MATERIAL_FLAG_TILEABLE_HORIZONTAL)) {
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material.TextureLayer[0].TextureWrapU = video::ETC_CLAMP_TO_EDGE;
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material.TextureLayer[1].TextureWrapU = video::ETC_CLAMP_TO_EDGE;
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}
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if (!(material_flags & MATERIAL_FLAG_TILEABLE_VERTICAL)) {
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material.TextureLayer[0].TextureWrapV = video::ETC_CLAMP_TO_EDGE;
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material.TextureLayer[1].TextureWrapV = video::ETC_CLAMP_TO_EDGE;
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}
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}
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u32 texture_id;
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@ -1014,7 +1014,7 @@ void CNodeDefManager::fillTileAttribs(ITextureSource *tsrc, TileSpec *tile,
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}
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tile->flags_texture = tsrc->getShaderFlagsTexture(
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tile->normal_texture ? true : false,
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tiledef->tileable_horizontal, tiledef->tileable_vertical);
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tiledef->tileable_vertical, tiledef->tileable_horizontal);
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// Material flags
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tile->material_flags = 0;
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@ -1022,6 +1022,10 @@ void CNodeDefManager::fillTileAttribs(ITextureSource *tsrc, TileSpec *tile,
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tile->material_flags |= MATERIAL_FLAG_BACKFACE_CULLING;
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if (tiledef->animation.type == TAT_VERTICAL_FRAMES)
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tile->material_flags |= MATERIAL_FLAG_ANIMATION_VERTICAL_FRAMES;
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if (tiledef->tileable_horizontal)
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tile->material_flags |= MATERIAL_FLAG_TILEABLE_HORIZONTAL;
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if (tiledef->tileable_vertical)
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tile->material_flags |= MATERIAL_FLAG_TILEABLE_VERTICAL;
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// Animation parameters
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int frame_count = 1;
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@ -258,17 +258,20 @@ void push_object_properties(lua_State *L, ObjectProperties *prop)
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}
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/******************************************************************************/
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TileDef read_tiledef(lua_State *L, int index)
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TileDef read_tiledef(lua_State *L, int index, u8 drawtype)
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{
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if(index < 0)
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index = lua_gettop(L) + 1 + index;
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TileDef tiledef;
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bool default_tiling = (drawtype == NDT_PLANTLIKE || drawtype == NDT_FIRELIKE)
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? false : true;
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// key at index -2 and value at index
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if(lua_isstring(L, index)){
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// "default_lava.png"
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tiledef.name = lua_tostring(L, index);
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tiledef.tileable_vertical = default_tiling;
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tiledef.tileable_horizontal = default_tiling;
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}
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else if(lua_istable(L, index))
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{
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@ -279,9 +282,9 @@ TileDef read_tiledef(lua_State *L, int index)
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tiledef.backface_culling = getboolfield_default(
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L, index, "backface_culling", true);
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tiledef.tileable_horizontal = getboolfield_default(
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L, index, "tileable_horizontal", true);
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L, index, "tileable_horizontal", default_tiling);
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tiledef.tileable_vertical = getboolfield_default(
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L, index, "tileable_vertical", true);
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L, index, "tileable_vertical", default_tiling);
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// animation = {}
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lua_getfield(L, index, "animation");
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if(lua_istable(L, -1)){
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@ -357,7 +360,7 @@ ContentFeatures read_content_features(lua_State *L, int index)
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int i = 0;
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while(lua_next(L, table) != 0){
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// Read tiledef from value
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f.tiledef[i] = read_tiledef(L, -1);
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f.tiledef[i] = read_tiledef(L, -1, f.drawtype);
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// removes value, keeps key for next iteration
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lua_pop(L, 1);
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i++;
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@ -392,7 +395,7 @@ ContentFeatures read_content_features(lua_State *L, int index)
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int i = 0;
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while(lua_next(L, table) != 0){
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// Read tiledef from value
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f.tiledef_special[i] = read_tiledef(L, -1);
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f.tiledef_special[i] = read_tiledef(L, -1, f.drawtype);
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// removes value, keeps key for next iteration
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lua_pop(L, 1);
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i++;
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@ -63,7 +63,8 @@ class Schematic;
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ContentFeatures read_content_features (lua_State *L, int index);
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TileDef read_tiledef (lua_State *L, int index);
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TileDef read_tiledef (lua_State *L, int index,
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u8 drawtype);
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void read_soundspec (lua_State *L, int index,
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SimpleSoundSpec &spec);
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NodeBox read_nodebox (lua_State *L, int index);
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