Add new leaves style - simple (glasslike drawtype)

This commit is contained in:
RealBadAngel 2015-07-08 11:20:07 +02:00
parent b0784ba871
commit 39439cbd3d
4 changed files with 55 additions and 12 deletions

@ -17,6 +17,17 @@
--------------------------------------------------------------------------------
local leaves_style_labels = {
fgettext("Opaque Leaves"),
fgettext("Simple Leaves"),
fgettext("Fancy Leaves")
}
local leaves_style = {
{leaves_style_labels[1]..","..leaves_style_labels[2]..","..leaves_style_labels[3]},
{"opaque", "simple", "fancy"},
}
local dd_filter_labels = {
fgettext("No Filter"),
fgettext("Bilinear Filter"),
@ -39,6 +50,16 @@ local mipmap = {
{"", "mip_map", "anisotropic_filter"},
}
local function getLeavesStyleSettingIndex()
local style = core.setting_get("leaves_style")
if (style == leaves_style[2][3]) then
return 3
elseif (style == leaves_style[2][2]) then
return 2
end
return 1
end
local function getFilterSettingIndex()
if (core.setting_get(filters[2][3]) == "true") then
return 3
@ -177,21 +198,21 @@ local function formspec(tabview, name, tabdata)
end
local tab_string =
"box[0,0;3.5,3.9;#999999]" ..
"box[0,0;3.5,4.0;#999999]" ..
"checkbox[0.25,0;cb_smooth_lighting;".. fgettext("Smooth Lighting")
.. ";".. dump(core.setting_getbool("smooth_lighting")) .. "]"..
"checkbox[0.25,0.5;cb_particles;".. fgettext("Enable Particles") .. ";"
.. dump(core.setting_getbool("enable_particles")) .. "]"..
"checkbox[0.25,1;cb_3d_clouds;".. fgettext("3D Clouds") .. ";"
.. dump(core.setting_getbool("enable_3d_clouds")) .. "]"..
"checkbox[0.25,1.5;cb_fancy_trees;".. fgettext("Fancy Trees") .. ";"
.. dump(core.setting_getbool("new_style_leaves")) .. "]"..
"checkbox[0.25,2.0;cb_opaque_water;".. fgettext("Opaque Water") .. ";"
"checkbox[0.25,1.5;cb_opaque_water;".. fgettext("Opaque Water") .. ";"
.. dump(core.setting_getbool("opaque_water")) .. "]"..
"checkbox[0.25,2.5;cb_connected_glass;".. fgettext("Connected Glass") .. ";"
"checkbox[0.25,2.0;cb_connected_glass;".. fgettext("Connected Glass") .. ";"
.. dump(core.setting_getbool("connected_glass")) .. "]"..
"checkbox[0.25,3.0;cb_node_highlighting;".. fgettext("Node Highlighting") .. ";"
"checkbox[0.25,2.5;cb_node_highlighting;".. fgettext("Node Highlighting") .. ";"
.. dump(core.setting_getbool("enable_node_highlighting")) .. "]"..
"dropdown[0.25,3.2;3.3;dd_leaves_style;" .. leaves_style[1][1] .. ";"
.. getLeavesStyleSettingIndex() .. "]" ..
"box[3.75,0;3.75,3.45;#999999]" ..
"label[3.85,0.1;".. fgettext("Texturing:") .. "]"..
"dropdown[3.85,0.55;3.85;dd_filters;" .. filters[1][1] .. ";"
@ -353,7 +374,18 @@ local function handle_settings_buttons(this, fields, tabname, tabdata)
core.setting_set("touchscreen_threshold",fields["dd_touchthreshold"])
ddhandled = true
end
if fields["dd_leaves_style"] == leaves_style_labels[3] then
core.setting_set("leaves_style", leaves_style[2][3])
ddhandled = true
end
if fields["dd_leaves_style"] == leaves_style_labels[2] then
core.setting_set("leaves_style", leaves_style[2][2])
ddhandled = true
end
if fields["dd_leaves_style"] == leaves_style_labels[1] then
core.setting_set("leaves_style", leaves_style[2][1])
ddhandled = true
end
if fields["dd_video_driver"] then
core.setting_set("video_driver",
video_driver_fname_to_name(fields["dd_video_driver"]))

@ -108,8 +108,11 @@
#liquid_queue_purge_time = 0
# Liquid update interval in seconds
#liquid_update = 1.0
# Enable transparent leaf textures, disable for speed
#new_style_leaves = true
# Leaves style:
# fancy - all faces visible
# simple - only outer faces, if defined special_tiles are used
# opaque - disable transparency
#leaves_style = fancy
# Connects glass if supported by node
#connected_glass = false
# Enable smooth lighting with simple ambient occlusion.

@ -107,7 +107,7 @@ void set_default_settings(Settings *settings)
settings->setDefault("fov", "72");
settings->setDefault("view_bobbing", "true");
settings->setDefault("new_style_water", "false");
settings->setDefault("new_style_leaves", "true");
settings->setDefault("leaves_style", "fancy");
settings->setDefault("connected_glass", "false");
settings->setDefault("smooth_lighting", "true");
settings->setDefault("display_gamma", "1.8");

@ -780,7 +780,6 @@ void CNodeDefManager::updateTextures(IGameDef *gamedef,
scene::IMeshManipulator* meshmanip = smgr->getMeshManipulator();
bool new_style_water = g_settings->getBool("new_style_water");
bool new_style_leaves = g_settings->getBool("new_style_leaves");
bool connected_glass = g_settings->getBool("connected_glass");
bool opaque_water = g_settings->getBool("opaque_water");
bool enable_shaders = g_settings->getBool("enable_shaders");
@ -788,6 +787,7 @@ void CNodeDefManager::updateTextures(IGameDef *gamedef,
bool enable_parallax_occlusion = g_settings->getBool("enable_parallax_occlusion");
bool enable_mesh_cache = g_settings->getBool("enable_mesh_cache");
bool enable_minimap = g_settings->getBool("enable_minimap");
std::string leaves_style = g_settings->get("leaves_style");
bool use_normal_texture = enable_shaders &&
(enable_bumpmapping || enable_parallax_occlusion);
@ -860,10 +860,18 @@ void CNodeDefManager::updateTextures(IGameDef *gamedef,
f->visual_solidness = 1;
break;
case NDT_ALLFACES_OPTIONAL:
if (new_style_leaves) {
if (leaves_style == "fancy") {
f->drawtype = NDT_ALLFACES;
f->solidness = 0;
f->visual_solidness = 1;
} else if (leaves_style == "simple") {
for (u32 j = 0; j < 6; j++) {
if (f->tiledef_special[j].name != "")
tiledef[j].name = f->tiledef_special[j].name;
}
f->drawtype = NDT_GLASSLIKE;
f->solidness = 0;
f->visual_solidness = 1;
} else {
f->drawtype = NDT_NORMAL;
f->solidness = 2;