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Add new leaves style - simple (glasslike drawtype)
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@ -17,6 +17,17 @@
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--------------------------------------------------------------------------------
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local leaves_style_labels = {
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fgettext("Opaque Leaves"),
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fgettext("Simple Leaves"),
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fgettext("Fancy Leaves")
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}
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local leaves_style = {
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{leaves_style_labels[1]..","..leaves_style_labels[2]..","..leaves_style_labels[3]},
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{"opaque", "simple", "fancy"},
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}
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local dd_filter_labels = {
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fgettext("No Filter"),
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fgettext("Bilinear Filter"),
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@ -39,6 +50,16 @@ local mipmap = {
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{"", "mip_map", "anisotropic_filter"},
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}
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local function getLeavesStyleSettingIndex()
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local style = core.setting_get("leaves_style")
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if (style == leaves_style[2][3]) then
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return 3
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elseif (style == leaves_style[2][2]) then
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return 2
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end
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return 1
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end
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local function getFilterSettingIndex()
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if (core.setting_get(filters[2][3]) == "true") then
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return 3
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@ -177,21 +198,21 @@ local function formspec(tabview, name, tabdata)
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end
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local tab_string =
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"box[0,0;3.5,3.9;#999999]" ..
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"box[0,0;3.5,4.0;#999999]" ..
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"checkbox[0.25,0;cb_smooth_lighting;".. fgettext("Smooth Lighting")
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.. ";".. dump(core.setting_getbool("smooth_lighting")) .. "]"..
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"checkbox[0.25,0.5;cb_particles;".. fgettext("Enable Particles") .. ";"
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.. dump(core.setting_getbool("enable_particles")) .. "]"..
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"checkbox[0.25,1;cb_3d_clouds;".. fgettext("3D Clouds") .. ";"
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.. dump(core.setting_getbool("enable_3d_clouds")) .. "]"..
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"checkbox[0.25,1.5;cb_fancy_trees;".. fgettext("Fancy Trees") .. ";"
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.. dump(core.setting_getbool("new_style_leaves")) .. "]"..
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"checkbox[0.25,2.0;cb_opaque_water;".. fgettext("Opaque Water") .. ";"
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"checkbox[0.25,1.5;cb_opaque_water;".. fgettext("Opaque Water") .. ";"
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.. dump(core.setting_getbool("opaque_water")) .. "]"..
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"checkbox[0.25,2.5;cb_connected_glass;".. fgettext("Connected Glass") .. ";"
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"checkbox[0.25,2.0;cb_connected_glass;".. fgettext("Connected Glass") .. ";"
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.. dump(core.setting_getbool("connected_glass")) .. "]"..
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"checkbox[0.25,3.0;cb_node_highlighting;".. fgettext("Node Highlighting") .. ";"
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"checkbox[0.25,2.5;cb_node_highlighting;".. fgettext("Node Highlighting") .. ";"
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.. dump(core.setting_getbool("enable_node_highlighting")) .. "]"..
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"dropdown[0.25,3.2;3.3;dd_leaves_style;" .. leaves_style[1][1] .. ";"
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.. getLeavesStyleSettingIndex() .. "]" ..
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"box[3.75,0;3.75,3.45;#999999]" ..
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"label[3.85,0.1;".. fgettext("Texturing:") .. "]"..
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"dropdown[3.85,0.55;3.85;dd_filters;" .. filters[1][1] .. ";"
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@ -353,7 +374,18 @@ local function handle_settings_buttons(this, fields, tabname, tabdata)
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core.setting_set("touchscreen_threshold",fields["dd_touchthreshold"])
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ddhandled = true
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end
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if fields["dd_leaves_style"] == leaves_style_labels[3] then
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core.setting_set("leaves_style", leaves_style[2][3])
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ddhandled = true
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end
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if fields["dd_leaves_style"] == leaves_style_labels[2] then
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core.setting_set("leaves_style", leaves_style[2][2])
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ddhandled = true
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end
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if fields["dd_leaves_style"] == leaves_style_labels[1] then
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core.setting_set("leaves_style", leaves_style[2][1])
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ddhandled = true
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end
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if fields["dd_video_driver"] then
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core.setting_set("video_driver",
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video_driver_fname_to_name(fields["dd_video_driver"]))
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@ -108,8 +108,11 @@
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#liquid_queue_purge_time = 0
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# Liquid update interval in seconds
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#liquid_update = 1.0
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# Enable transparent leaf textures, disable for speed
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#new_style_leaves = true
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# Leaves style:
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# fancy - all faces visible
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# simple - only outer faces, if defined special_tiles are used
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# opaque - disable transparency
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#leaves_style = fancy
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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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@ -107,7 +107,7 @@ void set_default_settings(Settings *settings)
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settings->setDefault("fov", "72");
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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_leaves", "true");
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settings->setDefault("leaves_style", "fancy");
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settings->setDefault("connected_glass", "false");
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settings->setDefault("smooth_lighting", "true");
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settings->setDefault("display_gamma", "1.8");
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@ -780,7 +780,6 @@ void CNodeDefManager::updateTextures(IGameDef *gamedef,
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scene::IMeshManipulator* meshmanip = smgr->getMeshManipulator();
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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 connected_glass = g_settings->getBool("connected_glass");
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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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@ -788,6 +787,7 @@ void CNodeDefManager::updateTextures(IGameDef *gamedef,
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bool enable_parallax_occlusion = g_settings->getBool("enable_parallax_occlusion");
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bool enable_mesh_cache = g_settings->getBool("enable_mesh_cache");
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bool enable_minimap = g_settings->getBool("enable_minimap");
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std::string leaves_style = g_settings->get("leaves_style");
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bool use_normal_texture = enable_shaders &&
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(enable_bumpmapping || enable_parallax_occlusion);
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@ -860,10 +860,18 @@ void CNodeDefManager::updateTextures(IGameDef *gamedef,
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f->visual_solidness = 1;
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break;
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case NDT_ALLFACES_OPTIONAL:
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if (new_style_leaves) {
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if (leaves_style == "fancy") {
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f->drawtype = NDT_ALLFACES;
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f->solidness = 0;
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f->visual_solidness = 1;
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} else if (leaves_style == "simple") {
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for (u32 j = 0; j < 6; j++) {
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if (f->tiledef_special[j].name != "")
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tiledef[j].name = f->tiledef_special[j].name;
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}
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f->drawtype = NDT_GLASSLIKE;
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f->solidness = 0;
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f->visual_solidness = 1;
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} else {
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f->drawtype = NDT_NORMAL;
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f->solidness = 2;
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