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Make shading of CAOs optional (#10033)
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0a1181f763
commit
3a6dfda358
@ -39,11 +39,15 @@ void main(void)
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lightVec = sunPosition - worldPosition;
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eyeVec = -(gl_ModelViewMatrix * gl_Vertex).xyz;
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#if (MATERIAL_TYPE == TILE_MATERIAL_PLAIN) || (MATERIAL_TYPE == TILE_MATERIAL_PLAIN_ALPHA)
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vIDiff = 1.0;
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#else
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// This is intentional comparison with zero without any margin.
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// If normal is not equal to zero exactly, then we assume it's a valid, just not normalized vector
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vIDiff = length(gl_Normal) == 0.0
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? 1.0
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: directional_ambient(normalize(gl_Normal));
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#endif
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gl_FrontColor = gl_BackColor = gl_Color;
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}
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@ -6644,6 +6644,9 @@ Player properties need to be saved manually.
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damage_texture_modifier = "^[brighten",
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-- Texture modifier to be applied for a short duration when object is hit
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shaded = true,
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-- Setting this to 'false' disables diffuse lighting of entity
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}
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Entity definition
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@ -55,6 +55,17 @@ minetest.register_entity("testentities:mesh", {
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},
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})
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minetest.register_entity("testentities:mesh_unshaded", {
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initial_properties = {
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visual = "mesh",
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mesh = "testnodes_pyramid.obj",
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textures = {
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"testnodes_mesh_stripes2.png"
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},
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shaded = false,
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},
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})
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-- Advanced visual tests
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-- A test entity for testing animated and yaw-modulated sprites
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@ -71,4 +82,3 @@ minetest.register_entity("testentities:yawsprite", {
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self.object:set_sprite({x=0, y=0}, 1, 0, true)
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end,
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})
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@ -577,10 +577,16 @@ void GenericCAO::addToScene(ITextureSource *tsrc)
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if (m_enable_shaders) {
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IShaderSource *shader_source = m_client->getShaderSource();
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u32 shader_id = shader_source->getShader(
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"object_shader",
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(m_prop.use_texture_alpha) ? TILE_MATERIAL_ALPHA : TILE_MATERIAL_BASIC,
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NDT_NORMAL);
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MaterialType material_type;
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if (m_prop.shaded && m_prop.glow == 0)
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material_type = (m_prop.use_texture_alpha) ?
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TILE_MATERIAL_ALPHA : TILE_MATERIAL_BASIC;
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else
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material_type = (m_prop.use_texture_alpha) ?
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TILE_MATERIAL_PLAIN_ALPHA : TILE_MATERIAL_PLAIN;
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u32 shader_id = shader_source->getShader("object_shader", material_type, NDT_NORMAL);
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m_material_type = shader_source->getShaderInfo(shader_id).material;
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} else {
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m_material_type = (m_prop.use_texture_alpha) ?
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@ -1504,6 +1510,7 @@ bool GenericCAO::visualExpiryRequired(const ObjectProperties &new_) const
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return old.backface_culling != new_.backface_culling ||
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old.is_visible != new_.is_visible ||
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old.mesh != new_.mesh ||
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old.shaded != new_.shaded ||
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old.use_texture_alpha != new_.use_texture_alpha ||
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old.visual != new_.visual ||
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old.visual_size != new_.visual_size ||
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@ -341,7 +341,7 @@ bool checkMeshNormals(scene::IMesh *mesh)
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// hurting the performance and covering only really weird broken models.
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f32 length = buffer->getNormal(0).getLength();
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if (!std::isfinite(length) || std::fabs(length) < 1e-10f)
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if (!std::isfinite(length) || length < 1e-10f)
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return false;
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}
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@ -537,11 +537,13 @@ ShaderInfo generate_shader(const std::string &name, u8 material_type, u8 drawtyp
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shaderinfo.base_material = video::EMT_SOLID;
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break;
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case TILE_MATERIAL_ALPHA:
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case TILE_MATERIAL_PLAIN_ALPHA:
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case TILE_MATERIAL_LIQUID_TRANSPARENT:
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case TILE_MATERIAL_WAVING_LIQUID_TRANSPARENT:
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shaderinfo.base_material = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
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break;
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case TILE_MATERIAL_BASIC:
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case TILE_MATERIAL_PLAIN:
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case TILE_MATERIAL_WAVING_LEAVES:
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case TILE_MATERIAL_WAVING_PLANTS:
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case TILE_MATERIAL_WAVING_LIQUID_BASIC:
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@ -644,9 +646,11 @@ ShaderInfo generate_shader(const std::string &name, u8 material_type, u8 drawtyp
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"TILE_MATERIAL_WAVING_LIQUID_BASIC",
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"TILE_MATERIAL_WAVING_LIQUID_TRANSPARENT",
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"TILE_MATERIAL_WAVING_LIQUID_OPAQUE",
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"TILE_MATERIAL_PLAIN",
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"TILE_MATERIAL_PLAIN_ALPHA",
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};
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for (int i = 0; i < 10; i++){
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for (int i = 0; i < 12; i++){
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shaders_header += "#define ";
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shaders_header += materialTypes[i];
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shaders_header += " ";
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@ -150,6 +150,8 @@ enum MaterialType{
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TILE_MATERIAL_WAVING_LIQUID_BASIC,
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TILE_MATERIAL_WAVING_LIQUID_TRANSPARENT,
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TILE_MATERIAL_WAVING_LIQUID_OPAQUE,
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TILE_MATERIAL_PLAIN,
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TILE_MATERIAL_PLAIN_ALPHA
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};
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// Material flags
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@ -69,6 +69,7 @@ std::string ObjectProperties::dump()
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os << ", zoom_fov=" << zoom_fov;
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os << ", use_texture_alpha=" << use_texture_alpha;
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os << ", damage_texture_modifier=" << damage_texture_modifier;
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os << ", shaded=" << shaded;
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return os.str();
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}
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@ -116,6 +117,7 @@ void ObjectProperties::serialize(std::ostream &os) const
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writeF32(os, zoom_fov);
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writeU8(os, use_texture_alpha);
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os << serializeString(damage_texture_modifier);
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writeU8(os, shaded);
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// Add stuff only at the bottom.
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// Never remove anything, because we don't want new versions of this
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@ -170,5 +172,9 @@ void ObjectProperties::deSerialize(std::istream &is)
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use_texture_alpha = readU8(is);
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try {
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damage_texture_modifier = deSerializeString(is);
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u8 tmp = readU8(is);
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if (is.eof())
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throw SerializationError("");
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shaded = tmp;
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} catch (SerializationError &e) {}
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}
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@ -61,6 +61,7 @@ struct ObjectProperties
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float eye_height = 1.625f;
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float zoom_fov = 0.0f;
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bool use_texture_alpha = false;
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bool shaded = true;
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ObjectProperties();
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std::string dump();
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@ -327,6 +327,7 @@ void read_object_properties(lua_State *L, int index,
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getfloatfield(L, -1, "zoom_fov", prop->zoom_fov);
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getboolfield(L, -1, "use_texture_alpha", prop->use_texture_alpha);
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getboolfield(L, -1, "shaded", prop->shaded);
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getstringfield(L, -1, "damage_texture_modifier", prop->damage_texture_modifier);
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}
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@ -411,6 +412,8 @@ void push_object_properties(lua_State *L, ObjectProperties *prop)
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lua_setfield(L, -2, "zoom_fov");
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lua_pushboolean(L, prop->use_texture_alpha);
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lua_setfield(L, -2, "use_texture_alpha");
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lua_pushboolean(L, prop->shaded);
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lua_setfield(L, -2, "shaded");
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lua_pushlstring(L, prop->damage_texture_modifier.c_str(), prop->damage_texture_modifier.size());
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lua_setfield(L, -2, "damage_texture_modifier");
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}
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