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Require 'waving = 3' in a nodedef to apply the liquid waving shader (#8418)
Makes the liquid waving shader per-nodedef like waving leaves/plants, instead of being applied to all liquids. Like the waving leaves/plants shaders, the liquid waving shader can also be applied to meshes and nodeboxes. Derived from a PR by t0ny2.
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5e7662ca16
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42e1a12714
@ -254,7 +254,7 @@ local function formspec(tabview, name, tabdata)
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.. dump(core.settings:get_bool("generate_normalmaps")) .. "]" ..
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.. dump(core.settings:get_bool("generate_normalmaps")) .. "]" ..
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"checkbox[8.25,2;cb_parallax;" .. fgettext("Parallax Occlusion") .. ";"
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"checkbox[8.25,2;cb_parallax;" .. fgettext("Parallax Occlusion") .. ";"
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.. dump(core.settings:get_bool("enable_parallax_occlusion")) .. "]" ..
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.. dump(core.settings:get_bool("enable_parallax_occlusion")) .. "]" ..
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"checkbox[8.25,2.5;cb_waving_water;" .. fgettext("Waving Water") .. ";"
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"checkbox[8.25,2.5;cb_waving_water;" .. fgettext("Waving Liquids") .. ";"
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.. dump(core.settings:get_bool("enable_waving_water")) .. "]" ..
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.. dump(core.settings:get_bool("enable_waving_water")) .. "]" ..
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"checkbox[8.25,3;cb_waving_leaves;" .. fgettext("Waving Leaves") .. ";"
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"checkbox[8.25,3;cb_waving_leaves;" .. fgettext("Waving Leaves") .. ";"
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.. dump(core.settings:get_bool("enable_waving_leaves")) .. "]" ..
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.. dump(core.settings:get_bool("enable_waving_leaves")) .. "]" ..
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@ -271,7 +271,7 @@ local function formspec(tabview, name, tabdata)
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"label[8.38,2.2;" .. core.colorize("#888888",
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"label[8.38,2.2;" .. core.colorize("#888888",
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fgettext("Parallax Occlusion")) .. "]" ..
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fgettext("Parallax Occlusion")) .. "]" ..
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"label[8.38,2.7;" .. core.colorize("#888888",
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"label[8.38,2.7;" .. core.colorize("#888888",
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fgettext("Waving Water")) .. "]" ..
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fgettext("Waving Liquids")) .. "]" ..
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"label[8.38,3.2;" .. core.colorize("#888888",
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"label[8.38,3.2;" .. core.colorize("#888888",
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fgettext("Waving Leaves")) .. "]" ..
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fgettext("Waving Leaves")) .. "]" ..
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"label[8.38,3.7;" .. core.colorize("#888888",
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"label[8.38,3.7;" .. core.colorize("#888888",
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@ -68,7 +68,7 @@ float disp_z;
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#endif
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#endif
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#if (MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_LIQUID_OPAQUE) && ENABLE_WAVING_WATER
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#if (MATERIAL_TYPE == TILE_MATERIAL_WAVING_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_WAVING_LIQUID_OPAQUE || MATERIAL_TYPE == TILE_MATERIAL_WAVING_LIQUID_BASIC) && ENABLE_WAVING_WATER
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vec4 pos = gl_Vertex;
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vec4 pos = gl_Vertex;
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pos.y -= 2.0;
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pos.y -= 2.0;
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float posYbuf = (pos.z / WATER_WAVE_LENGTH + animationTimer * WATER_WAVE_SPEED * WATER_WAVE_LENGTH);
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float posYbuf = (pos.z / WATER_WAVE_LENGTH + animationTimer * WATER_WAVE_SPEED * WATER_WAVE_LENGTH);
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@ -6135,12 +6135,15 @@ Used by `minetest.register_node`.
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legacy_wallmounted = false,
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legacy_wallmounted = false,
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waving = 0,
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waving = 0,
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-- Valid for mesh, nodebox, plantlike, allfaces_optional nodes.
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-- Valid for drawtypes:
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-- 1 - wave node like plants (top of node moves, bottom is fixed)
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-- mesh, nodebox, plantlike, allfaces_optional, liquid, flowingliquid.
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-- 1 - wave node like plants (node top moves side-to-side, bottom is fixed)
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-- 2 - wave node like leaves (whole node moves side-to-side)
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-- 2 - wave node like leaves (whole node moves side-to-side)
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-- caveats: not all models will properly wave.
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-- 3 - wave node like liquids (whole node moves up and down)
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-- plantlike drawtype nodes can only wave like plants.
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-- Not all models will properly wave.
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-- allfaces_optional drawtype nodes can only wave like leaves.
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-- plantlike drawtype can only wave like plants.
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-- allfaces_optional drawtype can only wave like leaves.
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-- liquid, flowingliquid drawtypes can only wave like liquids.
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sounds = {
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sounds = {
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footstep = <SimpleSoundSpec>,
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footstep = <SimpleSoundSpec>,
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@ -527,15 +527,18 @@ ShaderInfo generate_shader(const std::string &name, u8 material_type, u8 drawtyp
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switch (material_type) {
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switch (material_type) {
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case TILE_MATERIAL_OPAQUE:
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case TILE_MATERIAL_OPAQUE:
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case TILE_MATERIAL_LIQUID_OPAQUE:
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case TILE_MATERIAL_LIQUID_OPAQUE:
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case TILE_MATERIAL_WAVING_LIQUID_OPAQUE:
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shaderinfo.base_material = video::EMT_SOLID;
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shaderinfo.base_material = video::EMT_SOLID;
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break;
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break;
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case TILE_MATERIAL_ALPHA:
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case TILE_MATERIAL_ALPHA:
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case TILE_MATERIAL_LIQUID_TRANSPARENT:
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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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shaderinfo.base_material = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
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break;
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break;
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case TILE_MATERIAL_BASIC:
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case TILE_MATERIAL_BASIC:
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case TILE_MATERIAL_WAVING_LEAVES:
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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_PLANTS:
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case TILE_MATERIAL_WAVING_LIQUID_BASIC:
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shaderinfo.base_material = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
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shaderinfo.base_material = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
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break;
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break;
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}
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}
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@ -631,10 +634,13 @@ ShaderInfo generate_shader(const std::string &name, u8 material_type, u8 drawtyp
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"TILE_MATERIAL_LIQUID_OPAQUE",
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"TILE_MATERIAL_LIQUID_OPAQUE",
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"TILE_MATERIAL_WAVING_LEAVES",
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"TILE_MATERIAL_WAVING_LEAVES",
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"TILE_MATERIAL_WAVING_PLANTS",
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"TILE_MATERIAL_WAVING_PLANTS",
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"TILE_MATERIAL_OPAQUE"
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"TILE_MATERIAL_OPAQUE",
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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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};
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};
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for (int i = 0; i < 7; i++){
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for (int i = 0; i < 10; i++){
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shaders_header += "#define ";
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shaders_header += "#define ";
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shaders_header += materialTypes[i];
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shaders_header += materialTypes[i];
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shaders_header += " ";
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shaders_header += " ";
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@ -144,7 +144,10 @@ enum MaterialType{
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TILE_MATERIAL_LIQUID_OPAQUE,
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TILE_MATERIAL_LIQUID_OPAQUE,
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TILE_MATERIAL_WAVING_LEAVES,
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TILE_MATERIAL_WAVING_LEAVES,
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TILE_MATERIAL_WAVING_PLANTS,
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TILE_MATERIAL_WAVING_PLANTS,
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TILE_MATERIAL_OPAQUE
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TILE_MATERIAL_OPAQUE,
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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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};
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};
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// Material flags
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// Material flags
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@ -208,16 +211,19 @@ struct TileLayer
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switch (material_type) {
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switch (material_type) {
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case TILE_MATERIAL_OPAQUE:
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case TILE_MATERIAL_OPAQUE:
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case TILE_MATERIAL_LIQUID_OPAQUE:
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case TILE_MATERIAL_LIQUID_OPAQUE:
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case TILE_MATERIAL_WAVING_LIQUID_OPAQUE:
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material.MaterialType = video::EMT_SOLID;
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material.MaterialType = video::EMT_SOLID;
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break;
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break;
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case TILE_MATERIAL_BASIC:
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case TILE_MATERIAL_BASIC:
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case TILE_MATERIAL_WAVING_LEAVES:
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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_PLANTS:
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case TILE_MATERIAL_WAVING_LIQUID_BASIC:
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material.MaterialTypeParam = 0.5;
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material.MaterialTypeParam = 0.5;
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material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
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material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
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break;
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break;
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case TILE_MATERIAL_ALPHA:
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case TILE_MATERIAL_ALPHA:
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case TILE_MATERIAL_LIQUID_TRANSPARENT:
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case TILE_MATERIAL_LIQUID_TRANSPARENT:
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case TILE_MATERIAL_WAVING_LIQUID_TRANSPARENT:
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material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
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material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
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break;
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break;
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default:
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default:
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@ -798,6 +798,8 @@ void ContentFeatures::updateTextures(ITextureSource *tsrc, IShaderSource *shdsrc
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material_type = TILE_MATERIAL_WAVING_PLANTS;
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material_type = TILE_MATERIAL_WAVING_PLANTS;
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else if (waving == 2)
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else if (waving == 2)
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material_type = TILE_MATERIAL_WAVING_LEAVES;
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material_type = TILE_MATERIAL_WAVING_LEAVES;
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else if (waving == 3)
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material_type = TILE_MATERIAL_WAVING_LIQUID_BASIC;
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break;
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break;
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case NDT_TORCHLIKE:
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case NDT_TORCHLIKE:
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case NDT_SIGNLIKE:
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case NDT_SIGNLIKE:
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@ -815,8 +817,14 @@ void ContentFeatures::updateTextures(ITextureSource *tsrc, IShaderSource *shdsrc
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correctAlpha(tdef, 6);
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correctAlpha(tdef, 6);
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correctAlpha(tdef_overlay, 6);
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correctAlpha(tdef_overlay, 6);
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correctAlpha(tdef_spec, CF_SPECIAL_COUNT);
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correctAlpha(tdef_spec, CF_SPECIAL_COUNT);
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material_type = (alpha == 255) ?
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TILE_MATERIAL_LIQUID_OPAQUE : TILE_MATERIAL_LIQUID_TRANSPARENT;
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if (waving == 3) {
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material_type = (alpha == 255) ? TILE_MATERIAL_WAVING_LIQUID_OPAQUE :
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TILE_MATERIAL_WAVING_LIQUID_TRANSPARENT;
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} else {
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material_type = (alpha == 255) ? TILE_MATERIAL_LIQUID_OPAQUE :
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TILE_MATERIAL_LIQUID_TRANSPARENT;
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}
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}
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}
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u32 tile_shader = shdsrc->getShader("nodes_shader", material_type, drawtype);
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u32 tile_shader = shdsrc->getShader("nodes_shader", material_type, drawtype);
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