mirror of
https://github.com/minetest/minetest.git
synced 2024-12-22 14:12:24 +01:00
Fix CAO mesh lighting with shaders disabled
the 'Lighting' material flag does not have portable behavior
This commit is contained in:
parent
740dc0162e
commit
65af606729
@ -186,6 +186,12 @@ static bool logOnce(const std::ostringstream &from, std::ostream &log_to)
|
||||
return true;
|
||||
}
|
||||
|
||||
static void setEmissiveColor(scene::ISceneNode *node, video::SColor color)
|
||||
{
|
||||
for (u32 i = 0; i < node->getMaterialCount(); ++i)
|
||||
node->getMaterial(i).EmissiveColor = color;
|
||||
}
|
||||
|
||||
/*
|
||||
TestCAO
|
||||
*/
|
||||
@ -774,8 +780,6 @@ void GenericCAO::addToScene(ITextureSource *tsrc, scene::ISceneManager *smgr)
|
||||
// set vertex colors to ensure alpha is set
|
||||
setMeshColor(m_animated_meshnode->getMesh(), video::SColor(0xFFFFFFFF));
|
||||
|
||||
setAnimatedMeshColor(m_animated_meshnode, video::SColor(0xFFFFFFFF));
|
||||
|
||||
setSceneNodeMaterials(m_animated_meshnode);
|
||||
|
||||
m_animated_meshnode->forEachMaterial([this] (auto &mat) {
|
||||
@ -923,26 +927,15 @@ void GenericCAO::setNodeLight(const video::SColor &light_color)
|
||||
}
|
||||
|
||||
if (m_enable_shaders) {
|
||||
if (m_prop.visual == "upright_sprite") {
|
||||
if (!m_meshnode)
|
||||
return;
|
||||
for (u32 i = 0; i < m_meshnode->getMaterialCount(); ++i)
|
||||
m_meshnode->getMaterial(i).EmissiveColor = light_color;
|
||||
} else {
|
||||
scene::ISceneNode *node = getSceneNode();
|
||||
auto *node = getSceneNode();
|
||||
if (!node)
|
||||
return;
|
||||
|
||||
for (u32 i = 0; i < node->getMaterialCount(); ++i) {
|
||||
video::SMaterial &material = node->getMaterial(i);
|
||||
material.EmissiveColor = light_color;
|
||||
}
|
||||
}
|
||||
setEmissiveColor(node, light_color);
|
||||
} else {
|
||||
if (m_meshnode) {
|
||||
setMeshColor(m_meshnode->getMesh(), light_color);
|
||||
} else if (m_animated_meshnode) {
|
||||
setAnimatedMeshColor(m_animated_meshnode, light_color);
|
||||
setMeshColor(m_animated_meshnode->getMesh(), light_color);
|
||||
} else if (m_spritenode) {
|
||||
m_spritenode->setColor(light_color);
|
||||
}
|
||||
@ -1404,7 +1397,6 @@ void GenericCAO::updateTextures(std::string mod)
|
||||
material.MaterialType = m_material_type;
|
||||
material.MaterialTypeParam = m_material_type_param;
|
||||
material.TextureLayers[0].Texture = texture;
|
||||
material.Lighting = true;
|
||||
material.BackfaceCulling = m_prop.backface_culling;
|
||||
|
||||
// don't filter low-res textures, makes them look blurry
|
||||
|
@ -181,13 +181,6 @@ void setMeshBufferColor(scene::IMeshBuffer *buf, const video::SColor &color)
|
||||
((video::S3DVertex *) (vertices + i * stride))->Color = color;
|
||||
}
|
||||
|
||||
void setAnimatedMeshColor(scene::IAnimatedMeshSceneNode *node, const video::SColor &color)
|
||||
{
|
||||
for (u32 i = 0; i < node->getMaterialCount(); ++i) {
|
||||
node->getMaterial(i).EmissiveColor = color;
|
||||
}
|
||||
}
|
||||
|
||||
void setMeshColor(scene::IMesh *mesh, const video::SColor &color)
|
||||
{
|
||||
if (mesh == NULL)
|
||||
|
@ -59,11 +59,6 @@ void setMeshBufferColor(scene::IMeshBuffer *buf, const video::SColor &color);
|
||||
*/
|
||||
void setMeshColor(scene::IMesh *mesh, const video::SColor &color);
|
||||
|
||||
/*
|
||||
Set a constant color for an animated mesh
|
||||
*/
|
||||
void setAnimatedMeshColor(scene::IAnimatedMeshSceneNode *node, const video::SColor &color);
|
||||
|
||||
/*!
|
||||
* Overwrites the color of a mesh buffer.
|
||||
* The color is darkened based on the normal vector of the vertices.
|
||||
|
Loading…
Reference in New Issue
Block a user