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Basic model shading (#9374)
This commit is contained in:
parent
478e753298
commit
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131
client/shaders/object_shader/opengl_fragment.glsl
Normal file
131
client/shaders/object_shader/opengl_fragment.glsl
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@ -0,0 +1,131 @@
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uniform sampler2D baseTexture;
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uniform sampler2D normalTexture;
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uniform sampler2D textureFlags;
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uniform vec4 emissiveColor;
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uniform vec4 skyBgColor;
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uniform float fogDistance;
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uniform vec3 eyePosition;
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varying vec3 vNormal;
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varying vec3 vPosition;
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varying vec3 worldPosition;
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varying vec3 eyeVec;
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varying vec3 lightVec;
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varying float vIDiff;
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bool normalTexturePresent = false;
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bool texTileableHorizontal = false;
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bool texTileableVertical = false;
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bool texSeamless = false;
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const float e = 2.718281828459;
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const float BS = 10.0;
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const float fogStart = FOG_START;
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const float fogShadingParameter = 1 / ( 1 - fogStart);
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void get_texture_flags()
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{
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vec4 flags = texture2D(textureFlags, vec2(0.0, 0.0));
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if (flags.r > 0.5) {
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normalTexturePresent = true;
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}
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if (flags.g > 0.5) {
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texTileableHorizontal = true;
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}
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if (flags.b > 0.5) {
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texTileableVertical = true;
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}
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if (texTileableHorizontal && texTileableVertical) {
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texSeamless = true;
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}
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}
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float intensity(vec3 color)
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{
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return (color.r + color.g + color.b) / 3.0;
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}
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float get_rgb_height(vec2 uv)
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{
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if (texSeamless) {
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return intensity(texture2D(baseTexture, uv).rgb);
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} else {
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return intensity(texture2D(baseTexture, clamp(uv, 0.0, 0.999)).rgb);
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}
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}
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vec4 get_normal_map(vec2 uv)
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{
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vec4 bump = texture2D(normalTexture, uv).rgba;
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bump.xyz = normalize(bump.xyz * 2.0 - 1.0);
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return bump;
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}
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void main(void)
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{
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vec3 color;
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vec4 bump;
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vec2 uv = gl_TexCoord[0].st;
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bool use_normalmap = false;
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get_texture_flags();
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#if USE_NORMALMAPS == 1
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if (normalTexturePresent) {
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bump = get_normal_map(uv);
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use_normalmap = true;
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}
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#endif
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#if GENERATE_NORMALMAPS == 1
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if (normalTexturePresent == false) {
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float tl = get_rgb_height(vec2(uv.x - SAMPLE_STEP, uv.y + SAMPLE_STEP));
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float t = get_rgb_height(vec2(uv.x - SAMPLE_STEP, uv.y - SAMPLE_STEP));
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float tr = get_rgb_height(vec2(uv.x + SAMPLE_STEP, uv.y + SAMPLE_STEP));
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float r = get_rgb_height(vec2(uv.x + SAMPLE_STEP, uv.y));
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float br = get_rgb_height(vec2(uv.x + SAMPLE_STEP, uv.y - SAMPLE_STEP));
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float b = get_rgb_height(vec2(uv.x, uv.y - SAMPLE_STEP));
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float bl = get_rgb_height(vec2(uv.x -SAMPLE_STEP, uv.y - SAMPLE_STEP));
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float l = get_rgb_height(vec2(uv.x - SAMPLE_STEP, uv.y));
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float dX = (tr + 2.0 * r + br) - (tl + 2.0 * l + bl);
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float dY = (bl + 2.0 * b + br) - (tl + 2.0 * t + tr);
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bump = vec4(normalize(vec3 (dX, dY, NORMALMAPS_STRENGTH)), 1.0);
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use_normalmap = true;
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}
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#endif
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vec4 base = texture2D(baseTexture, uv).rgba;
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#ifdef ENABLE_BUMPMAPPING
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if (use_normalmap) {
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vec3 L = normalize(lightVec);
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vec3 E = normalize(eyeVec);
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float specular = pow(clamp(dot(reflect(L, bump.xyz), E), 0.0, 1.0), 1.0);
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float diffuse = dot(-E,bump.xyz);
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color = (diffuse + 0.1 * specular) * base.rgb;
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} else {
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color = base.rgb;
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}
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#else
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color = base.rgb;
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#endif
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vec4 col = vec4(color.rgb, base.a);
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col.rgb *= emissiveColor.rgb * vIDiff;
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// Due to a bug in some (older ?) graphics stacks (possibly in the glsl compiler ?),
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// the fog will only be rendered correctly if the last operation before the
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// clamp() is an addition. Else, the clamp() seems to be ignored.
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// E.g. the following won't work:
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// float clarity = clamp(fogShadingParameter
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// * (fogDistance - length(eyeVec)) / fogDistance), 0.0, 1.0);
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// As additions usually come for free following a multiplication, the new formula
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// should be more efficient as well.
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// Note: clarity = (1 - fogginess)
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float clarity = clamp(fogShadingParameter
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- fogShadingParameter * length(eyeVec) / fogDistance, 0.0, 1.0);
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col = mix(skyBgColor, col, clarity);
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gl_FragColor = vec4(col.rgb, base.a);
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}
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44
client/shaders/object_shader/opengl_vertex.glsl
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44
client/shaders/object_shader/opengl_vertex.glsl
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@ -0,0 +1,44 @@
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uniform mat4 mWorldViewProj;
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uniform mat4 mWorld;
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uniform vec3 eyePosition;
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uniform float animationTimer;
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varying vec3 vNormal;
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varying vec3 vPosition;
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varying vec3 worldPosition;
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varying vec3 eyeVec;
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varying vec3 lightVec;
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varying float vIDiff;
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const float e = 2.718281828459;
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const float BS = 10.0;
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float directional_ambient(vec3 normal)
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{
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vec3 v = normal * normal;
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if (normal.y < 0)
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return dot(v, vec3(0.670820f, 0.447213f, 0.836660f));
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return dot(v, vec3(0.670820f, 1.000000f, 0.836660f));
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}
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void main(void)
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{
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gl_TexCoord[0] = gl_MultiTexCoord0;
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gl_Position = mWorldViewProj * gl_Vertex;
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vPosition = gl_Position.xyz;
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vNormal = gl_Normal;
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worldPosition = (mWorld * gl_Vertex).xyz;
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vec3 sunPosition = vec3 (0.0, eyePosition.y * BS + 900.0, 0.0);
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lightVec = sunPosition - worldPosition;
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eyeVec = -(gl_ModelViewMatrix * gl_Vertex).xyz;
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vIDiff = directional_ambient(normalize(gl_Normal));
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gl_FrontColor = gl_BackColor = gl_Color;
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}
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@ -1860,7 +1860,7 @@ ITextureSource* Client::getTextureSource()
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{
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return m_tsrc;
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}
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IShaderSource* Client::getShaderSource()
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IWritableShaderSource* Client::getShaderSource()
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{
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return m_shsrc;
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}
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@ -367,7 +367,7 @@ public:
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const NodeDefManager* getNodeDefManager() override;
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ICraftDefManager* getCraftDefManager() override;
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ITextureSource* getTextureSource();
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virtual IShaderSource* getShaderSource();
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virtual IWritableShaderSource* getShaderSource();
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u16 allocateUnknownNodeId(const std::string &name) override;
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virtual ISoundManager* getSoundManager();
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MtEventManager* getEventManager();
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@ -32,10 +32,65 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "raycast.h"
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#include "voxelalgorithms.h"
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#include "settings.h"
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#include "shader.h"
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#include "content_cao.h"
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#include <algorithm>
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#include "client/renderingengine.h"
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/*
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CAOShaderConstantSetter
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*/
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//! Shader constant setter for passing material emissive color to the CAO object_shader
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class CAOShaderConstantSetter : public IShaderConstantSetter
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{
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public:
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CAOShaderConstantSetter():
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m_emissive_color_setting("emissiveColor")
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{}
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~CAOShaderConstantSetter() override = default;
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void onSetConstants(video::IMaterialRendererServices *services,
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bool is_highlevel) override
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{
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if (!is_highlevel)
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return;
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// Ambient color
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video::SColorf emissive_color(m_emissive_color);
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float as_array[4] = {
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emissive_color.r,
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emissive_color.g,
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emissive_color.b,
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emissive_color.a,
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};
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m_emissive_color_setting.set(as_array, services);
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}
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void onSetMaterial(const video::SMaterial& material) override
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{
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m_emissive_color = material.EmissiveColor;
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}
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private:
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video::SColor m_emissive_color;
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CachedPixelShaderSetting<float, 4> m_emissive_color_setting;
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};
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class CAOShaderConstantSetterFactory : public IShaderConstantSetterFactory
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{
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public:
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CAOShaderConstantSetterFactory()
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{}
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virtual IShaderConstantSetter* create()
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{
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return new CAOShaderConstantSetter();
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}
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};
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/*
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ClientEnvironment
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*/
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@ -47,6 +102,8 @@ ClientEnvironment::ClientEnvironment(ClientMap *map,
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m_texturesource(texturesource),
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m_client(client)
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{
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auto *shdrsrc = m_client->getShaderSource();
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shdrsrc->addShaderConstantSetterFactory(new CAOShaderConstantSetterFactory());
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}
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ClientEnvironment::~ClientEnvironment()
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@ -46,6 +46,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "wieldmesh.h"
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#include <algorithm>
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#include <cmath>
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#include "client/shader.h"
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class Settings;
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struct ToolCapabilities;
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@ -352,6 +353,8 @@ void GenericCAO::initialize(const std::string &data)
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player->setCAO(this);
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}
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}
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m_enable_shaders = g_settings->getBool("enable_shaders");
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}
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void GenericCAO::processInitData(const std::string &data)
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@ -577,8 +580,17 @@ void GenericCAO::addToScene(ITextureSource *tsrc)
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return;
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}
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video::E_MATERIAL_TYPE material_type = (m_prop.use_texture_alpha) ?
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video::EMT_TRANSPARENT_ALPHA_CHANNEL : video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
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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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TILE_MATERIAL_BASIC,
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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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video::EMT_TRANSPARENT_ALPHA_CHANNEL : video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
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}
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auto grabMatrixNode = [this] {
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infostream << "GenericCAO::addToScene(): " << m_prop.visual << std::endl;
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@ -587,6 +599,18 @@ void GenericCAO::addToScene(ITextureSource *tsrc)
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m_matrixnode->grab();
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};
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auto setSceneNodeMaterial = [this] (scene::ISceneNode *node) {
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node->setMaterialFlag(video::EMF_LIGHTING, false);
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node->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
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node->setMaterialFlag(video::EMF_FOG_ENABLE, true);
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node->setMaterialType(m_material_type);
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if (m_enable_shaders) {
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node->setMaterialFlag(video::EMF_GOURAUD_SHADING, false);
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node->setMaterialFlag(video::EMF_NORMALIZE_NORMALS, true);
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}
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};
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if (m_prop.visual == "sprite") {
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grabMatrixNode();
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m_spritenode = RenderingEngine::get_scene_manager()->addBillboardSceneNode(
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@ -594,10 +618,9 @@ void GenericCAO::addToScene(ITextureSource *tsrc)
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m_spritenode->grab();
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m_spritenode->setMaterialTexture(0,
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tsrc->getTextureForMesh("unknown_node.png"));
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m_spritenode->setMaterialFlag(video::EMF_LIGHTING, false);
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m_spritenode->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
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m_spritenode->setMaterialType(material_type);
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m_spritenode->setMaterialFlag(video::EMF_FOG_ENABLE, true);
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setSceneNodeMaterial(m_spritenode);
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u8 li = m_last_light;
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m_spritenode->setColor(video::SColor(255,li,li,li));
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m_spritenode->setSize(v2f(m_prop.visual_size.X,
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@ -619,10 +642,10 @@ void GenericCAO::addToScene(ITextureSource *tsrc)
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{ // Front
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scene::IMeshBuffer *buf = new scene::SMeshBuffer();
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video::S3DVertex vertices[4] = {
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video::S3DVertex(-dx, -dy, 0, 0,0,0, c, 1,1),
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video::S3DVertex( dx, -dy, 0, 0,0,0, c, 0,1),
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video::S3DVertex( dx, dy, 0, 0,0,0, c, 0,0),
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video::S3DVertex(-dx, dy, 0, 0,0,0, c, 1,0),
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video::S3DVertex(-dx, -dy, 0, 0,0,1, c, 1,1),
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video::S3DVertex( dx, -dy, 0, 0,0,1, c, 0,1),
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video::S3DVertex( dx, dy, 0, 0,0,1, c, 0,0),
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video::S3DVertex(-dx, dy, 0, 0,0,1, c, 1,0),
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};
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if (m_is_player) {
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// Move minimal Y position to 0 (feet position)
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@ -635,7 +658,14 @@ void GenericCAO::addToScene(ITextureSource *tsrc)
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buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
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buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
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buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
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buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
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buf->getMaterial().MaterialType = m_material_type;
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if (m_enable_shaders) {
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buf->getMaterial().EmissiveColor = c;
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buf->getMaterial().setFlag(video::EMF_GOURAUD_SHADING, false);
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buf->getMaterial().setFlag(video::EMF_NORMALIZE_NORMALS, true);
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}
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// Add to mesh
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mesh->addMeshBuffer(buf);
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buf->drop();
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@ -643,10 +673,10 @@ void GenericCAO::addToScene(ITextureSource *tsrc)
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{ // Back
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scene::IMeshBuffer *buf = new scene::SMeshBuffer();
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video::S3DVertex vertices[4] = {
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video::S3DVertex( dx,-dy, 0, 0,0,0, c, 1,1),
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video::S3DVertex(-dx,-dy, 0, 0,0,0, c, 0,1),
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video::S3DVertex(-dx, dy, 0, 0,0,0, c, 0,0),
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video::S3DVertex( dx, dy, 0, 0,0,0, c, 1,0),
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video::S3DVertex( dx,-dy, 0, 0,0,-1, c, 1,1),
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video::S3DVertex(-dx,-dy, 0, 0,0,-1, c, 0,1),
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video::S3DVertex(-dx, dy, 0, 0,0,-1, c, 0,0),
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video::S3DVertex( dx, dy, 0, 0,0,-1, c, 1,0),
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};
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if (m_is_player) {
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// Move minimal Y position to 0 (feet position)
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@ -659,7 +689,14 @@ void GenericCAO::addToScene(ITextureSource *tsrc)
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buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
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buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
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buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
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buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
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buf->getMaterial().MaterialType = m_material_type;
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if (m_enable_shaders) {
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buf->getMaterial().EmissiveColor = c;
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buf->getMaterial().setFlag(video::EMF_GOURAUD_SHADING, false);
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buf->getMaterial().setFlag(video::EMF_NORMALIZE_NORMALS, true);
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}
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// Add to mesh
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mesh->addMeshBuffer(buf);
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buf->drop();
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@ -683,10 +720,7 @@ void GenericCAO::addToScene(ITextureSource *tsrc)
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u8 li = m_last_light;
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setMeshColor(m_meshnode->getMesh(), video::SColor(255,li,li,li));
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m_meshnode->setMaterialFlag(video::EMF_LIGHTING, false);
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m_meshnode->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
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m_meshnode->setMaterialType(material_type);
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m_meshnode->setMaterialFlag(video::EMF_FOG_ENABLE, true);
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setSceneNodeMaterial(m_meshnode);
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} else if (m_prop.visual == "mesh") {
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grabMatrixNode();
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scene::IAnimatedMesh *mesh = m_client->getMesh(m_prop.mesh, true);
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@ -704,10 +738,8 @@ void GenericCAO::addToScene(ITextureSource *tsrc)
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setAnimatedMeshColor(m_animated_meshnode, video::SColor(255,li,li,li));
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m_animated_meshnode->setMaterialFlag(video::EMF_LIGHTING, true);
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m_animated_meshnode->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
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m_animated_meshnode->setMaterialType(material_type);
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m_animated_meshnode->setMaterialFlag(video::EMF_FOG_ENABLE, true);
|
||||
setSceneNodeMaterial(m_animated_meshnode);
|
||||
|
||||
m_animated_meshnode->setMaterialFlag(video::EMF_BACK_FACE_CULLING,
|
||||
m_prop.backface_culling);
|
||||
} else
|
||||
@ -789,17 +821,41 @@ void GenericCAO::updateLightNoCheck(u8 light_at_pos)
|
||||
return;
|
||||
|
||||
u8 li = decode_light(light_at_pos + m_glow);
|
||||
|
||||
if (li != m_last_light) {
|
||||
m_last_light = li;
|
||||
video::SColor color(255,li,li,li);
|
||||
if (m_meshnode) {
|
||||
setMeshColor(m_meshnode->getMesh(), color);
|
||||
} else if (m_animated_meshnode) {
|
||||
setAnimatedMeshColor(m_animated_meshnode, color);
|
||||
} else if (m_wield_meshnode) {
|
||||
m_wield_meshnode->setColor(color);
|
||||
} else if (m_spritenode) {
|
||||
m_spritenode->setColor(color);
|
||||
|
||||
if (m_enable_shaders) {
|
||||
scene::ISceneNode *node = getSceneNode();
|
||||
|
||||
if (node == nullptr) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (m_prop.visual == "upright_sprite") {
|
||||
scene::IMesh *mesh = m_meshnode->getMesh();
|
||||
for (u32 i = 0; i < mesh->getMeshBufferCount(); ++i) {
|
||||
scene::IMeshBuffer* buf = mesh->getMeshBuffer(i);
|
||||
video::SMaterial& material = buf->getMaterial();
|
||||
material.EmissiveColor = color;
|
||||
}
|
||||
} else {
|
||||
for (u32 i = 0; i < node->getMaterialCount(); ++i) {
|
||||
video::SMaterial& material = node->getMaterial(i);
|
||||
material.EmissiveColor = color;
|
||||
}
|
||||
}
|
||||
} else {
|
||||
if (m_meshnode) {
|
||||
setMeshColor(m_meshnode->getMesh(), color);
|
||||
} else if (m_animated_meshnode) {
|
||||
setAnimatedMeshColor(m_animated_meshnode, color);
|
||||
} else if (m_wield_meshnode) {
|
||||
m_wield_meshnode->setColor(color);
|
||||
} else if (m_spritenode) {
|
||||
m_spritenode->setColor(color);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -1101,16 +1157,13 @@ void GenericCAO::updateTextures(std::string mod)
|
||||
m_current_texture_modifier = mod;
|
||||
m_glow = m_prop.glow;
|
||||
|
||||
video::E_MATERIAL_TYPE material_type = (m_prop.use_texture_alpha) ?
|
||||
video::EMT_TRANSPARENT_ALPHA_CHANNEL : video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
|
||||
|
||||
if (m_spritenode) {
|
||||
if (m_prop.visual == "sprite") {
|
||||
std::string texturestring = "unknown_node.png";
|
||||
if (!m_prop.textures.empty())
|
||||
texturestring = m_prop.textures[0];
|
||||
texturestring += mod;
|
||||
m_spritenode->getMaterial(0).MaterialType = material_type;
|
||||
m_spritenode->getMaterial(0).MaterialType = m_material_type;
|
||||
m_spritenode->getMaterial(0).MaterialTypeParam = 0.5f;
|
||||
m_spritenode->setMaterialTexture(0,
|
||||
tsrc->getTextureForMesh(texturestring));
|
||||
@ -1146,7 +1199,7 @@ void GenericCAO::updateTextures(std::string mod)
|
||||
|
||||
// Set material flags and texture
|
||||
video::SMaterial& material = m_animated_meshnode->getMaterial(i);
|
||||
material.MaterialType = material_type;
|
||||
material.MaterialType = m_material_type;
|
||||
material.MaterialTypeParam = 0.5f;
|
||||
material.TextureLayer[0].Texture = texture;
|
||||
material.setFlag(video::EMF_LIGHTING, true);
|
||||
@ -1193,7 +1246,7 @@ void GenericCAO::updateTextures(std::string mod)
|
||||
|
||||
// Set material flags and texture
|
||||
video::SMaterial& material = m_meshnode->getMaterial(i);
|
||||
material.MaterialType = material_type;
|
||||
material.MaterialType = m_material_type;
|
||||
material.MaterialTypeParam = 0.5f;
|
||||
material.setFlag(video::EMF_LIGHTING, false);
|
||||
material.setFlag(video::EMF_BILINEAR_FILTER, false);
|
||||
|
@ -125,6 +125,10 @@ private:
|
||||
u8 m_last_light = 255;
|
||||
bool m_is_visible = false;
|
||||
s8 m_glow = 0;
|
||||
// Material
|
||||
video::E_MATERIAL_TYPE m_material_type;
|
||||
// Settings
|
||||
bool m_enable_shaders = false;
|
||||
|
||||
public:
|
||||
GenericCAO(Client *client, ClientEnvironment *env);
|
||||
|
@ -188,7 +188,7 @@ public:
|
||||
delete setter;
|
||||
}
|
||||
|
||||
virtual void OnSetConstants(video::IMaterialRendererServices *services, s32 userData)
|
||||
virtual void OnSetConstants(video::IMaterialRendererServices *services, s32 userData) override
|
||||
{
|
||||
video::IVideoDriver *driver = services->getVideoDriver();
|
||||
sanity_check(driver != NULL);
|
||||
@ -198,6 +198,12 @@ public:
|
||||
for (IShaderConstantSetter *setter : m_setters)
|
||||
setter->onSetConstants(services, is_highlevel);
|
||||
}
|
||||
|
||||
virtual void OnSetMaterial(const video::SMaterial& material) override
|
||||
{
|
||||
for (IShaderConstantSetter *setter : m_setters)
|
||||
setter->onSetMaterial(material);
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
|
@ -67,6 +67,8 @@ public:
|
||||
virtual ~IShaderConstantSetter() = default;
|
||||
virtual void onSetConstants(video::IMaterialRendererServices *services,
|
||||
bool is_highlevel) = 0;
|
||||
virtual void onSetMaterial(const video::SMaterial& material)
|
||||
{ }
|
||||
};
|
||||
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user