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Tile material: Add 'TILE_MATERIAL_OPAQUE', use for drawtype 'NDT_NORMAL'
Prevents normal drawtype nodes having transparency. Avoids clients cheating by using 'x-ray' texture packs with transparent textures.
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@ -159,7 +159,8 @@ enum MaterialType{
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TILE_MATERIAL_LIQUID_TRANSPARENT,
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TILE_MATERIAL_LIQUID_OPAQUE,
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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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};
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// Material flags
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@ -243,6 +244,10 @@ struct TileLayer
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void applyMaterialOptions(video::SMaterial &material) const
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{
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switch (material_type) {
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case TILE_MATERIAL_OPAQUE:
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case TILE_MATERIAL_LIQUID_OPAQUE:
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material.MaterialType = video::EMT_SOLID;
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break;
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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_PLANTS:
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@ -252,9 +257,6 @@ struct TileLayer
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case TILE_MATERIAL_LIQUID_TRANSPARENT:
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material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
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break;
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case TILE_MATERIAL_LIQUID_OPAQUE:
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material.MaterialType = video::EMT_SOLID;
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break;
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}
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material.BackfaceCulling = (material_flags & MATERIAL_FLAG_BACKFACE_CULLING)
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? true : false;
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@ -682,6 +682,8 @@ void ContentFeatures::updateTextures(ITextureSource *tsrc, IShaderSource *shdsrc
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switch (drawtype) {
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default:
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case NDT_NORMAL:
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material_type = (alpha == 255) ?
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TILE_MATERIAL_OPAQUE : TILE_MATERIAL_ALPHA;
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solidness = 2;
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break;
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case NDT_AIRLIKE:
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@ -778,6 +780,16 @@ void ContentFeatures::updateTextures(ITextureSource *tsrc, IShaderSource *shdsrc
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tile_shader[j] = shdsrc->getShader("nodes_shader",
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material_type, drawtype);
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}
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u8 overlay_material = material_type;
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if (overlay_material == TILE_MATERIAL_OPAQUE)
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overlay_material = TILE_MATERIAL_BASIC;
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else if (overlay_material == TILE_MATERIAL_LIQUID_OPAQUE)
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overlay_material = TILE_MATERIAL_LIQUID_TRANSPARENT;
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u32 overlay_shader[6];
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for (u16 j = 0; j < 6; j++) {
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overlay_shader[j] = shdsrc->getShader("nodes_shader",
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overlay_material, drawtype);
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}
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// Tiles (fill in f->tiles[])
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for (u16 j = 0; j < 6; j++) {
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@ -786,8 +798,8 @@ void ContentFeatures::updateTextures(ITextureSource *tsrc, IShaderSource *shdsrc
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tdef[j].backface_culling, material_type);
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if (tdef_overlay[j].name != "")
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fillTileAttribs(tsrc, &tiles[j].layers[1], &tdef_overlay[j],
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tile_shader[j], tsettings.use_normal_texture,
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tdef[j].backface_culling, material_type);
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overlay_shader[j], tsettings.use_normal_texture,
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tdef[j].backface_culling, overlay_material);
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}
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// Special tiles (fill in f->special_tiles[])
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@ -535,24 +535,19 @@ ShaderInfo generate_shader(const std::string &name, u8 material_type, u8 drawtyp
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shaderinfo.material_type = material_type;
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shaderinfo.drawtype = drawtype;
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shaderinfo.material = video::EMT_SOLID;
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switch(material_type){
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case TILE_MATERIAL_BASIC:
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shaderinfo.base_material = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
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break;
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case TILE_MATERIAL_ALPHA:
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shaderinfo.base_material = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
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break;
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case TILE_MATERIAL_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_LIQUID_OPAQUE:
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shaderinfo.base_material = video::EMT_SOLID;
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break;
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case TILE_MATERIAL_WAVING_LEAVES:
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shaderinfo.base_material = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
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break;
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case TILE_MATERIAL_WAVING_PLANTS:
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shaderinfo.base_material = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
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switch (material_type) {
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case TILE_MATERIAL_OPAQUE:
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case TILE_MATERIAL_LIQUID_OPAQUE:
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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_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_WAVING_LEAVES:
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case TILE_MATERIAL_WAVING_PLANTS:
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shaderinfo.base_material = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
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break;
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}
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@ -646,7 +641,8 @@ ShaderInfo generate_shader(const std::string &name, u8 material_type, u8 drawtyp
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"TILE_MATERIAL_LIQUID_TRANSPARENT",
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"TILE_MATERIAL_LIQUID_OPAQUE",
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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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};
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for (int i = 0; i < 6; i++){
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