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edd8c3c664
Includes minimal support code for practical reasons. We'll need it for a slightly different purpose next commit.
116 lines
3.5 KiB
Lua
116 lines
3.5 KiB
Lua
-- Node texture tests
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local S = minetest.get_translator("testnodes")
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minetest.register_node("testnodes:6sides", {
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description = S("Six Textures Test Node"),
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tiles = {
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"testnodes_normal1.png",
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"testnodes_normal2.png",
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"testnodes_normal3.png",
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"testnodes_normal4.png",
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"testnodes_normal5.png",
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"testnodes_normal6.png",
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},
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groups = { dig_immediate = 2 },
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})
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minetest.register_node("testnodes:anim", {
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description = S("Animated Test Node"),
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tiles = {
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{ name = "testnodes_anim.png",
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animation = {
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type = "vertical_frames",
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aspect_w = 16,
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aspect_h = 16,
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length = 4.0,
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}, },
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},
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groups = { dig_immediate = 2 },
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})
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-- Node texture transparency test
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local alphas = { 64, 128, 191 }
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for a=1,#alphas do
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local alpha = alphas[a]
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-- Transparency taken from texture
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minetest.register_node("testnodes:alpha_texture_"..alpha, {
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description = S("Texture Alpha Test Node (@1)", alpha),
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drawtype = "glasslike",
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paramtype = "light",
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tiles = {
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"testnodes_alpha"..alpha..".png",
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},
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use_texture_alpha = true,
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groups = { dig_immediate = 3 },
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})
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-- Transparency set via texture modifier
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minetest.register_node("testnodes:alpha_"..alpha, {
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description = S("Alpha Test Node (@1)", alpha),
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drawtype = "glasslike",
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paramtype = "light",
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tiles = {
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"testnodes_alpha.png^[opacity:" .. alpha,
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},
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use_texture_alpha = true,
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groups = { dig_immediate = 3 },
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})
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end
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-- Bumpmapping and Parallax Occlusion
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-- This node has a normal map which corresponds to a pyramid with sides tilted
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-- by an angle of 45°, i.e. the normal map contains four vectors which point
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-- diagonally away from the surface (e.g. (0.7, 0.7, 0)),
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-- and the heights in the height map linearly increase towards the centre,
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-- so that the surface corresponds to a simple pyramid.
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-- The node can help to determine if e.g. tangent space transformations work
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-- correctly.
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-- If, for example, the light comes from above, then the (tilted) pyramids
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-- should look like they're lit from this light direction on all node faces.
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-- The white albedo texture has small black indicators which can be used to see
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-- how it is transformed ingame (and thus see if there's rotation around the
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-- normal vector).
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minetest.register_node("testnodes:height_pyramid", {
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description = "Bumpmapping and Parallax Occlusion Tester (height pyramid)",
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tiles = {"testnodes_height_pyramid.png"},
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groups = {dig_immediate = 3},
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})
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-- The stairs nodes should help to validate if shading works correctly for
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-- rotated nodes (which have rotated textures).
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stairs.register_stair_and_slab("height_pyramid", "experimantal:height_pyramid",
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{dig_immediate = 3},
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{"testnodes_height_pyramid.png"},
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"Bumpmapping and Parallax Occlusion Tester Stair (height pyramid)",
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"Bumpmapping and Parallax Occlusion Tester Slab (height pyramid)")
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-- This node has a simple heightmap for parallax occlusion testing and flat
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-- normalmap.
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-- When parallax occlusion is enabled, the yellow scrawl should stick out of
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-- the texture when viewed at an angle.
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minetest.register_node("testnodes:parallax_extruded", {
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description = "Parallax Occlusion Tester",
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tiles = {"testnodes_parallax_extruded.png"},
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groups = {dig_immediate = 3},
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})
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-- Analogously to the height pyramid stairs nodes,
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-- these nodes should help to validate if parallax occlusion works correctly for
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-- rotated nodes (which have rotated textures).
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stairs.register_stair_and_slab("parallax_extruded",
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"experimantal:parallax_extruded",
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{dig_immediate = 3},
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{"testnodes_parallax_extruded.png"},
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"Parallax Occlusion Tester Stair",
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"Parallax Occlusion Tester Slab")
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