v3f p, v3s16 dir, v3f scale, u8 light_source, std::vector<FastFace> &dest)
{
FastFace face;
-
+
// Position is at the center of the cube.
v3f pos = p * BS;
v3f vertex_pos[4];
v3s16 vertex_dirs[4];
getNodeVertexDirs(dir, vertex_dirs);
+
v3s16 t;
+ u16 t1;
switch (tile.rotation)
{
case 0:
vertex_dirs[3] = vertex_dirs[2];
vertex_dirs[2] = vertex_dirs[1];
vertex_dirs[1] = t;
+ t1=li0;
+ li0=li3;
+ li3=li2;
+ li2=li1;
+ li1=t1;
break;
case 2: //R180
t = vertex_dirs[0];
t = vertex_dirs[1];
vertex_dirs[1] = vertex_dirs[3];
vertex_dirs[3] = t;
+ t1 = li0;
+ li0 = li2;
+ li2 = t1;
+ t1 = li1;
+ li1 = li3;
+ li3 = t1;
break;
case 3: //R270
t = vertex_dirs[0];
vertex_dirs[1] = vertex_dirs[2];
vertex_dirs[2] = vertex_dirs[3];
vertex_dirs[3] = t;
+ t1 = li0;
+ li0 = li1;
+ li1 = li2;
+ li2 = li3;
+ li3 = t1;
break;
case 4: //FXR90
t = vertex_dirs[0];
vertex_dirs[3] = vertex_dirs[2];
vertex_dirs[2] = vertex_dirs[1];
vertex_dirs[1] = t;
+ t1 = li0;
+ li0 = li3;
+ li3 = li2;
+ li2 = li1;
+ li1 = t1;
y0 += h;
h *= -1;
break;
vertex_dirs[1] = vertex_dirs[2];
vertex_dirs[2] = vertex_dirs[3];
vertex_dirs[3] = t;
+ t1 = li0;
+ li0 = li1;
+ li1 = li2;
+ li2 = li3;
+ li3 = t1;
y0 += h;
h *= -1;
break;
vertex_dirs[3] = vertex_dirs[2];
vertex_dirs[2] = vertex_dirs[1];
vertex_dirs[1] = t;
+ t1 = li0;
+ li0 = li3;
+ li3 = li2;
+ li2 = li1;
+ li1 = t1;
x0 += w;
w *= -1;
break;
vertex_dirs[1] = vertex_dirs[2];
vertex_dirs[2] = vertex_dirs[3];
vertex_dirs[3] = t;
+ t1 = li0;
+ li0 = li1;
+ li1 = li2;
+ li2 = li3;
+ li3 = t1;
x0 += w;
w *= -1;
break;
default:
break;
}
+
for(u16 i=0; i<4; i++)
{
vertex_pos[i] = v3f(
vertex_pos[i] += pos;
}
- f32 abs_scale = 1.;
+ f32 abs_scale = 1.0;
if (scale.X < 0.999 || scale.X > 1.001) abs_scale = scale.X;
else if(scale.Y < 0.999 || scale.Y > 1.001) abs_scale = scale.Y;
else if(scale.Z < 0.999 || scale.Z > 1.001) abs_scale = scale.Z;
core::vector2d<f32>(x0+w*abs_scale, y0));
face.tile = tile;
-
dest.push_back(face);
}
/*
Convert MeshCollector to SMesh
- Also store animation info
*/
- bool enable_shaders = (g_settings->getS32("enable_shaders") > 0);
+ bool enable_bumpmapping = g_settings->getBool("enable_bumpmapping");
+ bool enable_shaders = g_settings->getBool("enable_shaders");
video::E_MATERIAL_TYPE shadermat1 = m_gamedef->getShaderSource()->
getShader("test_shader_1").material;
video::E_MATERIAL_TYPE shadermat2 = m_gamedef->getShaderSource()->
getShader("test_shader_2").material;
video::E_MATERIAL_TYPE shadermat3 = m_gamedef->getShaderSource()->
getShader("test_shader_3").material;
+ video::E_MATERIAL_TYPE bumpmaps1 = m_gamedef->getShaderSource()->
+ getShader("bumpmaps_solids").material;
+ video::E_MATERIAL_TYPE bumpmaps2 = m_gamedef->getShaderSource()->
+ getShader("bumpmaps_liquids").material;
+
for(u32 i = 0; i < collector.prebuffers.size(); i++)
{
PreMeshBuffer &p = collector.prebuffers[i];
material.setFlag(video::EMF_FOG_ENABLE, true);
//material.setFlag(video::EMF_ANTI_ALIASING, video::EAAM_OFF);
//material.setFlag(video::EMF_ANTI_ALIASING, video::EAAM_SIMPLE);
- material.MaterialType
- = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
+ material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
material.setTexture(0, p.tile.texture);
- if(enable_shaders)
- p.tile.applyMaterialOptionsWithShaders(material, shadermat1, shadermat2, shadermat3);
- else
+
+ if (enable_shaders) {
+ video::E_MATERIAL_TYPE smat1 = shadermat1;
+ video::E_MATERIAL_TYPE smat2 = shadermat2;
+ video::E_MATERIAL_TYPE smat3 = shadermat3;
+
+ if (enable_bumpmapping) {
+ ITextureSource *tsrc = data->m_gamedef->tsrc();
+ std::string fname_base = tsrc->getTextureName(p.tile.texture_id);
+
+ std::string normal_ext = "_normal.png";
+ size_t pos = fname_base.find(".");
+ std::string fname_normal = fname_base.substr(0, pos) + normal_ext;
+
+ if (tsrc->isKnownSourceImage(fname_normal)) {
+ // look for image extension and replace it
+ size_t i = 0;
+ while ((i = fname_base.find(".", i)) != std::string::npos) {
+ fname_base.replace(i, 4, normal_ext);
+ i += normal_ext.length();
+ }
+
+ material.setTexture(1, tsrc->getTexture(fname_base));
+
+ smat1 = bumpmaps1;
+ smat2 = bumpmaps2;
+ }
+ }
+
+ p.tile.applyMaterialOptionsWithShaders(material, smat1, smat2, smat3);
+ } else {
p.tile.applyMaterialOptions(material);
+ }
// Create meshbuffer
bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_ratio)
{
+ bool enable_shaders = (g_settings->getS32("enable_shaders") > 0);
+ bool enable_bumpmapping = g_settings->getBool("enable_bumpmapping");
+
if(!m_has_animation)
{
m_animation_force_timer = 100000;
os<<"^[verticalframe:"<<(int)tile.animation_frame_count<<":"<<frame;
// Set the texture
buf->getMaterial().setTexture(0, tsrc->getTexture(os.str()));
+ if (enable_shaders && enable_bumpmapping)
+ {
+ std::string basename,normal;
+ basename = tsrc->getTextureName(tile.texture_id);
+ unsigned pos;
+ pos = basename.find(".");
+ normal = basename.substr (0, pos);
+ normal += "_normal.png";
+ os.str("");
+ os<<normal<<"^[verticalframe:"<<(int)tile.animation_frame_count<<":"<<frame;
+ if (tsrc->isKnownSourceImage(normal))
+ buf->getMaterial().setTexture(1, tsrc->getTexture(os.str()));
+ }
}
// Day-night transition