Single light bank.
*/
static u8 getInteriorLight(enum LightBank bank, MapNode n, s32 increment,
- MeshMakeData *data)
+ INodeDefManager *ndef)
{
- INodeDefManager *ndef = data->m_gamedef->ndef();
u8 light = n.getLight(bank, ndef);
while(increment > 0)
Calculate non-smooth lighting at interior of node.
Both light banks.
*/
-u16 getInteriorLight(MapNode n, s32 increment, MeshMakeData *data)
+u16 getInteriorLight(MapNode n, s32 increment, INodeDefManager *ndef)
{
- u16 day = getInteriorLight(LIGHTBANK_DAY, n, increment, data);
- u16 night = getInteriorLight(LIGHTBANK_NIGHT, n, increment, data);
+ u16 day = getInteriorLight(LIGHTBANK_DAY, n, increment, ndef);
+ u16 night = getInteriorLight(LIGHTBANK_NIGHT, n, increment, ndef);
return day | (night << 8);
}
Single light bank.
*/
static u8 getFaceLight(enum LightBank bank, MapNode n, MapNode n2,
- v3s16 face_dir, MeshMakeData *data)
+ v3s16 face_dir, INodeDefManager *ndef)
{
- INodeDefManager *ndef = data->m_gamedef->ndef();
-
u8 light;
u8 l1 = n.getLight(bank, ndef);
u8 l2 = n2.getLight(bank, ndef);
Calculate non-smooth lighting at face of node.
Both light banks.
*/
-u16 getFaceLight(MapNode n, MapNode n2, v3s16 face_dir, MeshMakeData *data)
+u16 getFaceLight(MapNode n, MapNode n2, v3s16 face_dir, INodeDefManager *ndef)
{
- u16 day = getFaceLight(LIGHTBANK_DAY, n, n2, face_dir, data);
- u16 night = getFaceLight(LIGHTBANK_NIGHT, n, n2, face_dir, data);
+ u16 day = getFaceLight(LIGHTBANK_DAY, n, n2, face_dir, ndef);
+ u16 night = getFaceLight(LIGHTBANK_NIGHT, n, n2, face_dir, ndef);
return day | (night << 8);
}
0,0, 5,0 , 0,1 , 2,0 , 0,0, 3,0 , 1,3 , 4,0 ,
0,0, 2,3 , 5,0 , 0,2 , 0,0, 1,0 , 4,2 , 3,1 , // rotate around z+ 4 - 7
- 0,0, 4,3 , 2,0 , 0,3 , 0,0, 1,1 , 3,2 , 5,1 ,
+ 0,0, 4,3 , 2,0 , 0,1 , 0,0, 1,1 , 3,2 , 5,1 ,
0,0, 3,3 , 4,0 , 0,0 , 0,0, 1,2 , 5,2 , 2,1 ,
- 0,0, 5,3 , 3,0 , 0,1 , 0,0, 1,3 , 2,2 , 4,1 ,
+ 0,0, 5,3 , 3,0 , 0,3 , 0,0, 1,3 , 2,2 , 4,1 ,
0,0, 2,1 , 4,2 , 1,2 , 0,0, 0,0 , 5,0 , 3,3 , // rotate around z- 8 - 11
0,0, 4,1 , 3,2 , 1,3 , 0,0, 0,3 , 2,0 , 5,3 ,
if(data->m_smooth_lighting == false)
{
lights[0] = lights[1] = lights[2] = lights[3] =
- getFaceLight(n0, n1, face_dir, data);
+ getFaceLight(n0, n1, face_dir, ndef);
}
else
{
MapBlockMesh
*/
-MapBlockMesh::MapBlockMesh(MeshMakeData *data):
+MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
m_mesh(new scene::SMesh()),
m_gamedef(data->m_gamedef),
m_animation_force_timer(0), // force initial animation
/*
Convert MeshCollector to SMesh
*/
+ bool enable_shaders = g_settings->getBool("enable_shaders");
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;
+ bool enable_parallax_occlusion = g_settings->getBool("enable_parallax_occlusion");
+
+ video::E_MATERIAL_TYPE shadermat1, shadermat2, shadermat3,
+ shadermat4, shadermat5;
+ shadermat1 = shadermat2 = shadermat3 = shadermat4 = shadermat5 =
+ video::EMT_SOLID;
+
+ if (enable_shaders) {
+ IShaderSource *shdrsrc = m_gamedef->getShaderSource();
+ shadermat1 = shdrsrc->getShader("solids_shader").material;
+ shadermat2 = shdrsrc->getShader("liquids_shader").material;
+ shadermat3 = shdrsrc->getShader("alpha_shader").material;
+ shadermat4 = shdrsrc->getShader("leaves_shader").material;
+ shadermat5 = shdrsrc->getShader("plants_shader").material;
+ }
for(u32 i = 0; i < collector.prebuffers.size(); 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) {
- 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();
+ if (enable_shaders) {
+ ITextureSource *tsrc = data->m_gamedef->tsrc();
+ material.setTexture(2, tsrc->getTexture("disable_img.png"));
+ if (enable_bumpmapping || enable_parallax_occlusion) {
+ if (tsrc->isKnownSourceImage("override_normal.png")){
+ material.setTexture(1, tsrc->getTexture("override_normal.png"));
+ material.setTexture(2, tsrc->getTexture("enable_img.png"));
+ } else {
+ 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));
+ material.setTexture(2, tsrc->getTexture("enable_img.png"));
}
-
- material.setTexture(1, tsrc->getTexture(fname_base));
-
- smat1 = bumpmaps1;
- smat2 = bumpmaps2;
}
}
-
- p.tile.applyMaterialOptionsWithShaders(material, smat1, smat2, smat3);
+ p.tile.applyMaterialOptionsWithShaders(material,
+ shadermat1, shadermat2, shadermat3, shadermat4, shadermat5);
} else {
p.tile.applyMaterialOptions(material);
}
-
// Create meshbuffer
// This is a "Standard MeshBuffer",
&p.indices[0], p.indices.size());
}
+ m_camera_offset = camera_offset;
+
/*
Do some stuff to the mesh
*/
- translateMesh(m_mesh, intToFloat(data->m_blockpos * MAP_BLOCKSIZE, BS));
+ translateMesh(m_mesh, intToFloat(data->m_blockpos * MAP_BLOCKSIZE - camera_offset, BS));
if(m_mesh)
{
bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_ratio)
{
- bool enable_shaders = (g_settings->getS32("enable_shaders") > 0);
+ bool enable_shaders = g_settings->getBool("enable_shaders");
bool enable_bumpmapping = g_settings->getBool("enable_bumpmapping");
-
+ bool enable_parallax_occlusion = g_settings->getBool("enable_parallax_occlusion");
+
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)
+ buf->getMaterial().setTexture(2, tsrc->getTexture("disable_img.png"));
+ if (enable_shaders && (enable_bumpmapping || enable_parallax_occlusion))
{
- 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()));
+ if (tsrc->isKnownSourceImage("override_normal.png")){
+ buf->getMaterial().setTexture(1, tsrc->getTexture("override_normal.png"));
+ buf->getMaterial().setTexture(2, tsrc->getTexture("enable_img.png"));
+ } else {
+ std::string fname_base,fname_normal;
+ fname_base = tsrc->getTextureName(tile.texture_id);
+ unsigned pos;
+ pos = fname_base.find(".");
+ fname_normal = fname_base.substr (0, pos);
+ fname_normal += "_normal.png";
+ if (tsrc->isKnownSourceImage(fname_normal)){
+ os.str("");
+ os<<fname_normal<<"^[verticalframe:"<<(int)tile.animation_frame_count<<":"<<frame;
+ buf->getMaterial().setTexture(1, tsrc->getTexture(os.str()));
+ buf->getMaterial().setTexture(2, tsrc->getTexture("enable_img.png"));
+ }
+ }
}
}
return true;
}
+void MapBlockMesh::updateCameraOffset(v3s16 camera_offset)
+{
+ if (camera_offset != m_camera_offset) {
+ translateMesh(m_mesh, intToFloat(m_camera_offset-camera_offset, BS));
+ m_camera_offset = camera_offset;
+ }
+}
+
/*
MeshCollector
*/