ALIGN_STYLE_USER_DEFINED,
};
+enum AlphaMode : u8 {
+ ALPHAMODE_BLEND,
+ ALPHAMODE_CLIP,
+ ALPHAMODE_OPAQUE,
+ ALPHAMODE_LEGACY_COMPAT, /* means either opaque or clip */
+};
+
+
/*
Stand-alone definition of a TileSpec (basically a server-side TileSpec)
*/
// These will be drawn over the base tiles.
TileDef tiledef_overlay[6];
TileDef tiledef_special[CF_SPECIAL_COUNT]; // eg. flowing liquid
- // If 255, the node is opaque.
- // Otherwise it uses texture alpha.
- u8 alpha;
+ AlphaMode alpha;
// The color of the node.
video::SColor color;
std::string palette_name;
void serialize(std::ostream &os, u16 protocol_version) const;
void deSerialize(std::istream &is);
- /*!
- * Since vertex alpha is no longer supported, this method
- * adds opacity directly to the texture pixels.
- *
- * \param tiles array of the tile definitions.
- * \param length length of tiles
- */
- void correctAlpha(TileDef *tiles, int length);
-
-#ifndef SERVER
- /*
- * Checks if any tile texture has any transparent pixels.
- * Prints a warning and returns true if that is the case, false otherwise.
- * This is supposed to be used for use_texture_alpha backwards compatibility.
- */
- bool textureAlphaCheck(ITextureSource *tsrc, const TileDef *tiles,
- int length);
-#endif
-
-
/*
Some handy methods
*/
+ void setDefaultAlphaMode()
+ {
+ switch (drawtype) {
+ case NDT_NORMAL:
+ case NDT_LIQUID:
+ case NDT_FLOWINGLIQUID:
+ alpha = ALPHAMODE_OPAQUE;
+ break;
+ case NDT_NODEBOX:
+ case NDT_MESH:
+ alpha = ALPHAMODE_LEGACY_COMPAT; // this should eventually be OPAQUE
+ break;
+ default:
+ alpha = ALPHAMODE_CLIP;
+ break;
+ }
+ }
+
bool needsBackfaceCulling() const
{
switch (drawtype) {
void updateTextures(ITextureSource *tsrc, IShaderSource *shdsrc,
scene::IMeshManipulator *meshmanip, Client *client, const TextureSettings &tsettings);
#endif
+
+private:
+#ifndef SERVER
+ /*
+ * Checks if any tile texture has any transparent pixels.
+ * Prints a warning and returns true if that is the case, false otherwise.
+ * This is supposed to be used for use_texture_alpha backwards compatibility.
+ */
+ bool textureAlphaCheck(ITextureSource *tsrc, const TileDef *tiles,
+ int length);
+#endif
+
+ void setAlphaFromLegacy(u8 legacy_alpha);
+
+ u8 getAlphaForLegacy() const;
};
/*!