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Unite nodes shaders.
Pass drawtype and material type to shaders. Move shaders generation to startup only. Allow assign shaders per tile. Initial code to support water surface shader.
This commit is contained in:
38
src/tile.h
38
src/tile.h
@@ -136,8 +136,8 @@ enum MaterialType{
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TILE_MATERIAL_ALPHA,
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TILE_MATERIAL_LIQUID_TRANSPARENT,
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TILE_MATERIAL_LIQUID_OPAQUE,
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TILE_MATERIAL_LEAVES,
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TILE_MATERIAL_PLANTS
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TILE_MATERIAL_WAVING_LEAVES,
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TILE_MATERIAL_WAVING_PLANTS
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};
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// Material flags
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@@ -167,6 +167,7 @@ struct TileSpec
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//0 // <- DEBUG, Use the one below
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MATERIAL_FLAG_BACKFACE_CULLING
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),
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shader_id(0),
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animation_frame_count(1),
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animation_frame_length_ms(0),
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rotation(0)
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@@ -206,42 +207,18 @@ struct TileSpec
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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_LEAVES:
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case TILE_MATERIAL_WAVING_LEAVES:
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material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
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break;
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case TILE_MATERIAL_PLANTS:
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case TILE_MATERIAL_WAVING_PLANTS:
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material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
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break;
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}
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material.BackfaceCulling = (material_flags & MATERIAL_FLAG_BACKFACE_CULLING) ? true : false;
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}
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void applyMaterialOptionsWithShaders(video::SMaterial &material,
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const video::E_MATERIAL_TYPE &basic,
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const video::E_MATERIAL_TYPE &liquid,
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const video::E_MATERIAL_TYPE &alpha,
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const video::E_MATERIAL_TYPE &leaves,
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const video::E_MATERIAL_TYPE &plants) const
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void applyMaterialOptionsWithShaders(video::SMaterial &material) const
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{
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switch(material_type){
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case TILE_MATERIAL_BASIC:
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material.MaterialType = basic;
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break;
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case TILE_MATERIAL_ALPHA:
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material.MaterialType = alpha;
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break;
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case TILE_MATERIAL_LIQUID_TRANSPARENT:
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material.MaterialType = liquid;
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break;
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case TILE_MATERIAL_LIQUID_OPAQUE:
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material.MaterialType = liquid;
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break;
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case TILE_MATERIAL_LEAVES:
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material.MaterialType = leaves;
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break;
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case TILE_MATERIAL_PLANTS:
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material.MaterialType = plants;
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break;
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}
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material.BackfaceCulling = (material_flags & MATERIAL_FLAG_BACKFACE_CULLING) ? true : false;
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}
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@@ -252,6 +229,7 @@ struct TileSpec
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// Material parameters
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u8 material_type;
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u8 material_flags;
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u32 shader_id;
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// Animation parameters
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u8 animation_frame_count;
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u16 animation_frame_length_ms;
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