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				synced 2025-11-04 01:05:48 +01:00 
			
		
		
		
	Clean up TileLayer::applyMaterialOptions
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		@@ -220,14 +220,9 @@ static scene::SMesh *generateNodeMesh(Client *client, MapNode n,
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			// Set up material
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			auto &mat = buf->Material;
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			mat.setTexture(0, p.layer.texture);
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			u32 shader_id = shdsrc->getShader("object_shader", p.layer.material_type, NDT_NORMAL);
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			mat.MaterialType = shdsrc->getShaderInfo(shader_id).material;
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			if (layer == 1) {
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				mat.PolygonOffsetSlopeScale = -1;
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				mat.PolygonOffsetDepthBias = -1;
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			}
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			p.layer.applyMaterialOptionsWithShaders(mat);
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			p.layer.applyMaterialOptions(mat, layer);
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			mesh->addMeshBuffer(buf.get());
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		}
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@@ -687,28 +687,16 @@ MapBlockMesh::MapBlockMesh(Client *client, MeshMakeData *data):
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			// Create material
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			video::SMaterial material;
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			material.BackfaceCulling = true;
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			material.FogEnable = true;
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			material.setTexture(0, p.layer.texture);
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			material.forEachTexture([] (auto &tex) {
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				tex.MinFilter = video::ETMINF_NEAREST_MIPMAP_NEAREST;
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				tex.MagFilter = video::ETMAGF_NEAREST;
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			});
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			/*
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			 * The second layer is for overlays, but uses the same vertex positions
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			 * as the first, which quickly leads to z-fighting.
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			 * To fix this we can offset the polygons in the direction of the camera.
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			 * This only affects the depth buffer and leads to no visual gaps in geometry.
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			 */
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			if (layer == 1) {
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				material.PolygonOffsetSlopeScale = -1;
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				material.PolygonOffsetDepthBias = -1;
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			}
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			{
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				material.MaterialType = m_shdrsrc->getShaderInfo(
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						p.layer.shader_id).material;
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				p.layer.applyMaterialOptionsWithShaders(material);
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				p.layer.applyMaterialOptions(material, layer);
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			}
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			scene::SMeshBuffer *buf = new scene::SMeshBuffer();
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@@ -4,41 +4,10 @@
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#include "tile.h"
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// Sets everything else except the texture in the material
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void TileLayer::applyMaterialOptions(video::SMaterial &material) const
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void TileLayer::applyMaterialOptions(video::SMaterial &material, int layer) const
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{
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	switch (material_type) {
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	case TILE_MATERIAL_OPAQUE:
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	case TILE_MATERIAL_LIQUID_OPAQUE:
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	case TILE_MATERIAL_WAVING_LIQUID_OPAQUE:
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		material.MaterialType = video::EMT_SOLID;
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		break;
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	case TILE_MATERIAL_BASIC:
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	case TILE_MATERIAL_WAVING_LEAVES:
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	case TILE_MATERIAL_WAVING_PLANTS:
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	case TILE_MATERIAL_WAVING_LIQUID_BASIC:
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		material.MaterialTypeParam = 0.5;
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		material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
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		break;
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	case TILE_MATERIAL_ALPHA:
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	case TILE_MATERIAL_LIQUID_TRANSPARENT:
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	case TILE_MATERIAL_WAVING_LIQUID_TRANSPARENT:
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		material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
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		break;
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	default:
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		break;
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	}
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	material.BackfaceCulling = (material_flags & MATERIAL_FLAG_BACKFACE_CULLING) != 0;
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	if (!(material_flags & MATERIAL_FLAG_TILEABLE_HORIZONTAL)) {
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		material.TextureLayers[0].TextureWrapU = video::ETC_CLAMP_TO_EDGE;
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	}
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	if (!(material_flags & MATERIAL_FLAG_TILEABLE_VERTICAL)) {
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		material.TextureLayers[0].TextureWrapV = video::ETC_CLAMP_TO_EDGE;
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	}
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}
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	material.setTexture(0, texture);
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void TileLayer::applyMaterialOptionsWithShaders(video::SMaterial &material) const
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{
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	material.BackfaceCulling = (material_flags & MATERIAL_FLAG_BACKFACE_CULLING) != 0;
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	if (!(material_flags & MATERIAL_FLAG_TILEABLE_HORIZONTAL)) {
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		material.TextureLayers[0].TextureWrapU = video::ETC_CLAMP_TO_EDGE;
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@@ -48,4 +17,15 @@ void TileLayer::applyMaterialOptionsWithShaders(video::SMaterial &material) cons
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		material.TextureLayers[0].TextureWrapV = video::ETC_CLAMP_TO_EDGE;
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		material.TextureLayers[1].TextureWrapV = video::ETC_CLAMP_TO_EDGE;
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	}
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	/*
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	 * The second layer is for overlays, but uses the same vertex positions
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	 * as the first, which easily leads to Z-fighting.
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	 * To fix this we can offset the polygons in the direction of the camera.
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	 * This only affects the depth buffer and leads to no visual gaps in geometry.
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	 */
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	if (layer == 1) {
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		material.PolygonOffsetSlopeScale = -1;
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		material.PolygonOffsetDepthBias = -1;
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	}
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}
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@@ -84,9 +84,13 @@ struct TileLayer
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		return !(*this == other);
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	}
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	void applyMaterialOptions(video::SMaterial &material) const;
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	void applyMaterialOptionsWithShaders(video::SMaterial &material) const;
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	/**
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	 * Set some material parameters accordingly.
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	 * @note does not set `MaterialType`
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	 * @param material material to mody
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	 * @param layer index of this layer in the `TileSpec`
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	 */
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	void applyMaterialOptions(video::SMaterial &material, int layer) const;
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	/// @return is this layer semi-transparent?
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	bool isTransparent() const
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@@ -326,13 +326,8 @@ static scene::SMesh *createGenericNodeMesh(Client *client, MapNode n,
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			buf->append(&p.vertices[0], p.vertices.size(),
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					&p.indices[0], p.indices.size());
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			// Set up material
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			buf->Material.setTexture(0, p.layer.texture);
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			if (layer == 1) {
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				buf->Material.PolygonOffsetSlopeScale = -1;
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				buf->Material.PolygonOffsetDepthBias = -1;
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			}
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			p.layer.applyMaterialOptions(buf->Material);
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			// note: material type is left unset, overriden later
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			p.layer.applyMaterialOptions(buf->Material, layer);
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			mesh->addMeshBuffer(buf.get());
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			colors->emplace_back(p.layer.has_color, p.layer.color);
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@@ -432,7 +427,7 @@ void WieldMeshSceneNode::setItem(const ItemStack &item, Client *client, bool che
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		u32 material_count = m_meshnode->getMaterialCount();
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		for (u32 i = 0; i < material_count; ++i) {
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			video::SMaterial &material = m_meshnode->getMaterial(i);
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			// FIXME: overriding this breaks different alpha modes the mesh may have
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			// FIXME: we should take different alpha modes of the mesh into account here
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			material.MaterialType = m_material_type;
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			material.MaterialTypeParam = 0.5f;
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			material.forEachTexture([this] (auto &tex) {
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