Render shadows on entities.

Fixes problem with mod 'drawers'.
This commit is contained in:
Dmitry Kostenko 2021-11-01 01:51:17 +01:00 committed by x2048
parent b9e886726c
commit 2bba53b2c3
1 changed files with 11 additions and 0 deletions

View File

@ -1322,6 +1322,12 @@ void GenericCAO::updateTextures(std::string mod)
m_current_texture_modifier = mod;
m_glow = m_prop.glow;
video::ITexture *shadow_texture = nullptr;
if (auto shadow = RenderingEngine::get_shadow_renderer())
shadow_texture = shadow->get_texture();
const u32 TEXTURE_LAYER_SHADOW = 3;
if (m_spritenode) {
if (m_prop.visual == "sprite") {
std::string texturestring = "no_texture.png";
@ -1332,6 +1338,7 @@ void GenericCAO::updateTextures(std::string mod)
m_spritenode->getMaterial(0).MaterialTypeParam = 0.5f;
m_spritenode->setMaterialTexture(0,
tsrc->getTextureForMesh(texturestring));
m_spritenode->setMaterialTexture(TEXTURE_LAYER_SHADOW, shadow_texture);
// This allows setting per-material colors. However, until a real lighting
// system is added, the code below will have no effect. Once MineTest
@ -1367,6 +1374,7 @@ void GenericCAO::updateTextures(std::string mod)
material.MaterialType = m_material_type;
material.MaterialTypeParam = 0.5f;
material.TextureLayer[0].Texture = texture;
material.TextureLayer[TEXTURE_LAYER_SHADOW].Texture = shadow_texture;
material.setFlag(video::EMF_LIGHTING, true);
material.setFlag(video::EMF_BILINEAR_FILTER, false);
material.setFlag(video::EMF_BACK_FACE_CULLING, m_prop.backface_culling);
@ -1417,6 +1425,7 @@ void GenericCAO::updateTextures(std::string mod)
material.setFlag(video::EMF_BILINEAR_FILTER, false);
material.setTexture(0,
tsrc->getTextureForMesh(texturestring));
material.setTexture(TEXTURE_LAYER_SHADOW, shadow_texture);
material.getTextureMatrix(0).makeIdentity();
// This allows setting per-material colors. However, until a real lighting
@ -1443,6 +1452,7 @@ void GenericCAO::updateTextures(std::string mod)
scene::IMeshBuffer *buf = mesh->getMeshBuffer(0);
buf->getMaterial().setTexture(0,
tsrc->getTextureForMesh(tname));
buf->getMaterial().setTexture(TEXTURE_LAYER_SHADOW, shadow_texture);
// This allows setting per-material colors. However, until a real lighting
// system is added, the code below will have no effect. Once MineTest
@ -1467,6 +1477,7 @@ void GenericCAO::updateTextures(std::string mod)
scene::IMeshBuffer *buf = mesh->getMeshBuffer(1);
buf->getMaterial().setTexture(0,
tsrc->getTextureForMesh(tname));
buf->getMaterial().setTexture(TEXTURE_LAYER_SHADOW, shadow_texture);
// This allows setting per-material colors. However, until a real lighting
// system is added, the code below will have no effect. Once MineTest