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Make shading of CAOs optional (#10033)

tags/5.3.0
Danila Shutov GitHub 3 weeks ago
parent
commit
3a6dfda358
No known key found for this signature in database GPG Key ID: 4AEE18F83AFDEB23
10 changed files with 47 additions and 7 deletions
  1. +4
    -0
      client/shaders/object_shader/opengl_vertex.glsl
  2. +3
    -0
      doc/lua_api.txt
  3. +11
    -1
      games/devtest/mods/testentities/visuals.lua
  4. +11
    -4
      src/client/content_cao.cpp
  5. +1
    -1
      src/client/mesh.cpp
  6. +5
    -1
      src/client/shader.cpp
  7. +2
    -0
      src/client/tile.h
  8. +6
    -0
      src/object_properties.cpp
  9. +1
    -0
      src/object_properties.h
  10. +3
    -0
      src/script/common/c_content.cpp

+ 4
- 0
client/shaders/object_shader/opengl_vertex.glsl View File

@@ -39,11 +39,15 @@ void main(void)
lightVec = sunPosition - worldPosition;
eyeVec = -(gl_ModelViewMatrix * gl_Vertex).xyz;

#if (MATERIAL_TYPE == TILE_MATERIAL_PLAIN) || (MATERIAL_TYPE == TILE_MATERIAL_PLAIN_ALPHA)
vIDiff = 1.0;
#else
// This is intentional comparison with zero without any margin.
// If normal is not equal to zero exactly, then we assume it's a valid, just not normalized vector
vIDiff = length(gl_Normal) == 0.0
? 1.0
: directional_ambient(normalize(gl_Normal));
#endif

gl_FrontColor = gl_BackColor = gl_Color;
}

+ 3
- 0
doc/lua_api.txt View File

@@ -6644,6 +6644,9 @@ Player properties need to be saved manually.

damage_texture_modifier = "^[brighten",
-- Texture modifier to be applied for a short duration when object is hit

shaded = true,
-- Setting this to 'false' disables diffuse lighting of entity
}

Entity definition


+ 11
- 1
games/devtest/mods/testentities/visuals.lua View File

@@ -55,6 +55,17 @@ minetest.register_entity("testentities:mesh", {
},
})

minetest.register_entity("testentities:mesh_unshaded", {
initial_properties = {
visual = "mesh",
mesh = "testnodes_pyramid.obj",
textures = {
"testnodes_mesh_stripes2.png"
},
shaded = false,
},
})

-- Advanced visual tests

-- A test entity for testing animated and yaw-modulated sprites
@@ -71,4 +82,3 @@ minetest.register_entity("testentities:yawsprite", {
self.object:set_sprite({x=0, y=0}, 1, 0, true)
end,
})


+ 11
- 4
src/client/content_cao.cpp View File

@@ -577,10 +577,16 @@ void GenericCAO::addToScene(ITextureSource *tsrc)

if (m_enable_shaders) {
IShaderSource *shader_source = m_client->getShaderSource();
u32 shader_id = shader_source->getShader(
"object_shader",
(m_prop.use_texture_alpha) ? TILE_MATERIAL_ALPHA : TILE_MATERIAL_BASIC,
NDT_NORMAL);
MaterialType material_type;

if (m_prop.shaded && m_prop.glow == 0)
material_type = (m_prop.use_texture_alpha) ?
TILE_MATERIAL_ALPHA : TILE_MATERIAL_BASIC;
else
material_type = (m_prop.use_texture_alpha) ?
TILE_MATERIAL_PLAIN_ALPHA : TILE_MATERIAL_PLAIN;

u32 shader_id = shader_source->getShader("object_shader", material_type, NDT_NORMAL);
m_material_type = shader_source->getShaderInfo(shader_id).material;
} else {
m_material_type = (m_prop.use_texture_alpha) ?
@@ -1504,6 +1510,7 @@ bool GenericCAO::visualExpiryRequired(const ObjectProperties &new_) const
return old.backface_culling != new_.backface_culling ||
old.is_visible != new_.is_visible ||
old.mesh != new_.mesh ||
old.shaded != new_.shaded ||
old.use_texture_alpha != new_.use_texture_alpha ||
old.visual != new_.visual ||
old.visual_size != new_.visual_size ||


+ 1
- 1
src/client/mesh.cpp View File

@@ -341,7 +341,7 @@ bool checkMeshNormals(scene::IMesh *mesh)
// hurting the performance and covering only really weird broken models.
f32 length = buffer->getNormal(0).getLength();

if (!std::isfinite(length) || std::fabs(length) < 1e-10f)
if (!std::isfinite(length) || length < 1e-10f)
return false;
}



+ 5
- 1
src/client/shader.cpp View File

@@ -537,11 +537,13 @@ ShaderInfo generate_shader(const std::string &name, u8 material_type, u8 drawtyp
shaderinfo.base_material = video::EMT_SOLID;
break;
case TILE_MATERIAL_ALPHA:
case TILE_MATERIAL_PLAIN_ALPHA:
case TILE_MATERIAL_LIQUID_TRANSPARENT:
case TILE_MATERIAL_WAVING_LIQUID_TRANSPARENT:
shaderinfo.base_material = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
break;
case TILE_MATERIAL_BASIC:
case TILE_MATERIAL_PLAIN:
case TILE_MATERIAL_WAVING_LEAVES:
case TILE_MATERIAL_WAVING_PLANTS:
case TILE_MATERIAL_WAVING_LIQUID_BASIC:
@@ -644,9 +646,11 @@ ShaderInfo generate_shader(const std::string &name, u8 material_type, u8 drawtyp
"TILE_MATERIAL_WAVING_LIQUID_BASIC",
"TILE_MATERIAL_WAVING_LIQUID_TRANSPARENT",
"TILE_MATERIAL_WAVING_LIQUID_OPAQUE",
"TILE_MATERIAL_PLAIN",
"TILE_MATERIAL_PLAIN_ALPHA",
};

for (int i = 0; i < 10; i++){
for (int i = 0; i < 12; i++){
shaders_header += "#define ";
shaders_header += materialTypes[i];
shaders_header += " ";


+ 2
- 0
src/client/tile.h View File

@@ -150,6 +150,8 @@ enum MaterialType{
TILE_MATERIAL_WAVING_LIQUID_BASIC,
TILE_MATERIAL_WAVING_LIQUID_TRANSPARENT,
TILE_MATERIAL_WAVING_LIQUID_OPAQUE,
TILE_MATERIAL_PLAIN,
TILE_MATERIAL_PLAIN_ALPHA
};

// Material flags


+ 6
- 0
src/object_properties.cpp View File

@@ -69,6 +69,7 @@ std::string ObjectProperties::dump()
os << ", zoom_fov=" << zoom_fov;
os << ", use_texture_alpha=" << use_texture_alpha;
os << ", damage_texture_modifier=" << damage_texture_modifier;
os << ", shaded=" << shaded;
return os.str();
}

@@ -116,6 +117,7 @@ void ObjectProperties::serialize(std::ostream &os) const
writeF32(os, zoom_fov);
writeU8(os, use_texture_alpha);
os << serializeString(damage_texture_modifier);
writeU8(os, shaded);

// Add stuff only at the bottom.
// Never remove anything, because we don't want new versions of this
@@ -170,5 +172,9 @@ void ObjectProperties::deSerialize(std::istream &is)
use_texture_alpha = readU8(is);
try {
damage_texture_modifier = deSerializeString(is);
u8 tmp = readU8(is);
if (is.eof())
throw SerializationError("");
shaded = tmp;
} catch (SerializationError &e) {}
}

+ 1
- 0
src/object_properties.h View File

@@ -61,6 +61,7 @@ struct ObjectProperties
float eye_height = 1.625f;
float zoom_fov = 0.0f;
bool use_texture_alpha = false;
bool shaded = true;

ObjectProperties();
std::string dump();


+ 3
- 0
src/script/common/c_content.cpp View File

@@ -327,6 +327,7 @@ void read_object_properties(lua_State *L, int index,

getfloatfield(L, -1, "zoom_fov", prop->zoom_fov);
getboolfield(L, -1, "use_texture_alpha", prop->use_texture_alpha);
getboolfield(L, -1, "shaded", prop->shaded);

getstringfield(L, -1, "damage_texture_modifier", prop->damage_texture_modifier);
}
@@ -411,6 +412,8 @@ void push_object_properties(lua_State *L, ObjectProperties *prop)
lua_setfield(L, -2, "zoom_fov");
lua_pushboolean(L, prop->use_texture_alpha);
lua_setfield(L, -2, "use_texture_alpha");
lua_pushboolean(L, prop->shaded);
lua_setfield(L, -2, "shaded");
lua_pushlstring(L, prop->damage_texture_modifier.c_str(), prop->damage_texture_modifier.size());
lua_setfield(L, -2, "damage_texture_modifier");
}


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