Make shading of CAOs optional (#10033)

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Danila Shutov 2020-06-16 22:48:31 +03:00 committed by GitHub
부모 0a1181f763
커밋 3a6dfda358
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GPG 키 ID: 4AEE18F83AFDEB23
10개의 변경된 파일47개의 추가작업 그리고 7개의 파일을 삭제

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@ -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;
}

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@ -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

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@ -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,
})

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@ -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 ||

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@ -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;
}

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@ -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 += " ";

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@ -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

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@ -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) {}
}

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@ -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();

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@ -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");
}