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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:
RealBadAngel
2014-05-14 23:19:31 +02:00
parent 9ffa88b558
commit 6c98fd6658
22 changed files with 315 additions and 793 deletions

View File

@ -1106,24 +1106,13 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
/*
Convert MeshCollector to SMesh
*/
ITextureSource *tsrc = m_gamedef->tsrc();
IShaderSource *shdrsrc = m_gamedef->getShaderSource();
bool enable_shaders = g_settings->getBool("enable_shaders");
bool enable_bumpmapping = g_settings->getBool("enable_bumpmapping");
bool enable_parallax_occlusion = g_settings->getBool("enable_parallax_occlusion");
video::E_MATERIAL_TYPE shadermat1, shadermat2, shadermat3,
shadermat4, shadermat5;
shadermat1 = shadermat2 = shadermat3 = shadermat4 = shadermat5 =
video::EMT_SOLID;
if (enable_shaders) {
IShaderSource *shdrsrc = m_gamedef->getShaderSource();
shadermat1 = shdrsrc->getShader("solids_shader").material;
shadermat2 = shdrsrc->getShader("liquids_shader").material;
shadermat3 = shdrsrc->getShader("alpha_shader").material;
shadermat4 = shdrsrc->getShader("leaves_shader").material;
shadermat5 = shdrsrc->getShader("plants_shader").material;
}
for(u32 i = 0; i < collector.prebuffers.size(); i++)
{
PreMeshBuffer &p = collector.prebuffers[i];
@ -1135,7 +1124,6 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
// - Cracks
if(p.tile.material_flags & MATERIAL_FLAG_CRACK)
{
ITextureSource *tsrc = data->m_gamedef->tsrc();
// Find the texture name plus ^[crack:N:
std::ostringstream os(std::ios::binary);
os<<tsrc->getTextureName(p.tile.texture_id)<<"^[crack";
@ -1151,7 +1139,6 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
// - Texture animation
if(p.tile.material_flags & MATERIAL_FLAG_ANIMATION_VERTICAL_FRAMES)
{
ITextureSource *tsrc = data->m_gamedef->tsrc();
// Add to MapBlockMesh in order to animate these tiles
m_animation_tiles[i] = p.tile;
m_animation_frames[i] = 0;
@ -1206,7 +1193,8 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
material.setTexture(0, p.tile.texture);
if (enable_shaders) {
ITextureSource *tsrc = data->m_gamedef->tsrc();
material.MaterialType = shdrsrc->getShaderInfo(p.tile.shader_id).material;
p.tile.applyMaterialOptionsWithShaders(material);
material.setTexture(2, tsrc->getTexture("disable_img.png"));
if (enable_bumpmapping || enable_parallax_occlusion) {
if (tsrc->isKnownSourceImage("override_normal.png")){
@ -1230,8 +1218,6 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
}
}
}
p.tile.applyMaterialOptionsWithShaders(material,
shadermat1, shadermat2, shadermat3, shadermat4, shadermat5);
} else {
p.tile.applyMaterialOptions(material);
}
@ -1360,6 +1346,7 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat
scene::IMeshBuffer *buf = m_mesh->getMeshBuffer(i->first);
ITextureSource *tsrc = m_gamedef->getTextureSource();
IShaderSource *shdrsrc = m_gamedef->getShaderSource();
// Create new texture name from original
std::ostringstream os(std::ios::binary);
@ -1367,9 +1354,10 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat
os<<"^[verticalframe:"<<(int)tile.animation_frame_count<<":"<<frame;
// Set the texture
buf->getMaterial().setTexture(0, tsrc->getTexture(os.str()));
buf->getMaterial().setTexture(2, tsrc->getTexture("disable_img.png"));
if (enable_shaders && (enable_bumpmapping || enable_parallax_occlusion))
{
if (enable_shaders){
buf->getMaterial().setTexture(2, tsrc->getTexture("disable_img.png"));
buf->getMaterial().MaterialType = shdrsrc->getShaderInfo(tile.shader_id).material;
if (enable_bumpmapping || enable_parallax_occlusion){
if (tsrc->isKnownSourceImage("override_normal.png")){
buf->getMaterial().setTexture(1, tsrc->getTexture("override_normal.png"));
buf->getMaterial().setTexture(2, tsrc->getTexture("enable_img.png"));
@ -1388,6 +1376,7 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat
}
}
}
}
}
// Day-night transition