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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.
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@ -597,7 +597,8 @@ public:
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}
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}
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}
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virtual void updateTextures(ITextureSource *tsrc)
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virtual void updateTextures(ITextureSource *tsrc,
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IShaderSource *shdsrc)
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{
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#ifndef SERVER
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infostream<<"CNodeDefManager::updateTextures(): Updating "
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@ -621,6 +622,8 @@ public:
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}
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bool is_liquid = false;
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bool is_water_surface = false;
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u8 material_type;
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material_type = (f->alpha == 255) ? TILE_MATERIAL_BASIC : TILE_MATERIAL_ALPHA;
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@ -676,13 +679,13 @@ public:
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}
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}
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if (f->waving == 1)
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material_type = TILE_MATERIAL_LEAVES;
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material_type = TILE_MATERIAL_WAVING_LEAVES;
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break;
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case NDT_PLANTLIKE:
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f->solidness = 0;
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f->backface_culling = false;
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if (f->waving == 1)
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material_type = TILE_MATERIAL_PLANTS;
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material_type = TILE_MATERIAL_WAVING_PLANTS;
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break;
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case NDT_TORCHLIKE:
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case NDT_SIGNLIKE:
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@ -693,11 +696,22 @@ public:
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break;
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}
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if (is_liquid)
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if (is_liquid){
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material_type = (f->alpha == 255) ? TILE_MATERIAL_LIQUID_OPAQUE : TILE_MATERIAL_LIQUID_TRANSPARENT;
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if (f->name == "default:water_source")
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is_water_surface = true;
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}
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u32 tile_shader[6];
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for(u16 j=0; j<6; j++)
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tile_shader[j] = shdsrc->getShader("nodes_shader",material_type, f->drawtype);
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if (is_water_surface)
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tile_shader[0] = shdsrc->getShader("water_surface_shader",material_type, f->drawtype);
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// Tiles (fill in f->tiles[])
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for(u16 j=0; j<6; j++){
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// Shader
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f->tiles[j].shader_id = tile_shader[j];
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// Texture
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f->tiles[j].texture = tsrc->getTexture(
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tiledef[j].name,
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@ -740,6 +754,8 @@ public:
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}
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// Special tiles (fill in f->special_tiles[])
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for(u16 j=0; j<CF_SPECIAL_COUNT; j++){
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// Shader
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f->special_tiles[j].shader_id = tile_shader[j];
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// Texture
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f->special_tiles[j].texture = tsrc->getTexture(
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f->tiledef_special[j].name,
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