From 882a89d65aa78b89cfaf2af054d15cc4c94ad022 Mon Sep 17 00:00:00 2001 From: Auke Kok Date: Mon, 18 Jan 2016 20:44:46 -0800 Subject: [PATCH] Allow per-tiles culling. Backface culling is enabled by default for all tiles, as this is how the lua parser initializes each tiledef. We revert to always using the value from the tiledef since it is always read and serialized. Mods that wish to enable culling for e.g. mesh nodes, now can specify the following to enable backface culling: tiles = {{ name = "tex.png", backface_culling = true }}, Note the double '{' and use of 'name' key here! In the same fashion, backface_culling can be disabled for any node now. I've tested this against the new door models and this properly allows me to disable culling per node. I've also tested this against my crops mod which uses mesh nodes where culling needs to be disabled, and tested also with plantlike drawtype nodes where we want this to continue to be disabled. No default setting has changed. The defaults are just migrated from nodedef.cpp to c_content.cpp. --- doc/lua_api.txt | 2 +- src/nodedef.cpp | 12 ++---------- src/script/common/c_content.cpp | 23 ++++++++++++++++++++--- 3 files changed, 23 insertions(+), 14 deletions(-) diff --git a/doc/lua_api.txt b/doc/lua_api.txt index c2d5183d7..e7c1b7dd5 100644 --- a/doc/lua_api.txt +++ b/doc/lua_api.txt @@ -3358,7 +3358,7 @@ Definition tables * `{name="image.png", animation={Tile Animation definition}}` * `{name="image.png", backface_culling=bool, tileable_vertical=bool, tileable_horizontal=bool}` - * backface culling only supported in special tiles. + * backface culling enabled by default for most nodes * tileable flags are info for shaders, how they should treat texture when displacement mapping is used Directions are from the point of view of the tile texture, diff --git a/src/nodedef.cpp b/src/nodedef.cpp index 2ebe1c131..0bcc00e47 100644 --- a/src/nodedef.cpp +++ b/src/nodedef.cpp @@ -843,12 +843,7 @@ void CNodeDefManager::updateTextures(IGameDef *gamedef, assert(f->liquid_type == LIQUID_SOURCE); if (opaque_water) f->alpha = 255; - if (new_style_water){ - f->solidness = 0; - } else { - f->solidness = 1; - f->backface_culling = false; - } + f->solidness = new_style_water ? 0 : 1; is_liquid = true; break; case NDT_FLOWINGLIQUID: @@ -899,17 +894,14 @@ void CNodeDefManager::updateTextures(IGameDef *gamedef, break; case NDT_PLANTLIKE: f->solidness = 0; - f->backface_culling = false; if (f->waving == 1) material_type = TILE_MATERIAL_WAVING_PLANTS; break; case NDT_FIRELIKE: - f->backface_culling = false; f->solidness = 0; break; case NDT_MESH: f->solidness = 0; - f->backface_culling = false; break; case NDT_TORCHLIKE: case NDT_SIGNLIKE: @@ -941,7 +933,7 @@ void CNodeDefManager::updateTextures(IGameDef *gamedef, // Tiles (fill in f->tiles[]) for (u16 j = 0; j < 6; j++) { fillTileAttribs(tsrc, &f->tiles[j], &tiledef[j], tile_shader[j], - use_normal_texture, f->backface_culling, f->alpha, material_type); + use_normal_texture, f->tiledef[j].backface_culling, f->alpha, material_type); } // Special tiles (fill in f->special_tiles[]) diff --git a/src/script/common/c_content.cpp b/src/script/common/c_content.cpp index 275b22bb8..96fb78d99 100644 --- a/src/script/common/c_content.cpp +++ b/src/script/common/c_content.cpp @@ -294,14 +294,31 @@ TileDef read_tiledef(lua_State *L, int index, u8 drawtype) index = lua_gettop(L) + 1 + index; TileDef tiledef; - bool default_tiling = (drawtype == NDT_PLANTLIKE || drawtype == NDT_FIRELIKE) - ? false : true; + + bool default_tiling = true; + bool default_culling = true; + switch (drawtype) { + case NDT_PLANTLIKE: + case NDT_FIRELIKE: + default_tiling = false; + // "break" is omitted here intentionaly, as PLANTLIKE + // FIRELIKE drawtype both should default to having + // backface_culling to false. + case NDT_MESH: + case NDT_LIQUID: + default_culling = false; + break; + default: + break; + } + // key at index -2 and value at index if(lua_isstring(L, index)){ // "default_lava.png" tiledef.name = lua_tostring(L, index); tiledef.tileable_vertical = default_tiling; tiledef.tileable_horizontal = default_tiling; + tiledef.backface_culling = default_culling; } else if(lua_istable(L, index)) { @@ -310,7 +327,7 @@ TileDef read_tiledef(lua_State *L, int index, u8 drawtype) getstringfield(L, index, "name", tiledef.name); getstringfield(L, index, "image", tiledef.name); // MaterialSpec compat. tiledef.backface_culling = getboolfield_default( - L, index, "backface_culling", true); + L, index, "backface_culling", default_culling); tiledef.tileable_horizontal = getboolfield_default( L, index, "tileable_horizontal", default_tiling); tiledef.tileable_vertical = getboolfield_default(