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Fix tile MaterialType to make sense and make lava surface be shader'd lower like water

This commit is contained in:
Perttu Ahola 2012-12-02 02:57:14 +02:00
parent ca16119adb
commit 3e07c5bf82
3 changed files with 54 additions and 31 deletions

View file

@ -161,10 +161,9 @@ public:
IWritableTextureSource* createTextureSource(IrrlichtDevice *device);
enum MaterialType{
MATERIAL_ALPHA_NONE,
MATERIAL_ALPHA_VERTEX,
MATERIAL_ALPHA_SIMPLE, // >127 = opaque
MATERIAL_ALPHA_BLEND,
TILE_MATERIAL_BASIC,
TILE_MATERIAL_LIQUID_TRANSPARENT,
TILE_MATERIAL_LIQUID_OPAQUE,
};
// Material flags
@ -178,6 +177,8 @@ enum MaterialType{
// Animation made up by splitting the texture to vertical frames, as
// defined by extra parameters
#define MATERIAL_FLAG_ANIMATION_VERTICAL_FRAMES 0x08
// Whether liquid shader should be used
#define MATERIAL_FLAG_
/*
This fully defines the looks of a tile.
@ -188,9 +189,7 @@ struct TileSpec
TileSpec():
texture(0),
alpha(255),
//material_type(MATERIAL_ALPHA_NONE),
// Use this so that leaves don't need a separate material
material_type(MATERIAL_ALPHA_SIMPLE),
material_type(TILE_MATERIAL_BASIC),
material_flags(
//0 // <- DEBUG, Use the one below
MATERIAL_FLAG_BACKFACE_CULLING
@ -218,15 +217,34 @@ struct TileSpec
// Sets everything else except the texture in the material
void applyMaterialOptions(video::SMaterial &material) const
{
if(material_type == MATERIAL_ALPHA_NONE)
material.MaterialType = video::EMT_SOLID;
else if(material_type == MATERIAL_ALPHA_VERTEX)
material.MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA;
else if(material_type == MATERIAL_ALPHA_SIMPLE)
switch(material_type){
case TILE_MATERIAL_BASIC:
material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
else if(material_type == MATERIAL_ALPHA_BLEND)
material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
break;
case TILE_MATERIAL_LIQUID_TRANSPARENT:
material.MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA;
break;
case TILE_MATERIAL_LIQUID_OPAQUE:
material.MaterialType = video::EMT_SOLID;
break;
}
material.BackfaceCulling = (material_flags & MATERIAL_FLAG_BACKFACE_CULLING) ? true : false;
}
void applyMaterialOptionsWithShaders(video::SMaterial &material,
const video::E_MATERIAL_TYPE &basic,
const video::E_MATERIAL_TYPE &liquid) const
{
switch(material_type){
case TILE_MATERIAL_BASIC:
material.MaterialType = basic;
break;
case TILE_MATERIAL_LIQUID_TRANSPARENT:
material.MaterialType = liquid;
break;
case TILE_MATERIAL_LIQUID_OPAQUE:
material.MaterialType = liquid;
break;
}
material.BackfaceCulling = (material_flags & MATERIAL_FLAG_BACKFACE_CULLING) ? true : false;
}