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Add texture bumpmapping feature.

This commit is contained in:
RealBadAngel 2013-07-04 02:36:32 +02:00
parent b850f0f038
commit 3f6f327cb9
11 changed files with 602 additions and 2 deletions

View file

@ -1072,12 +1072,18 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data):
Also store animation info
*/
bool enable_shaders = (g_settings->getS32("enable_shaders") > 0);
bool enable_bumpmapping = g_settings->getBool("enable_bumpmapping");
video::E_MATERIAL_TYPE shadermat1 = m_gamedef->getShaderSource()->
getShader("test_shader_1").material;
video::E_MATERIAL_TYPE shadermat2 = m_gamedef->getShaderSource()->
getShader("test_shader_2").material;
video::E_MATERIAL_TYPE shadermat3 = m_gamedef->getShaderSource()->
getShader("test_shader_3").material;
video::E_MATERIAL_TYPE bumpmaps1 = m_gamedef->getShaderSource()->
getShader("bumpmaps_solids").material;
video::E_MATERIAL_TYPE bumpmaps2 = m_gamedef->getShaderSource()->
getShader("bumpmaps_liquids").material;
for(u32 i = 0; i < collector.prebuffers.size(); i++)
{
PreMeshBuffer &p = collector.prebuffers[i];
@ -1154,8 +1160,33 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data):
material.MaterialType
= video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
material.setTexture(0, p.tile.texture);
if(enable_shaders)
p.tile.applyMaterialOptionsWithShaders(material, shadermat1, shadermat2, shadermat3);
if (enable_shaders)
{
if (enable_bumpmapping)
{
ITextureSource *tsrc = data->m_gamedef->tsrc();
std::string basename,normal,replace;
replace = "_normal.png";
basename = tsrc->getTextureName(p.tile.texture_id);
unsigned pos = basename.find(".");
normal = basename.substr (0, pos) + replace;
if (tsrc->isKnownSourceImage(normal))
{
// look for image extension and replace it
for(std::string::size_type i = 0; (i = basename.find(".", i)) != std::string::npos;)
{
basename.replace(i, 4, replace);
i += replace.length();
}
material.setTexture(1, tsrc->getTexture(basename));
p.tile.applyMaterialOptionsWithShaders(material, bumpmaps1,bumpmaps2, shadermat3);
}
else
p.tile.applyMaterialOptionsWithShaders(material, shadermat1, shadermat2, shadermat3);
}
else
p.tile.applyMaterialOptionsWithShaders(material, shadermat1, shadermat2, shadermat3);
}
else
p.tile.applyMaterialOptions(material);
@ -1217,6 +1248,9 @@ MapBlockMesh::~MapBlockMesh()
bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_ratio)
{
bool enable_shaders = (g_settings->getS32("enable_shaders") > 0);
bool enable_bumpmapping = g_settings->getBool("enable_bumpmapping");
if(!m_has_animation)
{
m_animation_force_timer = 100000;
@ -1271,6 +1305,19 @@ 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()));
if (enable_shaders && enable_bumpmapping)
{
std::string basename,normal;
basename = tsrc->getTextureName(tile.texture_id);
unsigned pos;
pos = basename.find(".");
normal = basename.substr (0, pos);
normal += "_normal.png";
os.str("");
os<<normal<<"^[verticalframe:"<<(int)tile.animation_frame_count<<":"<<frame;
if (tsrc->isKnownSourceImage(normal))
buf->getMaterial().setTexture(1, tsrc->getTexture(os.str()));
}
}
// Day-night transition