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Require 'waving = 3' in a nodedef to apply the liquid waving shader (#8418)

Makes the liquid waving shader per-nodedef like waving leaves/plants,
instead of being applied to all liquids.
Like the waving leaves/plants shaders, the liquid waving shader can
also be applied to meshes and nodeboxes.

Derived from a PR by t0ny2.
This commit is contained in:
Paramat 2019-03-27 00:18:43 +00:00 committed by GitHub
parent 5e7662ca16
commit 42e1a12714
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
6 changed files with 36 additions and 13 deletions

View file

@ -527,15 +527,18 @@ ShaderInfo generate_shader(const std::string &name, u8 material_type, u8 drawtyp
switch (material_type) {
case TILE_MATERIAL_OPAQUE:
case TILE_MATERIAL_LIQUID_OPAQUE:
case TILE_MATERIAL_WAVING_LIQUID_OPAQUE:
shaderinfo.base_material = video::EMT_SOLID;
break;
case TILE_MATERIAL_ALPHA:
case TILE_MATERIAL_LIQUID_TRANSPARENT:
case TILE_MATERIAL_WAVING_LIQUID_TRANSPARENT:
shaderinfo.base_material = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
break;
case TILE_MATERIAL_BASIC:
case TILE_MATERIAL_WAVING_LEAVES:
case TILE_MATERIAL_WAVING_PLANTS:
case TILE_MATERIAL_WAVING_LIQUID_BASIC:
shaderinfo.base_material = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
break;
}
@ -631,10 +634,13 @@ ShaderInfo generate_shader(const std::string &name, u8 material_type, u8 drawtyp
"TILE_MATERIAL_LIQUID_OPAQUE",
"TILE_MATERIAL_WAVING_LEAVES",
"TILE_MATERIAL_WAVING_PLANTS",
"TILE_MATERIAL_OPAQUE"
"TILE_MATERIAL_OPAQUE",
"TILE_MATERIAL_WAVING_LIQUID_BASIC",
"TILE_MATERIAL_WAVING_LIQUID_TRANSPARENT",
"TILE_MATERIAL_WAVING_LIQUID_OPAQUE",
};
for (int i = 0; i < 7; i++){
for (int i = 0; i < 10; i++){
shaders_header += "#define ";
shaders_header += materialTypes[i];
shaders_header += " ";

View file

@ -144,7 +144,10 @@ enum MaterialType{
TILE_MATERIAL_LIQUID_OPAQUE,
TILE_MATERIAL_WAVING_LEAVES,
TILE_MATERIAL_WAVING_PLANTS,
TILE_MATERIAL_OPAQUE
TILE_MATERIAL_OPAQUE,
TILE_MATERIAL_WAVING_LIQUID_BASIC,
TILE_MATERIAL_WAVING_LIQUID_TRANSPARENT,
TILE_MATERIAL_WAVING_LIQUID_OPAQUE,
};
// Material flags
@ -208,16 +211,19 @@ struct TileLayer
switch (material_type) {
case TILE_MATERIAL_OPAQUE:
case TILE_MATERIAL_LIQUID_OPAQUE:
case TILE_MATERIAL_WAVING_LIQUID_OPAQUE:
material.MaterialType = video::EMT_SOLID;
break;
case TILE_MATERIAL_BASIC:
case TILE_MATERIAL_WAVING_LEAVES:
case TILE_MATERIAL_WAVING_PLANTS:
case TILE_MATERIAL_WAVING_LIQUID_BASIC:
material.MaterialTypeParam = 0.5;
material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
break;
case TILE_MATERIAL_ALPHA:
case TILE_MATERIAL_LIQUID_TRANSPARENT:
case TILE_MATERIAL_WAVING_LIQUID_TRANSPARENT:
material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
break;
default:

View file

@ -798,6 +798,8 @@ void ContentFeatures::updateTextures(ITextureSource *tsrc, IShaderSource *shdsrc
material_type = TILE_MATERIAL_WAVING_PLANTS;
else if (waving == 2)
material_type = TILE_MATERIAL_WAVING_LEAVES;
else if (waving == 3)
material_type = TILE_MATERIAL_WAVING_LIQUID_BASIC;
break;
case NDT_TORCHLIKE:
case NDT_SIGNLIKE:
@ -815,8 +817,14 @@ void ContentFeatures::updateTextures(ITextureSource *tsrc, IShaderSource *shdsrc
correctAlpha(tdef, 6);
correctAlpha(tdef_overlay, 6);
correctAlpha(tdef_spec, CF_SPECIAL_COUNT);
material_type = (alpha == 255) ?
TILE_MATERIAL_LIQUID_OPAQUE : TILE_MATERIAL_LIQUID_TRANSPARENT;
if (waving == 3) {
material_type = (alpha == 255) ? TILE_MATERIAL_WAVING_LIQUID_OPAQUE :
TILE_MATERIAL_WAVING_LIQUID_TRANSPARENT;
} else {
material_type = (alpha == 255) ? TILE_MATERIAL_LIQUID_OPAQUE :
TILE_MATERIAL_LIQUID_TRANSPARENT;
}
}
u32 tile_shader = shdsrc->getShader("nodes_shader", material_type, drawtype);