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https://github.com/luanti-org/luanti.git
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Basic model shading (#9374)
This commit is contained in:
parent
478e753298
commit
6958071f49
9 changed files with 338 additions and 41 deletions
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@ -1860,7 +1860,7 @@ ITextureSource* Client::getTextureSource()
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{
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return m_tsrc;
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}
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IShaderSource* Client::getShaderSource()
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IWritableShaderSource* Client::getShaderSource()
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{
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return m_shsrc;
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}
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@ -367,7 +367,7 @@ public:
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const NodeDefManager* getNodeDefManager() override;
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ICraftDefManager* getCraftDefManager() override;
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ITextureSource* getTextureSource();
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virtual IShaderSource* getShaderSource();
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virtual IWritableShaderSource* getShaderSource();
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u16 allocateUnknownNodeId(const std::string &name) override;
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virtual ISoundManager* getSoundManager();
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MtEventManager* getEventManager();
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@ -32,10 +32,65 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "raycast.h"
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#include "voxelalgorithms.h"
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#include "settings.h"
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#include "shader.h"
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#include "content_cao.h"
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#include <algorithm>
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#include "client/renderingengine.h"
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/*
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CAOShaderConstantSetter
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*/
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//! Shader constant setter for passing material emissive color to the CAO object_shader
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class CAOShaderConstantSetter : public IShaderConstantSetter
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{
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public:
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CAOShaderConstantSetter():
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m_emissive_color_setting("emissiveColor")
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{}
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~CAOShaderConstantSetter() override = default;
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void onSetConstants(video::IMaterialRendererServices *services,
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bool is_highlevel) override
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{
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if (!is_highlevel)
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return;
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// Ambient color
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video::SColorf emissive_color(m_emissive_color);
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float as_array[4] = {
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emissive_color.r,
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emissive_color.g,
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emissive_color.b,
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emissive_color.a,
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};
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m_emissive_color_setting.set(as_array, services);
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}
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void onSetMaterial(const video::SMaterial& material) override
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{
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m_emissive_color = material.EmissiveColor;
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}
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private:
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video::SColor m_emissive_color;
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CachedPixelShaderSetting<float, 4> m_emissive_color_setting;
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};
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class CAOShaderConstantSetterFactory : public IShaderConstantSetterFactory
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{
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public:
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CAOShaderConstantSetterFactory()
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{}
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virtual IShaderConstantSetter* create()
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{
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return new CAOShaderConstantSetter();
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}
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};
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/*
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ClientEnvironment
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*/
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@ -47,6 +102,8 @@ ClientEnvironment::ClientEnvironment(ClientMap *map,
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m_texturesource(texturesource),
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m_client(client)
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{
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auto *shdrsrc = m_client->getShaderSource();
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shdrsrc->addShaderConstantSetterFactory(new CAOShaderConstantSetterFactory());
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}
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ClientEnvironment::~ClientEnvironment()
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@ -46,6 +46,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "wieldmesh.h"
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#include <algorithm>
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#include <cmath>
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#include "client/shader.h"
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class Settings;
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struct ToolCapabilities;
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@ -352,6 +353,8 @@ void GenericCAO::initialize(const std::string &data)
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player->setCAO(this);
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}
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}
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m_enable_shaders = g_settings->getBool("enable_shaders");
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}
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void GenericCAO::processInitData(const std::string &data)
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@ -577,8 +580,17 @@ void GenericCAO::addToScene(ITextureSource *tsrc)
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return;
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}
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video::E_MATERIAL_TYPE material_type = (m_prop.use_texture_alpha) ?
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video::EMT_TRANSPARENT_ALPHA_CHANNEL : video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
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if (m_enable_shaders) {
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IShaderSource *shader_source = m_client->getShaderSource();
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u32 shader_id = shader_source->getShader(
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"object_shader",
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TILE_MATERIAL_BASIC,
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NDT_NORMAL);
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m_material_type = shader_source->getShaderInfo(shader_id).material;
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} else {
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m_material_type = (m_prop.use_texture_alpha) ?
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video::EMT_TRANSPARENT_ALPHA_CHANNEL : video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
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}
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auto grabMatrixNode = [this] {
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infostream << "GenericCAO::addToScene(): " << m_prop.visual << std::endl;
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@ -587,6 +599,18 @@ void GenericCAO::addToScene(ITextureSource *tsrc)
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m_matrixnode->grab();
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};
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auto setSceneNodeMaterial = [this] (scene::ISceneNode *node) {
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node->setMaterialFlag(video::EMF_LIGHTING, false);
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node->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
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node->setMaterialFlag(video::EMF_FOG_ENABLE, true);
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node->setMaterialType(m_material_type);
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if (m_enable_shaders) {
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node->setMaterialFlag(video::EMF_GOURAUD_SHADING, false);
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node->setMaterialFlag(video::EMF_NORMALIZE_NORMALS, true);
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}
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};
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if (m_prop.visual == "sprite") {
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grabMatrixNode();
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m_spritenode = RenderingEngine::get_scene_manager()->addBillboardSceneNode(
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@ -594,10 +618,9 @@ void GenericCAO::addToScene(ITextureSource *tsrc)
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m_spritenode->grab();
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m_spritenode->setMaterialTexture(0,
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tsrc->getTextureForMesh("unknown_node.png"));
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m_spritenode->setMaterialFlag(video::EMF_LIGHTING, false);
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m_spritenode->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
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m_spritenode->setMaterialType(material_type);
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m_spritenode->setMaterialFlag(video::EMF_FOG_ENABLE, true);
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setSceneNodeMaterial(m_spritenode);
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u8 li = m_last_light;
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m_spritenode->setColor(video::SColor(255,li,li,li));
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m_spritenode->setSize(v2f(m_prop.visual_size.X,
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@ -619,10 +642,10 @@ void GenericCAO::addToScene(ITextureSource *tsrc)
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{ // Front
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scene::IMeshBuffer *buf = new scene::SMeshBuffer();
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video::S3DVertex vertices[4] = {
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video::S3DVertex(-dx, -dy, 0, 0,0,0, c, 1,1),
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video::S3DVertex( dx, -dy, 0, 0,0,0, c, 0,1),
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video::S3DVertex( dx, dy, 0, 0,0,0, c, 0,0),
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video::S3DVertex(-dx, dy, 0, 0,0,0, c, 1,0),
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video::S3DVertex(-dx, -dy, 0, 0,0,1, c, 1,1),
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video::S3DVertex( dx, -dy, 0, 0,0,1, c, 0,1),
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video::S3DVertex( dx, dy, 0, 0,0,1, c, 0,0),
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video::S3DVertex(-dx, dy, 0, 0,0,1, c, 1,0),
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};
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if (m_is_player) {
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// Move minimal Y position to 0 (feet position)
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@ -635,7 +658,14 @@ void GenericCAO::addToScene(ITextureSource *tsrc)
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buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
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buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
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buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
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buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
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buf->getMaterial().MaterialType = m_material_type;
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if (m_enable_shaders) {
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buf->getMaterial().EmissiveColor = c;
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buf->getMaterial().setFlag(video::EMF_GOURAUD_SHADING, false);
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buf->getMaterial().setFlag(video::EMF_NORMALIZE_NORMALS, true);
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}
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// Add to mesh
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mesh->addMeshBuffer(buf);
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buf->drop();
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@ -643,10 +673,10 @@ void GenericCAO::addToScene(ITextureSource *tsrc)
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{ // Back
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scene::IMeshBuffer *buf = new scene::SMeshBuffer();
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video::S3DVertex vertices[4] = {
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video::S3DVertex( dx,-dy, 0, 0,0,0, c, 1,1),
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video::S3DVertex(-dx,-dy, 0, 0,0,0, c, 0,1),
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video::S3DVertex(-dx, dy, 0, 0,0,0, c, 0,0),
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video::S3DVertex( dx, dy, 0, 0,0,0, c, 1,0),
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video::S3DVertex( dx,-dy, 0, 0,0,-1, c, 1,1),
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video::S3DVertex(-dx,-dy, 0, 0,0,-1, c, 0,1),
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video::S3DVertex(-dx, dy, 0, 0,0,-1, c, 0,0),
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video::S3DVertex( dx, dy, 0, 0,0,-1, c, 1,0),
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};
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if (m_is_player) {
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// Move minimal Y position to 0 (feet position)
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@ -659,7 +689,14 @@ void GenericCAO::addToScene(ITextureSource *tsrc)
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buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
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buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
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buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
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buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
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buf->getMaterial().MaterialType = m_material_type;
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if (m_enable_shaders) {
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buf->getMaterial().EmissiveColor = c;
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buf->getMaterial().setFlag(video::EMF_GOURAUD_SHADING, false);
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buf->getMaterial().setFlag(video::EMF_NORMALIZE_NORMALS, true);
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}
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// Add to mesh
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mesh->addMeshBuffer(buf);
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buf->drop();
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@ -683,10 +720,7 @@ void GenericCAO::addToScene(ITextureSource *tsrc)
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u8 li = m_last_light;
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setMeshColor(m_meshnode->getMesh(), video::SColor(255,li,li,li));
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m_meshnode->setMaterialFlag(video::EMF_LIGHTING, false);
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m_meshnode->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
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m_meshnode->setMaterialType(material_type);
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m_meshnode->setMaterialFlag(video::EMF_FOG_ENABLE, true);
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setSceneNodeMaterial(m_meshnode);
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} else if (m_prop.visual == "mesh") {
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grabMatrixNode();
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scene::IAnimatedMesh *mesh = m_client->getMesh(m_prop.mesh, true);
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setAnimatedMeshColor(m_animated_meshnode, video::SColor(255,li,li,li));
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m_animated_meshnode->setMaterialFlag(video::EMF_LIGHTING, true);
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m_animated_meshnode->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
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m_animated_meshnode->setMaterialType(material_type);
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m_animated_meshnode->setMaterialFlag(video::EMF_FOG_ENABLE, true);
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setSceneNodeMaterial(m_animated_meshnode);
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m_animated_meshnode->setMaterialFlag(video::EMF_BACK_FACE_CULLING,
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m_prop.backface_culling);
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} else
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@ -789,17 +821,41 @@ void GenericCAO::updateLightNoCheck(u8 light_at_pos)
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return;
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u8 li = decode_light(light_at_pos + m_glow);
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if (li != m_last_light) {
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m_last_light = li;
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video::SColor color(255,li,li,li);
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if (m_meshnode) {
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setMeshColor(m_meshnode->getMesh(), color);
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} else if (m_animated_meshnode) {
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setAnimatedMeshColor(m_animated_meshnode, color);
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} else if (m_wield_meshnode) {
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m_wield_meshnode->setColor(color);
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} else if (m_spritenode) {
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m_spritenode->setColor(color);
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if (m_enable_shaders) {
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scene::ISceneNode *node = getSceneNode();
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if (node == nullptr) {
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return;
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}
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if (m_prop.visual == "upright_sprite") {
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scene::IMesh *mesh = m_meshnode->getMesh();
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for (u32 i = 0; i < mesh->getMeshBufferCount(); ++i) {
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scene::IMeshBuffer* buf = mesh->getMeshBuffer(i);
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video::SMaterial& material = buf->getMaterial();
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material.EmissiveColor = color;
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}
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} else {
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for (u32 i = 0; i < node->getMaterialCount(); ++i) {
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video::SMaterial& material = node->getMaterial(i);
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material.EmissiveColor = color;
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}
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}
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} else {
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if (m_meshnode) {
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setMeshColor(m_meshnode->getMesh(), color);
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} else if (m_animated_meshnode) {
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setAnimatedMeshColor(m_animated_meshnode, color);
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} else if (m_wield_meshnode) {
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m_wield_meshnode->setColor(color);
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} else if (m_spritenode) {
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m_spritenode->setColor(color);
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}
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}
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}
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}
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@ -1101,16 +1157,13 @@ void GenericCAO::updateTextures(std::string mod)
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m_current_texture_modifier = mod;
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m_glow = m_prop.glow;
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video::E_MATERIAL_TYPE material_type = (m_prop.use_texture_alpha) ?
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video::EMT_TRANSPARENT_ALPHA_CHANNEL : video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
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if (m_spritenode) {
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if (m_prop.visual == "sprite") {
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std::string texturestring = "unknown_node.png";
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if (!m_prop.textures.empty())
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texturestring = m_prop.textures[0];
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texturestring += mod;
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m_spritenode->getMaterial(0).MaterialType = material_type;
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m_spritenode->getMaterial(0).MaterialType = m_material_type;
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m_spritenode->getMaterial(0).MaterialTypeParam = 0.5f;
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m_spritenode->setMaterialTexture(0,
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tsrc->getTextureForMesh(texturestring));
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// Set material flags and texture
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video::SMaterial& material = m_animated_meshnode->getMaterial(i);
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material.MaterialType = material_type;
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material.MaterialType = m_material_type;
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material.MaterialTypeParam = 0.5f;
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material.TextureLayer[0].Texture = texture;
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material.setFlag(video::EMF_LIGHTING, true);
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@ -1193,7 +1246,7 @@ void GenericCAO::updateTextures(std::string mod)
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// Set material flags and texture
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video::SMaterial& material = m_meshnode->getMaterial(i);
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material.MaterialType = material_type;
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material.MaterialType = m_material_type;
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material.MaterialTypeParam = 0.5f;
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material.setFlag(video::EMF_LIGHTING, false);
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material.setFlag(video::EMF_BILINEAR_FILTER, false);
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@ -125,6 +125,10 @@ private:
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u8 m_last_light = 255;
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bool m_is_visible = false;
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s8 m_glow = 0;
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// Material
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video::E_MATERIAL_TYPE m_material_type;
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// Settings
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bool m_enable_shaders = false;
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public:
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GenericCAO(Client *client, ClientEnvironment *env);
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@ -188,7 +188,7 @@ public:
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delete setter;
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}
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virtual void OnSetConstants(video::IMaterialRendererServices *services, s32 userData)
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virtual void OnSetConstants(video::IMaterialRendererServices *services, s32 userData) override
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{
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video::IVideoDriver *driver = services->getVideoDriver();
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sanity_check(driver != NULL);
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@ -198,6 +198,12 @@ public:
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for (IShaderConstantSetter *setter : m_setters)
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setter->onSetConstants(services, is_highlevel);
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}
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virtual void OnSetMaterial(const video::SMaterial& material) override
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{
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for (IShaderConstantSetter *setter : m_setters)
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setter->onSetMaterial(material);
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}
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};
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@ -67,6 +67,8 @@ public:
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virtual ~IShaderConstantSetter() = default;
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virtual void onSetConstants(video::IMaterialRendererServices *services,
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bool is_highlevel) = 0;
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virtual void onSetMaterial(const video::SMaterial& material)
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{ }
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};
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