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Unite nodes shaders.

Pass drawtype and material type to shaders.
Move shaders generation to startup only.
Allow assign shaders per tile.
Initial code to support water surface shader.
This commit is contained in:
RealBadAngel 2014-05-14 23:19:31 +02:00
parent 9ffa88b558
commit 6c98fd6658
22 changed files with 315 additions and 793 deletions

View file

@ -136,8 +136,8 @@ enum MaterialType{
TILE_MATERIAL_ALPHA,
TILE_MATERIAL_LIQUID_TRANSPARENT,
TILE_MATERIAL_LIQUID_OPAQUE,
TILE_MATERIAL_LEAVES,
TILE_MATERIAL_PLANTS
TILE_MATERIAL_WAVING_LEAVES,
TILE_MATERIAL_WAVING_PLANTS
};
// Material flags
@ -167,6 +167,7 @@ struct TileSpec
//0 // <- DEBUG, Use the one below
MATERIAL_FLAG_BACKFACE_CULLING
),
shader_id(0),
animation_frame_count(1),
animation_frame_length_ms(0),
rotation(0)
@ -206,42 +207,18 @@ struct TileSpec
case TILE_MATERIAL_LIQUID_OPAQUE:
material.MaterialType = video::EMT_SOLID;
break;
case TILE_MATERIAL_LEAVES:
case TILE_MATERIAL_WAVING_LEAVES:
material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
break;
case TILE_MATERIAL_PLANTS:
case TILE_MATERIAL_WAVING_PLANTS:
material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
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 video::E_MATERIAL_TYPE &alpha,
const video::E_MATERIAL_TYPE &leaves,
const video::E_MATERIAL_TYPE &plants) const
void applyMaterialOptionsWithShaders(video::SMaterial &material) const
{
switch(material_type){
case TILE_MATERIAL_BASIC:
material.MaterialType = basic;
break;
case TILE_MATERIAL_ALPHA:
material.MaterialType = alpha;
break;
case TILE_MATERIAL_LIQUID_TRANSPARENT:
material.MaterialType = liquid;
break;
case TILE_MATERIAL_LIQUID_OPAQUE:
material.MaterialType = liquid;
break;
case TILE_MATERIAL_LEAVES:
material.MaterialType = leaves;
break;
case TILE_MATERIAL_PLANTS:
material.MaterialType = plants;
break;
}
material.BackfaceCulling = (material_flags & MATERIAL_FLAG_BACKFACE_CULLING) ? true : false;
}
@ -252,6 +229,7 @@ struct TileSpec
// Material parameters
u8 material_type;
u8 material_flags;
u32 shader_id;
// Animation parameters
u8 animation_frame_count;
u16 animation_frame_length_ms;