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Add optional framed glasslike drawtype

This commit is contained in:
BlockMen 2014-09-27 18:16:26 +02:00
parent e9c9b66ae9
commit f48f686930
9 changed files with 37 additions and 14 deletions

View file

@ -794,6 +794,10 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
collector.append(tile, vertices, 4, indices, 6);
}
break;}
case NDT_GLASSLIKE_FRAMED_OPTIONAL:
// This is always pre-converted to something else
assert(0);
break;
case NDT_GLASSLIKE_FRAMED:
{
static const v3s16 dirs[6] = {

View file

@ -100,6 +100,7 @@ void set_default_settings(Settings *settings)
settings->setDefault("view_bobbing", "true");
settings->setDefault("new_style_water", "false");
settings->setDefault("new_style_leaves", "true");
settings->setDefault("connected_glass", "false");
settings->setDefault("smooth_lighting", "true");
settings->setDefault("texture_path", "");
settings->setDefault("shader_path", "");

View file

@ -607,6 +607,7 @@ public:
bool new_style_water = g_settings->getBool("new_style_water");
bool new_style_leaves = g_settings->getBool("new_style_leaves");
bool connected_glass = g_settings->getBool("connected_glass");
bool opaque_water = g_settings->getBool("opaque_water");
bool enable_shaders = g_settings->getBool("enable_shaders");
bool enable_bumpmapping = g_settings->getBool("enable_bumpmapping");
@ -666,6 +667,15 @@ public:
f->solidness = 0;
f->visual_solidness = 1;
break;
case NDT_GLASSLIKE_FRAMED_OPTIONAL:
f->solidness = 0;
f->visual_solidness = 1;
if (connected_glass) {
f->drawtype = NDT_GLASSLIKE_FRAMED;
} else {
f->drawtype = NDT_GLASSLIKE;
}
break;
case NDT_ALLFACES:
f->solidness = 0;
f->visual_solidness = 1;

View file

@ -149,7 +149,9 @@ enum NodeDrawType
NDT_GLASSLIKE_FRAMED, // Glass-like, draw connected frames and all all
// visible faces
// uses 2 textures, one for frames, second for faces
NDT_FIRELIKE, // Draw faces slightly rotated and only on connecting nodes
NDT_FIRELIKE, // Draw faces slightly rotated and only on connecting nodes,
NDT_GLASSLIKE_FRAMED_OPTIONAL, // enabled -> connected, disabled -> Glass-like
// uses 2 textures, one for frames, second for faces
};
#define CF_SPECIAL_COUNT 6

View file

@ -35,6 +35,7 @@ struct EnumString ScriptApiNode::es_DrawType[] =
{NDT_FLOWINGLIQUID, "flowingliquid"},
{NDT_GLASSLIKE, "glasslike"},
{NDT_GLASSLIKE_FRAMED, "glasslike_framed"},
{NDT_GLASSLIKE_FRAMED_OPTIONAL, "glasslike_framed_optional"},
{NDT_ALLFACES, "allfaces"},
{NDT_ALLFACES_OPTIONAL, "allfaces_optional"},
{NDT_TORCHLIKE, "torchlike"},

View file

@ -645,7 +645,8 @@ ShaderInfo generate_shader(std::string name, u8 material_type, u8 drawtype,
"NDT_RAILLIKE",
"NDT_NODEBOX",
"NDT_GLASSLIKE_FRAMED",
"NDT_FIRELIKE"
"NDT_FIRELIKE",
"NDT_GLASSLIKE_FRAMED_OPTIONAL"
};
for (int i = 0; i < 14; i++){