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luanti/src/client/tile.cpp

36 lines
1.4 KiB
C++

// Luanti
// SPDX-License-Identifier: LGPL-2.1-or-later
// Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
#include "tile.h"
void TileLayer::applyMaterialOptions(video::SMaterial &material, int layer) const
{
material.setTexture(0, texture);
material.BackfaceCulling = (material_flags & MATERIAL_FLAG_BACKFACE_CULLING) != 0;
if (!(material_flags & MATERIAL_FLAG_TILEABLE_HORIZONTAL)) {
material.TextureLayers[0].TextureWrapU = video::ETC_CLAMP_TO_EDGE;
material.TextureLayers[1].TextureWrapU = video::ETC_CLAMP_TO_EDGE;
}
if (!(material_flags & MATERIAL_FLAG_TILEABLE_VERTICAL)) {
material.TextureLayers[0].TextureWrapV = video::ETC_CLAMP_TO_EDGE;
material.TextureLayers[1].TextureWrapV = video::ETC_CLAMP_TO_EDGE;
}
/*
* The second layer is for overlays, but uses the same vertex positions
* as the first, which easily leads to Z-fighting.
* To fix this we offset the polygons of the *first layer* away from the camera.
* This only affects the depth buffer and leads to no visual gaps in geometry.
*
* However, doing so intrudes the "Z space" of the overlay of the next node
* so that leads to inconsistent Z-sorting again. :(
* HACK: For lack of a better approach we restrict this to cases where
* an overlay is actually present.
*/
if (need_polygon_offset) {
material.PolygonOffsetSlopeScale = 1;
material.PolygonOffsetDepthBias = 1;
}
}