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

@@ -597,7 +597,8 @@ class CNodeDefManager: public IWritableNodeDefManager
}
}
}
virtual void updateTextures(ITextureSource *tsrc)
virtual void updateTextures(ITextureSource *tsrc,
IShaderSource *shdsrc)
{
#ifndef SERVER
infostream<<"CNodeDefManager::updateTextures(): Updating "
@@ -621,6 +622,8 @@ class CNodeDefManager: public IWritableNodeDefManager
}
bool is_liquid = false;
bool is_water_surface = false;
u8 material_type;
material_type = (f->alpha == 255) ? TILE_MATERIAL_BASIC : TILE_MATERIAL_ALPHA;
@@ -676,13 +679,13 @@ class CNodeDefManager: public IWritableNodeDefManager
}
}
if (f->waving == 1)
material_type = TILE_MATERIAL_LEAVES;
material_type = TILE_MATERIAL_WAVING_LEAVES;
break;
case NDT_PLANTLIKE:
f->solidness = 0;
f->backface_culling = false;
if (f->waving == 1)
material_type = TILE_MATERIAL_PLANTS;
material_type = TILE_MATERIAL_WAVING_PLANTS;
break;
case NDT_TORCHLIKE:
case NDT_SIGNLIKE:
@@ -693,11 +696,22 @@ class CNodeDefManager: public IWritableNodeDefManager
break;
}
if (is_liquid)
if (is_liquid){
material_type = (f->alpha == 255) ? TILE_MATERIAL_LIQUID_OPAQUE : TILE_MATERIAL_LIQUID_TRANSPARENT;
if (f->name == "default:water_source")
is_water_surface = true;
}
u32 tile_shader[6];
for(u16 j=0; j<6; j++)
tile_shader[j] = shdsrc->getShader("nodes_shader",material_type, f->drawtype);
if (is_water_surface)
tile_shader[0] = shdsrc->getShader("water_surface_shader",material_type, f->drawtype);
// Tiles (fill in f->tiles[])
for(u16 j=0; j<6; j++){
// Shader
f->tiles[j].shader_id = tile_shader[j];
// Texture
f->tiles[j].texture = tsrc->getTexture(
tiledef[j].name,
@@ -740,6 +754,8 @@ class CNodeDefManager: public IWritableNodeDefManager
}
// Special tiles (fill in f->special_tiles[])
for(u16 j=0; j<CF_SPECIAL_COUNT; j++){
// Shader
f->special_tiles[j].shader_id = tile_shader[j];
// Texture
f->special_tiles[j].texture = tsrc->getTexture(
f->tiledef_special[j].name,