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`IShaderSource` was designed with the idea that if you want a shader, you must want it for a node. So it depends heavily on being given a tile material and the node drawtype. But this doesn't make sense neither in theory nor in practice. This commit takes a small step towards removing the incorrect abstraction.
151 lines
3.4 KiB
C++
151 lines
3.4 KiB
C++
// Luanti
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// SPDX-License-Identifier: LGPL-2.1-or-later
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// Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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#pragma once
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#include "irrlichttypes.h"
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#include <ITexture.h>
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#include <vector>
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#include <SMaterial.h>
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enum MaterialType{
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TILE_MATERIAL_BASIC,
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TILE_MATERIAL_ALPHA,
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TILE_MATERIAL_LIQUID_TRANSPARENT,
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TILE_MATERIAL_LIQUID_OPAQUE,
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TILE_MATERIAL_WAVING_LEAVES,
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TILE_MATERIAL_WAVING_PLANTS,
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TILE_MATERIAL_OPAQUE,
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TILE_MATERIAL_WAVING_LIQUID_BASIC,
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TILE_MATERIAL_WAVING_LIQUID_TRANSPARENT,
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TILE_MATERIAL_WAVING_LIQUID_OPAQUE,
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// Note: PLAIN isn't a material actually used by tiles, rather just entities.
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TILE_MATERIAL_PLAIN,
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TILE_MATERIAL_PLAIN_ALPHA
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};
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// Material flags
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// Should backface culling be enabled?
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#define MATERIAL_FLAG_BACKFACE_CULLING 0x01
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// Should a crack be drawn?
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#define MATERIAL_FLAG_CRACK 0x02
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// Should the crack be drawn on transparent pixels (unset) or not (set)?
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// Ignored if MATERIAL_FLAG_CRACK is not set.
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#define MATERIAL_FLAG_CRACK_OVERLAY 0x04
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#define MATERIAL_FLAG_ANIMATION 0x08
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//#define MATERIAL_FLAG_HIGHLIGHTED 0x10
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#define MATERIAL_FLAG_TILEABLE_HORIZONTAL 0x20
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#define MATERIAL_FLAG_TILEABLE_VERTICAL 0x40
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/*
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This fully defines the looks of a tile.
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The SMaterial of a tile is constructed according to this.
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*/
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struct FrameSpec
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{
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FrameSpec() = default;
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u32 texture_id = 0;
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video::ITexture *texture = nullptr;
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};
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#define MAX_TILE_LAYERS 2
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//! Defines a layer of a tile.
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struct TileLayer
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{
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TileLayer() = default;
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/*!
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* Two layers are equal if they can be merged.
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*/
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bool operator==(const TileLayer &other) const
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{
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return
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texture_id == other.texture_id &&
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material_type == other.material_type &&
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material_flags == other.material_flags &&
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has_color == other.has_color &&
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color == other.color &&
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scale == other.scale;
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}
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/*!
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* Two tiles are not equal if they must have different vertices.
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*/
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bool operator!=(const TileLayer &other) const
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{
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return !(*this == other);
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}
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void applyMaterialOptions(video::SMaterial &material) const;
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void applyMaterialOptionsWithShaders(video::SMaterial &material) const;
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bool isTransparent() const
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{
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switch (material_type) {
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case TILE_MATERIAL_ALPHA:
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case TILE_MATERIAL_LIQUID_TRANSPARENT:
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case TILE_MATERIAL_WAVING_LIQUID_TRANSPARENT:
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return true;
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}
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return false;
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}
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// Ordered for size, please do not reorder
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video::ITexture *texture = nullptr;
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u32 shader_id = 0;
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u32 texture_id = 0;
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u16 animation_frame_length_ms = 0;
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u16 animation_frame_count = 1;
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u8 material_type = TILE_MATERIAL_BASIC;
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u8 material_flags =
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//0 // <- DEBUG, Use the one below
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MATERIAL_FLAG_BACKFACE_CULLING |
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MATERIAL_FLAG_TILEABLE_HORIZONTAL|
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MATERIAL_FLAG_TILEABLE_VERTICAL;
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//! If true, the tile has its own color.
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bool has_color = false;
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std::vector<FrameSpec> *frames = nullptr;
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/*!
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* The color of the tile, or if the tile does not own
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* a color then the color of the node owning this tile.
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*/
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video::SColor color = video::SColor(0, 0, 0, 0);
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u8 scale = 1;
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};
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enum class TileRotation: u8 {
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None,
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R90,
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R180,
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R270,
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};
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/*!
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* Defines a face of a node. May have up to two layers.
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*/
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struct TileSpec
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{
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TileSpec() = default;
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//! If true, the tile rotation is ignored.
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bool world_aligned = false;
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//! Tile rotation.
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TileRotation rotation = TileRotation::None;
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//! This much light does the tile emit.
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u8 emissive_light = 0;
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//! The first is base texture, the second is overlay.
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TileLayer layers[MAX_TILE_LAYERS];
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};
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