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-rw-r--r--builtin/game/features.lua1
-rw-r--r--doc/lua_api.txt9
-rw-r--r--src/content_cao.cpp23
-rw-r--r--src/content_sao.cpp1
-rw-r--r--src/object_properties.cpp3
-rw-r--r--src/object_properties.h1
-rw-r--r--src/script/common/c_content.cpp3
7 files changed, 32 insertions, 9 deletions
diff --git a/builtin/game/features.lua b/builtin/game/features.lua
index ef85fbbc3..e6787a564 100644
--- a/builtin/game/features.lua
+++ b/builtin/game/features.lua
@@ -11,6 +11,7 @@ core.features = {
area_store_custom_ids = true,
add_entity_with_staticdata = true,
no_chat_message_prediction = true,
+ object_use_texture_alpha = true,
}
function core.has_feature(arg)
diff --git a/doc/lua_api.txt b/doc/lua_api.txt
index 15036848b..946340cb3 100644
--- a/doc/lua_api.txt
+++ b/doc/lua_api.txt
@@ -2660,7 +2660,7 @@ Strings that need to be translated can contain several escapes, preceded by `@`.
chat_send_player_param3 = true,
get_all_craft_recipes_works = true,
use_texture_alpha = true,
- -- ^ The transparency channel of textures can be used optionally
+ -- ^ The transparency channel of textures can optionally be used on nodes
no_legacy_abms = true,
-- ^ Tree and grass ABMs are no longer done from C++
texture_names_parens = true,
@@ -2671,6 +2671,9 @@ Strings that need to be translated can contain several escapes, preceded by `@`.
-- ^ add_entity supports passing initial staticdata to on_activate
no_chat_message_prediction = true,
-- ^ Chat messages are no longer predicted
+ object_use_texture_alpha = true
+ -- ^ The transparency channel of textures can optionally be used on
+ -- objects (ie: players and lua entities)
}
* `minetest.has_feature(arg)`: returns `boolean, missing_features`
* `arg`: string or table in format `{foo=true, bar=true}`
@@ -4957,6 +4960,10 @@ Definition tables
-- ^ "wielditem" expects 'textures = {itemname}' (see 'visual' above).
colors = {},
-- ^ Number of required colors depends on visual.
+ use_texture_alpha = false,
+ -- ^ Use texture's alpha channel, excludes "upright_sprite" and "wielditem"
+ -- ^ Note: currently causes visual issues when viewed through other
+ -- ^ semi-transparent materials such as water.
spritediv = {x = 1, y = 1},
-- ^ Used with spritesheet textures for animation and/or frame selection
-- according to position relative to player.
diff --git a/src/content_cao.cpp b/src/content_cao.cpp
index 1dec95839..92b0ddfbd 100644
--- a/src/content_cao.cpp
+++ b/src/content_cao.cpp
@@ -477,6 +477,9 @@ void GenericCAO::addToScene(ITextureSource *tsrc)
return;
}
+ video::E_MATERIAL_TYPE material_type = (m_prop.use_texture_alpha) ?
+ video::EMT_TRANSPARENT_ALPHA_CHANNEL : video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
+
if (m_prop.visual == "sprite") {
infostream<<"GenericCAO::addToScene(): single_sprite"<<std::endl;
m_spritenode = RenderingEngine::get_scene_manager()->addBillboardSceneNode(
@@ -486,7 +489,7 @@ void GenericCAO::addToScene(ITextureSource *tsrc)
tsrc->getTextureForMesh("unknown_node.png"));
m_spritenode->setMaterialFlag(video::EMF_LIGHTING, false);
m_spritenode->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
- m_spritenode->setMaterialType(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF);
+ m_spritenode->setMaterialType(material_type);
m_spritenode->setMaterialFlag(video::EMF_FOG_ENABLE, true);
u8 li = m_last_light;
m_spritenode->setColor(video::SColor(255,li,li,li));
@@ -564,7 +567,7 @@ void GenericCAO::addToScene(ITextureSource *tsrc)
m_meshnode->setMaterialFlag(video::EMF_LIGHTING, false);
m_meshnode->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
- m_meshnode->setMaterialType(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF);
+ m_meshnode->setMaterialType(material_type);
m_meshnode->setMaterialFlag(video::EMF_FOG_ENABLE, true);
}
else if(m_prop.visual == "mesh") {
@@ -587,15 +590,12 @@ void GenericCAO::addToScene(ITextureSource *tsrc)
setAnimatedMeshColor(m_animated_meshnode, video::SColor(255,li,li,li));
- bool backface_culling = m_prop.backface_culling;
- if (m_is_player)
- backface_culling = false;
-
m_animated_meshnode->setMaterialFlag(video::EMF_LIGHTING, true);
m_animated_meshnode->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
- m_animated_meshnode->setMaterialType(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF);
+ m_animated_meshnode->setMaterialType(material_type);
m_animated_meshnode->setMaterialFlag(video::EMF_FOG_ENABLE, true);
- m_animated_meshnode->setMaterialFlag(video::EMF_BACK_FACE_CULLING, backface_culling);
+ m_animated_meshnode->setMaterialFlag(video::EMF_BACK_FACE_CULLING,
+ m_prop.backface_culling);
}
else
errorstream<<"GenericCAO::addToScene(): Could not load mesh "<<m_prop.mesh<<std::endl;
@@ -994,12 +994,16 @@ void GenericCAO::updateTextures(std::string mod)
m_current_texture_modifier = mod;
m_glow = m_prop.glow;
+ video::E_MATERIAL_TYPE material_type = (m_prop.use_texture_alpha) ?
+ video::EMT_TRANSPARENT_ALPHA_CHANNEL : video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
+
if (m_spritenode) {
if (m_prop.visual == "sprite") {
std::string texturestring = "unknown_node.png";
if (!m_prop.textures.empty())
texturestring = m_prop.textures[0];
texturestring += mod;
+ m_spritenode->getMaterial(0).MaterialType = material_type;
m_spritenode->setMaterialTexture(0,
tsrc->getTextureForMesh(texturestring));
@@ -1034,9 +1038,11 @@ void GenericCAO::updateTextures(std::string mod)
// Set material flags and texture
video::SMaterial& material = m_animated_meshnode->getMaterial(i);
+ material.MaterialType = material_type;
material.TextureLayer[0].Texture = texture;
material.setFlag(video::EMF_LIGHTING, true);
material.setFlag(video::EMF_BILINEAR_FILTER, false);
+ material.setFlag(video::EMF_BACK_FACE_CULLING, m_prop.backface_culling);
// don't filter low-res textures, makes them look blurry
// player models have a res of 64
@@ -1078,6 +1084,7 @@ void GenericCAO::updateTextures(std::string mod)
// Set material flags and texture
video::SMaterial& material = m_meshnode->getMaterial(i);
+ material.MaterialType = material_type;
material.setFlag(video::EMF_LIGHTING, false);
material.setFlag(video::EMF_BILINEAR_FILTER, false);
material.setTexture(0,
diff --git a/src/content_sao.cpp b/src/content_sao.cpp
index 4959ec569..1dc05cd22 100644
--- a/src/content_sao.cpp
+++ b/src/content_sao.cpp
@@ -803,6 +803,7 @@ PlayerSAO::PlayerSAO(ServerEnvironment *env_, RemotePlayer *player_, session_t p
m_prop.eye_height = 1.625f;
// End of default appearance
m_prop.is_visible = true;
+ m_prop.backface_culling = false;
m_prop.makes_footstep_sound = true;
m_prop.stepheight = PLAYER_DEFAULT_STEPHEIGHT * BS;
m_hp = m_prop.hp_max;
diff --git a/src/object_properties.cpp b/src/object_properties.cpp
index e330bc24a..d42fbcc6c 100644
--- a/src/object_properties.cpp
+++ b/src/object_properties.cpp
@@ -68,6 +68,7 @@ std::string ObjectProperties::dump()
os << ", static_save=" << static_save;
os << ", eye_height=" << eye_height;
os << ", zoom_fov=" << zoom_fov;
+ os << ", use_texture_alpha=" << use_texture_alpha;
return os.str();
}
@@ -113,6 +114,7 @@ void ObjectProperties::serialize(std::ostream &os) const
writeU16(os, breath_max);
writeF1000(os, eye_height);
writeF1000(os, zoom_fov);
+ writeU8(os, use_texture_alpha);
// Add stuff only at the bottom.
// Never remove anything, because we don't want new versions of this
@@ -164,4 +166,5 @@ void ObjectProperties::deSerialize(std::istream &is)
breath_max = readU16(is);
eye_height = readF1000(is);
zoom_fov = readF1000(is);
+ use_texture_alpha = readU8(is);
}
diff --git a/src/object_properties.h b/src/object_properties.h
index 140770998..d273b52f4 100644
--- a/src/object_properties.h
+++ b/src/object_properties.h
@@ -60,6 +60,7 @@ struct ObjectProperties
bool static_save = true;
float eye_height = 1.625f;
float zoom_fov = 0.0f;
+ bool use_texture_alpha = false;
ObjectProperties();
std::string dump();
diff --git a/src/script/common/c_content.cpp b/src/script/common/c_content.cpp
index 5229572f1..889b94660 100644
--- a/src/script/common/c_content.cpp
+++ b/src/script/common/c_content.cpp
@@ -304,6 +304,7 @@ void read_object_properties(lua_State *L, int index,
lua_pop(L, 1);
getfloatfield(L, -1, "zoom_fov", prop->zoom_fov);
+ getboolfield(L, -1, "use_texture_alpha", prop->use_texture_alpha);
}
/******************************************************************************/
@@ -386,6 +387,8 @@ void push_object_properties(lua_State *L, ObjectProperties *prop)
lua_setfield(L, -2, "wield_item");
lua_pushnumber(L, prop->zoom_fov);
lua_setfield(L, -2, "zoom_fov");
+ lua_pushboolean(L, prop->use_texture_alpha);
+ lua_setfield(L, -2, "use_texture_alpha");
}
/******************************************************************************/