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author | number Zero <silverunicorn2011@yandex.ru> | 2017-05-11 23:24:12 +0300 |
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committer | paramat <mat.gregory@virginmedia.com> | 2017-07-11 01:02:22 +0100 |
commit | ef285b2815962a7a01791059ed984cb12fdba4dd (patch) | |
tree | c004c7033590c15532ac4c66ac818b86ebc1f91f /src/nodedef.cpp | |
parent | f871852f13db6072b3bffe25826d7520ef031ec0 (diff) | |
download | minetest-ef285b2815962a7a01791059ed984cb12fdba4dd.tar.gz minetest-ef285b2815962a7a01791059ed984cb12fdba4dd.tar.bz2 minetest-ef285b2815962a7a01791059ed984cb12fdba4dd.zip |
Add 'plantlike_rooted' drawtype
Useful for underwater plants.
Node consists of a base cube plus a plantlike extension that can pass through
liquid nodes above without creating air bubbles or interfering with liquid flow.
Uses paramtype2 'leveled', param2 defines height of plantlike extension.
Diffstat (limited to 'src/nodedef.cpp')
-rw-r--r-- | src/nodedef.cpp | 34 |
1 files changed, 20 insertions, 14 deletions
diff --git a/src/nodedef.cpp b/src/nodedef.cpp index 6ccbc1557..6bb2bf904 100644 --- a/src/nodedef.cpp +++ b/src/nodedef.cpp @@ -772,6 +772,9 @@ void ContentFeatures::updateTextures(ITextureSource *tsrc, IShaderSource *shdsrc case NDT_RAILLIKE: solidness = 0; break; + case NDT_PLANTLIKE_ROOTED: + solidness = 2; + break; } if (is_liquid) { @@ -783,38 +786,41 @@ void ContentFeatures::updateTextures(ITextureSource *tsrc, IShaderSource *shdsrc TILE_MATERIAL_LIQUID_OPAQUE : TILE_MATERIAL_LIQUID_TRANSPARENT; } - u32 tile_shader[6]; - for (u16 j = 0; j < 6; j++) { - tile_shader[j] = shdsrc->getShader("nodes_shader", - material_type, drawtype); - } + u32 tile_shader = shdsrc->getShader("nodes_shader", material_type, drawtype); + u8 overlay_material = material_type; if (overlay_material == TILE_MATERIAL_OPAQUE) overlay_material = TILE_MATERIAL_BASIC; else if (overlay_material == TILE_MATERIAL_LIQUID_OPAQUE) overlay_material = TILE_MATERIAL_LIQUID_TRANSPARENT; - u32 overlay_shader[6]; - for (u16 j = 0; j < 6; j++) { - overlay_shader[j] = shdsrc->getShader("nodes_shader", - overlay_material, drawtype); - } + + u32 overlay_shader = shdsrc->getShader("nodes_shader", overlay_material, drawtype); // Tiles (fill in f->tiles[]) for (u16 j = 0; j < 6; j++) { - fillTileAttribs(tsrc, &tiles[j].layers[0], &tdef[j], tile_shader[j], + fillTileAttribs(tsrc, &tiles[j].layers[0], &tdef[j], tile_shader, tsettings.use_normal_texture, tdef[j].backface_culling, material_type); if (tdef_overlay[j].name != "") fillTileAttribs(tsrc, &tiles[j].layers[1], &tdef_overlay[j], - overlay_shader[j], tsettings.use_normal_texture, + overlay_shader, tsettings.use_normal_texture, tdef[j].backface_culling, overlay_material); } + u8 special_material = material_type; + if (drawtype == NDT_PLANTLIKE_ROOTED) { + if (waving == 1) + special_material = TILE_MATERIAL_WAVING_PLANTS; + else if (waving == 2) + special_material = TILE_MATERIAL_WAVING_LEAVES; + } + u32 special_shader = shdsrc->getShader("nodes_shader", special_material, drawtype); + // Special tiles (fill in f->special_tiles[]) for (u16 j = 0; j < CF_SPECIAL_COUNT; j++) { fillTileAttribs(tsrc, &special_tiles[j].layers[0], &tdef_spec[j], - tile_shader[j], tsettings.use_normal_texture, - tdef_spec[j].backface_culling, material_type); + special_shader, tsettings.use_normal_texture, + tdef_spec[j].backface_culling, special_material); } if (param_type_2 == CPT2_COLOR || |