damage_per_second = 0;
node_box = NodeBox();
selection_box = NodeBox();
+ waving = 0;
legacy_facedir_simple = false;
legacy_wallmounted = false;
sound_footstep = SimpleSoundSpec();
writeU8(os, liquid_range);
// Stuff below should be moved to correct place in a version that otherwise changes
// the protocol version
+ writeU8(os, waving);
}
void ContentFeatures::deSerialize(std::istream &is)
try{
// Stuff below should be moved to correct place in a version that
// otherwise changes the protocol version
+ waving = readU8(is);
}catch(SerializationError &e) {};
}
}
}
}
- virtual void updateTextures(ITextureSource *tsrc)
+ virtual void updateTextures(ITextureSource *tsrc,
+ IShaderSource *shdsrc)
{
#ifndef SERVER
infostream<<"CNodeDefManager::updateTextures(): Updating "
}
bool is_liquid = false;
+ bool is_water_surface = false;
+
+ u8 material_type;
+ material_type = (f->alpha == 255) ? TILE_MATERIAL_BASIC : TILE_MATERIAL_ALPHA;
+
switch(f->drawtype){
default:
case NDT_NORMAL:
tiledef[i].name += std::string("^[noalpha");
}
}
+ if (f->waving == 1)
+ 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_WAVING_PLANTS;
break;
case NDT_TORCHLIKE:
case NDT_SIGNLIKE:
break;
}
- u8 material_type;
- if (is_liquid)
+ if (is_liquid){
material_type = (f->alpha == 255) ? TILE_MATERIAL_LIQUID_OPAQUE : TILE_MATERIAL_LIQUID_TRANSPARENT;
- else
- material_type = (f->alpha == 255) ? TILE_MATERIAL_BASIC : TILE_MATERIAL_ALPHA;
+ 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,
}
// 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,