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Tile material: Add 'TILE_MATERIAL_OPAQUE', use for drawtype 'NDT_NORMAL'
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Prevents normal drawtype nodes having transparency.
Avoids clients cheating by using 'x-ray' texture packs with transparent textures.
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stujones11 authored and paramat committed Jul 1, 2017
1 parent f3ad756 commit 6e5588c
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Showing 3 changed files with 35 additions and 27 deletions.
10 changes: 6 additions & 4 deletions src/client/tile.h
Expand Up @@ -156,7 +156,8 @@ enum MaterialType{
TILE_MATERIAL_LIQUID_TRANSPARENT,
TILE_MATERIAL_LIQUID_OPAQUE,
TILE_MATERIAL_WAVING_LEAVES,
TILE_MATERIAL_WAVING_PLANTS
TILE_MATERIAL_WAVING_PLANTS,
TILE_MATERIAL_OPAQUE
};

// Material flags
Expand Down Expand Up @@ -216,6 +217,10 @@ struct TileLayer
void applyMaterialOptions(video::SMaterial &material) const
{
switch (material_type) {
case TILE_MATERIAL_OPAQUE:
case TILE_MATERIAL_LIQUID_OPAQUE:
material.MaterialType = video::EMT_SOLID;
break;
case TILE_MATERIAL_BASIC:
case TILE_MATERIAL_WAVING_LEAVES:
case TILE_MATERIAL_WAVING_PLANTS:
Expand All @@ -225,9 +230,6 @@ struct TileLayer
case TILE_MATERIAL_LIQUID_TRANSPARENT:
material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
break;
case TILE_MATERIAL_LIQUID_OPAQUE:
material.MaterialType = video::EMT_SOLID;
break;
}
material.BackfaceCulling = (material_flags & MATERIAL_FLAG_BACKFACE_CULLING)
? true : false;
Expand Down
16 changes: 14 additions & 2 deletions src/nodedef.cpp
Expand Up @@ -690,6 +690,8 @@ void ContentFeatures::updateTextures(ITextureSource *tsrc, IShaderSource *shdsrc
switch (drawtype) {
default:
case NDT_NORMAL:
material_type = (alpha == 255) ?
TILE_MATERIAL_OPAQUE : TILE_MATERIAL_ALPHA;
solidness = 2;
break;
case NDT_AIRLIKE:
Expand Down Expand Up @@ -786,6 +788,16 @@ void ContentFeatures::updateTextures(ITextureSource *tsrc, IShaderSource *shdsrc
tile_shader[j] = 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);
}

// Tiles (fill in f->tiles[])
for (u16 j = 0; j < 6; j++) {
Expand All @@ -794,8 +806,8 @@ void ContentFeatures::updateTextures(ITextureSource *tsrc, IShaderSource *shdsrc
tdef[j].backface_culling, material_type);
if (tdef_overlay[j].name != "")
fillTileAttribs(tsrc, &tiles[j].layers[1], &tdef_overlay[j],
tile_shader[j], tsettings.use_normal_texture,
tdef[j].backface_culling, material_type);
overlay_shader[j], tsettings.use_normal_texture,
tdef[j].backface_culling, overlay_material);
}

// Special tiles (fill in f->special_tiles[])
Expand Down
36 changes: 15 additions & 21 deletions src/shader.cpp
Expand Up @@ -531,26 +531,19 @@ ShaderInfo generate_shader(const std::string &name, u8 material_type, u8 drawtyp
shaderinfo.drawtype = drawtype;
shaderinfo.material = video::EMT_SOLID;
switch (material_type) {
case TILE_MATERIAL_BASIC:
shaderinfo.base_material = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
break;
case TILE_MATERIAL_ALPHA:
shaderinfo.base_material = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
break;
case TILE_MATERIAL_LIQUID_TRANSPARENT:
shaderinfo.base_material = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
break;
case TILE_MATERIAL_LIQUID_OPAQUE:
shaderinfo.base_material = video::EMT_SOLID;
break;
case TILE_MATERIAL_WAVING_LEAVES:
shaderinfo.base_material = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
break;
case TILE_MATERIAL_WAVING_PLANTS:
shaderinfo.base_material = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
break;
default:
break;
case TILE_MATERIAL_OPAQUE:
case TILE_MATERIAL_LIQUID_OPAQUE:
shaderinfo.base_material = video::EMT_SOLID;
break;
case TILE_MATERIAL_ALPHA:
case TILE_MATERIAL_LIQUID_TRANSPARENT:
shaderinfo.base_material = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
break;
case TILE_MATERIAL_BASIC:
case TILE_MATERIAL_WAVING_LEAVES:
case TILE_MATERIAL_WAVING_PLANTS:
shaderinfo.base_material = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
break;
}

bool enable_shaders = g_settings->getBool("enable_shaders");
Expand Down Expand Up @@ -642,7 +635,8 @@ ShaderInfo generate_shader(const std::string &name, u8 material_type, u8 drawtyp
"TILE_MATERIAL_LIQUID_TRANSPARENT",
"TILE_MATERIAL_LIQUID_OPAQUE",
"TILE_MATERIAL_WAVING_LEAVES",
"TILE_MATERIAL_WAVING_PLANTS"
"TILE_MATERIAL_WAVING_PLANTS",
"TILE_MATERIAL_OPAQUE"
};

for (int i = 0; i < 6; i++){

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@t0ny2

t0ny2 Jul 1, 2017

Contributor

This 6 should now be a 7 to take account of the new material type added above

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@stujones11

stujones11 Jul 1, 2017

Author Contributor

Yeah, sorry about that: #6086

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