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Add ability to transform scene color in shaders.

This commit is contained in:
SFENCE 2025-06-14 12:05:08 +02:00
parent 81d62d01d1
commit 0fe53a3cf2
10 changed files with 104 additions and 2 deletions

View file

@ -2694,7 +2694,39 @@ int ObjectRef::l_set_lighting(lua_State *L)
lighting.bloom_radius = getfloatfield_default(L, -1, "radius", lighting.bloom_radius);
}
lua_pop(L, 1); // bloom
}
lua_getfield(L, 2, "vision_effects");
if (!lua_isnoneornil(L, -1)) {
if (!lua_istable(L, -1))
throw LuaError("vision_effects is not a table");
lua_getfield(L, 3, "color_transform_matrix");
// if none or nil, keep color transform matrix unchanged
if (!lua_isnoneornil(L, -1)) {
if (!lua_istable(L, -1))
throw LuaError("vision_effects.color_transform_matrix is not a table");
for (int row = 1; row <= 3; ++row) {
lua_rawgeti(L, -1, row);
if (!lua_istable(L, -1))
throw LuaError("color_transform_matrix should be in format {{a, b, c},{d, e, f},{g, a, h}}");
for (int col = 1; col <= 3; ++col) {
lua_rawgeti(L, -1, col);
if (!lua_isnumber(L, -1))
throw LuaError("color_transform_matrix should be in format {{a, b, c},{d, e, f},{g, a, h}}");
lighting.vision_effects.color_transform_matrix[(row - 1) * 3 + (col - 1)] = (float)lua_tonumber(L, -1);
lua_pop(L, 1); // Pop the value at [row][col]
}
lua_pop(L, 1); // Pop the row table
}
}
lua_pop(L, 1); // color_transform_matrix
}
lua_pop(L, 1); // vision_effects
}
getServer(L)->setLighting(player, lighting);
return 0;
@ -2746,6 +2778,19 @@ int ObjectRef::l_get_lighting(lua_State *L)
lua_pushnumber(L, lighting.bloom_radius);
lua_setfield(L, -2, "radius");
lua_setfield(L, -2, "bloom");
lua_newtable(L); // "vision_effects"
lua_newtable(L); // "color_transform_matrix"
// Create the nested table structure {{a, b, c}, {d, e, f}, {g, h, i}}
for (int row = 0; row < 3; row++) {
lua_newtable(L); // Create inner row table
for (int col = 0; col < 3; col++) {
lua_pushnumber(L, lighting.vision_effects.color_transform_matrix[row * 3 + col]); // Push the value
lua_rawseti(L, -2, col + 1); // Set value in inner table with 1-based indexing
}
lua_rawseti(L, -2, row + 1); // Set inner table in the outer matrix table
}
lua_setfield(L, -2, "color_transform_matrix");
lua_setfield(L, -2, "vision_effects");
return 1;
}