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Fix lighting of the wield mesh (#12341)

* Assign node light to player before final color blend.
  Fixes day/night lightbank ratio for wield meshes
* Update wield mesh light when changing mesh
This commit is contained in:
x2048 2022-05-20 22:33:52 +02:00 committed by GitHub
parent 273bfee9a1
commit 604fb2b738
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GPG key ID: 4AEE18F83AFDEB23
3 changed files with 11 additions and 3 deletions

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@ -47,7 +47,8 @@ with this program; if not, write to the Free Software Foundation, Inc.,
Camera::Camera(MapDrawControl &draw_control, Client *client, RenderingEngine *rendering_engine):
m_draw_control(draw_control),
m_client(client)
m_client(client),
m_player_light_color(0xFFFFFFFF)
{
auto smgr = rendering_engine->get_scene_manager();
// note: making the camera node a child of the player node
@ -153,8 +154,10 @@ void Camera::step(f32 dtime)
bool was_under_zero = m_wield_change_timer < 0;
m_wield_change_timer = MYMIN(m_wield_change_timer + dtime, 0.125);
if (m_wield_change_timer >= 0 && was_under_zero)
if (m_wield_change_timer >= 0 && was_under_zero) {
m_wieldnode->setItem(m_wield_item_next, m_client);
m_wieldnode->setNodeLightColor(m_player_light_color);
}
if (m_view_bobbing_state != 0)
{
@ -555,7 +558,8 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 tool_reload_ratio)
m_wieldnode->setPosition(wield_position);
m_wieldnode->setRotation(wield_rotation);
m_wieldnode->setNodeLightColor(player->light_color);
m_player_light_color = player->light_color;
m_wieldnode->setNodeLightColor(m_player_light_color);
// Set render distance
updateViewingRange();