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Add hardware node coloring. Includes:

- Increase ContentFeatures serialization version
- Color property and palettes for nodes
- paramtype2 = "color", "colored facedir" or "colored wallmounted"
This commit is contained in:
Dániel Juhász 2017-01-12 15:46:30 +01:00 committed by Ekdohibs
parent 43822de5c6
commit d04d8aba70
27 changed files with 1207 additions and 554 deletions

View file

@ -642,7 +642,7 @@ class GameGlobalShaderConstantSetter : public IShaderConstantSetter
CachedPixelShaderSetting<float> m_fog_distance;
CachedVertexShaderSetting<float> m_animation_timer_vertex;
CachedPixelShaderSetting<float> m_animation_timer_pixel;
CachedPixelShaderSetting<float> m_day_night_ratio;
CachedPixelShaderSetting<float, 3> m_day_light;
CachedPixelShaderSetting<float, 3> m_eye_position_pixel;
CachedVertexShaderSetting<float, 3> m_eye_position_vertex;
CachedPixelShaderSetting<float, 3> m_minimap_yaw;
@ -674,7 +674,7 @@ public:
m_fog_distance("fogDistance"),
m_animation_timer_vertex("animationTimer"),
m_animation_timer_pixel("animationTimer"),
m_day_night_ratio("dayNightRatio"),
m_day_light("dayLight"),
m_eye_position_pixel("eyePosition"),
m_eye_position_vertex("eyePosition"),
m_minimap_yaw("yawVec"),
@ -717,8 +717,14 @@ public:
m_fog_distance.set(&fog_distance, services);
float daynight_ratio = (float)m_client->getEnv().getDayNightRatio() / 1000.f;
m_day_night_ratio.set(&daynight_ratio, services);
u32 daynight_ratio = (float)m_client->getEnv().getDayNightRatio();
video::SColorf sunlight;
get_sunlight_color(&sunlight, daynight_ratio);
float dnc[3] = {
sunlight.r,
sunlight.g,
sunlight.b };
m_day_light.set(dnc, services);
u32 animation_timer = porting::getTimeMs() % 100000;
float animation_timer_f = (float)animation_timer / 100000.f;
@ -840,7 +846,8 @@ bool nodePlacementPrediction(Client &client,
// Predict param2 for facedir and wallmounted nodes
u8 param2 = 0;
if (nodedef->get(id).param_type_2 == CPT2_WALLMOUNTED) {
if (nodedef->get(id).param_type_2 == CPT2_WALLMOUNTED ||
nodedef->get(id).param_type_2 == CPT2_COLORED_WALLMOUNTED) {
v3s16 dir = nodepos - neighbourpos;
if (abs(dir.Y) > MYMAX(abs(dir.X), abs(dir.Z))) {
@ -852,7 +859,8 @@ bool nodePlacementPrediction(Client &client,
}
}
if (nodedef->get(id).param_type_2 == CPT2_FACEDIR) {
if (nodedef->get(id).param_type_2 == CPT2_FACEDIR ||
nodedef->get(id).param_type_2 == CPT2_COLORED_FACEDIR) {
v3s16 dir = nodepos - floatToInt(client.getEnv().getLocalPlayer()->getPosition(), BS);
if (abs(dir.X) > abs(dir.Z)) {
@ -3749,11 +3757,9 @@ PointedThing Game::updatePointedThing(
light_level = node_light;
}
video::SColor c = MapBlock_LightColor(255, light_level, 0);
u8 day = c.getRed();
u8 night = c.getGreen();
u32 daynight_ratio = client->getEnv().getDayNightRatio();
finalColorBlend(c, day, night, daynight_ratio);
video::SColor c;
final_color_blend(&c, light_level, daynight_ratio);
// Modify final color a bit with time
u32 timer = porting::getTimeMs() % 5000;
@ -3964,7 +3970,7 @@ void Game::handleDigging(GameRunData *runData,
const ContentFeatures &features =
client->getNodeDefManager()->get(n);
client->getParticleManager()->addPunchingParticles(client, smgr,
player, nodepos, features.tiles);
player, nodepos, n, features);
}
}
@ -4011,7 +4017,7 @@ void Game::handleDigging(GameRunData *runData,
const ContentFeatures &features =
client->getNodeDefManager()->get(wasnode);
client->getParticleManager()->addDiggingParticles(client, smgr,
player, nodepos, features.tiles);
player, nodepos, wasnode, features);
}
runData->dig_time = 0;