1
0
Fork 0
mirror of https://github.com/luanti-org/luanti.git synced 2025-06-27 16:36:03 +00:00

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

@ -156,8 +156,8 @@ private:
// Animation info: day/night transitions
// Last daynight_ratio value passed to animate()
u32 m_last_daynight_ratio;
// For each meshbuffer, maps vertex indices to (day,night) pairs
std::map<u32, std::map<u32, std::pair<u8, u8> > > m_daynight_diffs;
// For each meshbuffer, stores pre-baked colors of sunlit vertices
std::map<u32, std::map<u32, video::SColor > > m_daynight_diffs;
// Camera offset info -> do we have to translate the mesh?
v3s16 m_camera_offset;
@ -192,28 +192,53 @@ struct MeshCollector
void append(const TileSpec &material,
const video::S3DVertex *vertices, u32 numVertices,
const u16 *indices, u32 numIndices,
v3f pos, video::SColor c);
v3f pos, video::SColor c, u8 light_source);
};
// This encodes
// alpha in the A channel of the returned SColor
// day light (0-255) in the R channel of the returned SColor
// night light (0-255) in the G channel of the returned SColor
// light source (0-255) in the B channel of the returned SColor
inline video::SColor MapBlock_LightColor(u8 alpha, u16 light, u8 light_source=0)
{
return video::SColor(alpha, (light & 0xff), (light >> 8), light_source);
}
/*!
* Encodes light and color of a node.
* The result is not the final color, but a
* half-baked vertex color.
*
* \param light the first 8 bits are day light,
* the last 8 bits are night light
* \param color the node's color
* \param emissive_light amount of light the surface emits,
* from 0 to LIGHT_SUN.
*/
video::SColor encode_light_and_color(u16 light, const video::SColor &color,
u8 emissive_light);
// Compute light at node
u16 getInteriorLight(MapNode n, s32 increment, INodeDefManager *ndef);
u16 getFaceLight(MapNode n, MapNode n2, v3s16 face_dir, INodeDefManager *ndef);
u16 getSmoothLight(v3s16 p, v3s16 corner, MeshMakeData *data);
// Converts from day + night color values (0..255)
// and a given daynight_ratio to the final SColor shown on screen.
void finalColorBlend(video::SColor& result,
u8 day, u8 night, u32 daynight_ratio);
/*!
* Returns the sunlight's color from the current
* day-night ratio.
*/
void get_sunlight_color(video::SColorf *sunlight, u32 daynight_ratio);
/*!
* Gives the final SColor shown on screen.
*
* \param result output color
* \param light first 8 bits are day light, second 8 bits are
* night light
*/
void final_color_blend(video::SColor *result,
u16 light, u32 daynight_ratio);
/*!
* Gives the final SColor shown on screen.
*
* \param result output color
* \param data the half-baked vertex color
* \param dayLight color of the sunlight
*/
void final_color_blend(video::SColor *result,
const video::SColor &data, const video::SColorf &dayLight);
// Retrieves the TileSpec of a face of a node
// Adds MATERIAL_FLAG_CRACK if the node is cracked