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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"
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27 changed files with 1207 additions and 554 deletions
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@ -156,8 +156,8 @@ private:
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// Animation info: day/night transitions
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// Last daynight_ratio value passed to animate()
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u32 m_last_daynight_ratio;
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// For each meshbuffer, maps vertex indices to (day,night) pairs
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std::map<u32, std::map<u32, std::pair<u8, u8> > > m_daynight_diffs;
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// For each meshbuffer, stores pre-baked colors of sunlit vertices
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std::map<u32, std::map<u32, video::SColor > > m_daynight_diffs;
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// Camera offset info -> do we have to translate the mesh?
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v3s16 m_camera_offset;
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@ -192,28 +192,53 @@ struct MeshCollector
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void append(const TileSpec &material,
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const video::S3DVertex *vertices, u32 numVertices,
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const u16 *indices, u32 numIndices,
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v3f pos, video::SColor c);
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v3f pos, video::SColor c, u8 light_source);
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};
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// This encodes
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// alpha in the A channel of the returned SColor
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// day light (0-255) in the R channel of the returned SColor
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// night light (0-255) in the G channel of the returned SColor
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// light source (0-255) in the B channel of the returned SColor
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inline video::SColor MapBlock_LightColor(u8 alpha, u16 light, u8 light_source=0)
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{
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return video::SColor(alpha, (light & 0xff), (light >> 8), light_source);
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}
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/*!
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* Encodes light and color of a node.
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* The result is not the final color, but a
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* half-baked vertex color.
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*
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* \param light the first 8 bits are day light,
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* the last 8 bits are night light
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* \param color the node's color
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* \param emissive_light amount of light the surface emits,
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* from 0 to LIGHT_SUN.
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*/
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video::SColor encode_light_and_color(u16 light, const video::SColor &color,
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u8 emissive_light);
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// Compute light at node
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u16 getInteriorLight(MapNode n, s32 increment, INodeDefManager *ndef);
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u16 getFaceLight(MapNode n, MapNode n2, v3s16 face_dir, INodeDefManager *ndef);
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u16 getSmoothLight(v3s16 p, v3s16 corner, MeshMakeData *data);
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// Converts from day + night color values (0..255)
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// and a given daynight_ratio to the final SColor shown on screen.
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void finalColorBlend(video::SColor& result,
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u8 day, u8 night, u32 daynight_ratio);
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/*!
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* Returns the sunlight's color from the current
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* day-night ratio.
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*/
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void get_sunlight_color(video::SColorf *sunlight, u32 daynight_ratio);
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/*!
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* Gives the final SColor shown on screen.
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*
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* \param result output color
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* \param light first 8 bits are day light, second 8 bits are
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* night light
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*/
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void final_color_blend(video::SColor *result,
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u16 light, u32 daynight_ratio);
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/*!
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* Gives the final SColor shown on screen.
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*
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* \param result output color
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* \param data the half-baked vertex color
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* \param dayLight color of the sunlight
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*/
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void final_color_blend(video::SColor *result,
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const video::SColor &data, const video::SColorf &dayLight);
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// Retrieves the TileSpec of a face of a node
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// Adds MATERIAL_FLAG_CRACK if the node is cracked
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