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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

@ -23,6 +23,12 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "irrlichttypes_extrabloated.h"
#include "nodedef.h"
/*!
* Applies shading to a color based on the surface's
* normal vector.
*/
void applyFacesShading(video::SColor &color, const v3f &normal);
/*
Create a new cube mesh.
Vertices are at (+-scale.X/2, +-scale.Y/2, +-scale.Z/2).
@ -48,11 +54,7 @@ void translateMesh(scene::IMesh *mesh, v3f vec);
*/
void setMeshColor(scene::IMesh *mesh, const video::SColor &color);
/*
Shade mesh faces according to their normals
*/
void shadeMeshFaces(scene::IMesh *mesh);
void colorizeMeshBuffer(scene::IMeshBuffer *buf, const video::SColor *buffercolor);
/*
Set the color of all vertices in the mesh.
@ -87,7 +89,7 @@ void rotateMeshYZby (scene::IMesh *mesh, f64 degrees);
scene::IMesh* cloneMesh(scene::IMesh *src_mesh);
/*
Convert nodeboxes to mesh.
Convert nodeboxes to mesh. Each tile goes into a different buffer.
boxes - set of nodeboxes to be converted into cuboids
uv_coords[24] - table of texture uv coords for each cuboid face
expand - factor by which cuboids will be resized