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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

@ -56,7 +56,8 @@ Particle::Particle(
v2f texpos,
v2f texsize,
const struct TileAnimationParams &anim,
u8 glow
u8 glow,
video::SColor color
):
scene::ISceneNode(smgr->getRootSceneNode(), smgr)
{
@ -77,6 +78,10 @@ Particle::Particle(
m_animation_frame = 0;
m_animation_time = 0.0;
// Color
m_base_color = color;
m_color = color;
// Particle related
m_pos = pos;
m_velocity = velocity;
@ -183,12 +188,15 @@ void Particle::updateLight()
else
light = blend_light(m_env->getDayNightRatio(), LIGHT_SUN, 0);
m_light = decode_light(light + m_glow);
u8 m_light = decode_light(light + m_glow);
m_color.set(255,
m_light * m_base_color.getRed() / 255,
m_light * m_base_color.getGreen() / 255,
m_light * m_base_color.getBlue() / 255);
}
void Particle::updateVertices()
{
video::SColor c(255, m_light, m_light, m_light);
f32 tx0, tx1, ty0, ty1;
if (m_animation.type != TAT_NONE) {
@ -210,14 +218,14 @@ void Particle::updateVertices()
ty1 = m_texpos.Y + m_texsize.Y;
}
m_vertices[0] = video::S3DVertex(-m_size/2,-m_size/2,0, 0,0,0,
c, tx0, ty1);
m_vertices[1] = video::S3DVertex(m_size/2,-m_size/2,0, 0,0,0,
c, tx1, ty1);
m_vertices[2] = video::S3DVertex(m_size/2,m_size/2,0, 0,0,0,
c, tx1, ty0);
m_vertices[3] = video::S3DVertex(-m_size/2,m_size/2,0, 0,0,0,
c, tx0, ty0);
m_vertices[0] = video::S3DVertex(-m_size / 2, -m_size / 2,
0, 0, 0, 0, m_color, tx0, ty1);
m_vertices[1] = video::S3DVertex(m_size / 2, -m_size / 2,
0, 0, 0, 0, m_color, tx1, ty1);
m_vertices[2] = video::S3DVertex(m_size / 2, m_size / 2,
0, 0, 0, 0, m_color, tx1, ty0);
m_vertices[3] = video::S3DVertex(-m_size / 2, m_size / 2,
0, 0, 0, 0, m_color, tx0, ty0);
v3s16 camera_offset = m_env->getCameraOffset();
for(u16 i=0; i<4; i++)
@ -589,35 +597,39 @@ void ParticleManager::handleParticleEvent(ClientEvent *event, Client *client,
}
}
void ParticleManager::addDiggingParticles(IGameDef* gamedef, scene::ISceneManager* smgr,
LocalPlayer *player, v3s16 pos, const TileSpec tiles[])
void ParticleManager::addDiggingParticles(IGameDef* gamedef,
scene::ISceneManager* smgr, LocalPlayer *player, v3s16 pos,
const MapNode &n, const ContentFeatures &f)
{
for (u16 j = 0; j < 32; j++) // set the amount of particles here
{
addNodeParticle(gamedef, smgr, player, pos, tiles);
addNodeParticle(gamedef, smgr, player, pos, n, f);
}
}
void ParticleManager::addPunchingParticles(IGameDef* gamedef, scene::ISceneManager* smgr,
LocalPlayer *player, v3s16 pos, const TileSpec tiles[])
void ParticleManager::addPunchingParticles(IGameDef* gamedef,
scene::ISceneManager* smgr, LocalPlayer *player, v3s16 pos,
const MapNode &n, const ContentFeatures &f)
{
addNodeParticle(gamedef, smgr, player, pos, tiles);
addNodeParticle(gamedef, smgr, player, pos, n, f);
}
void ParticleManager::addNodeParticle(IGameDef* gamedef, scene::ISceneManager* smgr,
LocalPlayer *player, v3s16 pos, const TileSpec tiles[])
void ParticleManager::addNodeParticle(IGameDef* gamedef,
scene::ISceneManager* smgr, LocalPlayer *player, v3s16 pos,
const MapNode &n, const ContentFeatures &f)
{
// Texture
u8 texid = myrand_range(0, 5);
const TileSpec &tile = f.tiles[texid];
video::ITexture *texture;
struct TileAnimationParams anim;
anim.type = TAT_NONE;
// Only use first frame of animated texture
if (tiles[texid].material_flags & MATERIAL_FLAG_ANIMATION)
texture = tiles[texid].frames[0].texture;
if (tile.material_flags & MATERIAL_FLAG_ANIMATION)
texture = tile.frames[0].texture;
else
texture = tiles[texid].texture;
texture = tile.texture;
float size = rand() % 64 / 512.;
float visual_size = BS * size;
@ -638,6 +650,12 @@ void ParticleManager::addNodeParticle(IGameDef* gamedef, scene::ISceneManager* s
(f32) pos.Z + rand() %100 /200. - 0.25
);
video::SColor color;
if (tile.has_color)
color = tile.color;
else
n.getColor(f, &color);
Particle* toadd = new Particle(
gamedef,
smgr,
@ -655,7 +673,8 @@ void ParticleManager::addNodeParticle(IGameDef* gamedef, scene::ISceneManager* s
texpos,
texsize,
anim,
0);
0,
color);
addParticle(toadd);
}