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https://github.com/luanti-org/luanti.git
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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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parent
43822de5c6
commit
d04d8aba70
27 changed files with 1207 additions and 554 deletions
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@ -56,7 +56,8 @@ Particle::Particle(
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v2f texpos,
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v2f texsize,
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const struct TileAnimationParams &anim,
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u8 glow
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u8 glow,
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video::SColor color
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):
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scene::ISceneNode(smgr->getRootSceneNode(), smgr)
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{
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@ -77,6 +78,10 @@ Particle::Particle(
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m_animation_frame = 0;
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m_animation_time = 0.0;
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// Color
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m_base_color = color;
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m_color = color;
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// Particle related
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m_pos = pos;
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m_velocity = velocity;
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@ -183,12 +188,15 @@ void Particle::updateLight()
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else
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light = blend_light(m_env->getDayNightRatio(), LIGHT_SUN, 0);
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m_light = decode_light(light + m_glow);
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u8 m_light = decode_light(light + m_glow);
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m_color.set(255,
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m_light * m_base_color.getRed() / 255,
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m_light * m_base_color.getGreen() / 255,
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m_light * m_base_color.getBlue() / 255);
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}
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void Particle::updateVertices()
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{
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video::SColor c(255, m_light, m_light, m_light);
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f32 tx0, tx1, ty0, ty1;
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if (m_animation.type != TAT_NONE) {
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@ -210,14 +218,14 @@ void Particle::updateVertices()
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ty1 = m_texpos.Y + m_texsize.Y;
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}
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m_vertices[0] = video::S3DVertex(-m_size/2,-m_size/2,0, 0,0,0,
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c, tx0, ty1);
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m_vertices[1] = video::S3DVertex(m_size/2,-m_size/2,0, 0,0,0,
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c, tx1, ty1);
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m_vertices[2] = video::S3DVertex(m_size/2,m_size/2,0, 0,0,0,
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c, tx1, ty0);
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m_vertices[3] = video::S3DVertex(-m_size/2,m_size/2,0, 0,0,0,
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c, tx0, ty0);
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m_vertices[0] = video::S3DVertex(-m_size / 2, -m_size / 2,
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0, 0, 0, 0, m_color, tx0, ty1);
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m_vertices[1] = video::S3DVertex(m_size / 2, -m_size / 2,
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0, 0, 0, 0, m_color, tx1, ty1);
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m_vertices[2] = video::S3DVertex(m_size / 2, m_size / 2,
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0, 0, 0, 0, m_color, tx1, ty0);
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m_vertices[3] = video::S3DVertex(-m_size / 2, m_size / 2,
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0, 0, 0, 0, m_color, tx0, ty0);
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v3s16 camera_offset = m_env->getCameraOffset();
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for(u16 i=0; i<4; i++)
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@ -589,35 +597,39 @@ void ParticleManager::handleParticleEvent(ClientEvent *event, Client *client,
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}
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}
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void ParticleManager::addDiggingParticles(IGameDef* gamedef, scene::ISceneManager* smgr,
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LocalPlayer *player, v3s16 pos, const TileSpec tiles[])
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void ParticleManager::addDiggingParticles(IGameDef* gamedef,
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scene::ISceneManager* smgr, LocalPlayer *player, v3s16 pos,
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const MapNode &n, const ContentFeatures &f)
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{
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for (u16 j = 0; j < 32; j++) // set the amount of particles here
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{
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addNodeParticle(gamedef, smgr, player, pos, tiles);
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addNodeParticle(gamedef, smgr, player, pos, n, f);
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}
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}
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void ParticleManager::addPunchingParticles(IGameDef* gamedef, scene::ISceneManager* smgr,
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LocalPlayer *player, v3s16 pos, const TileSpec tiles[])
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void ParticleManager::addPunchingParticles(IGameDef* gamedef,
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scene::ISceneManager* smgr, LocalPlayer *player, v3s16 pos,
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const MapNode &n, const ContentFeatures &f)
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{
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addNodeParticle(gamedef, smgr, player, pos, tiles);
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addNodeParticle(gamedef, smgr, player, pos, n, f);
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}
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void ParticleManager::addNodeParticle(IGameDef* gamedef, scene::ISceneManager* smgr,
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LocalPlayer *player, v3s16 pos, const TileSpec tiles[])
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void ParticleManager::addNodeParticle(IGameDef* gamedef,
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scene::ISceneManager* smgr, LocalPlayer *player, v3s16 pos,
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const MapNode &n, const ContentFeatures &f)
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{
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// Texture
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u8 texid = myrand_range(0, 5);
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const TileSpec &tile = f.tiles[texid];
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video::ITexture *texture;
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struct TileAnimationParams anim;
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anim.type = TAT_NONE;
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// Only use first frame of animated texture
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if (tiles[texid].material_flags & MATERIAL_FLAG_ANIMATION)
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texture = tiles[texid].frames[0].texture;
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if (tile.material_flags & MATERIAL_FLAG_ANIMATION)
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texture = tile.frames[0].texture;
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else
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texture = tiles[texid].texture;
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texture = tile.texture;
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float size = rand() % 64 / 512.;
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float visual_size = BS * size;
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@ -638,6 +650,12 @@ void ParticleManager::addNodeParticle(IGameDef* gamedef, scene::ISceneManager* s
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(f32) pos.Z + rand() %100 /200. - 0.25
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);
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video::SColor color;
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if (tile.has_color)
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color = tile.color;
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else
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n.getColor(f, &color);
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Particle* toadd = new Particle(
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gamedef,
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smgr,
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@ -655,7 +673,8 @@ void ParticleManager::addNodeParticle(IGameDef* gamedef, scene::ISceneManager* s
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texpos,
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texsize,
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anim,
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0);
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0,
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color);
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addParticle(toadd);
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}
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