forked from Mirrorlandia_minetest/minetest
Allow saturation to be controlled by the server. (#13075)
This commit is contained in:
parent
afd5caa26a
commit
1e7804aaf6
@ -365,15 +365,6 @@ enable_shaders (Shaders) bool true
|
||||
# enhanced, highlights and shadows are gradually compressed.
|
||||
tone_mapping (Filmic tone mapping) bool false
|
||||
|
||||
# Adjust the saturation (or vividness) of the scene
|
||||
# Values
|
||||
# < 1.0 decrease saturation
|
||||
# > 1.0 increase saturation
|
||||
# 1.0 = unchanged saturation
|
||||
# 0.0 = black and white
|
||||
# (Tone mapping needs to be enabled.)
|
||||
saturation (Saturation) float 1.0 0.0 5.0
|
||||
|
||||
[**Waving Nodes]
|
||||
|
||||
# Set to true to enable waving leaves.
|
||||
|
@ -7465,6 +7465,9 @@ child will follow movement and rotation of that bone.
|
||||
* Resource intensive - use sparsely
|
||||
* `set_lighting(light_definition)`: sets lighting for the player
|
||||
* `light_definition` is a table with the following optional fields:
|
||||
* `saturation` sets the saturation (vividness).
|
||||
values > 1 increase the saturation
|
||||
values in [0,1) decrease the saturation
|
||||
* `shadows` is a table that controls ambient shadows
|
||||
* `intensity` sets the intensity of the shadows from 0 (no shadows, default) to 1 (blackness)
|
||||
* `get_lighting()`: returns the current state of lighting for the player.
|
||||
|
@ -223,3 +223,12 @@ core.register_chatcommand("set_shadow", {
|
||||
minetest.get_player_by_name(player_name):set_lighting({shadows = { intensity = shadow_intensity} })
|
||||
end
|
||||
})
|
||||
|
||||
core.register_chatcommand("set_saturation", {
|
||||
params = "<saturation>",
|
||||
description = "Set the saturation for current player.",
|
||||
func = function(player_name, param)
|
||||
local saturation = tonumber(param)
|
||||
minetest.get_player_by_name(player_name):set_lighting({saturation = saturation })
|
||||
end
|
||||
})
|
||||
|
@ -436,7 +436,6 @@ class GameGlobalShaderConstantSetter : public IShaderConstantSetter
|
||||
float m_bloom_strength;
|
||||
CachedPixelShaderSetting<float> m_bloom_radius_pixel;
|
||||
float m_bloom_radius;
|
||||
float m_saturation;
|
||||
CachedPixelShaderSetting<float> m_saturation_pixel;
|
||||
|
||||
public:
|
||||
@ -452,8 +451,6 @@ public:
|
||||
m_bloom_strength = RenderingEngine::BASE_BLOOM_STRENGTH * g_settings->getFloat("bloom_strength_factor", 0.1f, 10.0f);
|
||||
if (name == "bloom_radius")
|
||||
m_bloom_radius = g_settings->getFloat("bloom_radius", 0.1f, 8.0f);
|
||||
if (name == "saturation")
|
||||
m_saturation = g_settings->getFloat("saturation", 0.0f, 5.0f);
|
||||
}
|
||||
|
||||
static void settingsCallback(const std::string &name, void *userdata)
|
||||
@ -503,7 +500,6 @@ public:
|
||||
m_bloom_intensity = g_settings->getFloat("bloom_intensity", 0.01f, 1.0f);
|
||||
m_bloom_strength = RenderingEngine::BASE_BLOOM_STRENGTH * g_settings->getFloat("bloom_strength_factor", 0.1f, 10.0f);
|
||||
m_bloom_radius = g_settings->getFloat("bloom_radius", 0.1f, 8.0f);
|
||||
m_saturation = g_settings->getFloat("saturation", 0.0f, 5.0f);
|
||||
}
|
||||
|
||||
~GameGlobalShaderConstantSetter()
|
||||
@ -591,7 +587,8 @@ public:
|
||||
m_bloom_radius_pixel.set(&m_bloom_radius, services);
|
||||
m_bloom_strength_pixel.set(&m_bloom_strength, services);
|
||||
}
|
||||
m_saturation_pixel.set(&m_saturation, services);
|
||||
float saturation = m_client->getEnv().getLocalPlayer()->getLighting().saturation;
|
||||
m_saturation_pixel.set(&saturation, services);
|
||||
}
|
||||
|
||||
void onSetMaterial(const video::SMaterial &material)
|
||||
|
@ -281,7 +281,6 @@ void set_default_settings()
|
||||
settings->setDefault("bloom_strength_factor", "1.0");
|
||||
settings->setDefault("bloom_intensity", "0.05");
|
||||
settings->setDefault("bloom_radius", "1");
|
||||
settings->setDefault("saturation", "1.0");
|
||||
|
||||
// Effects Shadows
|
||||
settings->setDefault("enable_dynamic_shadows", "false");
|
||||
|
@ -24,4 +24,5 @@ with this program; if not, write to the Free Software Foundation, Inc.,
|
||||
struct Lighting
|
||||
{
|
||||
float shadow_intensity {0.0f};
|
||||
float saturation {1.0f};
|
||||
};
|
||||
|
@ -1764,4 +1764,6 @@ void Client::handleCommand_SetLighting(NetworkPacket *pkt)
|
||||
|
||||
if (pkt->getRemainingBytes() >= 4)
|
||||
*pkt >> lighting.shadow_intensity;
|
||||
if (pkt->getRemainingBytes() >= 4)
|
||||
*pkt >> lighting.saturation;
|
||||
}
|
||||
|
@ -830,6 +830,7 @@ enum ToClientCommand
|
||||
TOCLIENT_SET_LIGHTING = 0x63,
|
||||
/*
|
||||
f32 shadow_intensity
|
||||
f32 saturation
|
||||
*/
|
||||
|
||||
TOCLIENT_NUM_MSG_TYPES = 0x64,
|
||||
|
@ -2294,8 +2294,9 @@ int ObjectRef::l_set_lighting(lua_State *L)
|
||||
Lighting lighting = player->getLighting();
|
||||
lua_getfield(L, 2, "shadows");
|
||||
if (lua_istable(L, -1)) {
|
||||
lighting.shadow_intensity = getfloatfield_default(L, -1, "intensity", lighting.shadow_intensity);
|
||||
lighting.shadow_intensity = getfloatfield_default(L, -1, "intensity", lighting.shadow_intensity);
|
||||
}
|
||||
lighting.saturation = getfloatfield_default(L, 2, "saturation", lighting.saturation);
|
||||
lua_pop(L, -1);
|
||||
|
||||
getServer(L)->setLighting(player, lighting);
|
||||
@ -2318,6 +2319,8 @@ int ObjectRef::l_get_lighting(lua_State *L)
|
||||
lua_pushnumber(L, lighting.shadow_intensity);
|
||||
lua_setfield(L, -2, "intensity");
|
||||
lua_setfield(L, -2, "shadows");
|
||||
lua_pushnumber(L, lighting.saturation);
|
||||
lua_setfield(L, -2, "saturation");
|
||||
return 1;
|
||||
}
|
||||
|
||||
|
@ -1864,6 +1864,7 @@ void Server::SendSetLighting(session_t peer_id, const Lighting &lighting)
|
||||
4, peer_id);
|
||||
|
||||
pkt << lighting.shadow_intensity;
|
||||
pkt << lighting.saturation;
|
||||
|
||||
Send(&pkt);
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user