forked from Mirrorlandia_minetest/minetest
Allow nodes to have their post_effect_color affected by lighting (#13637)
Co-authored-by: DS <ds.desour@proton.me>
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@ -8785,7 +8785,11 @@ Used by `minetest.register_node`.
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-- Only when `paramtype2` supports palettes.
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post_effect_color = "#00000000",
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-- Screen tint if player is inside node, see "ColorSpec"
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-- Screen tint if a player is inside this node, see `ColorSpec`.
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-- Color is alpha-blended over the screen.
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post_effect_color_shaded = false,
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-- Determines whether `post_effect_color` is affected by lighting.
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paramtype = "none", -- See "Nodes"
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@ -147,6 +147,7 @@ minetest.register_node("basenodes:water_source", {
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liquid_alternative_source = "basenodes:water_source",
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liquid_viscosity = WATER_VISC,
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post_effect_color = {a = 64, r = 100, g = 100, b = 200},
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post_effect_color_shaded = true,
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groups = {water = 3, liquid = 3},
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})
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@ -177,6 +178,7 @@ minetest.register_node("basenodes:water_flowing", {
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liquid_alternative_source = "basenodes:water_source",
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liquid_viscosity = WATER_VISC,
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post_effect_color = {a = 64, r = 100, g = 100, b = 200},
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post_effect_color_shaded = true,
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groups = {water = 3, liquid = 3},
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})
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@ -206,6 +208,7 @@ minetest.register_node("basenodes:river_water_source", {
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liquid_renewable = false,
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liquid_range = 2,
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post_effect_color = {a = 103, r = 30, g = 76, b = 90},
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post_effect_color_shaded = true,
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groups = {water = 3, liquid = 3, },
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})
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@ -238,6 +241,7 @@ minetest.register_node("basenodes:river_water_flowing", {
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liquid_renewable = false,
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liquid_range = 2,
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post_effect_color = {a = 103, r = 30, g = 76, b = 90},
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post_effect_color_shaded = true,
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groups = {water = 3, liquid = 3, },
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})
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@ -588,3 +588,36 @@ minetest.register_node("testnodes:drowning_1", {
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groups = {dig_immediate=3},
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})
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-- post_effect_color_shaded
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minetest.register_node("testnodes:post_effect_color_shaded_false", {
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description = S("\"post_effect_color_shaded = false\" Node"),
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drawtype = "allfaces",
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tiles = {"testnodes_post_effect_color_shaded_false.png"},
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use_texture_alpha = "blend",
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paramtype = "light",
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sunlight_propagates = true,
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post_effect_color = {a = 128, r = 255, g = 255, b = 255},
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post_effect_color_shaded = false,
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walkable = false,
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is_ground_content = false,
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groups = {dig_immediate=3},
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})
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minetest.register_node("testnodes:post_effect_color_shaded_true", {
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description = S("\"post_effect_color_shaded = true\" Node"),
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drawtype = "allfaces",
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tiles = {"testnodes_post_effect_color_shaded_true.png"},
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use_texture_alpha = "blend",
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paramtype = "light",
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sunlight_propagates = true,
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post_effect_color = {a = 128, r = 255, g = 255, b = 255},
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post_effect_color_shaded = true,
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walkable = false,
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is_ground_content = false,
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groups = {dig_immediate=3},
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})
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@ -125,7 +125,7 @@ ClientMap::~ClientMap()
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g_settings->deregisterChangedCallback("enable_raytraced_culling", on_settings_changed, this);
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}
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void ClientMap::updateCamera(v3f pos, v3f dir, f32 fov, v3s16 offset)
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void ClientMap::updateCamera(v3f pos, v3f dir, f32 fov, v3s16 offset, video::SColor light_color)
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{
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v3s16 previous_node = floatToInt(m_camera_position, BS) + m_camera_offset;
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v3s16 previous_block = getContainerPos(previous_node, MAP_BLOCKSIZE);
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@ -134,6 +134,7 @@ void ClientMap::updateCamera(v3f pos, v3f dir, f32 fov, v3s16 offset)
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m_camera_direction = dir;
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m_camera_fov = fov;
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m_camera_offset = offset;
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m_camera_light_color = light_color;
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v3s16 current_node = floatToInt(m_camera_position, BS) + m_camera_offset;
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v3s16 current_block = getContainerPos(current_node, MAP_BLOCKSIZE);
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@ -1057,21 +1058,30 @@ void ClientMap::renderPostFx(CameraMode cam_mode)
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MapNode n = getNode(floatToInt(m_camera_position, BS));
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const ContentFeatures& features = m_nodedef->get(n);
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video::SColor post_effect_color = features.post_effect_color;
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video::SColor post_color = features.post_effect_color;
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if (features.post_effect_color_shaded) {
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auto apply_light = [] (u32 color, u32 light) {
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return core::clamp(core::round32(color * light / 255.0f), 0, 255);
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};
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post_color.setRed(apply_light(post_color.getRed(), m_camera_light_color.getRed()));
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post_color.setGreen(apply_light(post_color.getGreen(), m_camera_light_color.getGreen()));
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post_color.setBlue(apply_light(post_color.getBlue(), m_camera_light_color.getBlue()));
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}
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// If the camera is in a solid node, make everything black.
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// (first person mode only)
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if (features.solidness == 2 && cam_mode == CAMERA_MODE_FIRST &&
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!m_control.allow_noclip) {
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post_effect_color = video::SColor(255, 0, 0, 0);
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!m_control.allow_noclip) {
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post_color = video::SColor(255, 0, 0, 0);
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}
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if (post_effect_color.getAlpha() != 0) {
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if (post_color.getAlpha() != 0) {
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// Draw a full-screen rectangle
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video::IVideoDriver* driver = SceneManager->getVideoDriver();
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v2u32 ss = driver->getScreenSize();
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core::rect<s32> rect(0,0, ss.X, ss.Y);
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driver->draw2DRectangle(post_effect_color, rect);
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driver->draw2DRectangle(post_color, rect);
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}
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}
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@ -88,7 +88,7 @@ public:
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ISceneNode::drop(); // calls destructor
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}
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void updateCamera(v3f pos, v3f dir, f32 fov, v3s16 offset);
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void updateCamera(v3f pos, v3f dir, f32 fov, v3s16 offset, video::SColor light_color);
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/*
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Forcefully get a sector from somewhere
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@ -201,6 +201,7 @@ private:
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v3f m_camera_direction = v3f(0,0,1);
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f32 m_camera_fov = M_PI;
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v3s16 m_camera_offset;
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video::SColor m_camera_light_color = video::SColor(0xFFFFFFFF);
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bool m_needs_update_transparent_meshes = true;
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std::map<v3s16, MapBlock*, MapBlockComparer> m_drawlist;
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@ -3177,7 +3177,7 @@ void Game::updateCamera(f32 dtime)
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v3f camera_direction = camera->getDirection();
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client->getEnv().getClientMap().updateCamera(camera_position,
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camera_direction, camera_fov, camera_offset);
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camera_direction, camera_fov, camera_offset, player->light_color);
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if (m_camera_offset_changed) {
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client->updateCameraOffset(camera_offset);
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@ -415,6 +415,7 @@ void ContentFeatures::reset()
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node_dig_prediction = "air";
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move_resistance = 0;
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liquid_move_physics = false;
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post_effect_color_shaded = false;
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}
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void ContentFeatures::setAlphaFromLegacy(u8 legacy_alpha)
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@ -543,6 +544,7 @@ void ContentFeatures::serialize(std::ostream &os, u16 protocol_version) const
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writeU8(os, alpha);
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writeU8(os, move_resistance);
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writeU8(os, liquid_move_physics);
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writeU8(os, post_effect_color_shaded);
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}
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void ContentFeatures::deSerialize(std::istream &is, u16 protocol_version)
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@ -656,6 +658,11 @@ void ContentFeatures::deSerialize(std::istream &is, u16 protocol_version)
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if (is.eof())
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throw SerializationError("");
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liquid_move_physics = tmp;
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tmp = readU8(is);
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if (is.eof())
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throw SerializationError("");
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post_effect_color_shaded = tmp;
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} catch(SerializationError &e) {};
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}
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@ -364,6 +364,7 @@ struct ContentFeatures
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std::vector<content_t> connects_to_ids;
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// Post effect color, drawn when the camera is inside the node.
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video::SColor post_effect_color;
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bool post_effect_color_shaded;
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// Flowing liquid or leveled nodebox, value = default level
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u8 leveled;
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// Maximum value for leveled nodes
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@ -728,6 +728,8 @@ void read_content_features(lua_State *L, ContentFeatures &f, int index)
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read_color(L, -1, &f.post_effect_color);
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lua_pop(L, 1);
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getboolfield(L, index, "post_effect_color_shaded", f.post_effect_color_shaded);
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f.param_type = (ContentParamType)getenumfield(L, index, "paramtype",
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ScriptApiNode::es_ContentParamType, CPT_NONE);
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f.param_type_2 = (ContentParamType2)getenumfield(L, index, "paramtype2",
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@ -959,6 +961,8 @@ void push_content_features(lua_State *L, const ContentFeatures &c)
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push_ARGB8(L, c.post_effect_color);
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lua_setfield(L, -2, "post_effect_color");
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lua_pushboolean(L, c.post_effect_color_shaded);
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lua_setfield(L, -2, "post_effect_color_shaded");
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lua_pushnumber(L, c.leveled);
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lua_setfield(L, -2, "leveled");
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lua_pushnumber(L, c.leveled_max);
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