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