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Fix lighting of the wield mesh (#12341)
* Assign node light to player before final color blend. Fixes day/night lightbank ratio for wield meshes * Update wield mesh light when changing mesh
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@ -47,7 +47,8 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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Camera::Camera(MapDrawControl &draw_control, Client *client, RenderingEngine *rendering_engine):
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m_draw_control(draw_control),
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m_client(client)
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m_client(client),
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m_player_light_color(0xFFFFFFFF)
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{
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auto smgr = rendering_engine->get_scene_manager();
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// note: making the camera node a child of the player node
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@ -153,8 +154,10 @@ void Camera::step(f32 dtime)
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bool was_under_zero = m_wield_change_timer < 0;
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m_wield_change_timer = MYMIN(m_wield_change_timer + dtime, 0.125);
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if (m_wield_change_timer >= 0 && was_under_zero)
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if (m_wield_change_timer >= 0 && was_under_zero) {
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m_wieldnode->setItem(m_wield_item_next, m_client);
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m_wieldnode->setNodeLightColor(m_player_light_color);
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}
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if (m_view_bobbing_state != 0)
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{
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@ -555,7 +558,8 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 tool_reload_ratio)
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m_wieldnode->setPosition(wield_position);
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m_wieldnode->setRotation(wield_rotation);
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m_wieldnode->setNodeLightColor(player->light_color);
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m_player_light_color = player->light_color;
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m_wieldnode->setNodeLightColor(m_player_light_color);
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// Set render distance
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updateViewingRange();
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@ -264,4 +264,7 @@ private:
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std::list<Nametag *> m_nametags;
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bool m_show_nametag_backgrounds;
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// Last known light color of the player
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video::SColor m_player_light_color;
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};
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@ -305,6 +305,7 @@ void ClientEnvironment::step(float dtime)
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node_at_lplayer = m_map->getNode(p);
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u16 light = getInteriorLight(node_at_lplayer, 0, m_client->ndef());
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lplayer->light_color = encode_light(light, 0); // this transfers light.alpha
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final_color_blend(&lplayer->light_color, light, day_night_ratio);
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}
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