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Object properties: Add 'glow', disables light's effect if negative
The 'glow' value is added to the ambient light value. Negative 'glow' disables light's effect on object colour, for faking self-lighting, UI-style entities, or programmatic colouring in mods.
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@ -4131,6 +4131,10 @@ Definition tables
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-- ^ Limit automatic rotation to this value in degrees per second,
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-- value < 0 no limit.
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backface_culling = true, -- false to disable backface_culling for model
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glow = 0,
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-- ^ Add this much extra lighting when calculating texture color.
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value < 0 disables light's effect on texture color.
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For faking self-lighting, UI style entities, or programmatic coloring in mods.
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nametag = "", -- by default empty, for players their name is shown if empty
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nametag_color = <color>, -- sets color of nametag as ColorSpec
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infotext = "", -- by default empty, text to be shown when pointed at object
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@ -659,7 +659,10 @@ void GenericCAO::updateLight(u8 light_at_pos)
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void GenericCAO::updateLightNoCheck(u8 light_at_pos)
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{
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u8 li = decode_light(light_at_pos);
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if (m_glow < 0)
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return;
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u8 li = decode_light(light_at_pos + m_glow);
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if (li != m_last_light) {
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m_last_light = li;
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video::SColor color(255,li,li,li);
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@ -978,6 +981,7 @@ void GenericCAO::updateTextures(std::string mod)
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m_previous_texture_modifier = m_current_texture_modifier;
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m_current_texture_modifier = mod;
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m_glow = m_prop.glow;
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if (m_spritenode) {
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if (m_prop.visual == "sprite") {
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@ -106,6 +106,7 @@ private:
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float m_step_distance_counter = 0.0f;
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u8 m_last_light = 255;
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bool m_is_visible = false;
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s8 m_glow = 0;
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std::vector<u16> m_children;
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@ -179,6 +179,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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PROTOCOL VERSION 36:
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Backwards compatibility drop
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Add 'can_zoom' to player object properties
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Add glow to object properties
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*/
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#define LATEST_PROTOCOL_VERSION 36
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@ -33,31 +33,32 @@ ObjectProperties::ObjectProperties()
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std::string ObjectProperties::dump()
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{
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std::ostringstream os(std::ios::binary);
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os<<"hp_max="<<hp_max;
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os<<", physical="<<physical;
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os<<", collideWithObjects="<<collideWithObjects;
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os<<", weight="<<weight;
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os<<", collisionbox="<<PP(collisionbox.MinEdge)<<","<<PP(collisionbox.MaxEdge);
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os<<", visual="<<visual;
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os<<", mesh="<<mesh;
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os<<", visual_size="<<PP2(visual_size);
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os<<", textures=[";
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os << "hp_max=" << hp_max;
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os << ", physical=" << physical;
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os << ", collideWithObjects=" << collideWithObjects;
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os << ", weight=" << weight;
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os << ", collisionbox=" << PP(collisionbox.MinEdge) << "," << PP(collisionbox.MaxEdge);
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os << ", visual=" << visual;
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os << ", mesh=" << mesh;
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os << ", visual_size=" << PP2(visual_size);
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os << ", textures=[";
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for (const std::string &texture : textures) {
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os<<"\""<< texture <<"\" ";
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os << "\"" << texture << "\" ";
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}
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os<<"]";
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os<<", colors=[";
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os << "]";
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os << ", colors=[";
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for (const video::SColor &color : colors) {
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os << "\"" << color.getAlpha() << "," << color.getRed() << ","
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<< color.getGreen() << "," << color.getBlue() << "\" ";
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}
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os<<"]";
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os<<", spritediv="<<PP2(spritediv);
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os<<", initial_sprite_basepos="<<PP2(initial_sprite_basepos);
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os<<", is_visible="<<is_visible;
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os<<", makes_footstep_sound="<<makes_footstep_sound;
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os<<", automatic_rotate="<<automatic_rotate;
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os<<", backface_culling="<<backface_culling;
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os << "]";
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os << ", spritediv=" << PP2(spritediv);
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os << ", initial_sprite_basepos=" << PP2(initial_sprite_basepos);
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os << ", is_visible=" << is_visible;
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os << ", makes_footstep_sound=" << makes_footstep_sound;
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os << ", automatic_rotate="<< automatic_rotate;
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os << ", backface_culling="<< backface_culling;
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os << ", glow=" << glow;
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os << ", nametag=" << nametag;
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os << ", nametag_color=" << "\"" << nametag_color.getAlpha() << "," << nametag_color.getRed()
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<< "," << nametag_color.getGreen() << "," << nametag_color.getBlue() << "\" ";
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@ -106,6 +107,7 @@ void ObjectProperties::serialize(std::ostream &os) const
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os << serializeString(infotext);
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os << serializeString(wield_item);
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writeU8(os, can_zoom);
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writeS8(os, glow);
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// Add stuff only at the bottom.
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// Never remove anything, because we don't want new versions of this
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@ -153,4 +155,5 @@ void ObjectProperties::deSerialize(std::istream &is)
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infotext = deSerializeString(is);
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wield_item = deSerializeString(is);
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can_zoom = readU8(is);
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glow = readS8(is);
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}
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@ -50,6 +50,7 @@ struct ObjectProperties
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bool automatic_face_movement_dir = false;
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f32 automatic_face_movement_dir_offset = 0.0f;
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bool backface_culling = true;
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s8 glow = 0;
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std::string nametag = "";
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video::SColor nametag_color = video::SColor(255, 255, 255, 255);
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f32 automatic_face_movement_max_rotation_per_sec = -1.0f;
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@ -277,6 +277,7 @@ void read_object_properties(lua_State *L, int index,
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}
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lua_pop(L, 1);
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getboolfield(L, -1, "backface_culling", prop->backface_culling);
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getintfield(L, -1, "glow", prop->glow);
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getstringfield(L, -1, "nametag", prop->nametag);
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lua_getfield(L, -1, "nametag_color");
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@ -362,6 +363,8 @@ void push_object_properties(lua_State *L, ObjectProperties *prop)
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lua_setfield(L, -2, "automatic_face_movement_dir");
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lua_pushboolean(L, prop->backface_culling);
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lua_setfield(L, -2, "backface_culling");
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lua_pushnumber(L, prop->glow);
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lua_setfield(L, -2, "glow");
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lua_pushlstring(L, prop->nametag.c_str(), prop->nametag.size());
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lua_setfield(L, -2, "nametag");
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push_ARGB8(L, prop->nametag_color);
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@ -426,6 +426,19 @@ bool getintfield(lua_State *L, int table,
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return got;
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}
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bool getintfield(lua_State *L, int table,
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const char *fieldname, s8 &result)
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{
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lua_getfield(L, table, fieldname);
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bool got = false;
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if (lua_isnumber(L, -1)) {
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result = lua_tointeger(L, -1);
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got = true;
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}
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lua_pop(L, 1);
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return got;
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}
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bool getintfield(lua_State *L, int table,
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const char *fieldname, u16 &result)
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{
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@ -54,6 +54,8 @@ bool getintfield(lua_State *L, int table,
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const char *fieldname, int &result);
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bool getintfield(lua_State *L, int table,
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const char *fieldname, u8 &result);
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bool getintfield(lua_State *L, int table,
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const char *fieldname, s8 &result);
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bool getintfield(lua_State *L, int table,
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const char *fieldname, u16 &result);
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bool getintfield(lua_State *L, int table,
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