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Reset player lighting when passing no arguments (#13525)
Co-authored-by: Zughy <4279489-marco_a@users.noreply.gitlab.com>
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@ -7676,8 +7676,9 @@ child will follow movement and rotation of that bone.
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the client already has the block)
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the client already has the block)
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* Resource intensive - use sparsely
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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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* `set_lighting(light_definition)`: sets lighting for the player
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* Passing no arguments resets lighting to its default values.
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* `light_definition` is a table with the following optional fields:
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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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* `saturation` sets the saturation (vividness; default: `1.0`).
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values > 1 increase the saturation
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values > 1 increase the saturation
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values in [0,1) decrease the saturation
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values in [0,1) decrease the saturation
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* This value has no effect on clients who have the "Tone Mapping" shader disabled.
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* This value has no effect on clients who have the "Tone Mapping" shader disabled.
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@ -7686,12 +7687,12 @@ child will follow movement and rotation of that bone.
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* This value has no effect on clients who have the "Dynamic Shadows" shader disabled.
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* This value has no effect on clients who have the "Dynamic Shadows" shader disabled.
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* `exposure` is a table that controls automatic exposure.
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* `exposure` is a table that controls automatic exposure.
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The basic exposure factor equation is `e = 2^exposure_correction / clamp(luminance, 2^luminance_min, 2^luminance_max)`
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The basic exposure factor equation is `e = 2^exposure_correction / clamp(luminance, 2^luminance_min, 2^luminance_max)`
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* `luminance_min` set the lower luminance boundary to use in the calculation
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* `luminance_min` set the lower luminance boundary to use in the calculation (default: `-3.0`)
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* `luminance_max` set the upper luminance boundary to use in the calculation
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* `luminance_max` set the upper luminance boundary to use in the calculation (default: `-3.0`)
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* `exposure_correction` correct observed exposure by the given EV value
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* `exposure_correction` correct observed exposure by the given EV value (default: `0.0`)
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* `speed_dark_bright` set the speed of adapting to bright light
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* `speed_dark_bright` set the speed of adapting to bright light (default: `1000.0`)
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* `speed_bright_dark` set the speed of adapting to dark scene
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* `speed_bright_dark` set the speed of adapting to dark scene (default: `1000.0`)
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* `center_weight_power` set the power factor for center-weighted luminance measurement
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* `center_weight_power` set the power factor for center-weighted luminance measurement (default: `1.0`)
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* `get_lighting()`: returns the current state of lighting for the player.
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* `get_lighting()`: returns the current state of lighting for the player.
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* Result is a table with the same fields as `light_definition` in `set_lighting`.
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* Result is a table with the same fields as `light_definition` in `set_lighting`.
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@ -2301,26 +2301,30 @@ int ObjectRef::l_set_lighting(lua_State *L)
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if (player == nullptr)
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if (player == nullptr)
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return 0;
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return 0;
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luaL_checktype(L, 2, LUA_TTABLE);
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Lighting lighting;
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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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getfloatfield(L, -1, "intensity", lighting.shadow_intensity);
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}
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lua_pop(L, 1); // shadows
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getfloatfield(L, -1, "saturation", lighting.saturation);
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if (!lua_isnoneornil(L, 2)) {
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luaL_checktype(L, 2, LUA_TTABLE);
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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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getfloatfield(L, -1, "intensity", lighting.shadow_intensity);
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}
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lua_pop(L, 1); // shadows
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lua_getfield(L, 2, "exposure");
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getfloatfield(L, -1, "saturation", lighting.saturation);
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if (lua_istable(L, -1)) {
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lighting.exposure.luminance_min = getfloatfield_default(L, -1, "luminance_min", lighting.exposure.luminance_min);
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lua_getfield(L, 2, "exposure");
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lighting.exposure.luminance_max = getfloatfield_default(L, -1, "luminance_max", lighting.exposure.luminance_max);
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if (lua_istable(L, -1)) {
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lighting.exposure.exposure_correction = getfloatfield_default(L, -1, "exposure_correction", lighting.exposure.exposure_correction);
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lighting.exposure.luminance_min = getfloatfield_default(L, -1, "luminance_min", lighting.exposure.luminance_min);
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lighting.exposure.speed_dark_bright = getfloatfield_default(L, -1, "speed_dark_bright", lighting.exposure.speed_dark_bright);
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lighting.exposure.luminance_max = getfloatfield_default(L, -1, "luminance_max", lighting.exposure.luminance_max);
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lighting.exposure.speed_bright_dark = getfloatfield_default(L, -1, "speed_bright_dark", lighting.exposure.speed_bright_dark);
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lighting.exposure.exposure_correction = getfloatfield_default(L, -1, "exposure_correction", lighting.exposure.exposure_correction);
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lighting.exposure.center_weight_power = getfloatfield_default(L, -1, "center_weight_power", lighting.exposure.center_weight_power);
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lighting.exposure.speed_dark_bright = getfloatfield_default(L, -1, "speed_dark_bright", lighting.exposure.speed_dark_bright);
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lighting.exposure.speed_bright_dark = getfloatfield_default(L, -1, "speed_bright_dark", lighting.exposure.speed_bright_dark);
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lighting.exposure.center_weight_power = getfloatfield_default(L, -1, "center_weight_power", lighting.exposure.center_weight_power);
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}
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lua_pop(L, 1); // exposure
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}
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}
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lua_pop(L, 1); // exposure
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getServer(L)->setLighting(player, lighting);
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getServer(L)->setLighting(player, lighting);
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return 0;
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return 0;
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