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authorFoghrye4 <foghrye4@gmail.com>2016-11-14 18:09:59 +0400
committerZeno- <kde.psych@gmail.com>2016-11-15 00:09:59 +1000
commit93e3555eae2deaeca69ee252cfa9cc9c3e0e49ef (patch)
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Adding particle blend, glow and animation (#4705)
Diffstat (limited to 'doc/lua_api.txt')
-rw-r--r--doc/lua_api.txt189
1 files changed, 186 insertions, 3 deletions
diff --git a/doc/lua_api.txt b/doc/lua_api.txt
index 7d552c980..3b3f17634 100644
--- a/doc/lua_api.txt
+++ b/doc/lua_api.txt
@@ -414,6 +414,119 @@ the word "`alpha`", then each texture pixel will contain the RGB of
`<color>` and the alpha of `<color>` multiplied by the alpha of the
texture pixel.
+Particle blend
+--------------
+Blend function is defined by integer number.
+There is a huge number of acceptable blend modificators.
+Colour of a resulting pixel calculated using formulae:
+
+ red = source_red * source_factor + destination_red * destination_factor
+
+and so on for every channel.
+
+Here is a some examples:
+
+Default value:
+
+ material_type_param = 0,
+
+Use this value to disable blending. Texture will be applied to existing pixels
+using alpha channel of it. Its recomended to use 1-bit alpha
+in that case. This value will leave z-buffer writeable.
+
+Additive blend:
+
+ material_type_param = 12641,
+
+Source = src_alpha, destination = one, alpha source is a texture and
+vertex_color, modulate_1x.
+Black color is completely transparent, white color is completely opaque.
+Alpha channel still used to calculate result color, but not nessesary.
+'destination = one' means that resulting color will be calculated using
+overwritten pixels values.
+For example with color of source (our texture) RGBA = (0,192,255,63)
+"blue-cyan", 1/4 opaque.
+and already rendered pixel color (40,192,0) "dark lime green" we will get color:
+
+R = source_red(0) * source_factor(src_alpha=63/255) +
+ destination_red(40) * destination_factor(one) =
+ 0 * 63/255 + 40 * 1 = 40
+
+G = 192 * 63/255 + 192 * 1 = 239
+B = 255 * 63/255 + 0 * 1 = 63
+
+Result: (40,239,63), "green" (a kind of).
+Note, if you made a texture with some kind of shape with colour 662211h
+it will appear dark red with a single particle, then yellow with a
+several of them and white if player looking thru a lot of them. With
+this you could made a nice-looking fire.
+
+Substractive blend:
+
+ material_type_param = 12548,
+
+Source = zero, destination = src_color, alpha source is a texture and
+vertex_color, modulate_1x.
+Texture darkness act like an alpha channel.
+Black color is completely opaque, white color is completely transparent.
+'destination = src_color' means that destination in multiplied by
+a source values. 'source = zero' means that source values ignored
+(multiplied by 0).
+
+Invert blend:
+
+ material_type_param = 12597,
+
+Source = one_minus_dst_color, destination = one_minus_src_alpha, alpha source
+is a texture and vertex_color, modulate_1x.
+Pixels invert color if source color value is big enough. If not, they just
+black.
+'destination = one_minus_src_alpha' means, that effect is masked by a
+source alpha channel.
+
+You can design and use your own blend using those enum values and function
+'minetest.pack_texture_blend_func'. Returned value of a function is
+your 'material_type_param'.
+
+A values in a brackets is a multiplicators of a red, green, blue
+and alpha channels respectively.
+
+* 'minetest.ebf': global table, containing blend factor enum values. Such as:
+ * zero = 0 -- src & dest (0, 0, 0, 0)
+ * one = 1 -- src & dest (1, 1, 1, 1)
+ * dst_color = 2 -- src (destR, destG, destB, destA)
+ * one_minus_dst_color = 3 -- src (1-destR, 1-destG, 1-destB, 1-destA)
+ * src_color = 4 -- dest (srcR, srcG, srcB, srcA)
+ * one_minus_src_color = 5 -- dest (1-srcR, 1-srcG, 1-srcB, 1-srcA)
+ * src_alpha = 6 -- src & dest (srcA, srcA, srcA, srcA)
+ * one_minus_src_alpha = 7 -- src & dest (1-srcA, 1-srcA, 1-srcA, 1-srcA)
+ * dst_alpha = 8 -- src & dest (destA, destA, destA, destA)
+ * one_minus_dst_alpha = 9 -- src & dest (1-destA, 1-destA, 1-destA, 1-destA)
+ * src_alpha_saturate = 10 -- src (min(srcA, 1-destA), idem, ...)
+
+* 'minetest.emfn': global table, containing modulate enum values.
+ * Multiply the components of the arguments, and shift the products to the
+ * left by x bits for brightening. Contain:
+ * modulate_1x = 1 -- no bit shift
+ * modulate_2x = 2 -- 1 bits shift
+ * modulate_4x = 4 -- 2 bits shift
+
+'modulate_4x' is quite useful when you want to make additive blend stronger
+with a lower amount of particles.
+
+* 'minetest.eas': global table, containing alpha source enum values. Such as:
+ * none = 0 -- do not use alpha.
+ * vertex_color = 1 -- use vertex color alpha.
+ * texture = 2 -- use texture alpha.
+
+You can use both 'vertex_color' and 'texture' source by using value 3.
+
+* 'minetest.pack_texture_blend_func(srcFact, dstFact, modulate, alphaSource)': return integer
+ * Pack texture blend funcion variable. Depending from that variable blend
+ * function will be applied in time of a render poligons with selected material.
+ * Therefore resulting pixel will be 'source * srcFact + destination * dstFact'
+ * Use result of this function as 'material_type_param'.
+
Sounds
------
Only Ogg Vorbis files are supported.
@@ -3650,7 +3763,7 @@ Definition tables
### Tile definition
* `"image.png"`
-* `{name="image.png", animation={Tile Animation definition}}`
+* `{name="image.png", animation={Animation definition}}`
* `{name="image.png", backface_culling=bool, tileable_vertical=bool,
tileable_horizontal=bool}`
* backface culling enabled by default for most nodes
@@ -3661,8 +3774,50 @@ Definition tables
* deprecated, yet still supported field names:
* `image` (name)
-### Tile animation definition
-* `{type="vertical_frames", aspect_w=16, aspect_h=16, length=3.0}`
+### Animation definition
+
+#### Node animation, particle and particle spawners
+* `{ type="vertical_frames",
+ aspect_w=16,
+ -- ^ specify width of a picture in pixels.
+ aspect_h=16,
+ -- ^ specify height of a frame in pixels.
+ length=3.0
+ -- ^ specify full loop length.
+ first_frame = 0, -- <- only for particles, use
+ min_first_frame = 0, -- <- for particle spawners
+ max_first_frame = 0,
+ loop_animation = true, -- <- only for particles and particle spawners
+ -- specify if animation should start from beginning after last frame.
+}`
+
+#### Particle and particle spawners only
+* `{
+ type="2d_animation_sheet", -- <- only for particles and particle spawners
+ vertical_frame_num = 1,
+ horizontal_frame_num = 1,
+ -- ^ specify amount of frames in texture.
+ -- Can be used both for animation or for texture transform
+ -- together with first_frame variable.
+ -- A animation texture separated on equal parts of frames,
+ -- by horizontal and vertical numbers. For example with
+ -- vertical_frame_num = 4 and horizontal_frame_num = 3 we got
+ -- 4*3 = 12 frames in total. Animation sequence start from
+ -- left top frame and go on to the right until reach end of
+ -- row. Next row also start from left frame.
+ first_frame = 0, -- <- only for particles, use
+ min_first_frame = 0, -- <- for particle spawners
+ max_first_frame = 0,
+ -- ^ specify first frame to start animation.
+ frame_length = -1,
+ -- ^ specify length of a frame in seconds. Negative and zero values
+ -- disable animation. A sequence with vertical_frame_num = 4 and
+ -- horizontal_frame_num = 3, first_frame = 4 and frame_length = 0.1
+ -- will end in (4*3-4)*0.1 = 0.8 seconds.
+ loop_animation = true,
+ -- specify if animation should start from beginning after last frame.
+}`
+ * All settings are optional. Default values is located in this example.
### Node definition (`register_node`)
@@ -4117,6 +4272,20 @@ The Biome API is still in an experimental phase and subject to change.
-- ^ Uses texture (string)
playername = "singleplayer"
-- ^ optional, if specified spawns particle only on the player's client
+ material_type_param = 12641,
+ -- ^ optional, if specified spawns particle with
+ -- specified material type param and disable z-buffer.
+ -- Some examples:
+ -- Default value: 0,
+ -- Additive blend: 12641,
+ -- Substractive blend: 12548,
+ -- Invert blend: 12597,
+ -- See also "Particle blend".
+ animation = {Animation definition},
+ -- ^ see above. Note, that particle and particle spawners have differences.
+ glow = 15,
+ -- ^ optional, specify particle self-luminescence in darkness.
+ values may vary from 0 (no glow) to 15 (bright glow).
}
### `ParticleSpawner` definition (`add_particlespawner`)
@@ -4151,6 +4320,20 @@ The Biome API is still in an experimental phase and subject to change.
-- ^ Uses texture (string)
playername = "singleplayer"
-- ^ Playername is optional, if specified spawns particle only on the player's client
+ material_type_param = 12641,
+ -- ^ optional, if specified spawns particle with specified material type
+ -- param and disable z-buffer.
+ -- Some examples:
+ -- Default value: 0,
+ -- Additive blend: 12641,
+ -- Substractive blend: 12548,
+ -- Invert blend: 12597,
+ -- See also "Particle blend".
+ animation = {Animation definition},
+ -- ^ see above. Note, that particle and particle spawners have differences.
+ glow = 15,
+ -- ^ optional, specify particle self-luminescence in darkness.
+ values may vary from 0 (no glow) to 15 (bright glow).
}
### `HTTPRequest` definition (`HTTPApiTable.fetch_async`, `HTTPApiTable.fetch_async`)