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authorDániel Juhász <juhdanad@gmail.com>2017-01-12 15:46:30 +0100
committerEkdohibs <nathanael.courant@laposte.net>2017-01-23 07:27:12 +0100
commitd04d8aba7029a2501854a2838fd282b81358a54e (patch)
treefd1a5515e17b2dd2da0a8ffe7f82f445e7fb48de /src/mapblock_mesh.h
parent43822de5c6b35646feced5ac65331313f82f78ce (diff)
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Add hardware node coloring. Includes:
- Increase ContentFeatures serialization version - Color property and palettes for nodes - paramtype2 = "color", "colored facedir" or "colored wallmounted"
Diffstat (limited to 'src/mapblock_mesh.h')
-rw-r--r--src/mapblock_mesh.h57
1 files changed, 41 insertions, 16 deletions
diff --git a/src/mapblock_mesh.h b/src/mapblock_mesh.h
index 5adb7df3f..916703f3e 100644
--- a/src/mapblock_mesh.h
+++ b/src/mapblock_mesh.h
@@ -156,8 +156,8 @@ private:
// Animation info: day/night transitions
// Last daynight_ratio value passed to animate()
u32 m_last_daynight_ratio;
- // For each meshbuffer, maps vertex indices to (day,night) pairs
- std::map<u32, std::map<u32, std::pair<u8, u8> > > m_daynight_diffs;
+ // For each meshbuffer, stores pre-baked colors of sunlit vertices
+ std::map<u32, std::map<u32, video::SColor > > m_daynight_diffs;
// Camera offset info -> do we have to translate the mesh?
v3s16 m_camera_offset;
@@ -192,28 +192,53 @@ struct MeshCollector
void append(const TileSpec &material,
const video::S3DVertex *vertices, u32 numVertices,
const u16 *indices, u32 numIndices,
- v3f pos, video::SColor c);
+ v3f pos, video::SColor c, u8 light_source);
};
-// This encodes
-// alpha in the A channel of the returned SColor
-// day light (0-255) in the R channel of the returned SColor
-// night light (0-255) in the G channel of the returned SColor
-// light source (0-255) in the B channel of the returned SColor
-inline video::SColor MapBlock_LightColor(u8 alpha, u16 light, u8 light_source=0)
-{
- return video::SColor(alpha, (light & 0xff), (light >> 8), light_source);
-}
+/*!
+ * Encodes light and color of a node.
+ * The result is not the final color, but a
+ * half-baked vertex color.
+ *
+ * \param light the first 8 bits are day light,
+ * the last 8 bits are night light
+ * \param color the node's color
+ * \param emissive_light amount of light the surface emits,
+ * from 0 to LIGHT_SUN.
+ */
+video::SColor encode_light_and_color(u16 light, const video::SColor &color,
+ u8 emissive_light);
// Compute light at node
u16 getInteriorLight(MapNode n, s32 increment, INodeDefManager *ndef);
u16 getFaceLight(MapNode n, MapNode n2, v3s16 face_dir, INodeDefManager *ndef);
u16 getSmoothLight(v3s16 p, v3s16 corner, MeshMakeData *data);
-// Converts from day + night color values (0..255)
-// and a given daynight_ratio to the final SColor shown on screen.
-void finalColorBlend(video::SColor& result,
- u8 day, u8 night, u32 daynight_ratio);
+/*!
+ * Returns the sunlight's color from the current
+ * day-night ratio.
+ */
+void get_sunlight_color(video::SColorf *sunlight, u32 daynight_ratio);
+
+/*!
+ * Gives the final SColor shown on screen.
+ *
+ * \param result output color
+ * \param light first 8 bits are day light, second 8 bits are
+ * night light
+ */
+void final_color_blend(video::SColor *result,
+ u16 light, u32 daynight_ratio);
+
+/*!
+ * Gives the final SColor shown on screen.
+ *
+ * \param result output color
+ * \param data the half-baked vertex color
+ * \param dayLight color of the sunlight
+ */
+void final_color_blend(video::SColor *result,
+ const video::SColor &data, const video::SColorf &dayLight);
// Retrieves the TileSpec of a face of a node
// Adds MATERIAL_FLAG_CRACK if the node is cracked