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author | Dániel Juhász <juhdanad@gmail.com> | 2017-03-10 18:25:58 +0100 |
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committer | Auke Kok <sofar@foo-projects.org> | 2017-04-08 18:39:15 -0700 |
commit | 58d83a7bb2f992194c3df304b1dcbb81f98f78c0 (patch) | |
tree | 4beedb69ac8b9b74352ef52c3a1d27004e77bc1d /src/nodedef.cpp | |
parent | d4e9dd4643607192f5adebeecda86f25074f02cd (diff) | |
download | minetest-58d83a7bb2f992194c3df304b1dcbb81f98f78c0.tar.gz minetest-58d83a7bb2f992194c3df304b1dcbb81f98f78c0.tar.bz2 minetest-58d83a7bb2f992194c3df304b1dcbb81f98f78c0.zip |
Hardware coloring for itemstacks
Adds the possibility to colorize item stacks based on their metadata.
In the item/node definition you can specify palette (an image file)
and color (fallback color if the item has no palette or metadata).
Then you can add palette_index to the metadata.
Dropped itemstacks with different colors do not merge.
Diffstat (limited to 'src/nodedef.cpp')
-rw-r--r-- | src/nodedef.cpp | 82 |
1 files changed, 2 insertions, 80 deletions
diff --git a/src/nodedef.cpp b/src/nodedef.cpp index 2745a45e8..558acafd6 100644 --- a/src/nodedef.cpp +++ b/src/nodedef.cpp @@ -786,6 +786,8 @@ void ContentFeatures::updateTextures(ITextureSource *tsrc, IShaderSource *shdsrc tiledef_special[j].backface_culling, material_type); } + palette = tsrc->getPalette(palette_name); + if ((drawtype == NDT_MESH) && (mesh != "")) { // Meshnode drawtype // Read the mesh and apply scale @@ -859,9 +861,6 @@ public: virtual void removeNode(const std::string &name); virtual void updateAliases(IItemDefManager *idef); virtual void applyTextureOverrides(const std::string &override_filepath); - //! Returns a palette or NULL if not found. Only on client. - std::vector<video::SColor> *getPalette(const ContentFeatures &f, - const IGameDef *gamedef); virtual void updateTextures(IGameDef *gamedef, void (*progress_cbk)(void *progress_args, u32 progress, u32 max_progress), void *progress_cbk_args); @@ -910,9 +909,6 @@ private: // Next possibly free id content_t m_next_id; - // Maps image file names to loaded palettes. - UNORDERED_MAP<std::string, std::vector<video::SColor> > m_palettes; - // NodeResolvers to callback once node registration has ended std::vector<NodeResolver *> m_pending_resolve_callbacks; @@ -1401,78 +1397,6 @@ void CNodeDefManager::applyTextureOverrides(const std::string &override_filepath } } -std::vector<video::SColor> *CNodeDefManager::getPalette( - const ContentFeatures &f, const IGameDef *gamedef) -{ -#ifndef SERVER - // This works because colors always use the most significant bits - // of param2. If you add a new colored type which uses param2 - // in a more advanced way, you should change this code, too. - u32 palette_pixels = 0; - switch (f.param_type_2) { - case CPT2_COLOR: - palette_pixels = 256; - break; - case CPT2_COLORED_FACEDIR: - palette_pixels = 8; - break; - case CPT2_COLORED_WALLMOUNTED: - palette_pixels = 32; - break; - default: - return NULL; - } - // This many param2 values will have the same color - u32 step = 256 / palette_pixels; - const std::string &name = f.palette_name; - if (name == "") - return NULL; - Client *client = (Client *) gamedef; - ITextureSource *tsrc = client->tsrc(); - - UNORDERED_MAP<std::string, std::vector<video::SColor> >::iterator it = - m_palettes.find(name); - if (it == m_palettes.end()) { - // Create palette - if (!tsrc->isKnownSourceImage(name)) { - warningstream << "CNodeDefManager::getPalette(): palette \"" << name - << "\" could not be loaded." << std::endl; - return NULL; - } - video::IImage *img = tsrc->generateImage(name); - std::vector<video::SColor> new_palette; - u32 w = img->getDimension().Width; - u32 h = img->getDimension().Height; - // Real area of the image - u32 area = h * w; - if (area != palette_pixels) - warningstream << "CNodeDefManager::getPalette(): the " - << "specified palette image \"" << name << "\" does not " - << "contain exactly " << palette_pixels - << " pixels." << std::endl; - if (area > palette_pixels) - area = palette_pixels; - // For each pixel in the image - for (u32 i = 0; i < area; i++) { - video::SColor c = img->getPixel(i % w, i / w); - // Fill in palette with 'step' colors - for (u32 j = 0; j < step; j++) - new_palette.push_back(c); - } - img->drop(); - // Fill in remaining elements - while (new_palette.size() < 256) - new_palette.push_back(video::SColor(0xFFFFFFFF)); - m_palettes[name] = new_palette; - it = m_palettes.find(name); - } - if (it != m_palettes.end()) - return &((*it).second); - -#endif - return NULL; -} - void CNodeDefManager::updateTextures(IGameDef *gamedef, void (*progress_callback)(void *progress_args, u32 progress, u32 max_progress), void *progress_callback_args) @@ -1489,12 +1413,10 @@ void CNodeDefManager::updateTextures(IGameDef *gamedef, TextureSettings tsettings; tsettings.readSettings(); - m_palettes.clear(); u32 size = m_content_features.size(); for (u32 i = 0; i < size; i++) { ContentFeatures *f = &(m_content_features[i]); - f->palette = getPalette(*f, gamedef); f->updateTextures(tsrc, shdsrc, meshmanip, client, tsettings); progress_callback(progress_callback_args, i, size); } |