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Document hardware coloring and soft node overlays (#5876)

mutilcraft-mt53
Dániel Juhász 2017-06-02 13:57:59 +00:00 committed by Loïc Blot
parent 001de6ffba
commit 30c51a1115
1 changed files with 161 additions and 0 deletions

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@ -426,6 +426,167 @@ Result is more like what you'd expect if you put a color on top of another
color. Meaning white surfaces get a lot of your new color while black parts don't
change very much.
Hardware coloring
-----------------
The goal of hardware coloring is to simplify the creation of
colorful nodes. If your textures use the same pattern, and they only
differ in their color (like colored wool blocks), you can use hardware
coloring instead of creating and managing many texture files.
All of these methods use color multiplication (so a white-black texture
with red coloring will result in red-black color).
### Static coloring
This method is useful if you wish to create nodes/items with
the same texture, in different colors, each in a new node/item definition.
#### Global color
When you register an item or node, set its `color` field (which accepts a
`ColorSpec`) to the desired color.
An `ItemStack`s static color can be overwritten by the `color` metadata
field. If you set that field to a `ColorString`, that color will be used.
#### Tile color
Each tile may have an individual static color, which overwrites every
other coloring methods. To disable the coloring of a face,
set its color to white (because multiplying with white does nothing).
You can set the `color` property of the tiles in the node's definition
if the tile is in table format.
### Palettes
For nodes and items which can have many colors, a palette is more
suitable. A palette is a texture, which can contain up to 256 pixels.
Each pixel is one possible color for the node/item.
You can register one node/item, which can have up to 256 colors.
#### Palette indexing
When using palettes, you always provide a pixel index for the given
node or `ItemStack`. The palette is read from left to right and from
top to bottom. If the palette has less than 256 pixels, then it is
stretched to contain exactly 256 pixels (after arranging the pixels
to one line). The indexing starts from 0.
Examples:
* 16x16 palette, index = 0: the top left corner
* 16x16 palette, index = 4: the fifth pixel in the first row
* 16x16 palette, index = 16: the pixel below the top left corner
* 16x16 palette, index = 255: the bottom right corner
* 2 (width)x4 (height) palette, index=31: the top left corner.
The palette has 8 pixels, so each pixel is stretched to 32 pixels,
to ensure the total 256 pixels.
* 2x4 palette, index=32: the top right corner
* 2x4 palette, index=63: the top right corner
* 2x4 palette, index=64: the pixel below the top left corner
#### Using palettes with items
When registering an item, set the item definition's `palette` field to
a texture. You can also use texture modifiers.
The `ItemStack`'s color depends on the `palette_index` field of the
stack's metadata. `palette_index` is an integer, which specifies the
index of the pixel to use.
#### Linking palettes with nodes
When registering a node, set the item definition's `palette` field to
a texture. You can also use texture modifiers.
The node's color depends on its `param2`, so you also must set an
appropriate `drawtype`:
* `drawtype = "color"` for nodes which use their full `param2` for
palette indexing. These nodes can have 256 different colors.
The palette should contain 256 pixels.
* `drawtype = "colorwallmounted"` for nodes which use the first
five bits (most significant) of `param2` for palette indexing.
The remaining three bits are describing rotation, as in `wallmounted`
draw type. Division by 8 yields the palette index (without stretching the
palette). These nodes can have 32 different colors, and the palette
should contain 32 pixels.
Examples:
* `param2 = 17` is 2 * 8 + 1, so the rotation is 1 and the third (= 2 + 1)
pixel will be picked from the palette.
* `param2 = 35` is 4 * 8 + 3, so the rotation is 3 and the fifth (= 4 + 1)
pixel will be picked from the palette.
* `drawtype = "colorfacedir"` for nodes which use the first
three bits of `param2` for palette indexing. The remaining
five bits are describing rotation, as in `facedir` draw type.
Division by 32 yields the palette index (without stretching the
palette). These nodes can have 8 different colors, and the
palette should contain 8 pixels.
Examples:
* `param2 = 17` is 0 * 32 + 17, so the rotation is 17 and the
first (= 0 + 1) pixel will be picked from the palette.
* `param2 = 35` is 1 * 32 + 3, so the rotation is 3 and the
second (= 1 + 1) pixel will be picked from the palette.
To colorize a node on the map, set its `param2` value (according
to the node's draw type).
### Conversion between nodes in the inventory and the on the map
Static coloring is the same for both cases, there is no need
for conversion.
If the `ItemStack`'s metadata contains the `color` field, it will be
lost on placement, because nodes on the map can only use palettes.
If the `ItemStack`'s metadata contains the `palette_index` field, you
currently must manually convert between it and the node's `param2` with
custom `on_place` and `on_dig` callbacks.
### Colored items in craft recipes
Craft recipes only support item strings, but fortunately item strings
can also contain metadata. Example craft recipe registration:
local stack = ItemStack("wool:block")
dyed:get_meta():set_int("palette_index", 3) -- add index
minetest.register_craft({
output = dyed:to_string(), -- convert to string
type = "shapeless",
recipe = {
"wool:block",
"dye:red",
},
})
Metadata field filtering in the `recipe` field are not supported yet,
so the craft output is independent of the color of the ingredients.
Soft texture overlay
--------------------
Sometimes hardware coloring is not enough, because it affects the
whole tile. Soft texture overlays were added to Minetest to allow
the dynamic coloring of only specific parts of the node's texture.
For example a grass block may have colored grass, while keeping the
dirt brown.
These overlays are 'soft', because unlike texture modifiers, the layers
are not merged in the memory, but they are simply drawn on top of each
other. This allows different hardware coloring, but also means that
tiles with overlays are drawn slower. Using too much overlays might
cause FPS loss.
To define an overlay, simply set the `overlay_tiles` field of the node
definition. These tiles are defined in the same way as plain tiles:
they can have a texture name, color etc.
To skip one face, set that overlay tile to an empty string.
Example (colored grass block):
minetest.register_node("default:dirt_with_grass", {
description = "Dirt with Grass",
-- Regular tiles, as usual
-- The dirt tile disables palette coloring
tiles = {{name = "default_grass.png"},
{name = "default_dirt.png", color = "white"}},
-- Overlay tiles: define them in the same style
-- The top and bottom tile does not have overlay
overlay_tiles = {"", "",
{name = "default_grass_side.png", tileable_vertical = false}},
-- Global color, used in inventory
color = "green",
-- Palette in the world
paramtype2 = "color",
palette = "default_foilage.png",
})
Sounds
------
Only Ogg Vorbis files are supported.