forked from Mirrors/openclonk
02fd798631
The color of object lights can now be changed. This includes the following changes: - added light test scenario, based on DarkCastle, with some lights, - new functions SetLightColor() and GetLightColor() with C4Script documentation, - third drawing pass for rendering the light color, the drawing passes are now referenced by enum, - the blending of light from multiple colored light sources works correctly with alpha blending, - light color value affects the intensity of the light, - alpha blending of the light depends on color value and lightness. This means that brighter (= more value) and lighter (= more whiteish) light will be preferred in blending over other lights, - the object light color is rendered to the lower half of the fow light texture now, - the shader accesses the brightness/direction information and color information correctly, The patch was created from the following commits: dab898a SetLightColor() f57286e Color texture experiment d0702f5 Dynamic color fa14cdf Light test scenario f99203d Alternate lights 474bade Bugfixes 3113698 Brightness handled better 516fb21 GetLightColor 1d91ec9 Improvements 3cfbf6c Documentation 95ec185 Improvements: Light Shader a63bffc Scope of alpha 20c7ca0 Improvement: C4FoWLight 17d9123 Undo code style d79411b Cleaner code (cherry picked from commit 36dec610e36860b88417e91ce727250673bc2ec2) Conflicts: src/landscape/fow/C4FoWRegion.cpp, merged |
||
---|---|---|
.. | ||
Scorches.c |