From 4c2b9ed516e3109d5c74a37c9479a516beae4f50 Mon Sep 17 00:00:00 2001
From: Perttu Ahola <celeron55@gmail.com>
Date: Fri, 18 Feb 2011 22:25:25 +0200
Subject: [PATCH] random code cleaning, shouldn't affect anything

---
 src/light.cpp    | 21 ++++++++++++++
 src/main.cpp     | 25 ++++++++++++----
 src/mapblock.cpp | 27 ++++--------------
 src/server.cpp   | 74 ++++++------------------------------------------
 4 files changed, 56 insertions(+), 91 deletions(-)

diff --git a/src/light.cpp b/src/light.cpp
index 1e4dfcdf1..5dade2e16 100644
--- a/src/light.cpp
+++ b/src/light.cpp
@@ -19,7 +19,28 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 
 #include "light.h"
 
+// This is reasonable with classic lighting with a light source
+/*u8 light_decode_table[LIGHT_MAX+1] = 
+{
+2,
+3,
+4,
+6,
+9,
+13,
+18,
+25,
+32,
+35,
+45,
+57,
+69,
+79,
+255
+};*/
+
 
+// This is good
 // a_n+1 = a_n * 0.786
 // Length of LIGHT_MAX+1 means LIGHT_MAX is the last value.
 // LIGHT_SUN is read as LIGHT_MAX from here.
diff --git a/src/main.cpp b/src/main.cpp
index b0fe59320..11ae9985c 100644
--- a/src/main.cpp
+++ b/src/main.cpp
@@ -277,15 +277,13 @@ Doing now (most important at the top):
   placement and transfer
 * only_from_disk might not work anymore - check and fix it.
 * Check the fixmes in the list above
-* When sending blocks to the client, the server takes way too much
-  CPU time (20-30% for single player), find out what it is doing.
-  - Make a simple profiler
 
 === Making it more portable
 * Some MSVC: std::sto* are defined without a namespace and collide
   with the ones in utility.h
 
 === Features
+* Add mud underground
 * Make an "environment metafile" to store at least time of day
 * Move digging property stuff from material.{h,cpp} to mapnode.cpp...
   - Or maybe move content_features to material.{h,cpp}?
@@ -1794,7 +1792,7 @@ int main(int argc, char *argv[])
 	//driver->setMinHardwareBufferVertexCount(50);
 
 	scene::ISceneManager* smgr = device->getSceneManager();
-	
+
 	guienv = device->getGUIEnvironment();
 	gui::IGUISkin* skin = guienv->getSkin();
 	gui::IGUIFont* font = guienv->getFont(porting::getDataPath("fontlucida.png").c_str());
@@ -2104,7 +2102,7 @@ int main(int argc, char *argv[])
 
 	if(camera == NULL)
 		return 1;
-	
+
 	//video::SColor skycolor = video::SColor(255,90,140,200);
 	//video::SColor skycolor = video::SColor(255,166,202,244);
 	video::SColor skycolor = video::SColor(255,120,185,244);
@@ -2113,6 +2111,23 @@ int main(int argc, char *argv[])
 
 	// Just so big a value that everything rendered is visible
 	camera->setFarValue(100000*BS);
+	
+	/*
+		Lighting test code. Doesn't quite work this way.
+		The CPU-computed lighting is good.
+	*/
+
+	/*
+	smgr->addLightSceneNode(NULL,
+		v3f(0, BS*1000000, 0),
+		video::SColorf(0.3,0.3,0.3),
+		BS*10000000);
+
+	smgr->setAmbientLight(video::SColorf(0.0, 0.0, 0.0));
+
+	scene::ILightSceneNode *light = smgr->addLightSceneNode(camera,
+			v3f(0, 0, 0), video::SColorf(0.5,0.5,0.5), BS*4);
+	*/
 
 	f32 camera_yaw = 0; // "right/left"
 	f32 camera_pitch = 0; // "up/down"
diff --git a/src/mapblock.cpp b/src/mapblock.cpp
index 1dbbe5c4e..a1e3c6694 100644
--- a/src/mapblock.cpp
+++ b/src/mapblock.cpp
@@ -255,32 +255,18 @@ void MapBlock::makeFastFace(TileSpec tile, u8 light, v3f p,
 
 	video::SColor c = video::SColor(alpha,li,li,li);
 
-	face.vertices[0] = video::S3DVertex(vertex_pos[0], zerovector, c,
-			core::vector2d<f32>(abs_scale,1));
-	face.vertices[1] = video::S3DVertex(vertex_pos[1], zerovector, c,
-			core::vector2d<f32>(0,1));
-	face.vertices[2] = video::S3DVertex(vertex_pos[2], zerovector, c,
-			core::vector2d<f32>(0,0));
-	face.vertices[3] = video::S3DVertex(vertex_pos[3], zerovector, c,
-			core::vector2d<f32>(abs_scale,0));
-	
-	/*float x0 = (float)tile.tx/256.0;
-	float y0 = (float)tile.ty/256.0;
-	float w = ((float)tile.tw + 1.0)/256.0;
-	float h = ((float)tile.th + 1.0)/256.0;*/
-
 	float x0 = tile.texture.pos.X;
 	float y0 = tile.texture.pos.Y;
 	float w = tile.texture.size.X;
 	float h = tile.texture.size.Y;
 
-	face.vertices[0] = video::S3DVertex(vertex_pos[0], zerovector, c,
+	face.vertices[0] = video::S3DVertex(vertex_pos[0], v3f(0,1,0), c,
 			core::vector2d<f32>(x0+w*abs_scale, y0+h));
-	face.vertices[1] = video::S3DVertex(vertex_pos[1], zerovector, c,
+	face.vertices[1] = video::S3DVertex(vertex_pos[1], v3f(0,1,0), c,
 			core::vector2d<f32>(x0, y0+h));
-	face.vertices[2] = video::S3DVertex(vertex_pos[2], zerovector, c,
+	face.vertices[2] = video::S3DVertex(vertex_pos[2], v3f(0,1,0), c,
 			core::vector2d<f32>(x0, y0));
-	face.vertices[3] = video::S3DVertex(vertex_pos[3], zerovector, c,
+	face.vertices[3] = video::S3DVertex(vertex_pos[3], v3f(0,1,0), c,
 			core::vector2d<f32>(x0+w*abs_scale, y0));
 
 	face.tile = tile;
@@ -736,12 +722,11 @@ void MapBlock::updateMesh(u32 daynight_ratio)
 		//TimeTaker timer2("updateMesh() mesh building");
 
 		video::SMaterial material;
-		material.Lighting = false;
-		//material.BackfaceCulling = false;
+		material.setFlag(video::EMF_LIGHTING, false);
 		material.setFlag(video::EMF_BILINEAR_FILTER, false);
+		material.setFlag(video::EMF_FOG_ENABLE, true);
 		//material.setFlag(video::EMF_ANTI_ALIASING, video::EAAM_OFF);
 		//material.setFlag(video::EMF_ANTI_ALIASING, video::EAAM_SIMPLE);
-		material.setFlag(video::EMF_FOG_ENABLE, true);
 
 		for(u32 i=0; i<fastfaces_new.size(); i++)
 		{
diff --git a/src/server.cpp b/src/server.cpp
index 31ebfacbb..26d0d5d75 100644
--- a/src/server.cpp
+++ b/src/server.cpp
@@ -2097,7 +2097,6 @@ void Server::ProcessData(u8 *data, u32 datasize, u16 peer_id)
 				if(content_features(n.d).wall_mounted)
 					n.dir = packDir(p_under - p_over);
 
-#if 1
 				// Create packet
 				u32 replysize = 8 + MapNode::serializedLength(peer_ser_ver);
 				SharedBuffer<u8> reply(replysize);
@@ -2131,76 +2130,21 @@ void Server::ProcessData(u8 *data, u32 datasize, u16 peer_id)
 				*/
 				core::map<v3s16, MapBlock*> modified_blocks;
 				m_env.getMap().addNodeAndUpdate(p_over, n, modified_blocks);
-#endif
-#if 0
-				/*
-					Handle inventory
-				*/
-				InventoryList *ilist = player->inventory.getList("main");
-				if(g_settings.getBool("creative_mode") == false && ilist)
-				{
-					// Remove from inventory and send inventory
-					if(mitem->getCount() == 1)
-						ilist->deleteItem(item_i);
-					else
-						mitem->remove(1);
-					// Send inventory
-					SendInventory(peer_id);
-				}
-
-				/*
-					Add node.
-
-					This takes some time so it is done after the quick stuff
-				*/
-				core::map<v3s16, MapBlock*> modified_blocks;
-				m_env.getMap().addNodeAndUpdate(p_over, n, modified_blocks);
-
+				
 				/*
-					Set the modified blocks unsent for all the clients
+					Calculate special events
 				*/
 				
-				//JMutexAutoLock lock2(m_con_mutex);
-
-				for(core::map<u16, RemoteClient*>::Iterator
-						i = m_clients.getIterator();
-						i.atEnd() == false; i++)
+				/*if(n.d == CONTENT_MESE)
 				{
-					RemoteClient *client = i.getNode()->getValue();
-					
-					if(modified_blocks.size() > 0)
+					u32 count = 0;
+					for(s16 z=-1; z<=1; z++)
+					for(s16 y=-1; y<=1; y++)
+					for(s16 x=-1; x<=1; x++)
 					{
-						// Remove block from sent history
-						client->SetBlocksNotSent(modified_blocks);
+						
 					}
-				}
-#endif
-
-#if 0
-				/*
-					Update water
-				*/
-				
-				// Update water pressure around modification
-				// This also adds it to m_flow_active_nodes if appropriate
-
-				MapVoxelManipulator v(&m_env.getMap());
-				v.m_disable_water_climb =
-						g_settings.getBool("disable_water_climb");
-				
-				VoxelArea area(p_over-v3s16(1,1,1), p_over+v3s16(1,1,1));
-
-				try
-				{
-					v.updateAreaWaterPressure(area, m_flow_active_nodes);
-				}
-				catch(ProcessingLimitException &e)
-				{
-					dstream<<"Processing limit reached (1)"<<std::endl;
-				}
-				
-				v.blitBack(modified_blocks);
-#endif
+				}*/
 			}
 			/*
 				Handle other items
-- 
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