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Illuna-Minetest
illuna-minetest
Commits
ba88685f
Commit
ba88685f
authored
13 years ago
by
Perttu Ahola
Browse files
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Plain Diff
cleaned the smooth lighting code a bit
parent
79799840
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Changes
1
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1 changed file
src/mapblock.cpp
+169
-29
169 additions, 29 deletions
src/mapblock.cpp
with
169 additions
and
29 deletions
src/mapblock.cpp
+
169
−
29
View file @
ba88685f
...
...
@@ -133,6 +133,69 @@ u8 getFaceLight(u32 daynight_ratio, MapNode n, MapNode n2,
#ifndef SERVER
/*
vertex_dirs: v3s16[4]
*/
void
getNodeVertexDirs
(
v3s16
dir
,
v3s16
*
vertex_dirs
)
{
/*
If looked from outside the node towards the face, the corners are:
0: bottom-right
1: bottom-left
2: top-left
3: top-right
*/
if
(
dir
==
v3s16
(
0
,
0
,
1
))
{
// If looking towards z+, this is the face that is behind
// the center point, facing towards z+.
vertex_dirs
[
0
]
=
v3s16
(
-
1
,
-
1
,
1
);
vertex_dirs
[
1
]
=
v3s16
(
1
,
-
1
,
1
);
vertex_dirs
[
2
]
=
v3s16
(
1
,
1
,
1
);
vertex_dirs
[
3
]
=
v3s16
(
-
1
,
1
,
1
);
}
else
if
(
dir
==
v3s16
(
0
,
0
,
-
1
))
{
// faces towards Z-
vertex_dirs
[
0
]
=
v3s16
(
1
,
-
1
,
-
1
);
vertex_dirs
[
1
]
=
v3s16
(
-
1
,
-
1
,
-
1
);
vertex_dirs
[
2
]
=
v3s16
(
-
1
,
1
,
-
1
);
vertex_dirs
[
3
]
=
v3s16
(
1
,
1
,
-
1
);
}
else
if
(
dir
==
v3s16
(
1
,
0
,
0
))
{
// faces towards X+
vertex_dirs
[
0
]
=
v3s16
(
1
,
-
1
,
1
);
vertex_dirs
[
1
]
=
v3s16
(
1
,
-
1
,
-
1
);
vertex_dirs
[
2
]
=
v3s16
(
1
,
1
,
-
1
);
vertex_dirs
[
3
]
=
v3s16
(
1
,
1
,
1
);
}
else
if
(
dir
==
v3s16
(
-
1
,
0
,
0
))
{
// faces towards X-
vertex_dirs
[
0
]
=
v3s16
(
-
1
,
-
1
,
-
1
);
vertex_dirs
[
1
]
=
v3s16
(
-
1
,
-
1
,
1
);
vertex_dirs
[
2
]
=
v3s16
(
-
1
,
1
,
1
);
vertex_dirs
[
3
]
=
v3s16
(
-
1
,
1
,
-
1
);
}
else
if
(
dir
==
v3s16
(
0
,
1
,
0
))
{
// faces towards Y+ (assume Z- as "down" in texture)
vertex_dirs
[
0
]
=
v3s16
(
1
,
1
,
-
1
);
vertex_dirs
[
1
]
=
v3s16
(
-
1
,
1
,
-
1
);
vertex_dirs
[
2
]
=
v3s16
(
-
1
,
1
,
1
);
vertex_dirs
[
3
]
=
v3s16
(
1
,
1
,
1
);
}
else
if
(
dir
==
v3s16
(
0
,
-
1
,
0
))
{
// faces towards Y- (assume Z+ as "down" in texture)
vertex_dirs
[
0
]
=
v3s16
(
1
,
-
1
,
1
);
vertex_dirs
[
1
]
=
v3s16
(
-
1
,
-
1
,
1
);
vertex_dirs
[
2
]
=
v3s16
(
-
1
,
-
1
,
-
1
);
vertex_dirs
[
3
]
=
v3s16
(
1
,
-
1
,
-
1
);
}
}
inline
video
::
SColor
lightColor
(
u8
alpha
,
u8
light
)
{
return
video
::
SColor
(
alpha
,
light
,
light
,
light
);
...
...
@@ -149,6 +212,18 @@ void makeFastFace(TileSpec tile, u8 li0, u8 li1, u8 li2, u8 li3, v3f p,
posRelative_f
*=
BS
;
v3f
vertex_pos
[
4
];
v3s16
vertex_dirs
[
4
];
getNodeVertexDirs
(
dir
,
vertex_dirs
);
for
(
u16
i
=
0
;
i
<
4
;
i
++
)
{
vertex_pos
[
i
]
=
v3f
(
BS
/
2
*
vertex_dirs
[
i
].
X
,
BS
/
2
*
vertex_dirs
[
i
].
Y
,
BS
/
2
*
vertex_dirs
[
i
].
Z
);
}
/*v3f vertex_pos[4];
// If looking towards z+, this is the face that is behind
// the center point, facing towards z+.
vertex_pos[0] = v3f(-BS/2,-BS/2,BS/2);
...
...
@@ -185,7 +260,7 @@ void makeFastFace(TileSpec tile, u8 li0, u8 li1, u8 li2, u8 li3, v3f p,
{
for(u16 i=0; i<4; i++)
vertex_pos[i].rotateYZBy(90);
}
}
*/
for
(
u16
i
=
0
;
i
<
4
;
i
++
)
{
...
...
@@ -383,6 +458,20 @@ u8 getSmoothLight(v3s16 p, VoxelManipulator &vmanip, u32 daynight_ratio)
return
light
;
}
// Calculate lighting at the given corner of p
u8
getSmoothLight
(
v3s16
p
,
v3s16
corner
,
VoxelManipulator
&
vmanip
,
u32
daynight_ratio
)
{
if
(
corner
.
X
==
1
)
p
.
X
+=
1
;
else
assert
(
corner
.
X
==
-
1
);
if
(
corner
.
Y
==
1
)
p
.
Y
+=
1
;
else
assert
(
corner
.
Y
==
-
1
);
if
(
corner
.
Z
==
1
)
p
.
Z
+=
1
;
else
assert
(
corner
.
Z
==
-
1
);
return
getSmoothLight
(
p
,
vmanip
,
daynight_ratio
);
}
/*
startpos:
translate_dir: unit vector with only one of x, y or z
...
...
@@ -415,6 +504,7 @@ void updateFastFaceRow(
for
(
u16
j
=
0
;
j
<
length
;
j
++
)
{
// If tiling can be done, this is set to false in the next step
bool
next_is_different
=
true
;
v3s16
p_next
;
...
...
@@ -480,7 +570,6 @@ void updateFastFaceRow(
/*
Create a face if there should be one
*/
//u8 mf = face_contents(tile0, tile1);
// This is hackish
u8
content0
=
getNodeContent
(
p
,
n0
,
temp_mods
);
u8
content1
=
getNodeContent
(
p
+
face_dir
,
n1
,
temp_mods
);
...
...
@@ -498,9 +587,6 @@ void updateFastFaceRow(
// First node
v3s16
p_first
=
p
-
(
continuous_tiles_count
-
1
)
*
translate_dir
;
v3s16
p_map
=
blockpos_nodes
+
p
;
v3s16
p_map_first
=
p_first
+
blockpos_nodes
;
if
(
translate_dir
.
X
!=
0
)
{
scale
.
X
=
continuous_tiles_count
;
...
...
@@ -514,8 +600,61 @@ void updateFastFaceRow(
scale
.
Z
=
continuous_tiles_count
;
}
#if 1
v3s16
p_map_leftmost
;
v3s16
p_map_rightmost
;
v3s16
face_dir_corrected
;
TileSpec
tile
;
if
(
mf
==
1
)
{
tile
=
tile0
;
face_dir_corrected
=
face_dir
;
p_map_leftmost
=
p
+
blockpos_nodes
;
p_map_rightmost
=
p_first
+
blockpos_nodes
;
}
else
{
// Offset to the actual solid block
p_map_leftmost
=
p
+
blockpos_nodes
+
face_dir
;
p_map_rightmost
=
p_first
+
blockpos_nodes
+
face_dir
;
/*if(face_dir == v3s16(0,0,1))
{
v3s16 orig_leftmost = p_map_leftmost;
v3s16 orig_rightmost = p_map_leftmost;
p_map_leftmost = orig_rightmost;
p_map_rightmost = orig_leftmost;
}*/
sp
+=
face_dir_f
;
face_dir_corrected
=
-
face_dir
;
tile
=
tile1
;
}
if
(
smooth_lighting
==
false
)
{
li0
=
li1
=
li2
=
li3
=
decode_light
(
light
);
}
else
{
v3s16
vertex_dirs
[
4
];
getNodeVertexDirs
(
face_dir_corrected
,
vertex_dirs
);
li0
=
getSmoothLight
(
p_map_rightmost
,
vertex_dirs
[
0
],
vmanip
,
daynight_ratio
);
li1
=
getSmoothLight
(
p_map_leftmost
,
vertex_dirs
[
1
],
vmanip
,
daynight_ratio
);
li2
=
getSmoothLight
(
p_map_leftmost
,
vertex_dirs
[
2
],
vmanip
,
daynight_ratio
);
li3
=
getSmoothLight
(
p_map_rightmost
,
vertex_dirs
[
3
],
vmanip
,
daynight_ratio
);
}
makeFastFace
(
tile
,
li0
,
li1
,
li2
,
li3
,
sp
,
face_dir_corrected
,
scale
,
posRelative_f
,
dest
);
#else
v3s16
p_map
=
p
+
blockpos_nodes
;
v3s16
p_map_first
=
p_first
+
blockpos_nodes
;
// If node at sp (tile0) is more solid
if
(
mf
==
1
)
...
...
@@ -525,37 +664,37 @@ void updateFastFaceRow(
if
(
face_dir
==
v3s16
(
0
,
0
,
1
))
{
// Going along X+, faces in Z+
li0
=
getSmoothLight
(
p_map_first
+
v3s16
(
0
,
0
,
1
),
li0
=
getSmoothLight
(
p_map_first
,
v3s16
(
-
1
,
-
1
,
1
),
vmanip
,
daynight_ratio
);
li1
=
getSmoothLight
(
p_map
+
v3s16
(
1
,
0
,
1
),
li1
=
getSmoothLight
(
p_map
,
v3s16
(
1
,
-
1
,
1
),
vmanip
,
daynight_ratio
);
li2
=
getSmoothLight
(
p_map
+
v3s16
(
1
,
1
,
1
),
li2
=
getSmoothLight
(
p_map
,
v3s16
(
1
,
1
,
1
),
vmanip
,
daynight_ratio
);
li3
=
getSmoothLight
(
p_map_first
+
v3s16
(
0
,
1
,
1
),
li3
=
getSmoothLight
(
p_map_first
,
v3s16
(
-
1
,
1
,
1
),
vmanip
,
daynight_ratio
);
}
else
if
(
face_dir
==
v3s16
(
0
,
1
,
0
))
{
// Going along X+, faces in Y+
li0
=
getSmoothLight
(
p_map_first
+
v3s16
(
0
,
1
,
1
),
li0
=
getSmoothLight
(
p_map_first
,
v3s16
(
1
,
1
,
-
1
),
vmanip
,
daynight_ratio
);
li1
=
getSmoothLight
(
p_map
+
v3s16
(
1
,
1
,
1
),
li1
=
getSmoothLight
(
p_map
,
v3s16
(
-
1
,
1
,
-
1
),
vmanip
,
daynight_ratio
);
li2
=
getSmoothLight
(
p_map
+
v3s16
(
1
,
1
,
0
),
li2
=
getSmoothLight
(
p_map
,
v3s16
(
-
1
,
1
,
1
),
vmanip
,
daynight_ratio
);
li3
=
getSmoothLight
(
p_map_first
+
v3s16
(
0
,
1
,
0
),
li3
=
getSmoothLight
(
p_map_first
,
v3s16
(
1
,
1
,
1
),
vmanip
,
daynight_ratio
);
}
else
if
(
face_dir
==
v3s16
(
1
,
0
,
0
))
{
// Going along Z+, faces in X+
li0
=
getSmoothLight
(
p_map_first
+
v3s16
(
1
,
0
,
1
),
li0
=
getSmoothLight
(
p_map_first
,
v3s16
(
1
,
-
1
,
1
),
vmanip
,
daynight_ratio
);
li1
=
getSmoothLight
(
p_map
+
v3s16
(
1
,
0
,
0
),
li1
=
getSmoothLight
(
p_map
,
v3s16
(
1
,
-
1
,
-
1
),
vmanip
,
daynight_ratio
);
li2
=
getSmoothLight
(
p_map
+
v3s16
(
1
,
1
,
0
),
li2
=
getSmoothLight
(
p_map
,
v3s16
(
1
,
1
,
-
1
),
vmanip
,
daynight_ratio
);
li3
=
getSmoothLight
(
p_map_first
+
v3s16
(
1
,
1
,
1
),
li3
=
getSmoothLight
(
p_map_first
,
v3s16
(
1
,
1
,
1
),
vmanip
,
daynight_ratio
);
}
else
assert
(
0
);
...
...
@@ -577,37 +716,37 @@ void updateFastFaceRow(
if
(
face_dir
==
v3s16
(
0
,
0
,
1
))
{
// Going along X+, faces in Z-
li0
=
getSmoothLight
(
p_map
+
v3s16
(
1
,
0
,
0
),
li0
=
getSmoothLight
(
p_map
,
v3s16
(
1
,
-
1
,
-
1
),
vmanip
,
daynight_ratio
);
li1
=
getSmoothLight
(
p_map_first
+
v3s16
(
0
,
0
,
0
),
li1
=
getSmoothLight
(
p_map_first
,
v3s16
(
-
1
,
-
1
,
-
1
),
vmanip
,
daynight_ratio
);
li2
=
getSmoothLight
(
p_map_first
+
v3s16
(
0
,
1
,
0
),
li2
=
getSmoothLight
(
p_map_first
,
v3s16
(
-
1
,
1
,
-
1
),
vmanip
,
daynight_ratio
);
li3
=
getSmoothLight
(
p_map
+
v3s16
(
1
,
1
,
0
),
li3
=
getSmoothLight
(
p_map
,
v3s16
(
1
,
1
,
-
1
),
vmanip
,
daynight_ratio
);
}
else
if
(
face_dir
==
v3s16
(
0
,
1
,
0
))
{
// Going along X+, faces in Y-
li0
=
getSmoothLight
(
p_map_first
+
v3s16
(
0
,
0
,
0
),
li0
=
getSmoothLight
(
p_map_first
,
v3s16
(
-
1
,
-
1
,
1
),
vmanip
,
daynight_ratio
);
li1
=
getSmoothLight
(
p_map
+
v3s16
(
1
,
0
,
0
),
li1
=
getSmoothLight
(
p_map
,
v3s16
(
1
,
-
1
,
1
),
vmanip
,
daynight_ratio
);
li2
=
getSmoothLight
(
p_map
+
v3s16
(
1
,
0
,
1
),
li2
=
getSmoothLight
(
p_map
,
v3s16
(
1
,
-
1
,
-
1
),
vmanip
,
daynight_ratio
);
li3
=
getSmoothLight
(
p_map_first
+
v3s16
(
0
,
0
,
1
),
li3
=
getSmoothLight
(
p_map_first
,
v3s16
(
-
1
,
-
1
,
-
1
),
vmanip
,
daynight_ratio
);
}
else
if
(
face_dir
==
v3s16
(
1
,
0
,
0
))
{
// Going along Z+, faces in X-
li0
=
getSmoothLight
(
p_map_first
+
v3s16
(
0
,
0
,
0
),
li0
=
getSmoothLight
(
p_map_first
,
v3s16
(
-
1
,
-
1
,
-
1
),
vmanip
,
daynight_ratio
);
li1
=
getSmoothLight
(
p_map
+
v3s16
(
0
,
0
,
1
),
li1
=
getSmoothLight
(
p_map
,
v3s16
(
-
1
,
-
1
,
1
),
vmanip
,
daynight_ratio
);
li2
=
getSmoothLight
(
p_map
+
v3s16
(
0
,
1
,
1
),
li2
=
getSmoothLight
(
p_map
,
v3s16
(
-
1
,
1
,
1
),
vmanip
,
daynight_ratio
);
li3
=
getSmoothLight
(
p_map_first
+
v3s16
(
0
,
1
,
0
),
li3
=
getSmoothLight
(
p_map_first
,
v3s16
(
-
1
,
1
,
-
1
),
vmanip
,
daynight_ratio
);
}
else
assert
(
0
);
...
...
@@ -617,6 +756,7 @@ void updateFastFaceRow(
sp
+
face_dir_f
,
-
face_dir
,
scale
,
posRelative_f
,
dest
);
}
#endif
}
continuous_tiles_count
=
0
;
...
...
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