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authorPerttu Ahola <celeron55@gmail.com>2011-04-24 11:41:33 +0300
committerPerttu Ahola <celeron55@gmail.com>2011-04-24 11:41:33 +0300
commit8c1f7a0dd27782cfc85dce624ccc4e3276f18776 (patch)
tree125fb1c4893d25a9cdabff23812de59bfef36b0d /src/mapblock.cpp
parent83414e8b73ffd651c84c7ed8f8c1200cf9e8aec7 (diff)
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Added a simple software "ambient occlusion" effect, like minecraft's "smooth lighting"
Diffstat (limited to 'src/mapblock.cpp')
-rw-r--r--src/mapblock.cpp189
1 files changed, 170 insertions, 19 deletions
diff --git a/src/mapblock.cpp b/src/mapblock.cpp
index 6cf816dbe..69834b56a 100644
--- a/src/mapblock.cpp
+++ b/src/mapblock.cpp
@@ -133,7 +133,12 @@ u8 getFaceLight(u32 daynight_ratio, MapNode n, MapNode n2,
#ifndef SERVER
-void makeFastFace(TileSpec tile, u8 light, v3f p,
+inline video::SColor lightColor(u8 alpha, u8 light)
+{
+ return video::SColor(alpha,light,light,light);
+}
+
+void makeFastFace(TileSpec tile, u8 li0, u8 li1, u8 li2, u8 li3, v3f p,
v3s16 dir, v3f scale, v3f posRelative_f,
core::array<FastFace> &dest)
{
@@ -197,22 +202,18 @@ void makeFastFace(TileSpec tile, u8 light, v3f p,
v3f zerovector = v3f(0,0,0);
- //u8 li = decode_light(light);
- u8 li = light;
- //u8 li = 255; //DEBUG
-
u8 alpha = tile.alpha;
/*u8 alpha = 255;
if(tile.id == TILE_WATER)
alpha = WATER_ALPHA;*/
- video::SColor c = video::SColor(alpha,li,li,li);
-
float x0 = tile.texture.pos.X;
float y0 = tile.texture.pos.Y;
float w = tile.texture.size.X;
float h = tile.texture.size.Y;
+ /*video::SColor c = lightColor(alpha, li);
+
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], v3f(0,1,0), c,
@@ -220,6 +221,19 @@ void makeFastFace(TileSpec tile, u8 light, v3f p,
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], v3f(0,1,0), c,
+ core::vector2d<f32>(x0+w*abs_scale, y0));*/
+
+ face.vertices[0] = video::S3DVertex(vertex_pos[0], v3f(0,1,0),
+ lightColor(alpha, li0),
+ core::vector2d<f32>(x0+w*abs_scale, y0+h));
+ face.vertices[1] = video::S3DVertex(vertex_pos[1], v3f(0,1,0),
+ lightColor(alpha, li1),
+ core::vector2d<f32>(x0, y0+h));
+ face.vertices[2] = video::S3DVertex(vertex_pos[2], v3f(0,1,0),
+ lightColor(alpha, li2),
+ core::vector2d<f32>(x0, y0));
+ face.vertices[3] = video::S3DVertex(vertex_pos[3], v3f(0,1,0),
+ lightColor(alpha, li3),
core::vector2d<f32>(x0+w*abs_scale, y0));
face.tile = tile;
@@ -227,7 +241,6 @@ void makeFastFace(TileSpec tile, u8 light, v3f p,
//f->tile = TILE_STONE;
dest.push_back(face);
- //return f;
}
/*
@@ -324,6 +337,52 @@ u8 getNodeContent(v3s16 p, MapNode mn, NodeModMap &temp_mods)
return mn.d;
}
+v3s16 dirs8[8] = {
+ v3s16(0,0,0),
+ v3s16(0,0,1),
+ v3s16(0,1,0),
+ v3s16(0,1,1),
+ v3s16(1,0,0),
+ v3s16(1,1,0),
+ v3s16(1,0,1),
+ v3s16(1,1,1),
+};
+
+// Calculate lighting at the XYZ- corner of p
+u8 getSmoothLight(v3s16 p, VoxelManipulator &vmanip, u32 daynight_ratio)
+{
+ u16 ambient_occlusion = 0;
+ u16 light = 0;
+ u16 light_count = 0;
+ for(u32 i=0; i<8; i++)
+ {
+ MapNode n = vmanip.getNodeNoEx(p - dirs8[i]);
+ if(content_features(n.d).param_type == CPT_LIGHT)
+ {
+ light += decode_light(n.getLightBlend(daynight_ratio));
+ light_count++;
+ }
+ else
+ {
+ if(n.d != CONTENT_IGNORE)
+ ambient_occlusion++;
+ }
+ }
+
+ if(light_count == 0)
+ return 255;
+
+ light /= light_count;
+
+ if(ambient_occlusion > 4)
+ {
+ ambient_occlusion -= 4;
+ light = (float)light / ((float)ambient_occlusion * 0.5 + 1.0);
+ }
+
+ return light;
+}
+
/*
startpos:
translate_dir: unit vector with only one of x, y or z
@@ -408,7 +467,7 @@ void updateFastFaceRow(
end_of_texture = true;
}
- //end_of_texture = true; //DEBUG
+ end_of_texture = true; //DEBUG
if(next_is_different || end_of_texture)
{
@@ -428,33 +487,125 @@ void updateFastFaceRow(
// Center point of face (kind of)
v3f sp = pf - ((f32)continuous_tiles_count / 2. - 0.5) * translate_dir_f;
v3f scale(1,1,1);
- if(translate_dir.X != 0){
+ u8 li0=255, li1=255, li2=255, li3=255;
+
+ // 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;
}
- if(translate_dir.Y != 0){
+ if(translate_dir.Y != 0)
+ {
scale.Y = continuous_tiles_count;
}
- if(translate_dir.Z != 0){
+ if(translate_dir.Z != 0)
+ {
scale.Z = continuous_tiles_count;
}
- //FastFace *f;
+ //u8 li = decode_light(light);
// If node at sp (tile0) is more solid
if(mf == 1)
{
- makeFastFace(tile0, decode_light(light),
+ if(face_dir == v3s16(0,0,1))
+ {
+ // Going along X+, faces in Z+
+ li0 = getSmoothLight(p_map_first+v3s16(0,0,1),
+ vmanip, daynight_ratio);
+ li1 = getSmoothLight(p_map+v3s16(1,0,1),
+ vmanip, daynight_ratio);
+ li2 = getSmoothLight(p_map+v3s16(1,1,1),
+ vmanip, daynight_ratio);
+ li3 = getSmoothLight(p_map_first+v3s16(0,1,1),
+ 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),
+ vmanip, daynight_ratio);
+ li1 = getSmoothLight(p_map+v3s16(1,1,1),
+ vmanip, daynight_ratio);
+ li2 = getSmoothLight(p_map+v3s16(1,1,0),
+ vmanip, daynight_ratio);
+ li3 = getSmoothLight(p_map_first+v3s16(0,1,0),
+ 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),
+ vmanip, daynight_ratio);
+ li1 = getSmoothLight(p_map+v3s16(1,0,0),
+ vmanip, daynight_ratio);
+ li2 = getSmoothLight(p_map+v3s16(1,1,0),
+ vmanip, daynight_ratio);
+ li3 = getSmoothLight(p_map_first+v3s16(1,1,1),
+ vmanip, daynight_ratio);
+ }
+ else assert(0);
+
+ //makeFastFace(tile0, li, li, li, li,
+ makeFastFace(tile0, li0, li1, li2, li3,
sp, face_dir, scale,
posRelative_f, dest);
}
// If node at sp is less solid (mf == 2)
else
{
- makeFastFace(tile1, decode_light(light),
+ // Offset to the actual solid block
+ p_map += face_dir;
+ p_map_first += face_dir;
+
+ if(face_dir == v3s16(0,0,1))
+ {
+ // Going along X+, faces in Z-
+ li0 = getSmoothLight(p_map+v3s16(1,0,0),
+ vmanip, daynight_ratio);
+ li1 = getSmoothLight(p_map_first+v3s16(0,0,0),
+ vmanip, daynight_ratio);
+ li2 = getSmoothLight(p_map_first+v3s16(0,1,0),
+ vmanip, daynight_ratio);
+ li3 = getSmoothLight(p_map+v3s16(1,1,0),
+ 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),
+ vmanip, daynight_ratio);
+ li1 = getSmoothLight(p_map+v3s16(1,0,0),
+ vmanip, daynight_ratio);
+ li2 = getSmoothLight(p_map+v3s16(1,0,1),
+ vmanip, daynight_ratio);
+ li3 = getSmoothLight(p_map_first+v3s16(0,0,1),
+ 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),
+ vmanip, daynight_ratio);
+ li1 = getSmoothLight(p_map+v3s16(0,0,1),
+ vmanip, daynight_ratio);
+ li2 = getSmoothLight(p_map+v3s16(0,1,1),
+ vmanip, daynight_ratio);
+ li3 = getSmoothLight(p_map_first+v3s16(0,1,0),
+ vmanip, daynight_ratio);
+ }
+ else assert(0);
+
+ //makeFastFace(tile1, li, li, li, li,
+ makeFastFace(tile1, li0, li1, li2, li3,
sp+face_dir_f, -face_dir, scale,
posRelative_f, dest);
}
- //dest.push_back(f);
}
continuous_tiles_count = 0;
@@ -598,7 +749,7 @@ scene::SMesh* makeMapBlockMesh(MeshMakeData *data)
//TimeTaker timer2("updateMesh() collect");
/*
- Go through every y,z and get top faces in rows of x+
+ Go through every y,z and get top(y+) faces in rows of x+
*/
for(s16 y=0; y<MAP_BLOCKSIZE; y++){
for(s16 z=0; z<MAP_BLOCKSIZE; z++){
@@ -615,7 +766,7 @@ scene::SMesh* makeMapBlockMesh(MeshMakeData *data)
}
}
/*
- Go through every x,y and get right faces in rows of z+
+ Go through every x,y and get right(x+) faces in rows of z+
*/
for(s16 x=0; x<MAP_BLOCKSIZE; x++){
for(s16 y=0; y<MAP_BLOCKSIZE; y++){
@@ -632,7 +783,7 @@ scene::SMesh* makeMapBlockMesh(MeshMakeData *data)
}
}
/*
- Go through every y,z and get back faces in rows of x+
+ Go through every y,z and get back(z+) faces in rows of x+
*/
for(s16 z=0; z<MAP_BLOCKSIZE; z++){
for(s16 y=0; y<MAP_BLOCKSIZE; y++){