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authorShadowNinja <shadowninja@minetest.net>2017-06-03 14:55:10 -0400
committerShadowNinja <shadowninja@minetest.net>2017-06-03 14:55:10 -0400
commitcaecdb681c428c1aab9c0f7eec2570c0460f995c (patch)
treee5115982ea59bbf2343ba9b35bc4a0cfbb56f407 /src/mapblock_mesh.cpp
parent81d56b94919dceb7b2e51d70b21a7ca22f852bd5 (diff)
parent80dc961d24e1964e25d57039ddb2ba639f9f4d22 (diff)
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Merge 0.4.16 into stable-0.4
Diffstat (limited to 'src/mapblock_mesh.cpp')
-rw-r--r--src/mapblock_mesh.cpp827
1 files changed, 459 insertions, 368 deletions
diff --git a/src/mapblock_mesh.cpp b/src/mapblock_mesh.cpp
index 00f83e7ab..6781f21af 100644
--- a/src/mapblock_mesh.cpp
+++ b/src/mapblock_mesh.cpp
@@ -23,7 +23,6 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "map.h"
#include "profiler.h"
#include "nodedef.h"
-#include "gamedef.h"
#include "mesh.h"
#include "minimap.h"
#include "content_mapblock.h"
@@ -33,71 +32,59 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "util/directiontables.h"
#include <IMeshManipulator.h>
-static void applyFacesShading(video::SColor &color, const float factor)
-{
- color.setRed(core::clamp(core::round32(color.getRed() * factor), 0, 255));
- color.setGreen(core::clamp(core::round32(color.getGreen() * factor), 0, 255));
-}
-
/*
MeshMakeData
*/
-MeshMakeData::MeshMakeData(IGameDef *gamedef, bool use_shaders,
+MeshMakeData::MeshMakeData(Client *client, bool use_shaders,
bool use_tangent_vertices):
m_vmanip(),
m_blockpos(-1337,-1337,-1337),
m_crack_pos_relative(-1337, -1337, -1337),
m_smooth_lighting(false),
m_show_hud(false),
- m_gamedef(gamedef),
+ m_client(client),
m_use_shaders(use_shaders),
m_use_tangent_vertices(use_tangent_vertices)
{}
-void MeshMakeData::fill(MapBlock *block)
+void MeshMakeData::fillBlockDataBegin(const v3s16 &blockpos)
{
- m_blockpos = block->getPos();
+ m_blockpos = blockpos;
v3s16 blockpos_nodes = m_blockpos*MAP_BLOCKSIZE;
- /*
- Copy data
- */
-
- // Allocate this block + neighbors
m_vmanip.clear();
VoxelArea voxel_area(blockpos_nodes - v3s16(1,1,1) * MAP_BLOCKSIZE,
blockpos_nodes + v3s16(1,1,1) * MAP_BLOCKSIZE*2-v3s16(1,1,1));
m_vmanip.addArea(voxel_area);
+}
- {
- //TimeTaker timer("copy central block data");
- // 0ms
+void MeshMakeData::fillBlockData(const v3s16 &block_offset, MapNode *data)
+{
+ v3s16 data_size(MAP_BLOCKSIZE, MAP_BLOCKSIZE, MAP_BLOCKSIZE);
+ VoxelArea data_area(v3s16(0,0,0), data_size - v3s16(1,1,1));
- // Copy our data
- block->copyTo(m_vmanip);
- }
- {
- //TimeTaker timer("copy neighbor block data");
- // 0ms
+ v3s16 bp = m_blockpos + block_offset;
+ v3s16 blockpos_nodes = bp * MAP_BLOCKSIZE;
+ m_vmanip.copyFrom(data, data_area, v3s16(0,0,0), blockpos_nodes, data_size);
+}
- /*
- Copy neighbors. This is lightning fast.
- Copying only the borders would be *very* slow.
- */
+void MeshMakeData::fill(MapBlock *block)
+{
+ fillBlockDataBegin(block->getPos());
- // Get map
- Map *map = block->getParent();
+ fillBlockData(v3s16(0,0,0), block->getData());
- for(u16 i=0; i<26; i++)
- {
- const v3s16 &dir = g_26dirs[i];
- v3s16 bp = m_blockpos + dir;
- MapBlock *b = map->getBlockNoCreateNoEx(bp);
- if(b)
- b->copyTo(m_vmanip);
- }
+ // Get map for reading neigbhor blocks
+ Map *map = block->getParent();
+
+ for (u16 i=0; i<26; i++) {
+ const v3s16 &dir = g_26dirs[i];
+ v3s16 bp = m_blockpos + dir;
+ MapBlock *b = map->getBlockNoCreateNoEx(bp);
+ if(b)
+ fillBlockData(dir, b->getData());
}
}
@@ -233,7 +220,7 @@ static u16 getSmoothLightCombined(v3s16 p, MeshMakeData *data)
v3s16(1,1,1),
};
- INodeDefManager *ndef = data->m_gamedef->ndef();
+ INodeDefManager *ndef = data->m_client->ndef();
u16 ambient_occlusion = 0;
u16 light_count = 0;
@@ -243,7 +230,7 @@ static u16 getSmoothLightCombined(v3s16 p, MeshMakeData *data)
for (u32 i = 0; i < 8; i++)
{
- const MapNode &n = data->m_vmanip.getNodeRefUnsafeCheckFlags(p - dirs8[i]);
+ MapNode n = data->m_vmanip.getNodeNoExNoEmerge(p - dirs8[i]);
// if it's CONTENT_IGNORE we can't do any light calculations
if (n.getContent() == CONTENT_IGNORE) {
@@ -322,19 +309,34 @@ u16 getSmoothLight(v3s16 p, v3s16 corner, MeshMakeData *data)
return getSmoothLightCombined(p, data);
}
-/*
- Converts from day + night color values (0..255)
- and a given daynight_ratio to the final SColor shown on screen.
-*/
-void finalColorBlend(video::SColor& result,
- u8 day, u8 night, u32 daynight_ratio)
+void get_sunlight_color(video::SColorf *sunlight, u32 daynight_ratio){
+ f32 rg = daynight_ratio / 1000.0f - 0.04f;
+ f32 b = (0.98f * daynight_ratio) / 1000.0f + 0.078f;
+ sunlight->r = rg;
+ sunlight->g = rg;
+ sunlight->b = b;
+}
+
+void final_color_blend(video::SColor *result,
+ u16 light, u32 daynight_ratio)
{
- s32 rg = (day * daynight_ratio + night * (1000-daynight_ratio)) / 1000;
- s32 b = rg;
+ video::SColorf dayLight;
+ get_sunlight_color(&dayLight, daynight_ratio);
+ final_color_blend(result,
+ encode_light(light, 0), dayLight);
+}
- // Moonlight is blue
- b += (day - night) / 13;
- rg -= (day - night) / 23;
+void final_color_blend(video::SColor *result,
+ const video::SColor &data, const video::SColorf &dayLight)
+{
+ static const video::SColorf artificialColor(1.04f, 1.04f, 1.04f);
+
+ video::SColorf c(data);
+ f32 n = 1 - c.a;
+
+ f32 r = c.r * (c.a * dayLight.r + n * artificialColor.r) * 2.0f;
+ f32 g = c.g * (c.a * dayLight.g + n * artificialColor.g) * 2.0f;
+ f32 b = c.b * (c.a * dayLight.b + n * artificialColor.b) * 2.0f;
// Emphase blue a bit in darker places
// Each entry of this array represents a range of 8 blue levels
@@ -342,19 +344,13 @@ void finalColorBlend(video::SColor& result,
1, 4, 6, 6, 6, 5, 4, 3, 2, 1, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
};
- b += emphase_blue_when_dark[irr::core::clamp(b, 0, 255) / 8];
- b = irr::core::clamp(b, 0, 255);
- // Artificial light is yellow-ish
- static const u8 emphase_yellow_when_artificial[16] = {
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 5, 10, 15, 15, 15
- };
- rg += emphase_yellow_when_artificial[night/16];
- rg = irr::core::clamp(rg, 0, 255);
+ b += emphase_blue_when_dark[irr::core::clamp((s32) ((r + g + b) / 3 * 255),
+ 0, 255) / 8] / 255.0f;
- result.setRed(rg);
- result.setGreen(rg);
- result.setBlue(b);
+ result->setRed(core::clamp((s32) (r * 255.0f), 0, 255));
+ result->setGreen(core::clamp((s32) (g * 255.0f), 0, 255));
+ result->setBlue(core::clamp((s32) (b * 255.0f), 0, 255));
}
/*
@@ -426,12 +422,19 @@ static void getNodeVertexDirs(v3s16 dir, v3s16 *vertex_dirs)
struct FastFace
{
- TileSpec tile;
+ TileLayer layer;
video::S3DVertex vertices[4]; // Precalculated vertices
+ /*!
+ * The face is divided into two triangles. If this is true,
+ * vertices 0 and 2 are connected, othervise vertices 1 and 3
+ * are connected.
+ */
+ bool vertex_0_2_connected;
+ u8 layernum;
};
-static void makeFastFace(TileSpec tile, u16 li0, u16 li1, u16 li2, u16 li3,
- v3f p, v3s16 dir, v3f scale, u8 light_source, std::vector<FastFace> &dest)
+static void makeFastFace(const TileSpec &tile, u16 li0, u16 li1, u16 li2, u16 li3,
+ v3f p, v3s16 dir, v3f scale, std::vector<FastFace> &dest)
{
// Position is at the center of the cube.
v3f pos = p * BS;
@@ -581,26 +584,50 @@ static void makeFastFace(TileSpec tile, u16 li0, u16 li1, u16 li2, u16 li3,
v3f normal(dir.X, dir.Y, dir.Z);
- u8 alpha = tile.alpha;
+ u16 li[4] = { li0, li1, li2, li3 };
+ u16 day[4];
+ u16 night[4];
+
+ for (u8 i = 0; i < 4; i++) {
+ day[i] = li[i] >> 8;
+ night[i] = li[i] & 0xFF;
+ }
+
+ bool vertex_0_2_connected = abs(day[0] - day[2]) + abs(night[0] - night[2])
+ < abs(day[1] - day[3]) + abs(night[1] - night[3]);
+
+ v2f32 f[4] = {
+ core::vector2d<f32>(x0 + w * abs_scale, y0 + h),
+ core::vector2d<f32>(x0, y0 + h),
+ core::vector2d<f32>(x0, y0),
+ core::vector2d<f32>(x0 + w * abs_scale, y0) };
- dest.push_back(FastFace());
+ for (int layernum = 0; layernum < MAX_TILE_LAYERS; layernum++) {
+ const TileLayer *layer = &tile.layers[layernum];
+ if (layer->texture_id == 0)
+ continue;
+
+ dest.push_back(FastFace());
+ FastFace& face = *dest.rbegin();
- FastFace& face = *dest.rbegin();
+ for (u8 i = 0; i < 4; i++) {
+ video::SColor c = encode_light(li[i], tile.emissive_light);
+ if (!tile.emissive_light)
+ applyFacesShading(c, normal);
- face.vertices[0] = video::S3DVertex(vertex_pos[0], normal,
- MapBlock_LightColor(alpha, li0, light_source),
- core::vector2d<f32>(x0+w*abs_scale, y0+h));
- face.vertices[1] = video::S3DVertex(vertex_pos[1], normal,
- MapBlock_LightColor(alpha, li1, light_source),
- core::vector2d<f32>(x0, y0+h));
- face.vertices[2] = video::S3DVertex(vertex_pos[2], normal,
- MapBlock_LightColor(alpha, li2, light_source),
- core::vector2d<f32>(x0, y0));
- face.vertices[3] = video::S3DVertex(vertex_pos[3], normal,
- MapBlock_LightColor(alpha, li3, light_source),
- core::vector2d<f32>(x0+w*abs_scale, y0));
+ face.vertices[i] = video::S3DVertex(vertex_pos[i], normal, c, f[i]);
+ }
- face.tile = tile;
+ /*
+ Revert triangles for nicer looking gradient if the
+ brightness of vertices 1 and 3 differ less than
+ the brightness of vertices 0 and 2.
+ */
+ face.vertex_0_2_connected = vertex_0_2_connected;
+
+ face.layer = *layer;
+ face.layernum = layernum;
+ }
}
/*
@@ -662,22 +689,31 @@ static u8 face_contents(content_t m1, content_t m2, bool *equivalent,
/*
Gets nth node tile (0 <= n <= 5).
*/
-TileSpec getNodeTileN(MapNode mn, v3s16 p, u8 tileindex, MeshMakeData *data)
+void getNodeTileN(MapNode mn, v3s16 p, u8 tileindex, MeshMakeData *data, TileSpec &tile)
{
- INodeDefManager *ndef = data->m_gamedef->ndef();
- TileSpec spec = ndef->get(mn).tiles[tileindex];
+ INodeDefManager *ndef = data->m_client->ndef();
+ const ContentFeatures &f = ndef->get(mn);
+ tile = f.tiles[tileindex];
+ TileLayer *top_layer = NULL;
+ for (int layernum = 0; layernum < MAX_TILE_LAYERS; layernum++) {
+ TileLayer *layer = &tile.layers[layernum];
+ if (layer->texture_id == 0)
+ continue;
+ top_layer = layer;
+ if (!layer->has_color)
+ mn.getColor(f, &(layer->color));
+ }
// Apply temporary crack
if (p == data->m_crack_pos_relative)
- spec.material_flags |= MATERIAL_FLAG_CRACK;
- return spec;
+ top_layer->material_flags |= MATERIAL_FLAG_CRACK;
}
/*
Gets node tile given a face direction.
*/
-TileSpec getNodeTile(MapNode mn, v3s16 p, v3s16 dir, MeshMakeData *data)
+void getNodeTile(MapNode mn, v3s16 p, v3s16 dir, MeshMakeData *data, TileSpec &tile)
{
- INodeDefManager *ndef = data->m_gamedef->ndef();
+ INodeDefManager *ndef = data->m_client->ndef();
// Direction must be (1,0,0), (-1,0,0), (0,1,0), (0,-1,0),
// (0,0,1), (0,0,-1) or (0,0,0)
@@ -732,10 +768,8 @@ TileSpec getNodeTile(MapNode mn, v3s16 p, v3s16 dir, MeshMakeData *data)
};
u16 tile_index=facedir*16 + dir_i;
- TileSpec spec = getNodeTileN(mn, p, dir_to_tile[tile_index], data);
- spec.rotation=dir_to_tile[tile_index + 1];
- spec.texture = data->m_gamedef->tsrc()->getTexture(spec.texture_id);
- return spec;
+ getNodeTileN(mn, p, dir_to_tile[tile_index], data, tile);
+ tile.rotation = dir_to_tile[tile_index + 1];
}
static void getTileInfo(
@@ -748,15 +782,14 @@ static void getTileInfo(
v3s16 &p_corrected,
v3s16 &face_dir_corrected,
u16 *lights,
- TileSpec &tile,
- u8 &light_source
+ TileSpec &tile
)
{
VoxelManipulator &vmanip = data->m_vmanip;
- INodeDefManager *ndef = data->m_gamedef->ndef();
+ INodeDefManager *ndef = data->m_client->ndef();
v3s16 blockpos_nodes = data->m_blockpos * MAP_BLOCKSIZE;
- MapNode &n0 = vmanip.getNodeRefUnsafe(blockpos_nodes + p);
+ const MapNode &n0 = vmanip.getNodeRefUnsafe(blockpos_nodes + p);
// Don't even try to get n1 if n0 is already CONTENT_IGNORE
if (n0.getContent() == CONTENT_IGNORE) {
@@ -776,51 +809,48 @@ static void getTileInfo(
u8 mf = face_contents(n0.getContent(), n1.getContent(),
&equivalent, ndef);
- if(mf == 0)
- {
+ if (mf == 0) {
makes_face = false;
return;
}
makes_face = true;
- if(mf == 1)
- {
- tile = getNodeTile(n0, p, face_dir, data);
+ MapNode n = n0;
+
+ if (mf == 1) {
p_corrected = p;
face_dir_corrected = face_dir;
- light_source = ndef->get(n0).light_source;
- }
- else
- {
- tile = getNodeTile(n1, p + face_dir, -face_dir, data);
+ } else {
+ n = n1;
p_corrected = p + face_dir;
face_dir_corrected = -face_dir;
- light_source = ndef->get(n1).light_source;
}
+ getNodeTile(n, p_corrected, face_dir_corrected, data, tile);
+ const ContentFeatures &f = ndef->get(n);
+ tile.emissive_light = f.light_source;
+
// eg. water and glass
- if(equivalent)
- tile.material_flags |= MATERIAL_FLAG_BACKFACE_CULLING;
+ if (equivalent) {
+ for (int layernum = 0; layernum < MAX_TILE_LAYERS; layernum++)
+ tile.layers[layernum].material_flags |=
+ MATERIAL_FLAG_BACKFACE_CULLING;
+ }
- if(data->m_smooth_lighting == false)
- {
+ if (!data->m_smooth_lighting) {
lights[0] = lights[1] = lights[2] = lights[3] =
getFaceLight(n0, n1, face_dir, ndef);
}
- else
- {
+ else {
v3s16 vertex_dirs[4];
getNodeVertexDirs(face_dir_corrected, vertex_dirs);
- for(u16 i=0; i<4; i++)
- {
- lights[i] = getSmoothLight(
- blockpos_nodes + p_corrected,
- vertex_dirs[i], data);
+
+ v3s16 light_p = blockpos_nodes + p_corrected;
+ for (u16 i = 0; i < 4; i++) {
+ lights[i] = getSmoothLight(light_p, vertex_dirs[i], data);
}
}
-
- return;
}
/*
@@ -846,13 +876,13 @@ static void updateFastFaceRow(
v3s16 face_dir_corrected;
u16 lights[4] = {0,0,0,0};
TileSpec tile;
- u8 light_source = 0;
getTileInfo(data, p, face_dir,
makes_face, p_corrected, face_dir_corrected,
- lights, tile, light_source);
+ lights, tile);
- for(u16 j=0; j<MAP_BLOCKSIZE; j++)
- {
+ // Unroll this variable which has a significant build cost
+ TileSpec next_tile;
+ for (u16 j = 0; j < MAP_BLOCKSIZE; j++) {
// If tiling can be done, this is set to false in the next step
bool next_is_different = true;
@@ -862,70 +892,38 @@ static void updateFastFaceRow(
v3s16 next_p_corrected;
v3s16 next_face_dir_corrected;
u16 next_lights[4] = {0,0,0,0};
- TileSpec next_tile;
- u8 next_light_source = 0;
+
// If at last position, there is nothing to compare to and
// the face must be drawn anyway
- if(j != MAP_BLOCKSIZE - 1)
- {
+ if (j != MAP_BLOCKSIZE - 1) {
p_next = p + translate_dir;
getTileInfo(data, p_next, face_dir,
next_makes_face, next_p_corrected,
next_face_dir_corrected, next_lights,
- next_tile, next_light_source);
+ next_tile);
- if(next_makes_face == makes_face
+ if (next_makes_face == makes_face
&& next_p_corrected == p_corrected + translate_dir
&& next_face_dir_corrected == face_dir_corrected
- && next_lights[0] == lights[0]
- && next_lights[1] == lights[1]
- && next_lights[2] == lights[2]
- && next_lights[3] == lights[3]
- && next_tile == tile
- && tile.rotation == 0
- && next_light_source == light_source
- && (tile.material_flags & MATERIAL_FLAG_TILEABLE_HORIZONTAL)
- && (tile.material_flags & MATERIAL_FLAG_TILEABLE_VERTICAL)) {
+ && memcmp(next_lights, lights, ARRLEN(lights) * sizeof(u16)) == 0
+ && next_tile.isTileable(tile)) {
next_is_different = false;
continuous_tiles_count++;
- } else {
- /*if(makes_face){
- g_profiler->add("Meshgen: diff: next_makes_face != makes_face",
- next_makes_face != makes_face ? 1 : 0);
- g_profiler->add("Meshgen: diff: n_p_corr != p_corr + t_dir",
- (next_p_corrected != p_corrected + translate_dir) ? 1 : 0);
- g_profiler->add("Meshgen: diff: next_f_dir_corr != f_dir_corr",
- next_face_dir_corrected != face_dir_corrected ? 1 : 0);
- g_profiler->add("Meshgen: diff: next_lights[] != lights[]",
- (next_lights[0] != lights[0] ||
- next_lights[0] != lights[0] ||
- next_lights[0] != lights[0] ||
- next_lights[0] != lights[0]) ? 1 : 0);
- g_profiler->add("Meshgen: diff: !(next_tile == tile)",
- !(next_tile == tile) ? 1 : 0);
- }*/
}
- /*g_profiler->add("Meshgen: Total faces checked", 1);
- if(makes_face)
- g_profiler->add("Meshgen: Total makes_face checked", 1);*/
- } else {
- /*if(makes_face)
- g_profiler->add("Meshgen: diff: last position", 1);*/
}
- if(next_is_different)
- {
+ if (next_is_different) {
/*
Create a face if there should be one
*/
- if(makes_face)
- {
+ if (makes_face) {
// Floating point conversion of the position vector
v3f pf(p_corrected.X, p_corrected.Y, p_corrected.Z);
// Center point of face (kind of)
- v3f sp = pf - ((f32)continuous_tiles_count / 2.0 - 0.5) * translate_dir_f;
+ v3f sp = pf -
+ ((f32)continuous_tiles_count / 2.0f - 0.5f) * translate_dir_f;
v3f scale(1,1,1);
if(translate_dir.X != 0) {
@@ -939,8 +937,7 @@ static void updateFastFaceRow(
}
makeFastFace(tile, lights[0], lights[1], lights[2], lights[3],
- sp, face_dir_corrected, scale, light_source,
- dest);
+ sp, face_dir_corrected, scale, dest);
g_profiler->avg("Meshgen: faces drawn by tiling", 0);
for(int i = 1; i < continuous_tiles_count; i++){
@@ -954,12 +951,9 @@ static void updateFastFaceRow(
makes_face = next_makes_face;
p_corrected = next_p_corrected;
face_dir_corrected = next_face_dir_corrected;
- lights[0] = next_lights[0];
- lights[1] = next_lights[1];
- lights[2] = next_lights[2];
- lights[3] = next_lights[3];
- tile = next_tile;
- light_source = next_light_source;
+ std::memcpy(lights, next_lights, ARRLEN(lights) * sizeof(u16));
+ if (next_is_different)
+ tile = next_tile;
p = p_next;
}
}
@@ -1018,18 +1012,19 @@ static void updateAllFastFaceRows(MeshMakeData *data,
*/
MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
- m_mesh(new scene::SMesh()),
m_minimap_mapblock(NULL),
- m_gamedef(data->m_gamedef),
- m_driver(m_gamedef->tsrc()->getDevice()->getVideoDriver()),
- m_tsrc(m_gamedef->getTextureSource()),
- m_shdrsrc(m_gamedef->getShaderSource()),
+ m_client(data->m_client),
+ m_driver(m_client->tsrc()->getDevice()->getVideoDriver()),
+ m_tsrc(m_client->getTextureSource()),
+ m_shdrsrc(m_client->getShaderSource()),
m_animation_force_timer(0), // force initial animation
m_last_crack(-1),
m_crack_materials(),
m_last_daynight_ratio((u32) -1),
m_daynight_diffs()
{
+ for (int m = 0; m < MAX_TILE_LAYERS; m++)
+ m_mesh[m] = new scene::SMesh();
m_enable_shaders = data->m_use_shaders;
m_use_tangent_vertices = data->m_use_tangent_vertices;
m_enable_vbo = g_settings->getBool("enable_vbo");
@@ -1078,21 +1073,14 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
const u16 indices[] = {0,1,2,2,3,0};
const u16 indices_alternate[] = {0,1,3,2,3,1};
- if(f.tile.texture == NULL)
+ if (f.layer.texture == NULL)
continue;
- const u16 *indices_p = indices;
-
- /*
- Revert triangles for nicer looking gradient if vertices
- 1 and 3 have same color or 0 and 2 have different color.
- getRed() is the day color.
- */
- if(f.vertices[0].Color.getRed() != f.vertices[2].Color.getRed()
- || f.vertices[1].Color.getRed() == f.vertices[3].Color.getRed())
- indices_p = indices_alternate;
+ const u16 *indices_p =
+ f.vertex_0_2_connected ? indices : indices_alternate;
- collector.append(f.tile, f.vertices, 4, indices_p, 6);
+ collector.append(f.layer, f.vertices, 4, indices_p, 6,
+ f.layernum);
}
}
@@ -1104,162 +1092,155 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
- whatever
*/
- mapblock_mesh_generate_special(data, collector);
+ {
+ MapblockMeshGenerator generator(data, &collector);
+ generator.generate();
+ }
+
+ collector.applyTileColors();
/*
Convert MeshCollector to SMesh
*/
- for(u32 i = 0; i < collector.prebuffers.size(); i++)
- {
- PreMeshBuffer &p = collector.prebuffers[i];
-
- // Generate animation data
- // - Cracks
- if(p.tile.material_flags & MATERIAL_FLAG_CRACK)
+ for (int layer = 0; layer < MAX_TILE_LAYERS; layer++) {
+ for(u32 i = 0; i < collector.prebuffers[layer].size(); i++)
{
- // Find the texture name plus ^[crack:N:
- std::ostringstream os(std::ios::binary);
- os<<m_tsrc->getTextureName(p.tile.texture_id)<<"^[crack";
- if(p.tile.material_flags & MATERIAL_FLAG_CRACK_OVERLAY)
- os<<"o"; // use ^[cracko
- os<<":"<<(u32)p.tile.animation_frame_count<<":";
- m_crack_materials.insert(std::make_pair(i, os.str()));
- // Replace tile texture with the cracked one
- p.tile.texture = m_tsrc->getTextureForMesh(
- os.str()+"0",
- &p.tile.texture_id);
- }
- // - Texture animation
- if(p.tile.material_flags & MATERIAL_FLAG_ANIMATION_VERTICAL_FRAMES)
- {
- // Add to MapBlockMesh in order to animate these tiles
- m_animation_tiles[i] = p.tile;
- m_animation_frames[i] = 0;
- if(g_settings->getBool("desynchronize_mapblock_texture_animation")){
- // Get starting position from noise
- m_animation_frame_offsets[i] = 100000 * (2.0 + noise3d(
- data->m_blockpos.X, data->m_blockpos.Y,
- data->m_blockpos.Z, 0));
- } else {
- // Play all synchronized
- m_animation_frame_offsets[i] = 0;
- }
- // Replace tile texture with the first animation frame
- FrameSpec animation_frame = p.tile.frames[0];
- p.tile.texture = animation_frame.texture;
- }
+ PreMeshBuffer &p = collector.prebuffers[layer][i];
- u32 vertex_count = m_use_tangent_vertices ?
- p.tangent_vertices.size() : p.vertices.size();
- for (u32 j = 0; j < vertex_count; j++) {
- v3f *Normal;
- video::SColor *vc;
- if (m_use_tangent_vertices) {
- vc = &p.tangent_vertices[j].Color;
- Normal = &p.tangent_vertices[j].Normal;
- } else {
- vc = &p.vertices[j].Color;
- Normal = &p.vertices[j].Normal;
+ // Generate animation data
+ // - Cracks
+ if(p.layer.material_flags & MATERIAL_FLAG_CRACK)
+ {
+ // Find the texture name plus ^[crack:N:
+ std::ostringstream os(std::ios::binary);
+ os<<m_tsrc->getTextureName(p.layer.texture_id)<<"^[crack";
+ if(p.layer.material_flags & MATERIAL_FLAG_CRACK_OVERLAY)
+ os<<"o"; // use ^[cracko
+ os<<":"<<(u32)p.layer.animation_frame_count<<":";
+ m_crack_materials.insert(std::make_pair(std::pair<u8, u32>(layer, i), os.str()));
+ // Replace tile texture with the cracked one
+ p.layer.texture = m_tsrc->getTextureForMesh(
+ os.str()+"0",
+ &p.layer.texture_id);
}
- // Note applyFacesShading second parameter is precalculated sqrt
- // value for speed improvement
- // Skip it for lightsources and top faces.
- if (!vc->getBlue()) {
- if (Normal->Y < -0.5) {
- applyFacesShading(*vc, 0.447213);
- } else if (Normal->X > 0.5) {
- applyFacesShading(*vc, 0.670820);
- } else if (Normal->X < -0.5) {
- applyFacesShading(*vc, 0.670820);
- } else if (Normal->Z > 0.5) {
- applyFacesShading(*vc, 0.836660);
- } else if (Normal->Z < -0.5) {
- applyFacesShading(*vc, 0.836660);
+ // - Texture animation
+ if (p.layer.material_flags & MATERIAL_FLAG_ANIMATION) {
+ // Add to MapBlockMesh in order to animate these tiles
+ m_animation_tiles[std::pair<u8, u32>(layer, i)] = p.layer;
+ m_animation_frames[std::pair<u8, u32>(layer, i)] = 0;
+ if(g_settings->getBool("desynchronize_mapblock_texture_animation")){
+ // Get starting position from noise
+ m_animation_frame_offsets[std::pair<u8, u32>(layer, i)] = 100000 * (2.0 + noise3d(
+ data->m_blockpos.X, data->m_blockpos.Y,
+ data->m_blockpos.Z, 0));
+ } else {
+ // Play all synchronized
+ m_animation_frame_offsets[std::pair<u8, u32>(layer, i)] = 0;
}
+ // Replace tile texture with the first animation frame
+ p.layer.texture = p.layer.frames[0].texture;
}
+
if (!m_enable_shaders) {
- // - Classic lighting (shaders handle this by themselves)
- // Set initial real color and store for later updates
- u8 day = vc->getRed();
- u8 night = vc->getGreen();
- finalColorBlend(*vc, day, night, 1000);
- if (day != night) {
- m_daynight_diffs[i][j] = std::make_pair(day, night);
+ // Extract colors for day-night animation
+ // Dummy sunlight to handle non-sunlit areas
+ video::SColorf sunlight;
+ get_sunlight_color(&sunlight, 0);
+ u32 vertex_count =
+ m_use_tangent_vertices ?
+ p.tangent_vertices.size() : p.vertices.size();
+ for (u32 j = 0; j < vertex_count; j++) {
+ video::SColor *vc;
+ if (m_use_tangent_vertices) {
+ vc = &p.tangent_vertices[j].Color;
+ } else {
+ vc = &p.vertices[j].Color;
+ }
+ video::SColor copy(*vc);
+ if (vc->getAlpha() == 0) // No sunlight - no need to animate
+ final_color_blend(vc, copy, sunlight); // Finalize color
+ else // Record color to animate
+ m_daynight_diffs[std::pair<u8, u32>(layer, i)][j] = copy;
+
+ // The sunlight ratio has been stored,
+ // delete alpha (for the final rendering).
+ vc->setAlpha(255);
}
}
- }
- // Create material
- video::SMaterial material;
- material.setFlag(video::EMF_LIGHTING, false);
- material.setFlag(video::EMF_BACK_FACE_CULLING, true);
- material.setFlag(video::EMF_BILINEAR_FILTER, false);
- material.setFlag(video::EMF_FOG_ENABLE, true);
- material.setTexture(0, p.tile.texture);
+ // Create material
+ video::SMaterial material;
+ material.setFlag(video::EMF_LIGHTING, false);
+ material.setFlag(video::EMF_BACK_FACE_CULLING, true);
+ material.setFlag(video::EMF_BILINEAR_FILTER, false);
+ material.setFlag(video::EMF_FOG_ENABLE, true);
+ material.setTexture(0, p.layer.texture);
+
+ if (m_enable_shaders) {
+ material.MaterialType = m_shdrsrc->getShaderInfo(p.layer.shader_id).material;
+ p.layer.applyMaterialOptionsWithShaders(material);
+ if (p.layer.normal_texture) {
+ material.setTexture(1, p.layer.normal_texture);
+ }
+ material.setTexture(2, p.layer.flags_texture);
+ } else {
+ p.layer.applyMaterialOptions(material);
+ }
- if (m_enable_shaders) {
- material.MaterialType = m_shdrsrc->getShaderInfo(p.tile.shader_id).material;
- p.tile.applyMaterialOptionsWithShaders(material);
- if (p.tile.normal_texture) {
- material.setTexture(1, p.tile.normal_texture);
+ scene::SMesh *mesh = (scene::SMesh *)m_mesh[layer];
+
+ // Create meshbuffer, add to mesh
+ if (m_use_tangent_vertices) {
+ scene::SMeshBufferTangents *buf = new scene::SMeshBufferTangents();
+ // Set material
+ buf->Material = material;
+ // Add to mesh
+ mesh->addMeshBuffer(buf);
+ // Mesh grabbed it
+ buf->drop();
+ buf->append(&p.tangent_vertices[0], p.tangent_vertices.size(),
+ &p.indices[0], p.indices.size());
+ } else {
+ scene::SMeshBuffer *buf = new scene::SMeshBuffer();
+ // Set material
+ buf->Material = material;
+ // Add to mesh
+ mesh->addMeshBuffer(buf);
+ // Mesh grabbed it
+ buf->drop();
+ buf->append(&p.vertices[0], p.vertices.size(),
+ &p.indices[0], p.indices.size());
}
- material.setTexture(2, p.tile.flags_texture);
- } else {
- p.tile.applyMaterialOptions(material);
}
- scene::SMesh *mesh = (scene::SMesh *)m_mesh;
- // Create meshbuffer, add to mesh
+ /*
+ Do some stuff to the mesh
+ */
+ m_camera_offset = camera_offset;
+ translateMesh(m_mesh[layer],
+ intToFloat(data->m_blockpos * MAP_BLOCKSIZE - camera_offset, BS));
+
if (m_use_tangent_vertices) {
- scene::SMeshBufferTangents *buf = new scene::SMeshBufferTangents();
- // Set material
- buf->Material = material;
- // Add to mesh
- mesh->addMeshBuffer(buf);
- // Mesh grabbed it
- buf->drop();
- buf->append(&p.tangent_vertices[0], p.tangent_vertices.size(),
- &p.indices[0], p.indices.size());
- } else {
- scene::SMeshBuffer *buf = new scene::SMeshBuffer();
- // Set material
- buf->Material = material;
- // Add to mesh
- mesh->addMeshBuffer(buf);
- // Mesh grabbed it
- buf->drop();
- buf->append(&p.vertices[0], p.vertices.size(),
- &p.indices[0], p.indices.size());
+ scene::IMeshManipulator* meshmanip =
+ m_client->getSceneManager()->getMeshManipulator();
+ meshmanip->recalculateTangents(m_mesh[layer], true, false, false);
}
- }
- /*
- Do some stuff to the mesh
- */
- m_camera_offset = camera_offset;
- translateMesh(m_mesh,
- intToFloat(data->m_blockpos * MAP_BLOCKSIZE - camera_offset, BS));
-
- if (m_use_tangent_vertices) {
- scene::IMeshManipulator* meshmanip =
- m_gamedef->getSceneManager()->getMeshManipulator();
- meshmanip->recalculateTangents(m_mesh, true, false, false);
- }
-
- if (m_mesh)
- {
+ if (m_mesh[layer])
+ {
#if 0
- // Usually 1-700 faces and 1-7 materials
- std::cout<<"Updated MapBlock has "<<fastfaces_new.size()<<" faces "
- <<"and uses "<<m_mesh->getMeshBufferCount()
- <<" materials (meshbuffers)"<<std::endl;
+ // Usually 1-700 faces and 1-7 materials
+ std::cout<<"Updated MapBlock has "<<fastfaces_new.size()<<" faces "
+ <<"and uses "<<m_mesh[layer]->getMeshBufferCount()
+ <<" materials (meshbuffers)"<<std::endl;
#endif
- // Use VBO for mesh (this just would set this for ever buffer)
- if (m_enable_vbo) {
- m_mesh->setHardwareMappingHint(scene::EHM_STATIC);
+ // Use VBO for mesh (this just would set this for ever buffer)
+ if (m_enable_vbo) {
+ m_mesh[layer]->setHardwareMappingHint(scene::EHM_STATIC);
+ }
}
}
@@ -1274,14 +1255,15 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
MapBlockMesh::~MapBlockMesh()
{
- if (m_enable_vbo && m_mesh) {
- for (u32 i = 0; i < m_mesh->getMeshBufferCount(); i++) {
- scene::IMeshBuffer *buf = m_mesh->getMeshBuffer(i);
- m_driver->removeHardwareBuffer(buf);
- }
+ for (int m = 0; m < MAX_TILE_LAYERS; m++) {
+ if (m_enable_vbo && m_mesh[m])
+ for (u32 i = 0; i < m_mesh[m]->getMeshBufferCount(); i++) {
+ scene::IMeshBuffer *buf = m_mesh[m]->getMeshBuffer(i);
+ m_driver->removeHardwareBuffer(buf);
+ }
+ m_mesh[m]->drop();
+ m_mesh[m] = NULL;
}
- m_mesh->drop();
- m_mesh = NULL;
delete m_minimap_mapblock;
}
@@ -1298,9 +1280,10 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat
// Cracks
if(crack != m_last_crack)
{
- for (UNORDERED_MAP<u32, std::string>::iterator i = m_crack_materials.begin();
- i != m_crack_materials.end(); ++i) {
- scene::IMeshBuffer *buf = m_mesh->getMeshBuffer(i->first);
+ for (std::map<std::pair<u8, u32>, std::string>::iterator i =
+ m_crack_materials.begin(); i != m_crack_materials.end(); ++i) {
+ scene::IMeshBuffer *buf = m_mesh[i->first.first]->
+ getMeshBuffer(i->first.second);
std::string basename = i->second;
// Create new texture name from original
@@ -1313,10 +1296,10 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat
// If the current material is also animated,
// update animation info
- UNORDERED_MAP<u32, TileSpec>::iterator anim_iter =
- m_animation_tiles.find(i->first);
+ std::map<std::pair<u8, u32>, TileLayer>::iterator anim_iter =
+ m_animation_tiles.find(i->first);
if (anim_iter != m_animation_tiles.end()){
- TileSpec &tile = anim_iter->second;
+ TileLayer &tile = anim_iter->second;
tile.texture = new_texture;
tile.texture_id = new_texture_id;
// force animation update
@@ -1328,9 +1311,9 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat
}
// Texture animation
- for (UNORDERED_MAP<u32, TileSpec>::iterator i = m_animation_tiles.begin();
- i != m_animation_tiles.end(); ++i) {
- const TileSpec &tile = i->second;
+ for (std::map<std::pair<u8, u32>, TileLayer>::iterator i =
+ m_animation_tiles.begin(); i != m_animation_tiles.end(); ++i) {
+ const TileLayer &tile = i->second;
// Figure out current frame
int frameoffset = m_animation_frame_offsets[i->first];
int frame = (int)(time * 1000 / tile.animation_frame_length_ms
@@ -1341,9 +1324,10 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat
m_animation_frames[i->first] = frame;
- scene::IMeshBuffer *buf = m_mesh->getMeshBuffer(i->first);
+ scene::IMeshBuffer *buf = m_mesh[i->first.first]->
+ getMeshBuffer(i->first.second);
- FrameSpec animation_frame = tile.frames[frame];
+ const FrameSpec &animation_frame = tile.frames[frame];
buf->getMaterial().setTexture(0, animation_frame.texture);
if (m_enable_shaders) {
if (animation_frame.normal_texture) {
@@ -1357,22 +1341,24 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat
if(!m_enable_shaders && (daynight_ratio != m_last_daynight_ratio))
{
// Force reload mesh to VBO
- if (m_enable_vbo) {
- m_mesh->setDirty();
- }
- for(std::map<u32, std::map<u32, std::pair<u8, u8> > >::iterator
+ if (m_enable_vbo)
+ for (int m = 0; m < MAX_TILE_LAYERS; m++)
+ m_mesh[m]->setDirty();
+ video::SColorf day_color;
+ get_sunlight_color(&day_color, daynight_ratio);
+ for(std::map<std::pair<u8, u32>, std::map<u32, video::SColor > >::iterator
i = m_daynight_diffs.begin();
i != m_daynight_diffs.end(); ++i)
{
- scene::IMeshBuffer *buf = m_mesh->getMeshBuffer(i->first);
+ scene::IMeshBuffer *buf = m_mesh[i->first.first]->
+ getMeshBuffer(i->first.second);
video::S3DVertex *vertices = (video::S3DVertex *)buf->getVertices();
- for(std::map<u32, std::pair<u8, u8 > >::iterator
+ for(std::map<u32, video::SColor >::iterator
j = i->second.begin();
j != i->second.end(); ++j)
{
- u8 day = j->second.first;
- u8 night = j->second.second;
- finalColorBlend(vertices[j->first].Color, day, night, daynight_ratio);
+ final_color_blend(&(vertices[j->first].Color),
+ j->second, day_color);
}
}
m_last_daynight_ratio = daynight_ratio;
@@ -1384,9 +1370,12 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat
void MapBlockMesh::updateCameraOffset(v3s16 camera_offset)
{
if (camera_offset != m_camera_offset) {
- translateMesh(m_mesh, intToFloat(m_camera_offset-camera_offset, BS));
- if (m_enable_vbo) {
- m_mesh->setDirty();
+ for (u8 layer = 0; layer < 2; layer++) {
+ translateMesh(m_mesh[layer],
+ intToFloat(m_camera_offset - camera_offset, BS));
+ if (m_enable_vbo) {
+ m_mesh[layer]->setDirty();
+ }
}
m_camera_offset = camera_offset;
}
@@ -1400,15 +1389,29 @@ void MeshCollector::append(const TileSpec &tile,
const video::S3DVertex *vertices, u32 numVertices,
const u16 *indices, u32 numIndices)
{
+ for (int layernum = 0; layernum < MAX_TILE_LAYERS; layernum++) {
+ const TileLayer *layer = &tile.layers[layernum];
+ if (layer->texture_id == 0)
+ continue;
+ append(*layer, vertices, numVertices, indices, numIndices,
+ layernum);
+ }
+}
+
+void MeshCollector::append(const TileLayer &layer,
+ const video::S3DVertex *vertices, u32 numVertices,
+ const u16 *indices, u32 numIndices, u8 layernum)
+{
if (numIndices > 65535) {
dstream<<"FIXME: MeshCollector::append() called with numIndices="<<numIndices<<" (limit 65535)"<<std::endl;
return;
}
+ std::vector<PreMeshBuffer> *buffers = &prebuffers[layernum];
PreMeshBuffer *p = NULL;
- for (u32 i = 0; i < prebuffers.size(); i++) {
- PreMeshBuffer &pp = prebuffers[i];
- if (pp.tile != tile)
+ for (u32 i = 0; i < buffers->size(); i++) {
+ PreMeshBuffer &pp = (*buffers)[i];
+ if (pp.layer != layer)
continue;
if (pp.indices.size() + numIndices > 65535)
continue;
@@ -1419,9 +1422,9 @@ void MeshCollector::append(const TileSpec &tile,
if (p == NULL) {
PreMeshBuffer pp;
- pp.tile = tile;
- prebuffers.push_back(pp);
- p = &prebuffers[prebuffers.size() - 1];
+ pp.layer = layer;
+ buffers->push_back(pp);
+ p = &(*buffers)[buffers->size() - 1];
}
u32 vertex_count;
@@ -1454,17 +1457,32 @@ void MeshCollector::append(const TileSpec &tile,
void MeshCollector::append(const TileSpec &tile,
const video::S3DVertex *vertices, u32 numVertices,
const u16 *indices, u32 numIndices,
- v3f pos, video::SColor c)
+ v3f pos, video::SColor c, u8 light_source)
+{
+ for (int layernum = 0; layernum < MAX_TILE_LAYERS; layernum++) {
+ const TileLayer *layer = &tile.layers[layernum];
+ if (layer->texture_id == 0)
+ continue;
+ append(*layer, vertices, numVertices, indices, numIndices, pos,
+ c, light_source, layernum);
+ }
+}
+
+void MeshCollector::append(const TileLayer &layer,
+ const video::S3DVertex *vertices, u32 numVertices,
+ const u16 *indices, u32 numIndices,
+ v3f pos, video::SColor c, u8 light_source, u8 layernum)
{
if (numIndices > 65535) {
dstream<<"FIXME: MeshCollector::append() called with numIndices="<<numIndices<<" (limit 65535)"<<std::endl;
return;
}
+ std::vector<PreMeshBuffer> *buffers = &prebuffers[layernum];
PreMeshBuffer *p = NULL;
- for (u32 i = 0; i < prebuffers.size(); i++) {
- PreMeshBuffer &pp = prebuffers[i];
- if(pp.tile != tile)
+ for (u32 i = 0; i < buffers->size(); i++) {
+ PreMeshBuffer &pp = (*buffers)[i];
+ if(pp.layer != layer)
continue;
if(pp.indices.size() + numIndices > 65535)
continue;
@@ -1475,15 +1493,20 @@ void MeshCollector::append(const TileSpec &tile,
if (p == NULL) {
PreMeshBuffer pp;
- pp.tile = tile;
- prebuffers.push_back(pp);
- p = &prebuffers[prebuffers.size() - 1];
+ pp.layer = layer;
+ buffers->push_back(pp);
+ p = &(*buffers)[buffers->size() - 1];
}
+ video::SColor original_c = c;
u32 vertex_count;
if (m_use_tangent_vertices) {
vertex_count = p->tangent_vertices.size();
for (u32 i = 0; i < numVertices; i++) {
+ if (!light_source) {
+ c = original_c;
+ applyFacesShading(c, vertices[i].Normal);
+ }
video::S3DVertexTangents vert(vertices[i].Pos + pos,
vertices[i].Normal, c, vertices[i].TCoords);
p->tangent_vertices.push_back(vert);
@@ -1491,8 +1514,12 @@ void MeshCollector::append(const TileSpec &tile,
} else {
vertex_count = p->vertices.size();
for (u32 i = 0; i < numVertices; i++) {
- video::S3DVertex vert(vertices[i].Pos + pos,
- vertices[i].Normal, c, vertices[i].TCoords);
+ if (!light_source) {
+ c = original_c;
+ applyFacesShading(c, vertices[i].Normal);
+ }
+ video::S3DVertex vert(vertices[i].Pos + pos, vertices[i].Normal, c,
+ vertices[i].TCoords);
p->vertices.push_back(vert);
}
}
@@ -1502,3 +1529,67 @@ void MeshCollector::append(const TileSpec &tile,
p->indices.push_back(j);
}
}
+
+void MeshCollector::applyTileColors()
+{
+ if (m_use_tangent_vertices)
+ for (int layer = 0; layer < MAX_TILE_LAYERS; layer++) {
+ std::vector<PreMeshBuffer> *p = &prebuffers[layer];
+ for (std::vector<PreMeshBuffer>::iterator it = p->begin();
+ it != p->end(); ++it) {
+ video::SColor tc = it->layer.color;
+ if (tc == video::SColor(0xFFFFFFFF))
+ continue;
+ for (u32 index = 0; index < it->tangent_vertices.size(); index++) {
+ video::SColor *c = &it->tangent_vertices[index].Color;
+ c->set(c->getAlpha(), c->getRed() * tc.getRed() / 255,
+ c->getGreen() * tc.getGreen() / 255,
+ c->getBlue() * tc.getBlue() / 255);
+ }
+ }
+ }
+ else
+ for (int layer = 0; layer < MAX_TILE_LAYERS; layer++) {
+ std::vector<PreMeshBuffer> *p = &prebuffers[layer];
+ for (std::vector<PreMeshBuffer>::iterator it = p->begin();
+ it != p->end(); ++it) {
+ video::SColor tc = it->layer.color;
+ if (tc == video::SColor(0xFFFFFFFF))
+ continue;
+ for (u32 index = 0; index < it->vertices.size(); index++) {
+ video::SColor *c = &it->vertices[index].Color;
+ c->set(c->getAlpha(), c->getRed() * tc.getRed() / 255,
+ c->getGreen() * tc.getGreen() / 255,
+ c->getBlue() * tc.getBlue() / 255);
+ }
+ }
+ }
+}
+
+video::SColor encode_light(u16 light, u8 emissive_light)
+{
+ // Get components
+ u32 day = (light & 0xff);
+ u32 night = (light >> 8);
+ // Add emissive light
+ night += emissive_light * 2.5f;
+ if (night > 255)
+ night = 255;
+ // Since we don't know if the day light is sunlight or
+ // artificial light, assume it is artificial when the night
+ // light bank is also lit.
+ if (day < night)
+ day = 0;
+ else
+ day = day - night;
+ u32 sum = day + night;
+ // Ratio of sunlight:
+ u32 r;
+ if (sum > 0)
+ r = day * 255 / sum;
+ else
+ r = 0;
+ // Average light:
+ float b = (day + night) / 2;
+ return video::SColor(r, b, b, b);
+}