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-rw-r--r--src/light.cpp21
-rw-r--r--src/main.cpp25
-rw-r--r--src/mapblock.cpp27
-rw-r--r--src/server.cpp74
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