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-rw-r--r--src/mapblock.cpp172
1 files changed, 91 insertions, 81 deletions
diff --git a/src/mapblock.cpp b/src/mapblock.cpp
index 69834b56a..824f7dc8a 100644
--- a/src/mapblock.cpp
+++ b/src/mapblock.cpp
@@ -400,7 +400,8 @@ void updateFastFaceRow(
core::array<FastFace> &dest,
NodeModMap &temp_mods,
VoxelManipulator &vmanip,
- v3s16 blockpos_nodes)
+ v3s16 blockpos_nodes,
+ bool smooth_lighting)
{
v3s16 p = startpos;
@@ -508,50 +509,53 @@ void updateFastFaceRow(
scale.Z = continuous_tiles_count;
}
- //u8 li = decode_light(light);
+ if(smooth_lighting == false)
+ li0 = li1 = li2 = li3 = decode_light(light);
// If node at sp (tile0) is more solid
if(mf == 1)
{
- if(face_dir == v3s16(0,0,1))
+ if(smooth_lighting)
{
- // 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);
+ 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);
}
- else assert(0);
- //makeFastFace(tile0, li, li, li, li,
makeFastFace(tile0, li0, li1, li2, li3,
sp, face_dir, scale,
posRelative_f, dest);
@@ -559,49 +563,51 @@ void updateFastFaceRow(
// If node at sp is less solid (mf == 2)
else
{
- // Offset to the actual solid block
- p_map += face_dir;
- p_map_first += face_dir;
-
- if(face_dir == v3s16(0,0,1))
+ if(smooth_lighting)
{
- // 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);
+ // 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);
}
- 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);
@@ -731,6 +737,7 @@ scene::SMesh* makeMapBlockMesh(MeshMakeData *data)
*/
bool new_style_water = g_settings.getBool("new_style_water");
bool new_style_leaves = g_settings.getBool("new_style_leaves");
+ bool smooth_lighting = g_settings.getBool("smooth_lighting");
float node_water_level = 1.0;
if(new_style_water)
@@ -762,7 +769,8 @@ scene::SMesh* makeMapBlockMesh(MeshMakeData *data)
fastfaces_new,
data->m_temp_mods,
data->m_vmanip,
- blockpos_nodes);
+ blockpos_nodes,
+ smooth_lighting);
}
}
/*
@@ -779,7 +787,8 @@ scene::SMesh* makeMapBlockMesh(MeshMakeData *data)
fastfaces_new,
data->m_temp_mods,
data->m_vmanip,
- blockpos_nodes);
+ blockpos_nodes,
+ smooth_lighting);
}
}
/*
@@ -796,7 +805,8 @@ scene::SMesh* makeMapBlockMesh(MeshMakeData *data)
fastfaces_new,
data->m_temp_mods,
data->m_vmanip,
- blockpos_nodes);
+ blockpos_nodes,
+ smooth_lighting);
}
}
}