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-rw-r--r--src/mapblock_mesh.cpp66
1 files changed, 32 insertions, 34 deletions
diff --git a/src/mapblock_mesh.cpp b/src/mapblock_mesh.cpp
index 99a5ce0dd..3324dd2b6 100644
--- a/src/mapblock_mesh.cpp
+++ b/src/mapblock_mesh.cpp
@@ -221,11 +221,11 @@ u16 getFaceLight(MapNode n, MapNode n2, v3s16 face_dir, INodeDefManager *ndef)
/*
Calculate smooth lighting at the XYZ- corner of p.
- Single light bank.
+ Both light banks
*/
-static u8 getSmoothLight(enum LightBank bank, v3s16 p, MeshMakeData *data)
+static u16 getSmoothLightCombined(v3s16 p, MeshMakeData *data)
{
- static v3s16 dirs8[8] = {
+ static const v3s16 dirs8[8] = {
v3s16(0,0,0),
v3s16(0,0,1),
v3s16(0,1,0),
@@ -239,10 +239,12 @@ static u8 getSmoothLight(enum LightBank bank, v3s16 p, MeshMakeData *data)
INodeDefManager *ndef = data->m_gamedef->ndef();
u16 ambient_occlusion = 0;
- u16 light = 0;
u16 light_count = 0;
u8 light_source_max = 0;
- for(u32 i=0; i<8; i++)
+ u16 light_day = 0;
+ u16 light_night = 0;
+
+ for(u32 i = 0; i < 8; i++)
{
MapNode n = data->m_vmanip.getNodeNoEx(p - dirs8[i]);
@@ -256,48 +258,44 @@ static u8 getSmoothLight(enum LightBank bank, v3s16 p, MeshMakeData *data)
light_source_max = f.light_source;
// Check f.solidness because fast-style leaves look
// better this way
- if(f.param_type == CPT_LIGHT && f.solidness != 2)
- {
- light += decode_light(n.getLight(bank, ndef));
+ if (f.param_type == CPT_LIGHT && f.solidness != 2) {
+ light_day += decode_light(n.getLight(LIGHTBANK_DAY, ndef));
+ light_night += decode_light(n.getLight(LIGHTBANK_NIGHT, ndef));
light_count++;
- }
- else {
+ } else {
ambient_occlusion++;
}
}
if(light_count == 0)
- return 255;
+ return 0xffff;
- light /= light_count;
+ light_day /= light_count;
+ light_night /= light_count;
// Boost brightness around light sources
- if(decode_light(light_source_max) >= light)
- //return decode_light(undiminish_light(light_source_max));
- return decode_light(light_source_max);
+ bool skip_ambient_occlusion = false;
+ if(decode_light(light_source_max) >= light_day) {
+ light_day = decode_light(light_source_max);
+ skip_ambient_occlusion = true;
+ }
+ if(decode_light(light_source_max) >= light_night) {
+ light_night = decode_light(light_source_max);
+ skip_ambient_occlusion = true;
+ }
- if(ambient_occlusion > 4)
+ if(ambient_occlusion > 4 && !skip_ambient_occlusion)
{
//calculate table index for gamma space multiplier
ambient_occlusion -= 5;
//table of precalculated gamma space multiply factors
//light^2.2 * factor (0.75, 0.5, 0.25, 0.0), so table holds factor ^ (1 / 2.2)
- const float light_amount[4] = {0.877424315, 0.729740053, 0.532520545, 0.0};
- light = core::clamp(core::round32(light*light_amount[ambient_occlusion]), 0, 255);
+ static const float light_amount[4] = {0.877424315, 0.729740053, 0.532520545, 0.0};
+ light_day = rangelim(core::round32(light_day*light_amount[ambient_occlusion]), 0, 255);
+ light_night = rangelim(core::round32(light_night*light_amount[ambient_occlusion]), 0, 255);
}
- return light;
-}
-
-/*
- Calculate smooth lighting at the XYZ- corner of p.
- Both light banks.
-*/
-static u16 getSmoothLight(v3s16 p, MeshMakeData *data)
-{
- u16 day = getSmoothLight(LIGHTBANK_DAY, p, data);
- u16 night = getSmoothLight(LIGHTBANK_NIGHT, p, data);
- return day | (night << 8);
+ return light_day | (light_night << 8);
}
/*
@@ -307,13 +305,13 @@ static u16 getSmoothLight(v3s16 p, MeshMakeData *data)
u16 getSmoothLight(v3s16 p, v3s16 corner, MeshMakeData *data)
{
if(corner.X == 1) p.X += 1;
- else assert(corner.X == -1);
+ // else corner.X == -1
if(corner.Y == 1) p.Y += 1;
- else assert(corner.Y == -1);
+ // else corner.Y == -1
if(corner.Z == 1) p.Z += 1;
- else assert(corner.Z == -1);
+ // else corner.Z == -1
- return getSmoothLight(p, data);
+ return getSmoothLightCombined(p, data);
}
/*