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author | Perttu Ahola <celeron55@gmail.com> | 2011-04-24 14:19:35 +0300 |
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committer | Perttu Ahola <celeron55@gmail.com> | 2011-04-24 14:19:35 +0300 |
commit | ba88685fab339acd471ade642d24d9ca7e794f04 (patch) | |
tree | be6da96dfce41e2759293b4660566f7aba2837cc | |
parent | 79799840a23b99aaf7f4af77a94ea4e9efcf5327 (diff) | |
download | minetest-ba88685fab339acd471ade642d24d9ca7e794f04.tar.gz minetest-ba88685fab339acd471ade642d24d9ca7e794f04.tar.bz2 minetest-ba88685fab339acd471ade642d24d9ca7e794f04.zip |
cleaned the smooth lighting code a bit
-rw-r--r-- | src/mapblock.cpp | 198 |
1 files changed, 169 insertions, 29 deletions
diff --git a/src/mapblock.cpp b/src/mapblock.cpp index e98ec6e96..284c64300 100644 --- a/src/mapblock.cpp +++ b/src/mapblock.cpp @@ -133,6 +133,69 @@ u8 getFaceLight(u32 daynight_ratio, MapNode n, MapNode n2, #ifndef SERVER +/* + vertex_dirs: v3s16[4] +*/ +void getNodeVertexDirs(v3s16 dir, v3s16 *vertex_dirs) +{ + /* + If looked from outside the node towards the face, the corners are: + 0: bottom-right + 1: bottom-left + 2: top-left + 3: top-right + */ + if(dir == v3s16(0,0,1)) + { + // If looking towards z+, this is the face that is behind + // the center point, facing towards z+. + vertex_dirs[0] = v3s16(-1,-1, 1); + vertex_dirs[1] = v3s16( 1,-1, 1); + vertex_dirs[2] = v3s16( 1, 1, 1); + vertex_dirs[3] = v3s16(-1, 1, 1); + } + else if(dir == v3s16(0,0,-1)) + { + // faces towards Z- + vertex_dirs[0] = v3s16( 1,-1,-1); + vertex_dirs[1] = v3s16(-1,-1,-1); + vertex_dirs[2] = v3s16(-1, 1,-1); + vertex_dirs[3] = v3s16( 1, 1,-1); + } + else if(dir == v3s16(1,0,0)) + { + // faces towards X+ + vertex_dirs[0] = v3s16( 1,-1, 1); + vertex_dirs[1] = v3s16( 1,-1,-1); + vertex_dirs[2] = v3s16( 1, 1,-1); + vertex_dirs[3] = v3s16( 1, 1, 1); + } + else if(dir == v3s16(-1,0,0)) + { + // faces towards X- + vertex_dirs[0] = v3s16(-1,-1,-1); + vertex_dirs[1] = v3s16(-1,-1, 1); + vertex_dirs[2] = v3s16(-1, 1, 1); + vertex_dirs[3] = v3s16(-1, 1,-1); + } + else if(dir == v3s16(0,1,0)) + { + // faces towards Y+ (assume Z- as "down" in texture) + vertex_dirs[0] = v3s16( 1, 1,-1); + vertex_dirs[1] = v3s16(-1, 1,-1); + vertex_dirs[2] = v3s16(-1, 1, 1); + vertex_dirs[3] = v3s16( 1, 1, 1); + } + else if(dir == v3s16(0,-1,0)) + { + // faces towards Y- (assume Z+ as "down" in texture) + vertex_dirs[0] = v3s16( 1,-1, 1); + vertex_dirs[1] = v3s16(-1,-1, 1); + vertex_dirs[2] = v3s16(-1,-1,-1); + vertex_dirs[3] = v3s16( 1,-1,-1); + } +} + inline video::SColor lightColor(u8 alpha, u8 light) { return video::SColor(alpha,light,light,light); @@ -149,6 +212,18 @@ void makeFastFace(TileSpec tile, u8 li0, u8 li1, u8 li2, u8 li3, v3f p, posRelative_f *= BS; v3f vertex_pos[4]; + v3s16 vertex_dirs[4]; + getNodeVertexDirs(dir, vertex_dirs); + for(u16 i=0; i<4; i++) + { + vertex_pos[i] = v3f( + BS/2*vertex_dirs[i].X, + BS/2*vertex_dirs[i].Y, + BS/2*vertex_dirs[i].Z + ); + } + + /*v3f vertex_pos[4]; // If looking towards z+, this is the face that is behind // the center point, facing towards z+. vertex_pos[0] = v3f(-BS/2,-BS/2,BS/2); @@ -185,7 +260,7 @@ void makeFastFace(TileSpec tile, u8 li0, u8 li1, u8 li2, u8 li3, v3f p, { for(u16 i=0; i<4; i++) vertex_pos[i].rotateYZBy(90); - } + }*/ for(u16 i=0; i<4; i++) { @@ -383,6 +458,20 @@ u8 getSmoothLight(v3s16 p, VoxelManipulator &vmanip, u32 daynight_ratio) return light; } +// Calculate lighting at the given corner of p +u8 getSmoothLight(v3s16 p, v3s16 corner, + VoxelManipulator &vmanip, u32 daynight_ratio) +{ + if(corner.X == 1) p.X += 1; + else assert(corner.X == -1); + if(corner.Y == 1) p.Y += 1; + else assert(corner.Y == -1); + if(corner.Z == 1) p.Z += 1; + else assert(corner.Z == -1); + + return getSmoothLight(p, vmanip, daynight_ratio); +} + /* startpos: translate_dir: unit vector with only one of x, y or z @@ -415,6 +504,7 @@ void updateFastFaceRow( for(u16 j=0; j<length; j++) { + // If tiling can be done, this is set to false in the next step bool next_is_different = true; v3s16 p_next; @@ -480,7 +570,6 @@ void updateFastFaceRow( /* Create a face if there should be one */ - //u8 mf = face_contents(tile0, tile1); // This is hackish u8 content0 = getNodeContent(p, n0, temp_mods); u8 content1 = getNodeContent(p + face_dir, n1, temp_mods); @@ -498,9 +587,6 @@ void updateFastFaceRow( // 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; @@ -514,8 +600,61 @@ void updateFastFaceRow( scale.Z = continuous_tiles_count; } +#if 1 + v3s16 p_map_leftmost; + v3s16 p_map_rightmost; + v3s16 face_dir_corrected; + TileSpec tile; + + if(mf == 1) + { + tile = tile0; + face_dir_corrected = face_dir; + p_map_leftmost = p + blockpos_nodes; + p_map_rightmost = p_first + blockpos_nodes; + } + else + { + // Offset to the actual solid block + p_map_leftmost = p + blockpos_nodes + face_dir; + p_map_rightmost = p_first + blockpos_nodes + face_dir; + /*if(face_dir == v3s16(0,0,1)) + { + v3s16 orig_leftmost = p_map_leftmost; + v3s16 orig_rightmost = p_map_leftmost; + p_map_leftmost = orig_rightmost; + p_map_rightmost = orig_leftmost; + }*/ + sp += face_dir_f; + face_dir_corrected = -face_dir; + tile = tile1; + } + if(smooth_lighting == false) + { li0 = li1 = li2 = li3 = decode_light(light); + } + else + { + v3s16 vertex_dirs[4]; + getNodeVertexDirs(face_dir_corrected, vertex_dirs); + + li0 = getSmoothLight(p_map_rightmost, vertex_dirs[0], + vmanip, daynight_ratio); + li1 = getSmoothLight(p_map_leftmost, vertex_dirs[1], + vmanip, daynight_ratio); + li2 = getSmoothLight(p_map_leftmost, vertex_dirs[2], + vmanip, daynight_ratio); + li3 = getSmoothLight(p_map_rightmost, vertex_dirs[3], + vmanip, daynight_ratio); + } + + makeFastFace(tile, li0, li1, li2, li3, + sp, face_dir_corrected, scale, + posRelative_f, dest); +#else + v3s16 p_map = p + blockpos_nodes; + v3s16 p_map_first = p_first + blockpos_nodes; // If node at sp (tile0) is more solid if(mf == 1) @@ -525,37 +664,37 @@ void updateFastFaceRow( if(face_dir == v3s16(0,0,1)) { // Going along X+, faces in Z+ - li0 = getSmoothLight(p_map_first+v3s16(0,0,1), + li0 = getSmoothLight(p_map_first, v3s16(-1,-1,1), vmanip, daynight_ratio); - li1 = getSmoothLight(p_map+v3s16(1,0,1), + li1 = getSmoothLight(p_map, v3s16(1,-1,1), vmanip, daynight_ratio); - li2 = getSmoothLight(p_map+v3s16(1,1,1), + li2 = getSmoothLight(p_map, v3s16(1,1,1), vmanip, daynight_ratio); - li3 = getSmoothLight(p_map_first+v3s16(0,1,1), + li3 = getSmoothLight(p_map_first, v3s16(-1,1,1), 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), + li0 = getSmoothLight(p_map_first, v3s16( 1,1,-1), vmanip, daynight_ratio); - li1 = getSmoothLight(p_map+v3s16(1,1,1), + li1 = getSmoothLight(p_map, v3s16(-1,1,-1), vmanip, daynight_ratio); - li2 = getSmoothLight(p_map+v3s16(1,1,0), + li2 = getSmoothLight(p_map, v3s16(-1,1,1), vmanip, daynight_ratio); - li3 = getSmoothLight(p_map_first+v3s16(0,1,0), + li3 = getSmoothLight(p_map_first, v3s16( 1,1,1), 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), + li0 = getSmoothLight(p_map_first, v3s16(1,-1,1), vmanip, daynight_ratio); - li1 = getSmoothLight(p_map+v3s16(1,0,0), + li1 = getSmoothLight(p_map, v3s16(1,-1,-1), vmanip, daynight_ratio); - li2 = getSmoothLight(p_map+v3s16(1,1,0), + li2 = getSmoothLight(p_map, v3s16(1,1,-1), vmanip, daynight_ratio); - li3 = getSmoothLight(p_map_first+v3s16(1,1,1), + li3 = getSmoothLight(p_map_first, v3s16(1,1,1), vmanip, daynight_ratio); } else assert(0); @@ -577,37 +716,37 @@ void updateFastFaceRow( if(face_dir == v3s16(0,0,1)) { // Going along X+, faces in Z- - li0 = getSmoothLight(p_map+v3s16(1,0,0), + li0 = getSmoothLight(p_map, v3s16(1,-1,-1), vmanip, daynight_ratio); - li1 = getSmoothLight(p_map_first+v3s16(0,0,0), + li1 = getSmoothLight(p_map_first, v3s16(-1,-1,-1), vmanip, daynight_ratio); - li2 = getSmoothLight(p_map_first+v3s16(0,1,0), + li2 = getSmoothLight(p_map_first, v3s16(-1,1,-1), vmanip, daynight_ratio); - li3 = getSmoothLight(p_map+v3s16(1,1,0), + li3 = getSmoothLight(p_map, v3s16(1,1,-1), vmanip, daynight_ratio); } else if(face_dir == v3s16(0,1,0)) { // Going along X+, faces in Y- - li0 = getSmoothLight(p_map_first+v3s16(0,0,0), + li0 = getSmoothLight(p_map_first, v3s16(-1,-1,1), vmanip, daynight_ratio); - li1 = getSmoothLight(p_map+v3s16(1,0,0), + li1 = getSmoothLight(p_map, v3s16(1,-1,1), vmanip, daynight_ratio); - li2 = getSmoothLight(p_map+v3s16(1,0,1), + li2 = getSmoothLight(p_map, v3s16(1,-1,-1), vmanip, daynight_ratio); - li3 = getSmoothLight(p_map_first+v3s16(0,0,1), + li3 = getSmoothLight(p_map_first, v3s16(-1,-1,-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), + li0 = getSmoothLight(p_map_first, v3s16(-1,-1,-1), vmanip, daynight_ratio); - li1 = getSmoothLight(p_map+v3s16(0,0,1), + li1 = getSmoothLight(p_map, v3s16(-1,-1,1), vmanip, daynight_ratio); - li2 = getSmoothLight(p_map+v3s16(0,1,1), + li2 = getSmoothLight(p_map, v3s16(-1,1,1), vmanip, daynight_ratio); - li3 = getSmoothLight(p_map_first+v3s16(0,1,0), + li3 = getSmoothLight(p_map_first, v3s16(-1,1,-1), vmanip, daynight_ratio); } else assert(0); @@ -617,6 +756,7 @@ void updateFastFaceRow( sp+face_dir_f, -face_dir, scale, posRelative_f, dest); } +#endif } continuous_tiles_count = 0; |