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authorDTA7 <dta7e@t-online.de>2017-10-03 01:23:49 +0200
committerparamat <mat.gregory@virginmedia.com>2017-10-10 19:53:13 +0100
commit2cf9014160085303cda333334784ac4938edc086 (patch)
tree328108961d24b8b710f5f17d2f0b78a8d68550e4
parent1ff5c204425401c83a8a4c662795be64c5a3c1df (diff)
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Smooth lighting: Fix light leaking through edge-connected corners
For solid nodes, the lighting at a corner becomes face-dependent, which means that only the four nodes in face-direction contribute to the lighting (getSmoothLightSolid). For special nodes, which use the lighting values at the eight corners of a node, the lighting is not face-dependent, but certain nodes of the eight surrounding nodes of a corner (here indices 4, 5, 6 and 7) can be obstructed. Ambient occlusion now also occurs for solid nodes, if two, three or four of the four nodes in face-direction are solid.
-rw-r--r--src/content_mapblock.cpp2
-rw-r--r--src/mapblock_mesh.cpp147
-rw-r--r--src/mapblock_mesh.h3
3 files changed, 110 insertions, 42 deletions
diff --git a/src/content_mapblock.cpp b/src/content_mapblock.cpp
index 577fbc5f8..4e32e27ca 100644
--- a/src/content_mapblock.cpp
+++ b/src/content_mapblock.cpp
@@ -276,7 +276,7 @@ void MapblockMeshGenerator::drawCuboid(const aabb3f &box,
void MapblockMeshGenerator::getSmoothLightFrame()
{
for (int k = 0; k < 8; ++k) {
- u16 light = getSmoothLight(blockpos_nodes + p, light_dirs[k], data);
+ u16 light = getSmoothLightTransparent(blockpos_nodes + p, light_dirs[k], data);
frame.lightsA[k] = light & 0xff;
frame.lightsB[k] = light >> 8;
}
diff --git a/src/mapblock_mesh.cpp b/src/mapblock_mesh.cpp
index dc37c0c5f..7708fb438 100644
--- a/src/mapblock_mesh.cpp
+++ b/src/mapblock_mesh.cpp
@@ -28,6 +28,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "content_mapblock.h"
#include "util/directiontables.h"
#include "client/renderingengine.h"
+#include <array>
/*
MeshMakeData
@@ -68,7 +69,7 @@ void MeshMakeData::fill(MapBlock *block)
fillBlockData(v3s16(0,0,0), block->getData());
- // Get map for reading neigbhor blocks
+ // Get map for reading neighbor blocks
Map *map = block->getParent();
for (const v3s16 &dir : g_26dirs) {
@@ -194,19 +195,9 @@ u16 getFaceLight(MapNode n, MapNode n2, v3s16 face_dir, INodeDefManager *ndef)
Calculate smooth lighting at the XYZ- corner of p.
Both light banks
*/
-static u16 getSmoothLightCombined(const v3s16 &p, MeshMakeData *data)
+static u16 getSmoothLightCombined(const v3s16 &p,
+ const std::array<v3s16,8> &dirs, MeshMakeData *data, bool node_solid)
{
- static const v3s16 dirs8[8] = {
- v3s16(0,0,0),
- v3s16(0,0,1),
- v3s16(0,1,0),
- v3s16(0,1,1),
- v3s16(1,0,0),
- v3s16(1,1,0),
- v3s16(1,0,1),
- v3s16(1,1,1),
- };
-
INodeDefManager *ndef = data->m_client->ndef();
u16 ambient_occlusion = 0;
@@ -215,32 +206,58 @@ static u16 getSmoothLightCombined(const v3s16 &p, MeshMakeData *data)
u16 light_day = 0;
u16 light_night = 0;
- for (const v3s16 &dir : dirs8) {
- MapNode n = data->m_vmanip.getNodeNoExNoEmerge(p - dir);
-
- // if it's CONTENT_IGNORE we can't do any light calculations
- if (n.getContent() == CONTENT_IGNORE)
- continue;
-
+ auto add_node = [&] (int i) -> const ContentFeatures& {
+ MapNode n = data->m_vmanip.getNodeNoExNoEmerge(p + dirs[i]);
const ContentFeatures &f = ndef->get(n);
if (f.light_source > light_source_max)
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_day += decode_light(n.getLightNoChecks(LIGHTBANK_DAY, &f));
- light_night += decode_light(
- n.getLightNoChecks(LIGHTBANK_NIGHT, &f));
+ light_night += decode_light(n.getLightNoChecks(LIGHTBANK_NIGHT, &f));
light_count++;
} else {
ambient_occlusion++;
}
- }
+ return f;
+ };
- if(light_count == 0)
- return 0xffff;
+ if (node_solid) {
+ ambient_occlusion = 3;
+ bool corner_obstructed = true;
+ for (int i = 0; i < 2; ++i) {
+ if (add_node(i).light_propagates)
+ corner_obstructed = false;
+ }
+ add_node(2);
+ add_node(3);
+ if (corner_obstructed)
+ ambient_occlusion++;
+ else
+ add_node(4);
+ } else {
+ std::array<bool, 4> obstructed = {{ 1, 1, 1, 1 }};
+ add_node(0);
+ bool opaque1 = !add_node(1).light_propagates;
+ bool opaque2 = !add_node(2).light_propagates;
+ bool opaque3 = !add_node(3).light_propagates;
+ obstructed[0] = opaque1 && opaque2;
+ obstructed[1] = opaque1 && opaque3;
+ obstructed[2] = opaque2 && opaque3;
+ for (int k = 0; k < 4; ++k) {
+ if (obstructed[k])
+ ambient_occlusion++;
+ else if (add_node(k + 4).light_propagates)
+ obstructed[3] = false;
+ }
+ }
- light_day /= light_count;
- light_night /= light_count;
+ if (light_count == 0) {
+ light_day = light_night = 0;
+ } else {
+ light_day /= light_count;
+ light_night /= light_count;
+ }
// Boost brightness around light sources
bool skip_ambient_occlusion_day = false;
@@ -283,20 +300,70 @@ static u16 getSmoothLightCombined(const v3s16 &p, MeshMakeData *data)
/*
Calculate smooth lighting at the given corner of p.
Both light banks.
+ Node at p is solid, and thus the lighting is face-dependent.
*/
-u16 getSmoothLight(v3s16 p, v3s16 corner, MeshMakeData *data)
+u16 getSmoothLightSolid(const v3s16 &p, const v3s16 &face_dir, const v3s16 &corner, MeshMakeData *data)
{
- if (corner.X == 1)
- ++p.X;
- // else corner.X == -1
- if (corner.Y == 1)
- ++p.Y;
- // else corner.Y == -1
- if (corner.Z == 1)
- ++p.Z;
- // else corner.Z == -1
-
- return getSmoothLightCombined(p, data);
+ v3s16 neighbor_offset1, neighbor_offset2;
+
+ /*
+ * face_dir, neighbor_offset1 and neighbor_offset2 define an
+ * orthonormal basis which is used to define the offsets of the 8
+ * surrounding nodes and to differentiate the "distance" (by going only
+ * along directly neighboring nodes) relative to the node at p.
+ * Apart from the node at p, only the 4 nodes which contain face_dir
+ * can contribute light.
+ */
+ if (face_dir.X != 0) {
+ neighbor_offset1 = v3s16(0, corner.Y, 0);
+ neighbor_offset2 = v3s16(0, 0, corner.Z);
+ } else if (face_dir.Y != 0) {
+ neighbor_offset1 = v3s16(0, 0, corner.Z);
+ neighbor_offset2 = v3s16(corner.X, 0, 0);
+ } else if (face_dir.Z != 0) {
+ neighbor_offset1 = v3s16(corner.X,0,0);
+ neighbor_offset2 = v3s16(0,corner.Y,0);
+ }
+
+ const std::array<v3s16,8> dirs = {{
+ // Always shine light
+ neighbor_offset1 + face_dir,
+ neighbor_offset2 + face_dir,
+ v3s16(0,0,0),
+ face_dir,
+
+ // Can be obstructed
+ neighbor_offset1 + neighbor_offset2 + face_dir,
+
+ // Do not shine light, only for ambient occlusion
+ neighbor_offset1,
+ neighbor_offset2,
+ neighbor_offset1 + neighbor_offset2
+ }};
+ return getSmoothLightCombined(p, dirs, data, true);
+}
+
+/*
+ Calculate smooth lighting at the given corner of p.
+ Both light banks.
+ Node at p is not solid, and the lighting is not face-dependent.
+*/
+u16 getSmoothLightTransparent(const v3s16 &p, const v3s16 &corner, MeshMakeData *data)
+{
+ const std::array<v3s16,8> dirs = {{
+ // Always shine light
+ v3s16(0,0,0),
+ v3s16(corner.X,0,0),
+ v3s16(0,corner.Y,0),
+ v3s16(0,0,corner.Z),
+
+ // Can be obstructed
+ v3s16(corner.X,corner.Y,0),
+ v3s16(corner.X,0,corner.Z),
+ v3s16(0,corner.Y,corner.Z),
+ v3s16(corner.X,corner.Y,corner.Z)
+ }};
+ return getSmoothLightCombined(p, dirs, data, false);
}
void get_sunlight_color(video::SColorf *sunlight, u32 daynight_ratio){
@@ -816,7 +883,7 @@ static void getTileInfo(
v3s16 light_p = blockpos_nodes + p_corrected;
for (u16 i = 0; i < 4; i++)
- lights[i] = getSmoothLight(light_p, vertex_dirs[i], data);
+ lights[i] = getSmoothLightSolid(light_p, face_dir_corrected, vertex_dirs[i], data);
}
}
diff --git a/src/mapblock_mesh.h b/src/mapblock_mesh.h
index b4bfedb84..13cee537c 100644
--- a/src/mapblock_mesh.h
+++ b/src/mapblock_mesh.h
@@ -232,7 +232,8 @@ video::SColor encode_light(u16 light, u8 emissive_light);
// Compute light at node
u16 getInteriorLight(MapNode n, s32 increment, INodeDefManager *ndef);
u16 getFaceLight(MapNode n, MapNode n2, v3s16 face_dir, INodeDefManager *ndef);
-u16 getSmoothLight(v3s16 p, v3s16 corner, MeshMakeData *data);
+u16 getSmoothLightSolid(const v3s16 &p, const v3s16 &face_dir, const v3s16 &corner, MeshMakeData *data);
+u16 getSmoothLightTransparent(const v3s16 &p, const v3s16 &corner, MeshMakeData *data);
/*!
* Returns the sunlight's color from the current