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authornumber Zero <silverunicorn2011@yandex.ru>2017-01-25 00:33:01 +0300
committerAuke Kok <sofar@foo-projects.org>2017-01-24 13:59:40 -0800
commit33e0eedbfb116111fa79cbc506d9e94ffbb1543b (patch)
tree9ebe88fdaa5b21569a95a700315e62951be16aa0 /src
parent87e9466cafd72ab9b78218c67352c80d20e008a8 (diff)
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Add smooth lighting for all nodes
Note: Smooth lighting disables the mesh cache.
Diffstat (limited to 'src')
-rw-r--r--src/content_mapblock.cpp518
-rw-r--r--src/mapblock_mesh.cpp2
-rw-r--r--src/nodedef.cpp5
3 files changed, 396 insertions, 129 deletions
diff --git a/src/content_mapblock.cpp b/src/content_mapblock.cpp
index 742bfb1fd..45822666f 100644
--- a/src/content_mapblock.cpp
+++ b/src/content_mapblock.cpp
@@ -30,6 +30,27 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "log.h"
#include "noise.h"
+// Distance of light extrapolation (for oversized nodes)
+// After this distance, it gives up and considers light level constant
+#define SMOOTH_LIGHTING_OVERSIZE 1.0
+
+struct LightFrame
+{
+ f32 lightsA[8];
+ f32 lightsB[8];
+ u8 light_source;
+};
+
+static const v3s16 light_dirs[8] = {
+ v3s16(-1, -1, -1),
+ v3s16(-1, -1, 1),
+ v3s16(-1, 1, -1),
+ v3s16(-1, 1, 1),
+ v3s16( 1, -1, -1),
+ v3s16( 1, -1, 1),
+ v3s16( 1, 1, -1),
+ v3s16( 1, 1, 1),
+};
// Create a cuboid.
// collector - the MeshCollector for the resulting polygons
@@ -181,6 +202,150 @@ void makeCuboid(MeshCollector *collector, const aabb3f &box,
}
// Create a cuboid.
+// collector - the MeshCollector for the resulting polygons
+// box - the position and size of the box
+// tiles - the tiles (materials) to use (for all 6 faces)
+// tilecount - number of entries in tiles, 1<=tilecount<=6
+// lights - vertex light levels. The order is the same as in light_dirs
+// txc - texture coordinates - this is a list of texture coordinates
+// for the opposite corners of each face - therefore, there
+// should be (2+2)*6=24 values in the list. Alternatively, pass
+// NULL to use the entire texture for each face. The order of
+// the faces in the list is up-down-right-left-back-front
+// (compatible with ContentFeatures). If you specified 0,0,1,1
+// for each face, that would be the same as passing NULL.
+// light_source - node light emission
+static void makeSmoothLightedCuboid(MeshCollector *collector, const aabb3f &box,
+ TileSpec *tiles, int tilecount, const u16 *lights , const f32 *txc,
+ const u8 light_source)
+{
+ assert(tilecount >= 1 && tilecount <= 6); // pre-condition
+
+ v3f min = box.MinEdge;
+ v3f max = box.MaxEdge;
+
+ if (txc == NULL) {
+ static const f32 txc_default[24] = {
+ 0,0,1,1,
+ 0,0,1,1,
+ 0,0,1,1,
+ 0,0,1,1,
+ 0,0,1,1,
+ 0,0,1,1
+ };
+ txc = txc_default;
+ }
+ static const u8 light_indices[24] = {
+ 3, 7, 6, 2,
+ 0, 4, 5, 1,
+ 6, 7, 5, 4,
+ 3, 2, 0, 1,
+ 7, 3, 1, 5,
+ 2, 6, 4, 0
+ };
+ video::S3DVertex vertices[24] = {
+ // up
+ video::S3DVertex(min.X, max.Y, max.Z, 0, 1, 0, video::SColor(), txc[0], txc[1]),
+ video::S3DVertex(max.X, max.Y, max.Z, 0, 1, 0, video::SColor(), txc[2], txc[1]),
+ video::S3DVertex(max.X, max.Y, min.Z, 0, 1, 0, video::SColor(), txc[2], txc[3]),
+ video::S3DVertex(min.X, max.Y, min.Z, 0, 1, 0, video::SColor(), txc[0], txc[3]),
+ // down
+ video::S3DVertex(min.X, min.Y, min.Z, 0, -1, 0, video::SColor(), txc[4], txc[5]),
+ video::S3DVertex(max.X, min.Y, min.Z, 0, -1, 0, video::SColor(), txc[6], txc[5]),
+ video::S3DVertex(max.X, min.Y, max.Z, 0, -1, 0, video::SColor(), txc[6], txc[7]),
+ video::S3DVertex(min.X, min.Y, max.Z, 0, -1, 0, video::SColor(), txc[4], txc[7]),
+ // right
+ video::S3DVertex(max.X, max.Y, min.Z, 1, 0, 0, video::SColor(), txc[ 8], txc[9]),
+ video::S3DVertex(max.X, max.Y, max.Z, 1, 0, 0, video::SColor(), txc[10], txc[9]),
+ video::S3DVertex(max.X, min.Y, max.Z, 1, 0, 0, video::SColor(), txc[10], txc[11]),
+ video::S3DVertex(max.X, min.Y, min.Z, 1, 0, 0, video::SColor(), txc[ 8], txc[11]),
+ // left
+ video::S3DVertex(min.X, max.Y, max.Z, -1, 0, 0, video::SColor(), txc[12], txc[13]),
+ video::S3DVertex(min.X, max.Y, min.Z, -1, 0, 0, video::SColor(), txc[14], txc[13]),
+ video::S3DVertex(min.X, min.Y, min.Z, -1, 0, 0, video::SColor(), txc[14], txc[15]),
+ video::S3DVertex(min.X, min.Y, max.Z, -1, 0, 0, video::SColor(), txc[12], txc[15]),
+ // back
+ video::S3DVertex(max.X, max.Y, max.Z, 0, 0, 1, video::SColor(), txc[16], txc[17]),
+ video::S3DVertex(min.X, max.Y, max.Z, 0, 0, 1, video::SColor(), txc[18], txc[17]),
+ video::S3DVertex(min.X, min.Y, max.Z, 0, 0, 1, video::SColor(), txc[18], txc[19]),
+ video::S3DVertex(max.X, min.Y, max.Z, 0, 0, 1, video::SColor(), txc[16], txc[19]),
+ // front
+ video::S3DVertex(min.X, max.Y, min.Z, 0, 0, -1, video::SColor(), txc[20], txc[21]),
+ video::S3DVertex(max.X, max.Y, min.Z, 0, 0, -1, video::SColor(), txc[22], txc[21]),
+ video::S3DVertex(max.X, min.Y, min.Z, 0, 0, -1, video::SColor(), txc[22], txc[23]),
+ video::S3DVertex(min.X, min.Y, min.Z, 0, 0, -1, video::SColor(), txc[20], txc[23]),
+ };
+
+ for(int i = 0; i < 6; i++) {
+ switch (tiles[MYMIN(i, tilecount-1)].rotation) {
+ case 0:
+ break;
+ case 1: //R90
+ for (int x = 0; x < 4; x++)
+ vertices[i*4+x].TCoords.rotateBy(90,irr::core::vector2df(0, 0));
+ break;
+ case 2: //R180
+ for (int x = 0; x < 4; x++)
+ vertices[i*4+x].TCoords.rotateBy(180,irr::core::vector2df(0, 0));
+ break;
+ case 3: //R270
+ for (int x = 0; x < 4; x++)
+ vertices[i*4+x].TCoords.rotateBy(270,irr::core::vector2df(0, 0));
+ break;
+ case 4: //FXR90
+ for (int x = 0; x < 4; x++) {
+ vertices[i*4+x].TCoords.X = 1.0 - vertices[i*4+x].TCoords.X;
+ vertices[i*4+x].TCoords.rotateBy(90,irr::core::vector2df(0, 0));
+ }
+ break;
+ case 5: //FXR270
+ for (int x = 0; x < 4; x++) {
+ vertices[i*4+x].TCoords.X = 1.0 - vertices[i*4+x].TCoords.X;
+ vertices[i*4+x].TCoords.rotateBy(270,irr::core::vector2df(0, 0));
+ }
+ break;
+ case 6: //FYR90
+ for (int x = 0; x < 4; x++) {
+ vertices[i*4+x].TCoords.Y = 1.0 - vertices[i*4+x].TCoords.Y;
+ vertices[i*4+x].TCoords.rotateBy(90,irr::core::vector2df(0, 0));
+ }
+ break;
+ case 7: //FYR270
+ for (int x = 0; x < 4; x++) {
+ vertices[i*4+x].TCoords.Y = 1.0 - vertices[i*4+x].TCoords.Y;
+ vertices[i*4+x].TCoords.rotateBy(270,irr::core::vector2df(0, 0));
+ }
+ break;
+ case 8: //FX
+ for (int x = 0; x < 4; x++) {
+ vertices[i*4+x].TCoords.X = 1.0 - vertices[i*4+x].TCoords.X;
+ }
+ break;
+ case 9: //FY
+ for (int x = 0; x < 4; x++) {
+ vertices[i*4+x].TCoords.Y = 1.0 - vertices[i*4+x].TCoords.Y;
+ }
+ break;
+ default:
+ break;
+ }
+ }
+ u16 indices[] = {0,1,2,2,3,0};
+ for (s32 j = 0; j < 24; ++j) {
+ int tileindex = MYMIN(j / 4, tilecount - 1);
+ vertices[j].Color = encode_light_and_color(lights[light_indices[j]],
+ tiles[tileindex].color, light_source);
+ if (!light_source)
+ applyFacesShading(vertices[j].Color, vertices[j].Normal);
+ }
+ // Add to mesh collector
+ for (s32 k = 0; k < 6; ++k) {
+ int tileindex = MYMIN(k, tilecount - 1);
+ collector->append(tiles[tileindex], vertices + 4 * k, 4, indices, 6);
+ }
+}
+
+// Create a cuboid.
// collector - the MeshCollector for the resulting polygons
// box - the position and size of the box
// tiles - the tiles (materials) to use (for all 6 faces)
@@ -205,6 +370,64 @@ void makeCuboid(MeshCollector *collector, const aabb3f &box, TileSpec *tiles,
makeCuboid(collector, box, tiles, tilecount, color, txc, light_source);
}
+// Gets the base lighting values for a node
+// frame - resulting (opaque) data
+// p - node position (absolute)
+// data - ...
+// light_source - node light emission level
+static void getSmoothLightFrame(LightFrame *frame, const v3s16 &p, MeshMakeData *data, u8 light_source)
+{
+ for (int k = 0; k < 8; ++k) {
+ u16 light = getSmoothLight(p, light_dirs[k], data);
+ frame->lightsA[k] = light & 0xff;
+ frame->lightsB[k] = light >> 8;
+ }
+ frame->light_source = light_source;
+}
+
+// Calculates vertex light level
+// frame - light values from getSmoothLightFrame()
+// vertex_pos - vertex position in the node (coordinates are clamped to [0.0, 1.0] or so)
+static u16 blendLight(const LightFrame &frame, const core::vector3df& vertex_pos)
+{
+ f32 x = core::clamp(vertex_pos.X / BS + 0.5, 0.0 - SMOOTH_LIGHTING_OVERSIZE, 1.0 + SMOOTH_LIGHTING_OVERSIZE);
+ f32 y = core::clamp(vertex_pos.Y / BS + 0.5, 0.0 - SMOOTH_LIGHTING_OVERSIZE, 1.0 + SMOOTH_LIGHTING_OVERSIZE);
+ f32 z = core::clamp(vertex_pos.Z / BS + 0.5, 0.0 - SMOOTH_LIGHTING_OVERSIZE, 1.0 + SMOOTH_LIGHTING_OVERSIZE);
+ f32 lightA = 0.0;
+ f32 lightB = 0.0;
+ for (int k = 0; k < 8; ++k) {
+ f32 dx = (k & 4) ? x : 1 - x;
+ f32 dy = (k & 2) ? y : 1 - y;
+ f32 dz = (k & 1) ? z : 1 - z;
+ lightA += dx * dy * dz * frame.lightsA[k];
+ lightB += dx * dy * dz * frame.lightsB[k];
+ }
+ return
+ core::clamp(core::round32(lightA), 0, 255) |
+ core::clamp(core::round32(lightB), 0, 255) << 8;
+}
+
+// Calculates vertex color to be used in mapblock mesh
+// frame - light values from getSmoothLightFrame()
+// vertex_pos - vertex position in the node (coordinates are clamped to [0.0, 1.0] or so)
+// tile_color - node's tile color
+static video::SColor blendLight(const LightFrame &frame,
+ const core::vector3df& vertex_pos, video::SColor tile_color)
+{
+ u16 light = blendLight(frame, vertex_pos);
+ return encode_light_and_color(light, tile_color, frame.light_source);
+}
+
+static video::SColor blendLight(const LightFrame &frame,
+ const core::vector3df& vertex_pos, const core::vector3df& vertex_normal,
+ video::SColor tile_color)
+{
+ video::SColor color = blendLight(frame, vertex_pos, tile_color);
+ if (!frame.light_source)
+ applyFacesShading(color, vertex_normal);
+ return color;
+}
+
static inline void getNeighborConnectingFace(v3s16 p, INodeDefManager *nodedef,
MeshMakeData *data, MapNode n, int v, int *neighbors)
{
@@ -213,6 +436,74 @@ static inline void getNeighborConnectingFace(v3s16 p, INodeDefManager *nodedef,
*neighbors |= v;
}
+static void makeAutoLightedCuboid(MeshCollector *collector, MeshMakeData *data,
+ const v3f &pos, aabb3f box, TileSpec &tile,
+ /* pre-computed, for non-smooth lighting only */ const video::SColor color,
+ /* for smooth lighting only */ const LightFrame &frame)
+{
+ f32 dx1 = box.MinEdge.X;
+ f32 dy1 = box.MinEdge.Y;
+ f32 dz1 = box.MinEdge.Z;
+ f32 dx2 = box.MaxEdge.X;
+ f32 dy2 = box.MaxEdge.Y;
+ f32 dz2 = box.MaxEdge.Z;
+ box.MinEdge += pos;
+ box.MaxEdge += pos;
+ f32 tx1 = (box.MinEdge.X / BS) + 0.5;
+ f32 ty1 = (box.MinEdge.Y / BS) + 0.5;
+ f32 tz1 = (box.MinEdge.Z / BS) + 0.5;
+ f32 tx2 = (box.MaxEdge.X / BS) + 0.5;
+ f32 ty2 = (box.MaxEdge.Y / BS) + 0.5;
+ f32 tz2 = (box.MaxEdge.Z / BS) + 0.5;
+ f32 txc[24] = {
+ tx1, 1-tz2, tx2, 1-tz1, // up
+ tx1, tz1, tx2, tz2, // down
+ tz1, 1-ty2, tz2, 1-ty1, // right
+ 1-tz2, 1-ty2, 1-tz1, 1-ty1, // left
+ 1-tx2, 1-ty2, 1-tx1, 1-ty1, // back
+ tx1, 1-ty2, tx2, 1-ty1, // front
+ };
+ if (data->m_smooth_lighting) {
+ u16 lights[8];
+ for (int j = 0; j < 8; ++j) {
+ f32 x = (j & 4) ? dx2 : dx1;
+ f32 y = (j & 2) ? dy2 : dy1;
+ f32 z = (j & 1) ? dz2 : dz1;
+ lights[j] = blendLight(frame, core::vector3df(x, y, z));
+ }
+ makeSmoothLightedCuboid(collector, box, &tile, 1, lights, txc, frame.light_source);
+ } else {
+ makeCuboid(collector, box, &tile, 1, color, txc, frame.light_source);
+ }
+}
+
+static void makeAutoLightedCuboidEx(MeshCollector *collector, MeshMakeData *data,
+ const v3f &pos, aabb3f box, TileSpec &tile, f32 *txc,
+ /* pre-computed, for non-smooth lighting only */ const video::SColor color,
+ /* for smooth lighting only */ const LightFrame &frame)
+{
+ f32 dx1 = box.MinEdge.X;
+ f32 dy1 = box.MinEdge.Y;
+ f32 dz1 = box.MinEdge.Z;
+ f32 dx2 = box.MaxEdge.X;
+ f32 dy2 = box.MaxEdge.Y;
+ f32 dz2 = box.MaxEdge.Z;
+ box.MinEdge += pos;
+ box.MaxEdge += pos;
+ if (data->m_smooth_lighting) {
+ u16 lights[8];
+ for (int j = 0; j < 8; ++j) {
+ f32 x = (j & 4) ? dx2 : dx1;
+ f32 y = (j & 2) ? dy2 : dy1;
+ f32 z = (j & 1) ? dz2 : dz1;
+ lights[j] = blendLight(frame, core::vector3df(x, y, z));
+ }
+ makeSmoothLightedCuboid(collector, box, &tile, 1, lights, txc, frame.light_source);
+ } else {
+ makeCuboid(collector, box, &tile, 1, color, txc, frame.light_source);
+ }
+}
+
// For use in mapblock_mesh_generate_special
// X,Y,Z of position must be -1,0,1
// This expression is a simplification of
@@ -251,7 +542,8 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
/*
Some settings
*/
- bool enable_mesh_cache = g_settings->getBool("enable_mesh_cache");
+ bool enable_mesh_cache = g_settings->getBool("enable_mesh_cache") &&
+ !data->m_smooth_lighting; // Mesh cache is not supported with smooth lighting
v3s16 blockpos_nodes = data->m_blockpos*MAP_BLOCKSIZE;
@@ -268,13 +560,20 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
if(f.solidness != 0)
continue;
- switch(f.drawtype){
+ if (f.drawtype == NDT_AIRLIKE)
+ continue;
+
+ LightFrame frame;
+ if (data->m_smooth_lighting)
+ getSmoothLightFrame(&frame, blockpos_nodes + p, data, f.light_source);
+ else
+ frame.light_source = f.light_source;
+
+ switch(f.drawtype) {
default:
infostream << "Got " << f.drawtype << std::endl;
FATAL_ERROR("Unknown drawtype");
break;
- case NDT_AIRLIKE:
- break;
case NDT_LIQUID:
{
/*
@@ -383,8 +682,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
vertices[1].Pos.Y = -0.5 * BS;
}
- for(s32 j=0; j<4; j++)
- {
+ for (s32 j = 0; j < 4; j++) {
if(dir == v3s16(0,0,1))
vertices[j].Pos.rotateXZBy(0);
if(dir == v3s16(0,0,-1))
@@ -401,6 +699,8 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
vertices[j].Pos.Z *= 0.98;
}*/
+ if (data->m_smooth_lighting)
+ vertices[j].Color = blendLight(frame, vertices[j].Pos, current_tile->color);
vertices[j].Pos += intToFloat(p, BS);
}
@@ -423,10 +723,11 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c1, 0,0),
};
- v3f offset(p.X * BS, (p.Y + 0.5) * BS, p.Z * BS);
- for(s32 i=0; i<4; i++)
- {
- vertices[i].Pos += offset;
+ for (s32 i = 0; i < 4; i++) {
+ vertices[i].Pos.Y += 0.5 * BS;
+ if (data->m_smooth_lighting)
+ vertices[i].Color = blendLight(frame, vertices[i].Pos, tile_liquid.color);
+ vertices[i].Pos += intToFloat(p, BS);
}
u16 indices[] = {0,1,2,2,3,0};
@@ -704,6 +1005,8 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
vertices[j].Pos.Z *= 0.98;
}*/
+ if (data->m_smooth_lighting)
+ vertices[j].Color = blendLight(frame, vertices[j].Pos, current_tile->color);
vertices[j].Pos += intToFloat(p, BS);
}
@@ -737,6 +1040,8 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
//vertices[i].Pos.Y += neighbor_levels[v3s16(0,0,0)];
s32 j = corner_resolve[i];
vertices[i].Pos.Y += corner_levels[j];
+ if (data->m_smooth_lighting)
+ vertices[i].Color = blendLight(frame, vertices[i].Pos, tile_liquid.color);
vertices[i].Pos += intToFloat(p, BS);
}
@@ -828,7 +1133,9 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
for(u16 i=0; i<4; i++)
vertices[i].Pos.rotateXZBy(90);
- for(u16 i=0; i<4; i++){
+ for (u16 i = 0; i < 4; i++) {
+ if (data->m_smooth_lighting)
+ vertices[i].Color = blendLight(frame, vertices[i].Pos, vertices[i].Normal, tile.color);
vertices[i].Pos += intToFloat(p, BS);
}
@@ -860,9 +1167,6 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
video::SColor tile0color = encode_light_and_color(l,
tiles[0].color, f.light_source);
- video::SColor tile0colors[6];
- for (i = 0; i < 6; i++)
- tile0colors[i] = tile0color;
TileSpec glass_tiles[6];
video::SColor glasscolor[6];
@@ -995,7 +1299,6 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
0,1, 8, 0,4,16, 3,4,17, 3,1, 9
};
- f32 tx1, ty1, tz1, tx2, ty2, tz2;
aabb3f box;
for(i = 0; i < 12; i++)
@@ -1008,24 +1311,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
if (edge_invisible)
continue;
box = frame_edges[i];
- box.MinEdge += pos;
- box.MaxEdge += pos;
- tx1 = (box.MinEdge.X / BS) + 0.5;
- ty1 = (box.MinEdge.Y / BS) + 0.5;
- tz1 = (box.MinEdge.Z / BS) + 0.5;
- tx2 = (box.MaxEdge.X / BS) + 0.5;
- ty2 = (box.MaxEdge.Y / BS) + 0.5;
- tz2 = (box.MaxEdge.Z / BS) + 0.5;
- f32 txc1[24] = {
- tx1, 1-tz2, tx2, 1-tz1,
- tx1, tz1, tx2, tz2,
- tz1, 1-ty2, tz2, 1-ty1,
- 1-tz2, 1-ty2, 1-tz1, 1-ty1,
- 1-tx2, 1-ty2, 1-tx1, 1-ty1,
- tx1, 1-ty2, tx2, 1-ty1,
- };
- makeCuboid(&collector, box, &tiles[0], 1, tile0colors,
- txc1, f.light_source);
+ makeAutoLightedCuboid(&collector, data, pos, box, tiles[0], tile0color, frame);
}
for(i = 0; i < 6; i++)
@@ -1033,37 +1319,16 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
if (!visible_faces[i])
continue;
box = glass_faces[i];
- box.MinEdge += pos;
- box.MaxEdge += pos;
- tx1 = (box.MinEdge.X / BS) + 0.5;
- ty1 = (box.MinEdge.Y / BS) + 0.5;
- tz1 = (box.MinEdge.Z / BS) + 0.5;
- tx2 = (box.MaxEdge.X / BS) + 0.5;
- ty2 = (box.MaxEdge.Y / BS) + 0.5;
- tz2 = (box.MaxEdge.Z / BS) + 0.5;
- f32 txc2[24] = {
- tx1, 1-tz2, tx2, 1-tz1,
- tx1, tz1, tx2, tz2,
- tz1, 1-ty2, tz2, 1-ty1,
- 1-tz2, 1-ty2, 1-tz1, 1-ty1,
- 1-tx2, 1-ty2, 1-tx1, 1-ty1,
- tx1, 1-ty2, tx2, 1-ty1,
- };
- makeCuboid(&collector, box, &glass_tiles[i], 1, glasscolor,
- txc2, f.light_source);
+ makeAutoLightedCuboid(&collector, data, pos, box, glass_tiles[i], glasscolor[i], frame);
}
if (param2 > 0 && f.special_tiles[0].texture) {
// Interior volume level is in range 0 .. 63,
// convert it to -0.5 .. 0.5
float vlev = (((float)param2 / 63.0 ) * 2.0 - 1.0);
- TileSpec tile=getSpecialTile(f, n, 0);
+ TileSpec tile = getSpecialTile(f, n, 0);
video::SColor special_color = encode_light_and_color(l,
tile.color, f.light_source);
- TileSpec interior_tiles[6];
- for (i = 0; i < 6; i++)
- interior_tiles[i] = tile;
-
float offset = 0.003;
box = aabb3f(visible_faces[3] ? -b : -a + offset,
visible_faces[1] ? -b : -a + offset,
@@ -1071,24 +1336,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
visible_faces[2] ? b : a - offset,
visible_faces[0] ? b * vlev : a * vlev - offset,
visible_faces[4] ? b : a - offset);
- box.MinEdge += pos;
- box.MaxEdge += pos;
- tx1 = (box.MinEdge.X / BS) + 0.5;
- ty1 = (box.MinEdge.Y / BS) + 0.5;
- tz1 = (box.MinEdge.Z / BS) + 0.5;
- tx2 = (box.MaxEdge.X / BS) + 0.5;
- ty2 = (box.MaxEdge.Y / BS) + 0.5;
- tz2 = (box.MaxEdge.Z / BS) + 0.5;
- f32 txc3[24] = {
- tx1, 1-tz2, tx2, 1-tz1,
- tx1, tz1, tx2, tz2,
- tz1, 1-ty2, tz2, 1-ty1,
- 1-tz2, 1-ty2, 1-tz1, 1-ty1,
- 1-tx2, 1-ty2, 1-tx1, 1-ty1,
- tx1, 1-ty2, tx2, 1-ty1,
- };
- makeCuboid(&collector, box, interior_tiles, 6, special_color,
- txc3, f.light_source);
+ makeAutoLightedCuboid(&collector, data, pos, box, tile, special_color, frame);
}
break;}
case NDT_ALLFACES:
@@ -1101,10 +1349,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
v3f pos = intToFloat(p, BS);
aabb3f box(-BS/2,-BS/2,-BS/2,BS/2,BS/2,BS/2);
- box.MinEdge += pos;
- box.MaxEdge += pos;
- makeCuboid(&collector, box, &tile_leaves, 1, c, NULL,
- f.light_source);
+ makeAutoLightedCuboid(&collector, data, pos, box, tile_leaves, c, frame);
break;}
case NDT_ALLFACES_OPTIONAL:
// This is always pre-converted to something else
@@ -1144,7 +1389,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
video::S3DVertex(-s, s,0, 0,0,0, c, 0,0),
};
- for(s32 i=0; i<4; i++)
+ for (s32 i = 0; i < 4; i++)
{
if(dir == v3s16(1,0,0))
vertices[i].Pos.rotateXZBy(0);
@@ -1159,6 +1404,8 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
if(dir == v3s16(0,1,0))
vertices[i].Pos.rotateXZBy(-45);
+ if (data->m_smooth_lighting)
+ vertices[i].Color = blendLight(frame, vertices[i].Pos, tile.color);
vertices[i].Pos += intToFloat(p, BS);
}
@@ -1189,7 +1436,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
v3s16 dir = n.getWallMountedDir(nodedef);
- for(s32 i=0; i<4; i++)
+ for (s32 i = 0; i < 4; i++)
{
if(dir == v3s16(1,0,0))
vertices[i].Pos.rotateXZBy(0);
@@ -1204,6 +1451,8 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
if(dir == v3s16(0,1,0))
vertices[i].Pos.rotateXYBy(90);
+ if (data->m_smooth_lighting)
+ vertices[i].Color = blendLight(frame, vertices[i].Pos, tile.color);
vertices[i].Pos += intToFloat(p, BS);
}
@@ -1355,6 +1604,8 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
for (int i = 0; i < 4; i++) {
vertices[i].Pos *= f.visual_scale;
vertices[i].Pos.Y += BS/2 * (f.visual_scale - 1);
+ if (data->m_smooth_lighting)
+ vertices[i].Color = blendLight(frame, vertices[i].Pos, tile.color);
vertices[i].Pos += intToFloat(p, BS);
// move to a random spot to avoid moire
if ((f.param_type_2 == CPT2_MESHOPTIONS) && ((n.param2 & 0x8) != 0)) {
@@ -1507,6 +1758,8 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
for (int i = 0; i < 4; i++) {
vertices[i].Pos *= f.visual_scale;
+ if (data->m_smooth_lighting)
+ vertices[i].Color = blendLight(frame, vertices[i].Pos, tile.color);
vertices[i].Pos += intToFloat(p, BS);
}
@@ -1537,8 +1790,6 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
// The post - always present
aabb3f post(-post_rad,-BS/2,-post_rad,post_rad,BS/2,post_rad);
- post.MinEdge += pos;
- post.MaxEdge += pos;
f32 postuv[24]={
6/16.,6/16.,10/16.,10/16.,
6/16.,6/16.,10/16.,10/16.,
@@ -1546,8 +1797,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
4/16.,0,8/16.,1,
8/16.,0,12/16.,1,
12/16.,0,16/16.,1};
- makeCuboid(&collector, post, &tile_rot, 1, c, postuv,
- f.light_source);
+ makeAutoLightedCuboidEx(&collector, data, pos, post, tile_rot, postuv, c, frame);
// Now a section of fence, +X, if there's a post there
v3s16 p2 = p;
@@ -1558,8 +1808,6 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
{
aabb3f bar(-bar_len+BS/2,-bar_rad+BS/4,-bar_rad,
bar_len+BS/2,bar_rad+BS/4,bar_rad);
- bar.MinEdge += pos;
- bar.MaxEdge += pos;
f32 xrailuv[24]={
0/16.,2/16.,16/16.,4/16.,
0/16.,4/16.,16/16.,6/16.,
@@ -1567,12 +1815,10 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
10/16.,10/16.,12/16.,12/16.,
0/16.,8/16.,16/16.,10/16.,
0/16.,14/16.,16/16.,16/16.};
- makeCuboid(&collector, bar, &tile_nocrack, 1,
- c, xrailuv, f.light_source);
+ makeAutoLightedCuboidEx(&collector, data, pos, bar, tile_nocrack, xrailuv, c, frame);
bar.MinEdge.Y -= BS/2;
bar.MaxEdge.Y -= BS/2;
- makeCuboid(&collector, bar, &tile_nocrack, 1,
- c, xrailuv, f.light_source);
+ makeAutoLightedCuboidEx(&collector, data, pos, bar, tile_nocrack, xrailuv, c, frame);
}
// Now a section of fence, +Z, if there's a post there
@@ -1584,8 +1830,6 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
{
aabb3f bar(-bar_rad,-bar_rad+BS/4,-bar_len+BS/2,
bar_rad,bar_rad+BS/4,bar_len+BS/2);
- bar.MinEdge += pos;
- bar.MaxEdge += pos;
f32 zrailuv[24]={
3/16.,1/16.,5/16.,5/16., // cannot rotate; stretch
4/16.,1/16.,6/16.,5/16., // for wood texture instead
@@ -1593,12 +1837,10 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
0/16.,6/16.,16/16.,8/16.,
6/16.,6/16.,8/16.,8/16.,
10/16.,10/16.,12/16.,12/16.};
- makeCuboid(&collector, bar, &tile_nocrack, 1,
- c, zrailuv, f.light_source);
+ makeAutoLightedCuboidEx(&collector, data, pos, bar, tile_nocrack, zrailuv, c, frame);
bar.MinEdge.Y -= BS/2;
bar.MaxEdge.Y -= BS/2;
- makeCuboid(&collector, bar, &tile_nocrack, 1,
- c, zrailuv, f.light_source);
+ makeAutoLightedCuboidEx(&collector, data, pos, bar, tile_nocrack, zrailuv, c, frame);
}
break;}
case NDT_RAILLIKE:
@@ -1729,6 +1971,8 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
{
if(angle != 0)
vertices[i].Pos.rotateXZBy(angle);
+ if (data->m_smooth_lighting)
+ vertices[i].Color = blendLight(frame, vertices[i].Pos, tile.color);
vertices[i].Pos += intToFloat(p, BS);
}
@@ -1746,14 +1990,16 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
v3s16(0, 0, -1)
};
- u16 l = getInteriorLight(n, 1, nodedef);
TileSpec tiles[6];
video::SColor colors[6];
- for(int j = 0; j < 6; j++) {
+ for (int j = 0; j < 6; j++) {
// Handles facedir rotation for textures
tiles[j] = getNodeTile(n, p, tile_dirs[j], data);
- colors[j]= encode_light_and_color(l, tiles[j].color,
- f.light_source);
+ }
+ if (!data->m_smooth_lighting) {
+ u16 l = getInteriorLight(n, 1, nodedef);
+ for (int j = 0; j < 6; j++)
+ colors[j] = encode_light_and_color(l, tiles[j].color, f.light_source);
}
v3f pos = intToFloat(p, BS);
@@ -1790,33 +2036,27 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
std::vector<aabb3f> boxes;
n.getNodeBoxes(nodedef, &boxes, neighbors);
- for(std::vector<aabb3f>::iterator
+ for (std::vector<aabb3f>::iterator
i = boxes.begin();
- i != boxes.end(); ++i)
- {
+ i != boxes.end(); ++i) {
aabb3f box = *i;
+
+ f32 dx1 = box.MinEdge.X;
+ f32 dy1 = box.MinEdge.Y;
+ f32 dz1 = box.MinEdge.Z;
+ f32 dx2 = box.MaxEdge.X;
+ f32 dy2 = box.MaxEdge.Y;
+ f32 dz2 = box.MaxEdge.Z;
+
box.MinEdge += pos;
box.MaxEdge += pos;
- f32 temp;
if (box.MinEdge.X > box.MaxEdge.X)
- {
- temp=box.MinEdge.X;
- box.MinEdge.X=box.MaxEdge.X;
- box.MaxEdge.X=temp;
- }
+ std::swap(box.MinEdge.X, box.MaxEdge.X);
if (box.MinEdge.Y > box.MaxEdge.Y)
- {
- temp=box.MinEdge.Y;
- box.MinEdge.Y=box.MaxEdge.Y;
- box.MaxEdge.Y=temp;
- }
+ std::swap(box.MinEdge.Y, box.MaxEdge.Y);
if (box.MinEdge.Z > box.MaxEdge.Z)
- {
- temp=box.MinEdge.Z;
- box.MinEdge.Z=box.MaxEdge.Z;
- box.MaxEdge.Z=temp;
- }
+ std::swap(box.MinEdge.Z, box.MaxEdge.Z);
//
// Compute texture coords
@@ -1840,7 +2080,18 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
// front
tx1, 1-ty2, tx2, 1-ty1,
};
- makeCuboid(&collector, box, tiles, 6, colors, txc, f.light_source);
+ if (data->m_smooth_lighting) {
+ u16 lights[8];
+ for (int j = 0; j < 8; ++j) {
+ f32 x = (j & 4) ? dx2 : dx1;
+ f32 y = (j & 2) ? dy2 : dy1;
+ f32 z = (j & 1) ? dz2 : dz1;
+ lights[j] = blendLight(frame, core::vector3df(x, y, z));
+ }
+ makeSmoothLightedCuboid(&collector, box, tiles, 6, lights, txc, f.light_source);
+ } else {
+ makeCuboid(&collector, box, tiles, 6, colors, txc, f.light_source);
+ }
}
break;}
case NDT_MESH:
@@ -1862,9 +2113,9 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
}
}
- if (f.mesh_ptr[facedir]) {
+ if (!data->m_smooth_lighting && f.mesh_ptr[facedir]) {
// use cached meshes
- for(u16 j = 0; j < f.mesh_ptr[0]->getMeshBufferCount(); j++) {
+ for (u16 j = 0; j < f.mesh_ptr[0]->getMeshBufferCount(); j++) {
const TileSpec &tile = getNodeTileN(n, p, j, data);
scene::IMeshBuffer *buf = f.mesh_ptr[facedir]->getMeshBuffer(j);
collector.append(tile, (video::S3DVertex *)
@@ -1879,14 +2130,25 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
rotateMeshBy6dFacedir(mesh, facedir);
recalculateBoundingBox(mesh);
meshmanip->recalculateNormals(mesh, true, false);
- for(u16 j = 0; j < mesh->getMeshBufferCount(); j++) {
+ for (u16 j = 0; j < mesh->getMeshBufferCount(); j++) {
const TileSpec &tile = getNodeTileN(n, p, j, data);
scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
- collector.append(tile, (video::S3DVertex *)
- buf->getVertices(), buf->getVertexCount(),
- buf->getIndices(), buf->getIndexCount(), pos,
- encode_light_and_color(l, tile.color, f.light_source),
- f.light_source);
+ video::S3DVertex *vertices = (video::S3DVertex *)buf->getVertices();
+ u32 vertex_count = buf->getVertexCount();
+ if (data->m_smooth_lighting) {
+ for (u16 m = 0; m < vertex_count; ++m) {
+ video::S3DVertex &vertex = vertices[m];
+ vertex.Color = blendLight(frame, vertex.Pos, vertex.Normal, tile.color);
+ vertex.Pos += pos;
+ }
+ collector.append(tile, vertices, vertex_count,
+ buf->getIndices(), buf->getIndexCount());
+ } else {
+ collector.append(tile, vertices, vertex_count,
+ buf->getIndices(), buf->getIndexCount(), pos,
+ encode_light_and_color(l, tile.color, f.light_source),
+ f.light_source);
+ }
}
mesh->drop();
}
diff --git a/src/mapblock_mesh.cpp b/src/mapblock_mesh.cpp
index dfd6f55a5..0744cd527 100644
--- a/src/mapblock_mesh.cpp
+++ b/src/mapblock_mesh.cpp
@@ -236,7 +236,7 @@ static u16 getSmoothLightCombined(v3s16 p, MeshMakeData *data)
for (u32 i = 0; i < 8; i++)
{
- const MapNode &n = data->m_vmanip.getNodeRefUnsafeCheckFlags(p - dirs8[i]);
+ MapNode n = data->m_vmanip.getNodeNoExNoEmerge(p - dirs8[i]);
// if it's CONTENT_IGNORE we can't do any light calculations
if (n.getContent() == CONTENT_IGNORE) {
diff --git a/src/nodedef.cpp b/src/nodedef.cpp
index 98f795c7a..0bb150267 100644
--- a/src/nodedef.cpp
+++ b/src/nodedef.cpp
@@ -269,10 +269,15 @@ void TextureSettings::readSettings()
bool enable_shaders = g_settings->getBool("enable_shaders");
bool enable_bumpmapping = g_settings->getBool("enable_bumpmapping");
bool enable_parallax_occlusion = g_settings->getBool("enable_parallax_occlusion");
+ bool smooth_lighting = g_settings->getBool("smooth_lighting");
enable_mesh_cache = g_settings->getBool("enable_mesh_cache");
enable_minimap = g_settings->getBool("enable_minimap");
std::string leaves_style_str = g_settings->get("leaves_style");
+ // Mesh cache is not supported in combination with smooth lighting
+ if (smooth_lighting)
+ enable_mesh_cache = false;
+
use_normal_texture = enable_shaders &&
(enable_bumpmapping || enable_parallax_occlusion);
if (leaves_style_str == "fancy") {