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author | numberZero <silverunicorn2011@yandex.ru> | 2017-02-05 13:27:58 +0400 |
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committer | Loïc Blot <nerzhul@users.noreply.github.com> | 2017-02-05 10:27:58 +0100 |
commit | 80c75272a6ffff34069ed470e959f7ff007e6c06 (patch) | |
tree | bf7769e6accb2ea018145382ec5a6fc0fe265a92 /src | |
parent | f2f9a923515386d787a245fac52f78e815b3a839 (diff) | |
download | minetest-80c75272a6ffff34069ed470e959f7ff007e6c06.tar.gz minetest-80c75272a6ffff34069ed470e959f7ff007e6c06.tar.bz2 minetest-80c75272a6ffff34069ed470e959f7ff007e6c06.zip |
Improve mesh shading (#5172)
Diffstat (limited to 'src')
-rw-r--r-- | src/mesh.cpp | 13 |
1 files changed, 7 insertions, 6 deletions
diff --git a/src/mesh.cpp b/src/mesh.cpp index 84689b631..6a055abb2 100644 --- a/src/mesh.cpp +++ b/src/mesh.cpp @@ -44,12 +44,13 @@ void applyFacesShading(video::SColor &color, const v3f &normal) { // Many special drawtypes have normals set to 0,0,0 and this // must result in maximum brightness (no face shadng). - if (normal.Y < -0.5f) - applyShadeFactor (color, 0.447213f); - else if (normal.X > 0.5f || normal.X < -0.5f) - applyShadeFactor (color, 0.670820f); - else if (normal.Z > 0.5f || normal.Z < -0.5f) - applyShadeFactor (color, 0.836660f); + float x2 = normal.X * normal.X; + float y2 = normal.Y * normal.Y; + float z2 = normal.Z * normal.Z; + if (normal.Y < 0) + applyShadeFactor(color, 0.670820f * x2 + 0.447213f * y2 + 0.836660f * z2); + else if ((x2 > 1e-3) || (z2 > 1e-3)) + applyShadeFactor(color, 0.670820f * x2 + 1.000000f * y2 + 0.836660f * z2); } scene::IAnimatedMesh* createCubeMesh(v3f scale) |