diff options
-rw-r--r-- | CMakeLists.txt | 2 | ||||
-rw-r--r-- | doc/changelog.txt | 3 | ||||
-rw-r--r-- | src/game.cpp | 11 | ||||
-rw-r--r-- | src/main.cpp | 6 | ||||
-rw-r--r-- | src/mapblock.cpp | 339 |
5 files changed, 147 insertions, 214 deletions
diff --git a/CMakeLists.txt b/CMakeLists.txt index 1bd5e776b..d5b8028f6 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -9,7 +9,7 @@ project(minetest) set(VERSION_MAJOR 0) set(VERSION_MINOR 2) -set(VERSION_PATCH 20110424_0) +set(VERSION_PATCH 20110424_1_dev) set(VERSION_STRING "${VERSION_MAJOR}.${VERSION_MINOR}.${VERSION_PATCH}") # Configuration options diff --git a/doc/changelog.txt b/doc/changelog.txt index 574ea60b1..71cbd970d 100644 --- a/doc/changelog.txt +++ b/doc/changelog.txt @@ -3,6 +3,9 @@ Minetest-c55 changelog This should contain all the major changes. For minor stuff, refer to the commit log of the repository. +X: +- Optimized smooth lighting + 2011-04-24: - Smooth lighting with simple ambient occlusion - Updated main menu diff --git a/src/game.cpp b/src/game.cpp index 7eb847e6c..9054f00cc 100644 --- a/src/game.cpp +++ b/src/game.cpp @@ -1229,6 +1229,17 @@ void the_game( s32 dx = input->getMousePos().X - displaycenter.X; s32 dy = input->getMousePos().Y - displaycenter.Y; //std::cout<<"window active, pos difference "<<dx<<","<<dy<<std::endl; + + const float keyspeed = 500; + if(input->isKeyDown(irr::KEY_UP)) + dy -= dtime * keyspeed; + if(input->isKeyDown(irr::KEY_DOWN)) + dy += dtime * keyspeed; + if(input->isKeyDown(irr::KEY_LEFT)) + dx -= dtime * keyspeed; + if(input->isKeyDown(irr::KEY_RIGHT)) + dx += dtime * keyspeed; + camera_yaw -= dx*0.2; camera_pitch += dy*0.2; if(camera_pitch < -89.5) camera_pitch = -89.5; diff --git a/src/main.cpp b/src/main.cpp index 3bc4de777..51a407827 100644 --- a/src/main.cpp +++ b/src/main.cpp @@ -167,6 +167,10 @@ TODO: Better control of draw_control.wanted_max_blocks TODO: Get player texture (and some others) from the specified texture
directory
+SUGG: Simple light color information to air
+
+TODO: Block mesh generator to tile properly on smooth lighting
+
Configuration:
--------------
@@ -189,6 +193,8 @@ TODO: Don't update all meshes always on single node changes, but - Tool/weapon visualization
+FIXME: When disconnected to the menu, memory is not freed properly
+
Server:
-------
diff --git a/src/mapblock.cpp b/src/mapblock.cpp index 284c64300..c89cf46da 100644 --- a/src/mapblock.cpp +++ b/src/mapblock.cpp @@ -223,45 +223,6 @@ void makeFastFace(TileSpec tile, u8 li0, u8 li1, u8 li2, u8 li3, v3f p, ); } - /*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); - vertex_pos[1] = v3f( BS/2,-BS/2,BS/2); - vertex_pos[2] = v3f( BS/2, BS/2,BS/2); - vertex_pos[3] = v3f(-BS/2, BS/2,BS/2); - - if(dir == v3s16(0,0,1)) - { - for(u16 i=0; i<4; i++) - vertex_pos[i].rotateXZBy(0); - } - else if(dir == v3s16(0,0,-1)) - { - for(u16 i=0; i<4; i++) - vertex_pos[i].rotateXZBy(180); - } - else if(dir == v3s16(1,0,0)) - { - for(u16 i=0; i<4; i++) - vertex_pos[i].rotateXZBy(-90); - } - else if(dir == v3s16(-1,0,0)) - { - for(u16 i=0; i<4; i++) - vertex_pos[i].rotateXZBy(90); - } - else if(dir == v3s16(0,1,0)) - { - for(u16 i=0; i<4; i++) - vertex_pos[i].rotateYZBy(-90); - } - else if(dir == v3s16(0,-1,0)) - { - for(u16 i=0; i<4; i++) - vertex_pos[i].rotateYZBy(90); - }*/ - for(u16 i=0; i<4; i++) { vertex_pos[i].X *= scale.X; @@ -472,6 +433,73 @@ u8 getSmoothLight(v3s16 p, v3s16 corner, return getSmoothLight(p, vmanip, daynight_ratio); } +void getTileInfo( + // Input: + v3s16 blockpos_nodes, + v3s16 p, + v3s16 face_dir, + u32 daynight_ratio, + VoxelManipulator &vmanip, + NodeModMap &temp_mods, + bool smooth_lighting, + // Output: + bool &makes_face, + v3s16 &p_corrected, + v3s16 &face_dir_corrected, + u8 *lights, + TileSpec &tile + ) +{ + MapNode n0 = vmanip.getNodeNoEx(blockpos_nodes + p); + MapNode n1 = vmanip.getNodeNoEx(blockpos_nodes + p + face_dir); + TileSpec tile0 = getNodeTile(n0, p, face_dir, temp_mods); + TileSpec tile1 = getNodeTile(n1, p + face_dir, -face_dir, temp_mods); + + // This is hackish + u8 content0 = getNodeContent(p, n0, temp_mods); + u8 content1 = getNodeContent(p + face_dir, n1, temp_mods); + u8 mf = face_contents(content0, content1); + + if(mf == 0) + { + makes_face = false; + return; + } + + makes_face = true; + + if(mf == 1) + { + tile = tile0; + p_corrected = p; + face_dir_corrected = face_dir; + } + else + { + tile = tile1; + p_corrected = p + face_dir; + face_dir_corrected = -face_dir; + } + + if(smooth_lighting == false) + { + lights[0] = lights[1] = lights[2] = lights[3] = + decode_light(getFaceLight(daynight_ratio, n0, n1, face_dir)); + } + else + { + v3s16 vertex_dirs[4]; + getNodeVertexDirs(face_dir_corrected, vertex_dirs); + for(u16 i=0; i<4; i++) + { + lights[i] = getSmoothLight(blockpos_nodes + p_corrected, + vertex_dirs[i], vmanip, daynight_ratio); + } + } + + return; +} + /* startpos: translate_dir: unit vector with only one of x, y or z @@ -496,11 +524,14 @@ void updateFastFaceRow( u16 continuous_tiles_count = 0; - MapNode n0 = vmanip.getNodeNoEx(blockpos_nodes + p); - MapNode n1 = vmanip.getNodeNoEx(blockpos_nodes + p + face_dir); - TileSpec tile0 = getNodeTile(n0, p, face_dir, temp_mods); - TileSpec tile1 = getNodeTile(n1, p + face_dir, -face_dir, temp_mods); - u8 light = getFaceLight(daynight_ratio, n0, n1, face_dir); + bool makes_face; + v3s16 p_corrected; + v3s16 face_dir_corrected; + u8 lights[4]; + TileSpec tile; + getTileInfo(blockpos_nodes, p, face_dir, daynight_ratio, + vmanip, temp_mods, smooth_lighting, + makes_face, p_corrected, face_dir_corrected, lights, tile); for(u16 j=0; j<length; j++) { @@ -508,11 +539,12 @@ void updateFastFaceRow( bool next_is_different = true; v3s16 p_next; - MapNode n0_next; - MapNode n1_next; - TileSpec tile0_next; - TileSpec tile1_next; - u8 light_next = 0; + + bool next_makes_face; + v3s16 next_p_corrected; + v3s16 next_face_dir_corrected; + u8 next_lights[4]; + TileSpec next_tile; // If at last position, there is nothing to compare to and // the face must be drawn anyway @@ -520,15 +552,20 @@ void updateFastFaceRow( { p_next = p + translate_dir; - n0_next = vmanip.getNodeNoEx(blockpos_nodes + p_next); - n1_next = vmanip.getNodeNoEx(blockpos_nodes + p_next + face_dir); - tile0_next = getNodeTile(n0_next, p_next, face_dir, temp_mods); - tile1_next = getNodeTile(n1_next,p_next+face_dir,-face_dir, temp_mods); - light_next = getFaceLight(daynight_ratio, n0_next, n1_next, face_dir); - - if(tile0_next == tile0 - && tile1_next == tile1 - && light_next == light) + getTileInfo(blockpos_nodes, p_next, face_dir, daynight_ratio, + vmanip, temp_mods, smooth_lighting, + next_makes_face, next_p_corrected, + next_face_dir_corrected, next_lights, + next_tile); + + if(next_makes_face == makes_face + && next_p_corrected == p_corrected + && next_face_dir_corrected == face_dir_corrected + && next_lights[0] == lights[0] + && next_lights[1] == lights[1] + && next_lights[2] == lights[2] + && next_lights[3] == lights[3] + && next_tile == tile) { next_is_different = false; } @@ -542,24 +579,15 @@ void updateFastFaceRow( If there is no texture, it can be tiled infinitely. If tiled==0, it means the texture can be tiled infinitely. Otherwise check tiled agains continuous_tiles_count. - - This check has to be made for both tiles, because this is - a bit hackish and we know which one we're using only when - the decision to make the faces is made. */ - if(tile0.texture.atlas != NULL && tile0.texture.tiled != 0) + if(tile.texture.atlas != NULL && tile.texture.tiled != 0) { - if(tile0.texture.tiled <= continuous_tiles_count) - end_of_texture = true; - } - if(tile1.texture.atlas != NULL && tile1.texture.tiled != 0) - { - if(tile1.texture.tiled <= continuous_tiles_count) + if(tile.texture.tiled <= continuous_tiles_count) end_of_texture = true; } // Do this to disable tiling textures - //end_of_texture = true; //DEBUG + end_of_texture = true; //DEBUG // Disable tiling of textures if smooth lighting is used if(smooth_lighting) @@ -570,22 +598,13 @@ void updateFastFaceRow( /* Create a face if there should be one */ - // This is hackish - u8 content0 = getNodeContent(p, n0, temp_mods); - u8 content1 = getNodeContent(p + face_dir, n1, temp_mods); - u8 mf = face_contents(content0, content1); - - if(mf != 0) + if(makes_face) { // Floating point conversion of the position vector - v3f pf(p.X, p.Y, p.Z); + v3f pf(p_corrected.X, p_corrected.Y, p_corrected.Z); // Center point of face (kind of) v3f sp = pf - ((f32)continuous_tiles_count / 2. - 0.5) * translate_dir_f; v3f scale(1,1,1); - u8 li0=255, li1=255, li2=255, li3=255; - - // First node - v3s16 p_first = p - (continuous_tiles_count-1) * translate_dir; if(translate_dir.X != 0) { @@ -600,35 +619,30 @@ void updateFastFaceRow( scale.Z = continuous_tiles_count; } -#if 1 + makeFastFace(tile, lights[0], lights[1], lights[2], lights[3], + sp, face_dir_corrected, scale, + posRelative_f, dest); + + #if 0 + // First node + v3s16 p_first = p_corrected - (continuous_tiles_count-1) + * translate_dir; + 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 + p_map_leftmost = p_corrected + blockpos_nodes; + p_map_rightmost = p_first + blockpos_nodes; + + /*if(p != p_corrected) { - // 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)) + 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) { @@ -648,123 +662,22 @@ void updateFastFaceRow( 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) - { - if(smooth_lighting) - { - if(face_dir == v3s16(0,0,1)) - { - // Going along X+, faces in Z+ - li0 = getSmoothLight(p_map_first, v3s16(-1,-1,1), - vmanip, daynight_ratio); - li1 = getSmoothLight(p_map, v3s16(1,-1,1), - vmanip, daynight_ratio); - li2 = getSmoothLight(p_map, v3s16(1,1,1), - vmanip, daynight_ratio); - 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( 1,1,-1), - vmanip, daynight_ratio); - li1 = getSmoothLight(p_map, v3s16(-1,1,-1), - vmanip, daynight_ratio); - li2 = getSmoothLight(p_map, v3s16(-1,1,1), - vmanip, daynight_ratio); - 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,-1,1), - vmanip, daynight_ratio); - li1 = getSmoothLight(p_map, v3s16(1,-1,-1), - vmanip, daynight_ratio); - li2 = getSmoothLight(p_map, v3s16(1,1,-1), - vmanip, daynight_ratio); - li3 = getSmoothLight(p_map_first, v3s16(1,1,1), - vmanip, daynight_ratio); - } - else assert(0); - } - - makeFastFace(tile0, li0, li1, li2, li3, - sp, face_dir, scale, - posRelative_f, dest); - } - // If node at sp is less solid (mf == 2) - else - { - if(smooth_lighting) - { - // Offset to the actual solid block - p_map += face_dir; - p_map_first += face_dir; - - if(face_dir == v3s16(0,0,1)) - { - // Going along X+, faces in Z- - li0 = getSmoothLight(p_map, v3s16(1,-1,-1), - vmanip, daynight_ratio); - li1 = getSmoothLight(p_map_first, v3s16(-1,-1,-1), - vmanip, daynight_ratio); - li2 = getSmoothLight(p_map_first, v3s16(-1,1,-1), - vmanip, daynight_ratio); - 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(-1,-1,1), - vmanip, daynight_ratio); - li1 = getSmoothLight(p_map, v3s16(1,-1,1), - vmanip, daynight_ratio); - li2 = getSmoothLight(p_map, v3s16(1,-1,-1), - vmanip, daynight_ratio); - 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,-1,-1), - vmanip, daynight_ratio); - li1 = getSmoothLight(p_map, v3s16(-1,-1,1), - vmanip, daynight_ratio); - li2 = getSmoothLight(p_map, v3s16(-1,1,1), - vmanip, daynight_ratio); - li3 = getSmoothLight(p_map_first, v3s16(-1,1,-1), - vmanip, daynight_ratio); - } - else assert(0); - } - - makeFastFace(tile1, li0, li1, li2, li3, - sp+face_dir_f, -face_dir, scale, - posRelative_f, dest); - } -#endif + #endif } continuous_tiles_count = 0; - n0 = n0_next; - n1 = n1_next; - tile0 = tile0_next; - tile1 = tile1_next; - light = light_next; + + makes_face = next_makes_face; + p_corrected = next_p_corrected; + face_dir_corrected = next_face_dir_corrected; + lights[0] = next_lights[0]; + lights[1] = next_lights[1]; + lights[2] = next_lights[2]; + lights[3] = next_lights[3]; + tile = next_tile; } p = p_next; |