diff options
-rw-r--r-- | src/content_mapblock.cpp | 10 | ||||
-rw-r--r-- | src/mapblock_mesh.cpp | 17 |
2 files changed, 26 insertions, 1 deletions
diff --git a/src/content_mapblock.cpp b/src/content_mapblock.cpp index 8f102cd91..3184925a4 100644 --- a/src/content_mapblock.cpp +++ b/src/content_mapblock.cpp @@ -210,8 +210,16 @@ void mapblock_mesh_generate_special(MeshMakeData *data, top_is_same_liquid = true; u16 l = 0; + // If this liquid emits light and doesn't contain light, draw + // it at what it emits, for an increased effect + u8 light_source = nodedef->get(n).light_source; + if(light_source != 0){ + //l = decode_light(undiminish_light(light_source)); + l = decode_light(light_source); + l = l | (l<<8); + } // Use the light of the node on top if possible - if(nodedef->get(ntop).param_type == CPT_LIGHT) + else if(nodedef->get(ntop).param_type == CPT_LIGHT) l = getInteriorLight(ntop, 0, data); // Otherwise use the light of this node (the liquid) else diff --git a/src/mapblock_mesh.cpp b/src/mapblock_mesh.cpp index abe23855f..0e26161e2 100644 --- a/src/mapblock_mesh.cpp +++ b/src/mapblock_mesh.cpp @@ -183,6 +183,15 @@ static u8 getFaceLight(enum LightBank bank, MapNode n, MapNode n2, else light = l2; + // Boost light level for light sources + u8 light_source = MYMAX(ndef->get(n).light_source, + ndef->get(n2).light_source); + //if(light_source >= light) + //return decode_light(undiminish_light(light_source)); + if(light_source > light) + //return decode_light(light_source); + light = light_source; + // Make some nice difference to different sides // This makes light come from a corner @@ -233,10 +242,13 @@ static u8 getSmoothLight(enum LightBank bank, v3s16 p, MeshMakeData *data) u16 ambient_occlusion = 0; u16 light = 0; u16 light_count = 0; + u8 light_source_max = 0; for(u32 i=0; i<8; i++) { MapNode n = data->m_vmanip.getNodeNoEx(p - dirs8[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) @@ -255,6 +267,11 @@ static u8 getSmoothLight(enum LightBank bank, v3s16 p, MeshMakeData *data) light /= light_count; + // Boost brightness around light sources + if(decode_light(light_source_max) >= light) + //return decode_light(undiminish_light(light_source_max)); + return decode_light(light_source_max); + if(ambient_occlusion > 4) { ambient_occlusion -= 4; |