forked from oerkki/voxelands
smooth lighting for nodeboxes
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5164f1657a
commit
5822c23c49
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@ -47,8 +47,6 @@ void makeCuboid(MeshCollector *collector, const aabb3f &box,
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v3f min = box.MinEdge;
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v3f max = box.MaxEdge;
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if (txc == NULL) {
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static const f32 txc_default[24] = {
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0,0,1,1,
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@ -95,6 +93,73 @@ void makeCuboid(MeshCollector *collector, const aabb3f &box,
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};
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for (s32 j=0; j<24; j++) {
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int tileindex = MYMIN(j/4, tilecount-1);
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vertices[j].TCoords *= tiles[tileindex].texture.size;
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vertices[j].TCoords += tiles[tileindex].texture.pos;
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}
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u16 indices[] = {0,1,2,2,3,0};
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// Add to mesh collector
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for (s32 j=0; j<24; j+=4) {
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int tileindex = MYMIN(j/4, tilecount-1);
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collector->append(tiles[tileindex].getMaterial(), vertices+j, 4, indices, 6);
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}
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}
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void makeSmoothCuboid(MeshCollector *collector, const aabb3f &box,
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TileSpec *tiles, int tilecount,
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video::SColor c[8], const f32* txc)
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{
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assert(tilecount >= 1 && tilecount <= 6);
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v3f min = box.MinEdge;
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v3f max = box.MaxEdge;
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if (txc == NULL) {
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static const f32 txc_default[24] = {
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0,0,1,1,
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0,0,1,1,
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0,0,1,1,
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0,0,1,1,
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0,0,1,1,
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0,0,1,1
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};
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txc = txc_default;
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}
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video::S3DVertex vertices[24] = {
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// up
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video::S3DVertex(min.X,max.Y,max.Z, 0,1,0, c[0], txc[0],txc[1]),
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video::S3DVertex(max.X,max.Y,max.Z, 0,1,0, c[1], txc[2],txc[1]),
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video::S3DVertex(max.X,max.Y,min.Z, 0,1,0, c[2], txc[2],txc[3]),
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video::S3DVertex(min.X,max.Y,min.Z, 0,1,0, c[3], txc[0],txc[3]),
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// down
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video::S3DVertex(min.X,min.Y,min.Z, 0,-1,0, c[4], txc[4],txc[5]),
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video::S3DVertex(max.X,min.Y,min.Z, 0,-1,0, c[5], txc[6],txc[5]),
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video::S3DVertex(max.X,min.Y,max.Z, 0,-1,0, c[6], txc[6],txc[7]),
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video::S3DVertex(min.X,min.Y,max.Z, 0,-1,0, c[7], txc[4],txc[7]),
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// right
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video::S3DVertex(max.X,max.Y,min.Z, 1,0,0, c[2], txc[ 8],txc[9]),
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video::S3DVertex(max.X,max.Y,max.Z, 1,0,0, c[1], txc[10],txc[9]),
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video::S3DVertex(max.X,min.Y,max.Z, 1,0,0, c[6], txc[10],txc[11]),
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video::S3DVertex(max.X,min.Y,min.Z, 1,0,0, c[5], txc[ 8],txc[11]),
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// left
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video::S3DVertex(min.X,max.Y,max.Z, -1,0,0, c[0], txc[12],txc[13]),
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video::S3DVertex(min.X,max.Y,min.Z, -1,0,0, c[3], txc[14],txc[13]),
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video::S3DVertex(min.X,min.Y,min.Z, -1,0,0, c[4], txc[14],txc[15]),
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video::S3DVertex(min.X,min.Y,max.Z, -1,0,0, c[7], txc[12],txc[15]),
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// back
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video::S3DVertex(max.X,max.Y,max.Z, 0,0,1, c[1], txc[16],txc[17]),
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video::S3DVertex(min.X,max.Y,max.Z, 0,0,1, c[0], txc[18],txc[17]),
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video::S3DVertex(min.X,min.Y,max.Z, 0,0,1, c[7], txc[18],txc[19]),
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video::S3DVertex(max.X,min.Y,max.Z, 0,0,1, c[6], txc[16],txc[19]),
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// front
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video::S3DVertex(min.X,max.Y,min.Z, 0,0,-1, c[3], txc[20],txc[21]),
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video::S3DVertex(max.X,max.Y,min.Z, 0,0,-1, c[2], txc[22],txc[21]),
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video::S3DVertex(max.X,min.Y,min.Z, 0,0,-1, c[5], txc[22],txc[23]),
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video::S3DVertex(min.X,min.Y,min.Z, 0,0,-1, c[4], txc[20],txc[23]),
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};
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for (s32 j=0; j<24; j++) {
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int tileindex = MYMIN(j/4, tilecount-1);
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vertices[j].TCoords *= tiles[tileindex].texture.size;
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@ -1513,6 +1578,53 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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// Handles facedir rotation for textures
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tiles[i] = n.getTile(tile_dirs[i]);
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}
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video::SColor lights[8];
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if (g_settings->getBool("smooth_lighting")) {
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static const v3s16 corners[8] = {
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v3s16(0,1,1),
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v3s16(1,1,1),
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v3s16(1,1,0),
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v3s16(0,1,0),
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v3s16(0,0,0),
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v3s16(1,0,0),
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v3s16(1,0,1),
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v3s16(0,0,1)
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};
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u8 l;
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u32 lt;
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u32 ltp;
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u8 ld;
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MapNode tn;
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for (int i=0; i<8; i++) {
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l = 0;
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lt = 0;
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ld = 0;
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for (s16 tx=-1; tx<1; tx++) {
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for (s16 ty=-1; ty<1; ty++) {
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for (s16 tz=-1; tz<1; tz++) {
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tn = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(tx,ty,tz) + p + corners[i]);
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if (
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ty<1
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&& (
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tn.getContent() != CONTENT_AIR
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&& content_features(tn).light_source == 0
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&& content_features(tn).param_type != CPT_LIGHT
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)
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)
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continue;
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ltp = decode_light(tn.getLightBlend(data->m_daynight_ratio));
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if (!ltp)
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continue;
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lt += ltp;
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ld++;
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}
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}
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}
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if (ld)
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l = lt/ld;
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lights[i] = MapBlock_LightColor(255, l);
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}
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}else{
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u8 l = 0;
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if (content_features(n).param_type == CPT_LIGHT) {
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l = decode_light(n.getLightBlend(data->m_daynight_ratio));
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@ -1539,8 +1651,11 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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if (ld)
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l = lt/ld;
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}
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video::SColor c = MapBlock_LightColor(255, l);
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for (int i=0; i<8; i++) {
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lights[i] = c;
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}
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}
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v3f pos = intToFloat(p+blockpos_nodes, BS);
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std::vector<aabb3f> boxes = content_features(n).getNodeBoxes(n);
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@ -1570,7 +1685,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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// front
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tx1, 1-ty2, tx2, 1-ty1,
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};
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makeCuboid(&collector, box, tiles, 6, c, txc);
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makeSmoothCuboid(&collector, box, tiles, 6, lights, txc);
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}
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}
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break;
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