forked from oerkki/voxelands
Fix dirtlike lighting (ambient occlusion)
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f887e27b8a
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@ -385,7 +385,7 @@ TileSpec getMetaTile(MapNode mn, v3s16 p, v3s16 face_dir, SelectedNode &select)
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return spec;
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}
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v3s16 dirs8[8] = {
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static const v3s16 dirs8[8] = {
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v3s16(0,0,0),
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v3s16(0,0,1),
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v3s16(0,1,0),
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@ -411,19 +411,18 @@ u8 getSmoothLight(v3s16 p, v3s16 corner, VoxelManipulator &vmanip)
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if (corner.Z == 1)
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p.Z += 1;
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for (u32 i=0; i<8; i++) {
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for (u8 i = 0; i < 8; i++) {
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MapNode n = vmanip.getNodeRO(p - dirs8[i]);
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if (
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content_features(n).param_type == CPT_LIGHT
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) {
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ContentFeatures &f = content_features(n);
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if (f.param_type == CPT_LIGHT) {
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dl += n.getLight(LIGHTBANK_DAY);
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nl += n.getLight(LIGHTBANK_NIGHT);
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light_count++;
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if (content_features(n).light_source > 0)
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if (f.light_source > 0)
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ambient_occlusion -= 2.0;
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}else if (content_features(n).draw_type == CDT_CUBELIKE) {
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} else if (f.draw_type == CDT_CUBELIKE || f.draw_type == CDT_DIRTLIKE) {
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ambient_occlusion += 1.0;
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}else if (n.getContent() != CONTENT_IGNORE) {
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} else if (n.getContent() != CONTENT_IGNORE) {
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ambient_occlusion += 0.5;
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}
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}
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