smooth lighting for some special draw types

This commit is contained in:
darkrose 2013-11-19 23:28:09 +10:00
parent 5822c23c49
commit e4ad8ca698
1 changed files with 104 additions and 156 deletions

View File

@ -39,73 +39,6 @@ with this program; if not, write to the Free Software Foundation, Inc.,
// (compatible with ContentFeatures). If you specified 0,0,1,1
// for each face, that would be the same as passing NULL.
void makeCuboid(MeshCollector *collector, const aabb3f &box,
TileSpec *tiles, int tilecount,
video::SColor &c, const f32* txc)
{
assert(tilecount >= 1 && tilecount <= 6);
v3f min = box.MinEdge;
v3f max = box.MaxEdge;
if (txc == NULL) {
static const f32 txc_default[24] = {
0,0,1,1,
0,0,1,1,
0,0,1,1,
0,0,1,1,
0,0,1,1,
0,0,1,1
};
txc = txc_default;
}
video::S3DVertex vertices[24] = {
// up
video::S3DVertex(min.X,max.Y,max.Z, 0,1,0, c, txc[0],txc[1]),
video::S3DVertex(max.X,max.Y,max.Z, 0,1,0, c, txc[2],txc[1]),
video::S3DVertex(max.X,max.Y,min.Z, 0,1,0, c, txc[2],txc[3]),
video::S3DVertex(min.X,max.Y,min.Z, 0,1,0, c, txc[0],txc[3]),
// down
video::S3DVertex(min.X,min.Y,min.Z, 0,-1,0, c, txc[4],txc[5]),
video::S3DVertex(max.X,min.Y,min.Z, 0,-1,0, c, txc[6],txc[5]),
video::S3DVertex(max.X,min.Y,max.Z, 0,-1,0, c, txc[6],txc[7]),
video::S3DVertex(min.X,min.Y,max.Z, 0,-1,0, c, txc[4],txc[7]),
// right
video::S3DVertex(max.X,max.Y,min.Z, 1,0,0, c, txc[ 8],txc[9]),
video::S3DVertex(max.X,max.Y,max.Z, 1,0,0, c, txc[10],txc[9]),
video::S3DVertex(max.X,min.Y,max.Z, 1,0,0, c, txc[10],txc[11]),
video::S3DVertex(max.X,min.Y,min.Z, 1,0,0, c, txc[ 8],txc[11]),
// left
video::S3DVertex(min.X,max.Y,max.Z, -1,0,0, c, txc[12],txc[13]),
video::S3DVertex(min.X,max.Y,min.Z, -1,0,0, c, txc[14],txc[13]),
video::S3DVertex(min.X,min.Y,min.Z, -1,0,0, c, txc[14],txc[15]),
video::S3DVertex(min.X,min.Y,max.Z, -1,0,0, c, txc[12],txc[15]),
// back
video::S3DVertex(max.X,max.Y,max.Z, 0,0,1, c, txc[16],txc[17]),
video::S3DVertex(min.X,max.Y,max.Z, 0,0,1, c, txc[18],txc[17]),
video::S3DVertex(min.X,min.Y,max.Z, 0,0,1, c, txc[18],txc[19]),
video::S3DVertex(max.X,min.Y,max.Z, 0,0,1, c, txc[16],txc[19]),
// front
video::S3DVertex(min.X,max.Y,min.Z, 0,0,-1, c, txc[20],txc[21]),
video::S3DVertex(max.X,max.Y,min.Z, 0,0,-1, c, txc[22],txc[21]),
video::S3DVertex(max.X,min.Y,min.Z, 0,0,-1, c, txc[22],txc[23]),
video::S3DVertex(min.X,min.Y,min.Z, 0,0,-1, c, txc[20],txc[23]),
};
for (s32 j=0; j<24; j++) {
int tileindex = MYMIN(j/4, tilecount-1);
vertices[j].TCoords *= tiles[tileindex].texture.size;
vertices[j].TCoords += tiles[tileindex].texture.pos;
}
u16 indices[] = {0,1,2,2,3,0};
// Add to mesh collector
for (s32 j=0; j<24; j+=4) {
int tileindex = MYMIN(j/4, tilecount-1);
collector->append(tiles[tileindex].getMaterial(), vertices+j, 4, indices, 6);
}
}
void makeSmoothCuboid(MeshCollector *collector, const aabb3f &box,
TileSpec *tiles, int tilecount,
video::SColor c[8], const f32* txc)
{
@ -172,6 +105,88 @@ void makeSmoothCuboid(MeshCollector *collector, const aabb3f &box,
collector->append(tiles[tileindex].getMaterial(), vertices+j, 4, indices, 6);
}
}
static void getLights(v3s16 pos, video::SColor *lights, MeshMakeData *data, bool smooth_lighting)
{
if (!smooth_lighting) {
u8 l = 0;
u32 lt = 0;
u32 ltp;
u8 ld = 0;
for (s16 tx=-1; tx<2; tx++) {
for (s16 ty=-1; ty<2; ty++) {
for (s16 tz=-1; tz<2; tz++) {
MapNode tn = data->m_vmanip.getNodeNoEx(pos + v3s16(tx,ty,tz));
if (
ty<1
&& (
tn.getContent() != CONTENT_AIR
&& content_features(tn).light_source == 0
&& content_features(tn).param_type != CPT_LIGHT
)
)
continue;
ltp = decode_light(tn.getLightBlend(data->m_daynight_ratio));
if (!ltp)
continue;
lt += ltp;
ld++;
}
}
}
if (ld)
l = lt/ld;
video::SColor c = MapBlock_LightColor(255, l);
for (int i=0; i<8; i++) {
lights[i] = c;
}
return;
}
static const v3s16 corners[8] = {
v3s16(0,1,1),
v3s16(1,1,1),
v3s16(1,1,0),
v3s16(0,1,0),
v3s16(0,0,0),
v3s16(1,0,0),
v3s16(1,0,1),
v3s16(0,0,1)
};
u8 l;
u32 lt;
u32 ltp;
u8 ld;
MapNode tn;
for (int i=0; i<8; i++) {
l = 0;
lt = 0;
ld = 0;
for (s16 tx=-1; tx<1; tx++) {
for (s16 ty=-1; ty<1; ty++) {
for (s16 tz=-1; tz<1; tz++) {
tn = data->m_vmanip.getNodeNoEx(pos + v3s16(tx,ty,tz) + corners[i]);
if (
ty<1
&& (
tn.getContent() != CONTENT_AIR
&& content_features(tn).light_source == 0
&& content_features(tn).param_type != CPT_LIGHT
)
)
continue;
ltp = decode_light(tn.getLightBlend(data->m_daynight_ratio));
if (!ltp)
continue;
lt += ltp;
ld++;
}
}
}
if (ld)
l = lt/ld;
lights[i] = MapBlock_LightColor(255, l);
}
}
#endif
#ifndef SERVER
@ -296,6 +311,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
Some settings
*/
bool new_style_water = g_settings->getBool("new_style_water");
bool smooth_lighting = g_settings->getBool("smooth_lighting");
float node_liquid_level = 1.0;
if(new_style_water)
@ -948,8 +964,16 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
break;
case CDT_GLASSLIKE:
{
u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio)));
video::SColor c = MapBlock_LightColor(255, l);
static const aau8 l[6][4] = {
{0,1,6,7},
{0,1,2,3},
{1,2,5,6},
{2,3,4,5},
{4,5,6,7},
{0,3,4,7}
};
video::SColor c[8];
getLights(blockpos_nodes+p,c,data,smooth_lighting);
for(u32 j=0; j<6; j++)
{
@ -960,13 +984,13 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
// The face at Z+
video::S3DVertex vertices[4] =
{
video::S3DVertex(-BS/2,-BS/2,BS/2, 0,0,0, c,
video::S3DVertex(-BS/2,-BS/2,BS/2, 0,0,0, c[l[j][0]],
content_features(n).tiles[j].texture.x0(), content_features(n).tiles[j].texture.y1()),
video::S3DVertex(BS/2,-BS/2,BS/2, 0,0,0, c,
video::S3DVertex(BS/2,-BS/2,BS/2, 0,0,0, c[l[j][1]],
content_features(n).tiles[j].texture.x1(), content_features(n).tiles[j].texture.y1()),
video::S3DVertex(BS/2,BS/2,BS/2, 0,0,0, c,
video::S3DVertex(BS/2,BS/2,BS/2, 0,0,0, c[l[j][2]],
content_features(n).tiles[j].texture.x1(), content_features(n).tiles[j].texture.y0()),
video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c,
video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c[l[j][3]],
content_features(n).tiles[j].texture.x0(), content_features(n).tiles[j].texture.y0()),
};
@ -1020,8 +1044,8 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
break;
case CDT_WALLLIKE:
{
u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio)));
video::SColor c = MapBlock_LightColor(255, l);
video::SColor c[8];
getLights(blockpos_nodes+p,c,data,smooth_lighting);
const f32 post_rad=(f32)0.2*BS;
const f32 wall_rad=(f32)0.15*BS;
@ -1129,8 +1153,8 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
break;
case CDT_FENCELIKE:
{
u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio)));
video::SColor c = MapBlock_LightColor(255, l);
video::SColor c[8];
getLights(blockpos_nodes+p,c,data,smooth_lighting);
const f32 post_rad=(f32)BS/10;
const f32 bar_rad=(f32)BS/20;
@ -1578,84 +1602,8 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
// Handles facedir rotation for textures
tiles[i] = n.getTile(tile_dirs[i]);
}
video::SColor lights[8];
if (g_settings->getBool("smooth_lighting")) {
static const v3s16 corners[8] = {
v3s16(0,1,1),
v3s16(1,1,1),
v3s16(1,1,0),
v3s16(0,1,0),
v3s16(0,0,0),
v3s16(1,0,0),
v3s16(1,0,1),
v3s16(0,0,1)
};
u8 l;
u32 lt;
u32 ltp;
u8 ld;
MapNode tn;
for (int i=0; i<8; i++) {
l = 0;
lt = 0;
ld = 0;
for (s16 tx=-1; tx<1; tx++) {
for (s16 ty=-1; ty<1; ty++) {
for (s16 tz=-1; tz<1; tz++) {
tn = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(tx,ty,tz) + p + corners[i]);
if (
ty<1
&& (
tn.getContent() != CONTENT_AIR
&& content_features(tn).light_source == 0
&& content_features(tn).param_type != CPT_LIGHT
)
)
continue;
ltp = decode_light(tn.getLightBlend(data->m_daynight_ratio));
if (!ltp)
continue;
lt += ltp;
ld++;
}
}
}
if (ld)
l = lt/ld;
lights[i] = MapBlock_LightColor(255, l);
}
}else{
u8 l = 0;
if (content_features(n).param_type == CPT_LIGHT) {
l = decode_light(n.getLightBlend(data->m_daynight_ratio));
}else{
u32 lt = 0;
u32 ltp;
u8 ld = 0;
for (s16 tx=-1; tx<2; tx++) {
for (s16 ty=-1; ty<2; ty++) {
for (s16 tz=-1; tz<2; tz++) {
if (!tx && !ty && !tz)
continue;
MapNode tn = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x+tx,y+ty,z+tz));
if (ty<1 && tn.getContent() != CONTENT_AIR)
continue;
ltp = decode_light(tn.getLightBlend(data->m_daynight_ratio));
if (!ltp)
continue;
lt += ltp;
ld++;
}
}
}
if (ld)
l = lt/ld;
}
video::SColor c = MapBlock_LightColor(255, l);
for (int i=0; i<8; i++) {
lights[i] = c;
}
}
video::SColor c[8];
getLights(blockpos_nodes+p,c,data,smooth_lighting);
v3f pos = intToFloat(p+blockpos_nodes, BS);
std::vector<aabb3f> boxes = content_features(n).getNodeBoxes(n);
@ -1685,7 +1633,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
// front
tx1, 1-ty2, tx2, 1-ty1,
};
makeSmoothCuboid(&collector, box, tiles, 6, lights, txc);
makeCuboid(&collector, box, tiles, 6, c, txc);
}
}
break;