Pass pointer to nodedef directly to avoid recalculation in quite often called function
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28854495b1
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@ -219,7 +219,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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if(ntop.getContent() == c_flowing || ntop.getContent() == c_source)
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top_is_same_liquid = true;
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u16 l = getInteriorLight(n, 0, data);
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u16 l = getInteriorLight(n, 0, nodedef);
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video::SColor c = MapBlock_LightColor(f.alpha, l, decode_light(f.light_source));
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/*
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@ -389,10 +389,10 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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}
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// Use the light of the node on top if possible
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else if(nodedef->get(ntop).param_type == CPT_LIGHT)
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l = getInteriorLight(ntop, 0, data);
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l = getInteriorLight(ntop, 0, nodedef);
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// Otherwise use the light of this node (the liquid)
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else
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l = getInteriorLight(n, 0, data);
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l = getInteriorLight(n, 0, nodedef);
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video::SColor c = MapBlock_LightColor(f.alpha, l, decode_light(f.light_source));
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u8 range = rangelim(nodedef->get(c_flowing).liquid_range, 1, 8);
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@ -696,7 +696,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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{
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TileSpec tile = getNodeTile(n, p, v3s16(0,0,0), data);
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u16 l = getInteriorLight(n, 1, data);
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u16 l = getInteriorLight(n, 1, nodedef);
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video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
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for(u32 j=0; j<6; j++)
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@ -758,7 +758,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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TileSpec tiles[2];
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tiles[0] = getNodeTile(n, p, dirs[0], data);
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tiles[1] = getNodeTile(n, p, dirs[1], data);
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u16 l = getInteriorLight(n, 1, data);
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u16 l = getInteriorLight(n, 1, nodedef);
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video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
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v3f pos = intToFloat(p, BS);
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static const float a=BS/2;
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@ -876,7 +876,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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TileSpec tile_leaves = getNodeTile(n, p,
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v3s16(0,0,0), data);
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u16 l = getInteriorLight(n, 1, data);
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u16 l = getInteriorLight(n, 1, nodedef);
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video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
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v3f pos = intToFloat(p, BS);
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@ -909,7 +909,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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tile.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING;
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tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
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u16 l = getInteriorLight(n, 1, data);
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u16 l = getInteriorLight(n, 1, nodedef);
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video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
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float s = BS/2*f.visual_scale;
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@ -950,7 +950,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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tile.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING;
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tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
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u16 l = getInteriorLight(n, 0, data);
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u16 l = getInteriorLight(n, 0, nodedef);
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video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
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float d = (float)BS/16;
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@ -993,7 +993,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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TileSpec tile = getNodeTileN(n, p, 0, data);
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tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
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u16 l = getInteriorLight(n, 1, data);
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u16 l = getInteriorLight(n, 1, nodedef);
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video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
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float s = BS/2*f.visual_scale;
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@ -1045,7 +1045,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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texturestring_rot,
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&tile_rot.texture_id);
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u16 l = getInteriorLight(n, 1, data);
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u16 l = getInteriorLight(n, 1, nodedef);
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video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
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const f32 post_rad=(f32)BS/8;
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@ -1294,7 +1294,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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tile.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING;
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tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
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u16 l = getInteriorLight(n, 0, data);
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u16 l = getInteriorLight(n, 0, nodedef);
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video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
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float d = (float)BS/64;
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@ -1333,7 +1333,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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};
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TileSpec tiles[6];
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u16 l = getInteriorLight(n, 0, data);
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u16 l = getInteriorLight(n, 0, nodedef);
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video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
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v3f pos = intToFloat(p, BS);
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@ -150,9 +150,8 @@ void MeshMakeData::setSmoothLighting(bool smooth_lighting)
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Single light bank.
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*/
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static u8 getInteriorLight(enum LightBank bank, MapNode n, s32 increment,
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MeshMakeData *data)
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INodeDefManager *ndef)
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{
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INodeDefManager *ndef = data->m_gamedef->ndef();
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u8 light = n.getLight(bank, ndef);
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while(increment > 0)
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@ -173,10 +172,10 @@ static u8 getInteriorLight(enum LightBank bank, MapNode n, s32 increment,
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Calculate non-smooth lighting at interior of node.
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Both light banks.
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*/
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u16 getInteriorLight(MapNode n, s32 increment, MeshMakeData *data)
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u16 getInteriorLight(MapNode n, s32 increment, INodeDefManager *ndef)
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{
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u16 day = getInteriorLight(LIGHTBANK_DAY, n, increment, data);
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u16 night = getInteriorLight(LIGHTBANK_NIGHT, n, increment, data);
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u16 day = getInteriorLight(LIGHTBANK_DAY, n, increment, ndef);
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u16 night = getInteriorLight(LIGHTBANK_NIGHT, n, increment, ndef);
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return day | (night << 8);
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}
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@ -185,10 +184,8 @@ u16 getInteriorLight(MapNode n, s32 increment, MeshMakeData *data)
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Single light bank.
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*/
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static u8 getFaceLight(enum LightBank bank, MapNode n, MapNode n2,
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v3s16 face_dir, MeshMakeData *data)
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v3s16 face_dir, INodeDefManager *ndef)
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{
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INodeDefManager *ndef = data->m_gamedef->ndef();
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u8 light;
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u8 l1 = n.getLight(bank, ndef);
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u8 l2 = n2.getLight(bank, ndef);
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@ -227,10 +224,10 @@ static u8 getFaceLight(enum LightBank bank, MapNode n, MapNode n2,
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Calculate non-smooth lighting at face of node.
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Both light banks.
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*/
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u16 getFaceLight(MapNode n, MapNode n2, v3s16 face_dir, MeshMakeData *data)
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u16 getFaceLight(MapNode n, MapNode n2, v3s16 face_dir, INodeDefManager *ndef)
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{
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u16 day = getFaceLight(LIGHTBANK_DAY, n, n2, face_dir, data);
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u16 night = getFaceLight(LIGHTBANK_NIGHT, n, n2, face_dir, data);
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u16 day = getFaceLight(LIGHTBANK_DAY, n, n2, face_dir, ndef);
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u16 night = getFaceLight(LIGHTBANK_NIGHT, n, n2, face_dir, ndef);
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return day | (night << 8);
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}
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@ -812,7 +809,7 @@ static void getTileInfo(
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if(data->m_smooth_lighting == false)
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{
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lights[0] = lights[1] = lights[2] = lights[3] =
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getFaceLight(n0, n1, face_dir, data);
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getFaceLight(n0, n1, face_dir, ndef);
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}
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else
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{
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@ -172,8 +172,8 @@ inline video::SColor MapBlock_LightColor(u8 alpha, u16 light, u8 light_source=0)
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}
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// Compute light at node
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u16 getInteriorLight(MapNode n, s32 increment, MeshMakeData *data);
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u16 getFaceLight(MapNode n, MapNode n2, v3s16 face_dir, MeshMakeData *data);
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u16 getInteriorLight(MapNode n, s32 increment, INodeDefManager *ndef);
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u16 getFaceLight(MapNode n, MapNode n2, v3s16 face_dir, INodeDefManager *ndef);
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u16 getSmoothLight(v3s16 p, v3s16 corner, MeshMakeData *data);
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// Retrieves the TileSpec of a face of a node
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