Fix smooth lighting (ambient occlusion)
Signed-off-by: Craig Robbins <kde.psych@gmail.com>
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@ -245,7 +245,7 @@ static u16 getSmoothLightCombined(v3s16 p, MeshMakeData *data)
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u16 light_day = 0;
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u16 light_night = 0;
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for(u32 i = 0; i < 8; i++)
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for (u32 i = 0; i < 8; i++)
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{
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MapNode n = data->m_vmanip.getNodeNoEx(p - dirs8[i]);
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@ -255,10 +255,9 @@ static u16 getSmoothLightCombined(v3s16 p, MeshMakeData *data)
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}
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const ContentFeatures &f = ndef->get(n);
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if(f.light_source > light_source_max)
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if (f.light_source > light_source_max)
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light_source_max = f.light_source;
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// Check f.solidness because fast-style leaves look
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// better this way
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// Check f.solidness because fast-style leaves look better this way
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if (f.param_type == CPT_LIGHT && f.solidness != 2) {
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light_day += decode_light(n.getLight(LIGHTBANK_DAY, ndef));
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light_night += decode_light(n.getLight(LIGHTBANK_NIGHT, ndef));
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@ -275,25 +274,31 @@ static u16 getSmoothLightCombined(v3s16 p, MeshMakeData *data)
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light_night /= light_count;
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// Boost brightness around light sources
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bool skip_ambient_occlusion = false;
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bool skip_ambient_occlusion_day = false;
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if(decode_light(light_source_max) >= light_day) {
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light_day = decode_light(light_source_max);
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skip_ambient_occlusion = true;
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}
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if(decode_light(light_source_max) >= light_night) {
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light_night = decode_light(light_source_max);
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skip_ambient_occlusion = true;
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skip_ambient_occlusion_day = true;
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}
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if(ambient_occlusion > 4 && !skip_ambient_occlusion)
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bool skip_ambient_occlusion_night = false;
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if(decode_light(light_source_max) >= light_night) {
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light_night = decode_light(light_source_max);
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skip_ambient_occlusion_night = true;
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}
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if (ambient_occlusion > 4)
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{
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//calculate table index for gamma space multiplier
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ambient_occlusion -= 5;
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//table of precalculated gamma space multiply factors
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//light^2.2 * factor (0.75, 0.5, 0.25, 0.0), so table holds factor ^ (1 / 2.2)
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static const float light_amount[4] = {0.877424315, 0.729740053, 0.532520545, 0.0};
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light_day = rangelim(core::round32(light_day*light_amount[ambient_occlusion]), 0, 255);
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light_night = rangelim(core::round32(light_night*light_amount[ambient_occlusion]), 0, 255);
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static const float light_amount[4] = { 0.877424315, 0.729740053, 0.532520545, 0.0 };
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//calculate table index for gamma space multiplier
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ambient_occlusion -= 5;
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if (!skip_ambient_occlusion_day)
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light_day = rangelim(core::round32(light_day*light_amount[ambient_occlusion]), 0, 255);
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if (!skip_ambient_occlusion_night)
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light_night = rangelim(core::round32(light_night*light_amount[ambient_occlusion]), 0, 255);
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}
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return light_day | (light_night << 8);
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