Optimized smooth lighting calculation code
This commit is contained in:
parent
59de7a324c
commit
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@ -9,7 +9,7 @@ project(minetest)
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set(VERSION_MAJOR 0)
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set(VERSION_MINOR 2)
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set(VERSION_PATCH 20110424_0)
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set(VERSION_PATCH 20110424_1_dev)
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set(VERSION_STRING "${VERSION_MAJOR}.${VERSION_MINOR}.${VERSION_PATCH}")
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# Configuration options
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@ -3,6 +3,9 @@ Minetest-c55 changelog
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This should contain all the major changes.
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For minor stuff, refer to the commit log of the repository.
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X:
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- Optimized smooth lighting
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2011-04-24:
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- Smooth lighting with simple ambient occlusion
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- Updated main menu
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11
src/game.cpp
11
src/game.cpp
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@ -1229,6 +1229,17 @@ void the_game(
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s32 dx = input->getMousePos().X - displaycenter.X;
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s32 dy = input->getMousePos().Y - displaycenter.Y;
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//std::cout<<"window active, pos difference "<<dx<<","<<dy<<std::endl;
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const float keyspeed = 500;
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if(input->isKeyDown(irr::KEY_UP))
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dy -= dtime * keyspeed;
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if(input->isKeyDown(irr::KEY_DOWN))
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dy += dtime * keyspeed;
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if(input->isKeyDown(irr::KEY_LEFT))
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dx -= dtime * keyspeed;
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if(input->isKeyDown(irr::KEY_RIGHT))
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dx += dtime * keyspeed;
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camera_yaw -= dx*0.2;
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camera_pitch += dy*0.2;
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if(camera_pitch < -89.5) camera_pitch = -89.5;
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@ -167,6 +167,10 @@ TODO: Better control of draw_control.wanted_max_blocks
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TODO: Get player texture (and some others) from the specified texture
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directory
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SUGG: Simple light color information to air
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TODO: Block mesh generator to tile properly on smooth lighting
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Configuration:
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--------------
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@ -189,6 +193,8 @@ TODO: Don't update all meshes always on single node changes, but
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- Tool/weapon visualization
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FIXME: When disconnected to the menu, memory is not freed properly
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Server:
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-------
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335
src/mapblock.cpp
335
src/mapblock.cpp
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@ -223,45 +223,6 @@ void makeFastFace(TileSpec tile, u8 li0, u8 li1, u8 li2, u8 li3, v3f p,
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);
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}
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/*v3f vertex_pos[4];
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// If looking towards z+, this is the face that is behind
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// the center point, facing towards z+.
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vertex_pos[0] = v3f(-BS/2,-BS/2,BS/2);
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vertex_pos[1] = v3f( BS/2,-BS/2,BS/2);
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vertex_pos[2] = v3f( BS/2, BS/2,BS/2);
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vertex_pos[3] = v3f(-BS/2, BS/2,BS/2);
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if(dir == v3s16(0,0,1))
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{
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for(u16 i=0; i<4; i++)
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vertex_pos[i].rotateXZBy(0);
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}
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else if(dir == v3s16(0,0,-1))
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{
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for(u16 i=0; i<4; i++)
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vertex_pos[i].rotateXZBy(180);
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}
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else if(dir == v3s16(1,0,0))
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{
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for(u16 i=0; i<4; i++)
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vertex_pos[i].rotateXZBy(-90);
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}
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else if(dir == v3s16(-1,0,0))
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{
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for(u16 i=0; i<4; i++)
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vertex_pos[i].rotateXZBy(90);
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}
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else if(dir == v3s16(0,1,0))
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{
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for(u16 i=0; i<4; i++)
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vertex_pos[i].rotateYZBy(-90);
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}
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else if(dir == v3s16(0,-1,0))
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{
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for(u16 i=0; i<4; i++)
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vertex_pos[i].rotateYZBy(90);
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}*/
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for(u16 i=0; i<4; i++)
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{
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vertex_pos[i].X *= scale.X;
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@ -472,6 +433,73 @@ u8 getSmoothLight(v3s16 p, v3s16 corner,
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return getSmoothLight(p, vmanip, daynight_ratio);
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}
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void getTileInfo(
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// Input:
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v3s16 blockpos_nodes,
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v3s16 p,
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v3s16 face_dir,
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u32 daynight_ratio,
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VoxelManipulator &vmanip,
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NodeModMap &temp_mods,
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bool smooth_lighting,
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// Output:
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bool &makes_face,
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v3s16 &p_corrected,
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v3s16 &face_dir_corrected,
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u8 *lights,
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TileSpec &tile
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)
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{
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MapNode n0 = vmanip.getNodeNoEx(blockpos_nodes + p);
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MapNode n1 = vmanip.getNodeNoEx(blockpos_nodes + p + face_dir);
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TileSpec tile0 = getNodeTile(n0, p, face_dir, temp_mods);
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TileSpec tile1 = getNodeTile(n1, p + face_dir, -face_dir, temp_mods);
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// This is hackish
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u8 content0 = getNodeContent(p, n0, temp_mods);
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u8 content1 = getNodeContent(p + face_dir, n1, temp_mods);
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u8 mf = face_contents(content0, content1);
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if(mf == 0)
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{
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makes_face = false;
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return;
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}
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makes_face = true;
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if(mf == 1)
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{
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tile = tile0;
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p_corrected = p;
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face_dir_corrected = face_dir;
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}
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else
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{
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tile = tile1;
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p_corrected = p + face_dir;
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face_dir_corrected = -face_dir;
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}
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if(smooth_lighting == false)
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{
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lights[0] = lights[1] = lights[2] = lights[3] =
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decode_light(getFaceLight(daynight_ratio, n0, n1, face_dir));
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}
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else
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{
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v3s16 vertex_dirs[4];
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getNodeVertexDirs(face_dir_corrected, vertex_dirs);
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for(u16 i=0; i<4; i++)
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{
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lights[i] = getSmoothLight(blockpos_nodes + p_corrected,
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vertex_dirs[i], vmanip, daynight_ratio);
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}
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}
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return;
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}
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/*
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startpos:
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translate_dir: unit vector with only one of x, y or z
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@ -496,11 +524,14 @@ void updateFastFaceRow(
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u16 continuous_tiles_count = 0;
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MapNode n0 = vmanip.getNodeNoEx(blockpos_nodes + p);
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MapNode n1 = vmanip.getNodeNoEx(blockpos_nodes + p + face_dir);
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TileSpec tile0 = getNodeTile(n0, p, face_dir, temp_mods);
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TileSpec tile1 = getNodeTile(n1, p + face_dir, -face_dir, temp_mods);
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u8 light = getFaceLight(daynight_ratio, n0, n1, face_dir);
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bool makes_face;
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v3s16 p_corrected;
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v3s16 face_dir_corrected;
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u8 lights[4];
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TileSpec tile;
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getTileInfo(blockpos_nodes, p, face_dir, daynight_ratio,
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vmanip, temp_mods, smooth_lighting,
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makes_face, p_corrected, face_dir_corrected, lights, tile);
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for(u16 j=0; j<length; j++)
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{
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@ -508,11 +539,12 @@ void updateFastFaceRow(
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bool next_is_different = true;
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v3s16 p_next;
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MapNode n0_next;
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MapNode n1_next;
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TileSpec tile0_next;
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TileSpec tile1_next;
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u8 light_next = 0;
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bool next_makes_face;
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v3s16 next_p_corrected;
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v3s16 next_face_dir_corrected;
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u8 next_lights[4];
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TileSpec next_tile;
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// If at last position, there is nothing to compare to and
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// the face must be drawn anyway
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@ -520,15 +552,20 @@ void updateFastFaceRow(
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{
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p_next = p + translate_dir;
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n0_next = vmanip.getNodeNoEx(blockpos_nodes + p_next);
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n1_next = vmanip.getNodeNoEx(blockpos_nodes + p_next + face_dir);
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tile0_next = getNodeTile(n0_next, p_next, face_dir, temp_mods);
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tile1_next = getNodeTile(n1_next,p_next+face_dir,-face_dir, temp_mods);
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light_next = getFaceLight(daynight_ratio, n0_next, n1_next, face_dir);
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getTileInfo(blockpos_nodes, p_next, face_dir, daynight_ratio,
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vmanip, temp_mods, smooth_lighting,
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next_makes_face, next_p_corrected,
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next_face_dir_corrected, next_lights,
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next_tile);
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if(tile0_next == tile0
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&& tile1_next == tile1
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&& light_next == light)
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if(next_makes_face == makes_face
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&& next_p_corrected == p_corrected
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&& next_face_dir_corrected == face_dir_corrected
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&& next_lights[0] == lights[0]
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&& next_lights[1] == lights[1]
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&& next_lights[2] == lights[2]
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&& next_lights[3] == lights[3]
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&& next_tile == tile)
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{
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next_is_different = false;
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}
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@ -542,24 +579,15 @@ void updateFastFaceRow(
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If there is no texture, it can be tiled infinitely.
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If tiled==0, it means the texture can be tiled infinitely.
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Otherwise check tiled agains continuous_tiles_count.
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This check has to be made for both tiles, because this is
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a bit hackish and we know which one we're using only when
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the decision to make the faces is made.
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*/
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if(tile0.texture.atlas != NULL && tile0.texture.tiled != 0)
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if(tile.texture.atlas != NULL && tile.texture.tiled != 0)
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{
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if(tile0.texture.tiled <= continuous_tiles_count)
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end_of_texture = true;
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}
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if(tile1.texture.atlas != NULL && tile1.texture.tiled != 0)
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{
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if(tile1.texture.tiled <= continuous_tiles_count)
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if(tile.texture.tiled <= continuous_tiles_count)
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end_of_texture = true;
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}
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// Do this to disable tiling textures
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//end_of_texture = true; //DEBUG
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end_of_texture = true; //DEBUG
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// Disable tiling of textures if smooth lighting is used
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if(smooth_lighting)
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@ -570,22 +598,13 @@ void updateFastFaceRow(
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/*
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Create a face if there should be one
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*/
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// This is hackish
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u8 content0 = getNodeContent(p, n0, temp_mods);
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u8 content1 = getNodeContent(p + face_dir, n1, temp_mods);
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u8 mf = face_contents(content0, content1);
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if(mf != 0)
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if(makes_face)
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{
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// Floating point conversion of the position vector
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v3f pf(p.X, p.Y, p.Z);
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v3f pf(p_corrected.X, p_corrected.Y, p_corrected.Z);
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// Center point of face (kind of)
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v3f sp = pf - ((f32)continuous_tiles_count / 2. - 0.5) * translate_dir_f;
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v3f scale(1,1,1);
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u8 li0=255, li1=255, li2=255, li3=255;
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// First node
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v3s16 p_first = p - (continuous_tiles_count-1) * translate_dir;
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if(translate_dir.X != 0)
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{
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@ -600,35 +619,30 @@ void updateFastFaceRow(
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scale.Z = continuous_tiles_count;
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}
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#if 1
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makeFastFace(tile, lights[0], lights[1], lights[2], lights[3],
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sp, face_dir_corrected, scale,
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posRelative_f, dest);
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#if 0
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// First node
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v3s16 p_first = p_corrected - (continuous_tiles_count-1)
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* translate_dir;
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v3s16 p_map_leftmost;
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v3s16 p_map_rightmost;
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v3s16 face_dir_corrected;
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TileSpec tile;
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p_map_leftmost = p_corrected + blockpos_nodes;
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p_map_rightmost = p_first + blockpos_nodes;
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if(mf == 1)
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/*if(p != p_corrected)
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{
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tile = tile0;
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face_dir_corrected = face_dir;
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p_map_leftmost = p + blockpos_nodes;
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p_map_rightmost = p_first + blockpos_nodes;
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}
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else
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{
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// Offset to the actual solid block
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p_map_leftmost = p + blockpos_nodes + face_dir;
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p_map_rightmost = p_first + blockpos_nodes + face_dir;
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/*if(face_dir == v3s16(0,0,1))
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if(face_dir == v3s16(0,0,1))
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{
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v3s16 orig_leftmost = p_map_leftmost;
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v3s16 orig_rightmost = p_map_leftmost;
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p_map_leftmost = orig_rightmost;
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p_map_rightmost = orig_leftmost;
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}*/
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sp += face_dir_f;
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face_dir_corrected = -face_dir;
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tile = tile1;
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}
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}
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}*/
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if(smooth_lighting == false)
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{
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@ -648,123 +662,22 @@ void updateFastFaceRow(
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li3 = getSmoothLight(p_map_rightmost, vertex_dirs[3],
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vmanip, daynight_ratio);
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}
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makeFastFace(tile, li0, li1, li2, li3,
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sp, face_dir_corrected, scale,
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posRelative_f, dest);
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#else
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v3s16 p_map = p + blockpos_nodes;
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v3s16 p_map_first = p_first + blockpos_nodes;
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// If node at sp (tile0) is more solid
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if(mf == 1)
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{
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if(smooth_lighting)
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{
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if(face_dir == v3s16(0,0,1))
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{
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// Going along X+, faces in Z+
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li0 = getSmoothLight(p_map_first, v3s16(-1,-1,1),
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vmanip, daynight_ratio);
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li1 = getSmoothLight(p_map, v3s16(1,-1,1),
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vmanip, daynight_ratio);
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li2 = getSmoothLight(p_map, v3s16(1,1,1),
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vmanip, daynight_ratio);
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li3 = getSmoothLight(p_map_first, v3s16(-1,1,1),
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vmanip, daynight_ratio);
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}
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else if(face_dir == v3s16(0,1,0))
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{
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// Going along X+, faces in Y+
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li0 = getSmoothLight(p_map_first, v3s16( 1,1,-1),
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vmanip, daynight_ratio);
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li1 = getSmoothLight(p_map, v3s16(-1,1,-1),
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vmanip, daynight_ratio);
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li2 = getSmoothLight(p_map, v3s16(-1,1,1),
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vmanip, daynight_ratio);
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li3 = getSmoothLight(p_map_first, v3s16( 1,1,1),
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vmanip, daynight_ratio);
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}
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else if(face_dir == v3s16(1,0,0))
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{
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// Going along Z+, faces in X+
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li0 = getSmoothLight(p_map_first, v3s16(1,-1,1),
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vmanip, daynight_ratio);
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li1 = getSmoothLight(p_map, v3s16(1,-1,-1),
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vmanip, daynight_ratio);
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li2 = getSmoothLight(p_map, v3s16(1,1,-1),
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vmanip, daynight_ratio);
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li3 = getSmoothLight(p_map_first, v3s16(1,1,1),
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vmanip, daynight_ratio);
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}
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else assert(0);
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}
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makeFastFace(tile0, li0, li1, li2, li3,
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sp, face_dir, scale,
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posRelative_f, dest);
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}
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// If node at sp is less solid (mf == 2)
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else
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{
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if(smooth_lighting)
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{
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// Offset to the actual solid block
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p_map += face_dir;
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p_map_first += face_dir;
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if(face_dir == v3s16(0,0,1))
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{
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// Going along X+, faces in Z-
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li0 = getSmoothLight(p_map, v3s16(1,-1,-1),
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vmanip, daynight_ratio);
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li1 = getSmoothLight(p_map_first, v3s16(-1,-1,-1),
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vmanip, daynight_ratio);
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li2 = getSmoothLight(p_map_first, v3s16(-1,1,-1),
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vmanip, daynight_ratio);
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li3 = getSmoothLight(p_map, v3s16(1,1,-1),
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vmanip, daynight_ratio);
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}
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else if(face_dir == v3s16(0,1,0))
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{
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// Going along X+, faces in Y-
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li0 = getSmoothLight(p_map_first, v3s16(-1,-1,1),
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vmanip, daynight_ratio);
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li1 = getSmoothLight(p_map, v3s16(1,-1,1),
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vmanip, daynight_ratio);
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li2 = getSmoothLight(p_map, v3s16(1,-1,-1),
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vmanip, daynight_ratio);
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li3 = getSmoothLight(p_map_first, v3s16(-1,-1,-1),
|
||||
vmanip, daynight_ratio);
|
||||
}
|
||||
else if(face_dir == v3s16(1,0,0))
|
||||
{
|
||||
// Going along Z+, faces in X-
|
||||
li0 = getSmoothLight(p_map_first, v3s16(-1,-1,-1),
|
||||
vmanip, daynight_ratio);
|
||||
li1 = getSmoothLight(p_map, v3s16(-1,-1,1),
|
||||
vmanip, daynight_ratio);
|
||||
li2 = getSmoothLight(p_map, v3s16(-1,1,1),
|
||||
vmanip, daynight_ratio);
|
||||
li3 = getSmoothLight(p_map_first, v3s16(-1,1,-1),
|
||||
vmanip, daynight_ratio);
|
||||
}
|
||||
else assert(0);
|
||||
}
|
||||
|
||||
makeFastFace(tile1, li0, li1, li2, li3,
|
||||
sp+face_dir_f, -face_dir, scale,
|
||||
posRelative_f, dest);
|
||||
}
|
||||
#endif
|
||||
#endif
|
||||
}
|
||||
|
||||
continuous_tiles_count = 0;
|
||||
n0 = n0_next;
|
||||
n1 = n1_next;
|
||||
tile0 = tile0_next;
|
||||
tile1 = tile1_next;
|
||||
light = light_next;
|
||||
|
||||
makes_face = next_makes_face;
|
||||
p_corrected = next_p_corrected;
|
||||
face_dir_corrected = next_face_dir_corrected;
|
||||
lights[0] = next_lights[0];
|
||||
lights[1] = next_lights[1];
|
||||
lights[2] = next_lights[2];
|
||||
lights[3] = next_lights[3];
|
||||
tile = next_tile;
|
||||
}
|
||||
|
||||
p = p_next;
|
||||
|
|
Loading…
Reference in New Issue