Made dark places tint slightly in blue
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@ -21,6 +21,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "content_mapnode.h"
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#include "main.h" // For g_settings and g_texturesource
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#include "mineral.h"
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#include "mapblock_mesh.h" // For MapBlock_LightColor()
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#ifndef SERVER
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// Create a cuboid.
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@ -286,7 +287,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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else if(n.d == CONTENT_SIGN_WALL)
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{
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u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio));
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video::SColor c(255,l,l,l);
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video::SColor c = MapBlock_LightColor(255, l);
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float d = (float)BS/16;
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// Wall at X+ of node
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@ -352,7 +353,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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// Otherwise use the light of this node (the water)
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else
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l = decode_light(n.getLightBlend(data->m_daynight_ratio));
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video::SColor c(WATER_ALPHA,l,l,l);
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video::SColor c = MapBlock_LightColor(WATER_ALPHA, l);
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// Neighbor water levels (key = relative position)
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// Includes current node
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@ -618,7 +619,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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continue;
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u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio));
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video::SColor c(WATER_ALPHA,l,l,l);
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video::SColor c = MapBlock_LightColor(WATER_ALPHA, l);
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video::S3DVertex vertices[4] =
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{
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@ -653,7 +654,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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{
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/*u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio));*/
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u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio)));
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video::SColor c(255,l,l,l);
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video::SColor c = MapBlock_LightColor(255, l);
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for(u32 j=0; j<6; j++)
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{
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@ -720,7 +721,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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else if(n.d == CONTENT_GLASS)
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{
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u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio)));
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video::SColor c(255,l,l,l);
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video::SColor c = MapBlock_LightColor(255, l);
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for(u32 j=0; j<6; j++)
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{
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@ -783,7 +784,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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else if(n.d == CONTENT_FENCE)
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{
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u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio)));
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video::SColor c(255,l,l,l);
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video::SColor c = MapBlock_LightColor(255, l);
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const f32 post_rad=(f32)BS/10;
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const f32 bar_rad=(f32)BS/20;
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@ -872,7 +873,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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else
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l = 255;*/
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u8 l = 255;
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video::SColor c(255,l,l,l);
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video::SColor c = MapBlock_LightColor(255, l);
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// Get the right texture
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TileSpec ts = n.getTile(dir);
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@ -930,7 +931,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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else if(n.d == CONTENT_PAPYRUS)
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{
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u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio)));
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video::SColor c(255,l,l,l);
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video::SColor c = MapBlock_LightColor(255, l);
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for(u32 j=0; j<4; j++)
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{
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@ -980,7 +981,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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else if(n.d == CONTENT_JUNGLEGRASS)
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{
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u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio)));
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video::SColor c(255,l,l,l);
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video::SColor c = MapBlock_LightColor(255, l);
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for(u32 j=0; j<4; j++)
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{
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@ -1031,7 +1032,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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else if(n.d == CONTENT_RAIL)
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{
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u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio));
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video::SColor c(255,l,l,l);
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video::SColor c = MapBlock_LightColor(255, l);
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bool is_rail_x [] = { false, false }; /* x-1, x+1 */
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bool is_rail_z [] = { false, false }; /* z-1, z+1 */
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@ -140,9 +140,24 @@ void getNodeVertexDirs(v3s16 dir, v3s16 *vertex_dirs)
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}
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}
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inline video::SColor lightColor(u8 alpha, u8 light)
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video::SColor MapBlock_LightColor(u8 alpha, u8 light)
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{
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#if 0
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return video::SColor(alpha,light,light,light);
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#endif
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//return video::SColor(alpha,light,light,MYMAX(0, (s16)light-25)+25);
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/*return video::SColor(alpha,light,light,MYMAX(0,
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pow((float)light/255.0, 0.8)*255.0));*/
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#if 1
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// Emphase blue a bit in darker places
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float lim = 80;
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float power = 0.7;
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if(light > lim)
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return video::SColor(alpha,light,light,light);
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else
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return video::SColor(alpha,light,light,MYMAX(0,
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pow((float)light/lim, power)*lim));
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#endif
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}
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struct FastFace
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@ -198,7 +213,7 @@ void makeFastFace(TileSpec tile, u8 li0, u8 li1, u8 li2, u8 li3, v3f p,
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float w = tile.texture.size.X;
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float h = tile.texture.size.Y;
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/*video::SColor c = lightColor(alpha, li);
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/*video::SColor c = MapBlock_LightColor(alpha, li);
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face.vertices[0] = video::S3DVertex(vertex_pos[0], v3f(0,1,0), c,
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core::vector2d<f32>(x0+w*abs_scale, y0+h));
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@ -210,16 +225,16 @@ void makeFastFace(TileSpec tile, u8 li0, u8 li1, u8 li2, u8 li3, v3f p,
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core::vector2d<f32>(x0+w*abs_scale, y0));*/
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face.vertices[0] = video::S3DVertex(vertex_pos[0], v3f(0,1,0),
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lightColor(alpha, li0),
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MapBlock_LightColor(alpha, li0),
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core::vector2d<f32>(x0+w*abs_scale, y0+h));
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face.vertices[1] = video::S3DVertex(vertex_pos[1], v3f(0,1,0),
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lightColor(alpha, li1),
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MapBlock_LightColor(alpha, li1),
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core::vector2d<f32>(x0, y0+h));
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face.vertices[2] = video::S3DVertex(vertex_pos[2], v3f(0,1,0),
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lightColor(alpha, li2),
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MapBlock_LightColor(alpha, li2),
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core::vector2d<f32>(x0, y0));
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face.vertices[3] = video::S3DVertex(vertex_pos[3], v3f(0,1,0),
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lightColor(alpha, li3),
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MapBlock_LightColor(alpha, li3),
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core::vector2d<f32>(x0+w*abs_scale, y0));
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face.tile = tile;
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@ -121,6 +121,9 @@ private:
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core::array<PreMeshBuffer> m_prebuffers;
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};
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// Helper functions
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video::SColor MapBlock_LightColor(u8 alpha, u8 light);
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class MapBlock;
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struct MeshMakeData
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void fill(u32 daynight_ratio, MapBlock *block);
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};
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// This is the highest-level function in here
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scene::SMesh* makeMapBlockMesh(MeshMakeData *data);
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#endif
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