mirror of
https://github.com/moparisthebest/minetest
synced 2024-11-15 13:55:11 -05:00
Added a simple software "ambient occlusion" effect, like minecraft's "smooth lighting"
This commit is contained in:
parent
83414e8b73
commit
8c1f7a0dd2
@ -26,6 +26,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
|
|||||||
#include "guiTextInputMenu.h"
|
#include "guiTextInputMenu.h"
|
||||||
#include "guiFurnaceMenu.h"
|
#include "guiFurnaceMenu.h"
|
||||||
#include "materials.h"
|
#include "materials.h"
|
||||||
|
#include "config.h"
|
||||||
|
|
||||||
/*
|
/*
|
||||||
Setting this to 1 enables a special camera mode that forces
|
Setting this to 1 enables a special camera mode that forces
|
||||||
@ -1708,13 +1709,12 @@ void the_game(
|
|||||||
endscenetime_avg = endscenetime_avg * 0.95 + (float)endscenetime*0.05;
|
endscenetime_avg = endscenetime_avg * 0.95 + (float)endscenetime*0.05;
|
||||||
|
|
||||||
char temptext[300];
|
char temptext[300];
|
||||||
snprintf(temptext, 300, "Minetest-c55 ("
|
snprintf(temptext, 300, "Minetest-c55 %s ("
|
||||||
"F: item=%i"
|
"R: range_all=%i"
|
||||||
", R: range_all=%i"
|
|
||||||
")"
|
")"
|
||||||
" drawtime=%.0f, beginscenetime=%.0f"
|
" drawtime=%.0f, beginscenetime=%.0f"
|
||||||
", scenetime=%.0f, endscenetime=%.0f",
|
", scenetime=%.0f, endscenetime=%.0f",
|
||||||
g_selected_item,
|
VERSION_STRING,
|
||||||
draw_control.range_all,
|
draw_control.range_all,
|
||||||
drawtime_avg,
|
drawtime_avg,
|
||||||
beginscenetime_avg,
|
beginscenetime_avg,
|
||||||
|
189
src/mapblock.cpp
189
src/mapblock.cpp
@ -133,7 +133,12 @@ u8 getFaceLight(u32 daynight_ratio, MapNode n, MapNode n2,
|
|||||||
|
|
||||||
#ifndef SERVER
|
#ifndef SERVER
|
||||||
|
|
||||||
void makeFastFace(TileSpec tile, u8 light, v3f p,
|
inline video::SColor lightColor(u8 alpha, u8 light)
|
||||||
|
{
|
||||||
|
return video::SColor(alpha,light,light,light);
|
||||||
|
}
|
||||||
|
|
||||||
|
void makeFastFace(TileSpec tile, u8 li0, u8 li1, u8 li2, u8 li3, v3f p,
|
||||||
v3s16 dir, v3f scale, v3f posRelative_f,
|
v3s16 dir, v3f scale, v3f posRelative_f,
|
||||||
core::array<FastFace> &dest)
|
core::array<FastFace> &dest)
|
||||||
{
|
{
|
||||||
@ -197,22 +202,18 @@ void makeFastFace(TileSpec tile, u8 light, v3f p,
|
|||||||
|
|
||||||
v3f zerovector = v3f(0,0,0);
|
v3f zerovector = v3f(0,0,0);
|
||||||
|
|
||||||
//u8 li = decode_light(light);
|
|
||||||
u8 li = light;
|
|
||||||
//u8 li = 255; //DEBUG
|
|
||||||
|
|
||||||
u8 alpha = tile.alpha;
|
u8 alpha = tile.alpha;
|
||||||
/*u8 alpha = 255;
|
/*u8 alpha = 255;
|
||||||
if(tile.id == TILE_WATER)
|
if(tile.id == TILE_WATER)
|
||||||
alpha = WATER_ALPHA;*/
|
alpha = WATER_ALPHA;*/
|
||||||
|
|
||||||
video::SColor c = video::SColor(alpha,li,li,li);
|
|
||||||
|
|
||||||
float x0 = tile.texture.pos.X;
|
float x0 = tile.texture.pos.X;
|
||||||
float y0 = tile.texture.pos.Y;
|
float y0 = tile.texture.pos.Y;
|
||||||
float w = tile.texture.size.X;
|
float w = tile.texture.size.X;
|
||||||
float h = tile.texture.size.Y;
|
float h = tile.texture.size.Y;
|
||||||
|
|
||||||
|
/*video::SColor c = lightColor(alpha, li);
|
||||||
|
|
||||||
face.vertices[0] = video::S3DVertex(vertex_pos[0], v3f(0,1,0), c,
|
face.vertices[0] = video::S3DVertex(vertex_pos[0], v3f(0,1,0), c,
|
||||||
core::vector2d<f32>(x0+w*abs_scale, y0+h));
|
core::vector2d<f32>(x0+w*abs_scale, y0+h));
|
||||||
face.vertices[1] = video::S3DVertex(vertex_pos[1], v3f(0,1,0), c,
|
face.vertices[1] = video::S3DVertex(vertex_pos[1], v3f(0,1,0), c,
|
||||||
@ -220,6 +221,19 @@ void makeFastFace(TileSpec tile, u8 light, v3f p,
|
|||||||
face.vertices[2] = video::S3DVertex(vertex_pos[2], v3f(0,1,0), c,
|
face.vertices[2] = video::S3DVertex(vertex_pos[2], v3f(0,1,0), c,
|
||||||
core::vector2d<f32>(x0, y0));
|
core::vector2d<f32>(x0, y0));
|
||||||
face.vertices[3] = video::S3DVertex(vertex_pos[3], v3f(0,1,0), c,
|
face.vertices[3] = video::S3DVertex(vertex_pos[3], v3f(0,1,0), c,
|
||||||
|
core::vector2d<f32>(x0+w*abs_scale, y0));*/
|
||||||
|
|
||||||
|
face.vertices[0] = video::S3DVertex(vertex_pos[0], v3f(0,1,0),
|
||||||
|
lightColor(alpha, li0),
|
||||||
|
core::vector2d<f32>(x0+w*abs_scale, y0+h));
|
||||||
|
face.vertices[1] = video::S3DVertex(vertex_pos[1], v3f(0,1,0),
|
||||||
|
lightColor(alpha, li1),
|
||||||
|
core::vector2d<f32>(x0, y0+h));
|
||||||
|
face.vertices[2] = video::S3DVertex(vertex_pos[2], v3f(0,1,0),
|
||||||
|
lightColor(alpha, li2),
|
||||||
|
core::vector2d<f32>(x0, y0));
|
||||||
|
face.vertices[3] = video::S3DVertex(vertex_pos[3], v3f(0,1,0),
|
||||||
|
lightColor(alpha, li3),
|
||||||
core::vector2d<f32>(x0+w*abs_scale, y0));
|
core::vector2d<f32>(x0+w*abs_scale, y0));
|
||||||
|
|
||||||
face.tile = tile;
|
face.tile = tile;
|
||||||
@ -227,7 +241,6 @@ void makeFastFace(TileSpec tile, u8 light, v3f p,
|
|||||||
//f->tile = TILE_STONE;
|
//f->tile = TILE_STONE;
|
||||||
|
|
||||||
dest.push_back(face);
|
dest.push_back(face);
|
||||||
//return f;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
/*
|
/*
|
||||||
@ -324,6 +337,52 @@ u8 getNodeContent(v3s16 p, MapNode mn, NodeModMap &temp_mods)
|
|||||||
return mn.d;
|
return mn.d;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
v3s16 dirs8[8] = {
|
||||||
|
v3s16(0,0,0),
|
||||||
|
v3s16(0,0,1),
|
||||||
|
v3s16(0,1,0),
|
||||||
|
v3s16(0,1,1),
|
||||||
|
v3s16(1,0,0),
|
||||||
|
v3s16(1,1,0),
|
||||||
|
v3s16(1,0,1),
|
||||||
|
v3s16(1,1,1),
|
||||||
|
};
|
||||||
|
|
||||||
|
// Calculate lighting at the XYZ- corner of p
|
||||||
|
u8 getSmoothLight(v3s16 p, VoxelManipulator &vmanip, u32 daynight_ratio)
|
||||||
|
{
|
||||||
|
u16 ambient_occlusion = 0;
|
||||||
|
u16 light = 0;
|
||||||
|
u16 light_count = 0;
|
||||||
|
for(u32 i=0; i<8; i++)
|
||||||
|
{
|
||||||
|
MapNode n = vmanip.getNodeNoEx(p - dirs8[i]);
|
||||||
|
if(content_features(n.d).param_type == CPT_LIGHT)
|
||||||
|
{
|
||||||
|
light += decode_light(n.getLightBlend(daynight_ratio));
|
||||||
|
light_count++;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
if(n.d != CONTENT_IGNORE)
|
||||||
|
ambient_occlusion++;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if(light_count == 0)
|
||||||
|
return 255;
|
||||||
|
|
||||||
|
light /= light_count;
|
||||||
|
|
||||||
|
if(ambient_occlusion > 4)
|
||||||
|
{
|
||||||
|
ambient_occlusion -= 4;
|
||||||
|
light = (float)light / ((float)ambient_occlusion * 0.5 + 1.0);
|
||||||
|
}
|
||||||
|
|
||||||
|
return light;
|
||||||
|
}
|
||||||
|
|
||||||
/*
|
/*
|
||||||
startpos:
|
startpos:
|
||||||
translate_dir: unit vector with only one of x, y or z
|
translate_dir: unit vector with only one of x, y or z
|
||||||
@ -408,7 +467,7 @@ void updateFastFaceRow(
|
|||||||
end_of_texture = true;
|
end_of_texture = true;
|
||||||
}
|
}
|
||||||
|
|
||||||
//end_of_texture = true; //DEBUG
|
end_of_texture = true; //DEBUG
|
||||||
|
|
||||||
if(next_is_different || end_of_texture)
|
if(next_is_different || end_of_texture)
|
||||||
{
|
{
|
||||||
@ -428,33 +487,125 @@ void updateFastFaceRow(
|
|||||||
// Center point of face (kind of)
|
// Center point of face (kind of)
|
||||||
v3f sp = pf - ((f32)continuous_tiles_count / 2. - 0.5) * translate_dir_f;
|
v3f sp = pf - ((f32)continuous_tiles_count / 2. - 0.5) * translate_dir_f;
|
||||||
v3f scale(1,1,1);
|
v3f scale(1,1,1);
|
||||||
if(translate_dir.X != 0){
|
u8 li0=255, li1=255, li2=255, li3=255;
|
||||||
|
|
||||||
|
// First node
|
||||||
|
v3s16 p_first = p - (continuous_tiles_count-1) * translate_dir;
|
||||||
|
|
||||||
|
v3s16 p_map = blockpos_nodes + p;
|
||||||
|
v3s16 p_map_first = p_first + blockpos_nodes;
|
||||||
|
|
||||||
|
if(translate_dir.X != 0)
|
||||||
|
{
|
||||||
scale.X = continuous_tiles_count;
|
scale.X = continuous_tiles_count;
|
||||||
}
|
}
|
||||||
if(translate_dir.Y != 0){
|
if(translate_dir.Y != 0)
|
||||||
|
{
|
||||||
scale.Y = continuous_tiles_count;
|
scale.Y = continuous_tiles_count;
|
||||||
}
|
}
|
||||||
if(translate_dir.Z != 0){
|
if(translate_dir.Z != 0)
|
||||||
|
{
|
||||||
scale.Z = continuous_tiles_count;
|
scale.Z = continuous_tiles_count;
|
||||||
}
|
}
|
||||||
|
|
||||||
//FastFace *f;
|
//u8 li = decode_light(light);
|
||||||
|
|
||||||
// If node at sp (tile0) is more solid
|
// If node at sp (tile0) is more solid
|
||||||
if(mf == 1)
|
if(mf == 1)
|
||||||
{
|
{
|
||||||
makeFastFace(tile0, decode_light(light),
|
if(face_dir == v3s16(0,0,1))
|
||||||
|
{
|
||||||
|
// Going along X+, faces in Z+
|
||||||
|
li0 = getSmoothLight(p_map_first+v3s16(0,0,1),
|
||||||
|
vmanip, daynight_ratio);
|
||||||
|
li1 = getSmoothLight(p_map+v3s16(1,0,1),
|
||||||
|
vmanip, daynight_ratio);
|
||||||
|
li2 = getSmoothLight(p_map+v3s16(1,1,1),
|
||||||
|
vmanip, daynight_ratio);
|
||||||
|
li3 = getSmoothLight(p_map_first+v3s16(0,1,1),
|
||||||
|
vmanip, daynight_ratio);
|
||||||
|
}
|
||||||
|
else if(face_dir == v3s16(0,1,0))
|
||||||
|
{
|
||||||
|
// Going along X+, faces in Y+
|
||||||
|
li0 = getSmoothLight(p_map_first+v3s16(0,1,1),
|
||||||
|
vmanip, daynight_ratio);
|
||||||
|
li1 = getSmoothLight(p_map+v3s16(1,1,1),
|
||||||
|
vmanip, daynight_ratio);
|
||||||
|
li2 = getSmoothLight(p_map+v3s16(1,1,0),
|
||||||
|
vmanip, daynight_ratio);
|
||||||
|
li3 = getSmoothLight(p_map_first+v3s16(0,1,0),
|
||||||
|
vmanip, daynight_ratio);
|
||||||
|
}
|
||||||
|
else if(face_dir == v3s16(1,0,0))
|
||||||
|
{
|
||||||
|
// Going along Z+, faces in X+
|
||||||
|
li0 = getSmoothLight(p_map_first+v3s16(1,0,1),
|
||||||
|
vmanip, daynight_ratio);
|
||||||
|
li1 = getSmoothLight(p_map+v3s16(1,0,0),
|
||||||
|
vmanip, daynight_ratio);
|
||||||
|
li2 = getSmoothLight(p_map+v3s16(1,1,0),
|
||||||
|
vmanip, daynight_ratio);
|
||||||
|
li3 = getSmoothLight(p_map_first+v3s16(1,1,1),
|
||||||
|
vmanip, daynight_ratio);
|
||||||
|
}
|
||||||
|
else assert(0);
|
||||||
|
|
||||||
|
//makeFastFace(tile0, li, li, li, li,
|
||||||
|
makeFastFace(tile0, li0, li1, li2, li3,
|
||||||
sp, face_dir, scale,
|
sp, face_dir, scale,
|
||||||
posRelative_f, dest);
|
posRelative_f, dest);
|
||||||
}
|
}
|
||||||
// If node at sp is less solid (mf == 2)
|
// If node at sp is less solid (mf == 2)
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
makeFastFace(tile1, decode_light(light),
|
// Offset to the actual solid block
|
||||||
|
p_map += face_dir;
|
||||||
|
p_map_first += face_dir;
|
||||||
|
|
||||||
|
if(face_dir == v3s16(0,0,1))
|
||||||
|
{
|
||||||
|
// Going along X+, faces in Z-
|
||||||
|
li0 = getSmoothLight(p_map+v3s16(1,0,0),
|
||||||
|
vmanip, daynight_ratio);
|
||||||
|
li1 = getSmoothLight(p_map_first+v3s16(0,0,0),
|
||||||
|
vmanip, daynight_ratio);
|
||||||
|
li2 = getSmoothLight(p_map_first+v3s16(0,1,0),
|
||||||
|
vmanip, daynight_ratio);
|
||||||
|
li3 = getSmoothLight(p_map+v3s16(1,1,0),
|
||||||
|
vmanip, daynight_ratio);
|
||||||
|
}
|
||||||
|
else if(face_dir == v3s16(0,1,0))
|
||||||
|
{
|
||||||
|
// Going along X+, faces in Y-
|
||||||
|
li0 = getSmoothLight(p_map_first+v3s16(0,0,0),
|
||||||
|
vmanip, daynight_ratio);
|
||||||
|
li1 = getSmoothLight(p_map+v3s16(1,0,0),
|
||||||
|
vmanip, daynight_ratio);
|
||||||
|
li2 = getSmoothLight(p_map+v3s16(1,0,1),
|
||||||
|
vmanip, daynight_ratio);
|
||||||
|
li3 = getSmoothLight(p_map_first+v3s16(0,0,1),
|
||||||
|
vmanip, daynight_ratio);
|
||||||
|
}
|
||||||
|
else if(face_dir == v3s16(1,0,0))
|
||||||
|
{
|
||||||
|
// Going along Z+, faces in X-
|
||||||
|
li0 = getSmoothLight(p_map_first+v3s16(0,0,0),
|
||||||
|
vmanip, daynight_ratio);
|
||||||
|
li1 = getSmoothLight(p_map+v3s16(0,0,1),
|
||||||
|
vmanip, daynight_ratio);
|
||||||
|
li2 = getSmoothLight(p_map+v3s16(0,1,1),
|
||||||
|
vmanip, daynight_ratio);
|
||||||
|
li3 = getSmoothLight(p_map_first+v3s16(0,1,0),
|
||||||
|
vmanip, daynight_ratio);
|
||||||
|
}
|
||||||
|
else assert(0);
|
||||||
|
|
||||||
|
//makeFastFace(tile1, li, li, li, li,
|
||||||
|
makeFastFace(tile1, li0, li1, li2, li3,
|
||||||
sp+face_dir_f, -face_dir, scale,
|
sp+face_dir_f, -face_dir, scale,
|
||||||
posRelative_f, dest);
|
posRelative_f, dest);
|
||||||
}
|
}
|
||||||
//dest.push_back(f);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
continuous_tiles_count = 0;
|
continuous_tiles_count = 0;
|
||||||
@ -598,7 +749,7 @@ scene::SMesh* makeMapBlockMesh(MeshMakeData *data)
|
|||||||
//TimeTaker timer2("updateMesh() collect");
|
//TimeTaker timer2("updateMesh() collect");
|
||||||
|
|
||||||
/*
|
/*
|
||||||
Go through every y,z and get top faces in rows of x+
|
Go through every y,z and get top(y+) faces in rows of x+
|
||||||
*/
|
*/
|
||||||
for(s16 y=0; y<MAP_BLOCKSIZE; y++){
|
for(s16 y=0; y<MAP_BLOCKSIZE; y++){
|
||||||
for(s16 z=0; z<MAP_BLOCKSIZE; z++){
|
for(s16 z=0; z<MAP_BLOCKSIZE; z++){
|
||||||
@ -615,7 +766,7 @@ scene::SMesh* makeMapBlockMesh(MeshMakeData *data)
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
/*
|
/*
|
||||||
Go through every x,y and get right faces in rows of z+
|
Go through every x,y and get right(x+) faces in rows of z+
|
||||||
*/
|
*/
|
||||||
for(s16 x=0; x<MAP_BLOCKSIZE; x++){
|
for(s16 x=0; x<MAP_BLOCKSIZE; x++){
|
||||||
for(s16 y=0; y<MAP_BLOCKSIZE; y++){
|
for(s16 y=0; y<MAP_BLOCKSIZE; y++){
|
||||||
@ -632,7 +783,7 @@ scene::SMesh* makeMapBlockMesh(MeshMakeData *data)
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
/*
|
/*
|
||||||
Go through every y,z and get back faces in rows of x+
|
Go through every y,z and get back(z+) faces in rows of x+
|
||||||
*/
|
*/
|
||||||
for(s16 z=0; z<MAP_BLOCKSIZE; z++){
|
for(s16 z=0; z<MAP_BLOCKSIZE; z++){
|
||||||
for(s16 y=0; y<MAP_BLOCKSIZE; y++){
|
for(s16 y=0; y<MAP_BLOCKSIZE; y++){
|
||||||
|
Loading…
Reference in New Issue
Block a user