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mirror of https://github.com/moparisthebest/minetest synced 2024-12-22 23:58:48 -05:00

Make lava brighter by showing light sources at their full emitted light level

This commit is contained in:
Perttu Ahola 2012-04-08 04:01:12 +03:00
parent 1b078efd5f
commit d8edd3d0c8
2 changed files with 26 additions and 1 deletions

View File

@ -210,8 +210,16 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
top_is_same_liquid = true;
u16 l = 0;
// If this liquid emits light and doesn't contain light, draw
// it at what it emits, for an increased effect
u8 light_source = nodedef->get(n).light_source;
if(light_source != 0){
//l = decode_light(undiminish_light(light_source));
l = decode_light(light_source);
l = l | (l<<8);
}
// Use the light of the node on top if possible
if(nodedef->get(ntop).param_type == CPT_LIGHT)
else if(nodedef->get(ntop).param_type == CPT_LIGHT)
l = getInteriorLight(ntop, 0, data);
// Otherwise use the light of this node (the liquid)
else

View File

@ -183,6 +183,15 @@ static u8 getFaceLight(enum LightBank bank, MapNode n, MapNode n2,
else
light = l2;
// Boost light level for light sources
u8 light_source = MYMAX(ndef->get(n).light_source,
ndef->get(n2).light_source);
//if(light_source >= light)
//return decode_light(undiminish_light(light_source));
if(light_source > light)
//return decode_light(light_source);
light = light_source;
// Make some nice difference to different sides
// This makes light come from a corner
@ -233,10 +242,13 @@ static u8 getSmoothLight(enum LightBank bank, v3s16 p, MeshMakeData *data)
u16 ambient_occlusion = 0;
u16 light = 0;
u16 light_count = 0;
u8 light_source_max = 0;
for(u32 i=0; i<8; i++)
{
MapNode n = data->m_vmanip.getNodeNoEx(p - dirs8[i]);
const ContentFeatures &f = ndef->get(n);
if(f.light_source > light_source_max)
light_source_max = f.light_source;
// Check f.solidness because fast-style leaves look
// better this way
if(f.param_type == CPT_LIGHT && f.solidness != 2)
@ -255,6 +267,11 @@ static u8 getSmoothLight(enum LightBank bank, v3s16 p, MeshMakeData *data)
light /= light_count;
// Boost brightness around light sources
if(decode_light(light_source_max) >= light)
//return decode_light(undiminish_light(light_source_max));
return decode_light(light_source_max);
if(ambient_occlusion > 4)
{
ambient_occlusion -= 4;