mirror of
https://github.com/moparisthebest/minetest
synced 2024-11-17 14:55:13 -05:00
Pass light sources in blue channel of vertex color instead of decoded light for all special drawtypes.
Plus some style fixes and optimizations.
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@ -220,7 +220,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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top_is_same_liquid = true;
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u16 l = getInteriorLight(n, 0, nodedef);
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video::SColor c = MapBlock_LightColor(f.alpha, l, decode_light(f.light_source));
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video::SColor c = MapBlock_LightColor(f.alpha, l, f.light_source);
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/*
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Generate sides
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@ -383,7 +383,6 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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// it at what it emits, for an increased effect
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u8 light_source = nodedef->get(n).light_source;
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if(light_source != 0){
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//l = decode_light(undiminish_light(light_source));
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l = decode_light(light_source);
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l = l | (l<<8);
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}
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@ -393,7 +392,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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// Otherwise use the light of this node (the liquid)
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else
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l = getInteriorLight(n, 0, nodedef);
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video::SColor c = MapBlock_LightColor(f.alpha, l, decode_light(f.light_source));
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video::SColor c = MapBlock_LightColor(f.alpha, l, f.light_source);
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u8 range = rangelim(nodedef->get(c_flowing).liquid_range, 1, 8);
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@ -697,7 +696,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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TileSpec tile = getNodeTile(n, p, v3s16(0,0,0), data);
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u16 l = getInteriorLight(n, 1, nodedef);
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video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
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video::SColor c = MapBlock_LightColor(255, l, f.light_source);
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for(u32 j=0; j<6; j++)
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{
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@ -780,7 +779,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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param2 = param2 & 63;
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u16 l = getInteriorLight(n, 1, nodedef);
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video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
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video::SColor c = MapBlock_LightColor(255, l, f.light_source);
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v3f pos = intToFloat(p, BS);
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static const float a = BS / 2;
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static const float g = a - 0.003;
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@ -985,7 +984,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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v3s16(0,0,0), data);
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u16 l = getInteriorLight(n, 1, nodedef);
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video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
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video::SColor c = MapBlock_LightColor(255, l, f.light_source);
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v3f pos = intToFloat(p, BS);
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aabb3f box(-BS/2,-BS/2,-BS/2,BS/2,BS/2,BS/2);
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@ -1018,7 +1017,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
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u16 l = getInteriorLight(n, 1, nodedef);
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video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
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video::SColor c = MapBlock_LightColor(255, l, f.light_source);
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float s = BS/2*f.visual_scale;
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// Wall at X+ of node
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@ -1059,7 +1058,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
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u16 l = getInteriorLight(n, 0, nodedef);
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video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
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video::SColor c = MapBlock_LightColor(255, l, f.light_source);
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float d = (float)BS/16;
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float s = BS/2*f.visual_scale;
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@ -1102,7 +1101,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
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u16 l = getInteriorLight(n, 1, nodedef);
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video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
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video::SColor c = MapBlock_LightColor(255, l, f.light_source);
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float s = BS/2*f.visual_scale;
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@ -1149,7 +1148,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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tile_rot.rotation = 1;
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u16 l = getInteriorLight(n, 1, nodedef);
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video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
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video::SColor c = MapBlock_LightColor(255, l, f.light_source);
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const f32 post_rad=(f32)BS/8;
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const f32 bar_rad=(f32)BS/16;
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@ -1398,7 +1397,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
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u16 l = getInteriorLight(n, 0, nodedef);
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video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
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video::SColor c = MapBlock_LightColor(255, l, f.light_source);
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float d = (float)BS/64;
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@ -1436,8 +1435,8 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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};
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TileSpec tiles[6];
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u16 l = getInteriorLight(n, 0, nodedef);
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video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
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u16 l = getInteriorLight(n, 1, nodedef);
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video::SColor c = MapBlock_LightColor(255, l, f.light_source);
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v3f pos = intToFloat(p, BS);
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@ -193,10 +193,7 @@ static u8 getFaceLight(enum LightBank bank, MapNode n, MapNode n2,
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// Boost light level for light sources
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u8 light_source = MYMAX(ndef->get(n).light_source,
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ndef->get(n2).light_source);
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//if(light_source >= light)
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//return decode_light(undiminish_light(light_source));
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if(light_source > light)
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//return decode_light(light_source);
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light = light_source;
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return decode_light(light);
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@ -272,16 +269,12 @@ static u8 getSmoothLight(enum LightBank bank, v3s16 p, MeshMakeData *data)
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if(ambient_occlusion > 4)
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{
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//ambient_occlusion -= 4;
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//light = (float)light / ((float)ambient_occlusion * 0.5 + 1.0);
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float light_amount = (8 - ambient_occlusion) / 4.0;
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float light_f = (float)light / 255.0;
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light_f = pow(light_f, 2.2f); // gamma -> linear space
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light_f = light_f * light_amount;
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light_f = pow(light_f, 1.0f/2.2f); // linear -> gamma space
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if(light_f > 1.0)
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light_f = 1.0;
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light = 255.0 * light_f + 0.5;
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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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const float light_amount[4] = {0.877424315, 0.729740053, 0.532520545, 0.0};
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light = core::clamp(core::round32(light*light_amount[ambient_occlusion]), 0, 255);
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}
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return light;
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@ -914,21 +907,18 @@ static void updateFastFaceRow(
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// Floating point conversion of the position vector
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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 sp = pf - ((f32)continuous_tiles_count / 2.0 - 0.5) * translate_dir_f;
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if(continuous_tiles_count != 1)
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sp += translate_dir_f;
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v3f scale(1,1,1);
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if(translate_dir.X != 0)
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{
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if(translate_dir.X != 0) {
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scale.X = continuous_tiles_count;
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}
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if(translate_dir.Y != 0)
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{
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if(translate_dir.Y != 0) {
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scale.Y = continuous_tiles_count;
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}
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if(translate_dir.Z != 0)
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{
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if(translate_dir.Z != 0) {
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scale.Z = continuous_tiles_count;
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}
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@ -937,7 +927,7 @@ static void updateFastFaceRow(
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dest);
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g_profiler->avg("Meshgen: faces drawn by tiling", 0);
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for(int i=1; i<continuous_tiles_count; i++){
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for(int i = 1; i < continuous_tiles_count; i++){
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g_profiler->avg("Meshgen: faces drawn by tiling", 1);
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}
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}
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@ -965,8 +955,8 @@ static void updateAllFastFaceRows(MeshMakeData *data,
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/*
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Go through every y,z and get top(y+) faces in rows of x+
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*/
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for(s16 y=0; y<MAP_BLOCKSIZE; y++){
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for(s16 z=0; z<MAP_BLOCKSIZE; z++){
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for(s16 y = 0; y < MAP_BLOCKSIZE; y++) {
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for(s16 z = 0; z < MAP_BLOCKSIZE; z++) {
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updateFastFaceRow(data,
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v3s16(0,y,z),
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v3s16(1,0,0), //dir
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@ -980,8 +970,8 @@ static void updateAllFastFaceRows(MeshMakeData *data,
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/*
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Go through every x,y and get right(x+) faces in rows of z+
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*/
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for(s16 x=0; x<MAP_BLOCKSIZE; x++){
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for(s16 y=0; y<MAP_BLOCKSIZE; y++){
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for(s16 x = 0; x < MAP_BLOCKSIZE; x++) {
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for(s16 y = 0; y < MAP_BLOCKSIZE; y++) {
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updateFastFaceRow(data,
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v3s16(x,y,0),
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v3s16(0,0,1), //dir
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@ -995,8 +985,8 @@ static void updateAllFastFaceRows(MeshMakeData *data,
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/*
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Go through every y,z and get back(z+) faces in rows of x+
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*/
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for(s16 z=0; z<MAP_BLOCKSIZE; z++){
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for(s16 y=0; y<MAP_BLOCKSIZE; y++){
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for(s16 z = 0; z < MAP_BLOCKSIZE; z++) {
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for(s16 y = 0; y < MAP_BLOCKSIZE; y++) {
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updateFastFaceRow(data,
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v3s16(0,y,z),
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v3s16(1,0,0), //dir
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