Optimized smooth lighting calculation code

This commit is contained in:
Perttu Ahola 2011-04-24 21:15:50 +03:00
parent 59de7a324c
commit 2704bdc68e
5 changed files with 147 additions and 214 deletions

View File

@ -9,7 +9,7 @@ project(minetest)
set(VERSION_MAJOR 0)
set(VERSION_MINOR 2)
set(VERSION_PATCH 20110424_0)
set(VERSION_PATCH 20110424_1_dev)
set(VERSION_STRING "${VERSION_MAJOR}.${VERSION_MINOR}.${VERSION_PATCH}")
# Configuration options

View File

@ -3,6 +3,9 @@ Minetest-c55 changelog
This should contain all the major changes.
For minor stuff, refer to the commit log of the repository.
X:
- Optimized smooth lighting
2011-04-24:
- Smooth lighting with simple ambient occlusion
- Updated main menu

View File

@ -1229,6 +1229,17 @@ void the_game(
s32 dx = input->getMousePos().X - displaycenter.X;
s32 dy = input->getMousePos().Y - displaycenter.Y;
//std::cout<<"window active, pos difference "<<dx<<","<<dy<<std::endl;
const float keyspeed = 500;
if(input->isKeyDown(irr::KEY_UP))
dy -= dtime * keyspeed;
if(input->isKeyDown(irr::KEY_DOWN))
dy += dtime * keyspeed;
if(input->isKeyDown(irr::KEY_LEFT))
dx -= dtime * keyspeed;
if(input->isKeyDown(irr::KEY_RIGHT))
dx += dtime * keyspeed;
camera_yaw -= dx*0.2;
camera_pitch += dy*0.2;
if(camera_pitch < -89.5) camera_pitch = -89.5;

View File

@ -167,6 +167,10 @@ TODO: Better control of draw_control.wanted_max_blocks
TODO: Get player texture (and some others) from the specified texture
directory
SUGG: Simple light color information to air
TODO: Block mesh generator to tile properly on smooth lighting
Configuration:
--------------
@ -189,6 +193,8 @@ TODO: Don't update all meshes always on single node changes, but
- Tool/weapon visualization
FIXME: When disconnected to the menu, memory is not freed properly
Server:
-------

View File

@ -223,45 +223,6 @@ void makeFastFace(TileSpec tile, u8 li0, u8 li1, u8 li2, u8 li3, v3f p,
);
}
/*v3f vertex_pos[4];
// If looking towards z+, this is the face that is behind
// the center point, facing towards z+.
vertex_pos[0] = v3f(-BS/2,-BS/2,BS/2);
vertex_pos[1] = v3f( BS/2,-BS/2,BS/2);
vertex_pos[2] = v3f( BS/2, BS/2,BS/2);
vertex_pos[3] = v3f(-BS/2, BS/2,BS/2);
if(dir == v3s16(0,0,1))
{
for(u16 i=0; i<4; i++)
vertex_pos[i].rotateXZBy(0);
}
else if(dir == v3s16(0,0,-1))
{
for(u16 i=0; i<4; i++)
vertex_pos[i].rotateXZBy(180);
}
else if(dir == v3s16(1,0,0))
{
for(u16 i=0; i<4; i++)
vertex_pos[i].rotateXZBy(-90);
}
else if(dir == v3s16(-1,0,0))
{
for(u16 i=0; i<4; i++)
vertex_pos[i].rotateXZBy(90);
}
else if(dir == v3s16(0,1,0))
{
for(u16 i=0; i<4; i++)
vertex_pos[i].rotateYZBy(-90);
}
else if(dir == v3s16(0,-1,0))
{
for(u16 i=0; i<4; i++)
vertex_pos[i].rotateYZBy(90);
}*/
for(u16 i=0; i<4; i++)
{
vertex_pos[i].X *= scale.X;
@ -472,6 +433,73 @@ u8 getSmoothLight(v3s16 p, v3s16 corner,
return getSmoothLight(p, vmanip, daynight_ratio);
}
void getTileInfo(
// Input:
v3s16 blockpos_nodes,
v3s16 p,
v3s16 face_dir,
u32 daynight_ratio,
VoxelManipulator &vmanip,
NodeModMap &temp_mods,
bool smooth_lighting,
// Output:
bool &makes_face,
v3s16 &p_corrected,
v3s16 &face_dir_corrected,
u8 *lights,
TileSpec &tile
)
{
MapNode n0 = vmanip.getNodeNoEx(blockpos_nodes + p);
MapNode n1 = vmanip.getNodeNoEx(blockpos_nodes + p + face_dir);
TileSpec tile0 = getNodeTile(n0, p, face_dir, temp_mods);
TileSpec tile1 = getNodeTile(n1, p + face_dir, -face_dir, temp_mods);
// This is hackish
u8 content0 = getNodeContent(p, n0, temp_mods);
u8 content1 = getNodeContent(p + face_dir, n1, temp_mods);
u8 mf = face_contents(content0, content1);
if(mf == 0)
{
makes_face = false;
return;
}
makes_face = true;
if(mf == 1)
{
tile = tile0;
p_corrected = p;
face_dir_corrected = face_dir;
}
else
{
tile = tile1;
p_corrected = p + face_dir;
face_dir_corrected = -face_dir;
}
if(smooth_lighting == false)
{
lights[0] = lights[1] = lights[2] = lights[3] =
decode_light(getFaceLight(daynight_ratio, n0, n1, face_dir));
}
else
{
v3s16 vertex_dirs[4];
getNodeVertexDirs(face_dir_corrected, vertex_dirs);
for(u16 i=0; i<4; i++)
{
lights[i] = getSmoothLight(blockpos_nodes + p_corrected,
vertex_dirs[i], vmanip, daynight_ratio);
}
}
return;
}
/*
startpos:
translate_dir: unit vector with only one of x, y or z
@ -496,11 +524,14 @@ void updateFastFaceRow(
u16 continuous_tiles_count = 0;
MapNode n0 = vmanip.getNodeNoEx(blockpos_nodes + p);
MapNode n1 = vmanip.getNodeNoEx(blockpos_nodes + p + face_dir);
TileSpec tile0 = getNodeTile(n0, p, face_dir, temp_mods);
TileSpec tile1 = getNodeTile(n1, p + face_dir, -face_dir, temp_mods);
u8 light = getFaceLight(daynight_ratio, n0, n1, face_dir);
bool makes_face;
v3s16 p_corrected;
v3s16 face_dir_corrected;
u8 lights[4];
TileSpec tile;
getTileInfo(blockpos_nodes, p, face_dir, daynight_ratio,
vmanip, temp_mods, smooth_lighting,
makes_face, p_corrected, face_dir_corrected, lights, tile);
for(u16 j=0; j<length; j++)
{
@ -508,11 +539,12 @@ void updateFastFaceRow(
bool next_is_different = true;
v3s16 p_next;
MapNode n0_next;
MapNode n1_next;
TileSpec tile0_next;
TileSpec tile1_next;
u8 light_next = 0;
bool next_makes_face;
v3s16 next_p_corrected;
v3s16 next_face_dir_corrected;
u8 next_lights[4];
TileSpec next_tile;
// If at last position, there is nothing to compare to and
// the face must be drawn anyway
@ -520,15 +552,20 @@ void updateFastFaceRow(
{
p_next = p + translate_dir;
n0_next = vmanip.getNodeNoEx(blockpos_nodes + p_next);
n1_next = vmanip.getNodeNoEx(blockpos_nodes + p_next + face_dir);
tile0_next = getNodeTile(n0_next, p_next, face_dir, temp_mods);
tile1_next = getNodeTile(n1_next,p_next+face_dir,-face_dir, temp_mods);
light_next = getFaceLight(daynight_ratio, n0_next, n1_next, face_dir);
if(tile0_next == tile0
&& tile1_next == tile1
&& light_next == light)
getTileInfo(blockpos_nodes, p_next, face_dir, daynight_ratio,
vmanip, temp_mods, smooth_lighting,
next_makes_face, next_p_corrected,
next_face_dir_corrected, next_lights,
next_tile);
if(next_makes_face == makes_face
&& next_p_corrected == p_corrected
&& next_face_dir_corrected == face_dir_corrected
&& next_lights[0] == lights[0]
&& next_lights[1] == lights[1]
&& next_lights[2] == lights[2]
&& next_lights[3] == lights[3]
&& next_tile == tile)
{
next_is_different = false;
}
@ -542,24 +579,15 @@ void updateFastFaceRow(
If there is no texture, it can be tiled infinitely.
If tiled==0, it means the texture can be tiled infinitely.
Otherwise check tiled agains continuous_tiles_count.
This check has to be made for both tiles, because this is
a bit hackish and we know which one we're using only when
the decision to make the faces is made.
*/
if(tile0.texture.atlas != NULL && tile0.texture.tiled != 0)
if(tile.texture.atlas != NULL && tile.texture.tiled != 0)
{
if(tile0.texture.tiled <= continuous_tiles_count)
end_of_texture = true;
}
if(tile1.texture.atlas != NULL && tile1.texture.tiled != 0)
{
if(tile1.texture.tiled <= continuous_tiles_count)
if(tile.texture.tiled <= continuous_tiles_count)
end_of_texture = true;
}
// Do this to disable tiling textures
//end_of_texture = true; //DEBUG
end_of_texture = true; //DEBUG
// Disable tiling of textures if smooth lighting is used
if(smooth_lighting)
@ -570,22 +598,13 @@ void updateFastFaceRow(
/*
Create a face if there should be one
*/
// This is hackish
u8 content0 = getNodeContent(p, n0, temp_mods);
u8 content1 = getNodeContent(p + face_dir, n1, temp_mods);
u8 mf = face_contents(content0, content1);
if(mf != 0)
if(makes_face)
{
// Floating point conversion of the position vector
v3f pf(p.X, p.Y, p.Z);
v3f pf(p_corrected.X, p_corrected.Y, p_corrected.Z);
// Center point of face (kind of)
v3f sp = pf - ((f32)continuous_tiles_count / 2. - 0.5) * translate_dir_f;
v3f scale(1,1,1);
u8 li0=255, li1=255, li2=255, li3=255;
// First node
v3s16 p_first = p - (continuous_tiles_count-1) * translate_dir;
if(translate_dir.X != 0)
{
@ -600,35 +619,30 @@ void updateFastFaceRow(
scale.Z = continuous_tiles_count;
}
#if 1
makeFastFace(tile, lights[0], lights[1], lights[2], lights[3],
sp, face_dir_corrected, scale,
posRelative_f, dest);
#if 0
// First node
v3s16 p_first = p_corrected - (continuous_tiles_count-1)
* translate_dir;
v3s16 p_map_leftmost;
v3s16 p_map_rightmost;
v3s16 face_dir_corrected;
TileSpec tile;
if(mf == 1)
p_map_leftmost = p_corrected + blockpos_nodes;
p_map_rightmost = p_first + blockpos_nodes;
/*if(p != p_corrected)
{
tile = tile0;
face_dir_corrected = face_dir;
p_map_leftmost = p + blockpos_nodes;
p_map_rightmost = p_first + blockpos_nodes;
}
else
{
// Offset to the actual solid block
p_map_leftmost = p + blockpos_nodes + face_dir;
p_map_rightmost = p_first + blockpos_nodes + face_dir;
/*if(face_dir == v3s16(0,0,1))
if(face_dir == v3s16(0,0,1))
{
v3s16 orig_leftmost = p_map_leftmost;
v3s16 orig_rightmost = p_map_leftmost;
p_map_leftmost = orig_rightmost;
p_map_rightmost = orig_leftmost;
}*/
sp += face_dir_f;
face_dir_corrected = -face_dir;
tile = tile1;
}
}
}*/
if(smooth_lighting == false)
{
@ -648,123 +662,22 @@ void updateFastFaceRow(
li3 = getSmoothLight(p_map_rightmost, vertex_dirs[3],
vmanip, daynight_ratio);
}
makeFastFace(tile, li0, li1, li2, li3,
sp, face_dir_corrected, scale,
posRelative_f, dest);
#else
v3s16 p_map = p + blockpos_nodes;
v3s16 p_map_first = p_first + blockpos_nodes;
// If node at sp (tile0) is more solid
if(mf == 1)
{
if(smooth_lighting)
{
if(face_dir == v3s16(0,0,1))
{
// Going along X+, faces in Z+
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 if(face_dir == v3s16(0,1,0))
{
// Going along X+, faces in Y+
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 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(tile0, li0, li1, li2, li3,
sp, face_dir, scale,
posRelative_f, dest);
}
// If node at sp is less solid (mf == 2)
else
{
if(smooth_lighting)
{
// 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,-1,-1),
vmanip, daynight_ratio);
li1 = getSmoothLight(p_map_first, v3s16(-1,-1,-1),
vmanip, daynight_ratio);
li2 = getSmoothLight(p_map_first, v3s16(-1,1,-1),
vmanip, daynight_ratio);
li3 = getSmoothLight(p_map, v3s16(1,1,-1),
vmanip, daynight_ratio);
}
else if(face_dir == v3s16(0,1,0))
{
// Going along X+, faces in Y-
li0 = getSmoothLight(p_map_first, v3s16(-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 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;