From b21c7de3eda09b9117123639589c0521ce243afd Mon Sep 17 00:00:00 2001 From: Perttu Ahola Date: Sun, 24 Apr 2011 12:31:19 +0300 Subject: [PATCH] Added a setting for disabling smooth lighting. Updated changelog. --- doc/changelog.txt | 3 + minetest.conf.example | 2 + src/defaultsettings.cpp | 1 + src/mapblock.cpp | 172 +++++++++++++++++++++------------------- 4 files changed, 97 insertions(+), 81 deletions(-) diff --git a/doc/changelog.txt b/doc/changelog.txt index d61f37861..f467d6ecd 100644 --- a/doc/changelog.txt +++ b/doc/changelog.txt @@ -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: +- Smooth lighting with simple ambient occlusion + 2011-04-23_0_test: - Small bug fixes - Item drop multiplication fixed diff --git a/minetest.conf.example b/minetest.conf.example index 770677da1..48f326229 100644 --- a/minetest.conf.example +++ b/minetest.conf.example @@ -27,6 +27,8 @@ #new_style_water = true # Enable nice leaves; disable for speed #new_style_leaves = true +# Enable smooth lighting with simple ambient occlusion; disable for speed +#smooth_lighting = true # Whether to draw a frametime graph #frametime_graph = false # Enable combining mainly used textures to a bigger one diff --git a/src/defaultsettings.cpp b/src/defaultsettings.cpp index d1e9d45cd..fc63856ba 100644 --- a/src/defaultsettings.cpp +++ b/src/defaultsettings.cpp @@ -41,6 +41,7 @@ void set_default_settings() g_settings.setDefault("enable_fog", "true"); g_settings.setDefault("new_style_water", "false"); g_settings.setDefault("new_style_leaves", "true"); + g_settings.setDefault("smooth_lighting", "true"); g_settings.setDefault("frametime_graph", "false"); g_settings.setDefault("enable_texture_atlas", "true"); g_settings.setDefault("texture_path", ""); diff --git a/src/mapblock.cpp b/src/mapblock.cpp index 69834b56a..824f7dc8a 100644 --- a/src/mapblock.cpp +++ b/src/mapblock.cpp @@ -400,7 +400,8 @@ void updateFastFaceRow( core::array &dest, NodeModMap &temp_mods, VoxelManipulator &vmanip, - v3s16 blockpos_nodes) + v3s16 blockpos_nodes, + bool smooth_lighting) { v3s16 p = startpos; @@ -508,50 +509,53 @@ void updateFastFaceRow( scale.Z = continuous_tiles_count; } - //u8 li = decode_light(light); + if(smooth_lighting == false) + li0 = li1 = li2 = li3 = decode_light(light); // If node at sp (tile0) is more solid if(mf == 1) { - if(face_dir == v3s16(0,0,1)) + if(smooth_lighting) { - // 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); + 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); } - 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, posRelative_f, dest); @@ -559,49 +563,51 @@ void updateFastFaceRow( // If node at sp is less solid (mf == 2) else { - // Offset to the actual solid block - p_map += face_dir; - p_map_first += face_dir; - - if(face_dir == v3s16(0,0,1)) + if(smooth_lighting) { - // 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); + // 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); } - 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, posRelative_f, dest); @@ -731,6 +737,7 @@ scene::SMesh* makeMapBlockMesh(MeshMakeData *data) */ bool new_style_water = g_settings.getBool("new_style_water"); bool new_style_leaves = g_settings.getBool("new_style_leaves"); + bool smooth_lighting = g_settings.getBool("smooth_lighting"); float node_water_level = 1.0; if(new_style_water) @@ -762,7 +769,8 @@ scene::SMesh* makeMapBlockMesh(MeshMakeData *data) fastfaces_new, data->m_temp_mods, data->m_vmanip, - blockpos_nodes); + blockpos_nodes, + smooth_lighting); } } /* @@ -779,7 +787,8 @@ scene::SMesh* makeMapBlockMesh(MeshMakeData *data) fastfaces_new, data->m_temp_mods, data->m_vmanip, - blockpos_nodes); + blockpos_nodes, + smooth_lighting); } } /* @@ -796,7 +805,8 @@ scene::SMesh* makeMapBlockMesh(MeshMakeData *data) fastfaces_new, data->m_temp_mods, data->m_vmanip, - blockpos_nodes); + blockpos_nodes, + smooth_lighting); } } }