From b4df0d67dd9fca20df632f0247b97f8370757a3c Mon Sep 17 00:00:00 2001 From: number Zero Date: Mon, 25 Dec 2017 23:51:48 +0300 Subject: [PATCH] Fix ambient occlusion and dark lines at mapblock borders --- src/mapblock_mesh.cpp | 97 ++++++++++++------------------------------- 1 file changed, 27 insertions(+), 70 deletions(-) diff --git a/src/mapblock_mesh.cpp b/src/mapblock_mesh.cpp index 5d298da3d..8e3ae9f35 100644 --- a/src/mapblock_mesh.cpp +++ b/src/mapblock_mesh.cpp @@ -196,7 +196,7 @@ u16 getFaceLight(MapNode n, MapNode n2, v3s16 face_dir, INodeDefManager *ndef) Both light banks */ static u16 getSmoothLightCombined(const v3s16 &p, - const std::array &dirs, MeshMakeData *data, bool node_solid) + const std::array &dirs, MeshMakeData *data) { INodeDefManager *ndef = data->m_client->ndef(); @@ -206,8 +206,14 @@ static u16 getSmoothLightCombined(const v3s16 &p, u16 light_day = 0; u16 light_night = 0; - auto add_node = [&] (int i) -> const ContentFeatures& { + auto add_node = [&] (u8 i, bool obstructed = false) -> bool { + if (obstructed) { + ambient_occlusion++; + return false; + } MapNode n = data->m_vmanip.getNodeNoExNoEmerge(p + dirs[i]); + if (n.getContent() == CONTENT_IGNORE) + return true; const ContentFeatures &f = ndef->get(n); if (f.light_source > light_source_max) light_source_max = f.light_source; @@ -219,37 +225,24 @@ static u16 getSmoothLightCombined(const v3s16 &p, } else { ambient_occlusion++; } - return f; + return f.light_propagates; }; - if (node_solid) { - ambient_occlusion = 3; - bool corner_obstructed = true; - for (int i = 0; i < 2; ++i) { - if (add_node(i).light_propagates) - corner_obstructed = false; - } - add_node(2); - add_node(3); - if (corner_obstructed) - ambient_occlusion++; - else - add_node(4); - } else { - std::array obstructed = {{ 1, 1, 1, 1 }}; - add_node(0); - bool opaque1 = !add_node(1).light_propagates; - bool opaque2 = !add_node(2).light_propagates; - bool opaque3 = !add_node(3).light_propagates; - obstructed[0] = opaque1 && opaque2; - obstructed[1] = opaque1 && opaque3; - obstructed[2] = opaque2 && opaque3; - for (int k = 0; k < 4; ++k) { - if (obstructed[k]) - ambient_occlusion++; - else if (add_node(k + 4).light_propagates) - obstructed[3] = false; - } + std::array obstructed = {{ 1, 1, 1, 1 }}; + add_node(0); + bool opaque1 = !add_node(1); + bool opaque2 = !add_node(2); + bool opaque3 = !add_node(3); + obstructed[0] = opaque1 && opaque2; + obstructed[1] = opaque1 && opaque3; + obstructed[2] = opaque2 && opaque3; + for (u8 k = 0; k < 3; ++k) + if (add_node(k + 4, obstructed[k])) + obstructed[3] = false; + if (add_node(7, obstructed[3])) { // wrap light around nodes + ambient_occlusion -= 3; + for (u8 k = 0; k < 3; ++k) + add_node(k + 4, !obstructed[k]); } if (light_count == 0) { @@ -277,7 +270,7 @@ static u16 getSmoothLightCombined(const v3s16 &p, g_settings->getFloat("ambient_occlusion_gamma"), 0.25, 4.0); // Table of gamma space multiply factors. - static const float light_amount[3] = { + static thread_local const float light_amount[3] = { powf(0.75, 1.0 / ao_gamma), powf(0.5, 1.0 / ao_gamma), powf(0.25, 1.0 / ao_gamma) @@ -304,43 +297,7 @@ static u16 getSmoothLightCombined(const v3s16 &p, */ u16 getSmoothLightSolid(const v3s16 &p, const v3s16 &face_dir, const v3s16 &corner, MeshMakeData *data) { - v3s16 neighbor_offset1, neighbor_offset2; - - /* - * face_dir, neighbor_offset1 and neighbor_offset2 define an - * orthonormal basis which is used to define the offsets of the 8 - * surrounding nodes and to differentiate the "distance" (by going only - * along directly neighboring nodes) relative to the node at p. - * Apart from the node at p, only the 4 nodes which contain face_dir - * can contribute light. - */ - if (face_dir.X != 0) { - neighbor_offset1 = v3s16(0, corner.Y, 0); - neighbor_offset2 = v3s16(0, 0, corner.Z); - } else if (face_dir.Y != 0) { - neighbor_offset1 = v3s16(0, 0, corner.Z); - neighbor_offset2 = v3s16(corner.X, 0, 0); - } else if (face_dir.Z != 0) { - neighbor_offset1 = v3s16(corner.X,0,0); - neighbor_offset2 = v3s16(0,corner.Y,0); - } - - const std::array dirs = {{ - // Always shine light - neighbor_offset1 + face_dir, - neighbor_offset2 + face_dir, - v3s16(0,0,0), - face_dir, - - // Can be obstructed - neighbor_offset1 + neighbor_offset2 + face_dir, - - // Do not shine light, only for ambient occlusion - neighbor_offset1, - neighbor_offset2, - neighbor_offset1 + neighbor_offset2 - }}; - return getSmoothLightCombined(p, dirs, data, true); + return getSmoothLightTransparent(p + face_dir, corner - 2 * face_dir, data); } /* @@ -363,7 +320,7 @@ u16 getSmoothLightTransparent(const v3s16 &p, const v3s16 &corner, MeshMakeData v3s16(0,corner.Y,corner.Z), v3s16(corner.X,corner.Y,corner.Z) }}; - return getSmoothLightCombined(p, dirs, data, false); + return getSmoothLightCombined(p, dirs, data); } void get_sunlight_color(video::SColorf *sunlight, u32 daynight_ratio){