cleaned the smooth lighting code a bit

This commit is contained in:
Perttu Ahola 2011-04-24 14:19:35 +03:00
parent 79799840a2
commit ba88685fab
1 changed files with 169 additions and 29 deletions

View File

@ -133,6 +133,69 @@ u8 getFaceLight(u32 daynight_ratio, MapNode n, MapNode n2,
#ifndef SERVER
/*
vertex_dirs: v3s16[4]
*/
void getNodeVertexDirs(v3s16 dir, v3s16 *vertex_dirs)
{
/*
If looked from outside the node towards the face, the corners are:
0: bottom-right
1: bottom-left
2: top-left
3: top-right
*/
if(dir == v3s16(0,0,1))
{
// If looking towards z+, this is the face that is behind
// the center point, facing towards z+.
vertex_dirs[0] = v3s16(-1,-1, 1);
vertex_dirs[1] = v3s16( 1,-1, 1);
vertex_dirs[2] = v3s16( 1, 1, 1);
vertex_dirs[3] = v3s16(-1, 1, 1);
}
else if(dir == v3s16(0,0,-1))
{
// faces towards Z-
vertex_dirs[0] = v3s16( 1,-1,-1);
vertex_dirs[1] = v3s16(-1,-1,-1);
vertex_dirs[2] = v3s16(-1, 1,-1);
vertex_dirs[3] = v3s16( 1, 1,-1);
}
else if(dir == v3s16(1,0,0))
{
// faces towards X+
vertex_dirs[0] = v3s16( 1,-1, 1);
vertex_dirs[1] = v3s16( 1,-1,-1);
vertex_dirs[2] = v3s16( 1, 1,-1);
vertex_dirs[3] = v3s16( 1, 1, 1);
}
else if(dir == v3s16(-1,0,0))
{
// faces towards X-
vertex_dirs[0] = v3s16(-1,-1,-1);
vertex_dirs[1] = v3s16(-1,-1, 1);
vertex_dirs[2] = v3s16(-1, 1, 1);
vertex_dirs[3] = v3s16(-1, 1,-1);
}
else if(dir == v3s16(0,1,0))
{
// faces towards Y+ (assume Z- as "down" in texture)
vertex_dirs[0] = v3s16( 1, 1,-1);
vertex_dirs[1] = v3s16(-1, 1,-1);
vertex_dirs[2] = v3s16(-1, 1, 1);
vertex_dirs[3] = v3s16( 1, 1, 1);
}
else if(dir == v3s16(0,-1,0))
{
// faces towards Y- (assume Z+ as "down" in texture)
vertex_dirs[0] = v3s16( 1,-1, 1);
vertex_dirs[1] = v3s16(-1,-1, 1);
vertex_dirs[2] = v3s16(-1,-1,-1);
vertex_dirs[3] = v3s16( 1,-1,-1);
}
}
inline video::SColor lightColor(u8 alpha, u8 light)
{
return video::SColor(alpha,light,light,light);
@ -149,6 +212,18 @@ void makeFastFace(TileSpec tile, u8 li0, u8 li1, u8 li2, u8 li3, v3f p,
posRelative_f *= BS;
v3f vertex_pos[4];
v3s16 vertex_dirs[4];
getNodeVertexDirs(dir, vertex_dirs);
for(u16 i=0; i<4; i++)
{
vertex_pos[i] = v3f(
BS/2*vertex_dirs[i].X,
BS/2*vertex_dirs[i].Y,
BS/2*vertex_dirs[i].Z
);
}
/*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);
@ -185,7 +260,7 @@ void makeFastFace(TileSpec tile, u8 li0, u8 li1, u8 li2, u8 li3, v3f p,
{
for(u16 i=0; i<4; i++)
vertex_pos[i].rotateYZBy(90);
}
}*/
for(u16 i=0; i<4; i++)
{
@ -383,6 +458,20 @@ u8 getSmoothLight(v3s16 p, VoxelManipulator &vmanip, u32 daynight_ratio)
return light;
}
// Calculate lighting at the given corner of p
u8 getSmoothLight(v3s16 p, v3s16 corner,
VoxelManipulator &vmanip, u32 daynight_ratio)
{
if(corner.X == 1) p.X += 1;
else assert(corner.X == -1);
if(corner.Y == 1) p.Y += 1;
else assert(corner.Y == -1);
if(corner.Z == 1) p.Z += 1;
else assert(corner.Z == -1);
return getSmoothLight(p, vmanip, daynight_ratio);
}
/*
startpos:
translate_dir: unit vector with only one of x, y or z
@ -415,6 +504,7 @@ void updateFastFaceRow(
for(u16 j=0; j<length; j++)
{
// If tiling can be done, this is set to false in the next step
bool next_is_different = true;
v3s16 p_next;
@ -480,7 +570,6 @@ void updateFastFaceRow(
/*
Create a face if there should be one
*/
//u8 mf = face_contents(tile0, tile1);
// This is hackish
u8 content0 = getNodeContent(p, n0, temp_mods);
u8 content1 = getNodeContent(p + face_dir, n1, temp_mods);
@ -498,9 +587,6 @@ void updateFastFaceRow(
// First node
v3s16 p_first = p - (continuous_tiles_count-1) * translate_dir;
v3s16 p_map = blockpos_nodes + p;
v3s16 p_map_first = p_first + blockpos_nodes;
if(translate_dir.X != 0)
{
scale.X = continuous_tiles_count;
@ -514,8 +600,61 @@ void updateFastFaceRow(
scale.Z = continuous_tiles_count;
}
#if 1
v3s16 p_map_leftmost;
v3s16 p_map_rightmost;
v3s16 face_dir_corrected;
TileSpec tile;
if(mf == 1)
{
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))
{
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)
{
li0 = li1 = li2 = li3 = decode_light(light);
}
else
{
v3s16 vertex_dirs[4];
getNodeVertexDirs(face_dir_corrected, vertex_dirs);
li0 = getSmoothLight(p_map_rightmost, vertex_dirs[0],
vmanip, daynight_ratio);
li1 = getSmoothLight(p_map_leftmost, vertex_dirs[1],
vmanip, daynight_ratio);
li2 = getSmoothLight(p_map_leftmost, vertex_dirs[2],
vmanip, daynight_ratio);
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)
@ -525,37 +664,37 @@ void updateFastFaceRow(
if(face_dir == v3s16(0,0,1))
{
// Going along X+, faces in Z+
li0 = getSmoothLight(p_map_first+v3s16(0,0,1),
li0 = getSmoothLight(p_map_first, v3s16(-1,-1,1),
vmanip, daynight_ratio);
li1 = getSmoothLight(p_map+v3s16(1,0,1),
li1 = getSmoothLight(p_map, v3s16(1,-1,1),
vmanip, daynight_ratio);
li2 = getSmoothLight(p_map+v3s16(1,1,1),
li2 = getSmoothLight(p_map, v3s16(1,1,1),
vmanip, daynight_ratio);
li3 = getSmoothLight(p_map_first+v3s16(0,1,1),
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(0,1,1),
li0 = getSmoothLight(p_map_first, v3s16( 1,1,-1),
vmanip, daynight_ratio);
li1 = getSmoothLight(p_map+v3s16(1,1,1),
li1 = getSmoothLight(p_map, v3s16(-1,1,-1),
vmanip, daynight_ratio);
li2 = getSmoothLight(p_map+v3s16(1,1,0),
li2 = getSmoothLight(p_map, v3s16(-1,1,1),
vmanip, daynight_ratio);
li3 = getSmoothLight(p_map_first+v3s16(0,1,0),
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(1,0,1),
li0 = getSmoothLight(p_map_first, v3s16(1,-1,1),
vmanip, daynight_ratio);
li1 = getSmoothLight(p_map+v3s16(1,0,0),
li1 = getSmoothLight(p_map, v3s16(1,-1,-1),
vmanip, daynight_ratio);
li2 = getSmoothLight(p_map+v3s16(1,1,0),
li2 = getSmoothLight(p_map, v3s16(1,1,-1),
vmanip, daynight_ratio);
li3 = getSmoothLight(p_map_first+v3s16(1,1,1),
li3 = getSmoothLight(p_map_first, v3s16(1,1,1),
vmanip, daynight_ratio);
}
else assert(0);
@ -577,37 +716,37 @@ void updateFastFaceRow(
if(face_dir == v3s16(0,0,1))
{
// Going along X+, faces in Z-
li0 = getSmoothLight(p_map+v3s16(1,0,0),
li0 = getSmoothLight(p_map, v3s16(1,-1,-1),
vmanip, daynight_ratio);
li1 = getSmoothLight(p_map_first+v3s16(0,0,0),
li1 = getSmoothLight(p_map_first, v3s16(-1,-1,-1),
vmanip, daynight_ratio);
li2 = getSmoothLight(p_map_first+v3s16(0,1,0),
li2 = getSmoothLight(p_map_first, v3s16(-1,1,-1),
vmanip, daynight_ratio);
li3 = getSmoothLight(p_map+v3s16(1,1,0),
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(0,0,0),
li0 = getSmoothLight(p_map_first, v3s16(-1,-1,1),
vmanip, daynight_ratio);
li1 = getSmoothLight(p_map+v3s16(1,0,0),
li1 = getSmoothLight(p_map, v3s16(1,-1,1),
vmanip, daynight_ratio);
li2 = getSmoothLight(p_map+v3s16(1,0,1),
li2 = getSmoothLight(p_map, v3s16(1,-1,-1),
vmanip, daynight_ratio);
li3 = getSmoothLight(p_map_first+v3s16(0,0,1),
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(0,0,0),
li0 = getSmoothLight(p_map_first, v3s16(-1,-1,-1),
vmanip, daynight_ratio);
li1 = getSmoothLight(p_map+v3s16(0,0,1),
li1 = getSmoothLight(p_map, v3s16(-1,-1,1),
vmanip, daynight_ratio);
li2 = getSmoothLight(p_map+v3s16(0,1,1),
li2 = getSmoothLight(p_map, v3s16(-1,1,1),
vmanip, daynight_ratio);
li3 = getSmoothLight(p_map_first+v3s16(0,1,0),
li3 = getSmoothLight(p_map_first, v3s16(-1,1,-1),
vmanip, daynight_ratio);
}
else assert(0);
@ -617,6 +756,7 @@ void updateFastFaceRow(
sp+face_dir_f, -face_dir, scale,
posRelative_f, dest);
}
#endif
}
continuous_tiles_count = 0;