From cb2d46766582f3b3696d907efd6a93f80e6a53ef Mon Sep 17 00:00:00 2001 From: Craig Robbins Date: Sat, 22 Nov 2014 02:18:29 +1000 Subject: [PATCH] Fix smooth lighting (ambient occlusion) Signed-off-by: Craig Robbins --- src/mapblock_mesh.cpp | 37 +++++++++++++++++++++---------------- 1 file changed, 21 insertions(+), 16 deletions(-) diff --git a/src/mapblock_mesh.cpp b/src/mapblock_mesh.cpp index 193fea328..e4c561a64 100644 --- a/src/mapblock_mesh.cpp +++ b/src/mapblock_mesh.cpp @@ -245,7 +245,7 @@ static u16 getSmoothLightCombined(v3s16 p, MeshMakeData *data) u16 light_day = 0; u16 light_night = 0; - for(u32 i = 0; i < 8; i++) + for (u32 i = 0; i < 8; i++) { MapNode n = data->m_vmanip.getNodeNoEx(p - dirs8[i]); @@ -255,10 +255,9 @@ static u16 getSmoothLightCombined(v3s16 p, MeshMakeData *data) } const ContentFeatures &f = ndef->get(n); - if(f.light_source > light_source_max) + if (f.light_source > light_source_max) light_source_max = f.light_source; - // Check f.solidness because fast-style leaves look - // better this way + // Check f.solidness because fast-style leaves look better this way if (f.param_type == CPT_LIGHT && f.solidness != 2) { light_day += decode_light(n.getLight(LIGHTBANK_DAY, ndef)); light_night += decode_light(n.getLight(LIGHTBANK_NIGHT, ndef)); @@ -275,25 +274,31 @@ static u16 getSmoothLightCombined(v3s16 p, MeshMakeData *data) light_night /= light_count; // Boost brightness around light sources - bool skip_ambient_occlusion = false; + bool skip_ambient_occlusion_day = false; if(decode_light(light_source_max) >= light_day) { light_day = decode_light(light_source_max); - skip_ambient_occlusion = true; - } - if(decode_light(light_source_max) >= light_night) { - light_night = decode_light(light_source_max); - skip_ambient_occlusion = true; + skip_ambient_occlusion_day = true; } - if(ambient_occlusion > 4 && !skip_ambient_occlusion) + bool skip_ambient_occlusion_night = false; + if(decode_light(light_source_max) >= light_night) { + light_night = decode_light(light_source_max); + skip_ambient_occlusion_night = true; + } + + if (ambient_occlusion > 4) { - //calculate table index for gamma space multiplier - ambient_occlusion -= 5; //table of precalculated gamma space multiply factors //light^2.2 * factor (0.75, 0.5, 0.25, 0.0), so table holds factor ^ (1 / 2.2) - static const float light_amount[4] = {0.877424315, 0.729740053, 0.532520545, 0.0}; - light_day = rangelim(core::round32(light_day*light_amount[ambient_occlusion]), 0, 255); - light_night = rangelim(core::round32(light_night*light_amount[ambient_occlusion]), 0, 255); + static const float light_amount[4] = { 0.877424315, 0.729740053, 0.532520545, 0.0 }; + + //calculate table index for gamma space multiplier + ambient_occlusion -= 5; + + if (!skip_ambient_occlusion_day) + light_day = rangelim(core::round32(light_day*light_amount[ambient_occlusion]), 0, 255); + if (!skip_ambient_occlusion_night) + light_night = rangelim(core::round32(light_night*light_amount[ambient_occlusion]), 0, 255); } return light_day | (light_night << 8);