Optimized smooth lighting calculation code
parent
59de7a324c
commit
2704bdc68e
|
@ -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
|
||||
|
|
|
@ -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
|
||||
|
|
11
src/game.cpp
11
src/game.cpp
|
@ -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;
|
||||
|
|
|
@ -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:
|
||||
-------
|
||||
|
||||
|
|
333
src/mapblock.cpp
333
src/mapblock.cpp
|
@ -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);
|
||||
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(tile0_next == tile0
|
||||
&& tile1_next == tile1
|
||||
&& light_next == light)
|
||||
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)
|
||||
{
|
||||
tile = tile0;
|
||||
face_dir_corrected = face_dir;
|
||||
p_map_leftmost = p + blockpos_nodes;
|
||||
p_map_leftmost = p_corrected + blockpos_nodes;
|
||||
p_map_rightmost = p_first + blockpos_nodes;
|
||||
}
|
||||
else
|
||||
|
||||
/*if(p != p_corrected)
|
||||
{
|
||||
// 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;
|
||||
|
|
Loading…
Reference in New Issue