Add smooth lighting for all nodes

Note: Smooth lighting disables the mesh cache.
master
number Zero 2017-01-25 00:33:01 +03:00 committed by Auke Kok
parent 87e9466caf
commit 33e0eedbfb
3 changed files with 396 additions and 129 deletions

View File

@ -30,6 +30,27 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "log.h"
#include "noise.h"
// Distance of light extrapolation (for oversized nodes)
// After this distance, it gives up and considers light level constant
#define SMOOTH_LIGHTING_OVERSIZE 1.0
struct LightFrame
{
f32 lightsA[8];
f32 lightsB[8];
u8 light_source;
};
static const v3s16 light_dirs[8] = {
v3s16(-1, -1, -1),
v3s16(-1, -1, 1),
v3s16(-1, 1, -1),
v3s16(-1, 1, 1),
v3s16( 1, -1, -1),
v3s16( 1, -1, 1),
v3s16( 1, 1, -1),
v3s16( 1, 1, 1),
};
// Create a cuboid.
// collector - the MeshCollector for the resulting polygons
@ -180,6 +201,150 @@ void makeCuboid(MeshCollector *collector, const aabb3f &box,
}
}
// Create a cuboid.
// collector - the MeshCollector for the resulting polygons
// box - the position and size of the box
// tiles - the tiles (materials) to use (for all 6 faces)
// tilecount - number of entries in tiles, 1<=tilecount<=6
// lights - vertex light levels. The order is the same as in light_dirs
// txc - texture coordinates - this is a list of texture coordinates
// for the opposite corners of each face - therefore, there
// should be (2+2)*6=24 values in the list. Alternatively, pass
// NULL to use the entire texture for each face. The order of
// the faces in the list is up-down-right-left-back-front
// (compatible with ContentFeatures). If you specified 0,0,1,1
// for each face, that would be the same as passing NULL.
// light_source - node light emission
static void makeSmoothLightedCuboid(MeshCollector *collector, const aabb3f &box,
TileSpec *tiles, int tilecount, const u16 *lights , const f32 *txc,
const u8 light_source)
{
assert(tilecount >= 1 && tilecount <= 6); // pre-condition
v3f min = box.MinEdge;
v3f max = box.MaxEdge;
if (txc == NULL) {
static const f32 txc_default[24] = {
0,0,1,1,
0,0,1,1,
0,0,1,1,
0,0,1,1,
0,0,1,1,
0,0,1,1
};
txc = txc_default;
}
static const u8 light_indices[24] = {
3, 7, 6, 2,
0, 4, 5, 1,
6, 7, 5, 4,
3, 2, 0, 1,
7, 3, 1, 5,
2, 6, 4, 0
};
video::S3DVertex vertices[24] = {
// up
video::S3DVertex(min.X, max.Y, max.Z, 0, 1, 0, video::SColor(), txc[0], txc[1]),
video::S3DVertex(max.X, max.Y, max.Z, 0, 1, 0, video::SColor(), txc[2], txc[1]),
video::S3DVertex(max.X, max.Y, min.Z, 0, 1, 0, video::SColor(), txc[2], txc[3]),
video::S3DVertex(min.X, max.Y, min.Z, 0, 1, 0, video::SColor(), txc[0], txc[3]),
// down
video::S3DVertex(min.X, min.Y, min.Z, 0, -1, 0, video::SColor(), txc[4], txc[5]),
video::S3DVertex(max.X, min.Y, min.Z, 0, -1, 0, video::SColor(), txc[6], txc[5]),
video::S3DVertex(max.X, min.Y, max.Z, 0, -1, 0, video::SColor(), txc[6], txc[7]),
video::S3DVertex(min.X, min.Y, max.Z, 0, -1, 0, video::SColor(), txc[4], txc[7]),
// right
video::S3DVertex(max.X, max.Y, min.Z, 1, 0, 0, video::SColor(), txc[ 8], txc[9]),
video::S3DVertex(max.X, max.Y, max.Z, 1, 0, 0, video::SColor(), txc[10], txc[9]),
video::S3DVertex(max.X, min.Y, max.Z, 1, 0, 0, video::SColor(), txc[10], txc[11]),
video::S3DVertex(max.X, min.Y, min.Z, 1, 0, 0, video::SColor(), txc[ 8], txc[11]),
// left
video::S3DVertex(min.X, max.Y, max.Z, -1, 0, 0, video::SColor(), txc[12], txc[13]),
video::S3DVertex(min.X, max.Y, min.Z, -1, 0, 0, video::SColor(), txc[14], txc[13]),
video::S3DVertex(min.X, min.Y, min.Z, -1, 0, 0, video::SColor(), txc[14], txc[15]),
video::S3DVertex(min.X, min.Y, max.Z, -1, 0, 0, video::SColor(), txc[12], txc[15]),
// back
video::S3DVertex(max.X, max.Y, max.Z, 0, 0, 1, video::SColor(), txc[16], txc[17]),
video::S3DVertex(min.X, max.Y, max.Z, 0, 0, 1, video::SColor(), txc[18], txc[17]),
video::S3DVertex(min.X, min.Y, max.Z, 0, 0, 1, video::SColor(), txc[18], txc[19]),
video::S3DVertex(max.X, min.Y, max.Z, 0, 0, 1, video::SColor(), txc[16], txc[19]),
// front
video::S3DVertex(min.X, max.Y, min.Z, 0, 0, -1, video::SColor(), txc[20], txc[21]),
video::S3DVertex(max.X, max.Y, min.Z, 0, 0, -1, video::SColor(), txc[22], txc[21]),
video::S3DVertex(max.X, min.Y, min.Z, 0, 0, -1, video::SColor(), txc[22], txc[23]),
video::S3DVertex(min.X, min.Y, min.Z, 0, 0, -1, video::SColor(), txc[20], txc[23]),
};
for(int i = 0; i < 6; i++) {
switch (tiles[MYMIN(i, tilecount-1)].rotation) {
case 0:
break;
case 1: //R90
for (int x = 0; x < 4; x++)
vertices[i*4+x].TCoords.rotateBy(90,irr::core::vector2df(0, 0));
break;
case 2: //R180
for (int x = 0; x < 4; x++)
vertices[i*4+x].TCoords.rotateBy(180,irr::core::vector2df(0, 0));
break;
case 3: //R270
for (int x = 0; x < 4; x++)
vertices[i*4+x].TCoords.rotateBy(270,irr::core::vector2df(0, 0));
break;
case 4: //FXR90
for (int x = 0; x < 4; x++) {
vertices[i*4+x].TCoords.X = 1.0 - vertices[i*4+x].TCoords.X;
vertices[i*4+x].TCoords.rotateBy(90,irr::core::vector2df(0, 0));
}
break;
case 5: //FXR270
for (int x = 0; x < 4; x++) {
vertices[i*4+x].TCoords.X = 1.0 - vertices[i*4+x].TCoords.X;
vertices[i*4+x].TCoords.rotateBy(270,irr::core::vector2df(0, 0));
}
break;
case 6: //FYR90
for (int x = 0; x < 4; x++) {
vertices[i*4+x].TCoords.Y = 1.0 - vertices[i*4+x].TCoords.Y;
vertices[i*4+x].TCoords.rotateBy(90,irr::core::vector2df(0, 0));
}
break;
case 7: //FYR270
for (int x = 0; x < 4; x++) {
vertices[i*4+x].TCoords.Y = 1.0 - vertices[i*4+x].TCoords.Y;
vertices[i*4+x].TCoords.rotateBy(270,irr::core::vector2df(0, 0));
}
break;
case 8: //FX
for (int x = 0; x < 4; x++) {
vertices[i*4+x].TCoords.X = 1.0 - vertices[i*4+x].TCoords.X;
}
break;
case 9: //FY
for (int x = 0; x < 4; x++) {
vertices[i*4+x].TCoords.Y = 1.0 - vertices[i*4+x].TCoords.Y;
}
break;
default:
break;
}
}
u16 indices[] = {0,1,2,2,3,0};
for (s32 j = 0; j < 24; ++j) {
int tileindex = MYMIN(j / 4, tilecount - 1);
vertices[j].Color = encode_light_and_color(lights[light_indices[j]],
tiles[tileindex].color, light_source);
if (!light_source)
applyFacesShading(vertices[j].Color, vertices[j].Normal);
}
// Add to mesh collector
for (s32 k = 0; k < 6; ++k) {
int tileindex = MYMIN(k, tilecount - 1);
collector->append(tiles[tileindex], vertices + 4 * k, 4, indices, 6);
}
}
// Create a cuboid.
// collector - the MeshCollector for the resulting polygons
// box - the position and size of the box
@ -205,6 +370,64 @@ void makeCuboid(MeshCollector *collector, const aabb3f &box, TileSpec *tiles,
makeCuboid(collector, box, tiles, tilecount, color, txc, light_source);
}
// Gets the base lighting values for a node
// frame - resulting (opaque) data
// p - node position (absolute)
// data - ...
// light_source - node light emission level
static void getSmoothLightFrame(LightFrame *frame, const v3s16 &p, MeshMakeData *data, u8 light_source)
{
for (int k = 0; k < 8; ++k) {
u16 light = getSmoothLight(p, light_dirs[k], data);
frame->lightsA[k] = light & 0xff;
frame->lightsB[k] = light >> 8;
}
frame->light_source = light_source;
}
// Calculates vertex light level
// frame - light values from getSmoothLightFrame()
// vertex_pos - vertex position in the node (coordinates are clamped to [0.0, 1.0] or so)
static u16 blendLight(const LightFrame &frame, const core::vector3df& vertex_pos)
{
f32 x = core::clamp(vertex_pos.X / BS + 0.5, 0.0 - SMOOTH_LIGHTING_OVERSIZE, 1.0 + SMOOTH_LIGHTING_OVERSIZE);
f32 y = core::clamp(vertex_pos.Y / BS + 0.5, 0.0 - SMOOTH_LIGHTING_OVERSIZE, 1.0 + SMOOTH_LIGHTING_OVERSIZE);
f32 z = core::clamp(vertex_pos.Z / BS + 0.5, 0.0 - SMOOTH_LIGHTING_OVERSIZE, 1.0 + SMOOTH_LIGHTING_OVERSIZE);
f32 lightA = 0.0;
f32 lightB = 0.0;
for (int k = 0; k < 8; ++k) {
f32 dx = (k & 4) ? x : 1 - x;
f32 dy = (k & 2) ? y : 1 - y;
f32 dz = (k & 1) ? z : 1 - z;
lightA += dx * dy * dz * frame.lightsA[k];
lightB += dx * dy * dz * frame.lightsB[k];
}
return
core::clamp(core::round32(lightA), 0, 255) |
core::clamp(core::round32(lightB), 0, 255) << 8;
}
// Calculates vertex color to be used in mapblock mesh
// frame - light values from getSmoothLightFrame()
// vertex_pos - vertex position in the node (coordinates are clamped to [0.0, 1.0] or so)
// tile_color - node's tile color
static video::SColor blendLight(const LightFrame &frame,
const core::vector3df& vertex_pos, video::SColor tile_color)
{
u16 light = blendLight(frame, vertex_pos);
return encode_light_and_color(light, tile_color, frame.light_source);
}
static video::SColor blendLight(const LightFrame &frame,
const core::vector3df& vertex_pos, const core::vector3df& vertex_normal,
video::SColor tile_color)
{
video::SColor color = blendLight(frame, vertex_pos, tile_color);
if (!frame.light_source)
applyFacesShading(color, vertex_normal);
return color;
}
static inline void getNeighborConnectingFace(v3s16 p, INodeDefManager *nodedef,
MeshMakeData *data, MapNode n, int v, int *neighbors)
{
@ -213,6 +436,74 @@ static inline void getNeighborConnectingFace(v3s16 p, INodeDefManager *nodedef,
*neighbors |= v;
}
static void makeAutoLightedCuboid(MeshCollector *collector, MeshMakeData *data,
const v3f &pos, aabb3f box, TileSpec &tile,
/* pre-computed, for non-smooth lighting only */ const video::SColor color,
/* for smooth lighting only */ const LightFrame &frame)
{
f32 dx1 = box.MinEdge.X;
f32 dy1 = box.MinEdge.Y;
f32 dz1 = box.MinEdge.Z;
f32 dx2 = box.MaxEdge.X;
f32 dy2 = box.MaxEdge.Y;
f32 dz2 = box.MaxEdge.Z;
box.MinEdge += pos;
box.MaxEdge += pos;
f32 tx1 = (box.MinEdge.X / BS) + 0.5;
f32 ty1 = (box.MinEdge.Y / BS) + 0.5;
f32 tz1 = (box.MinEdge.Z / BS) + 0.5;
f32 tx2 = (box.MaxEdge.X / BS) + 0.5;
f32 ty2 = (box.MaxEdge.Y / BS) + 0.5;
f32 tz2 = (box.MaxEdge.Z / BS) + 0.5;
f32 txc[24] = {
tx1, 1-tz2, tx2, 1-tz1, // up
tx1, tz1, tx2, tz2, // down
tz1, 1-ty2, tz2, 1-ty1, // right
1-tz2, 1-ty2, 1-tz1, 1-ty1, // left
1-tx2, 1-ty2, 1-tx1, 1-ty1, // back
tx1, 1-ty2, tx2, 1-ty1, // front
};
if (data->m_smooth_lighting) {
u16 lights[8];
for (int j = 0; j < 8; ++j) {
f32 x = (j & 4) ? dx2 : dx1;
f32 y = (j & 2) ? dy2 : dy1;
f32 z = (j & 1) ? dz2 : dz1;
lights[j] = blendLight(frame, core::vector3df(x, y, z));
}
makeSmoothLightedCuboid(collector, box, &tile, 1, lights, txc, frame.light_source);
} else {
makeCuboid(collector, box, &tile, 1, color, txc, frame.light_source);
}
}
static void makeAutoLightedCuboidEx(MeshCollector *collector, MeshMakeData *data,
const v3f &pos, aabb3f box, TileSpec &tile, f32 *txc,
/* pre-computed, for non-smooth lighting only */ const video::SColor color,
/* for smooth lighting only */ const LightFrame &frame)
{
f32 dx1 = box.MinEdge.X;
f32 dy1 = box.MinEdge.Y;
f32 dz1 = box.MinEdge.Z;
f32 dx2 = box.MaxEdge.X;
f32 dy2 = box.MaxEdge.Y;
f32 dz2 = box.MaxEdge.Z;
box.MinEdge += pos;
box.MaxEdge += pos;
if (data->m_smooth_lighting) {
u16 lights[8];
for (int j = 0; j < 8; ++j) {
f32 x = (j & 4) ? dx2 : dx1;
f32 y = (j & 2) ? dy2 : dy1;
f32 z = (j & 1) ? dz2 : dz1;
lights[j] = blendLight(frame, core::vector3df(x, y, z));
}
makeSmoothLightedCuboid(collector, box, &tile, 1, lights, txc, frame.light_source);
} else {
makeCuboid(collector, box, &tile, 1, color, txc, frame.light_source);
}
}
// For use in mapblock_mesh_generate_special
// X,Y,Z of position must be -1,0,1
// This expression is a simplification of
@ -251,7 +542,8 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
/*
Some settings
*/
bool enable_mesh_cache = g_settings->getBool("enable_mesh_cache");
bool enable_mesh_cache = g_settings->getBool("enable_mesh_cache") &&
!data->m_smooth_lighting; // Mesh cache is not supported with smooth lighting
v3s16 blockpos_nodes = data->m_blockpos*MAP_BLOCKSIZE;
@ -268,13 +560,20 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
if(f.solidness != 0)
continue;
switch(f.drawtype){
if (f.drawtype == NDT_AIRLIKE)
continue;
LightFrame frame;
if (data->m_smooth_lighting)
getSmoothLightFrame(&frame, blockpos_nodes + p, data, f.light_source);
else
frame.light_source = f.light_source;
switch(f.drawtype) {
default:
infostream << "Got " << f.drawtype << std::endl;
FATAL_ERROR("Unknown drawtype");
break;
case NDT_AIRLIKE:
break;
case NDT_LIQUID:
{
/*
@ -383,8 +682,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
vertices[1].Pos.Y = -0.5 * BS;
}
for(s32 j=0; j<4; j++)
{
for (s32 j = 0; j < 4; j++) {
if(dir == v3s16(0,0,1))
vertices[j].Pos.rotateXZBy(0);
if(dir == v3s16(0,0,-1))
@ -401,6 +699,8 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
vertices[j].Pos.Z *= 0.98;
}*/
if (data->m_smooth_lighting)
vertices[j].Color = blendLight(frame, vertices[j].Pos, current_tile->color);
vertices[j].Pos += intToFloat(p, BS);
}
@ -423,10 +723,11 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c1, 0,0),
};
v3f offset(p.X * BS, (p.Y + 0.5) * BS, p.Z * BS);
for(s32 i=0; i<4; i++)
{
vertices[i].Pos += offset;
for (s32 i = 0; i < 4; i++) {
vertices[i].Pos.Y += 0.5 * BS;
if (data->m_smooth_lighting)
vertices[i].Color = blendLight(frame, vertices[i].Pos, tile_liquid.color);
vertices[i].Pos += intToFloat(p, BS);
}
u16 indices[] = {0,1,2,2,3,0};
@ -704,6 +1005,8 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
vertices[j].Pos.Z *= 0.98;
}*/
if (data->m_smooth_lighting)
vertices[j].Color = blendLight(frame, vertices[j].Pos, current_tile->color);
vertices[j].Pos += intToFloat(p, BS);
}
@ -737,6 +1040,8 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
//vertices[i].Pos.Y += neighbor_levels[v3s16(0,0,0)];
s32 j = corner_resolve[i];
vertices[i].Pos.Y += corner_levels[j];
if (data->m_smooth_lighting)
vertices[i].Color = blendLight(frame, vertices[i].Pos, tile_liquid.color);
vertices[i].Pos += intToFloat(p, BS);
}
@ -828,7 +1133,9 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
for(u16 i=0; i<4; i++)
vertices[i].Pos.rotateXZBy(90);
for(u16 i=0; i<4; i++){
for (u16 i = 0; i < 4; i++) {
if (data->m_smooth_lighting)
vertices[i].Color = blendLight(frame, vertices[i].Pos, vertices[i].Normal, tile.color);
vertices[i].Pos += intToFloat(p, BS);
}
@ -860,9 +1167,6 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
video::SColor tile0color = encode_light_and_color(l,
tiles[0].color, f.light_source);
video::SColor tile0colors[6];
for (i = 0; i < 6; i++)
tile0colors[i] = tile0color;
TileSpec glass_tiles[6];
video::SColor glasscolor[6];
@ -995,7 +1299,6 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
0,1, 8, 0,4,16, 3,4,17, 3,1, 9
};
f32 tx1, ty1, tz1, tx2, ty2, tz2;
aabb3f box;
for(i = 0; i < 12; i++)
@ -1008,24 +1311,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
if (edge_invisible)
continue;
box = frame_edges[i];
box.MinEdge += pos;
box.MaxEdge += pos;
tx1 = (box.MinEdge.X / BS) + 0.5;
ty1 = (box.MinEdge.Y / BS) + 0.5;
tz1 = (box.MinEdge.Z / BS) + 0.5;
tx2 = (box.MaxEdge.X / BS) + 0.5;
ty2 = (box.MaxEdge.Y / BS) + 0.5;
tz2 = (box.MaxEdge.Z / BS) + 0.5;
f32 txc1[24] = {
tx1, 1-tz2, tx2, 1-tz1,
tx1, tz1, tx2, tz2,
tz1, 1-ty2, tz2, 1-ty1,
1-tz2, 1-ty2, 1-tz1, 1-ty1,
1-tx2, 1-ty2, 1-tx1, 1-ty1,
tx1, 1-ty2, tx2, 1-ty1,
};
makeCuboid(&collector, box, &tiles[0], 1, tile0colors,
txc1, f.light_source);
makeAutoLightedCuboid(&collector, data, pos, box, tiles[0], tile0color, frame);
}
for(i = 0; i < 6; i++)
@ -1033,37 +1319,16 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
if (!visible_faces[i])
continue;
box = glass_faces[i];
box.MinEdge += pos;
box.MaxEdge += pos;
tx1 = (box.MinEdge.X / BS) + 0.5;
ty1 = (box.MinEdge.Y / BS) + 0.5;
tz1 = (box.MinEdge.Z / BS) + 0.5;
tx2 = (box.MaxEdge.X / BS) + 0.5;
ty2 = (box.MaxEdge.Y / BS) + 0.5;
tz2 = (box.MaxEdge.Z / BS) + 0.5;
f32 txc2[24] = {
tx1, 1-tz2, tx2, 1-tz1,
tx1, tz1, tx2, tz2,
tz1, 1-ty2, tz2, 1-ty1,
1-tz2, 1-ty2, 1-tz1, 1-ty1,
1-tx2, 1-ty2, 1-tx1, 1-ty1,
tx1, 1-ty2, tx2, 1-ty1,
};
makeCuboid(&collector, box, &glass_tiles[i], 1, glasscolor,
txc2, f.light_source);
makeAutoLightedCuboid(&collector, data, pos, box, glass_tiles[i], glasscolor[i], frame);
}
if (param2 > 0 && f.special_tiles[0].texture) {
// Interior volume level is in range 0 .. 63,
// convert it to -0.5 .. 0.5
float vlev = (((float)param2 / 63.0 ) * 2.0 - 1.0);
TileSpec tile=getSpecialTile(f, n, 0);
TileSpec tile = getSpecialTile(f, n, 0);
video::SColor special_color = encode_light_and_color(l,
tile.color, f.light_source);
TileSpec interior_tiles[6];
for (i = 0; i < 6; i++)
interior_tiles[i] = tile;
float offset = 0.003;
box = aabb3f(visible_faces[3] ? -b : -a + offset,
visible_faces[1] ? -b : -a + offset,
@ -1071,24 +1336,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
visible_faces[2] ? b : a - offset,
visible_faces[0] ? b * vlev : a * vlev - offset,
visible_faces[4] ? b : a - offset);
box.MinEdge += pos;
box.MaxEdge += pos;
tx1 = (box.MinEdge.X / BS) + 0.5;
ty1 = (box.MinEdge.Y / BS) + 0.5;
tz1 = (box.MinEdge.Z / BS) + 0.5;
tx2 = (box.MaxEdge.X / BS) + 0.5;
ty2 = (box.MaxEdge.Y / BS) + 0.5;
tz2 = (box.MaxEdge.Z / BS) + 0.5;
f32 txc3[24] = {
tx1, 1-tz2, tx2, 1-tz1,
tx1, tz1, tx2, tz2,
tz1, 1-ty2, tz2, 1-ty1,
1-tz2, 1-ty2, 1-tz1, 1-ty1,
1-tx2, 1-ty2, 1-tx1, 1-ty1,
tx1, 1-ty2, tx2, 1-ty1,
};
makeCuboid(&collector, box, interior_tiles, 6, special_color,
txc3, f.light_source);
makeAutoLightedCuboid(&collector, data, pos, box, tile, special_color, frame);
}
break;}
case NDT_ALLFACES:
@ -1101,10 +1349,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
v3f pos = intToFloat(p, BS);
aabb3f box(-BS/2,-BS/2,-BS/2,BS/2,BS/2,BS/2);
box.MinEdge += pos;
box.MaxEdge += pos;
makeCuboid(&collector, box, &tile_leaves, 1, c, NULL,
f.light_source);
makeAutoLightedCuboid(&collector, data, pos, box, tile_leaves, c, frame);
break;}
case NDT_ALLFACES_OPTIONAL:
// This is always pre-converted to something else
@ -1144,7 +1389,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
video::S3DVertex(-s, s,0, 0,0,0, c, 0,0),
};
for(s32 i=0; i<4; i++)
for (s32 i = 0; i < 4; i++)
{
if(dir == v3s16(1,0,0))
vertices[i].Pos.rotateXZBy(0);
@ -1159,6 +1404,8 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
if(dir == v3s16(0,1,0))
vertices[i].Pos.rotateXZBy(-45);
if (data->m_smooth_lighting)
vertices[i].Color = blendLight(frame, vertices[i].Pos, tile.color);
vertices[i].Pos += intToFloat(p, BS);
}
@ -1189,7 +1436,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
v3s16 dir = n.getWallMountedDir(nodedef);
for(s32 i=0; i<4; i++)
for (s32 i = 0; i < 4; i++)
{
if(dir == v3s16(1,0,0))
vertices[i].Pos.rotateXZBy(0);
@ -1204,6 +1451,8 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
if(dir == v3s16(0,1,0))
vertices[i].Pos.rotateXYBy(90);
if (data->m_smooth_lighting)
vertices[i].Color = blendLight(frame, vertices[i].Pos, tile.color);
vertices[i].Pos += intToFloat(p, BS);
}
@ -1355,6 +1604,8 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
for (int i = 0; i < 4; i++) {
vertices[i].Pos *= f.visual_scale;
vertices[i].Pos.Y += BS/2 * (f.visual_scale - 1);
if (data->m_smooth_lighting)
vertices[i].Color = blendLight(frame, vertices[i].Pos, tile.color);
vertices[i].Pos += intToFloat(p, BS);
// move to a random spot to avoid moire
if ((f.param_type_2 == CPT2_MESHOPTIONS) && ((n.param2 & 0x8) != 0)) {
@ -1507,6 +1758,8 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
for (int i = 0; i < 4; i++) {
vertices[i].Pos *= f.visual_scale;
if (data->m_smooth_lighting)
vertices[i].Color = blendLight(frame, vertices[i].Pos, tile.color);
vertices[i].Pos += intToFloat(p, BS);
}
@ -1537,8 +1790,6 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
// The post - always present
aabb3f post(-post_rad,-BS/2,-post_rad,post_rad,BS/2,post_rad);
post.MinEdge += pos;
post.MaxEdge += pos;
f32 postuv[24]={
6/16.,6/16.,10/16.,10/16.,
6/16.,6/16.,10/16.,10/16.,
@ -1546,8 +1797,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
4/16.,0,8/16.,1,
8/16.,0,12/16.,1,
12/16.,0,16/16.,1};
makeCuboid(&collector, post, &tile_rot, 1, c, postuv,
f.light_source);
makeAutoLightedCuboidEx(&collector, data, pos, post, tile_rot, postuv, c, frame);
// Now a section of fence, +X, if there's a post there
v3s16 p2 = p;
@ -1558,8 +1808,6 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
{
aabb3f bar(-bar_len+BS/2,-bar_rad+BS/4,-bar_rad,
bar_len+BS/2,bar_rad+BS/4,bar_rad);
bar.MinEdge += pos;
bar.MaxEdge += pos;
f32 xrailuv[24]={
0/16.,2/16.,16/16.,4/16.,
0/16.,4/16.,16/16.,6/16.,
@ -1567,12 +1815,10 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
10/16.,10/16.,12/16.,12/16.,
0/16.,8/16.,16/16.,10/16.,
0/16.,14/16.,16/16.,16/16.};
makeCuboid(&collector, bar, &tile_nocrack, 1,
c, xrailuv, f.light_source);
makeAutoLightedCuboidEx(&collector, data, pos, bar, tile_nocrack, xrailuv, c, frame);
bar.MinEdge.Y -= BS/2;
bar.MaxEdge.Y -= BS/2;
makeCuboid(&collector, bar, &tile_nocrack, 1,
c, xrailuv, f.light_source);
makeAutoLightedCuboidEx(&collector, data, pos, bar, tile_nocrack, xrailuv, c, frame);
}
// Now a section of fence, +Z, if there's a post there
@ -1584,8 +1830,6 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
{
aabb3f bar(-bar_rad,-bar_rad+BS/4,-bar_len+BS/2,
bar_rad,bar_rad+BS/4,bar_len+BS/2);
bar.MinEdge += pos;
bar.MaxEdge += pos;
f32 zrailuv[24]={
3/16.,1/16.,5/16.,5/16., // cannot rotate; stretch
4/16.,1/16.,6/16.,5/16., // for wood texture instead
@ -1593,12 +1837,10 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
0/16.,6/16.,16/16.,8/16.,
6/16.,6/16.,8/16.,8/16.,
10/16.,10/16.,12/16.,12/16.};
makeCuboid(&collector, bar, &tile_nocrack, 1,
c, zrailuv, f.light_source);
makeAutoLightedCuboidEx(&collector, data, pos, bar, tile_nocrack, zrailuv, c, frame);
bar.MinEdge.Y -= BS/2;
bar.MaxEdge.Y -= BS/2;
makeCuboid(&collector, bar, &tile_nocrack, 1,
c, zrailuv, f.light_source);
makeAutoLightedCuboidEx(&collector, data, pos, bar, tile_nocrack, zrailuv, c, frame);
}
break;}
case NDT_RAILLIKE:
@ -1729,6 +1971,8 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
{
if(angle != 0)
vertices[i].Pos.rotateXZBy(angle);
if (data->m_smooth_lighting)
vertices[i].Color = blendLight(frame, vertices[i].Pos, tile.color);
vertices[i].Pos += intToFloat(p, BS);
}
@ -1746,14 +1990,16 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
v3s16(0, 0, -1)
};
u16 l = getInteriorLight(n, 1, nodedef);
TileSpec tiles[6];
video::SColor colors[6];
for(int j = 0; j < 6; j++) {
for (int j = 0; j < 6; j++) {
// Handles facedir rotation for textures
tiles[j] = getNodeTile(n, p, tile_dirs[j], data);
colors[j]= encode_light_and_color(l, tiles[j].color,
f.light_source);
}
if (!data->m_smooth_lighting) {
u16 l = getInteriorLight(n, 1, nodedef);
for (int j = 0; j < 6; j++)
colors[j] = encode_light_and_color(l, tiles[j].color, f.light_source);
}
v3f pos = intToFloat(p, BS);
@ -1790,33 +2036,27 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
std::vector<aabb3f> boxes;
n.getNodeBoxes(nodedef, &boxes, neighbors);
for(std::vector<aabb3f>::iterator
for (std::vector<aabb3f>::iterator
i = boxes.begin();
i != boxes.end(); ++i)
{
i != boxes.end(); ++i) {
aabb3f box = *i;
f32 dx1 = box.MinEdge.X;
f32 dy1 = box.MinEdge.Y;
f32 dz1 = box.MinEdge.Z;
f32 dx2 = box.MaxEdge.X;
f32 dy2 = box.MaxEdge.Y;
f32 dz2 = box.MaxEdge.Z;
box.MinEdge += pos;
box.MaxEdge += pos;
f32 temp;
if (box.MinEdge.X > box.MaxEdge.X)
{
temp=box.MinEdge.X;
box.MinEdge.X=box.MaxEdge.X;
box.MaxEdge.X=temp;
}
std::swap(box.MinEdge.X, box.MaxEdge.X);
if (box.MinEdge.Y > box.MaxEdge.Y)
{
temp=box.MinEdge.Y;
box.MinEdge.Y=box.MaxEdge.Y;
box.MaxEdge.Y=temp;
}
std::swap(box.MinEdge.Y, box.MaxEdge.Y);
if (box.MinEdge.Z > box.MaxEdge.Z)
{
temp=box.MinEdge.Z;
box.MinEdge.Z=box.MaxEdge.Z;
box.MaxEdge.Z=temp;
}
std::swap(box.MinEdge.Z, box.MaxEdge.Z);
//
// Compute texture coords
@ -1840,7 +2080,18 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
// front
tx1, 1-ty2, tx2, 1-ty1,
};
makeCuboid(&collector, box, tiles, 6, colors, txc, f.light_source);
if (data->m_smooth_lighting) {
u16 lights[8];
for (int j = 0; j < 8; ++j) {
f32 x = (j & 4) ? dx2 : dx1;
f32 y = (j & 2) ? dy2 : dy1;
f32 z = (j & 1) ? dz2 : dz1;
lights[j] = blendLight(frame, core::vector3df(x, y, z));
}
makeSmoothLightedCuboid(&collector, box, tiles, 6, lights, txc, f.light_source);
} else {
makeCuboid(&collector, box, tiles, 6, colors, txc, f.light_source);
}
}
break;}
case NDT_MESH:
@ -1862,9 +2113,9 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
}
}
if (f.mesh_ptr[facedir]) {
if (!data->m_smooth_lighting && f.mesh_ptr[facedir]) {
// use cached meshes
for(u16 j = 0; j < f.mesh_ptr[0]->getMeshBufferCount(); j++) {
for (u16 j = 0; j < f.mesh_ptr[0]->getMeshBufferCount(); j++) {
const TileSpec &tile = getNodeTileN(n, p, j, data);
scene::IMeshBuffer *buf = f.mesh_ptr[facedir]->getMeshBuffer(j);
collector.append(tile, (video::S3DVertex *)
@ -1879,14 +2130,25 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
rotateMeshBy6dFacedir(mesh, facedir);
recalculateBoundingBox(mesh);
meshmanip->recalculateNormals(mesh, true, false);
for(u16 j = 0; j < mesh->getMeshBufferCount(); j++) {
for (u16 j = 0; j < mesh->getMeshBufferCount(); j++) {
const TileSpec &tile = getNodeTileN(n, p, j, data);
scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
collector.append(tile, (video::S3DVertex *)
buf->getVertices(), buf->getVertexCount(),
buf->getIndices(), buf->getIndexCount(), pos,
encode_light_and_color(l, tile.color, f.light_source),
f.light_source);
video::S3DVertex *vertices = (video::S3DVertex *)buf->getVertices();
u32 vertex_count = buf->getVertexCount();
if (data->m_smooth_lighting) {
for (u16 m = 0; m < vertex_count; ++m) {
video::S3DVertex &vertex = vertices[m];
vertex.Color = blendLight(frame, vertex.Pos, vertex.Normal, tile.color);
vertex.Pos += pos;
}
collector.append(tile, vertices, vertex_count,
buf->getIndices(), buf->getIndexCount());
} else {
collector.append(tile, vertices, vertex_count,
buf->getIndices(), buf->getIndexCount(), pos,
encode_light_and_color(l, tile.color, f.light_source),
f.light_source);
}
}
mesh->drop();
}

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@ -236,7 +236,7 @@ static u16 getSmoothLightCombined(v3s16 p, MeshMakeData *data)
for (u32 i = 0; i < 8; i++)
{
const MapNode &n = data->m_vmanip.getNodeRefUnsafeCheckFlags(p - dirs8[i]);
MapNode n = data->m_vmanip.getNodeNoExNoEmerge(p - dirs8[i]);
// if it's CONTENT_IGNORE we can't do any light calculations
if (n.getContent() == CONTENT_IGNORE) {

View File

@ -269,10 +269,15 @@ void TextureSettings::readSettings()
bool enable_shaders = g_settings->getBool("enable_shaders");
bool enable_bumpmapping = g_settings->getBool("enable_bumpmapping");
bool enable_parallax_occlusion = g_settings->getBool("enable_parallax_occlusion");
bool smooth_lighting = g_settings->getBool("smooth_lighting");
enable_mesh_cache = g_settings->getBool("enable_mesh_cache");
enable_minimap = g_settings->getBool("enable_minimap");
std::string leaves_style_str = g_settings->get("leaves_style");
// Mesh cache is not supported in combination with smooth lighting
if (smooth_lighting)
enable_mesh_cache = false;
use_normal_texture = enable_shaders &&
(enable_bumpmapping || enable_parallax_occlusion);
if (leaves_style_str == "fancy") {