cleaned the smooth lighting code a bit
parent
79799840a2
commit
ba88685fab
198
src/mapblock.cpp
198
src/mapblock.cpp
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@ -133,6 +133,69 @@ u8 getFaceLight(u32 daynight_ratio, MapNode n, MapNode n2,
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#ifndef SERVER
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/*
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vertex_dirs: v3s16[4]
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*/
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void getNodeVertexDirs(v3s16 dir, v3s16 *vertex_dirs)
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{
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/*
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If looked from outside the node towards the face, the corners are:
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0: bottom-right
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1: bottom-left
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2: top-left
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3: top-right
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*/
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if(dir == v3s16(0,0,1))
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{
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// If looking towards z+, this is the face that is behind
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// the center point, facing towards z+.
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vertex_dirs[0] = v3s16(-1,-1, 1);
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vertex_dirs[1] = v3s16( 1,-1, 1);
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vertex_dirs[2] = v3s16( 1, 1, 1);
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vertex_dirs[3] = v3s16(-1, 1, 1);
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}
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else if(dir == v3s16(0,0,-1))
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{
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// faces towards Z-
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vertex_dirs[0] = v3s16( 1,-1,-1);
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vertex_dirs[1] = v3s16(-1,-1,-1);
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vertex_dirs[2] = v3s16(-1, 1,-1);
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vertex_dirs[3] = v3s16( 1, 1,-1);
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}
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else if(dir == v3s16(1,0,0))
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{
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// faces towards X+
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vertex_dirs[0] = v3s16( 1,-1, 1);
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vertex_dirs[1] = v3s16( 1,-1,-1);
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vertex_dirs[2] = v3s16( 1, 1,-1);
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vertex_dirs[3] = v3s16( 1, 1, 1);
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}
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else if(dir == v3s16(-1,0,0))
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{
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// faces towards X-
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vertex_dirs[0] = v3s16(-1,-1,-1);
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vertex_dirs[1] = v3s16(-1,-1, 1);
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vertex_dirs[2] = v3s16(-1, 1, 1);
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vertex_dirs[3] = v3s16(-1, 1,-1);
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}
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else if(dir == v3s16(0,1,0))
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{
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// faces towards Y+ (assume Z- as "down" in texture)
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vertex_dirs[0] = v3s16( 1, 1,-1);
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vertex_dirs[1] = v3s16(-1, 1,-1);
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vertex_dirs[2] = v3s16(-1, 1, 1);
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vertex_dirs[3] = v3s16( 1, 1, 1);
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}
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else if(dir == v3s16(0,-1,0))
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{
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// faces towards Y- (assume Z+ as "down" in texture)
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vertex_dirs[0] = v3s16( 1,-1, 1);
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vertex_dirs[1] = v3s16(-1,-1, 1);
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vertex_dirs[2] = v3s16(-1,-1,-1);
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vertex_dirs[3] = v3s16( 1,-1,-1);
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}
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}
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inline video::SColor lightColor(u8 alpha, u8 light)
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{
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return video::SColor(alpha,light,light,light);
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@ -149,6 +212,18 @@ void makeFastFace(TileSpec tile, u8 li0, u8 li1, u8 li2, u8 li3, v3f p,
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posRelative_f *= BS;
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v3f vertex_pos[4];
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v3s16 vertex_dirs[4];
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getNodeVertexDirs(dir, vertex_dirs);
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for(u16 i=0; i<4; i++)
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{
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vertex_pos[i] = v3f(
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BS/2*vertex_dirs[i].X,
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BS/2*vertex_dirs[i].Y,
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BS/2*vertex_dirs[i].Z
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);
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}
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/*v3f vertex_pos[4];
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// If looking towards z+, this is the face that is behind
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// the center point, facing towards z+.
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vertex_pos[0] = v3f(-BS/2,-BS/2,BS/2);
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@ -185,7 +260,7 @@ void makeFastFace(TileSpec tile, u8 li0, u8 li1, u8 li2, u8 li3, v3f p,
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{
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for(u16 i=0; i<4; i++)
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vertex_pos[i].rotateYZBy(90);
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}
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}*/
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for(u16 i=0; i<4; i++)
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{
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@ -383,6 +458,20 @@ u8 getSmoothLight(v3s16 p, VoxelManipulator &vmanip, u32 daynight_ratio)
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return light;
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}
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// Calculate lighting at the given corner of p
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u8 getSmoothLight(v3s16 p, v3s16 corner,
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VoxelManipulator &vmanip, u32 daynight_ratio)
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{
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if(corner.X == 1) p.X += 1;
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else assert(corner.X == -1);
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if(corner.Y == 1) p.Y += 1;
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else assert(corner.Y == -1);
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if(corner.Z == 1) p.Z += 1;
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else assert(corner.Z == -1);
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return getSmoothLight(p, vmanip, daynight_ratio);
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}
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/*
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startpos:
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translate_dir: unit vector with only one of x, y or z
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@ -415,6 +504,7 @@ void updateFastFaceRow(
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for(u16 j=0; j<length; j++)
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{
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// If tiling can be done, this is set to false in the next step
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bool next_is_different = true;
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v3s16 p_next;
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@ -480,7 +570,6 @@ void updateFastFaceRow(
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/*
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Create a face if there should be one
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*/
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//u8 mf = face_contents(tile0, tile1);
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// This is hackish
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u8 content0 = getNodeContent(p, n0, temp_mods);
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u8 content1 = getNodeContent(p + face_dir, n1, temp_mods);
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@ -498,9 +587,6 @@ void updateFastFaceRow(
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// First node
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v3s16 p_first = p - (continuous_tiles_count-1) * translate_dir;
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v3s16 p_map = blockpos_nodes + p;
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v3s16 p_map_first = p_first + blockpos_nodes;
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if(translate_dir.X != 0)
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{
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scale.X = continuous_tiles_count;
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@ -514,8 +600,61 @@ void updateFastFaceRow(
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scale.Z = continuous_tiles_count;
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}
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#if 1
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v3s16 p_map_leftmost;
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v3s16 p_map_rightmost;
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v3s16 face_dir_corrected;
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TileSpec tile;
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if(mf == 1)
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{
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tile = tile0;
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face_dir_corrected = face_dir;
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p_map_leftmost = p + blockpos_nodes;
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p_map_rightmost = p_first + blockpos_nodes;
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}
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else
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{
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// Offset to the actual solid block
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p_map_leftmost = p + blockpos_nodes + face_dir;
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p_map_rightmost = p_first + blockpos_nodes + face_dir;
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/*if(face_dir == v3s16(0,0,1))
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{
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v3s16 orig_leftmost = p_map_leftmost;
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v3s16 orig_rightmost = p_map_leftmost;
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p_map_leftmost = orig_rightmost;
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p_map_rightmost = orig_leftmost;
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}*/
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sp += face_dir_f;
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face_dir_corrected = -face_dir;
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tile = tile1;
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}
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if(smooth_lighting == false)
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{
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li0 = li1 = li2 = li3 = decode_light(light);
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}
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else
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{
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v3s16 vertex_dirs[4];
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getNodeVertexDirs(face_dir_corrected, vertex_dirs);
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li0 = getSmoothLight(p_map_rightmost, vertex_dirs[0],
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vmanip, daynight_ratio);
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li1 = getSmoothLight(p_map_leftmost, vertex_dirs[1],
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vmanip, daynight_ratio);
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li2 = getSmoothLight(p_map_leftmost, vertex_dirs[2],
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vmanip, daynight_ratio);
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li3 = getSmoothLight(p_map_rightmost, vertex_dirs[3],
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vmanip, daynight_ratio);
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}
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makeFastFace(tile, li0, li1, li2, li3,
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sp, face_dir_corrected, scale,
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posRelative_f, dest);
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#else
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v3s16 p_map = p + blockpos_nodes;
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v3s16 p_map_first = p_first + blockpos_nodes;
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// If node at sp (tile0) is more solid
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if(mf == 1)
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@ -525,37 +664,37 @@ void updateFastFaceRow(
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if(face_dir == v3s16(0,0,1))
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{
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// Going along X+, faces in Z+
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li0 = getSmoothLight(p_map_first+v3s16(0,0,1),
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li0 = getSmoothLight(p_map_first, v3s16(-1,-1,1),
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vmanip, daynight_ratio);
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li1 = getSmoothLight(p_map+v3s16(1,0,1),
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li1 = getSmoothLight(p_map, v3s16(1,-1,1),
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vmanip, daynight_ratio);
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li2 = getSmoothLight(p_map+v3s16(1,1,1),
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li2 = getSmoothLight(p_map, v3s16(1,1,1),
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vmanip, daynight_ratio);
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li3 = getSmoothLight(p_map_first+v3s16(0,1,1),
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li3 = getSmoothLight(p_map_first, v3s16(-1,1,1),
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vmanip, daynight_ratio);
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}
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else if(face_dir == v3s16(0,1,0))
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{
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// Going along X+, faces in Y+
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li0 = getSmoothLight(p_map_first+v3s16(0,1,1),
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li0 = getSmoothLight(p_map_first, v3s16( 1,1,-1),
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vmanip, daynight_ratio);
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li1 = getSmoothLight(p_map+v3s16(1,1,1),
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li1 = getSmoothLight(p_map, v3s16(-1,1,-1),
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vmanip, daynight_ratio);
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li2 = getSmoothLight(p_map+v3s16(1,1,0),
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li2 = getSmoothLight(p_map, v3s16(-1,1,1),
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vmanip, daynight_ratio);
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li3 = getSmoothLight(p_map_first+v3s16(0,1,0),
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li3 = getSmoothLight(p_map_first, v3s16( 1,1,1),
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vmanip, daynight_ratio);
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}
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else if(face_dir == v3s16(1,0,0))
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{
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// Going along Z+, faces in X+
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li0 = getSmoothLight(p_map_first+v3s16(1,0,1),
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li0 = getSmoothLight(p_map_first, v3s16(1,-1,1),
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vmanip, daynight_ratio);
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li1 = getSmoothLight(p_map+v3s16(1,0,0),
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li1 = getSmoothLight(p_map, v3s16(1,-1,-1),
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vmanip, daynight_ratio);
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li2 = getSmoothLight(p_map+v3s16(1,1,0),
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li2 = getSmoothLight(p_map, v3s16(1,1,-1),
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vmanip, daynight_ratio);
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li3 = getSmoothLight(p_map_first+v3s16(1,1,1),
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li3 = getSmoothLight(p_map_first, v3s16(1,1,1),
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vmanip, daynight_ratio);
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}
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else assert(0);
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@ -577,37 +716,37 @@ void updateFastFaceRow(
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if(face_dir == v3s16(0,0,1))
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{
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// Going along X+, faces in Z-
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li0 = getSmoothLight(p_map+v3s16(1,0,0),
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li0 = getSmoothLight(p_map, v3s16(1,-1,-1),
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vmanip, daynight_ratio);
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li1 = getSmoothLight(p_map_first+v3s16(0,0,0),
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li1 = getSmoothLight(p_map_first, v3s16(-1,-1,-1),
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vmanip, daynight_ratio);
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li2 = getSmoothLight(p_map_first+v3s16(0,1,0),
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li2 = getSmoothLight(p_map_first, v3s16(-1,1,-1),
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vmanip, daynight_ratio);
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li3 = getSmoothLight(p_map+v3s16(1,1,0),
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li3 = getSmoothLight(p_map, v3s16(1,1,-1),
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vmanip, daynight_ratio);
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}
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else if(face_dir == v3s16(0,1,0))
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{
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// Going along X+, faces in Y-
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li0 = getSmoothLight(p_map_first+v3s16(0,0,0),
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li0 = getSmoothLight(p_map_first, v3s16(-1,-1,1),
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vmanip, daynight_ratio);
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li1 = getSmoothLight(p_map+v3s16(1,0,0),
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li1 = getSmoothLight(p_map, v3s16(1,-1,1),
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vmanip, daynight_ratio);
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li2 = getSmoothLight(p_map+v3s16(1,0,1),
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li2 = getSmoothLight(p_map, v3s16(1,-1,-1),
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vmanip, daynight_ratio);
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li3 = getSmoothLight(p_map_first+v3s16(0,0,1),
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li3 = getSmoothLight(p_map_first, v3s16(-1,-1,-1),
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vmanip, daynight_ratio);
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}
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else if(face_dir == v3s16(1,0,0))
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{
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// Going along Z+, faces in X-
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li0 = getSmoothLight(p_map_first+v3s16(0,0,0),
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li0 = getSmoothLight(p_map_first, v3s16(-1,-1,-1),
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vmanip, daynight_ratio);
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li1 = getSmoothLight(p_map+v3s16(0,0,1),
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li1 = getSmoothLight(p_map, v3s16(-1,-1,1),
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vmanip, daynight_ratio);
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li2 = getSmoothLight(p_map+v3s16(0,1,1),
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li2 = getSmoothLight(p_map, v3s16(-1,1,1),
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vmanip, daynight_ratio);
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li3 = getSmoothLight(p_map_first+v3s16(0,1,0),
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li3 = getSmoothLight(p_map_first, v3s16(-1,1,-1),
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vmanip, daynight_ratio);
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}
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else assert(0);
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@ -617,6 +756,7 @@ void updateFastFaceRow(
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sp+face_dir_f, -face_dir, scale,
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posRelative_f, dest);
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}
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#endif
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}
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continuous_tiles_count = 0;
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