Fix smooth lighting (ambient occlusion)
Signed-off-by: Craig Robbins <kde.psych@gmail.com>master
parent
f7f24d1470
commit
cb2d467665
|
@ -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);
|
||||
|
|
Loading…
Reference in New Issue