diff --git a/src/content_mapblock.cpp b/src/content_mapblock.cpp index 2b0948b3e..8edccf3de 100644 --- a/src/content_mapblock.cpp +++ b/src/content_mapblock.cpp @@ -103,7 +103,7 @@ void MapblockMeshGenerator::getTile(v3s16 direction, TileSpec *tile) void MapblockMeshGenerator::getSpecialTile(int index, TileSpec *tile, bool apply_crack) { *tile = f->special_tiles[index]; - TileLayer *top_layer = NULL; + TileLayer *top_layer = nullptr; for (auto &layernum : tile->layers) { TileLayer *layer = &layernum; @@ -151,7 +151,7 @@ void MapblockMeshGenerator::drawQuad(v3f *coords, const v3s16 &normal, // the faces in the list is up-down-right-left-back-front // (compatible with ContentFeatures). void MapblockMeshGenerator::drawCuboid(const aabb3f &box, - TileSpec *tiles, int tilecount, const u16 *lights, const f32 *txc) + TileSpec *tiles, int tilecount, const LightPair *lights, const f32 *txc) { assert(tilecount >= 1 && tilecount <= 6); // pre-condition @@ -281,15 +281,15 @@ void MapblockMeshGenerator::drawCuboid(const aabb3f &box, void MapblockMeshGenerator::getSmoothLightFrame() { for (int k = 0; k < 8; ++k) { - u16 light = getSmoothLightTransparent(blockpos_nodes + p, light_dirs[k], data); - frame.lightsA[k] = light & 0xff; - frame.lightsB[k] = light >> 8; + LightPair light(getSmoothLightTransparent(blockpos_nodes + p, light_dirs[k], data)); + frame.lightsA[k] = light.lightA; + frame.lightsB[k] = light.lightB; } } // Calculates vertex light level // vertex_pos - vertex position in the node (coordinates are clamped to [0.0, 1.0] or so) -u16 MapblockMeshGenerator::blendLight(const v3f &vertex_pos) +LightPair MapblockMeshGenerator::blendLight(const v3f &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); @@ -303,9 +303,7 @@ u16 MapblockMeshGenerator::blendLight(const v3f &vertex_pos) 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; + return LightPair(lightA, lightB); } // Calculates vertex color to be used in mapblock mesh @@ -313,7 +311,7 @@ u16 MapblockMeshGenerator::blendLight(const v3f &vertex_pos) // tile_color - node's tile color video::SColor MapblockMeshGenerator::blendLightColor(const v3f &vertex_pos) { - u16 light = blendLight(vertex_pos); + LightPair light = blendLight(vertex_pos); return encode_light(light, f->light_source); } @@ -367,7 +365,7 @@ void MapblockMeshGenerator::drawAutoLightedCuboid(aabb3f box, const f32 *txc, tile_count = 1; } if (data->m_smooth_lighting) { - u16 lights[8]; + LightPair lights[8]; for (int j = 0; j < 8; ++j) { v3f d; d.X = (j & 4) ? dx2 : dx1; @@ -377,7 +375,7 @@ void MapblockMeshGenerator::drawAutoLightedCuboid(aabb3f box, const f32 *txc, } drawCuboid(box, tiles, tile_count, lights, txc); } else { - drawCuboid(box, tiles, tile_count, NULL, txc); + drawCuboid(box, tiles, tile_count, nullptr, txc); } } @@ -397,11 +395,11 @@ void MapblockMeshGenerator::prepareLiquidNodeDrawing() if (f->light_source != 0) { // If this liquid emits light and doesn't contain light, draw // it at what it emits, for an increased effect - light = decode_light(f->light_source); - light = light | (light << 8); + u8 e = decode_light(f->light_source); + light = LightPair(std::max(e, light.lightA), std::max(e, light.lightB)); } else if (nodedef->get(ntop).param_type == CPT_LIGHT) { // Otherwise, use the light of the node on top if possible - light = getInteriorLight(ntop, 0, nodedef); + light = LightPair(getInteriorLight(ntop, 0, nodedef)); } color_liquid_top = encode_light(light, f->light_source); @@ -960,7 +958,7 @@ void MapblockMeshGenerator::drawPlantlikeRootedNode() getSmoothLightFrame(); } else { MapNode ntop = data->m_vmanip.getNodeNoEx(blockpos_nodes + p); - light = getInteriorLight(ntop, 1, nodedef); + light = LightPair(getInteriorLight(ntop, 1, nodedef)); } drawPlantlike(); p.Y--; @@ -1244,7 +1242,7 @@ void MapblockMeshGenerator::drawNodeboxNode() std::vector boxes; n.getNodeBoxes(nodedef, &boxes, neighbors_set); for (const auto &box : boxes) - drawAutoLightedCuboid(box, NULL, tiles, 6); + drawAutoLightedCuboid(box, nullptr, tiles, 6); } void MapblockMeshGenerator::drawMeshNode() @@ -1330,7 +1328,7 @@ void MapblockMeshGenerator::drawNode() if (data->m_smooth_lighting) getSmoothLightFrame(); else - light = getInteriorLight(n, 1, nodedef); + light = LightPair(getInteriorLight(n, 1, nodedef)); switch (f->drawtype) { case NDT_FLOWINGLIQUID: drawLiquidNode(); break; case NDT_GLASSLIKE: drawGlasslikeNode(); break; diff --git a/src/content_mapblock.h b/src/content_mapblock.h index 5c07077a9..3d196aa99 100644 --- a/src/content_mapblock.h +++ b/src/content_mapblock.h @@ -25,8 +25,20 @@ with this program; if not, write to the Free Software Foundation, Inc., struct MeshMakeData; struct MeshCollector; -struct LightFrame -{ +struct LightPair { + u8 lightA; + u8 lightB; + + LightPair() = default; + explicit LightPair(u16 value) : lightA(value & 0xff), lightB(value >> 8) {} + LightPair(u8 valueA, u8 valueB) : lightA(valueA), lightB(valueB) {} + LightPair(float valueA, float valueB) : + lightA(core::clamp(core::round32(valueA), 0, 255)), + lightB(core::clamp(core::round32(valueB), 0, 255)) {} + operator u16() const { return lightA | lightB << 8; } +}; + +struct LightFrame { f32 lightsA[8]; f32 lightsB[8]; }; @@ -49,7 +61,7 @@ public: v3f origin; MapNode n; const ContentFeatures *f; - u16 light; + LightPair light; LightFrame frame; video::SColor color; TileSpec tile; @@ -57,7 +69,7 @@ public: // lighting void getSmoothLightFrame(); - u16 blendLight(const v3f &vertex_pos); + LightPair blendLight(const v3f &vertex_pos); video::SColor blendLightColor(const v3f &vertex_pos); video::SColor blendLightColor(const v3f &vertex_pos, const v3f &vertex_normal); @@ -73,7 +85,7 @@ public: // cuboid drawing! void drawCuboid(const aabb3f &box, TileSpec *tiles, int tilecount, - const u16 *lights , const f32 *txc); + const LightPair *lights , const f32 *txc); void generateCuboidTextureCoords(aabb3f const &box, f32 *coords); void drawAutoLightedCuboid(aabb3f box, const f32 *txc = NULL, TileSpec *tiles = NULL, int tile_count = 0);