Pass pointer to nodedef directly to avoid recalculation in quite often called function
parent
28854495b1
commit
556bdc260a
|
@ -219,7 +219,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
|
|||
if(ntop.getContent() == c_flowing || ntop.getContent() == c_source)
|
||||
top_is_same_liquid = true;
|
||||
|
||||
u16 l = getInteriorLight(n, 0, data);
|
||||
u16 l = getInteriorLight(n, 0, nodedef);
|
||||
video::SColor c = MapBlock_LightColor(f.alpha, l, decode_light(f.light_source));
|
||||
|
||||
/*
|
||||
|
@ -389,10 +389,10 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
|
|||
}
|
||||
// Use the light of the node on top if possible
|
||||
else if(nodedef->get(ntop).param_type == CPT_LIGHT)
|
||||
l = getInteriorLight(ntop, 0, data);
|
||||
l = getInteriorLight(ntop, 0, nodedef);
|
||||
// Otherwise use the light of this node (the liquid)
|
||||
else
|
||||
l = getInteriorLight(n, 0, data);
|
||||
l = getInteriorLight(n, 0, nodedef);
|
||||
video::SColor c = MapBlock_LightColor(f.alpha, l, decode_light(f.light_source));
|
||||
|
||||
u8 range = rangelim(nodedef->get(c_flowing).liquid_range, 1, 8);
|
||||
|
@ -696,7 +696,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
|
|||
{
|
||||
TileSpec tile = getNodeTile(n, p, v3s16(0,0,0), data);
|
||||
|
||||
u16 l = getInteriorLight(n, 1, data);
|
||||
u16 l = getInteriorLight(n, 1, nodedef);
|
||||
video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
|
||||
|
||||
for(u32 j=0; j<6; j++)
|
||||
|
@ -758,7 +758,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
|
|||
TileSpec tiles[2];
|
||||
tiles[0] = getNodeTile(n, p, dirs[0], data);
|
||||
tiles[1] = getNodeTile(n, p, dirs[1], data);
|
||||
u16 l = getInteriorLight(n, 1, data);
|
||||
u16 l = getInteriorLight(n, 1, nodedef);
|
||||
video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
|
||||
v3f pos = intToFloat(p, BS);
|
||||
static const float a=BS/2;
|
||||
|
@ -876,7 +876,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
|
|||
TileSpec tile_leaves = getNodeTile(n, p,
|
||||
v3s16(0,0,0), data);
|
||||
|
||||
u16 l = getInteriorLight(n, 1, data);
|
||||
u16 l = getInteriorLight(n, 1, nodedef);
|
||||
video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
|
||||
|
||||
v3f pos = intToFloat(p, BS);
|
||||
|
@ -909,7 +909,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
|
|||
tile.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING;
|
||||
tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
|
||||
|
||||
u16 l = getInteriorLight(n, 1, data);
|
||||
u16 l = getInteriorLight(n, 1, nodedef);
|
||||
video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
|
||||
|
||||
float s = BS/2*f.visual_scale;
|
||||
|
@ -950,7 +950,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
|
|||
tile.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING;
|
||||
tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
|
||||
|
||||
u16 l = getInteriorLight(n, 0, data);
|
||||
u16 l = getInteriorLight(n, 0, nodedef);
|
||||
video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
|
||||
|
||||
float d = (float)BS/16;
|
||||
|
@ -993,7 +993,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
|
|||
TileSpec tile = getNodeTileN(n, p, 0, data);
|
||||
tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
|
||||
|
||||
u16 l = getInteriorLight(n, 1, data);
|
||||
u16 l = getInteriorLight(n, 1, nodedef);
|
||||
video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
|
||||
|
||||
float s = BS/2*f.visual_scale;
|
||||
|
@ -1045,7 +1045,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
|
|||
texturestring_rot,
|
||||
&tile_rot.texture_id);
|
||||
|
||||
u16 l = getInteriorLight(n, 1, data);
|
||||
u16 l = getInteriorLight(n, 1, nodedef);
|
||||
video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
|
||||
|
||||
const f32 post_rad=(f32)BS/8;
|
||||
|
@ -1294,7 +1294,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
|
|||
tile.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING;
|
||||
tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
|
||||
|
||||
u16 l = getInteriorLight(n, 0, data);
|
||||
u16 l = getInteriorLight(n, 0, nodedef);
|
||||
video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
|
||||
|
||||
float d = (float)BS/64;
|
||||
|
@ -1333,7 +1333,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
|
|||
};
|
||||
TileSpec tiles[6];
|
||||
|
||||
u16 l = getInteriorLight(n, 0, data);
|
||||
u16 l = getInteriorLight(n, 0, nodedef);
|
||||
video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
|
||||
|
||||
v3f pos = intToFloat(p, BS);
|
||||
|
|
|
@ -150,9 +150,8 @@ void MeshMakeData::setSmoothLighting(bool smooth_lighting)
|
|||
Single light bank.
|
||||
*/
|
||||
static u8 getInteriorLight(enum LightBank bank, MapNode n, s32 increment,
|
||||
MeshMakeData *data)
|
||||
INodeDefManager *ndef)
|
||||
{
|
||||
INodeDefManager *ndef = data->m_gamedef->ndef();
|
||||
u8 light = n.getLight(bank, ndef);
|
||||
|
||||
while(increment > 0)
|
||||
|
@ -173,10 +172,10 @@ static u8 getInteriorLight(enum LightBank bank, MapNode n, s32 increment,
|
|||
Calculate non-smooth lighting at interior of node.
|
||||
Both light banks.
|
||||
*/
|
||||
u16 getInteriorLight(MapNode n, s32 increment, MeshMakeData *data)
|
||||
u16 getInteriorLight(MapNode n, s32 increment, INodeDefManager *ndef)
|
||||
{
|
||||
u16 day = getInteriorLight(LIGHTBANK_DAY, n, increment, data);
|
||||
u16 night = getInteriorLight(LIGHTBANK_NIGHT, n, increment, data);
|
||||
u16 day = getInteriorLight(LIGHTBANK_DAY, n, increment, ndef);
|
||||
u16 night = getInteriorLight(LIGHTBANK_NIGHT, n, increment, ndef);
|
||||
return day | (night << 8);
|
||||
}
|
||||
|
||||
|
@ -185,10 +184,8 @@ u16 getInteriorLight(MapNode n, s32 increment, MeshMakeData *data)
|
|||
Single light bank.
|
||||
*/
|
||||
static u8 getFaceLight(enum LightBank bank, MapNode n, MapNode n2,
|
||||
v3s16 face_dir, MeshMakeData *data)
|
||||
v3s16 face_dir, INodeDefManager *ndef)
|
||||
{
|
||||
INodeDefManager *ndef = data->m_gamedef->ndef();
|
||||
|
||||
u8 light;
|
||||
u8 l1 = n.getLight(bank, ndef);
|
||||
u8 l2 = n2.getLight(bank, ndef);
|
||||
|
@ -227,10 +224,10 @@ static u8 getFaceLight(enum LightBank bank, MapNode n, MapNode n2,
|
|||
Calculate non-smooth lighting at face of node.
|
||||
Both light banks.
|
||||
*/
|
||||
u16 getFaceLight(MapNode n, MapNode n2, v3s16 face_dir, MeshMakeData *data)
|
||||
u16 getFaceLight(MapNode n, MapNode n2, v3s16 face_dir, INodeDefManager *ndef)
|
||||
{
|
||||
u16 day = getFaceLight(LIGHTBANK_DAY, n, n2, face_dir, data);
|
||||
u16 night = getFaceLight(LIGHTBANK_NIGHT, n, n2, face_dir, data);
|
||||
u16 day = getFaceLight(LIGHTBANK_DAY, n, n2, face_dir, ndef);
|
||||
u16 night = getFaceLight(LIGHTBANK_NIGHT, n, n2, face_dir, ndef);
|
||||
return day | (night << 8);
|
||||
}
|
||||
|
||||
|
@ -812,7 +809,7 @@ static void getTileInfo(
|
|||
if(data->m_smooth_lighting == false)
|
||||
{
|
||||
lights[0] = lights[1] = lights[2] = lights[3] =
|
||||
getFaceLight(n0, n1, face_dir, data);
|
||||
getFaceLight(n0, n1, face_dir, ndef);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
|
|
@ -172,8 +172,8 @@ inline video::SColor MapBlock_LightColor(u8 alpha, u16 light, u8 light_source=0)
|
|||
}
|
||||
|
||||
// Compute light at node
|
||||
u16 getInteriorLight(MapNode n, s32 increment, MeshMakeData *data);
|
||||
u16 getFaceLight(MapNode n, MapNode n2, v3s16 face_dir, MeshMakeData *data);
|
||||
u16 getInteriorLight(MapNode n, s32 increment, INodeDefManager *ndef);
|
||||
u16 getFaceLight(MapNode n, MapNode n2, v3s16 face_dir, INodeDefManager *ndef);
|
||||
u16 getSmoothLight(v3s16 p, v3s16 corner, MeshMakeData *data);
|
||||
|
||||
// Retrieves the TileSpec of a face of a node
|
||||
|
|
Loading…
Reference in New Issue