Added a simple software "ambient occlusion" effect, like minecraft's "smooth lighting"
parent
83414e8b73
commit
8c1f7a0dd2
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@ -26,6 +26,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "guiTextInputMenu.h"
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#include "guiFurnaceMenu.h"
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#include "materials.h"
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#include "config.h"
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/*
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Setting this to 1 enables a special camera mode that forces
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@ -1708,13 +1709,12 @@ void the_game(
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endscenetime_avg = endscenetime_avg * 0.95 + (float)endscenetime*0.05;
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char temptext[300];
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snprintf(temptext, 300, "Minetest-c55 ("
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"F: item=%i"
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", R: range_all=%i"
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snprintf(temptext, 300, "Minetest-c55 %s ("
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"R: range_all=%i"
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")"
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" drawtime=%.0f, beginscenetime=%.0f"
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", scenetime=%.0f, endscenetime=%.0f",
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g_selected_item,
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VERSION_STRING,
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draw_control.range_all,
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drawtime_avg,
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beginscenetime_avg,
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189
src/mapblock.cpp
189
src/mapblock.cpp
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@ -133,7 +133,12 @@ u8 getFaceLight(u32 daynight_ratio, MapNode n, MapNode n2,
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#ifndef SERVER
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void makeFastFace(TileSpec tile, u8 light, v3f p,
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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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}
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void makeFastFace(TileSpec tile, u8 li0, u8 li1, u8 li2, u8 li3, v3f p,
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v3s16 dir, v3f scale, v3f posRelative_f,
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core::array<FastFace> &dest)
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{
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@ -197,22 +202,18 @@ void makeFastFace(TileSpec tile, u8 light, v3f p,
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v3f zerovector = v3f(0,0,0);
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//u8 li = decode_light(light);
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u8 li = light;
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//u8 li = 255; //DEBUG
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u8 alpha = tile.alpha;
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/*u8 alpha = 255;
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if(tile.id == TILE_WATER)
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alpha = WATER_ALPHA;*/
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video::SColor c = video::SColor(alpha,li,li,li);
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float x0 = tile.texture.pos.X;
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float y0 = tile.texture.pos.Y;
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float w = tile.texture.size.X;
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float h = tile.texture.size.Y;
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/*video::SColor c = lightColor(alpha, li);
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face.vertices[0] = video::S3DVertex(vertex_pos[0], v3f(0,1,0), c,
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core::vector2d<f32>(x0+w*abs_scale, y0+h));
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face.vertices[1] = video::S3DVertex(vertex_pos[1], v3f(0,1,0), c,
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@ -220,6 +221,19 @@ void makeFastFace(TileSpec tile, u8 light, v3f p,
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face.vertices[2] = video::S3DVertex(vertex_pos[2], v3f(0,1,0), c,
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core::vector2d<f32>(x0, y0));
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face.vertices[3] = video::S3DVertex(vertex_pos[3], v3f(0,1,0), c,
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core::vector2d<f32>(x0+w*abs_scale, y0));*/
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face.vertices[0] = video::S3DVertex(vertex_pos[0], v3f(0,1,0),
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lightColor(alpha, li0),
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core::vector2d<f32>(x0+w*abs_scale, y0+h));
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face.vertices[1] = video::S3DVertex(vertex_pos[1], v3f(0,1,0),
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lightColor(alpha, li1),
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core::vector2d<f32>(x0, y0+h));
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face.vertices[2] = video::S3DVertex(vertex_pos[2], v3f(0,1,0),
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lightColor(alpha, li2),
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core::vector2d<f32>(x0, y0));
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face.vertices[3] = video::S3DVertex(vertex_pos[3], v3f(0,1,0),
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lightColor(alpha, li3),
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core::vector2d<f32>(x0+w*abs_scale, y0));
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face.tile = tile;
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@ -227,7 +241,6 @@ void makeFastFace(TileSpec tile, u8 light, v3f p,
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//f->tile = TILE_STONE;
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dest.push_back(face);
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//return f;
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}
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/*
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@ -324,6 +337,52 @@ u8 getNodeContent(v3s16 p, MapNode mn, NodeModMap &temp_mods)
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return mn.d;
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}
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v3s16 dirs8[8] = {
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v3s16(0,0,0),
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v3s16(0,0,1),
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v3s16(0,1,0),
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v3s16(0,1,1),
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v3s16(1,0,0),
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v3s16(1,1,0),
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v3s16(1,0,1),
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v3s16(1,1,1),
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};
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// Calculate lighting at the XYZ- corner of p
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u8 getSmoothLight(v3s16 p, VoxelManipulator &vmanip, u32 daynight_ratio)
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{
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u16 ambient_occlusion = 0;
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u16 light = 0;
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u16 light_count = 0;
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for(u32 i=0; i<8; i++)
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{
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MapNode n = vmanip.getNodeNoEx(p - dirs8[i]);
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if(content_features(n.d).param_type == CPT_LIGHT)
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{
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light += decode_light(n.getLightBlend(daynight_ratio));
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light_count++;
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}
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else
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{
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if(n.d != CONTENT_IGNORE)
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ambient_occlusion++;
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}
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}
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if(light_count == 0)
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return 255;
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light /= light_count;
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if(ambient_occlusion > 4)
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{
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ambient_occlusion -= 4;
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light = (float)light / ((float)ambient_occlusion * 0.5 + 1.0);
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}
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return light;
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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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@ -408,7 +467,7 @@ void updateFastFaceRow(
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end_of_texture = true;
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}
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//end_of_texture = true; //DEBUG
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end_of_texture = true; //DEBUG
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if(next_is_different || end_of_texture)
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{
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@ -428,33 +487,125 @@ void updateFastFaceRow(
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// Center point of face (kind of)
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v3f sp = pf - ((f32)continuous_tiles_count / 2. - 0.5) * translate_dir_f;
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v3f scale(1,1,1);
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if(translate_dir.X != 0){
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u8 li0=255, li1=255, li2=255, li3=255;
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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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}
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if(translate_dir.Y != 0){
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if(translate_dir.Y != 0)
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{
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scale.Y = continuous_tiles_count;
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}
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if(translate_dir.Z != 0){
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if(translate_dir.Z != 0)
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{
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scale.Z = continuous_tiles_count;
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}
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//FastFace *f;
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//u8 li = decode_light(light);
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// If node at sp (tile0) is more solid
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if(mf == 1)
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{
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makeFastFace(tile0, decode_light(light),
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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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vmanip, daynight_ratio);
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li1 = getSmoothLight(p_map+v3s16(1,0,1),
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vmanip, daynight_ratio);
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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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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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vmanip, daynight_ratio);
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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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vmanip, daynight_ratio);
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li3 = getSmoothLight(p_map_first+v3s16(0,1,0),
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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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vmanip, daynight_ratio);
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li1 = getSmoothLight(p_map+v3s16(1,0,0),
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vmanip, daynight_ratio);
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li2 = getSmoothLight(p_map+v3s16(1,1,0),
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vmanip, daynight_ratio);
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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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//makeFastFace(tile0, li, li, li, li,
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makeFastFace(tile0, li0, li1, li2, li3,
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sp, face_dir, scale,
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posRelative_f, dest);
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}
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// If node at sp is less solid (mf == 2)
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else
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{
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makeFastFace(tile1, decode_light(light),
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// Offset to the actual solid block
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p_map += face_dir;
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p_map_first += face_dir;
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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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vmanip, daynight_ratio);
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li1 = getSmoothLight(p_map_first+v3s16(0,0,0),
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vmanip, daynight_ratio);
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li2 = getSmoothLight(p_map_first+v3s16(0,1,0),
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vmanip, daynight_ratio);
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li3 = getSmoothLight(p_map+v3s16(1,1,0),
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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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vmanip, daynight_ratio);
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li1 = getSmoothLight(p_map+v3s16(1,0,0),
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vmanip, daynight_ratio);
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li2 = getSmoothLight(p_map+v3s16(1,0,1),
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vmanip, daynight_ratio);
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li3 = getSmoothLight(p_map_first+v3s16(0,0,1),
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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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vmanip, daynight_ratio);
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li1 = getSmoothLight(p_map+v3s16(0,0,1),
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vmanip, daynight_ratio);
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li2 = getSmoothLight(p_map+v3s16(0,1,1),
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vmanip, daynight_ratio);
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li3 = getSmoothLight(p_map_first+v3s16(0,1,0),
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vmanip, daynight_ratio);
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}
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else assert(0);
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//makeFastFace(tile1, li, li, li, li,
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makeFastFace(tile1, li0, li1, li2, li3,
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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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//dest.push_back(f);
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}
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continuous_tiles_count = 0;
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@ -598,7 +749,7 @@ scene::SMesh* makeMapBlockMesh(MeshMakeData *data)
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//TimeTaker timer2("updateMesh() collect");
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/*
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Go through every y,z and get top faces in rows of x+
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Go through every y,z and get top(y+) faces in rows of x+
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*/
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for(s16 y=0; y<MAP_BLOCKSIZE; y++){
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for(s16 z=0; z<MAP_BLOCKSIZE; z++){
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@ -615,7 +766,7 @@ scene::SMesh* makeMapBlockMesh(MeshMakeData *data)
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}
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}
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/*
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Go through every x,y and get right faces in rows of z+
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Go through every x,y and get right(x+) faces in rows of z+
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*/
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for(s16 x=0; x<MAP_BLOCKSIZE; x++){
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for(s16 y=0; y<MAP_BLOCKSIZE; y++){
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@ -632,7 +783,7 @@ scene::SMesh* makeMapBlockMesh(MeshMakeData *data)
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}
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}
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/*
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Go through every y,z and get back faces in rows of x+
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Go through every y,z and get back(z+) faces in rows of x+
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*/
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for(s16 z=0; z<MAP_BLOCKSIZE; z++){
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for(s16 y=0; y<MAP_BLOCKSIZE; y++){
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