Handle day-night transition in shader and make light sources brighter when shaders are used
parent
566f7f638a
commit
cd1f604ffe
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@ -2,6 +2,7 @@
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uniform mat4 mWorldViewProj;
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uniform mat4 mInvWorld;
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uniform mat4 mTransWorld;
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uniform float dayNightRatio;
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varying vec3 vPosition;
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@ -11,15 +12,43 @@ void main(void)
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vPosition = (mWorldViewProj * gl_Vertex).xyz;
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if(gl_Normal.y > 0.5)
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gl_FrontColor = gl_BackColor = gl_Color;
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else
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gl_FrontColor = gl_BackColor = gl_Color * 0.7;
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vec4 color;
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//color = vec4(1.0, 1.0, 1.0, 1.0);
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/*if(gl_Normal.y > 0.5)
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gl_FrontColor = gl_BackColor = vec4(1.0, 1.0, 1.0, 1.0);
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else
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gl_FrontColor = gl_BackColor = vec4(1.0, 1.0, 1.0, 1.0) * 0.7;*/
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float day = gl_Color.r;
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float night = gl_Color.g;
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float light_source = gl_Color.b;
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/*color.r = mix(night, day, dayNightRatio);
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color.g = color.r;
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color.b = color.r;*/
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float rg = mix(night, day, dayNightRatio);
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rg += light_source * 1.0; // Make light sources brighter
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float b = rg;
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// Moonlight is blue
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b += (day - night) / 13.0;
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rg -= (day - night) / 13.0;
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// Emphase blue a bit in darker places
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// See C++ implementation in mapblock_mesh.cpp finalColorBlend()
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b += max(0.0, (1.0 - abs(b - 0.13)/0.17) * 0.025);
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// Artificial light is yellow-ish
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// See C++ implementation in mapblock_mesh.cpp finalColorBlend()
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rg += max(0.0, (1.0 - abs(rg - 0.85)/0.15) * 0.065);
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color.r = rg;
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color.g = rg;
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color.b = b;
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if(gl_Normal.y <= 0.5)
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color *= 0.7;
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color.a = gl_Color.a;
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gl_FrontColor = gl_BackColor = color;
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gl_TexCoord[0] = gl_MultiTexCoord0;
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}
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@ -2,6 +2,7 @@
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uniform mat4 mWorldViewProj;
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uniform mat4 mInvWorld;
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uniform mat4 mTransWorld;
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uniform float dayNightRatio;
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varying vec3 vPosition;
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@ -13,8 +14,40 @@ void main(void)
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vPosition = (mWorldViewProj * gl_Vertex).xyz;
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gl_FrontColor = gl_BackColor = gl_Color;
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//gl_FrontColor = gl_BackColor = vec4(1.0, 1.0, 1.0, 1.0);
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vec4 color;
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//color = vec4(1.0, 1.0, 1.0, 1.0);
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float day = gl_Color.r;
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float night = gl_Color.g;
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float light_source = gl_Color.b;
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/*color.r = mix(night, day, dayNightRatio);
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color.g = color.r;
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color.b = color.r;*/
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float rg = mix(night, day, dayNightRatio);
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rg += light_source * 1.0; // Make light sources brighter
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float b = rg;
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// Moonlight is blue
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b += (day - night) / 13.0;
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rg -= (day - night) / 13.0;
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// Emphase blue a bit in darker places
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// See C++ implementation in mapblock_mesh.cpp finalColorBlend()
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b += max(0.0, (1.0 - abs(b - 0.13)/0.17) * 0.025);
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// Artificial light is yellow-ish
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// See C++ implementation in mapblock_mesh.cpp finalColorBlend()
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rg += max(0.0, (1.0 - abs(rg - 0.85)/0.15) * 0.065);
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color.r = rg;
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color.g = rg;
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color.b = b;
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color.a = gl_Color.a;
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gl_FrontColor = gl_BackColor = color;
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gl_TexCoord[0] = gl_MultiTexCoord0;
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}
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@ -171,7 +171,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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continue;
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u16 l = getInteriorLight(n, 0, data);
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video::SColor c = MapBlock_LightColor(f.alpha, l);
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video::SColor c = MapBlock_LightColor(f.alpha, l, decode_light(f.light_source));
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video::S3DVertex vertices[4] =
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{
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@ -226,7 +226,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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// Otherwise use the light of this node (the liquid)
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else
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l = getInteriorLight(n, 0, data);
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video::SColor c = MapBlock_LightColor(f.alpha, l);
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video::SColor c = MapBlock_LightColor(f.alpha, l, decode_light(f.light_source));
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// Neighbor liquid levels (key = relative position)
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// Includes current node
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@ -544,7 +544,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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AtlasPointer ap = tile.texture;
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u16 l = getInteriorLight(n, 1, data);
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video::SColor c = MapBlock_LightColor(255, l);
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video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
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for(u32 j=0; j<6; j++)
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{
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@ -604,7 +604,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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AtlasPointer pa_leaves = tile_leaves.texture;
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u16 l = getInteriorLight(n, 1, data);
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video::SColor c = MapBlock_LightColor(255, l);
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video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
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v3f pos = intToFloat(p, BS);
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aabb3f box(-BS/2,-BS/2,-BS/2,BS/2,BS/2,BS/2);
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@ -638,7 +638,8 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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AtlasPointer ap = tile.texture;
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video::SColor c(255,255,255,255);
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u16 l = getInteriorLight(n, 1, data);
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video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
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// Wall at X+ of node
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video::S3DVertex vertices[4] =
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@ -683,7 +684,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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AtlasPointer ap = tile.texture;
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u16 l = getInteriorLight(n, 0, data);
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video::SColor c = MapBlock_LightColor(255, l);
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video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
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float d = (float)BS/16;
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// Wall at X+ of node
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@ -730,7 +731,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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AtlasPointer ap = tile.texture;
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u16 l = getInteriorLight(n, 1, data);
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video::SColor c = MapBlock_LightColor(255, l);
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video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
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for(u32 j=0; j<4; j++)
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{
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@ -793,7 +794,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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tile.texture.id) + "^[transformR90");
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u16 l = getInteriorLight(n, 1, data);
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video::SColor c = MapBlock_LightColor(255, l);
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video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
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const f32 post_rad=(f32)BS/8;
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const f32 bar_rad=(f32)BS/16;
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@ -996,7 +997,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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AtlasPointer ap = tile.texture;
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u16 l = getInteriorLight(n, 0, data);
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video::SColor c = MapBlock_LightColor(255, l);
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video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
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float d = (float)BS/64;
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@ -1045,7 +1046,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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}
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u16 l = getInteriorLight(n, 0, data);
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video::SColor c = MapBlock_LightColor(255, l);
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video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
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v3f pos = intToFloat(p, BS);
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18
src/game.cpp
18
src/game.cpp
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@ -841,13 +841,15 @@ class GameGlobalShaderConstantSetter : public IShaderConstantSetter
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Sky *m_sky;
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bool *m_force_fog_off;
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f32 *m_fog_range;
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Client *m_client;
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public:
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GameGlobalShaderConstantSetter(Sky *sky, bool *force_fog_off,
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f32 *fog_range):
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f32 *fog_range, Client *client):
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m_sky(sky),
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m_force_fog_off(force_fog_off),
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m_fog_range(fog_range)
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m_fog_range(fog_range),
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m_client(client)
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{}
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~GameGlobalShaderConstantSetter() {}
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@ -873,10 +875,12 @@ public:
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if(*m_force_fog_off)
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fog_distance = 10000*BS;
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services->setPixelShaderConstant("fogDistance", &fog_distance, 1);
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}
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private:
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IrrlichtDevice *m_device;
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// Day-night ratio
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u32 daynight_ratio = m_client->getEnv().getDayNightRatio();
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float daynight_ratio_f = (float)daynight_ratio / 1000.0;
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services->setPixelShaderConstant("dayNightRatio", &daynight_ratio_f, 1);
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}
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};
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void the_game(
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@ -1307,8 +1311,8 @@ void the_game(
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/*
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Shader constants
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*/
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shsrc->addGlobalConstantSetter(
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new GameGlobalShaderConstantSetter(sky, &force_fog_off, &fog_range));
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shsrc->addGlobalConstantSetter(new GameGlobalShaderConstantSetter(
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sky, &force_fog_off, &fog_range, &client));
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/*
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Main loop
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@ -30,6 +30,8 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "tile.h"
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#endif
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#include "log.h"
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#include "main.h" // g_settings
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#include "settings.h"
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#include "util/serialize.h"
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#include "util/container.h"
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#include "util/thread.h"
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scene::IMesh *node_mesh = mapblock_mesh.getMesh();
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assert(node_mesh);
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setMeshColor(node_mesh, video::SColor(255, 255, 255, 255));
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video::SColor c(255, 255, 255, 255);
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if(g_settings->getS32("enable_shaders") != 0)
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c = MapBlock_LightColor(255, 0xffff, decode_light(f.light_source));
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setMeshColor(node_mesh, c);
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/*
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Scale and translate the mesh so it's a unit cube
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@ -435,7 +435,7 @@ struct FastFace
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};
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static void makeFastFace(TileSpec tile, u16 li0, u16 li1, u16 li2, u16 li3,
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v3f p, v3s16 dir, v3f scale, core::array<FastFace> &dest)
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v3f p, v3s16 dir, v3f scale, u8 light_source, core::array<FastFace> &dest)
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{
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FastFace face;
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@ -477,16 +477,16 @@ static void makeFastFace(TileSpec tile, u16 li0, u16 li1, u16 li2, u16 li3,
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float h = tile.texture.size.Y;
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face.vertices[0] = video::S3DVertex(vertex_pos[0], normal,
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MapBlock_LightColor(alpha, li0),
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MapBlock_LightColor(alpha, li0, light_source),
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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], normal,
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MapBlock_LightColor(alpha, li1),
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MapBlock_LightColor(alpha, li1, light_source),
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core::vector2d<f32>(x0, y0+h));
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face.vertices[2] = video::S3DVertex(vertex_pos[2], normal,
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MapBlock_LightColor(alpha, li2),
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MapBlock_LightColor(alpha, li2, light_source),
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core::vector2d<f32>(x0, y0));
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face.vertices[3] = video::S3DVertex(vertex_pos[3], normal,
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MapBlock_LightColor(alpha, li3),
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MapBlock_LightColor(alpha, li3, light_source),
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core::vector2d<f32>(x0+w*abs_scale, y0));
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face.tile = tile;
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v3s16 &p_corrected,
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v3s16 &face_dir_corrected,
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u16 *lights,
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TileSpec &tile
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TileSpec &tile,
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u8 &light_source
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)
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{
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VoxelManipulator &vmanip = data->m_vmanip;
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@ -688,18 +689,20 @@ static void getTileInfo(
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tile = tile0;
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p_corrected = p;
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face_dir_corrected = face_dir;
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light_source = ndef->get(n0).light_source;
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}
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else
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{
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tile = tile1;
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p_corrected = p + face_dir;
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face_dir_corrected = -face_dir;
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light_source = ndef->get(n1).light_source;
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}
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// eg. water and glass
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if(equivalent)
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tile.material_flags |= MATERIAL_FLAG_BACKFACE_CULLING;
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if(data->m_smooth_lighting == false)
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{
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lights[0] = lights[1] = lights[2] = lights[3] =
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@ -743,9 +746,10 @@ static void updateFastFaceRow(
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v3s16 face_dir_corrected;
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u16 lights[4] = {0,0,0,0};
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TileSpec tile;
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u8 light_source = 0;
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getTileInfo(data, p, face_dir,
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makes_face, p_corrected, face_dir_corrected,
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lights, tile);
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lights, tile, light_source);
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for(u16 j=0; j<MAP_BLOCKSIZE; j++)
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{
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@ -759,6 +763,7 @@ static void updateFastFaceRow(
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v3s16 next_face_dir_corrected;
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u16 next_lights[4] = {0,0,0,0};
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TileSpec next_tile;
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u8 next_light_source = 0;
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// If at last position, there is nothing to compare to and
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// the face must be drawn anyway
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@ -769,7 +774,7 @@ static void updateFastFaceRow(
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getTileInfo(data, p_next, face_dir,
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next_makes_face, next_p_corrected,
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next_face_dir_corrected, next_lights,
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next_tile);
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next_tile, next_light_source);
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if(next_makes_face == makes_face
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&& next_p_corrected == p_corrected + translate_dir
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&& next_lights[1] == lights[1]
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&& next_lights[2] == lights[2]
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&& next_lights[3] == lights[3]
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&& next_tile == tile)
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&& next_tile == tile
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&& next_light_source == light_source)
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{
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next_is_different = false;
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}
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@ -854,7 +860,7 @@ static void updateFastFaceRow(
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}
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makeFastFace(tile, lights[0], lights[1], lights[2], lights[3],
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sp, face_dir_corrected, scale,
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sp, face_dir_corrected, scale, light_source,
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dest);
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g_profiler->avg("Meshgen: faces drawn by tiling", 0);
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@ -873,6 +879,7 @@ static void updateFastFaceRow(
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lights[2] = next_lights[2];
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lights[3] = next_lights[3];
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tile = next_tile;
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light_source = next_light_source;
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}
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p = p_next;
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@ -1058,18 +1065,20 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data):
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os<<"^[verticalframe:"<<(int)p.tile.animation_frame_count<<":0";
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p.tile.texture = tsrc->getTexture(os.str());
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}
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// - Lighting
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for(u32 j = 0; j < p.vertices.size(); j++)
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// - Classic lighting (shaders handle this by themselves)
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if(!enable_shaders)
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{
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video::SColor &vc = p.vertices[j].Color;
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u8 day = vc.getRed();
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u8 night = vc.getGreen();
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finalColorBlend(vc, day, night, 1000);
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if(day != night)
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m_daynight_diffs[i][j] = std::make_pair(day, night);
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for(u32 j = 0; j < p.vertices.size(); j++)
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{
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video::SColor &vc = p.vertices[j].Color;
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u8 day = vc.getRed();
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u8 night = vc.getGreen();
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finalColorBlend(vc, day, night, 1000);
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if(day != night)
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m_daynight_diffs[i][j] = std::make_pair(day, night);
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}
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}
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// Create material
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video::SMaterial material;
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material.setFlag(video::EMF_LIGHTING, false);
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@ -160,9 +160,10 @@ struct MeshCollector
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// alpha in the A channel of the returned SColor
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// day light (0-255) in the R channel of the returned SColor
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// night light (0-255) in the G channel of the returned SColor
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inline video::SColor MapBlock_LightColor(u8 alpha, u16 light)
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// light source (0-255) in the B channel of the returned SColor
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inline video::SColor MapBlock_LightColor(u8 alpha, u16 light, u8 light_source=0)
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{
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return video::SColor(alpha, (light & 0xff), (light >> 8), 0);
|
||||
return video::SColor(alpha, (light & 0xff), (light >> 8), light_source);
|
||||
}
|
||||
|
||||
// Compute light at node
|
||||
|
|
Loading…
Reference in New Issue