Optimized smooth lighting calculation code

master
Perttu Ahola 2011-04-24 21:15:50 +03:00
parent 59de7a324c
commit 2704bdc68e
5 changed files with 147 additions and 214 deletions

View File

@ -9,7 +9,7 @@ project(minetest)
set(VERSION_MAJOR 0) set(VERSION_MAJOR 0)
set(VERSION_MINOR 2) set(VERSION_MINOR 2)
set(VERSION_PATCH 20110424_0) set(VERSION_PATCH 20110424_1_dev)
set(VERSION_STRING "${VERSION_MAJOR}.${VERSION_MINOR}.${VERSION_PATCH}") set(VERSION_STRING "${VERSION_MAJOR}.${VERSION_MINOR}.${VERSION_PATCH}")
# Configuration options # Configuration options

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@ -3,6 +3,9 @@ Minetest-c55 changelog
This should contain all the major changes. This should contain all the major changes.
For minor stuff, refer to the commit log of the repository. For minor stuff, refer to the commit log of the repository.
X:
- Optimized smooth lighting
2011-04-24: 2011-04-24:
- Smooth lighting with simple ambient occlusion - Smooth lighting with simple ambient occlusion
- Updated main menu - Updated main menu

View File

@ -1229,6 +1229,17 @@ void the_game(
s32 dx = input->getMousePos().X - displaycenter.X; s32 dx = input->getMousePos().X - displaycenter.X;
s32 dy = input->getMousePos().Y - displaycenter.Y; s32 dy = input->getMousePos().Y - displaycenter.Y;
//std::cout<<"window active, pos difference "<<dx<<","<<dy<<std::endl; //std::cout<<"window active, pos difference "<<dx<<","<<dy<<std::endl;
const float keyspeed = 500;
if(input->isKeyDown(irr::KEY_UP))
dy -= dtime * keyspeed;
if(input->isKeyDown(irr::KEY_DOWN))
dy += dtime * keyspeed;
if(input->isKeyDown(irr::KEY_LEFT))
dx -= dtime * keyspeed;
if(input->isKeyDown(irr::KEY_RIGHT))
dx += dtime * keyspeed;
camera_yaw -= dx*0.2; camera_yaw -= dx*0.2;
camera_pitch += dy*0.2; camera_pitch += dy*0.2;
if(camera_pitch < -89.5) camera_pitch = -89.5; if(camera_pitch < -89.5) camera_pitch = -89.5;

View File

@ -167,6 +167,10 @@ TODO: Better control of draw_control.wanted_max_blocks
TODO: Get player texture (and some others) from the specified texture TODO: Get player texture (and some others) from the specified texture
directory directory
SUGG: Simple light color information to air
TODO: Block mesh generator to tile properly on smooth lighting
Configuration: Configuration:
-------------- --------------
@ -189,6 +193,8 @@ TODO: Don't update all meshes always on single node changes, but
- Tool/weapon visualization - Tool/weapon visualization
FIXME: When disconnected to the menu, memory is not freed properly
Server: Server:
------- -------

View File

@ -223,45 +223,6 @@ void makeFastFace(TileSpec tile, u8 li0, u8 li1, u8 li2, u8 li3, v3f p,
); );
} }
/*v3f vertex_pos[4];
// If looking towards z+, this is the face that is behind
// the center point, facing towards z+.
vertex_pos[0] = v3f(-BS/2,-BS/2,BS/2);
vertex_pos[1] = v3f( BS/2,-BS/2,BS/2);
vertex_pos[2] = v3f( BS/2, BS/2,BS/2);
vertex_pos[3] = v3f(-BS/2, BS/2,BS/2);
if(dir == v3s16(0,0,1))
{
for(u16 i=0; i<4; i++)
vertex_pos[i].rotateXZBy(0);
}
else if(dir == v3s16(0,0,-1))
{
for(u16 i=0; i<4; i++)
vertex_pos[i].rotateXZBy(180);
}
else if(dir == v3s16(1,0,0))
{
for(u16 i=0; i<4; i++)
vertex_pos[i].rotateXZBy(-90);
}
else if(dir == v3s16(-1,0,0))
{
for(u16 i=0; i<4; i++)
vertex_pos[i].rotateXZBy(90);
}
else if(dir == v3s16(0,1,0))
{
for(u16 i=0; i<4; i++)
vertex_pos[i].rotateYZBy(-90);
}
else if(dir == v3s16(0,-1,0))
{
for(u16 i=0; i<4; i++)
vertex_pos[i].rotateYZBy(90);
}*/
for(u16 i=0; i<4; i++) for(u16 i=0; i<4; i++)
{ {
vertex_pos[i].X *= scale.X; vertex_pos[i].X *= scale.X;
@ -472,6 +433,73 @@ u8 getSmoothLight(v3s16 p, v3s16 corner,
return getSmoothLight(p, vmanip, daynight_ratio); return getSmoothLight(p, vmanip, daynight_ratio);
} }
void getTileInfo(
// Input:
v3s16 blockpos_nodes,
v3s16 p,
v3s16 face_dir,
u32 daynight_ratio,
VoxelManipulator &vmanip,
NodeModMap &temp_mods,
bool smooth_lighting,
// Output:
bool &makes_face,
v3s16 &p_corrected,
v3s16 &face_dir_corrected,
u8 *lights,
TileSpec &tile
)
{
MapNode n0 = vmanip.getNodeNoEx(blockpos_nodes + p);
MapNode n1 = vmanip.getNodeNoEx(blockpos_nodes + p + face_dir);
TileSpec tile0 = getNodeTile(n0, p, face_dir, temp_mods);
TileSpec tile1 = getNodeTile(n1, p + face_dir, -face_dir, temp_mods);
// This is hackish
u8 content0 = getNodeContent(p, n0, temp_mods);
u8 content1 = getNodeContent(p + face_dir, n1, temp_mods);
u8 mf = face_contents(content0, content1);
if(mf == 0)
{
makes_face = false;
return;
}
makes_face = true;
if(mf == 1)
{
tile = tile0;
p_corrected = p;
face_dir_corrected = face_dir;
}
else
{
tile = tile1;
p_corrected = p + face_dir;
face_dir_corrected = -face_dir;
}
if(smooth_lighting == false)
{
lights[0] = lights[1] = lights[2] = lights[3] =
decode_light(getFaceLight(daynight_ratio, n0, n1, face_dir));
}
else
{
v3s16 vertex_dirs[4];
getNodeVertexDirs(face_dir_corrected, vertex_dirs);
for(u16 i=0; i<4; i++)
{
lights[i] = getSmoothLight(blockpos_nodes + p_corrected,
vertex_dirs[i], vmanip, daynight_ratio);
}
}
return;
}
/* /*
startpos: startpos:
translate_dir: unit vector with only one of x, y or z translate_dir: unit vector with only one of x, y or z
@ -496,11 +524,14 @@ void updateFastFaceRow(
u16 continuous_tiles_count = 0; u16 continuous_tiles_count = 0;
MapNode n0 = vmanip.getNodeNoEx(blockpos_nodes + p); bool makes_face;
MapNode n1 = vmanip.getNodeNoEx(blockpos_nodes + p + face_dir); v3s16 p_corrected;
TileSpec tile0 = getNodeTile(n0, p, face_dir, temp_mods); v3s16 face_dir_corrected;
TileSpec tile1 = getNodeTile(n1, p + face_dir, -face_dir, temp_mods); u8 lights[4];
u8 light = getFaceLight(daynight_ratio, n0, n1, face_dir); TileSpec tile;
getTileInfo(blockpos_nodes, p, face_dir, daynight_ratio,
vmanip, temp_mods, smooth_lighting,
makes_face, p_corrected, face_dir_corrected, lights, tile);
for(u16 j=0; j<length; j++) for(u16 j=0; j<length; j++)
{ {
@ -508,11 +539,12 @@ void updateFastFaceRow(
bool next_is_different = true; bool next_is_different = true;
v3s16 p_next; v3s16 p_next;
MapNode n0_next;
MapNode n1_next; bool next_makes_face;
TileSpec tile0_next; v3s16 next_p_corrected;
TileSpec tile1_next; v3s16 next_face_dir_corrected;
u8 light_next = 0; u8 next_lights[4];
TileSpec next_tile;
// If at last position, there is nothing to compare to and // If at last position, there is nothing to compare to and
// the face must be drawn anyway // the face must be drawn anyway
@ -520,15 +552,20 @@ void updateFastFaceRow(
{ {
p_next = p + translate_dir; p_next = p + translate_dir;
n0_next = vmanip.getNodeNoEx(blockpos_nodes + p_next); getTileInfo(blockpos_nodes, p_next, face_dir, daynight_ratio,
n1_next = vmanip.getNodeNoEx(blockpos_nodes + p_next + face_dir); vmanip, temp_mods, smooth_lighting,
tile0_next = getNodeTile(n0_next, p_next, face_dir, temp_mods); next_makes_face, next_p_corrected,
tile1_next = getNodeTile(n1_next,p_next+face_dir,-face_dir, temp_mods); next_face_dir_corrected, next_lights,
light_next = getFaceLight(daynight_ratio, n0_next, n1_next, face_dir); next_tile);
if(tile0_next == tile0 if(next_makes_face == makes_face
&& tile1_next == tile1 && next_p_corrected == p_corrected
&& light_next == light) && next_face_dir_corrected == face_dir_corrected
&& next_lights[0] == lights[0]
&& next_lights[1] == lights[1]
&& next_lights[2] == lights[2]
&& next_lights[3] == lights[3]
&& next_tile == tile)
{ {
next_is_different = false; next_is_different = false;
} }
@ -542,24 +579,15 @@ void updateFastFaceRow(
If there is no texture, it can be tiled infinitely. If there is no texture, it can be tiled infinitely.
If tiled==0, it means the texture can be tiled infinitely. If tiled==0, it means the texture can be tiled infinitely.
Otherwise check tiled agains continuous_tiles_count. Otherwise check tiled agains continuous_tiles_count.
This check has to be made for both tiles, because this is
a bit hackish and we know which one we're using only when
the decision to make the faces is made.
*/ */
if(tile0.texture.atlas != NULL && tile0.texture.tiled != 0) if(tile.texture.atlas != NULL && tile.texture.tiled != 0)
{ {
if(tile0.texture.tiled <= continuous_tiles_count) if(tile.texture.tiled <= continuous_tiles_count)
end_of_texture = true;
}
if(tile1.texture.atlas != NULL && tile1.texture.tiled != 0)
{
if(tile1.texture.tiled <= continuous_tiles_count)
end_of_texture = true; end_of_texture = true;
} }
// Do this to disable tiling textures // Do this to disable tiling textures
//end_of_texture = true; //DEBUG end_of_texture = true; //DEBUG
// Disable tiling of textures if smooth lighting is used // Disable tiling of textures if smooth lighting is used
if(smooth_lighting) if(smooth_lighting)
@ -570,22 +598,13 @@ void updateFastFaceRow(
/* /*
Create a face if there should be one Create a face if there should be one
*/ */
// This is hackish if(makes_face)
u8 content0 = getNodeContent(p, n0, temp_mods);
u8 content1 = getNodeContent(p + face_dir, n1, temp_mods);
u8 mf = face_contents(content0, content1);
if(mf != 0)
{ {
// Floating point conversion of the position vector // Floating point conversion of the position vector
v3f pf(p.X, p.Y, p.Z); v3f pf(p_corrected.X, p_corrected.Y, p_corrected.Z);
// Center point of face (kind of) // Center point of face (kind of)
v3f sp = pf - ((f32)continuous_tiles_count / 2. - 0.5) * translate_dir_f; v3f sp = pf - ((f32)continuous_tiles_count / 2. - 0.5) * translate_dir_f;
v3f scale(1,1,1); v3f scale(1,1,1);
u8 li0=255, li1=255, li2=255, li3=255;
// First node
v3s16 p_first = p - (continuous_tiles_count-1) * translate_dir;
if(translate_dir.X != 0) if(translate_dir.X != 0)
{ {
@ -600,35 +619,30 @@ void updateFastFaceRow(
scale.Z = continuous_tiles_count; scale.Z = continuous_tiles_count;
} }
#if 1 makeFastFace(tile, lights[0], lights[1], lights[2], lights[3],
sp, face_dir_corrected, scale,
posRelative_f, dest);
#if 0
// First node
v3s16 p_first = p_corrected - (continuous_tiles_count-1)
* translate_dir;
v3s16 p_map_leftmost; v3s16 p_map_leftmost;
v3s16 p_map_rightmost; v3s16 p_map_rightmost;
v3s16 face_dir_corrected; p_map_leftmost = p_corrected + blockpos_nodes;
TileSpec tile;
if(mf == 1)
{
tile = tile0;
face_dir_corrected = face_dir;
p_map_leftmost = p + blockpos_nodes;
p_map_rightmost = p_first + blockpos_nodes; p_map_rightmost = p_first + blockpos_nodes;
}
else /*if(p != p_corrected)
{ {
// Offset to the actual solid block if(face_dir == v3s16(0,0,1))
p_map_leftmost = p + blockpos_nodes + face_dir;
p_map_rightmost = p_first + blockpos_nodes + face_dir;
/*if(face_dir == v3s16(0,0,1))
{ {
v3s16 orig_leftmost = p_map_leftmost; v3s16 orig_leftmost = p_map_leftmost;
v3s16 orig_rightmost = p_map_leftmost; v3s16 orig_rightmost = p_map_leftmost;
p_map_leftmost = orig_rightmost; p_map_leftmost = orig_rightmost;
p_map_rightmost = orig_leftmost; p_map_rightmost = orig_leftmost;
}*/
sp += face_dir_f;
face_dir_corrected = -face_dir;
tile = tile1;
} }
}*/
if(smooth_lighting == false) if(smooth_lighting == false)
{ {
@ -648,123 +662,22 @@ void updateFastFaceRow(
li3 = getSmoothLight(p_map_rightmost, vertex_dirs[3], li3 = getSmoothLight(p_map_rightmost, vertex_dirs[3],
vmanip, daynight_ratio); vmanip, daynight_ratio);
} }
makeFastFace(tile, li0, li1, li2, li3, makeFastFace(tile, li0, li1, li2, li3,
sp, face_dir_corrected, scale, sp, face_dir_corrected, scale,
posRelative_f, dest); posRelative_f, dest);
#else
v3s16 p_map = p + blockpos_nodes;
v3s16 p_map_first = p_first + blockpos_nodes;
// If node at sp (tile0) is more solid
if(mf == 1)
{
if(smooth_lighting)
{
if(face_dir == v3s16(0,0,1))
{
// Going along X+, faces in Z+
li0 = getSmoothLight(p_map_first, v3s16(-1,-1,1),
vmanip, daynight_ratio);
li1 = getSmoothLight(p_map, v3s16(1,-1,1),
vmanip, daynight_ratio);
li2 = getSmoothLight(p_map, v3s16(1,1,1),
vmanip, daynight_ratio);
li3 = getSmoothLight(p_map_first, v3s16(-1,1,1),
vmanip, daynight_ratio);
}
else if(face_dir == v3s16(0,1,0))
{
// Going along X+, faces in Y+
li0 = getSmoothLight(p_map_first, v3s16( 1,1,-1),
vmanip, daynight_ratio);
li1 = getSmoothLight(p_map, v3s16(-1,1,-1),
vmanip, daynight_ratio);
li2 = getSmoothLight(p_map, v3s16(-1,1,1),
vmanip, daynight_ratio);
li3 = getSmoothLight(p_map_first, v3s16( 1,1,1),
vmanip, daynight_ratio);
}
else if(face_dir == v3s16(1,0,0))
{
// Going along Z+, faces in X+
li0 = getSmoothLight(p_map_first, v3s16(1,-1,1),
vmanip, daynight_ratio);
li1 = getSmoothLight(p_map, v3s16(1,-1,-1),
vmanip, daynight_ratio);
li2 = getSmoothLight(p_map, v3s16(1,1,-1),
vmanip, daynight_ratio);
li3 = getSmoothLight(p_map_first, v3s16(1,1,1),
vmanip, daynight_ratio);
}
else assert(0);
}
makeFastFace(tile0, li0, li1, li2, li3,
sp, face_dir, scale,
posRelative_f, dest);
}
// If node at sp is less solid (mf == 2)
else
{
if(smooth_lighting)
{
// Offset to the actual solid block
p_map += face_dir;
p_map_first += face_dir;
if(face_dir == v3s16(0,0,1))
{
// Going along X+, faces in Z-
li0 = getSmoothLight(p_map, v3s16(1,-1,-1),
vmanip, daynight_ratio);
li1 = getSmoothLight(p_map_first, v3s16(-1,-1,-1),
vmanip, daynight_ratio);
li2 = getSmoothLight(p_map_first, v3s16(-1,1,-1),
vmanip, daynight_ratio);
li3 = getSmoothLight(p_map, v3s16(1,1,-1),
vmanip, daynight_ratio);
}
else if(face_dir == v3s16(0,1,0))
{
// Going along X+, faces in Y-
li0 = getSmoothLight(p_map_first, v3s16(-1,-1,1),
vmanip, daynight_ratio);
li1 = getSmoothLight(p_map, v3s16(1,-1,1),
vmanip, daynight_ratio);
li2 = getSmoothLight(p_map, v3s16(1,-1,-1),
vmanip, daynight_ratio);
li3 = getSmoothLight(p_map_first, v3s16(-1,-1,-1),
vmanip, daynight_ratio);
}
else if(face_dir == v3s16(1,0,0))
{
// Going along Z+, faces in X-
li0 = getSmoothLight(p_map_first, v3s16(-1,-1,-1),
vmanip, daynight_ratio);
li1 = getSmoothLight(p_map, v3s16(-1,-1,1),
vmanip, daynight_ratio);
li2 = getSmoothLight(p_map, v3s16(-1,1,1),
vmanip, daynight_ratio);
li3 = getSmoothLight(p_map_first, v3s16(-1,1,-1),
vmanip, daynight_ratio);
}
else assert(0);
}
makeFastFace(tile1, li0, li1, li2, li3,
sp+face_dir_f, -face_dir, scale,
posRelative_f, dest);
}
#endif #endif
} }
continuous_tiles_count = 0; continuous_tiles_count = 0;
n0 = n0_next;
n1 = n1_next; makes_face = next_makes_face;
tile0 = tile0_next; p_corrected = next_p_corrected;
tile1 = tile1_next; face_dir_corrected = next_face_dir_corrected;
light = light_next; lights[0] = next_lights[0];
lights[1] = next_lights[1];
lights[2] = next_lights[2];
lights[3] = next_lights[3];
tile = next_tile;
} }
p = p_next; p = p_next;