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Pass light sources in blue channel of vertex color instead of decoded…
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… light for all special drawtypes.

Plus some style fixes and optimizations.
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RealBadAngel committed Aug 21, 2014
1 parent 2a5c88b commit d9df592
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Showing 2 changed files with 29 additions and 40 deletions.
25 changes: 12 additions & 13 deletions src/content_mapblock.cpp
Expand Up @@ -220,7 +220,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
top_is_same_liquid = true;

u16 l = getInteriorLight(n, 0, nodedef);
video::SColor c = MapBlock_LightColor(f.alpha, l, decode_light(f.light_source));
video::SColor c = MapBlock_LightColor(f.alpha, l, f.light_source);

/*
Generate sides
Expand Down Expand Up @@ -383,7 +383,6 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
// it at what it emits, for an increased effect
u8 light_source = nodedef->get(n).light_source;
if(light_source != 0){
//l = decode_light(undiminish_light(light_source));
l = decode_light(light_source);
l = l | (l<<8);
}
Expand All @@ -393,7 +392,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
// Otherwise use the light of this node (the liquid)
else
l = getInteriorLight(n, 0, nodedef);
video::SColor c = MapBlock_LightColor(f.alpha, l, decode_light(f.light_source));
video::SColor c = MapBlock_LightColor(f.alpha, l, f.light_source);

u8 range = rangelim(nodedef->get(c_flowing).liquid_range, 1, 8);

Expand Down Expand Up @@ -697,7 +696,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
TileSpec tile = getNodeTile(n, p, v3s16(0,0,0), data);

u16 l = getInteriorLight(n, 1, nodedef);
video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
video::SColor c = MapBlock_LightColor(255, l, f.light_source);

for(u32 j=0; j<6; j++)
{
Expand Down Expand Up @@ -780,7 +779,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
param2 = param2 & 63;

u16 l = getInteriorLight(n, 1, nodedef);
video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
video::SColor c = MapBlock_LightColor(255, l, f.light_source);
v3f pos = intToFloat(p, BS);
static const float a = BS / 2;
static const float g = a - 0.003;
Expand Down Expand Up @@ -985,7 +984,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
v3s16(0,0,0), data);

u16 l = getInteriorLight(n, 1, nodedef);
video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
video::SColor c = MapBlock_LightColor(255, l, f.light_source);

v3f pos = intToFloat(p, BS);
aabb3f box(-BS/2,-BS/2,-BS/2,BS/2,BS/2,BS/2);
Expand Down Expand Up @@ -1018,7 +1017,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;

u16 l = getInteriorLight(n, 1, nodedef);
video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
video::SColor c = MapBlock_LightColor(255, l, f.light_source);

float s = BS/2*f.visual_scale;
// Wall at X+ of node
Expand Down Expand Up @@ -1059,7 +1058,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;

u16 l = getInteriorLight(n, 0, nodedef);
video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
video::SColor c = MapBlock_LightColor(255, l, f.light_source);

float d = (float)BS/16;
float s = BS/2*f.visual_scale;
Expand Down Expand Up @@ -1102,7 +1101,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;

u16 l = getInteriorLight(n, 1, nodedef);
video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
video::SColor c = MapBlock_LightColor(255, l, f.light_source);

float s = BS/2*f.visual_scale;

Expand Down Expand Up @@ -1149,7 +1148,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
tile_rot.rotation = 1;

u16 l = getInteriorLight(n, 1, nodedef);
video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
video::SColor c = MapBlock_LightColor(255, l, f.light_source);

const f32 post_rad=(f32)BS/8;
const f32 bar_rad=(f32)BS/16;
Expand Down Expand Up @@ -1398,7 +1397,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;

u16 l = getInteriorLight(n, 0, nodedef);
video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
video::SColor c = MapBlock_LightColor(255, l, f.light_source);

float d = (float)BS/64;

Expand Down Expand Up @@ -1436,8 +1435,8 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
};
TileSpec tiles[6];

u16 l = getInteriorLight(n, 0, nodedef);
video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
u16 l = getInteriorLight(n, 1, nodedef);
video::SColor c = MapBlock_LightColor(255, l, f.light_source);

v3f pos = intToFloat(p, BS);

Expand Down
44 changes: 17 additions & 27 deletions src/mapblock_mesh.cpp
Expand Up @@ -193,10 +193,7 @@ static u8 getFaceLight(enum LightBank bank, MapNode n, MapNode n2,
// Boost light level for light sources
u8 light_source = MYMAX(ndef->get(n).light_source,
ndef->get(n2).light_source);
//if(light_source >= light)
//return decode_light(undiminish_light(light_source));
if(light_source > light)
//return decode_light(light_source);
light = light_source;

return decode_light(light);
Expand Down Expand Up @@ -272,16 +269,12 @@ static u8 getSmoothLight(enum LightBank bank, v3s16 p, MeshMakeData *data)

if(ambient_occlusion > 4)
{
//ambient_occlusion -= 4;
//light = (float)light / ((float)ambient_occlusion * 0.5 + 1.0);
float light_amount = (8 - ambient_occlusion) / 4.0;
float light_f = (float)light / 255.0;
light_f = pow(light_f, 2.2f); // gamma -> linear space
light_f = light_f * light_amount;
light_f = pow(light_f, 1.0f/2.2f); // linear -> gamma space
if(light_f > 1.0)
light_f = 1.0;
light = 255.0 * light_f + 0.5;
//calculate table index for gamma space multiplier
ambient_occlusion -= 5;
//table of precalculated gamma space multiply factors
//light^2.2 * factor (0.75, 0.5, 0.25, 0.0), so table holds factor ^ (1 / 2.2)
const float light_amount[4] = {0.877424315, 0.729740053, 0.532520545, 0.0};
light = core::clamp(core::round32(light*light_amount[ambient_occlusion]), 0, 255);
}

return light;
Expand Down Expand Up @@ -914,21 +907,18 @@ static void updateFastFaceRow(
// Floating point conversion of the position vector
v3f pf(p_corrected.X, p_corrected.Y, p_corrected.Z);
// 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 - 0.5) * translate_dir_f;
if(continuous_tiles_count != 1)
sp += translate_dir_f;
v3f scale(1,1,1);

if(translate_dir.X != 0)
{
if(translate_dir.X != 0) {
scale.X = continuous_tiles_count;
}
if(translate_dir.Y != 0)
{
if(translate_dir.Y != 0) {
scale.Y = continuous_tiles_count;
}
if(translate_dir.Z != 0)
{
if(translate_dir.Z != 0) {
scale.Z = continuous_tiles_count;
}

Expand All @@ -937,7 +927,7 @@ static void updateFastFaceRow(
dest);

g_profiler->avg("Meshgen: faces drawn by tiling", 0);
for(int i=1; i<continuous_tiles_count; i++){
for(int i = 1; i < continuous_tiles_count; i++){
g_profiler->avg("Meshgen: faces drawn by tiling", 1);
}
}
Expand Down Expand Up @@ -965,8 +955,8 @@ static void updateAllFastFaceRows(MeshMakeData *data,
/*
Go through every y,z and get top(y+) faces in rows of x+
*/
for(s16 y=0; y<MAP_BLOCKSIZE; y++){
for(s16 z=0; z<MAP_BLOCKSIZE; z++){
for(s16 y = 0; y < MAP_BLOCKSIZE; y++) {
for(s16 z = 0; z < MAP_BLOCKSIZE; z++) {
updateFastFaceRow(data,
v3s16(0,y,z),
v3s16(1,0,0), //dir
Expand All @@ -980,8 +970,8 @@ static void updateAllFastFaceRows(MeshMakeData *data,
/*
Go through every x,y and get right(x+) faces in rows of z+
*/
for(s16 x=0; x<MAP_BLOCKSIZE; x++){
for(s16 y=0; y<MAP_BLOCKSIZE; y++){
for(s16 x = 0; x < MAP_BLOCKSIZE; x++) {
for(s16 y = 0; y < MAP_BLOCKSIZE; y++) {
updateFastFaceRow(data,
v3s16(x,y,0),
v3s16(0,0,1), //dir
Expand All @@ -995,8 +985,8 @@ static void updateAllFastFaceRows(MeshMakeData *data,
/*
Go through every y,z and get back(z+) faces in rows of x+
*/
for(s16 z=0; z<MAP_BLOCKSIZE; z++){
for(s16 y=0; y<MAP_BLOCKSIZE; y++){
for(s16 z = 0; z < MAP_BLOCKSIZE; z++) {
for(s16 y = 0; y < MAP_BLOCKSIZE; y++) {
updateFastFaceRow(data,
v3s16(0,y,z),
v3s16(1,0,0), //dir
Expand Down

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