light_source_max = f.light_source;
// Check f.solidness because fast-style leaves look better this way
if (f.param_type == CPT_LIGHT && f.solidness != 2) {
- light_day += decode_light(n.getLight(LIGHTBANK_DAY, ndef));
- light_night += decode_light(n.getLight(LIGHTBANK_NIGHT, ndef));
+ light_day += decode_light(n.getLightNoChecks(LIGHTBANK_DAY, &f));
+ light_night += decode_light(n.getLightNoChecks(LIGHTBANK_NIGHT, &f));
light_count++;
} else {
ambient_occlusion++;
if (ambient_occlusion > 4)
{
- //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)
- static const float light_amount[4] = { 0.877424315, 0.729740053, 0.532520545, 0.0 };
+ static const float ao_gamma = rangelim(
+ g_settings->getFloat("ambient_occlusion_gamma"), 0.25, 4.0);
+
+ // Table of gamma space multiply factors.
+ static const float light_amount[3] = {
+ powf(0.75, 1.0 / ao_gamma),
+ powf(0.5, 1.0 / ao_gamma),
+ powf(0.25, 1.0 / ao_gamma)
+ };
//calculate table index for gamma space multiplier
ambient_occlusion -= 5;
1, 4, 6, 6, 6, 5, 4, 3, 2, 1, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
};
- b += emphase_blue_when_dark[b / 8];
- b = irr::core::clamp (b, 0, 255);
+ b += emphase_blue_when_dark[irr::core::clamp(b, 0, 255) / 8];
+ b = irr::core::clamp(b, 0, 255);
// Artificial light is yellow-ish
static const u8 emphase_yellow_when_artificial[16] = {
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 5, 10, 15, 15, 15
};
rg += emphase_yellow_when_artificial[night/16];
- rg = irr::core::clamp (rg, 0, 255);
+ rg = irr::core::clamp(rg, 0, 255);
result.setRed(rg);
result.setGreen(rg);
// Get rotation for things like chests
u8 facedir = mn.getFaceDir(ndef);
- if (facedir > 23)
- facedir = 0;
+
static const u16 dir_to_tile[24 * 16] =
{
// 0 +X +Y +Z -Z -Y -X -> value=tile,rotation
m_animation_frame_offsets[i] = 0;
}
// Replace tile texture with the first animation frame
- FrameSpec animation_frame = p.tile.frames.find(0)->second;
+ FrameSpec animation_frame = p.tile.frames[0];
p.tile.texture = animation_frame.texture;
}
applyFacesShading (vc, 0.836660);
}
}
- // - Classic lighting
- // Set initial real color and store for later updates
- u8 day = vc.getRed();
- u8 night = vc.getGreen();
- finalColorBlend(vc, day, night, 1000);
- m_daynight_diffs[i][j] = std::make_pair(day, night);
+ if(!m_enable_shaders)
+ {
+ // - Classic lighting (shaders handle this by themselves)
+ // Set initial real color and store for later updates
+ u8 day = vc.getRed();
+ u8 night = vc.getGreen();
+ finalColorBlend(vc, day, night, 1000);
+ if(day != night)
+ m_daynight_diffs[i][j] = std::make_pair(day, night);
+ }
}
// Create material
scene::IMeshBuffer *buf = m_mesh->getMeshBuffer(i->first);
ITextureSource *tsrc = m_gamedef->getTextureSource();
- FrameSpec animation_frame = tile.frames.find(frame)->second;
+ FrameSpec animation_frame = tile.frames[frame];
buf->getMaterial().setTexture(0, animation_frame.texture);
if (m_enable_shaders) {
if (animation_frame.normal_texture) {
}
// Day-night transition
- if(daynight_ratio != m_last_daynight_ratio)
+ if(!m_enable_shaders && (daynight_ratio != m_last_daynight_ratio))
{
for(std::map<u32, std::map<u32, std::pair<u8, u8> > >::iterator
i = m_daynight_diffs.begin();