m_crack_pos_relative(-1337, -1337, -1337),
m_highlighted_pos_relative(-1337, -1337, -1337),
m_smooth_lighting(false),
+ m_show_hud(false),
+ m_highlight_mesh_color(255, 255, 255, 255),
m_gamedef(gamedef)
{}
// Allocate this block + neighbors
m_vmanip.clear();
- m_vmanip.addArea(VoxelArea(blockpos_nodes-v3s16(1,1,1)*MAP_BLOCKSIZE,
- blockpos_nodes+v3s16(1,1,1)*MAP_BLOCKSIZE*2-v3s16(1,1,1)));
+ VoxelArea voxel_area(blockpos_nodes - v3s16(1,1,1) * MAP_BLOCKSIZE,
+ blockpos_nodes + v3s16(1,1,1) * MAP_BLOCKSIZE*2-v3s16(1,1,1));
+ m_vmanip.addArea(voxel_area);
{
//TimeTaker timer("copy central block data");
/*
Calculate smooth lighting at the XYZ- corner of p.
- Single light bank.
+ Both light banks
*/
-static u8 getSmoothLight(enum LightBank bank, v3s16 p, MeshMakeData *data)
+static u16 getSmoothLightCombined(v3s16 p, MeshMakeData *data)
{
- static v3s16 dirs8[8] = {
+ static const v3s16 dirs8[8] = {
v3s16(0,0,0),
v3s16(0,0,1),
v3s16(0,1,0),
INodeDefManager *ndef = data->m_gamedef->ndef();
u16 ambient_occlusion = 0;
- u16 light = 0;
u16 light_count = 0;
u8 light_source_max = 0;
- for(u32 i=0; i<8; i++)
+ u16 light_day = 0;
+ u16 light_night = 0;
+
+ for (u32 i = 0; i < 8; i++)
{
MapNode n = data->m_vmanip.getNodeNoEx(p - dirs8[i]);
}
const ContentFeatures &f = ndef->get(n);
- if(f.light_source > light_source_max)
+ if (f.light_source > light_source_max)
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 += decode_light(n.getLight(bank, ndef));
+ // 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.getLightNoChecks(LIGHTBANK_DAY, &f));
+ light_night += decode_light(n.getLightNoChecks(LIGHTBANK_NIGHT, &f));
light_count++;
- }
- else {
+ } else {
ambient_occlusion++;
}
}
if(light_count == 0)
- return 255;
+ return 0xffff;
- light /= light_count;
+ light_day /= light_count;
+ light_night /= light_count;
// Boost brightness around light sources
- if(decode_light(light_source_max) >= light)
- //return decode_light(undiminish_light(light_source_max));
- return decode_light(light_source_max);
+ bool skip_ambient_occlusion_day = false;
+ if(decode_light(light_source_max) >= light_day) {
+ light_day = decode_light(light_source_max);
+ skip_ambient_occlusion_day = true;
+ }
- if(ambient_occlusion > 4)
+ bool skip_ambient_occlusion_night = false;
+ if(decode_light(light_source_max) >= light_night) {
+ light_night = decode_light(light_source_max);
+ skip_ambient_occlusion_night = true;
+ }
+
+ if (ambient_occlusion > 4)
{
- //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);
- }
+ static const float light_amount[4] = { 0.877424315, 0.729740053, 0.532520545, 0.0 };
- return light;
-}
+ //calculate table index for gamma space multiplier
+ ambient_occlusion -= 5;
-/*
- Calculate smooth lighting at the XYZ- corner of p.
- Both light banks.
-*/
-static u16 getSmoothLight(v3s16 p, MeshMakeData *data)
-{
- u16 day = getSmoothLight(LIGHTBANK_DAY, p, data);
- u16 night = getSmoothLight(LIGHTBANK_NIGHT, p, data);
- return day | (night << 8);
+ if (!skip_ambient_occlusion_day)
+ light_day = rangelim(core::round32(light_day*light_amount[ambient_occlusion]), 0, 255);
+ if (!skip_ambient_occlusion_night)
+ light_night = rangelim(core::round32(light_night*light_amount[ambient_occlusion]), 0, 255);
+ }
+
+ return light_day | (light_night << 8);
}
/*
u16 getSmoothLight(v3s16 p, v3s16 corner, MeshMakeData *data)
{
if(corner.X == 1) p.X += 1;
- else assert(corner.X == -1);
+ // else corner.X == -1
if(corner.Y == 1) p.Y += 1;
- else assert(corner.Y == -1);
+ // else corner.Y == -1
if(corner.Z == 1) p.Z += 1;
- else assert(corner.Z == -1);
+ // else corner.Z == -1
- return getSmoothLight(p, data);
+ return getSmoothLightCombined(p, data);
}
/*
Converts from day + night color values (0..255)
and a given daynight_ratio to the final SColor shown on screen.
*/
-static void finalColorBlend(video::SColor& result,
+void finalColorBlend(video::SColor& result,
u8 day, u8 night, u32 daynight_ratio)
{
s32 rg = (day * daynight_ratio + night * (1000-daynight_ratio)) / 1000;
// Emphase blue a bit in darker places
// Each entry of this array represents a range of 8 blue levels
- static u8 emphase_blue_when_dark[32] = {
+ static const u8 emphase_blue_when_dark[32] = {
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 = irr::core::clamp (b, 0, 255);
// Artificial light is yellow-ish
- static u8 emphase_yellow_when_artificial[16] = {
+ 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];
mapblock_mesh_generate_special(data, collector);
- m_highlight_mesh_color = data->m_highlight_mesh_color;
+ m_highlight_mesh_color = data->m_highlight_mesh_color;
/*
Convert MeshCollector to SMesh
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();