]> git.lizzy.rs Git - dragonfireclient.git/commitdiff
Try to add a bit of topside brightness when not using shaders
authorPerttu Ahola <celeron55@gmail.com>
Sun, 2 Dec 2012 21:47:27 +0000 (23:47 +0200)
committerPerttu Ahola <celeron55@gmail.com>
Sun, 2 Dec 2012 21:48:11 +0000 (23:48 +0200)
src/mapblock_mesh.cpp

index b2870509b52685843d1e41f2356d0184beaf0490..daebbe217a6642cb691b2d5f7e7342d3bf5d9b78 100644 (file)
@@ -32,6 +32,16 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "settings.h"
 #include "util/directiontables.h"
 
+float srgb_linear_multiply(float f, float m, float max)
+{
+       f = f * f; // SRGB -> Linear
+       f *= m;
+       f = sqrt(f); // Linear -> SRGB
+       if(f > max)
+               f = max;
+       return f;
+}
+
 /*
        MeshMakeData
 */
@@ -1071,11 +1081,19 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data):
                        for(u32 j = 0; j < p.vertices.size(); j++)
                        {
                                video::SColor &vc = p.vertices[j].Color;
+                               // 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);
+                               // Brighten topside (no shaders)
+                               if(p.vertices[j].Normal.Y > 0.5)
+                               {
+                                       vc.setRed  (srgb_linear_multiply(vc.getRed(),   1.3, 255.0));
+                                       vc.setGreen(srgb_linear_multiply(vc.getGreen(), 1.3, 255.0));
+                                       vc.setBlue (srgb_linear_multiply(vc.getBlue(),  1.3, 255.0));
+                               }
                        }
                }
 
@@ -1229,6 +1247,14 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat
                                u8 night = j->second.second;
                                finalColorBlend(vertices[vertexIndex].Color,
                                                day, night, daynight_ratio);
+                               // Brighten topside (no shaders)
+                               if(vertices[vertexIndex].Normal.Y > 0.5)
+                               {
+                                       video::SColor &vc = vertices[vertexIndex].Color;
+                                       vc.setRed  (srgb_linear_multiply(vc.getRed(),   1.3, 255.0));
+                                       vc.setGreen(srgb_linear_multiply(vc.getGreen(), 1.3, 255.0));
+                                       vc.setBlue (srgb_linear_multiply(vc.getBlue(),  1.3, 255.0));
+                               }
                        }
                }
                m_last_daynight_ratio = daynight_ratio;