// the faces in the list is up-down-right-left-back-front
// (compatible with ContentFeatures).
void MapblockMeshGenerator::drawCuboid(const aabb3f &box,
- TileSpec *tiles, int tilecount, const LightPair *lights, const f32 *txc)
+ TileSpec *tiles, int tilecount, const LightInfo *lights, const f32 *txc)
{
assert(tilecount >= 1 && tilecount <= 6); // pre-condition
if (data->m_smooth_lighting) {
for (int j = 0; j < 24; ++j) {
- vertices[j].Color = encode_light(lights[light_indices[j]],
+ video::S3DVertex &vertex = vertices[j];
+ vertex.Color = encode_light(
+ lights[light_indices[j]].getPair(MYMAX(0.0f, vertex.Normal.Y)),
f->light_source);
if (!f->light_source)
- applyFacesShading(vertices[j].Color, vertices[j].Normal);
+ applyFacesShading(vertex.Color, vertex.Normal);
}
}
// Gets the base lighting values for a node
void MapblockMeshGenerator::getSmoothLightFrame()
{
+ for (int k = 0; k < 8; ++k)
+ frame.sunlight[k] = false;
for (int k = 0; k < 8; ++k) {
LightPair light(getSmoothLightTransparent(blockpos_nodes + p, light_dirs[k], data));
- frame.lightsA[k] = light.lightA;
- frame.lightsB[k] = light.lightB;
+ frame.lightsDay[k] = light.lightDay;
+ frame.lightsNight[k] = light.lightNight;
+ // If there is direct sunlight and no ambient occlusion at some corner,
+ // mark the vertical edge (top and bottom corners) containing it.
+ if (light.lightDay == 255) {
+ frame.sunlight[k] = true;
+ frame.sunlight[k ^ 2] = true;
+ }
}
}
// Calculates vertex light level
// vertex_pos - vertex position in the node (coordinates are clamped to [0.0, 1.0] or so)
-LightPair MapblockMeshGenerator::blendLight(const v3f &vertex_pos)
+LightInfo MapblockMeshGenerator::blendLight(const v3f &vertex_pos)
{
+ // Light levels at (logical) node corners are known. Here,
+ // trilinear interpolation is used to calculate light level
+ // at a given point in the node.
f32 x = core::clamp(vertex_pos.X / BS + 0.5, 0.0 - SMOOTH_LIGHTING_OVERSIZE, 1.0 + SMOOTH_LIGHTING_OVERSIZE);
f32 y = core::clamp(vertex_pos.Y / BS + 0.5, 0.0 - SMOOTH_LIGHTING_OVERSIZE, 1.0 + SMOOTH_LIGHTING_OVERSIZE);
f32 z = core::clamp(vertex_pos.Z / BS + 0.5, 0.0 - SMOOTH_LIGHTING_OVERSIZE, 1.0 + SMOOTH_LIGHTING_OVERSIZE);
- f32 lightA = 0.0;
- f32 lightB = 0.0;
+ f32 lightDay = 0.0; // daylight
+ f32 lightNight = 0.0;
+ f32 lightBoosted = 0.0; // daylight + direct sunlight, if any
for (int k = 0; k < 8; ++k) {
f32 dx = (k & 4) ? x : 1 - x;
f32 dy = (k & 2) ? y : 1 - y;
f32 dz = (k & 1) ? z : 1 - z;
- lightA += dx * dy * dz * frame.lightsA[k];
- lightB += dx * dy * dz * frame.lightsB[k];
+ // Use direct sunlight (255), if any; use daylight otherwise.
+ f32 light_boosted = frame.sunlight[k] ? 255 : frame.lightsDay[k];
+ lightDay += dx * dy * dz * frame.lightsDay[k];
+ lightNight += dx * dy * dz * frame.lightsNight[k];
+ lightBoosted += dx * dy * dz * light_boosted;
}
- return LightPair(lightA, lightB);
+ return LightInfo{lightDay, lightNight, lightBoosted};
}
// Calculates vertex color to be used in mapblock mesh
// tile_color - node's tile color
video::SColor MapblockMeshGenerator::blendLightColor(const v3f &vertex_pos)
{
- LightPair light = blendLight(vertex_pos);
- return encode_light(light, f->light_source);
+ LightInfo light = blendLight(vertex_pos);
+ return encode_light(light.getPair(), f->light_source);
}
video::SColor MapblockMeshGenerator::blendLightColor(const v3f &vertex_pos,
const v3f &vertex_normal)
{
- video::SColor color = blendLightColor(vertex_pos);
+ LightInfo light = blendLight(vertex_pos);
+ video::SColor color = encode_light(light.getPair(MYMAX(0.0f, vertex_normal.Y)), f->light_source);
if (!f->light_source)
applyFacesShading(color, vertex_normal);
return color;
tile_count = 1;
}
if (data->m_smooth_lighting) {
- LightPair lights[8];
+ LightInfo lights[8];
for (int j = 0; j < 8; ++j) {
v3f d;
d.X = (j & 4) ? dx2 : dx1;
// If this liquid emits light and doesn't contain light, draw
// it at what it emits, for an increased effect
u8 e = decode_light(f->light_source);
- light = LightPair(std::max(e, light.lightA), std::max(e, light.lightB));
+ light = LightPair(std::max(e, light.lightDay), std::max(e, light.lightNight));
} else if (nodedef->get(ntop).param_type == CPT_LIGHT) {
// Otherwise, use the light of the node on top if possible
light = LightPair(getInteriorLight(ntop, 0, nodedef));
struct MeshCollector;
struct LightPair {
- u8 lightA;
- u8 lightB;
+ u8 lightDay;
+ u8 lightNight;
LightPair() = default;
- explicit LightPair(u16 value) : lightA(value & 0xff), lightB(value >> 8) {}
- LightPair(u8 valueA, u8 valueB) : lightA(valueA), lightB(valueB) {}
+ explicit LightPair(u16 value) : lightDay(value & 0xff), lightNight(value >> 8) {}
+ LightPair(u8 valueA, u8 valueB) : lightDay(valueA), lightNight(valueB) {}
LightPair(float valueA, float valueB) :
- lightA(core::clamp(core::round32(valueA), 0, 255)),
- lightB(core::clamp(core::round32(valueB), 0, 255)) {}
- operator u16() const { return lightA | lightB << 8; }
+ lightDay(core::clamp(core::round32(valueA), 0, 255)),
+ lightNight(core::clamp(core::round32(valueB), 0, 255)) {}
+ operator u16() const { return lightDay | lightNight << 8; }
+};
+
+struct LightInfo {
+ float light_day;
+ float light_night;
+ float light_boosted;
+
+ LightPair getPair(float sunlight_boost = 0.0) const
+ {
+ return LightPair(
+ (1 - sunlight_boost) * light_day
+ + sunlight_boost * light_boosted,
+ light_night);
+ }
};
struct LightFrame {
- f32 lightsA[8];
- f32 lightsB[8];
+ f32 lightsDay[8];
+ f32 lightsNight[8];
+ bool sunlight[8];
};
class MapblockMeshGenerator
// lighting
void getSmoothLightFrame();
- LightPair blendLight(const v3f &vertex_pos);
+ LightInfo blendLight(const v3f &vertex_pos);
video::SColor blendLightColor(const v3f &vertex_pos);
video::SColor blendLightColor(const v3f &vertex_pos, const v3f &vertex_normal);
// cuboid drawing!
void drawCuboid(const aabb3f &box, TileSpec *tiles, int tilecount,
- const LightPair *lights , const f32 *txc);
+ const LightInfo *lights , const f32 *txc);
void generateCuboidTextureCoords(aabb3f const &box, f32 *coords);
void drawAutoLightedCuboid(aabb3f box, const f32 *txc = NULL,
TileSpec *tiles = NULL, int tile_count = 0);
u8 light_source_max = 0;
u16 light_day = 0;
u16 light_night = 0;
+ bool direct_sunlight = false;
auto add_node = [&] (u8 i, bool obstructed = false) -> bool {
if (obstructed) {
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.getLightNoChecks(LIGHTBANK_DAY, &f));
- light_night += decode_light(n.getLightNoChecks(LIGHTBANK_NIGHT, &f));
+ u8 light_level_day = n.getLightNoChecks(LIGHTBANK_DAY, &f);
+ u8 light_level_night = n.getLightNoChecks(LIGHTBANK_NIGHT, &f);
+ if (light_level_day == LIGHT_SUN)
+ direct_sunlight = true;
+ light_day += decode_light(light_level_day);
+ light_night += decode_light(light_level_night);
light_count++;
} else {
ambient_occlusion++;
light_night /= light_count;
}
+ // boost direct sunlight, if any
+ if (direct_sunlight)
+ light_day = 0xFF;
+
// Boost brightness around light sources
bool skip_ambient_occlusion_day = false;
if (decode_light(light_source_max) >= light_day) {