Optimized smooth lighting calculation code
authorPerttu Ahola <celeron55@gmail.com>
Sun, 24 Apr 2011 18:15:50 +0000 (21:15 +0300)
committerPerttu Ahola <celeron55@gmail.com>
Sun, 24 Apr 2011 18:15:50 +0000 (21:15 +0300)
CMakeLists.txt
doc/changelog.txt
src/game.cpp
src/main.cpp
src/mapblock.cpp

index 1bd5e776b424a555e4c26d59420d6dd40d057a02..d5b8028f614561d9c40ded96405d913c28264f4e 100644 (file)
@@ -9,7 +9,7 @@ project(minetest)
 
 set(VERSION_MAJOR 0)
 set(VERSION_MINOR 2)
-set(VERSION_PATCH 20110424_0)
+set(VERSION_PATCH 20110424_1_dev)
 set(VERSION_STRING "${VERSION_MAJOR}.${VERSION_MINOR}.${VERSION_PATCH}")
 
 # Configuration options
index 574ea60b15508940f0a1c3d1c2d0271d49a027f4..71cbd970da302b9b1432e5c397d29cd9f5a879ac 100644 (file)
@@ -3,6 +3,9 @@ Minetest-c55 changelog
 This should contain all the major changes.
 For minor stuff, refer to the commit log of the repository.
 
+X:
+- Optimized smooth lighting
+
 2011-04-24:
 - Smooth lighting with simple ambient occlusion
 - Updated main menu
index 7eb847e6c95dd9016a4141f70ba6e451aed97863..9054f00cc044f1c24471065fd48bb6b51f72bcb9 100644 (file)
@@ -1229,6 +1229,17 @@ void the_game(
                                s32 dx = input->getMousePos().X - displaycenter.X;
                                s32 dy = input->getMousePos().Y - displaycenter.Y;
                                //std::cout<<"window active, pos difference "<<dx<<","<<dy<<std::endl;
+                               
+                               const float keyspeed = 500;
+                               if(input->isKeyDown(irr::KEY_UP))
+                                       dy -= dtime * keyspeed;
+                               if(input->isKeyDown(irr::KEY_DOWN))
+                                       dy += dtime * keyspeed;
+                               if(input->isKeyDown(irr::KEY_LEFT))
+                                       dx -= dtime * keyspeed;
+                               if(input->isKeyDown(irr::KEY_RIGHT))
+                                       dx += dtime * keyspeed;
+
                                camera_yaw -= dx*0.2;
                                camera_pitch += dy*0.2;
                                if(camera_pitch < -89.5) camera_pitch = -89.5;
index 3bc4de7778ac367bf79a6d82845381f3973bdaed..51a407827c6cc273a99175b9a3c403239a2e8e8b 100644 (file)
@@ -167,6 +167,10 @@ TODO: Better control of draw_control.wanted_max_blocks
 TODO: Get player texture (and some others) from the specified texture\r
       directory\r
 \r
+SUGG: Simple light color information to air\r
+\r
+TODO: Block mesh generator to tile properly on smooth lighting\r
+\r
 Configuration:\r
 --------------\r
 \r
@@ -189,6 +193,8 @@ TODO: Don't update all meshes always on single node changes, but
 \r
 - Tool/weapon visualization\r
 \r
+FIXME: When disconnected to the menu, memory is not freed properly\r
+\r
 Server:\r
 -------\r
 \r
index 284c64300394c02330622e46c8fc0fc3a94737f4..c89cf46da95693b3ae163f0c23154c24c52044d3 100644 (file)
@@ -223,45 +223,6 @@ void makeFastFace(TileSpec tile, u8 li0, u8 li1, u8 li2, u8 li3, v3f p,
                );
        }
 
-       /*v3f vertex_pos[4];
-       // If looking towards z+, this is the face that is behind
-       // the center point, facing towards z+.
-       vertex_pos[0] = v3f(-BS/2,-BS/2,BS/2);
-       vertex_pos[1] = v3f( BS/2,-BS/2,BS/2);
-       vertex_pos[2] = v3f( BS/2, BS/2,BS/2);
-       vertex_pos[3] = v3f(-BS/2, BS/2,BS/2);
-       
-       if(dir == v3s16(0,0,1))
-       {
-               for(u16 i=0; i<4; i++)
-                       vertex_pos[i].rotateXZBy(0);
-       }
-       else if(dir == v3s16(0,0,-1))
-       {
-               for(u16 i=0; i<4; i++)
-                       vertex_pos[i].rotateXZBy(180);
-       }
-       else if(dir == v3s16(1,0,0))
-       {
-               for(u16 i=0; i<4; i++)
-                       vertex_pos[i].rotateXZBy(-90);
-       }
-       else if(dir == v3s16(-1,0,0))
-       {
-               for(u16 i=0; i<4; i++)
-                       vertex_pos[i].rotateXZBy(90);
-       }
-       else if(dir == v3s16(0,1,0))
-       {
-               for(u16 i=0; i<4; i++)
-                       vertex_pos[i].rotateYZBy(-90);
-       }
-       else if(dir == v3s16(0,-1,0))
-       {
-               for(u16 i=0; i<4; i++)
-                       vertex_pos[i].rotateYZBy(90);
-       }*/
-
        for(u16 i=0; i<4; i++)
        {
                vertex_pos[i].X *= scale.X;
@@ -472,6 +433,73 @@ u8 getSmoothLight(v3s16 p, v3s16 corner,
        return getSmoothLight(p, vmanip, daynight_ratio);
 }
 
+void getTileInfo(
+               // Input:
+               v3s16 blockpos_nodes,
+               v3s16 p,
+               v3s16 face_dir,
+               u32 daynight_ratio,
+               VoxelManipulator &vmanip,
+               NodeModMap &temp_mods,
+               bool smooth_lighting,
+               // Output:
+               bool &makes_face,
+               v3s16 &p_corrected,
+               v3s16 &face_dir_corrected,
+               u8 *lights,
+               TileSpec &tile
+       )
+{
+       MapNode n0 = vmanip.getNodeNoEx(blockpos_nodes + p);
+       MapNode n1 = vmanip.getNodeNoEx(blockpos_nodes + p + face_dir);
+       TileSpec tile0 = getNodeTile(n0, p, face_dir, temp_mods);
+       TileSpec tile1 = getNodeTile(n1, p + face_dir, -face_dir, temp_mods);
+       
+       // This is hackish
+       u8 content0 = getNodeContent(p, n0, temp_mods);
+       u8 content1 = getNodeContent(p + face_dir, n1, temp_mods);
+       u8 mf = face_contents(content0, content1);
+
+       if(mf == 0)
+       {
+               makes_face = false;
+               return;
+       }
+
+       makes_face = true;
+       
+       if(mf == 1)
+       {
+               tile = tile0;
+               p_corrected = p;
+               face_dir_corrected = face_dir;
+       }
+       else
+       {
+               tile = tile1;
+               p_corrected = p + face_dir;
+               face_dir_corrected = -face_dir;
+       }
+       
+       if(smooth_lighting == false)
+       {
+               lights[0] = lights[1] = lights[2] = lights[3] =
+                               decode_light(getFaceLight(daynight_ratio, n0, n1, face_dir));
+       }
+       else
+       {
+               v3s16 vertex_dirs[4];
+               getNodeVertexDirs(face_dir_corrected, vertex_dirs);
+               for(u16 i=0; i<4; i++)
+               {
+                       lights[i] = getSmoothLight(blockpos_nodes + p_corrected,
+                                       vertex_dirs[i], vmanip, daynight_ratio);
+               }
+       }
+       
+       return;
+}
+
 /*
        startpos:
        translate_dir: unit vector with only one of x, y or z
@@ -496,11 +524,14 @@ void updateFastFaceRow(
        
        u16 continuous_tiles_count = 0;
        
-       MapNode n0 = vmanip.getNodeNoEx(blockpos_nodes + p);
-       MapNode n1 = vmanip.getNodeNoEx(blockpos_nodes + p + face_dir);
-       TileSpec tile0 = getNodeTile(n0, p, face_dir, temp_mods);
-       TileSpec tile1 = getNodeTile(n1, p + face_dir, -face_dir, temp_mods);
-       u8 light = getFaceLight(daynight_ratio, n0, n1, face_dir);
+       bool makes_face;
+       v3s16 p_corrected;
+       v3s16 face_dir_corrected;
+       u8 lights[4];
+       TileSpec tile;
+       getTileInfo(blockpos_nodes, p, face_dir, daynight_ratio,
+                       vmanip, temp_mods, smooth_lighting,
+                       makes_face, p_corrected, face_dir_corrected, lights, tile);
 
        for(u16 j=0; j<length; j++)
        {
@@ -508,11 +539,12 @@ void updateFastFaceRow(
                bool next_is_different = true;
                
                v3s16 p_next;
-               MapNode n0_next;
-               MapNode n1_next;
-               TileSpec tile0_next;
-               TileSpec tile1_next;
-               u8 light_next = 0;
+               
+               bool next_makes_face;
+               v3s16 next_p_corrected;
+               v3s16 next_face_dir_corrected;
+               u8 next_lights[4];
+               TileSpec next_tile;
                
                // If at last position, there is nothing to compare to and
                // the face must be drawn anyway
@@ -520,15 +552,20 @@ void updateFastFaceRow(
                {
                        p_next = p + translate_dir;
                        
-                       n0_next = vmanip.getNodeNoEx(blockpos_nodes + p_next);
-                       n1_next = vmanip.getNodeNoEx(blockpos_nodes + p_next + face_dir);
-                       tile0_next = getNodeTile(n0_next, p_next, face_dir, temp_mods);
-                       tile1_next = getNodeTile(n1_next,p_next+face_dir,-face_dir, temp_mods);
-                       light_next = getFaceLight(daynight_ratio, n0_next, n1_next, face_dir);
-
-                       if(tile0_next == tile0
-                                       && tile1_next == tile1
-                                       && light_next == light)
+                       getTileInfo(blockpos_nodes, p_next, face_dir, daynight_ratio,
+                                       vmanip, temp_mods, smooth_lighting,
+                                       next_makes_face, next_p_corrected,
+                                       next_face_dir_corrected, next_lights,
+                                       next_tile);
+                       
+                       if(next_makes_face == makes_face
+                                       && next_p_corrected == p_corrected
+                                       && next_face_dir_corrected == face_dir_corrected
+                                       && next_lights[0] == lights[0]
+                                       && next_lights[1] == lights[1]
+                                       && next_lights[2] == lights[2]
+                                       && next_lights[3] == lights[3]
+                                       && next_tile == tile)
                        {
                                next_is_different = false;
                        }
@@ -542,24 +579,15 @@ void updateFastFaceRow(
                        If there is no texture, it can be tiled infinitely.
                        If tiled==0, it means the texture can be tiled infinitely.
                        Otherwise check tiled agains continuous_tiles_count.
-
-                       This check has to be made for both tiles, because this is
-                       a bit hackish and we know which one we're using only when
-                       the decision to make the faces is made.
                */
-               if(tile0.texture.atlas != NULL && tile0.texture.tiled != 0)
+               if(tile.texture.atlas != NULL && tile.texture.tiled != 0)
                {
-                       if(tile0.texture.tiled <= continuous_tiles_count)
-                               end_of_texture = true;
-               }
-               if(tile1.texture.atlas != NULL && tile1.texture.tiled != 0)
-               {
-                       if(tile1.texture.tiled <= continuous_tiles_count)
+                       if(tile.texture.tiled <= continuous_tiles_count)
                                end_of_texture = true;
                }
                
                // Do this to disable tiling textures
-               //end_of_texture = true; //DEBUG
+               end_of_texture = true; //DEBUG
                
                // Disable tiling of textures if smooth lighting is used
                if(smooth_lighting)
@@ -570,22 +598,13 @@ void updateFastFaceRow(
                        /*
                                Create a face if there should be one
                        */
-                       // This is hackish
-                       u8 content0 = getNodeContent(p, n0, temp_mods);
-                       u8 content1 = getNodeContent(p + face_dir, n1, temp_mods);
-                       u8 mf = face_contents(content0, content1);
-                       
-                       if(mf != 0)
+                       if(makes_face)
                        {
                                // Floating point conversion of the position vector
-                               v3f pf(p.X, p.Y, p.Z);
+                               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 scale(1,1,1);
-                               u8 li0=255, li1=255, li2=255, li3=255;
-
-                               // First node
-                               v3s16 p_first = p - (continuous_tiles_count-1) * translate_dir;
 
                                if(translate_dir.X != 0)
                                {
@@ -600,35 +619,30 @@ void updateFastFaceRow(
                                        scale.Z = continuous_tiles_count;
                                }
                                
-#if 1
+                               makeFastFace(tile, lights[0], lights[1], lights[2], lights[3],
+                                               sp, face_dir_corrected, scale,
+                                               posRelative_f, dest);
+
+                       #if 0
+                               // First node
+                               v3s16 p_first = p_corrected - (continuous_tiles_count-1)
+                                               * translate_dir;
+
                                v3s16 p_map_leftmost;
                                v3s16 p_map_rightmost;
-                               v3s16 face_dir_corrected;
-                               TileSpec tile;
-
-                               if(mf == 1)
-                               {
-                                       tile = tile0;
-                                       face_dir_corrected = face_dir;
-                                       p_map_leftmost = p + blockpos_nodes;
-                                       p_map_rightmost = p_first + blockpos_nodes;
-                               }
-                               else
+                               p_map_leftmost = p_corrected + blockpos_nodes;
+                               p_map_rightmost = p_first + blockpos_nodes;
+                               
+                               /*if(p != p_corrected)
                                {
-                                       // Offset to the actual solid block
-                                       p_map_leftmost = p + blockpos_nodes + face_dir;
-                                       p_map_rightmost = p_first + blockpos_nodes + face_dir;
-                                       /*if(face_dir == v3s16(0,0,1))
+                                       if(face_dir == v3s16(0,0,1))
                                        {
                                                v3s16 orig_leftmost = p_map_leftmost;
                                                v3s16 orig_rightmost = p_map_leftmost;
                                                p_map_leftmost = orig_rightmost;
                                                p_map_rightmost = orig_leftmost;
-                                       }*/
-                                       sp += face_dir_f;
-                                       face_dir_corrected = -face_dir;
-                                       tile = tile1;
-                               }
+                                       }
+                               }*/
 
                                if(smooth_lighting == false)
                                {
@@ -648,123 +662,22 @@ void updateFastFaceRow(
                                        li3 = getSmoothLight(p_map_rightmost, vertex_dirs[3],
                                                        vmanip, daynight_ratio);
                                }
-
                                makeFastFace(tile, li0, li1, li2, li3,
                                                sp, face_dir_corrected, scale,
                                                posRelative_f, dest);
-#else
-                               v3s16 p_map = p + blockpos_nodes;
-                               v3s16 p_map_first = p_first + blockpos_nodes;
-
-                               // If node at sp (tile0) is more solid
-                               if(mf == 1)
-                               {
-                                       if(smooth_lighting)
-                                       {
-                                               if(face_dir == v3s16(0,0,1))
-                                               {
-                                                       // Going along X+, faces in Z+
-                                                       li0 = getSmoothLight(p_map_first, v3s16(-1,-1,1),
-                                                                       vmanip, daynight_ratio);
-                                                       li1 = getSmoothLight(p_map, v3s16(1,-1,1),
-                                                                       vmanip, daynight_ratio);
-                                                       li2 = getSmoothLight(p_map, v3s16(1,1,1),
-                                                                       vmanip, daynight_ratio);
-                                                       li3 = getSmoothLight(p_map_first, v3s16(-1,1,1),
-                                                                       vmanip, daynight_ratio);
-                                               }
-                                               else if(face_dir == v3s16(0,1,0))
-                                               {
-                                                       // Going along X+, faces in Y+
-                                                       li0 = getSmoothLight(p_map_first, v3s16( 1,1,-1),
-                                                                       vmanip, daynight_ratio);
-                                                       li1 = getSmoothLight(p_map, v3s16(-1,1,-1),
-                                                                       vmanip, daynight_ratio);
-                                                       li2 = getSmoothLight(p_map, v3s16(-1,1,1),
-                                                                       vmanip, daynight_ratio);
-                                                       li3 = getSmoothLight(p_map_first, v3s16( 1,1,1),
-                                                                       vmanip, daynight_ratio);
-                                               }
-                                               else if(face_dir == v3s16(1,0,0))
-                                               {
-                                                       // Going along Z+, faces in X+
-                                                       li0 = getSmoothLight(p_map_first, v3s16(1,-1,1),
-                                                                       vmanip, daynight_ratio);
-                                                       li1 = getSmoothLight(p_map, v3s16(1,-1,-1),
-                                                                       vmanip, daynight_ratio);
-                                                       li2 = getSmoothLight(p_map, v3s16(1,1,-1),
-                                                                       vmanip, daynight_ratio);
-                                                       li3 = getSmoothLight(p_map_first, v3s16(1,1,1),
-                                                                       vmanip, daynight_ratio);
-                                               }
-                                               else assert(0);
-                                       }
-
-                                       makeFastFace(tile0, li0, li1, li2, li3,
-                                                       sp, face_dir, scale,
-                                                       posRelative_f, dest);
-                               }
-                               // If node at sp is less solid (mf == 2)
-                               else
-                               {
-                                       if(smooth_lighting)
-                                       {
-                                               // Offset to the actual solid block
-                                               p_map += face_dir;
-                                               p_map_first += face_dir;
-                                               
-                                               if(face_dir == v3s16(0,0,1))
-                                               {
-                                                       // Going along X+, faces in Z-
-                                                       li0 = getSmoothLight(p_map, v3s16(1,-1,-1),
-                                                                       vmanip, daynight_ratio);
-                                                       li1 = getSmoothLight(p_map_first, v3s16(-1,-1,-1),
-                                                                       vmanip, daynight_ratio);
-                                                       li2 = getSmoothLight(p_map_first, v3s16(-1,1,-1),
-                                                                       vmanip, daynight_ratio);
-                                                       li3 = getSmoothLight(p_map, v3s16(1,1,-1),
-                                                                       vmanip, daynight_ratio);
-                                               }
-                                               else if(face_dir == v3s16(0,1,0))
-                                               {
-                                                       // Going along X+, faces in Y-
-                                                       li0 = getSmoothLight(p_map_first, v3s16(-1,-1,1),
-                                                                       vmanip, daynight_ratio);
-                                                       li1 = getSmoothLight(p_map, v3s16(1,-1,1),
-                                                                       vmanip, daynight_ratio);
-                                                       li2 = getSmoothLight(p_map, v3s16(1,-1,-1),
-                                                                       vmanip, daynight_ratio);
-                                                       li3 = getSmoothLight(p_map_first, v3s16(-1,-1,-1),
-                                                                       vmanip, daynight_ratio);
-                                               }
-                                               else if(face_dir == v3s16(1,0,0))
-                                               {
-                                                       // Going along Z+, faces in X-
-                                                       li0 = getSmoothLight(p_map_first, v3s16(-1,-1,-1),
-                                                                       vmanip, daynight_ratio);
-                                                       li1 = getSmoothLight(p_map, v3s16(-1,-1,1),
-                                                                       vmanip, daynight_ratio);
-                                                       li2 = getSmoothLight(p_map, v3s16(-1,1,1),
-                                                                       vmanip, daynight_ratio);
-                                                       li3 = getSmoothLight(p_map_first, v3s16(-1,1,-1),
-                                                                       vmanip, daynight_ratio);
-                                               }
-                                               else assert(0);
-                                       }
-
-                                       makeFastFace(tile1, li0, li1, li2, li3,
-                                                       sp+face_dir_f, -face_dir, scale,
-                                                       posRelative_f, dest);
-                               }
-#endif
+                       #endif
                        }
 
                        continuous_tiles_count = 0;
-                       n0 = n0_next;
-                       n1 = n1_next;
-                       tile0 = tile0_next;
-                       tile1 = tile1_next;
-                       light = light_next;
+                       
+                       makes_face = next_makes_face;
+                       p_corrected = next_p_corrected;
+                       face_dir_corrected = next_face_dir_corrected;
+                       lights[0] = next_lights[0];
+                       lights[1] = next_lights[1];
+                       lights[2] = next_lights[2];
+                       lights[3] = next_lights[3];
+                       tile = next_tile;
                }
                
                p = p_next;