Tuned polygon generation to sort the triangles for nicer gradients
authorPerttu Ahola <celeron55@gmail.com>
Sun, 24 Apr 2011 18:54:04 +0000 (21:54 +0300)
committerPerttu Ahola <celeron55@gmail.com>
Sun, 24 Apr 2011 18:54:04 +0000 (21:54 +0300)
src/mapblock.cpp

index bd63bd015c04e2cb644b1ee21b68fdfcbbabd088..f84c651765a31cd269018fa21545e9fe336f78ca 100644 (file)
@@ -618,50 +618,6 @@ void updateFastFaceRow(
                                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;
-                               p_map_leftmost = p_corrected + blockpos_nodes;
-                               p_map_rightmost = p_first + blockpos_nodes;
-                               
-                               /*if(p != p_corrected)
-                               {
-                                       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;
-                                       }
-                               }*/
-
-                               if(smooth_lighting == false)
-                               {
-                                       li0 = li1 = li2 = li3 = decode_light(light);
-                               }
-                               else
-                               {
-                                       v3s16 vertex_dirs[4];
-                                       getNodeVertexDirs(face_dir_corrected, vertex_dirs);
-                                       
-                                       li0 = getSmoothLight(p_map_rightmost, vertex_dirs[0],
-                                                       vmanip, daynight_ratio);
-                                       li1 = getSmoothLight(p_map_leftmost, vertex_dirs[1],
-                                                       vmanip, daynight_ratio);
-                                       li2 = getSmoothLight(p_map_leftmost, vertex_dirs[2],
-                                                       vmanip, daynight_ratio);
-                                       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);
-                       #endif
                        }
 
                        continuous_tiles_count = 0;
@@ -890,6 +846,7 @@ scene::SMesh* makeMapBlockMesh(MeshMakeData *data)
                        FastFace &f = fastfaces_new[i];
 
                        const u16 indices[] = {0,1,2,2,3,0};
+                       const u16 indices_alternate[] = {0,1,3,2,3,1};
                        
                        video::ITexture *texture = f.tile.texture.atlas;
                        if(texture == NULL)
@@ -898,8 +855,18 @@ scene::SMesh* makeMapBlockMesh(MeshMakeData *data)
                        material.setTexture(0, texture);
                        
                        f.tile.applyMaterialOptions(material);
+
+                       const u16 *indices_p = indices;
+                       
+                       /*
+                               Revert triangles for nicer looking gradient if vertices
+                               1 and 3 have same color or 0 and 2 have different color.
+                       */
+                       if(f.vertices[0].Color != f.vertices[2].Color
+                                       || f.vertices[1].Color == f.vertices[3].Color)
+                               indices_p = indices_alternate;
                        
-                       collector.append(material, f.vertices, 4, indices, 6);
+                       collector.append(material, f.vertices, 4, indices_p, 6);
                }
        }