Fix ambient occlusion and dark lines at mapblock borders
authornumber Zero <silverunicorn2011@yandex.ru>
Mon, 25 Dec 2017 20:51:48 +0000 (23:51 +0300)
committerparamat <mat.gregory@virginmedia.com>
Fri, 12 Jan 2018 05:44:11 +0000 (05:44 +0000)
src/mapblock_mesh.cpp

index 5d298da3dd6d3c1a8ec593443f68349dba4f2cc7..8e3ae9f35d9702c8585a4baaaf39f80c0d10e53c 100644 (file)
@@ -196,7 +196,7 @@ u16 getFaceLight(MapNode n, MapNode n2, v3s16 face_dir, INodeDefManager *ndef)
        Both light banks
 */
 static u16 getSmoothLightCombined(const v3s16 &p,
-       const std::array<v3s16,8> &dirs, MeshMakeData *data, bool node_solid)
+       const std::array<v3s16,8> &dirs, MeshMakeData *data)
 {
        INodeDefManager *ndef = data->m_client->ndef();
 
@@ -206,8 +206,14 @@ static u16 getSmoothLightCombined(const v3s16 &p,
        u16 light_day = 0;
        u16 light_night = 0;
 
-       auto add_node = [&] (int i) -> const ContentFeatures& {
+       auto add_node = [&] (u8 i, bool obstructed = false) -> bool {
+               if (obstructed) {
+                       ambient_occlusion++;
+                       return false;
+               }
                MapNode n = data->m_vmanip.getNodeNoExNoEmerge(p + dirs[i]);
+               if (n.getContent() == CONTENT_IGNORE)
+                       return true;
                const ContentFeatures &f = ndef->get(n);
                if (f.light_source > light_source_max)
                        light_source_max = f.light_source;
@@ -219,37 +225,24 @@ static u16 getSmoothLightCombined(const v3s16 &p,
                } else {
                        ambient_occlusion++;
                }
-               return f;
+               return f.light_propagates;
        };
 
-       if (node_solid) {
-               ambient_occlusion = 3;
-               bool corner_obstructed = true;
-               for (int i = 0; i < 2; ++i) {
-                       if (add_node(i).light_propagates)
-                               corner_obstructed = false;
-               }
-               add_node(2);
-               add_node(3);
-               if (corner_obstructed)
-                       ambient_occlusion++;
-               else
-                       add_node(4);
-       } else {
-               std::array<bool, 4> obstructed = {{ 1, 1, 1, 1 }};
-               add_node(0);
-               bool opaque1 = !add_node(1).light_propagates;
-               bool opaque2 = !add_node(2).light_propagates;
-               bool opaque3 = !add_node(3).light_propagates;
-               obstructed[0] = opaque1 && opaque2;
-               obstructed[1] = opaque1 && opaque3;
-               obstructed[2] = opaque2 && opaque3;
-               for (int k = 0; k < 4; ++k) {
-                       if (obstructed[k])
-                               ambient_occlusion++;
-                       else if (add_node(k + 4).light_propagates)
-                               obstructed[3] = false;
-               }
+       std::array<bool, 4> obstructed = {{ 1, 1, 1, 1 }};
+       add_node(0);
+       bool opaque1 = !add_node(1);
+       bool opaque2 = !add_node(2);
+       bool opaque3 = !add_node(3);
+       obstructed[0] = opaque1 && opaque2;
+       obstructed[1] = opaque1 && opaque3;
+       obstructed[2] = opaque2 && opaque3;
+       for (u8 k = 0; k < 3; ++k)
+               if (add_node(k + 4, obstructed[k]))
+                       obstructed[3] = false;
+       if (add_node(7, obstructed[3])) { // wrap light around nodes
+               ambient_occlusion -= 3;
+               for (u8 k = 0; k < 3; ++k)
+                       add_node(k + 4, !obstructed[k]);
        }
 
        if (light_count == 0) {
@@ -277,7 +270,7 @@ static u16 getSmoothLightCombined(const v3s16 &p,
                        g_settings->getFloat("ambient_occlusion_gamma"), 0.25, 4.0);
 
                // Table of gamma space multiply factors.
-               static const float light_amount[3] = {
+               static thread_local const float light_amount[3] = {
                        powf(0.75, 1.0 / ao_gamma),
                        powf(0.5,  1.0 / ao_gamma),
                        powf(0.25, 1.0 / ao_gamma)
@@ -304,43 +297,7 @@ static u16 getSmoothLightCombined(const v3s16 &p,
 */
 u16 getSmoothLightSolid(const v3s16 &p, const v3s16 &face_dir, const v3s16 &corner, MeshMakeData *data)
 {
-       v3s16 neighbor_offset1, neighbor_offset2;
-
-       /*
-        * face_dir, neighbor_offset1 and neighbor_offset2 define an
-        * orthonormal basis which is used to define the offsets of the 8
-        * surrounding nodes and to differentiate the "distance" (by going only
-        * along directly neighboring nodes) relative to the node at p.
-        * Apart from the node at p, only the 4 nodes which contain face_dir
-        * can contribute light.
-        */
-       if (face_dir.X != 0) {
-               neighbor_offset1 = v3s16(0, corner.Y, 0);
-               neighbor_offset2 = v3s16(0, 0, corner.Z);
-       } else if (face_dir.Y != 0) {
-               neighbor_offset1 = v3s16(0, 0, corner.Z);
-               neighbor_offset2 = v3s16(corner.X, 0, 0);
-       } else if (face_dir.Z != 0) {
-               neighbor_offset1 = v3s16(corner.X,0,0);
-               neighbor_offset2 = v3s16(0,corner.Y,0);
-       }
-
-       const std::array<v3s16,8> dirs = {{
-               // Always shine light
-               neighbor_offset1 + face_dir,
-               neighbor_offset2 + face_dir,
-               v3s16(0,0,0),
-               face_dir,
-
-               // Can be obstructed
-               neighbor_offset1 + neighbor_offset2 + face_dir,
-
-               // Do not shine light, only for ambient occlusion
-               neighbor_offset1,
-               neighbor_offset2,
-               neighbor_offset1 + neighbor_offset2
-       }};
-       return getSmoothLightCombined(p, dirs, data, true);
+       return getSmoothLightTransparent(p + face_dir, corner - 2 * face_dir, data);
 }
 
 /*
@@ -363,7 +320,7 @@ u16 getSmoothLightTransparent(const v3s16 &p, const v3s16 &corner, MeshMakeData
                v3s16(0,corner.Y,corner.Z),
                v3s16(corner.X,corner.Y,corner.Z)
        }};
-       return getSmoothLightCombined(p, dirs, data, false);
+       return getSmoothLightCombined(p, dirs, data);
 }
 
 void get_sunlight_color(video::SColorf *sunlight, u32 daynight_ratio){