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();
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;
} 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) {
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)
*/
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);
}
/*
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){