cleaned the smooth lighting code a bit
authorPerttu Ahola <celeron55@gmail.com>
Sun, 24 Apr 2011 11:19:35 +0000 (14:19 +0300)
committerPerttu Ahola <celeron55@gmail.com>
Sun, 24 Apr 2011 11:19:35 +0000 (14:19 +0300)
src/mapblock.cpp

index e98ec6e96ef64d92430d00317f78bcd344e28516..284c64300394c02330622e46c8fc0fc3a94737f4 100644 (file)
@@ -133,6 +133,69 @@ u8 getFaceLight(u32 daynight_ratio, MapNode n, MapNode n2,
 
 #ifndef SERVER
 
+/*
+       vertex_dirs: v3s16[4]
+*/
+void getNodeVertexDirs(v3s16 dir, v3s16 *vertex_dirs)
+{
+       /*
+               If looked from outside the node towards the face, the corners are:
+               0: bottom-right
+               1: bottom-left
+               2: top-left
+               3: top-right
+       */
+       if(dir == v3s16(0,0,1))
+       {
+               // If looking towards z+, this is the face that is behind
+               // the center point, facing towards z+.
+               vertex_dirs[0] = v3s16(-1,-1, 1);
+               vertex_dirs[1] = v3s16( 1,-1, 1);
+               vertex_dirs[2] = v3s16( 1, 1, 1);
+               vertex_dirs[3] = v3s16(-1, 1, 1);
+       }
+       else if(dir == v3s16(0,0,-1))
+       {
+               // faces towards Z-
+               vertex_dirs[0] = v3s16( 1,-1,-1);
+               vertex_dirs[1] = v3s16(-1,-1,-1);
+               vertex_dirs[2] = v3s16(-1, 1,-1);
+               vertex_dirs[3] = v3s16( 1, 1,-1);
+       }
+       else if(dir == v3s16(1,0,0))
+       {
+               // faces towards X+
+               vertex_dirs[0] = v3s16( 1,-1, 1);
+               vertex_dirs[1] = v3s16( 1,-1,-1);
+               vertex_dirs[2] = v3s16( 1, 1,-1);
+               vertex_dirs[3] = v3s16( 1, 1, 1);
+       }
+       else if(dir == v3s16(-1,0,0))
+       {
+               // faces towards X-
+               vertex_dirs[0] = v3s16(-1,-1,-1);
+               vertex_dirs[1] = v3s16(-1,-1, 1);
+               vertex_dirs[2] = v3s16(-1, 1, 1);
+               vertex_dirs[3] = v3s16(-1, 1,-1);
+       }
+       else if(dir == v3s16(0,1,0))
+       {
+               // faces towards Y+ (assume Z- as "down" in texture)
+               vertex_dirs[0] = v3s16( 1, 1,-1);
+               vertex_dirs[1] = v3s16(-1, 1,-1);
+               vertex_dirs[2] = v3s16(-1, 1, 1);
+               vertex_dirs[3] = v3s16( 1, 1, 1);
+       }
+       else if(dir == v3s16(0,-1,0))
+       {
+               // faces towards Y- (assume Z+ as "down" in texture)
+               vertex_dirs[0] = v3s16( 1,-1, 1);
+               vertex_dirs[1] = v3s16(-1,-1, 1);
+               vertex_dirs[2] = v3s16(-1,-1,-1);
+               vertex_dirs[3] = v3s16( 1,-1,-1);
+       }
+}
+
 inline video::SColor lightColor(u8 alpha, u8 light)
 {
        return video::SColor(alpha,light,light,light);
@@ -149,6 +212,18 @@ void makeFastFace(TileSpec tile, u8 li0, u8 li1, u8 li2, u8 li3, v3f p,
        posRelative_f *= BS;
 
        v3f vertex_pos[4];
+       v3s16 vertex_dirs[4];
+       getNodeVertexDirs(dir, vertex_dirs);
+       for(u16 i=0; i<4; i++)
+       {
+               vertex_pos[i] = v3f(
+                               BS/2*vertex_dirs[i].X,
+                               BS/2*vertex_dirs[i].Y,
+                               BS/2*vertex_dirs[i].Z
+               );
+       }
+
+       /*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);
@@ -185,7 +260,7 @@ void makeFastFace(TileSpec tile, u8 li0, u8 li1, u8 li2, u8 li3, v3f p,
        {
                for(u16 i=0; i<4; i++)
                        vertex_pos[i].rotateYZBy(90);
-       }
+       }*/
 
        for(u16 i=0; i<4; i++)
        {
@@ -383,6 +458,20 @@ u8 getSmoothLight(v3s16 p, VoxelManipulator &vmanip, u32 daynight_ratio)
        return light;
 }
 
+// Calculate lighting at the given corner of p
+u8 getSmoothLight(v3s16 p, v3s16 corner,
+               VoxelManipulator &vmanip, u32 daynight_ratio)
+{
+       if(corner.X == 1) p.X += 1;
+       else              assert(corner.X == -1);
+       if(corner.Y == 1) p.Y += 1;
+       else              assert(corner.Y == -1);
+       if(corner.Z == 1) p.Z += 1;
+       else              assert(corner.Z == -1);
+       
+       return getSmoothLight(p, vmanip, daynight_ratio);
+}
+
 /*
        startpos:
        translate_dir: unit vector with only one of x, y or z
@@ -415,6 +504,7 @@ void updateFastFaceRow(
 
        for(u16 j=0; j<length; j++)
        {
+               // If tiling can be done, this is set to false in the next step
                bool next_is_different = true;
                
                v3s16 p_next;
@@ -480,7 +570,6 @@ void updateFastFaceRow(
                        /*
                                Create a face if there should be one
                        */
-                       //u8 mf = face_contents(tile0, tile1);
                        // This is hackish
                        u8 content0 = getNodeContent(p, n0, temp_mods);
                        u8 content1 = getNodeContent(p + face_dir, n1, temp_mods);
@@ -498,9 +587,6 @@ void updateFastFaceRow(
                                // First node
                                v3s16 p_first = p - (continuous_tiles_count-1) * translate_dir;
 
-                               v3s16 p_map = blockpos_nodes + p;
-                               v3s16 p_map_first = p_first + blockpos_nodes;
-
                                if(translate_dir.X != 0)
                                {
                                        scale.X = continuous_tiles_count;
@@ -514,8 +600,61 @@ void updateFastFaceRow(
                                        scale.Z = continuous_tiles_count;
                                }
                                
+#if 1
+                               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
+                               {
+                                       // 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))
+                                       {
+                                               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)
+                               {
                                        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);
+#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)
@@ -525,37 +664,37 @@ void updateFastFaceRow(
                                                if(face_dir == v3s16(0,0,1))
                                                {
                                                        // Going along X+, faces in Z+
-                                                       li0 = getSmoothLight(p_map_first+v3s16(0,0,1),
+                                                       li0 = getSmoothLight(p_map_first, v3s16(-1,-1,1),
                                                                        vmanip, daynight_ratio);
-                                                       li1 = getSmoothLight(p_map+v3s16(1,0,1),
+                                                       li1 = getSmoothLight(p_map, v3s16(1,-1,1),
                                                                        vmanip, daynight_ratio);
-                                                       li2 = getSmoothLight(p_map+v3s16(1,1,1),
+                                                       li2 = getSmoothLight(p_mapv3s16(1,1,1),
                                                                        vmanip, daynight_ratio);
-                                                       li3 = getSmoothLight(p_map_first+v3s16(0,1,1),
+                                                       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(0,1,1),
+                                                       li0 = getSmoothLight(p_map_first, v3s16( 1,1,-1),
                                                                        vmanip, daynight_ratio);
-                                                       li1 = getSmoothLight(p_map+v3s16(1,1,1),
+                                                       li1 = getSmoothLight(p_map, v3s16(-1,1,-1),
                                                                        vmanip, daynight_ratio);
-                                                       li2 = getSmoothLight(p_map+v3s16(1,1,0),
+                                                       li2 = getSmoothLight(p_map, v3s16(-1,1,1),
                                                                        vmanip, daynight_ratio);
-                                                       li3 = getSmoothLight(p_map_first+v3s16(0,1,0),
+                                                       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(1,0,1),
+                                                       li0 = getSmoothLight(p_map_first, v3s16(1,-1,1),
                                                                        vmanip, daynight_ratio);
-                                                       li1 = getSmoothLight(p_map+v3s16(1,0,0),
+                                                       li1 = getSmoothLight(p_map, v3s16(1,-1,-1),
                                                                        vmanip, daynight_ratio);
-                                                       li2 = getSmoothLight(p_map+v3s16(1,1,0),
+                                                       li2 = getSmoothLight(p_map, v3s16(1,1,-1),
                                                                        vmanip, daynight_ratio);
-                                                       li3 = getSmoothLight(p_map_first+v3s16(1,1,1),
+                                                       li3 = getSmoothLight(p_map_firstv3s16(1,1,1),
                                                                        vmanip, daynight_ratio);
                                                }
                                                else assert(0);
@@ -577,37 +716,37 @@ void updateFastFaceRow(
                                                if(face_dir == v3s16(0,0,1))
                                                {
                                                        // Going along X+, faces in Z-
-                                                       li0 = getSmoothLight(p_map+v3s16(1,0,0),
+                                                       li0 = getSmoothLight(p_map, v3s16(1,-1,-1),
                                                                        vmanip, daynight_ratio);
-                                                       li1 = getSmoothLight(p_map_first+v3s16(0,0,0),
+                                                       li1 = getSmoothLight(p_map_first, v3s16(-1,-1,-1),
                                                                        vmanip, daynight_ratio);
-                                                       li2 = getSmoothLight(p_map_first+v3s16(0,1,0),
+                                                       li2 = getSmoothLight(p_map_first, v3s16(-1,1,-1),
                                                                        vmanip, daynight_ratio);
-                                                       li3 = getSmoothLight(p_map+v3s16(1,1,0),
+                                                       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(0,0,0),
+                                                       li0 = getSmoothLight(p_map_first, v3s16(-1,-1,1),
                                                                        vmanip, daynight_ratio);
-                                                       li1 = getSmoothLight(p_map+v3s16(1,0,0),
+                                                       li1 = getSmoothLight(p_map, v3s16(1,-1,1),
                                                                        vmanip, daynight_ratio);
-                                                       li2 = getSmoothLight(p_map+v3s16(1,0,1),
+                                                       li2 = getSmoothLight(p_map, v3s16(1,-1,-1),
                                                                        vmanip, daynight_ratio);
-                                                       li3 = getSmoothLight(p_map_first+v3s16(0,0,1),
+                                                       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(0,0,0),
+                                                       li0 = getSmoothLight(p_map_first, v3s16(-1,-1,-1),
                                                                        vmanip, daynight_ratio);
-                                                       li1 = getSmoothLight(p_map+v3s16(0,0,1),
+                                                       li1 = getSmoothLight(p_map, v3s16(-1,-1,1),
                                                                        vmanip, daynight_ratio);
-                                                       li2 = getSmoothLight(p_map+v3s16(0,1,1),
+                                                       li2 = getSmoothLight(p_map, v3s16(-1,1,1),
                                                                        vmanip, daynight_ratio);
-                                                       li3 = getSmoothLight(p_map_first+v3s16(0,1,0),
+                                                       li3 = getSmoothLight(p_map_first, v3s16(-1,1,-1),
                                                                        vmanip, daynight_ratio);
                                                }
                                                else assert(0);
@@ -617,6 +756,7 @@ void updateFastFaceRow(
                                                        sp+face_dir_f, -face_dir, scale,
                                                        posRelative_f, dest);
                                }
+#endif
                        }
 
                        continuous_tiles_count = 0;