top_is_same_liquid = true;
u16 l = 0;
+ // If this liquid emits light and doesn't contain light, draw
+ // it at what it emits, for an increased effect
+ u8 light_source = nodedef->get(n).light_source;
+ if(light_source != 0){
+ //l = decode_light(undiminish_light(light_source));
+ l = decode_light(light_source);
+ l = l | (l<<8);
+ }
// Use the light of the node on top if possible
- if(nodedef->get(ntop).param_type == CPT_LIGHT)
+ else if(nodedef->get(ntop).param_type == CPT_LIGHT)
l = getInteriorLight(ntop, 0, data);
// Otherwise use the light of this node (the liquid)
else
else
light = l2;
+ // Boost light level for light sources
+ u8 light_source = MYMAX(ndef->get(n).light_source,
+ ndef->get(n2).light_source);
+ //if(light_source >= light)
+ //return decode_light(undiminish_light(light_source));
+ if(light_source > light)
+ //return decode_light(light_source);
+ light = light_source;
+
// Make some nice difference to different sides
// This makes light come from a corner
u16 ambient_occlusion = 0;
u16 light = 0;
u16 light_count = 0;
+ u8 light_source_max = 0;
for(u32 i=0; i<8; i++)
{
MapNode n = data->m_vmanip.getNodeNoEx(p - dirs8[i]);
const ContentFeatures &f = ndef->get(n);
+ if(f.light_source > light_source_max)
+ light_source_max = f.light_source;
// Check f.solidness because fast-style leaves look
// better this way
if(f.param_type == CPT_LIGHT && f.solidness != 2)
light /= light_count;
+ // Boost brightness around light sources
+ if(decode_light(light_source_max) >= light)
+ //return decode_light(undiminish_light(light_source_max));
+ return decode_light(light_source_max);
+
if(ambient_occlusion > 4)
{
ambient_occlusion -= 4;