Pass light sources in blue channel of vertex color instead of decoded light for all...
authorRealBadAngel <maciej.kasatkin@o2.pl>
Thu, 21 Aug 2014 21:28:01 +0000 (23:28 +0200)
committerRealBadAngel <maciej.kasatkin@o2.pl>
Thu, 21 Aug 2014 21:28:01 +0000 (23:28 +0200)
Plus some style fixes and optimizations.

src/content_mapblock.cpp
src/mapblock_mesh.cpp

index f5b49c662e77d6dd8bb62330267d9ded9d8add58..baa97a987f3a281772f1f004fb9e5520fc7a58e8 100644 (file)
@@ -220,7 +220,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                top_is_same_liquid = true;
 
                        u16 l = getInteriorLight(n, 0, nodedef);
-                       video::SColor c = MapBlock_LightColor(f.alpha, l, decode_light(f.light_source));
+                       video::SColor c = MapBlock_LightColor(f.alpha, l, f.light_source);
 
                        /*
                                Generate sides
@@ -383,7 +383,6 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                        // 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);
                        }
@@ -393,7 +392,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                        // Otherwise use the light of this node (the liquid)
                        else
                                l = getInteriorLight(n, 0, nodedef);
-                       video::SColor c = MapBlock_LightColor(f.alpha, l, decode_light(f.light_source));
+                       video::SColor c = MapBlock_LightColor(f.alpha, l, f.light_source);
                        
                        u8 range = rangelim(nodedef->get(c_flowing).liquid_range, 1, 8);
 
@@ -697,7 +696,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                        TileSpec tile = getNodeTile(n, p, v3s16(0,0,0), data);
 
                        u16 l = getInteriorLight(n, 1, nodedef);
-                       video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
+                       video::SColor c = MapBlock_LightColor(255, l, f.light_source);
 
                        for(u32 j=0; j<6; j++)
                        {
@@ -780,7 +779,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                        param2  = param2 & 63;
                        
                        u16 l = getInteriorLight(n, 1, nodedef);
-                       video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
+                       video::SColor c = MapBlock_LightColor(255, l, f.light_source);
                        v3f pos = intToFloat(p, BS);
                        static const float a = BS / 2;
                        static const float g = a - 0.003;
@@ -985,7 +984,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                        v3s16(0,0,0), data);
 
                        u16 l = getInteriorLight(n, 1, nodedef);
-                       video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
+                       video::SColor c = MapBlock_LightColor(255, l, f.light_source);
 
                        v3f pos = intToFloat(p, BS);
                        aabb3f box(-BS/2,-BS/2,-BS/2,BS/2,BS/2,BS/2);
@@ -1018,7 +1017,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                        tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
 
                        u16 l = getInteriorLight(n, 1, nodedef);
-                       video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
+                       video::SColor c = MapBlock_LightColor(255, l, f.light_source);
 
                        float s = BS/2*f.visual_scale;
                        // Wall at X+ of node
@@ -1059,7 +1058,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                        tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
 
                        u16 l = getInteriorLight(n, 0, nodedef);
-                       video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
+                       video::SColor c = MapBlock_LightColor(255, l, f.light_source);
                                
                        float d = (float)BS/16;
                        float s = BS/2*f.visual_scale;
@@ -1102,7 +1101,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                        tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
                        
                        u16 l = getInteriorLight(n, 1, nodedef);
-                       video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
+                       video::SColor c = MapBlock_LightColor(255, l, f.light_source);
 
                        float s = BS/2*f.visual_scale;
 
@@ -1149,7 +1148,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                        tile_rot.rotation = 1;
 
                        u16 l = getInteriorLight(n, 1, nodedef);
-                       video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
+                       video::SColor c = MapBlock_LightColor(255, l, f.light_source);
 
                        const f32 post_rad=(f32)BS/8;
                        const f32 bar_rad=(f32)BS/16;
@@ -1398,7 +1397,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                        tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
 
                        u16 l = getInteriorLight(n, 0, nodedef);
-                       video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
+                       video::SColor c = MapBlock_LightColor(255, l, f.light_source);
 
                        float d = (float)BS/64;
                        
@@ -1436,8 +1435,8 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                        };
                        TileSpec tiles[6];
                        
-                       u16 l = getInteriorLight(n, 0, nodedef);
-                       video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
+                       u16 l = getInteriorLight(n, 1, nodedef);
+                       video::SColor c = MapBlock_LightColor(255, l, f.light_source);
 
                        v3f pos = intToFloat(p, BS);
 
index ad0fcb436d914a3fb9d6737c15d2cbd4eddab3b5..d3f7c2f3913f8ec513bf4b900dbb07cd2e44071e 100644 (file)
@@ -193,10 +193,7 @@ static u8 getFaceLight(enum LightBank bank, MapNode n, MapNode n2,
        // 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;
 
        return decode_light(light);
@@ -272,16 +269,12 @@ static u8 getSmoothLight(enum LightBank bank, v3s16 p, MeshMakeData *data)
 
        if(ambient_occlusion > 4)
        {
-               //ambient_occlusion -= 4;
-               //light = (float)light / ((float)ambient_occlusion * 0.5 + 1.0);
-               float light_amount = (8 - ambient_occlusion) / 4.0;
-               float light_f = (float)light / 255.0;
-               light_f = pow(light_f, 2.2f); // gamma -> linear space
-               light_f = light_f * light_amount;
-               light_f = pow(light_f, 1.0f/2.2f); // linear -> gamma space
-               if(light_f > 1.0)
-                       light_f = 1.0;
-               light = 255.0 * light_f + 0.5;
+               //calculate table index for gamma space multiplier
+               ambient_occlusion -= 5;
+               //table of precalculated gamma space multiply factors
+               //light^2.2 * factor (0.75, 0.5, 0.25, 0.0), so table holds factor ^ (1 / 2.2)
+               const float light_amount[4] = {0.877424315, 0.729740053, 0.532520545, 0.0};
+               light = core::clamp(core::round32(light*light_amount[ambient_occlusion]), 0, 255);
        }
 
        return light;
@@ -914,21 +907,18 @@ static void updateFastFaceRow(
                                // Floating point conversion of the position vector
                                v3f pf(p_corrected.X, p_corrected.Y, p_corrected.Z);
                                // Center point of face (kind of)
-                               v3f sp = pf - ((f32)continuous_tiles_count / 2. - 0.5) * translate_dir_f;
+                               v3f sp = pf - ((f32)continuous_tiles_count / 2.0 - 0.5) * translate_dir_f;
                                if(continuous_tiles_count != 1)
                                        sp += translate_dir_f;
                                v3f scale(1,1,1);
 
-                               if(translate_dir.X != 0)
-                               {
+                               if(translate_dir.X != 0) {
                                        scale.X = continuous_tiles_count;
                                }
-                               if(translate_dir.Y != 0)
-                               {
+                               if(translate_dir.Y != 0) {
                                        scale.Y = continuous_tiles_count;
                                }
-                               if(translate_dir.Z != 0)
-                               {
+                               if(translate_dir.Z != 0) {
                                        scale.Z = continuous_tiles_count;
                                }
 
@@ -937,7 +927,7 @@ static void updateFastFaceRow(
                                                dest);
 
                                g_profiler->avg("Meshgen: faces drawn by tiling", 0);
-                               for(int i=1; i<continuous_tiles_count; i++){
+                               for(int i = 1; i < continuous_tiles_count; i++){
                                        g_profiler->avg("Meshgen: faces drawn by tiling", 1);
                                }
                        }
@@ -965,8 +955,8 @@ static void updateAllFastFaceRows(MeshMakeData *data,
        /*
                Go through every y,z and get top(y+) faces in rows of x+
        */
-       for(s16 y=0; y<MAP_BLOCKSIZE; y++){
-               for(s16 z=0; z<MAP_BLOCKSIZE; z++){
+       for(s16 y = 0; y < MAP_BLOCKSIZE; y++) {
+               for(s16 z = 0; z < MAP_BLOCKSIZE; z++) {
                        updateFastFaceRow(data,
                                        v3s16(0,y,z),
                                        v3s16(1,0,0), //dir
@@ -980,8 +970,8 @@ static void updateAllFastFaceRows(MeshMakeData *data,
        /*
                Go through every x,y and get right(x+) faces in rows of z+
        */
-       for(s16 x=0; x<MAP_BLOCKSIZE; x++){
-               for(s16 y=0; y<MAP_BLOCKSIZE; y++){
+       for(s16 x = 0; x < MAP_BLOCKSIZE; x++) {
+               for(s16 y = 0; y < MAP_BLOCKSIZE; y++) {
                        updateFastFaceRow(data,
                                        v3s16(x,y,0),
                                        v3s16(0,0,1), //dir
@@ -995,8 +985,8 @@ static void updateAllFastFaceRows(MeshMakeData *data,
        /*
                Go through every y,z and get back(z+) faces in rows of x+
        */
-       for(s16 z=0; z<MAP_BLOCKSIZE; z++){
-               for(s16 y=0; y<MAP_BLOCKSIZE; y++){
+       for(s16 z = 0; z < MAP_BLOCKSIZE; z++) {
+               for(s16 y = 0; y < MAP_BLOCKSIZE; y++) {
                        updateFastFaceRow(data,
                                        v3s16(0,y,z),
                                        v3s16(1,0,0), //dir