forked from Mirrorlandia_minetest/minetest
Fix node-nodebox lighting difference in direct sunlight (#7061)
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b1c0e9953f
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0358ae789a
@ -151,7 +151,7 @@ void MapblockMeshGenerator::drawQuad(v3f *coords, const v3s16 &normal,
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// the faces in the list is up-down-right-left-back-front
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// the faces in the list is up-down-right-left-back-front
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// (compatible with ContentFeatures).
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// (compatible with ContentFeatures).
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void MapblockMeshGenerator::drawCuboid(const aabb3f &box,
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void MapblockMeshGenerator::drawCuboid(const aabb3f &box,
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TileSpec *tiles, int tilecount, const LightPair *lights, const f32 *txc)
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TileSpec *tiles, int tilecount, const LightInfo *lights, const f32 *txc)
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{
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{
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assert(tilecount >= 1 && tilecount <= 6); // pre-condition
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assert(tilecount >= 1 && tilecount <= 6); // pre-condition
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@ -263,10 +263,12 @@ void MapblockMeshGenerator::drawCuboid(const aabb3f &box,
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if (data->m_smooth_lighting) {
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if (data->m_smooth_lighting) {
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for (int j = 0; j < 24; ++j) {
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for (int j = 0; j < 24; ++j) {
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vertices[j].Color = encode_light(lights[light_indices[j]],
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video::S3DVertex &vertex = vertices[j];
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vertex.Color = encode_light(
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lights[light_indices[j]].getPair(MYMAX(0.0f, vertex.Normal.Y)),
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f->light_source);
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f->light_source);
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if (!f->light_source)
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if (!f->light_source)
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applyFacesShading(vertices[j].Color, vertices[j].Normal);
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applyFacesShading(vertex.Color, vertex.Normal);
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}
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}
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}
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}
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@ -280,30 +282,45 @@ void MapblockMeshGenerator::drawCuboid(const aabb3f &box,
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// Gets the base lighting values for a node
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// Gets the base lighting values for a node
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void MapblockMeshGenerator::getSmoothLightFrame()
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void MapblockMeshGenerator::getSmoothLightFrame()
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{
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{
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for (int k = 0; k < 8; ++k)
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frame.sunlight[k] = false;
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for (int k = 0; k < 8; ++k) {
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for (int k = 0; k < 8; ++k) {
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LightPair light(getSmoothLightTransparent(blockpos_nodes + p, light_dirs[k], data));
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LightPair light(getSmoothLightTransparent(blockpos_nodes + p, light_dirs[k], data));
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frame.lightsA[k] = light.lightA;
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frame.lightsDay[k] = light.lightDay;
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frame.lightsB[k] = light.lightB;
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frame.lightsNight[k] = light.lightNight;
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// If there is direct sunlight and no ambient occlusion at some corner,
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// mark the vertical edge (top and bottom corners) containing it.
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if (light.lightDay == 255) {
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frame.sunlight[k] = true;
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frame.sunlight[k ^ 2] = true;
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}
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}
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}
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}
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}
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// Calculates vertex light level
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// Calculates vertex light level
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// vertex_pos - vertex position in the node (coordinates are clamped to [0.0, 1.0] or so)
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// vertex_pos - vertex position in the node (coordinates are clamped to [0.0, 1.0] or so)
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LightPair MapblockMeshGenerator::blendLight(const v3f &vertex_pos)
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LightInfo MapblockMeshGenerator::blendLight(const v3f &vertex_pos)
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{
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{
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// Light levels at (logical) node corners are known. Here,
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// trilinear interpolation is used to calculate light level
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// at a given point in the node.
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f32 x = core::clamp(vertex_pos.X / BS + 0.5, 0.0 - SMOOTH_LIGHTING_OVERSIZE, 1.0 + SMOOTH_LIGHTING_OVERSIZE);
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f32 x = core::clamp(vertex_pos.X / BS + 0.5, 0.0 - SMOOTH_LIGHTING_OVERSIZE, 1.0 + SMOOTH_LIGHTING_OVERSIZE);
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f32 y = core::clamp(vertex_pos.Y / BS + 0.5, 0.0 - SMOOTH_LIGHTING_OVERSIZE, 1.0 + SMOOTH_LIGHTING_OVERSIZE);
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f32 y = core::clamp(vertex_pos.Y / BS + 0.5, 0.0 - SMOOTH_LIGHTING_OVERSIZE, 1.0 + SMOOTH_LIGHTING_OVERSIZE);
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f32 z = core::clamp(vertex_pos.Z / BS + 0.5, 0.0 - SMOOTH_LIGHTING_OVERSIZE, 1.0 + SMOOTH_LIGHTING_OVERSIZE);
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f32 z = core::clamp(vertex_pos.Z / BS + 0.5, 0.0 - SMOOTH_LIGHTING_OVERSIZE, 1.0 + SMOOTH_LIGHTING_OVERSIZE);
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f32 lightA = 0.0;
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f32 lightDay = 0.0; // daylight
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f32 lightB = 0.0;
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f32 lightNight = 0.0;
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f32 lightBoosted = 0.0; // daylight + direct sunlight, if any
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for (int k = 0; k < 8; ++k) {
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for (int k = 0; k < 8; ++k) {
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f32 dx = (k & 4) ? x : 1 - x;
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f32 dx = (k & 4) ? x : 1 - x;
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f32 dy = (k & 2) ? y : 1 - y;
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f32 dy = (k & 2) ? y : 1 - y;
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f32 dz = (k & 1) ? z : 1 - z;
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f32 dz = (k & 1) ? z : 1 - z;
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lightA += dx * dy * dz * frame.lightsA[k];
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// Use direct sunlight (255), if any; use daylight otherwise.
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lightB += dx * dy * dz * frame.lightsB[k];
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f32 light_boosted = frame.sunlight[k] ? 255 : frame.lightsDay[k];
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lightDay += dx * dy * dz * frame.lightsDay[k];
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lightNight += dx * dy * dz * frame.lightsNight[k];
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lightBoosted += dx * dy * dz * light_boosted;
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}
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}
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return LightPair(lightA, lightB);
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return LightInfo{lightDay, lightNight, lightBoosted};
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}
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}
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// Calculates vertex color to be used in mapblock mesh
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// Calculates vertex color to be used in mapblock mesh
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@ -311,14 +328,15 @@ LightPair MapblockMeshGenerator::blendLight(const v3f &vertex_pos)
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// tile_color - node's tile color
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// tile_color - node's tile color
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video::SColor MapblockMeshGenerator::blendLightColor(const v3f &vertex_pos)
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video::SColor MapblockMeshGenerator::blendLightColor(const v3f &vertex_pos)
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{
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{
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LightPair light = blendLight(vertex_pos);
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LightInfo light = blendLight(vertex_pos);
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return encode_light(light, f->light_source);
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return encode_light(light.getPair(), f->light_source);
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}
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}
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video::SColor MapblockMeshGenerator::blendLightColor(const v3f &vertex_pos,
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video::SColor MapblockMeshGenerator::blendLightColor(const v3f &vertex_pos,
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const v3f &vertex_normal)
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const v3f &vertex_normal)
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{
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{
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video::SColor color = blendLightColor(vertex_pos);
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LightInfo light = blendLight(vertex_pos);
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video::SColor color = encode_light(light.getPair(MYMAX(0.0f, vertex_normal.Y)), f->light_source);
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if (!f->light_source)
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if (!f->light_source)
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applyFacesShading(color, vertex_normal);
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applyFacesShading(color, vertex_normal);
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return color;
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return color;
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@ -365,7 +383,7 @@ void MapblockMeshGenerator::drawAutoLightedCuboid(aabb3f box, const f32 *txc,
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tile_count = 1;
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tile_count = 1;
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}
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}
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if (data->m_smooth_lighting) {
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if (data->m_smooth_lighting) {
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LightPair lights[8];
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LightInfo lights[8];
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for (int j = 0; j < 8; ++j) {
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for (int j = 0; j < 8; ++j) {
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v3f d;
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v3f d;
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d.X = (j & 4) ? dx2 : dx1;
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d.X = (j & 4) ? dx2 : dx1;
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@ -403,7 +421,7 @@ void MapblockMeshGenerator::prepareLiquidNodeDrawing()
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// If this liquid emits light and doesn't contain light, draw
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// If this liquid emits light and doesn't contain light, draw
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// it at what it emits, for an increased effect
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// it at what it emits, for an increased effect
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u8 e = decode_light(f->light_source);
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u8 e = decode_light(f->light_source);
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light = LightPair(std::max(e, light.lightA), std::max(e, light.lightB));
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light = LightPair(std::max(e, light.lightDay), std::max(e, light.lightNight));
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} else if (nodedef->get(ntop).param_type == CPT_LIGHT) {
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} else if (nodedef->get(ntop).param_type == CPT_LIGHT) {
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// Otherwise, use the light of the node on top if possible
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// Otherwise, use the light of the node on top if possible
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light = LightPair(getInteriorLight(ntop, 0, nodedef));
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light = LightPair(getInteriorLight(ntop, 0, nodedef));
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@ -26,21 +26,36 @@ struct MeshMakeData;
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struct MeshCollector;
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struct MeshCollector;
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struct LightPair {
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struct LightPair {
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u8 lightA;
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u8 lightDay;
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u8 lightB;
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u8 lightNight;
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LightPair() = default;
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LightPair() = default;
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explicit LightPair(u16 value) : lightA(value & 0xff), lightB(value >> 8) {}
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explicit LightPair(u16 value) : lightDay(value & 0xff), lightNight(value >> 8) {}
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LightPair(u8 valueA, u8 valueB) : lightA(valueA), lightB(valueB) {}
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LightPair(u8 valueA, u8 valueB) : lightDay(valueA), lightNight(valueB) {}
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LightPair(float valueA, float valueB) :
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LightPair(float valueA, float valueB) :
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lightA(core::clamp(core::round32(valueA), 0, 255)),
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lightDay(core::clamp(core::round32(valueA), 0, 255)),
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lightB(core::clamp(core::round32(valueB), 0, 255)) {}
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lightNight(core::clamp(core::round32(valueB), 0, 255)) {}
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operator u16() const { return lightA | lightB << 8; }
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operator u16() const { return lightDay | lightNight << 8; }
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};
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struct LightInfo {
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float light_day;
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float light_night;
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float light_boosted;
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LightPair getPair(float sunlight_boost = 0.0) const
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{
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return LightPair(
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(1 - sunlight_boost) * light_day
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+ sunlight_boost * light_boosted,
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light_night);
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}
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};
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};
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struct LightFrame {
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struct LightFrame {
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f32 lightsA[8];
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f32 lightsDay[8];
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f32 lightsB[8];
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f32 lightsNight[8];
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bool sunlight[8];
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};
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};
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class MapblockMeshGenerator
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class MapblockMeshGenerator
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@ -69,7 +84,7 @@ public:
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// lighting
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// lighting
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void getSmoothLightFrame();
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void getSmoothLightFrame();
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LightPair blendLight(const v3f &vertex_pos);
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LightInfo blendLight(const v3f &vertex_pos);
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video::SColor blendLightColor(const v3f &vertex_pos);
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video::SColor blendLightColor(const v3f &vertex_pos);
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video::SColor blendLightColor(const v3f &vertex_pos, const v3f &vertex_normal);
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video::SColor blendLightColor(const v3f &vertex_pos, const v3f &vertex_normal);
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@ -85,7 +100,7 @@ public:
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// cuboid drawing!
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// cuboid drawing!
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void drawCuboid(const aabb3f &box, TileSpec *tiles, int tilecount,
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void drawCuboid(const aabb3f &box, TileSpec *tiles, int tilecount,
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const LightPair *lights , const f32 *txc);
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const LightInfo *lights , const f32 *txc);
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void generateCuboidTextureCoords(aabb3f const &box, f32 *coords);
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void generateCuboidTextureCoords(aabb3f const &box, f32 *coords);
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void drawAutoLightedCuboid(aabb3f box, const f32 *txc = NULL,
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void drawAutoLightedCuboid(aabb3f box, const f32 *txc = NULL,
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TileSpec *tiles = NULL, int tile_count = 0);
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TileSpec *tiles = NULL, int tile_count = 0);
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@ -196,6 +196,7 @@ static u16 getSmoothLightCombined(const v3s16 &p,
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u8 light_source_max = 0;
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u8 light_source_max = 0;
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u16 light_day = 0;
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u16 light_day = 0;
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u16 light_night = 0;
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u16 light_night = 0;
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bool direct_sunlight = false;
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auto add_node = [&] (u8 i, bool obstructed = false) -> bool {
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auto add_node = [&] (u8 i, bool obstructed = false) -> bool {
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if (obstructed) {
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if (obstructed) {
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@ -210,8 +211,12 @@ static u16 getSmoothLightCombined(const v3s16 &p,
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light_source_max = f.light_source;
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light_source_max = f.light_source;
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// Check f.solidness because fast-style leaves look better this way
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// Check f.solidness because fast-style leaves look better this way
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if (f.param_type == CPT_LIGHT && f.solidness != 2) {
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if (f.param_type == CPT_LIGHT && f.solidness != 2) {
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light_day += decode_light(n.getLightNoChecks(LIGHTBANK_DAY, &f));
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u8 light_level_day = n.getLightNoChecks(LIGHTBANK_DAY, &f);
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light_night += decode_light(n.getLightNoChecks(LIGHTBANK_NIGHT, &f));
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u8 light_level_night = n.getLightNoChecks(LIGHTBANK_NIGHT, &f);
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if (light_level_day == LIGHT_SUN)
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direct_sunlight = true;
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light_day += decode_light(light_level_day);
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light_night += decode_light(light_level_night);
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light_count++;
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light_count++;
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} else {
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} else {
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ambient_occlusion++;
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ambient_occlusion++;
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@ -243,6 +248,10 @@ static u16 getSmoothLightCombined(const v3s16 &p,
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light_night /= light_count;
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light_night /= light_count;
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}
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}
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// boost direct sunlight, if any
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if (direct_sunlight)
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light_day = 0xFF;
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// Boost brightness around light sources
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// Boost brightness around light sources
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bool skip_ambient_occlusion_day = false;
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bool skip_ambient_occlusion_day = false;
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if (decode_light(light_source_max) >= light_day) {
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if (decode_light(light_source_max) >= light_day) {
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