Pass pointer to nodedef directly to avoid recalculation in quite often called function

This commit is contained in:
sapier 2014-04-06 10:32:57 +02:00
parent 28854495b1
commit 556bdc260a
3 changed files with 23 additions and 26 deletions

@ -219,7 +219,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
if(ntop.getContent() == c_flowing || ntop.getContent() == c_source)
top_is_same_liquid = true;
u16 l = getInteriorLight(n, 0, data);
u16 l = getInteriorLight(n, 0, nodedef);
video::SColor c = MapBlock_LightColor(f.alpha, l, decode_light(f.light_source));
/*
@ -389,10 +389,10 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
}
// Use the light of the node on top if possible
else if(nodedef->get(ntop).param_type == CPT_LIGHT)
l = getInteriorLight(ntop, 0, data);
l = getInteriorLight(ntop, 0, nodedef);
// Otherwise use the light of this node (the liquid)
else
l = getInteriorLight(n, 0, data);
l = getInteriorLight(n, 0, nodedef);
video::SColor c = MapBlock_LightColor(f.alpha, l, decode_light(f.light_source));
u8 range = rangelim(nodedef->get(c_flowing).liquid_range, 1, 8);
@ -696,7 +696,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
{
TileSpec tile = getNodeTile(n, p, v3s16(0,0,0), data);
u16 l = getInteriorLight(n, 1, data);
u16 l = getInteriorLight(n, 1, nodedef);
video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
for(u32 j=0; j<6; j++)
@ -758,7 +758,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
TileSpec tiles[2];
tiles[0] = getNodeTile(n, p, dirs[0], data);
tiles[1] = getNodeTile(n, p, dirs[1], data);
u16 l = getInteriorLight(n, 1, data);
u16 l = getInteriorLight(n, 1, nodedef);
video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
v3f pos = intToFloat(p, BS);
static const float a=BS/2;
@ -876,7 +876,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
TileSpec tile_leaves = getNodeTile(n, p,
v3s16(0,0,0), data);
u16 l = getInteriorLight(n, 1, data);
u16 l = getInteriorLight(n, 1, nodedef);
video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
v3f pos = intToFloat(p, BS);
@ -909,7 +909,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
tile.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING;
tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
u16 l = getInteriorLight(n, 1, data);
u16 l = getInteriorLight(n, 1, nodedef);
video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
float s = BS/2*f.visual_scale;
@ -950,7 +950,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
tile.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING;
tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
u16 l = getInteriorLight(n, 0, data);
u16 l = getInteriorLight(n, 0, nodedef);
video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
float d = (float)BS/16;
@ -993,7 +993,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
TileSpec tile = getNodeTileN(n, p, 0, data);
tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
u16 l = getInteriorLight(n, 1, data);
u16 l = getInteriorLight(n, 1, nodedef);
video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
float s = BS/2*f.visual_scale;
@ -1045,7 +1045,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
texturestring_rot,
&tile_rot.texture_id);
u16 l = getInteriorLight(n, 1, data);
u16 l = getInteriorLight(n, 1, nodedef);
video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
const f32 post_rad=(f32)BS/8;
@ -1294,7 +1294,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
tile.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING;
tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
u16 l = getInteriorLight(n, 0, data);
u16 l = getInteriorLight(n, 0, nodedef);
video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
float d = (float)BS/64;
@ -1333,7 +1333,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
};
TileSpec tiles[6];
u16 l = getInteriorLight(n, 0, data);
u16 l = getInteriorLight(n, 0, nodedef);
video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
v3f pos = intToFloat(p, BS);

@ -150,9 +150,8 @@ void MeshMakeData::setSmoothLighting(bool smooth_lighting)
Single light bank.
*/
static u8 getInteriorLight(enum LightBank bank, MapNode n, s32 increment,
MeshMakeData *data)
INodeDefManager *ndef)
{
INodeDefManager *ndef = data->m_gamedef->ndef();
u8 light = n.getLight(bank, ndef);
while(increment > 0)
@ -173,10 +172,10 @@ static u8 getInteriorLight(enum LightBank bank, MapNode n, s32 increment,
Calculate non-smooth lighting at interior of node.
Both light banks.
*/
u16 getInteriorLight(MapNode n, s32 increment, MeshMakeData *data)
u16 getInteriorLight(MapNode n, s32 increment, INodeDefManager *ndef)
{
u16 day = getInteriorLight(LIGHTBANK_DAY, n, increment, data);
u16 night = getInteriorLight(LIGHTBANK_NIGHT, n, increment, data);
u16 day = getInteriorLight(LIGHTBANK_DAY, n, increment, ndef);
u16 night = getInteriorLight(LIGHTBANK_NIGHT, n, increment, ndef);
return day | (night << 8);
}
@ -185,10 +184,8 @@ u16 getInteriorLight(MapNode n, s32 increment, MeshMakeData *data)
Single light bank.
*/
static u8 getFaceLight(enum LightBank bank, MapNode n, MapNode n2,
v3s16 face_dir, MeshMakeData *data)
v3s16 face_dir, INodeDefManager *ndef)
{
INodeDefManager *ndef = data->m_gamedef->ndef();
u8 light;
u8 l1 = n.getLight(bank, ndef);
u8 l2 = n2.getLight(bank, ndef);
@ -227,10 +224,10 @@ static u8 getFaceLight(enum LightBank bank, MapNode n, MapNode n2,
Calculate non-smooth lighting at face of node.
Both light banks.
*/
u16 getFaceLight(MapNode n, MapNode n2, v3s16 face_dir, MeshMakeData *data)
u16 getFaceLight(MapNode n, MapNode n2, v3s16 face_dir, INodeDefManager *ndef)
{
u16 day = getFaceLight(LIGHTBANK_DAY, n, n2, face_dir, data);
u16 night = getFaceLight(LIGHTBANK_NIGHT, n, n2, face_dir, data);
u16 day = getFaceLight(LIGHTBANK_DAY, n, n2, face_dir, ndef);
u16 night = getFaceLight(LIGHTBANK_NIGHT, n, n2, face_dir, ndef);
return day | (night << 8);
}
@ -812,7 +809,7 @@ static void getTileInfo(
if(data->m_smooth_lighting == false)
{
lights[0] = lights[1] = lights[2] = lights[3] =
getFaceLight(n0, n1, face_dir, data);
getFaceLight(n0, n1, face_dir, ndef);
}
else
{

@ -172,8 +172,8 @@ inline video::SColor MapBlock_LightColor(u8 alpha, u16 light, u8 light_source=0)
}
// Compute light at node
u16 getInteriorLight(MapNode n, s32 increment, MeshMakeData *data);
u16 getFaceLight(MapNode n, MapNode n2, v3s16 face_dir, MeshMakeData *data);
u16 getInteriorLight(MapNode n, s32 increment, INodeDefManager *ndef);
u16 getFaceLight(MapNode n, MapNode n2, v3s16 face_dir, INodeDefManager *ndef);
u16 getSmoothLight(v3s16 p, v3s16 corner, MeshMakeData *data);
// Retrieves the TileSpec of a face of a node