forked from Mirrorlandia_minetest/minetest
Smooth day-night transitions
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041585a78e
commit
804a7875a2
@ -544,7 +544,7 @@ void Camera::wield(const ItemStack &item)
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void Camera::drawWieldedTool()
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{
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// Set vertex colors of wield mesh according to light level
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u8 li = decode_light(m_wieldlight);
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u8 li = m_wieldlight;
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video::SColor color(255,li,li,li);
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setMeshColor(m_wieldnode->getMesh(), color);
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@ -20,23 +20,49 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#ifndef DAYNIGHTRATIO_HEADER
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#define DAYNIGHTRATIO_HEADER
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inline u32 time_to_daynight_ratio(u32 time_of_day)
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inline u32 time_to_daynight_ratio(float time_of_day, bool smooth)
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{
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s32 t = time_of_day%24000;
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if(t < 4500 || t >= 19500)
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return 150;
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else if(t < 4750 || t >= 19250)
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return 250;
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else if(t < 5000 || t >= 19000)
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return 350;
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else if(t < 5250 || t >= 18750)
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return 500;
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else if(t < 5500 || t >= 18500)
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return 675;
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else if(t < 5750 || t >= 18250)
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return 875;
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else
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float t = time_of_day;
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if(t < 0)
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t += ((int)(-t)/24000)*24000;
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if(t >= 24000)
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t -= ((int)(t)/24000)*24000;
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if(t > 12000)
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t = 24000 - t;
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float values[][2] = {
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{4250+125, 150},
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{4500+125, 150},
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{4750+125, 250},
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{5000+125, 350},
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{5250+125, 500},
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{5500+125, 675},
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{5750+125, 875},
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{6000+125, 1000},
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{6250+125, 1000},
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};
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if(!smooth){
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float lastt = values[0][0];
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for(u32 i=1; i<sizeof(values)/sizeof(*values); i++){
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float t0 = values[i][0];
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float switch_t = (t0 + lastt) / 2;
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lastt = t0;
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if(switch_t <= t)
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continue;
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return values[i][1];
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}
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return 1000;
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} else {
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for(u32 i=0; i<sizeof(values)/sizeof(*values); i++){
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if(values[i][0] <= t)
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continue;
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if(i == 0)
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return values[i][1];
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float td0 = values[i][0] - values[i-1][0];
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float f = (t - values[i-1][0]) / td0;
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return f * values[i][1] + (1.0 - f) * values[i-1][1];
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}
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return 1000;
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}
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}
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#endif
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@ -203,7 +203,8 @@ void Environment::printPlayers(std::ostream &o)
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u32 Environment::getDayNightRatio()
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{
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return time_to_daynight_ratio(m_time_of_day);
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bool smooth = (g_settings->getS32("enable_shaders") != 0);
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return time_to_daynight_ratio(m_time_of_day_f*24000, smooth);
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}
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void Environment::stepTimeOfDay(float dtime)
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@ -2132,15 +2133,15 @@ void ClientEnvironment::step(float dtime)
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}
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// Update lighting on all players on client
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u8 light = LIGHT_MAX;
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float light = 1.0;
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try{
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// Get node at head
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v3s16 p = player->getLightPosition();
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MapNode n = m_map->getNode(p);
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light = n.getLightBlend(getDayNightRatio(), m_gamedef->ndef());
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light = n.getLightBlendF1((float)getDayNightRatio()/1000, m_gamedef->ndef());
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}
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catch(InvalidPositionException &e){
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light = blend_light(getDayNightRatio(), LIGHT_SUN, 0);
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light = blend_light_f1((float)getDayNightRatio()/1000, LIGHT_SUN, 0);
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}
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player->light = light;
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}
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@ -2505,8 +2505,7 @@ void the_game(
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Calculate general brightness
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*/
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u32 daynight_ratio = client.getEnv().getDayNightRatio();
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float time_brightness = (float)decode_light(
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(daynight_ratio * LIGHT_SUN) / 1000) / 255.0;
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float time_brightness = decode_light_f((float)daynight_ratio/1000.0);
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float direct_brightness = 0;
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bool sunlight_seen = false;
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if(g_settings->getBool("free_move")){
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28
src/light.h
28
src/light.h
@ -85,6 +85,24 @@ inline u8 decode_light(u8 light)
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return light_decode_table[light];
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}
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// 0.0 <= light <= 1.0
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// 0.0 <= return value <= 1.0
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inline float decode_light_f(float light_f)
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{
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s32 i = (u32)(light_f * LIGHT_MAX + 0.5);
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if(i <= 0)
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return (float)light_decode_table[0] / 255.0;
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if(i >= LIGHT_MAX)
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return (float)light_decode_table[LIGHT_MAX] / 255.0;
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float v1 = (float)light_decode_table[i-1] / 255.0;
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float v2 = (float)light_decode_table[i] / 255.0;
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float f0 = (float)i - 0.5;
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float f = light_f * LIGHT_MAX - f0;
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return f * v2 + (1.0 - f) * v1;
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}
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// 0 <= daylight_factor <= 1000
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// 0 <= lightday, lightnight <= LIGHT_SUN
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// 0 <= return value <= LIGHT_SUN
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@ -97,5 +115,15 @@ inline u8 blend_light(u32 daylight_factor, u8 lightday, u8 lightnight)
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return l;
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}
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// 0.0 <= daylight_factor <= 1.0
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// 0 <= lightday, lightnight <= LIGHT_SUN
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// 0 <= return value <= 255
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inline u8 blend_light_f1(float daylight_factor, u8 lightday, u8 lightnight)
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{
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u8 l = ((daylight_factor * decode_light(lightday) +
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(1.0-daylight_factor) * decode_light(lightnight)));
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return l;
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}
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#endif
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@ -163,6 +163,16 @@ struct MapNode
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return blend_light(daylight_factor, lightday, lightnight);
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}
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// 0.0 <= daylight_factor <= 1.0
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// 0 <= return value <= LIGHT_SUN
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u8 getLightBlendF1(float daylight_factor, INodeDefManager *nodemgr) const
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{
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u8 lightday = 0;
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u8 lightnight = 0;
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getLightBanks(lightday, lightnight, nodemgr);
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return blend_light_f1(daylight_factor, lightday, lightnight);
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}
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u8 getFaceDir(INodeDefManager *nodemgr) const;
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u8 getWallMounted(INodeDefManager *nodemgr) const;
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v3s16 getWallMountedDir(INodeDefManager *nodemgr) const;
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@ -3604,7 +3604,7 @@ private:
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if(lua_isnumber(L, 3))
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time_of_day = 24000.0 * lua_tonumber(L, 3);
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time_of_day %= 24000;
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u32 dnr = time_to_daynight_ratio(time_of_day);
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u32 dnr = time_to_daynight_ratio(time_of_day, true);
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MapNode n = env->getMap().getNodeNoEx(pos);
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try{
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MapNode n = env->getMap().getNode(pos);
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