Made dark places tint slightly in blue

This commit is contained in:
Perttu Ahola 2011-07-23 04:10:17 +03:00
parent 8993d9dd83
commit d67cef0eb7
3 changed files with 36 additions and 16 deletions

@ -21,6 +21,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "content_mapnode.h"
#include "main.h" // For g_settings and g_texturesource
#include "mineral.h"
#include "mapblock_mesh.h" // For MapBlock_LightColor()
#ifndef SERVER
// Create a cuboid.
@ -286,7 +287,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
else if(n.d == CONTENT_SIGN_WALL)
{
u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio));
video::SColor c(255,l,l,l);
video::SColor c = MapBlock_LightColor(255, l);
float d = (float)BS/16;
// Wall at X+ of node
@ -352,7 +353,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
// Otherwise use the light of this node (the water)
else
l = decode_light(n.getLightBlend(data->m_daynight_ratio));
video::SColor c(WATER_ALPHA,l,l,l);
video::SColor c = MapBlock_LightColor(WATER_ALPHA, l);
// Neighbor water levels (key = relative position)
// Includes current node
@ -618,7 +619,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
continue;
u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio));
video::SColor c(WATER_ALPHA,l,l,l);
video::SColor c = MapBlock_LightColor(WATER_ALPHA, l);
video::S3DVertex vertices[4] =
{
@ -653,7 +654,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
{
/*u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio));*/
u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio)));
video::SColor c(255,l,l,l);
video::SColor c = MapBlock_LightColor(255, l);
for(u32 j=0; j<6; j++)
{
@ -720,7 +721,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
else if(n.d == CONTENT_GLASS)
{
u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio)));
video::SColor c(255,l,l,l);
video::SColor c = MapBlock_LightColor(255, l);
for(u32 j=0; j<6; j++)
{
@ -783,7 +784,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
else if(n.d == CONTENT_FENCE)
{
u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio)));
video::SColor c(255,l,l,l);
video::SColor c = MapBlock_LightColor(255, l);
const f32 post_rad=(f32)BS/10;
const f32 bar_rad=(f32)BS/20;
@ -872,7 +873,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
else
l = 255;*/
u8 l = 255;
video::SColor c(255,l,l,l);
video::SColor c = MapBlock_LightColor(255, l);
// Get the right texture
TileSpec ts = n.getTile(dir);
@ -930,7 +931,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
else if(n.d == CONTENT_PAPYRUS)
{
u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio)));
video::SColor c(255,l,l,l);
video::SColor c = MapBlock_LightColor(255, l);
for(u32 j=0; j<4; j++)
{
@ -980,7 +981,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
else if(n.d == CONTENT_JUNGLEGRASS)
{
u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio)));
video::SColor c(255,l,l,l);
video::SColor c = MapBlock_LightColor(255, l);
for(u32 j=0; j<4; j++)
{
@ -1031,7 +1032,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
else if(n.d == CONTENT_RAIL)
{
u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio));
video::SColor c(255,l,l,l);
video::SColor c = MapBlock_LightColor(255, l);
bool is_rail_x [] = { false, false }; /* x-1, x+1 */
bool is_rail_z [] = { false, false }; /* z-1, z+1 */

@ -140,9 +140,24 @@ void getNodeVertexDirs(v3s16 dir, v3s16 *vertex_dirs)
}
}
inline video::SColor lightColor(u8 alpha, u8 light)
video::SColor MapBlock_LightColor(u8 alpha, u8 light)
{
#if 0
return video::SColor(alpha,light,light,light);
#endif
//return video::SColor(alpha,light,light,MYMAX(0, (s16)light-25)+25);
/*return video::SColor(alpha,light,light,MYMAX(0,
pow((float)light/255.0, 0.8)*255.0));*/
#if 1
// Emphase blue a bit in darker places
float lim = 80;
float power = 0.7;
if(light > lim)
return video::SColor(alpha,light,light,light);
else
return video::SColor(alpha,light,light,MYMAX(0,
pow((float)light/lim, power)*lim));
#endif
}
struct FastFace
@ -198,7 +213,7 @@ void makeFastFace(TileSpec tile, u8 li0, u8 li1, u8 li2, u8 li3, v3f p,
float w = tile.texture.size.X;
float h = tile.texture.size.Y;
/*video::SColor c = lightColor(alpha, li);
/*video::SColor c = MapBlock_LightColor(alpha, li);
face.vertices[0] = video::S3DVertex(vertex_pos[0], v3f(0,1,0), c,
core::vector2d<f32>(x0+w*abs_scale, y0+h));
@ -210,16 +225,16 @@ void makeFastFace(TileSpec tile, u8 li0, u8 li1, u8 li2, u8 li3, v3f p,
core::vector2d<f32>(x0+w*abs_scale, y0));*/
face.vertices[0] = video::S3DVertex(vertex_pos[0], v3f(0,1,0),
lightColor(alpha, li0),
MapBlock_LightColor(alpha, li0),
core::vector2d<f32>(x0+w*abs_scale, y0+h));
face.vertices[1] = video::S3DVertex(vertex_pos[1], v3f(0,1,0),
lightColor(alpha, li1),
MapBlock_LightColor(alpha, li1),
core::vector2d<f32>(x0, y0+h));
face.vertices[2] = video::S3DVertex(vertex_pos[2], v3f(0,1,0),
lightColor(alpha, li2),
MapBlock_LightColor(alpha, li2),
core::vector2d<f32>(x0, y0));
face.vertices[3] = video::S3DVertex(vertex_pos[3], v3f(0,1,0),
lightColor(alpha, li3),
MapBlock_LightColor(alpha, li3),
core::vector2d<f32>(x0+w*abs_scale, y0));
face.tile = tile;

@ -121,6 +121,9 @@ private:
core::array<PreMeshBuffer> m_prebuffers;
};
// Helper functions
video::SColor MapBlock_LightColor(u8 alpha, u8 light);
class MapBlock;
struct MeshMakeData
@ -137,6 +140,7 @@ struct MeshMakeData
void fill(u32 daynight_ratio, MapBlock *block);
};
// This is the highest-level function in here
scene::SMesh* makeMapBlockMesh(MeshMakeData *data);
#endif