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https://github.com/minetest/minetest.git
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24c1c2fd0f
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0780ee51c5
@ -103,7 +103,7 @@ void MapblockMeshGenerator::getTile(v3s16 direction, TileSpec *tile)
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void MapblockMeshGenerator::getSpecialTile(int index, TileSpec *tile, bool apply_crack)
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{
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*tile = f->special_tiles[index];
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TileLayer *top_layer = NULL;
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TileLayer *top_layer = nullptr;
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for (auto &layernum : tile->layers) {
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TileLayer *layer = &layernum;
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@ -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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// (compatible with ContentFeatures).
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void MapblockMeshGenerator::drawCuboid(const aabb3f &box,
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TileSpec *tiles, int tilecount, const u16 *lights, const f32 *txc)
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TileSpec *tiles, int tilecount, const LightPair *lights, const f32 *txc)
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{
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assert(tilecount >= 1 && tilecount <= 6); // pre-condition
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@ -281,15 +281,15 @@ void MapblockMeshGenerator::drawCuboid(const aabb3f &box,
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void MapblockMeshGenerator::getSmoothLightFrame()
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{
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for (int k = 0; k < 8; ++k) {
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u16 light = getSmoothLightTransparent(blockpos_nodes + p, light_dirs[k], data);
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frame.lightsA[k] = light & 0xff;
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frame.lightsB[k] = light >> 8;
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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.lightsB[k] = light.lightB;
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}
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}
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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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u16 MapblockMeshGenerator::blendLight(const v3f &vertex_pos)
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LightPair MapblockMeshGenerator::blendLight(const v3f &vertex_pos)
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{
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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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@ -303,9 +303,7 @@ u16 MapblockMeshGenerator::blendLight(const v3f &vertex_pos)
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lightA += dx * dy * dz * frame.lightsA[k];
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lightB += dx * dy * dz * frame.lightsB[k];
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}
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return
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core::clamp(core::round32(lightA), 0, 255) |
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core::clamp(core::round32(lightB), 0, 255) << 8;
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return LightPair(lightA, lightB);
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}
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// Calculates vertex color to be used in mapblock mesh
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@ -313,7 +311,7 @@ u16 MapblockMeshGenerator::blendLight(const v3f &vertex_pos)
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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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{
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u16 light = blendLight(vertex_pos);
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LightPair light = blendLight(vertex_pos);
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return encode_light(light, f->light_source);
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}
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@ -367,7 +365,7 @@ void MapblockMeshGenerator::drawAutoLightedCuboid(aabb3f box, const f32 *txc,
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tile_count = 1;
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}
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if (data->m_smooth_lighting) {
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u16 lights[8];
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LightPair lights[8];
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for (int j = 0; j < 8; ++j) {
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v3f d;
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d.X = (j & 4) ? dx2 : dx1;
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@ -377,7 +375,7 @@ void MapblockMeshGenerator::drawAutoLightedCuboid(aabb3f box, const f32 *txc,
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}
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drawCuboid(box, tiles, tile_count, lights, txc);
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} else {
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drawCuboid(box, tiles, tile_count, NULL, txc);
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drawCuboid(box, tiles, tile_count, nullptr, txc);
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}
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}
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@ -397,11 +395,11 @@ void MapblockMeshGenerator::prepareLiquidNodeDrawing()
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if (f->light_source != 0) {
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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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light = decode_light(f->light_source);
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light = light | (light << 8);
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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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} 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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light = getInteriorLight(ntop, 0, nodedef);
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light = LightPair(getInteriorLight(ntop, 0, nodedef));
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}
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color_liquid_top = encode_light(light, f->light_source);
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@ -960,7 +958,7 @@ void MapblockMeshGenerator::drawPlantlikeRootedNode()
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getSmoothLightFrame();
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} else {
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MapNode ntop = data->m_vmanip.getNodeNoEx(blockpos_nodes + p);
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light = getInteriorLight(ntop, 1, nodedef);
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light = LightPair(getInteriorLight(ntop, 1, nodedef));
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}
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drawPlantlike();
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p.Y--;
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@ -1244,7 +1242,7 @@ void MapblockMeshGenerator::drawNodeboxNode()
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std::vector<aabb3f> boxes;
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n.getNodeBoxes(nodedef, &boxes, neighbors_set);
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for (const auto &box : boxes)
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drawAutoLightedCuboid(box, NULL, tiles, 6);
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drawAutoLightedCuboid(box, nullptr, tiles, 6);
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}
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void MapblockMeshGenerator::drawMeshNode()
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@ -1330,7 +1328,7 @@ void MapblockMeshGenerator::drawNode()
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if (data->m_smooth_lighting)
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getSmoothLightFrame();
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else
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light = getInteriorLight(n, 1, nodedef);
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light = LightPair(getInteriorLight(n, 1, nodedef));
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switch (f->drawtype) {
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case NDT_FLOWINGLIQUID: drawLiquidNode(); break;
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case NDT_GLASSLIKE: drawGlasslikeNode(); break;
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@ -25,8 +25,20 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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struct MeshMakeData;
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struct MeshCollector;
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struct LightFrame
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{
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struct LightPair {
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u8 lightA;
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u8 lightB;
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LightPair() = default;
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explicit LightPair(u16 value) : lightA(value & 0xff), lightB(value >> 8) {}
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LightPair(u8 valueA, u8 valueB) : lightA(valueA), lightB(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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lightB(core::clamp(core::round32(valueB), 0, 255)) {}
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operator u16() const { return lightA | lightB << 8; }
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};
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struct LightFrame {
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f32 lightsA[8];
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f32 lightsB[8];
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};
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@ -49,7 +61,7 @@ public:
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v3f origin;
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MapNode n;
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const ContentFeatures *f;
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u16 light;
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LightPair light;
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LightFrame frame;
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video::SColor color;
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TileSpec tile;
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@ -57,7 +69,7 @@ public:
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// lighting
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void getSmoothLightFrame();
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u16 blendLight(const v3f &vertex_pos);
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LightPair 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, const v3f &vertex_normal);
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@ -73,7 +85,7 @@ public:
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// cuboid drawing!
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void drawCuboid(const aabb3f &box, TileSpec *tiles, int tilecount,
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const u16 *lights , const f32 *txc);
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const LightPair *lights , const f32 *txc);
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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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TileSpec *tiles = NULL, int tile_count = 0);
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