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Improve lighting of entities.
Pass correct natural & artificial light to the shaders Use natural/artificial light ratio for correct rendering of shadows
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@ -471,7 +471,7 @@ void main(void)
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color = base.rgb;
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vec4 col = vec4(color.rgb, base.a);
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col.rgb *= varColor.rgb;
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col.rgb *= emissiveColor.rgb * vIDiff;
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col.rgb *= vIDiff;
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#ifdef ENABLE_DYNAMIC_SHADOWS
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float shadow_int = 0.0;
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@ -1,7 +1,9 @@
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uniform mat4 mWorld;
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uniform vec3 dayLight;
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uniform vec3 eyePosition;
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uniform float animationTimer;
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uniform vec4 emissiveColor;
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varying vec3 vNormal;
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varying vec3 vPosition;
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@ -29,9 +31,9 @@ centroid varying vec2 varTexCoord;
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varying vec3 eyeVec;
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varying float nightRatio;
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// Color of the light emitted by the light sources.
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const vec3 artificialLight = vec3(1.04, 1.04, 1.04);
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varying float vIDiff;
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const float e = 2.718281828459;
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const float BS = 10.0;
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@ -75,14 +77,30 @@ void main(void)
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? 1.0
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: directional_ambient(normalize(inVertexNormal));
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#endif
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nightRatio = 0.0;
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#ifdef GL_ES
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varColor = inVertexColor.bgra;
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vec4 color = inVertexColor.bgra;
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#else
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varColor = inVertexColor;
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vec4 color = inVertexColor;
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#endif
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color *= emissiveColor;
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// The alpha gives the ratio of sunlight in the incoming light.
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nightRatio = 1.0 - color.a;
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color.rgb = color.rgb * (color.a * dayLight.rgb +
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nightRatio * artificialLight.rgb) * 2.0;
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color.a = 1.0;
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// Emphase blue a bit in darker places
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// See C++ implementation in mapblock_mesh.cpp final_color_blend()
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float brightness = (color.r + color.g + color.b) / 3.0;
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color.b += max(0.0, 0.021 - abs(0.2 * brightness - 0.021) +
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0.07 * brightness);
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varColor = clamp(color, 0.0, 1.0);
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#ifdef ENABLE_DYNAMIC_SHADOWS
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vec3 nNormal = normalize(vNormal);
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cosLight = dot(nNormal, -v_LightDirection);
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@ -864,7 +864,8 @@ void GenericCAO::updateLight(u32 day_night_ratio)
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if (m_glow < 0)
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return;
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u8 light_at_pos = 0;
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u16 light_at_pos = 0;
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u8 light_at_pos_intensity = 0;
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bool pos_ok = false;
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v3s16 pos[3];
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@ -873,28 +874,33 @@ void GenericCAO::updateLight(u32 day_night_ratio)
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bool this_ok;
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MapNode n = m_env->getMap().getNode(pos[i], &this_ok);
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if (this_ok) {
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u8 this_light = n.getLightBlend(day_night_ratio, m_client->ndef());
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light_at_pos = MYMAX(light_at_pos, this_light);
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u16 this_light = getInteriorLight(n, 0, m_client->ndef());
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u8 this_light_intensity = MYMAX(this_light & 0xFF, (this_light >> 8) && 0xFF);
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if (this_light_intensity > light_at_pos_intensity) {
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light_at_pos = this_light;
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light_at_pos_intensity = this_light_intensity;
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}
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pos_ok = true;
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}
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}
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if (!pos_ok)
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light_at_pos = blend_light(day_night_ratio, LIGHT_SUN, 0);
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light_at_pos = LIGHT_SUN;
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video::SColor light = encode_light(light_at_pos, m_glow);
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if (!m_enable_shaders)
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final_color_blend(&light, light_at_pos, day_night_ratio);
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u8 light = decode_light(light_at_pos + m_glow);
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if (light != m_last_light) {
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m_last_light = light;
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setNodeLight(light);
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}
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}
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void GenericCAO::setNodeLight(u8 light)
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void GenericCAO::setNodeLight(const video::SColor &light_color)
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{
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video::SColor color(255, light, light, light);
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if (m_prop.visual == "wielditem" || m_prop.visual == "item") {
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if (m_wield_meshnode)
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m_wield_meshnode->setNodeLightColor(color);
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m_wield_meshnode->setNodeLightColor(light_color);
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return;
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}
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@ -906,7 +912,7 @@ void GenericCAO::setNodeLight(u8 light)
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scene::IMesh *mesh = m_meshnode->getMesh();
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for (u32 i = 0; i < mesh->getMeshBufferCount(); ++i) {
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scene::IMeshBuffer *buf = mesh->getMeshBuffer(i);
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buf->getMaterial().EmissiveColor = color;
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buf->getMaterial().EmissiveColor = light_color;
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}
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} else {
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scene::ISceneNode *node = getSceneNode();
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@ -915,16 +921,16 @@ void GenericCAO::setNodeLight(u8 light)
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for (u32 i = 0; i < node->getMaterialCount(); ++i) {
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video::SMaterial &material = node->getMaterial(i);
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material.EmissiveColor = color;
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material.EmissiveColor = light_color;
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}
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}
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} else {
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if (m_meshnode) {
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setMeshColor(m_meshnode->getMesh(), color);
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setMeshColor(m_meshnode->getMesh(), light_color);
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} else if (m_animated_meshnode) {
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setAnimatedMeshColor(m_animated_meshnode, color);
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setAnimatedMeshColor(m_animated_meshnode, light_color);
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} else if (m_spritenode) {
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m_spritenode->setColor(color);
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m_spritenode->setColor(light_color);
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}
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}
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}
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@ -125,7 +125,7 @@ private:
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std::string m_current_texture_modifier = "";
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bool m_visuals_expired = false;
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float m_step_distance_counter = 0.0f;
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u8 m_last_light = 255;
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video::SColor m_last_light = video::SColor(0xFFFFFFFF);
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bool m_is_visible = false;
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s8 m_glow = 0;
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// Material
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@ -245,7 +245,7 @@ public:
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void updateLight(u32 day_night_ratio);
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void setNodeLight(u8 light);
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void setNodeLight(const video::SColor &light);
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/* Get light position(s).
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* returns number of positions written into pos[], which must have space
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@ -515,8 +515,9 @@ void WieldMeshSceneNode::setNodeLightColor(video::SColor color)
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material.EmissiveColor = color;
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}
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}
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setColor(color);
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else {
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setColor(color);
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}
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}
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void WieldMeshSceneNode::render()
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