Added a setting for disabling smooth lighting. Updated changelog.

This commit is contained in:
Perttu Ahola 2011-04-24 12:31:19 +03:00
parent 8c1f7a0dd2
commit b21c7de3ed
4 changed files with 97 additions and 81 deletions

@ -3,6 +3,9 @@ Minetest-c55 changelog
This should contain all the major changes.
For minor stuff, refer to the commit log of the repository.
X:
- Smooth lighting with simple ambient occlusion
2011-04-23_0_test:
- Small bug fixes
- Item drop multiplication fixed

@ -27,6 +27,8 @@
#new_style_water = true
# Enable nice leaves; disable for speed
#new_style_leaves = true
# Enable smooth lighting with simple ambient occlusion; disable for speed
#smooth_lighting = true
# Whether to draw a frametime graph
#frametime_graph = false
# Enable combining mainly used textures to a bigger one

@ -41,6 +41,7 @@ void set_default_settings()
g_settings.setDefault("enable_fog", "true");
g_settings.setDefault("new_style_water", "false");
g_settings.setDefault("new_style_leaves", "true");
g_settings.setDefault("smooth_lighting", "true");
g_settings.setDefault("frametime_graph", "false");
g_settings.setDefault("enable_texture_atlas", "true");
g_settings.setDefault("texture_path", "");

@ -400,7 +400,8 @@ void updateFastFaceRow(
core::array<FastFace> &dest,
NodeModMap &temp_mods,
VoxelManipulator &vmanip,
v3s16 blockpos_nodes)
v3s16 blockpos_nodes,
bool smooth_lighting)
{
v3s16 p = startpos;
@ -508,50 +509,53 @@ void updateFastFaceRow(
scale.Z = continuous_tiles_count;
}
//u8 li = decode_light(light);
if(smooth_lighting == false)
li0 = li1 = li2 = li3 = decode_light(light);
// If node at sp (tile0) is more solid
if(mf == 1)
{
if(face_dir == v3s16(0,0,1))
if(smooth_lighting)
{
// Going along X+, faces in Z+
li0 = getSmoothLight(p_map_first+v3s16(0,0,1),
vmanip, daynight_ratio);
li1 = getSmoothLight(p_map+v3s16(1,0,1),
vmanip, daynight_ratio);
li2 = getSmoothLight(p_map+v3s16(1,1,1),
vmanip, daynight_ratio);
li3 = getSmoothLight(p_map_first+v3s16(0,1,1),
vmanip, daynight_ratio);
if(face_dir == v3s16(0,0,1))
{
// Going along X+, faces in Z+
li0 = getSmoothLight(p_map_first+v3s16(0,0,1),
vmanip, daynight_ratio);
li1 = getSmoothLight(p_map+v3s16(1,0,1),
vmanip, daynight_ratio);
li2 = getSmoothLight(p_map+v3s16(1,1,1),
vmanip, daynight_ratio);
li3 = getSmoothLight(p_map_first+v3s16(0,1,1),
vmanip, daynight_ratio);
}
else if(face_dir == v3s16(0,1,0))
{
// Going along X+, faces in Y+
li0 = getSmoothLight(p_map_first+v3s16(0,1,1),
vmanip, daynight_ratio);
li1 = getSmoothLight(p_map+v3s16(1,1,1),
vmanip, daynight_ratio);
li2 = getSmoothLight(p_map+v3s16(1,1,0),
vmanip, daynight_ratio);
li3 = getSmoothLight(p_map_first+v3s16(0,1,0),
vmanip, daynight_ratio);
}
else if(face_dir == v3s16(1,0,0))
{
// Going along Z+, faces in X+
li0 = getSmoothLight(p_map_first+v3s16(1,0,1),
vmanip, daynight_ratio);
li1 = getSmoothLight(p_map+v3s16(1,0,0),
vmanip, daynight_ratio);
li2 = getSmoothLight(p_map+v3s16(1,1,0),
vmanip, daynight_ratio);
li3 = getSmoothLight(p_map_first+v3s16(1,1,1),
vmanip, daynight_ratio);
}
else assert(0);
}
else if(face_dir == v3s16(0,1,0))
{
// Going along X+, faces in Y+
li0 = getSmoothLight(p_map_first+v3s16(0,1,1),
vmanip, daynight_ratio);
li1 = getSmoothLight(p_map+v3s16(1,1,1),
vmanip, daynight_ratio);
li2 = getSmoothLight(p_map+v3s16(1,1,0),
vmanip, daynight_ratio);
li3 = getSmoothLight(p_map_first+v3s16(0,1,0),
vmanip, daynight_ratio);
}
else if(face_dir == v3s16(1,0,0))
{
// Going along Z+, faces in X+
li0 = getSmoothLight(p_map_first+v3s16(1,0,1),
vmanip, daynight_ratio);
li1 = getSmoothLight(p_map+v3s16(1,0,0),
vmanip, daynight_ratio);
li2 = getSmoothLight(p_map+v3s16(1,1,0),
vmanip, daynight_ratio);
li3 = getSmoothLight(p_map_first+v3s16(1,1,1),
vmanip, daynight_ratio);
}
else assert(0);
//makeFastFace(tile0, li, li, li, li,
makeFastFace(tile0, li0, li1, li2, li3,
sp, face_dir, scale,
posRelative_f, dest);
@ -559,49 +563,51 @@ void updateFastFaceRow(
// If node at sp is less solid (mf == 2)
else
{
// Offset to the actual solid block
p_map += face_dir;
p_map_first += face_dir;
if(face_dir == v3s16(0,0,1))
if(smooth_lighting)
{
// Going along X+, faces in Z-
li0 = getSmoothLight(p_map+v3s16(1,0,0),
vmanip, daynight_ratio);
li1 = getSmoothLight(p_map_first+v3s16(0,0,0),
vmanip, daynight_ratio);
li2 = getSmoothLight(p_map_first+v3s16(0,1,0),
vmanip, daynight_ratio);
li3 = getSmoothLight(p_map+v3s16(1,1,0),
vmanip, daynight_ratio);
// Offset to the actual solid block
p_map += face_dir;
p_map_first += face_dir;
if(face_dir == v3s16(0,0,1))
{
// Going along X+, faces in Z-
li0 = getSmoothLight(p_map+v3s16(1,0,0),
vmanip, daynight_ratio);
li1 = getSmoothLight(p_map_first+v3s16(0,0,0),
vmanip, daynight_ratio);
li2 = getSmoothLight(p_map_first+v3s16(0,1,0),
vmanip, daynight_ratio);
li3 = getSmoothLight(p_map+v3s16(1,1,0),
vmanip, daynight_ratio);
}
else if(face_dir == v3s16(0,1,0))
{
// Going along X+, faces in Y-
li0 = getSmoothLight(p_map_first+v3s16(0,0,0),
vmanip, daynight_ratio);
li1 = getSmoothLight(p_map+v3s16(1,0,0),
vmanip, daynight_ratio);
li2 = getSmoothLight(p_map+v3s16(1,0,1),
vmanip, daynight_ratio);
li3 = getSmoothLight(p_map_first+v3s16(0,0,1),
vmanip, daynight_ratio);
}
else if(face_dir == v3s16(1,0,0))
{
// Going along Z+, faces in X-
li0 = getSmoothLight(p_map_first+v3s16(0,0,0),
vmanip, daynight_ratio);
li1 = getSmoothLight(p_map+v3s16(0,0,1),
vmanip, daynight_ratio);
li2 = getSmoothLight(p_map+v3s16(0,1,1),
vmanip, daynight_ratio);
li3 = getSmoothLight(p_map_first+v3s16(0,1,0),
vmanip, daynight_ratio);
}
else assert(0);
}
else if(face_dir == v3s16(0,1,0))
{
// Going along X+, faces in Y-
li0 = getSmoothLight(p_map_first+v3s16(0,0,0),
vmanip, daynight_ratio);
li1 = getSmoothLight(p_map+v3s16(1,0,0),
vmanip, daynight_ratio);
li2 = getSmoothLight(p_map+v3s16(1,0,1),
vmanip, daynight_ratio);
li3 = getSmoothLight(p_map_first+v3s16(0,0,1),
vmanip, daynight_ratio);
}
else if(face_dir == v3s16(1,0,0))
{
// Going along Z+, faces in X-
li0 = getSmoothLight(p_map_first+v3s16(0,0,0),
vmanip, daynight_ratio);
li1 = getSmoothLight(p_map+v3s16(0,0,1),
vmanip, daynight_ratio);
li2 = getSmoothLight(p_map+v3s16(0,1,1),
vmanip, daynight_ratio);
li3 = getSmoothLight(p_map_first+v3s16(0,1,0),
vmanip, daynight_ratio);
}
else assert(0);
//makeFastFace(tile1, li, li, li, li,
makeFastFace(tile1, li0, li1, li2, li3,
sp+face_dir_f, -face_dir, scale,
posRelative_f, dest);
@ -731,6 +737,7 @@ scene::SMesh* makeMapBlockMesh(MeshMakeData *data)
*/
bool new_style_water = g_settings.getBool("new_style_water");
bool new_style_leaves = g_settings.getBool("new_style_leaves");
bool smooth_lighting = g_settings.getBool("smooth_lighting");
float node_water_level = 1.0;
if(new_style_water)
@ -762,7 +769,8 @@ scene::SMesh* makeMapBlockMesh(MeshMakeData *data)
fastfaces_new,
data->m_temp_mods,
data->m_vmanip,
blockpos_nodes);
blockpos_nodes,
smooth_lighting);
}
}
/*
@ -779,7 +787,8 @@ scene::SMesh* makeMapBlockMesh(MeshMakeData *data)
fastfaces_new,
data->m_temp_mods,
data->m_vmanip,
blockpos_nodes);
blockpos_nodes,
smooth_lighting);
}
}
/*
@ -796,7 +805,8 @@ scene::SMesh* makeMapBlockMesh(MeshMakeData *data)
fastfaces_new,
data->m_temp_mods,
data->m_vmanip,
blockpos_nodes);
blockpos_nodes,
smooth_lighting);
}
}
}