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Fix ambient occlusion and dark lines at mapblock borders
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@ -196,7 +196,7 @@ u16 getFaceLight(MapNode n, MapNode n2, v3s16 face_dir, INodeDefManager *ndef)
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Both light banks
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*/
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static u16 getSmoothLightCombined(const v3s16 &p,
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const std::array<v3s16,8> &dirs, MeshMakeData *data, bool node_solid)
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const std::array<v3s16,8> &dirs, MeshMakeData *data)
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{
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INodeDefManager *ndef = data->m_client->ndef();
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@ -206,8 +206,14 @@ static u16 getSmoothLightCombined(const v3s16 &p,
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u16 light_day = 0;
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u16 light_night = 0;
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auto add_node = [&] (int i) -> const ContentFeatures& {
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auto add_node = [&] (u8 i, bool obstructed = false) -> bool {
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if (obstructed) {
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ambient_occlusion++;
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return false;
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}
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MapNode n = data->m_vmanip.getNodeNoExNoEmerge(p + dirs[i]);
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if (n.getContent() == CONTENT_IGNORE)
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return true;
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const ContentFeatures &f = ndef->get(n);
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if (f.light_source > light_source_max)
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light_source_max = f.light_source;
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@ -219,37 +225,24 @@ static u16 getSmoothLightCombined(const v3s16 &p,
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} else {
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ambient_occlusion++;
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}
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return f;
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return f.light_propagates;
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};
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if (node_solid) {
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ambient_occlusion = 3;
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bool corner_obstructed = true;
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for (int i = 0; i < 2; ++i) {
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if (add_node(i).light_propagates)
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corner_obstructed = false;
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}
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add_node(2);
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add_node(3);
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if (corner_obstructed)
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ambient_occlusion++;
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else
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add_node(4);
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} else {
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std::array<bool, 4> obstructed = {{ 1, 1, 1, 1 }};
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add_node(0);
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bool opaque1 = !add_node(1).light_propagates;
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bool opaque2 = !add_node(2).light_propagates;
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bool opaque3 = !add_node(3).light_propagates;
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obstructed[0] = opaque1 && opaque2;
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obstructed[1] = opaque1 && opaque3;
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obstructed[2] = opaque2 && opaque3;
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for (int k = 0; k < 4; ++k) {
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if (obstructed[k])
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ambient_occlusion++;
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else if (add_node(k + 4).light_propagates)
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obstructed[3] = false;
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}
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std::array<bool, 4> obstructed = {{ 1, 1, 1, 1 }};
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add_node(0);
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bool opaque1 = !add_node(1);
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bool opaque2 = !add_node(2);
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bool opaque3 = !add_node(3);
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obstructed[0] = opaque1 && opaque2;
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obstructed[1] = opaque1 && opaque3;
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obstructed[2] = opaque2 && opaque3;
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for (u8 k = 0; k < 3; ++k)
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if (add_node(k + 4, obstructed[k]))
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obstructed[3] = false;
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if (add_node(7, obstructed[3])) { // wrap light around nodes
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ambient_occlusion -= 3;
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for (u8 k = 0; k < 3; ++k)
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add_node(k + 4, !obstructed[k]);
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}
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if (light_count == 0) {
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@ -277,7 +270,7 @@ static u16 getSmoothLightCombined(const v3s16 &p,
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g_settings->getFloat("ambient_occlusion_gamma"), 0.25, 4.0);
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// Table of gamma space multiply factors.
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static const float light_amount[3] = {
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static thread_local const float light_amount[3] = {
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powf(0.75, 1.0 / ao_gamma),
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powf(0.5, 1.0 / ao_gamma),
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powf(0.25, 1.0 / ao_gamma)
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@ -304,43 +297,7 @@ static u16 getSmoothLightCombined(const v3s16 &p,
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*/
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u16 getSmoothLightSolid(const v3s16 &p, const v3s16 &face_dir, const v3s16 &corner, MeshMakeData *data)
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{
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v3s16 neighbor_offset1, neighbor_offset2;
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/*
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* face_dir, neighbor_offset1 and neighbor_offset2 define an
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* orthonormal basis which is used to define the offsets of the 8
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* surrounding nodes and to differentiate the "distance" (by going only
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* along directly neighboring nodes) relative to the node at p.
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* Apart from the node at p, only the 4 nodes which contain face_dir
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* can contribute light.
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*/
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if (face_dir.X != 0) {
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neighbor_offset1 = v3s16(0, corner.Y, 0);
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neighbor_offset2 = v3s16(0, 0, corner.Z);
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} else if (face_dir.Y != 0) {
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neighbor_offset1 = v3s16(0, 0, corner.Z);
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neighbor_offset2 = v3s16(corner.X, 0, 0);
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} else if (face_dir.Z != 0) {
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neighbor_offset1 = v3s16(corner.X,0,0);
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neighbor_offset2 = v3s16(0,corner.Y,0);
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}
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const std::array<v3s16,8> dirs = {{
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// Always shine light
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neighbor_offset1 + face_dir,
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neighbor_offset2 + face_dir,
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v3s16(0,0,0),
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face_dir,
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// Can be obstructed
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neighbor_offset1 + neighbor_offset2 + face_dir,
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// Do not shine light, only for ambient occlusion
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neighbor_offset1,
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neighbor_offset2,
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neighbor_offset1 + neighbor_offset2
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}};
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return getSmoothLightCombined(p, dirs, data, true);
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return getSmoothLightTransparent(p + face_dir, corner - 2 * face_dir, data);
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}
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/*
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@ -363,7 +320,7 @@ u16 getSmoothLightTransparent(const v3s16 &p, const v3s16 &corner, MeshMakeData
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v3s16(0,corner.Y,corner.Z),
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v3s16(corner.X,corner.Y,corner.Z)
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}};
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return getSmoothLightCombined(p, dirs, data, false);
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return getSmoothLightCombined(p, dirs, data);
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}
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void get_sunlight_color(video::SColorf *sunlight, u32 daynight_ratio){
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