Fix smooth lighting (ambient occlusion)

Signed-off-by: Craig Robbins <kde.psych@gmail.com>
This commit is contained in:
Craig Robbins 2014-11-22 02:18:29 +10:00
parent f7f24d1470
commit cb2d467665

@ -245,7 +245,7 @@ static u16 getSmoothLightCombined(v3s16 p, MeshMakeData *data)
u16 light_day = 0; u16 light_day = 0;
u16 light_night = 0; u16 light_night = 0;
for(u32 i = 0; i < 8; i++) for (u32 i = 0; i < 8; i++)
{ {
MapNode n = data->m_vmanip.getNodeNoEx(p - dirs8[i]); MapNode n = data->m_vmanip.getNodeNoEx(p - dirs8[i]);
@ -255,10 +255,9 @@ static u16 getSmoothLightCombined(v3s16 p, MeshMakeData *data)
} }
const ContentFeatures &f = ndef->get(n); const ContentFeatures &f = ndef->get(n);
if(f.light_source > light_source_max) if (f.light_source > light_source_max)
light_source_max = f.light_source; light_source_max = f.light_source;
// Check f.solidness because fast-style leaves look // Check f.solidness because fast-style leaves look better this way
// better this way
if (f.param_type == CPT_LIGHT && f.solidness != 2) { if (f.param_type == CPT_LIGHT && f.solidness != 2) {
light_day += decode_light(n.getLight(LIGHTBANK_DAY, ndef)); light_day += decode_light(n.getLight(LIGHTBANK_DAY, ndef));
light_night += decode_light(n.getLight(LIGHTBANK_NIGHT, ndef)); light_night += decode_light(n.getLight(LIGHTBANK_NIGHT, ndef));
@ -275,25 +274,31 @@ static u16 getSmoothLightCombined(v3s16 p, MeshMakeData *data)
light_night /= light_count; light_night /= light_count;
// Boost brightness around light sources // Boost brightness around light sources
bool skip_ambient_occlusion = false; bool skip_ambient_occlusion_day = false;
if(decode_light(light_source_max) >= light_day) { if(decode_light(light_source_max) >= light_day) {
light_day = decode_light(light_source_max); light_day = decode_light(light_source_max);
skip_ambient_occlusion = true; skip_ambient_occlusion_day = true;
}
if(decode_light(light_source_max) >= light_night) {
light_night = decode_light(light_source_max);
skip_ambient_occlusion = true;
} }
if(ambient_occlusion > 4 && !skip_ambient_occlusion) bool skip_ambient_occlusion_night = false;
if(decode_light(light_source_max) >= light_night) {
light_night = decode_light(light_source_max);
skip_ambient_occlusion_night = true;
}
if (ambient_occlusion > 4)
{ {
//calculate table index for gamma space multiplier
ambient_occlusion -= 5;
//table of precalculated gamma space multiply factors //table of precalculated gamma space multiply factors
//light^2.2 * factor (0.75, 0.5, 0.25, 0.0), so table holds factor ^ (1 / 2.2) //light^2.2 * factor (0.75, 0.5, 0.25, 0.0), so table holds factor ^ (1 / 2.2)
static const float light_amount[4] = {0.877424315, 0.729740053, 0.532520545, 0.0}; static const float light_amount[4] = { 0.877424315, 0.729740053, 0.532520545, 0.0 };
light_day = rangelim(core::round32(light_day*light_amount[ambient_occlusion]), 0, 255);
light_night = rangelim(core::round32(light_night*light_amount[ambient_occlusion]), 0, 255); //calculate table index for gamma space multiplier
ambient_occlusion -= 5;
if (!skip_ambient_occlusion_day)
light_day = rangelim(core::round32(light_day*light_amount[ambient_occlusion]), 0, 255);
if (!skip_ambient_occlusion_night)
light_night = rangelim(core::round32(light_night*light_amount[ambient_occlusion]), 0, 255);
} }
return light_day | (light_night << 8); return light_day | (light_night << 8);