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Make lava brighter by showing light sources at their full emitted light level
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@ -210,8 +210,16 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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top_is_same_liquid = true;
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u16 l = 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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u8 light_source = nodedef->get(n).light_source;
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if(light_source != 0){
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//l = decode_light(undiminish_light(light_source));
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l = decode_light(light_source);
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l = l | (l<<8);
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}
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// Use the light of the node on top if possible
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if(nodedef->get(ntop).param_type == CPT_LIGHT)
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else if(nodedef->get(ntop).param_type == CPT_LIGHT)
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l = getInteriorLight(ntop, 0, data);
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// Otherwise use the light of this node (the liquid)
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else
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@ -183,6 +183,15 @@ static u8 getFaceLight(enum LightBank bank, MapNode n, MapNode n2,
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else
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light = l2;
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// Boost light level for light sources
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u8 light_source = MYMAX(ndef->get(n).light_source,
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ndef->get(n2).light_source);
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//if(light_source >= light)
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//return decode_light(undiminish_light(light_source));
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if(light_source > light)
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//return decode_light(light_source);
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light = light_source;
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// Make some nice difference to different sides
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// This makes light come from a corner
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@ -233,10 +242,13 @@ static u8 getSmoothLight(enum LightBank bank, v3s16 p, MeshMakeData *data)
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u16 ambient_occlusion = 0;
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u16 light = 0;
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u16 light_count = 0;
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u8 light_source_max = 0;
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for(u32 i=0; i<8; i++)
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{
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MapNode n = data->m_vmanip.getNodeNoEx(p - dirs8[i]);
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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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// Check f.solidness because fast-style leaves look
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// better this way
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if(f.param_type == CPT_LIGHT && f.solidness != 2)
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@ -255,6 +267,11 @@ static u8 getSmoothLight(enum LightBank bank, v3s16 p, MeshMakeData *data)
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light /= light_count;
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// Boost brightness around light sources
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if(decode_light(light_source_max) >= light)
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//return decode_light(undiminish_light(light_source_max));
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return decode_light(light_source_max);
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if(ambient_occlusion > 4)
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{
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ambient_occlusion -= 4;
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