Exemplo n.º 1
0
/*
	Calculate smooth lighting at the given corner of p.
	Both light banks.
*/
u16 getSmoothLight(v3s16 p, v3s16 corner, MeshMakeData *data)
{
	if(corner.X == 1) p.X += 1;
	else              assert(corner.X == -1);
	if(corner.Y == 1) p.Y += 1;
	else              assert(corner.Y == -1);
	if(corner.Z == 1) p.Z += 1;
	else              assert(corner.Z == -1);
	
	return getSmoothLight(p, data);
}
Exemplo n.º 2
0
// Calculate lighting at the given corner of p
u8 getSmoothLight(v3s16 p, v3s16 corner,
		VoxelManipulator &vmanip, u32 daynight_ratio)
{
	if(corner.X == 1) p.X += 1;
	else              assert(corner.X == -1);
	if(corner.Y == 1) p.Y += 1;
	else              assert(corner.Y == -1);
	if(corner.Z == 1) p.Z += 1;
	else              assert(corner.Z == -1);
	
	return getSmoothLight(p, vmanip, daynight_ratio);
}
Exemplo n.º 3
0
static void getTileInfo(
		// Input:
		MeshMakeData *data,
		v3s16 p,
		v3s16 face_dir,
		// Output:
		bool &makes_face,
		v3s16 &p_corrected,
		v3s16 &face_dir_corrected,
		u16 *lights,
		TileSpec &tile,
		u8 &light_source
	)
{
	VoxelManipulator &vmanip = data->m_vmanip;
	INodeDefManager *ndef = data->m_gamedef->ndef();
	v3s16 blockpos_nodes = data->m_blockpos * MAP_BLOCKSIZE;

	MapNode n0 = vmanip.getNodeNoEx(blockpos_nodes + p);
	MapNode n1 = vmanip.getNodeNoEx(blockpos_nodes + p + face_dir);
	TileSpec tile0 = getNodeTile(n0, p, face_dir, data);
	TileSpec tile1 = getNodeTile(n1, p + face_dir, -face_dir, data);
	
	// This is hackish
	bool equivalent = false;
	u8 mf = face_contents(n0.getContent(), n1.getContent(),
			&equivalent, ndef);

	if(mf == 0)
	{
		makes_face = false;
		return;
	}

	makes_face = true;
	
	if(mf == 1)
	{
		tile = tile0;
		p_corrected = p;
		face_dir_corrected = face_dir;
		light_source = ndef->get(n0).light_source;
	}
	else
	{
		tile = tile1;
		p_corrected = p + face_dir;
		face_dir_corrected = -face_dir;
		light_source = ndef->get(n1).light_source;
	}
	
	// eg. water and glass
	if(equivalent)
		tile.material_flags |= MATERIAL_FLAG_BACKFACE_CULLING;

	if(data->m_smooth_lighting == false)
	{
		lights[0] = lights[1] = lights[2] = lights[3] =
				getFaceLight(n0, n1, face_dir, data);
	}
	else
	{
		v3s16 vertex_dirs[4];
		getNodeVertexDirs(face_dir_corrected, vertex_dirs);
		for(u16 i=0; i<4; i++)
		{
			lights[i] = getSmoothLight(
					blockpos_nodes + p_corrected,
					vertex_dirs[i], data);
		}
	}
	
	return;
}
Exemplo n.º 4
0
/*
	Calculate smooth lighting at the XYZ- corner of p.
	Both light banks.
*/
static u16 getSmoothLight(v3s16 p, MeshMakeData *data)
{
	u16 day = getSmoothLight(LIGHTBANK_DAY, p, data);
	u16 night = getSmoothLight(LIGHTBANK_NIGHT, p, data);
	return day | (night << 8);
}
Exemplo n.º 5
0
void getTileInfo(
		// Input:
		v3s16 blockpos_nodes,
		v3s16 p,
		v3s16 face_dir,
		u32 daynight_ratio,
		VoxelManipulator &vmanip,
		NodeModMap &temp_mods,
		bool smooth_lighting,
		// Output:
		bool &makes_face,
		v3s16 &p_corrected,
		v3s16 &face_dir_corrected,
		u8 *lights,
		TileSpec &tile
	)
{
	MapNode n0 = vmanip.getNodeNoEx(blockpos_nodes + p);
	MapNode n1 = vmanip.getNodeNoEx(blockpos_nodes + p + face_dir);
	TileSpec tile0 = getNodeTile(n0, p, face_dir, temp_mods);
	TileSpec tile1 = getNodeTile(n1, p + face_dir, -face_dir, temp_mods);
	
	// This is hackish
	u8 content0 = getNodeContent(p, n0, temp_mods);
	u8 content1 = getNodeContent(p + face_dir, n1, temp_mods);
	u8 mf = face_contents(content0, content1);

	if(mf == 0)
	{
		makes_face = false;
		return;
	}

	makes_face = true;
	
	if(mf == 1)
	{
		tile = tile0;
		p_corrected = p;
		face_dir_corrected = face_dir;
	}
	else
	{
		tile = tile1;
		p_corrected = p + face_dir;
		face_dir_corrected = -face_dir;
	}
	
	if(smooth_lighting == false)
	{
		lights[0] = lights[1] = lights[2] = lights[3] =
				decode_light(getFaceLight(daynight_ratio, n0, n1, face_dir));
	}
	else
	{
		v3s16 vertex_dirs[4];
		getNodeVertexDirs(face_dir_corrected, vertex_dirs);
		for(u16 i=0; i<4; i++)
		{
			lights[i] = getSmoothLight(blockpos_nodes + p_corrected,
					vertex_dirs[i], vmanip, daynight_ratio);
		}
	}
	
	return;
}
Exemplo n.º 6
0
static void getTileInfo(
		// Input:
		MeshMakeData *data,
		v3s16 p,
		v3s16 face_dir,
		// Output:
		bool &makes_face,
		v3s16 &p_corrected,
		v3s16 &face_dir_corrected,
		u16 *lights,
		TileSpec &tile,
		u8 &light_source
		,int step
	)
{
	auto &vmanip = data->m_vmanip;
	INodeDefManager *ndef = data->m_gamedef->ndef();
	v3s16 blockpos_nodes = data->m_blockpos * MAP_BLOCKSIZE;

	MapNode n0 = vmanip.getNodeNoEx(blockpos_nodes + p*step);

	// Don't even try to get n1 if n0 is already CONTENT_IGNORE
	if (n0.getContent() == CONTENT_IGNORE ) {
		makes_face = false;
		return;
	}
	MapNode n1 = vmanip.getNodeNoEx(blockpos_nodes + p*step + face_dir*step);
	// if(data->debug) infostream<<" GN "<<n0<< n1<< blockpos_nodes<<blockpos_nodes + p*step<<blockpos_nodes + p*step + face_dir*step<<std::endl;

	// This is hackish
	bool equivalent = false;
	u8 mf = face_contents(n0.getContent(), n1.getContent(),
			&equivalent, ndef);

	if(mf == 0)
	{
		makes_face = false;
		return;
	}

	makes_face = true;

	if(mf == 1)
	{
		tile = getNodeTile(n0, p, face_dir, data);
		p_corrected = p;
		face_dir_corrected = face_dir;
		light_source = ndef->get(n0).light_source;
	}
	else
	{
		tile = getNodeTile(n1, p + face_dir, -face_dir, data);
		p_corrected = p + face_dir;
		face_dir_corrected = -face_dir;
		light_source = ndef->get(n1).light_source;
	}

	// eg. water and glass
	if(equivalent)
		tile.material_flags |= MATERIAL_FLAG_BACKFACE_CULLING;

	if(data->m_smooth_lighting == false || step > 1)
	{
		lights[0] = lights[1] = lights[2] = lights[3] =
				getFaceLight(n0, n1, face_dir, ndef);
	}
	else
	{
		v3s16 vertex_dirs[4];
		getNodeVertexDirs(face_dir_corrected, vertex_dirs);
		for(u16 i=0; i<4; i++)
		{
			lights[i] = getSmoothLight(
					blockpos_nodes + p_corrected,
					vertex_dirs[i], data);
		}
	}

	return;
}