Пример #1
0
// Calculate lighting at the XYZ- corner of p
u8 getSmoothLight(v3s16 p, VoxelManipulator &vmanip, u32 daynight_ratio)
{
	u16 ambient_occlusion = 0;
	u16 light = 0;
	u16 light_count = 0;
	for(u32 i=0; i<8; i++)
	{
		MapNode n = vmanip.getNodeNoEx(p - dirs8[i]);
		if(content_features(n.d).param_type == CPT_LIGHT
				// Fast-style leaves look better this way
				&& content_features(n.d).solidness != 2)
		{
			light += decode_light(n.getLightBlend(daynight_ratio));
			light_count++;
		}
		else
		{
			if(n.d != CONTENT_IGNORE)
				ambient_occlusion++;
		}
	}

	if(light_count == 0)
		return 255;
	
	light /= light_count;

	if(ambient_occlusion > 4)
	{
		ambient_occlusion -= 4;
		light = (float)light / ((float)ambient_occlusion * 0.5 + 1.0);
	}

	return light;
}
Пример #2
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;
}