Added a simple software "ambient occlusion" effect, like minecraft's "smooth lighting"
authorPerttu Ahola <celeron55@gmail.com>
Sun, 24 Apr 2011 08:41:33 +0000 (11:41 +0300)
committerPerttu Ahola <celeron55@gmail.com>
Sun, 24 Apr 2011 08:41:33 +0000 (11:41 +0300)
src/game.cpp
src/mapblock.cpp

index c806034f2e0b58abff34d97bb167d1795b78c3c3..7eb847e6c95dd9016a4141f70ba6e451aed97863 100644 (file)
@@ -26,6 +26,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "guiTextInputMenu.h"
 #include "guiFurnaceMenu.h"
 #include "materials.h"
+#include "config.h"
 
 /*
        Setting this to 1 enables a special camera mode that forces
@@ -1708,13 +1709,12 @@ void the_game(
                        endscenetime_avg = endscenetime_avg * 0.95 + (float)endscenetime*0.05;
                        
                        char temptext[300];
-                       snprintf(temptext, 300, "Minetest-c55 ("
-                                       "F: item=%i"
-                                       ", R: range_all=%i"
+                       snprintf(temptext, 300, "Minetest-c55 %s ("
+                                       "R: range_all=%i"
                                        ")"
                                        " drawtime=%.0f, beginscenetime=%.0f"
                                        ", scenetime=%.0f, endscenetime=%.0f",
-                                       g_selected_item,
+                                       VERSION_STRING,
                                        draw_control.range_all,
                                        drawtime_avg,
                                        beginscenetime_avg,
index 6cf816dbe2ee3e5ecd9f03e3dd55033010397e3b..69834b56a824590c0f6dc4275dafdfd322d3565d 100644 (file)
@@ -133,7 +133,12 @@ u8 getFaceLight(u32 daynight_ratio, MapNode n, MapNode n2,
 
 #ifndef SERVER
 
-void makeFastFace(TileSpec tile, u8 light, v3f p,
+inline video::SColor lightColor(u8 alpha, u8 light)
+{
+       return video::SColor(alpha,light,light,light);
+}
+
+void makeFastFace(TileSpec tile, u8 li0, u8 li1, u8 li2, u8 li3, v3f p,
                v3s16 dir, v3f scale, v3f posRelative_f,
                core::array<FastFace> &dest)
 {
@@ -197,22 +202,18 @@ void makeFastFace(TileSpec tile, u8 light, v3f p,
 
        v3f zerovector = v3f(0,0,0);
        
-       //u8 li = decode_light(light);
-       u8 li = light;
-       //u8 li = 255; //DEBUG
-
        u8 alpha = tile.alpha;
        /*u8 alpha = 255;
        if(tile.id == TILE_WATER)
                alpha = WATER_ALPHA;*/
 
-       video::SColor c = video::SColor(alpha,li,li,li);
-
        float x0 = tile.texture.pos.X;
        float y0 = tile.texture.pos.Y;
        float w = tile.texture.size.X;
        float h = tile.texture.size.Y;
 
+       /*video::SColor c = lightColor(alpha, li);
+
        face.vertices[0] = video::S3DVertex(vertex_pos[0], v3f(0,1,0), c,
                        core::vector2d<f32>(x0+w*abs_scale, y0+h));
        face.vertices[1] = video::S3DVertex(vertex_pos[1], v3f(0,1,0), c,
@@ -220,6 +221,19 @@ void makeFastFace(TileSpec tile, u8 light, v3f p,
        face.vertices[2] = video::S3DVertex(vertex_pos[2], v3f(0,1,0), c,
                        core::vector2d<f32>(x0, y0));
        face.vertices[3] = video::S3DVertex(vertex_pos[3], v3f(0,1,0), c,
+                       core::vector2d<f32>(x0+w*abs_scale, y0));*/
+
+       face.vertices[0] = video::S3DVertex(vertex_pos[0], v3f(0,1,0),
+                       lightColor(alpha, li0),
+                       core::vector2d<f32>(x0+w*abs_scale, y0+h));
+       face.vertices[1] = video::S3DVertex(vertex_pos[1], v3f(0,1,0),
+                       lightColor(alpha, li1),
+                       core::vector2d<f32>(x0, y0+h));
+       face.vertices[2] = video::S3DVertex(vertex_pos[2], v3f(0,1,0),
+                       lightColor(alpha, li2),
+                       core::vector2d<f32>(x0, y0));
+       face.vertices[3] = video::S3DVertex(vertex_pos[3], v3f(0,1,0),
+                       lightColor(alpha, li3),
                        core::vector2d<f32>(x0+w*abs_scale, y0));
 
        face.tile = tile;
@@ -227,7 +241,6 @@ void makeFastFace(TileSpec tile, u8 light, v3f p,
        //f->tile = TILE_STONE;
        
        dest.push_back(face);
-       //return f;
 }
        
 /*
@@ -324,6 +337,52 @@ u8 getNodeContent(v3s16 p, MapNode mn, NodeModMap &temp_mods)
        return mn.d;
 }
 
+v3s16 dirs8[8] = {
+       v3s16(0,0,0),
+       v3s16(0,0,1),
+       v3s16(0,1,0),
+       v3s16(0,1,1),
+       v3s16(1,0,0),
+       v3s16(1,1,0),
+       v3s16(1,0,1),
+       v3s16(1,1,1),
+};
+
+// 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)
+               {
+                       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;
+}
+
 /*
        startpos:
        translate_dir: unit vector with only one of x, y or z
@@ -408,7 +467,7 @@ void updateFastFaceRow(
                                end_of_texture = true;
                }
                
-               //end_of_texture = true; //DEBUG
+               end_of_texture = true; //DEBUG
                
                if(next_is_different || end_of_texture)
                {
@@ -428,33 +487,125 @@ void updateFastFaceRow(
                                // Center point of face (kind of)
                                v3f sp = pf - ((f32)continuous_tiles_count / 2. - 0.5) * translate_dir_f;
                                v3f scale(1,1,1);
-                               if(translate_dir.X != 0){
+                               u8 li0=255, li1=255, li2=255, li3=255;
+
+                               // First node
+                               v3s16 p_first = p - (continuous_tiles_count-1) * translate_dir;
+
+                               v3s16 p_map = blockpos_nodes + p;
+                               v3s16 p_map_first = p_first + blockpos_nodes;
+
+                               if(translate_dir.X != 0)
+                               {
                                        scale.X = continuous_tiles_count;
                                }
-                               if(translate_dir.Y != 0){
+                               if(translate_dir.Y != 0)
+                               {
                                        scale.Y = continuous_tiles_count;
                                }
-                               if(translate_dir.Z != 0){
+                               if(translate_dir.Z != 0)
+                               {
                                        scale.Z = continuous_tiles_count;
                                }
                                
-                               //FastFace *f;
+                               //u8 li = decode_light(light);
 
                                // If node at sp (tile0) is more solid
                                if(mf == 1)
                                {
-                                       makeFastFace(tile0, decode_light(light),
+                                       if(face_dir == v3s16(0,0,1))
+                                       {
+                                               // Going along X+, faces in Z+
+                                               li0 = getSmoothLight(p_map_first+v3s16(0,0,1),
+                                                               vmanip, daynight_ratio);
+                                               li1 = getSmoothLight(p_map+v3s16(1,0,1),
+                                                               vmanip, daynight_ratio);
+                                               li2 = getSmoothLight(p_map+v3s16(1,1,1),
+                                                               vmanip, daynight_ratio);
+                                               li3 = getSmoothLight(p_map_first+v3s16(0,1,1),
+                                                               vmanip, daynight_ratio);
+                                       }
+                                       else if(face_dir == v3s16(0,1,0))
+                                       {
+                                               // Going along X+, faces in Y+
+                                               li0 = getSmoothLight(p_map_first+v3s16(0,1,1),
+                                                               vmanip, daynight_ratio);
+                                               li1 = getSmoothLight(p_map+v3s16(1,1,1),
+                                                               vmanip, daynight_ratio);
+                                               li2 = getSmoothLight(p_map+v3s16(1,1,0),
+                                                               vmanip, daynight_ratio);
+                                               li3 = getSmoothLight(p_map_first+v3s16(0,1,0),
+                                                               vmanip, daynight_ratio);
+                                       }
+                                       else if(face_dir == v3s16(1,0,0))
+                                       {
+                                               // Going along Z+, faces in X+
+                                               li0 = getSmoothLight(p_map_first+v3s16(1,0,1),
+                                                               vmanip, daynight_ratio);
+                                               li1 = getSmoothLight(p_map+v3s16(1,0,0),
+                                                               vmanip, daynight_ratio);
+                                               li2 = getSmoothLight(p_map+v3s16(1,1,0),
+                                                               vmanip, daynight_ratio);
+                                               li3 = getSmoothLight(p_map_first+v3s16(1,1,1),
+                                                               vmanip, daynight_ratio);
+                                       }
+                                       else assert(0);
+
+                                       //makeFastFace(tile0, li, li, li, li,
+                                       makeFastFace(tile0, li0, li1, li2, li3,
                                                        sp, face_dir, scale,
                                                        posRelative_f, dest);
                                }
                                // If node at sp is less solid (mf == 2)
                                else
                                {
-                                       makeFastFace(tile1, decode_light(light),
+                                       // Offset to the actual solid block
+                                       p_map += face_dir;
+                                       p_map_first += face_dir;
+                                       
+                                       if(face_dir == v3s16(0,0,1))
+                                       {
+                                               // Going along X+, faces in Z-
+                                               li0 = getSmoothLight(p_map+v3s16(1,0,0),
+                                                               vmanip, daynight_ratio);
+                                               li1 = getSmoothLight(p_map_first+v3s16(0,0,0),
+                                                               vmanip, daynight_ratio);
+                                               li2 = getSmoothLight(p_map_first+v3s16(0,1,0),
+                                                               vmanip, daynight_ratio);
+                                               li3 = getSmoothLight(p_map+v3s16(1,1,0),
+                                                               vmanip, daynight_ratio);
+                                       }
+                                       else if(face_dir == v3s16(0,1,0))
+                                       {
+                                               // Going along X+, faces in Y-
+                                               li0 = getSmoothLight(p_map_first+v3s16(0,0,0),
+                                                               vmanip, daynight_ratio);
+                                               li1 = getSmoothLight(p_map+v3s16(1,0,0),
+                                                               vmanip, daynight_ratio);
+                                               li2 = getSmoothLight(p_map+v3s16(1,0,1),
+                                                               vmanip, daynight_ratio);
+                                               li3 = getSmoothLight(p_map_first+v3s16(0,0,1),
+                                                               vmanip, daynight_ratio);
+                                       }
+                                       else if(face_dir == v3s16(1,0,0))
+                                       {
+                                               // Going along Z+, faces in X-
+                                               li0 = getSmoothLight(p_map_first+v3s16(0,0,0),
+                                                               vmanip, daynight_ratio);
+                                               li1 = getSmoothLight(p_map+v3s16(0,0,1),
+                                                               vmanip, daynight_ratio);
+                                               li2 = getSmoothLight(p_map+v3s16(0,1,1),
+                                                               vmanip, daynight_ratio);
+                                               li3 = getSmoothLight(p_map_first+v3s16(0,1,0),
+                                                               vmanip, daynight_ratio);
+                                       }
+                                       else assert(0);
+
+                                       //makeFastFace(tile1, li, li, li, li,
+                                       makeFastFace(tile1, li0, li1, li2, li3,
                                                        sp+face_dir_f, -face_dir, scale,
                                                        posRelative_f, dest);
                                }
-                               //dest.push_back(f);
                        }
 
                        continuous_tiles_count = 0;
@@ -598,7 +749,7 @@ scene::SMesh* makeMapBlockMesh(MeshMakeData *data)
                //TimeTaker timer2("updateMesh() collect");
 
                /*
-                       Go through every y,z and get top faces in rows of x+
+                       Go through every y,z and get top(y+) faces in rows of x+
                */
                for(s16 y=0; y<MAP_BLOCKSIZE; y++){
                        for(s16 z=0; z<MAP_BLOCKSIZE; z++){
@@ -615,7 +766,7 @@ scene::SMesh* makeMapBlockMesh(MeshMakeData *data)
                        }
                }
                /*
-                       Go through every x,y and get right faces in rows of z+
+                       Go through every x,y and get right(x+) faces in rows of z+
                */
                for(s16 x=0; x<MAP_BLOCKSIZE; x++){
                        for(s16 y=0; y<MAP_BLOCKSIZE; y++){
@@ -632,7 +783,7 @@ scene::SMesh* makeMapBlockMesh(MeshMakeData *data)
                        }
                }
                /*
-                       Go through every y,z and get back faces in rows of x+
+                       Go through every y,z and get back(z+) faces in rows of x+
                */
                for(s16 z=0; z<MAP_BLOCKSIZE; z++){
                        for(s16 y=0; y<MAP_BLOCKSIZE; y++){