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Fix ambient occlusion and dark lines at mapblock borders

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numberZero authored and paramat committed Dec 25, 2017
1 parent f77f19a commit b4df0d67dd9fca20df632f0247b97f8370757a3c
Showing with 27 additions and 70 deletions.
  1. +27 −70 src/mapblock_mesh.cpp
@@ -196,7 +196,7 @@ u16 getFaceLight(MapNode n, MapNode n2, v3s16 face_dir, INodeDefManager *ndef)
Both light banks
*/
static u16 getSmoothLightCombined(const v3s16 &p,
const std::array<v3s16,8> &dirs, MeshMakeData *data, bool node_solid)
const std::array<v3s16,8> &dirs, MeshMakeData *data)
{
INodeDefManager *ndef = data->m_client->ndef();

@@ -206,8 +206,14 @@ static u16 getSmoothLightCombined(const v3s16 &p,
u16 light_day = 0;
u16 light_night = 0;

auto add_node = [&] (int i) -> const ContentFeatures& {
auto add_node = [&] (u8 i, bool obstructed = false) -> bool {
if (obstructed) {
ambient_occlusion++;
return false;
}
MapNode n = data->m_vmanip.getNodeNoExNoEmerge(p + dirs[i]);
if (n.getContent() == CONTENT_IGNORE)
return true;
const ContentFeatures &f = ndef->get(n);
if (f.light_source > light_source_max)
light_source_max = f.light_source;
@@ -219,37 +225,24 @@ static u16 getSmoothLightCombined(const v3s16 &p,
} else {
ambient_occlusion++;
}
return f;
return f.light_propagates;
};

if (node_solid) {
ambient_occlusion = 3;
bool corner_obstructed = true;
for (int i = 0; i < 2; ++i) {
if (add_node(i).light_propagates)
corner_obstructed = false;
}
add_node(2);
add_node(3);
if (corner_obstructed)
ambient_occlusion++;
else
add_node(4);
} else {
std::array<bool, 4> obstructed = {{ 1, 1, 1, 1 }};
add_node(0);
bool opaque1 = !add_node(1).light_propagates;
bool opaque2 = !add_node(2).light_propagates;
bool opaque3 = !add_node(3).light_propagates;
obstructed[0] = opaque1 && opaque2;
obstructed[1] = opaque1 && opaque3;
obstructed[2] = opaque2 && opaque3;
for (int k = 0; k < 4; ++k) {
if (obstructed[k])
ambient_occlusion++;
else if (add_node(k + 4).light_propagates)
obstructed[3] = false;
}
std::array<bool, 4> obstructed = {{ 1, 1, 1, 1 }};
add_node(0);
bool opaque1 = !add_node(1);
bool opaque2 = !add_node(2);
bool opaque3 = !add_node(3);
obstructed[0] = opaque1 && opaque2;
obstructed[1] = opaque1 && opaque3;
obstructed[2] = opaque2 && opaque3;
for (u8 k = 0; k < 3; ++k)
if (add_node(k + 4, obstructed[k]))
obstructed[3] = false;
if (add_node(7, obstructed[3])) { // wrap light around nodes
ambient_occlusion -= 3;
for (u8 k = 0; k < 3; ++k)
add_node(k + 4, !obstructed[k]);
}

if (light_count == 0) {
@@ -277,7 +270,7 @@ static u16 getSmoothLightCombined(const v3s16 &p,
g_settings->getFloat("ambient_occlusion_gamma"), 0.25, 4.0);

// Table of gamma space multiply factors.
static const float light_amount[3] = {
static thread_local const float light_amount[3] = {
powf(0.75, 1.0 / ao_gamma),
powf(0.5, 1.0 / ao_gamma),
powf(0.25, 1.0 / ao_gamma)
@@ -304,43 +297,7 @@ static u16 getSmoothLightCombined(const v3s16 &p,
*/
u16 getSmoothLightSolid(const v3s16 &p, const v3s16 &face_dir, const v3s16 &corner, MeshMakeData *data)
{
v3s16 neighbor_offset1, neighbor_offset2;

/*
* face_dir, neighbor_offset1 and neighbor_offset2 define an
* orthonormal basis which is used to define the offsets of the 8
* surrounding nodes and to differentiate the "distance" (by going only
* along directly neighboring nodes) relative to the node at p.
* Apart from the node at p, only the 4 nodes which contain face_dir
* can contribute light.
*/
if (face_dir.X != 0) {
neighbor_offset1 = v3s16(0, corner.Y, 0);
neighbor_offset2 = v3s16(0, 0, corner.Z);
} else if (face_dir.Y != 0) {
neighbor_offset1 = v3s16(0, 0, corner.Z);
neighbor_offset2 = v3s16(corner.X, 0, 0);
} else if (face_dir.Z != 0) {
neighbor_offset1 = v3s16(corner.X,0,0);
neighbor_offset2 = v3s16(0,corner.Y,0);
}

const std::array<v3s16,8> dirs = {{
// Always shine light
neighbor_offset1 + face_dir,
neighbor_offset2 + face_dir,
v3s16(0,0,0),
face_dir,

// Can be obstructed
neighbor_offset1 + neighbor_offset2 + face_dir,

// Do not shine light, only for ambient occlusion
neighbor_offset1,
neighbor_offset2,
neighbor_offset1 + neighbor_offset2
}};
return getSmoothLightCombined(p, dirs, data, true);
return getSmoothLightTransparent(p + face_dir, corner - 2 * face_dir, data);
}

/*
@@ -363,7 +320,7 @@ u16 getSmoothLightTransparent(const v3s16 &p, const v3s16 &corner, MeshMakeData
v3s16(0,corner.Y,corner.Z),
v3s16(corner.X,corner.Y,corner.Z)
}};
return getSmoothLightCombined(p, dirs, data, false);
return getSmoothLightCombined(p, dirs, data);
}

void get_sunlight_color(video::SColorf *sunlight, u32 daynight_ratio){

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