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Optimize lighting calculation (#12797)
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parent
440d966b93
commit
9676364c1f
18 changed files with 188 additions and 220 deletions
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@ -527,8 +527,8 @@ static bool getVisibleBrightness(Map *map, const v3f &p0, v3f dir, float step,
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{
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v3s16 p = floatToInt(p0 /*+ dir * 3*BS*/, BS);
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MapNode n = map->getNode(p);
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if(ndef->get(n).param_type == CPT_LIGHT &&
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!ndef->get(n).sunlight_propagates)
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if(ndef->getLightingFlags(n).has_light &&
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!ndef->getLightingFlags(n).sunlight_propagates)
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allow_allowing_non_sunlight_propagates = true;
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}
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// If would start at CONTENT_IGNORE, start closer
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@ -549,15 +549,13 @@ static bool getVisibleBrightness(Map *map, const v3f &p0, v3f dir, float step,
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v3s16 p = floatToInt(pf, BS);
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MapNode n = map->getNode(p);
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ContentLightingFlags f = ndef->getLightingFlags(n);
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if (allow_allowing_non_sunlight_propagates && i == 0 &&
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ndef->get(n).param_type == CPT_LIGHT &&
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!ndef->get(n).sunlight_propagates) {
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f.has_light && !f.sunlight_propagates) {
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allow_non_sunlight_propagates = true;
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}
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if (ndef->get(n).param_type != CPT_LIGHT ||
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(!ndef->get(n).sunlight_propagates &&
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!allow_non_sunlight_propagates)){
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if (!f.has_light || (!f.sunlight_propagates && !allow_non_sunlight_propagates)){
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nonlight_seen = true;
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noncount++;
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if(noncount >= 4)
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@ -566,10 +564,10 @@ static bool getVisibleBrightness(Map *map, const v3f &p0, v3f dir, float step,
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}
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if (distance >= sunlight_min_d && !*sunlight_seen && !nonlight_seen)
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if (n.getLight(LIGHTBANK_DAY, ndef) == LIGHT_SUN)
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if (n.getLight(LIGHTBANK_DAY, f) == LIGHT_SUN)
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*sunlight_seen = true;
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noncount = 0;
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brightness_sum += decode_light(n.getLightBlend(daylight_factor, ndef));
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brightness_sum += decode_light(n.getLightBlend(daylight_factor, f));
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brightness_count++;
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}
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*result = 0;
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@ -653,8 +651,9 @@ int ClientMap::getBackgroundBrightness(float max_d, u32 daylight_factor,
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int ret = 0;
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if(brightness_count == 0){
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MapNode n = getNode(floatToInt(m_camera_position, BS));
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if(m_nodedef->get(n).param_type == CPT_LIGHT){
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ret = decode_light(n.getLightBlend(daylight_factor, m_nodedef));
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ContentLightingFlags f = m_nodedef->getLightingFlags(n);
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if(f.has_light){
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ret = decode_light(n.getLightBlend(daylight_factor, f));
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} else {
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ret = oldvalue;
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}
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@ -23,6 +23,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "clientenvironment.h"
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#include "client.h"
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#include "map.h"
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#include "nodedef.h"
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class SmokePuffCSO: public ClientSimpleObject
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{
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@ -50,7 +51,7 @@ public:
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bool pos_ok;
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MapNode n = env->getMap().getNode(floatToInt(pos, BS), &pos_ok);
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light = pos_ok ? decode_light(n.getLightBlend(env->getDayNightRatio(),
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env->getGameDef()->ndef()))
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env->getGameDef()->ndef()->getLightingFlags(n)))
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: 64;
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video::SColor color(255,light,light,light);
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m_spritenode->setColor(color);
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@ -472,7 +472,7 @@ void MapblockMeshGenerator::prepareLiquidNodeDrawing()
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// it at what it emits, for an increased effect
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u8 e = decode_light(f->light_source);
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light = LightPair(std::max(e, light.lightDay), std::max(e, light.lightNight));
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} else if (nodedef->get(ntop).param_type == CPT_LIGHT) {
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} else if (nodedef->getLightingFlags(ntop).has_light) {
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// Otherwise, use the light of the node on top if possible
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light = LightPair(getInteriorLight(ntop, 0, nodedef));
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}
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@ -102,7 +102,7 @@ void MeshMakeData::setSmoothLighting(bool smooth_lighting)
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static u8 getInteriorLight(enum LightBank bank, MapNode n, s32 increment,
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const NodeDefManager *ndef)
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{
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u8 light = n.getLight(bank, ndef);
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u8 light = n.getLight(bank, ndef->getLightingFlags(n));
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if (light > 0)
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light = rangelim(light + increment, 0, LIGHT_SUN);
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return decode_light(light);
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@ -126,17 +126,19 @@ u16 getInteriorLight(MapNode n, s32 increment, const NodeDefManager *ndef)
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static u8 getFaceLight(enum LightBank bank, MapNode n, MapNode n2,
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v3s16 face_dir, const NodeDefManager *ndef)
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{
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ContentLightingFlags f1 = ndef->getLightingFlags(n);
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ContentLightingFlags f2 = ndef->getLightingFlags(n2);
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u8 light;
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u8 l1 = n.getLight(bank, ndef);
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u8 l2 = n2.getLight(bank, ndef);
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u8 l1 = n.getLight(bank, f1);
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u8 l2 = n2.getLight(bank, f2);
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if(l1 > l2)
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light = l1;
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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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u8 light_source = MYMAX(f1.light_source, f2.light_source);
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if(light_source > light)
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light = light_source;
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@ -184,8 +186,8 @@ static u16 getSmoothLightCombined(const v3s16 &p,
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light_source_max = f.light_source;
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// Check f.solidness because fast-style leaves look better this way
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if (f.param_type == CPT_LIGHT && f.solidness != 2) {
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u8 light_level_day = n.getLightNoChecks(LIGHTBANK_DAY, &f);
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u8 light_level_night = n.getLightNoChecks(LIGHTBANK_NIGHT, &f);
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u8 light_level_day = n.getLight(LIGHTBANK_DAY, f.getLightingFlags());
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u8 light_level_night = n.getLight(LIGHTBANK_NIGHT, f.getLightingFlags());
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if (light_level_day == LIGHT_SUN)
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direct_sunlight = true;
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light_day += decode_light(light_level_day);
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@ -265,7 +265,8 @@ void Particle::updateLight()
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);
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MapNode n = m_env->getClientMap().getNode(p, &pos_ok);
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if (pos_ok)
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light = n.getLightBlend(m_env->getDayNightRatio(), m_gamedef->ndef());
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light = n.getLightBlend(m_env->getDayNightRatio(),
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m_gamedef->ndef()->getLightingFlags(n));
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else
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light = blend_light(m_env->getDayNightRatio(), LIGHT_SUN, 0);
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