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Made dark places tint slightly in blue
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parent
8993d9dd83
commit
d67cef0eb7
3 changed files with 36 additions and 16 deletions
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@ -21,6 +21,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "content_mapnode.h"
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#include "main.h" // For g_settings and g_texturesource
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#include "mineral.h"
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#include "mapblock_mesh.h" // For MapBlock_LightColor()
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#ifndef SERVER
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// Create a cuboid.
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@ -286,7 +287,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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else if(n.d == CONTENT_SIGN_WALL)
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{
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u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio));
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video::SColor c(255,l,l,l);
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video::SColor c = MapBlock_LightColor(255, l);
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float d = (float)BS/16;
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// Wall at X+ of node
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@ -352,7 +353,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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// Otherwise use the light of this node (the water)
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else
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l = decode_light(n.getLightBlend(data->m_daynight_ratio));
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video::SColor c(WATER_ALPHA,l,l,l);
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video::SColor c = MapBlock_LightColor(WATER_ALPHA, l);
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// Neighbor water levels (key = relative position)
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// Includes current node
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@ -618,7 +619,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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continue;
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u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio));
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video::SColor c(WATER_ALPHA,l,l,l);
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video::SColor c = MapBlock_LightColor(WATER_ALPHA, l);
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video::S3DVertex vertices[4] =
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{
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@ -653,7 +654,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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{
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/*u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio));*/
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u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio)));
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video::SColor c(255,l,l,l);
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video::SColor c = MapBlock_LightColor(255, l);
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for(u32 j=0; j<6; j++)
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{
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@ -720,7 +721,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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else if(n.d == CONTENT_GLASS)
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{
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u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio)));
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video::SColor c(255,l,l,l);
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video::SColor c = MapBlock_LightColor(255, l);
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for(u32 j=0; j<6; j++)
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{
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@ -783,7 +784,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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else if(n.d == CONTENT_FENCE)
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{
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u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio)));
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video::SColor c(255,l,l,l);
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video::SColor c = MapBlock_LightColor(255, l);
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const f32 post_rad=(f32)BS/10;
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const f32 bar_rad=(f32)BS/20;
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@ -872,7 +873,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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else
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l = 255;*/
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u8 l = 255;
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video::SColor c(255,l,l,l);
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video::SColor c = MapBlock_LightColor(255, l);
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// Get the right texture
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TileSpec ts = n.getTile(dir);
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@ -930,7 +931,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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else if(n.d == CONTENT_PAPYRUS)
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{
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u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio)));
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video::SColor c(255,l,l,l);
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video::SColor c = MapBlock_LightColor(255, l);
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for(u32 j=0; j<4; j++)
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{
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@ -980,7 +981,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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else if(n.d == CONTENT_JUNGLEGRASS)
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{
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u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio)));
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video::SColor c(255,l,l,l);
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video::SColor c = MapBlock_LightColor(255, l);
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for(u32 j=0; j<4; j++)
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{
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@ -1031,7 +1032,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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else if(n.d == CONTENT_RAIL)
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{
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u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio));
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video::SColor c(255,l,l,l);
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video::SColor c = MapBlock_LightColor(255, l);
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bool is_rail_x [] = { false, false }; /* x-1, x+1 */
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bool is_rail_z [] = { false, false }; /* z-1, z+1 */
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