diff --git a/src/inc/mesh.hpp b/src/inc/mesh.hpp index c68ac05..4fc03ff 100644 --- a/src/inc/mesh.hpp +++ b/src/inc/mesh.hpp @@ -88,33 +88,21 @@ void world_subset_to_mesh float layer_back = cube_face_info->l_back; - // Get the natural and artificial floating-point lighting - // values of the current voxel. - - float voxel_light_natural = input->get_natural(cx, cy, cz) / 15.0f; - - float voxel_light_artificial = input->get_artificial(cx, cy, cz) / 15.0f; - - // Get the final voxel floating-point lighting value by - // choosing the largest lighting component of the voxel. - - float voxel_light = std::max(voxel_light_natural, voxel_light_artificial); - // Calculate the lighting value of each face by multiplying - // the final lighting value of the current voxel by a constant - // coefficient. + // the final lighting value of the neighboring voxels by a + // constant coefficient. - float lighting_top = 1.0f * voxel_light; + float lighting_top = 1.0f * std::max(input->get_natural_edge(cx, cy, cz, cx, cy - 1, cz) / 15.0f, input->get_artificial_edge(cx, cy, cz, cx, cy - 1, cz) / 15.0f); - float lighting_bottom = 0.65f * voxel_light; + float lighting_bottom = 0.65f * std::max(input->get_natural_edge(cx, cy, cz, cx, cy + 1, cz) / 15.0f, input->get_artificial_edge(cx, cy, cz, cx, cy + 1, cz) / 15.0f); - float lighting_left = 0.75f * voxel_light; + float lighting_left = 0.75f * std::max(input->get_natural_edge(cx, cy, cz, cx - 1, cy, cz) / 15.0f, input->get_artificial_edge(cx, cy, cz, cx - 1, cy, cz) / 15.0f); - float lighting_right = 0.75f * voxel_light; + float lighting_right = 0.75f * std::max(input->get_natural_edge(cx, cy, cz, cx + 1, cy, cz) / 15.0f, input->get_artificial_edge(cx, cy, cz, cx + 1, cy, cz) / 15.0f); - float lighting_front = 0.9f * voxel_light; + float lighting_front = 0.9f * std::max(input->get_natural_edge(cx, cy, cz, cx, cy, cz - 1) / 15.0f, input->get_artificial_edge(cx, cy, cz, cx, cy, cz - 1) / 15.0f); - float lighting_back = 0.9f * voxel_light; + float lighting_back = 0.9f * std::max(input->get_natural_edge(cx, cy, cz, cx, cy, cz + 1) / 15.0f, input->get_artificial_edge(cx, cy, cz, cx, cy, cz + 1) / 15.0f); // Do hidden face culling. This optimization will cause faces // that are never going to be rendered (hidden faces) to be @@ -181,24 +169,24 @@ void world_subset_to_mesh if (visible_front) { - *(ptr++) = 0.0f + cx; *(ptr++) = -0.0f - cy; *(ptr++) = 0.0f + cz; *(ptr++) = 1.0f; *(ptr++) = 0.0f; *(ptr++) = layer_back; *(ptr++) = lighting_back; - *(ptr++) = 0.0f + cx; *(ptr++) = -1.0f - cy; *(ptr++) = 0.0f + cz; *(ptr++) = 1.0f; *(ptr++) = 1.0f; *(ptr++) = layer_back; *(ptr++) = lighting_back; - *(ptr++) = 1.0f + cx; *(ptr++) = -1.0f - cy; *(ptr++) = 0.0f + cz; *(ptr++) = 0.0f; *(ptr++) = 1.0f; *(ptr++) = layer_back; *(ptr++) = lighting_back; + *(ptr++) = 0.0f + cx; *(ptr++) = -0.0f - cy; *(ptr++) = 0.0f + cz; *(ptr++) = 1.0f; *(ptr++) = 0.0f; *(ptr++) = layer_front; *(ptr++) = lighting_front; + *(ptr++) = 0.0f + cx; *(ptr++) = -1.0f - cy; *(ptr++) = 0.0f + cz; *(ptr++) = 1.0f; *(ptr++) = 1.0f; *(ptr++) = layer_front; *(ptr++) = lighting_front; + *(ptr++) = 1.0f + cx; *(ptr++) = -1.0f - cy; *(ptr++) = 0.0f + cz; *(ptr++) = 0.0f; *(ptr++) = 1.0f; *(ptr++) = layer_front; *(ptr++) = lighting_front; - *(ptr++) = 0.0f + cx; *(ptr++) = -0.0f - cy; *(ptr++) = 0.0f + cz; *(ptr++) = 1.0f; *(ptr++) = 0.0f; *(ptr++) = layer_back; *(ptr++) = lighting_back; - *(ptr++) = 1.0f + cx; *(ptr++) = -1.0f - cy; *(ptr++) = 0.0f + cz; *(ptr++) = 0.0f; *(ptr++) = 1.0f; *(ptr++) = layer_back; *(ptr++) = lighting_back; - *(ptr++) = 1.0f + cx; *(ptr++) = -0.0f - cy; *(ptr++) = 0.0f + cz; *(ptr++) = 0.0f; *(ptr++) = 0.0f; *(ptr++) = layer_back; *(ptr++) = lighting_back; + *(ptr++) = 0.0f + cx; *(ptr++) = -0.0f - cy; *(ptr++) = 0.0f + cz; *(ptr++) = 1.0f; *(ptr++) = 0.0f; *(ptr++) = layer_front; *(ptr++) = lighting_front; + *(ptr++) = 1.0f + cx; *(ptr++) = -1.0f - cy; *(ptr++) = 0.0f + cz; *(ptr++) = 0.0f; *(ptr++) = 1.0f; *(ptr++) = layer_front; *(ptr++) = lighting_front; + *(ptr++) = 1.0f + cx; *(ptr++) = -0.0f - cy; *(ptr++) = 0.0f + cz; *(ptr++) = 0.0f; *(ptr++) = 0.0f; *(ptr++) = layer_front; *(ptr++) = lighting_front; } if (visible_back) { - *(ptr++) = 1.0f + cx; *(ptr++) = -0.0f - cy; *(ptr++) = 1.0f + cz; *(ptr++) = 1.0f; *(ptr++) = 0.0f; *(ptr++) = layer_front; *(ptr++) = lighting_front; - *(ptr++) = 1.0f + cx; *(ptr++) = -1.0f - cy; *(ptr++) = 1.0f + cz; *(ptr++) = 1.0f; *(ptr++) = 1.0f; *(ptr++) = layer_front; *(ptr++) = lighting_front; - *(ptr++) = 0.0f + cx; *(ptr++) = -1.0f - cy; *(ptr++) = 1.0f + cz; *(ptr++) = 0.0f; *(ptr++) = 1.0f; *(ptr++) = layer_front; *(ptr++) = lighting_front; + *(ptr++) = 1.0f + cx; *(ptr++) = -0.0f - cy; *(ptr++) = 1.0f + cz; *(ptr++) = 1.0f; *(ptr++) = 0.0f; *(ptr++) = layer_back; *(ptr++) = lighting_back; + *(ptr++) = 1.0f + cx; *(ptr++) = -1.0f - cy; *(ptr++) = 1.0f + cz; *(ptr++) = 1.0f; *(ptr++) = 1.0f; *(ptr++) = layer_back; *(ptr++) = lighting_back; + *(ptr++) = 0.0f + cx; *(ptr++) = -1.0f - cy; *(ptr++) = 1.0f + cz; *(ptr++) = 0.0f; *(ptr++) = 1.0f; *(ptr++) = layer_back; *(ptr++) = lighting_back; - *(ptr++) = 1.0f + cx; *(ptr++) = -0.0f - cy; *(ptr++) = 1.0f + cz; *(ptr++) = 1.0f; *(ptr++) = 0.0f; *(ptr++) = layer_front; *(ptr++) = lighting_front; - *(ptr++) = 0.0f + cx; *(ptr++) = -1.0f - cy; *(ptr++) = 1.0f + cz; *(ptr++) = 0.0f; *(ptr++) = 1.0f; *(ptr++) = layer_front; *(ptr++) = lighting_front; - *(ptr++) = 0.0f + cx; *(ptr++) = -0.0f - cy; *(ptr++) = 1.0f + cz; *(ptr++) = 0.0f; *(ptr++) = 0.0f; *(ptr++) = layer_front; *(ptr++) = lighting_front; + *(ptr++) = 1.0f + cx; *(ptr++) = -0.0f - cy; *(ptr++) = 1.0f + cz; *(ptr++) = 1.0f; *(ptr++) = 0.0f; *(ptr++) = layer_back; *(ptr++) = lighting_back; + *(ptr++) = 0.0f + cx; *(ptr++) = -1.0f - cy; *(ptr++) = 1.0f + cz; *(ptr++) = 0.0f; *(ptr++) = 1.0f; *(ptr++) = layer_back; *(ptr++) = lighting_back; + *(ptr++) = 0.0f + cx; *(ptr++) = -0.0f - cy; *(ptr++) = 1.0f + cz; *(ptr++) = 0.0f; *(ptr++) = 0.0f; *(ptr++) = layer_back; *(ptr++) = lighting_back; } } } @@ -282,33 +270,21 @@ void world_subset_to_water_mesh float layer_back = -cube_face_info->l_back; - // Get the natural and artificial floating-point lighting - // values of the current voxel. - - float voxel_light_natural = input->get_natural(cx, cy, cz) / 15.0f; - - float voxel_light_artificial = input->get_artificial(cx, cy, cz) / 15.0f; - - // Get the final voxel floating-point lighting value by - // choosing the largest lighting component of the voxel. - - float voxel_light = std::max(voxel_light_natural, voxel_light_artificial); - // Calculate the lighting value of each face by multiplying - // the final lighting value of the current voxel by a constant - // coefficient. + // the final lighting value of the neighboring voxels by a + // constant coefficient. - float lighting_top = 1.0f * voxel_light; + float lighting_top = 1.0f * std::max(input->get_natural_edge(cx, cy, cz, cx, cy - 1, cz) / 15.0f, input->get_artificial_edge(cx, cy, cz, cx, cy - 1, cz) / 15.0f); - float lighting_bottom = 0.65f * voxel_light; + float lighting_bottom = 0.65f * std::max(input->get_natural_edge(cx, cy, cz, cx, cy + 1, cz) / 15.0f, input->get_artificial_edge(cx, cy, cz, cx, cy + 1, cz) / 15.0f); - float lighting_left = 0.75f * voxel_light; + float lighting_left = 0.75f * std::max(input->get_natural_edge(cx, cy, cz, cx - 1, cy, cz) / 15.0f, input->get_artificial_edge(cx, cy, cz, cx - 1, cy, cz) / 15.0f); - float lighting_right = 0.75f * voxel_light; + float lighting_right = 0.75f * std::max(input->get_natural_edge(cx, cy, cz, cx + 1, cy, cz) / 15.0f, input->get_artificial_edge(cx, cy, cz, cx + 1, cy, cz) / 15.0f); - float lighting_front = 0.9f * voxel_light; + float lighting_front = 0.9f * std::max(input->get_natural_edge(cx, cy, cz, cx, cy, cz - 1) / 15.0f, input->get_artificial_edge(cx, cy, cz, cx, cy, cz - 1) / 15.0f); - float lighting_back = 0.9f * voxel_light; + float lighting_back = 0.9f * std::max(input->get_natural_edge(cx, cy, cz, cx, cy, cz + 1) / 15.0f, input->get_artificial_edge(cx, cy, cz, cx, cy, cz + 1) / 15.0f); // Do hidden face culling. This optimization will cause faces // that are never going to be rendered (hidden faces) to be