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authorDániel Juhász <juhdanad@gmail.com>2016-12-10 19:02:44 +0100
committerparamat <mat.gregory@virginmedia.com>2017-03-11 02:06:18 +0000
commitab371cc93491baf0973ecc94b96c3a1fdb4abfd5 (patch)
treeea9eedcef115258714163ef3927a095847c35d7b
parentd785456b3fa35faf47cb972fde9e8668382c5e22 (diff)
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Light calculation: New bulk node lighting code
This commit introduces a new bulk node lighting algorithm to minimize lighting bugs during l-system tree generation, schematic placement and non-mapgen-object lua voxelmanip light calculation. If the block above the changed area is not loaded, it gets loaded to avoid lighting bugs. Light is updated as soon as write_to_map is called on a voxel manipulator, therefore update_map does nothing.
-rw-r--r--doc/lua_api.txt9
-rw-r--r--src/map.cpp565
-rw-r--r--src/map.h16
-rw-r--r--src/mg_schematic.cpp10
-rw-r--r--src/mg_schematic.h3
-rw-r--r--src/script/lua_api/l_mapgen.cpp4
-rw-r--r--src/script/lua_api/l_vmanip.cpp46
-rw-r--r--src/treegen.cpp7
-rw-r--r--src/voxelalgorithms.cpp371
-rw-r--r--src/voxelalgorithms.h13
10 files changed, 408 insertions, 636 deletions
diff --git a/doc/lua_api.txt b/doc/lua_api.txt
index 23aac90d9..484a5848c 100644
--- a/doc/lua_api.txt
+++ b/doc/lua_api.txt
@@ -3282,9 +3282,6 @@ format as produced by get_data() et al. and is *not required* to be a table retr
Once the internal VoxelManip state has been modified to your liking, the changes can be committed back
to the map by calling `VoxelManip:write_to_map()`.
-Finally, a call to `VoxelManip:update_map()` is required to re-calculate lighting and set the blocks
-as being modified so that connected clients are sent the updated parts of map.
-
##### Flat array format
Let
@@ -3349,8 +3346,6 @@ but with a few differences:
will also update the Mapgen VoxelManip object's internal state active on the current thread.
* After modifying the Mapgen VoxelManip object's internal buffer, it may be necessary to update lighting
information using either: `VoxelManip:calc_lighting()` or `VoxelManip:set_lighting()`.
-* `VoxelManip:update_map()` does not need to be called after `write_to_map()`. The map update is performed
- automatically after all on_generated callbacks have been run for that generated block.
##### Other API functions operating on a VoxelManip
If any VoxelManip contents were set to a liquid node, `VoxelManip:update_liquids()` must be called
@@ -3393,9 +3388,7 @@ will place the schematic inside of the VoxelManip.
* returns raw node data in the form of an array of node content IDs
* if the param `buffer` is present, this table will be used to store the result instead
* `set_data(data)`: Sets the data contents of the `VoxelManip` object
-* `update_map()`: Update map after writing chunk back to map.
- * To be used only by `VoxelManip` objects created by the mod itself;
- not a `VoxelManip` that was retrieved from `minetest.get_mapgen_object`
+* `update_map()`: Does nothing, kept for compatibility.
* `set_lighting(light, [p1, p2])`: Set the lighting within the `VoxelManip` to a uniform value
* `light` is a table, `{day=<0...15>, night=<0...15>}`
* To be used only by a `VoxelManip` object from `minetest.get_mapgen_object`
diff --git a/src/map.cpp b/src/map.cpp
index a415bda96..a1502befa 100644
--- a/src/map.cpp
+++ b/src/map.cpp
@@ -235,571 +235,6 @@ void Map::setNode(v3s16 p, MapNode & n)
block->setNodeNoCheck(relpos, n);
}
-/*
- Goes recursively through the neighbours of the node.
-
- Alters only transparent nodes.
-
- If the lighting of the neighbour is lower than the lighting of
- the node was (before changing it to 0 at the step before), the
- lighting of the neighbour is set to 0 and then the same stuff
- repeats for the neighbour.
-
- The ending nodes of the routine are stored in light_sources.
- This is useful when a light is removed. In such case, this
- routine can be called for the light node and then again for
- light_sources to re-light the area without the removed light.
-
- values of from_nodes are lighting values.
-*/
-void Map::unspreadLight(enum LightBank bank,
- std::map<v3s16, u8> & from_nodes,
- std::set<v3s16> & light_sources,
- std::map<v3s16, MapBlock*> & modified_blocks)
-{
- v3s16 dirs[6] = {
- v3s16(0,0,1), // back
- v3s16(0,1,0), // top
- v3s16(1,0,0), // right
- v3s16(0,0,-1), // front
- v3s16(0,-1,0), // bottom
- v3s16(-1,0,0), // left
- };
-
- if(from_nodes.empty())
- return;
-
- u32 blockchangecount = 0;
-
- std::map<v3s16, u8> unlighted_nodes;
-
- /*
- Initialize block cache
- */
- v3s16 blockpos_last;
- MapBlock *block = NULL;
- // Cache this a bit, too
- bool block_checked_in_modified = false;
-
- for(std::map<v3s16, u8>::iterator j = from_nodes.begin();
- j != from_nodes.end(); ++j)
- {
- v3s16 pos = j->first;
- v3s16 blockpos = getNodeBlockPos(pos);
-
- // Only fetch a new block if the block position has changed
- try{
- if(block == NULL || blockpos != blockpos_last){
- block = getBlockNoCreate(blockpos);
- blockpos_last = blockpos;
-
- block_checked_in_modified = false;
- blockchangecount++;
- }
- }
- catch(InvalidPositionException &e)
- {
- continue;
- }
-
- if(block->isDummy())
- continue;
-
- // Calculate relative position in block
- //v3s16 relpos = pos - blockpos_last * MAP_BLOCKSIZE;
-
- // Get node straight from the block
- //MapNode n = block->getNode(relpos);
-
- u8 oldlight = j->second;
-
- // Loop through 6 neighbors
- for(u16 i=0; i<6; i++)
- {
- // Get the position of the neighbor node
- v3s16 n2pos = pos + dirs[i];
-
- // Get the block where the node is located
- v3s16 blockpos, relpos;
- getNodeBlockPosWithOffset(n2pos, blockpos, relpos);
-
- // Only fetch a new block if the block position has changed
- try {
- if(block == NULL || blockpos != blockpos_last){
- block = getBlockNoCreate(blockpos);
- blockpos_last = blockpos;
-
- block_checked_in_modified = false;
- blockchangecount++;
- }
- }
- catch(InvalidPositionException &e) {
- continue;
- }
-
- // Get node straight from the block
- bool is_valid_position;
- MapNode n2 = block->getNode(relpos, &is_valid_position);
- if (!is_valid_position)
- continue;
-
- bool changed = false;
-
- //TODO: Optimize output by optimizing light_sources?
-
- /*
- If the neighbor is dimmer than what was specified
- as oldlight (the light of the previous node)
- */
- if(n2.getLight(bank, m_nodedef) < oldlight)
- {
- /*
- And the neighbor is transparent and it has some light
- */
- if(m_nodedef->get(n2).light_propagates
- && n2.getLight(bank, m_nodedef) != 0)
- {
- /*
- Set light to 0 and add to queue
- */
-
- u8 current_light = n2.getLight(bank, m_nodedef);
- n2.setLight(bank, 0, m_nodedef);
- block->setNode(relpos, n2);
-
- unlighted_nodes[n2pos] = current_light;
- changed = true;
-
- /*
- Remove from light_sources if it is there
- NOTE: This doesn't happen nearly at all
- */
- /*if(light_sources.find(n2pos))
- {
- infostream<<"Removed from light_sources"<<std::endl;
- light_sources.remove(n2pos);
- }*/
- }
-
- /*// DEBUG
- if(light_sources.find(n2pos) != NULL)
- light_sources.remove(n2pos);*/
- }
- else{
- light_sources.insert(n2pos);
- }
-
- // Add to modified_blocks
- if(changed == true && block_checked_in_modified == false)
- {
- // If the block is not found in modified_blocks, add.
- if(modified_blocks.find(blockpos) == modified_blocks.end())
- {
- modified_blocks[blockpos] = block;
- }
- block_checked_in_modified = true;
- }
- }
- }
-
- /*infostream<<"unspreadLight(): Changed block "
- <<blockchangecount<<" times"
- <<" for "<<from_nodes.size()<<" nodes"
- <<std::endl;*/
-
- if(!unlighted_nodes.empty())
- unspreadLight(bank, unlighted_nodes, light_sources, modified_blocks);
-}
-
-/*
- Lights neighbors of from_nodes, collects all them and then
- goes on recursively.
-*/
-void Map::spreadLight(enum LightBank bank,
- std::set<v3s16> & from_nodes,
- std::map<v3s16, MapBlock*> & modified_blocks)
-{
- const v3s16 dirs[6] = {
- v3s16(0,0,1), // back
- v3s16(0,1,0), // top
- v3s16(1,0,0), // right
- v3s16(0,0,-1), // front
- v3s16(0,-1,0), // bottom
- v3s16(-1,0,0), // left
- };
-
- if(from_nodes.empty())
- return;
-
- u32 blockchangecount = 0;
-
- std::set<v3s16> lighted_nodes;
-
- /*
- Initialize block cache
- */
- v3s16 blockpos_last;
- MapBlock *block = NULL;
- // Cache this a bit, too
- bool block_checked_in_modified = false;
-
- for(std::set<v3s16>::iterator j = from_nodes.begin();
- j != from_nodes.end(); ++j)
- {
- v3s16 pos = *j;
- v3s16 blockpos, relpos;
-
- getNodeBlockPosWithOffset(pos, blockpos, relpos);
-
- // Only fetch a new block if the block position has changed
- try {
- if(block == NULL || blockpos != blockpos_last){
- block = getBlockNoCreate(blockpos);
- blockpos_last = blockpos;
-
- block_checked_in_modified = false;
- blockchangecount++;
- }
- }
- catch(InvalidPositionException &e) {
- continue;
- }
-
- if(block->isDummy())
- continue;
-
- // Get node straight from the block
- bool is_valid_position;
- MapNode n = block->getNode(relpos, &is_valid_position);
-
- u8 oldlight = is_valid_position ? n.getLight(bank, m_nodedef) : 0;
- u8 newlight = diminish_light(oldlight);
-
- // Loop through 6 neighbors
- for(u16 i=0; i<6; i++){
- // Get the position of the neighbor node
- v3s16 n2pos = pos + dirs[i];
-
- // Get the block where the node is located
- v3s16 blockpos, relpos;
- getNodeBlockPosWithOffset(n2pos, blockpos, relpos);
-
- // Only fetch a new block if the block position has changed
- try {
- if(block == NULL || blockpos != blockpos_last){
- block = getBlockNoCreate(blockpos);
- blockpos_last = blockpos;
-
- block_checked_in_modified = false;
- blockchangecount++;
- }
- }
- catch(InvalidPositionException &e) {
- continue;
- }
-
- // Get node straight from the block
- MapNode n2 = block->getNode(relpos, &is_valid_position);
- if (!is_valid_position)
- continue;
-
- bool changed = false;
- /*
- If the neighbor is brighter than the current node,
- add to list (it will light up this node on its turn)
- */
- if(n2.getLight(bank, m_nodedef) > undiminish_light(oldlight))
- {
- lighted_nodes.insert(n2pos);
- changed = true;
- }
- /*
- If the neighbor is dimmer than how much light this node
- would spread on it, add to list
- */
- if(n2.getLight(bank, m_nodedef) < newlight)
- {
- if(m_nodedef->get(n2).light_propagates)
- {
- n2.setLight(bank, newlight, m_nodedef);
- block->setNode(relpos, n2);
- lighted_nodes.insert(n2pos);
- changed = true;
- }
- }
-
- // Add to modified_blocks
- if(changed == true && block_checked_in_modified == false)
- {
- // If the block is not found in modified_blocks, add.
- if(modified_blocks.find(blockpos) == modified_blocks.end())
- {
- modified_blocks[blockpos] = block;
- }
- block_checked_in_modified = true;
- }
- }
- }
-
- /*infostream<<"spreadLight(): Changed block "
- <<blockchangecount<<" times"
- <<" for "<<from_nodes.size()<<" nodes"
- <<std::endl;*/
-
- if(!lighted_nodes.empty())
- spreadLight(bank, lighted_nodes, modified_blocks);
-}
-
-void Map::updateLighting(enum LightBank bank,
- std::map<v3s16, MapBlock*> & a_blocks,
- std::map<v3s16, MapBlock*> & modified_blocks)
-{
- /*m_dout<<"Map::updateLighting(): "
- <<a_blocks.size()<<" blocks."<<std::endl;*/
-
- //TimeTaker timer("updateLighting");
-
- // For debugging
- //bool debug=true;
- //u32 count_was = modified_blocks.size();
-
- //std::map<v3s16, MapBlock*> blocks_to_update;
-
- std::set<v3s16> light_sources;
-
- std::map<v3s16, u8> unlight_from;
-
- int num_bottom_invalid = 0;
-
- {
- //TimeTaker t("first stuff");
-
- for(std::map<v3s16, MapBlock*>::iterator i = a_blocks.begin();
- i != a_blocks.end(); ++i)
- {
- MapBlock *block = i->second;
-
- for(;;)
- {
- // Don't bother with dummy blocks.
- if(block->isDummy())
- break;
-
- v3s16 pos = block->getPos();
- v3s16 posnodes = block->getPosRelative();
- modified_blocks[pos] = block;
- //blocks_to_update[pos] = block;
-
- /*
- Clear all light from block
- */
- for(s16 z=0; z<MAP_BLOCKSIZE; z++)
- for(s16 x=0; x<MAP_BLOCKSIZE; x++)
- for(s16 y=0; y<MAP_BLOCKSIZE; y++)
- {
- v3s16 p(x,y,z);
- bool is_valid_position;
- MapNode n = block->getNode(p, &is_valid_position);
- if (!is_valid_position) {
- /* This would happen when dealing with a
- dummy block.
- */
- infostream<<"updateLighting(): InvalidPositionException"
- <<std::endl;
- continue;
- }
- u8 oldlight = n.getLight(bank, m_nodedef);
- n.setLight(bank, 0, m_nodedef);
- block->setNode(p, n);
-
- // If node sources light, add to list
- u8 source = m_nodedef->get(n).light_source;
- if(source != 0)
- light_sources.insert(p + posnodes);
-
- // Collect borders for unlighting
- if((x==0 || x == MAP_BLOCKSIZE-1
- || y==0 || y == MAP_BLOCKSIZE-1
- || z==0 || z == MAP_BLOCKSIZE-1)
- && oldlight != 0)
- {
- v3s16 p_map = p + posnodes;
- unlight_from[p_map] = oldlight;
- }
-
-
- }
-
- if(bank == LIGHTBANK_DAY)
- {
- bool bottom_valid = block->propagateSunlight(light_sources);
-
- if(!bottom_valid)
- num_bottom_invalid++;
-
- // If bottom is valid, we're done.
- if(bottom_valid)
- break;
- }
- else if(bank == LIGHTBANK_NIGHT)
- {
- // For night lighting, sunlight is not propagated
- break;
- }
- else
- {
- assert("Invalid lighting bank" == NULL);
- }
-
- /*infostream<<"Bottom for sunlight-propagated block ("
- <<pos.X<<","<<pos.Y<<","<<pos.Z<<") not valid"
- <<std::endl;*/
-
- // Bottom sunlight is not valid; get the block and loop to it
-
- pos.Y--;
- try{
- block = getBlockNoCreate(pos);
- }
- catch(InvalidPositionException &e)
- {
- FATAL_ERROR("Invalid position");
- }
-
- }
- }
-
- }
-
- /*
- Enable this to disable proper lighting for speeding up map
- generation for testing or whatever
- */
-#if 0
- //if(g_settings->get(""))
- {
- core::map<v3s16, MapBlock*>::Iterator i;
- i = blocks_to_update.getIterator();
- for(; i.atEnd() == false; i++)
- {
- MapBlock *block = i.getNode()->getValue();
- v3s16 p = block->getPos();
- block->setLightingExpired(false);
- }
- return;
- }
-#endif
-
-#if 1
- {
- //TimeTaker timer("unspreadLight");
- unspreadLight(bank, unlight_from, light_sources, modified_blocks);
- }
-
- /*if(debug)
- {
- u32 diff = modified_blocks.size() - count_was;
- count_was = modified_blocks.size();
- infostream<<"unspreadLight modified "<<diff<<std::endl;
- }*/
-
- {
- //TimeTaker timer("spreadLight");
- spreadLight(bank, light_sources, modified_blocks);
- }
-
- /*if(debug)
- {
- u32 diff = modified_blocks.size() - count_was;
- count_was = modified_blocks.size();
- infostream<<"spreadLight modified "<<diff<<std::endl;
- }*/
-#endif
-
-#if 0
- {
- //MapVoxelManipulator vmanip(this);
-
- // Make a manual voxel manipulator and load all the blocks
- // that touch the requested blocks
- ManualMapVoxelManipulator vmanip(this);
-
- {
- //TimeTaker timer("initialEmerge");
-
- core::map<v3s16, MapBlock*>::Iterator i;
- i = blocks_to_update.getIterator();
- for(; i.atEnd() == false; i++)
- {
- MapBlock *block = i.getNode()->getValue();
- v3s16 p = block->getPos();
-
- // Add all surrounding blocks
- vmanip.initialEmerge(p - v3s16(1,1,1), p + v3s16(1,1,1));
-
- /*
- Add all surrounding blocks that have up-to-date lighting
- NOTE: This doesn't quite do the job (not everything
- appropriate is lighted)
- */
- /*for(s16 z=-1; z<=1; z++)
- for(s16 y=-1; y<=1; y++)
- for(s16 x=-1; x<=1; x++)
- {
- v3s16 p2 = p + v3s16(x,y,z);
- MapBlock *block = getBlockNoCreateNoEx(p2);
- if(block == NULL)
- continue;
- if(block->isDummy())
- continue;
- if(block->getLightingExpired())
- continue;
- vmanip.initialEmerge(p2, p2);
- }*/
-
- // Lighting of block will be updated completely
- block->setLightingExpired(false);
- }
- }
-
- {
- //TimeTaker timer("unSpreadLight");
- vmanip.unspreadLight(bank, unlight_from, light_sources, nodemgr);
- }
- {
- //TimeTaker timer("spreadLight");
- vmanip.spreadLight(bank, light_sources, nodemgr);
- }
- {
- //TimeTaker timer("blitBack");
- vmanip.blitBack(modified_blocks);
- }
- /*infostream<<"emerge_time="<<emerge_time<<std::endl;
- emerge_time = 0;*/
- }
-#endif
-
- //m_dout<<"Done ("<<getTimestamp()<<")"<<std::endl;
-}
-
-void Map::updateLighting(std::map<v3s16, MapBlock*> & a_blocks,
- std::map<v3s16, MapBlock*> & modified_blocks)
-{
- updateLighting(LIGHTBANK_DAY, a_blocks, modified_blocks);
- updateLighting(LIGHTBANK_NIGHT, a_blocks, modified_blocks);
-
- /*
- Update information about whether day and night light differ
- */
- for(std::map<v3s16, MapBlock*>::iterator
- i = modified_blocks.begin();
- i != modified_blocks.end(); ++i)
- {
- MapBlock *block = i->second;
- block->expireDayNightDiff();
- }
-}
-
void Map::addNodeAndUpdate(v3s16 p, MapNode n,
std::map<v3s16, MapBlock*> &modified_blocks,
bool remove_metadata)
diff --git a/src/map.h b/src/map.h
index 19c94ee80..c4181a49f 100644
--- a/src/map.h
+++ b/src/map.h
@@ -208,22 +208,6 @@ public:
// position is valid, otherwise false
MapNode getNodeNoEx(v3s16 p, bool *is_valid_position = NULL);
- void unspreadLight(enum LightBank bank,
- std::map<v3s16, u8> & from_nodes,
- std::set<v3s16> & light_sources,
- std::map<v3s16, MapBlock*> & modified_blocks);
-
- void spreadLight(enum LightBank bank,
- std::set<v3s16> & from_nodes,
- std::map<v3s16, MapBlock*> & modified_blocks);
-
- void updateLighting(enum LightBank bank,
- std::map<v3s16, MapBlock*> & a_blocks,
- std::map<v3s16, MapBlock*> & modified_blocks);
-
- void updateLighting(std::map<v3s16, MapBlock*> & a_blocks,
- std::map<v3s16, MapBlock*> & modified_blocks);
-
/*
These handle lighting but not faces.
*/
diff --git a/src/mg_schematic.cpp b/src/mg_schematic.cpp
index 3d08d86fa..92e138df4 100644
--- a/src/mg_schematic.cpp
+++ b/src/mg_schematic.cpp
@@ -30,6 +30,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "util/serialize.h"
#include "serialization.h"
#include "filesys.h"
+#include "voxelalgorithms.h"
///////////////////////////////////////////////////////////////////////////////
@@ -202,7 +203,7 @@ bool Schematic::placeOnVManip(MMVManip *vm, v3s16 p, u32 flags,
return vm->m_area.contains(VoxelArea(p, p + s - v3s16(1,1,1)));
}
-void Schematic::placeOnMap(Map *map, v3s16 p, u32 flags,
+void Schematic::placeOnMap(ServerMap *map, v3s16 p, u32 flags,
Rotation rot, bool force_place)
{
std::map<v3s16, MapBlock *> lighting_modified_blocks;
@@ -238,15 +239,10 @@ void Schematic::placeOnMap(Map *map, v3s16 p, u32 flags,
blitToVManip(&vm, p, rot, force_place);
- vm.blitBackAll(&modified_blocks);
+ voxalgo::blit_back_with_light(map, &vm, &modified_blocks);
//// Carry out post-map-modification actions
- //// Update lighting
- // TODO: Optimize this by using Mapgen::calcLighting() instead
- lighting_modified_blocks.insert(modified_blocks.begin(), modified_blocks.end());
- map->updateLighting(lighting_modified_blocks, modified_blocks);
-
//// Create & dispatch map modification events to observers
MapEditEvent event;
event.type = MEET_OTHER;
diff --git a/src/mg_schematic.h b/src/mg_schematic.h
index 1d46e6ac4..2f60c843b 100644
--- a/src/mg_schematic.h
+++ b/src/mg_schematic.h
@@ -25,6 +25,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "util/string.h"
class Map;
+class ServerMap;
class Mapgen;
class MMVManip;
class PseudoRandom;
@@ -108,7 +109,7 @@ public:
void blitToVManip(MMVManip *vm, v3s16 p, Rotation rot, bool force_place);
bool placeOnVManip(MMVManip *vm, v3s16 p, u32 flags, Rotation rot, bool force_place);
- void placeOnMap(Map *map, v3s16 p, u32 flags, Rotation rot, bool force_place);
+ void placeOnMap(ServerMap *map, v3s16 p, u32 flags, Rotation rot, bool force_place);
void applyProbabilities(v3s16 p0,
std::vector<std::pair<v3s16, u8> > *plist,
diff --git a/src/script/lua_api/l_mapgen.cpp b/src/script/lua_api/l_mapgen.cpp
index bc1c32f03..0bc9e25f7 100644
--- a/src/script/lua_api/l_mapgen.cpp
+++ b/src/script/lua_api/l_mapgen.cpp
@@ -1357,7 +1357,9 @@ int ModApiMapgen::l_place_schematic(lua_State *L)
{
MAP_LOCK_REQUIRED;
- Map *map = &(getEnv(L)->getMap());
+ GET_ENV_PTR;
+
+ ServerMap *map = &(env->getServerMap());
SchematicManager *schemmgr = getServer(L)->getEmergeManager()->schemmgr;
//// Read position
diff --git a/src/script/lua_api/l_vmanip.cpp b/src/script/lua_api/l_vmanip.cpp
index bdf720f0a..5f129d2af 100644
--- a/src/script/lua_api/l_vmanip.cpp
+++ b/src/script/lua_api/l_vmanip.cpp
@@ -27,6 +27,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "map.h"
#include "server.h"
#include "mapgen.h"
+#include "voxelalgorithms.h"
// garbage collector
int LuaVoxelManip::gc_object(lua_State *L)
@@ -109,10 +110,24 @@ int LuaVoxelManip::l_write_to_map(lua_State *L)
MAP_LOCK_REQUIRED;
LuaVoxelManip *o = checkobject(L, 1);
- MMVManip *vm = o->vm;
+ GET_ENV_PTR;
+ ServerMap *map = &(env->getServerMap());
+ if (o->is_mapgen_vm) {
+ o->vm->blitBackAll(&(o->modified_blocks));
+ } else {
+ voxalgo::blit_back_with_light(map, o->vm,
+ &(o->modified_blocks));
+ }
- vm->blitBackAll(&o->modified_blocks);
+ MapEditEvent event;
+ event.type = MEET_OTHER;
+ for (std::map<v3s16, MapBlock *>::iterator it = o->modified_blocks.begin();
+ it != o->modified_blocks.end(); ++it)
+ event.modified_blocks.insert(it->first);
+ map->dispatchEvent(&event);
+
+ o->modified_blocks.clear();
return 0;
}
@@ -322,33 +337,6 @@ int LuaVoxelManip::l_set_param2_data(lua_State *L)
int LuaVoxelManip::l_update_map(lua_State *L)
{
- GET_ENV_PTR;
-
- LuaVoxelManip *o = checkobject(L, 1);
- if (o->is_mapgen_vm)
- return 0;
-
- Map *map = &(env->getMap());
-
- // TODO: Optimize this by using Mapgen::calcLighting() instead
- std::map<v3s16, MapBlock *> lighting_mblocks;
- std::map<v3s16, MapBlock *> *mblocks = &o->modified_blocks;
-
- lighting_mblocks.insert(mblocks->begin(), mblocks->end());
-
- map->updateLighting(lighting_mblocks, *mblocks);
-
- MapEditEvent event;
- event.type = MEET_OTHER;
- for (std::map<v3s16, MapBlock *>::iterator
- it = mblocks->begin();
- it != mblocks->end(); ++it)
- event.modified_blocks.insert(it->first);
-
- map->dispatchEvent(&event);
-
- mblocks->clear();
-
return 0;
}
diff --git a/src/treegen.cpp b/src/treegen.cpp
index 4df574f34..505954e8e 100644
--- a/src/treegen.cpp
+++ b/src/treegen.cpp
@@ -25,6 +25,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "serverenvironment.h"
#include "nodedef.h"
#include "treegen.h"
+#include "voxelalgorithms.h"
namespace treegen
{
@@ -125,12 +126,8 @@ treegen::error spawn_ltree(ServerEnvironment *env, v3s16 p0,
if (e != SUCCESS)
return e;
- vmanip.blitBackAll(&modified_blocks);
+ voxalgo::blit_back_with_light(map, &vmanip, &modified_blocks);
- // update lighting
- std::map<v3s16, MapBlock*> lighting_modified_blocks;
- lighting_modified_blocks.insert(modified_blocks.begin(), modified_blocks.end());
- map->updateLighting(lighting_modified_blocks, modified_blocks);
// Send a MEET_OTHER event
MapEditEvent event;
event.type = MEET_OTHER;
diff --git a/src/voxelalgorithms.cpp b/src/voxelalgorithms.cpp
index 3c32bc125..411369bd4 100644
--- a/src/voxelalgorithms.cpp
+++ b/src/voxelalgorithms.cpp
@@ -542,6 +542,21 @@ void spread_light(Map *map, INodeDefManager *nodemgr, LightBank bank,
}
}
+struct SunlightPropagationUnit{
+ v2s16 relative_pos;
+ bool is_sunlit;
+
+ SunlightPropagationUnit(v2s16 relpos, bool sunlit):
+ relative_pos(relpos),
+ is_sunlit(sunlit)
+ {}
+};
+
+struct SunlightPropagationData{
+ std::vector<SunlightPropagationUnit> data;
+ v3s16 target_block;
+};
+
/*!
* Returns true if the node gets sunlight from the
* node above it.
@@ -753,7 +768,7 @@ void update_lighting_nodes(Map *map,
for (u8 i = 0; i <= LIGHT_SUN; i++) {
const std::vector<ChangingLight> &lights = light_sources.lights[i];
for (std::vector<ChangingLight>::const_iterator it = lights.begin();
- it < lights.end(); it++) {
+ it < lights.end(); ++it) {
MapNode n = it->block->getNodeNoCheck(it->rel_position,
&is_valid_position);
n.setLight(bank, i, ndef);
@@ -817,8 +832,10 @@ void update_block_border_lighting(Map *map, MapBlock *block,
bool is_valid_position;
for (s32 i = 0; i < 2; i++) {
LightBank bank = banks[i];
- UnlightQueue disappearing_lights(256);
- ReLightQueue light_sources(256);
+ // Since invalid light is not common, do not allocate
+ // memory if not needed.
+ UnlightQueue disappearing_lights(0);
+ ReLightQueue light_sources(0);
// Get incorrect lights
for (direction d = 0; d < 6; d++) {
// For each direction
@@ -873,7 +890,7 @@ void update_block_border_lighting(Map *map, MapBlock *block,
for (u8 i = 0; i <= LIGHT_SUN; i++) {
const std::vector<ChangingLight> &lights = light_sources.lights[i];
for (std::vector<ChangingLight>::const_iterator it = lights.begin();
- it < lights.end(); it++) {
+ it < lights.end(); ++it) {
MapNode n = it->block->getNodeNoCheck(it->rel_position,
&is_valid_position);
n.setLight(bank, i, ndef);
@@ -885,6 +902,352 @@ void update_block_border_lighting(Map *map, MapBlock *block,
}
}
+/*!
+ * Resets the lighting of the given VoxelManipulator to
+ * complete darkness and full sunlight.
+ * Operates in one map sector.
+ *
+ * \param offset contains the least x and z node coordinates
+ * of the map sector.
+ * \param light incoming sunlight, light[x][z] is true if there
+ * is sunlight above the voxel manipulator at the given x-z coordinates.
+ * The array's indices are relative node coordinates in the sector.
+ * After the procedure returns, this contains outgoing light at
+ * the bottom of the voxel manipulator.
+ */
+void fill_with_sunlight(MMVManip *vm, INodeDefManager *ndef, v2s16 offset,
+ bool light[MAP_BLOCKSIZE][MAP_BLOCKSIZE])
+{
+ // Distance in array between two nodes on top of each other.
+ s16 ystride = vm->m_area.getExtent().X;
+ // Cache the ignore node.
+ MapNode ignore = MapNode(CONTENT_IGNORE);
+ // For each column of nodes:
+ for (s16 z = 0; z < MAP_BLOCKSIZE; z++)
+ for (s16 x = 0; x < MAP_BLOCKSIZE; x++) {
+ // Position of the column on the map.
+ v2s16 realpos = offset + v2s16(x, z);
+ // Array indices in the voxel manipulator
+ s32 maxindex = vm->m_area.index(realpos.X, vm->m_area.MaxEdge.Y,
+ realpos.Y);
+ s32 minindex = vm->m_area.index(realpos.X, vm->m_area.MinEdge.Y,
+ realpos.Y);
+ // True if the current node has sunlight.
+ bool lig = light[z][x];
+ // For each node, downwards:
+ for (s32 i = maxindex; i >= minindex; i -= ystride) {
+ MapNode *n;
+ if (vm->m_flags[i] & VOXELFLAG_NO_DATA)
+ n = &ignore;
+ else
+ n = &vm->m_data[i];
+ // Ignore IGNORE nodes, these are not generated yet.
+ if(n->getContent() == CONTENT_IGNORE)
+ continue;
+ const ContentFeatures &f = ndef->get(n->getContent());
+ if (lig && !f.sunlight_propagates)
+ // Sunlight is stopped.
+ lig = false;
+ // Reset light
+ n->setLight(LIGHTBANK_DAY, lig ? 15 : 0, f);
+ n->setLight(LIGHTBANK_NIGHT, 0, f);
+ }
+ // Output outgoing light.
+ light[z][x] = lig;
+ }
+}
+
+/*!
+ * Returns incoming sunlight for one map block.
+ * If block above is not found, it is loaded.
+ *
+ * \param pos position of the map block that gets the sunlight.
+ * \param light incoming sunlight, light[z][x] is true if there
+ * is sunlight above the block at the given z-x relative
+ * node coordinates.
+ */
+void is_sunlight_above_block(ServerMap *map, mapblock_v3 pos,
+ INodeDefManager *ndef, bool light[MAP_BLOCKSIZE][MAP_BLOCKSIZE])
+{
+ mapblock_v3 source_block_pos = pos + v3s16(0, 1, 0);
+ // Get or load source block.
+ // It might take a while to load, but correcting incorrect
+ // sunlight may be even slower.
+ MapBlock *source_block = map->emergeBlock(source_block_pos, false);
+ // Trust only generated blocks.
+ if (source_block == NULL || source_block->isDummy()
+ || !source_block->isGenerated()) {
+ // But if there is no block above, then use heuristics
+ bool sunlight = true;
+ MapBlock *node_block = map->getBlockNoCreateNoEx(pos);
+ if (node_block == NULL)
+ // This should not happen.
+ sunlight = false;
+ else
+ sunlight = !node_block->getIsUnderground();
+ for (s16 z = 0; z < MAP_BLOCKSIZE; z++)
+ for (s16 x = 0; x < MAP_BLOCKSIZE; x++)
+ light[z][x] = sunlight;
+ } else {
+ // Dummy boolean, the position is valid.
+ bool is_valid_position;
+ // For each column:
+ for (s16 z = 0; z < MAP_BLOCKSIZE; z++)
+ for (s16 x = 0; x < MAP_BLOCKSIZE; x++) {
+ // Get the bottom block.
+ MapNode above = source_block->getNodeNoCheck(x, 0, z,
+ &is_valid_position);
+ light[z][x] = above.getLight(LIGHTBANK_DAY, ndef) == LIGHT_SUN;
+ }
+ }
+}
+
+/*!
+ * Propagates sunlight down in a given map block.
+ *
+ * \param data contains incoming sunlight and shadow and
+ * the coordinates of the target block.
+ * \param unlight propagated shadow is inserted here
+ * \param relight propagated sunlight is inserted here
+ *
+ * \returns true if the block was modified, false otherwise.
+ */
+bool propagate_block_sunlight(Map *map, INodeDefManager *ndef,
+ SunlightPropagationData *data, UnlightQueue *unlight, ReLightQueue *relight)
+{
+ bool modified = false;
+ // Get the block.
+ MapBlock *block = map->getBlockNoCreateNoEx(data->target_block);
+ if (block == NULL || block->isDummy()) {
+ // The work is done if the block does not contain data.
+ data->data.clear();
+ return false;
+ }
+ // Dummy boolean
+ bool is_valid;
+ // For each changing column of nodes:
+ size_t index;
+ for (index = 0; index < data->data.size(); index++) {
+ SunlightPropagationUnit it = data->data[index];
+ // Relative position of the currently inspected node.
+ relative_v3 current_pos(it.relative_pos.X, MAP_BLOCKSIZE - 1,
+ it.relative_pos.Y);
+ if (it.is_sunlit) {
+ // Propagate sunlight.
+ // For each node downwards:
+ for (; current_pos.Y >= 0; current_pos.Y--) {
+ MapNode n = block->getNodeNoCheck(current_pos, &is_valid);
+ const ContentFeatures &f = ndef->get(n);
+ if (n.getLightRaw(LIGHTBANK_DAY, f) < LIGHT_SUN
+ && f.sunlight_propagates) {
+ // This node gets sunlight.
+ n.setLight(LIGHTBANK_DAY, LIGHT_SUN, f);
+ block->setNodeNoCheck(current_pos, n);
+ modified = true;
+ relight->push(LIGHT_SUN, current_pos, data->target_block,
+ block, 4);
+ } else {
+ // Light already valid, propagation stopped.
+ break;
+ }
+ }
+ } else {
+ // Propagate shadow.
+ // For each node downwards:
+ for (; current_pos.Y >= 0; current_pos.Y--) {
+ MapNode n = block->getNodeNoCheck(current_pos, &is_valid);
+ const ContentFeatures &f = ndef->get(n);
+ if (n.getLightRaw(LIGHTBANK_DAY, f) == LIGHT_SUN) {
+ // The sunlight is no longer valid.
+ n.setLight(LIGHTBANK_DAY, 0, f);
+ block->setNodeNoCheck(current_pos, n);
+ modified = true;
+ unlight->push(LIGHT_SUN, current_pos, data->target_block,
+ block, 4);
+ } else {
+ // Reached shadow, propagation stopped.
+ break;
+ }
+ }
+ }
+ if (current_pos.Y >= 0) {
+ // Propagation stopped, remove from data.
+ data->data[index] = data->data.back();
+ data->data.pop_back();
+ index--;
+ }
+ }
+ return modified;
+}
+
+/*!
+ * Borders of a map block in relative node coordinates.
+ * The areas do not overlap.
+ * Compatible with type 'direction'.
+ */
+const VoxelArea block_pad[] = {
+ VoxelArea(v3s16(15, 0, 0), v3s16(15, 15, 15)), //X+
+ VoxelArea(v3s16(1, 15, 0), v3s16(14, 15, 15)), //Y+
+ VoxelArea(v3s16(1, 1, 15), v3s16(14, 14, 15)), //Z+
+ VoxelArea(v3s16(1, 1, 0), v3s16(14, 14, 0)), //Z-
+ VoxelArea(v3s16(1, 0, 0), v3s16(14, 0, 15)), //Y-
+ VoxelArea(v3s16(0, 0, 0), v3s16(0, 15, 15)) //X-
+};
+
+void blit_back_with_light(ServerMap *map, MMVManip *vm,
+ std::map<v3s16, MapBlock*> *modified_blocks)
+{
+ INodeDefManager *ndef = map->getNodeDefManager();
+ mapblock_v3 minblock = getNodeBlockPos(vm->m_area.MinEdge);
+ mapblock_v3 maxblock = getNodeBlockPos(vm->m_area.MaxEdge);
+ // First queue is for day light, second is for night light.
+ UnlightQueue unlight[] = { UnlightQueue(256), UnlightQueue(256) };
+ ReLightQueue relight[] = { ReLightQueue(256), ReLightQueue(256) };
+ // Will hold sunlight data.
+ bool lights[MAP_BLOCKSIZE][MAP_BLOCKSIZE];
+ SunlightPropagationData data;
+ // Dummy boolean.
+ bool is_valid;
+
+ // --- STEP 1: reset everything to sunlight
+
+ // For each map block:
+ for (s16 x = minblock.X; x <= maxblock.X; x++)
+ for (s16 z = minblock.Z; z <= maxblock.Z; z++) {
+ // Extract sunlight above.
+ is_sunlight_above_block(map, v3s16(x, maxblock.Y, z), ndef, lights);
+ v2s16 offset(x, z);
+ offset *= MAP_BLOCKSIZE;
+ // Reset the voxel manipulator.
+ fill_with_sunlight(vm, ndef, offset, lights);
+ // Copy sunlight data
+ data.target_block = v3s16(x, minblock.Y - 1, z);
+ for (s16 z = 0; z < MAP_BLOCKSIZE; z++)
+ for (s16 x = 0; x < MAP_BLOCKSIZE; x++)
+ data.data.push_back(
+ SunlightPropagationUnit(v2s16(x, z), lights[z][x]));
+ // Propagate sunlight and shadow below the voxel manipulator.
+ while (!data.data.empty()) {
+ if (propagate_block_sunlight(map, ndef, &data, &unlight[0],
+ &relight[0]))
+ (*modified_blocks)[data.target_block] =
+ map->getBlockNoCreateNoEx(data.target_block);
+ // Step downwards.
+ data.target_block.Y--;
+ }
+ }
+
+ // --- STEP 2: Get nodes from borders to unlight
+
+ // In case there are unloaded holes in the voxel manipulator
+ // unlight each block.
+ // For each block:
+ for (s16 b_x = minblock.X; b_x <= maxblock.X; b_x++)
+ for (s16 b_y = minblock.Y; b_y <= maxblock.Y; b_y++)
+ for (s16 b_z = minblock.Z; b_z <= maxblock.Z; b_z++) {
+ v3s16 blockpos(b_x, b_y, b_z);
+ MapBlock *block = map->getBlockNoCreateNoEx(blockpos);
+ if (!block || block->isDummy())
+ // Skip not existing blocks.
+ continue;
+ v3s16 offset = block->getPosRelative();
+ // For each border of the block:
+ for (direction d = 0; d < 6; d++) {
+ VoxelArea a = block_pad[d];
+ // For each node of the border:
+ for (s32 x = a.MinEdge.X; x <= a.MaxEdge.X; x++)
+ for (s32 z = a.MinEdge.Z; z <= a.MaxEdge.Z; z++)
+ for (s32 y = a.MinEdge.Y; y <= a.MaxEdge.Y; y++) {
+ v3s16 relpos(x, y, z);
+ // Get old and new node
+ MapNode oldnode = block->getNodeNoCheck(x, y, z, &is_valid);
+ const ContentFeatures &oldf = ndef->get(oldnode);
+ MapNode newnode = vm->getNodeNoExNoEmerge(relpos + offset);
+ const ContentFeatures &newf = ndef->get(newnode);
+ // For each light bank
+ for (size_t b = 0; b < 2; b++) {
+ LightBank bank = banks[b];
+ u8 oldlight = oldf.param_type == CPT_LIGHT ?
+ oldnode.getLightNoChecks(bank, &oldf):
+ LIGHT_SUN; // no light information, force unlighting
+ u8 newlight = newf.param_type == CPT_LIGHT ?
+ newnode.getLightNoChecks(bank, &newf):
+ newf.light_source;
+ // If the new node is dimmer, unlight.
+ if (oldlight > newlight) {
+ unlight[b].push(
+ oldlight, relpos, blockpos, block, 6);
+ }
+ } // end of banks
+ } // end of nodes
+ } // end of borders
+ } // end of blocks
+
+ // --- STEP 3: All information extracted, overwrite
+
+ vm->blitBackAll(modified_blocks, true);
+
+ // --- STEP 4: Do unlighting
+
+ for (size_t bank = 0; bank < 2; bank++) {
+ LightBank b = banks[bank];
+ unspread_light(map, ndef, b, unlight[bank], relight[bank],
+ *modified_blocks);
+ }
+
+ // --- STEP 5: Get all newly inserted light sources
+
+ // For each block:
+ for (s16 b_x = minblock.X; b_x <= maxblock.X; b_x++)
+ for (s16 b_y = minblock.Y; b_y <= maxblock.Y; b_y++)
+ for (s16 b_z = minblock.Z; b_z <= maxblock.Z; b_z++) {
+ v3s16 blockpos(b_x, b_y, b_z);
+ MapBlock *block = map->getBlockNoCreateNoEx(blockpos);
+ if (!block || block->isDummy())
+ // Skip not existing blocks
+ continue;
+ // For each node in the block:
+ for (s32 x = 0; x < MAP_BLOCKSIZE; x++)
+ for (s32 z = 0; z < MAP_BLOCKSIZE; z++)
+ for (s32 y = 0; y < MAP_BLOCKSIZE; y++) {
+ v3s16 relpos(x, y, z);
+ MapNode node = block->getNodeNoCheck(x, y, z, &is_valid);
+ const ContentFeatures &f = ndef->get(node);
+ // For each light bank
+ for (size_t b = 0; b < 2; b++) {
+ LightBank bank = banks[b];
+ u8 light = f.param_type == CPT_LIGHT ?
+ node.getLightNoChecks(bank, &f):
+ f.light_source;
+ if (light > 1)
+ relight[b].push(light, relpos, blockpos, block, 6);
+ } // end of banks
+ } // end of nodes
+ } // end of blocks
+
+ // --- STEP 6: do light spreading
+
+ // For each light bank:
+ for (size_t b = 0; b < 2; b++) {
+ LightBank bank = banks[b];
+ // Sunlight is already initialized.
+ u8 maxlight = (b == 0) ? LIGHT_MAX : LIGHT_SUN;
+ // Initialize light values for light spreading.
+ for (u8 i = 0; i <= maxlight; i++) {
+ const std::vector<ChangingLight> &lights = relight[b].lights[i];
+ for (std::vector<ChangingLight>::const_iterator it = lights.begin();
+ it < lights.end(); ++it) {
+ MapNode n = it->block->getNodeNoCheck(it->rel_position,
+ &is_valid);
+ n.setLight(bank, i, ndef);
+ it->block->setNodeNoCheck(it->rel_position, n);
+ }
+ }
+ // Spread lights.
+ spread_light(map, ndef, bank, relight[b], *modified_blocks);
+ }
+}
+
VoxelLineIterator::VoxelLineIterator(
const v3f &start_position,
const v3f &line_vector) :
diff --git a/src/voxelalgorithms.h b/src/voxelalgorithms.h
index bf1638fa3..cdffe86c8 100644
--- a/src/voxelalgorithms.h
+++ b/src/voxelalgorithms.h
@@ -26,7 +26,9 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "util/cpp11_container.h"
class Map;
+class ServerMap;
class MapBlock;
+class MMVManip;
namespace voxalgo
{
@@ -85,6 +87,17 @@ void update_block_border_lighting(Map *map, MapBlock *block,
std::map<v3s16, MapBlock*> &modified_blocks);
/*!
+ * Copies back nodes from a voxel manipulator
+ * to the map and updates lighting.
+ * For server use only.
+ *
+ * \param modified_blocks output, contains all map blocks that
+ * the function modified
+ */
+void blit_back_with_light(ServerMap *map, MMVManip *vm,
+ std::map<v3s16, MapBlock*> *modified_blocks);
+
+/*!
* This class iterates trough voxels that intersect with
* a line. The collision detection does not see nodeboxes,
* every voxel is a cube and is returned.