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authorkwolekr <kwolekr@minetest.net>2015-01-04 02:34:33 -0500
committerkwolekr <kwolekr@minetest.net>2015-01-04 02:42:31 -0500
commit7233a1228eb161cbcbb46c6e801cabd89ef3d2ab (patch)
treeaf3b728cb6052e3bd409ac39cd6b2db7c633076d /src/mapgen.cpp
parent060ae29eafbca089824cfbcedc9bc36b7fda5d5e (diff)
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Lighting: Fix nearly all issues
The cause of a single light source seemingly being lit without spread was due to its creation in the +Y mapblock boundary layer during map generation, which was ignored as the overtop. This overtop explicitly needs to be omitted during sunlight propagation, however. To accomplish this, Mapgen::calcLighting() was split into separate functions taking separate parameters. Additionally, do not diminish light too early during spread. This fixes the output inconsistency between Map::updateLighting and Mapgen::calcLighting.
Diffstat (limited to 'src/mapgen.cpp')
-rw-r--r--src/mapgen.cpp48
1 files changed, 36 insertions, 12 deletions
diff --git a/src/mapgen.cpp b/src/mapgen.cpp
index c1b8889a8..44df35a07 100644
--- a/src/mapgen.cpp
+++ b/src/mapgen.cpp
@@ -243,14 +243,28 @@ void Mapgen::lightSpread(VoxelArea &a, v3s16 p, u8 light)
void Mapgen::calcLighting(v3s16 nmin, v3s16 nmax)
{
- VoxelArea a(nmin, nmax);
- bool block_is_underground = (water_level >= nmax.Y);
-
ScopeProfiler sp(g_profiler, "EmergeThread: mapgen lighting update", SPT_AVG);
//TimeTaker t("updateLighting");
- // first, send vertical rays of sunshine downward
+ propagateSunlight(
+ nmin - v3s16(1, 1, 1) * MAP_BLOCKSIZE,
+ nmax + v3s16(1, 0, 1) * MAP_BLOCKSIZE);
+
+ spreadLight(
+ nmin - v3s16(1, 1, 1) * MAP_BLOCKSIZE,
+ nmax + v3s16(1, 1, 1) * MAP_BLOCKSIZE);
+
+ //printf("updateLighting: %dms\n", t.stop());
+}
+
+
+void Mapgen::propagateSunlight(v3s16 nmin, v3s16 nmax)
+{
+ //TimeTaker t("propagateSunlight");
+ VoxelArea a(nmin, nmax);
+ bool block_is_underground = (water_level >= nmax.Y);
v3s16 em = vm->m_area.getExtent();
+
for (int z = a.MinEdge.Z; z <= a.MaxEdge.Z; z++) {
for (int x = a.MinEdge.X; x <= a.MaxEdge.X; x++) {
// see if we can get a light value from the overtop
@@ -272,8 +286,17 @@ void Mapgen::calcLighting(v3s16 nmin, v3s16 nmax)
}
}
}
+ //printf("propagateSunlight: %dms\n", t.stop());
+}
+
+
+
+void Mapgen::spreadLight(v3s16 nmin, v3s16 nmax)
+{
+ //TimeTaker t("spreadLight");
+ VoxelArea a(nmin, nmax);
+ v3s16 em = vm->m_area.getExtent();
- // now spread the sunlight and light up any sources
for (int z = a.MinEdge.Z; z <= a.MaxEdge.Z; z++) {
for (int y = a.MinEdge.Y; y <= a.MaxEdge.Y; y++) {
u32 i = vm->m_area.index(a.MinEdge.X, y, z);
@@ -289,21 +312,22 @@ void Mapgen::calcLighting(v3s16 nmin, v3s16 nmax)
u8 light = n.param1 & 0x0F;
if (light) {
- lightSpread(a, v3s16(x, y, z + 1), light - 1);
- lightSpread(a, v3s16(x, y + 1, z ), light - 1);
- lightSpread(a, v3s16(x + 1, y, z ), light - 1);
- lightSpread(a, v3s16(x, y, z - 1), light - 1);
- lightSpread(a, v3s16(x, y - 1, z ), light - 1);
- lightSpread(a, v3s16(x - 1, y, z ), light - 1);
+ lightSpread(a, v3s16(x, y, z + 1), light);
+ lightSpread(a, v3s16(x, y + 1, z ), light);
+ lightSpread(a, v3s16(x + 1, y, z ), light);
+ lightSpread(a, v3s16(x, y, z - 1), light);
+ lightSpread(a, v3s16(x, y - 1, z ), light);
+ lightSpread(a, v3s16(x - 1, y, z ), light);
}
}
}
}
- //printf("updateLighting: %dms\n", t.stop());
+ //printf("spreadLight: %dms\n", t.stop());
}
+
void Mapgen::calcLightingOld(v3s16 nmin, v3s16 nmax)
{
enum LightBank banks[2] = {LIGHTBANK_DAY, LIGHTBANK_NIGHT};