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authorPerttu Ahola <celeron55@gmail.com>2011-01-24 16:36:58 +0200
committerPerttu Ahola <celeron55@gmail.com>2011-01-24 16:36:58 +0200
commit3909e712a012c11793effc408fd348e438a9ac5b (patch)
tree237daebc0dd1e7053af50962d01d05a5630cff8e /src/voxel.cpp
parent87554408ca667bfb86a6472d4835a893e457c0ba (diff)
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Faster lighting at map generation time
Diffstat (limited to 'src/voxel.cpp')
-rw-r--r--src/voxel.cpp389
1 files changed, 389 insertions, 0 deletions
diff --git a/src/voxel.cpp b/src/voxel.cpp
index c045c949c..a0cc44d71 100644
--- a/src/voxel.cpp
+++ b/src/voxel.cpp
@@ -264,6 +264,395 @@ void VoxelManipulator::clearFlag(u8 flags)
<<volume<<" nodes"<<std::endl;*/
}
+void VoxelManipulator::unspreadLight(enum LightBank bank, v3s16 p, u8 oldlight,
+ core::map<v3s16, bool> & light_sources)
+{
+ 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
+ };
+
+ emerge(VoxelArea(p - v3s16(1,1,1), p + v3s16(1,1,1)));
+
+ // Loop through 6 neighbors
+ for(u16 i=0; i<6; i++)
+ {
+ // Get the position of the neighbor node
+ v3s16 n2pos = p + dirs[i];
+
+ u32 n2i = m_area.index(n2pos);
+
+ if(m_flags[n2i] & VOXELFLAG_INEXISTENT)
+ continue;
+
+ MapNode &n2 = m_data[n2i];
+
+ /*
+ If the neighbor is dimmer than what was specified
+ as oldlight (the light of the previous node)
+ */
+ if(n2.getLight(bank) < oldlight)
+ {
+ /*
+ And the neighbor is transparent and it has some light
+ */
+ if(n2.light_propagates() && n2.getLight(bank) != 0)
+ {
+ /*
+ Set light to 0 and add to queue
+ */
+
+ u8 current_light = n2.getLight(bank);
+ n2.setLight(bank, 0);
+
+ unspreadLight(bank, n2pos, current_light, light_sources);
+
+ /*
+ Remove from light_sources if it is there
+ NOTE: This doesn't happen nearly at all
+ */
+ /*if(light_sources.find(n2pos))
+ {
+ std::cout<<"Removed from light_sources"<<std::endl;
+ light_sources.remove(n2pos);
+ }*/
+ }
+ }
+ else{
+ light_sources.insert(n2pos, true);
+ }
+ }
+}
+
+#if 1
+/*
+ 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 VoxelManipulator::unspreadLight(enum LightBank bank,
+ core::map<v3s16, u8> & from_nodes,
+ core::map<v3s16, bool> & light_sources)
+{
+ if(from_nodes.size() == 0)
+ return;
+
+ core::map<v3s16, u8>::Iterator j;
+ j = from_nodes.getIterator();
+
+ for(; j.atEnd() == false; j++)
+ {
+ v3s16 pos = j.getNode()->getKey();
+
+ //MapNode &n = m_data[m_area.index(pos)];
+
+ u8 oldlight = j.getNode()->getValue();
+
+ unspreadLight(bank, pos, oldlight, light_sources);
+ }
+}
+#endif
+
+#if 0
+/*
+ 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 VoxelManipulator::unspreadLight(enum LightBank bank,
+ core::map<v3s16, u8> & from_nodes,
+ core::map<v3s16, bool> & light_sources)
+{
+ 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.size() == 0)
+ return;
+
+ core::map<v3s16, u8> unlighted_nodes;
+ core::map<v3s16, u8>::Iterator j;
+ j = from_nodes.getIterator();
+
+ for(; j.atEnd() == false; j++)
+ {
+ v3s16 pos = j.getNode()->getKey();
+
+ emerge(VoxelArea(pos - v3s16(1,1,1), pos + v3s16(1,1,1)));
+
+ //MapNode &n = m_data[m_area.index(pos)];
+
+ u8 oldlight = j.getNode()->getValue();
+
+ // Loop through 6 neighbors
+ for(u16 i=0; i<6; i++)
+ {
+ // Get the position of the neighbor node
+ v3s16 n2pos = pos + dirs[i];
+
+ u32 n2i = m_area.index(n2pos);
+
+ if(m_flags[n2i] & VOXELFLAG_INEXISTENT)
+ continue;
+
+ MapNode &n2 = m_data[n2i];
+
+ /*
+ If the neighbor is dimmer than what was specified
+ as oldlight (the light of the previous node)
+ */
+ if(n2.getLight(bank) < oldlight)
+ {
+ /*
+ And the neighbor is transparent and it has some light
+ */
+ if(n2.light_propagates() && n2.getLight(bank) != 0)
+ {
+ /*
+ Set light to 0 and add to queue
+ */
+
+ u8 current_light = n2.getLight(bank);
+ n2.setLight(bank, 0);
+
+ unlighted_nodes.insert(n2pos, current_light);
+
+ /*
+ Remove from light_sources if it is there
+ NOTE: This doesn't happen nearly at all
+ */
+ /*if(light_sources.find(n2pos))
+ {
+ std::cout<<"Removed from light_sources"<<std::endl;
+ light_sources.remove(n2pos);
+ }*/
+ }
+ }
+ else{
+ light_sources.insert(n2pos, true);
+ }
+ }
+ }
+
+ /*dstream<<"unspreadLight(): Changed block "
+ <<blockchangecount<<" times"
+ <<" for "<<from_nodes.size()<<" nodes"
+ <<std::endl;*/
+
+ if(unlighted_nodes.size() > 0)
+ unspreadLight(bank, unlighted_nodes, light_sources);
+}
+#endif
+
+void VoxelManipulator::spreadLight(enum LightBank bank, v3s16 p)
+{
+ 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
+ };
+
+ emerge(VoxelArea(p - v3s16(1,1,1), p + v3s16(1,1,1)));
+
+ u32 i = m_area.index(p);
+
+ if(m_flags[i] & VOXELFLAG_INEXISTENT)
+ return;
+
+ MapNode &n = m_data[i];
+
+ u8 oldlight = n.getLight(bank);
+ 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 = p + dirs[i];
+
+ u32 n2i = m_area.index(n2pos);
+
+ if(m_flags[n2i] & VOXELFLAG_INEXISTENT)
+ continue;
+
+ MapNode &n2 = m_data[n2i];
+
+ /*
+ 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) > undiminish_light(oldlight))
+ {
+ spreadLight(bank, n2pos);
+ }
+ /*
+ If the neighbor is dimmer than how much light this node
+ would spread on it, add to list
+ */
+ if(n2.getLight(bank) < newlight)
+ {
+ if(n2.light_propagates())
+ {
+ n2.setLight(bank, newlight);
+ spreadLight(bank, n2pos);
+ }
+ }
+ }
+}
+
+#if 1
+/*
+ Lights neighbors of from_nodes, collects all them and then
+ goes on recursively.
+*/
+void VoxelManipulator::spreadLight(enum LightBank bank,
+ core::map<v3s16, bool> & from_nodes)
+{
+ if(from_nodes.size() == 0)
+ return;
+
+ core::map<v3s16, bool> lighted_nodes;
+ core::map<v3s16, bool>::Iterator j;
+ j = from_nodes.getIterator();
+
+ for(; j.atEnd() == false; j++)
+ {
+ v3s16 pos = j.getNode()->getKey();
+
+ spreadLight(bank, pos);
+ }
+}
+#endif
+
+#if 0
+/*
+ Lights neighbors of from_nodes, collects all them and then
+ goes on recursively.
+*/
+void VoxelManipulator::spreadLight(enum LightBank bank,
+ core::map<v3s16, bool> & from_nodes)
+{
+ 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.size() == 0)
+ return;
+
+ core::map<v3s16, bool> lighted_nodes;
+ core::map<v3s16, bool>::Iterator j;
+ j = from_nodes.getIterator();
+
+ for(; j.atEnd() == false; j++)
+ {
+ v3s16 pos = j.getNode()->getKey();
+
+ emerge(VoxelArea(pos - v3s16(1,1,1), pos + v3s16(1,1,1)));
+
+ u32 i = m_area.index(pos);
+
+ if(m_flags[i] & VOXELFLAG_INEXISTENT)
+ continue;
+
+ MapNode &n = m_data[i];
+
+ u8 oldlight = n.getLight(bank);
+ 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];
+
+ try
+ {
+ u32 n2i = m_area.index(n2pos);
+
+ if(m_flags[n2i] & VOXELFLAG_INEXISTENT)
+ continue;
+
+ MapNode &n2 = m_data[n2i];
+
+ /*
+ 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) > undiminish_light(oldlight))
+ {
+ lighted_nodes.insert(n2pos, true);
+ }
+ /*
+ If the neighbor is dimmer than how much light this node
+ would spread on it, add to list
+ */
+ if(n2.getLight(bank) < newlight)
+ {
+ if(n2.light_propagates())
+ {
+ n2.setLight(bank, newlight);
+ lighted_nodes.insert(n2pos, true);
+ }
+ }
+ }
+ catch(InvalidPositionException &e)
+ {
+ continue;
+ }
+ }
+ }
+
+ /*dstream<<"spreadLight(): Changed block "
+ <<blockchangecount<<" times"
+ <<" for "<<from_nodes.size()<<" nodes"
+ <<std::endl;*/
+
+ if(lighted_nodes.size() > 0)
+ spreadLight(bank, lighted_nodes);
+}
+#endif
+
#if 0
int VoxelManipulator::getWaterPressure(v3s16 p, s16 &highest_y, int recur_count)
{