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Diffstat (limited to 'src/voxelalgorithms.cpp')
-rw-r--r-- | src/voxelalgorithms.cpp | 594 |
1 files changed, 594 insertions, 0 deletions
diff --git a/src/voxelalgorithms.cpp b/src/voxelalgorithms.cpp index f067a221a..93cc33acc 100644 --- a/src/voxelalgorithms.cpp +++ b/src/voxelalgorithms.cpp @@ -19,6 +19,8 @@ with this program; if not, write to the Free Software Foundation, Inc., #include "voxelalgorithms.h" #include "nodedef.h" +#include "mapblock.h" +#include "map.h" namespace voxalgo { @@ -153,5 +155,597 @@ SunlightPropagateResult propagateSunlight(VoxelManipulator &v, VoxelArea a, return SunlightPropagateResult(bottom_sunlight_valid); } +/*! + * A direction. + * 0=X+ + * 1=Y+ + * 2=Z+ + * 3=Z- + * 4=Y- + * 5=X- + * 6=no direction + * Two directions are opposite only if their sum is 5. + */ +typedef u8 direction; +/*! + * Relative node position. + * This represents a node's position in its map block. + * All coordinates must be between 0 and 15. + */ +typedef v3s16 relative_v3; +/*! + * Position of a map block (block coordinates). + * One block_pos unit is as long as 16 node position units. + */ +typedef v3s16 mapblock_v3; + +//! Contains information about a node whose light is about to change. +struct ChangingLight { + //! Relative position of the node in its map block. + relative_v3 rel_position; + //! Position of the node's block. + mapblock_v3 block_position; + //! Pointer to the node's block. + MapBlock *block; + /*! + * Direction from the node that caused this node's changing + * to this node. + */ + direction source_direction; + + ChangingLight() : + rel_position(), + block_position(), + block(NULL), + source_direction(6) + {} + + ChangingLight(relative_v3 rel_pos, mapblock_v3 block_pos, + MapBlock *b, direction source_dir) : + rel_position(rel_pos), + block_position(block_pos), + block(b), + source_direction(source_dir) + {} +}; + +/*! + * A fast, priority queue-like container to contain ChangingLights. + * The ChangingLights are ordered by the given light levels. + * The brightest ChangingLight is returned first. + */ +struct LightQueue { + //! For each light level there is a vector. + std::vector<ChangingLight> lights[LIGHT_SUN + 1]; + //! Light of the brightest ChangingLight in the queue. + u8 max_light; + + /*! + * Creates a LightQueue. + * \param reserve for each light level that many slots are reserved. + */ + LightQueue(size_t reserve) + { + max_light = LIGHT_SUN; + for (u8 i = 0; i <= LIGHT_SUN; i++) { + lights[i].reserve(reserve); + } + } + + /*! + * Returns the next brightest ChangingLight and + * removes it from the queue. + * If there were no elements in the queue, the given parameters + * remain unmodified. + * \param light light level of the popped ChangingLight + * \param data the ChangingLight that was popped + * \returns true if there was a ChangingLight in the queue. + */ + bool next(u8 &light, ChangingLight &data) + { + while (lights[max_light].empty()) { + if (max_light == 0) { + return false; + } + max_light--; + } + light = max_light; + data = lights[max_light].back(); + lights[max_light].pop_back(); + return true; + } + + /*! + * Adds an element to the queue. + * The parameters are the same as in ChangingLight's constructor. + * \param light light level of the ChangingLight + */ + inline void push(u8 light, const relative_v3 &rel_pos, + const mapblock_v3 &block_pos, MapBlock *block, + direction source_dir) + { + assert(light <= LIGHT_SUN); + lights[light].push_back( + ChangingLight(rel_pos, block_pos, block, source_dir)); + } +}; + +/*! + * This type of light queue is for unlighting. + * A node can be pushed in it only if its raw light is zero. + * This prevents pushing nodes twice into this queue. + * The light of the pushed ChangingLight must be the + * light of the node before unlighting it. + */ +typedef LightQueue UnlightQueue; +/*! + * This type of light queue is for spreading lights. + * While spreading lights, all the nodes in it must + * have the same light as the light level the ChangingLights + * were pushed into this queue with. This prevents unnecessary + * re-pushing of the nodes into the queue. + * If a node doesn't let light trough but emits light, it can be added + * too. + */ +typedef LightQueue ReLightQueue; + +/*! + * neighbor_dirs[i] points towards + * the direction i. + * See the definition of the type "direction" + */ +const static v3s16 neighbor_dirs[6] = { + v3s16(1, 0, 0), // right + v3s16(0, 1, 0), // top + v3s16(0, 0, 1), // back + v3s16(0, 0, -1), // front + v3s16(0, -1, 0), // bottom + v3s16(-1, 0, 0), // left +}; + +/*! + * Transforms the given map block offset by one node towards + * the specified direction. + * \param dir the direction of the transformation + * \param rel_pos the node's relative position in its map block + * \param block_pos position of the node's block + */ +bool step_rel_block_pos(direction dir, relative_v3 &rel_pos, + mapblock_v3 &block_pos) +{ + switch (dir) { + case 0: + if (rel_pos.X < MAP_BLOCKSIZE - 1) { + rel_pos.X++; + } else { + rel_pos.X = 0; + block_pos.X++; + return true; + } + break; + case 1: + if (rel_pos.Y < MAP_BLOCKSIZE - 1) { + rel_pos.Y++; + } else { + rel_pos.Y = 0; + block_pos.Y++; + return true; + } + break; + case 2: + if (rel_pos.Z < MAP_BLOCKSIZE - 1) { + rel_pos.Z++; + } else { + rel_pos.Z = 0; + block_pos.Z++; + return true; + } + break; + case 3: + if (rel_pos.Z > 0) { + rel_pos.Z--; + } else { + rel_pos.Z = MAP_BLOCKSIZE - 1; + block_pos.Z--; + return true; + } + break; + case 4: + if (rel_pos.Y > 0) { + rel_pos.Y--; + } else { + rel_pos.Y = MAP_BLOCKSIZE - 1; + block_pos.Y--; + return true; + } + break; + case 5: + if (rel_pos.X > 0) { + rel_pos.X--; + } else { + rel_pos.X = MAP_BLOCKSIZE - 1; + block_pos.X--; + return true; + } + break; + } + return false; +} + +/* + * Removes all light that is potentially emitted by the specified + * light sources. These nodes will have zero light. + * Returns all nodes whose light became zero but should be re-lighted. + * + * \param bank the light bank in which the procedure operates + * \param from_nodes nodes whose light is removed + * \param light_sources nodes that should be re-lighted + * \param modified_blocks output, all modified map blocks are added to this + */ +void unspread_light(Map *map, INodeDefManager *nodemgr, LightBank bank, + UnlightQueue &from_nodes, ReLightQueue &light_sources, + std::map<v3s16, MapBlock*> &modified_blocks) +{ + // Stores data popped from from_nodes + u8 current_light; + ChangingLight current; + // Data of the current neighbor + mapblock_v3 neighbor_block_pos; + relative_v3 neighbor_rel_pos; + // A dummy boolean + bool is_valid_position; + // Direction of the brightest neighbor of the node + direction source_dir; + while (from_nodes.next(current_light, current)) { + // For all nodes that need unlighting + + // There is no brightest neighbor + source_dir = 6; + // The current node + const MapNode &node = current.block->getNodeNoCheck( + current.rel_position, &is_valid_position); + const ContentFeatures &f = nodemgr->get(node); + // If the node emits light, it behaves like it had a + // brighter neighbor. + u8 brightest_neighbor_light = f.light_source + 1; + for (direction i = 0; i < 6; i++) { + //For each neighbor + + // The node that changed this node has already zero light + // and it can't give light to this node + if (current.source_direction + i == 5) { + continue; + } + // Get the neighbor's position and block + neighbor_rel_pos = current.rel_position; + neighbor_block_pos = current.block_position; + MapBlock *neighbor_block; + if (step_rel_block_pos(i, neighbor_rel_pos, neighbor_block_pos)) { + neighbor_block = map->getBlockNoCreateNoEx(neighbor_block_pos); + if (neighbor_block == NULL) { + continue; + } + } else { + neighbor_block = current.block; + } + // Get the neighbor itself + MapNode neighbor = neighbor_block->getNodeNoCheck(neighbor_rel_pos, + &is_valid_position); + const ContentFeatures &neighbor_f = nodemgr->get( + neighbor.getContent()); + u8 neighbor_light = neighbor.getLightRaw(bank, neighbor_f); + // If the neighbor has at least as much light as this node, then + // it won't lose its light, since it should have been added to + // from_nodes earlier, so its light would be zero. + if (neighbor_f.light_propagates && neighbor_light < current_light) { + // Unlight, but only if the node has light. + if (neighbor_light > 0) { + neighbor.setLight(bank, 0, neighbor_f); + neighbor_block->setNodeNoCheck(neighbor_rel_pos, neighbor); + from_nodes.push(neighbor_light, neighbor_rel_pos, + neighbor_block_pos, neighbor_block, i); + // The current node was modified earlier, so its block + // is in modified_blocks. + if (current.block != neighbor_block) { + modified_blocks[neighbor_block_pos] = neighbor_block; + } + } + } else { + // The neighbor can light up this node. + if (neighbor_light < neighbor_f.light_source) { + neighbor_light = neighbor_f.light_source; + } + if (brightest_neighbor_light < neighbor_light) { + brightest_neighbor_light = neighbor_light; + source_dir = i; + } + } + } + // If the brightest neighbor is able to light up this node, + // then add this node to the output nodes. + if (brightest_neighbor_light > 1 && f.light_propagates) { + brightest_neighbor_light--; + light_sources.push(brightest_neighbor_light, current.rel_position, + current.block_position, current.block, + (source_dir == 6) ? 6 : 5 - source_dir + /* with opposite direction*/); + } + } +} + +/* + * Spreads light from the specified starting nodes. + * + * Before calling this procedure, make sure that all ChangingLights + * in light_sources have as much light on the map as they have in + * light_sources (if the queue contains a node multiple times, the brightest + * occurrence counts). + * + * \param bank the light bank in which the procedure operates + * \param light_sources starting nodes + * \param modified_blocks output, all modified map blocks are added to this + */ +void spread_light(Map *map, INodeDefManager *nodemgr, LightBank bank, + LightQueue &light_sources, std::map<v3s16, MapBlock*> &modified_blocks) +{ + // The light the current node can provide to its neighbors. + u8 spreading_light; + // The ChangingLight for the current node. + ChangingLight current; + // Position of the current neighbor. + mapblock_v3 neighbor_block_pos; + relative_v3 neighbor_rel_pos; + // A dummy boolean. + bool is_valid_position; + while (light_sources.next(spreading_light, current)) { + spreading_light--; + for (direction i = 0; i < 6; i++) { + // This node can't light up its light source + if (current.source_direction + i == 5) { + continue; + } + // Get the neighbor's position and block + neighbor_rel_pos = current.rel_position; + neighbor_block_pos = current.block_position; + MapBlock *neighbor_block; + if (step_rel_block_pos(i, neighbor_rel_pos, neighbor_block_pos)) { + neighbor_block = map->getBlockNoCreateNoEx(neighbor_block_pos); + if (neighbor_block == NULL) { + continue; + } + } else { + neighbor_block = current.block; + } + // Get the neighbor itself + MapNode neighbor = neighbor_block->getNodeNoCheck(neighbor_rel_pos, + &is_valid_position); + const ContentFeatures &f = nodemgr->get(neighbor.getContent()); + if (f.light_propagates) { + // Light up the neighbor, if it has less light than it should. + u8 neighbor_light = neighbor.getLightRaw(bank, f); + if (neighbor_light < spreading_light) { + neighbor.setLight(bank, spreading_light, f); + neighbor_block->setNodeNoCheck(neighbor_rel_pos, neighbor); + light_sources.push(spreading_light, neighbor_rel_pos, + neighbor_block_pos, neighbor_block, i); + // The current node was modified earlier, so its block + // is in modified_blocks. + if (current.block != neighbor_block) { + modified_blocks[neighbor_block_pos] = neighbor_block; + } + } + } + } + } +} + +/*! + * Returns true if the node gets sunlight from the + * node above it. + * + * \param pos position of the node. + */ +bool is_sunlight_above(Map *map, v3s16 pos, INodeDefManager *ndef) +{ + bool sunlight = true; + mapblock_v3 source_block_pos; + relative_v3 source_rel_pos; + getNodeBlockPosWithOffset(pos + v3s16(0, 1, 0), source_block_pos, + source_rel_pos); + // If the node above has sunlight, this node also can get it. + MapBlock *source_block = map->getBlockNoCreateNoEx(source_block_pos); + if (source_block == NULL) { + // But if there is no node above, then use heuristics + MapBlock *node_block = map->getBlockNoCreateNoEx(getNodeBlockPos(pos)); + if (node_block == NULL) { + sunlight = false; + } else { + sunlight = !node_block->getIsUnderground(); + } + } else { + bool is_valid_position; + MapNode above = source_block->getNodeNoCheck(source_rel_pos, + &is_valid_position); + if (is_valid_position) { + if (above.getContent() == CONTENT_IGNORE) { + // Trust heuristics + if (source_block->getIsUnderground()) { + sunlight = false; + } + } else if (above.getLight(LIGHTBANK_DAY, ndef) != LIGHT_SUN) { + // If the node above doesn't have sunlight, this + // node is in shadow. + sunlight = false; + } + } + } + return sunlight; +} + +static const LightBank banks[] = { LIGHTBANK_DAY, LIGHTBANK_NIGHT }; + +void update_lighting_nodes(Map *map, INodeDefManager *ndef, + std::vector<std::pair<v3s16, MapNode> > &oldnodes, + std::map<v3s16, MapBlock*> &modified_blocks) +{ + // For node getter functions + bool is_valid_position; + + // Process each light bank separately + for (s32 i = 0; i < 2; i++) { + LightBank bank = banks[i]; + UnlightQueue disappearing_lights(256); + ReLightQueue light_sources(256); + // For each changed node process sunlight and initialize + for (std::vector<std::pair<v3s16, MapNode> >::iterator it = + oldnodes.begin(); it < oldnodes.end(); ++it) { + // Get position and block of the changed node + v3s16 p = it->first; + relative_v3 rel_pos; + mapblock_v3 block_pos; + getNodeBlockPosWithOffset(p, block_pos, rel_pos); + MapBlock *block = map->getBlockNoCreateNoEx(block_pos); + if (block == NULL || block->isDummy()) { + continue; + } + // Get the new node + MapNode n = block->getNodeNoCheck(rel_pos, &is_valid_position); + if (!is_valid_position) { + break; + } + + // Light of the old node + u8 old_light = it->second.getLight(bank, ndef); + + // Add the block of the added node to modified_blocks + modified_blocks[block_pos] = block; + + // Get new light level of the node + u8 new_light = 0; + if (ndef->get(n).light_propagates) { + if (bank == LIGHTBANK_DAY && ndef->get(n).sunlight_propagates + && is_sunlight_above(map, p, ndef)) { + new_light = LIGHT_SUN; + } else { + new_light = ndef->get(n).light_source; + for (int i = 0; i < 6; i++) { + v3s16 p2 = p + neighbor_dirs[i]; + bool is_valid; + MapNode n2 = map->getNodeNoEx(p2, &is_valid); + if (is_valid) { + u8 spread = n2.getLight(bank, ndef); + // If the neighbor is at least as bright as + // this node then its light is not from + // this node. + // Its light can spread to this node. + if (spread > new_light && spread >= old_light) { + new_light = spread - 1; + } + } + } + } + } else { + // If this is an opaque node, it still can emit light. + new_light = ndef->get(n).light_source; + } + + if (new_light > 0) { + light_sources.push(new_light, rel_pos, block_pos, block, 6); + } + + if (new_light < old_light) { + // The node became opaque or doesn't provide as much + // light as the previous one, so it must be unlighted. + + // Add to unlight queue + n.setLight(bank, 0, ndef); + block->setNodeNoCheck(rel_pos, n); + disappearing_lights.push(old_light, rel_pos, block_pos, block, + 6); + + // Remove sunlight, if there was any + if (bank == LIGHTBANK_DAY && old_light == LIGHT_SUN) { + for (s16 y = p.Y - 1;; y--) { + v3s16 n2pos(p.X, y, p.Z); + + MapNode n2; + + n2 = map->getNodeNoEx(n2pos, &is_valid_position); + if (!is_valid_position) + break; + + // If this node doesn't have sunlight, the nodes below + // it don't have too. + if (n2.getLight(LIGHTBANK_DAY, ndef) != LIGHT_SUN) { + break; + } + // Remove sunlight and add to unlight queue. + n2.setLight(LIGHTBANK_DAY, 0, ndef); + map->setNode(n2pos, n2); + relative_v3 rel_pos2; + mapblock_v3 block_pos2; + getNodeBlockPosWithOffset(n2pos, block_pos2, rel_pos2); + MapBlock *block2 = map->getBlockNoCreateNoEx( + block_pos2); + disappearing_lights.push(LIGHT_SUN, rel_pos2, + block_pos2, block2, + 4 /* The node above caused the change */); + } + } + } else if (new_light > old_light) { + // It is sure that the node provides more light than the previous + // one, unlighting is not necessary. + // Propagate sunlight + if (bank == LIGHTBANK_DAY && new_light == LIGHT_SUN) { + for (s16 y = p.Y - 1;; y--) { + v3s16 n2pos(p.X, y, p.Z); + + MapNode n2; + + n2 = map->getNodeNoEx(n2pos, &is_valid_position); + if (!is_valid_position) + break; + + // This should not happen, but if the node has sunlight + // then the iteration should stop. + if (n2.getLight(LIGHTBANK_DAY, ndef) == LIGHT_SUN) { + break; + } + // If the node terminates sunlight, stop. + if (!ndef->get(n2).sunlight_propagates) { + break; + } + relative_v3 rel_pos2; + mapblock_v3 block_pos2; + getNodeBlockPosWithOffset(n2pos, block_pos2, rel_pos2); + MapBlock *block2 = map->getBlockNoCreateNoEx( + block_pos2); + // Mark node for lighting. + light_sources.push(LIGHT_SUN, rel_pos2, block_pos2, + block2, 4); + } + } + } + + } + // Remove lights + unspread_light(map, ndef, bank, disappearing_lights, light_sources, + modified_blocks); + // Initialize light values for light spreading. + 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++) { + MapNode n = it->block->getNodeNoCheck(it->rel_position, + &is_valid_position); + n.setLight(bank, i, ndef); + it->block->setNodeNoCheck(it->rel_position, n); + } + } + // Spread lights. + spread_light(map, ndef, bank, light_sources, modified_blocks); + } +} + } // namespace voxalgo |