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authorDániel Juhász <juhdanad@gmail.com>2016-10-20 21:41:38 +0200
committerNer'zhul <nerzhul@users.noreply.github.com>2016-10-27 08:04:42 +0200
commitc071efaa43ad3dcba7d60a7a67e942aae2a7dc83 (patch)
tree005ca91912ba59cbe5b676b8067d82a5483ed1ce /src/map.cpp
parent1fd9a07497c45364ed8396653501c6be2a2e2ade (diff)
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Improved lighting
This commit rewrites the procedure that is responsible for light updating. this commit -provides iterative solutions for unlighting and light spreading -introduces a new priority queue-like container for the iteration -creates per-node MapBlock caching to reduce retrieving MapBlocks from the map -calculates with map block positions and in-block relative node coordinates -skips light updating if it is not necessary since the node's new light will be the same as its old light was
Diffstat (limited to 'src/map.cpp')
-rw-r--r--src/map.cpp441
1 files changed, 15 insertions, 426 deletions
diff --git a/src/map.cpp b/src/map.cpp
index 38f0fa37c..1694582db 100644
--- a/src/map.cpp
+++ b/src/map.cpp
@@ -22,6 +22,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "mapblock.h"
#include "filesys.h"
#include "voxel.h"
+#include "voxelalgorithms.h"
#include "porting.h"
#include "serialization.h"
#include "nodemetadata.h"
@@ -234,7 +235,6 @@ void Map::setNode(v3s16 p, MapNode & n)
block->setNodeNoCheck(relpos, n);
}
-
/*
Goes recursively through the neighbours of the node.
@@ -414,20 +414,6 @@ void Map::unspreadLight(enum LightBank bank,
}
/*
- A single-node wrapper of the above
-*/
-void Map::unLightNeighbors(enum LightBank bank,
- v3s16 pos, u8 lightwas,
- std::set<v3s16> & light_sources,
- std::map<v3s16, MapBlock*> & modified_blocks)
-{
- std::map<v3s16, u8> from_nodes;
- from_nodes[pos] = lightwas;
-
- unspreadLight(bank, from_nodes, light_sources, modified_blocks);
-}
-
-/*
Lights neighbors of from_nodes, collects all them and then
goes on recursively.
*/
@@ -568,108 +554,6 @@ void Map::spreadLight(enum LightBank bank,
spreadLight(bank, lighted_nodes, modified_blocks);
}
-/*
- A single-node source variation of the above.
-*/
-void Map::lightNeighbors(enum LightBank bank,
- v3s16 pos,
- std::map<v3s16, MapBlock*> & modified_blocks)
-{
- std::set<v3s16> from_nodes;
- from_nodes.insert(pos);
- spreadLight(bank, from_nodes, modified_blocks);
-}
-
-v3s16 Map::getBrightestNeighbour(enum LightBank bank, v3s16 p)
-{
- INodeDefManager *nodemgr = m_gamedef->ndef();
-
- 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
- };
-
- u8 brightest_light = 0;
- v3s16 brightest_pos(0,0,0);
- bool found_something = false;
-
- // Loop through 6 neighbors
- for(u16 i=0; i<6; i++){
- // Get the position of the neighbor node
- v3s16 n2pos = p + dirs[i];
- MapNode n2;
- bool is_valid_position;
- n2 = getNodeNoEx(n2pos, &is_valid_position);
- if (!is_valid_position)
- continue;
-
- if(n2.getLight(bank, nodemgr) > brightest_light || found_something == false){
- brightest_light = n2.getLight(bank, nodemgr);
- brightest_pos = n2pos;
- found_something = true;
- }
- }
-
- if(found_something == false)
- throw InvalidPositionException();
-
- return brightest_pos;
-}
-
-/*
- Propagates sunlight down from a node.
- Starting point gets sunlight.
-
- Returns the lowest y value of where the sunlight went.
-
- Mud is turned into grass in where the sunlight stops.
-*/
-s16 Map::propagateSunlight(v3s16 start,
- std::map<v3s16, MapBlock*> & modified_blocks)
-{
- INodeDefManager *nodemgr = m_gamedef->ndef();
-
- s16 y = start.Y;
- for(; ; y--)
- {
- v3s16 pos(start.X, y, start.Z);
-
- v3s16 blockpos = getNodeBlockPos(pos);
- MapBlock *block;
- try{
- block = getBlockNoCreate(blockpos);
- }
- catch(InvalidPositionException &e)
- {
- break;
- }
-
- v3s16 relpos = pos - blockpos*MAP_BLOCKSIZE;
- bool is_valid_position;
- MapNode n = block->getNode(relpos, &is_valid_position);
- if (!is_valid_position)
- break;
-
- if(nodemgr->get(n).sunlight_propagates)
- {
- n.setLight(LIGHTBANK_DAY, LIGHT_SUN, nodemgr);
- block->setNode(relpos, n);
-
- modified_blocks[blockpos] = block;
- }
- else
- {
- // Sunlight goes no further
- break;
- }
- }
- return y + 1;
-}
-
void Map::updateLighting(enum LightBank bank,
std::map<v3s16, MapBlock*> & a_blocks,
std::map<v3s16, MapBlock*> & modified_blocks)
@@ -922,150 +806,29 @@ void Map::updateLighting(std::map<v3s16, MapBlock*> & a_blocks,
}
}
-/*
-*/
void Map::addNodeAndUpdate(v3s16 p, MapNode n,
std::map<v3s16, MapBlock*> &modified_blocks,
bool remove_metadata)
{
INodeDefManager *ndef = m_gamedef->ndef();
- /*PrintInfo(m_dout);
- m_dout<<"Map::addNodeAndUpdate(): p=("
- <<p.X<<","<<p.Y<<","<<p.Z<<")"<<std::endl;*/
-
- /*
- From this node to nodes underneath:
- If lighting is sunlight (1.0), unlight neighbours and
- set lighting to 0.
- Else discontinue.
- */
-
- v3s16 toppos = p + v3s16(0,1,0);
- //v3s16 bottompos = p + v3s16(0,-1,0);
-
- bool node_under_sunlight = true;
- std::set<v3s16> light_sources;
-
- /*
- Collect old node for rollback
- */
+ // Collect old node for rollback
RollbackNode rollback_oldnode(this, p, m_gamedef);
- /*
- If there is a node at top and it doesn't have sunlight,
- there has not been any sunlight going down.
-
- Otherwise there probably is.
- */
-
- bool is_valid_position;
- MapNode topnode = getNodeNoEx(toppos, &is_valid_position);
-
- if(is_valid_position && topnode.getLight(LIGHTBANK_DAY, ndef) != LIGHT_SUN)
- node_under_sunlight = false;
-
- /*
- Remove all light that has come out of this node
- */
-
- enum LightBank banks[] =
- {
- LIGHTBANK_DAY,
- LIGHTBANK_NIGHT
- };
- for(s32 i=0; i<2; i++)
- {
- enum LightBank bank = banks[i];
+ // This is needed for updating the lighting
+ MapNode oldnode = getNodeNoEx(p);
- u8 lightwas = getNodeNoEx(p).getLight(bank, ndef);
-
- // Add the block of the added node to modified_blocks
- v3s16 blockpos = getNodeBlockPos(p);
- MapBlock * block = getBlockNoCreate(blockpos);
- assert(block != NULL);
- modified_blocks[blockpos] = block;
-
- assert(isValidPosition(p));
-
- // Unlight neighbours of node.
- // This means setting light of all consequent dimmer nodes
- // to 0.
- // This also collects the nodes at the border which will spread
- // light again into this.
- unLightNeighbors(bank, p, lightwas, light_sources, modified_blocks);
-
- n.setLight(bank, 0, ndef);
- }
-
- /*
- If node lets sunlight through and is under sunlight, it has
- sunlight too.
- */
- if(node_under_sunlight && ndef->get(n).sunlight_propagates)
- {
- n.setLight(LIGHTBANK_DAY, LIGHT_SUN, ndef);
- }
-
- /*
- Remove node metadata
- */
+ // Remove node metadata
if (remove_metadata) {
removeNodeMetadata(p);
}
- /*
- Set the node on the map
- */
-
+ // Set the node on the map
setNode(p, n);
- /*
- If node is under sunlight and doesn't let sunlight through,
- take all sunlighted nodes under it and clear light from them
- and from where the light has been spread.
- TODO: This could be optimized by mass-unlighting instead
- of looping
- */
- if(node_under_sunlight && !ndef->get(n).sunlight_propagates)
- {
- s16 y = p.Y - 1;
- for(;; y--){
- //m_dout<<"y="<<y<<std::endl;
- v3s16 n2pos(p.X, y, p.Z);
-
- MapNode n2;
-
- n2 = getNodeNoEx(n2pos, &is_valid_position);
- if (!is_valid_position)
- break;
-
- if(n2.getLight(LIGHTBANK_DAY, ndef) == LIGHT_SUN)
- {
- unLightNeighbors(LIGHTBANK_DAY,
- n2pos, n2.getLight(LIGHTBANK_DAY, ndef),
- light_sources, modified_blocks);
- n2.setLight(LIGHTBANK_DAY, 0, ndef);
- setNode(n2pos, n2);
- }
- else
- break;
- }
- }
+ // Update lighting
+ voxalgo::update_lighting_node(this, ndef, p, oldnode, modified_blocks);
- for(s32 i=0; i<2; i++)
- {
- enum LightBank bank = banks[i];
-
- /*
- Spread light from all nodes that might be capable of doing so
- */
- spreadLight(bank, light_sources, 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)
@@ -1073,9 +836,7 @@ void Map::addNodeAndUpdate(v3s16 p, MapNode n,
i->second->expireDayNightDiff();
}
- /*
- Report for rollback
- */
+ // Report for rollback
if(m_gamedef->rollback())
{
RollbackNode rollback_newnode(this, p, m_gamedef);
@@ -1085,22 +846,23 @@ void Map::addNodeAndUpdate(v3s16 p, MapNode n,
}
/*
- Add neighboring liquid nodes and the node itself if it is
- liquid (=water node was added) to transform queue.
- */
+ Add neighboring liquid nodes and this node to transform queue.
+ (it's vital for the node itself to get updated last, if it was removed.)
+ */
v3s16 dirs[7] = {
- v3s16(0,0,0), // self
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
+ v3s16(0,0,0), // self
};
for(u16 i=0; i<7; i++)
{
v3s16 p2 = p + dirs[i];
+ bool is_valid_position;
MapNode n2 = getNodeNoEx(p2, &is_valid_position);
if(is_valid_position
&& (ndef->get(n2).isLiquid() || n2.getContent() == CONTENT_AIR))
@@ -1110,183 +872,10 @@ void Map::addNodeAndUpdate(v3s16 p, MapNode n,
}
}
-/*
-*/
void Map::removeNodeAndUpdate(v3s16 p,
std::map<v3s16, MapBlock*> &modified_blocks)
{
- INodeDefManager *ndef = m_gamedef->ndef();
-
- /*PrintInfo(m_dout);
- m_dout<<"Map::removeNodeAndUpdate(): p=("
- <<p.X<<","<<p.Y<<","<<p.Z<<")"<<std::endl;*/
-
- bool node_under_sunlight = true;
-
- v3s16 toppos = p + v3s16(0,1,0);
-
- // Node will be replaced with this
- content_t replace_material = CONTENT_AIR;
-
- /*
- Collect old node for rollback
- */
- RollbackNode rollback_oldnode(this, p, m_gamedef);
-
- /*
- If there is a node at top and it doesn't have sunlight,
- there will be no sunlight going down.
- */
- bool is_valid_position;
- MapNode topnode = getNodeNoEx(toppos, &is_valid_position);
-
- if(is_valid_position && topnode.getLight(LIGHTBANK_DAY, ndef) != LIGHT_SUN)
- node_under_sunlight = false;
-
- std::set<v3s16> light_sources;
-
- enum LightBank banks[] =
- {
- LIGHTBANK_DAY,
- LIGHTBANK_NIGHT
- };
- for(s32 i=0; i<2; i++)
- {
- enum LightBank bank = banks[i];
-
- /*
- Unlight neighbors (in case the node is a light source)
- */
- unLightNeighbors(bank, p,
- getNodeNoEx(p).getLight(bank, ndef),
- light_sources, modified_blocks);
- }
-
- /*
- Remove node metadata
- */
-
- removeNodeMetadata(p);
-
- /*
- Remove the node.
- This also clears the lighting.
- */
-
- MapNode n(replace_material);
- setNode(p, n);
-
- for(s32 i=0; i<2; i++)
- {
- enum LightBank bank = banks[i];
-
- /*
- Recalculate lighting
- */
- spreadLight(bank, light_sources, modified_blocks);
- }
-
- // Add the block of the removed node to modified_blocks
- v3s16 blockpos = getNodeBlockPos(p);
- MapBlock * block = getBlockNoCreate(blockpos);
- assert(block != NULL);
- modified_blocks[blockpos] = block;
-
- /*
- If the removed node was under sunlight, propagate the
- sunlight down from it and then light all neighbors
- of the propagated blocks.
- */
- if(node_under_sunlight)
- {
- s16 ybottom = propagateSunlight(p, modified_blocks);
- /*m_dout<<"Node was under sunlight. "
- "Propagating sunlight";
- m_dout<<" -> ybottom="<<ybottom<<std::endl;*/
- s16 y = p.Y;
- for(; y >= ybottom; y--)
- {
- v3s16 p2(p.X, y, p.Z);
- /*m_dout<<"lighting neighbors of node ("
- <<p2.X<<","<<p2.Y<<","<<p2.Z<<")"
- <<std::endl;*/
- lightNeighbors(LIGHTBANK_DAY, p2, modified_blocks);
- }
- }
- else
- {
- // Set the lighting of this node to 0
- // TODO: Is this needed? Lighting is cleared up there already.
- MapNode n = getNodeNoEx(p, &is_valid_position);
- if (is_valid_position) {
- n.setLight(LIGHTBANK_DAY, 0, ndef);
- setNode(p, n);
- } else {
- FATAL_ERROR("Invalid position");
- }
- }
-
- for(s32 i=0; i<2; i++)
- {
- enum LightBank bank = banks[i];
-
- // Get the brightest neighbour node and propagate light from it
- v3s16 n2p = getBrightestNeighbour(bank, p);
- try{
- //MapNode n2 = getNode(n2p);
- lightNeighbors(bank, n2p, modified_blocks);
- }
- catch(InvalidPositionException &e)
- {
- }
- }
-
- /*
- Update information about whether day and night light differ
- */
- for(std::map<v3s16, MapBlock*>::iterator
- i = modified_blocks.begin();
- i != modified_blocks.end(); ++i)
- {
- i->second->expireDayNightDiff();
- }
-
- /*
- Report for rollback
- */
- if(m_gamedef->rollback())
- {
- RollbackNode rollback_newnode(this, p, m_gamedef);
- RollbackAction action;
- action.setSetNode(p, rollback_oldnode, rollback_newnode);
- m_gamedef->rollback()->reportAction(action);
- }
-
- /*
- Add neighboring liquid nodes and this node to transform queue.
- (it's vital for the node itself to get updated last.)
- */
- v3s16 dirs[7] = {
- 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
- v3s16(0,0,0), // self
- };
- for(u16 i=0; i<7; i++)
- {
- v3s16 p2 = p + dirs[i];
-
- bool is_position_valid;
- MapNode n2 = getNodeNoEx(p2, &is_position_valid);
- if (is_position_valid
- && (ndef->get(n2).isLiquid() || n2.getContent() == CONTENT_AIR))
- {
- m_transforming_liquid.push_back(p2);
- }
- }
+ addNodeAndUpdate(p, MapNode(CONTENT_AIR), modified_blocks, true);
}
bool Map::addNodeWithEvent(v3s16 p, MapNode n, bool remove_metadata)