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author | Dániel Juhász <juhdanad@gmail.com> | 2017-03-11 17:07:04 +0100 |
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committer | Ekdohibs <nathanael.courant@laposte.net> | 2017-04-20 05:39:14 +0200 |
commit | 57e5aa662851485902575c3c747437e365bf72c8 (patch) | |
tree | 3e8469a85db5577140110e5d87a98514f5dd8d2f /src/voxelalgorithms.cpp | |
parent | 6d1e6f889826a5802e17f53f99000a51b2e00066 (diff) | |
download | minetest-57e5aa662851485902575c3c747437e365bf72c8.tar.gz minetest-57e5aa662851485902575c3c747437e365bf72c8.tar.bz2 minetest-57e5aa662851485902575c3c747437e365bf72c8.zip |
Light update for map blocks
This is not really different from the light update of a voxel
manipulator. This update does not assume that the lighting was correct
before, therefore it is useful for correction.
Also expose this function to the Lua API for light correction, and
allow voxel manipulators not to update the light.
Diffstat (limited to 'src/voxelalgorithms.cpp')
-rw-r--r-- | src/voxelalgorithms.cpp | 122 |
1 files changed, 121 insertions, 1 deletions
diff --git a/src/voxelalgorithms.cpp b/src/voxelalgorithms.cpp index f2142717f..40f8595a7 100644 --- a/src/voxelalgorithms.cpp +++ b/src/voxelalgorithms.cpp @@ -1136,7 +1136,7 @@ void finish_bulk_light_update(Map *map, mapblock_v3 minblock, 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); + const v3s16 blockpos(b_x, b_y, b_z); MapBlock *block = map->getBlockNoCreateNoEx(blockpos); if (!block || block->isDummy()) // Skip not existing blocks @@ -1282,6 +1282,126 @@ void blit_back_with_light(ServerMap *map, MMVManip *vm, modified_blocks); } +/*! + * Resets the lighting of the given map block to + * complete darkness and full sunlight. + * + * \param light incoming sunlight, light[x][z] is true if there + * is sunlight above the map block at the given x-z coordinates. + * The array's indices are relative node coordinates in the block. + * After the procedure returns, this contains outgoing light at + * the bottom of the map block. + */ +void fill_with_sunlight(MapBlock *block, INodeDefManager *ndef, + bool light[MAP_BLOCKSIZE][MAP_BLOCKSIZE]) +{ + if (block->isDummy()) + return; + // dummy boolean + bool is_valid; + // For each column of nodes: + for (s16 z = 0; z < MAP_BLOCKSIZE; z++) + for (s16 x = 0; x < MAP_BLOCKSIZE; x++) { + // True if the current node has sunlight. + bool lig = light[z][x]; + // For each node, downwards: + for (s16 y = MAP_BLOCKSIZE - 1; y >= 0; y--) { + MapNode n = block->getNodeNoCheck(x, y, z, &is_valid); + // 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); + block->setNodeNoCheck(x, y, z, n); + } + // Output outgoing light. + light[z][x] = lig; + } +} + +void repair_block_light(ServerMap *map, MapBlock *block, + std::map<v3s16, MapBlock*> *modified_blocks) +{ + if (!block || block->isDummy()) + return; + INodeDefManager *ndef = map->getNodeDefManager(); + // 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 + + mapblock_v3 blockpos = block->getPos(); + (*modified_blocks)[blockpos] = block; + // For each map block: + // Extract sunlight above. + is_sunlight_above_block(map, blockpos, ndef, lights); + // Reset the voxel manipulator. + fill_with_sunlight(block, ndef, lights); + // Copy sunlight data + data.target_block = v3s16(blockpos.X, blockpos.Y - 1, blockpos.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 + + // 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 node + 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 the new node is dimmer than sunlight, unlight. + // (if it has maximal light, it is pointless to remove + // surrounding light, as it can only become brighter) + if (LIGHT_SUN > light) { + unlight[b].push( + LIGHT_SUN, relpos, blockpos, block, 6); + } + } // end of banks + } // end of nodes + } // end of borders + + // STEP 3: Remove and spread light + + finish_bulk_light_update(map, blockpos, blockpos, unlight, relight, + modified_blocks); +} + VoxelLineIterator::VoxelLineIterator( const v3f &start_position, const v3f &line_vector) : |