diff options
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) : |