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/*
Minetest-c55
Copyright (C) 2010 celeron55, Perttu Ahola <celeron55@gmail.com>

This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.

This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU Lesser General Public License for more details.

You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/

#include "light.h"

#if 1
// Middle-raised variation of a_n+1 = a_n * 0.786
// Length of LIGHT_MAX+1 means LIGHT_MAX is the last value.
// LIGHT_SUN is read as LIGHT_MAX from here.
u8 light_decode_table[LIGHT_MAX+1] = 
{
8,
11+2,
14+7,
18+10,
22+15,
29+20,
37+20,
47+15,
60+10,
76+7,
97+5,
123+2,
157,
200,
255,
};
#endif

#if 0
/*
Made using this and:
- adding 220 as the second last one
- replacing the third last one (212) with 195

#!/usr/bin/python

from math import *
from sys import stdout

# We want 0 at light=0 and 255 at light=LIGHT_MAX
LIGHT_MAX = 14
#FACTOR = 0.69
#FACTOR = 0.75
FACTOR = 0.83
START_FROM_ZERO = False

L = []
if START_FROM_ZERO:
    for i in range(1,LIGHT_MAX+1):
        L.append(int(round(255.0 * FACTOR ** (i-1))))
    L.append(0)
else:
    for i in range(1,LIGHT_MAX+1):
        L.append(int(round(255.0 * FACTOR ** (i-1))))
    L.append(255)

L.reverse()
for i in L:
    stdout.write(str(i)+",\n")
*/
u8 light_decode_table[LIGHT_MAX+1] = 
{
23,
27,
33,
40,
48,
57,
69,
83,
100,
121,
146,
176,
195,
220,
255,
};
#endif

#if 0
// This is good
// a_n+1 = a_n * 0.786
// Length of LIGHT_MAX+1 means LIGHT_MAX is the last value.
// LIGHT_SUN is read as LIGHT_MAX from here.
u8 light_decode_table[LIGHT_MAX+1] = 
{
8,
11,
14,
18,
22,
29,
37,
47,
60,
76,
97,
123,
157,
200,
255,
};
#endif

#if 0
// Use for debugging in dark
u8 light_decode_table[LIGHT_MAX+1] = 
{
58,
64,
72,
80,
88,
98,
109,
121,
135,
150,
167,
185,
206,
229,
255,
};
#endif

// This is reasonable with classic lighting with a light source
/*u8 light_decode_table[LIGHT_MAX+1] = 
{
2,
3,
4,
6,
9,
13,
18,
25,
32,
35,
45,
57,
69,
79,
255
};*/


// As in minecraft, a_n+1 = a_n * 0.8
// NOTE: This doesn't really work that well because this defines
//       LIGHT_MAX as dimmer than LIGHT_SUN
// NOTE: Uh, this has had 34 left out; forget this.
/*u8 light_decode_table[LIGHT_MAX+1] = 
{
8,
11,
14,
17,
21,
27,
42,
53,
66,
83,
104,
130,
163,
204,
255,
};*/

// This was a quick try of more light, manually quickly made
/*u8 light_decode_table[LIGHT_MAX+1] = 
{
0,
7,
11,
15,
21,
29,
42,
53,
69,
85,
109,
135,
167,
205,
255,
};*/

// This was used for a long time, manually made
/*u8 light_decode_table[LIGHT_MAX+1] = 
{
0,
6,
8,
11,
14,
19,
26,
34,
45,
61,
81,
108,
143,
191,
255,
};*/

/*u8 light_decode_table[LIGHT_MAX+1] = 
{
0,
3,
6,
10,
18,
25,
35,
50,
75,
95,
120,
150,
185,
215,
255,
};*/
/*u8 light_decode_table[LIGHT_MAX+1] = 
{
0,
5,
12,
22,
35,
50,
65,
85,
100,
120,
140,
160,
185,
215,
255,
};*/
// LIGHT_MAX is 14, 0-14 is 15 values
/*u8 light_decode_table[LIGHT_MAX+1] = 
{
0,
9,
12,
14,
16,
20,
26,
34,
45,
61,
81,
108,
143,
191,
255,
};*/

#if 0
/*
#!/usr/bin/python

from math import *
from sys import stdout

# We want 0 at light=0 and 255 at light=LIGHT_MAX
LIGHT_MAX = 14
#FACTOR = 0.69
FACTOR = 0.75

L = []
for i in range(1,LIGHT_MAX+1):
    L.append(int(round(255.0 * FACTOR ** (i-1))))
L.append(0)

L.reverse()
for i in L:
    stdout.write(str(i)+",\n")
*/
u8 light_decode_table[LIGHT_MAX+1] = 
{
0,
6,
8,
11,
14,
19,
26,
34,
45,
61,
81,
108,
143,
191,
255,
};
#endif


n>event); // On failure returns NULL MapSector * getSectorNoGenerateNoLock(v2s16 p2d); // Same as the above (there exists no lock anymore) MapSector * getSectorNoGenerate(v2s16 p2d); /* This is overloaded by ClientMap and ServerMap to allow their differing fetch methods. */ virtual MapSector * emergeSector(v2s16 p){ return NULL; } // Returns InvalidPositionException if not found MapBlock * getBlockNoCreate(v3s16 p); // Returns NULL if not found MapBlock * getBlockNoCreateNoEx(v3s16 p); /* Server overrides */ virtual MapBlock * emergeBlock(v3s16 p, bool create_blank=true) { return getBlockNoCreateNoEx(p); } inline const NodeDefManager * getNodeDefManager() { return m_nodedef; } bool isValidPosition(v3s16 p); // throws InvalidPositionException if not found void setNode(v3s16 p, MapNode & n); // Returns a CONTENT_IGNORE node if not found // If is_valid_position is not NULL then this will be set to true if the // position is valid, otherwise false MapNode getNode(v3s16 p, bool *is_valid_position = NULL); /* These handle lighting but not faces. */ void addNodeAndUpdate(v3s16 p, MapNode n, std::map<v3s16, MapBlock*> &modified_blocks, bool remove_metadata = true); void removeNodeAndUpdate(v3s16 p, std::map<v3s16, MapBlock*> &modified_blocks); /* Wrappers for the latter ones. These emit events. Return true if succeeded, false if not. */ bool addNodeWithEvent(v3s16 p, MapNode n, bool remove_metadata = true); bool removeNodeWithEvent(v3s16 p); // Call these before and after saving of many blocks virtual void beginSave() {} virtual void endSave() {} virtual void save(ModifiedState save_level) { FATAL_ERROR("FIXME"); } // Server implements these. // Client leaves them as no-op. virtual bool saveBlock(MapBlock *block) { return false; } virtual bool deleteBlock(v3s16 blockpos) { return false; } /* Updates usage timers and unloads unused blocks and sectors. Saves modified blocks before unloading on MAPTYPE_SERVER. */ void timerUpdate(float dtime, float unload_timeout, u32 max_loaded_blocks, std::vector<v3s16> *unloaded_blocks=NULL); /* Unloads all blocks with a zero refCount(). Saves modified blocks before unloading on MAPTYPE_SERVER. */ void unloadUnreferencedBlocks(std::vector<v3s16> *unloaded_blocks=NULL); // Deletes sectors and their blocks from memory // Takes cache into account // If deleted sector is in sector cache, clears cache void deleteSectors(std::vector<v2s16> &list); // For debug printing. Prints "Map: ", "ServerMap: " or "ClientMap: " virtual void PrintInfo(std::ostream &out); void transformLiquids(std::map<v3s16, MapBlock*> & modified_blocks, ServerEnvironment *env); /* Node metadata These are basically coordinate wrappers to MapBlock */ std::vector<v3s16> findNodesWithMetadata(v3s16 p1, v3s16 p2); NodeMetadata *getNodeMetadata(v3s16 p); /** * Sets metadata for a node. * This method sets the metadata for a given node. * On success, it returns @c true and the object pointed to * by @p meta is then managed by the system and should * not be deleted by the caller. * * In case of failure, the method returns @c false and the * caller is still responsible for deleting the object! * * @param p node coordinates * @param meta pointer to @c NodeMetadata object * @return @c true on success, false on failure */ bool setNodeMetadata(v3s16 p, NodeMetadata *meta); void removeNodeMetadata(v3s16 p); /* Node Timers These are basically coordinate wrappers to MapBlock */ NodeTimer getNodeTimer(v3s16 p); void setNodeTimer(const NodeTimer &t); void removeNodeTimer(v3s16 p); /* Variables */ void transforming_liquid_add(v3s16 p); bool isBlockOccluded(MapBlock *block, v3s16 cam_pos_nodes); protected: friend class LuaVoxelManip; IGameDef *m_gamedef; std::set<MapEventReceiver*> m_event_receivers; std::map<v2s16, MapSector*> m_sectors; // Be sure to set this to NULL when the cached sector is deleted MapSector *m_sector_cache = nullptr; v2s16 m_sector_cache_p; // Queued transforming water nodes UniqueQueue<v3s16> m_transforming_liquid; // This stores the properties of the nodes on the map. const NodeDefManager *m_nodedef; bool determineAdditionalOcclusionCheck(const v3s16 &pos_camera, const core::aabbox3d<s16> &block_bounds, v3s16 &check); bool isOccluded(const v3s16 &pos_camera, const v3s16 &pos_target, float step, float stepfac, float start_offset, float end_offset, u32 needed_count); private: f32 m_transforming_liquid_loop_count_multiplier = 1.0f; u32 m_unprocessed_count = 0; u64 m_inc_trending_up_start_time = 0; // milliseconds bool m_queue_size_timer_started = false; }; /* ServerMap This is the only map class that is able to generate map. */ class ServerMap : public Map { public: /* savedir: directory to which map data should be saved */ ServerMap(const std::string &savedir, IGameDef *gamedef, EmergeManager *emerge, MetricsBackend *mb); ~ServerMap(); s32 mapType() const { return MAPTYPE_SERVER; } /* Get a sector from somewhere. - Check memory - Check disk (doesn't load blocks) - Create blank one */ MapSector *createSector(v2s16 p); /* Blocks are generated by using these and makeBlock(). */ bool blockpos_over_mapgen_limit(v3s16 p); bool initBlockMake(v3s16 blockpos, BlockMakeData *data); void finishBlockMake(BlockMakeData *data, std::map<v3s16, MapBlock*> *changed_blocks); /* Get a block from somewhere. - Memory - Create blank */ MapBlock *createBlock(v3s16 p); /* Forcefully get a block from somewhere. - Memory - Load from disk - Create blank filled with CONTENT_IGNORE */ MapBlock *emergeBlock(v3s16 p, bool create_blank=true); /* Try to get a block. If it does not exist in memory, add it to the emerge queue. - Memory - Emerge Queue (deferred disk or generate) */ MapBlock *getBlockOrEmerge(v3s16 p3d); bool isBlockInQueue(v3s16 pos); /* Database functions */ static MapDatabase *createDatabase(const std::string &name, const std::string &savedir, Settings &conf); // Call these before and after saving of blocks void beginSave(); void endSave(); void save(ModifiedState save_level); void listAllLoadableBlocks(std::vector<v3s16> &dst); void listAllLoadedBlocks(std::vector<v3s16> &dst); MapgenParams *getMapgenParams(); bool saveBlock(MapBlock *block); static bool saveBlock(MapBlock *block, MapDatabase *db, int compression_level = -1); MapBlock* loadBlock(v3s16 p); // Database version void loadBlock(std::string *blob, v3s16 p3d, MapSector *sector, bool save_after_load=false); bool deleteBlock(v3s16 blockpos); void updateVManip(v3s16 pos); // For debug printing virtual void PrintInfo(std::ostream &out); bool isSavingEnabled(){ return m_map_saving_enabled; } u64 getSeed(); /*! * Fixes lighting in one map block. * May modify other blocks as well, as light can spread * out of the specified block. * Returns false if the block is not generated (so nothing * changed), true otherwise. */ bool repairBlockLight(v3s16 blockpos, std::map<v3s16, MapBlock *> *modified_blocks); MapSettingsManager settings_mgr; private: // Emerge manager EmergeManager *m_emerge; std::string m_savedir; bool m_map_saving_enabled; int m_map_compression_level; std::set<v3s16> m_chunks_in_progress; /* Metadata is re-written on disk only if this is true. This is reset to false when written on disk. */ bool m_map_metadata_changed = true; MapDatabase *dbase = nullptr; MapDatabase *dbase_ro = nullptr; MetricCounterPtr m_save_time_counter; }; #define VMANIP_BLOCK_DATA_INEXIST 1 #define VMANIP_BLOCK_CONTAINS_CIGNORE 2 class MMVManip : public VoxelManipulator { public: MMVManip(Map *map); virtual ~MMVManip() = default; virtual void clear() { VoxelManipulator::clear(); m_loaded_blocks.clear(); } void initialEmerge(v3s16 blockpos_min, v3s16 blockpos_max, bool load_if_inexistent = true); // This is much faster with big chunks of generated data void blitBackAll(std::map<v3s16, MapBlock*> * modified_blocks, bool overwrite_generated = true); bool m_is_dirty = false; protected: Map *m_map; /* key = blockpos value = flags describing the block */ std::map<v3s16, u8> m_loaded_blocks; };