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@ -1094,6 +1094,95 @@ const VoxelArea block_pad[] = {
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VoxelArea(v3s16(0, 0, 0), v3s16(0, 15, 15)) //X-
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VoxelArea(v3s16(0, 0, 0), v3s16(0, 15, 15)) //X-
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};
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};
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/*!
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* The common part of bulk light updates - it is always executed.
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* The procedure takes the nodes that should be unlit, and the
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* full modified area.
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*
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* The procedure handles the correction of all lighting except
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* direct sunlight spreading.
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*
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* \param minblock least coordinates of the changed area in block
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* coordinates
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* \param maxblock greatest coordinates of the changed area in block
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* coordinates
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* \param unlight the first queue is for day light, the second is for
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* night light. Contains all nodes on the borders that need to be unlit.
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* \param relight the first queue is for day light, the second is for
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* night light. Contains nodes that were not modified, but got sunlight
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* because the changes.
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* \param modified_blocks the procedure adds all modified blocks to
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* this map
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*/
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void finish_bulk_light_update(Map *map, mapblock_v3 minblock,
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mapblock_v3 maxblock, UnlightQueue unlight[2], ReLightQueue relight[2],
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std::map<v3s16, MapBlock*> *modified_blocks)
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{
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INodeDefManager *ndef = map->getNodeDefManager();
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// dummy boolean
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bool is_valid;
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// --- STEP 1: Do unlighting
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for (size_t bank = 0; bank < 2; bank++) {
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LightBank b = banks[bank];
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unspread_light(map, ndef, b, unlight[bank], relight[bank],
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*modified_blocks);
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}
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// --- STEP 2: Get all newly inserted light sources
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// For each block:
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for (s16 b_x = minblock.X; b_x <= maxblock.X; b_x++)
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for (s16 b_y = minblock.Y; b_y <= maxblock.Y; b_y++)
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for (s16 b_z = minblock.Z; b_z <= maxblock.Z; b_z++) {
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v3s16 blockpos(b_x, b_y, b_z);
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MapBlock *block = map->getBlockNoCreateNoEx(blockpos);
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if (!block || block->isDummy())
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// Skip not existing blocks
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continue;
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// For each node in the block:
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for (s32 x = 0; x < MAP_BLOCKSIZE; x++)
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for (s32 z = 0; z < MAP_BLOCKSIZE; z++)
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for (s32 y = 0; y < MAP_BLOCKSIZE; y++) {
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v3s16 relpos(x, y, z);
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MapNode node = block->getNodeNoCheck(x, y, z, &is_valid);
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const ContentFeatures &f = ndef->get(node);
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// For each light bank
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for (size_t b = 0; b < 2; b++) {
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LightBank bank = banks[b];
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u8 light = f.param_type == CPT_LIGHT ?
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node.getLightNoChecks(bank, &f):
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f.light_source;
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if (light > 1)
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relight[b].push(light, relpos, blockpos, block, 6);
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} // end of banks
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} // end of nodes
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} // end of blocks
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// --- STEP 3: do light spreading
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// For each light bank:
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for (size_t b = 0; b < 2; b++) {
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LightBank bank = banks[b];
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// Sunlight is already initialized.
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u8 maxlight = (b == 0) ? LIGHT_MAX : LIGHT_SUN;
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// Initialize light values for light spreading.
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for (u8 i = 0; i <= maxlight; i++) {
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const std::vector<ChangingLight> &lights = relight[b].lights[i];
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for (std::vector<ChangingLight>::const_iterator it = lights.begin();
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it < lights.end(); ++it) {
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MapNode n = it->block->getNodeNoCheck(it->rel_position,
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&is_valid);
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n.setLight(bank, i, ndef);
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it->block->setNodeNoCheck(it->rel_position, n);
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}
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}
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// Spread lights.
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spread_light(map, ndef, bank, relight[b], *modified_blocks);
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}
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}
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void blit_back_with_light(ServerMap *map, MMVManip *vm,
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void blit_back_with_light(ServerMap *map, MMVManip *vm,
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std::map<v3s16, MapBlock*> *modified_blocks)
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std::map<v3s16, MapBlock*> *modified_blocks)
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{
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{
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@ -1187,65 +1276,10 @@ void blit_back_with_light(ServerMap *map, MMVManip *vm,
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vm->blitBackAll(modified_blocks, true);
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vm->blitBackAll(modified_blocks, true);
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// --- STEP 4: Do unlighting
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// --- STEP 4: Finish light update
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for (size_t bank = 0; bank < 2; bank++) {
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finish_bulk_light_update(map, minblock, maxblock, unlight, relight,
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LightBank b = banks[bank];
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modified_blocks);
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unspread_light(map, ndef, b, unlight[bank], relight[bank],
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*modified_blocks);
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}
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// --- STEP 5: Get all newly inserted light sources
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// For each block:
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for (s16 b_x = minblock.X; b_x <= maxblock.X; b_x++)
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for (s16 b_y = minblock.Y; b_y <= maxblock.Y; b_y++)
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for (s16 b_z = minblock.Z; b_z <= maxblock.Z; b_z++) {
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v3s16 blockpos(b_x, b_y, b_z);
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MapBlock *block = map->getBlockNoCreateNoEx(blockpos);
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if (!block || block->isDummy())
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// Skip not existing blocks
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continue;
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// For each node in the block:
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for (s32 x = 0; x < MAP_BLOCKSIZE; x++)
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for (s32 z = 0; z < MAP_BLOCKSIZE; z++)
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for (s32 y = 0; y < MAP_BLOCKSIZE; y++) {
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v3s16 relpos(x, y, z);
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MapNode node = block->getNodeNoCheck(x, y, z, &is_valid);
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const ContentFeatures &f = ndef->get(node);
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// For each light bank
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for (size_t b = 0; b < 2; b++) {
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LightBank bank = banks[b];
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u8 light = f.param_type == CPT_LIGHT ?
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node.getLightNoChecks(bank, &f):
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f.light_source;
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if (light > 1)
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relight[b].push(light, relpos, blockpos, block, 6);
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} // end of banks
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} // end of nodes
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} // end of blocks
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// --- STEP 6: do light spreading
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// For each light bank:
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for (size_t b = 0; b < 2; b++) {
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LightBank bank = banks[b];
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// Sunlight is already initialized.
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u8 maxlight = (b == 0) ? LIGHT_MAX : LIGHT_SUN;
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// Initialize light values for light spreading.
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for (u8 i = 0; i <= maxlight; i++) {
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const std::vector<ChangingLight> &lights = relight[b].lights[i];
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for (std::vector<ChangingLight>::const_iterator it = lights.begin();
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it < lights.end(); ++it) {
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MapNode n = it->block->getNodeNoCheck(it->rel_position,
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&is_valid);
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n.setLight(bank, i, ndef);
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it->block->setNodeNoCheck(it->rel_position, n);
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}
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}
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// Spread lights.
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spread_light(map, ndef, bank, relight[b], *modified_blocks);
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}
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}
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}
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VoxelLineIterator::VoxelLineIterator(
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VoxelLineIterator::VoxelLineIterator(
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