generate-time lighting optimization

master
Perttu Ahola 2011-01-15 13:50:13 +02:00
parent 83e083a667
commit a176f9eb36
7 changed files with 300 additions and 227 deletions

View File

@ -48,8 +48,8 @@ void set_default_settings()
g_settings.setDefault("ravines_amount", "1.0");
g_settings.setDefault("coal_amount", "1.0");*/
g_settings.setDefault("heightmap_blocksize", "16");
g_settings.setDefault("height_randmax", "linear 0 0 40");
g_settings.setDefault("height_randfactor", "linear 0.60 -0.10 0");
g_settings.setDefault("height_randmax", "linear 0 0 30");
g_settings.setDefault("height_randfactor", "linear 0.50 -0.10 0");
g_settings.setDefault("height_base", "linear 5 0 0");
g_settings.setDefault("plants_amount", "0.2");
g_settings.setDefault("ravines_amount", "0");

View File

@ -1692,6 +1692,8 @@ MapBlock * ServerMap::emergeBlock(
/*
If block doesn't exist, create one.
If it exists, it is a dummy. In that case unDummify() it.
NOTE: This already sets the map as the parent of the block
*/
if(block == NULL)
{
@ -1701,161 +1703,10 @@ MapBlock * ServerMap::emergeBlock(
{
// Remove the block so that nobody can get a half-generated one.
sector->removeBlock(block);
// Allocate the block to be a proper one.
// Allocate the block to contain the generated data
block->unDummify();
}
/*
Create dungeon making table
*/
const s32 ued = MAP_BLOCKSIZE;
bool underground_emptiness[ued*ued*ued];
for(s32 i=0; i<ued*ued*ued; i++)
{
underground_emptiness[i] = 0;
}
// Generate dungeons
{
/*
Initialize orp and ors. Try to find if some neighboring
MapBlock has a tunnel ended in its side
*/
v3f orp(
(float)(myrand()%ued)+0.5,
(float)(myrand()%ued)+0.5,
(float)(myrand()%ued)+0.5
);
bool found_existing = false;
// Check z-
try
{
s16 z = -1;
for(s16 y=0; y<ued; y++)
for(s16 x=0; x<ued; x++)
{
v3s16 ap = v3s16(x,y,z) + block->getPosRelative();
if(getNode(ap).d == CONTENT_AIR)
{
orp = v3f(x+1,y+1,0);
found_existing = true;
goto continue_generating;
}
}
}
catch(InvalidPositionException &e){}
// Check z+
try
{
s16 z = ued;
for(s16 y=0; y<ued; y++)
for(s16 x=0; x<ued; x++)
{
v3s16 ap = v3s16(x,y,z) + block->getPosRelative();
if(getNode(ap).d == CONTENT_AIR)
{
orp = v3f(x+1,y+1,ued-1);
found_existing = true;
goto continue_generating;
}
}
}
catch(InvalidPositionException &e){}
// Check x-
try
{
s16 x = -1;
for(s16 y=0; y<ued; y++)
for(s16 z=0; z<ued; z++)
{
v3s16 ap = v3s16(x,y,z) + block->getPosRelative();
if(getNode(ap).d == CONTENT_AIR)
{
orp = v3f(0,y+1,z+1);
found_existing = true;
goto continue_generating;
}
}
}
catch(InvalidPositionException &e){}
// Check x+
try
{
s16 x = ued;
for(s16 y=0; y<ued; y++)
for(s16 z=0; z<ued; z++)
{
v3s16 ap = v3s16(x,y,z) + block->getPosRelative();
if(getNode(ap).d == CONTENT_AIR)
{
orp = v3f(ued-1,y+1,z+1);
found_existing = true;
goto continue_generating;
}
}
}
catch(InvalidPositionException &e){}
continue_generating:
/*
Don't always generate dungeon
*/
if(found_existing || rand() % 2 == 0)
{
/*
Generate some tunnel starting from orp and ors
*/
for(u16 i=0; i<3; i++)
{
v3f rp(
(float)(myrand()%ued)+0.5,
(float)(myrand()%ued)+0.5,
(float)(myrand()%ued)+0.5
);
s16 min_d = 0;
s16 max_d = 4;
s16 rs = (myrand()%(max_d-min_d+1))+min_d;
v3f vec = rp - orp;
for(float f=0; f<1.0; f+=0.04)
{
v3f fp = orp + vec * f;
v3s16 cp(fp.X, fp.Y, fp.Z);
s16 d0 = -rs/2;
s16 d1 = d0 + rs - 1;
for(s16 z0=d0; z0<=d1; z0++)
{
s16 si = rs - abs(z0);
for(s16 x0=-si; x0<=si-1; x0++)
{
s16 si2 = rs - abs(x0);
for(s16 y0=-si2+1; y0<=si2-1; y0++)
{
s16 z = cp.Z + z0;
s16 y = cp.Y + y0;
s16 x = cp.X + x0;
v3s16 p(x,y,z);
if(isInArea(p, ued) == false)
continue;
underground_emptiness[ued*ued*z + ued*y + x] = 1;
}
}
}
}
orp = rp;
}
}
}
u8 water_material = CONTENT_WATER;
if(g_settings.getBool("endless_water"))
water_material = CONTENT_OCEAN;
@ -1866,10 +1717,6 @@ continue_generating:
// DEBUG
//sector->printHeightmaps();
// Set to true if has caves.
// Set when some non-air is changed to air when making caves.
bool has_caves = false;
for(s16 z0=0; z0<MAP_BLOCKSIZE; z0++)
for(s16 x0=0; x0<MAP_BLOCKSIZE; x0++)
{
@ -1972,6 +1819,202 @@ continue_generating:
else
n.d = CONTENT_GRASS;*/
}
}
block->setNode(v3s16(x0,y0,z0), n);
}
}
/*
Calculate some helper variables
*/
// Completely underground if the highest part of block is under lowest
// ground height.
// This has to be very sure; it's probably one too strict now but
// that's just better.
bool completely_underground =
block_y * MAP_BLOCKSIZE + MAP_BLOCKSIZE < lowest_ground_y;
bool some_part_underground = block_y * MAP_BLOCKSIZE <= highest_ground_y;
/*
Generate dungeons
*/
// Initialize temporary table
const s32 ued = MAP_BLOCKSIZE;
bool underground_emptiness[ued*ued*ued];
for(s32 i=0; i<ued*ued*ued; i++)
{
underground_emptiness[i] = 0;
}
// Fill table
{
/*
Initialize orp and ors. Try to find if some neighboring
MapBlock has a tunnel ended in its side
*/
v3f orp(
(float)(myrand()%ued)+0.5,
(float)(myrand()%ued)+0.5,
(float)(myrand()%ued)+0.5
);
bool found_existing = false;
// Check z-
try
{
s16 z = -1;
for(s16 y=0; y<ued; y++)
for(s16 x=0; x<ued; x++)
{
v3s16 ap = v3s16(x,y,z) + block->getPosRelative();
if(getNode(ap).d == CONTENT_AIR)
{
orp = v3f(x+1,y+1,0);
found_existing = true;
goto continue_generating;
}
}
}
catch(InvalidPositionException &e){}
// Check z+
try
{
s16 z = ued;
for(s16 y=0; y<ued; y++)
for(s16 x=0; x<ued; x++)
{
v3s16 ap = v3s16(x,y,z) + block->getPosRelative();
if(getNode(ap).d == CONTENT_AIR)
{
orp = v3f(x+1,y+1,ued-1);
found_existing = true;
goto continue_generating;
}
}
}
catch(InvalidPositionException &e){}
// Check x-
try
{
s16 x = -1;
for(s16 y=0; y<ued; y++)
for(s16 z=0; z<ued; z++)
{
v3s16 ap = v3s16(x,y,z) + block->getPosRelative();
if(getNode(ap).d == CONTENT_AIR)
{
orp = v3f(0,y+1,z+1);
found_existing = true;
goto continue_generating;
}
}
}
catch(InvalidPositionException &e){}
// Check x+
try
{
s16 x = ued;
for(s16 y=0; y<ued; y++)
for(s16 z=0; z<ued; z++)
{
v3s16 ap = v3s16(x,y,z) + block->getPosRelative();
if(getNode(ap).d == CONTENT_AIR)
{
orp = v3f(ued-1,y+1,z+1);
found_existing = true;
goto continue_generating;
}
}
}
catch(InvalidPositionException &e){}
continue_generating:
/*
Don't always generate dungeon
*/
bool do_generate_dungeons = true;
if(!some_part_underground)
do_generate_dungeons = false;
else if(!completely_underground)
do_generate_dungeons = rand() % 5;
else if(found_existing)
do_generate_dungeons = true;
else
do_generate_dungeons = rand() % 2;
if(do_generate_dungeons)
{
/*
Generate some tunnel starting from orp and ors
*/
for(u16 i=0; i<3; i++)
{
v3f rp(
(float)(myrand()%ued)+0.5,
(float)(myrand()%ued)+0.5,
(float)(myrand()%ued)+0.5
);
s16 min_d = 0;
s16 max_d = 6;
s16 rs = (myrand()%(max_d-min_d+1))+min_d;
v3f vec = rp - orp;
for(float f=0; f<1.0; f+=0.04)
{
v3f fp = orp + vec * f;
v3s16 cp(fp.X, fp.Y, fp.Z);
s16 d0 = -rs/2;
s16 d1 = d0 + rs - 1;
for(s16 z0=d0; z0<=d1; z0++)
{
s16 si = rs - abs(z0);
for(s16 x0=-si; x0<=si-1; x0++)
{
s16 si2 = rs - abs(x0);
for(s16 y0=-si2+1; y0<=si2-1; y0++)
{
s16 z = cp.Z + z0;
s16 y = cp.Y + y0;
s16 x = cp.X + x0;
v3s16 p(x,y,z);
if(isInArea(p, ued) == false)
continue;
underground_emptiness[ued*ued*z + ued*y + x] = 1;
}
}
}
}
orp = rp;
}
}
}
// Set to true if has caves.
// Set when some non-air is changed to air when making caves.
bool has_caves = false;
/*
Apply temporary cave data to block
*/
for(s16 z0=0; z0<MAP_BLOCKSIZE; z0++)
for(s16 x0=0; x0<MAP_BLOCKSIZE; x0++)
{
for(s16 y0=0; y0<MAP_BLOCKSIZE; y0++)
{
MapNode n = block->getNode(v3s16(x0,y0,z0));
// Create dungeons
if(underground_emptiness[
@ -1979,12 +2022,11 @@ continue_generating:
+ued*(y0*ued/MAP_BLOCKSIZE)
+(x0*ued/MAP_BLOCKSIZE)])
{
// Has now caves if previous content is air
if(n.d != CONTENT_AIR)
if(is_ground_content(n.d))
{
// Has now caves
has_caves = true;
}
// Set air to node
n.d = CONTENT_AIR;
}
}
@ -1994,30 +2036,20 @@ continue_generating:
}
/*
Calculate completely_underground
This is used for guessing whether or not the block should
receive sunlight from the top if the top block doesn't exist
*/
// Completely underground if the highest part of block is under lowest
// ground height.
// This has to be very sure; it's probably one too strict now but
// that's just better.
bool completely_underground =
block_y * MAP_BLOCKSIZE + MAP_BLOCKSIZE < lowest_ground_y;
// This isn't used anymore (?) but set it anyway
block->setIsUnderground(completely_underground);
bool some_part_underground = block_y * MAP_BLOCKSIZE <= highest_ground_y;
/*
Force lighting update if some part of block is partly
underground and has caves.
*/
if(some_part_underground && !completely_underground && has_caves)
/*if(some_part_underground && !completely_underground && has_caves)
{
//dstream<<"Half-ground caves"<<std::endl;
lighting_invalidated_blocks[block->getPos()] = block;
}
}*/
// DEBUG: Always update lighting
//lighting_invalidated_blocks[block->getPos()] = block;
@ -2364,6 +2396,28 @@ continue_generating:
objects->remove(*i);
}
/*
Initially update sunlight
*/
{
core::map<v3s16, bool> light_sources;
bool black_air_left = false;
bool bottom_invalid =
block->propagateSunlight(light_sources, true, &black_air_left);
// If sunlight didn't reach everywhere and part of block is
// above ground, lighting has to be properly updated
if(black_air_left && some_part_underground)
{
lighting_invalidated_blocks[block->getPos()] = block;
}
}
/*
Translate sector's changed blocks to global changed blocks
*/
for(core::map<s16, MapBlock*>::Iterator
i = changed_blocks_sector.getIterator();
i.atEnd() == false; i++)

View File

@ -934,60 +934,67 @@ bool MapBlock::propagateSunlight(core::map<v3s16, bool> & light_sources,
s16 y = MAP_BLOCKSIZE-1;
if(no_sunlight == false)
{
// Continue spreading sunlight downwards through transparent
// nodes
// This makes difference to diminishing in water.
bool stopped_to_solid_object = false;
u8 current_light = no_sunlight ? 0 : LIGHT_SUN;
for(; y >= 0; y--)
{
v3s16 pos(x, y, z);
MapNode &n = getNodeRef(pos);
if(n.sunlight_propagates())
if(current_light == 0)
{
n.setLight(LIGHTBANK_DAY, LIGHT_SUN);
light_sources.insert(pos_relative + pos, true);
// Do nothing
}
else
else if(current_light == LIGHT_SUN && n.sunlight_propagates())
{
// Do nothing: Sunlight is continued
}
else if(n.light_propagates() == false)
{
// Turn mud into grass
if(n.d == CONTENT_MUD)
if(n.d == CONTENT_MUD && current_light == LIGHT_SUN)
{
n.d = CONTENT_GRASS;
}
// Sunlight goes no further
break;
}
}
}
// A solid object is on the way.
stopped_to_solid_object = true;
bool sunlight_should_go_down = (y==-1);
/*
Check rest through to the bottom of the block
*/
for(; y >= 0; y--)
// Light stops.
current_light = 0;
}
else
{
v3s16 pos(x, y, z);
MapNode &n = getNodeRef(pos);
// Diminish light
current_light = diminish_light(current_light);
}
if(n.light_propagates())
u8 old_light = n.getLight(LIGHTBANK_DAY);
if(current_light > old_light || remove_light)
{
n.setLight(LIGHTBANK_DAY, current_light);
}
if(diminish_light(current_light) != 0)
{
light_sources.insert(pos_relative + pos, true);
}
if(current_light == 0 && stopped_to_solid_object)
{
if(black_air_left)
{
*black_air_left = true;
}
}
}
if(remove_light)
{
// Fill transparent nodes with black
n.setLight(LIGHTBANK_DAY, 0);
}
}
}
// Whether or not the block below should see LIGHT_SUN
bool sunlight_should_go_down = (current_light == LIGHT_SUN);
/*
If the block below hasn't already been marked invalid:

View File

@ -312,7 +312,8 @@ public:
#endif // !SERVER
// See comments in mapblock.cpp
bool propagateSunlight(core::map<v3s16, bool> & light_sources);
bool propagateSunlight(core::map<v3s16, bool> & light_sources,
bool remove_light=false, bool *black_air_left=NULL);
// Copies data to VoxelManipulator to getPosRelative()
void copyTo(VoxelManipulator &dst);

View File

@ -3003,7 +3003,7 @@ Player *Server::emergePlayer(const char *name, const char *password)
// Try to find a good place a few times
for(s32 i=0; i<100; i++)
{
s32 range = 1 + i*5;
s32 range = 1 + i*2;
// We're going to try to throw the player to this position
nodepos = v2s16(-range/2 + (myrand()%range),
-range/2 + (myrand()%range));
@ -3037,6 +3037,10 @@ Player *Server::emergePlayer(const char *name, const char *password)
}
#endif
// If no suitable place was not found, go above water at least.
if(groundheight < WATER_LEVEL)
groundheight = WATER_LEVEL;
player->setPosition(intToFloat(v3s16(
nodepos.X,
groundheight + 1,

View File

@ -537,7 +537,7 @@ struct TestMapBlock
core::map<v3s16, bool> light_sources;
// The block below should be valid because there shouldn't be
// sunlight in there either
assert(b.propagateSunlight(light_sources) == true);
assert(b.propagateSunlight(light_sources, true) == true);
// Should not touch nodes that are not affected (that is, all of them)
//assert(b.getNode(v3s16(1,2,3)).getLight() == LIGHT_SUN);
// Should set light of non-sunlighted blocks to 0.

View File

@ -1323,10 +1323,17 @@ private:
MutexedQueue< GetRequest<Key, T, Caller, CallerData> > m_queue;
};
// Pseudo-random (VC++ rand() sucks)
/*
Pseudo-random (VC++ rand() sucks)
*/
int myrand(void);
void mysrand(unsigned seed);
#define MYRAND_MAX 32767
/*
TODO: Some kind of a thing that stores arbitary data related to
2D coordinate points
*/
#endif