Faster lighting at map generation time
parent
87554408ca
commit
3909e712a0
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@ -47,6 +47,7 @@ void set_default_settings()
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g_settings.setDefault("objectdata_interval", "0.2");
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g_settings.setDefault("active_object_range", "2");
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g_settings.setDefault("max_simultaneous_block_sends_per_client", "1");
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//g_settings.setDefault("max_simultaneous_block_sends_per_client", "2");
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g_settings.setDefault("max_simultaneous_block_sends_server_total", "4");
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g_settings.setDefault("max_block_send_distance", "6");
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g_settings.setDefault("max_block_generate_distance", "6");
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@ -259,7 +259,8 @@ TODO: Remove HMParams
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TODO: Flowing water to actually contain flow direction information
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TODO: Faster lighting using VoxelManipulator
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TODO: Remove duplicate lighting implementation from Map (leave
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VoxelManipulator)
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Doing now:
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----------
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141
src/map.cpp
141
src/map.cpp
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@ -622,10 +622,13 @@ void Map::updateLighting(enum LightBank bank,
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core::map<v3s16, MapBlock*> & modified_blocks)
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{
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/*m_dout<<DTIME<<"Map::updateLighting(): "
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<<a_blocks.getSize()<<" blocks... ";*/
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<<a_blocks.size()<<" blocks."<<std::endl;*/
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//TimeTaker timer("updateLighting");
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// For debugging
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bool debug=false;
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bool debug=true;
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u32 count_was = modified_blocks.size();
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core::map<v3s16, bool> light_sources;
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@ -720,9 +723,10 @@ void Map::updateLighting(enum LightBank bank,
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}
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}
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#if 0
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{
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//TimeTaker timer("unspreadLight");
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TimeTaker timer("unspreadLight");
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unspreadLight(bank, unlight_from, light_sources, modified_blocks);
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}
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@ -741,7 +745,7 @@ void Map::updateLighting(enum LightBank bank,
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// - Find out why it works
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{
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//TimeTaker timer("spreadLight");
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TimeTaker timer("spreadLight");
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spreadLight(bank, light_sources, modified_blocks);
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}
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@ -751,6 +755,36 @@ void Map::updateLighting(enum LightBank bank,
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count_was = modified_blocks.size();
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dstream<<"spreadLight modified "<<diff<<std::endl;
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}
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#endif
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{
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//MapVoxelManipulator vmanip(this);
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ManualMapVoxelManipulator vmanip(this);
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core::map<v3s16, MapBlock*>::Iterator i;
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i = a_blocks.getIterator();
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for(; i.atEnd() == false; i++)
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{
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MapBlock *block = i.getNode()->getValue();
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v3s16 p = block->getPos();
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vmanip.initialEmerge(p - v3s16(1,1,1), p + v3s16(1,1,1));
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}
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{
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//TimeTaker timer("unSpreadLight");
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vmanip.unspreadLight(bank, unlight_from, light_sources);
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}
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{
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//TimeTaker timer("spreadLight");
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vmanip.spreadLight(bank, light_sources);
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}
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{
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//TimeTaker timer("blitBack");
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vmanip.blitBack(modified_blocks);
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}
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/*dstream<<"emerge_time="<<emerge_time<<std::endl;
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emerge_time = 0;*/
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}
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//m_dout<<"Done ("<<getTimestamp()<<")"<<std::endl;
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}
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@ -2220,7 +2254,8 @@ MapBlock * ServerMap::emergeBlock(
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}
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//dstream<<"Not found on disk, generating."<<std::endl;
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//TimeTaker("emergeBlock()", g_irrlicht);
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// 0ms
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//TimeTaker("emergeBlock() generate");
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/*
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Do not generate over-limit
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@ -4138,7 +4173,10 @@ void MapVoxelManipulator::emerge(VoxelArea a, s32 caller_id)
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#endif
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#if 0
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void MapVoxelManipulator::emerge(VoxelArea a)
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/*
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NOTE: This is slow
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*/
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void MapVoxelManipulator::emerge(VoxelArea a, s32 caller_id)
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{
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TimeTaker timer1("emerge", &emerge_time);
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@ -4185,6 +4223,9 @@ void MapVoxelManipulator::blitBack
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return;
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//TimeTaker timer1("blitBack");
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/*dstream<<"blitBack(): m_loaded_blocks.size()="
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<<m_loaded_blocks.size()<<std::endl;*/
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/*
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Initialize block cache
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@ -4241,4 +4282,90 @@ void MapVoxelManipulator::blitBack
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}
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}
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ManualMapVoxelManipulator::ManualMapVoxelManipulator(Map *map):
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MapVoxelManipulator(map)
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{
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}
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ManualMapVoxelManipulator::~ManualMapVoxelManipulator()
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{
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}
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void ManualMapVoxelManipulator::emerge(VoxelArea a, s32 caller_id)
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{
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// Just create the area to avoid segfaults
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VoxelManipulator::emerge(a, caller_id);
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/*
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Just create the area to avoid segfaults
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*/
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/*addArea(a);
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for(s32 z=a.MinEdge.Z; z<=a.MaxEdge.Z; z++)
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for(s32 y=a.MinEdge.Y; y<=a.MaxEdge.Y; y++)
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for(s32 x=a.MinEdge.X; x<=a.MaxEdge.X; x++)
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{
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s32 i = m_area.index(x,y,z);
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// Don't touch nodes that have already been loaded
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if(!(m_flags[i] & VOXELFLAG_NOT_LOADED))
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continue;
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m_flags[i] = VOXELFLAG_INEXISTENT;
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}*/
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}
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void ManualMapVoxelManipulator::initialEmerge(
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v3s16 blockpos_min, v3s16 blockpos_max)
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{
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TimeTaker timer1("emerge", &emerge_time);
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// Units of these are MapBlocks
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v3s16 p_min = blockpos_min;
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v3s16 p_max = blockpos_max;
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VoxelArea block_area_nodes
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(p_min*MAP_BLOCKSIZE, (p_max+1)*MAP_BLOCKSIZE-v3s16(1,1,1));
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addArea(block_area_nodes);
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for(s32 z=p_min.Z; z<=p_max.Z; z++)
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for(s32 y=p_min.Y; y<=p_max.Y; y++)
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for(s32 x=p_min.X; x<=p_max.X; x++)
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{
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v3s16 p(x,y,z);
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core::map<v3s16, bool>::Node *n;
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n = m_loaded_blocks.find(p);
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if(n != NULL)
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continue;
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bool block_data_inexistent = false;
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try
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{
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TimeTaker timer1("emerge load", &emerge_load_time);
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MapBlock *block = m_map->getBlockNoCreate(p);
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if(block->isDummy())
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block_data_inexistent = true;
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else
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block->copyTo(*this);
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}
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catch(InvalidPositionException &e)
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{
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block_data_inexistent = true;
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}
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if(block_data_inexistent)
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{
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VoxelArea a(p*MAP_BLOCKSIZE, (p+1)*MAP_BLOCKSIZE-v3s16(1,1,1));
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// Fill with VOXELFLAG_INEXISTENT
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for(s32 z=a.MinEdge.Z; z<=a.MaxEdge.Z; z++)
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for(s32 y=a.MinEdge.Y; y<=a.MaxEdge.Y; y++)
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{
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s32 i = m_area.index(a.MinEdge.X,y,z);
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memset(&m_flags[i], VOXELFLAG_INEXISTENT, MAP_BLOCKSIZE);
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}
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}
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m_loaded_blocks.insert(p, true);
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}
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}
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//END
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15
src/map.h
15
src/map.h
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@ -523,7 +523,7 @@ public:
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void blitBack(core::map<v3s16, MapBlock*> & modified_blocks);
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private:
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protected:
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Map *m_map;
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/*
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NOTE: This might be used or not
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@ -534,5 +534,18 @@ private:
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core::map<v3s16, bool> m_loaded_blocks;
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};
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class ManualMapVoxelManipulator : public MapVoxelManipulator
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{
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public:
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ManualMapVoxelManipulator(Map *map);
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virtual ~ManualMapVoxelManipulator();
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virtual void emerge(VoxelArea a, s32 caller_id=-1);
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void initialEmerge(v3s16 blockpos_min, v3s16 blockpos_max);
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protected:
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};
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#endif
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@ -412,8 +412,9 @@ void LocalPlayer::applyControl(float dtime)
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}
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else
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{
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speed += move_direction;
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superspeed = true;
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// "Turbo button"
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/*speed += move_direction;
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superspeed = true;*/
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}
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}
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@ -168,7 +168,7 @@ void * EmergeThread::Thread()
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changed_blocks,
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lighting_invalidated_blocks);
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#if 0
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#if 1
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/*
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EXPERIMENTAL: Create a few other blocks too
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*/
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@ -184,6 +184,19 @@ void * EmergeThread::Thread()
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only_from_disk,
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changed_blocks,
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lighting_invalidated_blocks);
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#if 0
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map.emergeBlock(
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p + v3s16(0,2,0),
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only_from_disk,
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changed_blocks,
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lighting_invalidated_blocks);
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map.emergeBlock(
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p + v3s16(0,-2,0),
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only_from_disk,
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changed_blocks,
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lighting_invalidated_blocks);
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#endif
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#endif
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}
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@ -216,23 +229,6 @@ void * EmergeThread::Thread()
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dout_server<<std::endl;
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}
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#if 0
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/*
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Update water pressure
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*/
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m_server->UpdateBlockWaterPressure(block, modified_blocks);
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for(core::map<v3s16, MapBlock*>::Iterator i = changed_blocks.getIterator();
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i.atEnd() == false; i++)
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{
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MapBlock *block = i.getNode()->getValue();
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m_server->UpdateBlockWaterPressure(block, modified_blocks);
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//v3s16 p = i.getNode()->getKey();
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//m_server->UpdateBlockWaterPressure(p, modified_blocks);
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}
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#endif
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/*
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Collect a list of blocks that have been modified in
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addition to the fetched one.
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@ -249,7 +245,7 @@ void * EmergeThread::Thread()
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/*dstream<<"lighting "<<lighting_invalidated_blocks.size()
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<<" blocks"<<std::endl;*/
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//TimeTaker timer("** updateLighting", g_device);
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//TimeTaker timer("** updateLighting");
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// Update lighting without locking the environment mutex,
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// add modified blocks to changed blocks
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@ -497,7 +493,8 @@ void RemoteClient::GetNextBlocks(Server *server, float dtime,
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|| p.Z < -MAP_GENERATION_LIMIT / MAP_BLOCKSIZE
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|| p.Z > MAP_GENERATION_LIMIT / MAP_BLOCKSIZE)
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continue;
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// If this is true, inexistent block will be made from scratch
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bool generate = d <= d_max_gen;
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if(haxmode)
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@ -513,6 +510,35 @@ void RemoteClient::GetNextBlocks(Server *server, float dtime,
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generate = false;
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}
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/*
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If block is far away, don't generate it unless it is
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near ground level
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*/
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if(d > 4)
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{
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v2s16 p2d(p.X, p.Z);
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MapSector *sector = NULL;
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try
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{
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sector = server->m_env.getMap().getSectorNoGenerate(p2d);
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}
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catch(InvalidPositionException &e)
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{
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}
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if(sector != NULL)
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{
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// Get center ground height in nodes
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f32 gh = sector->getGroundHeight(
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v2s16(MAP_BLOCKSIZE/2, MAP_BLOCKSIZE/2));
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// Block center y in nodes
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f32 y = (f32)(p.Y * MAP_BLOCKSIZE + MAP_BLOCKSIZE/2);
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// If differs a lot, don't generate
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if(fabs(gh - y) > MAP_BLOCKSIZE*2)
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generate = false;
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}
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}
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/*
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Don't draw if not in sight
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*/
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389
src/voxel.cpp
389
src/voxel.cpp
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@ -264,6 +264,395 @@ void VoxelManipulator::clearFlag(u8 flags)
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<<volume<<" nodes"<<std::endl;*/
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}
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void VoxelManipulator::unspreadLight(enum LightBank bank, v3s16 p, u8 oldlight,
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core::map<v3s16, bool> & light_sources)
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{
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v3s16 dirs[6] = {
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v3s16(0,0,1), // back
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v3s16(0,1,0), // top
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v3s16(1,0,0), // right
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v3s16(0,0,-1), // front
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v3s16(0,-1,0), // bottom
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v3s16(-1,0,0), // left
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};
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emerge(VoxelArea(p - v3s16(1,1,1), p + v3s16(1,1,1)));
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// Loop through 6 neighbors
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for(u16 i=0; i<6; i++)
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{
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// Get the position of the neighbor node
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v3s16 n2pos = p + dirs[i];
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u32 n2i = m_area.index(n2pos);
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if(m_flags[n2i] & VOXELFLAG_INEXISTENT)
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continue;
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MapNode &n2 = m_data[n2i];
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/*
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If the neighbor is dimmer than what was specified
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as oldlight (the light of the previous node)
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*/
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if(n2.getLight(bank) < oldlight)
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{
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/*
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And the neighbor is transparent and it has some light
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*/
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if(n2.light_propagates() && n2.getLight(bank) != 0)
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{
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/*
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Set light to 0 and add to queue
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*/
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u8 current_light = n2.getLight(bank);
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n2.setLight(bank, 0);
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unspreadLight(bank, n2pos, current_light, light_sources);
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/*
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Remove from light_sources if it is there
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NOTE: This doesn't happen nearly at all
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*/
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/*if(light_sources.find(n2pos))
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{
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std::cout<<"Removed from light_sources"<<std::endl;
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light_sources.remove(n2pos);
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}*/
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}
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}
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else{
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light_sources.insert(n2pos, true);
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}
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}
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}
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#if 1
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/*
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Goes recursively through the neighbours of the node.
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Alters only transparent nodes.
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If the lighting of the neighbour is lower than the lighting of
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the node was (before changing it to 0 at the step before), the
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lighting of the neighbour is set to 0 and then the same stuff
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repeats for the neighbour.
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The ending nodes of the routine are stored in light_sources.
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This is useful when a light is removed. In such case, this
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routine can be called for the light node and then again for
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light_sources to re-light the area without the removed light.
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values of from_nodes are lighting values.
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*/
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void VoxelManipulator::unspreadLight(enum LightBank bank,
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core::map<v3s16, u8> & from_nodes,
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core::map<v3s16, bool> & light_sources)
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{
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if(from_nodes.size() == 0)
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return;
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core::map<v3s16, u8>::Iterator j;
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j = from_nodes.getIterator();
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for(; j.atEnd() == false; j++)
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{
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v3s16 pos = j.getNode()->getKey();
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//MapNode &n = m_data[m_area.index(pos)];
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u8 oldlight = j.getNode()->getValue();
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unspreadLight(bank, pos, oldlight, light_sources);
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}
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}
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#endif
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#if 0
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/*
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Goes recursively through the neighbours of the node.
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Alters only transparent nodes.
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If the lighting of the neighbour is lower than the lighting of
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the node was (before changing it to 0 at the step before), the
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lighting of the neighbour is set to 0 and then the same stuff
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repeats for the neighbour.
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The ending nodes of the routine are stored in light_sources.
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This is useful when a light is removed. In such case, this
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routine can be called for the light node and then again for
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light_sources to re-light the area without the removed light.
|
||||
|
||||
values of from_nodes are lighting values.
|
||||
*/
|
||||
void VoxelManipulator::unspreadLight(enum LightBank bank,
|
||||
core::map<v3s16, u8> & from_nodes,
|
||||
core::map<v3s16, bool> & light_sources)
|
||||
{
|
||||
v3s16 dirs[6] = {
|
||||
v3s16(0,0,1), // back
|
||||
v3s16(0,1,0), // top
|
||||
v3s16(1,0,0), // right
|
||||
v3s16(0,0,-1), // front
|
||||
v3s16(0,-1,0), // bottom
|
||||
v3s16(-1,0,0), // left
|
||||
};
|
||||
|
||||
if(from_nodes.size() == 0)
|
||||
return;
|
||||
|
||||
core::map<v3s16, u8> unlighted_nodes;
|
||||
core::map<v3s16, u8>::Iterator j;
|
||||
j = from_nodes.getIterator();
|
||||
|
||||
for(; j.atEnd() == false; j++)
|
||||
{
|
||||
v3s16 pos = j.getNode()->getKey();
|
||||
|
||||
emerge(VoxelArea(pos - v3s16(1,1,1), pos + v3s16(1,1,1)));
|
||||
|
||||
//MapNode &n = m_data[m_area.index(pos)];
|
||||
|
||||
u8 oldlight = j.getNode()->getValue();
|
||||
|
||||
// Loop through 6 neighbors
|
||||
for(u16 i=0; i<6; i++)
|
||||
{
|
||||
// Get the position of the neighbor node
|
||||
v3s16 n2pos = pos + dirs[i];
|
||||
|
||||
u32 n2i = m_area.index(n2pos);
|
||||
|
||||
if(m_flags[n2i] & VOXELFLAG_INEXISTENT)
|
||||
continue;
|
||||
|
||||
MapNode &n2 = m_data[n2i];
|
||||
|
||||
/*
|
||||
If the neighbor is dimmer than what was specified
|
||||
as oldlight (the light of the previous node)
|
||||
*/
|
||||
if(n2.getLight(bank) < oldlight)
|
||||
{
|
||||
/*
|
||||
And the neighbor is transparent and it has some light
|
||||
*/
|
||||
if(n2.light_propagates() && n2.getLight(bank) != 0)
|
||||
{
|
||||
/*
|
||||
Set light to 0 and add to queue
|
||||
*/
|
||||
|
||||
u8 current_light = n2.getLight(bank);
|
||||
n2.setLight(bank, 0);
|
||||
|
||||
unlighted_nodes.insert(n2pos, current_light);
|
||||
|
||||
/*
|
||||
Remove from light_sources if it is there
|
||||
NOTE: This doesn't happen nearly at all
|
||||
*/
|
||||
/*if(light_sources.find(n2pos))
|
||||
{
|
||||
std::cout<<"Removed from light_sources"<<std::endl;
|
||||
light_sources.remove(n2pos);
|
||||
}*/
|
||||
}
|
||||
}
|
||||
else{
|
||||
light_sources.insert(n2pos, true);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/*dstream<<"unspreadLight(): Changed block "
|
||||
<<blockchangecount<<" times"
|
||||
<<" for "<<from_nodes.size()<<" nodes"
|
||||
<<std::endl;*/
|
||||
|
||||
if(unlighted_nodes.size() > 0)
|
||||
unspreadLight(bank, unlighted_nodes, light_sources);
|
||||
}
|
||||
#endif
|
||||
|
||||
void VoxelManipulator::spreadLight(enum LightBank bank, v3s16 p)
|
||||
{
|
||||
const v3s16 dirs[6] = {
|
||||
v3s16(0,0,1), // back
|
||||
v3s16(0,1,0), // top
|
||||
v3s16(1,0,0), // right
|
||||
v3s16(0,0,-1), // front
|
||||
v3s16(0,-1,0), // bottom
|
||||
v3s16(-1,0,0), // left
|
||||
};
|
||||
|
||||
emerge(VoxelArea(p - v3s16(1,1,1), p + v3s16(1,1,1)));
|
||||
|
||||
u32 i = m_area.index(p);
|
||||
|
||||
if(m_flags[i] & VOXELFLAG_INEXISTENT)
|
||||
return;
|
||||
|
||||
MapNode &n = m_data[i];
|
||||
|
||||
u8 oldlight = n.getLight(bank);
|
||||
u8 newlight = diminish_light(oldlight);
|
||||
|
||||
// Loop through 6 neighbors
|
||||
for(u16 i=0; i<6; i++)
|
||||
{
|
||||
// Get the position of the neighbor node
|
||||
v3s16 n2pos = p + dirs[i];
|
||||
|
||||
u32 n2i = m_area.index(n2pos);
|
||||
|
||||
if(m_flags[n2i] & VOXELFLAG_INEXISTENT)
|
||||
continue;
|
||||
|
||||
MapNode &n2 = m_data[n2i];
|
||||
|
||||
/*
|
||||
If the neighbor is brighter than the current node,
|
||||
add to list (it will light up this node on its turn)
|
||||
*/
|
||||
if(n2.getLight(bank) > undiminish_light(oldlight))
|
||||
{
|
||||
spreadLight(bank, n2pos);
|
||||
}
|
||||
/*
|
||||
If the neighbor is dimmer than how much light this node
|
||||
would spread on it, add to list
|
||||
*/
|
||||
if(n2.getLight(bank) < newlight)
|
||||
{
|
||||
if(n2.light_propagates())
|
||||
{
|
||||
n2.setLight(bank, newlight);
|
||||
spreadLight(bank, n2pos);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#if 1
|
||||
/*
|
||||
Lights neighbors of from_nodes, collects all them and then
|
||||
goes on recursively.
|
||||
*/
|
||||
void VoxelManipulator::spreadLight(enum LightBank bank,
|
||||
core::map<v3s16, bool> & from_nodes)
|
||||
{
|
||||
if(from_nodes.size() == 0)
|
||||
return;
|
||||
|
||||
core::map<v3s16, bool> lighted_nodes;
|
||||
core::map<v3s16, bool>::Iterator j;
|
||||
j = from_nodes.getIterator();
|
||||
|
||||
for(; j.atEnd() == false; j++)
|
||||
{
|
||||
v3s16 pos = j.getNode()->getKey();
|
||||
|
||||
spreadLight(bank, pos);
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
#if 0
|
||||
/*
|
||||
Lights neighbors of from_nodes, collects all them and then
|
||||
goes on recursively.
|
||||
*/
|
||||
void VoxelManipulator::spreadLight(enum LightBank bank,
|
||||
core::map<v3s16, bool> & from_nodes)
|
||||
{
|
||||
const v3s16 dirs[6] = {
|
||||
v3s16(0,0,1), // back
|
||||
v3s16(0,1,0), // top
|
||||
v3s16(1,0,0), // right
|
||||
v3s16(0,0,-1), // front
|
||||
v3s16(0,-1,0), // bottom
|
||||
v3s16(-1,0,0), // left
|
||||
};
|
||||
|
||||
if(from_nodes.size() == 0)
|
||||
return;
|
||||
|
||||
core::map<v3s16, bool> lighted_nodes;
|
||||
core::map<v3s16, bool>::Iterator j;
|
||||
j = from_nodes.getIterator();
|
||||
|
||||
for(; j.atEnd() == false; j++)
|
||||
{
|
||||
v3s16 pos = j.getNode()->getKey();
|
||||
|
||||
emerge(VoxelArea(pos - v3s16(1,1,1), pos + v3s16(1,1,1)));
|
||||
|
||||
u32 i = m_area.index(pos);
|
||||
|
||||
if(m_flags[i] & VOXELFLAG_INEXISTENT)
|
||||
continue;
|
||||
|
||||
MapNode &n = m_data[i];
|
||||
|
||||
u8 oldlight = n.getLight(bank);
|
||||
u8 newlight = diminish_light(oldlight);
|
||||
|
||||
// Loop through 6 neighbors
|
||||
for(u16 i=0; i<6; i++)
|
||||
{
|
||||
// Get the position of the neighbor node
|
||||
v3s16 n2pos = pos + dirs[i];
|
||||
|
||||
try
|
||||
{
|
||||
u32 n2i = m_area.index(n2pos);
|
||||
|
||||
if(m_flags[n2i] & VOXELFLAG_INEXISTENT)
|
||||
continue;
|
||||
|
||||
MapNode &n2 = m_data[n2i];
|
||||
|
||||
/*
|
||||
If the neighbor is brighter than the current node,
|
||||
add to list (it will light up this node on its turn)
|
||||
*/
|
||||
if(n2.getLight(bank) > undiminish_light(oldlight))
|
||||
{
|
||||
lighted_nodes.insert(n2pos, true);
|
||||
}
|
||||
/*
|
||||
If the neighbor is dimmer than how much light this node
|
||||
would spread on it, add to list
|
||||
*/
|
||||
if(n2.getLight(bank) < newlight)
|
||||
{
|
||||
if(n2.light_propagates())
|
||||
{
|
||||
n2.setLight(bank, newlight);
|
||||
lighted_nodes.insert(n2pos, true);
|
||||
}
|
||||
}
|
||||
}
|
||||
catch(InvalidPositionException &e)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/*dstream<<"spreadLight(): Changed block "
|
||||
<<blockchangecount<<" times"
|
||||
<<" for "<<from_nodes.size()<<" nodes"
|
||||
<<std::endl;*/
|
||||
|
||||
if(lighted_nodes.size() > 0)
|
||||
spreadLight(bank, lighted_nodes);
|
||||
}
|
||||
#endif
|
||||
|
||||
#if 0
|
||||
int VoxelManipulator::getWaterPressure(v3s16 p, s16 &highest_y, int recur_count)
|
||||
{
|
||||
|
|
18
src/voxel.h
18
src/voxel.h
|
@ -323,7 +323,11 @@ public:
|
|||
emerge(p);
|
||||
return !(m_flags[m_area.index(p)] & VOXELFLAG_INEXISTENT);
|
||||
}*/
|
||||
// These are a bit slow and shouldn't be used internally
|
||||
|
||||
/*
|
||||
These are a bit slow and shouldn't be used internally.
|
||||
Use m_data[m_area.index(p)] instead.
|
||||
*/
|
||||
MapNode getNode(v3s16 p)
|
||||
{
|
||||
emerge(p);
|
||||
|
@ -396,7 +400,17 @@ public:
|
|||
*/
|
||||
|
||||
void clearFlag(u8 flag);
|
||||
|
||||
|
||||
void unspreadLight(enum LightBank bank, v3s16 p, u8 oldlight,
|
||||
core::map<v3s16, bool> & light_sources);
|
||||
void unspreadLight(enum LightBank bank,
|
||||
core::map<v3s16, u8> & from_nodes,
|
||||
core::map<v3s16, bool> & light_sources);
|
||||
|
||||
void spreadLight(enum LightBank bank, v3s16 p);
|
||||
void spreadLight(enum LightBank bank,
|
||||
core::map<v3s16, bool> & from_nodes);
|
||||
|
||||
#if 0
|
||||
// VOXELFLAG_CHECKED2s must usually be cleared before calling
|
||||
// -1: dead end, 0-255: pressure
|
||||
|
|
Loading…
Reference in New Issue