This commit rewrites the procedure that is responsible for light updating. this commit -provides iterative solutions for unlighting and light spreading -introduces a new priority queue-like container for the iteration -creates per-node MapBlock caching to reduce retrieving MapBlocks from the map -calculates with map block positions and in-block relative node coordinates -skips light updating if it is not necessary since the node's new light will be the same as its old light was
79 lines
2.1 KiB
C++
79 lines
2.1 KiB
C++
/*
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Minetest
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Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#ifndef VOXELALGORITHMS_HEADER
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#define VOXELALGORITHMS_HEADER
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#include "voxel.h"
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#include "mapnode.h"
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#include <set>
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#include <map>
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class Map;
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class MapBlock;
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namespace voxalgo
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{
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// TODO: Move unspreadLight and spreadLight from VoxelManipulator to here
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void setLight(VoxelManipulator &v, VoxelArea a, u8 light,
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INodeDefManager *ndef);
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void clearLightAndCollectSources(VoxelManipulator &v, VoxelArea a,
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enum LightBank bank, INodeDefManager *ndef,
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std::set<v3s16> & light_sources,
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std::map<v3s16, u8> & unlight_from);
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struct SunlightPropagateResult
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{
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bool bottom_sunlight_valid;
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SunlightPropagateResult(bool bottom_sunlight_valid_):
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bottom_sunlight_valid(bottom_sunlight_valid_)
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{}
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};
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SunlightPropagateResult propagateSunlight(VoxelManipulator &v, VoxelArea a,
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bool inexistent_top_provides_sunlight,
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std::set<v3s16> & light_sources,
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INodeDefManager *ndef);
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/*!
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* Updates the lighting on the map.
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* The result will be correct only if
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* no nodes were changed except the given one.
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*
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* \param p position of the changed node
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* \param oldnode this node was overwritten on the map
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* \param modified_blocks output, contains all map blocks that
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* the function modified
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*/
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void update_lighting_node(
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Map *map,
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INodeDefManager *ndef,
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v3s16 p,
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MapNode oldnode,
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std::map<v3s16, MapBlock*> &modified_blocks);
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} // namespace voxalgo
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#endif
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