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Improved lighting

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
mutilcraft-mt53
Dániel Juhász 2016-10-20 21:41:38 +02:00 committed by Ner'zhul
parent 1fd9a07497
commit c071efaa43
6 changed files with 648 additions and 448 deletions

View File

@ -22,6 +22,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "mapblock.h"
#include "filesys.h"
#include "voxel.h"
#include "voxelalgorithms.h"
#include "porting.h"
#include "serialization.h"
#include "nodemetadata.h"
@ -234,7 +235,6 @@ void Map::setNode(v3s16 p, MapNode & n)
block->setNodeNoCheck(relpos, n);
}
/*
Goes recursively through the neighbours of the node.
@ -413,20 +413,6 @@ void Map::unspreadLight(enum LightBank bank,
unspreadLight(bank, unlighted_nodes, light_sources, modified_blocks);
}
/*
A single-node wrapper of the above
*/
void Map::unLightNeighbors(enum LightBank bank,
v3s16 pos, u8 lightwas,
std::set<v3s16> & light_sources,
std::map<v3s16, MapBlock*> & modified_blocks)
{
std::map<v3s16, u8> from_nodes;
from_nodes[pos] = lightwas;
unspreadLight(bank, from_nodes, light_sources, modified_blocks);
}
/*
Lights neighbors of from_nodes, collects all them and then
goes on recursively.
@ -568,108 +554,6 @@ void Map::spreadLight(enum LightBank bank,
spreadLight(bank, lighted_nodes, modified_blocks);
}
/*
A single-node source variation of the above.
*/
void Map::lightNeighbors(enum LightBank bank,
v3s16 pos,
std::map<v3s16, MapBlock*> & modified_blocks)
{
std::set<v3s16> from_nodes;
from_nodes.insert(pos);
spreadLight(bank, from_nodes, modified_blocks);
}
v3s16 Map::getBrightestNeighbour(enum LightBank bank, v3s16 p)
{
INodeDefManager *nodemgr = m_gamedef->ndef();
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
};
u8 brightest_light = 0;
v3s16 brightest_pos(0,0,0);
bool found_something = false;
// Loop through 6 neighbors
for(u16 i=0; i<6; i++){
// Get the position of the neighbor node
v3s16 n2pos = p + dirs[i];
MapNode n2;
bool is_valid_position;
n2 = getNodeNoEx(n2pos, &is_valid_position);
if (!is_valid_position)
continue;
if(n2.getLight(bank, nodemgr) > brightest_light || found_something == false){
brightest_light = n2.getLight(bank, nodemgr);
brightest_pos = n2pos;
found_something = true;
}
}
if(found_something == false)
throw InvalidPositionException();
return brightest_pos;
}
/*
Propagates sunlight down from a node.
Starting point gets sunlight.
Returns the lowest y value of where the sunlight went.
Mud is turned into grass in where the sunlight stops.
*/
s16 Map::propagateSunlight(v3s16 start,
std::map<v3s16, MapBlock*> & modified_blocks)
{
INodeDefManager *nodemgr = m_gamedef->ndef();
s16 y = start.Y;
for(; ; y--)
{
v3s16 pos(start.X, y, start.Z);
v3s16 blockpos = getNodeBlockPos(pos);
MapBlock *block;
try{
block = getBlockNoCreate(blockpos);
}
catch(InvalidPositionException &e)
{
break;
}
v3s16 relpos = pos - blockpos*MAP_BLOCKSIZE;
bool is_valid_position;
MapNode n = block->getNode(relpos, &is_valid_position);
if (!is_valid_position)
break;
if(nodemgr->get(n).sunlight_propagates)
{
n.setLight(LIGHTBANK_DAY, LIGHT_SUN, nodemgr);
block->setNode(relpos, n);
modified_blocks[blockpos] = block;
}
else
{
// Sunlight goes no further
break;
}
}
return y + 1;
}
void Map::updateLighting(enum LightBank bank,
std::map<v3s16, MapBlock*> & a_blocks,
std::map<v3s16, MapBlock*> & modified_blocks)
@ -922,150 +806,29 @@ void Map::updateLighting(std::map<v3s16, MapBlock*> & a_blocks,
}
}
/*
*/
void Map::addNodeAndUpdate(v3s16 p, MapNode n,
std::map<v3s16, MapBlock*> &modified_blocks,
bool remove_metadata)
{
INodeDefManager *ndef = m_gamedef->ndef();
/*PrintInfo(m_dout);
m_dout<<"Map::addNodeAndUpdate(): p=("
<<p.X<<","<<p.Y<<","<<p.Z<<")"<<std::endl;*/
/*
From this node to nodes underneath:
If lighting is sunlight (1.0), unlight neighbours and
set lighting to 0.
Else discontinue.
*/
v3s16 toppos = p + v3s16(0,1,0);
//v3s16 bottompos = p + v3s16(0,-1,0);
bool node_under_sunlight = true;
std::set<v3s16> light_sources;
/*
Collect old node for rollback
*/
// Collect old node for rollback
RollbackNode rollback_oldnode(this, p, m_gamedef);
/*
If there is a node at top and it doesn't have sunlight,
there has not been any sunlight going down.
// This is needed for updating the lighting
MapNode oldnode = getNodeNoEx(p);
Otherwise there probably is.
*/
bool is_valid_position;
MapNode topnode = getNodeNoEx(toppos, &is_valid_position);
if(is_valid_position && topnode.getLight(LIGHTBANK_DAY, ndef) != LIGHT_SUN)
node_under_sunlight = false;
/*
Remove all light that has come out of this node
*/
enum LightBank banks[] =
{
LIGHTBANK_DAY,
LIGHTBANK_NIGHT
};
for(s32 i=0; i<2; i++)
{
enum LightBank bank = banks[i];
u8 lightwas = getNodeNoEx(p).getLight(bank, ndef);
// Add the block of the added node to modified_blocks
v3s16 blockpos = getNodeBlockPos(p);
MapBlock * block = getBlockNoCreate(blockpos);
assert(block != NULL);
modified_blocks[blockpos] = block;
assert(isValidPosition(p));
// Unlight neighbours of node.
// This means setting light of all consequent dimmer nodes
// to 0.
// This also collects the nodes at the border which will spread
// light again into this.
unLightNeighbors(bank, p, lightwas, light_sources, modified_blocks);
n.setLight(bank, 0, ndef);
}
/*
If node lets sunlight through and is under sunlight, it has
sunlight too.
*/
if(node_under_sunlight && ndef->get(n).sunlight_propagates)
{
n.setLight(LIGHTBANK_DAY, LIGHT_SUN, ndef);
}
/*
Remove node metadata
*/
// Remove node metadata
if (remove_metadata) {
removeNodeMetadata(p);
}
/*
Set the node on the map
*/
// Set the node on the map
setNode(p, n);
/*
If node is under sunlight and doesn't let sunlight through,
take all sunlighted nodes under it and clear light from them
and from where the light has been spread.
TODO: This could be optimized by mass-unlighting instead
of looping
*/
if(node_under_sunlight && !ndef->get(n).sunlight_propagates)
{
s16 y = p.Y - 1;
for(;; y--){
//m_dout<<"y="<<y<<std::endl;
v3s16 n2pos(p.X, y, p.Z);
// Update lighting
voxalgo::update_lighting_node(this, ndef, p, oldnode, modified_blocks);
MapNode n2;
n2 = getNodeNoEx(n2pos, &is_valid_position);
if (!is_valid_position)
break;
if(n2.getLight(LIGHTBANK_DAY, ndef) == LIGHT_SUN)
{
unLightNeighbors(LIGHTBANK_DAY,
n2pos, n2.getLight(LIGHTBANK_DAY, ndef),
light_sources, modified_blocks);
n2.setLight(LIGHTBANK_DAY, 0, ndef);
setNode(n2pos, n2);
}
else
break;
}
}
for(s32 i=0; i<2; i++)
{
enum LightBank bank = banks[i];
/*
Spread light from all nodes that might be capable of doing so
*/
spreadLight(bank, light_sources, modified_blocks);
}
/*
Update information about whether day and night light differ
*/
for(std::map<v3s16, MapBlock*>::iterator
i = modified_blocks.begin();
i != modified_blocks.end(); ++i)
@ -1073,187 +836,7 @@ void Map::addNodeAndUpdate(v3s16 p, MapNode n,
i->second->expireDayNightDiff();
}
/*
Report for rollback
*/
if(m_gamedef->rollback())
{
RollbackNode rollback_newnode(this, p, m_gamedef);
RollbackAction action;
action.setSetNode(p, rollback_oldnode, rollback_newnode);
m_gamedef->rollback()->reportAction(action);
}
/*
Add neighboring liquid nodes and the node itself if it is
liquid (=water node was added) to transform queue.
*/
v3s16 dirs[7] = {
v3s16(0,0,0), // self
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
};
for(u16 i=0; i<7; i++)
{
v3s16 p2 = p + dirs[i];
MapNode n2 = getNodeNoEx(p2, &is_valid_position);
if(is_valid_position
&& (ndef->get(n2).isLiquid() || n2.getContent() == CONTENT_AIR))
{
m_transforming_liquid.push_back(p2);
}
}
}
/*
*/
void Map::removeNodeAndUpdate(v3s16 p,
std::map<v3s16, MapBlock*> &modified_blocks)
{
INodeDefManager *ndef = m_gamedef->ndef();
/*PrintInfo(m_dout);
m_dout<<"Map::removeNodeAndUpdate(): p=("
<<p.X<<","<<p.Y<<","<<p.Z<<")"<<std::endl;*/
bool node_under_sunlight = true;
v3s16 toppos = p + v3s16(0,1,0);
// Node will be replaced with this
content_t replace_material = CONTENT_AIR;
/*
Collect old node for rollback
*/
RollbackNode rollback_oldnode(this, p, m_gamedef);
/*
If there is a node at top and it doesn't have sunlight,
there will be no sunlight going down.
*/
bool is_valid_position;
MapNode topnode = getNodeNoEx(toppos, &is_valid_position);
if(is_valid_position && topnode.getLight(LIGHTBANK_DAY, ndef) != LIGHT_SUN)
node_under_sunlight = false;
std::set<v3s16> light_sources;
enum LightBank banks[] =
{
LIGHTBANK_DAY,
LIGHTBANK_NIGHT
};
for(s32 i=0; i<2; i++)
{
enum LightBank bank = banks[i];
/*
Unlight neighbors (in case the node is a light source)
*/
unLightNeighbors(bank, p,
getNodeNoEx(p).getLight(bank, ndef),
light_sources, modified_blocks);
}
/*
Remove node metadata
*/
removeNodeMetadata(p);
/*
Remove the node.
This also clears the lighting.
*/
MapNode n(replace_material);
setNode(p, n);
for(s32 i=0; i<2; i++)
{
enum LightBank bank = banks[i];
/*
Recalculate lighting
*/
spreadLight(bank, light_sources, modified_blocks);
}
// Add the block of the removed node to modified_blocks
v3s16 blockpos = getNodeBlockPos(p);
MapBlock * block = getBlockNoCreate(blockpos);
assert(block != NULL);
modified_blocks[blockpos] = block;
/*
If the removed node was under sunlight, propagate the
sunlight down from it and then light all neighbors
of the propagated blocks.
*/
if(node_under_sunlight)
{
s16 ybottom = propagateSunlight(p, modified_blocks);
/*m_dout<<"Node was under sunlight. "
"Propagating sunlight";
m_dout<<" -> ybottom="<<ybottom<<std::endl;*/
s16 y = p.Y;
for(; y >= ybottom; y--)
{
v3s16 p2(p.X, y, p.Z);
/*m_dout<<"lighting neighbors of node ("
<<p2.X<<","<<p2.Y<<","<<p2.Z<<")"
<<std::endl;*/
lightNeighbors(LIGHTBANK_DAY, p2, modified_blocks);
}
}
else
{
// Set the lighting of this node to 0
// TODO: Is this needed? Lighting is cleared up there already.
MapNode n = getNodeNoEx(p, &is_valid_position);
if (is_valid_position) {
n.setLight(LIGHTBANK_DAY, 0, ndef);
setNode(p, n);
} else {
FATAL_ERROR("Invalid position");
}
}
for(s32 i=0; i<2; i++)
{
enum LightBank bank = banks[i];
// Get the brightest neighbour node and propagate light from it
v3s16 n2p = getBrightestNeighbour(bank, p);
try{
//MapNode n2 = getNode(n2p);
lightNeighbors(bank, n2p, modified_blocks);
}
catch(InvalidPositionException &e)
{
}
}
/*
Update information about whether day and night light differ
*/
for(std::map<v3s16, MapBlock*>::iterator
i = modified_blocks.begin();
i != modified_blocks.end(); ++i)
{
i->second->expireDayNightDiff();
}
/*
Report for rollback
*/
// Report for rollback
if(m_gamedef->rollback())
{
RollbackNode rollback_newnode(this, p, m_gamedef);
@ -1264,8 +847,8 @@ void Map::removeNodeAndUpdate(v3s16 p,
/*
Add neighboring liquid nodes and this node to transform queue.
(it's vital for the node itself to get updated last.)
*/
(it's vital for the node itself to get updated last, if it was removed.)
*/
v3s16 dirs[7] = {
v3s16(0,0,1), // back
v3s16(0,1,0), // top
@ -1279,9 +862,9 @@ void Map::removeNodeAndUpdate(v3s16 p,
{
v3s16 p2 = p + dirs[i];
bool is_position_valid;
MapNode n2 = getNodeNoEx(p2, &is_position_valid);
if (is_position_valid
bool is_valid_position;
MapNode n2 = getNodeNoEx(p2, &is_valid_position);
if(is_valid_position
&& (ndef->get(n2).isLiquid() || n2.getContent() == CONTENT_AIR))
{
m_transforming_liquid.push_back(p2);
@ -1289,6 +872,12 @@ void Map::removeNodeAndUpdate(v3s16 p,
}
}
void Map::removeNodeAndUpdate(v3s16 p,
std::map<v3s16, MapBlock*> &modified_blocks)
{
addNodeAndUpdate(p, MapNode(CONTENT_AIR), modified_blocks, true);
}
bool Map::addNodeWithEvent(v3s16 p, MapNode n, bool remove_metadata)
{
MapEditEvent event;

View File

@ -211,24 +211,10 @@ public:
std::set<v3s16> & light_sources,
std::map<v3s16, MapBlock*> & modified_blocks);
void unLightNeighbors(enum LightBank bank,
v3s16 pos, u8 lightwas,
std::set<v3s16> & light_sources,
std::map<v3s16, MapBlock*> & modified_blocks);
void spreadLight(enum LightBank bank,
std::set<v3s16> & from_nodes,
std::map<v3s16, MapBlock*> & modified_blocks);
void lightNeighbors(enum LightBank bank,
v3s16 pos,
std::map<v3s16, MapBlock*> & modified_blocks);
v3s16 getBrightestNeighbour(enum LightBank bank, v3s16 p);
s16 propagateSunlight(v3s16 start,
std::map<v3s16, MapBlock*> & modified_blocks);
void updateLighting(enum LightBank bank,
std::map<v3s16, MapBlock*> & a_blocks,
std::map<v3s16, MapBlock*> & modified_blocks);

View File

@ -54,10 +54,10 @@ MapNode::MapNode(INodeDefManager *ndef, const std::string &name,
param2 = a_param2;
}
void MapNode::setLight(enum LightBank bank, u8 a_light, INodeDefManager *nodemgr)
void MapNode::setLight(enum LightBank bank, u8 a_light, const ContentFeatures &f)
{
// If node doesn't contain light data, ignore this
if(nodemgr->get(*this).param_type != CPT_LIGHT)
if(f.param_type != CPT_LIGHT)
return;
if(bank == LIGHTBANK_DAY)
{
@ -73,6 +73,11 @@ void MapNode::setLight(enum LightBank bank, u8 a_light, INodeDefManager *nodemgr
assert("Invalid light bank" == NULL);
}
void MapNode::setLight(enum LightBank bank, u8 a_light, INodeDefManager *nodemgr)
{
setLight(bank, a_light, nodemgr->get(*this));
}
bool MapNode::isLightDayNightEq(INodeDefManager *nodemgr) const
{
const ContentFeatures &f = nodemgr->get(*this);
@ -103,6 +108,13 @@ u8 MapNode::getLight(enum LightBank bank, INodeDefManager *nodemgr) const
return MYMAX(f.light_source, light);
}
u8 MapNode::getLightRaw(enum LightBank bank, const ContentFeatures &f) const
{
if(f.param_type == CPT_LIGHT)
return bank == LIGHTBANK_DAY ? param1 & 0x0f : (param1 >> 4) & 0x0f;
return 0;
}
u8 MapNode::getLightNoChecks(enum LightBank bank, const ContentFeatures *f) const
{
return MYMAX(f->light_source,

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@ -191,6 +191,8 @@ struct MapNode
param2 = p;
}
void setLight(enum LightBank bank, u8 a_light, const ContentFeatures &f);
void setLight(enum LightBank bank, u8 a_light, INodeDefManager *nodemgr);
/**
@ -202,6 +204,13 @@ struct MapNode
u8 getLight(enum LightBank bank, INodeDefManager *nodemgr) const;
/*!
* Returns the node's light level from param1.
* If the node emits light, it is ignored.
* \param f the ContentFeatures of this node.
*/
u8 getLightRaw(enum LightBank bank, const ContentFeatures &f) const;
/**
* This function differs from getLight(enum LightBank bank, INodeDefManager *nodemgr)
* in that the ContentFeatures of the node in question are not retrieved by

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@ -19,6 +19,9 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "voxelalgorithms.h"
#include "nodedef.h"
#include "mapblock.h"
#include "map.h"
#include "util/timetaker.h"
namespace voxalgo
{
@ -153,5 +156,586 @@ SunlightPropagateResult propagateSunlight(VoxelManipulator &v, VoxelArea a,
return SunlightPropagateResult(bottom_sunlight_valid);
}
/*!
* A direction.
* 0=X+
* 1=Y+
* 2=Z+
* 3=Z-
* 4=Y-
* 5=X-
* 6=no direction
* Two directions ate opposite only if their sum is 5.
*/
typedef u8 direction;
/*!
* Relative node position.
* This represents a node's position in its map block.
* All coordinates must be between 0 and 15.
*/
typedef v3s16 relative_v3;
/*!
* Position of a map block.
* One block_pos unit is as long as 16 node position units.
*/
typedef v3s16 mapblock_v3;
//! Contains information about a node whose light is about to change.
struct ChangingLight {
//! Relative position of the node in its map block.
relative_v3 rel_position;
//! Position of the node's block.
mapblock_v3 block_position;
//! Reference to the node's block.
MapBlock *block;
/*!
* Direction from the node that caused this node's changing
* to this node.
*/
direction source_direction;
ChangingLight() :
rel_position(),
block_position(),
block(NULL),
source_direction(6)
{}
ChangingLight(relative_v3 rel_pos, mapblock_v3 block_pos,
MapBlock *b, direction source_dir) :
rel_position(rel_pos),
block_position(block_pos),
block(b),
source_direction(source_dir)
{}
};
/*!
* A fast, priority queue-like container to contain ChangingLights.
* The ChangingLights are ordered by the given light levels.
* The brightest ChangingLight is returned first.
*/
struct LightQueue {
//! For each light level there is a vector.
std::vector<ChangingLight> lights[LIGHT_SUN + 1];
//! Light of the brightest ChangingLight in the queue.
u8 max_light;
/*!
* Creates a LightQueue.
* \param reserve for each light level that many slots are reserved.
*/
LightQueue(size_t reserve)
{
max_light = LIGHT_SUN;
for (u8 i = 0; i <= LIGHT_SUN; i++) {
lights[i].reserve(reserve);
}
}
/*!
* Returns the next brightest ChangingLight and
* removes it from the queue.
* If there were no elements in the queue, the given parameters
* remain unmodified.
* \param light light level of the popped ChangingLight
* \param data the ChangingLight that was popped
* \returns true if there was a ChangingLight in the queue.
*/
bool next(u8 &light, ChangingLight &data)
{
while (lights[max_light].empty()) {
if (max_light == 0) {
return false;
}
max_light--;
}
light = max_light;
data = lights[max_light].back();
lights[max_light].pop_back();
return true;
}
/*!
* Adds an element to the queue.
* The parameters are the same as in ChangingLight's constructor.
* \param light light level of the ChangingLight
*/
inline void push(u8 light, relative_v3 &rel_pos, mapblock_v3 &block_pos,
MapBlock *block, direction source_dir)
{
lights[light].push_back(
ChangingLight(rel_pos, block_pos, block, source_dir));
}
};
/*!
* This type of light queue is for unlighting.
* A node can be pushed in it only if its raw light is zero.
* This prevents pushing nodes twice into this queue.
* The light of the pushed ChangingLight must be the
* light of the node before unlighting it.
*/
typedef LightQueue UnlightQueue;
/*!
* This type of light queue is for spreading lights.
* While spreading lights, all the nodes in it must
* have the same light as the light level the ChangingLights
* were pushed into this queue with. This prevents unnecessary
* re-pushing of the nodes into the queue.
* If a node doesn't let light trough but emits light, it can be added
* too.
*/
typedef LightQueue ReLightQueue;
/*!
* neighbor_dirs[i] points towards
* the direction i.
* See the definition of the type "direction"
*/
const static v3s16 neighbor_dirs[6] = {
v3s16(1, 0, 0), // right
v3s16(0, 1, 0), // top
v3s16(0, 0, 1), // back
v3s16(0, 0, -1), // front
v3s16(0, -1, 0), // bottom
v3s16(-1, 0, 0), // left
};
/*!
* Transforms the given map block offset by one node towards
* the specified direction.
* \param dir the direction of the transformation
* \param rel_pos the node's relative position in its map block
* \param block_pos position of the node's block
*/
bool stepRelBlockPos(direction dir, relative_v3 &rel_pos,
mapblock_v3 &block_pos)
{
switch (dir) {
case 0:
if (rel_pos.X < MAP_BLOCKSIZE - 1) {
rel_pos.X++;
} else {
rel_pos.X = 0;
block_pos.X++;
return true;
}
break;
case 1:
if (rel_pos.Y < MAP_BLOCKSIZE - 1) {
rel_pos.Y++;
} else {
rel_pos.Y = 0;
block_pos.Y++;
return true;
}
break;
case 2:
if (rel_pos.Z < MAP_BLOCKSIZE - 1) {
rel_pos.Z++;
} else {
rel_pos.Z = 0;
block_pos.Z++;
return true;
}
break;
case 3:
if (rel_pos.Z > 0) {
rel_pos.Z--;
} else {
rel_pos.Z = MAP_BLOCKSIZE - 1;
block_pos.Z--;
return true;
}
break;
case 4:
if (rel_pos.Y > 0) {
rel_pos.Y--;
} else {
rel_pos.Y = MAP_BLOCKSIZE - 1;
block_pos.Y--;
return true;
}
break;
case 5:
if (rel_pos.X > 0) {
rel_pos.X--;
} else {
rel_pos.X = MAP_BLOCKSIZE - 1;
block_pos.X--;
return true;
}
break;
}
return false;
}
/*
* Removes all light that is potentially emitted by the specified
* light sources. These nodes will have zero light.
* Returns all nodes whose light became zero but should be re-lighted.
*
* \param bank the light bank in which the procedure operates
* \param from_nodes nodes whose light is removed
* \param light_sources nodes that should be re-lighted
* \param modified_blocks output, all modified map blocks are added to this
*/
void unspreadLight(Map *map, INodeDefManager *nodemgr, LightBank bank,
UnlightQueue &from_nodes, ReLightQueue &light_sources,
std::map<v3s16, MapBlock*> & modified_blocks)
{
// Stores data popped from from_nodes
u8 current_light;
ChangingLight current;
// Data of the current neighbor
mapblock_v3 neighbor_block_pos;
relative_v3 neighbor_rel_pos;
// A dummy boolean
bool is_valid_position;
// Direction of the brightest neighbor of the node
direction source_dir;
while (from_nodes.next(current_light, current)) {
// For all nodes that need unlighting
// There is no brightest neighbor
source_dir = 6;
// The current node
const MapNode &node = current.block->getNodeNoCheck(
current.rel_position, &is_valid_position);
const ContentFeatures &f = nodemgr->get(node);
// If the node emits light, it behaves like it had a
// brighter neighbor.
u8 brightest_neighbor_light = f.light_source + 1;
for (direction i = 0; i < 6; i++) {
//For each neighbor
// The node that changed this node has already zero light
// and it can't give light to this node
if (current.source_direction + i == 5) {
continue;
}
// Get the neighbor's position and block
neighbor_rel_pos = current.rel_position;
neighbor_block_pos = current.block_position;
MapBlock *neighbor_block;
if (stepRelBlockPos(i, neighbor_rel_pos, neighbor_block_pos)) {
neighbor_block = map->getBlockNoCreateNoEx(neighbor_block_pos);
if (neighbor_block == NULL) {
continue;
}
} else {
neighbor_block = current.block;
}
// Get the neighbor itself
MapNode neighbor = neighbor_block->getNodeNoCheck(neighbor_rel_pos,
&is_valid_position);
const ContentFeatures &neighbor_f = nodemgr->get(
neighbor.getContent());
u8 neighbor_light = neighbor.getLightRaw(bank, neighbor_f);
// If the neighbor has at least as much light as this node, then
// it won't lose its light, since it should have been added to
// from_nodes earlier, so its light would be zero.
if (neighbor_f.light_propagates && neighbor_light < current_light) {
// Unlight, but only if the node has light.
if (neighbor_light > 0) {
neighbor.setLight(bank, 0, neighbor_f);
neighbor_block->setNodeNoCheck(neighbor_rel_pos, neighbor);
from_nodes.push(neighbor_light, neighbor_rel_pos,
neighbor_block_pos, neighbor_block, i);
// The current node was modified earlier, so its block
// is in modified_blocks.
if (current.block != neighbor_block) {
modified_blocks[neighbor_block_pos] = neighbor_block;
}
}
} else {
// The neighbor can light up this node.
if (neighbor_light < neighbor_f.light_source) {
neighbor_light = neighbor_f.light_source;
}
if (brightest_neighbor_light < neighbor_light) {
brightest_neighbor_light = neighbor_light;
source_dir = i;
}
}
}
// If the brightest neighbor is able to light up this node,
// then add this node to the output nodes.
if (brightest_neighbor_light > 1 && f.light_propagates) {
brightest_neighbor_light--;
light_sources.push(brightest_neighbor_light, current.rel_position,
current.block_position, current.block,
(source_dir == 6) ? 6 : 5 - source_dir
/* with opposite direction*/);
}
}
}
/*
* Spreads light from the specified starting nodes.
*
* Before calling this procedure, make sure that all ChangingLights
* in light_sources have as much light on the map as they have in
* light_sources (if the queue contains a node multiple times, the brightest
* occurrence counts).
*
* \param bank the light bank in which the procedure operates
* \param light_sources starting nodes
* \param modified_blocks output, all modified map blocks are added to this
*/
void spreadLight(Map *map, INodeDefManager *nodemgr, LightBank bank,
LightQueue & light_sources, std::map<v3s16, MapBlock*> & modified_blocks)
{
// The light the current node can provide to its neighbors.
u8 spreading_light;
// The ChangingLight for the current node.
ChangingLight current;
// Position of the current neighbor.
mapblock_v3 neighbor_block_pos;
relative_v3 neighbor_rel_pos;
// A dummy boolean.
bool is_valid_position;
while (light_sources.next(spreading_light, current)) {
spreading_light--;
for (direction i = 0; i < 6; i++) {
// This node can't light up its light source
if (current.source_direction + i == 5) {
continue;
}
// Get the neighbor's position and block
neighbor_rel_pos = current.rel_position;
neighbor_block_pos = current.block_position;
MapBlock *neighbor_block;
if (stepRelBlockPos(i, neighbor_rel_pos, neighbor_block_pos)) {
neighbor_block = map->getBlockNoCreateNoEx(neighbor_block_pos);
if (neighbor_block == NULL) {
continue;
}
} else {
neighbor_block = current.block;
}
// Get the neighbor itself
MapNode neighbor = neighbor_block->getNodeNoCheck(neighbor_rel_pos,
&is_valid_position);
const ContentFeatures &f = nodemgr->get(neighbor.getContent());
if (f.light_propagates) {
// Light up the neighbor, if it has less light than it should.
u8 neighbor_light = neighbor.getLightRaw(bank, f);
if (neighbor_light < spreading_light) {
neighbor.setLight(bank, spreading_light, f);
neighbor_block->setNodeNoCheck(neighbor_rel_pos, neighbor);
light_sources.push(spreading_light, neighbor_rel_pos,
neighbor_block_pos, neighbor_block, i);
// The current node was modified earlier, so its block
// is in modified_blocks.
if (current.block != neighbor_block) {
modified_blocks[neighbor_block_pos] = neighbor_block;
}
}
}
}
}
}
/*!
* Returns true if the node gets sunlight from the
* node above it.
*
* \param pos position of the node.
*/
bool isSunlightAbove(Map *map, v3s16 pos, INodeDefManager *ndef)
{
bool sunlight = true;
mapblock_v3 source_block_pos;
relative_v3 source_rel_pos;
getNodeBlockPosWithOffset(pos + v3s16(0, 1, 0), source_block_pos,
source_rel_pos);
// If the node above has sunlight, this node also can get it.
MapBlock *source_block = map->getBlockNoCreateNoEx(source_block_pos);
if (source_block == NULL) {
// But if there is no node above, then use heuristics
MapBlock *node_block = map->getBlockNoCreateNoEx(getNodeBlockPos(pos));
if (node_block == NULL) {
sunlight = false;
} else {
sunlight = !node_block->getIsUnderground();
}
} else {
bool is_valid_position;
MapNode above = source_block->getNodeNoCheck(source_rel_pos,
&is_valid_position);
if (is_valid_position) {
if (above.getContent() == CONTENT_IGNORE) {
// Trust heuristics
if (source_block->getIsUnderground()) {
sunlight = false;
}
} else if (above.getLight(LIGHTBANK_DAY, ndef) != LIGHT_SUN) {
// If the node above doesn't have sunlight, this
// node is in shadow.
sunlight = false;
}
}
}
return sunlight;
}
static const LightBank banks[] = { LIGHTBANK_DAY, LIGHTBANK_NIGHT };
void update_lighting_node(Map *map, INodeDefManager *ndef, v3s16 p,
MapNode oldnode, std::map<v3s16, MapBlock*> & modified_blocks)
{
// For node getter functions
bool is_valid_position;
// Get position and block of the changed node
relative_v3 rel_pos;
mapblock_v3 block_pos;
getNodeBlockPosWithOffset(p, block_pos, rel_pos);
MapBlock *block = map->getBlockNoCreateNoEx(block_pos);
if (block == NULL || block->isDummy()) {
return;
}
// Process each light bank separately
for (s32 i = 0; i < 2; i++) {
// Get the new node
MapNode n = block->getNodeNoCheck(rel_pos, &is_valid_position);
if (!is_valid_position) {
break;
}
LightBank bank = banks[i];
// Light of the old node
u8 old_light = oldnode.getLight(bank, ndef);
// Add the block of the added node to modified_blocks
modified_blocks[block_pos] = block;
// Get new light level of the node
u8 new_light = 0;
if (ndef->get(n).light_propagates) {
if (bank == LIGHTBANK_DAY && ndef->get(n).sunlight_propagates
&& isSunlightAbove(map, p, ndef)) {
new_light = LIGHT_SUN;
} else {
new_light = ndef->get(n).light_source;
for (int i = 0; i < 6; i++) {
v3s16 p2 = p + neighbor_dirs[i];
bool is_valid;
MapNode n2 = map->getNodeNoEx(p2, &is_valid);
if (is_valid) {
u8 spread = n2.getLight(bank, ndef);
// If the neighbor is at least as bright as
// this node then its light is not from
// this node.
// Its light can spread to this node.
if (spread > new_light && spread >= old_light) {
new_light = spread - 1;
}
}
}
}
} else {
// If this is an opaque node, it still can emit light.
new_light = ndef->get(n).light_source;
}
ReLightQueue light_sources(256);
if (new_light > 0) {
light_sources.push(new_light, rel_pos, block_pos, block, 6);
}
if (new_light < old_light) {
// The node became opaque or doesn't provide as much
// light as the previous one, so it must be unlighted.
LightQueue disappearing_lights(256);
// Add to unlight queue
n.setLight(bank, 0, ndef);
block->setNodeNoCheck(rel_pos, n);
disappearing_lights.push(old_light, rel_pos, block_pos, block, 6);
// Remove sunlight, if there was any
if (bank == LIGHTBANK_DAY && old_light == LIGHT_SUN) {
for (s16 y = p.Y - 1;; y--) {
v3s16 n2pos(p.X, y, p.Z);
MapNode n2;
n2 = map->getNodeNoEx(n2pos, &is_valid_position);
if (!is_valid_position)
break;
// If this node doesn't have sunlight, the nodes below
// it don't have too.
if (n2.getLight(LIGHTBANK_DAY, ndef) != LIGHT_SUN) {
break;
}
// Remove sunlight and add to unlight queue.
n2.setLight(LIGHTBANK_DAY, 0, ndef);
map->setNode(n2pos, n2);
relative_v3 rel_pos2;
mapblock_v3 block_pos2;
getNodeBlockPosWithOffset(n2pos, block_pos2, rel_pos2);
MapBlock *block2 = map->getBlockNoCreateNoEx(block_pos2);
disappearing_lights.push(LIGHT_SUN, rel_pos2, block_pos2,
block2, 4 /* The node above caused the change */);
}
}
// Remove lights
unspreadLight(map, ndef, bank, disappearing_lights, light_sources,
modified_blocks);
} else if (new_light > old_light) {
// It is sure that the node provides more light than the previous
// one, unlighting is not necessary.
// Propagate sunlight
if (bank == LIGHTBANK_DAY && new_light == LIGHT_SUN) {
for (s16 y = p.Y - 1;; y--) {
v3s16 n2pos(p.X, y, p.Z);
MapNode n2;
n2 = map->getNodeNoEx(n2pos, &is_valid_position);
if (!is_valid_position)
break;
// This should not happen, but if the node has sunlight
// then the iteration should stop.
if (n2.getLight(LIGHTBANK_DAY, ndef) == LIGHT_SUN) {
break;
}
// If the node terminates sunlight, stop.
if (!ndef->get(n2).sunlight_propagates) {
break;
}
relative_v3 rel_pos2;
mapblock_v3 block_pos2;
getNodeBlockPosWithOffset(n2pos, block_pos2, rel_pos2);
MapBlock *block2 = map->getBlockNoCreateNoEx(block_pos2);
// Mark node for lighting.
light_sources.push(LIGHT_SUN, rel_pos2, block_pos2, block2,
4);
}
}
}
// Initialize light values for light spreading.
for (u8 i = 0; i <= LIGHT_SUN; i++) {
const std::vector<ChangingLight> &lights = light_sources.lights[i];
for (std::vector<ChangingLight>::const_iterator it = lights.begin();
it < lights.end(); it++) {
MapNode n = it->block->getNodeNoCheck(it->rel_position,
&is_valid_position);
n.setLight(bank, i, ndef);
it->block->setNodeNoCheck(it->rel_position, n);
}
}
// Spread lights.
spreadLight(map, ndef, bank, light_sources, modified_blocks);
}
}
} // namespace voxalgo

View File

@ -25,6 +25,9 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include <set>
#include <map>
class Map;
class MapBlock;
namespace voxalgo
{
@ -52,6 +55,23 @@ SunlightPropagateResult propagateSunlight(VoxelManipulator &v, VoxelArea a,
std::set<v3s16> & light_sources,
INodeDefManager *ndef);
/*!
* Updates the lighting on the map.
* The result will be correct only if
* no nodes were changed except the given one.
*
* \param p position of the changed node
* \param oldnode this node was overwritten on the map
* \param modified_blocks output, contains all map blocks that
* the function modified
*/
void update_lighting_node(
Map *map,
INodeDefManager *ndef,
v3s16 p,
MapNode oldnode,
std::map<v3s16, MapBlock*> &modified_blocks);
} // namespace voxalgo
#endif