Optimize lighting by a tiny bit
parent
a8a82e0b21
commit
4ce6e5f0c5
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@ -310,21 +310,21 @@ void VoxelManipulator::unspreadLight(enum LightBank bank, v3s16 p, u8 oldlight,
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If the neighbor is dimmer than what was specified
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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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as oldlight (the light of the previous node)
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*/
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*/
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if(n2.getLight(bank, nodemgr) < oldlight)
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u8 light2 = n2.getLight(bank, nodemgr);
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if(light2 < oldlight)
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{
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{
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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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And the neighbor is transparent and it has some light
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*/
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*/
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if(nodemgr->get(n2).light_propagates && n2.getLight(bank, nodemgr) != 0)
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if(nodemgr->get(n2).light_propagates && light2 != 0)
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{
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{
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/*
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/*
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Set light to 0 and add to queue
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Set light to 0 and add to queue
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*/
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*/
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u8 current_light = n2.getLight(bank, nodemgr);
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n2.setLight(bank, 0, nodemgr);
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n2.setLight(bank, 0, nodemgr);
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unspreadLight(bank, n2pos, current_light, light_sources, nodemgr);
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unspreadLight(bank, n2pos, light2, light_sources, nodemgr);
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/*
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/*
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Remove from light_sources if it is there
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Remove from light_sources if it is there
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@ -528,12 +528,14 @@ void VoxelManipulator::spreadLight(enum LightBank bank, v3s16 p,
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continue;
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continue;
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MapNode &n2 = m_data[n2i];
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MapNode &n2 = m_data[n2i];
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u8 light2 = n2.getLight(bank, nodemgr);
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/*
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/*
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If the neighbor is brighter than the current node,
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If the neighbor is brighter than the current node,
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add to list (it will light up this node on its turn)
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add to list (it will light up this node on its turn)
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*/
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*/
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if(n2.getLight(bank, nodemgr) > undiminish_light(oldlight))
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if(light2 > undiminish_light(oldlight))
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{
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{
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spreadLight(bank, n2pos, nodemgr);
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spreadLight(bank, n2pos, nodemgr);
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}
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}
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@ -541,7 +543,7 @@ void VoxelManipulator::spreadLight(enum LightBank bank, v3s16 p,
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If the neighbor is dimmer than how much light this node
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If the neighbor is dimmer than how much light this node
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would spread on it, add to list
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would spread on it, add to list
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*/
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*/
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if(n2.getLight(bank, nodemgr) < newlight)
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if(light2 < newlight)
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{
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{
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if(nodemgr->get(n2).light_propagates)
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if(nodemgr->get(n2).light_propagates)
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{
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{
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@ -633,12 +635,14 @@ void VoxelManipulator::spreadLight(enum LightBank bank,
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continue;
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continue;
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MapNode &n2 = m_data[n2i];
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MapNode &n2 = m_data[n2i];
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u8 light2 = n2.getLight(bank, nodemgr);
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/*
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/*
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If the neighbor is brighter than the current node,
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If the neighbor is brighter than the current node,
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add to list (it will light up this node on its turn)
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add to list (it will light up this node on its turn)
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*/
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*/
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if(n2.getLight(bank, nodemgr) > undiminish_light(oldlight))
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if(light2 > undiminish_light(oldlight))
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{
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{
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lighted_nodes.insert(n2pos, true);
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lighted_nodes.insert(n2pos, true);
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}
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}
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@ -646,7 +650,7 @@ void VoxelManipulator::spreadLight(enum LightBank bank,
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If the neighbor is dimmer than how much light this node
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If the neighbor is dimmer than how much light this node
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would spread on it, add to list
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would spread on it, add to list
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*/
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*/
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if(n2.getLight(bank, nodemgr) < newlight)
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if(light2 < newlight)
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{
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{
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if(nodemgr->get(n2).light_propagates)
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if(nodemgr->get(n2).light_propagates)
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{
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{
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