Lighting: Fix nearly all issues
The cause of a single light source seemingly being lit without spread was due to its creation in the +Y mapblock boundary layer during map generation, which was ignored as the overtop. This overtop explicitly needs to be omitted during sunlight propagation, however. To accomplish this, Mapgen::calcLighting() was split into separate functions taking separate parameters. Additionally, do not diminish light too early during spread. This fixes the output inconsistency between Map::updateLighting and Mapgen::calcLighting.master
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060ae29eaf
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7233a1228e
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@ -243,14 +243,28 @@ void Mapgen::lightSpread(VoxelArea &a, v3s16 p, u8 light)
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void Mapgen::calcLighting(v3s16 nmin, v3s16 nmax)
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{
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VoxelArea a(nmin, nmax);
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bool block_is_underground = (water_level >= nmax.Y);
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ScopeProfiler sp(g_profiler, "EmergeThread: mapgen lighting update", SPT_AVG);
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//TimeTaker t("updateLighting");
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// first, send vertical rays of sunshine downward
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propagateSunlight(
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nmin - v3s16(1, 1, 1) * MAP_BLOCKSIZE,
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nmax + v3s16(1, 0, 1) * MAP_BLOCKSIZE);
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spreadLight(
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nmin - v3s16(1, 1, 1) * MAP_BLOCKSIZE,
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nmax + v3s16(1, 1, 1) * MAP_BLOCKSIZE);
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//printf("updateLighting: %dms\n", t.stop());
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}
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void Mapgen::propagateSunlight(v3s16 nmin, v3s16 nmax)
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{
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//TimeTaker t("propagateSunlight");
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VoxelArea a(nmin, nmax);
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bool block_is_underground = (water_level >= nmax.Y);
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v3s16 em = vm->m_area.getExtent();
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for (int z = a.MinEdge.Z; z <= a.MaxEdge.Z; z++) {
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for (int x = a.MinEdge.X; x <= a.MaxEdge.X; x++) {
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// see if we can get a light value from the overtop
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@ -272,8 +286,17 @@ void Mapgen::calcLighting(v3s16 nmin, v3s16 nmax)
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}
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}
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}
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//printf("propagateSunlight: %dms\n", t.stop());
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}
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void Mapgen::spreadLight(v3s16 nmin, v3s16 nmax)
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{
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//TimeTaker t("spreadLight");
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VoxelArea a(nmin, nmax);
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v3s16 em = vm->m_area.getExtent();
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// now spread the sunlight and light up any sources
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for (int z = a.MinEdge.Z; z <= a.MaxEdge.Z; z++) {
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for (int y = a.MinEdge.Y; y <= a.MaxEdge.Y; y++) {
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u32 i = vm->m_area.index(a.MinEdge.X, y, z);
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@ -289,21 +312,22 @@ void Mapgen::calcLighting(v3s16 nmin, v3s16 nmax)
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u8 light = n.param1 & 0x0F;
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if (light) {
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lightSpread(a, v3s16(x, y, z + 1), light - 1);
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lightSpread(a, v3s16(x, y + 1, z ), light - 1);
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lightSpread(a, v3s16(x + 1, y, z ), light - 1);
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lightSpread(a, v3s16(x, y, z - 1), light - 1);
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lightSpread(a, v3s16(x, y - 1, z ), light - 1);
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lightSpread(a, v3s16(x - 1, y, z ), light - 1);
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lightSpread(a, v3s16(x, y, z + 1), light);
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lightSpread(a, v3s16(x, y + 1, z ), light);
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lightSpread(a, v3s16(x + 1, y, z ), light);
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lightSpread(a, v3s16(x, y, z - 1), light);
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lightSpread(a, v3s16(x, y - 1, z ), light);
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lightSpread(a, v3s16(x - 1, y, z ), light);
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}
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}
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}
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}
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//printf("updateLighting: %dms\n", t.stop());
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//printf("spreadLight: %dms\n", t.stop());
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}
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void Mapgen::calcLightingOld(v3s16 nmin, v3s16 nmax)
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{
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enum LightBank banks[2] = {LIGHTBANK_DAY, LIGHTBANK_NIGHT};
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@ -156,7 +156,11 @@ public:
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void updateLiquid(UniqueQueue<v3s16> *trans_liquid, v3s16 nmin, v3s16 nmax);
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void setLighting(v3s16 nmin, v3s16 nmax, u8 light);
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void lightSpread(VoxelArea &a, v3s16 p, u8 light);
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void calcLighting(v3s16 nmin, v3s16 nmax);
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void propagateSunlight(v3s16 nmin, v3s16 nmax);
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void spreadLight(v3s16 nmin, v3s16 nmax);
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void calcLightingOld(v3s16 nmin, v3s16 nmax);
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virtual void makeChunk(BlockMakeData *data) {}
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@ -101,8 +101,7 @@ void MapgenSinglenode::makeChunk(BlockMakeData *data)
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// Calculate lighting
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if (flags & MG_LIGHT)
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calcLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
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node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE);
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calcLighting(node_min, node_max);
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this->generating = false;
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}
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@ -290,8 +290,7 @@ void MapgenV5::makeChunk(BlockMakeData *data)
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// Calculate lighting
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if (flags & MG_LIGHT)
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calcLighting(node_min - v3s16(0, 1, 0) - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
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node_max + v3s16(0, 1, 0) + v3s16(1, 0, 1) * MAP_BLOCKSIZE);
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calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0));
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this->generating = false;
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}
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@ -534,7 +534,7 @@ void MapgenV6::makeChunk(BlockMakeData *data)
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}
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// Add top and bottom side of water to transforming_liquid queue
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updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
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//updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
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// Grow grass
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growGrass();
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@ -551,8 +551,7 @@ void MapgenV6::makeChunk(BlockMakeData *data)
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// Calculate lighting
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if (flags & MG_LIGHT)
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calcLighting(node_min - v3s16(1, 1, 1) * MAP_BLOCKSIZE,
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node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE);
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calcLighting(node_min, node_max);
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this->generating = false;
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}
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@ -260,8 +260,7 @@ void MapgenV7::makeChunk(BlockMakeData *data)
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updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
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if (flags & MG_LIGHT)
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calcLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
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node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE);
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calcLighting(node_min, node_max);
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//setLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
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// node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, 0xFF);
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@ -168,10 +168,8 @@ int LuaVoxelManip::l_calc_lighting(lua_State *L)
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EmergeManager *emerge = getServer(L)->getEmergeManager();
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ManualMapVoxelManipulator *vm = o->vm;
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v3s16 p1 = lua_istable(L, 2) ? read_v3s16(L, 2) :
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vm->m_area.MinEdge + v3s16(0, 1, 0) * MAP_BLOCKSIZE;
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v3s16 p2 = lua_istable(L, 3) ? read_v3s16(L, 3) :
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vm->m_area.MaxEdge - v3s16(0, 1, 0) * MAP_BLOCKSIZE;
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v3s16 p1 = lua_istable(L, 2) ? read_v3s16(L, 2) : vm->m_area.MinEdge;
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v3s16 p2 = lua_istable(L, 3) ? read_v3s16(L, 3) : vm->m_area.MaxEdge;
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sortBoxVerticies(p1, p2);
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Mapgen mg;
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@ -179,7 +177,11 @@ int LuaVoxelManip::l_calc_lighting(lua_State *L)
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mg.ndef = ndef;
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mg.water_level = emerge->params.water_level;
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mg.calcLighting(p1, p2);
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// Mapgen::calcLighting assumes the coordinates of
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// the central chunk; correct for this
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mg.calcLighting(
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p1 + v3s16(1, 1, 1) * MAP_BLOCKSIZE,
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p2 - v3s16(1, 1, 1) * MAP_BLOCKSIZE);
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return 0;
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}
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@ -201,10 +203,8 @@ int LuaVoxelManip::l_set_lighting(lua_State *L)
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ManualMapVoxelManipulator *vm = o->vm;
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v3s16 p1 = lua_istable(L, 3) ? read_v3s16(L, 3) :
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vm->m_area.MinEdge + v3s16(0, 1, 0) * MAP_BLOCKSIZE;
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v3s16 p2 = lua_istable(L, 4) ? read_v3s16(L, 4) :
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vm->m_area.MaxEdge - v3s16(0, 1, 0) * MAP_BLOCKSIZE;
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v3s16 p1 = lua_istable(L, 3) ? read_v3s16(L, 3) : vm->m_area.MinEdge;
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v3s16 p2 = lua_istable(L, 4) ? read_v3s16(L, 4) : vm->m_area.MaxEdge;
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sortBoxVerticies(p1, p2);
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Mapgen mg;
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