Mapgen: Spread both night and day light banks in spreadLight

This commit is contained in:
kwolekr 2016-03-29 11:31:52 -04:00
parent 8f43aaf6ae
commit 0338c2eb91

@ -242,18 +242,38 @@ void Mapgen::setLighting(u8 light, v3s16 nmin, v3s16 nmax)
void Mapgen::lightSpread(VoxelArea &a, v3s16 p, u8 light)
{
if (light <= 1 || !a.contains(p))
if (light <= 1)
return;
u32 vi = vm->m_area.index(p);
MapNode &nn = vm->m_data[vi];
light--;
// should probably compare masked, but doesn't seem to make a difference
if (light <= nn.param1 || !ndef->get(nn).light_propagates)
if (!a.contains(vi))
return;
nn.param1 = light;
MapNode &n = vm->m_data[vi];
// Decay light in each of the banks separately
u8 light_day = light & 0x0F;
if (light_day > 0)
light_day -= 0x01;
u8 light_night = light & 0xF0;
if (light_night > 0)
light_night -= 0x10;
// Bail out only if we have no more light from either bank to propogate, or
// we hit a solid block that light cannot pass through.
if ((light_day <= (n.param1 & 0x0F) &&
light_night <= (n.param1 & 0xF0)) ||
!ndef->get(n).light_propagates)
return;
// Since this recursive function only terminates when there is no light from
// either bank left, we need to take the max of both banks into account for
// the case where spreading has stopped for one light bank but not the other.
light = MYMAX(light_day, n.param1 & 0x0F) |
MYMAX(light_night, n.param1 & 0xF0);
n.param1 = light;
lightSpread(a, p + v3s16(0, 0, 1), light);
lightSpread(a, p + v3s16(0, 1, 0), light);
@ -284,6 +304,9 @@ void Mapgen::propagateSunlight(v3s16 nmin, v3s16 nmax, bool propagate_shadow)
bool block_is_underground = (water_level >= nmax.Y);
v3s16 em = vm->m_area.getExtent();
// NOTE: Direct access to the low 4 bits of param1 is okay here because,
// by definition, sunlight will never be in the night lightbank.
for (int z = a.MinEdge.Z; z <= a.MaxEdge.Z; z++) {
for (int x = a.MinEdge.X; x <= a.MaxEdge.X; x++) {
// see if we can get a light value from the overtop
@ -320,15 +343,21 @@ void Mapgen::spreadLight(v3s16 nmin, v3s16 nmax)
u32 i = vm->m_area.index(a.MinEdge.X, y, z);
for (int x = a.MinEdge.X; x <= a.MaxEdge.X; x++, i++) {
MapNode &n = vm->m_data[i];
if (n.getContent() == CONTENT_IGNORE ||
!ndef->get(n).light_propagates)
if (n.getContent() == CONTENT_IGNORE)
continue;
u8 light_produced = ndef->get(n).light_source & 0x0F;
if (light_produced)
n.param1 = light_produced;
const ContentFeatures &cf = ndef->get(n);
if (!cf.light_propagates)
continue;
u8 light = n.param1 & 0x0F;
// TODO(hmmmmm): Abstract away direct param1 accesses with a
// wrapper, but something lighter than MapNode::get/setLight
u8 light_produced = cf.light_source;
if (light_produced)
n.param1 = light_produced | (light_produced << 4);
u8 light = n.param1;
if (light) {
lightSpread(a, v3s16(x, y, z + 1), light);
lightSpread(a, v3s16(x, y + 1, z ), light);