From 0b41533763bc9f104a2da2e4191f4654b8d8dab4 Mon Sep 17 00:00:00 2001 From: sfan5 Date: Mon, 20 Jun 2022 21:24:28 +0200 Subject: [PATCH] Annotate light spread functions with comments --- src/mapgen/mapgen.cpp | 8 ++------ src/mapgen/mapgen.h | 42 ++++++++++++++++++++++++++++++++++++++++-- 2 files changed, 42 insertions(+), 8 deletions(-) diff --git a/src/mapgen/mapgen.cpp b/src/mapgen/mapgen.cpp index 1f2ac491e..cca036b7b 100644 --- a/src/mapgen/mapgen.cpp +++ b/src/mapgen/mapgen.cpp @@ -453,9 +453,8 @@ void Mapgen::lightSpread(VoxelArea &a, std::queue> &queue, !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. + // MYMAX still needed here because we only exit early if both banks have + // nothing to propagate anymore. light = MYMAX(light_day, n.param1 & 0x0F) | MYMAX(light_night, n.param1 & 0xF0); @@ -470,12 +469,9 @@ void Mapgen::calcLighting(v3s16 nmin, v3s16 nmax, v3s16 full_nmin, v3s16 full_nm bool propagate_shadow) { ScopeProfiler sp(g_profiler, "EmergeThread: update lighting", SPT_AVG); - //TimeTaker t("updateLighting"); propagateSunlight(nmin, nmax, propagate_shadow); spreadLight(full_nmin, full_nmax); - - //printf("updateLighting: %dms\n", t.stop()); } diff --git a/src/mapgen/mapgen.h b/src/mapgen/mapgen.h index 61db4f3b9..ef5de6029 100644 --- a/src/mapgen/mapgen.h +++ b/src/mapgen/mapgen.h @@ -190,12 +190,38 @@ public: void updateLiquid(UniqueQueue *trans_liquid, v3s16 nmin, v3s16 nmax); + /** + * Set light in entire area to fixed value. + * @param light Light value (contains both banks) + * @param nmin Area to operate on + * @param nmax ^ + */ void setLighting(u8 light, v3s16 nmin, v3s16 nmax); - void lightSpread(VoxelArea &a, std::queue> &queue, - const v3s16 &p, u8 light); + /** + * Run all lighting calculations. + * @param nmin Area to spread sunlight in + * @param nmax ^ + * @param full_nmin Area to recalculate light in + * @param full_nmax ^ + * @param propagate_shadow see propagateSunlight() + */ void calcLighting(v3s16 nmin, v3s16 nmax, v3s16 full_nmin, v3s16 full_nmax, bool propagate_shadow = true); + /** + * Spread sunlight from the area above downwards. + * Note that affected nodes have their night bank cleared so you want to + * run a light spread afterwards. + * @param nmin Area to operate on + * @param nmax ^ + * @param propagate_shadow Ignore obstructions above and spread sun anyway + */ void propagateSunlight(v3s16 nmin, v3s16 nmax, bool propagate_shadow); + /** + * Spread light in the given area. + * Artificial light is taken from nodedef, sunlight must already be set. + * @param nmin Area to operate on + * @param nmax ^ + */ void spreadLight(const v3s16 &nmin, const v3s16 &nmax); virtual void makeChunk(BlockMakeData *data) {} @@ -218,6 +244,18 @@ public: static void setDefaultSettings(Settings *settings); private: + /** + * Spread light to the node at the given position, add to queue if changed. + * The given light value is diminished once. + * @param a VoxelArea being operated on + * @param queue Queue for later lightSpread() calls + * @param p Node position + * @param light Light value (contains both banks) + * + */ + void lightSpread(VoxelArea &a, std::queue> &queue, + const v3s16 &p, u8 light); + // isLiquidHorizontallyFlowable() is a helper function for updateLiquid() // that checks whether there are floodable nodes without liquid beneath // the node at index vi.