forked from Mirrorlandia_minetest/minetest
Mapgen: Add propagate_shadow bool to calcLighting
To terminate unwanted shadows from floatlands or realms above Also add to LuaVoxelManip calc_lighting for use in mapgen mods Remove the 2 argument calcLighting, mapgens now use the 5 argument form to specify the volumes for propagateSunlight and spreadLight In mgsinglenode replace calcLighting with setLighting and clean-up use of tabs and spaces
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@ -2996,7 +2996,7 @@ will place the schematic inside of the VoxelManip.
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* `update_map()`: Update map after writing chunk back to map.
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* To be used only by `VoxelManip` objects created by the mod itself;
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not a `VoxelManip` that was retrieved from `minetest.get_mapgen_object`
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* `set_lighting(light, p1, p2)`: Set the lighting within the `VoxelManip` to a uniform value
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* `set_lighting(light, [p1, p2])`: Set the lighting within the `VoxelManip` to a uniform value
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* `light` is a table, `{day=<0...15>, night=<0...15>}`
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* To be used only by a `VoxelManip` object from `minetest.get_mapgen_object`
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* (`p1`, `p2`) is the area in which lighting is set;
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@ -3010,10 +3010,12 @@ will place the schematic inside of the VoxelManip.
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* expects lighting data in the same format that `get_light_data()` returns
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* `get_param2_data()`: Gets the raw `param2` data read into the `VoxelManip` object
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* `set_param2_data(param2_data)`: Sets the `param2` contents of each node in the `VoxelManip`
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* `calc_lighting(p1, p2)`: Calculate lighting within the `VoxelManip`
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* `calc_lighting([p1, p2], [propagate_shadow])`: Calculate lighting within the `VoxelManip`
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* To be used only by a `VoxelManip` object from `minetest.get_mapgen_object`
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* (`p1`, `p2`) is the area in which lighting is set; defaults to the whole area
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if left out
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if left out or nil
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* `propagate_shadow` is an optional boolean deciding whether shadows in a generated
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mapchunk above are propagated down into the mapchunk; defaults to `true` if left out
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* `update_liquids()`: Update liquid flow
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* `was_modified()`: Returns `true` or `false` if the data in the voxel manipulator
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had been modified since the last read from map, due to a call to
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@ -264,37 +264,20 @@ void Mapgen::lightSpread(VoxelArea &a, v3s16 p, u8 light)
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}
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void Mapgen::calcLighting(v3s16 nmin, v3s16 nmax, v3s16 full_nmin, v3s16 full_nmax)
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void Mapgen::calcLighting(v3s16 nmin, v3s16 nmax, v3s16 full_nmin, v3s16 full_nmax,
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bool propagate_shadow)
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{
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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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propagateSunlight(nmin, nmax);
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propagateSunlight(nmin, nmax, propagate_shadow);
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spreadLight(full_nmin, full_nmax);
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//printf("updateLighting: %dms\n", t.stop());
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}
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void Mapgen::calcLighting(v3s16 nmin, v3s16 nmax)
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{
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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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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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void Mapgen::propagateSunlight(v3s16 nmin, v3s16 nmax, bool propagate_shadow)
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{
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//TimeTaker t("propagateSunlight");
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VoxelArea a(nmin, nmax);
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@ -308,7 +291,8 @@ void Mapgen::propagateSunlight(v3s16 nmin, v3s16 nmax)
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if (vm->m_data[i].getContent() == CONTENT_IGNORE) {
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if (block_is_underground)
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continue;
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} else if ((vm->m_data[i].param1 & 0x0F) != LIGHT_SUN) {
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} else if ((vm->m_data[i].param1 & 0x0F) != LIGHT_SUN &&
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propagate_shadow) {
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continue;
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}
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vm->m_area.add_y(em, i, -1);
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@ -326,7 +310,6 @@ void Mapgen::propagateSunlight(v3s16 nmin, v3s16 nmax)
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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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@ -173,12 +173,9 @@ public:
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void setLighting(u8 light, v3s16 nmin, v3s16 nmax);
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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 calcLighting(v3s16 nmin, v3s16 nmax,
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v3s16 full_nmin, v3s16 full_nmax);
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void propagateSunlight(v3s16 nmin, v3s16 nmax);
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void calcLighting(v3s16 nmin, v3s16 nmax, v3s16 full_nmin, v3s16 full_nmax,
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bool propagate_shadow = true);
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void propagateSunlight(v3s16 nmin, v3s16 nmax, bool propagate_shadow);
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void spreadLight(v3s16 nmin, v3s16 nmax);
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virtual void makeChunk(BlockMakeData *data) {}
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@ -38,6 +38,9 @@ MapgenSinglenode::MapgenSinglenode(int mapgenid,
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c_node = ndef->getId("mapgen_singlenode");
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if (c_node == CONTENT_IGNORE)
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c_node = CONTENT_AIR;
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MapNode n_node(c_node);
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set_light = (ndef->get(n_node).sunlight_propagates) ? LIGHT_SUN : 0x00;
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}
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@ -45,6 +48,7 @@ MapgenSinglenode::~MapgenSinglenode()
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{
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}
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//////////////////////// Map generator
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void MapgenSinglenode::makeChunk(BlockMakeData *data)
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@ -87,15 +91,15 @@ void MapgenSinglenode::makeChunk(BlockMakeData *data)
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// Add top and bottom side of water to transforming_liquid queue
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updateLiquid(&data->transforming_liquid, node_min, node_max);
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// Calculate lighting
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if (flags & MG_LIGHT)
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calcLighting(node_min, node_max);
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// Set lighting
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if ((flags & MG_LIGHT) && set_light == LIGHT_SUN)
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setLighting(LIGHT_SUN, node_min, node_max);
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this->generating = false;
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}
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int MapgenSinglenode::getGroundLevelAtPoint(v2s16 p)
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{
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return 0;
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}
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@ -35,6 +35,7 @@ class MapgenSinglenode : public Mapgen {
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public:
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u32 flags;
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content_t c_node;
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u8 set_light;
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MapgenSinglenode(int mapgenid, MapgenParams *params, EmergeManager *emerge);
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~MapgenSinglenode();
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@ -593,7 +593,9 @@ 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, node_max);
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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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full_node_min, full_node_max);
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this->generating = false;
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}
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@ -181,6 +181,7 @@ int LuaVoxelManip::l_calc_lighting(lua_State *L)
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v3s16 fpmax = vm->m_area.MaxEdge;
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v3s16 pmin = lua_istable(L, 2) ? check_v3s16(L, 2) : fpmin + yblock;
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v3s16 pmax = lua_istable(L, 3) ? check_v3s16(L, 3) : fpmax - yblock;
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bool propagate_shadow = lua_isboolean(L, 4) ? lua_toboolean(L, 4) : true;
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sortBoxVerticies(pmin, pmax);
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if (!vm->m_area.contains(VoxelArea(pmin, pmax)))
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@ -191,7 +192,7 @@ 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(pmin, pmax, fpmin, fpmax);
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mg.calcLighting(pmin, pmax, fpmin, fpmax, propagate_shadow);
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return 0;
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}
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