Annotate light spread functions with comments

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sfan5 2022-06-20 21:24:28 +02:00 committed by GitHub
parent e92a217bd1
commit 0b41533763
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2 changed files with 42 additions and 8 deletions

@ -453,9 +453,8 @@ void Mapgen::lightSpread(VoxelArea &a, std::queue<std::pair<v3s16, u8>> &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());
}

@ -190,12 +190,38 @@ public:
void updateLiquid(UniqueQueue<v3s16> *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<std::pair<v3s16, u8>> &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<std::pair<v3s16, u8>> &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.