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Annotate light spread functions with comments
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@ -453,9 +453,8 @@ void Mapgen::lightSpread(VoxelArea &a, std::queue<std::pair<v3s16, u8>> &queue,
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!ndef->get(n).light_propagates)
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return;
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// Since this recursive function only terminates when there is no light from
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// either bank left, we need to take the max of both banks into account for
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// the case where spreading has stopped for one light bank but not the other.
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// MYMAX still needed here because we only exit early if both banks have
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// nothing to propagate anymore.
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light = MYMAX(light_day, n.param1 & 0x0F) |
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MYMAX(light_night, n.param1 & 0xF0);
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@ -470,12 +469,9 @@ void Mapgen::calcLighting(v3s16 nmin, v3s16 nmax, v3s16 full_nmin, v3s16 full_nm
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bool propagate_shadow)
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{
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ScopeProfiler sp(g_profiler, "EmergeThread: update lighting", SPT_AVG);
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//TimeTaker t("updateLighting");
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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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@ -190,12 +190,38 @@ public:
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void updateLiquid(UniqueQueue<v3s16> *trans_liquid, v3s16 nmin, v3s16 nmax);
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/**
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* Set light in entire area to fixed value.
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* @param light Light value (contains both banks)
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* @param nmin Area to operate on
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* @param nmax ^
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*/
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void setLighting(u8 light, v3s16 nmin, v3s16 nmax);
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void lightSpread(VoxelArea &a, std::queue<std::pair<v3s16, u8>> &queue,
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const v3s16 &p, u8 light);
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/**
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* Run all lighting calculations.
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* @param nmin Area to spread sunlight in
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* @param nmax ^
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* @param full_nmin Area to recalculate light in
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* @param full_nmax ^
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* @param propagate_shadow see propagateSunlight()
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*/
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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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/**
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* Spread sunlight from the area above downwards.
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* Note that affected nodes have their night bank cleared so you want to
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* run a light spread afterwards.
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* @param nmin Area to operate on
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* @param nmax ^
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* @param propagate_shadow Ignore obstructions above and spread sun anyway
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*/
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void propagateSunlight(v3s16 nmin, v3s16 nmax, bool propagate_shadow);
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/**
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* Spread light in the given area.
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* Artificial light is taken from nodedef, sunlight must already be set.
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* @param nmin Area to operate on
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* @param nmax ^
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*/
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void spreadLight(const v3s16 &nmin, const v3s16 &nmax);
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virtual void makeChunk(BlockMakeData *data) {}
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@ -218,6 +244,18 @@ public:
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static void setDefaultSettings(Settings *settings);
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private:
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/**
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* Spread light to the node at the given position, add to queue if changed.
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* The given light value is diminished once.
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* @param a VoxelArea being operated on
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* @param queue Queue for later lightSpread() calls
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* @param p Node position
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* @param light Light value (contains both banks)
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*
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*/
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void lightSpread(VoxelArea &a, std::queue<std::pair<v3s16, u8>> &queue,
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const v3s16 &p, u8 light);
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// isLiquidHorizontallyFlowable() is a helper function for updateLiquid()
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// that checks whether there are floodable nodes without liquid beneath
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// the node at index vi.
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