Make Mapgen::spreadLight use a queue (#8838)

This commit is contained in:
DS 2019-08-23 22:16:50 +02:00 committed by sfan5
parent 9c725609c3
commit b14aa305ce
2 changed files with 26 additions and 20 deletions

@ -39,6 +39,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "serialization.h" #include "serialization.h"
#include "util/serialize.h" #include "util/serialize.h"
#include "util/numeric.h" #include "util/numeric.h"
#include "util/directiontables.h"
#include "filesys.h" #include "filesys.h"
#include "log.h" #include "log.h"
#include "mapgen_carpathian.h" #include "mapgen_carpathian.h"
@ -435,7 +436,8 @@ void Mapgen::setLighting(u8 light, v3s16 nmin, v3s16 nmax)
} }
void Mapgen::lightSpread(VoxelArea &a, v3s16 p, u8 light) void Mapgen::lightSpread(VoxelArea &a, std::queue<std::pair<v3s16, u8>> &queue,
const v3s16 &p, u8 light)
{ {
if (light <= 1 || !a.contains(p)) if (light <= 1 || !a.contains(p))
return; return;
@ -455,8 +457,8 @@ void Mapgen::lightSpread(VoxelArea &a, v3s16 p, u8 light)
// Bail out only if we have no more light from either bank to propogate, or // 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. // we hit a solid block that light cannot pass through.
if ((light_day <= (n.param1 & 0x0F) && if ((light_day <= (n.param1 & 0x0F) &&
light_night <= (n.param1 & 0xF0)) || light_night <= (n.param1 & 0xF0)) ||
!ndef->get(n).light_propagates) !ndef->get(n).light_propagates)
return; return;
// Since this recursive function only terminates when there is no light from // Since this recursive function only terminates when there is no light from
@ -467,12 +469,8 @@ void Mapgen::lightSpread(VoxelArea &a, v3s16 p, u8 light)
n.param1 = light; n.param1 = light;
lightSpread(a, p + v3s16(0, 0, 1), light); // add to queue
lightSpread(a, p + v3s16(0, 1, 0), light); queue.emplace(p, light);
lightSpread(a, p + v3s16(1, 0, 0), light);
lightSpread(a, p - v3s16(0, 0, 1), light);
lightSpread(a, p - v3s16(0, 1, 0), light);
lightSpread(a, p - v3s16(1, 0, 0), light);
} }
@ -525,9 +523,10 @@ void Mapgen::propagateSunlight(v3s16 nmin, v3s16 nmax, bool propagate_shadow)
} }
void Mapgen::spreadLight(v3s16 nmin, v3s16 nmax) void Mapgen::spreadLight(const v3s16 &nmin, const v3s16 &nmax)
{ {
//TimeTaker t("spreadLight"); //TimeTaker t("spreadLight");
std::queue<std::pair<v3s16, u8>> queue;
VoxelArea a(nmin, nmax); VoxelArea a(nmin, nmax);
for (int z = a.MinEdge.Z; z <= a.MaxEdge.Z; z++) { for (int z = a.MinEdge.Z; z <= a.MaxEdge.Z; z++) {
@ -551,18 +550,24 @@ void Mapgen::spreadLight(v3s16 nmin, v3s16 nmax)
u8 light = n.param1; u8 light = n.param1;
if (light) { if (light) {
lightSpread(a, v3s16(x, y, z + 1), light); const v3s16 p(x, y, z);
lightSpread(a, v3s16(x, y + 1, z ), light); // spread to all 6 neighbor nodes
lightSpread(a, v3s16(x + 1, y, z ), light); for (const auto &dir : g_6dirs)
lightSpread(a, v3s16(x, y, z - 1), light); lightSpread(a, queue, p + dir, light);
lightSpread(a, v3s16(x, y - 1, z ), light);
lightSpread(a, v3s16(x - 1, y, z ), light);
} }
} }
} }
} }
//printf("spreadLight: %dms\n", t.stop()); while (!queue.empty()) {
const auto &i = queue.front();
// spread to all 6 neighbor nodes
for (const auto &dir : g_6dirs)
lightSpread(a, queue, i.first + dir, i.second);
queue.pop();
}
//printf("spreadLight: %lums\n", t.stop());
} }
@ -877,7 +882,7 @@ void MapgenBasic::generateDungeons(s16 max_stone_y)
return; return;
PseudoRandom ps(blockseed + 70033); PseudoRandom ps(blockseed + 70033);
DungeonParams dp; DungeonParams dp;
dp.np_alt_wall = dp.np_alt_wall =

@ -190,11 +190,12 @@ public:
void updateLiquid(UniqueQueue<v3s16> *trans_liquid, v3s16 nmin, v3s16 nmax); void updateLiquid(UniqueQueue<v3s16> *trans_liquid, v3s16 nmin, v3s16 nmax);
void setLighting(u8 light, v3s16 nmin, v3s16 nmax); void setLighting(u8 light, v3s16 nmin, v3s16 nmax);
void lightSpread(VoxelArea &a, v3s16 p, u8 light); void lightSpread(VoxelArea &a, std::queue<std::pair<v3s16, u8>> &queue,
const v3s16 &p, u8 light);
void calcLighting(v3s16 nmin, v3s16 nmax, v3s16 full_nmin, v3s16 full_nmax, void calcLighting(v3s16 nmin, v3s16 nmax, v3s16 full_nmin, v3s16 full_nmax,
bool propagate_shadow = true); bool propagate_shadow = true);
void propagateSunlight(v3s16 nmin, v3s16 nmax, bool propagate_shadow); void propagateSunlight(v3s16 nmin, v3s16 nmax, bool propagate_shadow);
void spreadLight(v3s16 nmin, v3s16 nmax); void spreadLight(const v3s16 &nmin, const v3s16 &nmax);
virtual void makeChunk(BlockMakeData *data) {} virtual void makeChunk(BlockMakeData *data) {}
virtual int getGroundLevelAtPoint(v2s16 p) { return 0; } virtual int getGroundLevelAtPoint(v2s16 p) { return 0; }