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1310 lines
41 KiB
C++
1310 lines
41 KiB
C++
// Luanti
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// SPDX-License-Identifier: LGPL-2.1-or-later
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// Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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#include <array>
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#include "voxelalgorithms.h"
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#include "nodedef.h"
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#include "mapblock.h"
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#include "map.h"
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namespace voxalgo
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{
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/*!
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* A direction.
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* 0=X+
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* 1=Y+
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* 2=Z+
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* 3=Z-
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* 4=Y-
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* 5=X-
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* 6=no direction
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* Two directions are opposite only if their sum is 5.
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*/
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typedef u8 direction;
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/*!
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* Relative node position.
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* This represents a node's position in its map block.
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* All coordinates must be between 0 and 15.
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*/
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typedef v3s16 relative_v3;
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/*!
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* Position of a map block (block coordinates).
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* One block_pos unit is as long as 16 node position units.
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*/
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typedef v3s16 mapblock_v3;
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//! Contains information about a node whose light is about to change.
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struct ChangingLight {
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//! Pointer to the node's block.
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MapBlock *block = nullptr;
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//! Relative position of the node in its map block.
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relative_v3 rel_position;
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//! Position of the node's block.
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mapblock_v3 block_position;
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/*!
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* Direction from the node that caused this node's changing
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* to this node.
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*/
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direction source_direction = 6;
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ChangingLight() = default;
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ChangingLight(relative_v3 rel_pos, mapblock_v3 block_pos,
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MapBlock *b, direction source_dir) :
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block(b),
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rel_position(rel_pos),
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block_position(block_pos),
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source_direction(source_dir)
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{}
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};
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/*!
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* A fast, priority queue-like container to contain ChangingLights.
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* The ChangingLights are ordered by the given light levels.
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* The brightest ChangingLight is returned first.
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*/
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struct LightQueue {
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//! For each light level there is a vector.
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std::array<std::vector<ChangingLight>, LIGHT_SUN + 1> lights;
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//! Light of the brightest ChangingLight in the queue.
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u8 max_light;
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/*!
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* Creates a LightQueue.
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* \param reserve for each light level that many slots are reserved.
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*/
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LightQueue(size_t reserve)
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{
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max_light = LIGHT_SUN;
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for (auto &l : lights)
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l.reserve(reserve);
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}
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//! Clears a LightQueue.
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void clear() {
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max_light = LIGHT_SUN;
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for (auto &l : lights)
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l.clear();
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}
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/*!
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* Returns the next brightest ChangingLight and
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* removes it from the queue.
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* If there were no elements in the queue, the given parameters
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* remain unmodified.
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* \param light light level of the popped ChangingLight
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* \param data the ChangingLight that was popped
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* \returns true if there was a ChangingLight in the queue.
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*/
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bool next(u8 &light, ChangingLight &data)
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{
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while (lights[max_light].empty()) {
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if (max_light == 0) {
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return false;
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}
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max_light--;
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}
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light = max_light;
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data = lights[max_light].back();
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lights[max_light].pop_back();
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return true;
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}
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/*!
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* Adds an element to the queue.
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* The parameters are the same as in ChangingLight's constructor.
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* \param light light level of the ChangingLight
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*/
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inline void push(u8 light, relative_v3 rel_pos,
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mapblock_v3 block_pos, MapBlock *block,
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direction source_dir)
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{
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assert(light <= LIGHT_SUN);
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lights[light].emplace_back(rel_pos, block_pos, block, source_dir);
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}
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};
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/*!
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* This type of light queue is for unlighting.
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* A node can be pushed in it only if its raw light is zero.
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* This prevents pushing nodes twice into this queue.
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* The light of the pushed ChangingLight must be the
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* light of the node before unlighting it.
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*/
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typedef LightQueue UnlightQueue;
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/*!
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* This type of light queue is for spreading lights.
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* While spreading lights, all the nodes in it must
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* have the same light as the light level the ChangingLights
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* were pushed into this queue with. This prevents unnecessary
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* re-pushing of the nodes into the queue.
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* If a node doesn't let light trough but emits light, it can be added
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* too.
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*/
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typedef LightQueue ReLightQueue;
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/*!
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* neighbor_dirs[i] points towards
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* the direction i.
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* See the definition of the type "direction"
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*/
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const static v3s16 neighbor_dirs[6] = {
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v3s16(1, 0, 0), // right
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v3s16(0, 1, 0), // top
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v3s16(0, 0, 1), // back
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v3s16(0, 0, -1), // front
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v3s16(0, -1, 0), // bottom
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v3s16(-1, 0, 0), // left
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};
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/*!
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* Transforms the given map block offset by one node towards
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* the specified direction.
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* \param dir the direction of the transformation
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* \param rel_pos the node's relative position in its map block
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* \param block_pos position of the node's block
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*/
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bool step_rel_block_pos(direction dir, relative_v3 &rel_pos,
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mapblock_v3 &block_pos)
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{
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switch (dir) {
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case 0:
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if (rel_pos.X < MAP_BLOCKSIZE - 1) {
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rel_pos.X++;
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} else {
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rel_pos.X = 0;
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block_pos.X++;
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return true;
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}
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break;
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case 1:
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if (rel_pos.Y < MAP_BLOCKSIZE - 1) {
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rel_pos.Y++;
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} else {
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rel_pos.Y = 0;
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block_pos.Y++;
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return true;
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}
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break;
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case 2:
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if (rel_pos.Z < MAP_BLOCKSIZE - 1) {
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rel_pos.Z++;
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} else {
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rel_pos.Z = 0;
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block_pos.Z++;
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return true;
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}
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break;
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case 3:
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if (rel_pos.Z > 0) {
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rel_pos.Z--;
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} else {
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rel_pos.Z = MAP_BLOCKSIZE - 1;
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block_pos.Z--;
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return true;
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}
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break;
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case 4:
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if (rel_pos.Y > 0) {
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rel_pos.Y--;
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} else {
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rel_pos.Y = MAP_BLOCKSIZE - 1;
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block_pos.Y--;
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return true;
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}
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break;
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case 5:
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if (rel_pos.X > 0) {
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rel_pos.X--;
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} else {
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rel_pos.X = MAP_BLOCKSIZE - 1;
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block_pos.X--;
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return true;
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}
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break;
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}
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return false;
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}
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/*
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* Removes all light that is potentially emitted by the specified
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* light sources. These nodes will have zero light.
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* Returns all nodes whose light became zero but should be re-lighted.
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*
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* \param bank the light bank in which the procedure operates
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* \param from_nodes nodes whose light is removed
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* \param light_sources nodes that should be re-lighted
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* \param modified_blocks output, all modified map blocks are added to this
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*/
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void unspread_light(Map *map, const NodeDefManager *nodemgr, LightBank bank,
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UnlightQueue &from_nodes, ReLightQueue &light_sources,
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std::map<v3s16, MapBlock*> &modified_blocks)
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{
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// Stores data popped from from_nodes
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u8 current_light;
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ChangingLight current;
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// Data of the current neighbor
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mapblock_v3 neighbor_block_pos;
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relative_v3 neighbor_rel_pos;
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// Direction of the brightest neighbor of the node
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direction source_dir;
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while (from_nodes.next(current_light, current)) {
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// For all nodes that need unlighting
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// There is no brightest neighbor
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source_dir = 6;
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// The current node
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const MapNode &node = current.block->getNodeNoCheck(current.rel_position);
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ContentLightingFlags f = nodemgr->getLightingFlags(node);
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// If the node emits light, it behaves like it had a
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// brighter neighbor.
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u8 brightest_neighbor_light = f.light_source + 1;
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for (direction i = 0; i < 6; i++) {
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//For each neighbor
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// The node that changed this node has already zero light
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// and it can't give light to this node
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if (current.source_direction + i == 5) {
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continue;
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}
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// Get the neighbor's position and block
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neighbor_rel_pos = current.rel_position;
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neighbor_block_pos = current.block_position;
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MapBlock *neighbor_block;
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if (step_rel_block_pos(i, neighbor_rel_pos, neighbor_block_pos)) {
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neighbor_block = map->getBlockNoCreateNoEx(neighbor_block_pos);
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if (neighbor_block == NULL) {
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current.block->setLightingComplete(bank, i, false);
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continue;
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}
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} else {
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neighbor_block = current.block;
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}
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// Get the neighbor itself
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MapNode neighbor = neighbor_block->getNodeNoCheck(neighbor_rel_pos);
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ContentLightingFlags neighbor_f = nodemgr->getLightingFlags(
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neighbor.getContent());
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u8 neighbor_light = neighbor.getLightRaw(bank, neighbor_f);
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// If the neighbor has at least as much light as this node, then
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// it won't lose its light, since it should have been added to
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// from_nodes earlier, so its light would be zero.
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if (neighbor_f.light_propagates && neighbor_light < current_light) {
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// Unlight, but only if the node has light.
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if (neighbor_light > 0) {
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neighbor.setLight(bank, 0, neighbor_f);
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neighbor_block->setNodeNoCheck(neighbor_rel_pos, neighbor);
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from_nodes.push(neighbor_light, neighbor_rel_pos,
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neighbor_block_pos, neighbor_block, i);
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// The current node was modified earlier, so its block
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// is in modified_blocks.
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if (current.block != neighbor_block) {
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modified_blocks[neighbor_block_pos] = neighbor_block;
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}
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}
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} else {
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// The neighbor can light up this node.
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if (neighbor_light < neighbor_f.light_source) {
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neighbor_light = neighbor_f.light_source;
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}
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if (brightest_neighbor_light < neighbor_light) {
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brightest_neighbor_light = neighbor_light;
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source_dir = i;
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}
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}
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}
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// If the brightest neighbor is able to light up this node,
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// then add this node to the output nodes.
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if (brightest_neighbor_light > 1 && f.light_propagates) {
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brightest_neighbor_light--;
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light_sources.push(brightest_neighbor_light, current.rel_position,
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current.block_position, current.block,
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(source_dir == 6) ? 6 : 5 - source_dir
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/* with opposite direction*/);
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}
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}
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}
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/*
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* Spreads light from the specified starting nodes.
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*
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* Before calling this procedure, make sure that all ChangingLights
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* in light_sources have as much light on the map as they have in
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* light_sources (if the queue contains a node multiple times, the brightest
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* occurrence counts).
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*
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* \param bank the light bank in which the procedure operates
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* \param light_sources starting nodes
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* \param modified_blocks output, all modified map blocks are added to this
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*/
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void spread_light(Map *map, const NodeDefManager *nodemgr, LightBank bank,
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LightQueue &light_sources,
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std::map<v3s16, MapBlock*> &modified_blocks)
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{
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// The light the current node can provide to its neighbors.
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u8 spreading_light;
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// The ChangingLight for the current node.
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ChangingLight current;
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// Position of the current neighbor.
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mapblock_v3 neighbor_block_pos;
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relative_v3 neighbor_rel_pos;
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while (light_sources.next(spreading_light, current)) {
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spreading_light--;
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for (direction i = 0; i < 6; i++) {
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// This node can't light up its light source
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if (current.source_direction + i == 5) {
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continue;
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}
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// Get the neighbor's position and block
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neighbor_rel_pos = current.rel_position;
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neighbor_block_pos = current.block_position;
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MapBlock *neighbor_block;
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if (step_rel_block_pos(i, neighbor_rel_pos, neighbor_block_pos)) {
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neighbor_block = map->getBlockNoCreateNoEx(neighbor_block_pos);
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if (neighbor_block == NULL) {
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current.block->setLightingComplete(bank, i, false);
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continue;
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}
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} else {
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neighbor_block = current.block;
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}
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// Get the neighbor itself
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MapNode neighbor = neighbor_block->getNodeNoCheck(neighbor_rel_pos);
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ContentLightingFlags f = nodemgr->getLightingFlags(neighbor);
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if (f.light_propagates) {
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// Light up the neighbor, if it has less light than it should.
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u8 neighbor_light = neighbor.getLightRaw(bank, f);
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if (neighbor_light < spreading_light) {
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neighbor.setLight(bank, spreading_light, f);
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neighbor_block->setNodeNoCheck(neighbor_rel_pos, neighbor);
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light_sources.push(spreading_light, neighbor_rel_pos,
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neighbor_block_pos, neighbor_block, i);
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// The current node was modified earlier, so its block
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// is in modified_blocks.
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if (current.block != neighbor_block) {
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modified_blocks[neighbor_block_pos] = neighbor_block;
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}
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}
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}
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}
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}
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}
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struct SunlightPropagationUnit{
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v2s16 relative_pos;
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bool is_sunlit;
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SunlightPropagationUnit(v2s16 relpos, bool sunlit):
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relative_pos(relpos),
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is_sunlit(sunlit)
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{}
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};
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struct SunlightPropagationData{
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std::vector<SunlightPropagationUnit> data;
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v3s16 target_block;
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};
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/*!
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* Returns true if the node gets sunlight from the
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* node above it.
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*
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* \param pos position of the node.
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*/
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bool is_sunlight_above(Map *map, v3s16 pos, const NodeDefManager *ndef)
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{
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bool sunlight = true;
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mapblock_v3 source_block_pos;
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relative_v3 source_rel_pos;
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getNodeBlockPosWithOffset(pos + v3s16(0, 1, 0), source_block_pos,
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source_rel_pos);
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// If the node above has sunlight, this node also can get it.
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MapBlock *source_block = map->getBlockNoCreateNoEx(source_block_pos);
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if (source_block == NULL) {
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// But if there is no node above, then use heuristics
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MapBlock *node_block = map->getBlockNoCreateNoEx(getNodeBlockPos(pos));
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if (node_block == NULL) {
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sunlight = false;
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} else {
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sunlight = !node_block->getIsUnderground();
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}
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} else {
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MapNode above = source_block->getNodeNoCheck(source_rel_pos);
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if (above.getContent() == CONTENT_IGNORE) {
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// Trust heuristics
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if (source_block->getIsUnderground()) {
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sunlight = false;
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}
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} else {
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ContentLightingFlags above_f = ndef->getLightingFlags(above);
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if (above.getLight(LIGHTBANK_DAY, above_f) != LIGHT_SUN) {
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// If the node above doesn't have sunlight, this
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// node is in shadow.
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sunlight = false;
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}
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}
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}
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return sunlight;
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}
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static constexpr LightBank banks[] = { LIGHTBANK_DAY, LIGHTBANK_NIGHT };
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void update_lighting_nodes(Map *map,
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const std::vector<std::pair<v3s16, MapNode>> &oldnodes,
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std::map<v3s16, MapBlock*> &modified_blocks)
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{
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const NodeDefManager *ndef = map->getNodeDefManager();
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// For node getter functions
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bool is_valid_position;
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// cached allocations
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thread_local UnlightQueue disappearing_lights(1);
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thread_local ReLightQueue light_sources(4);
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// Process each light bank separately
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for (LightBank bank : banks) {
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disappearing_lights.clear();
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light_sources.clear();
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// Nodes that are brighter than the brightest modified node was
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// won't change, since they didn't get their light from a
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// modified node.
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u8 min_safe_light = 0;
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for (auto it = oldnodes.cbegin(); it < oldnodes.cend(); ++it) {
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u8 old_light = it->second.getLight(bank, ndef->getLightingFlags(it->second));
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if (old_light > min_safe_light) {
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min_safe_light = old_light;
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}
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}
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// If only one node changed, even nodes with the same brightness
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// didn't get their light from the changed node.
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if (oldnodes.size() > 1) {
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min_safe_light++;
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}
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// For each changed node process sunlight and initialize
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for (auto it = oldnodes.cbegin(); it < oldnodes.cend(); ++it) {
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// Get position and block of the changed node
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v3s16 p = it->first;
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relative_v3 rel_pos;
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mapblock_v3 block_pos;
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getNodeBlockPosWithOffset(p, block_pos, rel_pos);
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MapBlock *block = map->getBlockNoCreateNoEx(block_pos);
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if (block == NULL) {
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continue;
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}
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// Get the new node
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MapNode n = block->getNodeNoCheck(rel_pos);
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// Light of the old node
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u8 old_light = it->second.getLight(bank, ndef->getLightingFlags(it->second));
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// Add the block of the added node to modified_blocks
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modified_blocks[block_pos] = block;
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// Get new light level of the node
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u8 new_light = 0;
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ContentLightingFlags f = ndef->getLightingFlags(n);
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if (f.light_propagates) {
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if (bank == LIGHTBANK_DAY && f.sunlight_propagates
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&& is_sunlight_above(map, p, ndef)) {
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new_light = LIGHT_SUN;
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|
} else {
|
|
new_light = f.light_source;
|
|
for (const v3s16 &neighbor_dir : neighbor_dirs) {
|
|
v3s16 p2 = p + neighbor_dir;
|
|
MapNode n2 = map->getNode(p2, &is_valid_position);
|
|
if (is_valid_position) {
|
|
u8 spread = n2.getLight(bank, ndef->getLightingFlags(n2));
|
|
// If it is sure that the neighbor won't be
|
|
// unlighted, its light can spread to this node.
|
|
if (spread > new_light && spread >= min_safe_light) {
|
|
new_light = spread - 1;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
} else {
|
|
// If this is an opaque node, it still can emit light.
|
|
new_light = f.light_source;
|
|
}
|
|
|
|
if (new_light > 0) {
|
|
light_sources.push(new_light, rel_pos, block_pos, block, 6);
|
|
}
|
|
|
|
if (new_light < old_light) {
|
|
// The node became opaque or doesn't provide as much
|
|
// light as the previous one, so it must be unlighted.
|
|
|
|
// Add to unlight queue
|
|
n.setLight(bank, 0, f);
|
|
block->setNodeNoCheck(rel_pos, n);
|
|
disappearing_lights.push(old_light, rel_pos, block_pos, block,
|
|
6);
|
|
|
|
// Remove sunlight, if there was any
|
|
if (bank == LIGHTBANK_DAY && old_light == LIGHT_SUN) {
|
|
for (s16 y = p.Y - 1;; y--) {
|
|
v3s16 n2pos(p.X, y, p.Z);
|
|
|
|
MapNode n2;
|
|
|
|
n2 = map->getNode(n2pos, &is_valid_position);
|
|
if (!is_valid_position)
|
|
break;
|
|
|
|
// If this node doesn't have sunlight, the nodes below
|
|
// it don't have too.
|
|
ContentLightingFlags f2 = ndef->getLightingFlags(n2);
|
|
if (n2.getLight(LIGHTBANK_DAY, f2) != LIGHT_SUN) {
|
|
break;
|
|
}
|
|
// Remove sunlight and add to unlight queue.
|
|
n2.setLight(LIGHTBANK_DAY, 0, f2);
|
|
map->setNode(n2pos, n2);
|
|
relative_v3 rel_pos2;
|
|
mapblock_v3 block_pos2;
|
|
getNodeBlockPosWithOffset(n2pos, block_pos2, rel_pos2);
|
|
MapBlock *block2 = map->getBlockNoCreateNoEx(
|
|
block_pos2);
|
|
disappearing_lights.push(LIGHT_SUN, rel_pos2,
|
|
block_pos2, block2,
|
|
4 /* The node above caused the change */);
|
|
}
|
|
}
|
|
} else if (new_light > old_light) {
|
|
// It is sure that the node provides more light than the previous
|
|
// one, unlighting is not necessary.
|
|
// Propagate sunlight
|
|
if (bank == LIGHTBANK_DAY && new_light == LIGHT_SUN) {
|
|
for (s16 y = p.Y - 1;; y--) {
|
|
v3s16 n2pos(p.X, y, p.Z);
|
|
|
|
MapNode n2;
|
|
|
|
n2 = map->getNode(n2pos, &is_valid_position);
|
|
if (!is_valid_position)
|
|
break;
|
|
|
|
// This should not happen, but if the node has sunlight
|
|
// then the iteration should stop.
|
|
ContentLightingFlags f2 = ndef->getLightingFlags(n2);
|
|
if (n2.getLight(LIGHTBANK_DAY, f2) == LIGHT_SUN) {
|
|
break;
|
|
}
|
|
// If the node terminates sunlight, stop.
|
|
if (!f2.sunlight_propagates) {
|
|
break;
|
|
}
|
|
relative_v3 rel_pos2;
|
|
mapblock_v3 block_pos2;
|
|
getNodeBlockPosWithOffset(n2pos, block_pos2, rel_pos2);
|
|
MapBlock *block2 = map->getBlockNoCreateNoEx(
|
|
block_pos2);
|
|
// Mark node for lighting.
|
|
light_sources.push(LIGHT_SUN, rel_pos2, block_pos2,
|
|
block2, 4);
|
|
}
|
|
}
|
|
}
|
|
|
|
}
|
|
// Remove lights
|
|
unspread_light(map, ndef, bank, disappearing_lights, light_sources,
|
|
modified_blocks);
|
|
// Initialize light values for light spreading.
|
|
for (u8 i = 0; i <= LIGHT_SUN; i++) {
|
|
const auto &lights = light_sources.lights[i];
|
|
for (auto it = lights.begin(); it < lights.end(); ++it) {
|
|
MapNode n = it->block->getNodeNoCheck(it->rel_position);
|
|
n.setLight(bank, i, ndef->getLightingFlags(n));
|
|
it->block->setNodeNoCheck(it->rel_position, n);
|
|
}
|
|
}
|
|
// Spread lights.
|
|
spread_light(map, ndef, bank, light_sources, modified_blocks);
|
|
}
|
|
}
|
|
|
|
/*!
|
|
* Borders of a map block in relative node coordinates.
|
|
* Compatible with type 'direction'.
|
|
*/
|
|
#define B_1 (MAP_BLOCKSIZE - 1)
|
|
const static VoxelArea block_borders[] = {
|
|
VoxelArea(v3s16(B_1, 0, 0), v3s16(B_1, B_1, B_1)), //X+
|
|
VoxelArea(v3s16(0, B_1, 0), v3s16(B_1, B_1, B_1)), //Y+
|
|
VoxelArea(v3s16(0, 0, B_1), v3s16(B_1, B_1, B_1)), //Z+
|
|
VoxelArea(v3s16(0, 0, 0), v3s16(B_1, B_1, 0)), //Z-
|
|
VoxelArea(v3s16(0, 0, 0), v3s16(B_1, 0, B_1)), //Y-
|
|
VoxelArea(v3s16(0, 0, 0), v3s16(0, B_1, B_1)) //X-
|
|
};
|
|
#undef B_1
|
|
|
|
/*!
|
|
* Returns true if:
|
|
* -the node has unloaded neighbors
|
|
* -the node doesn't have light
|
|
* -the node's light is the same as the maximum of
|
|
* its light source and its brightest neighbor minus one.
|
|
* .
|
|
*/
|
|
bool is_light_locally_correct(Map *map, const NodeDefManager *ndef,
|
|
LightBank bank, v3s16 pos)
|
|
{
|
|
bool is_valid_position;
|
|
MapNode n = map->getNode(pos, &is_valid_position);
|
|
ContentLightingFlags f = ndef->getLightingFlags(n);
|
|
if (!f.has_light) {
|
|
return true;
|
|
}
|
|
u8 light = n.getLight(bank, f);
|
|
assert(f.light_source <= LIGHT_MAX);
|
|
u8 brightest_neighbor = f.light_source + 1;
|
|
for (const v3s16 &neighbor_dir : neighbor_dirs) {
|
|
MapNode n2 = map->getNode(pos + neighbor_dir,
|
|
&is_valid_position);
|
|
u8 light2 = n2.getLight(bank, ndef->getLightingFlags(n2));
|
|
if (brightest_neighbor < light2) {
|
|
brightest_neighbor = light2;
|
|
}
|
|
}
|
|
assert(light <= LIGHT_SUN);
|
|
return brightest_neighbor == light + 1;
|
|
}
|
|
|
|
void update_block_border_lighting(Map *map, MapBlock *block,
|
|
std::map<v3s16, MapBlock*> &modified_blocks)
|
|
{
|
|
const NodeDefManager *ndef = map->getNodeDefManager();
|
|
// Since invalid light is not common, do not allocate
|
|
// memory if not needed.
|
|
UnlightQueue disappearing_lights(0);
|
|
ReLightQueue light_sources(0);
|
|
|
|
for (LightBank bank : banks) {
|
|
disappearing_lights.clear();
|
|
light_sources.clear();
|
|
// Get incorrect lights
|
|
for (direction d = 0; d < 6; d++) {
|
|
// For each direction
|
|
// Get neighbor block
|
|
v3s16 otherpos = block->getPos() + neighbor_dirs[d];
|
|
MapBlock *other = map->getBlockNoCreateNoEx(otherpos);
|
|
if (other == NULL) {
|
|
continue;
|
|
}
|
|
// Only update if lighting was not completed.
|
|
if (block->isLightingComplete(bank, d) &&
|
|
other->isLightingComplete(bank, 5 - d))
|
|
continue;
|
|
// Reset flags
|
|
block->setLightingComplete(bank, d, true);
|
|
other->setLightingComplete(bank, 5 - d, true);
|
|
// The two blocks and their connecting surfaces
|
|
MapBlock *blocks[] = {block, other};
|
|
VoxelArea areas[] = {block_borders[d], block_borders[5 - d]};
|
|
// For both blocks
|
|
for (u8 blocknum = 0; blocknum < 2; blocknum++) {
|
|
MapBlock *b = blocks[blocknum];
|
|
VoxelArea a = areas[blocknum];
|
|
// For all nodes
|
|
for (s32 x = a.MinEdge.X; x <= a.MaxEdge.X; x++)
|
|
for (s32 z = a.MinEdge.Z; z <= a.MaxEdge.Z; z++)
|
|
for (s32 y = a.MinEdge.Y; y <= a.MaxEdge.Y; y++) {
|
|
MapNode n = b->getNodeNoCheck(x, y, z);
|
|
ContentLightingFlags f = ndef->getLightingFlags(n);
|
|
u8 light = n.getLight(bank, f);
|
|
// Sunlight is fixed
|
|
if (light < LIGHT_SUN) {
|
|
// Unlight if not correct
|
|
if (!is_light_locally_correct(map, ndef, bank,
|
|
v3s16(x, y, z) + b->getPosRelative())) {
|
|
// Initialize for unlighting
|
|
n.setLight(bank, 0, ndef->getLightingFlags(n));
|
|
b->setNodeNoCheck(x, y, z, n);
|
|
modified_blocks[b->getPos()]=b;
|
|
disappearing_lights.push(light,
|
|
relative_v3(x, y, z), b->getPos(), b,
|
|
6);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
// Remove lights
|
|
unspread_light(map, ndef, bank, disappearing_lights, light_sources,
|
|
modified_blocks);
|
|
// Initialize light values for light spreading.
|
|
for (u8 i = 0; i <= LIGHT_SUN; i++) {
|
|
const auto &lights = light_sources.lights[i];
|
|
for (auto it = lights.begin(); it < lights.end(); ++it) {
|
|
MapNode n = it->block->getNodeNoCheck(it->rel_position);
|
|
n.setLight(bank, i, ndef->getLightingFlags(n));
|
|
it->block->setNodeNoCheck(it->rel_position, n);
|
|
}
|
|
}
|
|
// Spread lights.
|
|
spread_light(map, ndef, bank, light_sources, modified_blocks);
|
|
}
|
|
}
|
|
|
|
/*!
|
|
* Resets the lighting of the given VoxelManipulator to
|
|
* complete darkness and full sunlight.
|
|
* Operates in one map sector.
|
|
*
|
|
* \param offset contains the least x and z node coordinates
|
|
* of the map sector.
|
|
* \param light incoming sunlight, light[x][z] is true if there
|
|
* is sunlight above the voxel manipulator at the given x-z coordinates.
|
|
* The array's indices are relative node coordinates in the sector.
|
|
* After the procedure returns, this contains outgoing light at
|
|
* the bottom of the voxel manipulator.
|
|
*/
|
|
void fill_with_sunlight(MMVManip *vm, const NodeDefManager *ndef, v2s16 offset,
|
|
bool light[MAP_BLOCKSIZE][MAP_BLOCKSIZE])
|
|
{
|
|
// Distance in array between two nodes on top of each other.
|
|
s16 ystride = vm->m_area.getExtent().X;
|
|
// Cache the ignore node.
|
|
MapNode ignore = MapNode(CONTENT_IGNORE);
|
|
// For each column of nodes:
|
|
for (s16 z = 0; z < MAP_BLOCKSIZE; z++)
|
|
for (s16 x = 0; x < MAP_BLOCKSIZE; x++) {
|
|
// Position of the column on the map.
|
|
v2s16 realpos = offset + v2s16(x, z);
|
|
// Array indices in the voxel manipulator
|
|
s32 maxindex = vm->m_area.index(realpos.X, vm->m_area.MaxEdge.Y,
|
|
realpos.Y);
|
|
s32 minindex = vm->m_area.index(realpos.X, vm->m_area.MinEdge.Y,
|
|
realpos.Y);
|
|
// True if the current node has sunlight.
|
|
bool lig = light[z][x];
|
|
// For each node, downwards:
|
|
for (s32 i = maxindex; i >= minindex; i -= ystride) {
|
|
MapNode *n;
|
|
if (vm->m_flags[i] & VOXELFLAG_NO_DATA)
|
|
n = &ignore;
|
|
else
|
|
n = &vm->m_data[i];
|
|
// Ignore IGNORE nodes, these are not generated yet.
|
|
if(n->getContent() == CONTENT_IGNORE)
|
|
continue;
|
|
ContentLightingFlags f = ndef->getLightingFlags(*n);
|
|
if (lig && !f.sunlight_propagates)
|
|
// Sunlight is stopped.
|
|
lig = false;
|
|
// Reset light
|
|
n->setLight(LIGHTBANK_DAY, lig ? 15 : 0, f);
|
|
n->setLight(LIGHTBANK_NIGHT, 0, f);
|
|
}
|
|
// Output outgoing light.
|
|
light[z][x] = lig;
|
|
}
|
|
}
|
|
|
|
/*!
|
|
* Returns incoming sunlight for one map block.
|
|
* If block above is not found, it is loaded.
|
|
*
|
|
* \param pos position of the map block that gets the sunlight.
|
|
* \param light incoming sunlight, light[z][x] is true if there
|
|
* is sunlight above the block at the given z-x relative
|
|
* node coordinates.
|
|
*/
|
|
void is_sunlight_above_block(Map *map, mapblock_v3 pos,
|
|
const NodeDefManager *ndef, bool light[MAP_BLOCKSIZE][MAP_BLOCKSIZE])
|
|
{
|
|
mapblock_v3 source_block_pos = pos + v3s16(0, 1, 0);
|
|
// Get or load source block.
|
|
// It might take a while to load, but correcting incorrect
|
|
// sunlight may be even slower.
|
|
MapBlock *source_block = map->emergeBlock(source_block_pos, false);
|
|
// Trust only generated blocks.
|
|
if (source_block == NULL || !source_block->isGenerated()) {
|
|
// But if there is no block above, then use heuristics
|
|
bool sunlight = true;
|
|
MapBlock *node_block = map->getBlockNoCreateNoEx(pos);
|
|
if (node_block == NULL)
|
|
// This should not happen.
|
|
sunlight = false;
|
|
else
|
|
sunlight = !node_block->getIsUnderground();
|
|
for (s16 z = 0; z < MAP_BLOCKSIZE; z++)
|
|
for (s16 x = 0; x < MAP_BLOCKSIZE; x++)
|
|
light[z][x] = sunlight;
|
|
} else {
|
|
// For each column:
|
|
for (s16 z = 0; z < MAP_BLOCKSIZE; z++)
|
|
for (s16 x = 0; x < MAP_BLOCKSIZE; x++) {
|
|
// Get the bottom block.
|
|
MapNode above = source_block->getNodeNoCheck(x, 0, z);
|
|
ContentLightingFlags above_f = ndef->getLightingFlags(above);
|
|
light[z][x] = above.getLight(LIGHTBANK_DAY, above_f) == LIGHT_SUN;
|
|
}
|
|
}
|
|
}
|
|
|
|
/*!
|
|
* Propagates sunlight down in a given map block.
|
|
*
|
|
* \param data contains incoming sunlight and shadow and
|
|
* the coordinates of the target block.
|
|
* \param unlight propagated shadow is inserted here
|
|
* \param relight propagated sunlight is inserted here
|
|
*
|
|
* \returns true if the block was modified, false otherwise.
|
|
*/
|
|
bool propagate_block_sunlight(Map *map, const NodeDefManager *ndef,
|
|
SunlightPropagationData *data, UnlightQueue *unlight, ReLightQueue *relight)
|
|
{
|
|
bool modified = false;
|
|
// Get the block.
|
|
MapBlock *block = map->getBlockNoCreateNoEx(data->target_block);
|
|
if (block == NULL) {
|
|
// The work is done if the block does not contain data.
|
|
data->data.clear();
|
|
return false;
|
|
}
|
|
// For each changing column of nodes:
|
|
size_t index;
|
|
for (index = 0; index < data->data.size(); index++) {
|
|
SunlightPropagationUnit it = data->data[index];
|
|
// Relative position of the currently inspected node.
|
|
relative_v3 current_pos(it.relative_pos.X, MAP_BLOCKSIZE - 1,
|
|
it.relative_pos.Y);
|
|
if (it.is_sunlit) {
|
|
// Propagate sunlight.
|
|
// For each node downwards:
|
|
for (; current_pos.Y >= 0; current_pos.Y--) {
|
|
MapNode n = block->getNodeNoCheck(current_pos);
|
|
ContentLightingFlags f = ndef->getLightingFlags(n);
|
|
if (n.getLightRaw(LIGHTBANK_DAY, f) < LIGHT_SUN
|
|
&& f.sunlight_propagates) {
|
|
// This node gets sunlight.
|
|
n.setLight(LIGHTBANK_DAY, LIGHT_SUN, f);
|
|
block->setNodeNoCheck(current_pos, n);
|
|
modified = true;
|
|
relight->push(LIGHT_SUN, current_pos, data->target_block,
|
|
block, 4);
|
|
} else {
|
|
// Light already valid, propagation stopped.
|
|
break;
|
|
}
|
|
}
|
|
} else {
|
|
// Propagate shadow.
|
|
// For each node downwards:
|
|
for (; current_pos.Y >= 0; current_pos.Y--) {
|
|
MapNode n = block->getNodeNoCheck(current_pos);
|
|
ContentLightingFlags f = ndef->getLightingFlags(n);
|
|
if (n.getLightRaw(LIGHTBANK_DAY, f) == LIGHT_SUN) {
|
|
// The sunlight is no longer valid.
|
|
n.setLight(LIGHTBANK_DAY, 0, f);
|
|
block->setNodeNoCheck(current_pos, n);
|
|
modified = true;
|
|
unlight->push(LIGHT_SUN, current_pos, data->target_block,
|
|
block, 4);
|
|
} else {
|
|
// Reached shadow, propagation stopped.
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
if (current_pos.Y >= 0) {
|
|
// Propagation stopped, remove from data.
|
|
data->data[index] = data->data.back();
|
|
data->data.pop_back();
|
|
index--;
|
|
}
|
|
}
|
|
return modified;
|
|
}
|
|
|
|
/*!
|
|
* Borders of a map block in relative node coordinates.
|
|
* The areas do not overlap.
|
|
* Compatible with type 'direction'.
|
|
*/
|
|
#define B_1 (MAP_BLOCKSIZE - 1)
|
|
#define B_2 (MAP_BLOCKSIZE - 2)
|
|
const static VoxelArea block_pad[] = {
|
|
VoxelArea({B_1, 0, 0}, {B_1, B_1, B_1}), //X+
|
|
VoxelArea({1, B_1, 0}, {B_2, B_1, B_1}), //Y+
|
|
VoxelArea({1, 1, B_1}, {B_2, B_2, B_1}), //Z+
|
|
VoxelArea({1, 1, 0}, {B_2, B_2, 0}), //Z-
|
|
VoxelArea({1, 0, 0}, {B_2, 0, B_1}), //Y-
|
|
VoxelArea({0, 0, 0}, {0, B_1, B_1}) //X-
|
|
};
|
|
#undef B_1
|
|
#undef B_2
|
|
|
|
/*!
|
|
* The common part of bulk light updates - it is always executed.
|
|
* The procedure takes the nodes that should be unlit, and the
|
|
* full modified area.
|
|
*
|
|
* The procedure handles the correction of all lighting except
|
|
* direct sunlight spreading.
|
|
*
|
|
* \param minblock least coordinates of the changed area in block
|
|
* coordinates
|
|
* \param maxblock greatest coordinates of the changed area in block
|
|
* coordinates
|
|
* \param unlight the first queue is for day light, the second is for
|
|
* night light. Contains all nodes on the borders that need to be unlit.
|
|
* \param relight the first queue is for day light, the second is for
|
|
* night light. Contains nodes that were not modified, but got sunlight
|
|
* because the changes.
|
|
* \param modified_blocks the procedure adds all modified blocks to
|
|
* this map
|
|
*/
|
|
void finish_bulk_light_update(Map *map, mapblock_v3 minblock,
|
|
mapblock_v3 maxblock, UnlightQueue unlight[2], ReLightQueue relight[2],
|
|
std::map<v3s16, MapBlock*> *modified_blocks)
|
|
{
|
|
const NodeDefManager *ndef = map->getNodeDefManager();
|
|
|
|
// --- STEP 1: Do unlighting
|
|
|
|
for (size_t bank = 0; bank < 2; bank++) {
|
|
LightBank b = banks[bank];
|
|
unspread_light(map, ndef, b, unlight[bank], relight[bank],
|
|
*modified_blocks);
|
|
}
|
|
|
|
// --- STEP 2: Get all newly inserted light sources
|
|
|
|
// For each block:
|
|
v3s16 blockpos;
|
|
v3s16 relpos;
|
|
for (blockpos.X = minblock.X; blockpos.X <= maxblock.X; blockpos.X++)
|
|
for (blockpos.Y = minblock.Y; blockpos.Y <= maxblock.Y; blockpos.Y++)
|
|
for (blockpos.Z = minblock.Z; blockpos.Z <= maxblock.Z; blockpos.Z++) {
|
|
MapBlock *block = map->getBlockNoCreateNoEx(blockpos);
|
|
if (!block)
|
|
// Skip not existing blocks
|
|
continue;
|
|
// For each node in the block:
|
|
for (relpos.Z = 0; relpos.Z < MAP_BLOCKSIZE; relpos.Z++)
|
|
for (relpos.X = 0; relpos.X < MAP_BLOCKSIZE; relpos.X++)
|
|
for (relpos.Y = 0; relpos.Y < MAP_BLOCKSIZE; relpos.Y++) {
|
|
MapNode node = block->getNodeNoCheck(relpos.X, relpos.Y, relpos.Z);
|
|
ContentLightingFlags f = ndef->getLightingFlags(node);
|
|
|
|
// For each light bank
|
|
for (size_t b = 0; b < 2; b++) {
|
|
LightBank bank = banks[b];
|
|
u8 light = f.has_light ?
|
|
node.getLight(bank, f):
|
|
f.light_source;
|
|
if (light > 1)
|
|
relight[b].push(light, relpos, blockpos, block, 6);
|
|
} // end of banks
|
|
} // end of nodes
|
|
} // end of blocks
|
|
|
|
// --- STEP 3: do light spreading
|
|
|
|
// For each light bank:
|
|
for (size_t b = 0; b < 2; b++) {
|
|
LightBank bank = banks[b];
|
|
// Sunlight is already initialized.
|
|
u8 maxlight = (b == 0) ? LIGHT_MAX : LIGHT_SUN;
|
|
// Initialize light values for light spreading.
|
|
for (u8 i = 0; i <= maxlight; i++) {
|
|
const auto &lights = relight[b].lights[i];
|
|
for (auto it = lights.begin(); it < lights.end(); ++it) {
|
|
MapNode n = it->block->getNodeNoCheck(it->rel_position);
|
|
n.setLight(bank, i, ndef->getLightingFlags(n));
|
|
it->block->setNodeNoCheck(it->rel_position, n);
|
|
}
|
|
}
|
|
// Spread lights.
|
|
spread_light(map, ndef, bank, relight[b], *modified_blocks);
|
|
}
|
|
}
|
|
|
|
void blit_back_with_light(Map *map, MMVManip *vm,
|
|
std::map<v3s16, MapBlock*> *modified_blocks)
|
|
{
|
|
const NodeDefManager *ndef = map->getNodeDefManager();
|
|
|
|
if (vm->m_area.hasEmptyExtent())
|
|
return;
|
|
mapblock_v3 minblock = getNodeBlockPos(vm->m_area.MinEdge);
|
|
mapblock_v3 maxblock = getNodeBlockPos(vm->m_area.MaxEdge);
|
|
// First queue is for day light, second is for night light.
|
|
UnlightQueue unlight[] = { UnlightQueue(256), UnlightQueue(256) };
|
|
ReLightQueue relight[] = { ReLightQueue(256), ReLightQueue(256) };
|
|
// Will hold sunlight data.
|
|
bool lights[MAP_BLOCKSIZE][MAP_BLOCKSIZE];
|
|
SunlightPropagationData data;
|
|
|
|
// --- STEP 1: reset everything to sunlight
|
|
|
|
// For each map block:
|
|
for (s16 x = minblock.X; x <= maxblock.X; x++)
|
|
for (s16 z = minblock.Z; z <= maxblock.Z; z++) {
|
|
// Extract sunlight above.
|
|
is_sunlight_above_block(map, v3s16(x, maxblock.Y, z), ndef, lights);
|
|
v2s16 offset(x, z);
|
|
offset *= MAP_BLOCKSIZE;
|
|
// Reset the voxel manipulator.
|
|
fill_with_sunlight(vm, ndef, offset, lights);
|
|
// Copy sunlight data
|
|
data.target_block = v3s16(x, minblock.Y - 1, z);
|
|
for (s16 z = 0; z < MAP_BLOCKSIZE; z++)
|
|
for (s16 x = 0; x < MAP_BLOCKSIZE; x++)
|
|
data.data.emplace_back(v2s16(x, z), lights[z][x]);
|
|
// Propagate sunlight and shadow below the voxel manipulator.
|
|
while (!data.data.empty()) {
|
|
if (propagate_block_sunlight(map, ndef, &data, &unlight[0],
|
|
&relight[0]))
|
|
(*modified_blocks)[data.target_block] =
|
|
map->getBlockNoCreateNoEx(data.target_block);
|
|
// Step downwards.
|
|
data.target_block.Y--;
|
|
}
|
|
}
|
|
|
|
// --- STEP 2: Get nodes from borders to unlight
|
|
v3s16 blockpos;
|
|
v3s16 relpos;
|
|
|
|
// In case there are unloaded holes in the voxel manipulator
|
|
// unlight each block.
|
|
// For each block:
|
|
for (blockpos.X = minblock.X; blockpos.X <= maxblock.X; blockpos.X++)
|
|
for (blockpos.Y = minblock.Y; blockpos.Y <= maxblock.Y; blockpos.Y++)
|
|
for (blockpos.Z = minblock.Z; blockpos.Z <= maxblock.Z; blockpos.Z++) {
|
|
MapBlock *block = map->getBlockNoCreateNoEx(blockpos);
|
|
if (!block)
|
|
// Skip not existing blocks.
|
|
continue;
|
|
v3s16 offset = block->getPosRelative();
|
|
// For each border of the block:
|
|
for (const VoxelArea &a : block_pad) {
|
|
// For each node of the border:
|
|
for (relpos.Z = a.MinEdge.Z; relpos.Z <= a.MaxEdge.Z; relpos.Z++)
|
|
for (relpos.X = a.MinEdge.X; relpos.X <= a.MaxEdge.X; relpos.X++)
|
|
for (relpos.Y = a.MinEdge.Y; relpos.Y <= a.MaxEdge.Y; relpos.Y++) {
|
|
|
|
// Get old and new node
|
|
MapNode oldnode = block->getNodeNoCheck(relpos);
|
|
ContentLightingFlags oldf = ndef->getLightingFlags(oldnode);
|
|
MapNode newnode = vm->getNodeNoExNoEmerge(relpos + offset);
|
|
ContentLightingFlags newf = ndef->getLightingFlags(newnode);
|
|
|
|
// For each light bank
|
|
for (size_t b = 0; b < 2; b++) {
|
|
LightBank bank = banks[b];
|
|
u8 oldlight = oldf.has_light ?
|
|
oldnode.getLight(bank, oldf):
|
|
LIGHT_SUN; // no light information, force unlighting
|
|
u8 newlight = newf.has_light ?
|
|
newnode.getLight(bank, newf):
|
|
newf.light_source;
|
|
// If the new node is dimmer, unlight.
|
|
if (oldlight > newlight) {
|
|
unlight[b].push(
|
|
oldlight, relpos, blockpos, block, 6);
|
|
}
|
|
} // end of banks
|
|
} // end of nodes
|
|
} // end of borders
|
|
} // end of blocks
|
|
|
|
// --- STEP 3: All information extracted, overwrite
|
|
|
|
vm->blitBackAll(modified_blocks, true);
|
|
|
|
// --- STEP 4: Finish light update
|
|
|
|
finish_bulk_light_update(map, minblock, maxblock, unlight, relight,
|
|
modified_blocks);
|
|
}
|
|
|
|
/*!
|
|
* Resets the lighting of the given map block to
|
|
* complete darkness and full sunlight.
|
|
*
|
|
* \param light incoming sunlight, light[x][z] is true if there
|
|
* is sunlight above the map block at the given x-z coordinates.
|
|
* The array's indices are relative node coordinates in the block.
|
|
* After the procedure returns, this contains outgoing light at
|
|
* the bottom of the map block.
|
|
*/
|
|
void fill_with_sunlight(MapBlock *block, const NodeDefManager *ndef,
|
|
bool light[MAP_BLOCKSIZE][MAP_BLOCKSIZE])
|
|
{
|
|
// For each column of nodes:
|
|
for (s16 z = 0; z < MAP_BLOCKSIZE; z++)
|
|
for (s16 x = 0; x < MAP_BLOCKSIZE; x++) {
|
|
// True if the current node has sunlight.
|
|
bool lig = light[z][x];
|
|
// For each node, downwards:
|
|
for (s16 y = MAP_BLOCKSIZE - 1; y >= 0; y--) {
|
|
MapNode n = block->getNodeNoCheck(x, y, z);
|
|
// Ignore IGNORE nodes, these are not generated yet.
|
|
if (n.getContent() == CONTENT_IGNORE)
|
|
continue;
|
|
ContentLightingFlags f = ndef->getLightingFlags(n);
|
|
if (lig && !f.sunlight_propagates) {
|
|
// Sunlight is stopped.
|
|
lig = false;
|
|
}
|
|
// Reset light
|
|
n.setLight(LIGHTBANK_DAY, lig ? 15 : 0, f);
|
|
n.setLight(LIGHTBANK_NIGHT, 0, f);
|
|
block->setNodeNoCheck(x, y, z, n);
|
|
}
|
|
// Output outgoing light.
|
|
light[z][x] = lig;
|
|
}
|
|
}
|
|
|
|
void repair_block_light(Map *map, MapBlock *block,
|
|
std::map<v3s16, MapBlock*> *modified_blocks)
|
|
{
|
|
if (!block)
|
|
return;
|
|
const NodeDefManager *ndef = map->getNodeDefManager();
|
|
// First queue is for day light, second is for night light.
|
|
UnlightQueue unlight[] = { UnlightQueue(256), UnlightQueue(256) };
|
|
ReLightQueue relight[] = { ReLightQueue(256), ReLightQueue(256) };
|
|
// Will hold sunlight data.
|
|
bool lights[MAP_BLOCKSIZE][MAP_BLOCKSIZE];
|
|
SunlightPropagationData data;
|
|
|
|
// --- STEP 1: reset everything to sunlight
|
|
|
|
mapblock_v3 blockpos = block->getPos();
|
|
(*modified_blocks)[blockpos] = block;
|
|
// For each map block:
|
|
// Extract sunlight above.
|
|
is_sunlight_above_block(map, blockpos, ndef, lights);
|
|
// Reset the voxel manipulator.
|
|
fill_with_sunlight(block, ndef, lights);
|
|
// Copy sunlight data
|
|
data.target_block = v3s16(blockpos.X, blockpos.Y - 1, blockpos.Z);
|
|
for (s16 z = 0; z < MAP_BLOCKSIZE; z++)
|
|
for (s16 x = 0; x < MAP_BLOCKSIZE; x++) {
|
|
data.data.emplace_back(v2s16(x, z), lights[z][x]);
|
|
}
|
|
// Propagate sunlight and shadow below the voxel manipulator.
|
|
while (!data.data.empty()) {
|
|
if (propagate_block_sunlight(map, ndef, &data, &unlight[0],
|
|
&relight[0]))
|
|
(*modified_blocks)[data.target_block] =
|
|
map->getBlockNoCreateNoEx(data.target_block);
|
|
// Step downwards.
|
|
data.target_block.Y--;
|
|
}
|
|
|
|
// --- STEP 2: Get nodes from borders to unlight
|
|
|
|
// For each border of the block:
|
|
for (const VoxelArea &a : block_pad) {
|
|
v3s16 relpos;
|
|
// For each node of the border:
|
|
for (relpos.X = a.MinEdge.X; relpos.X <= a.MaxEdge.X; relpos.X++)
|
|
for (relpos.Z = a.MinEdge.Z; relpos.Z <= a.MaxEdge.Z; relpos.Z++)
|
|
for (relpos.Y = a.MinEdge.Y; relpos.Y <= a.MaxEdge.Y; relpos.Y++) {
|
|
|
|
// Get node
|
|
MapNode node = block->getNodeNoCheck(relpos);
|
|
ContentLightingFlags f = ndef->getLightingFlags(node);
|
|
// For each light bank
|
|
for (size_t b = 0; b < 2; b++) {
|
|
LightBank bank = banks[b];
|
|
u8 light = f.has_light ?
|
|
node.getLight(bank, f):
|
|
f.light_source;
|
|
// If the new node is dimmer than sunlight, unlight.
|
|
// (if it has maximal light, it is pointless to remove
|
|
// surrounding light, as it can only become brighter)
|
|
if (LIGHT_SUN > light) {
|
|
unlight[b].push(
|
|
LIGHT_SUN, relpos, blockpos, block, 6);
|
|
}
|
|
} // end of banks
|
|
} // end of nodes
|
|
} // end of borders
|
|
|
|
// STEP 3: Remove and spread light
|
|
|
|
finish_bulk_light_update(map, blockpos, blockpos, unlight, relight,
|
|
modified_blocks);
|
|
}
|
|
|
|
VoxelLineIterator::VoxelLineIterator(const v3f &start_position, const v3f &line_vector) :
|
|
m_start_position(start_position),
|
|
m_line_vector(line_vector)
|
|
{
|
|
m_current_node_pos = floatToInt(m_start_position, 1);
|
|
m_start_node_pos = m_current_node_pos;
|
|
m_last_index = getIndex(floatToInt(start_position + line_vector, 1));
|
|
|
|
if (m_line_vector.X > 0) {
|
|
m_next_intersection_multi.X = (m_current_node_pos.X + 0.5f
|
|
- m_start_position.X) / m_line_vector.X;
|
|
m_intersection_multi_inc.X = 1 / m_line_vector.X;
|
|
} else if (m_line_vector.X < 0) {
|
|
m_next_intersection_multi.X = (m_current_node_pos.X - 0.5f
|
|
- m_start_position.X) / m_line_vector.X;
|
|
m_intersection_multi_inc.X = -1 / m_line_vector.X;
|
|
m_step_directions.X = -1;
|
|
}
|
|
|
|
if (m_line_vector.Y > 0) {
|
|
m_next_intersection_multi.Y = (m_current_node_pos.Y + 0.5f
|
|
- m_start_position.Y) / m_line_vector.Y;
|
|
m_intersection_multi_inc.Y = 1 / m_line_vector.Y;
|
|
} else if (m_line_vector.Y < 0) {
|
|
m_next_intersection_multi.Y = (m_current_node_pos.Y - 0.5f
|
|
- m_start_position.Y) / m_line_vector.Y;
|
|
m_intersection_multi_inc.Y = -1 / m_line_vector.Y;
|
|
m_step_directions.Y = -1;
|
|
}
|
|
|
|
if (m_line_vector.Z > 0) {
|
|
m_next_intersection_multi.Z = (m_current_node_pos.Z + 0.5f
|
|
- m_start_position.Z) / m_line_vector.Z;
|
|
m_intersection_multi_inc.Z = 1 / m_line_vector.Z;
|
|
} else if (m_line_vector.Z < 0) {
|
|
m_next_intersection_multi.Z = (m_current_node_pos.Z - 0.5f
|
|
- m_start_position.Z) / m_line_vector.Z;
|
|
m_intersection_multi_inc.Z = -1 / m_line_vector.Z;
|
|
m_step_directions.Z = -1;
|
|
}
|
|
}
|
|
|
|
void VoxelLineIterator::next()
|
|
{
|
|
m_current_index++;
|
|
if ((m_next_intersection_multi.X < m_next_intersection_multi.Y)
|
|
&& (m_next_intersection_multi.X < m_next_intersection_multi.Z)) {
|
|
m_next_intersection_multi.X += m_intersection_multi_inc.X;
|
|
m_current_node_pos.X += m_step_directions.X;
|
|
} else if ((m_next_intersection_multi.Y < m_next_intersection_multi.Z)) {
|
|
m_next_intersection_multi.Y += m_intersection_multi_inc.Y;
|
|
m_current_node_pos.Y += m_step_directions.Y;
|
|
} else {
|
|
m_next_intersection_multi.Z += m_intersection_multi_inc.Z;
|
|
m_current_node_pos.Z += m_step_directions.Z;
|
|
}
|
|
}
|
|
|
|
s16 VoxelLineIterator::getIndex(v3s16 voxel){
|
|
return
|
|
abs(voxel.X - m_start_node_pos.X) +
|
|
abs(voxel.Y - m_start_node_pos.Y) +
|
|
abs(voxel.Z - m_start_node_pos.Z);
|
|
}
|
|
|
|
} // namespace voxalgo
|
|
|