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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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paramat committed Dec 7, 2015
1 parent a78dd7f commit 49073ba2c34dfd8e286865ed2d108a4ec1eb3e3c
Showing with 34 additions and 44 deletions.
  1. +5 −3 doc/lua_api.txt
  2. +6 −23 src/mapgen.cpp
  3. +3 −6 src/mapgen.h
  4. +14 −10 src/mapgen_singlenode.cpp
  5. +1 −0 src/mapgen_singlenode.h
  6. +3 −1 src/mapgen_v6.cpp
  7. +2 −1 src/script/lua_api/l_vmanip.cpp
@@ -2996,7 +2996,7 @@ will place the schematic inside of the VoxelManip.
* `update_map()`: Update map after writing chunk back to map.
* To be used only by `VoxelManip` objects created by the mod itself;
not a `VoxelManip` that was retrieved from `minetest.get_mapgen_object`
* `set_lighting(light, p1, p2)`: Set the lighting within the `VoxelManip` to a uniform value
* `set_lighting(light, [p1, p2])`: Set the lighting within the `VoxelManip` to a uniform value
* `light` is a table, `{day=<0...15>, night=<0...15>}`
* To be used only by a `VoxelManip` object from `minetest.get_mapgen_object`
* (`p1`, `p2`) is the area in which lighting is set;
@@ -3010,10 +3010,12 @@ will place the schematic inside of the VoxelManip.
* expects lighting data in the same format that `get_light_data()` returns
* `get_param2_data()`: Gets the raw `param2` data read into the `VoxelManip` object
* `set_param2_data(param2_data)`: Sets the `param2` contents of each node in the `VoxelManip`
* `calc_lighting(p1, p2)`: Calculate lighting within the `VoxelManip`
* `calc_lighting([p1, p2], [propagate_shadow])`: Calculate lighting within the `VoxelManip`
* To be used only by a `VoxelManip` object from `minetest.get_mapgen_object`
* (`p1`, `p2`) is the area in which lighting is set; defaults to the whole area
if left out
if left out or nil
* `propagate_shadow` is an optional boolean deciding whether shadows in a generated
mapchunk above are propagated down into the mapchunk; defaults to `true` if left out
* `update_liquids()`: Update liquid flow
* `was_modified()`: Returns `true` or `false` if the data in the voxel manipulator
had been modified since the last read from map, due to a call to
@@ -264,37 +264,20 @@ void Mapgen::lightSpread(VoxelArea &a, v3s16 p, u8 light)
}


void Mapgen::calcLighting(v3s16 nmin, v3s16 nmax, v3s16 full_nmin, v3s16 full_nmax)
void Mapgen::calcLighting(v3s16 nmin, v3s16 nmax, v3s16 full_nmin, v3s16 full_nmax,
bool propagate_shadow)
{
ScopeProfiler sp(g_profiler, "EmergeThread: mapgen lighting update", SPT_AVG);
//TimeTaker t("updateLighting");

propagateSunlight(nmin, nmax);
propagateSunlight(nmin, nmax, propagate_shadow);
spreadLight(full_nmin, full_nmax);

//printf("updateLighting: %dms\n", t.stop());
}



void Mapgen::calcLighting(v3s16 nmin, v3s16 nmax)
{
ScopeProfiler sp(g_profiler, "EmergeThread: mapgen lighting update", SPT_AVG);
//TimeTaker t("updateLighting");

propagateSunlight(
nmin - v3s16(1, 1, 1) * MAP_BLOCKSIZE,
nmax + v3s16(1, 0, 1) * MAP_BLOCKSIZE);

spreadLight(
nmin - v3s16(1, 1, 1) * MAP_BLOCKSIZE,
nmax + v3s16(1, 1, 1) * MAP_BLOCKSIZE);

//printf("updateLighting: %dms\n", t.stop());
}


void Mapgen::propagateSunlight(v3s16 nmin, v3s16 nmax)
void Mapgen::propagateSunlight(v3s16 nmin, v3s16 nmax, bool propagate_shadow)
{
//TimeTaker t("propagateSunlight");
VoxelArea a(nmin, nmax);
@@ -308,7 +291,8 @@ void Mapgen::propagateSunlight(v3s16 nmin, v3s16 nmax)
if (vm->m_data[i].getContent() == CONTENT_IGNORE) {
if (block_is_underground)
continue;
} else if ((vm->m_data[i].param1 & 0x0F) != LIGHT_SUN) {
} else if ((vm->m_data[i].param1 & 0x0F) != LIGHT_SUN &&
propagate_shadow) {
continue;
}
vm->m_area.add_y(em, i, -1);
@@ -326,7 +310,6 @@ void Mapgen::propagateSunlight(v3s16 nmin, v3s16 nmax)
}



void Mapgen::spreadLight(v3s16 nmin, v3s16 nmax)
{
//TimeTaker t("spreadLight");
@@ -173,12 +173,9 @@ class Mapgen {

void setLighting(u8 light, v3s16 nmin, v3s16 nmax);
void lightSpread(VoxelArea &a, v3s16 p, u8 light);

void calcLighting(v3s16 nmin, v3s16 nmax);
void calcLighting(v3s16 nmin, v3s16 nmax,
v3s16 full_nmin, v3s16 full_nmax);

void propagateSunlight(v3s16 nmin, v3s16 nmax);
void calcLighting(v3s16 nmin, v3s16 nmax, v3s16 full_nmin, v3s16 full_nmax,
bool propagate_shadow = true);
void propagateSunlight(v3s16 nmin, v3s16 nmax, bool propagate_shadow);
void spreadLight(v3s16 nmin, v3s16 nmax);

virtual void makeChunk(BlockMakeData *data) {}
@@ -38,13 +38,17 @@ MapgenSinglenode::MapgenSinglenode(int mapgenid,
c_node = ndef->getId("mapgen_singlenode");
if (c_node == CONTENT_IGNORE)
c_node = CONTENT_AIR;

MapNode n_node(c_node);
set_light = (ndef->get(n_node).sunlight_propagates) ? LIGHT_SUN : 0x00;
}


MapgenSinglenode::~MapgenSinglenode()
{
}


//////////////////////// Map generator

void MapgenSinglenode::makeChunk(BlockMakeData *data)
@@ -53,11 +57,11 @@ void MapgenSinglenode::makeChunk(BlockMakeData *data)
assert(data->vmanip);
assert(data->nodedef);
assert(data->blockpos_requested.X >= data->blockpos_min.X &&
data->blockpos_requested.Y >= data->blockpos_min.Y &&
data->blockpos_requested.Z >= data->blockpos_min.Z);
data->blockpos_requested.Y >= data->blockpos_min.Y &&
data->blockpos_requested.Z >= data->blockpos_min.Z);
assert(data->blockpos_requested.X <= data->blockpos_max.X &&
data->blockpos_requested.Y <= data->blockpos_max.Y &&
data->blockpos_requested.Z <= data->blockpos_max.Z);
data->blockpos_requested.Y <= data->blockpos_max.Y &&
data->blockpos_requested.Z <= data->blockpos_max.Z);

this->generating = true;
this->vm = data->vmanip;
@@ -67,8 +71,8 @@ void MapgenSinglenode::makeChunk(BlockMakeData *data)
v3s16 blockpos_max = data->blockpos_max;

// Area of central chunk
v3s16 node_min = blockpos_min*MAP_BLOCKSIZE;
v3s16 node_max = (blockpos_max+v3s16(1,1,1))*MAP_BLOCKSIZE-v3s16(1,1,1);
v3s16 node_min = blockpos_min * MAP_BLOCKSIZE;
v3s16 node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);

blockseed = getBlockSeed2(node_min, data->seed);

@@ -87,15 +91,15 @@ void MapgenSinglenode::makeChunk(BlockMakeData *data)
// Add top and bottom side of water to transforming_liquid queue
updateLiquid(&data->transforming_liquid, node_min, node_max);

// Calculate lighting
if (flags & MG_LIGHT)
calcLighting(node_min, node_max);
// Set lighting
if ((flags & MG_LIGHT) && set_light == LIGHT_SUN)
setLighting(LIGHT_SUN, node_min, node_max);

this->generating = false;
}


int MapgenSinglenode::getGroundLevelAtPoint(v2s16 p)
{
return 0;
}

@@ -35,6 +35,7 @@ class MapgenSinglenode : public Mapgen {
public:
u32 flags;
content_t c_node;
u8 set_light;

MapgenSinglenode(int mapgenid, MapgenParams *params, EmergeManager *emerge);
~MapgenSinglenode();
@@ -593,7 +593,9 @@ void MapgenV6::makeChunk(BlockMakeData *data)

// Calculate lighting
if (flags & MG_LIGHT)
calcLighting(node_min, node_max);
calcLighting(node_min - v3s16(1, 1, 1) * MAP_BLOCKSIZE,
node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE,
full_node_min, full_node_max);

this->generating = false;
}
@@ -181,6 +181,7 @@ int LuaVoxelManip::l_calc_lighting(lua_State *L)
v3s16 fpmax = vm->m_area.MaxEdge;
v3s16 pmin = lua_istable(L, 2) ? check_v3s16(L, 2) : fpmin + yblock;
v3s16 pmax = lua_istable(L, 3) ? check_v3s16(L, 3) : fpmax - yblock;
bool propagate_shadow = lua_isboolean(L, 4) ? lua_toboolean(L, 4) : true;

sortBoxVerticies(pmin, pmax);
if (!vm->m_area.contains(VoxelArea(pmin, pmax)))
@@ -191,7 +192,7 @@ int LuaVoxelManip::l_calc_lighting(lua_State *L)
mg.ndef = ndef;
mg.water_level = emerge->params.water_level;

mg.calcLighting(pmin, pmax, fpmin, fpmax);
mg.calcLighting(pmin, pmax, fpmin, fpmax, propagate_shadow);

return 0;
}

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