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Split light update into two parts

The common part can be reused.
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juhdanad authored and Ekdohibs committed Mar 11, 2017
1 parent f98bbe1 commit 6d1e6f889826a5802e17f53f99000a51b2e00066
Showing with 92 additions and 58 deletions.
  1. +92 −58 src/voxelalgorithms.cpp
@@ -1094,6 +1094,95 @@ const VoxelArea block_pad[] = {
VoxelArea(v3s16(0, 0, 0), v3s16(0, 15, 15)) //X-
};

/*!
* 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)
{
INodeDefManager *ndef = map->getNodeDefManager();
// dummy boolean
bool is_valid;

// --- 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:
for (s16 b_x = minblock.X; b_x <= maxblock.X; b_x++)
for (s16 b_y = minblock.Y; b_y <= maxblock.Y; b_y++)
for (s16 b_z = minblock.Z; b_z <= maxblock.Z; b_z++) {
v3s16 blockpos(b_x, b_y, b_z);
MapBlock *block = map->getBlockNoCreateNoEx(blockpos);
if (!block || block->isDummy())
// Skip not existing blocks
continue;
// For each node in the block:
for (s32 x = 0; x < MAP_BLOCKSIZE; x++)
for (s32 z = 0; z < MAP_BLOCKSIZE; z++)
for (s32 y = 0; y < MAP_BLOCKSIZE; y++) {
v3s16 relpos(x, y, z);
MapNode node = block->getNodeNoCheck(x, y, z, &is_valid);
const ContentFeatures &f = ndef->get(node);
// For each light bank
for (size_t b = 0; b < 2; b++) {
LightBank bank = banks[b];
u8 light = f.param_type == CPT_LIGHT ?
node.getLightNoChecks(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 std::vector<ChangingLight> &lights = relight[b].lights[i];
for (std::vector<ChangingLight>::const_iterator it = lights.begin();
it < lights.end(); ++it) {
MapNode n = it->block->getNodeNoCheck(it->rel_position,
&is_valid);
n.setLight(bank, i, ndef);
it->block->setNodeNoCheck(it->rel_position, n);
}
}
// Spread lights.
spread_light(map, ndef, bank, relight[b], *modified_blocks);
}
}

void blit_back_with_light(ServerMap *map, MMVManip *vm,
std::map<v3s16, MapBlock*> *modified_blocks)
{
@@ -1187,65 +1276,10 @@ void blit_back_with_light(ServerMap *map, MMVManip *vm,

vm->blitBackAll(modified_blocks, true);

// --- STEP 4: 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 5: Get all newly inserted light sources
// --- STEP 4: Finish light update

// For each block:
for (s16 b_x = minblock.X; b_x <= maxblock.X; b_x++)
for (s16 b_y = minblock.Y; b_y <= maxblock.Y; b_y++)
for (s16 b_z = minblock.Z; b_z <= maxblock.Z; b_z++) {
v3s16 blockpos(b_x, b_y, b_z);
MapBlock *block = map->getBlockNoCreateNoEx(blockpos);
if (!block || block->isDummy())
// Skip not existing blocks
continue;
// For each node in the block:
for (s32 x = 0; x < MAP_BLOCKSIZE; x++)
for (s32 z = 0; z < MAP_BLOCKSIZE; z++)
for (s32 y = 0; y < MAP_BLOCKSIZE; y++) {
v3s16 relpos(x, y, z);
MapNode node = block->getNodeNoCheck(x, y, z, &is_valid);
const ContentFeatures &f = ndef->get(node);
// For each light bank
for (size_t b = 0; b < 2; b++) {
LightBank bank = banks[b];
u8 light = f.param_type == CPT_LIGHT ?
node.getLightNoChecks(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 6: 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 std::vector<ChangingLight> &lights = relight[b].lights[i];
for (std::vector<ChangingLight>::const_iterator it = lights.begin();
it < lights.end(); ++it) {
MapNode n = it->block->getNodeNoCheck(it->rel_position,
&is_valid);
n.setLight(bank, i, ndef);
it->block->setNodeNoCheck(it->rel_position, n);
}
}
// Spread lights.
spread_light(map, ndef, bank, relight[b], *modified_blocks);
}
finish_bulk_light_update(map, minblock, maxblock, unlight, relight,
modified_blocks);
}

VoxelLineIterator::VoxelLineIterator(

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