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

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DS-Minetest authored and sfan5 committed Aug 23, 2019
1 parent 9c72560 commit b14aa305ce11ece147620b250b046e2839cf045f
Showing with 26 additions and 20 deletions.
  1. +23 −18 src/mapgen/mapgen.cpp
  2. +3 −2 src/mapgen/mapgen.h
@@ -39,6 +39,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "serialization.h"
#include "util/serialize.h"
#include "util/numeric.h"
#include "util/directiontables.h"
#include "filesys.h"
#include "log.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))
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
// we hit a solid block that light cannot pass through.
if ((light_day <= (n.param1 & 0x0F) &&
light_night <= (n.param1 & 0xF0)) ||
!ndef->get(n).light_propagates)
light_night <= (n.param1 & 0xF0)) ||
!ndef->get(n).light_propagates)
return;

// 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;

lightSpread(a, p + v3s16(0, 0, 1), light);
lightSpread(a, p + v3s16(0, 1, 0), 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);
// add to queue
queue.emplace(p, 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");
std::queue<std::pair<v3s16, u8>> queue;
VoxelArea a(nmin, nmax);

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;
if (light) {
lightSpread(a, v3s16(x, y, z + 1), light);
lightSpread(a, v3s16(x, y + 1, z ), light);
lightSpread(a, v3s16(x + 1, y, z ), light);
lightSpread(a, v3s16(x, y, z - 1), light);
lightSpread(a, v3s16(x, y - 1, z ), light);
lightSpread(a, v3s16(x - 1, y, z ), light);
const v3s16 p(x, y, z);
// spread to all 6 neighbor nodes
for (const auto &dir : g_6dirs)
lightSpread(a, queue, p + dir, 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;

PseudoRandom ps(blockseed + 70033);

DungeonParams dp;

dp.np_alt_wall =
@@ -190,11 +190,12 @@ class Mapgen {
void updateLiquid(UniqueQueue<v3s16> *trans_liquid, 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,
bool propagate_shadow = true);
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 int getGroundLevelAtPoint(v2s16 p) { return 0; }

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