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mirror of https://github.com/moparisthebest/minetest synced 2024-12-23 08:08:47 -05:00

Lighting: Fix nearly all issues

The cause of a single light source seemingly being lit without spread
was due to its creation in the +Y mapblock boundary layer during map
generation, which was ignored as the overtop.  This overtop explicitly
needs to be omitted during sunlight propagation, however.  To accomplish
this, Mapgen::calcLighting() was split into separate functions taking
separate parameters.
Additionally, do not diminish light too early during spread.  This fixes the
output inconsistency between Map::updateLighting and Mapgen::calcLighting.
This commit is contained in:
kwolekr 2015-01-04 02:34:33 -05:00
parent 060ae29eaf
commit 7233a1228e
7 changed files with 54 additions and 30 deletions

View File

@ -243,14 +243,28 @@ void Mapgen::lightSpread(VoxelArea &a, v3s16 p, u8 light)
void Mapgen::calcLighting(v3s16 nmin, v3s16 nmax)
{
VoxelArea a(nmin, nmax);
bool block_is_underground = (water_level >= nmax.Y);
ScopeProfiler sp(g_profiler, "EmergeThread: mapgen lighting update", SPT_AVG);
//TimeTaker t("updateLighting");
// first, send vertical rays of sunshine downward
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)
{
//TimeTaker t("propagateSunlight");
VoxelArea a(nmin, nmax);
bool block_is_underground = (water_level >= nmax.Y);
v3s16 em = vm->m_area.getExtent();
for (int z = a.MinEdge.Z; z <= a.MaxEdge.Z; z++) {
for (int x = a.MinEdge.X; x <= a.MaxEdge.X; x++) {
// see if we can get a light value from the overtop
@ -272,8 +286,17 @@ void Mapgen::calcLighting(v3s16 nmin, v3s16 nmax)
}
}
}
//printf("propagateSunlight: %dms\n", t.stop());
}
void Mapgen::spreadLight(v3s16 nmin, v3s16 nmax)
{
//TimeTaker t("spreadLight");
VoxelArea a(nmin, nmax);
v3s16 em = vm->m_area.getExtent();
// now spread the sunlight and light up any sources
for (int z = a.MinEdge.Z; z <= a.MaxEdge.Z; z++) {
for (int y = a.MinEdge.Y; y <= a.MaxEdge.Y; y++) {
u32 i = vm->m_area.index(a.MinEdge.X, y, z);
@ -289,21 +312,22 @@ void Mapgen::calcLighting(v3s16 nmin, v3s16 nmax)
u8 light = n.param1 & 0x0F;
if (light) {
lightSpread(a, v3s16(x, y, z + 1), light - 1);
lightSpread(a, v3s16(x, y + 1, z ), light - 1);
lightSpread(a, v3s16(x + 1, y, z ), light - 1);
lightSpread(a, v3s16(x, y, z - 1), light - 1);
lightSpread(a, v3s16(x, y - 1, z ), light - 1);
lightSpread(a, v3s16(x - 1, y, z ), light - 1);
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);
}
}
}
}
//printf("updateLighting: %dms\n", t.stop());
//printf("spreadLight: %dms\n", t.stop());
}
void Mapgen::calcLightingOld(v3s16 nmin, v3s16 nmax)
{
enum LightBank banks[2] = {LIGHTBANK_DAY, LIGHTBANK_NIGHT};

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@ -156,7 +156,11 @@ public:
void updateLiquid(UniqueQueue<v3s16> *trans_liquid, v3s16 nmin, v3s16 nmax);
void setLighting(v3s16 nmin, v3s16 nmax, u8 light);
void lightSpread(VoxelArea &a, v3s16 p, u8 light);
void calcLighting(v3s16 nmin, v3s16 nmax);
void propagateSunlight(v3s16 nmin, v3s16 nmax);
void spreadLight(v3s16 nmin, v3s16 nmax);
void calcLightingOld(v3s16 nmin, v3s16 nmax);
virtual void makeChunk(BlockMakeData *data) {}

View File

@ -101,8 +101,7 @@ void MapgenSinglenode::makeChunk(BlockMakeData *data)
// Calculate lighting
if (flags & MG_LIGHT)
calcLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE);
calcLighting(node_min, node_max);
this->generating = false;
}

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@ -290,8 +290,7 @@ void MapgenV5::makeChunk(BlockMakeData *data)
// Calculate lighting
if (flags & MG_LIGHT)
calcLighting(node_min - v3s16(0, 1, 0) - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
node_max + v3s16(0, 1, 0) + v3s16(1, 0, 1) * MAP_BLOCKSIZE);
calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0));
this->generating = false;
}

View File

@ -534,7 +534,7 @@ void MapgenV6::makeChunk(BlockMakeData *data)
}
// Add top and bottom side of water to transforming_liquid queue
updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
//updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
// Grow grass
growGrass();
@ -551,8 +551,7 @@ void MapgenV6::makeChunk(BlockMakeData *data)
// Calculate lighting
if (flags & MG_LIGHT)
calcLighting(node_min - v3s16(1, 1, 1) * MAP_BLOCKSIZE,
node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE);
calcLighting(node_min, node_max);
this->generating = false;
}

View File

@ -260,8 +260,7 @@ void MapgenV7::makeChunk(BlockMakeData *data)
updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
if (flags & MG_LIGHT)
calcLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE);
calcLighting(node_min, node_max);
//setLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
// node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, 0xFF);

View File

@ -168,10 +168,8 @@ int LuaVoxelManip::l_calc_lighting(lua_State *L)
EmergeManager *emerge = getServer(L)->getEmergeManager();
ManualMapVoxelManipulator *vm = o->vm;
v3s16 p1 = lua_istable(L, 2) ? read_v3s16(L, 2) :
vm->m_area.MinEdge + v3s16(0, 1, 0) * MAP_BLOCKSIZE;
v3s16 p2 = lua_istable(L, 3) ? read_v3s16(L, 3) :
vm->m_area.MaxEdge - v3s16(0, 1, 0) * MAP_BLOCKSIZE;
v3s16 p1 = lua_istable(L, 2) ? read_v3s16(L, 2) : vm->m_area.MinEdge;
v3s16 p2 = lua_istable(L, 3) ? read_v3s16(L, 3) : vm->m_area.MaxEdge;
sortBoxVerticies(p1, p2);
Mapgen mg;
@ -179,7 +177,11 @@ int LuaVoxelManip::l_calc_lighting(lua_State *L)
mg.ndef = ndef;
mg.water_level = emerge->params.water_level;
mg.calcLighting(p1, p2);
// Mapgen::calcLighting assumes the coordinates of
// the central chunk; correct for this
mg.calcLighting(
p1 + v3s16(1, 1, 1) * MAP_BLOCKSIZE,
p2 - v3s16(1, 1, 1) * MAP_BLOCKSIZE);
return 0;
}
@ -201,10 +203,8 @@ int LuaVoxelManip::l_set_lighting(lua_State *L)
ManualMapVoxelManipulator *vm = o->vm;
v3s16 p1 = lua_istable(L, 3) ? read_v3s16(L, 3) :
vm->m_area.MinEdge + v3s16(0, 1, 0) * MAP_BLOCKSIZE;
v3s16 p2 = lua_istable(L, 4) ? read_v3s16(L, 4) :
vm->m_area.MaxEdge - v3s16(0, 1, 0) * MAP_BLOCKSIZE;
v3s16 p1 = lua_istable(L, 3) ? read_v3s16(L, 3) : vm->m_area.MinEdge;
v3s16 p2 = lua_istable(L, 4) ? read_v3s16(L, 4) : vm->m_area.MaxEdge;
sortBoxVerticies(p1, p2);
Mapgen mg;