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)
{
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(