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
}
}
}
+ //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);
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};
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) {}
// 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;
}
// 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;
}
}
// 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();
// 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;
}
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);
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;
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;
}
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;