From ab371cc93491baf0973ecc94b96c3a1fdb4abfd5 Mon Sep 17 00:00:00 2001 From: =?utf8?q?D=C3=A1niel=20Juh=C3=A1sz?= Date: Sat, 10 Dec 2016 19:02:44 +0100 Subject: [PATCH] Light calculation: New bulk node lighting code This commit introduces a new bulk node lighting algorithm to minimize lighting bugs during l-system tree generation, schematic placement and non-mapgen-object lua voxelmanip light calculation. If the block above the changed area is not loaded, it gets loaded to avoid lighting bugs. Light is updated as soon as write_to_map is called on a voxel manipulator, therefore update_map does nothing. --- doc/lua_api.txt | 9 +- src/map.cpp | 565 -------------------------------- src/map.h | 16 - src/mg_schematic.cpp | 10 +- src/mg_schematic.h | 3 +- src/script/lua_api/l_mapgen.cpp | 4 +- src/script/lua_api/l_vmanip.cpp | 46 +-- src/treegen.cpp | 7 +- src/voxelalgorithms.cpp | 371 ++++++++++++++++++++- src/voxelalgorithms.h | 13 + 10 files changed, 408 insertions(+), 636 deletions(-) diff --git a/doc/lua_api.txt b/doc/lua_api.txt index 23aac90d9..484a5848c 100644 --- a/doc/lua_api.txt +++ b/doc/lua_api.txt @@ -3282,9 +3282,6 @@ format as produced by get_data() et al. and is *not required* to be a table retr Once the internal VoxelManip state has been modified to your liking, the changes can be committed back to the map by calling `VoxelManip:write_to_map()`. -Finally, a call to `VoxelManip:update_map()` is required to re-calculate lighting and set the blocks -as being modified so that connected clients are sent the updated parts of map. - ##### Flat array format Let @@ -3349,8 +3346,6 @@ but with a few differences: will also update the Mapgen VoxelManip object's internal state active on the current thread. * After modifying the Mapgen VoxelManip object's internal buffer, it may be necessary to update lighting information using either: `VoxelManip:calc_lighting()` or `VoxelManip:set_lighting()`. -* `VoxelManip:update_map()` does not need to be called after `write_to_map()`. The map update is performed - automatically after all on_generated callbacks have been run for that generated block. ##### Other API functions operating on a VoxelManip If any VoxelManip contents were set to a liquid node, `VoxelManip:update_liquids()` must be called @@ -3393,9 +3388,7 @@ will place the schematic inside of the VoxelManip. * returns raw node data in the form of an array of node content IDs * if the param `buffer` is present, this table will be used to store the result instead * `set_data(data)`: Sets the data contents of the `VoxelManip` object -* `update_map()`: Update map after writing chunk back to map. - * To be used only by `VoxelManip` objects created by the mod itself; - not a `VoxelManip` that was retrieved from `minetest.get_mapgen_object` +* `update_map()`: Does nothing, kept for compatibility. * `set_lighting(light, [p1, p2])`: Set the lighting within the `VoxelManip` to a uniform value * `light` is a table, `{day=<0...15>, night=<0...15>}` * To be used only by a `VoxelManip` object from `minetest.get_mapgen_object` diff --git a/src/map.cpp b/src/map.cpp index a415bda96..a1502befa 100644 --- a/src/map.cpp +++ b/src/map.cpp @@ -235,571 +235,6 @@ void Map::setNode(v3s16 p, MapNode & n) block->setNodeNoCheck(relpos, n); } -/* - Goes recursively through the neighbours of the node. - - Alters only transparent nodes. - - If the lighting of the neighbour is lower than the lighting of - the node was (before changing it to 0 at the step before), the - lighting of the neighbour is set to 0 and then the same stuff - repeats for the neighbour. - - The ending nodes of the routine are stored in light_sources. - This is useful when a light is removed. In such case, this - routine can be called for the light node and then again for - light_sources to re-light the area without the removed light. - - values of from_nodes are lighting values. -*/ -void Map::unspreadLight(enum LightBank bank, - std::map & from_nodes, - std::set & light_sources, - std::map & modified_blocks) -{ - v3s16 dirs[6] = { - v3s16(0,0,1), // back - v3s16(0,1,0), // top - v3s16(1,0,0), // right - v3s16(0,0,-1), // front - v3s16(0,-1,0), // bottom - v3s16(-1,0,0), // left - }; - - if(from_nodes.empty()) - return; - - u32 blockchangecount = 0; - - std::map unlighted_nodes; - - /* - Initialize block cache - */ - v3s16 blockpos_last; - MapBlock *block = NULL; - // Cache this a bit, too - bool block_checked_in_modified = false; - - for(std::map::iterator j = from_nodes.begin(); - j != from_nodes.end(); ++j) - { - v3s16 pos = j->first; - v3s16 blockpos = getNodeBlockPos(pos); - - // Only fetch a new block if the block position has changed - try{ - if(block == NULL || blockpos != blockpos_last){ - block = getBlockNoCreate(blockpos); - blockpos_last = blockpos; - - block_checked_in_modified = false; - blockchangecount++; - } - } - catch(InvalidPositionException &e) - { - continue; - } - - if(block->isDummy()) - continue; - - // Calculate relative position in block - //v3s16 relpos = pos - blockpos_last * MAP_BLOCKSIZE; - - // Get node straight from the block - //MapNode n = block->getNode(relpos); - - u8 oldlight = j->second; - - // Loop through 6 neighbors - for(u16 i=0; i<6; i++) - { - // Get the position of the neighbor node - v3s16 n2pos = pos + dirs[i]; - - // Get the block where the node is located - v3s16 blockpos, relpos; - getNodeBlockPosWithOffset(n2pos, blockpos, relpos); - - // Only fetch a new block if the block position has changed - try { - if(block == NULL || blockpos != blockpos_last){ - block = getBlockNoCreate(blockpos); - blockpos_last = blockpos; - - block_checked_in_modified = false; - blockchangecount++; - } - } - catch(InvalidPositionException &e) { - continue; - } - - // Get node straight from the block - bool is_valid_position; - MapNode n2 = block->getNode(relpos, &is_valid_position); - if (!is_valid_position) - continue; - - bool changed = false; - - //TODO: Optimize output by optimizing light_sources? - - /* - If the neighbor is dimmer than what was specified - as oldlight (the light of the previous node) - */ - if(n2.getLight(bank, m_nodedef) < oldlight) - { - /* - And the neighbor is transparent and it has some light - */ - if(m_nodedef->get(n2).light_propagates - && n2.getLight(bank, m_nodedef) != 0) - { - /* - Set light to 0 and add to queue - */ - - u8 current_light = n2.getLight(bank, m_nodedef); - n2.setLight(bank, 0, m_nodedef); - block->setNode(relpos, n2); - - unlighted_nodes[n2pos] = current_light; - changed = true; - - /* - Remove from light_sources if it is there - NOTE: This doesn't happen nearly at all - */ - /*if(light_sources.find(n2pos)) - { - infostream<<"Removed from light_sources"< & from_nodes, - std::map & modified_blocks) -{ - const v3s16 dirs[6] = { - v3s16(0,0,1), // back - v3s16(0,1,0), // top - v3s16(1,0,0), // right - v3s16(0,0,-1), // front - v3s16(0,-1,0), // bottom - v3s16(-1,0,0), // left - }; - - if(from_nodes.empty()) - return; - - u32 blockchangecount = 0; - - std::set lighted_nodes; - - /* - Initialize block cache - */ - v3s16 blockpos_last; - MapBlock *block = NULL; - // Cache this a bit, too - bool block_checked_in_modified = false; - - for(std::set::iterator j = from_nodes.begin(); - j != from_nodes.end(); ++j) - { - v3s16 pos = *j; - v3s16 blockpos, relpos; - - getNodeBlockPosWithOffset(pos, blockpos, relpos); - - // Only fetch a new block if the block position has changed - try { - if(block == NULL || blockpos != blockpos_last){ - block = getBlockNoCreate(blockpos); - blockpos_last = blockpos; - - block_checked_in_modified = false; - blockchangecount++; - } - } - catch(InvalidPositionException &e) { - continue; - } - - if(block->isDummy()) - continue; - - // Get node straight from the block - bool is_valid_position; - MapNode n = block->getNode(relpos, &is_valid_position); - - u8 oldlight = is_valid_position ? n.getLight(bank, m_nodedef) : 0; - u8 newlight = diminish_light(oldlight); - - // Loop through 6 neighbors - for(u16 i=0; i<6; i++){ - // Get the position of the neighbor node - v3s16 n2pos = pos + dirs[i]; - - // Get the block where the node is located - v3s16 blockpos, relpos; - getNodeBlockPosWithOffset(n2pos, blockpos, relpos); - - // Only fetch a new block if the block position has changed - try { - if(block == NULL || blockpos != blockpos_last){ - block = getBlockNoCreate(blockpos); - blockpos_last = blockpos; - - block_checked_in_modified = false; - blockchangecount++; - } - } - catch(InvalidPositionException &e) { - continue; - } - - // Get node straight from the block - MapNode n2 = block->getNode(relpos, &is_valid_position); - if (!is_valid_position) - continue; - - bool changed = false; - /* - If the neighbor is brighter than the current node, - add to list (it will light up this node on its turn) - */ - if(n2.getLight(bank, m_nodedef) > undiminish_light(oldlight)) - { - lighted_nodes.insert(n2pos); - changed = true; - } - /* - If the neighbor is dimmer than how much light this node - would spread on it, add to list - */ - if(n2.getLight(bank, m_nodedef) < newlight) - { - if(m_nodedef->get(n2).light_propagates) - { - n2.setLight(bank, newlight, m_nodedef); - block->setNode(relpos, n2); - lighted_nodes.insert(n2pos); - changed = true; - } - } - - // Add to modified_blocks - if(changed == true && block_checked_in_modified == false) - { - // If the block is not found in modified_blocks, add. - if(modified_blocks.find(blockpos) == modified_blocks.end()) - { - modified_blocks[blockpos] = block; - } - block_checked_in_modified = true; - } - } - } - - /*infostream<<"spreadLight(): Changed block " - < & a_blocks, - std::map & modified_blocks) -{ - /*m_dout<<"Map::updateLighting(): " - < blocks_to_update; - - std::set light_sources; - - std::map unlight_from; - - int num_bottom_invalid = 0; - - { - //TimeTaker t("first stuff"); - - for(std::map::iterator i = a_blocks.begin(); - i != a_blocks.end(); ++i) - { - MapBlock *block = i->second; - - for(;;) - { - // Don't bother with dummy blocks. - if(block->isDummy()) - break; - - v3s16 pos = block->getPos(); - v3s16 posnodes = block->getPosRelative(); - modified_blocks[pos] = block; - //blocks_to_update[pos] = block; - - /* - Clear all light from block - */ - for(s16 z=0; zgetNode(p, &is_valid_position); - if (!is_valid_position) { - /* This would happen when dealing with a - dummy block. - */ - infostream<<"updateLighting(): InvalidPositionException" - <setNode(p, n); - - // If node sources light, add to list - u8 source = m_nodedef->get(n).light_source; - if(source != 0) - light_sources.insert(p + posnodes); - - // Collect borders for unlighting - if((x==0 || x == MAP_BLOCKSIZE-1 - || y==0 || y == MAP_BLOCKSIZE-1 - || z==0 || z == MAP_BLOCKSIZE-1) - && oldlight != 0) - { - v3s16 p_map = p + posnodes; - unlight_from[p_map] = oldlight; - } - - - } - - if(bank == LIGHTBANK_DAY) - { - bool bottom_valid = block->propagateSunlight(light_sources); - - if(!bottom_valid) - num_bottom_invalid++; - - // If bottom is valid, we're done. - if(bottom_valid) - break; - } - else if(bank == LIGHTBANK_NIGHT) - { - // For night lighting, sunlight is not propagated - break; - } - else - { - assert("Invalid lighting bank" == NULL); - } - - /*infostream<<"Bottom for sunlight-propagated block (" - <get("")) - { - core::map::Iterator i; - i = blocks_to_update.getIterator(); - for(; i.atEnd() == false; i++) - { - MapBlock *block = i.getNode()->getValue(); - v3s16 p = block->getPos(); - block->setLightingExpired(false); - } - return; - } -#endif - -#if 1 - { - //TimeTaker timer("unspreadLight"); - unspreadLight(bank, unlight_from, light_sources, modified_blocks); - } - - /*if(debug) - { - u32 diff = modified_blocks.size() - count_was; - count_was = modified_blocks.size(); - infostream<<"unspreadLight modified "<::Iterator i; - i = blocks_to_update.getIterator(); - for(; i.atEnd() == false; i++) - { - MapBlock *block = i.getNode()->getValue(); - v3s16 p = block->getPos(); - - // Add all surrounding blocks - vmanip.initialEmerge(p - v3s16(1,1,1), p + v3s16(1,1,1)); - - /* - Add all surrounding blocks that have up-to-date lighting - NOTE: This doesn't quite do the job (not everything - appropriate is lighted) - */ - /*for(s16 z=-1; z<=1; z++) - for(s16 y=-1; y<=1; y++) - for(s16 x=-1; x<=1; x++) - { - v3s16 p2 = p + v3s16(x,y,z); - MapBlock *block = getBlockNoCreateNoEx(p2); - if(block == NULL) - continue; - if(block->isDummy()) - continue; - if(block->getLightingExpired()) - continue; - vmanip.initialEmerge(p2, p2); - }*/ - - // Lighting of block will be updated completely - block->setLightingExpired(false); - } - } - - { - //TimeTaker timer("unSpreadLight"); - vmanip.unspreadLight(bank, unlight_from, light_sources, nodemgr); - } - { - //TimeTaker timer("spreadLight"); - vmanip.spreadLight(bank, light_sources, nodemgr); - } - { - //TimeTaker timer("blitBack"); - vmanip.blitBack(modified_blocks); - } - /*infostream<<"emerge_time="< & a_blocks, - std::map & modified_blocks) -{ - updateLighting(LIGHTBANK_DAY, a_blocks, modified_blocks); - updateLighting(LIGHTBANK_NIGHT, a_blocks, modified_blocks); - - /* - Update information about whether day and night light differ - */ - for(std::map::iterator - i = modified_blocks.begin(); - i != modified_blocks.end(); ++i) - { - MapBlock *block = i->second; - block->expireDayNightDiff(); - } -} - void Map::addNodeAndUpdate(v3s16 p, MapNode n, std::map &modified_blocks, bool remove_metadata) diff --git a/src/map.h b/src/map.h index 19c94ee80..c4181a49f 100644 --- a/src/map.h +++ b/src/map.h @@ -208,22 +208,6 @@ public: // position is valid, otherwise false MapNode getNodeNoEx(v3s16 p, bool *is_valid_position = NULL); - void unspreadLight(enum LightBank bank, - std::map & from_nodes, - std::set & light_sources, - std::map & modified_blocks); - - void spreadLight(enum LightBank bank, - std::set & from_nodes, - std::map & modified_blocks); - - void updateLighting(enum LightBank bank, - std::map & a_blocks, - std::map & modified_blocks); - - void updateLighting(std::map & a_blocks, - std::map & modified_blocks); - /* These handle lighting but not faces. */ diff --git a/src/mg_schematic.cpp b/src/mg_schematic.cpp index 3d08d86fa..92e138df4 100644 --- a/src/mg_schematic.cpp +++ b/src/mg_schematic.cpp @@ -30,6 +30,7 @@ with this program; if not, write to the Free Software Foundation, Inc., #include "util/serialize.h" #include "serialization.h" #include "filesys.h" +#include "voxelalgorithms.h" /////////////////////////////////////////////////////////////////////////////// @@ -202,7 +203,7 @@ bool Schematic::placeOnVManip(MMVManip *vm, v3s16 p, u32 flags, return vm->m_area.contains(VoxelArea(p, p + s - v3s16(1,1,1))); } -void Schematic::placeOnMap(Map *map, v3s16 p, u32 flags, +void Schematic::placeOnMap(ServerMap *map, v3s16 p, u32 flags, Rotation rot, bool force_place) { std::map lighting_modified_blocks; @@ -238,15 +239,10 @@ void Schematic::placeOnMap(Map *map, v3s16 p, u32 flags, blitToVManip(&vm, p, rot, force_place); - vm.blitBackAll(&modified_blocks); + voxalgo::blit_back_with_light(map, &vm, &modified_blocks); //// Carry out post-map-modification actions - //// Update lighting - // TODO: Optimize this by using Mapgen::calcLighting() instead - lighting_modified_blocks.insert(modified_blocks.begin(), modified_blocks.end()); - map->updateLighting(lighting_modified_blocks, modified_blocks); - //// Create & dispatch map modification events to observers MapEditEvent event; event.type = MEET_OTHER; diff --git a/src/mg_schematic.h b/src/mg_schematic.h index 1d46e6ac4..2f60c843b 100644 --- a/src/mg_schematic.h +++ b/src/mg_schematic.h @@ -25,6 +25,7 @@ with this program; if not, write to the Free Software Foundation, Inc., #include "util/string.h" class Map; +class ServerMap; class Mapgen; class MMVManip; class PseudoRandom; @@ -108,7 +109,7 @@ public: void blitToVManip(MMVManip *vm, v3s16 p, Rotation rot, bool force_place); bool placeOnVManip(MMVManip *vm, v3s16 p, u32 flags, Rotation rot, bool force_place); - void placeOnMap(Map *map, v3s16 p, u32 flags, Rotation rot, bool force_place); + void placeOnMap(ServerMap *map, v3s16 p, u32 flags, Rotation rot, bool force_place); void applyProbabilities(v3s16 p0, std::vector > *plist, diff --git a/src/script/lua_api/l_mapgen.cpp b/src/script/lua_api/l_mapgen.cpp index bc1c32f03..0bc9e25f7 100644 --- a/src/script/lua_api/l_mapgen.cpp +++ b/src/script/lua_api/l_mapgen.cpp @@ -1357,7 +1357,9 @@ int ModApiMapgen::l_place_schematic(lua_State *L) { MAP_LOCK_REQUIRED; - Map *map = &(getEnv(L)->getMap()); + GET_ENV_PTR; + + ServerMap *map = &(env->getServerMap()); SchematicManager *schemmgr = getServer(L)->getEmergeManager()->schemmgr; //// Read position diff --git a/src/script/lua_api/l_vmanip.cpp b/src/script/lua_api/l_vmanip.cpp index bdf720f0a..5f129d2af 100644 --- a/src/script/lua_api/l_vmanip.cpp +++ b/src/script/lua_api/l_vmanip.cpp @@ -27,6 +27,7 @@ with this program; if not, write to the Free Software Foundation, Inc., #include "map.h" #include "server.h" #include "mapgen.h" +#include "voxelalgorithms.h" // garbage collector int LuaVoxelManip::gc_object(lua_State *L) @@ -109,10 +110,24 @@ int LuaVoxelManip::l_write_to_map(lua_State *L) MAP_LOCK_REQUIRED; LuaVoxelManip *o = checkobject(L, 1); - MMVManip *vm = o->vm; + GET_ENV_PTR; + ServerMap *map = &(env->getServerMap()); + if (o->is_mapgen_vm) { + o->vm->blitBackAll(&(o->modified_blocks)); + } else { + voxalgo::blit_back_with_light(map, o->vm, + &(o->modified_blocks)); + } - vm->blitBackAll(&o->modified_blocks); + MapEditEvent event; + event.type = MEET_OTHER; + for (std::map::iterator it = o->modified_blocks.begin(); + it != o->modified_blocks.end(); ++it) + event.modified_blocks.insert(it->first); + map->dispatchEvent(&event); + + o->modified_blocks.clear(); return 0; } @@ -322,33 +337,6 @@ int LuaVoxelManip::l_set_param2_data(lua_State *L) int LuaVoxelManip::l_update_map(lua_State *L) { - GET_ENV_PTR; - - LuaVoxelManip *o = checkobject(L, 1); - if (o->is_mapgen_vm) - return 0; - - Map *map = &(env->getMap()); - - // TODO: Optimize this by using Mapgen::calcLighting() instead - std::map lighting_mblocks; - std::map *mblocks = &o->modified_blocks; - - lighting_mblocks.insert(mblocks->begin(), mblocks->end()); - - map->updateLighting(lighting_mblocks, *mblocks); - - MapEditEvent event; - event.type = MEET_OTHER; - for (std::map::iterator - it = mblocks->begin(); - it != mblocks->end(); ++it) - event.modified_blocks.insert(it->first); - - map->dispatchEvent(&event); - - mblocks->clear(); - return 0; } diff --git a/src/treegen.cpp b/src/treegen.cpp index 4df574f34..505954e8e 100644 --- a/src/treegen.cpp +++ b/src/treegen.cpp @@ -25,6 +25,7 @@ with this program; if not, write to the Free Software Foundation, Inc., #include "serverenvironment.h" #include "nodedef.h" #include "treegen.h" +#include "voxelalgorithms.h" namespace treegen { @@ -125,12 +126,8 @@ treegen::error spawn_ltree(ServerEnvironment *env, v3s16 p0, if (e != SUCCESS) return e; - vmanip.blitBackAll(&modified_blocks); + voxalgo::blit_back_with_light(map, &vmanip, &modified_blocks); - // update lighting - std::map lighting_modified_blocks; - lighting_modified_blocks.insert(modified_blocks.begin(), modified_blocks.end()); - map->updateLighting(lighting_modified_blocks, modified_blocks); // Send a MEET_OTHER event MapEditEvent event; event.type = MEET_OTHER; diff --git a/src/voxelalgorithms.cpp b/src/voxelalgorithms.cpp index 3c32bc125..411369bd4 100644 --- a/src/voxelalgorithms.cpp +++ b/src/voxelalgorithms.cpp @@ -542,6 +542,21 @@ void spread_light(Map *map, INodeDefManager *nodemgr, LightBank bank, } } +struct SunlightPropagationUnit{ + v2s16 relative_pos; + bool is_sunlit; + + SunlightPropagationUnit(v2s16 relpos, bool sunlit): + relative_pos(relpos), + is_sunlit(sunlit) + {} +}; + +struct SunlightPropagationData{ + std::vector data; + v3s16 target_block; +}; + /*! * Returns true if the node gets sunlight from the * node above it. @@ -753,7 +768,7 @@ void update_lighting_nodes(Map *map, for (u8 i = 0; i <= LIGHT_SUN; i++) { const std::vector &lights = light_sources.lights[i]; for (std::vector::const_iterator it = lights.begin(); - it < lights.end(); it++) { + it < lights.end(); ++it) { MapNode n = it->block->getNodeNoCheck(it->rel_position, &is_valid_position); n.setLight(bank, i, ndef); @@ -817,8 +832,10 @@ void update_block_border_lighting(Map *map, MapBlock *block, bool is_valid_position; for (s32 i = 0; i < 2; i++) { LightBank bank = banks[i]; - UnlightQueue disappearing_lights(256); - ReLightQueue light_sources(256); + // Since invalid light is not common, do not allocate + // memory if not needed. + UnlightQueue disappearing_lights(0); + ReLightQueue light_sources(0); // Get incorrect lights for (direction d = 0; d < 6; d++) { // For each direction @@ -873,7 +890,7 @@ void update_block_border_lighting(Map *map, MapBlock *block, for (u8 i = 0; i <= LIGHT_SUN; i++) { const std::vector &lights = light_sources.lights[i]; for (std::vector::const_iterator it = lights.begin(); - it < lights.end(); it++) { + it < lights.end(); ++it) { MapNode n = it->block->getNodeNoCheck(it->rel_position, &is_valid_position); n.setLight(bank, i, ndef); @@ -885,6 +902,352 @@ void update_block_border_lighting(Map *map, MapBlock *block, } } +/*! + * Resets the lighting of the given VoxelManipulator to + * complete darkness and full sunlight. + * Operates in one map sector. + * + * \param offset contains the least x and z node coordinates + * of the map sector. + * \param light incoming sunlight, light[x][z] is true if there + * is sunlight above the voxel manipulator at the given x-z coordinates. + * The array's indices are relative node coordinates in the sector. + * After the procedure returns, this contains outgoing light at + * the bottom of the voxel manipulator. + */ +void fill_with_sunlight(MMVManip *vm, INodeDefManager *ndef, v2s16 offset, + bool light[MAP_BLOCKSIZE][MAP_BLOCKSIZE]) +{ + // Distance in array between two nodes on top of each other. + s16 ystride = vm->m_area.getExtent().X; + // Cache the ignore node. + MapNode ignore = MapNode(CONTENT_IGNORE); + // For each column of nodes: + for (s16 z = 0; z < MAP_BLOCKSIZE; z++) + for (s16 x = 0; x < MAP_BLOCKSIZE; x++) { + // Position of the column on the map. + v2s16 realpos = offset + v2s16(x, z); + // Array indices in the voxel manipulator + s32 maxindex = vm->m_area.index(realpos.X, vm->m_area.MaxEdge.Y, + realpos.Y); + s32 minindex = vm->m_area.index(realpos.X, vm->m_area.MinEdge.Y, + realpos.Y); + // True if the current node has sunlight. + bool lig = light[z][x]; + // For each node, downwards: + for (s32 i = maxindex; i >= minindex; i -= ystride) { + MapNode *n; + if (vm->m_flags[i] & VOXELFLAG_NO_DATA) + n = &ignore; + else + n = &vm->m_data[i]; + // Ignore IGNORE nodes, these are not generated yet. + if(n->getContent() == CONTENT_IGNORE) + continue; + const ContentFeatures &f = ndef->get(n->getContent()); + if (lig && !f.sunlight_propagates) + // Sunlight is stopped. + lig = false; + // Reset light + n->setLight(LIGHTBANK_DAY, lig ? 15 : 0, f); + n->setLight(LIGHTBANK_NIGHT, 0, f); + } + // Output outgoing light. + light[z][x] = lig; + } +} + +/*! + * Returns incoming sunlight for one map block. + * If block above is not found, it is loaded. + * + * \param pos position of the map block that gets the sunlight. + * \param light incoming sunlight, light[z][x] is true if there + * is sunlight above the block at the given z-x relative + * node coordinates. + */ +void is_sunlight_above_block(ServerMap *map, mapblock_v3 pos, + INodeDefManager *ndef, bool light[MAP_BLOCKSIZE][MAP_BLOCKSIZE]) +{ + mapblock_v3 source_block_pos = pos + v3s16(0, 1, 0); + // Get or load source block. + // It might take a while to load, but correcting incorrect + // sunlight may be even slower. + MapBlock *source_block = map->emergeBlock(source_block_pos, false); + // Trust only generated blocks. + if (source_block == NULL || source_block->isDummy() + || !source_block->isGenerated()) { + // But if there is no block above, then use heuristics + bool sunlight = true; + MapBlock *node_block = map->getBlockNoCreateNoEx(pos); + if (node_block == NULL) + // This should not happen. + sunlight = false; + else + sunlight = !node_block->getIsUnderground(); + for (s16 z = 0; z < MAP_BLOCKSIZE; z++) + for (s16 x = 0; x < MAP_BLOCKSIZE; x++) + light[z][x] = sunlight; + } else { + // Dummy boolean, the position is valid. + bool is_valid_position; + // For each column: + for (s16 z = 0; z < MAP_BLOCKSIZE; z++) + for (s16 x = 0; x < MAP_BLOCKSIZE; x++) { + // Get the bottom block. + MapNode above = source_block->getNodeNoCheck(x, 0, z, + &is_valid_position); + light[z][x] = above.getLight(LIGHTBANK_DAY, ndef) == LIGHT_SUN; + } + } +} + +/*! + * Propagates sunlight down in a given map block. + * + * \param data contains incoming sunlight and shadow and + * the coordinates of the target block. + * \param unlight propagated shadow is inserted here + * \param relight propagated sunlight is inserted here + * + * \returns true if the block was modified, false otherwise. + */ +bool propagate_block_sunlight(Map *map, INodeDefManager *ndef, + SunlightPropagationData *data, UnlightQueue *unlight, ReLightQueue *relight) +{ + bool modified = false; + // Get the block. + MapBlock *block = map->getBlockNoCreateNoEx(data->target_block); + if (block == NULL || block->isDummy()) { + // The work is done if the block does not contain data. + data->data.clear(); + return false; + } + // Dummy boolean + bool is_valid; + // For each changing column of nodes: + size_t index; + for (index = 0; index < data->data.size(); index++) { + SunlightPropagationUnit it = data->data[index]; + // Relative position of the currently inspected node. + relative_v3 current_pos(it.relative_pos.X, MAP_BLOCKSIZE - 1, + it.relative_pos.Y); + if (it.is_sunlit) { + // Propagate sunlight. + // For each node downwards: + for (; current_pos.Y >= 0; current_pos.Y--) { + MapNode n = block->getNodeNoCheck(current_pos, &is_valid); + const ContentFeatures &f = ndef->get(n); + if (n.getLightRaw(LIGHTBANK_DAY, f) < LIGHT_SUN + && f.sunlight_propagates) { + // This node gets sunlight. + n.setLight(LIGHTBANK_DAY, LIGHT_SUN, f); + block->setNodeNoCheck(current_pos, n); + modified = true; + relight->push(LIGHT_SUN, current_pos, data->target_block, + block, 4); + } else { + // Light already valid, propagation stopped. + break; + } + } + } else { + // Propagate shadow. + // For each node downwards: + for (; current_pos.Y >= 0; current_pos.Y--) { + MapNode n = block->getNodeNoCheck(current_pos, &is_valid); + const ContentFeatures &f = ndef->get(n); + if (n.getLightRaw(LIGHTBANK_DAY, f) == LIGHT_SUN) { + // The sunlight is no longer valid. + n.setLight(LIGHTBANK_DAY, 0, f); + block->setNodeNoCheck(current_pos, n); + modified = true; + unlight->push(LIGHT_SUN, current_pos, data->target_block, + block, 4); + } else { + // Reached shadow, propagation stopped. + break; + } + } + } + if (current_pos.Y >= 0) { + // Propagation stopped, remove from data. + data->data[index] = data->data.back(); + data->data.pop_back(); + index--; + } + } + return modified; +} + +/*! + * Borders of a map block in relative node coordinates. + * The areas do not overlap. + * Compatible with type 'direction'. + */ +const VoxelArea block_pad[] = { + VoxelArea(v3s16(15, 0, 0), v3s16(15, 15, 15)), //X+ + VoxelArea(v3s16(1, 15, 0), v3s16(14, 15, 15)), //Y+ + VoxelArea(v3s16(1, 1, 15), v3s16(14, 14, 15)), //Z+ + VoxelArea(v3s16(1, 1, 0), v3s16(14, 14, 0)), //Z- + VoxelArea(v3s16(1, 0, 0), v3s16(14, 0, 15)), //Y- + VoxelArea(v3s16(0, 0, 0), v3s16(0, 15, 15)) //X- +}; + +void blit_back_with_light(ServerMap *map, MMVManip *vm, + std::map *modified_blocks) +{ + INodeDefManager *ndef = map->getNodeDefManager(); + mapblock_v3 minblock = getNodeBlockPos(vm->m_area.MinEdge); + mapblock_v3 maxblock = getNodeBlockPos(vm->m_area.MaxEdge); + // First queue is for day light, second is for night light. + UnlightQueue unlight[] = { UnlightQueue(256), UnlightQueue(256) }; + ReLightQueue relight[] = { ReLightQueue(256), ReLightQueue(256) }; + // Will hold sunlight data. + bool lights[MAP_BLOCKSIZE][MAP_BLOCKSIZE]; + SunlightPropagationData data; + // Dummy boolean. + bool is_valid; + + // --- STEP 1: reset everything to sunlight + + // For each map block: + for (s16 x = minblock.X; x <= maxblock.X; x++) + for (s16 z = minblock.Z; z <= maxblock.Z; z++) { + // Extract sunlight above. + is_sunlight_above_block(map, v3s16(x, maxblock.Y, z), ndef, lights); + v2s16 offset(x, z); + offset *= MAP_BLOCKSIZE; + // Reset the voxel manipulator. + fill_with_sunlight(vm, ndef, offset, lights); + // Copy sunlight data + data.target_block = v3s16(x, minblock.Y - 1, z); + for (s16 z = 0; z < MAP_BLOCKSIZE; z++) + for (s16 x = 0; x < MAP_BLOCKSIZE; x++) + data.data.push_back( + SunlightPropagationUnit(v2s16(x, z), lights[z][x])); + // Propagate sunlight and shadow below the voxel manipulator. + while (!data.data.empty()) { + if (propagate_block_sunlight(map, ndef, &data, &unlight[0], + &relight[0])) + (*modified_blocks)[data.target_block] = + map->getBlockNoCreateNoEx(data.target_block); + // Step downwards. + data.target_block.Y--; + } + } + + // --- STEP 2: Get nodes from borders to unlight + + // In case there are unloaded holes in the voxel manipulator + // unlight each block. + // 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; + v3s16 offset = block->getPosRelative(); + // For each border of the block: + for (direction d = 0; d < 6; d++) { + VoxelArea a = block_pad[d]; + // For each node of the border: + for (s32 x = a.MinEdge.X; x <= a.MaxEdge.X; x++) + for (s32 z = a.MinEdge.Z; z <= a.MaxEdge.Z; z++) + for (s32 y = a.MinEdge.Y; y <= a.MaxEdge.Y; y++) { + v3s16 relpos(x, y, z); + // Get old and new node + MapNode oldnode = block->getNodeNoCheck(x, y, z, &is_valid); + const ContentFeatures &oldf = ndef->get(oldnode); + MapNode newnode = vm->getNodeNoExNoEmerge(relpos + offset); + const ContentFeatures &newf = ndef->get(newnode); + // For each light bank + for (size_t b = 0; b < 2; b++) { + LightBank bank = banks[b]; + u8 oldlight = oldf.param_type == CPT_LIGHT ? + oldnode.getLightNoChecks(bank, &oldf): + LIGHT_SUN; // no light information, force unlighting + u8 newlight = newf.param_type == CPT_LIGHT ? + newnode.getLightNoChecks(bank, &newf): + newf.light_source; + // If the new node is dimmer, unlight. + if (oldlight > newlight) { + unlight[b].push( + oldlight, relpos, blockpos, block, 6); + } + } // end of banks + } // end of nodes + } // end of borders + } // end of blocks + + // --- STEP 3: All information extracted, overwrite + + 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 + + // 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 &lights = relight[b].lights[i]; + for (std::vector::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); + } +} + VoxelLineIterator::VoxelLineIterator( const v3f &start_position, const v3f &line_vector) : diff --git a/src/voxelalgorithms.h b/src/voxelalgorithms.h index bf1638fa3..cdffe86c8 100644 --- a/src/voxelalgorithms.h +++ b/src/voxelalgorithms.h @@ -26,7 +26,9 @@ with this program; if not, write to the Free Software Foundation, Inc., #include "util/cpp11_container.h" class Map; +class ServerMap; class MapBlock; +class MMVManip; namespace voxalgo { @@ -84,6 +86,17 @@ void update_lighting_nodes( void update_block_border_lighting(Map *map, MapBlock *block, std::map &modified_blocks); +/*! + * Copies back nodes from a voxel manipulator + * to the map and updates lighting. + * For server use only. + * + * \param modified_blocks output, contains all map blocks that + * the function modified + */ +void blit_back_with_light(ServerMap *map, MMVManip *vm, + std::map *modified_blocks); + /*! * This class iterates trough voxels that intersect with * a line. The collision detection does not see nodeboxes, -- 2.25.1