1
0
Fork 0
mirror of https://github.com/luanti-org/luanti.git synced 2025-06-27 16:36:03 +00:00

Mapgen: Add propagate_shadow bool to calcLighting

To terminate unwanted shadows from floatlands or realms above
Also add to LuaVoxelManip calc_lighting for use in mapgen mods
Remove the 2 argument calcLighting, mapgens now use the 5
argument form to specify the volumes for propagateSunlight and
spreadLight
In mgsinglenode replace calcLighting with setLighting and
clean-up use of tabs and spaces
This commit is contained in:
paramat 2015-12-02 03:28:03 +00:00
parent a78dd7f2b6
commit 49073ba2c3
7 changed files with 34 additions and 44 deletions

View file

@ -38,6 +38,9 @@ MapgenSinglenode::MapgenSinglenode(int mapgenid,
c_node = ndef->getId("mapgen_singlenode");
if (c_node == CONTENT_IGNORE)
c_node = CONTENT_AIR;
MapNode n_node(c_node);
set_light = (ndef->get(n_node).sunlight_propagates) ? LIGHT_SUN : 0x00;
}
@ -45,6 +48,7 @@ MapgenSinglenode::~MapgenSinglenode()
{
}
//////////////////////// Map generator
void MapgenSinglenode::makeChunk(BlockMakeData *data)
@ -53,11 +57,11 @@ void MapgenSinglenode::makeChunk(BlockMakeData *data)
assert(data->vmanip);
assert(data->nodedef);
assert(data->blockpos_requested.X >= data->blockpos_min.X &&
data->blockpos_requested.Y >= data->blockpos_min.Y &&
data->blockpos_requested.Z >= data->blockpos_min.Z);
data->blockpos_requested.Y >= data->blockpos_min.Y &&
data->blockpos_requested.Z >= data->blockpos_min.Z);
assert(data->blockpos_requested.X <= data->blockpos_max.X &&
data->blockpos_requested.Y <= data->blockpos_max.Y &&
data->blockpos_requested.Z <= data->blockpos_max.Z);
data->blockpos_requested.Y <= data->blockpos_max.Y &&
data->blockpos_requested.Z <= data->blockpos_max.Z);
this->generating = true;
this->vm = data->vmanip;
@ -67,8 +71,8 @@ void MapgenSinglenode::makeChunk(BlockMakeData *data)
v3s16 blockpos_max = data->blockpos_max;
// Area of central chunk
v3s16 node_min = blockpos_min*MAP_BLOCKSIZE;
v3s16 node_max = (blockpos_max+v3s16(1,1,1))*MAP_BLOCKSIZE-v3s16(1,1,1);
v3s16 node_min = blockpos_min * MAP_BLOCKSIZE;
v3s16 node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
blockseed = getBlockSeed2(node_min, data->seed);
@ -87,15 +91,15 @@ void MapgenSinglenode::makeChunk(BlockMakeData *data)
// Add top and bottom side of water to transforming_liquid queue
updateLiquid(&data->transforming_liquid, node_min, node_max);
// Calculate lighting
if (flags & MG_LIGHT)
calcLighting(node_min, node_max);
// Set lighting
if ((flags & MG_LIGHT) && set_light == LIGHT_SUN)
setLighting(LIGHT_SUN, node_min, node_max);
this->generating = false;
}
int MapgenSinglenode::getGroundLevelAtPoint(v2s16 p)
{
return 0;
}