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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.
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parent
060ae29eaf
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7233a1228e
7 changed files with 54 additions and 30 deletions
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@ -243,14 +243,28 @@ void Mapgen::lightSpread(VoxelArea &a, v3s16 p, u8 light)
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void Mapgen::calcLighting(v3s16 nmin, v3s16 nmax)
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{
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VoxelArea a(nmin, nmax);
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bool block_is_underground = (water_level >= nmax.Y);
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ScopeProfiler sp(g_profiler, "EmergeThread: mapgen lighting update", SPT_AVG);
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//TimeTaker t("updateLighting");
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// first, send vertical rays of sunshine downward
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propagateSunlight(
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nmin - v3s16(1, 1, 1) * MAP_BLOCKSIZE,
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nmax + v3s16(1, 0, 1) * MAP_BLOCKSIZE);
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spreadLight(
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nmin - v3s16(1, 1, 1) * MAP_BLOCKSIZE,
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nmax + v3s16(1, 1, 1) * MAP_BLOCKSIZE);
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//printf("updateLighting: %dms\n", t.stop());
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}
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void Mapgen::propagateSunlight(v3s16 nmin, v3s16 nmax)
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{
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//TimeTaker t("propagateSunlight");
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VoxelArea a(nmin, nmax);
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bool block_is_underground = (water_level >= nmax.Y);
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v3s16 em = vm->m_area.getExtent();
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for (int z = a.MinEdge.Z; z <= a.MaxEdge.Z; z++) {
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for (int x = a.MinEdge.X; x <= a.MaxEdge.X; x++) {
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// see if we can get a light value from the overtop
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@ -272,8 +286,17 @@ void Mapgen::calcLighting(v3s16 nmin, v3s16 nmax)
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}
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}
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}
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//printf("propagateSunlight: %dms\n", t.stop());
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}
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void Mapgen::spreadLight(v3s16 nmin, v3s16 nmax)
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{
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//TimeTaker t("spreadLight");
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VoxelArea a(nmin, nmax);
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v3s16 em = vm->m_area.getExtent();
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// now spread the sunlight and light up any sources
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for (int z = a.MinEdge.Z; z <= a.MaxEdge.Z; z++) {
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for (int y = a.MinEdge.Y; y <= a.MaxEdge.Y; y++) {
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u32 i = vm->m_area.index(a.MinEdge.X, y, z);
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@ -289,21 +312,22 @@ void Mapgen::calcLighting(v3s16 nmin, v3s16 nmax)
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u8 light = n.param1 & 0x0F;
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if (light) {
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lightSpread(a, v3s16(x, y, z + 1), light - 1);
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lightSpread(a, v3s16(x, y + 1, z ), light - 1);
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lightSpread(a, v3s16(x + 1, y, z ), light - 1);
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lightSpread(a, v3s16(x, y, z - 1), light - 1);
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lightSpread(a, v3s16(x, y - 1, z ), light - 1);
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lightSpread(a, v3s16(x - 1, y, z ), light - 1);
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lightSpread(a, v3s16(x, y, z + 1), light);
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lightSpread(a, v3s16(x, y + 1, z ), light);
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lightSpread(a, v3s16(x + 1, y, z ), light);
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lightSpread(a, v3s16(x, y, z - 1), light);
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lightSpread(a, v3s16(x, y - 1, z ), light);
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lightSpread(a, v3s16(x - 1, y, z ), light);
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}
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}
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}
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}
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//printf("updateLighting: %dms\n", t.stop());
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//printf("spreadLight: %dms\n", t.stop());
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}
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void Mapgen::calcLightingOld(v3s16 nmin, v3s16 nmax)
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{
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enum LightBank banks[2] = {LIGHTBANK_DAY, LIGHTBANK_NIGHT};
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