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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
commit
7233a1228e
7 changed files with 54 additions and 30 deletions
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@ -168,10 +168,8 @@ int LuaVoxelManip::l_calc_lighting(lua_State *L)
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EmergeManager *emerge = getServer(L)->getEmergeManager();
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ManualMapVoxelManipulator *vm = o->vm;
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v3s16 p1 = lua_istable(L, 2) ? read_v3s16(L, 2) :
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vm->m_area.MinEdge + v3s16(0, 1, 0) * MAP_BLOCKSIZE;
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v3s16 p2 = lua_istable(L, 3) ? read_v3s16(L, 3) :
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vm->m_area.MaxEdge - v3s16(0, 1, 0) * MAP_BLOCKSIZE;
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v3s16 p1 = lua_istable(L, 2) ? read_v3s16(L, 2) : vm->m_area.MinEdge;
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v3s16 p2 = lua_istable(L, 3) ? read_v3s16(L, 3) : vm->m_area.MaxEdge;
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sortBoxVerticies(p1, p2);
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Mapgen mg;
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@ -179,7 +177,11 @@ int LuaVoxelManip::l_calc_lighting(lua_State *L)
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mg.ndef = ndef;
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mg.water_level = emerge->params.water_level;
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mg.calcLighting(p1, p2);
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// Mapgen::calcLighting assumes the coordinates of
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// the central chunk; correct for this
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mg.calcLighting(
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p1 + v3s16(1, 1, 1) * MAP_BLOCKSIZE,
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p2 - v3s16(1, 1, 1) * MAP_BLOCKSIZE);
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return 0;
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}
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@ -201,10 +203,8 @@ int LuaVoxelManip::l_set_lighting(lua_State *L)
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ManualMapVoxelManipulator *vm = o->vm;
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v3s16 p1 = lua_istable(L, 3) ? read_v3s16(L, 3) :
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vm->m_area.MinEdge + v3s16(0, 1, 0) * MAP_BLOCKSIZE;
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v3s16 p2 = lua_istable(L, 4) ? read_v3s16(L, 4) :
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vm->m_area.MaxEdge - v3s16(0, 1, 0) * MAP_BLOCKSIZE;
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v3s16 p1 = lua_istable(L, 3) ? read_v3s16(L, 3) : vm->m_area.MinEdge;
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v3s16 p2 = lua_istable(L, 4) ? read_v3s16(L, 4) : vm->m_area.MaxEdge;
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sortBoxVerticies(p1, p2);
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Mapgen mg;
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