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Do post-mapgen lighting using the VoxelManipulator-based functions (causes glitches currently)

This commit is contained in:
Perttu Ahola 2012-01-27 14:10:10 +02:00
parent 0f3c2f6541
commit 8cb7badd63
2 changed files with 37 additions and 2 deletions

View file

@ -27,6 +27,8 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "nodedef.h"
#include "content_mapnode.h" // For content_mapnode_get_new_name
#include "voxelalgorithms.h"
#include "profiler.h"
#include "main.h" // For g_profiler
namespace mapgen
{
@ -2339,7 +2341,33 @@ void make_block(BlockMakeData *data)
/*
Calculate lighting
*/
{
ScopeProfiler sp(g_profiler, "EmergeThread: mapgen lighting update",
SPT_AVG);
VoxelArea a(node_min, node_max);
enum LightBank banks[2] = {LIGHTBANK_DAY, LIGHTBANK_NIGHT};
for(int i=0; i<2; i++)
{
enum LightBank bank = banks[i];
core::map<v3s16, bool> light_sources;
core::map<v3s16, u8> unlight_from;
voxalgo::clearLightAndCollectSources(vmanip, a, bank, ndef,
light_sources, unlight_from);
// TODO: Get this from elsewhere
bool inexistent_top_provides_sunlight = true;
voxalgo::SunlightPropagateResult res = voxalgo::propagateSunlight(
vmanip, a, inexistent_top_provides_sunlight,
light_sources, ndef);
// TODO: Do stuff according to bottom_sunlight_valid
vmanip.unspreadLight(bank, unlight_from, light_sources, ndef);
vmanip.spreadLight(bank, light_sources, ndef);
}
}
}
BlockMakeData::BlockMakeData():