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Optimize lighting calculation (#12797)

This commit is contained in:
Jude Melton-Houghton 2022-10-09 10:50:26 -04:00 committed by GitHub
parent 440d966b93
commit 9676364c1f
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GPG key ID: 4AEE18F83AFDEB23
18 changed files with 188 additions and 220 deletions

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@ -268,7 +268,7 @@ void unspread_light(Map *map, const NodeDefManager *nodemgr, LightBank bank,
// The current node
const MapNode &node = current.block->getNodeNoCheck(
current.rel_position, &is_valid_position);
const ContentFeatures &f = nodemgr->get(node);
ContentLightingFlags f = nodemgr->getLightingFlags(node);
// If the node emits light, it behaves like it had a
// brighter neighbor.
u8 brightest_neighbor_light = f.light_source + 1;
@ -296,7 +296,7 @@ void unspread_light(Map *map, const NodeDefManager *nodemgr, LightBank bank,
// Get the neighbor itself
MapNode neighbor = neighbor_block->getNodeNoCheck(neighbor_rel_pos,
&is_valid_position);
const ContentFeatures &neighbor_f = nodemgr->get(
ContentLightingFlags neighbor_f = nodemgr->getLightingFlags(
neighbor.getContent());
u8 neighbor_light = neighbor.getLightRaw(bank, neighbor_f);
// If the neighbor has at least as much light as this node, then
@ -386,7 +386,7 @@ void spread_light(Map *map, const NodeDefManager *nodemgr, LightBank bank,
// Get the neighbor itself
MapNode neighbor = neighbor_block->getNodeNoCheck(neighbor_rel_pos,
&is_valid_position);
const ContentFeatures &f = nodemgr->get(neighbor.getContent());
ContentLightingFlags f = nodemgr->getLightingFlags(neighbor);
if (f.light_propagates) {
// Light up the neighbor, if it has less light than it should.
u8 neighbor_light = neighbor.getLightRaw(bank, f);
@ -454,10 +454,13 @@ bool is_sunlight_above(Map *map, v3s16 pos, const NodeDefManager *ndef)
if (source_block->getIsUnderground()) {
sunlight = false;
}
} else if (above.getLight(LIGHTBANK_DAY, ndef) != LIGHT_SUN) {
// If the node above doesn't have sunlight, this
// node is in shadow.
sunlight = false;
} else {
ContentLightingFlags above_f = ndef->getLightingFlags(above);
if (above.getLight(LIGHTBANK_DAY, above_f) != LIGHT_SUN) {
// If the node above doesn't have sunlight, this
// node is in shadow.
sunlight = false;
}
}
}
}
@ -483,7 +486,7 @@ void update_lighting_nodes(Map *map,
// modified node.
u8 min_safe_light = 0;
for (auto it = oldnodes.cbegin(); it < oldnodes.cend(); ++it) {
u8 old_light = it->second.getLight(bank, ndef);
u8 old_light = it->second.getLight(bank, ndef->getLightingFlags(it->second));
if (old_light > min_safe_light) {
min_safe_light = old_light;
}
@ -511,25 +514,26 @@ void update_lighting_nodes(Map *map,
}
// Light of the old node
u8 old_light = it->second.getLight(bank, ndef);
u8 old_light = it->second.getLight(bank, ndef->getLightingFlags(it->second));
// Add the block of the added node to modified_blocks
modified_blocks[block_pos] = block;
// Get new light level of the node
u8 new_light = 0;
if (ndef->get(n).light_propagates) {
if (bank == LIGHTBANK_DAY && ndef->get(n).sunlight_propagates
ContentLightingFlags f = ndef->getLightingFlags(n);
if (f.light_propagates) {
if (bank == LIGHTBANK_DAY && f.sunlight_propagates
&& is_sunlight_above(map, p, ndef)) {
new_light = LIGHT_SUN;
} else {
new_light = ndef->get(n).light_source;
new_light = f.light_source;
for (const v3s16 &neighbor_dir : neighbor_dirs) {
v3s16 p2 = p + neighbor_dir;
bool is_valid;
MapNode n2 = map->getNode(p2, &is_valid);
if (is_valid) {
u8 spread = n2.getLight(bank, ndef);
u8 spread = n2.getLight(bank, ndef->getLightingFlags(n2));
// If it is sure that the neighbor won't be
// unlighted, its light can spread to this node.
if (spread > new_light && spread >= min_safe_light) {
@ -540,7 +544,7 @@ void update_lighting_nodes(Map *map,
}
} else {
// If this is an opaque node, it still can emit light.
new_light = ndef->get(n).light_source;
new_light = f.light_source;
}
if (new_light > 0) {
@ -552,7 +556,7 @@ void update_lighting_nodes(Map *map,
// light as the previous one, so it must be unlighted.
// Add to unlight queue
n.setLight(bank, 0, ndef);
n.setLight(bank, 0, f);
block->setNodeNoCheck(rel_pos, n);
disappearing_lights.push(old_light, rel_pos, block_pos, block,
6);
@ -570,11 +574,12 @@ void update_lighting_nodes(Map *map,
// If this node doesn't have sunlight, the nodes below
// it don't have too.
if (n2.getLight(LIGHTBANK_DAY, ndef) != LIGHT_SUN) {
ContentLightingFlags f2 = ndef->getLightingFlags(n2);
if (n2.getLight(LIGHTBANK_DAY, f2) != LIGHT_SUN) {
break;
}
// Remove sunlight and add to unlight queue.
n2.setLight(LIGHTBANK_DAY, 0, ndef);
n2.setLight(LIGHTBANK_DAY, 0, f2);
map->setNode(n2pos, n2);
relative_v3 rel_pos2;
mapblock_v3 block_pos2;
@ -602,11 +607,12 @@ void update_lighting_nodes(Map *map,
// This should not happen, but if the node has sunlight
// then the iteration should stop.
if (n2.getLight(LIGHTBANK_DAY, ndef) == LIGHT_SUN) {
ContentLightingFlags f2 = ndef->getLightingFlags(n2);
if (n2.getLight(LIGHTBANK_DAY, f2) == LIGHT_SUN) {
break;
}
// If the node terminates sunlight, stop.
if (!ndef->get(n2).sunlight_propagates) {
if (!f2.sunlight_propagates) {
break;
}
relative_v3 rel_pos2;
@ -632,7 +638,7 @@ void update_lighting_nodes(Map *map,
it < lights.end(); ++it) {
MapNode n = it->block->getNodeNoCheck(it->rel_position,
&is_valid_position);
n.setLight(bank, i, ndef);
n.setLight(bank, i, ndef->getLightingFlags(n));
it->block->setNodeNoCheck(it->rel_position, n);
}
}
@ -667,17 +673,17 @@ bool is_light_locally_correct(Map *map, const NodeDefManager *ndef,
{
bool is_valid_position;
MapNode n = map->getNode(pos, &is_valid_position);
const ContentFeatures &f = ndef->get(n);
if (f.param_type != CPT_LIGHT) {
ContentLightingFlags f = ndef->getLightingFlags(n);
if (!f.has_light) {
return true;
}
u8 light = n.getLightNoChecks(bank, &f);
u8 light = n.getLight(bank, f);
assert(f.light_source <= LIGHT_MAX);
u8 brightest_neighbor = f.light_source + 1;
for (const v3s16 &neighbor_dir : neighbor_dirs) {
MapNode n2 = map->getNode(pos + neighbor_dir,
&is_valid_position);
u8 light2 = n2.getLight(bank, ndef);
u8 light2 = n2.getLight(bank, ndef->getLightingFlags(n2));
if (brightest_neighbor < light2) {
brightest_neighbor = light2;
}
@ -725,14 +731,15 @@ void update_block_border_lighting(Map *map, MapBlock *block,
for (s32 y = a.MinEdge.Y; y <= a.MaxEdge.Y; y++) {
MapNode n = b->getNodeNoCheck(x, y, z,
&is_valid_position);
u8 light = n.getLight(bank, ndef);
ContentLightingFlags f = ndef->getLightingFlags(n);
u8 light = n.getLight(bank, f);
// Sunlight is fixed
if (light < LIGHT_SUN) {
// Unlight if not correct
if (!is_light_locally_correct(map, ndef, bank,
v3s16(x, y, z) + b->getPosRelative())) {
// Initialize for unlighting
n.setLight(bank, 0, ndef);
n.setLight(bank, 0, ndef->getLightingFlags(n));
b->setNodeNoCheck(x, y, z, n);
modified_blocks[b->getPos()]=b;
disappearing_lights.push(light,
@ -753,7 +760,7 @@ void update_block_border_lighting(Map *map, MapBlock *block,
it < lights.end(); ++it) {
MapNode n = it->block->getNodeNoCheck(it->rel_position,
&is_valid_position);
n.setLight(bank, i, ndef);
n.setLight(bank, i, ndef->getLightingFlags(n));
it->block->setNodeNoCheck(it->rel_position, n);
}
}
@ -804,7 +811,7 @@ void fill_with_sunlight(MMVManip *vm, const NodeDefManager *ndef, v2s16 offset,
// Ignore IGNORE nodes, these are not generated yet.
if(n->getContent() == CONTENT_IGNORE)
continue;
const ContentFeatures &f = ndef->get(n->getContent());
ContentLightingFlags f = ndef->getLightingFlags(*n);
if (lig && !f.sunlight_propagates)
// Sunlight is stopped.
lig = false;
@ -857,7 +864,8 @@ void is_sunlight_above_block(Map *map, mapblock_v3 pos,
// 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;
ContentLightingFlags above_f = ndef->getLightingFlags(above);
light[z][x] = above.getLight(LIGHTBANK_DAY, above_f) == LIGHT_SUN;
}
}
}
@ -897,7 +905,7 @@ bool propagate_block_sunlight(Map *map, const NodeDefManager *ndef,
// 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);
ContentLightingFlags f = ndef->getLightingFlags(n);
if (n.getLightRaw(LIGHTBANK_DAY, f) < LIGHT_SUN
&& f.sunlight_propagates) {
// This node gets sunlight.
@ -916,7 +924,7 @@ bool propagate_block_sunlight(Map *map, const NodeDefManager *ndef,
// 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);
ContentLightingFlags f = ndef->getLightingFlags(n);
if (n.getLightRaw(LIGHTBANK_DAY, f) == LIGHT_SUN) {
// The sunlight is no longer valid.
n.setLight(LIGHTBANK_DAY, 0, f);
@ -1007,13 +1015,13 @@ void finish_bulk_light_update(Map *map, mapblock_v3 minblock,
for (relpos.Z = 0; relpos.Z < MAP_BLOCKSIZE; relpos.Z++)
for (relpos.Y = 0; relpos.Y < MAP_BLOCKSIZE; relpos.Y++) {
MapNode node = block->getNodeNoCheck(relpos.X, relpos.Y, relpos.Z, &is_valid);
const ContentFeatures &f = ndef->get(node);
ContentLightingFlags f = ndef->getLightingFlags(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):
u8 light = f.has_light ?
node.getLight(bank, f):
f.light_source;
if (light > 1)
relight[b].push(light, relpos, blockpos, block, 6);
@ -1035,7 +1043,7 @@ void finish_bulk_light_update(Map *map, mapblock_v3 minblock,
it < lights.end(); ++it) {
MapNode n = it->block->getNodeNoCheck(it->rel_position,
&is_valid);
n.setLight(bank, i, ndef);
n.setLight(bank, i, ndef->getLightingFlags(n));
it->block->setNodeNoCheck(it->rel_position, n);
}
}
@ -1110,19 +1118,18 @@ void blit_back_with_light(Map *map, MMVManip *vm,
// Get old and new node
MapNode oldnode = block->getNodeNoCheck(relpos, &is_valid);
const ContentFeatures &oldf = ndef->get(oldnode);
ContentLightingFlags oldf = ndef->getLightingFlags(oldnode);
MapNode newnode = vm->getNodeNoExNoEmerge(relpos + offset);
const ContentFeatures &newf = oldnode == newnode ? oldf :
ndef->get(newnode);
ContentLightingFlags newf = ndef->getLightingFlags(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):
u8 oldlight = oldf.has_light ?
oldnode.getLight(bank, oldf):
LIGHT_SUN; // no light information, force unlighting
u8 newlight = newf.param_type == CPT_LIGHT ?
newnode.getLightNoChecks(bank, &newf):
u8 newlight = newf.has_light ?
newnode.getLight(bank, newf):
newf.light_source;
// If the new node is dimmer, unlight.
if (oldlight > newlight) {
@ -1172,7 +1179,7 @@ void fill_with_sunlight(MapBlock *block, const NodeDefManager *ndef,
// Ignore IGNORE nodes, these are not generated yet.
if (n.getContent() == CONTENT_IGNORE)
continue;
const ContentFeatures &f = ndef->get(n.getContent());
ContentLightingFlags f = ndef->getLightingFlags(n);
if (lig && !f.sunlight_propagates) {
// Sunlight is stopped.
lig = false;
@ -1239,12 +1246,12 @@ void repair_block_light(Map *map, MapBlock *block,
// Get node
MapNode node = block->getNodeNoCheck(relpos, &is_valid);
const ContentFeatures &f = ndef->get(node);
ContentLightingFlags f = ndef->getLightingFlags(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):
u8 light = f.has_light ?
node.getLight(bank, f):
f.light_source;
// If the new node is dimmer than sunlight, unlight.
// (if it has maximal light, it is pointless to remove