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Light calculation: New bulk node lighting code

This commit introduces a new bulk node lighting algorithm to minimize
lighting bugs during l-system tree generation, schematic placement and
non-mapgen-object lua voxelmanip light calculation.

If the block above the changed area is not loaded, it gets loaded to avoid
lighting bugs.
Light is updated as soon as write_to_map is called on a voxel manipulator,
therefore update_map does nothing.
This commit is contained in:
Dániel Juhász 2016-12-10 19:02:44 +01:00 committed by paramat
parent d785456b3f
commit ab371cc934
10 changed files with 408 additions and 636 deletions

View file

@ -30,6 +30,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "util/serialize.h"
#include "serialization.h"
#include "filesys.h"
#include "voxelalgorithms.h"
///////////////////////////////////////////////////////////////////////////////
@ -202,7 +203,7 @@ bool Schematic::placeOnVManip(MMVManip *vm, v3s16 p, u32 flags,
return vm->m_area.contains(VoxelArea(p, p + s - v3s16(1,1,1)));
}
void Schematic::placeOnMap(Map *map, v3s16 p, u32 flags,
void Schematic::placeOnMap(ServerMap *map, v3s16 p, u32 flags,
Rotation rot, bool force_place)
{
std::map<v3s16, MapBlock *> lighting_modified_blocks;
@ -238,15 +239,10 @@ void Schematic::placeOnMap(Map *map, v3s16 p, u32 flags,
blitToVManip(&vm, p, rot, force_place);
vm.blitBackAll(&modified_blocks);
voxalgo::blit_back_with_light(map, &vm, &modified_blocks);
//// Carry out post-map-modification actions
//// Update lighting
// TODO: Optimize this by using Mapgen::calcLighting() instead
lighting_modified_blocks.insert(modified_blocks.begin(), modified_blocks.end());
map->updateLighting(lighting_modified_blocks, modified_blocks);
//// Create & dispatch map modification events to observers
MapEditEvent event;
event.type = MEET_OTHER;