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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

@ -542,6 +542,21 @@ void spread_light(Map *map, INodeDefManager *nodemgr, LightBank bank,
}
}
struct SunlightPropagationUnit{
v2s16 relative_pos;
bool is_sunlit;
SunlightPropagationUnit(v2s16 relpos, bool sunlit):
relative_pos(relpos),
is_sunlit(sunlit)
{}
};
struct SunlightPropagationData{
std::vector<SunlightPropagationUnit> data;
v3s16 target_block;
};
/*!
* Returns true if the node gets sunlight from the
* node above it.
@ -753,7 +768,7 @@ void update_lighting_nodes(Map *map,
for (u8 i = 0; i <= LIGHT_SUN; i++) {
const std::vector<ChangingLight> &lights = light_sources.lights[i];
for (std::vector<ChangingLight>::const_iterator it = lights.begin();
it < lights.end(); it++) {
it < lights.end(); ++it) {
MapNode n = it->block->getNodeNoCheck(it->rel_position,
&is_valid_position);
n.setLight(bank, i, ndef);
@ -817,8 +832,10 @@ void update_block_border_lighting(Map *map, MapBlock *block,
bool is_valid_position;
for (s32 i = 0; i < 2; i++) {
LightBank bank = banks[i];
UnlightQueue disappearing_lights(256);
ReLightQueue light_sources(256);
// Since invalid light is not common, do not allocate
// memory if not needed.
UnlightQueue disappearing_lights(0);
ReLightQueue light_sources(0);
// Get incorrect lights
for (direction d = 0; d < 6; d++) {
// For each direction
@ -873,7 +890,7 @@ void update_block_border_lighting(Map *map, MapBlock *block,
for (u8 i = 0; i <= LIGHT_SUN; i++) {
const std::vector<ChangingLight> &lights = light_sources.lights[i];
for (std::vector<ChangingLight>::const_iterator it = lights.begin();
it < lights.end(); it++) {
it < lights.end(); ++it) {
MapNode n = it->block->getNodeNoCheck(it->rel_position,
&is_valid_position);
n.setLight(bank, i, ndef);
@ -885,6 +902,352 @@ void update_block_border_lighting(Map *map, MapBlock *block,
}
}
/*!
* Resets the lighting of the given VoxelManipulator to
* complete darkness and full sunlight.
* Operates in one map sector.
*
* \param offset contains the least x and z node coordinates
* of the map sector.
* \param light incoming sunlight, light[x][z] is true if there
* is sunlight above the voxel manipulator at the given x-z coordinates.
* The array's indices are relative node coordinates in the sector.
* After the procedure returns, this contains outgoing light at
* the bottom of the voxel manipulator.
*/
void fill_with_sunlight(MMVManip *vm, INodeDefManager *ndef, v2s16 offset,
bool light[MAP_BLOCKSIZE][MAP_BLOCKSIZE])
{
// Distance in array between two nodes on top of each other.
s16 ystride = vm->m_area.getExtent().X;
// Cache the ignore node.
MapNode ignore = MapNode(CONTENT_IGNORE);
// For each column of nodes:
for (s16 z = 0; z < MAP_BLOCKSIZE; z++)
for (s16 x = 0; x < MAP_BLOCKSIZE; x++) {
// Position of the column on the map.
v2s16 realpos = offset + v2s16(x, z);
// Array indices in the voxel manipulator
s32 maxindex = vm->m_area.index(realpos.X, vm->m_area.MaxEdge.Y,
realpos.Y);
s32 minindex = vm->m_area.index(realpos.X, vm->m_area.MinEdge.Y,
realpos.Y);
// True if the current node has sunlight.
bool lig = light[z][x];
// For each node, downwards:
for (s32 i = maxindex; i >= minindex; i -= ystride) {
MapNode *n;
if (vm->m_flags[i] & VOXELFLAG_NO_DATA)
n = &ignore;
else
n = &vm->m_data[i];
// Ignore IGNORE nodes, these are not generated yet.
if(n->getContent() == CONTENT_IGNORE)
continue;
const ContentFeatures &f = ndef->get(n->getContent());
if (lig && !f.sunlight_propagates)
// Sunlight is stopped.
lig = false;
// Reset light
n->setLight(LIGHTBANK_DAY, lig ? 15 : 0, f);
n->setLight(LIGHTBANK_NIGHT, 0, f);
}
// Output outgoing light.
light[z][x] = lig;
}
}
/*!
* Returns incoming sunlight for one map block.
* If block above is not found, it is loaded.
*
* \param pos position of the map block that gets the sunlight.
* \param light incoming sunlight, light[z][x] is true if there
* is sunlight above the block at the given z-x relative
* node coordinates.
*/
void is_sunlight_above_block(ServerMap *map, mapblock_v3 pos,
INodeDefManager *ndef, bool light[MAP_BLOCKSIZE][MAP_BLOCKSIZE])
{
mapblock_v3 source_block_pos = pos + v3s16(0, 1, 0);
// Get or load source block.
// It might take a while to load, but correcting incorrect
// sunlight may be even slower.
MapBlock *source_block = map->emergeBlock(source_block_pos, false);
// Trust only generated blocks.
if (source_block == NULL || source_block->isDummy()
|| !source_block->isGenerated()) {
// But if there is no block above, then use heuristics
bool sunlight = true;
MapBlock *node_block = map->getBlockNoCreateNoEx(pos);
if (node_block == NULL)
// This should not happen.
sunlight = false;
else
sunlight = !node_block->getIsUnderground();
for (s16 z = 0; z < MAP_BLOCKSIZE; z++)
for (s16 x = 0; x < MAP_BLOCKSIZE; x++)
light[z][x] = sunlight;
} else {
// Dummy boolean, the position is valid.
bool is_valid_position;
// For each column:
for (s16 z = 0; z < MAP_BLOCKSIZE; z++)
for (s16 x = 0; x < MAP_BLOCKSIZE; x++) {
// 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;
}
}
}
/*!
* Propagates sunlight down in a given map block.
*
* \param data contains incoming sunlight and shadow and
* the coordinates of the target block.
* \param unlight propagated shadow is inserted here
* \param relight propagated sunlight is inserted here
*
* \returns true if the block was modified, false otherwise.
*/
bool propagate_block_sunlight(Map *map, INodeDefManager *ndef,
SunlightPropagationData *data, UnlightQueue *unlight, ReLightQueue *relight)
{
bool modified = false;
// Get the block.
MapBlock *block = map->getBlockNoCreateNoEx(data->target_block);
if (block == NULL || block->isDummy()) {
// The work is done if the block does not contain data.
data->data.clear();
return false;
}
// Dummy boolean
bool is_valid;
// For each changing column of nodes:
size_t index;
for (index = 0; index < data->data.size(); index++) {
SunlightPropagationUnit it = data->data[index];
// Relative position of the currently inspected node.
relative_v3 current_pos(it.relative_pos.X, MAP_BLOCKSIZE - 1,
it.relative_pos.Y);
if (it.is_sunlit) {
// Propagate sunlight.
// 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);
if (n.getLightRaw(LIGHTBANK_DAY, f) < LIGHT_SUN
&& f.sunlight_propagates) {
// This node gets sunlight.
n.setLight(LIGHTBANK_DAY, LIGHT_SUN, f);
block->setNodeNoCheck(current_pos, n);
modified = true;
relight->push(LIGHT_SUN, current_pos, data->target_block,
block, 4);
} else {
// Light already valid, propagation stopped.
break;
}
}
} else {
// Propagate shadow.
// 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);
if (n.getLightRaw(LIGHTBANK_DAY, f) == LIGHT_SUN) {
// The sunlight is no longer valid.
n.setLight(LIGHTBANK_DAY, 0, f);
block->setNodeNoCheck(current_pos, n);
modified = true;
unlight->push(LIGHT_SUN, current_pos, data->target_block,
block, 4);
} else {
// Reached shadow, propagation stopped.
break;
}
}
}
if (current_pos.Y >= 0) {
// Propagation stopped, remove from data.
data->data[index] = data->data.back();
data->data.pop_back();
index--;
}
}
return modified;
}
/*!
* Borders of a map block in relative node coordinates.
* The areas do not overlap.
* Compatible with type 'direction'.
*/
const VoxelArea block_pad[] = {
VoxelArea(v3s16(15, 0, 0), v3s16(15, 15, 15)), //X+
VoxelArea(v3s16(1, 15, 0), v3s16(14, 15, 15)), //Y+
VoxelArea(v3s16(1, 1, 15), v3s16(14, 14, 15)), //Z+
VoxelArea(v3s16(1, 1, 0), v3s16(14, 14, 0)), //Z-
VoxelArea(v3s16(1, 0, 0), v3s16(14, 0, 15)), //Y-
VoxelArea(v3s16(0, 0, 0), v3s16(0, 15, 15)) //X-
};
void blit_back_with_light(ServerMap *map, MMVManip *vm,
std::map<v3s16, MapBlock*> *modified_blocks)
{
INodeDefManager *ndef = map->getNodeDefManager();
mapblock_v3 minblock = getNodeBlockPos(vm->m_area.MinEdge);
mapblock_v3 maxblock = getNodeBlockPos(vm->m_area.MaxEdge);
// First queue is for day light, second is for night light.
UnlightQueue unlight[] = { UnlightQueue(256), UnlightQueue(256) };
ReLightQueue relight[] = { ReLightQueue(256), ReLightQueue(256) };
// Will hold sunlight data.
bool lights[MAP_BLOCKSIZE][MAP_BLOCKSIZE];
SunlightPropagationData data;
// Dummy boolean.
bool is_valid;
// --- STEP 1: reset everything to sunlight
// For each map block:
for (s16 x = minblock.X; x <= maxblock.X; x++)
for (s16 z = minblock.Z; z <= maxblock.Z; z++) {
// Extract sunlight above.
is_sunlight_above_block(map, v3s16(x, maxblock.Y, z), ndef, lights);
v2s16 offset(x, z);
offset *= MAP_BLOCKSIZE;
// Reset the voxel manipulator.
fill_with_sunlight(vm, ndef, offset, lights);
// Copy sunlight data
data.target_block = v3s16(x, minblock.Y - 1, z);
for (s16 z = 0; z < MAP_BLOCKSIZE; z++)
for (s16 x = 0; x < MAP_BLOCKSIZE; x++)
data.data.push_back(
SunlightPropagationUnit(v2s16(x, z), lights[z][x]));
// Propagate sunlight and shadow below the voxel manipulator.
while (!data.data.empty()) {
if (propagate_block_sunlight(map, ndef, &data, &unlight[0],
&relight[0]))
(*modified_blocks)[data.target_block] =
map->getBlockNoCreateNoEx(data.target_block);
// Step downwards.
data.target_block.Y--;
}
}
// --- STEP 2: Get nodes from borders to unlight
// In case there are unloaded holes in the voxel manipulator
// unlight each block.
// For each block:
for (s16 b_x = minblock.X; b_x <= maxblock.X; b_x++)
for (s16 b_y = minblock.Y; b_y <= maxblock.Y; b_y++)
for (s16 b_z = minblock.Z; b_z <= maxblock.Z; b_z++) {
v3s16 blockpos(b_x, b_y, b_z);
MapBlock *block = map->getBlockNoCreateNoEx(blockpos);
if (!block || block->isDummy())
// Skip not existing blocks.
continue;
v3s16 offset = block->getPosRelative();
// For each border of the block:
for (direction d = 0; d < 6; d++) {
VoxelArea a = block_pad[d];
// For each node of the border:
for (s32 x = a.MinEdge.X; x <= a.MaxEdge.X; x++)
for (s32 z = a.MinEdge.Z; z <= a.MaxEdge.Z; z++)
for (s32 y = a.MinEdge.Y; y <= a.MaxEdge.Y; y++) {
v3s16 relpos(x, y, z);
// Get old and new node
MapNode oldnode = block->getNodeNoCheck(x, y, z, &is_valid);
const ContentFeatures &oldf = ndef->get(oldnode);
MapNode newnode = vm->getNodeNoExNoEmerge(relpos + offset);
const ContentFeatures &newf = ndef->get(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):
LIGHT_SUN; // no light information, force unlighting
u8 newlight = newf.param_type == CPT_LIGHT ?
newnode.getLightNoChecks(bank, &newf):
newf.light_source;
// If the new node is dimmer, unlight.
if (oldlight > newlight) {
unlight[b].push(
oldlight, relpos, blockpos, block, 6);
}
} // end of banks
} // end of nodes
} // end of borders
} // end of blocks
// --- STEP 3: All information extracted, overwrite
vm->blitBackAll(modified_blocks, true);
// --- STEP 4: Do unlighting
for (size_t bank = 0; bank < 2; bank++) {
LightBank b = banks[bank];
unspread_light(map, ndef, b, unlight[bank], relight[bank],
*modified_blocks);
}
// --- STEP 5: Get all newly inserted light sources
// For each block:
for (s16 b_x = minblock.X; b_x <= maxblock.X; b_x++)
for (s16 b_y = minblock.Y; b_y <= maxblock.Y; b_y++)
for (s16 b_z = minblock.Z; b_z <= maxblock.Z; b_z++) {
v3s16 blockpos(b_x, b_y, b_z);
MapBlock *block = map->getBlockNoCreateNoEx(blockpos);
if (!block || block->isDummy())
// Skip not existing blocks
continue;
// For each node in the block:
for (s32 x = 0; x < MAP_BLOCKSIZE; x++)
for (s32 z = 0; z < MAP_BLOCKSIZE; z++)
for (s32 y = 0; y < MAP_BLOCKSIZE; y++) {
v3s16 relpos(x, y, z);
MapNode node = block->getNodeNoCheck(x, y, z, &is_valid);
const ContentFeatures &f = ndef->get(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):
f.light_source;
if (light > 1)
relight[b].push(light, relpos, blockpos, block, 6);
} // end of banks
} // end of nodes
} // end of blocks
// --- STEP 6: do light spreading
// For each light bank:
for (size_t b = 0; b < 2; b++) {
LightBank bank = banks[b];
// Sunlight is already initialized.
u8 maxlight = (b == 0) ? LIGHT_MAX : LIGHT_SUN;
// Initialize light values for light spreading.
for (u8 i = 0; i <= maxlight; i++) {
const std::vector<ChangingLight> &lights = relight[b].lights[i];
for (std::vector<ChangingLight>::const_iterator it = lights.begin();
it < lights.end(); ++it) {
MapNode n = it->block->getNodeNoCheck(it->rel_position,
&is_valid);
n.setLight(bank, i, ndef);
it->block->setNodeNoCheck(it->rel_position, n);
}
}
// Spread lights.
spread_light(map, ndef, bank, relight[b], *modified_blocks);
}
}
VoxelLineIterator::VoxelLineIterator(
const v3f &start_position,
const v3f &line_vector) :