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Improved lighting
This commit rewrites the procedure that is responsible for light updating. this commit -provides iterative solutions for unlighting and light spreading -introduces a new priority queue-like container for the iteration -creates per-node MapBlock caching to reduce retrieving MapBlocks from the map -calculates with map block positions and in-block relative node coordinates -skips light updating if it is not necessary since the node's new light will be the same as its old light was
This commit is contained in:
parent
1fd9a07497
commit
c071efaa43
6 changed files with 648 additions and 448 deletions
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@ -19,6 +19,9 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "voxelalgorithms.h"
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#include "nodedef.h"
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#include "mapblock.h"
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#include "map.h"
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#include "util/timetaker.h"
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namespace voxalgo
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{
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@ -153,5 +156,586 @@ SunlightPropagateResult propagateSunlight(VoxelManipulator &v, VoxelArea a,
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return SunlightPropagateResult(bottom_sunlight_valid);
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}
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/*!
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* A direction.
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* 0=X+
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* 1=Y+
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* 2=Z+
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* 3=Z-
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* 4=Y-
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* 5=X-
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* 6=no direction
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* Two directions ate opposite only if their sum is 5.
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*/
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typedef u8 direction;
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/*!
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* Relative node position.
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* This represents a node's position in its map block.
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* All coordinates must be between 0 and 15.
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*/
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typedef v3s16 relative_v3;
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/*!
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* Position of a map block.
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* One block_pos unit is as long as 16 node position units.
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*/
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typedef v3s16 mapblock_v3;
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//! Contains information about a node whose light is about to change.
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struct ChangingLight {
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//! Relative position of the node in its map block.
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relative_v3 rel_position;
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//! Position of the node's block.
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mapblock_v3 block_position;
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//! Reference to the node's block.
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MapBlock *block;
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/*!
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* Direction from the node that caused this node's changing
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* to this node.
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*/
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direction source_direction;
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ChangingLight() :
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rel_position(),
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block_position(),
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block(NULL),
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source_direction(6)
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{}
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ChangingLight(relative_v3 rel_pos, mapblock_v3 block_pos,
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MapBlock *b, direction source_dir) :
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rel_position(rel_pos),
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block_position(block_pos),
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block(b),
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source_direction(source_dir)
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{}
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};
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/*!
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* A fast, priority queue-like container to contain ChangingLights.
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* The ChangingLights are ordered by the given light levels.
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* The brightest ChangingLight is returned first.
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*/
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struct LightQueue {
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//! For each light level there is a vector.
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std::vector<ChangingLight> lights[LIGHT_SUN + 1];
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//! Light of the brightest ChangingLight in the queue.
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u8 max_light;
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/*!
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* Creates a LightQueue.
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* \param reserve for each light level that many slots are reserved.
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*/
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LightQueue(size_t reserve)
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{
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max_light = LIGHT_SUN;
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for (u8 i = 0; i <= LIGHT_SUN; i++) {
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lights[i].reserve(reserve);
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}
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}
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/*!
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* Returns the next brightest ChangingLight and
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* removes it from the queue.
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* If there were no elements in the queue, the given parameters
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* remain unmodified.
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* \param light light level of the popped ChangingLight
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* \param data the ChangingLight that was popped
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* \returns true if there was a ChangingLight in the queue.
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*/
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bool next(u8 &light, ChangingLight &data)
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{
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while (lights[max_light].empty()) {
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if (max_light == 0) {
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return false;
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}
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max_light--;
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}
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light = max_light;
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data = lights[max_light].back();
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lights[max_light].pop_back();
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return true;
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}
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/*!
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* Adds an element to the queue.
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* The parameters are the same as in ChangingLight's constructor.
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* \param light light level of the ChangingLight
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*/
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inline void push(u8 light, relative_v3 &rel_pos, mapblock_v3 &block_pos,
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MapBlock *block, direction source_dir)
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{
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lights[light].push_back(
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ChangingLight(rel_pos, block_pos, block, source_dir));
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}
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};
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/*!
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* This type of light queue is for unlighting.
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* A node can be pushed in it only if its raw light is zero.
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* This prevents pushing nodes twice into this queue.
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* The light of the pushed ChangingLight must be the
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* light of the node before unlighting it.
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*/
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typedef LightQueue UnlightQueue;
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/*!
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* This type of light queue is for spreading lights.
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* While spreading lights, all the nodes in it must
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* have the same light as the light level the ChangingLights
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* were pushed into this queue with. This prevents unnecessary
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* re-pushing of the nodes into the queue.
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* If a node doesn't let light trough but emits light, it can be added
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* too.
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*/
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typedef LightQueue ReLightQueue;
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/*!
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* neighbor_dirs[i] points towards
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* the direction i.
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* See the definition of the type "direction"
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*/
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const static v3s16 neighbor_dirs[6] = {
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v3s16(1, 0, 0), // right
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v3s16(0, 1, 0), // top
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v3s16(0, 0, 1), // back
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v3s16(0, 0, -1), // front
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v3s16(0, -1, 0), // bottom
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v3s16(-1, 0, 0), // left
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};
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/*!
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* Transforms the given map block offset by one node towards
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* the specified direction.
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* \param dir the direction of the transformation
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* \param rel_pos the node's relative position in its map block
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* \param block_pos position of the node's block
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*/
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bool stepRelBlockPos(direction dir, relative_v3 &rel_pos,
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mapblock_v3 &block_pos)
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{
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switch (dir) {
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case 0:
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if (rel_pos.X < MAP_BLOCKSIZE - 1) {
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rel_pos.X++;
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} else {
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rel_pos.X = 0;
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block_pos.X++;
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return true;
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}
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break;
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case 1:
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if (rel_pos.Y < MAP_BLOCKSIZE - 1) {
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rel_pos.Y++;
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} else {
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rel_pos.Y = 0;
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block_pos.Y++;
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return true;
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}
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break;
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case 2:
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if (rel_pos.Z < MAP_BLOCKSIZE - 1) {
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rel_pos.Z++;
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} else {
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rel_pos.Z = 0;
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block_pos.Z++;
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return true;
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}
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break;
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case 3:
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if (rel_pos.Z > 0) {
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rel_pos.Z--;
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} else {
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rel_pos.Z = MAP_BLOCKSIZE - 1;
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block_pos.Z--;
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return true;
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}
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break;
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case 4:
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if (rel_pos.Y > 0) {
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rel_pos.Y--;
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} else {
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rel_pos.Y = MAP_BLOCKSIZE - 1;
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block_pos.Y--;
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return true;
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}
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break;
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case 5:
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if (rel_pos.X > 0) {
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rel_pos.X--;
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} else {
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rel_pos.X = MAP_BLOCKSIZE - 1;
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block_pos.X--;
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return true;
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}
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break;
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}
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return false;
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}
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/*
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* Removes all light that is potentially emitted by the specified
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* light sources. These nodes will have zero light.
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* Returns all nodes whose light became zero but should be re-lighted.
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*
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* \param bank the light bank in which the procedure operates
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* \param from_nodes nodes whose light is removed
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* \param light_sources nodes that should be re-lighted
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* \param modified_blocks output, all modified map blocks are added to this
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*/
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void unspreadLight(Map *map, INodeDefManager *nodemgr, LightBank bank,
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UnlightQueue &from_nodes, ReLightQueue &light_sources,
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std::map<v3s16, MapBlock*> & modified_blocks)
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{
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// Stores data popped from from_nodes
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u8 current_light;
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ChangingLight current;
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// Data of the current neighbor
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mapblock_v3 neighbor_block_pos;
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relative_v3 neighbor_rel_pos;
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// A dummy boolean
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bool is_valid_position;
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// Direction of the brightest neighbor of the node
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direction source_dir;
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while (from_nodes.next(current_light, current)) {
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// For all nodes that need unlighting
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// There is no brightest neighbor
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source_dir = 6;
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// The current node
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const MapNode &node = current.block->getNodeNoCheck(
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current.rel_position, &is_valid_position);
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const ContentFeatures &f = nodemgr->get(node);
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// If the node emits light, it behaves like it had a
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// brighter neighbor.
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u8 brightest_neighbor_light = f.light_source + 1;
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for (direction i = 0; i < 6; i++) {
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//For each neighbor
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// The node that changed this node has already zero light
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// and it can't give light to this node
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if (current.source_direction + i == 5) {
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continue;
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}
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// Get the neighbor's position and block
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neighbor_rel_pos = current.rel_position;
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neighbor_block_pos = current.block_position;
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MapBlock *neighbor_block;
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if (stepRelBlockPos(i, neighbor_rel_pos, neighbor_block_pos)) {
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neighbor_block = map->getBlockNoCreateNoEx(neighbor_block_pos);
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if (neighbor_block == NULL) {
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continue;
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}
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} else {
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neighbor_block = current.block;
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}
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// Get the neighbor itself
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MapNode neighbor = neighbor_block->getNodeNoCheck(neighbor_rel_pos,
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&is_valid_position);
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const ContentFeatures &neighbor_f = nodemgr->get(
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neighbor.getContent());
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u8 neighbor_light = neighbor.getLightRaw(bank, neighbor_f);
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// If the neighbor has at least as much light as this node, then
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// it won't lose its light, since it should have been added to
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// from_nodes earlier, so its light would be zero.
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if (neighbor_f.light_propagates && neighbor_light < current_light) {
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// Unlight, but only if the node has light.
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if (neighbor_light > 0) {
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neighbor.setLight(bank, 0, neighbor_f);
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neighbor_block->setNodeNoCheck(neighbor_rel_pos, neighbor);
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from_nodes.push(neighbor_light, neighbor_rel_pos,
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neighbor_block_pos, neighbor_block, i);
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// The current node was modified earlier, so its block
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// is in modified_blocks.
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if (current.block != neighbor_block) {
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modified_blocks[neighbor_block_pos] = neighbor_block;
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}
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}
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} else {
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// The neighbor can light up this node.
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if (neighbor_light < neighbor_f.light_source) {
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neighbor_light = neighbor_f.light_source;
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}
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if (brightest_neighbor_light < neighbor_light) {
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brightest_neighbor_light = neighbor_light;
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source_dir = i;
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}
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}
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}
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// If the brightest neighbor is able to light up this node,
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// then add this node to the output nodes.
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if (brightest_neighbor_light > 1 && f.light_propagates) {
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brightest_neighbor_light--;
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light_sources.push(brightest_neighbor_light, current.rel_position,
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current.block_position, current.block,
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(source_dir == 6) ? 6 : 5 - source_dir
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/* with opposite direction*/);
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}
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}
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}
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/*
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* Spreads light from the specified starting nodes.
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*
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* Before calling this procedure, make sure that all ChangingLights
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* in light_sources have as much light on the map as they have in
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* light_sources (if the queue contains a node multiple times, the brightest
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* occurrence counts).
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*
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* \param bank the light bank in which the procedure operates
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* \param light_sources starting nodes
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* \param modified_blocks output, all modified map blocks are added to this
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*/
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void spreadLight(Map *map, INodeDefManager *nodemgr, LightBank bank,
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LightQueue & light_sources, std::map<v3s16, MapBlock*> & modified_blocks)
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{
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// The light the current node can provide to its neighbors.
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u8 spreading_light;
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// The ChangingLight for the current node.
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ChangingLight current;
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// Position of the current neighbor.
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mapblock_v3 neighbor_block_pos;
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relative_v3 neighbor_rel_pos;
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// A dummy boolean.
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bool is_valid_position;
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while (light_sources.next(spreading_light, current)) {
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spreading_light--;
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for (direction i = 0; i < 6; i++) {
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// This node can't light up its light source
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if (current.source_direction + i == 5) {
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continue;
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}
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// Get the neighbor's position and block
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neighbor_rel_pos = current.rel_position;
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neighbor_block_pos = current.block_position;
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MapBlock *neighbor_block;
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if (stepRelBlockPos(i, neighbor_rel_pos, neighbor_block_pos)) {
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neighbor_block = map->getBlockNoCreateNoEx(neighbor_block_pos);
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if (neighbor_block == NULL) {
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continue;
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}
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} else {
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neighbor_block = current.block;
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}
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// Get the neighbor itself
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MapNode neighbor = neighbor_block->getNodeNoCheck(neighbor_rel_pos,
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&is_valid_position);
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const ContentFeatures &f = nodemgr->get(neighbor.getContent());
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if (f.light_propagates) {
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// Light up the neighbor, if it has less light than it should.
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u8 neighbor_light = neighbor.getLightRaw(bank, f);
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if (neighbor_light < spreading_light) {
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neighbor.setLight(bank, spreading_light, f);
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neighbor_block->setNodeNoCheck(neighbor_rel_pos, neighbor);
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light_sources.push(spreading_light, neighbor_rel_pos,
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neighbor_block_pos, neighbor_block, i);
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// The current node was modified earlier, so its block
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// is in modified_blocks.
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if (current.block != neighbor_block) {
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modified_blocks[neighbor_block_pos] = neighbor_block;
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}
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}
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}
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}
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}
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}
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/*!
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* Returns true if the node gets sunlight from the
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* node above it.
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*
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* \param pos position of the node.
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*/
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bool isSunlightAbove(Map *map, v3s16 pos, INodeDefManager *ndef)
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{
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bool sunlight = true;
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mapblock_v3 source_block_pos;
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relative_v3 source_rel_pos;
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getNodeBlockPosWithOffset(pos + v3s16(0, 1, 0), source_block_pos,
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source_rel_pos);
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// If the node above has sunlight, this node also can get it.
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MapBlock *source_block = map->getBlockNoCreateNoEx(source_block_pos);
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if (source_block == NULL) {
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// But if there is no node above, then use heuristics
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MapBlock *node_block = map->getBlockNoCreateNoEx(getNodeBlockPos(pos));
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if (node_block == NULL) {
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sunlight = false;
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} else {
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sunlight = !node_block->getIsUnderground();
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}
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} else {
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bool is_valid_position;
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MapNode above = source_block->getNodeNoCheck(source_rel_pos,
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&is_valid_position);
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if (is_valid_position) {
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if (above.getContent() == CONTENT_IGNORE) {
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// Trust heuristics
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if (source_block->getIsUnderground()) {
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sunlight = false;
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}
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} else if (above.getLight(LIGHTBANK_DAY, ndef) != LIGHT_SUN) {
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// If the node above doesn't have sunlight, this
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// node is in shadow.
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sunlight = false;
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}
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}
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}
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return sunlight;
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}
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static const LightBank banks[] = { LIGHTBANK_DAY, LIGHTBANK_NIGHT };
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void update_lighting_node(Map *map, INodeDefManager *ndef, v3s16 p,
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MapNode oldnode, std::map<v3s16, MapBlock*> & modified_blocks)
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{
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// For node getter functions
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bool is_valid_position;
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// Get position and block of the changed node
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relative_v3 rel_pos;
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mapblock_v3 block_pos;
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getNodeBlockPosWithOffset(p, block_pos, rel_pos);
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MapBlock *block = map->getBlockNoCreateNoEx(block_pos);
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if (block == NULL || block->isDummy()) {
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return;
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}
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// Process each light bank separately
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for (s32 i = 0; i < 2; i++) {
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// Get the new node
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MapNode n = block->getNodeNoCheck(rel_pos, &is_valid_position);
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if (!is_valid_position) {
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break;
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}
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LightBank bank = banks[i];
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// Light of the old node
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u8 old_light = oldnode.getLight(bank, ndef);
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// Add the block of the added node to modified_blocks
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modified_blocks[block_pos] = block;
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// Get new light level of the node
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u8 new_light = 0;
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if (ndef->get(n).light_propagates) {
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if (bank == LIGHTBANK_DAY && ndef->get(n).sunlight_propagates
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||||
&& isSunlightAbove(map, p, ndef)) {
|
||||
new_light = LIGHT_SUN;
|
||||
} else {
|
||||
new_light = ndef->get(n).light_source;
|
||||
for (int i = 0; i < 6; i++) {
|
||||
v3s16 p2 = p + neighbor_dirs[i];
|
||||
bool is_valid;
|
||||
MapNode n2 = map->getNodeNoEx(p2, &is_valid);
|
||||
if (is_valid) {
|
||||
u8 spread = n2.getLight(bank, ndef);
|
||||
// If the neighbor is at least as bright as
|
||||
// this node then its light is not from
|
||||
// this node.
|
||||
// Its light can spread to this node.
|
||||
if (spread > new_light && spread >= old_light) {
|
||||
new_light = spread - 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
} else {
|
||||
// If this is an opaque node, it still can emit light.
|
||||
new_light = ndef->get(n).light_source;
|
||||
}
|
||||
|
||||
ReLightQueue light_sources(256);
|
||||
|
||||
if (new_light > 0) {
|
||||
light_sources.push(new_light, rel_pos, block_pos, block, 6);
|
||||
}
|
||||
|
||||
if (new_light < old_light) {
|
||||
// The node became opaque or doesn't provide as much
|
||||
// light as the previous one, so it must be unlighted.
|
||||
LightQueue disappearing_lights(256);
|
||||
|
||||
// Add to unlight queue
|
||||
n.setLight(bank, 0, ndef);
|
||||
block->setNodeNoCheck(rel_pos, n);
|
||||
disappearing_lights.push(old_light, rel_pos, block_pos, block, 6);
|
||||
|
||||
// Remove sunlight, if there was any
|
||||
if (bank == LIGHTBANK_DAY && old_light == LIGHT_SUN) {
|
||||
for (s16 y = p.Y - 1;; y--) {
|
||||
v3s16 n2pos(p.X, y, p.Z);
|
||||
|
||||
MapNode n2;
|
||||
|
||||
n2 = map->getNodeNoEx(n2pos, &is_valid_position);
|
||||
if (!is_valid_position)
|
||||
break;
|
||||
|
||||
// If this node doesn't have sunlight, the nodes below
|
||||
// it don't have too.
|
||||
if (n2.getLight(LIGHTBANK_DAY, ndef) != LIGHT_SUN) {
|
||||
break;
|
||||
}
|
||||
// Remove sunlight and add to unlight queue.
|
||||
n2.setLight(LIGHTBANK_DAY, 0, ndef);
|
||||
map->setNode(n2pos, n2);
|
||||
relative_v3 rel_pos2;
|
||||
mapblock_v3 block_pos2;
|
||||
getNodeBlockPosWithOffset(n2pos, block_pos2, rel_pos2);
|
||||
MapBlock *block2 = map->getBlockNoCreateNoEx(block_pos2);
|
||||
disappearing_lights.push(LIGHT_SUN, rel_pos2, block_pos2,
|
||||
block2, 4 /* The node above caused the change */);
|
||||
}
|
||||
}
|
||||
// Remove lights
|
||||
unspreadLight(map, ndef, bank, disappearing_lights, light_sources,
|
||||
modified_blocks);
|
||||
} else if (new_light > old_light) {
|
||||
// It is sure that the node provides more light than the previous
|
||||
// one, unlighting is not necessary.
|
||||
// Propagate sunlight
|
||||
if (bank == LIGHTBANK_DAY && new_light == LIGHT_SUN) {
|
||||
for (s16 y = p.Y - 1;; y--) {
|
||||
v3s16 n2pos(p.X, y, p.Z);
|
||||
|
||||
MapNode n2;
|
||||
|
||||
n2 = map->getNodeNoEx(n2pos, &is_valid_position);
|
||||
if (!is_valid_position)
|
||||
break;
|
||||
|
||||
// This should not happen, but if the node has sunlight
|
||||
// then the iteration should stop.
|
||||
if (n2.getLight(LIGHTBANK_DAY, ndef) == LIGHT_SUN) {
|
||||
break;
|
||||
}
|
||||
// If the node terminates sunlight, stop.
|
||||
if (!ndef->get(n2).sunlight_propagates) {
|
||||
break;
|
||||
}
|
||||
relative_v3 rel_pos2;
|
||||
mapblock_v3 block_pos2;
|
||||
getNodeBlockPosWithOffset(n2pos, block_pos2, rel_pos2);
|
||||
MapBlock *block2 = map->getBlockNoCreateNoEx(block_pos2);
|
||||
// Mark node for lighting.
|
||||
light_sources.push(LIGHT_SUN, rel_pos2, block_pos2, block2,
|
||||
4);
|
||||
}
|
||||
}
|
||||
}
|
||||
// Initialize light values for light spreading.
|
||||
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++) {
|
||||
MapNode n = it->block->getNodeNoCheck(it->rel_position,
|
||||
&is_valid_position);
|
||||
n.setLight(bank, i, ndef);
|
||||
it->block->setNodeNoCheck(it->rel_position, n);
|
||||
}
|
||||
}
|
||||
// Spread lights.
|
||||
spreadLight(map, ndef, bank, light_sources, modified_blocks);
|
||||
}
|
||||
}
|
||||
|
||||
} // namespace voxalgo
|
||||
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue