Optimize Mapgen::updateLighting(), add setLighting()
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f5ab056b38
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1f1ad9fd23
111
src/mapgen.cpp
111
src/mapgen.cpp
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@ -51,21 +51,19 @@ FlagDesc flagdesc_mapgen[] = {
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void Mapgen::updateLiquid(UniqueQueue<v3s16> *trans_liquid, v3s16 nmin, v3s16 nmax) {
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bool isliquid, wasliquid;
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u32 i;
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v3s16 em = vm->m_area.getExtent();
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for (s16 z = nmin.Z; z <= nmax.Z; z++) {
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for (s16 x = nmin.X; x <= nmax.X; x++) {
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v2s16 p2d(x, z);
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wasliquid = true;
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v3s16 em = vm->m_area.getExtent();
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i = vm->m_area.index(v3s16(p2d.X, nmax.Y, p2d.Y));
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u32 i = vm->m_area.index(x, nmax.Y, z);
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for (s16 y = nmax.Y; y >= nmin.Y; y--) {
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isliquid = ndef->get(vm->m_data[i]).isLiquid();
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// there was a change between liquid and nonliquid, add to queue
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if (isliquid != wasliquid)
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trans_liquid->push_back(v3s16(p2d.X, y, p2d.Y));
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trans_liquid->push_back(v3s16(x, y, z));
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wasliquid = isliquid;
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vm->m_area.add_y(em, i, -1);
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@ -75,7 +73,108 @@ void Mapgen::updateLiquid(UniqueQueue<v3s16> *trans_liquid, v3s16 nmin, v3s16 nm
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}
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void Mapgen::setLighting(v3s16 nmin, v3s16 nmax, u8 light) {
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ScopeProfiler sp(g_profiler, "EmergeThread: mapgen lighting update", SPT_AVG);
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VoxelArea a(nmin - v3s16(1,0,1) * MAP_BLOCKSIZE,
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nmax + v3s16(1,0,1) * MAP_BLOCKSIZE);
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for (int z = a.MinEdge.Z; z <= a.MaxEdge.Z; z++) {
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for (int y = a.MinEdge.Y; y <= a.MaxEdge.Y; y++) {
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u32 i = vm->m_area.index(a.MinEdge.X, y, z);
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for (int x = a.MinEdge.X; x <= a.MaxEdge.X; x++, i++)
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vm->m_data[i].param1 = light;
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}
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}
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}
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void Mapgen::lightSpread(VoxelArea &a, v3s16 p, u8 light) {
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if (light <= 1 || !a.contains(p))
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return;
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u32 vi = vm->m_area.index(p);
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MapNode &nn = vm->m_data[vi];
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light--;
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// should probably compare masked, but doesn't seem to make a difference
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if (light <= nn.param1 || !ndef->get(nn).light_propagates)
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return;
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nn.param1 = light;
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lightSpread(a, p + v3s16(0, 0, 1), light);
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lightSpread(a, p + v3s16(0, 1, 0), light);
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lightSpread(a, p + v3s16(1, 0, 0), light);
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lightSpread(a, p - v3s16(0, 0, 1), light);
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lightSpread(a, p - v3s16(0, 1, 0), light);
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lightSpread(a, p - v3s16(1, 0, 0), light);
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}
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void Mapgen::updateLighting(v3s16 nmin, v3s16 nmax) {
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VoxelArea a(nmin - v3s16(1,0,1) * MAP_BLOCKSIZE,
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nmax + v3s16(1,0,1) * MAP_BLOCKSIZE);
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bool block_is_underground = (water_level >= nmax.Y);
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ScopeProfiler sp(g_profiler, "EmergeThread: mapgen lighting update", SPT_AVG);
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//TimeTaker t("updateLighting");
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// first, send vertical rays of sunshine downward
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v3s16 em = vm->m_area.getExtent();
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for (int z = a.MinEdge.Z; z <= a.MaxEdge.Z; z++) {
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for (int x = a.MinEdge.X; x <= a.MaxEdge.X; x++) {
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// see if we can get a light value from the overtop
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u32 i = vm->m_area.index(x, a.MaxEdge.Y + 1, z);
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if (vm->m_data[i].getContent() == CONTENT_IGNORE) {
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if (block_is_underground)
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continue;
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} else if ((vm->m_data[i].param1 & 0x0F) != LIGHT_SUN) {
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continue;
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}
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vm->m_area.add_y(em, i, -1);
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for (int y = a.MaxEdge.Y; y >= a.MinEdge.Y; y--) {
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MapNode &n = vm->m_data[i];
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if (!ndef->get(n).sunlight_propagates)
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break;
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n.param1 = LIGHT_SUN;
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vm->m_area.add_y(em, i, -1);
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}
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}
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}
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// now spread the sunlight and light up any sources
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for (int z = a.MinEdge.Z; z <= a.MaxEdge.Z; z++) {
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for (int y = a.MinEdge.Y; y <= a.MaxEdge.Y; y++) {
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u32 i = vm->m_area.index(a.MinEdge.X, y, z);
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for (int x = a.MinEdge.X; x <= a.MaxEdge.X; x++, i++) {
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MapNode &n = vm->m_data[i];
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if (n.getContent() == CONTENT_IGNORE ||
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!ndef->get(n).light_propagates)
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continue;
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u8 light_produced = ndef->get(n).light_source & 0x0F;
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if (light_produced)
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n.param1 = light_produced;
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u8 light = n.param1 & 0x0F;
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if (light) {
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lightSpread(a, v3s16(x, y, z + 1), light);
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lightSpread(a, v3s16(x, y + 1, z ), light);
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lightSpread(a, v3s16(x + 1, y, z ), light);
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lightSpread(a, v3s16(x, y, z - 1), light);
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lightSpread(a, v3s16(x, y - 1, z ), light);
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lightSpread(a, v3s16(x - 1, y, z ), light);
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}
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}
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}
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}
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//printf("updateLighting: %dms\n", t.stop());
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}
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void Mapgen::updateLightingOld(v3s16 nmin, v3s16 nmax) {
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enum LightBank banks[2] = {LIGHTBANK_DAY, LIGHTBANK_NIGHT};
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VoxelArea a(nmin - v3s16(1,0,1) * MAP_BLOCKSIZE,
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@ -84,6 +183,7 @@ void Mapgen::updateLighting(v3s16 nmin, v3s16 nmax) {
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bool sunlight = !block_is_underground;
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ScopeProfiler sp(g_profiler, "EmergeThread: mapgen lighting update", SPT_AVG);
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for (int i = 0; i < 2; i++) {
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enum LightBank bank = banks[i];
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std::set<v3s16> light_sources;
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@ -92,6 +192,7 @@ void Mapgen::updateLighting(v3s16 nmin, v3s16 nmax) {
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voxalgo::clearLightAndCollectSources(*vm, a, bank, ndef,
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light_sources, unlight_from);
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voxalgo::propagateSunlight(*vm, a, sunlight, light_sources, ndef);
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vm->unspreadLight(bank, unlight_from, light_sources, ndef);
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vm->spreadLight(bank, light_sources, ndef);
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}
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@ -46,6 +46,7 @@ class ManualMapVoxelManipulator;
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class VoxelManipulator;
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class INodeDefManager;
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class BlockMakeData;
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class VoxelArea;
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struct MapgenParams {
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std::string mg_name;
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@ -76,7 +77,10 @@ public:
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INodeDefManager *ndef;
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void updateLiquid(UniqueQueue<v3s16> *trans_liquid, v3s16 nmin, v3s16 nmax);
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void setLighting(v3s16 nmin, v3s16 nmax, u8 light);
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void lightSpread(VoxelArea &a, v3s16 p, u8 light);
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void updateLighting(v3s16 nmin, v3s16 nmax);
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void updateLightingOld(v3s16 nmin, v3s16 nmax);
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virtual void makeChunk(BlockMakeData *data) {};
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virtual int getGroundLevelAtPoint(v2s16 p) = 0;
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