Do post-mapgen lighting using the VoxelManipulator-based functions (causes glitches currently)
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0f3c2f6541
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11
src/map.cpp
11
src/map.cpp
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@ -2076,10 +2076,13 @@ void ServerMap::initBlockMake(mapgen::BlockMakeData *data, v3s16 blockpos)
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<<"("<<blockpos.X<<","<<blockpos.Y<<","<<blockpos.Z<<")"
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<<std::endl;
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s16 chunksize = 2;
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v3s16 blockpos_div = getContainerPos(blockpos, chunksize);
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s16 chunksize = 3;
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v3s16 chunk_offset(-1,-1,-1);
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v3s16 blockpos_div = getContainerPos(blockpos - chunk_offset, chunksize);
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v3s16 blockpos_min = blockpos_div * chunksize;
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v3s16 blockpos_max = blockpos_div * chunksize + v3s16(1,1,1)*(chunksize-1);
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blockpos_min += chunk_offset;
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blockpos_max += chunk_offset;
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// Do nothing if not inside limits (+-1 because of neighbors)
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if(blockpos_over_limit(blockpos_min - v3s16(1,1,1)) ||
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@ -2223,6 +2226,7 @@ MapBlock* ServerMap::finishBlockMake(mapgen::BlockMakeData *data,
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Update lighting
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*/
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{
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#if 0
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TimeTaker t("finishBlockMake lighting update");
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core::map<v3s16, MapBlock*> lighting_update_blocks;
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@ -2239,6 +2243,7 @@ MapBlock* ServerMap::finishBlockMake(mapgen::BlockMakeData *data,
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}
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updateLighting(lighting_update_blocks, changed_blocks);
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#endif
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/*
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Set lighting to non-expired state in all of them.
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@ -2253,8 +2258,10 @@ MapBlock* ServerMap::finishBlockMake(mapgen::BlockMakeData *data,
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getBlockNoCreateNoEx(p)->setLightingExpired(false);
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}
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#if 0
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if(enable_mapgen_debug_info == false)
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t.stop(true); // Hide output
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#endif
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}
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// Center blocks
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@ -27,6 +27,8 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "nodedef.h"
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#include "content_mapnode.h" // For content_mapnode_get_new_name
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#include "voxelalgorithms.h"
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#include "profiler.h"
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#include "main.h" // For g_profiler
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namespace mapgen
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{
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@ -2339,7 +2341,33 @@ void make_block(BlockMakeData *data)
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/*
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Calculate lighting
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*/
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{
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ScopeProfiler sp(g_profiler, "EmergeThread: mapgen lighting update",
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SPT_AVG);
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VoxelArea a(node_min, node_max);
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enum LightBank banks[2] = {LIGHTBANK_DAY, LIGHTBANK_NIGHT};
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for(int i=0; i<2; i++)
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{
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enum LightBank bank = banks[i];
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core::map<v3s16, bool> light_sources;
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core::map<v3s16, u8> unlight_from;
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voxalgo::clearLightAndCollectSources(vmanip, a, bank, ndef,
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light_sources, unlight_from);
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// TODO: Get this from elsewhere
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bool inexistent_top_provides_sunlight = true;
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voxalgo::SunlightPropagateResult res = voxalgo::propagateSunlight(
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vmanip, a, inexistent_top_provides_sunlight,
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light_sources, ndef);
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// TODO: Do stuff according to bottom_sunlight_valid
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vmanip.unspreadLight(bank, unlight_from, light_sources, ndef);
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vmanip.spreadLight(bank, light_sources, ndef);
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}
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}
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}
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BlockMakeData::BlockMakeData():
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