]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - src/voxel.cpp
Optimise MapBlockMesh related functions
[dragonfireclient.git] / src / voxel.cpp
index fc3b4c428681ffa31f422acf79052e486f2dc70a..a5e0b09fe7517ce334050a29fa7259329021289a 100644 (file)
 /*
-Minetest-c55
-Copyright (C) 2010 celeron55, Perttu Ahola <celeron55@gmail.com>
+Minetest
+Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>
 
 This program is free software; you can redistribute it and/or modify
-it under the terms of the GNU General Public License as published by
-the Free Software Foundation; either version 2 of the License, or
+it under the terms of the GNU Lesser General Public License as published by
+the Free Software Foundation; either version 2.1 of the License, or
 (at your option) any later version.
 
 This program is distributed in the hope that it will be useful,
 but WITHOUT ANY WARRANTY; without even the implied warranty of
 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-GNU General Public License for more details.
+GNU Lesser General Public License for more details.
 
-You should have received a copy of the GNU General Public License along
+You should have received a copy of the GNU Lesser General Public License along
 with this program; if not, write to the Free Software Foundation, Inc.,
 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
 */
 
 #include "voxel.h"
 #include "map.h"
+#include "gettime.h"
+#include "nodedef.h"
+#include "util/timetaker.h"
+#include <string.h>  // memcpy, memset
+
+/*
+       Debug stuff
+*/
+u32 addarea_time = 0;
+u32 emerge_time = 0;
+u32 emerge_load_time = 0;
+u32 clearflag_time = 0;
+//u32 getwaterpressure_time = 0;
+//u32 spreadwaterpressure_time = 0;
+u32 updateareawaterpressure_time = 0;
+u32 flowwater_pre_time = 0;
+
 
 VoxelManipulator::VoxelManipulator():
-       m_data(NULL)
+       m_data(NULL),
+       m_flags(NULL)
 {
 }
 
 VoxelManipulator::~VoxelManipulator()
 {
-       if(m_data)
-               delete[] m_data;
+       clear();
+}
+
+void VoxelManipulator::clear()
+{
+       // Reset area to volume=0
+       m_area = VoxelArea();
+       delete[] m_data;
+       m_data = NULL;
+       delete[] m_flags;
+       m_flags = NULL;
+}
+
+void VoxelManipulator::print(std::ostream &o, INodeDefManager *ndef,
+               VoxelPrintMode mode)
+{
+       v3s16 em = m_area.getExtent();
+       v3s16 of = m_area.MinEdge;
+       o<<"size: "<<em.X<<"x"<<em.Y<<"x"<<em.Z
+        <<" offset: ("<<of.X<<","<<of.Y<<","<<of.Z<<")"<<std::endl;
+
+       for(s32 y=m_area.MaxEdge.Y; y>=m_area.MinEdge.Y; y--)
+       {
+               if(em.X >= 3 && em.Y >= 3)
+               {
+                       if     (y==m_area.MinEdge.Y+2) o<<"^     ";
+                       else if(y==m_area.MinEdge.Y+1) o<<"|     ";
+                       else if(y==m_area.MinEdge.Y+0) o<<"y x-> ";
+                       else                           o<<"      ";
+               }
+
+               for(s32 z=m_area.MinEdge.Z; z<=m_area.MaxEdge.Z; z++)
+               {
+                       for(s32 x=m_area.MinEdge.X; x<=m_area.MaxEdge.X; x++)
+                       {
+                               u8 f = m_flags[m_area.index(x,y,z)];
+                               char c;
+                               if(f & VOXELFLAG_NO_DATA)
+                                       c = 'N';
+                               else
+                               {
+                                       c = 'X';
+                                       MapNode n = m_data[m_area.index(x,y,z)];
+                                       content_t m = n.getContent();
+                                       u8 pr = n.param2;
+                                       if(mode == VOXELPRINT_MATERIAL)
+                                       {
+                                               if(m <= 9)
+                                                       c = m + '0';
+                                       }
+                                       else if(mode == VOXELPRINT_WATERPRESSURE)
+                                       {
+                                               if(ndef->get(m).isLiquid())
+                                               {
+                                                       c = 'w';
+                                                       if(pr <= 9)
+                                                               c = pr + '0';
+                                               }
+                                               else if(m == CONTENT_AIR)
+                                               {
+                                                       c = ' ';
+                                               }
+                                               else
+                                               {
+                                                       c = '#';
+                                               }
+                                       }
+                                       else if(mode == VOXELPRINT_LIGHT_DAY)
+                                       {
+                                               if(ndef->get(m).light_source != 0)
+                                                       c = 'S';
+                                               else if(ndef->get(m).light_propagates == false)
+                                                       c = 'X';
+                                               else
+                                               {
+                                                       u8 light = n.getLight(LIGHTBANK_DAY, ndef);
+                                                       if(light < 10)
+                                                               c = '0' + light;
+                                                       else
+                                                               c = 'a' + (light-10);
+                                               }
+                                       }
+                               }
+                               o<<c;
+                       }
+                       o<<' ';
+               }
+               o<<std::endl;
+       }
 }
 
-void VoxelManipulator::addArea(VoxelArea area)
+void VoxelManipulator::addArea(const VoxelArea &area)
 {
-       if(area.getExtent() == v3s16(0,0,0))
+       // Cancel if requested area has zero volume
+       if (area.hasEmptyExtent())
+               return;
+
+       // Cancel if m_area already contains the requested area
+       if(m_area.contains(area))
                return;
-       
+
+       TimeTaker timer("addArea", &addarea_time);
+
        // Calculate new area
        VoxelArea new_area;
-       if(m_area.getExtent() == v3s16(0,0,0))
+       // New area is the requested area if m_area has zero volume
+       if(m_area.hasEmptyExtent())
        {
                new_area = area;
        }
+       // Else add requested area to m_area
        else
        {
                new_area = m_area;
                new_area.addArea(area);
        }
 
-       if(new_area == m_area)
-               return;
-
        s32 new_size = new_area.getVolume();
 
        /*dstream<<"adding area ";
@@ -62,262 +173,549 @@ void VoxelManipulator::addArea(VoxelArea area)
        dstream<<", new_size="<<new_size;
        dstream<<std::endl;*/
 
-       // Allocate and clear new data
-       MapNode *new_data;
-       new_data = new MapNode[new_size];
-       for(s32 i=0; i<new_size; i++)
-       {
-               new_data[i].d = MATERIAL_IGNORE;
-       }
-       
+       // Allocate new data and clear flags
+       MapNode *new_data = new MapNode[new_size];
+       assert(new_data);
+       u8 *new_flags = new u8[new_size];
+       assert(new_flags);
+       memset(new_flags, VOXELFLAG_NO_DATA, new_size);
+
        // Copy old data
-       
+       s32 old_x_width = m_area.MaxEdge.X - m_area.MinEdge.X + 1;
        for(s32 z=m_area.MinEdge.Z; z<=m_area.MaxEdge.Z; z++)
        for(s32 y=m_area.MinEdge.Y; y<=m_area.MaxEdge.Y; y++)
-       for(s32 x=m_area.MinEdge.X; x<=m_area.MaxEdge.X; x++)
        {
-               new_data[new_area.index(z,y,x)] = m_data[m_area.index(x,y,z)];
+               unsigned int old_index = m_area.index(m_area.MinEdge.X,y,z);
+               unsigned int new_index = new_area.index(m_area.MinEdge.X,y,z);
+
+               memcpy(&new_data[new_index], &m_data[old_index],
+                               old_x_width * sizeof(MapNode));
+               memcpy(&new_flags[new_index], &m_flags[old_index],
+                               old_x_width * sizeof(u8));
        }
 
-       // Replace member
+       // Replace area, data and flags
+
        m_area = new_area;
+
        MapNode *old_data = m_data;
+       u8 *old_flags = m_flags;
+
+       /*dstream<<"old_data="<<(int)old_data<<", new_data="<<(int)new_data
+       <<", old_flags="<<(int)m_flags<<", new_flags="<<(int)new_flags<<std::endl;*/
+
        m_data = new_data;
+       m_flags = new_flags;
+
        delete[] old_data;
+       delete[] old_flags;
+
+       //dstream<<"addArea done"<<std::endl;
 }
 
-void VoxelManipulator::print(std::ostream &o)
+void VoxelManipulator::copyFrom(MapNode *src, const VoxelArea& src_area,
+               v3s16 from_pos, v3s16 to_pos, v3s16 size)
 {
-       v3s16 em = m_area.getExtent();
-       v3s16 of = m_area.MinEdge;
-       o<<"size: "<<em.X<<"x"<<em.Y<<"x"<<em.Z
-        <<" offset: ("<<of.X<<","<<of.Y<<","<<of.Z<<")"<<std::endl;
-       
-       for(s32 y=m_area.MinEdge.Y; y<=m_area.MaxEdge.Y; y++)
-       {
-               if(em.X >= 3 && em.Y >= 3)
-               {
-                       if(y==m_area.MinEdge.Y+0) o<<"y x-> ";
-                       if(y==m_area.MinEdge.Y+1) o<<"|     ";
-                       if(y==m_area.MinEdge.Y+2) o<<"V     ";
+       /* The reason for this optimised code is that we're a member function
+        * and the data type/layout of m_data is know to us: it's stored as
+        * [z*h*w + y*h + x]. Therefore we can take the calls to m_area index
+        * (which performs the preceding mapping/indexing of m_data) out of the
+        * inner loop and calculate the next index as we're iterating to gain
+        * performance.
+        *
+        * src_step and dest_step is the amount required to be added to our index
+        * every time y increments. Because the destination area may be larger
+        * than the source area we need one additional variable (otherwise we could
+        * just continue adding dest_step as is done for the source data): dest_mod.
+        * dest_mod is the difference in size between a "row" in the source data
+        * and a "row" in the destination data (I am using the term row loosely
+        * and for illustrative purposes). E.g.
+        *
+        * src       <-------------------->|'''''' dest mod ''''''''
+        * dest      <--------------------------------------------->
+        *
+        * dest_mod (it's essentially a modulus) is added to the destination index
+        * after every full iteration of the y span.
+        *
+        * This method falls under the category "linear array and incrementing
+        * index".
+        */
+
+       s32 src_step = src_area.getExtent().X;
+       s32 dest_step = m_area.getExtent().X;
+       s32 dest_mod = m_area.index(to_pos.X, to_pos.Y, to_pos.Z + 1)
+                       - m_area.index(to_pos.X, to_pos.Y, to_pos.Z)
+                       - dest_step * size.Y;
+
+       s32 i_src = src_area.index(from_pos.X, from_pos.Y, from_pos.Z);
+       s32 i_local = m_area.index(to_pos.X, to_pos.Y, to_pos.Z);
+
+       for (s16 z = 0; z < size.Z; z++) {
+               for (s16 y = 0; y < size.Y; y++) {
+                       memcpy(&m_data[i_local], &src[i_src], size.X * sizeof(*m_data));
+                       memset(&m_flags[i_local], 0, size.X);
+                       i_src += src_step;
+                       i_local += dest_step;
                }
-
-               for(s32 z=m_area.MinEdge.Z; z<=m_area.MaxEdge.Z; z++)
-               {
-                       for(s32 x=m_area.MinEdge.X; x<=m_area.MaxEdge.X; x++)
-                       {
-                               u8 m = m_data[m_area.index(x,y,z)].d;
-                               char c = 'X';
-                               if(m == MATERIAL_IGNORE)
-                                       c = 'I';
-                               else if(m <= 9)
-                                       c = m + '0';
-                               o<<c;
-                       }
-                       o<<' ';
-               }
-               o<<std::endl;
+               i_local += dest_mod;
        }
 }
 
-void VoxelManipulator::interpolate(VoxelArea area)
+void VoxelManipulator::copyTo(MapNode *dst, const VoxelArea& dst_area,
+               v3s16 dst_pos, v3s16 from_pos, v3s16 size)
 {
-       VoxelArea emerge_area = area;
-       emerge_area.MinEdge -= v3s16(1,1,1);
-       emerge_area.MaxEdge += v3s16(1,1,1);
-       emerge(emerge_area);
+       for(s16 z=0; z<size.Z; z++)
+       for(s16 y=0; y<size.Y; y++)
+       {
+               s32 i_dst = dst_area.index(dst_pos.X, dst_pos.Y+y, dst_pos.Z+z);
+               s32 i_local = m_area.index(from_pos.X, from_pos.Y+y, from_pos.Z+z);
+               for (s16 x = 0; x < size.X; x++) {
+                       if (m_data[i_local].getContent() != CONTENT_IGNORE)
+                               dst[i_dst] = m_data[i_local];
+                       i_dst++;
+                       i_local++;
+               }
+       }
+}
 
-       SharedBuffer<u8> buf(area.getVolume());
+/*
+       Algorithms
+       -----------------------------------------------------
+*/
 
-       for(s32 z=area.MinEdge.Z; z<=area.MaxEdge.Z; z++)
-       for(s32 y=area.MinEdge.Y; y<=area.MaxEdge.Y; y++)
-       for(s32 x=area.MinEdge.X; x<=area.MaxEdge.X; x++)
-       {
-               v3s16 p(x,y,z);
-
-               v3s16 dirs[] = {
-                       v3s16(1,1,0),
-                       v3s16(1,0,1),
-                       v3s16(1,-1,0),
-                       v3s16(1,0,-1),
-                       v3s16(-1,1,0),
-                       v3s16(-1,0,1),
-                       v3s16(-1,-1,0),
-                       v3s16(-1,0,-1),
-               };
-               //const v3s16 *dirs = g_26dirs;
-               
-               s16 total = 0;
-               s16 airness = 0;
-               u8 m = MATERIAL_IGNORE;
-
-               for(s16 i=0; i<8; i++)
-               //for(s16 i=0; i<26; i++)
-               {
-                       v3s16 p2 = p + dirs[i];
+void VoxelManipulator::clearFlag(u8 flags)
+{
+       // 0-1ms on moderate area
+       TimeTaker timer("clearFlag", &clearflag_time);
 
-                       MapNode &n = m_data[m_area.index(p2)];
-                       if(n.d == MATERIAL_IGNORE)
-                               continue;
+       //v3s16 s = m_area.getExtent();
 
-                       airness += (n.d == MATERIAL_AIR) ? 1 : -1;
-                       total++;
+       /*dstream<<"clearFlag clearing area of size "
+                       <<""<<s.X<<"x"<<s.Y<<"x"<<s.Z<<""
+                       <<std::endl;*/
 
-                       if(m == MATERIAL_IGNORE && n.d != MATERIAL_AIR)
-                               m = n.d;
-               }
+       //s32 count = 0;
 
-               // 1 if air, 0 if not
-               buf[area.index(p)] = airness > -total/2 ? MATERIAL_AIR : m;
-               //buf[area.index(p)] = airness > -total ? MATERIAL_AIR : m;
-               //buf[area.index(p)] = airness >= -7 ? MATERIAL_AIR : m;
+       /*for(s32 z=m_area.MinEdge.Z; z<=m_area.MaxEdge.Z; z++)
+       for(s32 y=m_area.MinEdge.Y; y<=m_area.MaxEdge.Y; y++)
+       for(s32 x=m_area.MinEdge.X; x<=m_area.MaxEdge.X; x++)
+       {
+               u8 f = m_flags[m_area.index(x,y,z)];
+               m_flags[m_area.index(x,y,z)] &= ~flags;
+               if(m_flags[m_area.index(x,y,z)] != f)
+                       count++;
+       }*/
+
+       s32 volume = m_area.getVolume();
+       for(s32 i=0; i<volume; i++)
+       {
+               m_flags[i] &= ~flags;
        }
 
-       for(s32 z=area.MinEdge.Z; z<=area.MaxEdge.Z; z++)
-       for(s32 y=area.MinEdge.Y; y<=area.MaxEdge.Y; y++)
-       for(s32 x=area.MinEdge.X; x<=area.MaxEdge.X; x++)
+       /*s32 volume = m_area.getVolume();
+       for(s32 i=0; i<volume; i++)
        {
-               v3s16 p(x,y,z);
-               m_data[m_area.index(p)].d = buf[area.index(p)];
+               u8 f = m_flags[i];
+               m_flags[i] &= ~flags;
+               if(m_flags[i] != f)
+                       count++;
        }
+
+       dstream<<"clearFlag changed "<<count<<" flags out of "
+                       <<volume<<" nodes"<<std::endl;*/
 }
 
-#if 0
-void VoxelManipulator::blitFromNodeContainer
-               (v3s16 p_from, v3s16 p_to, v3s16 size, NodeContainer *c)
+void VoxelManipulator::unspreadLight(enum LightBank bank, v3s16 p, u8 oldlight,
+               std::set<v3s16> & light_sources, INodeDefManager *nodemgr)
 {
-       VoxelArea a_to(p_to, p_to+size-v3s16(1,1,1));
-       addArea(a_to);
-       for(s16 z=0; z<size.Z; z++)
-       for(s16 y=0; y<size.Y; y++)
-       for(s16 x=0; x<size.X; x++)
+       v3s16 dirs[6] = {
+               v3s16(0,0,1), // back
+               v3s16(0,1,0), // top
+               v3s16(1,0,0), // right
+               v3s16(0,0,-1), // front
+               v3s16(0,-1,0), // bottom
+               v3s16(-1,0,0), // left
+       };
+
+       VoxelArea voxel_area(p - v3s16(1,1,1), p + v3s16(1,1,1));
+       addArea(voxel_area);
+
+       // Loop through 6 neighbors
+       for(u16 i=0; i<6; i++)
        {
-               v3s16 p(x,y,z);
-               try{
-                       MapNode n = c->getNode(p_from + p);
-                       m_data[m_area.index(p_to + p)] = n;
-               }
-               catch(InvalidPositionException &e)
+               // Get the position of the neighbor node
+               v3s16 n2pos = p + dirs[i];
+
+               u32 n2i = m_area.index(n2pos);
+
+               if(m_flags[n2i] & VOXELFLAG_NO_DATA)
+                       continue;
+
+               MapNode &n2 = m_data[n2i];
+
+               /*
+                       If the neighbor is dimmer than what was specified
+                       as oldlight (the light of the previous node)
+               */
+               u8 light2 = n2.getLight(bank, nodemgr);
+               if(light2 < oldlight)
                {
+                       /*
+                               And the neighbor is transparent and it has some light
+                       */
+                       if(nodemgr->get(n2).light_propagates && light2 != 0)
+                       {
+                               /*
+                                       Set light to 0 and add to queue
+                               */
+
+                               n2.setLight(bank, 0, nodemgr);
+
+                               unspreadLight(bank, n2pos, light2, light_sources, nodemgr);
+
+                               /*
+                                       Remove from light_sources if it is there
+                                       NOTE: This doesn't happen nearly at all
+                               */
+                               /*if(light_sources.find(n2pos))
+                               {
+                                       std::cout<<"Removed from light_sources"<<std::endl;
+                                       light_sources.remove(n2pos);
+                               }*/
+                       }
                }
-               
-               /*v3s16 p(x,y,z);
-               MapNode n(MATERIAL_IGNORE);
-               try{
-                       n = c->getNode(p_from + p);
-               }
-               catch(InvalidPositionException &e)
-               {
+               else{
+                       light_sources.insert(n2pos);
                }
-               m_data[m_area.index(p_to + p)] = n;*/
        }
 }
 
-void VoxelManipulator::blitToNodeContainer
-               (v3s16 p_from, v3s16 p_to, v3s16 size, NodeContainer *c)
+#if 1
+/*
+       Goes recursively through the neighbours of the node.
+
+       Alters only transparent nodes.
+
+       If the lighting of the neighbour is lower than the lighting of
+       the node was (before changing it to 0 at the step before), the
+       lighting of the neighbour is set to 0 and then the same stuff
+       repeats for the neighbour.
+
+       The ending nodes of the routine are stored in light_sources.
+       This is useful when a light is removed. In such case, this
+       routine can be called for the light node and then again for
+       light_sources to re-light the area without the removed light.
+
+       values of from_nodes are lighting values.
+*/
+void VoxelManipulator::unspreadLight(enum LightBank bank,
+               std::map<v3s16, u8> & from_nodes,
+               std::set<v3s16> & light_sources, INodeDefManager *nodemgr)
 {
-       for(s16 z=0; z<size.Z; z++)
-       for(s16 y=0; y<size.Y; y++)
-       for(s16 x=0; x<size.X; x++)
+       if(from_nodes.empty())
+               return;
+
+       for(std::map<v3s16, u8>::iterator j = from_nodes.begin();
+               j != from_nodes.end(); ++j)
        {
-               v3s16 p(x,y,z);
-               try{
-                       MapNode &n = m_data[m_area.index(p_from + p)];
-                       if(n.d == MATERIAL_IGNORE)
-                               continue;
-                       c->setNode(p_to + p, n);
-               }
-               catch(InvalidPositionException &e)
-               {
-               }
+               unspreadLight(bank, j->first, j->second, light_sources, nodemgr);
        }
 }
 #endif
 
+#if 0
 /*
-       MapVoxelManipulator
-*/
+       Goes recursively through the neighbours of the node.
+
+       Alters only transparent nodes.
 
-MapVoxelManipulator::MapVoxelManipulator(Map *map)
+       If the lighting of the neighbour is lower than the lighting of
+       the node was (before changing it to 0 at the step before), the
+       lighting of the neighbour is set to 0 and then the same stuff
+       repeats for the neighbour.
+
+       The ending nodes of the routine are stored in light_sources.
+       This is useful when a light is removed. In such case, this
+       routine can be called for the light node and then again for
+       light_sources to re-light the area without the removed light.
+
+       values of from_nodes are lighting values.
+*/
+void VoxelManipulator::unspreadLight(enum LightBank bank,
+               core::map<v3s16, u8> & from_nodes,
+               core::map<v3s16, bool> & light_sources)
 {
-       m_map = map;
+       v3s16 dirs[6] = {
+               v3s16(0,0,1), // back
+               v3s16(0,1,0), // top
+               v3s16(1,0,0), // right
+               v3s16(0,0,-1), // front
+               v3s16(0,-1,0), // bottom
+               v3s16(-1,0,0), // left
+       };
+
+       if(from_nodes.size() == 0)
+               return;
+
+       core::map<v3s16, u8> unlighted_nodes;
+       core::map<v3s16, u8>::Iterator j;
+       j = from_nodes.getIterator();
+
+       for(; j.atEnd() == false; j++)
+       {
+               v3s16 pos = j.getNode()->getKey();
+
+               addArea(VoxelArea(pos - v3s16(1,1,1), pos + v3s16(1,1,1)));
+
+               //MapNode &n = m_data[m_area.index(pos)];
+
+               u8 oldlight = j.getNode()->getValue();
+
+               // Loop through 6 neighbors
+               for(u16 i=0; i<6; i++)
+               {
+                       // Get the position of the neighbor node
+                       v3s16 n2pos = pos + dirs[i];
+
+                       u32 n2i = m_area.index(n2pos);
+
+                       if(m_flags[n2i] & VOXELFLAG_NO_DATA)
+                               continue;
+
+                       MapNode &n2 = m_data[n2i];
+
+                       /*
+                               If the neighbor is dimmer than what was specified
+                               as oldlight (the light of the previous node)
+                       */
+                       if(n2.getLight(bank, nodemgr) < oldlight)
+                       {
+                               /*
+                                       And the neighbor is transparent and it has some light
+                               */
+                               if(nodemgr->get(n2).light_propagates && n2.getLight(bank, nodemgr) != 0)
+                               {
+                                       /*
+                                               Set light to 0 and add to queue
+                                       */
+
+                                       u8 current_light = n2.getLight(bank, nodemgr);
+                                       n2.setLight(bank, 0);
+
+                                       unlighted_nodes.insert(n2pos, current_light);
+
+                                       /*
+                                               Remove from light_sources if it is there
+                                               NOTE: This doesn't happen nearly at all
+                                       */
+                                       /*if(light_sources.find(n2pos))
+                                       {
+                                               std::cout<<"Removed from light_sources"<<std::endl;
+                                               light_sources.remove(n2pos);
+                                       }*/
+                               }
+                       }
+                       else{
+                               light_sources.insert(n2pos, true);
+                       }
+               }
+       }
+
+       /*dstream<<"unspreadLight(): Changed block "
+                       <<blockchangecount<<" times"
+                       <<" for "<<from_nodes.size()<<" nodes"
+                       <<std::endl;*/
+
+       if(unlighted_nodes.size() > 0)
+               unspreadLight(bank, unlighted_nodes, light_sources);
 }
+#endif
 
-void MapVoxelManipulator::emerge(VoxelArea a)
+void VoxelManipulator::spreadLight(enum LightBank bank, v3s16 p,
+               INodeDefManager *nodemgr)
 {
-       v3s16 size = a.getExtent();
+       const v3s16 dirs[6] = {
+               v3s16(0,0,1), // back
+               v3s16(0,1,0), // top
+               v3s16(1,0,0), // right
+               v3s16(0,0,-1), // front
+               v3s16(0,-1,0), // bottom
+               v3s16(-1,0,0), // left
+       };
 
-       addArea(a);
+       VoxelArea voxel_area(p - v3s16(1,1,1), p + v3s16(1,1,1));
+       addArea(voxel_area);
 
-       for(s16 z=0; z<size.Z; z++)
-       for(s16 y=0; y<size.Y; y++)
-       for(s16 x=0; x<size.X; x++)
+       u32 i = m_area.index(p);
+
+       if(m_flags[i] & VOXELFLAG_NO_DATA)
+               return;
+
+       MapNode &n = m_data[i];
+
+       u8 oldlight = n.getLight(bank, nodemgr);
+       u8 newlight = diminish_light(oldlight);
+
+       // Loop through 6 neighbors
+       for(u16 i=0; i<6; i++)
        {
-               v3s16 p(x,y,z);
-               try{
-                       MapNode n = m_map->getNode(a.MinEdge + p);
-                       m_data[m_area.index(a.MinEdge + p)] = n;
+               // Get the position of the neighbor node
+               v3s16 n2pos = p + dirs[i];
+
+               u32 n2i = m_area.index(n2pos);
+
+               if(m_flags[n2i] & VOXELFLAG_NO_DATA)
+                       continue;
+
+               MapNode &n2 = m_data[n2i];
+
+               u8 light2 = n2.getLight(bank, nodemgr);
+
+               /*
+                       If the neighbor is brighter than the current node,
+                       add to list (it will light up this node on its turn)
+               */
+               if(light2 > undiminish_light(oldlight))
+               {
+                       spreadLight(bank, n2pos, nodemgr);
                }
-               catch(InvalidPositionException &e)
+               /*
+                       If the neighbor is dimmer than how much light this node
+                       would spread on it, add to list
+               */
+               if(light2 < newlight)
                {
+                       if(nodemgr->get(n2).light_propagates)
+                       {
+                               n2.setLight(bank, newlight, nodemgr);
+                               spreadLight(bank, n2pos, nodemgr);
+                       }
                }
        }
 }
 
-void MapVoxelManipulator::blitBack
-               (core::map<v3s16, MapBlock*> & modified_blocks)
+#if 0
+/*
+       Lights neighbors of from_nodes, collects all them and then
+       goes on recursively.
+
+       NOTE: This is faster on small areas but will overflow the
+             stack on large areas. Thus it is not used.
+*/
+void VoxelManipulator::spreadLight(enum LightBank bank,
+               core::map<v3s16, bool> & from_nodes)
 {
-       /*
-               Initialize block cache
-       */
-       v3s16 blockpos_last;
-       MapBlock *block = NULL;
-       bool block_checked_in_modified = false;
+       if(from_nodes.size() == 0)
+               return;
 
-       for(s32 z=m_area.MinEdge.Z; z<=m_area.MaxEdge.Z; z++)
-       for(s32 y=m_area.MinEdge.Y; y<=m_area.MaxEdge.Y; y++)
-       for(s32 x=m_area.MinEdge.X; x<=m_area.MaxEdge.X; x++)
+       core::map<v3s16, bool> lighted_nodes;
+       core::map<v3s16, bool>::Iterator j;
+       j = from_nodes.getIterator();
+
+       for(; j.atEnd() == false; j++)
        {
-               v3s16 p(x,y,z);
+               v3s16 pos = j.getNode()->getKey();
+
+               spreadLight(bank, pos);
+       }
+}
+#endif
 
-               MapNode &n = m_data[m_area.index(p)];
-               if(n.d == MATERIAL_IGNORE)
+const MapNode VoxelManipulator::ContentIgnoreNode = MapNode(CONTENT_IGNORE);
+
+#if 1
+/*
+       Lights neighbors of from_nodes, collects all them and then
+       goes on recursively.
+*/
+void VoxelManipulator::spreadLight(enum LightBank bank,
+               std::set<v3s16> & from_nodes, INodeDefManager *nodemgr)
+{
+       const v3s16 dirs[6] = {
+               v3s16(0,0,1), // back
+               v3s16(0,1,0), // top
+               v3s16(1,0,0), // right
+               v3s16(0,0,-1), // front
+               v3s16(0,-1,0), // bottom
+               v3s16(-1,0,0), // left
+       };
+
+       if(from_nodes.empty())
+               return;
+
+       std::set<v3s16> lighted_nodes;
+
+       for(std::set<v3s16>::iterator j = from_nodes.begin();
+               j != from_nodes.end(); ++j)
+       {
+               v3s16 pos = *j;
+
+               VoxelArea voxel_area(pos - v3s16(1,1,1), pos + v3s16(1,1,1));
+               addArea(voxel_area);
+
+               u32 i = m_area.index(pos);
+
+               if(m_flags[i] & VOXELFLAG_NO_DATA)
                        continue;
-                       
-               v3s16 blockpos = getNodeBlockPos(p);
-               
-               try
-               {
-                       // Get block
-                       if(block == NULL || blockpos != blockpos_last){
-                               block = m_map->getBlockNoCreate(blockpos);
-                               blockpos_last = blockpos;
-                               block_checked_in_modified = false;
-                       }
-                       
-                       // Calculate relative position in block
-                       v3s16 relpos = p - blockpos * MAP_BLOCKSIZE;
 
-                       // Don't continue if nothing has changed here
-                       if(block->getNode(relpos) == n)
-                               continue;
+               MapNode &n = m_data[i];
 
-                       //m_map->setNode(m_area.MinEdge + p, n);
-                       block->setNode(relpos, n);
-                       
-                       /*
-                               Make sure block is in modified_blocks
-                       */
-                       if(block_checked_in_modified == false)
+               u8 oldlight = n.getLight(bank, nodemgr);
+               u8 newlight = diminish_light(oldlight);
+
+               // Loop through 6 neighbors
+               for(u16 i=0; i<6; i++)
+               {
+                       // Get the position of the neighbor node
+                       v3s16 n2pos = pos + dirs[i];
+
+                       try
                        {
-                               modified_blocks[blockpos] = block;
-                               block_checked_in_modified = true;
+                               u32 n2i = m_area.index(n2pos);
+
+                               if(m_flags[n2i] & VOXELFLAG_NO_DATA)
+                                       continue;
+
+                               MapNode &n2 = m_data[n2i];
+
+                               u8 light2 = n2.getLight(bank, nodemgr);
+
+                               /*
+                                       If the neighbor is brighter than the current node,
+                                       add to list (it will light up this node on its turn)
+                               */
+                               if(light2 > undiminish_light(oldlight))
+                               {
+                                       lighted_nodes.insert(n2pos);
+                               }
+                               /*
+                                       If the neighbor is dimmer than how much light this node
+                                       would spread on it, add to list
+                               */
+                               if(light2 < newlight)
+                               {
+                                       if(nodemgr->get(n2).light_propagates)
+                                       {
+                                               n2.setLight(bank, newlight, nodemgr);
+                                               lighted_nodes.insert(n2pos);
+                                       }
+                               }
+                       }
+                       catch(InvalidPositionException &e)
+                       {
+                               continue;
                        }
-               }
-               catch(InvalidPositionException &e)
-               {
                }
        }
+
+       /*dstream<<"spreadLight(): Changed block "
+                       <<blockchangecount<<" times"
+                       <<" for "<<from_nodes.size()<<" nodes"
+                       <<std::endl;*/
+
+       if(!lighted_nodes.empty())
+               spreadLight(bank, lighted_nodes, nodemgr);
 }
+#endif
 
 //END