]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - src/voxelalgorithms.cpp
Rework escape/pause menu (#5719)
[dragonfireclient.git] / src / voxelalgorithms.cpp
index 3c32bc125f0b313f3cc73f1b6f9629c52f9c6fbb..40f8595a752144a7e0ec25f5aa9b52d52ccfaf9a 100644 (file)
@@ -542,6 +542,21 @@ void spread_light(Map *map, INodeDefManager *nodemgr, LightBank bank,
        }
 }
 
+struct SunlightPropagationUnit{
+       v2s16 relative_pos;
+       bool is_sunlit;
+
+       SunlightPropagationUnit(v2s16 relpos, bool sunlit):
+               relative_pos(relpos),
+               is_sunlit(sunlit)
+       {}
+};
+
+struct SunlightPropagationData{
+       std::vector<SunlightPropagationUnit> data;
+       v3s16 target_block;
+};
+
 /*!
  * Returns true if the node gets sunlight from the
  * node above it.
@@ -753,7 +768,7 @@ void update_lighting_nodes(Map *map,
                for (u8 i = 0; i <= LIGHT_SUN; i++) {
                        const std::vector<ChangingLight> &lights = light_sources.lights[i];
                        for (std::vector<ChangingLight>::const_iterator it = lights.begin();
-                                       it < lights.end(); it++) {
+                                       it < lights.end(); ++it) {
                                MapNode n = it->block->getNodeNoCheck(it->rel_position,
                                        &is_valid_position);
                                n.setLight(bank, i, ndef);
@@ -817,8 +832,10 @@ void update_block_border_lighting(Map *map, MapBlock *block,
        bool is_valid_position;
        for (s32 i = 0; i < 2; i++) {
                LightBank bank = banks[i];
-               UnlightQueue disappearing_lights(256);
-               ReLightQueue light_sources(256);
+               // Since invalid light is not common, do not allocate
+               // memory if not needed.
+               UnlightQueue disappearing_lights(0);
+               ReLightQueue light_sources(0);
                // Get incorrect lights
                for (direction d = 0; d < 6; d++) {
                        // For each direction
@@ -873,7 +890,7 @@ void update_block_border_lighting(Map *map, MapBlock *block,
                for (u8 i = 0; i <= LIGHT_SUN; i++) {
                        const std::vector<ChangingLight> &lights = light_sources.lights[i];
                        for (std::vector<ChangingLight>::const_iterator it = lights.begin();
-                                       it < lights.end(); it++) {
+                                       it < lights.end(); ++it) {
                                MapNode n = it->block->getNodeNoCheck(it->rel_position,
                                        &is_valid_position);
                                n.setLight(bank, i, ndef);
@@ -885,6 +902,506 @@ void update_block_border_lighting(Map *map, MapBlock *block,
        }
 }
 
+/*!
+ * Resets the lighting of the given VoxelManipulator to
+ * complete darkness and full sunlight.
+ * Operates in one map sector.
+ *
+ * \param offset contains the least x and z node coordinates
+ * of the map sector.
+ * \param light incoming sunlight, light[x][z] is true if there
+ * is sunlight above the voxel manipulator at the given x-z coordinates.
+ * The array's indices are relative node coordinates in the sector.
+ * After the procedure returns, this contains outgoing light at
+ * the bottom of the voxel manipulator.
+ */
+void fill_with_sunlight(MMVManip *vm, INodeDefManager *ndef, v2s16 offset,
+       bool light[MAP_BLOCKSIZE][MAP_BLOCKSIZE])
+{
+       // Distance in array between two nodes on top of each other.
+       s16 ystride = vm->m_area.getExtent().X;
+       // Cache the ignore node.
+       MapNode ignore = MapNode(CONTENT_IGNORE);
+       // For each column of nodes:
+       for (s16 z = 0; z < MAP_BLOCKSIZE; z++)
+       for (s16 x = 0; x < MAP_BLOCKSIZE; x++) {
+               // Position of the column on the map.
+               v2s16 realpos = offset + v2s16(x, z);
+               // Array indices in the voxel manipulator
+               s32 maxindex = vm->m_area.index(realpos.X, vm->m_area.MaxEdge.Y,
+                       realpos.Y);
+               s32 minindex = vm->m_area.index(realpos.X, vm->m_area.MinEdge.Y,
+                       realpos.Y);
+               // True if the current node has sunlight.
+               bool lig = light[z][x];
+               // For each node, downwards:
+               for (s32 i = maxindex; i >= minindex; i -= ystride) {
+                       MapNode *n;
+                       if (vm->m_flags[i] & VOXELFLAG_NO_DATA)
+                               n = &ignore;
+                       else
+                               n = &vm->m_data[i];
+                       // Ignore IGNORE nodes, these are not generated yet.
+                       if(n->getContent() == CONTENT_IGNORE)
+                               continue;
+                       const ContentFeatures &f = ndef->get(n->getContent());
+                       if (lig && !f.sunlight_propagates)
+                               // Sunlight is stopped.
+                               lig = false;
+                       // Reset light
+                       n->setLight(LIGHTBANK_DAY, lig ? 15 : 0, f);
+                       n->setLight(LIGHTBANK_NIGHT, 0, f);
+               }
+               // Output outgoing light.
+               light[z][x] = lig;
+       }
+}
+
+/*!
+ * Returns incoming sunlight for one map block.
+ * If block above is not found, it is loaded.
+ *
+ * \param pos position of the map block that gets the sunlight.
+ * \param light incoming sunlight, light[z][x] is true if there
+ * is sunlight above the block at the given z-x relative
+ * node coordinates.
+ */
+void is_sunlight_above_block(ServerMap *map, mapblock_v3 pos,
+       INodeDefManager *ndef, bool light[MAP_BLOCKSIZE][MAP_BLOCKSIZE])
+{
+       mapblock_v3 source_block_pos = pos + v3s16(0, 1, 0);
+       // Get or load source block.
+       // It might take a while to load, but correcting incorrect
+       // sunlight may be even slower.
+       MapBlock *source_block = map->emergeBlock(source_block_pos, false);
+       // Trust only generated blocks.
+       if (source_block == NULL || source_block->isDummy()
+                       || !source_block->isGenerated()) {
+               // But if there is no block above, then use heuristics
+               bool sunlight = true;
+               MapBlock *node_block = map->getBlockNoCreateNoEx(pos);
+               if (node_block == NULL)
+                       // This should not happen.
+                       sunlight = false;
+               else
+                       sunlight = !node_block->getIsUnderground();
+               for (s16 z = 0; z < MAP_BLOCKSIZE; z++)
+               for (s16 x = 0; x < MAP_BLOCKSIZE; x++)
+                       light[z][x] = sunlight;
+       } else {
+               // Dummy boolean, the position is valid.
+               bool is_valid_position;
+               // For each column:
+               for (s16 z = 0; z < MAP_BLOCKSIZE; z++)
+               for (s16 x = 0; x < MAP_BLOCKSIZE; x++) {
+                       // Get the bottom block.
+                       MapNode above = source_block->getNodeNoCheck(x, 0, z,
+                               &is_valid_position);
+                       light[z][x] = above.getLight(LIGHTBANK_DAY, ndef) == LIGHT_SUN;
+               }
+       }
+}
+
+/*!
+ * Propagates sunlight down in a given map block.
+ *
+ * \param data contains incoming sunlight and shadow and
+ * the coordinates of the target block.
+ * \param unlight propagated shadow is inserted here
+ * \param relight propagated sunlight is inserted here
+ *
+ * \returns true if the block was modified, false otherwise.
+ */
+bool propagate_block_sunlight(Map *map, INodeDefManager *ndef,
+       SunlightPropagationData *data, UnlightQueue *unlight, ReLightQueue *relight)
+{
+       bool modified = false;
+       // Get the block.
+       MapBlock *block = map->getBlockNoCreateNoEx(data->target_block);
+       if (block == NULL || block->isDummy()) {
+               // The work is done if the block does not contain data.
+               data->data.clear();
+               return false;
+       }
+       // Dummy boolean
+       bool is_valid;
+       // For each changing column of nodes:
+       size_t index;
+       for (index = 0; index < data->data.size(); index++) {
+               SunlightPropagationUnit it = data->data[index];
+               // Relative position of the currently inspected node.
+               relative_v3 current_pos(it.relative_pos.X, MAP_BLOCKSIZE - 1,
+                       it.relative_pos.Y);
+               if (it.is_sunlit) {
+                       // Propagate sunlight.
+                       // For each node downwards:
+                       for (; current_pos.Y >= 0; current_pos.Y--) {
+                               MapNode n = block->getNodeNoCheck(current_pos, &is_valid);
+                               const ContentFeatures &f = ndef->get(n);
+                               if (n.getLightRaw(LIGHTBANK_DAY, f) < LIGHT_SUN
+                                               && f.sunlight_propagates) {
+                                       // This node gets sunlight.
+                                       n.setLight(LIGHTBANK_DAY, LIGHT_SUN, f);
+                                       block->setNodeNoCheck(current_pos, n);
+                                       modified = true;
+                                       relight->push(LIGHT_SUN, current_pos, data->target_block,
+                                               block, 4);
+                               } else {
+                                       // Light already valid, propagation stopped.
+                                       break;
+                               }
+                       }
+               } else {
+                       // Propagate shadow.
+                       // For each node downwards:
+                       for (; current_pos.Y >= 0; current_pos.Y--) {
+                               MapNode n = block->getNodeNoCheck(current_pos, &is_valid);
+                               const ContentFeatures &f = ndef->get(n);
+                               if (n.getLightRaw(LIGHTBANK_DAY, f) == LIGHT_SUN) {
+                                       // The sunlight is no longer valid.
+                                       n.setLight(LIGHTBANK_DAY, 0, f);
+                                       block->setNodeNoCheck(current_pos, n);
+                                       modified = true;
+                                       unlight->push(LIGHT_SUN, current_pos, data->target_block,
+                                               block, 4);
+                               } else {
+                                       // Reached shadow, propagation stopped.
+                                       break;
+                               }
+                       }
+               }
+               if (current_pos.Y >= 0) {
+                       // Propagation stopped, remove from data.
+                       data->data[index] = data->data.back();
+                       data->data.pop_back();
+                       index--;
+               }
+       }
+       return modified;
+}
+
+/*!
+ * Borders of a map block in relative node coordinates.
+ * The areas do not overlap.
+ * Compatible with type 'direction'.
+ */
+const VoxelArea block_pad[] = {
+       VoxelArea(v3s16(15, 0, 0), v3s16(15, 15, 15)), //X+
+       VoxelArea(v3s16(1, 15, 0), v3s16(14, 15, 15)), //Y+
+       VoxelArea(v3s16(1, 1, 15), v3s16(14, 14, 15)), //Z+
+       VoxelArea(v3s16(1, 1, 0), v3s16(14, 14, 0)),   //Z-
+       VoxelArea(v3s16(1, 0, 0), v3s16(14, 0, 15)),   //Y-
+       VoxelArea(v3s16(0, 0, 0), v3s16(0, 15, 15))    //X-
+};
+
+/*!
+ * The common part of bulk light updates - it is always executed.
+ * The procedure takes the nodes that should be unlit, and the
+ * full modified area.
+ *
+ * The procedure handles the correction of all lighting except
+ * direct sunlight spreading.
+ *
+ * \param minblock least coordinates of the changed area in block
+ * coordinates
+ * \param maxblock greatest coordinates of the changed area in block
+ * coordinates
+ * \param unlight the first queue is for day light, the second is for
+ * night light. Contains all nodes on the borders that need to be unlit.
+ * \param relight the first queue is for day light, the second is for
+ * night light. Contains nodes that were not modified, but got sunlight
+ * because the changes.
+ * \param modified_blocks the procedure adds all modified blocks to
+ * this map
+ */
+void finish_bulk_light_update(Map *map, mapblock_v3 minblock,
+       mapblock_v3 maxblock, UnlightQueue unlight[2], ReLightQueue relight[2],
+       std::map<v3s16, MapBlock*> *modified_blocks)
+{
+       INodeDefManager *ndef = map->getNodeDefManager();
+       // dummy boolean
+       bool is_valid;
+
+       // --- STEP 1: Do unlighting
+
+       for (size_t bank = 0; bank < 2; bank++) {
+               LightBank b = banks[bank];
+               unspread_light(map, ndef, b, unlight[bank], relight[bank],
+                       *modified_blocks);
+       }
+
+       // --- STEP 2: Get all newly inserted light sources
+
+       // For each block:
+       for (s16 b_x = minblock.X; b_x <= maxblock.X; b_x++)
+       for (s16 b_y = minblock.Y; b_y <= maxblock.Y; b_y++)
+       for (s16 b_z = minblock.Z; b_z <= maxblock.Z; b_z++) {
+               const v3s16 blockpos(b_x, b_y, b_z);
+               MapBlock *block = map->getBlockNoCreateNoEx(blockpos);
+               if (!block || block->isDummy())
+                       // Skip not existing blocks
+                       continue;
+               // For each node in the block:
+               for (s32 x = 0; x < MAP_BLOCKSIZE; x++)
+               for (s32 z = 0; z < MAP_BLOCKSIZE; z++)
+               for (s32 y = 0; y < MAP_BLOCKSIZE; y++) {
+                       v3s16 relpos(x, y, z);
+                       MapNode node = block->getNodeNoCheck(x, y, z, &is_valid);
+                       const ContentFeatures &f = ndef->get(node);
+                       // For each light bank
+                       for (size_t b = 0; b < 2; b++) {
+                               LightBank bank = banks[b];
+                               u8 light = f.param_type == CPT_LIGHT ?
+                                       node.getLightNoChecks(bank, &f):
+                                       f.light_source;
+                               if (light > 1)
+                                       relight[b].push(light, relpos, blockpos, block, 6);
+                       } // end of banks
+               } // end of nodes
+       } // end of blocks
+
+       // --- STEP 3: do light spreading
+
+       // For each light bank:
+       for (size_t b = 0; b < 2; b++) {
+               LightBank bank = banks[b];
+               // Sunlight is already initialized.
+               u8 maxlight = (b == 0) ? LIGHT_MAX : LIGHT_SUN;
+               // Initialize light values for light spreading.
+               for (u8 i = 0; i <= maxlight; i++) {
+                       const std::vector<ChangingLight> &lights = relight[b].lights[i];
+                       for (std::vector<ChangingLight>::const_iterator it = lights.begin();
+                                       it < lights.end(); ++it) {
+                               MapNode n = it->block->getNodeNoCheck(it->rel_position,
+                                       &is_valid);
+                               n.setLight(bank, i, ndef);
+                               it->block->setNodeNoCheck(it->rel_position, n);
+                       }
+               }
+               // Spread lights.
+               spread_light(map, ndef, bank, relight[b], *modified_blocks);
+       }
+}
+
+void blit_back_with_light(ServerMap *map, MMVManip *vm,
+       std::map<v3s16, MapBlock*> *modified_blocks)
+{
+       INodeDefManager *ndef = map->getNodeDefManager();
+       mapblock_v3 minblock = getNodeBlockPos(vm->m_area.MinEdge);
+       mapblock_v3 maxblock = getNodeBlockPos(vm->m_area.MaxEdge);
+       // First queue is for day light, second is for night light.
+       UnlightQueue unlight[] = { UnlightQueue(256), UnlightQueue(256) };
+       ReLightQueue relight[] = { ReLightQueue(256), ReLightQueue(256) };
+       // Will hold sunlight data.
+       bool lights[MAP_BLOCKSIZE][MAP_BLOCKSIZE];
+       SunlightPropagationData data;
+       // Dummy boolean.
+       bool is_valid;
+
+       // --- STEP 1: reset everything to sunlight
+
+       // For each map block:
+       for (s16 x = minblock.X; x <= maxblock.X; x++)
+       for (s16 z = minblock.Z; z <= maxblock.Z; z++) {
+               // Extract sunlight above.
+               is_sunlight_above_block(map, v3s16(x, maxblock.Y, z), ndef, lights);
+               v2s16 offset(x, z);
+               offset *= MAP_BLOCKSIZE;
+               // Reset the voxel manipulator.
+               fill_with_sunlight(vm, ndef, offset, lights);
+               // Copy sunlight data
+               data.target_block = v3s16(x, minblock.Y - 1, z);
+               for (s16 z = 0; z < MAP_BLOCKSIZE; z++)
+               for (s16 x = 0; x < MAP_BLOCKSIZE; x++)
+                       data.data.push_back(
+                               SunlightPropagationUnit(v2s16(x, z), lights[z][x]));
+               // Propagate sunlight and shadow below the voxel manipulator.
+               while (!data.data.empty()) {
+                       if (propagate_block_sunlight(map, ndef, &data, &unlight[0],
+                                       &relight[0]))
+                               (*modified_blocks)[data.target_block] =
+                                       map->getBlockNoCreateNoEx(data.target_block);
+                       // Step downwards.
+                       data.target_block.Y--;
+               }
+       }
+
+       // --- STEP 2: Get nodes from borders to unlight
+
+       // In case there are unloaded holes in the voxel manipulator
+       // unlight each block.
+       // For each block:
+       for (s16 b_x = minblock.X; b_x <= maxblock.X; b_x++)
+       for (s16 b_y = minblock.Y; b_y <= maxblock.Y; b_y++)
+       for (s16 b_z = minblock.Z; b_z <= maxblock.Z; b_z++) {
+               v3s16 blockpos(b_x, b_y, b_z);
+               MapBlock *block = map->getBlockNoCreateNoEx(blockpos);
+               if (!block || block->isDummy())
+                       // Skip not existing blocks.
+                       continue;
+               v3s16 offset = block->getPosRelative();
+               // For each border of the block:
+               for (direction d = 0; d < 6; d++) {
+                       VoxelArea a = block_pad[d];
+                       // For each node of the border:
+                       for (s32 x = a.MinEdge.X; x <= a.MaxEdge.X; x++)
+                       for (s32 z = a.MinEdge.Z; z <= a.MaxEdge.Z; z++)
+                       for (s32 y = a.MinEdge.Y; y <= a.MaxEdge.Y; y++) {
+                               v3s16 relpos(x, y, z);
+                               // Get old and new node
+                               MapNode oldnode = block->getNodeNoCheck(x, y, z, &is_valid);
+                               const ContentFeatures &oldf = ndef->get(oldnode);
+                               MapNode newnode = vm->getNodeNoExNoEmerge(relpos + offset);
+                               const ContentFeatures &newf = ndef->get(newnode);
+                               // For each light bank
+                               for (size_t b = 0; b < 2; b++) {
+                                       LightBank bank = banks[b];
+                                       u8 oldlight = oldf.param_type == CPT_LIGHT ?
+                                               oldnode.getLightNoChecks(bank, &oldf):
+                                               LIGHT_SUN; // no light information, force unlighting
+                                       u8 newlight = newf.param_type == CPT_LIGHT ?
+                                               newnode.getLightNoChecks(bank, &newf):
+                                               newf.light_source;
+                                       // If the new node is dimmer, unlight.
+                                       if (oldlight > newlight) {
+                                               unlight[b].push(
+                                                       oldlight, relpos, blockpos, block, 6);
+                                       }
+                               } // end of banks
+                       } // end of nodes
+               } // end of borders
+       } // end of blocks
+
+       // --- STEP 3: All information extracted, overwrite
+
+       vm->blitBackAll(modified_blocks, true);
+
+       // --- STEP 4: Finish light update
+
+       finish_bulk_light_update(map, minblock, maxblock, unlight, relight,
+               modified_blocks);
+}
+
+/*!
+ * Resets the lighting of the given map block to
+ * complete darkness and full sunlight.
+ *
+ * \param light incoming sunlight, light[x][z] is true if there
+ * is sunlight above the map block at the given x-z coordinates.
+ * The array's indices are relative node coordinates in the block.
+ * After the procedure returns, this contains outgoing light at
+ * the bottom of the map block.
+ */
+void fill_with_sunlight(MapBlock *block, INodeDefManager *ndef,
+       bool light[MAP_BLOCKSIZE][MAP_BLOCKSIZE])
+{
+       if (block->isDummy())
+               return;
+       // dummy boolean
+       bool is_valid;
+       // For each column of nodes:
+       for (s16 z = 0; z < MAP_BLOCKSIZE; z++)
+       for (s16 x = 0; x < MAP_BLOCKSIZE; x++) {
+               // True if the current node has sunlight.
+               bool lig = light[z][x];
+               // For each node, downwards:
+               for (s16 y = MAP_BLOCKSIZE - 1; y >= 0; y--) {
+                       MapNode n = block->getNodeNoCheck(x, y, z, &is_valid);
+                       // Ignore IGNORE nodes, these are not generated yet.
+                       if (n.getContent() == CONTENT_IGNORE)
+                               continue;
+                       const ContentFeatures &f = ndef->get(n.getContent());
+                       if (lig && !f.sunlight_propagates) {
+                               // Sunlight is stopped.
+                               lig = false;
+                       }
+                       // Reset light
+                       n.setLight(LIGHTBANK_DAY, lig ? 15 : 0, f);
+                       n.setLight(LIGHTBANK_NIGHT, 0, f);
+                       block->setNodeNoCheck(x, y, z, n);
+               }
+               // Output outgoing light.
+               light[z][x] = lig;
+       }
+}
+
+void repair_block_light(ServerMap *map, MapBlock *block,
+       std::map<v3s16, MapBlock*> *modified_blocks)
+{
+       if (!block || block->isDummy())
+               return;
+       INodeDefManager *ndef = map->getNodeDefManager();
+       // First queue is for day light, second is for night light.
+       UnlightQueue unlight[] = { UnlightQueue(256), UnlightQueue(256) };
+       ReLightQueue relight[] = { ReLightQueue(256), ReLightQueue(256) };
+       // Will hold sunlight data.
+       bool lights[MAP_BLOCKSIZE][MAP_BLOCKSIZE];
+       SunlightPropagationData data;
+       // Dummy boolean.
+       bool is_valid;
+
+       // --- STEP 1: reset everything to sunlight
+
+       mapblock_v3 blockpos = block->getPos();
+       (*modified_blocks)[blockpos] = block;
+       // For each map block:
+       // Extract sunlight above.
+       is_sunlight_above_block(map, blockpos, ndef, lights);
+       // Reset the voxel manipulator.
+       fill_with_sunlight(block, ndef, lights);
+       // Copy sunlight data
+       data.target_block = v3s16(blockpos.X, blockpos.Y - 1, blockpos.Z);
+       for (s16 z = 0; z < MAP_BLOCKSIZE; z++)
+       for (s16 x = 0; x < MAP_BLOCKSIZE; x++) {
+               data.data.push_back(
+                       SunlightPropagationUnit(v2s16(x, z), lights[z][x]));
+       }
+       // Propagate sunlight and shadow below the voxel manipulator.
+       while (!data.data.empty()) {
+               if (propagate_block_sunlight(map, ndef, &data, &unlight[0],
+                               &relight[0]))
+                       (*modified_blocks)[data.target_block] =
+                               map->getBlockNoCreateNoEx(data.target_block);
+               // Step downwards.
+               data.target_block.Y--;
+       }
+
+       // --- STEP 2: Get nodes from borders to unlight
+
+       // For each border of the block:
+       for (direction d = 0; d < 6; d++) {
+               VoxelArea a = block_pad[d];
+               // For each node of the border:
+               for (s32 x = a.MinEdge.X; x <= a.MaxEdge.X; x++)
+               for (s32 z = a.MinEdge.Z; z <= a.MaxEdge.Z; z++)
+               for (s32 y = a.MinEdge.Y; y <= a.MaxEdge.Y; y++) {
+                       v3s16 relpos(x, y, z);
+                       // Get node
+                       MapNode node = block->getNodeNoCheck(x, y, z, &is_valid);
+                       const ContentFeatures &f = ndef->get(node);
+                       // For each light bank
+                       for (size_t b = 0; b < 2; b++) {
+                               LightBank bank = banks[b];
+                               u8 light = f.param_type == CPT_LIGHT ?
+                                       node.getLightNoChecks(bank, &f):
+                                       f.light_source;
+                               // If the new node is dimmer than sunlight, unlight.
+                               // (if it has maximal light, it is pointless to remove
+                               // surrounding light, as it can only become brighter)
+                               if (LIGHT_SUN > light) {
+                                       unlight[b].push(
+                                               LIGHT_SUN, relpos, blockpos, block, 6);
+                               }
+                       } // end of banks
+               } // end of nodes
+       } // end of borders
+
+       // STEP 3: Remove and spread light
+
+       finish_bulk_light_update(map, blockpos, blockpos, unlight, relight,
+               modified_blocks);
+}
+
 VoxelLineIterator::VoxelLineIterator(
        const v3f &start_position,
        const v3f &line_vector) :