]> git.lizzy.rs Git - minetest.git/blobdiff - src/voxelalgorithms.cpp
Settings: Fix game minetest.conf flags overriding defaults (#9404)
[minetest.git] / src / voxelalgorithms.cpp
index 411369bd4aade263a68cf0faad2b02f39bbceb55..62fd688903ffc869af469e5e0fad5e1e8e979c42 100644 (file)
@@ -25,136 +25,6 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 namespace voxalgo
 {
 
-void setLight(VoxelManipulator &v, VoxelArea a, u8 light,
-               INodeDefManager *ndef)
-{
-       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 p(x,y,z);
-               MapNode &n = v.getNodeRefUnsafe(p);
-               n.setLight(LIGHTBANK_DAY, light, ndef);
-               n.setLight(LIGHTBANK_NIGHT, light, ndef);
-       }
-}
-
-void clearLightAndCollectSources(VoxelManipulator &v, VoxelArea a,
-               enum LightBank bank, INodeDefManager *ndef,
-               std::set<v3s16> & light_sources,
-               std::map<v3s16, u8> & unlight_from)
-{
-       // The full area we shall touch
-       VoxelArea required_a = a;
-       required_a.pad(v3s16(0,0,0));
-       // Make sure we have access to it
-       v.addArea(a);
-
-       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 p(x,y,z);
-               MapNode &n = v.getNodeRefUnsafe(p);
-               u8 oldlight = n.getLight(bank, ndef);
-               n.setLight(bank, 0, ndef);
-
-               // If node sources light, add to list
-               u8 source = ndef->get(n).light_source;
-               if(source != 0)
-                       light_sources.insert(p);
-
-               // Collect borders for unlighting
-               if((x==a.MinEdge.X || x == a.MaxEdge.X
-               || y==a.MinEdge.Y || y == a.MaxEdge.Y
-               || z==a.MinEdge.Z || z == a.MaxEdge.Z)
-               && oldlight != 0)
-               {
-                       unlight_from[p] = oldlight;
-               }
-       }
-}
-
-SunlightPropagateResult propagateSunlight(VoxelManipulator &v, VoxelArea a,
-               bool inexistent_top_provides_sunlight,
-               std::set<v3s16> & light_sources,
-               INodeDefManager *ndef)
-{
-       // Return values
-       bool bottom_sunlight_valid = true;
-
-       // The full area we shall touch extends one extra at top and bottom
-       VoxelArea required_a = a;
-       required_a.pad(v3s16(0,1,0));
-       // Make sure we have access to it
-       v.addArea(a);
-
-       s16 max_y = a.MaxEdge.Y;
-       s16 min_y = a.MinEdge.Y;
-
-       for(s32 x=a.MinEdge.X; x<=a.MaxEdge.X; x++)
-       for(s32 z=a.MinEdge.Z; z<=a.MaxEdge.Z; z++)
-       {
-               v3s16 p_overtop(x, max_y+1, z);
-               bool overtop_has_sunlight = false;
-               // If overtop node does not exist, trust heuristics
-               if(!v.exists(p_overtop))
-                       overtop_has_sunlight = inexistent_top_provides_sunlight;
-               else if(v.getNodeRefUnsafe(p_overtop).getContent() == CONTENT_IGNORE)
-                       overtop_has_sunlight = inexistent_top_provides_sunlight;
-               // Otherwise refer to it's light value
-               else
-                       overtop_has_sunlight = (v.getNodeRefUnsafe(p_overtop).getLight(
-                                       LIGHTBANK_DAY, ndef) == LIGHT_SUN);
-
-               // Copy overtop's sunlight all over the place
-               u8 incoming_light = overtop_has_sunlight ? LIGHT_SUN : 0;
-               for(s32 y=max_y; y>=min_y; y--)
-               {
-                       v3s16 p(x,y,z);
-                       MapNode &n = v.getNodeRefUnsafe(p);
-                       if(incoming_light == 0){
-                               // Do nothing
-                       } else if(incoming_light == LIGHT_SUN &&
-                                       ndef->get(n).sunlight_propagates){
-                               // Do nothing
-                       } else if(ndef->get(n).sunlight_propagates == false){
-                               incoming_light = 0;
-                       } else {
-                               incoming_light = diminish_light(incoming_light);
-                       }
-                       u8 old_light = n.getLight(LIGHTBANK_DAY, ndef);
-
-                       if(incoming_light > old_light)
-                               n.setLight(LIGHTBANK_DAY, incoming_light, ndef);
-
-                       if(diminish_light(incoming_light) != 0)
-                               light_sources.insert(p);
-               }
-
-               // Check validity of sunlight at top of block below if it
-               // hasn't already been proven invalid
-               if(bottom_sunlight_valid)
-               {
-                       bool sunlight_should_continue_down = (incoming_light == LIGHT_SUN);
-                       v3s16 p_overbottom(x, min_y-1, z);
-                       if(!v.exists(p_overbottom) ||
-                                       v.getNodeRefUnsafe(p_overbottom
-                                                       ).getContent() == CONTENT_IGNORE){
-                               // Is not known, cannot compare
-                       } else {
-                               bool overbottom_has_sunlight = (v.getNodeRefUnsafe(p_overbottom
-                                               ).getLight(LIGHTBANK_DAY, ndef) == LIGHT_SUN);
-                               if(sunlight_should_continue_down != overbottom_has_sunlight){
-                                       bottom_sunlight_valid = false;
-                               }
-                       }
-               }
-       }
-
-       return SunlightPropagateResult(bottom_sunlight_valid);
-}
-
 /*!
  * A direction.
  * 0=X+
@@ -186,21 +56,16 @@ struct ChangingLight {
        //! Position of the node's block.
        mapblock_v3 block_position;
        //! Pointer to the node's block.
-       MapBlock *block;
+       MapBlock *block = NULL;
        /*!
         * Direction from the node that caused this node's changing
         * to this node.
         */
-       direction source_direction;
+       direction source_direction = 6;
 
-       ChangingLight() :
-               rel_position(),
-               block_position(),
-               block(NULL),
-               source_direction(6)
-       {}
+       ChangingLight() = default;
 
-       ChangingLight(relative_v3 rel_pos, mapblock_v3 block_pos,
+       ChangingLight(const relative_v3 &rel_pos, const mapblock_v3 &block_pos,
                MapBlock *b, direction source_dir) :
                rel_position(rel_pos),
                block_position(block_pos),
@@ -265,8 +130,7 @@ struct LightQueue {
                direction source_dir)
        {
                assert(light <= LIGHT_SUN);
-               lights[light].push_back(
-                       ChangingLight(rel_pos, block_pos, block, source_dir));
+               lights[light].emplace_back(rel_pos, block_pos, block, source_dir);
        }
 };
 
@@ -382,7 +246,7 @@ bool step_rel_block_pos(direction dir, relative_v3 &rel_pos,
  * \param light_sources nodes that should be re-lighted
  * \param modified_blocks output, all modified map blocks are added to this
  */
-void unspread_light(Map *map, INodeDefManager *nodemgr, LightBank bank,
+void unspread_light(Map *map, const NodeDefManager *nodemgr, LightBank bank,
        UnlightQueue &from_nodes, ReLightQueue &light_sources,
        std::map<v3s16, MapBlock*> &modified_blocks)
 {
@@ -486,7 +350,7 @@ void unspread_light(Map *map, INodeDefManager *nodemgr, LightBank bank,
  * \param light_sources starting nodes
  * \param modified_blocks output, all modified map blocks are added to this
  */
-void spread_light(Map *map, INodeDefManager *nodemgr, LightBank bank,
+void spread_light(Map *map, const NodeDefManager *nodemgr, LightBank bank,
        LightQueue &light_sources,
        std::map<v3s16, MapBlock*> &modified_blocks)
 {
@@ -563,7 +427,7 @@ struct SunlightPropagationData{
  *
  * \param pos position of the node.
  */
-bool is_sunlight_above(Map *map, v3s16 pos, INodeDefManager *ndef)
+bool is_sunlight_above(Map *map, v3s16 pos, const NodeDefManager *ndef)
 {
        bool sunlight = true;
        mapblock_v3 source_block_pos;
@@ -606,13 +470,12 @@ void update_lighting_nodes(Map *map,
        std::vector<std::pair<v3s16, MapNode> > &oldnodes,
        std::map<v3s16, MapBlock*> &modified_blocks)
 {
-       INodeDefManager *ndef = map->getNodeDefManager();
+       const NodeDefManager *ndef = map->getNodeDefManager();
        // For node getter functions
        bool is_valid_position;
 
        // Process each light bank separately
-       for (s32 i = 0; i < 2; i++) {
-               LightBank bank = banks[i];
+       for (LightBank bank : banks) {
                UnlightQueue disappearing_lights(256);
                ReLightQueue light_sources(256);
                // Nodes that are brighter than the brightest modified node was
@@ -663,10 +526,10 @@ void update_lighting_nodes(Map *map,
                                        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];
+                                       for (const v3s16 &neighbor_dir : neighbor_dirs) {
+                                               v3s16 p2 = p + neighbor_dir;
                                                bool is_valid;
-                                               MapNode n2 = map->getNodeNoEx(p2, &is_valid);
+                                               MapNode n2 = map->getNode(p2, &is_valid);
                                                if (is_valid) {
                                                        u8 spread = n2.getLight(bank, ndef);
                                                        // If it is sure that the neighbor won't be
@@ -703,7 +566,7 @@ void update_lighting_nodes(Map *map,
 
                                                MapNode n2;
 
-                                               n2 = map->getNodeNoEx(n2pos, &is_valid_position);
+                                               n2 = map->getNode(n2pos, &is_valid_position);
                                                if (!is_valid_position)
                                                        break;
 
@@ -735,7 +598,7 @@ void update_lighting_nodes(Map *map,
 
                                                MapNode n2;
 
-                                               n2 = map->getNodeNoEx(n2pos, &is_valid_position);
+                                               n2 = map->getNode(n2pos, &is_valid_position);
                                                if (!is_valid_position)
                                                        break;
 
@@ -801,11 +664,11 @@ const VoxelArea block_borders[] = {
  * its light source and its brightest neighbor minus one.
  * .
  */
-bool is_light_locally_correct(Map *map, INodeDefManager *ndef, LightBank bank,
-       v3s16 pos)
+bool is_light_locally_correct(Map *map, const NodeDefManager *ndef,
+       LightBank bank, v3s16 pos)
 {
        bool is_valid_position;
-       MapNode n = map->getNodeNoEx(pos, &is_valid_position);
+       MapNode n = map->getNode(pos, &is_valid_position);
        const ContentFeatures &f = ndef->get(n);
        if (f.param_type != CPT_LIGHT) {
                return true;
@@ -813,8 +676,8 @@ bool is_light_locally_correct(Map *map, INodeDefManager *ndef, LightBank bank,
        u8 light = n.getLightNoChecks(bank, &f);
        assert(f.light_source <= LIGHT_MAX);
        u8 brightest_neighbor = f.light_source + 1;
-       for (direction d = 0; d < 6; ++d) {
-               MapNode n2 = map->getNodeNoEx(pos + neighbor_dirs[d],
+       for (const v3s16 &neighbor_dir : neighbor_dirs) {
+               MapNode n2 = map->getNode(pos + neighbor_dir,
                        &is_valid_position);
                u8 light2 = n2.getLight(bank, ndef);
                if (brightest_neighbor < light2) {
@@ -828,10 +691,9 @@ bool is_light_locally_correct(Map *map, INodeDefManager *ndef, LightBank bank,
 void update_block_border_lighting(Map *map, MapBlock *block,
        std::map<v3s16, MapBlock*> &modified_blocks)
 {
-       INodeDefManager *ndef = map->getNodeDefManager();
+       const NodeDefManager *ndef = map->getNodeDefManager();
        bool is_valid_position;
-       for (s32 i = 0; i < 2; i++) {
-               LightBank bank = banks[i];
+       for (LightBank bank : banks) {
                // Since invalid light is not common, do not allocate
                // memory if not needed.
                UnlightQueue disappearing_lights(0);
@@ -915,7 +777,7 @@ void update_block_border_lighting(Map *map, MapBlock *block,
  * 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,
+void fill_with_sunlight(MMVManip *vm, const NodeDefManager *ndef, v2s16 offset,
        bool light[MAP_BLOCKSIZE][MAP_BLOCKSIZE])
 {
        // Distance in array between two nodes on top of each other.
@@ -967,7 +829,7 @@ void fill_with_sunlight(MMVManip *vm, INodeDefManager *ndef, v2s16 offset,
  * node coordinates.
  */
 void is_sunlight_above_block(ServerMap *map, mapblock_v3 pos,
-       INodeDefManager *ndef, bool light[MAP_BLOCKSIZE][MAP_BLOCKSIZE])
+       const NodeDefManager *ndef, bool light[MAP_BLOCKSIZE][MAP_BLOCKSIZE])
 {
        mapblock_v3 source_block_pos = pos + v3s16(0, 1, 0);
        // Get or load source block.
@@ -1012,7 +874,7 @@ void is_sunlight_above_block(ServerMap *map, mapblock_v3 pos,
  *
  * \returns true if the block was modified, false otherwise.
  */
-bool propagate_block_sunlight(Map *map, INodeDefManager *ndef,
+bool propagate_block_sunlight(Map *map, const NodeDefManager *ndef,
        SunlightPropagationData *data, UnlightQueue *unlight, ReLightQueue *relight)
 {
        bool modified = false;
@@ -1094,10 +956,100 @@ const VoxelArea block_pad[] = {
        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)
+{
+       const NodeDefManager *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:
+       v3s16 blockpos;
+       v3s16 relpos;
+       for (blockpos.X = minblock.X; blockpos.X <= maxblock.X; blockpos.X++)
+       for (blockpos.Y = minblock.Y; blockpos.Y <= maxblock.Y; blockpos.Y++)
+       for (blockpos.Z = minblock.Z; blockpos.Z <= maxblock.Z; blockpos.Z++) {
+               MapBlock *block = map->getBlockNoCreateNoEx(blockpos);
+               if (!block || block->isDummy())
+                       // Skip not existing blocks
+                       continue;
+               // For each node in the block:
+               for (relpos.X = 0; relpos.X < MAP_BLOCKSIZE; relpos.X++)
+               for (relpos.Z = 0; relpos.Z < MAP_BLOCKSIZE; relpos.Z++)
+               for (relpos.Y = 0; relpos.Y < MAP_BLOCKSIZE; relpos.Y++) {
+                       MapNode node = block->getNodeNoCheck(relpos.X, relpos.Y, relpos.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();
+       const NodeDefManager *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.
@@ -1124,8 +1076,7 @@ void blit_back_with_light(ServerMap *map, MMVManip *vm,
                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]));
+                       data.data.emplace_back(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],
@@ -1138,32 +1089,34 @@ void blit_back_with_light(ServerMap *map, MMVManip *vm,
        }
 
        // --- STEP 2: Get nodes from borders to unlight
+       v3s16 blockpos;
+       v3s16 relpos;
 
        // 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);
+       for (blockpos.X = minblock.X; blockpos.X <= maxblock.X; blockpos.X++)
+       for (blockpos.Y = minblock.Y; blockpos.Y <= maxblock.Y; blockpos.Y++)
+       for (blockpos.Z = minblock.Z; blockpos.Z <= maxblock.Z; blockpos.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 (const VoxelArea &a : block_pad) {
                        // 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);
+                       for (relpos.X = a.MinEdge.X; relpos.X <= a.MaxEdge.X; relpos.X++)
+                       for (relpos.Z = a.MinEdge.Z; relpos.Z <= a.MaxEdge.Z; relpos.Z++)
+                       for (relpos.Y = a.MinEdge.Y; relpos.Y <= a.MaxEdge.Y; relpos.Y++) {
+
                                // Get old and new node
-                               MapNode oldnode = block->getNodeNoCheck(x, y, z, &is_valid);
+                               MapNode oldnode = block->getNodeNoCheck(relpos, &is_valid);
                                const ContentFeatures &oldf = ndef->get(oldnode);
                                MapNode newnode = vm->getNodeNoExNoEmerge(relpos + offset);
-                               const ContentFeatures &newf = ndef->get(newnode);
+                               const ContentFeatures &newf = oldnode == newnode ? oldf :
+                                       ndef->get(newnode);
+
                                // For each light bank
                                for (size_t b = 0; b < 2; b++) {
                                        LightBank bank = banks[b];
@@ -1187,31 +1140,107 @@ void blit_back_with_light(ServerMap *map, MMVManip *vm,
 
        vm->blitBackAll(modified_blocks, true);
 
-       // --- STEP 4: Do unlighting
+       // --- STEP 4: Finish light update
 
-       for (size_t bank = 0; bank < 2; bank++) {
-               LightBank b = banks[bank];
-               unspread_light(map, ndef, b, unlight[bank], relight[bank],
-                       *modified_blocks);
+       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, const NodeDefManager *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;
+       const NodeDefManager *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.emplace_back(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 5: Get all newly inserted light sources
+       // --- STEP 2: Get nodes from borders to unlight
 
-       // 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;
-               // 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);
+       // For each border of the block:
+       for (const VoxelArea &a : block_pad) {
+               v3s16 relpos;
+               // For each node of the border:
+               for (relpos.X = a.MinEdge.X; relpos.X <= a.MaxEdge.X; relpos.X++)
+               for (relpos.Z = a.MinEdge.Z; relpos.Z <= a.MaxEdge.Z; relpos.Z++)
+               for (relpos.Y = a.MinEdge.Y; relpos.Y <= a.MaxEdge.Y; relpos.Y++) {
+
+                       // Get node
+                       MapNode node = block->getNodeNoCheck(relpos, &is_valid);
                        const ContentFeatures &f = ndef->get(node);
                        // For each light bank
                        for (size_t b = 0; b < 2; b++) {
@@ -1219,45 +1248,30 @@ void blit_back_with_light(ServerMap *map, MMVManip *vm,
                                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);
+                               // 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 blocks
+       } // end of borders
 
-       // --- STEP 6: do light spreading
+       // STEP 3: Remove and spread light
 
-       // 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);
-       }
+       finish_bulk_light_update(map, blockpos, blockpos, unlight, relight,
+               modified_blocks);
 }
 
-VoxelLineIterator::VoxelLineIterator(
-       const v3f &start_position,
-       const v3f &line_vector) :
+VoxelLineIterator::VoxelLineIterator(const v3f &start_position, const v3f &line_vector) :
        m_start_position(start_position),
-       m_line_vector(line_vector),
-       m_next_intersection_multi(10000.0f, 10000.0f, 10000.0f),
-       m_intersection_multi_inc(10000.0f, 10000.0f, 10000.0f),
-       m_step_directions(1.0f, 1.0f, 1.0f)
+       m_line_vector(line_vector)
 {
        m_current_node_pos = floatToInt(m_start_position, 1);
+       m_start_node_pos = m_current_node_pos;
+       m_last_index = getIndex(floatToInt(start_position + line_vector, 1));
 
        if (m_line_vector.X > 0) {
                m_next_intersection_multi.X = (floorf(m_start_position.X - 0.5) + 1.5
@@ -1291,14 +1305,11 @@ VoxelLineIterator::VoxelLineIterator(
                m_intersection_multi_inc.Z = -1 / m_line_vector.Z;
                m_step_directions.Z = -1;
        }
-
-       m_has_next = (m_next_intersection_multi.X <= 1)
-               || (m_next_intersection_multi.Y <= 1)
-               || (m_next_intersection_multi.Z <= 1);
 }
 
 void VoxelLineIterator::next()
 {
+       m_current_index++;
        if ((m_next_intersection_multi.X < m_next_intersection_multi.Y)
                        && (m_next_intersection_multi.X < m_next_intersection_multi.Z)) {
                m_next_intersection_multi.X += m_intersection_multi_inc.X;
@@ -1310,10 +1321,13 @@ void VoxelLineIterator::next()
                m_next_intersection_multi.Z += m_intersection_multi_inc.Z;
                m_current_node_pos.Z += m_step_directions.Z;
        }
+}
 
-       m_has_next = (m_next_intersection_multi.X <= 1)
-                       || (m_next_intersection_multi.Y <= 1)
-                       || (m_next_intersection_multi.Z <= 1);
+s16 VoxelLineIterator::getIndex(v3s16 voxel){
+       return
+               abs(voxel.X - m_start_node_pos.X) +
+               abs(voxel.Y - m_start_node_pos.Y) +
+               abs(voxel.Z - m_start_node_pos.Z);
 }
 
 } // namespace voxalgo