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Illuna-Minetest
illuna-minetest
Commits
4ce6e5f0
Commit
4ce6e5f0
authored
13 years ago
by
Perttu Ahola
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Optimize lighting by a tiny bit
parent
a8a82e0b
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1 changed file
src/voxel.cpp
+12
-8
12 additions, 8 deletions
src/voxel.cpp
with
12 additions
and
8 deletions
src/voxel.cpp
+
12
−
8
View file @
4ce6e5f0
...
...
@@ -310,21 +310,21 @@ void VoxelManipulator::unspreadLight(enum LightBank bank, v3s16 p, u8 oldlight,
If the neighbor is dimmer than what was specified
as oldlight (the light of the previous node)
*/
if
(
n2
.
getLight
(
bank
,
nodemgr
)
<
oldlight
)
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
&&
n2
.
getLight
(
bank
,
nodemgr
)
!=
0
)
if
(
nodemgr
->
get
(
n2
).
light_propagates
&&
light2
!=
0
)
{
/*
Set light to 0 and add to queue
*/
u8
current_light
=
n2
.
getLight
(
bank
,
nodemgr
);
n2
.
setLight
(
bank
,
0
,
nodemgr
);
unspreadLight
(
bank
,
n2pos
,
current_
light
,
light_sources
,
nodemgr
);
unspreadLight
(
bank
,
n2pos
,
light
2
,
light_sources
,
nodemgr
);
/*
Remove from light_sources if it is there
...
...
@@ -528,12 +528,14 @@ void VoxelManipulator::spreadLight(enum LightBank bank, v3s16 p,
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
(
n2
.
getLight
(
bank
,
nodemgr
)
>
undiminish_light
(
oldlight
))
if
(
light2
>
undiminish_light
(
oldlight
))
{
spreadLight
(
bank
,
n2pos
,
nodemgr
);
}
...
...
@@ -541,7 +543,7 @@ void VoxelManipulator::spreadLight(enum LightBank bank, v3s16 p,
If the neighbor is dimmer than how much light this node
would spread on it, add to list
*/
if
(
n2
.
getLight
(
bank
,
nodemgr
)
<
newlight
)
if
(
light2
<
newlight
)
{
if
(
nodemgr
->
get
(
n2
).
light_propagates
)
{
...
...
@@ -633,12 +635,14 @@ void VoxelManipulator::spreadLight(enum LightBank bank,
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
(
n2
.
getLight
(
bank
,
nodemgr
)
>
undiminish_light
(
oldlight
))
if
(
light2
>
undiminish_light
(
oldlight
))
{
lighted_nodes
.
insert
(
n2pos
,
true
);
}
...
...
@@ -646,7 +650,7 @@ void VoxelManipulator::spreadLight(enum LightBank bank,
If the neighbor is dimmer than how much light this node
would spread on it, add to list
*/
if
(
n2
.
getLight
(
bank
,
nodemgr
)
<
newlight
)
if
(
light2
<
newlight
)
{
if
(
nodemgr
->
get
(
n2
).
light_propagates
)
{
...
...
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