320 lines
16 KiB
C++
320 lines
16 KiB
C++
/*
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* =====================================================================================
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*
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* OpenMiner
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*
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* Copyright (C) 2018-2020 Unarelith, Quentin Bazin <openminer@unarelith.net>
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* Copyright (C) 2019-2020 the OpenMiner contributors (see CONTRIBUTORS.md)
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*
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* This file is part of OpenMiner.
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*
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* OpenMiner is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* OpenMiner is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public License
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* along with OpenMiner; if not, write to the Free Software Foundation, Inc.,
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* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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*
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* =====================================================================================
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*/
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#include <cstring>
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#include <gk/core/Debug.hpp>
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#include "Chunk.hpp"
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#include "ChunkLightmap.hpp"
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#include "Registry.hpp"
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#include "World.hpp"
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ChunkLightmap::ChunkLightmap(Chunk *chunk) : m_chunk(chunk) {
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std::memset(m_lightMap, 0, sizeof(m_lightMap));
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}
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bool ChunkLightmap::addTorchlight(int x, int y, int z, int val) {
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if(x < 0) return m_chunk->getSurroundingChunk(0) ? m_chunk->getSurroundingChunk(0)->lightmap().addTorchlight(x + CHUNK_WIDTH, y, z, val) : false;
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if(x >= CHUNK_WIDTH) return m_chunk->getSurroundingChunk(1) ? m_chunk->getSurroundingChunk(1)->lightmap().addTorchlight(x - CHUNK_WIDTH, y, z, val) : false;
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if(y < 0) return m_chunk->getSurroundingChunk(2) ? m_chunk->getSurroundingChunk(2)->lightmap().addTorchlight(x, y + CHUNK_DEPTH, z, val) : false;
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if(y >= CHUNK_DEPTH) return m_chunk->getSurroundingChunk(3) ? m_chunk->getSurroundingChunk(3)->lightmap().addTorchlight(x, y - CHUNK_DEPTH, z, val) : false;
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if(z < 0) return m_chunk->getSurroundingChunk(4) ? m_chunk->getSurroundingChunk(4)->lightmap().addTorchlight(x, y, z + CHUNK_HEIGHT, val): false;
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if(z >= CHUNK_HEIGHT) return m_chunk->getSurroundingChunk(5) ? m_chunk->getSurroundingChunk(5)->lightmap().addTorchlight(x, y, z - CHUNK_HEIGHT, val): false;
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if (!setTorchlight(x, y, z, val)) return false;
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m_torchlightBfsQueue.emplace(x, y, z);
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return true;
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}
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bool ChunkLightmap::addSunlight(int x, int y, int z, int val) {
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if(x < 0) return m_chunk->getSurroundingChunk(0) ? m_chunk->getSurroundingChunk(0)->lightmap().addSunlight(x + CHUNK_WIDTH, y, z, val) : false;
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if(x >= CHUNK_WIDTH) return m_chunk->getSurroundingChunk(1) ? m_chunk->getSurroundingChunk(1)->lightmap().addSunlight(x - CHUNK_WIDTH, y, z, val) : false;
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if(y < 0) return m_chunk->getSurroundingChunk(2) ? m_chunk->getSurroundingChunk(2)->lightmap().addSunlight(x, y + CHUNK_DEPTH, z, val) : false;
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if(y >= CHUNK_DEPTH) return m_chunk->getSurroundingChunk(3) ? m_chunk->getSurroundingChunk(3)->lightmap().addSunlight(x, y - CHUNK_DEPTH, z, val) : false;
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if(z < 0) return m_chunk->getSurroundingChunk(4) ? m_chunk->getSurroundingChunk(4)->lightmap().addSunlight(x, y, z + CHUNK_HEIGHT, val): false;
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if(z >= CHUNK_HEIGHT) return m_chunk->getSurroundingChunk(5) ? m_chunk->getSurroundingChunk(5)->lightmap().addSunlight(x, y, z - CHUNK_HEIGHT, val): false;
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if (!setSunlight(x, y, z, val)) return false;
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m_sunlightBfsQueue.emplace(x, y, z);
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return true;
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}
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bool ChunkLightmap::removeTorchlight(int x, int y, int z) {
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if(x < 0) return m_chunk->getSurroundingChunk(0) ? m_chunk->getSurroundingChunk(0)->lightmap().removeTorchlight(x + CHUNK_WIDTH, y, z) : false;
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if(x >= CHUNK_WIDTH) return m_chunk->getSurroundingChunk(1) ? m_chunk->getSurroundingChunk(1)->lightmap().removeTorchlight(x - CHUNK_WIDTH, y, z) : false;
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if(y < 0) return m_chunk->getSurroundingChunk(2) ? m_chunk->getSurroundingChunk(2)->lightmap().removeTorchlight(x, y + CHUNK_DEPTH, z) : false;
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if(y >= CHUNK_DEPTH) return m_chunk->getSurroundingChunk(3) ? m_chunk->getSurroundingChunk(3)->lightmap().removeTorchlight(x, y - CHUNK_DEPTH, z) : false;
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if(z < 0) return m_chunk->getSurroundingChunk(4) ? m_chunk->getSurroundingChunk(4)->lightmap().removeTorchlight(x, y, z + CHUNK_HEIGHT): false;
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if(z >= CHUNK_HEIGHT) return m_chunk->getSurroundingChunk(5) ? m_chunk->getSurroundingChunk(5)->lightmap().removeTorchlight(x, y, z - CHUNK_HEIGHT): false;
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if (!setTorchlight(x, y, z, 0)) return false;
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m_torchlightRemovalBfsQueue.emplace(x, y, z, getTorchlight(x, y, z));
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return true;
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}
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bool ChunkLightmap::removeSunlight(int x, int y, int z) {
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if(x < 0) return m_chunk->getSurroundingChunk(0) ? m_chunk->getSurroundingChunk(0)->lightmap().removeSunlight(x + CHUNK_WIDTH, y, z) : false;
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if(x >= CHUNK_WIDTH) return m_chunk->getSurroundingChunk(1) ? m_chunk->getSurroundingChunk(1)->lightmap().removeSunlight(x - CHUNK_WIDTH, y, z) : false;
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if(y < 0) return m_chunk->getSurroundingChunk(2) ? m_chunk->getSurroundingChunk(2)->lightmap().removeSunlight(x, y + CHUNK_DEPTH, z) : false;
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if(y >= CHUNK_DEPTH) return m_chunk->getSurroundingChunk(3) ? m_chunk->getSurroundingChunk(3)->lightmap().removeSunlight(x, y - CHUNK_DEPTH, z) : false;
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if(z < 0) return m_chunk->getSurroundingChunk(4) ? m_chunk->getSurroundingChunk(4)->lightmap().removeSunlight(x, y, z + CHUNK_HEIGHT): false;
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if(z >= CHUNK_HEIGHT) return m_chunk->getSurroundingChunk(5) ? m_chunk->getSurroundingChunk(5)->lightmap().removeSunlight(x, y, z - CHUNK_HEIGHT): false;
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if (!setSunlight(x, y, z, 0)) return false;
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m_sunlightRemovalBfsQueue.emplace(x, y, z, getSunlight(x, y, z));
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return true;
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}
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void ChunkLightmap::updateLights() {
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updateTorchlight();
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updateSunlight();
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}
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void ChunkLightmap::updateTorchlight() {
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while (!m_torchlightRemovalBfsQueue.empty()) {
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LightRemovalNode node = m_torchlightRemovalBfsQueue.front();
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m_torchlightRemovalBfsQueue.pop();
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gk::Vector3i surroundingNodes[6] = {
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{node.x - 1, node.y, node.z},
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{node.x + 1, node.y, node.z},
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{node.x, node.y - 1, node.z},
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{node.x, node.y + 1, node.z},
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{node.x, node.y, node.z - 1},
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{node.x, node.y, node.z + 1},
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};
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for (const gk::Vector3i &surroundingNode : surroundingNodes) {
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int level = getTorchlight(surroundingNode.x, surroundingNode.y, surroundingNode.z);
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if (level != 0 && level < node.value) {
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setTorchlight(surroundingNode.x, surroundingNode.y, surroundingNode.z, 0);
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m_torchlightRemovalBfsQueue.emplace(surroundingNode.x, surroundingNode.y, surroundingNode.z, level);
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}
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else if (level >= node.value) {
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m_torchlightBfsQueue.emplace(surroundingNode.x, surroundingNode.y, surroundingNode.z);
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}
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}
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}
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while (!m_torchlightBfsQueue.empty()) {
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LightNode node = m_torchlightBfsQueue.front();
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m_torchlightBfsQueue.pop();
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// If this block is opaque, don't propagate the light
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const BlockState *blockState = m_chunk->getBlockState(node.x, node.y, node.z);
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if (blockState && blockState->isOpaque() && !blockState->isLightSource()) {
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// FIXME: This only reverts an addTorchlight that added light in a non-generated chunk
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// I should avoid setting the torchlight rather than reverting it
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setTorchlight(node.x, node.y, node.z, 0);
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continue;
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}
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gk::Vector3i surroundingNodes[6] = {
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{node.x - 1, node.y, node.z},
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{node.x + 1, node.y, node.z},
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{node.x, node.y - 1, node.z},
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{node.x, node.y + 1, node.z},
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{node.x, node.y, node.z - 1},
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{node.x, node.y, node.z + 1},
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};
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u8 lightLevel = getTorchlight(node.x, node.y, node.z);
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for (const gk::Vector3i &surroundingNode : surroundingNodes) {
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if (getTorchlight(surroundingNode.x, surroundingNode.y, surroundingNode.z) + 2 <= lightLevel) {
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const BlockState *blockState = m_chunk->getBlockState(surroundingNode.x, surroundingNode.y, surroundingNode.z);
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if (blockState && !blockState->isOpaque()) {
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addTorchlight(surroundingNode.x, surroundingNode.y, surroundingNode.z, lightLevel - 1);
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}
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}
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}
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}
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}
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void ChunkLightmap::updateSunlight() {
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while (!m_sunlightRemovalBfsQueue.empty()) {
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LightRemovalNode node = m_sunlightRemovalBfsQueue.front();
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m_sunlightRemovalBfsQueue.pop();
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gk::Vector3i surroundingNodes[6] = {
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{node.x - 1, node.y, node.z},
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{node.x + 1, node.y, node.z},
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{node.x, node.y - 1, node.z},
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{node.x, node.y + 1, node.z},
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{node.x, node.y, node.z - 1},
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{node.x, node.y, node.z + 1},
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};
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for (const gk::Vector3i &surroundingNode : surroundingNodes) {
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int level = getSunlight(surroundingNode.x, surroundingNode.y, surroundingNode.z);
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if ((level == 15 && surroundingNode.z == node.z - 1) || (level != 0 && level < node.value)) {
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setSunlight(surroundingNode.x, surroundingNode.y, surroundingNode.z, 0);
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m_sunlightRemovalBfsQueue.emplace(surroundingNode.x, surroundingNode.y, surroundingNode.z, level);
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}
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else if (level >= node.value) {
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m_sunlightBfsQueue.emplace(surroundingNode.x, surroundingNode.y, surroundingNode.z);
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}
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}
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}
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while (!m_sunlightBfsQueue.empty()) {
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LightNode node = m_sunlightBfsQueue.front();
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m_sunlightBfsQueue.pop();
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// If this block is opaque, don't propagate the light
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const BlockState *blockState = m_chunk->getBlockState(node.x, node.y, node.z);
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if (blockState && blockState->isOpaque()) {
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// FIXME: This only reverts an addSunlight that added light in a non-generated chunk
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// I should avoid setting the sunlight rather than reverting it
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setSunlight(node.x, node.y, node.z, 0);
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continue;
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}
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gk::Vector3i surroundingNodes[6] = {
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{node.x - 1, node.y, node.z},
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{node.x + 1, node.y, node.z},
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{node.x, node.y - 1, node.z},
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{node.x, node.y + 1, node.z},
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{node.x, node.y, node.z - 1},
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{node.x, node.y, node.z + 1},
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};
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u8 sunlightLevel = getSunlight(node.x, node.y, node.z);
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for (const gk::Vector3i &surroundingNode : surroundingNodes) {
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u8 neighbourSunlightLevel = getSunlight(surroundingNode.x, surroundingNode.y, surroundingNode.z);
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if (neighbourSunlightLevel + 2 <= sunlightLevel
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|| (sunlightLevel == 15 && neighbourSunlightLevel != 15 && surroundingNode.z == node.z - 1)) {
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const BlockState *blockState = m_chunk->getBlockState(surroundingNode.x, surroundingNode.y, surroundingNode.z);
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if (blockState && !blockState->isOpaque()) {
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if (sunlightLevel == 15 && surroundingNode.z == node.z - 1 && (!blockState->block().id() || blockState->drawType() == BlockDrawType::Glass || blockState->drawType() == BlockDrawType::XShape)) {
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addSunlight(surroundingNode.x, surroundingNode.y, surroundingNode.z, sunlightLevel);
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}
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else if (sunlightLevel == 15 && surroundingNode.z == node.z + 1)
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continue;
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else {
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addSunlight(surroundingNode.x, surroundingNode.y, surroundingNode.z, sunlightLevel - 1);
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}
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}
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}
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}
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}
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}
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u8 ChunkLightmap::getSunlight(int x, int y, int z) const {
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if(x < 0) return m_chunk->getSurroundingChunk(0) ? m_chunk->getSurroundingChunk(0)->lightmap().getSunlight(x + CHUNK_WIDTH, y, z) : 15;
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if(x >= CHUNK_WIDTH) return m_chunk->getSurroundingChunk(1) ? m_chunk->getSurroundingChunk(1)->lightmap().getSunlight(x - CHUNK_WIDTH, y, z) : 15;
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if(y < 0) return m_chunk->getSurroundingChunk(2) ? m_chunk->getSurroundingChunk(2)->lightmap().getSunlight(x, y + CHUNK_DEPTH, z) : 15;
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if(y >= CHUNK_DEPTH) return m_chunk->getSurroundingChunk(3) ? m_chunk->getSurroundingChunk(3)->lightmap().getSunlight(x, y - CHUNK_DEPTH, z) : 15;
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if(z < 0) return m_chunk->getSurroundingChunk(4) ? m_chunk->getSurroundingChunk(4)->lightmap().getSunlight(x, y, z + CHUNK_HEIGHT) : 15;
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if(z >= CHUNK_HEIGHT) return m_chunk->getSurroundingChunk(5) ? m_chunk->getSurroundingChunk(5)->lightmap().getSunlight(x, y, z - CHUNK_HEIGHT) : 15;
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return (m_lightMap[z][y][x] >> 4) & 0xf;
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}
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u8 ChunkLightmap::getTorchlight(int x, int y, int z) const {
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if(x < 0) return m_chunk->getSurroundingChunk(0) ? m_chunk->getSurroundingChunk(0)->lightmap().getTorchlight(x + CHUNK_WIDTH, y, z) : 0;
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if(x >= CHUNK_WIDTH) return m_chunk->getSurroundingChunk(1) ? m_chunk->getSurroundingChunk(1)->lightmap().getTorchlight(x - CHUNK_WIDTH, y, z) : 0;
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if(y < 0) return m_chunk->getSurroundingChunk(2) ? m_chunk->getSurroundingChunk(2)->lightmap().getTorchlight(x, y + CHUNK_DEPTH, z) : 0;
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if(y >= CHUNK_DEPTH) return m_chunk->getSurroundingChunk(3) ? m_chunk->getSurroundingChunk(3)->lightmap().getTorchlight(x, y - CHUNK_DEPTH, z) : 0;
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if(z < 0) return m_chunk->getSurroundingChunk(4) ? m_chunk->getSurroundingChunk(4)->lightmap().getTorchlight(x, y, z + CHUNK_HEIGHT) : 0;
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if(z >= CHUNK_HEIGHT) return m_chunk->getSurroundingChunk(5) ? m_chunk->getSurroundingChunk(5)->lightmap().getTorchlight(x, y, z - CHUNK_HEIGHT) : 0;
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return m_lightMap[z][y][x] & 0xf;
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}
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bool ChunkLightmap::setLightData(int x, int y, int z, u8 val) {
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if (m_lightMap[z][y][x] == val) return false;
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m_lightMap[z][y][x] = val;
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m_hasChanged = true;
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m_chunk->world().addChunkToUpdate(m_chunk);
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return true;
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}
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bool ChunkLightmap::setSunlight(int x, int y, int z, u8 val) {
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if(x < 0) return m_chunk->getSurroundingChunk(0) ? m_chunk->getSurroundingChunk(0)->lightmap().setSunlight(x + CHUNK_WIDTH, y, z, val) : false;
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if(x >= CHUNK_WIDTH) return m_chunk->getSurroundingChunk(1) ? m_chunk->getSurroundingChunk(1)->lightmap().setSunlight(x - CHUNK_WIDTH, y, z, val) : false;
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if(y < 0) return m_chunk->getSurroundingChunk(2) ? m_chunk->getSurroundingChunk(2)->lightmap().setSunlight(x, y + CHUNK_DEPTH, z, val) : false;
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if(y >= CHUNK_DEPTH) return m_chunk->getSurroundingChunk(3) ? m_chunk->getSurroundingChunk(3)->lightmap().setSunlight(x, y - CHUNK_DEPTH, z, val) : false;
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if(z < 0) return m_chunk->getSurroundingChunk(4) ? m_chunk->getSurroundingChunk(4)->lightmap().setSunlight(x, y, z + CHUNK_HEIGHT, val): false;
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if(z >= CHUNK_HEIGHT) return m_chunk->getSurroundingChunk(5) ? m_chunk->getSurroundingChunk(5)->lightmap().setSunlight(x, y, z - CHUNK_HEIGHT, val): false;
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if ((m_lightMap[z][y][x] & 0xf0) == ((val << 4) & 0xf0)) return false;
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m_lightMap[z][y][x] = (m_lightMap[z][y][x] & 0xf) | ((val << 4) & 0xf0);
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m_hasChanged = true;
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m_chunk->world().addChunkToUpdate(m_chunk);
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return true;
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}
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bool ChunkLightmap::setTorchlight(int x, int y, int z, u8 val) {
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if(x < 0) return m_chunk->getSurroundingChunk(0) ? m_chunk->getSurroundingChunk(0)->lightmap().setTorchlight(x + CHUNK_WIDTH, y, z, val) : false;
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if(x >= CHUNK_WIDTH) return m_chunk->getSurroundingChunk(1) ? m_chunk->getSurroundingChunk(1)->lightmap().setTorchlight(x - CHUNK_WIDTH, y, z, val) : false;
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if(y < 0) return m_chunk->getSurroundingChunk(2) ? m_chunk->getSurroundingChunk(2)->lightmap().setTorchlight(x, y + CHUNK_DEPTH, z, val) : false;
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if(y >= CHUNK_DEPTH) return m_chunk->getSurroundingChunk(3) ? m_chunk->getSurroundingChunk(3)->lightmap().setTorchlight(x, y - CHUNK_DEPTH, z, val) : false;
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if(z < 0) return m_chunk->getSurroundingChunk(4) ? m_chunk->getSurroundingChunk(4)->lightmap().setTorchlight(x, y, z + CHUNK_HEIGHT, val): false;
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if(z >= CHUNK_HEIGHT) return m_chunk->getSurroundingChunk(5) ? m_chunk->getSurroundingChunk(5)->lightmap().setTorchlight(x, y, z - CHUNK_HEIGHT, val): false;
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if ((m_lightMap[z][y][x] & 0xf) == (val & 0xf)) return false;
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m_lightMap[z][y][x] = (m_lightMap[z][y][x] & 0xf0) | (val & 0xf);
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m_hasChanged = true;
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m_chunk->world().addChunkToUpdate(m_chunk);
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return true;
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}
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// void ChunkLightmap::updateSurroundingChunks(int x, int y, int z) {
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// auto addSurroundingChunkToUpdate = [this](u8 i) {
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// Chunk *surroundingChunk = m_chunk->getSurroundingChunk(i);
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// if (surroundingChunk) {
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// // surroundingChunk->lightmap().m_hasChanged = true;
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// m_chunk->world().addChunkToUpdate(surroundingChunk);
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// }
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// };
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//
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// if(x == 0 ) addSurroundingChunkToUpdate(Chunk::West);
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// if(x == CHUNK_WIDTH - 1) addSurroundingChunkToUpdate(Chunk::East);
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// if(y == 0 ) addSurroundingChunkToUpdate(Chunk::Bottom);
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// if(y == CHUNK_DEPTH - 1) addSurroundingChunkToUpdate(Chunk::Top);
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// if(z == 0 ) addSurroundingChunkToUpdate(Chunk::South);
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// if(z == CHUNK_HEIGHT - 1) addSurroundingChunkToUpdate(Chunk::North);
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// }
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