334 lines
17 KiB
C++
334 lines
17 KiB
C++
/*
|
|
* =====================================================================================
|
|
*
|
|
* OpenMiner
|
|
*
|
|
* Copyright (C) 2018-2020 Unarelith, Quentin Bazin <openminer@unarelith.net>
|
|
* Copyright (C) 2019-2020 the OpenMiner contributors (see CONTRIBUTORS.md)
|
|
*
|
|
* This file is part of OpenMiner.
|
|
*
|
|
* OpenMiner is free software; you can redistribute it and/or
|
|
* modify 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.
|
|
*
|
|
* OpenMiner 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
|
|
* Lesser General Public License for more details.
|
|
*
|
|
* You should have received a copy of the GNU Lesser General Public License
|
|
* along with OpenMiner; if not, write to the Free Software Foundation, Inc.,
|
|
* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
|
|
*
|
|
* =====================================================================================
|
|
*/
|
|
#include <cstring>
|
|
|
|
#include <gk/core/Debug.hpp>
|
|
|
|
#include "Chunk.hpp"
|
|
#include "ChunkLightmap.hpp"
|
|
#include "Registry.hpp"
|
|
|
|
ChunkLightmap::ChunkLightmap(Chunk *chunk) : m_chunk(chunk) {
|
|
std::memset(m_lightMap, 0, sizeof(m_lightMap));
|
|
}
|
|
|
|
void ChunkLightmap::addTorchlight(int x, int y, int z, int val) {
|
|
if(x < 0) { if(m_chunk->getSurroundingChunk(0)) m_chunk->getSurroundingChunk(0)->lightmap().addTorchlight(x + CHUNK_WIDTH, y, z, val); return; }
|
|
if(x >= CHUNK_WIDTH) { if(m_chunk->getSurroundingChunk(1)) m_chunk->getSurroundingChunk(1)->lightmap().addTorchlight(x - CHUNK_WIDTH, y, z, val); return; }
|
|
if(y < 0) { if(m_chunk->getSurroundingChunk(2)) m_chunk->getSurroundingChunk(2)->lightmap().addTorchlight(x, y + CHUNK_DEPTH, z, val); return; }
|
|
if(y >= CHUNK_DEPTH) { if(m_chunk->getSurroundingChunk(3)) m_chunk->getSurroundingChunk(3)->lightmap().addTorchlight(x, y - CHUNK_DEPTH, z, val); return; }
|
|
if(z < 0) { if(m_chunk->getSurroundingChunk(4)) m_chunk->getSurroundingChunk(4)->lightmap().addTorchlight(x, y, z + CHUNK_HEIGHT, val); return; }
|
|
if(z >= CHUNK_HEIGHT) { if(m_chunk->getSurroundingChunk(5)) m_chunk->getSurroundingChunk(5)->lightmap().addTorchlight(x, y, z - CHUNK_HEIGHT, val); return; }
|
|
|
|
setTorchlight(x, y, z, val);
|
|
m_torchlightBfsQueue.emplace(x, y, z);
|
|
}
|
|
|
|
void ChunkLightmap::addSunlight(int x, int y, int z, int val) {
|
|
if(x < 0) { if(m_chunk->getSurroundingChunk(0)) m_chunk->getSurroundingChunk(0)->lightmap().addSunlight(x + CHUNK_WIDTH, y, z, val); return; }
|
|
if(x >= CHUNK_WIDTH) { if(m_chunk->getSurroundingChunk(1)) m_chunk->getSurroundingChunk(1)->lightmap().addSunlight(x - CHUNK_WIDTH, y, z, val); return; }
|
|
if(y < 0) { if(m_chunk->getSurroundingChunk(2)) m_chunk->getSurroundingChunk(2)->lightmap().addSunlight(x, y + CHUNK_DEPTH, z, val); return; }
|
|
if(y >= CHUNK_DEPTH) { if(m_chunk->getSurroundingChunk(3)) m_chunk->getSurroundingChunk(3)->lightmap().addSunlight(x, y - CHUNK_DEPTH, z, val); return; }
|
|
if(z < 0) { if(m_chunk->getSurroundingChunk(4)) m_chunk->getSurroundingChunk(4)->lightmap().addSunlight(x, y, z + CHUNK_HEIGHT, val); return; }
|
|
if(z >= CHUNK_HEIGHT) { if(m_chunk->getSurroundingChunk(5)) m_chunk->getSurroundingChunk(5)->lightmap().addSunlight(x, y, z - CHUNK_HEIGHT, val); return; }
|
|
|
|
setSunlight(x, y, z, val);
|
|
m_sunlightBfsQueue.emplace(x, y, z);
|
|
}
|
|
|
|
void ChunkLightmap::removeTorchlight(int x, int y, int z) {
|
|
if(x < 0) { if(m_chunk->getSurroundingChunk(0)) m_chunk->getSurroundingChunk(0)->lightmap().removeTorchlight(x + CHUNK_WIDTH, y, z); return; }
|
|
if(x >= CHUNK_WIDTH) { if(m_chunk->getSurroundingChunk(1)) m_chunk->getSurroundingChunk(1)->lightmap().removeTorchlight(x - CHUNK_WIDTH, y, z); return; }
|
|
if(y < 0) { if(m_chunk->getSurroundingChunk(2)) m_chunk->getSurroundingChunk(2)->lightmap().removeTorchlight(x, y + CHUNK_DEPTH, z); return; }
|
|
if(y >= CHUNK_DEPTH) { if(m_chunk->getSurroundingChunk(3)) m_chunk->getSurroundingChunk(3)->lightmap().removeTorchlight(x, y - CHUNK_DEPTH, z); return; }
|
|
if(z < 0) { if(m_chunk->getSurroundingChunk(4)) m_chunk->getSurroundingChunk(4)->lightmap().removeTorchlight(x, y, z + CHUNK_HEIGHT); return; }
|
|
if(z >= CHUNK_HEIGHT) { if(m_chunk->getSurroundingChunk(5)) m_chunk->getSurroundingChunk(5)->lightmap().removeTorchlight(x, y, z - CHUNK_HEIGHT); return; }
|
|
|
|
m_torchlightRemovalBfsQueue.emplace(x, y, z, getTorchlight(x, y, z));
|
|
setTorchlight(x, y, z, 0);
|
|
}
|
|
|
|
void ChunkLightmap::removeSunlight(int x, int y, int z) {
|
|
if(x < 0) { if(m_chunk->getSurroundingChunk(0)) m_chunk->getSurroundingChunk(0)->lightmap().removeSunlight(x + CHUNK_WIDTH, y, z); return; }
|
|
if(x >= CHUNK_WIDTH) { if(m_chunk->getSurroundingChunk(1)) m_chunk->getSurroundingChunk(1)->lightmap().removeSunlight(x - CHUNK_WIDTH, y, z); return; }
|
|
if(y < 0) { if(m_chunk->getSurroundingChunk(2)) m_chunk->getSurroundingChunk(2)->lightmap().removeSunlight(x, y + CHUNK_DEPTH, z); return; }
|
|
if(y >= CHUNK_DEPTH) { if(m_chunk->getSurroundingChunk(3)) m_chunk->getSurroundingChunk(3)->lightmap().removeSunlight(x, y - CHUNK_DEPTH, z); return; }
|
|
if(z < 0) { if(m_chunk->getSurroundingChunk(4)) m_chunk->getSurroundingChunk(4)->lightmap().removeSunlight(x, y, z + CHUNK_HEIGHT); return; }
|
|
if(z >= CHUNK_HEIGHT) { if(m_chunk->getSurroundingChunk(5)) m_chunk->getSurroundingChunk(5)->lightmap().removeSunlight(x, y, z - CHUNK_HEIGHT); return; }
|
|
|
|
m_sunlightRemovalBfsQueue.emplace(x, y, z, getSunlight(x, y, z));
|
|
setSunlight(x, y, z, 0);
|
|
}
|
|
|
|
bool ChunkLightmap::updateLights() {
|
|
bool torchlightUpdated = updateTorchlight();
|
|
bool sunlightUpdated = updateSunlight();
|
|
|
|
return torchlightUpdated || sunlightUpdated;
|
|
}
|
|
|
|
bool ChunkLightmap::updateTorchlight() {
|
|
bool lightUpdated = false;
|
|
|
|
while (!m_torchlightRemovalBfsQueue.empty()) {
|
|
LightRemovalNode node = m_torchlightRemovalBfsQueue.front();
|
|
m_torchlightRemovalBfsQueue.pop();
|
|
|
|
gk::Vector3i surroundingNodes[6] = {
|
|
{node.x - 1, node.y, node.z},
|
|
{node.x + 1, node.y, node.z},
|
|
{node.x, node.y - 1, node.z},
|
|
{node.x, node.y + 1, node.z},
|
|
{node.x, node.y, node.z - 1},
|
|
{node.x, node.y, node.z + 1},
|
|
};
|
|
|
|
for (const gk::Vector3i &surroundingNode : surroundingNodes) {
|
|
int level = getTorchlight(surroundingNode.x, surroundingNode.y, surroundingNode.z);
|
|
if (level != 0 && level < node.value) {
|
|
setTorchlight(surroundingNode.x, surroundingNode.y, surroundingNode.z, 0);
|
|
|
|
m_torchlightRemovalBfsQueue.emplace(surroundingNode.x, surroundingNode.y, surroundingNode.z, level);
|
|
|
|
lightUpdated = true;
|
|
}
|
|
else if (level >= node.value) {
|
|
m_torchlightBfsQueue.emplace(surroundingNode.x, surroundingNode.y, surroundingNode.z);
|
|
|
|
lightUpdated = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
while (!m_torchlightBfsQueue.empty()) {
|
|
LightNode node = m_torchlightBfsQueue.front();
|
|
m_torchlightBfsQueue.pop();
|
|
|
|
// If this block is opaque, don't propagate the light
|
|
u16 blockID = m_chunk->getBlock(node.x, node.y, node.z);
|
|
const Block &block = Registry::getInstance().getBlock(blockID);
|
|
if (block.isOpaque() && !block.isLightSource()) {
|
|
setTorchlight(node.x, node.y, node.z, 0);
|
|
|
|
// FIXME: This only reverts an addTorchlight that added light in a non-generated chunk
|
|
// I should avoid setting the torchlight rather than reverting it
|
|
lightUpdated = true;
|
|
|
|
continue;
|
|
}
|
|
|
|
gk::Vector3i surroundingNodes[6] = {
|
|
{node.x - 1, node.y, node.z},
|
|
{node.x + 1, node.y, node.z},
|
|
{node.x, node.y - 1, node.z},
|
|
{node.x, node.y + 1, node.z},
|
|
{node.x, node.y, node.z - 1},
|
|
{node.x, node.y, node.z + 1},
|
|
};
|
|
|
|
u8 lightLevel = getTorchlight(node.x, node.y, node.z);
|
|
for (const gk::Vector3i &surroundingNode : surroundingNodes) {
|
|
if (getTorchlight(surroundingNode.x, surroundingNode.y, surroundingNode.z) + 2 <= lightLevel) {
|
|
u16 blockID = m_chunk->getBlock(surroundingNode.x, surroundingNode.y, surroundingNode.z);
|
|
const Block &block = Registry::getInstance().getBlock(blockID);
|
|
if (!block.isOpaque()) {
|
|
addTorchlight(surroundingNode.x, surroundingNode.y, surroundingNode.z, lightLevel - 1);
|
|
|
|
lightUpdated = true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return lightUpdated;
|
|
}
|
|
|
|
bool ChunkLightmap::updateSunlight() {
|
|
bool lightUpdated = false;
|
|
|
|
while (!m_sunlightRemovalBfsQueue.empty()) {
|
|
LightRemovalNode node = m_sunlightRemovalBfsQueue.front();
|
|
m_sunlightRemovalBfsQueue.pop();
|
|
|
|
gk::Vector3i surroundingNodes[6] = {
|
|
{node.x - 1, node.y, node.z},
|
|
{node.x + 1, node.y, node.z},
|
|
{node.x, node.y - 1, node.z},
|
|
{node.x, node.y + 1, node.z},
|
|
{node.x, node.y, node.z - 1},
|
|
{node.x, node.y, node.z + 1},
|
|
};
|
|
|
|
for (const gk::Vector3i &surroundingNode : surroundingNodes) {
|
|
int level = getSunlight(surroundingNode.x, surroundingNode.y, surroundingNode.z);
|
|
if ((level == 15 && surroundingNode.z == node.z - 1) || (level != 0 && level < node.value)) {
|
|
setSunlight(surroundingNode.x, surroundingNode.y, surroundingNode.z, 0);
|
|
|
|
m_sunlightRemovalBfsQueue.emplace(surroundingNode.x, surroundingNode.y, surroundingNode.z, level);
|
|
|
|
lightUpdated = true;
|
|
}
|
|
else if (level >= node.value) {
|
|
m_sunlightBfsQueue.emplace(surroundingNode.x, surroundingNode.y, surroundingNode.z);
|
|
|
|
lightUpdated = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
while (!m_sunlightBfsQueue.empty()) {
|
|
LightNode node = m_sunlightBfsQueue.front();
|
|
m_sunlightBfsQueue.pop();
|
|
|
|
// If this block is opaque, don't propagate the light
|
|
u16 blockID = m_chunk->getBlock(node.x, node.y, node.z);
|
|
const Block &block = Registry::getInstance().getBlock(blockID);
|
|
if (block.isOpaque()) {
|
|
setSunlight(node.x, node.y, node.z, 0);
|
|
|
|
// FIXME: This only reverts an addSunlight that added light in a non-generated chunk
|
|
// I should avoid setting the sunlight rather than reverting it
|
|
lightUpdated = true;
|
|
|
|
continue;
|
|
}
|
|
|
|
gk::Vector3i surroundingNodes[6] = {
|
|
{node.x - 1, node.y, node.z},
|
|
{node.x + 1, node.y, node.z},
|
|
{node.x, node.y - 1, node.z},
|
|
{node.x, node.y + 1, node.z},
|
|
{node.x, node.y, node.z - 1},
|
|
{node.x, node.y, node.z + 1},
|
|
};
|
|
|
|
u8 sunlightLevel = getSunlight(node.x, node.y, node.z);
|
|
for (const gk::Vector3i &surroundingNode : surroundingNodes) {
|
|
u8 neighbourSunlightLevel = getSunlight(surroundingNode.x, surroundingNode.y, surroundingNode.z);
|
|
if (neighbourSunlightLevel + 2 <= sunlightLevel
|
|
|| (sunlightLevel == 15 && neighbourSunlightLevel != 15 && surroundingNode.z == node.z - 1)) {
|
|
u16 blockID = m_chunk->getBlock(surroundingNode.x, surroundingNode.y, surroundingNode.z);
|
|
const Block &block = Registry::getInstance().getBlock(blockID);
|
|
if (!block.isOpaque()) {
|
|
if (sunlightLevel == 15 && surroundingNode.z == node.z - 1 && (!blockID || block.drawType() == BlockDrawType::Glass || block.drawType() == BlockDrawType::XShape)) {
|
|
addSunlight(surroundingNode.x, surroundingNode.y, surroundingNode.z, sunlightLevel);
|
|
|
|
lightUpdated = true;
|
|
}
|
|
else if (sunlightLevel == 15 && surroundingNode.z == node.z + 1)
|
|
continue;
|
|
else {
|
|
addSunlight(surroundingNode.x, surroundingNode.y, surroundingNode.z, sunlightLevel - 1);
|
|
|
|
// FIXME: If addSunlight changes something in a surrounding chunk
|
|
// then this flag should be set on this other chunk
|
|
lightUpdated = true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return lightUpdated;
|
|
}
|
|
|
|
u8 ChunkLightmap::getSunlight(int x, int y, int z) const {
|
|
if(x < 0) return m_chunk->getSurroundingChunk(0) ? m_chunk->getSurroundingChunk(0)->lightmap().getSunlight(x + CHUNK_WIDTH, y, z) : 15;
|
|
if(x >= CHUNK_WIDTH) return m_chunk->getSurroundingChunk(1) ? m_chunk->getSurroundingChunk(1)->lightmap().getSunlight(x - CHUNK_WIDTH, y, z) : 15;
|
|
if(y < 0) return m_chunk->getSurroundingChunk(2) ? m_chunk->getSurroundingChunk(2)->lightmap().getSunlight(x, y + CHUNK_DEPTH, z) : 15;
|
|
if(y >= CHUNK_DEPTH) return m_chunk->getSurroundingChunk(3) ? m_chunk->getSurroundingChunk(3)->lightmap().getSunlight(x, y - CHUNK_DEPTH, z) : 15;
|
|
if(z < 0) return m_chunk->getSurroundingChunk(4) ? m_chunk->getSurroundingChunk(4)->lightmap().getSunlight(x, y, z + CHUNK_HEIGHT) : 15;
|
|
if(z >= CHUNK_HEIGHT) return m_chunk->getSurroundingChunk(5) ? m_chunk->getSurroundingChunk(5)->lightmap().getSunlight(x, y, z - CHUNK_HEIGHT) : 15;
|
|
|
|
return (m_lightMap[z][y][x] >> 4) & 0xf;
|
|
}
|
|
|
|
u8 ChunkLightmap::getTorchlight(int x, int y, int z) const {
|
|
if(x < 0) return m_chunk->getSurroundingChunk(0) ? m_chunk->getSurroundingChunk(0)->lightmap().getTorchlight(x + CHUNK_WIDTH, y, z) : 0;
|
|
if(x >= CHUNK_WIDTH) return m_chunk->getSurroundingChunk(1) ? m_chunk->getSurroundingChunk(1)->lightmap().getTorchlight(x - CHUNK_WIDTH, y, z) : 0;
|
|
if(y < 0) return m_chunk->getSurroundingChunk(2) ? m_chunk->getSurroundingChunk(2)->lightmap().getTorchlight(x, y + CHUNK_DEPTH, z) : 0;
|
|
if(y >= CHUNK_DEPTH) return m_chunk->getSurroundingChunk(3) ? m_chunk->getSurroundingChunk(3)->lightmap().getTorchlight(x, y - CHUNK_DEPTH, z) : 0;
|
|
if(z < 0) return m_chunk->getSurroundingChunk(4) ? m_chunk->getSurroundingChunk(4)->lightmap().getTorchlight(x, y, z + CHUNK_HEIGHT) : 0;
|
|
if(z >= CHUNK_HEIGHT) return m_chunk->getSurroundingChunk(5) ? m_chunk->getSurroundingChunk(5)->lightmap().getTorchlight(x, y, z - CHUNK_HEIGHT) : 0;
|
|
|
|
return m_lightMap[z][y][x] & 0xf;
|
|
}
|
|
|
|
void ChunkLightmap::setLightData(int x, int y, int z, u8 val) {
|
|
if (m_lightMap[z][y][x] != val) {
|
|
m_lightMap[z][y][x] = val;
|
|
|
|
m_chunk->setLightChanged(true);
|
|
|
|
updateSurroundingChunks(x, y, z);
|
|
}
|
|
}
|
|
|
|
void ChunkLightmap::setSunlight(int x, int y, int z, u8 val) {
|
|
if(x < 0) { if(m_chunk->getSurroundingChunk(0)) m_chunk->getSurroundingChunk(0)->lightmap().setSunlight(x + CHUNK_WIDTH, y, z, val); return; }
|
|
if(x >= CHUNK_WIDTH) { if(m_chunk->getSurroundingChunk(1)) m_chunk->getSurroundingChunk(1)->lightmap().setSunlight(x - CHUNK_WIDTH, y, z, val); return; }
|
|
if(y < 0) { if(m_chunk->getSurroundingChunk(2)) m_chunk->getSurroundingChunk(2)->lightmap().setSunlight(x, y + CHUNK_DEPTH, z, val); return; }
|
|
if(y >= CHUNK_DEPTH) { if(m_chunk->getSurroundingChunk(3)) m_chunk->getSurroundingChunk(3)->lightmap().setSunlight(x, y - CHUNK_DEPTH, z, val); return; }
|
|
if(z < 0) { if(m_chunk->getSurroundingChunk(4)) m_chunk->getSurroundingChunk(4)->lightmap().setSunlight(x, y, z + CHUNK_HEIGHT, val); return; }
|
|
if(z >= CHUNK_HEIGHT) { if(m_chunk->getSurroundingChunk(5)) m_chunk->getSurroundingChunk(5)->lightmap().setSunlight(x, y, z - CHUNK_HEIGHT, val); return; }
|
|
|
|
if ((m_lightMap[z][y][x] & 0xf0) != (val << 4)) {
|
|
m_lightMap[z][y][x] = (m_lightMap[z][y][x] & 0xf) | (val << 4);
|
|
|
|
m_chunk->setLightChanged(true);
|
|
|
|
updateSurroundingChunks(x, y, z);
|
|
}
|
|
};
|
|
|
|
void ChunkLightmap::setTorchlight(int x, int y, int z, u8 val) {
|
|
if(x < 0) { if(m_chunk->getSurroundingChunk(0)) m_chunk->getSurroundingChunk(0)->lightmap().setTorchlight(x + CHUNK_WIDTH, y, z, val); return; }
|
|
if(x >= CHUNK_WIDTH) { if(m_chunk->getSurroundingChunk(1)) m_chunk->getSurroundingChunk(1)->lightmap().setTorchlight(x - CHUNK_WIDTH, y, z, val); return; }
|
|
if(y < 0) { if(m_chunk->getSurroundingChunk(2)) m_chunk->getSurroundingChunk(2)->lightmap().setTorchlight(x, y + CHUNK_DEPTH, z, val); return; }
|
|
if(y >= CHUNK_DEPTH) { if(m_chunk->getSurroundingChunk(3)) m_chunk->getSurroundingChunk(3)->lightmap().setTorchlight(x, y - CHUNK_DEPTH, z, val); return; }
|
|
if(z < 0) { if(m_chunk->getSurroundingChunk(4)) m_chunk->getSurroundingChunk(4)->lightmap().setTorchlight(x, y, z + CHUNK_HEIGHT, val); return; }
|
|
if(z >= CHUNK_HEIGHT) { if(m_chunk->getSurroundingChunk(5)) m_chunk->getSurroundingChunk(5)->lightmap().setTorchlight(x, y, z - CHUNK_HEIGHT, val); return; }
|
|
|
|
if ((m_lightMap[z][y][x] & 0xf) != val << 4) {
|
|
m_lightMap[z][y][x] = (m_lightMap[z][y][x] & 0xf0) | val;
|
|
|
|
m_chunk->setLightChanged(true);
|
|
|
|
updateSurroundingChunks(x, y, z);
|
|
}
|
|
}
|
|
|
|
void ChunkLightmap::updateSurroundingChunks(int x, int y, int z) {
|
|
if(x == 0 && m_chunk->getSurroundingChunk(Chunk::West)) { m_chunk->getSurroundingChunk(Chunk::West)->setLightChanged(true); }
|
|
if(x == CHUNK_WIDTH - 1 && m_chunk->getSurroundingChunk(Chunk::East)) { m_chunk->getSurroundingChunk(Chunk::East)->setLightChanged(true); }
|
|
if(y == 0 && m_chunk->getSurroundingChunk(Chunk::Bottom)) { m_chunk->getSurroundingChunk(Chunk::Bottom)->setLightChanged(true); }
|
|
if(y == CHUNK_DEPTH - 1 && m_chunk->getSurroundingChunk(Chunk::Top)) { m_chunk->getSurroundingChunk(Chunk::Top)->setLightChanged(true); }
|
|
if(z == 0 && m_chunk->getSurroundingChunk(Chunk::South)) { m_chunk->getSurroundingChunk(Chunk::South)->setLightChanged(true); }
|
|
if(z == CHUNK_HEIGHT - 1 && m_chunk->getSurroundingChunk(Chunk::North)) { m_chunk->getSurroundingChunk(Chunk::North)->setLightChanged(true); }
|
|
}
|
|
|