/* * ===================================================================================== * * Filename: ChunkLightmap.cpp * * Description: * * Created: 25/06/2018 14:32:44 * * Author: Quentin Bazin, * * ===================================================================================== */ #include #include #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(4)) m_chunk->getSurroundingChunk(4)->lightmap().addTorchlight(x, y + CHUNK_HEIGHT, z, val); return; } if(y >= CHUNK_HEIGHT) { if(m_chunk->getSurroundingChunk(5)) m_chunk->getSurroundingChunk(5)->lightmap().addTorchlight(x, y - CHUNK_HEIGHT, z, val); return; } if(z < 0) { if(m_chunk->getSurroundingChunk(2)) m_chunk->getSurroundingChunk(2)->lightmap().addTorchlight(x, y, z + CHUNK_DEPTH, val); return; } if(z >= CHUNK_DEPTH) { if(m_chunk->getSurroundingChunk(3)) m_chunk->getSurroundingChunk(3)->lightmap().addTorchlight(x, y, z - CHUNK_DEPTH, 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(4)) m_chunk->getSurroundingChunk(4)->lightmap().addSunlight(x, y + CHUNK_HEIGHT, z, val); return; } if(y >= CHUNK_HEIGHT) { if(m_chunk->getSurroundingChunk(5)) m_chunk->getSurroundingChunk(5)->lightmap().addSunlight(x, y - CHUNK_HEIGHT, z, val); return; } if(z < 0) { if(m_chunk->getSurroundingChunk(2)) m_chunk->getSurroundingChunk(2)->lightmap().addSunlight(x, y, z + CHUNK_DEPTH, val); return; } if(z >= CHUNK_DEPTH) { if(m_chunk->getSurroundingChunk(3)) m_chunk->getSurroundingChunk(3)->lightmap().addSunlight(x, y, z - CHUNK_DEPTH, 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(4)) m_chunk->getSurroundingChunk(4)->lightmap().removeTorchlight(x, y + CHUNK_HEIGHT, z); return; } if(y >= CHUNK_HEIGHT) { if(m_chunk->getSurroundingChunk(5)) m_chunk->getSurroundingChunk(5)->lightmap().removeTorchlight(x, y - CHUNK_HEIGHT, z); return; } if(z < 0) { if(m_chunk->getSurroundingChunk(2)) m_chunk->getSurroundingChunk(2)->lightmap().removeTorchlight(x, y, z + CHUNK_DEPTH); return; } if(z >= CHUNK_DEPTH) { if(m_chunk->getSurroundingChunk(3)) m_chunk->getSurroundingChunk(3)->lightmap().removeTorchlight(x, y, z - CHUNK_DEPTH); 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(4)) m_chunk->getSurroundingChunk(4)->lightmap().removeSunlight(x, y + CHUNK_HEIGHT, z); return; } if(y >= CHUNK_HEIGHT) { if(m_chunk->getSurroundingChunk(5)) m_chunk->getSurroundingChunk(5)->lightmap().removeSunlight(x, y - CHUNK_HEIGHT, z); return; } if(z < 0) { if(m_chunk->getSurroundingChunk(2)) m_chunk->getSurroundingChunk(2)->lightmap().removeSunlight(x, y, z + CHUNK_DEPTH); return; } if(z >= CHUNK_DEPTH) { if(m_chunk->getSurroundingChunk(3)) m_chunk->getSurroundingChunk(3)->lightmap().removeSunlight(x, y, z - CHUNK_DEPTH); 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(); // FIXME: This doesn't check if the block is an actual light source // so if this block is a light source, it will just remove the light... // If this block is opaque, don't propagate the light // u16 block = m_chunk->getBlock(node.x, node.y, node.z); // const Block &block = Registry::getInstance().getBlock(blockID); // if (block.isOpaque() || block.drawType() == BlockDrawType::Leaves) { // setTorchlight(node.x, node.y, node.z, 0); // // lightUpdated = true; // FIXME // // 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() && block.drawType() != BlockDrawType::Leaves) { 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.y == node.y - 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() || block.drawType() == BlockDrawType::Leaves) { 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.y == node.y - 1)) { u16 blockID = m_chunk->getBlock(surroundingNode.x, surroundingNode.y, surroundingNode.z); const Block &block = Registry::getInstance().getBlock(blockID); if (!block.isOpaque() && block.drawType() != BlockDrawType::Leaves) { if (sunlightLevel == 15 && surroundingNode.y == node.y - 1 && (!blockID || block.drawType() == BlockDrawType::Glass)) { addSunlight(surroundingNode.x, surroundingNode.y, surroundingNode.z, sunlightLevel); lightUpdated = true; } else if (sunlightLevel == 15 && surroundingNode.y == node.y + 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(4) ? m_chunk->getSurroundingChunk(4)->lightmap().getSunlight(x, y + CHUNK_HEIGHT, z) : 15; if(y >= CHUNK_HEIGHT) return m_chunk->getSurroundingChunk(5) ? m_chunk->getSurroundingChunk(5)->lightmap().getSunlight(x, y - CHUNK_HEIGHT, z) : 15; if(z < 0) return m_chunk->getSurroundingChunk(2) ? m_chunk->getSurroundingChunk(2)->lightmap().getSunlight(x, y, z + CHUNK_DEPTH) : 15; if(z >= CHUNK_DEPTH) return m_chunk->getSurroundingChunk(3) ? m_chunk->getSurroundingChunk(3)->lightmap().getSunlight(x, y, z - CHUNK_DEPTH) : 15; return (m_lightMap[x][y][z] >> 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(4) ? m_chunk->getSurroundingChunk(4)->lightmap().getTorchlight(x, y + CHUNK_HEIGHT, z) : 0; if(y >= CHUNK_HEIGHT) return m_chunk->getSurroundingChunk(5) ? m_chunk->getSurroundingChunk(5)->lightmap().getTorchlight(x, y - CHUNK_HEIGHT, z) : 0; if(z < 0) return m_chunk->getSurroundingChunk(2) ? m_chunk->getSurroundingChunk(2)->lightmap().getTorchlight(x, y, z + CHUNK_DEPTH) : 0; if(z >= CHUNK_DEPTH) return m_chunk->getSurroundingChunk(3) ? m_chunk->getSurroundingChunk(3)->lightmap().getTorchlight(x, y, z - CHUNK_DEPTH) : 0; return m_lightMap[x][y][z] & 0xf; } void ChunkLightmap::setLightData(int x, int y, int z, u8 val) { m_lightMap[x][y][z] = val; m_chunk->setChanged(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(4)) m_chunk->getSurroundingChunk(4)->lightmap().setSunlight(x, y + CHUNK_HEIGHT, z, val); return; } if(y >= CHUNK_HEIGHT) { if(m_chunk->getSurroundingChunk(5)) m_chunk->getSurroundingChunk(5)->lightmap().setSunlight(x, y - CHUNK_HEIGHT, z, val); return; } if(z < 0) { if(m_chunk->getSurroundingChunk(2)) m_chunk->getSurroundingChunk(2)->lightmap().setSunlight(x, y, z + CHUNK_DEPTH, val); return; } if(z >= CHUNK_DEPTH) { if(m_chunk->getSurroundingChunk(3)) m_chunk->getSurroundingChunk(3)->lightmap().setSunlight(x, y, z - CHUNK_DEPTH, val); return; } m_lightMap[x][y][z] = (m_lightMap[x][y][z] & 0xf) | (val << 4); m_chunk->setChanged(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(4)) m_chunk->getSurroundingChunk(4)->lightmap().setTorchlight(x, y + CHUNK_HEIGHT, z, val); return; } if(y >= CHUNK_HEIGHT) { if(m_chunk->getSurroundingChunk(5)) m_chunk->getSurroundingChunk(5)->lightmap().setTorchlight(x, y - CHUNK_HEIGHT, z, val); return; } if(z < 0) { if(m_chunk->getSurroundingChunk(2)) m_chunk->getSurroundingChunk(2)->lightmap().setTorchlight(x, y, z + CHUNK_DEPTH, val); return; } if(z >= CHUNK_DEPTH) { if(m_chunk->getSurroundingChunk(3)) m_chunk->getSurroundingChunk(3)->lightmap().setTorchlight(x, y, z - CHUNK_DEPTH, val); return; } m_lightMap[x][y][z] = (m_lightMap[x][y][z] & 0xf0) | val; m_chunk->setChanged(true); updateSurroundingChunks(x, y, z); } void ChunkLightmap::updateSurroundingChunks(int x, int y, int z) { if(x == 0 && m_chunk->getSurroundingChunk(Chunk::Left)) { m_chunk->getSurroundingChunk(Chunk::Left)->setChanged(true); } if(x == CHUNK_WIDTH - 1 && m_chunk->getSurroundingChunk(Chunk::Right)) { m_chunk->getSurroundingChunk(Chunk::Right)->setChanged(true); } if(y == 0 && m_chunk->getSurroundingChunk(Chunk::Bottom)) { m_chunk->getSurroundingChunk(Chunk::Bottom)->setChanged(true); } if(y == CHUNK_HEIGHT - 1 && m_chunk->getSurroundingChunk(Chunk::Top)) { m_chunk->getSurroundingChunk(Chunk::Top)->setChanged(true); } if(z == 0 && m_chunk->getSurroundingChunk(Chunk::Front)) { m_chunk->getSurroundingChunk(Chunk::Front)->setChanged(true); } if(z == CHUNK_DEPTH - 1 && m_chunk->getSurroundingChunk(Chunk::Back)) { m_chunk->getSurroundingChunk(Chunk::Back)->setChanged(true); } }