177 lines
6.2 KiB
C++
177 lines
6.2 KiB
C++
|
|
// LightingThread.h
|
|
|
|
// Interfaces to the cLightingThread class representing the thread that processes requests for lighting
|
|
|
|
/*
|
|
Lighting is done on whole chunks. For each chunk to be lighted, the whole 3x3 chunk area around it is read,
|
|
then it is processed, so that the middle chunk area has valid lighting, and the lighting is copied into the ChunkMap.
|
|
Lighting is calculated in full char arrays instead of nibbles, so that accessing the arrays is fast.
|
|
Lighting is calculated in a flood-fill fashion:
|
|
1. Generate seeds from where the light spreads (full skylight / light-emitting blocks)
|
|
2. For each seed:
|
|
- Spread the light 1 block in each of the 6 cardinal directions, if the blocktype allows
|
|
- If the recipient block has had lower lighting value than that being spread, make it a new seed
|
|
3. Repeat step 2, until there are no more seeds
|
|
The seeds need two fast operations:
|
|
- Check if a block at [x, y, z] is already a seed
|
|
- Get the next seed in the row
|
|
For that reason it is stored in two arrays, one stores a bool saying a seed is in that position,
|
|
the other is an array of seed coords, encoded as a single int.
|
|
Step 2 needs two separate storages for old seeds and new seeds, so there are two actual storages for that purpose,
|
|
their content is swapped after each full step-2-cycle.
|
|
|
|
The thread has two queues of chunks that are to be lighted.
|
|
The first queue, m_Queue, is the only one that is publicly visible, chunks get queued there by external requests.
|
|
The second one, m_PostponedQueue, is for chunks that have been taken out of m_Queue and didn't have neighbors ready.
|
|
Chunks from m_PostponedQueue are moved back into m_Queue when their neighbors get valid, using the ChunkReady callback.
|
|
*/
|
|
|
|
|
|
|
|
#pragma once
|
|
|
|
#include "OSSupport/IsThread.h"
|
|
#include "ChunkDef.h"
|
|
|
|
|
|
|
|
|
|
|
|
// fwd: "cWorld.h"
|
|
class cWorld;
|
|
|
|
// fwd: "cChunkMap.h"
|
|
class cChunkStay;
|
|
|
|
|
|
|
|
|
|
|
|
class cLightingThread :
|
|
public cIsThread
|
|
{
|
|
typedef cIsThread super;
|
|
|
|
public:
|
|
|
|
cLightingThread(void);
|
|
~cLightingThread();
|
|
|
|
bool Start(cWorld * a_World);
|
|
|
|
void Stop(void);
|
|
|
|
/// Queues the entire chunk for lighting
|
|
void QueueChunk(int a_ChunkX, int a_ChunkZ, cChunkCoordCallback * a_CallbackAfter = NULL);
|
|
|
|
/// Blocks until the queue is empty or the thread is terminated
|
|
void WaitForQueueEmpty(void);
|
|
|
|
size_t GetQueueLength(void);
|
|
|
|
/// Called from cWorld when a chunk gets valid. Chunks in m_PostponedQueue may need moving into m_Queue
|
|
void ChunkReady(int a_ChunkX, int a_ChunkZ);
|
|
|
|
protected:
|
|
|
|
struct sItem
|
|
{
|
|
int x, z;
|
|
cChunkStay * m_ChunkStay;
|
|
cChunkCoordCallback * m_Callback;
|
|
|
|
sItem(void) {} // empty default constructor needed
|
|
sItem(int a_X, int a_Z, cChunkStay * a_ChunkStay, cChunkCoordCallback * a_Callback) :
|
|
x(a_X),
|
|
z(a_Z),
|
|
m_ChunkStay(a_ChunkStay),
|
|
m_Callback(a_Callback)
|
|
{
|
|
}
|
|
} ;
|
|
|
|
typedef std::list<sItem> sItems;
|
|
|
|
cWorld * m_World;
|
|
cCriticalSection m_CS;
|
|
sItems m_Queue;
|
|
sItems m_PostponedQueue; // Chunks that have been postponed due to missing neighbors
|
|
cEvent m_evtItemAdded; // Set when queue is appended, or to stop the thread
|
|
cEvent m_evtQueueEmpty; // Set when the queue gets empty
|
|
|
|
// Buffers for the 3x3 chunk data
|
|
// These buffers alone are 1.7 MiB in size, therefore they cannot be located on the stack safely - some architectures may have only 1 MiB for stack, or even less
|
|
// Placing the buffers into the object means that this object can light chunks only in one thread!
|
|
// The blobs are XZY organized as a whole, instead of 3x3 XZY-organized subarrays ->
|
|
// -> This means data has to be scatterred when reading and gathered when writing!
|
|
static const int BlocksPerYLayer = cChunkDef::Width * cChunkDef::Width * 3 * 3;
|
|
BLOCKTYPE m_BlockTypes[BlocksPerYLayer * cChunkDef::Height];
|
|
NIBBLETYPE m_BlockLight[BlocksPerYLayer * cChunkDef::Height];
|
|
NIBBLETYPE m_SkyLight [BlocksPerYLayer * cChunkDef::Height];
|
|
HEIGHTTYPE m_HeightMap [BlocksPerYLayer];
|
|
|
|
// Seed management (5.7 MiB)
|
|
// Two buffers, in each calc step one is set as input and the other as output, then in the next step they're swapped
|
|
// Each seed is represented twice in this structure - both as a "list" and as a "position".
|
|
// "list" allows fast traversal from seed to seed
|
|
// "position" allows fast checking if a coord is already a seed
|
|
unsigned char m_IsSeed1 [BlocksPerYLayer * cChunkDef::Height];
|
|
unsigned int m_SeedIdx1[BlocksPerYLayer * cChunkDef::Height];
|
|
unsigned char m_IsSeed2 [BlocksPerYLayer * cChunkDef::Height];
|
|
unsigned int m_SeedIdx2[BlocksPerYLayer * cChunkDef::Height];
|
|
int m_NumSeeds;
|
|
|
|
virtual void Execute(void) override;
|
|
|
|
/// Lights the entire chunk. If neighbor chunks don't exist, touches them and re-queues the chunk
|
|
void LightChunk(sItem & a_Item);
|
|
|
|
/// Prepares m_BlockTypes and m_HeightMap data; returns false if any of the chunks fail. Zeroes out the light arrays
|
|
bool ReadChunks(int a_ChunkX, int a_ChunkZ);
|
|
|
|
/// Uses m_HeightMap to initialize the m_SkyLight[] data; fills in seeds for the skylight
|
|
void PrepareSkyLight(void);
|
|
|
|
/// Uses m_BlockTypes to initialize the m_BlockLight[] data; fills in seeds for the blocklight
|
|
void PrepareBlockLight(void);
|
|
|
|
/// Calculates light in the light array specified, using stored seeds
|
|
void CalcLight(NIBBLETYPE * a_Light);
|
|
|
|
/// Does one step in the light calculation - one seed propagation and seed recalculation
|
|
void CalcLightStep(
|
|
NIBBLETYPE * a_Light,
|
|
int a_NumSeedsIn, unsigned char * a_IsSeedIn, unsigned int * a_SeedIdxIn,
|
|
int & a_NumSeedsOut, unsigned char * a_IsSeedOut, unsigned int * a_SeedIdxOut
|
|
);
|
|
|
|
/// Compresses from 1-byte-per-block into 2-bytes-per-block:
|
|
void CompressLight(NIBBLETYPE * a_LightArray, NIBBLETYPE * a_ChunkLight);
|
|
|
|
inline void PropagateLight(
|
|
NIBBLETYPE * a_Light,
|
|
int a_SrcIdx, int a_DstIdx,
|
|
int & a_NumSeedsOut, unsigned char * a_IsSeedOut, unsigned int * a_SeedIdxOut
|
|
)
|
|
{
|
|
if (a_Light[a_SrcIdx] <= a_Light[a_DstIdx] + g_BlockSpreadLightFalloff[m_BlockTypes[a_DstIdx]])
|
|
{
|
|
// We're not offering more light than the dest block already has
|
|
return;
|
|
}
|
|
|
|
a_Light[a_DstIdx] = a_Light[a_SrcIdx] - g_BlockSpreadLightFalloff[m_BlockTypes[a_DstIdx]];
|
|
if (!a_IsSeedOut[a_DstIdx])
|
|
{
|
|
a_IsSeedOut[a_DstIdx] = true;
|
|
a_SeedIdxOut[a_NumSeedsOut++] = a_DstIdx;
|
|
}
|
|
}
|
|
|
|
} ;
|
|
|
|
|
|
|
|
|