#include "LightSolver.hpp" #include "Lightmap.hpp" #include "content/Content.hpp" #include "voxels/Chunks.hpp" #include "voxels/Chunk.hpp" #include "voxels/voxel.hpp" #include "voxels/Block.hpp" #include LightSolver::LightSolver(const ContentIndices& contentIds, Chunks& chunks, int channel) : blockDefs(contentIds.blocks.getDefs()), chunks(chunks), channel(channel) { } void LightSolver::add(int x, int y, int z, int emission) { if (emission <= 1) { return; } Chunk* chunk = chunks.getChunkByVoxel(x, y, z); if (chunk == nullptr) { return; } assert(chunk->lightmap != nullptr); auto& lightmap = *chunk->lightmap; ubyte light = lightmap.get(x-chunk->x*CHUNK_W, y, z-chunk->z*CHUNK_D, channel); if (emission < light) return; addqueue.push(lightentry {x, y, z, ubyte(emission)}); chunk->flags.modified = true; lightmap.set(x-chunk->x*CHUNK_W, y, z-chunk->z*CHUNK_D, channel, emission); } void LightSolver::add(int x, int y, int z) { add(x,y,z, chunks.getLight(x,y,z, channel)); } void LightSolver::remove(int x, int y, int z) { Chunk* chunk = chunks.getChunkByVoxel(x, y, z); if (chunk == nullptr) { return; } assert(chunk->lightmap != nullptr); auto& lightmap = *chunk->lightmap; ubyte light = lightmap.get(x-chunk->x*CHUNK_W, y, z-chunk->z*CHUNK_D, channel); if (light == 0) { return; } remqueue.push(lightentry {x, y, z, light}); lightmap.set(x-chunk->x*CHUNK_W, y, z-chunk->z*CHUNK_D, channel, 0); } void LightSolver::solve(Chunk* prevailingChunk) { const int coords[] = { 0, 0, 1, 0, 0,-1, 0, 1, 0, 0,-1, 0, 1, 0, 0, -1, 0, 0 }; while (!remqueue.empty()){ lightentry entry = std::move(remqueue.front()); remqueue.pop(); for (int i = 0; i < 6; i++) { int imul3 = i * 3; int x = entry.x+coords[imul3]; int y = entry.y+coords[imul3+1]; int z = entry.z+coords[imul3+2]; Chunk* chunk = prevailingChunk; if (chunk == nullptr || !chunk->isBlockInside(x, z)) { chunk = chunks.getChunkByVoxel(x,y,z); if (chunk == nullptr) { continue; } } else if (y < 0 || y >= CHUNK_H) { continue; } int lx = x - chunk->x * CHUNK_W; int lz = z - chunk->z * CHUNK_D; chunk->flags.modified = true; assert(chunk->lightmap != nullptr); auto& lightmap = *chunk->lightmap; ubyte light = lightmap.get(lx,y,lz, channel); if (light != 0 && light == entry.light-1) { voxel* vox = chunks.get(x, y, z); if (vox && vox->id != 0) { const Block* block = blockDefs[vox->id]; if (uint8_t emission = block->emission[channel]) { addqueue.push(lightentry {x, y, z, emission}); lightmap.set(lx, y, lz, channel, emission); } else lightmap.set(lx, y, lz, channel, 0); } else lightmap.set(lx, y, lz, channel, 0); remqueue.push(lightentry {x, y, z, light}); } else if (light >= entry.light) { addqueue.push(lightentry {x, y, z, light}); } } } while (!addqueue.empty()){ lightentry entry = std::move(addqueue.front()); addqueue.pop(); for (int i = 0; i < 6; i++) { int imul3 = i*3; int x = entry.x+coords[imul3]; int y = entry.y+coords[imul3+1]; int z = entry.z+coords[imul3+2]; Chunk* chunk = prevailingChunk; if (chunk == nullptr || !chunk->isBlockInside(x, z)) { chunk = chunks.getChunkByVoxel(x,y,z); if (chunk == nullptr) { continue; } } else if (y < 0 || y >= CHUNK_H) { continue; } assert(chunk->lightmap != nullptr); auto& lightmap = *chunk->lightmap; int lx = x - chunk->x * CHUNK_W; int lz = z - chunk->z * CHUNK_D; chunk->flags.modified = true; ubyte light = lightmap.get(lx, y, lz, channel); voxel& v = chunk->voxels[vox_index(lx, y, lz)]; const Block* block = blockDefs[v.id]; if (block->lightPassing && light+2 <= entry.light){ lightmap.set( x-chunk->x*CHUNK_W, y, z-chunk->z*CHUNK_D, channel, entry.light-1); addqueue.push(lightentry {x, y, z, ubyte(entry.light-1)}); } } } }