#include #include #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" 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; ubyte light = chunk->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; chunk->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; ubyte light = chunk->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}); chunk->lightmap.set(x-chunk->x*CHUNK_W, y, z-chunk->z*CHUNK_D, channel, 0); } void LightSolver::solve(){ const int coords[] = { 0, 0, 1, 0, 0,-1, 0, 1, 0, 0,-1, 0, 1, 0, 0, -1, 0, 0 }; while (!remqueue.empty()){ const lightentry entry = 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 = chunks.getChunkByVoxel(x,y,z); if (chunk) { int lx = x - chunk->x * CHUNK_W; int lz = z - chunk->z * CHUNK_D; chunk->flags.modified = true; ubyte light = chunk->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}); chunk->lightmap.set(lx, y, lz, channel, emission); } else chunk->lightmap.set(lx, y, lz, channel, 0); } else chunk->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()){ const lightentry entry = 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 = chunks.getChunkByVoxel(x,y,z); if (chunk) { int lx = x - chunk->x * CHUNK_W; int lz = z - chunk->z * CHUNK_D; chunk->flags.modified = true; ubyte light = chunk->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){ chunk->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)}); } } } } }