Example #1
0
        public void RebuildBlockSkyLight()
        {
            IBoundedLitBlockCollection[,] chunkMap = LocalBlockLightMap();
            int[,] heightMap = LocalHeightMap(chunkMap);

            int xdim = _xdim;
            int ydim = _ydim;
            int zdim = _zdim;

            // Optimization - only need to queue at level of highest neighbor's height
            for (int x = 0; x < xdim; x++)
            {
                for (int z = 0; z < zdim; z++)
                {
                    int xi = x + xdim;
                    int zi = z + zdim;

                    int h = heightMap[xi, zi];
                    h = Math.Max(h, heightMap[xi, zi - 1]);
                    h = Math.Max(h, heightMap[xi - 1, zi]);
                    h = Math.Max(h, heightMap[xi + 1, zi]);
                    h = Math.Max(h, heightMap[xi, zi + 1]);

                    for (int y = h + 1; y < ydim; y++)
                    {
                        _blockset.SetSkyLight(x, y, z, BlockInfo.MAX_LUMINANCE);
                    }

                    //QueueRelight(new BlockKey(x, h, z));
                    SpreadSkyLight(chunkMap, heightMap, x, h, z);
                }
            }
        }
Example #2
0
        private void SpreadSkyLight(IBoundedLitBlockCollection[,] chunkMap, int[,] heightMap, int lx, int ly, int lz)
        {
            BlockInfo primary      = _blockset.GetInfo(lx, ly, lz);
            int       primaryLight = _blockset.GetSkyLight(lx, ly, lz);
            int       priLum       = Math.Max(BlockInfo.MAX_LUMINANCE - primary.Opacity, 0);

            if (primaryLight < priLum)
            {
                _blockset.SetSkyLight(lx, ly, lz, priLum);
            }

            if (primaryLight > BlockInfo.MAX_LUMINANCE - 1 || !primary.TransmitsLight)
            {
                return;
            }

            Queue <LightRecord> spread = new Queue <LightRecord>();

            int xdim = _xdim;
            int ydim = _ydim;
            int zdim = _zdim;

            int lxi = lx + xdim;
            int lzi = lz + zdim;

            int strength = (primary.Opacity > 0) ? priLum : priLum - 1;

            if (ly > 0)
            {
                if (heightMap[lxi, lzi] > ly - 1)
                {
                    spread.Enqueue(new LightRecord(lx, ly - 1, lz, strength));
                }
                else
                {
                    spread.Enqueue(new LightRecord(lx, ly - 1, lz, priLum));
                }
            }

            if (ly < ydim - 1)
            {
                if (heightMap[lxi, lzi] > ly + 1)
                {
                    spread.Enqueue(new LightRecord(lx, ly + 1, lz, strength));
                }
            }

            if (heightMap[lxi - 1, lzi] > ly)
            {
                spread.Enqueue(new LightRecord(lx - 1, ly, lz, strength));
            }
            if (heightMap[lxi + 1, lzi] > ly)
            {
                spread.Enqueue(new LightRecord(lx + 1, ly, lz, strength));
            }
            if (heightMap[lxi, lzi - 1] > ly)
            {
                spread.Enqueue(new LightRecord(lx, ly, lz - 1, strength));
            }
            if (heightMap[lxi, lzi + 1] > ly)
            {
                spread.Enqueue(new LightRecord(lx, ly, lz + 1, strength));
            }

            while (spread.Count > 0)
            {
                LightRecord rec = spread.Dequeue();

                int xi = rec.x + xdim;
                int zi = rec.z + zdim;

                IBoundedLitBlockCollection cc = chunkMap[xi / xdim, zi / zdim];
                if (cc == null)
                {
                    continue;
                }

                int x = xi % xdim;
                int y = rec.y;
                int z = zi % zdim;

                BlockInfo info  = cc.GetInfo(x, y, z);
                int       light = cc.GetSkyLight(x, y, z);

                int dimStr = Math.Max(rec.str - info.Opacity, 0);

                if (dimStr > light)
                {
                    cc.SetSkyLight(x, y, z, dimStr);

                    if (info.TransmitsLight)
                    {
                        strength = (info.Opacity > 0) ? dimStr : dimStr - 1;

                        if (rec.y > 0)
                        {
                            if (heightMap[xi, zi] > rec.y - 1)
                            {
                                spread.Enqueue(new LightRecord(rec.x, rec.y - 1, rec.z, strength));
                            }
                            else
                            {
                                spread.Enqueue(new LightRecord(rec.x, rec.y - 1, rec.z, dimStr));
                            }
                        }

                        if (rec.y < ydim - 1)
                        {
                            if (heightMap[xi, zi] > rec.y + 1)
                            {
                                spread.Enqueue(new LightRecord(rec.x, rec.y + 1, rec.z, strength));
                            }
                        }

                        if (heightMap[xi - 1, zi] > rec.y)
                        {
                            spread.Enqueue(new LightRecord(rec.x - 1, rec.y, rec.z, strength));
                        }
                        if (heightMap[xi + 1, zi] > rec.y)
                        {
                            spread.Enqueue(new LightRecord(rec.x + 1, rec.y, rec.z, strength));
                        }
                        if (heightMap[xi, zi - 1] > rec.y)
                        {
                            spread.Enqueue(new LightRecord(rec.x, rec.y, rec.z - 1, strength));
                        }
                        if (heightMap[xi, zi + 1] > rec.y)
                        {
                            spread.Enqueue(new LightRecord(rec.x, rec.y, rec.z + 1, strength));
                        }
                    }
                }
            }
        }
Example #3
0
        private void UpdateBlockSkyLight()
        {
            IBoundedLitBlockCollection[,] chunkMap = LocalBlockLightMap();

            int xdim = _xdim;
            int ydim = _ydim;
            int zdim = _zdim;

            while (_update.Count > 0)
            {
                BlockKey k     = _update.Dequeue();
                int      index = LightBitmapIndex(k);
                _lightbit[index] = false;

                int xi = k.x + xdim;
                int zi = k.z + zdim;

                IBoundedLitBlockCollection cc = chunkMap[xi / xdim, zi / zdim];
                if (cc == null)
                {
                    continue;
                }

                int x = xi % xdim;
                int y = k.y;
                int z = zi % zdim;

                int       lightval = cc.GetSkyLight(x, y, z);
                BlockInfo info     = cc.GetInfo(x, y, z);

                int light = BlockInfo.MIN_LUMINANCE;

                if (cc.GetHeight(x, z) <= y)
                {
                    light = BlockInfo.MAX_LUMINANCE;
                }
                else
                {
                    int lle = NeighborSkyLight(chunkMap, k.x, k.y, k.z - 1);
                    int lln = NeighborSkyLight(chunkMap, k.x - 1, k.y, k.z);
                    int lls = NeighborSkyLight(chunkMap, k.x, k.y, k.z + 1);
                    int llw = NeighborSkyLight(chunkMap, k.x + 1, k.y, k.z);
                    int lld = NeighborSkyLight(chunkMap, k.x, k.y - 1, k.z);
                    int llu = NeighborSkyLight(chunkMap, k.x, k.y + 1, k.z);

                    light = Math.Max(light, lle);
                    light = Math.Max(light, lln);
                    light = Math.Max(light, lls);
                    light = Math.Max(light, llw);
                    light = Math.Max(light, lld);
                    light = Math.Max(light, llu);
                }

                light = Math.Max(light - info.Opacity, 0);

                if (light != lightval)
                {
                    //Console.WriteLine("Block SkyLight: ({0},{1},{2}) " + lightval + " -> " + light, k.x, k.y, k.z);

                    cc.SetSkyLight(x, y, z, light);

                    if (info.TransmitsLight)
                    {
                        if (k.y > 0)
                        {
                            QueueRelight(new BlockKey(k.x, k.y - 1, k.z));
                        }
                        if (k.y < ydim - 1)
                        {
                            QueueRelight(new BlockKey(k.x, k.y + 1, k.z));
                        }

                        QueueRelight(new BlockKey(k.x - 1, k.y, k.z));
                        QueueRelight(new BlockKey(k.x + 1, k.y, k.z));
                        QueueRelight(new BlockKey(k.x, k.y, k.z - 1));
                        QueueRelight(new BlockKey(k.x, k.y, k.z + 1));
                    }
                }
            }
        }