Lighting: Fixed underwater lighting (FS #369)
git-svn-id: http://mc-server.googlecode.com/svn/trunk@1444 0a769ca7-a7f5-676a-18bf-c427514a06d6
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@ -385,10 +385,10 @@ public:
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g_BlockSpreadLightFalloff[E_BLOCK_WOODEN_DOOR] = 1;
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// Light in water and lava dissapears faster:
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g_BlockSpreadLightFalloff[E_BLOCK_LAVA] = 2;
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g_BlockSpreadLightFalloff[E_BLOCK_STATIONARY_LAVA] = 2;
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g_BlockSpreadLightFalloff[E_BLOCK_STATIONARY_WATER] = 2;
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g_BlockSpreadLightFalloff[E_BLOCK_WATER] = 2;
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g_BlockSpreadLightFalloff[E_BLOCK_LAVA] = 3;
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g_BlockSpreadLightFalloff[E_BLOCK_STATIONARY_LAVA] = 3;
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g_BlockSpreadLightFalloff[E_BLOCK_STATIONARY_WATER] = 3;
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g_BlockSpreadLightFalloff[E_BLOCK_WATER] = 3;
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// Transparent blocks
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g_BlockTransparent[E_BLOCK_AIR] = true;
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@ -279,40 +279,66 @@ void cLightingThread::LightChunk(cLightingThread::sItem & a_Item)
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CalcLight(m_BlockLight);
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PrepareSkyLight();
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/*
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// DEBUG: Save chunk data with highlighted seeds for visual inspection:
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cFile f4;
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if (
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f4.Open(Printf("Chunk_%d_%d_seeds.grab", a_Item.x, a_Item.z), cFile::fmWrite)
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)
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{
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for (int z = 0; z < cChunkDef::Width * 3; z++)
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{
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for (int y = cChunkDef::Height / 2; y >= 0; y--)
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{
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unsigned char Seeds [cChunkDef::Width * 3];
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memcpy(Seeds, m_BlockTypes + y * BlocksPerYLayer + z * cChunkDef::Width * 3, cChunkDef::Width * 3);
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for (int x = 0; x < cChunkDef::Width * 3; x++)
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{
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if (m_IsSeed1[y * BlocksPerYLayer + z * cChunkDef::Width * 3 + x])
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{
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Seeds[x] = E_BLOCK_DIAMOND_BLOCK;
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}
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}
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f4.Write(Seeds, cChunkDef::Width * 3);
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}
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}
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}
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//*/
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CalcLight(m_SkyLight);
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/*
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// DEBUG: Save XY slices of the chunk data and lighting for visual inspection:
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cFile f1, f2, f3;
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if (
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f1.Open(Printf("Chunk_%d_%d_data.grab", a_Item.x, a_Item.z), cFile::fmWrite) &&
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f2.Open(Printf("Chunk_%d_%d_sky.grab", a_Item.x, a_Item.z), cFile::fmWrite) &&
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f3.Open(Printf("Chunk_%d_%d_glow.grab", a_Item.x, a_Item.z), cFile::fmWrite)
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)
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{
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for (int z = 0; z < cChunkDef::Width * 3; z++)
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{
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for (int y = cChunkDef::Height / 2; y >= 0; y--)
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{
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f1.Write(m_BlockTypes + y * BlocksPerYLayer + z * cChunkDef::Width * 3, cChunkDef::Width * 3);
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unsigned char SkyLight [cChunkDef::Width * 3];
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unsigned char BlockLight[cChunkDef::Width * 3];
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for (int x = 0; x < cChunkDef::Width * 3; x++)
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{
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SkyLight[x] = m_SkyLight [y * BlocksPerYLayer + z * cChunkDef::Width * 3 + x] << 4;
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BlockLight[x] = m_BlockLight[y * BlocksPerYLayer + z * cChunkDef::Width * 3 + x] << 4;
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}
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f2.Write(SkyLight, cChunkDef::Width * 3);
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f3.Write(BlockLight, cChunkDef::Width * 3);
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}
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}
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}
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//*/
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CompressLight(m_BlockLight, BlockLight);
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CompressLight(m_SkyLight, SkyLight);
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/*
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// DEBUG:
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{
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cFile f("chunk_BlockTypes.dat", cFile::fmWrite);
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if (f.IsOpen())
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{
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f.Write(m_BlockTypes, sizeof(m_BlockTypes));
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}
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}
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// DEBUG:
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{
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cFile f("Chunk_SkyLight.dat", cFile::fmWrite);
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if (f.IsOpen())
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{
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f.Write(m_SkyLight, sizeof(m_SkyLight));
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}
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}
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// DEBUG:
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{
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cFile f("Chunk_BlockLight.dat", cFile::fmWrite);
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if (f.IsOpen())
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{
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f.Write(m_BlockLight, sizeof(m_BlockLight));
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}
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}
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*/
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m_World->ChunkLighted(a_Item.x, a_Item.z, BlockLight, SkyLight);
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if (a_Item.m_Callback != NULL)
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@ -374,25 +400,22 @@ void cLightingThread::PrepareSkyLight(void)
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int Neighbor4 = m_HeightMap[idx - cChunkDef::Width * 3] + 1; // Z - 1
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int MaxNeighbor = MAX(MAX(Neighbor1, Neighbor2), MAX(Neighbor3, Neighbor4)); // Maximum of the four neighbors
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// TODO: The following cycle can be transofrmed into two separate cycles with no condition inside them, one lighting and the other seeding
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for (int y = Current, Index = idx + y * BlocksPerYLayer; y < cChunkDef::Height; y++, Index += BlocksPerYLayer)
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// Fill the column from the top down to Current with all-light:
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for (int y = cChunkDef::Height - 1, Index = idx + y * BlocksPerYLayer; y >= Current; y--, Index -= BlocksPerYLayer)
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{
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m_SkyLight[Index] = 15;
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}
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// Add Current as a seed:
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int CurrentIdx = idx + Current * BlocksPerYLayer;
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m_IsSeed1[CurrentIdx] = true;
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m_SeedIdx1[m_NumSeeds++] = CurrentIdx;
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// Add seed from Current up to the highest neighbor:
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for (int y = Current + 1, Index = idx + y * BlocksPerYLayer; y < MaxNeighbor; y++, Index += BlocksPerYLayer)
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{
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// If all the XZ neighbors are lower than y, abort for the current column (but light up the rest of it):
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if (y >= MaxNeighbor)
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{
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for (int y2 = y; y2 < cChunkDef::Height; y2++, Index += BlocksPerYLayer)
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{
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m_SkyLight[Index] = 15;
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} // for y2
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break; // for y
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}
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// Add current block as a seed:
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m_IsSeed1[Index] = true;
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m_SeedIdx1[m_NumSeeds++] = Index;
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// Light it up to full skylight:
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m_SkyLight[Index] = 15;
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}
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}
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}
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@ -29,6 +29,11 @@
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/** If defined, the BlockSkyLight values will be copied over to BlockLight upon chunk saving,
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thus making skylight visible in Minutor's Lighting mode
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*/
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// #define DEBUG_SKYLIGHT
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/** Maximum number of MCA files that are cached in memory.
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Since only the header is actually in the memory, this number can be high, but still, each file means an OS FS handle.
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*/
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@ -416,7 +421,11 @@ bool cWSSAnvil::SaveChunkToNBT(const cChunkCoords & a_Chunk, cFastNBTWriter & a_
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int SliceSizeNibble = SliceSizeBlock / 2;
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const char * BlockTypes = (const char *)(Serializer.m_BlockTypes);
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const char * BlockMetas = (const char *)(Serializer.m_BlockMetas);
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const char * BlockLight = (const char *)(Serializer.m_BlockLight);
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#ifdef DEBUG_SKYLIGHT
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const char * BlockLight = (const char *)(Serializer.m_BlockSkyLight);
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#else
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const char * BlockLight = (const char *)(Serializer.m_BlockLight);
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#endif
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const char * BlockSkyLight = (const char *)(Serializer.m_BlockSkyLight);
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for (int Y = 0; Y < 16; Y++)
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{
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