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cuberite-2a/source/LightingThread.cpp

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// LightingThread.cpp
// Implements the cLightingThread class representing the thread that processes requests for lighting
#include "Globals.h"
#include "LightingThread.h"
#include "cChunkMap.h"
#include "cWorld.h"
/// If more than this many chunks are in the queue, a warning is printed to the log
#define WARN_ON_QUEUE_SIZE 800
/// Chunk data callback that takes the chunk data and puts them into cLightingThread's m_BlockTypes[] / m_HeightMap[]:
class cReader :
public cChunkDataCallback
{
virtual void BlockTypes(const BLOCKTYPE * a_Type) override
{
// ROW is a block of 16 Blocks, one whole row is copied at a time (hopefully the compiler will optimize that)
// C++ doesn't permit copying arrays, but arrays as a part of a struct is ok :)
typedef struct {BLOCKTYPE m_Row[16]; } ROW;
ROW * InputRows = (ROW *)a_Type;
ROW * OutputRows = (ROW *)m_BlockTypes;
int InputIdx = 0;
int OutputIdx = m_ReadingChunkX + m_ReadingChunkZ * cChunkDef::Width * 3;
for (int y = 0; y < cChunkDef::Height; y++)
{
for (int z = 0; z < cChunkDef::Width; z++)
{
OutputRows[OutputIdx] = InputRows[InputIdx++];
OutputIdx += 3;
} // for z
// Skip into the next y-level in the 3x3 chunk blob; each level has cChunkDef::Width * 9 rows
// We've already walked cChunkDef::Width * 3 in the "for z" cycle, that makes cChunkDef::Width * 6 rows left to skip
OutputIdx += cChunkDef::Width * 6;
} // for y
} // BlockTypes()
virtual void HeightMap(const cChunkDef::HeightMap * a_Heightmap) override
{
typedef struct {HEIGHTTYPE m_Row[16]; } ROW;
ROW * InputRows = (ROW *)a_Heightmap;
ROW * OutputRows = (ROW *)m_HeightMap;
int InputIdx = 0;
int OutputIdx = m_ReadingChunkX + m_ReadingChunkZ * cChunkDef::Width * 3;
for (int z = 0; z < cChunkDef::Width; z++)
{
OutputRows[OutputIdx] = InputRows[InputIdx++];
OutputIdx += 3;
} // for z
}
public:
int m_ReadingChunkX; // 0, 1 or 2; x-offset of the chunk we're reading from the BlockTypes start
int m_ReadingChunkZ; // 0, 1 or 2; z-offset of the chunk we're reading from the BlockTypes start
BLOCKTYPE * m_BlockTypes; // 3x3 chunks of block types, organized as a single XZY blob of data (instead of 3x3 XZY blobs)
HEIGHTTYPE * m_HeightMap; // 3x3 chunks of height map, organized as a single XZY blob of data (instead of 3x3 XZY blobs)
} ;
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cLightingThread:
cLightingThread::cLightingThread(void) :
super("cLightingThread"),
m_World(NULL)
{
}
cLightingThread::~cLightingThread()
{
Stop();
}
bool cLightingThread::Start(cWorld * a_World)
{
ASSERT(m_World == NULL); // Not started yet
m_World = a_World;
return super::Start();
}
void cLightingThread::Stop(void)
{
{
cCSLock Lock(m_CS);
m_Queue.clear();
}
m_ShouldTerminate = true;
m_evtItemAdded.Set();
Wait();
}
void cLightingThread::QueueChunk(int a_ChunkX, int a_ChunkZ, cChunkCoordCallback * a_CallbackAfter)
{
ASSERT(m_World != NULL); // Did you call Start() properly?
cChunkStay * ChunkStay = new cChunkStay(m_World);
ChunkStay->Add(a_ChunkX + 1, ZERO_CHUNK_Y, a_ChunkZ + 1);
ChunkStay->Add(a_ChunkX + 1, ZERO_CHUNK_Y, a_ChunkZ);
ChunkStay->Add(a_ChunkX + 1, ZERO_CHUNK_Y, a_ChunkZ - 1);
ChunkStay->Add(a_ChunkX, ZERO_CHUNK_Y, a_ChunkZ + 1);
ChunkStay->Add(a_ChunkX, ZERO_CHUNK_Y, a_ChunkZ);
ChunkStay->Add(a_ChunkX, ZERO_CHUNK_Y, a_ChunkZ - 1);
ChunkStay->Add(a_ChunkX - 1, ZERO_CHUNK_Y, a_ChunkZ + 1);
ChunkStay->Add(a_ChunkX - 1, ZERO_CHUNK_Y, a_ChunkZ);
ChunkStay->Add(a_ChunkX - 1, ZERO_CHUNK_Y, a_ChunkZ - 1);
ChunkStay->Enable();
ChunkStay->Load();
cCSLock Lock(m_CS);
m_Queue.push_back(sItem(a_ChunkX, a_ChunkZ, ChunkStay, a_CallbackAfter));
if (m_Queue.size() > WARN_ON_QUEUE_SIZE)
{
LOGINFO("Lighting thread overloaded, %d items in queue", m_Queue.size());
}
m_evtItemAdded.Set();
}
void cLightingThread::WaitForQueueEmpty(void)
{
cCSLock Lock(m_CS);
while (!m_ShouldTerminate && (!m_Queue.empty() || !m_PostponedQueue.empty()))
{
cCSUnlock Unlock(Lock);
m_evtQueueEmpty.Wait();
}
}
size_t cLightingThread::GetQueueLength(void)
{
cCSLock Lock(m_CS);
return m_Queue.size() + m_PostponedQueue.size();
}
void cLightingThread::ChunkReady(int a_ChunkX, int a_ChunkZ)
{
// Check all the items in the m_PostponedQueue, if the chunk is their neighbor, move the item to m_Queue
bool NewlyAdded = false;
{
cCSLock Lock(m_CS);
for (sItems::iterator itr = m_PostponedQueue.begin(); itr != m_PostponedQueue.end(); )
{
if (
(itr->x - a_ChunkX >= -1) && (itr->x - a_ChunkX <= 1) &&
(itr->x - a_ChunkX >= -1) && (itr->x - a_ChunkX <= 1)
)
{
// It is a neighbor
m_Queue.push_back(*itr);
itr = m_PostponedQueue.erase(itr);
NewlyAdded = true;
}
else
{
++itr;
}
} // for itr - m_PostponedQueue[]
} // Lock(m_CS)
if (NewlyAdded)
{
m_evtItemAdded.Set(); // Notify the thread it has some work to do
}
}
void cLightingThread::Execute(void)
{
while (true)
{
{
cCSLock Lock(m_CS);
if (m_Queue.size() == 0)
{
cCSUnlock Unlock(Lock);
m_evtItemAdded.Wait();
}
}
if (m_ShouldTerminate)
{
return;
}
// Process one items from the queue:
sItem Item;
{
cCSLock Lock(m_CS);
if (m_Queue.empty())
{
continue;
}
Item = m_Queue.front();
m_Queue.pop_front();
if (m_Queue.empty())
{
m_evtQueueEmpty.Set();
}
} // CSLock(m_CS)
LightChunk(Item);
}
}
void cLightingThread::LightChunk(cLightingThread::sItem & a_Item)
{
cChunkDef::BlockNibbles BlockLight, SkyLight;
if (!ReadChunks(a_Item.x, a_Item.z))
{
// Neighbors not available. Re-queue in the postponed queue
cCSLock Lock(m_CS);
m_PostponedQueue.push_back(a_Item);
return;
}
/*
// DEBUG: torch somewhere:
m_BlockTypes[19 + 24 * cChunkDef::Width * 3 + (m_HeightMap[24 + 24 * cChunkDef::Width * 3] / 2) * BlocksPerYLayer] = E_BLOCK_TORCH;
// m_HeightMap[24 + 24 * cChunkDef::Width * 3]++;
*/
PrepareBlockLight();
CalcLight(m_BlockLight);
PrepareSkyLight();
CalcLight(m_SkyLight);
CompressLight(m_BlockLight, BlockLight);
CompressLight(m_SkyLight, SkyLight);
/*
// DEBUG:
{
cFile f("chunk_BlockTypes.dat", cFile::fmWrite);
if (f.IsOpen())
{
f.Write(m_BlockTypes, sizeof(m_BlockTypes));
}
}
// DEBUG:
{
cFile f("Chunk_SkyLight.dat", cFile::fmWrite);
if (f.IsOpen())
{
f.Write(m_SkyLight, sizeof(m_SkyLight));
}
}
// DEBUG:
{
cFile f("Chunk_BlockLight.dat", cFile::fmWrite);
if (f.IsOpen())
{
f.Write(m_BlockLight, sizeof(m_BlockLight));
}
}
*/
m_World->ChunkLighted(a_Item.x, a_Item.z, BlockLight, SkyLight);
if (a_Item.m_Callback != NULL)
{
a_Item.m_Callback->Call(a_Item.x, a_Item.z);
}
delete a_Item.m_ChunkStay;
}
bool cLightingThread::ReadChunks(int a_ChunkX, int a_ChunkZ)
{
cReader Reader;
Reader.m_BlockTypes = m_BlockTypes;
Reader.m_HeightMap = m_HeightMap;
for (int z = 0; z < 3; z++)
{
Reader.m_ReadingChunkZ = z;
for (int x = 0; x < 3; x++)
{
Reader.m_ReadingChunkX = x;
if (!m_World->GetChunkData(a_ChunkX + x - 1, ZERO_CHUNK_Y, a_ChunkZ + z - 1, Reader))
{
return false;
}
} // for z
} // for x
memset(m_BlockLight, 0, sizeof(m_BlockLight));
memset(m_SkyLight, 0, sizeof(m_SkyLight));
return true;
}
void cLightingThread::PrepareSkyLight(void)
{
// Clear seeds:
memset(m_IsSeed1, 0, sizeof(m_IsSeed1));
m_NumSeeds = 0;
// Walk every column that has all XZ neighbors
for (int z = 1; z < cChunkDef::Width * 3 - 1; z++)
{
int BaseZ = z * cChunkDef::Width * 3;
for (int x = 1; x < cChunkDef::Width * 3 - 1; x++)
{
int idx = BaseZ + x;
int Current = m_HeightMap[idx] + 1;
int Neighbor1 = m_HeightMap[idx + 1] + 1; // X + 1
int Neighbor2 = m_HeightMap[idx - 1] + 1; // X - 1
int Neighbor3 = m_HeightMap[idx + cChunkDef::Width * 3] + 1; // Z + 1
int Neighbor4 = m_HeightMap[idx - cChunkDef::Width * 3] + 1; // Z - 1
int MaxNeighbor = MAX(MAX(Neighbor1, Neighbor2), MAX(Neighbor3, Neighbor4)); // Maximum of the four neighbors
// TODO: The following cycle can be transofrmed into two separate cycles with no condition inside them, one lighting and the other seeding
for (int y = Current, Index = idx + y * BlocksPerYLayer; y < cChunkDef::Height; y++, Index += BlocksPerYLayer)
{
// If all the XZ neighbors are lower than y, abort for the current column (but light up the rest of it):
if (y >= MaxNeighbor)
{
for (int y2 = y; y2 < cChunkDef::Height; y2++, Index += BlocksPerYLayer)
{
m_SkyLight[Index] = 15;
} // for y2
break; // for y
}
// Add current block as a seed:
m_IsSeed1[Index] = true;
m_SeedIdx1[m_NumSeeds++] = Index;
// Light it up to full skylight:
m_SkyLight[Index] = 15;
}
}
}
}
void cLightingThread::PrepareBlockLight(void)
{
// Clear seeds:
memset(m_IsSeed1, 0, sizeof(m_IsSeed1));
m_NumSeeds = 0;
// Walk every column that has all XZ neighbors, make a seed for each light-emitting block:
for (int z = 1; z < cChunkDef::Width * 3 - 1; z++)
{
int BaseZ = z * cChunkDef::Width * 3;
for (int x = 1; x < cChunkDef::Width * 3 - 1; x++)
{
int idx = BaseZ + x;
for (int y = m_HeightMap[idx], Index = idx + y * BlocksPerYLayer; y >= 0; y--, Index -= BlocksPerYLayer)
{
if (g_BlockLightValue[m_BlockTypes[Index]] == 0)
{
continue;
}
// Add current block as a seed:
m_IsSeed1[Index] = true;
m_SeedIdx1[m_NumSeeds++] = Index;
// Light it up:
m_BlockLight[Index] = g_BlockLightValue[m_BlockTypes[Index]];
}
}
}
}
void cLightingThread::CalcLight(NIBBLETYPE * a_Light)
{
int NumSeeds2 = 0;
while (m_NumSeeds > 0)
{
// Buffer 1 -> buffer 2
memset(m_IsSeed2, 0, sizeof(m_IsSeed2));
NumSeeds2 = 0;
CalcLightStep(a_Light, m_NumSeeds, m_IsSeed1, m_SeedIdx1, NumSeeds2, m_IsSeed2, m_SeedIdx2);
if (NumSeeds2 == 0)
{
return;
}
// Buffer 2 -> buffer 1
memset(m_IsSeed1, 0, sizeof(m_IsSeed1));
m_NumSeeds = 0;
CalcLightStep(a_Light, NumSeeds2, m_IsSeed2, m_SeedIdx2, m_NumSeeds, m_IsSeed1, m_SeedIdx1);
}
}
void cLightingThread::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
)
{
int NumSeedsOut = 0;
for (int i = 0; i < a_NumSeedsIn; i++)
{
int SeedIdx = a_SeedIdxIn[i];
int SeedX = SeedIdx % (cChunkDef::Width * 3);
int SeedZ = (SeedIdx / (cChunkDef::Width * 3)) % (cChunkDef::Width * 3);
int SeedY = SeedIdx / BlocksPerYLayer;
// Propagate seed:
if (SeedX < cChunkDef::Width * 3)
{
PropagateLight(a_Light, SeedIdx, SeedIdx + 1, NumSeedsOut, a_IsSeedOut, a_SeedIdxOut);
}
if (SeedX > 0)
{
PropagateLight(a_Light, SeedIdx, SeedIdx - 1, NumSeedsOut, a_IsSeedOut, a_SeedIdxOut);
}
if (SeedZ < cChunkDef::Width * 3)
{
PropagateLight(a_Light, SeedIdx, SeedIdx + cChunkDef::Width * 3, NumSeedsOut, a_IsSeedOut, a_SeedIdxOut);
}
if (SeedZ > 0)
{
PropagateLight(a_Light, SeedIdx, SeedIdx - cChunkDef::Width * 3, NumSeedsOut, a_IsSeedOut, a_SeedIdxOut);
}
if (SeedY < cChunkDef::Height)
{
PropagateLight(a_Light, SeedIdx, SeedIdx + cChunkDef::Width * cChunkDef::Width * 3 * 3, NumSeedsOut, a_IsSeedOut, a_SeedIdxOut);
}
if (SeedY > 0)
{
PropagateLight(a_Light, SeedIdx, SeedIdx - cChunkDef::Width * cChunkDef::Width * 3 * 3, NumSeedsOut, a_IsSeedOut, a_SeedIdxOut);
}
} // for i - a_SeedIdxIn[]
a_NumSeedsOut = NumSeedsOut;
}
void cLightingThread::CompressLight(NIBBLETYPE * a_LightArray, NIBBLETYPE * a_ChunkLight)
{
int InIdx = cChunkDef::Width * 49; // Index to the first nibble of the middle chunk in the a_LightArray
int OutIdx = 0;
for (int y = 0; y < cChunkDef::Height; y++)
{
for (int z = 0; z < cChunkDef::Width; z++)
{
for (int x = 0; x < cChunkDef::Width; x += 2)
{
a_ChunkLight[OutIdx++] = (a_LightArray[InIdx + 1] << 4) | a_LightArray[InIdx];
InIdx += 2;
}
InIdx += cChunkDef::Width * 2;
}
// Skip into the next y-level in the 3x3 chunk blob; each level has cChunkDef::Width * 9 rows
// We've already walked cChunkDef::Width * 3 in the "for z" cycle, that makes cChunkDef::Width * 6 rows left to skip
InIdx += cChunkDef::Width * cChunkDef::Width * 6;
}
}