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// LightingThread.h
// Interfaces to the cLightingThread class representing the thread that processes requests for lighting
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/*
Lighting is done on whole chunks . For each chunk to be lighted , the whole 3 x3 chunk area around it is read ,
then it is processed , so that the middle chunk area has valid lighting , and the lighting is copied into the ChunkMap .
Lighting is calculated in full char arrays instead of nibbles , so that accessing the arrays is fast .
Lighting is calculated in a flood - fill fashion :
1. Generate seeds from where the light spreads ( full skylight / light - emitting blocks )
2. For each seed :
- Spread the light 1 block in each of the 6 cardinal directions , if the blocktype allows
- If the recipient block has had lower lighting value than that being spread , make it a new seed
3. Repeat step 2 , until there are no more seeds
The seeds need two fast operations :
- Check if a block at [ x , y , z ] is already a seed
- Get the next seed in the row
For that reason it is stored in two arrays , one stores a bool saying a seed is in that position ,
the other is an array of seed coords , encoded as a single int .
Step 2 needs two separate storages for old seeds and new seeds , so there are two actual storages for that purpose ,
their content is swapped after each full step - 2 - cycle .
The thread has two queues of chunks that are to be lighted .
The first queue , m_Queue , is the only one that is publicly visible , chunks get queued there by external requests .
The second one , m_PostponedQueue , is for chunks that have been taken out of m_Queue and didn ' t have neighbors ready .
Chunks from m_PostponedQueue are moved back into m_Queue when their neighbors get valid , using the ChunkReady callback .
*/
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# pragma once
# include "cIsThread.h"
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# include "ChunkDef.h"
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// fwd: "cWorld.h"
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class cWorld ;
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// fwd: "cChunkMap.h"
class cChunkStay ;
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class cLightingThread :
public cIsThread
{
typedef cIsThread super ;
public :
cLightingThread ( void ) ;
~ cLightingThread ( ) ;
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bool Start ( cWorld * a_World ) ;
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void Stop ( void ) ;
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/// Queues the entire chunk for lighting
void QueueChunk ( int a_ChunkX , int a_ChunkZ , cChunkCoordCallback * a_CallbackAfter = NULL ) ;
/// Blocks until the queue is empty or the thread is terminated
void WaitForQueueEmpty ( void ) ;
size_t GetQueueLength ( void ) ;
/// Called from cWorld when a chunk gets valid. Chunks in m_PostponedQueue may need moving into m_Queue
void ChunkReady ( int a_ChunkX , int a_ChunkZ ) ;
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protected :
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struct sItem
{
int x , z ;
cChunkStay * m_ChunkStay ;
cChunkCoordCallback * m_Callback ;
sItem ( void ) { } // empty default constructor needed
sItem ( int a_X , int a_Z , cChunkStay * a_ChunkStay , cChunkCoordCallback * a_Callback ) :
x ( a_X ) ,
z ( a_Z ) ,
m_ChunkStay ( a_ChunkStay ) ,
m_Callback ( a_Callback )
{
}
} ;
typedef std : : list < sItem > sItems ;
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cWorld * m_World ;
cCriticalSection m_CS ;
sItems m_Queue ;
sItems m_PostponedQueue ; // Chunks that have been postponed due to missing neighbors
cEvent m_evtItemAdded ; // Set when queue is appended, or to stop the thread
cEvent m_evtQueueEmpty ; // Set when the queue gets empty
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// Buffers for the 3x3 chunk data
// These buffers alone are 1.7 MiB in size, therefore they cannot be located on the stack safely - some architectures may have only 1 MiB for stack, or even less
// Placing the buffers into the object means that this object can light chunks only in one thread!
// The blobs are XZY organized as a whole, instead of 3x3 XZY-organized subarrays ->
// -> This means data has to be scatterred when reading and gathered when writing!
static const int BlocksPerYLayer = cChunkDef : : Width * cChunkDef : : Width * 3 * 3 ;
BLOCKTYPE m_BlockTypes [ BlocksPerYLayer * cChunkDef : : Height ] ;
NIBBLETYPE m_BlockLight [ BlocksPerYLayer * cChunkDef : : Height ] ;
NIBBLETYPE m_SkyLight [ BlocksPerYLayer * cChunkDef : : Height ] ;
HEIGHTTYPE m_HeightMap [ BlocksPerYLayer ] ;
// Seed management (5.7 MiB)
// Two buffers, in each calc step one is set as input and the other as output, then in the next step they're swapped
// Each seed is represented twice in this structure - both as a "list" and as a "position".
// "list" allows fast traversal from seed to seed
// "position" allows fast checking if a coord is already a seed
unsigned char m_IsSeed1 [ BlocksPerYLayer * cChunkDef : : Height ] ;
unsigned int m_SeedIdx1 [ BlocksPerYLayer * cChunkDef : : Height ] ;
unsigned char m_IsSeed2 [ BlocksPerYLayer * cChunkDef : : Height ] ;
unsigned int m_SeedIdx2 [ BlocksPerYLayer * cChunkDef : : Height ] ;
int m_NumSeeds ;
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virtual void Execute ( void ) override ;
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/// Lights the entire chunk. If neighbor chunks don't exist, touches them and re-queues the chunk
void LightChunk ( sItem & a_Item ) ;
/// Prepares m_BlockTypes and m_HeightMap data; returns false if any of the chunks fail. Zeroes out the light arrays
bool ReadChunks ( int a_ChunkX , int a_ChunkZ ) ;
/// Uses m_HeightMap to initialize the m_SkyLight[] data; fills in seeds for the skylight
void PrepareSkyLight ( void ) ;
/// Uses m_BlockTypes to initialize the m_BlockLight[] data; fills in seeds for the blocklight
void PrepareBlockLight ( void ) ;
/// Calculates light in the light array specified, using stored seeds
void CalcLight ( NIBBLETYPE * a_Light ) ;
/// Does one step in the light calculation - one seed propagation and seed recalculation
void 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
) ;
/// Compresses from 1-byte-per-block into 2-bytes-per-block:
void CompressLight ( NIBBLETYPE * a_LightArray , NIBBLETYPE * a_ChunkLight ) ;
inline void PropagateLight (
NIBBLETYPE * a_Light ,
int a_SrcIdx , int a_DstIdx ,
int & a_NumSeedsOut , unsigned char * a_IsSeedOut , unsigned int * a_SeedIdxOut
)
{
if ( a_Light [ a_SrcIdx ] < = a_Light [ a_DstIdx ] + g_BlockSpreadLightFalloff [ m_BlockTypes [ a_DstIdx ] ] )
{
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// We're not offering more light than the dest block already has
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return ;
}
a_Light [ a_DstIdx ] = a_Light [ a_SrcIdx ] - g_BlockSpreadLightFalloff [ m_BlockTypes [ a_DstIdx ] ] ;
if ( ! a_IsSeedOut [ a_DstIdx ] )
{
a_IsSeedOut [ a_DstIdx ] = true ;
a_SeedIdxOut [ a_NumSeedsOut + + ] = a_DstIdx ;
}
}
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} ;