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Added the skeleton of the cLightingThread object

git-svn-id: http://mc-server.googlecode.com/svn/trunk@286 0a769ca7-a7f5-676a-18bf-c427514a06d6
This commit is contained in:
madmaxoft@gmail.com 2012-02-17 18:24:34 +00:00
parent 510133bd35
commit 7a9925f982
5 changed files with 208 additions and 0 deletions

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@ -553,6 +553,14 @@
RelativePath="..\source\LeakFinder.h"
>
</File>
<File
RelativePath="..\source\LightingThread.cpp"
>
</File>
<File
RelativePath="..\source\LightingThread.h"
>
</File>
<File
RelativePath="..\source\LuaFunctions.h"
>

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@ -399,6 +399,7 @@
<PrecompiledHeader Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">NotUsing</PrecompiledHeader>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">true</ExcludedFromBuild>
</ClCompile>
<ClCompile Include="..\source\LightingThread.cpp" />
<ClCompile Include="..\Source\ManualBindings.cpp" />
<ClCompile Include="..\source\Matrix4f.cpp" />
<ClCompile Include="..\source\md5\md5.cpp" />
@ -572,6 +573,7 @@
<ClInclude Include="..\Source\FileDefine.h" />
<ClInclude Include="..\source\Globals.h" />
<ClInclude Include="..\source\LeakFinder.h" />
<ClInclude Include="..\source\LightingThread.h" />
<ClInclude Include="..\Source\LuaFunctions.h" />
<ClInclude Include="..\Source\ManualBindings.h" />
<ClInclude Include="..\source\Matrix4f.h" />

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@ -911,6 +911,7 @@
<ClCompile Include="..\source\WorldStorage.cpp" />
<ClCompile Include="..\source\WSSCompact.cpp" />
<ClCompile Include="..\source\StringCompression.cpp" />
<ClCompile Include="..\source\LightingThread.cpp" />
</ItemGroup>
<ItemGroup>
<ClInclude Include="..\source\cServer.h">
@ -1406,6 +1407,7 @@
<ClInclude Include="..\source\StackWalker.h" />
<ClInclude Include="..\source\WorldStorage.h" />
<ClInclude Include="..\source\StringCompression.h" />
<ClInclude Include="..\source\LightingThread.h" />
</ItemGroup>
<ItemGroup>
<None Include="..\source\AllToLua.pkg">

114
source/LightingThread.cpp Normal file
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// LightingThread.cpp
// Implements the cLightingThread class representing the thread that processes requests for lighting
#include "Globals.h"
#include "LightingThread.h"
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cLightingThread:
cLightingThread::cLightingThread(void) :
super("cLightingThread")
{
}
cLightingThread::~cLightingThread()
{
Stop();
}
void cLightingThread::Stop(void)
{
{
cCSLock Lock(m_CS);
for (cLightingBufferQueue::iterator itr = m_Queue.begin(); itr != m_Queue.end(); ++itr)
{
delete *itr;
} // for itr - m_Queue[]
}
mShouldTerminate = true;
m_Event.Set();
Wait();
}
void cLightingThread::QueueLighting(cWorld * a_World, int a_MinX, int a_MaxX, int a_MinY, int a_MaxY, int a_MinZ, int a_MaxZ)
{
// TODO
}
void cLightingThread::Execute(void)
{
// TODO
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cLightingThread::cLightingBuffer:
cLightingThread::cLightingBuffer::cLightingBuffer(int a_MinX, int a_MaxX, int a_MinY, int a_MaxY, int a_MinZ, int a_MaxZ) :
m_MinX(a_MinX),
m_MaxX(a_MaxX),
m_MinY(a_MinY),
m_MaxY(a_MaxY),
m_MinZ(a_MinZ),
m_MaxZ(a_MaxZ)
{
// TODO: initialize strides
}
void cLightingThread::cLightingBuffer::GetFromWorld(cWorld * a_World)
{
// TODO: Set m_BlockData, m_SkyLight and m_BlockLight from the world's chunks
}
void cLightingThread::cLightingBuffer::SetToWorld (cWorld * a_World)
{
// TODO: Set world's chunks from m_BlockData, m_SkyLight and m_BlockLight
}
void cLightingThread::cLightingBuffer::Process(void)
{
// TODO: Does the actual lighting on this buffer
}

82
source/LightingThread.h Normal file
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// LightingThread.h
// Interfaces to the cLightingThread class representing the thread that processes requests for lighting
// Note that the world generators need direct access to the lighting methods so that they can light the generated chunk
#pragma once
#include "cIsThread.h"
// fwd:
class cWorld;
class cLightingThread :
public cIsThread
{
typedef cIsThread super;
public:
class cLightingBuffer
{
public:
cLightingBuffer(int m_MinX, int m_MaxX, int m_MinY, int m_MaxY, int m_MinZ, int m_MaxZ);
/// Copies the world's existing chunks into m_BlockData, m_Skylight and m_BlockLight
void GetFromWorld(cWorld * a_World);
void SetToWorld (cWorld * a_World);
void Process(void); // Does the actual lighting on this buffer
protected:
// Block coords:
int m_MinX, m_MaxX;
int m_MinY, m_MaxY;
int m_MinZ, m_MaxZ;
int m_StrideX; // = OffsetOfBlock(x, y, z) - OffsetOfBlock(x + 1, y, z)
int m_StrideZ; // = OffsetOfBlock(x, y, z) - OffsetOfBlock(x, y, z + 1)
// These buffers actually store 1 block in each direction more than is specified in the coords
// This way we can throw out a lot of conditions inside the processing cycles
// And it allows us to light a chunk with regard to its surrounding chunks without much work
// (So if m_MinX is 16 and m_MaxX is 32, the buffers actually contain data for X in range from 15 to 33 (18 items)
char * m_BlockData;
char * m_SkyLight;
char * m_BlockLight;
} ;
cLightingThread(void);
~cLightingThread();
void Stop(void);
void QueueLighting(cWorld * a_World, int a_MinX, int a_MaxX, int a_MinY, int a_MaxY, int a_MinZ, int a_MaxZ); // queues the request
protected:
typedef std::list<cLightingBuffer *> cLightingBufferQueue;
cCriticalSection m_CS;
cLightingBufferQueue m_Queue;
cEvent m_Event; // Set when queue is appended or to stop the thread
virtual void Execute(void) override;
} ;