195 lines
6.7 KiB
C++
195 lines
6.7 KiB
C++
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// LightingThread.h
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// Interfaces to the cLightingThread class representing the thread that processes requests for lighting
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/*
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Lighting is done on whole chunks. For each chunk to be lighted, the whole 3x3 chunk area around it is read,
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then it is processed, so that the middle chunk area has valid lighting, and the lighting is copied into the ChunkMap.
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Lighting is calculated in full char arrays instead of nibbles, so that accessing the arrays is fast.
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Lighting is calculated in a flood-fill fashion:
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1. Generate seeds from where the light spreads (full skylight / light-emitting blocks)
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2. For each seed:
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- Spread the light 1 block in each of the 6 cardinal directions, if the blocktype allows
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- If the recipient block has had lower lighting value than that being spread, make it a new seed
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3. Repeat step 2, until there are no more seeds
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The seeds need two fast operations:
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- Check if a block at [x, y, z] is already a seed
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- Get the next seed in the row
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For that reason it is stored in two arrays, one stores a bool saying a seed is in that position,
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the other is an array of seed coords, encoded as a single int.
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Step 2 needs two separate storages for old seeds and new seeds, so there are two actual storages for that purpose,
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their content is swapped after each full step-2-cycle.
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The thread has two queues of chunks that are to be lighted.
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The first queue, m_Queue, is the only one that is publicly visible, chunks get queued there by external requests.
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The second one, m_PostponedQueue, is for chunks that have been taken out of m_Queue and didn't have neighbors ready.
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Chunks from m_PostponedQueue are moved back into m_Queue when their neighbors get valid, using the ChunkReady callback.
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*/
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#pragma once
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#include "OSSupport/IsThread.h"
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#include "ChunkDef.h"
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#include "ChunkStay.h"
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// fwd: "cWorld.h"
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class cWorld;
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class cLightingThread :
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public cIsThread
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{
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typedef cIsThread super;
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public:
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cLightingThread(void);
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~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 */
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void QueueChunk(int a_ChunkX, int a_ChunkZ, cChunkCoordCallback * a_CallbackAfter = NULL);
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/** Blocks until the queue is empty or the thread is terminated */
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void WaitForQueueEmpty(void);
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size_t GetQueueLength(void);
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protected:
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class cLightingChunkStay :
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public cChunkStay
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{
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public:
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cLightingThread & m_LightingThread;
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int m_ChunkX;
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int m_ChunkZ;
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cChunkCoordCallback * m_CallbackAfter;
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cLightingChunkStay(cLightingThread & a_LightingThread, int a_ChunkX, int a_ChunkZ, cChunkCoordCallback * a_CallbackAfter);
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protected:
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virtual void OnChunkAvailable(int a_ChunkX, int a_ChunkZ) override
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{
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UNUSED(a_ChunkX);
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UNUSED(a_ChunkZ);
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}
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virtual bool OnAllChunksAvailable(void) override;
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virtual void OnDisabled(void) override;
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} ;
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typedef std::list<cChunkStay *> cChunkStays;
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cWorld * m_World;
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/** The mutex to protect m_Queue and m_PendingQueue */
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cCriticalSection m_CS;
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/** The ChunkStays that are loaded and are waiting to be lit. */
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cChunkStays m_Queue;
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/** The ChunkStays that are waiting for load. Used for stopping the thread. */
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cChunkStays m_PendingQueue;
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cEvent m_evtItemAdded; // Set when queue is appended, or to stop the thread
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cEvent m_evtQueueEmpty; // Set when the queue gets empty
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// Buffers for the 3x3 chunk data
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// 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
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// Placing the buffers into the object means that this object can light chunks only in one thread!
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// The blobs are XZY organized as a whole, instead of 3x3 XZY-organized subarrays ->
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// -> This means data has to be scatterred when reading and gathered when writing!
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static const int BlocksPerYLayer = cChunkDef::Width * cChunkDef::Width * 3 * 3;
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BLOCKTYPE m_BlockTypes[BlocksPerYLayer * cChunkDef::Height];
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NIBBLETYPE m_BlockLight[BlocksPerYLayer * cChunkDef::Height];
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NIBBLETYPE m_SkyLight [BlocksPerYLayer * cChunkDef::Height];
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HEIGHTTYPE m_HeightMap [BlocksPerYLayer];
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// Seed management (5.7 MiB)
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// Two buffers, in each calc step one is set as input and the other as output, then in the next step they're swapped
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// Each seed is represented twice in this structure - both as a "list" and as a "position".
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// "list" allows fast traversal from seed to seed
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// "position" allows fast checking if a coord is already a seed
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unsigned char m_IsSeed1 [BlocksPerYLayer * cChunkDef::Height];
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unsigned int m_SeedIdx1[BlocksPerYLayer * cChunkDef::Height];
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unsigned char m_IsSeed2 [BlocksPerYLayer * cChunkDef::Height];
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unsigned int m_SeedIdx2[BlocksPerYLayer * cChunkDef::Height];
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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 */
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void LightChunk(cLightingChunkStay & a_Item);
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/** Prepares m_BlockTypes and m_HeightMap data; returns false if any of the chunks fail. Zeroes out the light arrays */
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bool ReadChunks(int a_ChunkX, int a_ChunkZ);
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/** Uses m_HeightMap to initialize the m_SkyLight[] data; fills in seeds for the skylight */
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void PrepareSkyLight(void);
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/** Uses m_BlockTypes to initialize the m_BlockLight[] data; fills in seeds for the blocklight */
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void PrepareBlockLight(void);
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/** Calculates light in the light array specified, using stored seeds */
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void CalcLight(NIBBLETYPE * a_Light);
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/** Does one step in the light calculation - one seed propagation and seed recalculation */
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void CalcLightStep(
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NIBBLETYPE * a_Light,
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int a_NumSeedsIn, unsigned char * a_IsSeedIn, unsigned int * a_SeedIdxIn,
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int & a_NumSeedsOut, unsigned char * a_IsSeedOut, unsigned int * a_SeedIdxOut
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);
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/** Compresses from 1-block-per-byte (faster calc) into 2-blocks-per-byte (MC storage): */
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void CompressLight(NIBBLETYPE * a_LightArray, NIBBLETYPE * a_ChunkLight);
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inline void PropagateLight(
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NIBBLETYPE * a_Light,
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int a_SrcIdx, int a_DstIdx,
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int & a_NumSeedsOut, unsigned char * a_IsSeedOut, unsigned int * a_SeedIdxOut
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)
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{
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ASSERT(a_SrcIdx >= 0);
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ASSERT(a_SrcIdx < (int)ARRAYCOUNT(m_SkyLight));
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ASSERT(a_DstIdx >= 0);
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ASSERT(a_DstIdx < (int)ARRAYCOUNT(m_BlockTypes));
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if (a_Light[a_SrcIdx] <= a_Light[a_DstIdx] + cBlockInfo::GetSpreadLightFalloff(m_BlockTypes[a_DstIdx]))
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{
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// We're not offering more light than the dest block already has
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return;
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}
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a_Light[a_DstIdx] = a_Light[a_SrcIdx] - cBlockInfo::GetSpreadLightFalloff(m_BlockTypes[a_DstIdx]);
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if (!a_IsSeedOut[a_DstIdx])
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{
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a_IsSeedOut[a_DstIdx] = true;
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a_SeedIdxOut[a_NumSeedsOut++] = a_DstIdx;
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}
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}
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/** Queues a chunkstay that has all of its chunks loaded.
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Called by cLightingChunkStay when all of its chunks are loaded. */
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void QueueChunkStay(cLightingChunkStay & a_ChunkStay);
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} ;
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