]> git.localhorst.tv Git - blank.git/blobdiff - src/chunk.cpp
fixed light propagation
[blank.git] / src / chunk.cpp
index ab89ef543d2ff147348f8ea7ec46bd36c6b9ade1..cc53e912683cb99e576219709fd2151bf867019a 100644 (file)
@@ -3,15 +3,10 @@
 #include "generator.hpp"
 
 #include <limits>
+#include <queue>
 #include <glm/gtx/transform.hpp>
 
 
-namespace {
-
-blank::Model::Buffer buf;
-
-}
-
 namespace blank {
 
 Chunk::Chunk(const BlockTypeRegistry &types)
@@ -117,8 +112,184 @@ void Chunk::Relink() {
 }
 
 
+namespace {
+
+struct SetNode {
+
+       Chunk *chunk;
+       Chunk::Pos pos;
+
+       SetNode(Chunk *chunk, Chunk::Pos pos)
+       : chunk(chunk), pos(pos) { }
+
+       int Get() const { return chunk->GetLight(pos); }
+       void Set(int level) { chunk->SetLight(pos, level); }
+
+       bool HasNext(Block::Face face) {
+               const Block *next = chunk->FindNext(pos, face);
+               return next && !chunk->Type(*next).block_light;
+       }
+       SetNode GetNext(Block::Face face) {
+               Chunk::Pos next_pos(pos + Block::FaceNormal(face));
+               if (Chunk::InBounds(next_pos)) {
+                       return SetNode(chunk, next_pos);
+               } else {
+                       return SetNode(&chunk->GetNeighbor(face), next_pos - (Block::FaceNormal(face) * Chunk::Extent()));
+               }
+       }
+
+};
+
+struct UnsetNode
+: public SetNode {
+
+       int level;
+
+       UnsetNode(Chunk *chunk, Chunk::Pos pos)
+       : SetNode(chunk, pos), level(Get()) { }
+
+       UnsetNode(const SetNode &set)
+       : SetNode(set), level(Get()) { }
+
+       UnsetNode GetNext(Block::Face face) { return UnsetNode(SetNode::GetNext(face)); }
+
+};
+
+std::queue<SetNode> light_queue;
+std::queue<UnsetNode> dark_queue;
+
+void work_light() {
+       while (!light_queue.empty()) {
+               SetNode node = light_queue.front();
+               light_queue.pop();
+
+               int level = node.Get() - 1;
+               for (int face = 0; face < Block::FACE_COUNT; ++face) {
+                       if (node.HasNext(Block::Face(face))) {
+                               SetNode other = node.GetNext(Block::Face(face));
+                               if (other.Get() < level) {
+                                       other.Set(level);
+                                       light_queue.emplace(other);
+                               }
+                       }
+               }
+       }
+}
+
+void work_dark() {
+       while (!dark_queue.empty()) {
+               UnsetNode node = dark_queue.front();
+               dark_queue.pop();
+
+               for (int face = 0; face < Block::FACE_COUNT; ++face) {
+                       if (node.HasNext(Block::Face(face))) {
+                               UnsetNode other = node.GetNext(Block::Face(face));
+                               // TODO: if there a light source here with the same level this will err
+                               if (other.Get() != 0 && other.Get() < node.level) {
+                                       other.Set(0);
+                                       dark_queue.emplace(other);
+                               } else {
+                                       light_queue.emplace(other);
+                               }
+                       }
+               }
+       }
+}
+
+}
+
+void Chunk::SetBlock(int index, const Block &block) {
+       const BlockType &old_type = Type(blocks[index]);
+       const BlockType &new_type = Type(block);
+
+       blocks[index] = block;
+
+       if (&old_type == &new_type) return;
+
+       if (new_type.luminosity > old_type.luminosity) {
+               // light added
+               SetLight(index, new_type.luminosity);
+               light_queue.emplace(this, ToPos(index));
+               work_light();
+       } else if (new_type.luminosity < old_type.luminosity) {
+               // light removed
+               dark_queue.emplace(this, ToPos(index));
+               SetLight(index, 0);
+               work_dark();
+               SetLight(index, new_type.luminosity);
+               light_queue.emplace(this, ToPos(index));
+               work_light();
+       } else if (new_type.block_light && !old_type.block_light) {
+               // obstacle added
+               dark_queue.emplace(this, ToPos(index));
+               SetLight(index, 0);
+               work_dark();
+               work_light();
+       } else if (!new_type.block_light && old_type.block_light) {
+               // obstacle removed
+               int level = 0;
+               for (int face = 0; face < Block::FACE_COUNT; ++face) {
+                       Pos next_pos(ToPos(index) + Block::FaceNormal(Block::Face(face)));
+                       int next_level = 0;
+                       if (InBounds(next_pos)) {
+                               next_level = GetLight(next_pos);
+                       } else {
+                               if (HasNeighbor(Block::Face(face))) {
+                                       next_pos -= (Block::FaceNormal(Block::Face(face)) * Chunk::Extent());
+                                       next_level = GetNeighbor(Block::Face(face)).GetLight(next_pos);
+                               }
+                       }
+                       if (level < next_level) {
+                               level = next_level;
+                       }
+               }
+               if (level > 1) {
+                       SetLight(index, level - 1);
+                       light_queue.emplace(this, ToPos(index));
+                       work_light();
+               }
+       }
+}
+
+const Block *Chunk::FindNext(const Pos &pos, Block::Face face) const {
+       Pos next_pos(pos + Block::FaceNormal(face));
+       if (InBounds(next_pos)) {
+               return &BlockAt(pos + Block::FaceNormal(face));
+       } else if (HasNeighbor(face)) {
+               return &GetNeighbor(face).BlockAt(next_pos - (Block::FaceNormal(face) * Extent()));
+       } else {
+               return nullptr;
+       }
+}
+
+
+void Chunk::SetLight(int index, int level) {
+       light[index] = level;
+}
+
+int Chunk::GetLight(int index) const {
+       return light[index];
+}
+
+
+bool Chunk::IsSurface(const Pos &pos) const {
+       const Block &block = BlockAt(pos);
+       if (!Type(block).visible) {
+               return false;
+       }
+       for (int face = 0; face < Block::FACE_COUNT; ++face) {
+               const Block *next = FindNext(pos, Block::Face(face));
+               if (!next || !Type(*next).visible) {
+                       return true;
+               }
+       }
+       return false;
+}
+
+
 void Chunk::Allocate() {
-       blocks.resize(Size());
+       blocks.resize(Size(), Block(0));
+       light.resize(Size(), 0);
 }
 
 
@@ -177,6 +348,12 @@ glm::mat4 Chunk::Transform(const Pos &offset) const {
 }
 
 
+namespace {
+
+Model::Buffer buf;
+
+}
+
 void Chunk::CheckUpdate() {
        if (dirty) {
                Update();
@@ -302,15 +479,15 @@ glm::mat4 Chunk::ToTransform(int idx) const {
 }
 
 
-ChunkLoader::ChunkLoader(const BlockTypeRegistry &reg, const Generator &gen)
+ChunkLoader::ChunkLoader(const Config &config, const BlockTypeRegistry &reg, const Generator &gen)
 : base(0, 0, 0)
 , reg(reg)
 , gen(gen)
 , loaded()
 , to_generate()
 , to_free()
-, load_dist(4)
-, unload_dist(5) {
+, load_dist(config.load_dist)
+, unload_dist(config.unload_dist) {
 
 }
 
@@ -450,8 +627,12 @@ void ChunkLoader::Rebase(const Chunk::Pos &new_base) {
                }
        }
        // add missing new chunks
+       GenerateSurrounding(base);
+}
+
+void ChunkLoader::GenerateSurrounding(const Chunk::Pos &pos) {
        const Chunk::Pos offset(load_dist, load_dist, load_dist);
-       Generate(base - offset, base + offset);
+       Generate(pos - offset, pos + offset);
 }
 
 void ChunkLoader::Update() {