}
}
+namespace {
+
+// propagate light from a's edge to b
+void edge_light(
+ Chunk &a, const Chunk::Pos &a_pos,
+ Chunk &b, const Chunk::Pos &b_pos
+) noexcept {
+ if (a.GetLight(a_pos) > 1) {
+ const BlockType &b_type = b.Type(Chunk::ToIndex(b_pos));
+ if (!b_type.block_light) {
+ light_queue.emplace(&a, a_pos);
+ }
+ if (b_type.visible) {
+ b.Invalidate();
+ }
+ }
+}
+
+}
+
void Chunk::SetNeighbor(Chunk &other) noexcept {
if (other.position == position + Pos(-1, 0, 0)) {
if (neighbor[Block::FACE_LEFT] != &other) {
for (int y = 0; y < height; ++y) {
Pos my_pos(0, y, z);
Pos other_pos(width - 1, y, z);
- if (GetLight(my_pos) > 0) {
- light_queue.emplace(this, my_pos);
- }
- if (other.GetLight(other_pos) > 0) {
- light_queue.emplace(&other, other_pos);
- }
+ edge_light(*this, my_pos, other, other_pos);
+ edge_light(other, other_pos, *this, my_pos);
}
}
work_light();
for (int y = 0; y < height; ++y) {
Pos my_pos(width - 1, y, z);
Pos other_pos(0, y, z);
- if (GetLight(my_pos) > 0) {
- light_queue.emplace(this, my_pos);
- }
- if (other.GetLight(other_pos) > 0) {
- light_queue.emplace(&other, other_pos);
- }
+ edge_light(*this, my_pos, other, other_pos);
+ edge_light(other, other_pos, *this, my_pos);
}
}
work_light();
for (int x = 0; x < width; ++x) {
Pos my_pos(x, 0, z);
Pos other_pos(x, height - 1, z);
- if (GetLight(my_pos) > 0) {
- light_queue.emplace(this, my_pos);
- }
- if (other.GetLight(other_pos) > 0) {
- light_queue.emplace(&other, other_pos);
- }
+ edge_light(*this, my_pos, other, other_pos);
+ edge_light(other, other_pos, *this, my_pos);
}
}
work_light();
for (int x = 0; x < width; ++x) {
Pos my_pos(x, height - 1, z);
Pos other_pos(x, 0, z);
- if (GetLight(my_pos) > 0) {
- light_queue.emplace(this, my_pos);
- }
- if (other.GetLight(other_pos) > 0) {
- light_queue.emplace(&other, other_pos);
- }
+ edge_light(*this, my_pos, other, other_pos);
+ edge_light(other, other_pos, *this, my_pos);
}
}
work_light();
for (int x = 0; x < width; ++x) {
Pos my_pos(x, y, 0);
Pos other_pos(x, y, depth - 1);
- if (GetLight(my_pos) > 0) {
- light_queue.emplace(this, my_pos);
- }
- if (other.GetLight(other_pos) > 0) {
- light_queue.emplace(&other, other_pos);
- }
+ edge_light(*this, my_pos, other, other_pos);
+ edge_light(other, other_pos, *this, my_pos);
}
}
work_light();
for (int x = 0; x < width; ++x) {
Pos my_pos(x, y, depth - 1);
Pos other_pos(x, y, 0);
- if (GetLight(my_pos) > 0) {
- light_queue.emplace(this, my_pos);
- }
- if (other.GetLight(other_pos) > 0) {
- light_queue.emplace(&other, other_pos);
- }
+ edge_light(*this, my_pos, other, other_pos);
+ edge_light(other, other_pos, *this, my_pos);
}
}
work_light();