From: Daniel Karbach Date: Wed, 25 Mar 2015 17:12:41 +0000 (+0100) Subject: update light levels from border on neighbor change X-Git-Url: https://git.localhorst.tv/?a=commitdiff_plain;h=38abfe4f5342f20b56052ac3090694eabf028d16;p=blank.git update light levels from border on neighbor change --- diff --git a/src/chunk.cpp b/src/chunk.cpp index 994d68e..5162952 100644 --- a/src/chunk.cpp +++ b/src/chunk.cpp @@ -46,77 +46,6 @@ Chunk &Chunk::operator =(Chunk &&other) { } -void Chunk::SetNeighbor(Chunk &other) { - if (other.position == position + Pos(-1, 0, 0)) { - neighbor[Block::FACE_LEFT] = &other; - other.neighbor[Block::FACE_RIGHT] = this; - } else if (other.position == position + Pos(1, 0, 0)) { - neighbor[Block::FACE_RIGHT] = &other; - other.neighbor[Block::FACE_LEFT] = this; - } else if (other.position == position + Pos(0, -1, 0)) { - neighbor[Block::FACE_DOWN] = &other; - other.neighbor[Block::FACE_UP] = this; - } else if (other.position == position + Pos(0, 1, 0)) { - neighbor[Block::FACE_UP] = &other; - other.neighbor[Block::FACE_DOWN] = this; - } else if (other.position == position + Pos(0, 0, -1)) { - neighbor[Block::FACE_BACK] = &other; - other.neighbor[Block::FACE_FRONT] = this; - } else if (other.position == position + Pos(0, 0, 1)) { - neighbor[Block::FACE_FRONT] = &other; - other.neighbor[Block::FACE_BACK] = this; - } -} - -void Chunk::ClearNeighbors() { - for (int i = 0; i < Block::FACE_COUNT; ++i) { - neighbor[i] = nullptr; - } -} - -void Chunk::Unlink() { - if (neighbor[Block::FACE_UP]) { - neighbor[Block::FACE_UP]->neighbor[Block::FACE_DOWN] = nullptr; - } - if (neighbor[Block::FACE_DOWN]) { - neighbor[Block::FACE_DOWN]->neighbor[Block::FACE_UP] = nullptr; - } - if (neighbor[Block::FACE_LEFT]) { - neighbor[Block::FACE_LEFT]->neighbor[Block::FACE_RIGHT] = nullptr; - } - if (neighbor[Block::FACE_RIGHT]) { - neighbor[Block::FACE_RIGHT]->neighbor[Block::FACE_LEFT] = nullptr; - } - if (neighbor[Block::FACE_FRONT]) { - neighbor[Block::FACE_FRONT]->neighbor[Block::FACE_BACK] = nullptr; - } - if (neighbor[Block::FACE_BACK]) { - neighbor[Block::FACE_BACK]->neighbor[Block::FACE_FRONT] = nullptr; - } -} - -void Chunk::Relink() { - if (neighbor[Block::FACE_UP]) { - neighbor[Block::FACE_UP]->neighbor[Block::FACE_DOWN] = this; - } - if (neighbor[Block::FACE_DOWN]) { - neighbor[Block::FACE_DOWN]->neighbor[Block::FACE_UP] = this; - } - if (neighbor[Block::FACE_LEFT]) { - neighbor[Block::FACE_LEFT]->neighbor[Block::FACE_RIGHT] = this; - } - if (neighbor[Block::FACE_RIGHT]) { - neighbor[Block::FACE_RIGHT]->neighbor[Block::FACE_LEFT] = this; - } - if (neighbor[Block::FACE_FRONT]) { - neighbor[Block::FACE_FRONT]->neighbor[Block::FACE_BACK] = this; - } - if (neighbor[Block::FACE_BACK]) { - neighbor[Block::FACE_BACK]->neighbor[Block::FACE_FRONT] = this; - } -} - - namespace { struct SetNode { @@ -227,10 +156,12 @@ void Chunk::SetBlock(int index, const Block &block) { 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(); + if (GetLight(index) > 0) { + 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; @@ -268,6 +199,166 @@ const Block *Chunk::FindNext(const Pos &pos, Block::Face face) const { } } +void Chunk::SetNeighbor(Chunk &other) { + if (other.position == position + Pos(-1, 0, 0)) { + if (neighbor[Block::FACE_LEFT] != &other) { + neighbor[Block::FACE_LEFT] = &other; + other.neighbor[Block::FACE_RIGHT] = this; + for (int z = 0; z < Depth(); ++z) { + 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); + } + } + } + work_light(); + } + } else if (other.position == position + Pos(1, 0, 0)) { + if (neighbor[Block::FACE_RIGHT] != &other) { + neighbor[Block::FACE_RIGHT] = &other; + other.neighbor[Block::FACE_LEFT] = this; + for (int z = 0; z < Depth(); ++z) { + 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); + } + } + } + work_light(); + } + } else if (other.position == position + Pos(0, -1, 0)) { + if (neighbor[Block::FACE_DOWN] != &other) { + neighbor[Block::FACE_DOWN] = &other; + other.neighbor[Block::FACE_UP] = this; + for (int z = 0; z < Depth(); ++z) { + 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); + } + } + } + work_light(); + } + } else if (other.position == position + Pos(0, 1, 0)) { + if (neighbor[Block::FACE_UP] != &other) { + neighbor[Block::FACE_UP] = &other; + other.neighbor[Block::FACE_DOWN] = this; + for (int z = 0; z < Depth(); ++z) { + 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); + } + } + } + work_light(); + } + } else if (other.position == position + Pos(0, 0, -1)) { + if (neighbor[Block::FACE_BACK] != &other) { + neighbor[Block::FACE_BACK] = &other; + other.neighbor[Block::FACE_FRONT] = this; + for (int y = 0; y < Height(); ++y) { + 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); + } + } + } + work_light(); + } + } else if (other.position == position + Pos(0, 0, 1)) { + if (neighbor[Block::FACE_FRONT] != &other) { + neighbor[Block::FACE_FRONT] = &other; + other.neighbor[Block::FACE_BACK] = this; + for (int y = 0; y < Height(); ++y) { + 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); + } + } + } + work_light(); + } + } +} + +void Chunk::ClearNeighbors() { + for (int i = 0; i < Block::FACE_COUNT; ++i) { + neighbor[i] = nullptr; + } +} + +void Chunk::Unlink() { + if (neighbor[Block::FACE_UP]) { + neighbor[Block::FACE_UP]->neighbor[Block::FACE_DOWN] = nullptr; + } + if (neighbor[Block::FACE_DOWN]) { + neighbor[Block::FACE_DOWN]->neighbor[Block::FACE_UP] = nullptr; + } + if (neighbor[Block::FACE_LEFT]) { + neighbor[Block::FACE_LEFT]->neighbor[Block::FACE_RIGHT] = nullptr; + } + if (neighbor[Block::FACE_RIGHT]) { + neighbor[Block::FACE_RIGHT]->neighbor[Block::FACE_LEFT] = nullptr; + } + if (neighbor[Block::FACE_FRONT]) { + neighbor[Block::FACE_FRONT]->neighbor[Block::FACE_BACK] = nullptr; + } + if (neighbor[Block::FACE_BACK]) { + neighbor[Block::FACE_BACK]->neighbor[Block::FACE_FRONT] = nullptr; + } +} + +void Chunk::Relink() { + if (neighbor[Block::FACE_UP]) { + neighbor[Block::FACE_UP]->neighbor[Block::FACE_DOWN] = this; + } + if (neighbor[Block::FACE_DOWN]) { + neighbor[Block::FACE_DOWN]->neighbor[Block::FACE_UP] = this; + } + if (neighbor[Block::FACE_LEFT]) { + neighbor[Block::FACE_LEFT]->neighbor[Block::FACE_RIGHT] = this; + } + if (neighbor[Block::FACE_RIGHT]) { + neighbor[Block::FACE_RIGHT]->neighbor[Block::FACE_LEFT] = this; + } + if (neighbor[Block::FACE_FRONT]) { + neighbor[Block::FACE_FRONT]->neighbor[Block::FACE_BACK] = this; + } + if (neighbor[Block::FACE_BACK]) { + neighbor[Block::FACE_BACK]->neighbor[Block::FACE_FRONT] = this; + } +} + void Chunk::SetLight(int index, int level) { if (light[index] != level) { @@ -696,8 +787,9 @@ Chunk &ChunkLoader::Generate(const Chunk::Pos &pos) { loaded.emplace_back(reg); Chunk &chunk = loaded.back(); chunk.Position(pos); - Insert(chunk); + chunk.Allocate(); gen(chunk); + Insert(chunk); return chunk; } @@ -812,8 +904,9 @@ void ChunkLoader::Update() { } Chunk &chunk = loaded.back(); chunk.Position(pos); - Insert(chunk); + chunk.Allocate(); gen(chunk); + Insert(chunk); } to_generate.pop_front(); } diff --git a/src/generator.cpp b/src/generator.cpp index dc83b89..373374f 100644 --- a/src/generator.cpp +++ b/src/generator.cpp @@ -18,7 +18,6 @@ Generator::Generator(const Config &config) void Generator::operator ()(Chunk &chunk) const { - chunk.Allocate(); Chunk::Pos pos(chunk.Position()); glm::vec3 coords(pos * Chunk::Extent()); for (int z = 0; z < Chunk::Depth(); ++z) {