Implemented skylight headers

This commit is contained in:
CobaltXII
2018-12-31 16:54:03 -05:00
parent 823ad956a6
commit 5b48222c7d
2 changed files with 268 additions and 0 deletions

0
src/inc/skylight.cpp Normal file
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268
src/inc/skylight.hpp Normal file
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#include <vector>
#include <tuple>
// Propagate skylight throughout an entire world.
void propagate_skylight(world* out)
{
// For each vertical strip of land, start with a lighting value of 15. Go
// downwards, if the block is air, stay at light level 15. If not, set
// everything below it to 0.
for (int x = 0; x < out->x_res; x++)
{
for (int z = 0; z < out->z_res; z++)
{
unsigned char natural = 15;
for (int y = 0; y < out->y_res; y++)
{
out->set_natural(x, y, z, natural);
if (out->get_id(x, y, z) != id_air)
{
natural = 0;
}
}
}
}
// All blocks that are of light level 0 that have one or more neighbors
// that have a light level of 15 are added to the light_queue.
std::vector<std::tuple<unsigned int, unsigned int, unsigned int>> light_queue;
for (unsigned int x = 0; x < out->x_res; x++)
for (unsigned int y = 0; y < out->y_res; y++)
for (unsigned int z = 0; z < out->z_res; z++)
{
if (out->get_natural(x, y, z) == 0)
{
if
(
out->get_natural_safe(x + 1, y, z) == 15 ||
out->get_natural_safe(x - 1, y, z) == 15 ||
out->get_natural_safe(x, y + 1, z) == 15 ||
out->get_natural_safe(x, y - 1, z) == 15 ||
out->get_natural_safe(x, y, z + 1) == 15 ||
out->get_natural_safe(x, y, z - 1) == 15
)
{
out->set_natural(x, y, z, 14);
light_queue.push_back(std::tuple<unsigned int, unsigned int, unsigned int>(x, y, z));
}
}
}
// Pop the top off of the queue. We'll call this the 'current block'.
// Check it's six neighbors, if any of them have a light value less than
// the current block's light value minus one, set that neighbors light
// value to the current block's light value minus one, and add that
// neighbor to the queue. Keep doing this until the queue is empty.
while (light_queue.size() > 0)
{
int x = std::get<0>(light_queue[light_queue.size() - 1]);
int y = std::get<1>(light_queue[light_queue.size() - 1]);
int z = std::get<2>(light_queue[light_queue.size() - 1]);
light_queue.pop_back();
unsigned char current_value = out->get_natural(x, y, z);
// Right neighbor.
if (out->in_bounds(x + 1, y, z) && out->get_natural(x + 1, y, z) < current_value - 1)
{
out->set_natural(x + 1, y, z, current_value - 1);
light_queue.push_back(std::tuple<unsigned int, unsigned int, unsigned int>(x + 1, y, z));
}
// Left neighbor.
if (out->in_bounds(x - 1, y, z) && out->get_natural(x - 1, y, z) < current_value - 1)
{
out->set_natural(x - 1, y, z, current_value - 1);
light_queue.push_back(std::tuple<unsigned int, unsigned int, unsigned int>(x - 1, y, z));
}
// Bottom neighbor.
if (out->in_bounds(x, y + 1, z) && out->get_natural(x, y + 1, z) < current_value - 1)
{
out->set_natural(x, y + 1, z, current_value - 1);
light_queue.push_back(std::tuple<unsigned int, unsigned int, unsigned int>(x, y + 1, z));
}
// Top neighbor.
if (out->in_bounds(x, y - 1, z) && out->get_natural(x, y - 1, z) < current_value - 1)
{
out->set_natural(x, y - 1, z, current_value - 1);
light_queue.push_back(std::tuple<unsigned int, unsigned int, unsigned int>(x, y - 1, z));
}
// Front neighbor.
if (out->in_bounds(x, y, z + 1) && out->get_natural(x, y, z + 1) < current_value - 1)
{
out->set_natural(x, y, z + 1, current_value - 1);
light_queue.push_back(std::tuple<unsigned int, unsigned int, unsigned int>(x, y, z + 1));
}
// Back neighbor.
if (out->in_bounds(x, y, z - 1) && out->get_natural(x, y, z - 1) < current_value - 1)
{
out->set_natural(x, y, z - 1, current_value - 1);
light_queue.push_back(std::tuple<unsigned int, unsigned int, unsigned int>(x, y, z - 1));
}
}
}
// Propagate skylight throughout a vertical strip of a world. Set the modified
// flag of every accessed chunk to true.
void propagate_skylight_strip
(
world* the_world,
chunk**& the_chunks,
unsigned int chunk_x_res,
unsigned int chunk_y_res,
unsigned int chunk_z_res,
int cx,
int cz
)
{
int fx = cx + 1;
int fz = cz + 1;
// For each vertical strip of land, start with a lighting value of 15. Go
// downwards, if the block is air, stay at light level 15. If not, set
// everything below it to 0. Add all X and Z neighbors to the queue.
std::vector<std::tuple<unsigned int, unsigned int, unsigned int>> light_queue;
for (int x = cx; x < fx; x++)
{
for (int z = cz; z < fz; z++)
{
unsigned char natural = 15;
for (int y = 0; y < the_world->y_res; y++)
{
the_world->set_natural(x, y, z, natural);
the_chunks[(x / 16) + chunk_x_res * ((y / 16) + chunk_y_res * (z / 16))]->modified = true;
if (the_world->get_id(x, y, z) != id_air)
{
natural = 0;
}
light_queue.push_back(std::tuple<unsigned int, unsigned int, unsigned int>(x, y, z));
light_queue.push_back(std::tuple<unsigned int, unsigned int, unsigned int>(x - 1, y, z));
light_queue.push_back(std::tuple<unsigned int, unsigned int, unsigned int>(x + 1, y, z));
light_queue.push_back(std::tuple<unsigned int, unsigned int, unsigned int>(x, y, z - 1));
light_queue.push_back(std::tuple<unsigned int, unsigned int, unsigned int>(x, y, z + 1));
}
}
}
// Pop the top off of the queue. We'll call this the 'current block'.
// Check it's six neighbors, if any of them have a light value less than
// the current block's light value minus one, set that neighbors light
// value to the current block's light value minus one, and add that
// neighbor to the queue. Keep doing this until the queue is empty.
while (light_queue.size() > 0)
{
int x = std::get<0>(light_queue[light_queue.size() - 1]);
int y = std::get<1>(light_queue[light_queue.size() - 1]);
int z = std::get<2>(light_queue[light_queue.size() - 1]);
light_queue.pop_back();
unsigned char current_value = the_world->get_natural(x, y, z);
// Right neighbor.
if (the_world->in_bounds(x + 1, y, z) && the_world->get_natural(x + 1, y, z) < current_value - 1)
{
the_world->set_natural(x + 1, y, z, current_value - 1);
the_chunks[((x + 1) / 16) + chunk_x_res * ((y / 16) + chunk_y_res * (z / 16))]->modified = true;
light_queue.push_back(std::tuple<unsigned int, unsigned int, unsigned int>(x + 1, y, z));
}
// Left neighbor.
if (the_world->in_bounds(x - 1, y, z) && the_world->get_natural(x - 1, y, z) < current_value - 1)
{
the_world->set_natural(x - 1, y, z, current_value - 1);
the_chunks[((x - 1) / 16) + chunk_x_res * ((y / 16) + chunk_y_res * (z / 16))]->modified = true;
light_queue.push_back(std::tuple<unsigned int, unsigned int, unsigned int>(x - 1, y, z));
}
// Bottom neighbor.
if (the_world->in_bounds(x, y + 1, z) && the_world->get_natural(x, y + 1, z) < current_value - 1)
{
the_world->set_natural(x, y + 1, z, current_value - 1);
the_chunks[(x / 16) + chunk_x_res * (((y + 1) / 16) + chunk_y_res * (z / 16))]->modified = true;
light_queue.push_back(std::tuple<unsigned int, unsigned int, unsigned int>(x, y + 1, z));
}
// Top neighbor.
if (the_world->in_bounds(x, y - 1, z) && the_world->get_natural(x, y - 1, z) < current_value - 1)
{
the_world->set_natural(x, y - 1, z, current_value - 1);
the_chunks[(x / 16) + chunk_x_res * (((y - 1) / 16) + chunk_y_res * (z / 16))]->modified = true;
light_queue.push_back(std::tuple<unsigned int, unsigned int, unsigned int>(x, y - 1, z));
}
// Front neighbor.
if (the_world->in_bounds(x, y, z + 1) && the_world->get_natural(x, y, z + 1) < current_value - 1)
{
the_world->set_natural(x, y, z + 1, current_value - 1);
the_chunks[(x / 16) + chunk_x_res * ((y / 16) + chunk_y_res * ((z + 1) / 16))]->modified = true;
light_queue.push_back(std::tuple<unsigned int, unsigned int, unsigned int>(x, y, z + 1));
}
// Back neighbor.
if (the_world->in_bounds(x, y, z - 1) && the_world->get_natural(x, y, z - 1) < current_value - 1)
{
the_world->set_natural(x, y, z - 1, current_value - 1);
the_chunks[(x / 16) + chunk_x_res * ((y / 16) + chunk_y_res * ((z - 1) / 16))]->modified = true;
light_queue.push_back(std::tuple<unsigned int, unsigned int, unsigned int>(x, y, z - 1));
}
}
}