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https://github.com/pmmp/PocketMine-MP.git
synced 2025-07-04 00:59:51 +00:00
Implemented self-contained (pass 1) chunk relighting
this doesn't handle propagating light across chunk borders yet, since that's much more complex to implement.
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014317381f
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@ -40,7 +40,6 @@ use function array_fill;
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use function array_filter;
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use function array_map;
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use function count;
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use function max;
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use function str_repeat;
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class Chunk{
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@ -323,47 +322,6 @@ class Chunk{
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return $y + 1;
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}
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/**
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* Performs basic sky light population on the chunk.
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* This does not cater for adjacent sky light, this performs direct sky light population only. This may cause some strange visual artifacts
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* if the chunk is light-populated after being terrain-populated.
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*
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* @param \SplFixedArray|int[] $lightFilters
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* @phpstan-param \SplFixedArray<int> $lightFilters
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*
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* TODO: fast adjacent light spread
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*/
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public function populateSkyLight(\SplFixedArray $lightFilters) : void{
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$highestHeightMap = max($this->heightMap->getValues());
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$lowestFullyLitSubChunk = ($highestHeightMap >> 4) + (($highestHeightMap & 0xf) !== 0 ? 1 : 0);
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for($y = 0; $y < $lowestFullyLitSubChunk; $y++){
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$this->getWritableSubChunk($y)->setBlockSkyLightArray(LightArray::fill(0));
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}
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for($y = $lowestFullyLitSubChunk, $yMax = $this->subChunks->count(); $y < $yMax; $y++){
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$this->getWritableSubChunk($y)->setBlockSkyLightArray(LightArray::fill(15));
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}
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for($x = 0; $x < 16; ++$x){
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for($z = 0; $z < 16; ++$z){
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$y = ($lowestFullyLitSubChunk * 16) - 1;
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$heightMap = $this->getHeightMap($x, $z);
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for(; $y >= $heightMap; --$y){
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$this->setBlockSkyLight($x, $y, $z, 15);
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}
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$light = 15;
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for(; $y >= 0; --$y){
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$light -= $lightFilters[$this->getFullBlock($x, $y, $z)];
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if($light <= 0){
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break;
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}
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$this->setBlockSkyLight($x, $y, $z, $light);
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}
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}
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}
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}
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/**
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* Returns the biome ID at the specified X/Z chunk block coordinates
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*
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@ -24,6 +24,7 @@ declare(strict_types=1);
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namespace pocketmine\world\light;
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use pocketmine\world\format\LightArray;
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use pocketmine\world\format\SubChunk;
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use pocketmine\world\utils\SubChunkExplorer;
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use pocketmine\world\utils\SubChunkExplorerStatus;
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use function max;
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@ -57,4 +58,48 @@ class BlockLightUpdate extends LightUpdate{
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$this->setAndUpdateLight($x, $y, $z, max($this->lightEmitters[$block], $this->getHighestAdjacentLight($x, $y, $z) - $this->lightFilters[$block]));
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}
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}
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public function recalculateChunk(int $chunkX, int $chunkZ) : int{
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if($this->subChunkExplorer->moveToChunk($chunkX, 0, $chunkZ, false) === SubChunkExplorerStatus::INVALID){
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throw new \InvalidArgumentException("Chunk $chunkX $chunkZ does not exist");
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}
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$chunk = $this->subChunkExplorer->currentChunk;
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$lightSources = 0;
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foreach($chunk->getSubChunks() as $subChunkY => $subChunk){
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$subChunk->setBlockLightArray(LightArray::fill(0));
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foreach($subChunk->getBlockLayers() as $layer){
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foreach($layer->getPalette() as $state){
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if($this->lightEmitters[$state] > 0){
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$lightSources += $this->scanForLightEmittingBlocks($subChunk, $chunkX << 4, $subChunkY << 4, $chunkZ << 4);
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break 2;
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}
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}
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}
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}
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return $lightSources;
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}
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private function scanForLightEmittingBlocks(SubChunk $subChunk, int $baseX, int $baseY, int $baseZ) : int{
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$lightSources = 0;
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for($x = 0; $x < 16; ++$x){
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for($z = 0; $z < 16; ++$z){
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for($y = 0; $y < 16; ++$y){
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$light = $this->lightEmitters[$subChunk->getFullBlock($x, $y, $z)];
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if($light > 0){
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$this->setAndUpdateLight(
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$baseX + $x,
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$baseY + $y,
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$baseZ + $z,
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$light
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);
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$lightSources++;
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}
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}
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}
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}
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return $lightSources;
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}
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}
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@ -28,6 +28,8 @@ use pocketmine\scheduler\AsyncTask;
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use pocketmine\world\format\Chunk;
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use pocketmine\world\format\io\FastChunkSerializer;
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use pocketmine\world\format\LightArray;
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use pocketmine\world\SimpleChunkManager;
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use pocketmine\world\utils\SubChunkExplorer;
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use pocketmine\world\World;
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use function igbinary_serialize;
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use function igbinary_unserialize;
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@ -61,9 +63,18 @@ class LightPopulationTask extends AsyncTask{
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/** @var Chunk $chunk */
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$chunk = FastChunkSerializer::deserialize($this->chunk);
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$manager = new SimpleChunkManager();
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$manager->setChunk($this->chunkX, $this->chunkZ, $chunk);
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$blockFactory = BlockFactory::getInstance();
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$chunk->recalculateHeightMap($blockFactory->blocksDirectSkyLight);
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$chunk->populateSkyLight($blockFactory->lightFilter);
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foreach([
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"Block" => new BlockLightUpdate(new SubChunkExplorer($manager), $blockFactory->lightFilter, $blockFactory->light),
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"Sky" => new SkyLightUpdate(new SubChunkExplorer($manager), $blockFactory->lightFilter, $blockFactory->blocksDirectSkyLight),
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] as $name => $update){
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$update->recalculateChunk($this->chunkX, $this->chunkZ);
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$update->execute();
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}
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$chunk->setLightPopulated();
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$this->resultHeightMap = igbinary_serialize($chunk->getHeightMapArray());
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@ -61,6 +61,12 @@ abstract class LightUpdate{
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abstract public function recalculateNode(int $x, int $y, int $z) : void;
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/**
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* Scans for all light sources in the target chunk and adds them to the propagation queue.
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* This erases preexisting light in the chunk.
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*/
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abstract public function recalculateChunk(int $chunkX, int $chunkZ) : int;
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protected function getEffectiveLight(int $x, int $y, int $z) : int{
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if($this->subChunkExplorer->moveTo($x, $y, $z, false) !== SubChunkExplorerStatus::INVALID){
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return $this->getCurrentLightArray()->get($x & 0xf, $y & 0xf, $z & 0xf);
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@ -96,4 +96,68 @@ class SkyLightUpdate extends LightUpdate{
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$this->setAndUpdateLight($x, $y, $z, max(0, $this->getHighestAdjacentLight($x, $y, $z) - $this->lightFilters[$source]));
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}
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}
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public function recalculateChunk(int $chunkX, int $chunkZ) : int{
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if($this->subChunkExplorer->moveToChunk($chunkX, 0, $chunkZ, false) === SubChunkExplorerStatus::INVALID){
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throw new \InvalidArgumentException("Chunk $chunkX $chunkZ does not exist");
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}
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$chunk = $this->subChunkExplorer->currentChunk;
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$chunk->recalculateHeightMap($this->directSkyLightBlockers);
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//setAndUpdateLight() won't bother propagating from nodes that are already what we want to change them to, so we
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//have to avoid filling full light for any subchunk that contains a heightmap Y coordinate
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$highestHeightMapPlusOne = max($chunk->getHeightMapArray()) + 1;
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$lowestClearSubChunk = ($highestHeightMapPlusOne >> 4) + (($highestHeightMapPlusOne & 0xf) !== 0 ? 1 : 0);
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$chunkHeight = $chunk->getSubChunks()->count();
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for($y = 0; $y < $lowestClearSubChunk && $y < $chunkHeight; $y++){
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$chunk->getWritableSubChunk($y)->setBlockSkyLightArray(LightArray::fill(0));
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}
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for($y = $lowestClearSubChunk, $yMax = $chunkHeight; $y < $yMax; $y++){
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$chunk->getWritableSubChunk($y)->setBlockSkyLightArray(LightArray::fill(15));
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}
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$lightSources = 0;
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$baseX = $chunkX << 4;
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$baseZ = $chunkZ << 4;
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for($x = 0; $x < 16; ++$x){
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for($z = 0; $z < 16; ++$z){
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$currentHeight = $chunk->getHeightMap($x, $z);
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$maxAdjacentHeight = 0;
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if($x !== 0){
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$maxAdjacentHeight = max($maxAdjacentHeight, $chunk->getHeightMap($x - 1, $z));
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}
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if($x !== 15){
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$maxAdjacentHeight = max($maxAdjacentHeight, $chunk->getHeightMap($x + 1, $z));
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}
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if($z !== 0){
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$maxAdjacentHeight = max($maxAdjacentHeight, $chunk->getHeightMap($x, $z - 1));
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}
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if($z !== 15){
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$maxAdjacentHeight = max($maxAdjacentHeight, $chunk->getHeightMap($x, $z + 1));
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}
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/*
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* We skip the top two blocks between current height and max adjacent (if there's a difference) because:
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* - the block next to the highest adjacent will do nothing during propagation (it's surrounded by 15s)
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* - the block below that block will do the same as the node in the highest adjacent
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* NOTE: If block opacity becomes direction-aware in the future, the second point will become invalid.
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*/
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$nodeColumnEnd = max($currentHeight, $maxAdjacentHeight - 2);
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for($y = $currentHeight; $y <= $nodeColumnEnd; $y++){
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$this->setAndUpdateLight($x + $baseX, $y, $z + $baseZ, 15);
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$lightSources++;
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}
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for($y = $nodeColumnEnd + 1, $yMax = $lowestClearSubChunk * 16; $y < $yMax; $y++){
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if($this->subChunkExplorer->moveTo($x + $baseX, $y, $z + $baseZ, false) !== SubChunkExplorerStatus::INVALID){
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$this->getCurrentLightArray()->set($x, $y & 0xf, $z, 15);
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}
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}
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}
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}
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return $lightSources;
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}
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}
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