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https://github.com/pmmp/PocketMine-MP.git
synced 2025-09-07 10:22:56 +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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@ -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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