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.
This commit is contained in:
Dylan K. Taylor 2020-10-27 18:29:32 +00:00
parent 014317381f
commit 1859dac789
5 changed files with 128 additions and 44 deletions

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@ -40,7 +40,6 @@ use function array_fill;
use function array_filter;
use function array_map;
use function count;
use function max;
use function str_repeat;
class Chunk{
@ -323,47 +322,6 @@ class Chunk{
return $y + 1;
}
/**
* Performs basic sky light population on the chunk.
* This does not cater for adjacent sky light, this performs direct sky light population only. This may cause some strange visual artifacts
* if the chunk is light-populated after being terrain-populated.
*
* @param \SplFixedArray|int[] $lightFilters
* @phpstan-param \SplFixedArray<int> $lightFilters
*
* TODO: fast adjacent light spread
*/
public function populateSkyLight(\SplFixedArray $lightFilters) : void{
$highestHeightMap = max($this->heightMap->getValues());
$lowestFullyLitSubChunk = ($highestHeightMap >> 4) + (($highestHeightMap & 0xf) !== 0 ? 1 : 0);
for($y = 0; $y < $lowestFullyLitSubChunk; $y++){
$this->getWritableSubChunk($y)->setBlockSkyLightArray(LightArray::fill(0));
}
for($y = $lowestFullyLitSubChunk, $yMax = $this->subChunks->count(); $y < $yMax; $y++){
$this->getWritableSubChunk($y)->setBlockSkyLightArray(LightArray::fill(15));
}
for($x = 0; $x < 16; ++$x){
for($z = 0; $z < 16; ++$z){
$y = ($lowestFullyLitSubChunk * 16) - 1;
$heightMap = $this->getHeightMap($x, $z);
for(; $y >= $heightMap; --$y){
$this->setBlockSkyLight($x, $y, $z, 15);
}
$light = 15;
for(; $y >= 0; --$y){
$light -= $lightFilters[$this->getFullBlock($x, $y, $z)];
if($light <= 0){
break;
}
$this->setBlockSkyLight($x, $y, $z, $light);
}
}
}
}
/**
* Returns the biome ID at the specified X/Z chunk block coordinates
*

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@ -24,6 +24,7 @@ declare(strict_types=1);
namespace pocketmine\world\light;
use pocketmine\world\format\LightArray;
use pocketmine\world\format\SubChunk;
use pocketmine\world\utils\SubChunkExplorer;
use pocketmine\world\utils\SubChunkExplorerStatus;
use function max;
@ -57,4 +58,48 @@ class BlockLightUpdate extends LightUpdate{
$this->setAndUpdateLight($x, $y, $z, max($this->lightEmitters[$block], $this->getHighestAdjacentLight($x, $y, $z) - $this->lightFilters[$block]));
}
}
public function recalculateChunk(int $chunkX, int $chunkZ) : int{
if($this->subChunkExplorer->moveToChunk($chunkX, 0, $chunkZ, false) === SubChunkExplorerStatus::INVALID){
throw new \InvalidArgumentException("Chunk $chunkX $chunkZ does not exist");
}
$chunk = $this->subChunkExplorer->currentChunk;
$lightSources = 0;
foreach($chunk->getSubChunks() as $subChunkY => $subChunk){
$subChunk->setBlockLightArray(LightArray::fill(0));
foreach($subChunk->getBlockLayers() as $layer){
foreach($layer->getPalette() as $state){
if($this->lightEmitters[$state] > 0){
$lightSources += $this->scanForLightEmittingBlocks($subChunk, $chunkX << 4, $subChunkY << 4, $chunkZ << 4);
break 2;
}
}
}
}
return $lightSources;
}
private function scanForLightEmittingBlocks(SubChunk $subChunk, int $baseX, int $baseY, int $baseZ) : int{
$lightSources = 0;
for($x = 0; $x < 16; ++$x){
for($z = 0; $z < 16; ++$z){
for($y = 0; $y < 16; ++$y){
$light = $this->lightEmitters[$subChunk->getFullBlock($x, $y, $z)];
if($light > 0){
$this->setAndUpdateLight(
$baseX + $x,
$baseY + $y,
$baseZ + $z,
$light
);
$lightSources++;
}
}
}
}
return $lightSources;
}
}

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@ -28,6 +28,8 @@ use pocketmine\scheduler\AsyncTask;
use pocketmine\world\format\Chunk;
use pocketmine\world\format\io\FastChunkSerializer;
use pocketmine\world\format\LightArray;
use pocketmine\world\SimpleChunkManager;
use pocketmine\world\utils\SubChunkExplorer;
use pocketmine\world\World;
use function igbinary_serialize;
use function igbinary_unserialize;
@ -61,9 +63,18 @@ class LightPopulationTask extends AsyncTask{
/** @var Chunk $chunk */
$chunk = FastChunkSerializer::deserialize($this->chunk);
$manager = new SimpleChunkManager();
$manager->setChunk($this->chunkX, $this->chunkZ, $chunk);
$blockFactory = BlockFactory::getInstance();
$chunk->recalculateHeightMap($blockFactory->blocksDirectSkyLight);
$chunk->populateSkyLight($blockFactory->lightFilter);
foreach([
"Block" => new BlockLightUpdate(new SubChunkExplorer($manager), $blockFactory->lightFilter, $blockFactory->light),
"Sky" => new SkyLightUpdate(new SubChunkExplorer($manager), $blockFactory->lightFilter, $blockFactory->blocksDirectSkyLight),
] as $name => $update){
$update->recalculateChunk($this->chunkX, $this->chunkZ);
$update->execute();
}
$chunk->setLightPopulated();
$this->resultHeightMap = igbinary_serialize($chunk->getHeightMapArray());

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@ -61,6 +61,12 @@ abstract class LightUpdate{
abstract public function recalculateNode(int $x, int $y, int $z) : void;
/**
* Scans for all light sources in the target chunk and adds them to the propagation queue.
* This erases preexisting light in the chunk.
*/
abstract public function recalculateChunk(int $chunkX, int $chunkZ) : int;
protected function getEffectiveLight(int $x, int $y, int $z) : int{
if($this->subChunkExplorer->moveTo($x, $y, $z, false) !== SubChunkExplorerStatus::INVALID){
return $this->getCurrentLightArray()->get($x & 0xf, $y & 0xf, $z & 0xf);

View File

@ -96,4 +96,68 @@ class SkyLightUpdate extends LightUpdate{
$this->setAndUpdateLight($x, $y, $z, max(0, $this->getHighestAdjacentLight($x, $y, $z) - $this->lightFilters[$source]));
}
}
public function recalculateChunk(int $chunkX, int $chunkZ) : int{
if($this->subChunkExplorer->moveToChunk($chunkX, 0, $chunkZ, false) === SubChunkExplorerStatus::INVALID){
throw new \InvalidArgumentException("Chunk $chunkX $chunkZ does not exist");
}
$chunk = $this->subChunkExplorer->currentChunk;
$chunk->recalculateHeightMap($this->directSkyLightBlockers);
//setAndUpdateLight() won't bother propagating from nodes that are already what we want to change them to, so we
//have to avoid filling full light for any subchunk that contains a heightmap Y coordinate
$highestHeightMapPlusOne = max($chunk->getHeightMapArray()) + 1;
$lowestClearSubChunk = ($highestHeightMapPlusOne >> 4) + (($highestHeightMapPlusOne & 0xf) !== 0 ? 1 : 0);
$chunkHeight = $chunk->getSubChunks()->count();
for($y = 0; $y < $lowestClearSubChunk && $y < $chunkHeight; $y++){
$chunk->getWritableSubChunk($y)->setBlockSkyLightArray(LightArray::fill(0));
}
for($y = $lowestClearSubChunk, $yMax = $chunkHeight; $y < $yMax; $y++){
$chunk->getWritableSubChunk($y)->setBlockSkyLightArray(LightArray::fill(15));
}
$lightSources = 0;
$baseX = $chunkX << 4;
$baseZ = $chunkZ << 4;
for($x = 0; $x < 16; ++$x){
for($z = 0; $z < 16; ++$z){
$currentHeight = $chunk->getHeightMap($x, $z);
$maxAdjacentHeight = 0;
if($x !== 0){
$maxAdjacentHeight = max($maxAdjacentHeight, $chunk->getHeightMap($x - 1, $z));
}
if($x !== 15){
$maxAdjacentHeight = max($maxAdjacentHeight, $chunk->getHeightMap($x + 1, $z));
}
if($z !== 0){
$maxAdjacentHeight = max($maxAdjacentHeight, $chunk->getHeightMap($x, $z - 1));
}
if($z !== 15){
$maxAdjacentHeight = max($maxAdjacentHeight, $chunk->getHeightMap($x, $z + 1));
}
/*
* We skip the top two blocks between current height and max adjacent (if there's a difference) because:
* - the block next to the highest adjacent will do nothing during propagation (it's surrounded by 15s)
* - the block below that block will do the same as the node in the highest adjacent
* NOTE: If block opacity becomes direction-aware in the future, the second point will become invalid.
*/
$nodeColumnEnd = max($currentHeight, $maxAdjacentHeight - 2);
for($y = $currentHeight; $y <= $nodeColumnEnd; $y++){
$this->setAndUpdateLight($x + $baseX, $y, $z + $baseZ, 15);
$lightSources++;
}
for($y = $nodeColumnEnd + 1, $yMax = $lowestClearSubChunk * 16; $y < $yMax; $y++){
if($this->subChunkExplorer->moveTo($x + $baseX, $y, $z + $baseZ, false) !== SubChunkExplorerStatus::INVALID){
$this->getCurrentLightArray()->set($x, $y & 0xf, $z, 15);
}
}
}
}
return $lightSources;
}
}