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authorLogicParrot <LogicParrot@users.noreply.github.com>2016-02-05 22:45:45 +0100
committerLogicParrot <LogicParrot@users.noreply.github.com>2016-02-05 22:50:18 +0100
commitca6ef58b1ee8521e4b940ee4883dee714960e413 (patch)
tree8532add455224b07c07a759e3d906f50c0695888 /src/LightingThread.h
parentMerge pull request #2972 from marvinkopf/PlayerAutoComplete (diff)
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Diffstat (limited to 'src/LightingThread.h')
-rw-r--r--src/LightingThread.h60
1 files changed, 30 insertions, 30 deletions
diff --git a/src/LightingThread.h b/src/LightingThread.h
index 138c40002..d95214a3c 100644
--- a/src/LightingThread.h
+++ b/src/LightingThread.h
@@ -50,25 +50,25 @@ class cLightingThread :
public cIsThread
{
typedef cIsThread super;
-
+
public:
-
+
cLightingThread(void);
~cLightingThread();
-
+
bool Start(cWorld * a_World);
-
+
void Stop(void);
-
+
/** Queues the entire chunk for lighting.
The callback, if specified, is called after the lighting has been processed. */
void QueueChunk(int a_ChunkX, int a_ChunkZ, std::unique_ptr<cChunkCoordCallback> a_CallbackAfter);
-
+
/** Blocks until the queue is empty or the thread is terminated */
void WaitForQueueEmpty(void);
-
+
size_t GetQueueLength(void);
-
+
protected:
class cLightingChunkStay :
@@ -79,9 +79,9 @@ protected:
int m_ChunkX;
int m_ChunkZ;
std::unique_ptr<cChunkCoordCallback> m_CallbackAfter;
-
+
cLightingChunkStay(cLightingThread & a_LightingThread, int a_ChunkX, int a_ChunkZ, std::unique_ptr<cChunkCoordCallback> a_CallbackAfter);
-
+
protected:
virtual void OnChunkAvailable(int a_ChunkX, int a_ChunkZ) override
{
@@ -91,15 +91,15 @@ protected:
virtual bool OnAllChunksAvailable(void) override;
virtual void OnDisabled(void) override;
} ;
-
+
typedef std::list<cChunkStay *> cChunkStays;
-
-
+
+
cWorld * m_World;
-
+
/** The mutex to protect m_Queue and m_PendingQueue */
cCriticalSection m_CS;
-
+
/** The ChunkStays that are loaded and are waiting to be lit. */
cChunkStays m_Queue;
@@ -108,11 +108,11 @@ protected:
cEvent m_evtItemAdded; // Set when queue is appended, or to stop the thread
cEvent m_evtQueueEmpty; // Set when the queue gets empty
-
+
/** The highest block in the current 3x3 chunk data */
HEIGHTTYPE m_MaxHeight;
-
-
+
+
// Buffers for the 3x3 chunk data
// These buffers alone are 1.7 MiB in size, therefore they cannot be located on the stack safely - some architectures may have only 1 MiB for stack, or even less
// Placing the buffers into the object means that this object can light chunks only in one thread!
@@ -123,7 +123,7 @@ protected:
NIBBLETYPE m_BlockLight[BlocksPerYLayer * cChunkDef::Height];
NIBBLETYPE m_SkyLight [BlocksPerYLayer * cChunkDef::Height];
HEIGHTTYPE m_HeightMap [BlocksPerYLayer];
-
+
// Seed management (5.7 MiB)
// Two buffers, in each calc step one is set as input and the other as output, then in the next step they're swapped
// Each seed is represented twice in this structure - both as a "list" and as a "position".
@@ -139,33 +139,33 @@ protected:
/** Lights the entire chunk. If neighbor chunks don't exist, touches them and re-queues the chunk */
void LightChunk(cLightingChunkStay & a_Item);
-
+
/** Prepares m_BlockTypes and m_HeightMap data; zeroes out the light arrays */
void ReadChunks(int a_ChunkX, int a_ChunkZ);
-
+
/** Uses m_HeightMap to initialize the m_SkyLight[] data; fills in seeds for the skylight */
void PrepareSkyLight(void);
-
+
/** Uses m_BlockTypes to initialize the m_BlockLight[] data; fills in seeds for the blocklight */
void PrepareBlockLight(void);
-
+
/** Same as PrepareBlockLight(), but uses a different traversal scheme; possibly better perf cache-wise.
To be compared in perf benchmarks. */
void PrepareBlockLight2(void);
-
+
/** Calculates light in the light array specified, using stored seeds */
void CalcLight(NIBBLETYPE * a_Light);
-
+
/** Does one step in the light calculation - one seed propagation and seed recalculation */
void CalcLightStep(
NIBBLETYPE * a_Light,
size_t a_NumSeedsIn, unsigned char * a_IsSeedIn, unsigned int * a_SeedIdxIn,
size_t & a_NumSeedsOut, unsigned char * a_IsSeedOut, unsigned int * a_SeedIdxOut
);
-
+
/** Compresses from 1-block-per-byte (faster calc) into 2-blocks-per-byte (MC storage): */
void CompressLight(NIBBLETYPE * a_LightArray, NIBBLETYPE * a_ChunkLight);
-
+
inline void PropagateLight(
NIBBLETYPE * a_Light,
unsigned int a_SrcIdx, unsigned int a_DstIdx,
@@ -174,7 +174,7 @@ protected:
{
ASSERT(a_SrcIdx < ARRAYCOUNT(m_SkyLight));
ASSERT(a_DstIdx < ARRAYCOUNT(m_BlockTypes));
-
+
if (a_Light[a_SrcIdx] <= a_Light[a_DstIdx] + cBlockInfo::GetSpreadLightFalloff(m_BlockTypes[a_DstIdx]))
{
// We're not offering more light than the dest block already has
@@ -188,11 +188,11 @@ protected:
a_SeedIdxOut[a_NumSeedsOut++] = a_DstIdx;
}
}
-
+
/** Queues a chunkstay that has all of its chunks loaded.
Called by cLightingChunkStay when all of its chunks are loaded. */
void QueueChunkStay(cLightingChunkStay & a_ChunkStay);
-
+
} ;