From a4a418a679f1ac760a8763edd856f0178cfc6dde Mon Sep 17 00:00:00 2001 From: "madmaxoft@gmail.com" Date: Fri, 25 May 2012 07:18:52 +0000 Subject: Merged the composable_generator branch into the trunk git-svn-id: http://mc-server.googlecode.com/svn/trunk@504 0a769ca7-a7f5-676a-18bf-c427514a06d6 --- source/LightingThread.cpp | 467 +++++++++++++++++++++++++++++++++++++++++++--- 1 file changed, 442 insertions(+), 25 deletions(-) (limited to 'source/LightingThread.cpp') diff --git a/source/LightingThread.cpp b/source/LightingThread.cpp index 1bddb81bf..c2f876e32 100644 --- a/source/LightingThread.cpp +++ b/source/LightingThread.cpp @@ -5,6 +5,67 @@ #include "Globals.h" #include "LightingThread.h" +#include "cChunkMap.h" +#include "cWorld.h" + + + + + +/// If more than this many chunks are in the queue, a warning is printed to the log +#define WARN_ON_QUEUE_SIZE 800 + + + + + +/// Chunk data callback that takes the chunk data and puts them into cLightingThread's m_BlockTypes[] / m_HeightMap[]: +class cReader : + public cChunkDataCallback +{ + virtual void BlockTypes(const BLOCKTYPE * a_Type) override + { + // ROW is a block of 16 Blocks, one whole row is copied at a time (hopefully the compiler will optimize that) + // C++ doesn't permit copying arrays, but arrays as a part of a struct is ok :) + typedef struct {BLOCKTYPE m_Row[16]; } ROW; + ROW * InputRows = (ROW *)a_Type; + ROW * OutputRows = (ROW *)m_BlockTypes; + int InputIdx = 0; + int OutputIdx = m_ReadingChunkX + m_ReadingChunkZ * cChunkDef::Width * 3; + for (int y = 0; y < cChunkDef::Height; y++) + { + for (int z = 0; z < cChunkDef::Width; z++) + { + OutputRows[OutputIdx] = InputRows[InputIdx++]; + OutputIdx += 3; + } // for z + // Skip into the next y-level in the 3x3 chunk blob; each level has cChunkDef::Width * 9 rows + // We've already walked cChunkDef::Width * 3 in the "for z" cycle, that makes cChunkDef::Width * 6 rows left to skip + OutputIdx += cChunkDef::Width * 6; + } // for y + } // BlockTypes() + + + virtual void HeightMap(const cChunkDef::HeightMap * a_Heightmap) override + { + typedef struct {HEIGHTTYPE m_Row[16]; } ROW; + ROW * InputRows = (ROW *)a_Heightmap; + ROW * OutputRows = (ROW *)m_HeightMap; + int InputIdx = 0; + int OutputIdx = m_ReadingChunkX + m_ReadingChunkZ * cChunkDef::Width * 3; + for (int z = 0; z < cChunkDef::Width; z++) + { + OutputRows[OutputIdx] = InputRows[InputIdx++]; + OutputIdx += 3; + } // for z + } + +public: + int m_ReadingChunkX; // 0, 1 or 2; x-offset of the chunk we're reading from the BlockTypes start + int m_ReadingChunkZ; // 0, 1 or 2; z-offset of the chunk we're reading from the BlockTypes start + BLOCKTYPE * m_BlockTypes; // 3x3 chunks of block types, organized as a single XZY blob of data (instead of 3x3 XZY blobs) + HEIGHTTYPE * m_HeightMap; // 3x3 chunks of height map, organized as a single XZY blob of data (instead of 3x3 XZY blobs) +} ; @@ -14,7 +75,8 @@ // cLightingThread: cLightingThread::cLightingThread(void) : - super("cLightingThread") + super("cLightingThread"), + m_World(NULL) { } @@ -31,17 +93,26 @@ cLightingThread::~cLightingThread() +bool cLightingThread::Start(cWorld * a_World) +{ + ASSERT(m_World == NULL); // Not started yet + m_World = a_World; + + return super::Start(); +} + + + + + void cLightingThread::Stop(void) { { cCSLock Lock(m_CS); - for (cLightingBufferQueue::iterator itr = m_Queue.begin(); itr != m_Queue.end(); ++itr) - { - delete *itr; - } // for itr - m_Queue[] + m_Queue.clear(); } m_ShouldTerminate = true; - m_Event.Set(); + m_evtItemAdded.Set(); Wait(); } @@ -50,9 +121,89 @@ void cLightingThread::Stop(void) -void cLightingThread::QueueLighting(cWorld * a_World, int a_MinX, int a_MaxX, int a_MinY, int a_MaxY, int a_MinZ, int a_MaxZ) +void cLightingThread::QueueChunk(int a_ChunkX, int a_ChunkZ, cChunkCoordCallback * a_CallbackAfter) { - // TODO + ASSERT(m_World != NULL); // Did you call Start() properly? + + cChunkStay * ChunkStay = new cChunkStay(m_World); + ChunkStay->Add(a_ChunkX + 1, ZERO_CHUNK_Y, a_ChunkZ + 1); + ChunkStay->Add(a_ChunkX + 1, ZERO_CHUNK_Y, a_ChunkZ); + ChunkStay->Add(a_ChunkX + 1, ZERO_CHUNK_Y, a_ChunkZ - 1); + ChunkStay->Add(a_ChunkX, ZERO_CHUNK_Y, a_ChunkZ + 1); + ChunkStay->Add(a_ChunkX, ZERO_CHUNK_Y, a_ChunkZ); + ChunkStay->Add(a_ChunkX, ZERO_CHUNK_Y, a_ChunkZ - 1); + ChunkStay->Add(a_ChunkX - 1, ZERO_CHUNK_Y, a_ChunkZ + 1); + ChunkStay->Add(a_ChunkX - 1, ZERO_CHUNK_Y, a_ChunkZ); + ChunkStay->Add(a_ChunkX - 1, ZERO_CHUNK_Y, a_ChunkZ - 1); + ChunkStay->Enable(); + ChunkStay->Load(); + cCSLock Lock(m_CS); + m_Queue.push_back(sItem(a_ChunkX, a_ChunkZ, ChunkStay, a_CallbackAfter)); + if (m_Queue.size() > WARN_ON_QUEUE_SIZE) + { + LOGINFO("Lighting thread overloaded, %d items in queue", m_Queue.size()); + } + m_evtItemAdded.Set(); +} + + + + + +void cLightingThread::WaitForQueueEmpty(void) +{ + cCSLock Lock(m_CS); + while (!m_ShouldTerminate && (!m_Queue.empty() || !m_PostponedQueue.empty())) + { + cCSUnlock Unlock(Lock); + m_evtQueueEmpty.Wait(); + } +} + + + + + +size_t cLightingThread::GetQueueLength(void) +{ + cCSLock Lock(m_CS); + return m_Queue.size() + m_PostponedQueue.size(); +} + + + + + +void cLightingThread::ChunkReady(int a_ChunkX, int a_ChunkZ) +{ + // Check all the items in the m_PostponedQueue, if the chunk is their neighbor, move the item to m_Queue + + bool NewlyAdded = false; + { + cCSLock Lock(m_CS); + for (sItems::iterator itr = m_PostponedQueue.begin(); itr != m_PostponedQueue.end(); ) + { + if ( + (itr->x - a_ChunkX >= -1) && (itr->x - a_ChunkX <= 1) && + (itr->x - a_ChunkX >= -1) && (itr->x - a_ChunkX <= 1) + ) + { + // It is a neighbor + m_Queue.push_back(*itr); + itr = m_PostponedQueue.erase(itr); + NewlyAdded = true; + } + else + { + ++itr; + } + } // for itr - m_PostponedQueue[] + } // Lock(m_CS) + + if (NewlyAdded) + { + m_evtItemAdded.Set(); // Notify the thread it has some work to do + } } @@ -61,52 +212,318 @@ void cLightingThread::QueueLighting(cWorld * a_World, int a_MinX, int a_MaxX, in void cLightingThread::Execute(void) { - // TODO + while (true) + { + { + cCSLock Lock(m_CS); + if (m_Queue.size() == 0) + { + cCSUnlock Unlock(Lock); + m_evtItemAdded.Wait(); + } + } + + if (m_ShouldTerminate) + { + return; + } + + // Process one items from the queue: + sItem Item; + { + cCSLock Lock(m_CS); + if (m_Queue.empty()) + { + continue; + } + Item = m_Queue.front(); + m_Queue.pop_front(); + if (m_Queue.empty()) + { + m_evtQueueEmpty.Set(); + } + } // CSLock(m_CS) + + LightChunk(Item); + } } -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -// cLightingThread::cLightingBuffer: -cLightingThread::cLightingBuffer::cLightingBuffer(int a_MinX, int a_MaxX, int a_MinY, int a_MaxY, int a_MinZ, int a_MaxZ) : - m_MinX(a_MinX), - m_MaxX(a_MaxX), - m_MinY(a_MinY), - m_MaxY(a_MaxY), - m_MinZ(a_MinZ), - m_MaxZ(a_MaxZ) +void cLightingThread::LightChunk(cLightingThread::sItem & a_Item) { - // TODO: initialize strides + cChunkDef::BlockNibbles BlockLight, SkyLight; + + if (!ReadChunks(a_Item.x, a_Item.z)) + { + // Neighbors not available. Re-queue in the postponed queue + cCSLock Lock(m_CS); + m_PostponedQueue.push_back(a_Item); + return; + } + + /* + // DEBUG: torch somewhere: + m_BlockTypes[19 + 24 * cChunkDef::Width * 3 + (m_HeightMap[24 + 24 * cChunkDef::Width * 3] / 2) * BlocksPerYLayer] = E_BLOCK_TORCH; + // m_HeightMap[24 + 24 * cChunkDef::Width * 3]++; + */ + + PrepareBlockLight(); + CalcLight(m_BlockLight); + + PrepareSkyLight(); + CalcLight(m_SkyLight); + + CompressLight(m_BlockLight, BlockLight); + CompressLight(m_SkyLight, SkyLight); + + /* + // DEBUG: + { + cFile f("chunk_BlockTypes.dat", cFile::fmWrite); + if (f.IsOpen()) + { + f.Write(m_BlockTypes, sizeof(m_BlockTypes)); + } + } + + // DEBUG: + { + cFile f("Chunk_SkyLight.dat", cFile::fmWrite); + if (f.IsOpen()) + { + f.Write(m_SkyLight, sizeof(m_SkyLight)); + } + } + + // DEBUG: + { + cFile f("Chunk_BlockLight.dat", cFile::fmWrite); + if (f.IsOpen()) + { + f.Write(m_BlockLight, sizeof(m_BlockLight)); + } + } + */ + + m_World->ChunkLighted(a_Item.x, a_Item.z, BlockLight, SkyLight); + + if (a_Item.m_Callback != NULL) + { + a_Item.m_Callback->Call(a_Item.x, a_Item.z); + } + delete a_Item.m_ChunkStay; +} + + + + + +bool cLightingThread::ReadChunks(int a_ChunkX, int a_ChunkZ) +{ + cReader Reader; + Reader.m_BlockTypes = m_BlockTypes; + Reader.m_HeightMap = m_HeightMap; + + for (int z = 0; z < 3; z++) + { + Reader.m_ReadingChunkZ = z; + for (int x = 0; x < 3; x++) + { + Reader.m_ReadingChunkX = x; + if (!m_World->GetChunkData(a_ChunkX + x - 1, ZERO_CHUNK_Y, a_ChunkZ + z - 1, Reader)) + { + return false; + } + } // for z + } // for x + + memset(m_BlockLight, 0, sizeof(m_BlockLight)); + memset(m_SkyLight, 0, sizeof(m_SkyLight)); + return true; +} + + + + + +void cLightingThread::PrepareSkyLight(void) +{ + // Clear seeds: + memset(m_IsSeed1, 0, sizeof(m_IsSeed1)); + m_NumSeeds = 0; + + // Walk every column that has all XZ neighbors + for (int z = 1; z < cChunkDef::Width * 3 - 1; z++) + { + int BaseZ = z * cChunkDef::Width * 3; + for (int x = 1; x < cChunkDef::Width * 3 - 1; x++) + { + int idx = BaseZ + x; + int Current = m_HeightMap[idx] + 1; + int Neighbor1 = m_HeightMap[idx + 1] + 1; // X + 1 + int Neighbor2 = m_HeightMap[idx - 1] + 1; // X - 1 + int Neighbor3 = m_HeightMap[idx + cChunkDef::Width * 3] + 1; // Z + 1 + int Neighbor4 = m_HeightMap[idx - cChunkDef::Width * 3] + 1; // Z - 1 + int MaxNeighbor = MAX(MAX(Neighbor1, Neighbor2), MAX(Neighbor3, Neighbor4)); // Maximum of the four neighbors + + // TODO: The following cycle can be transofrmed into two separate cycles with no condition inside them, one lighting and the other seeding + for (int y = Current, Index = idx + y * BlocksPerYLayer; y < cChunkDef::Height; y++, Index += BlocksPerYLayer) + { + // If all the XZ neighbors are lower than y, abort for the current column (but light up the rest of it): + if (y >= MaxNeighbor) + { + for (int y2 = y; y2 < cChunkDef::Height; y2++, Index += BlocksPerYLayer) + { + m_SkyLight[Index] = 15; + } // for y2 + break; // for y + } + + // Add current block as a seed: + m_IsSeed1[Index] = true; + m_SeedIdx1[m_NumSeeds++] = Index; + + // Light it up to full skylight: + m_SkyLight[Index] = 15; + } + } + } +} + + + + + +void cLightingThread::PrepareBlockLight(void) +{ + // Clear seeds: + memset(m_IsSeed1, 0, sizeof(m_IsSeed1)); + m_NumSeeds = 0; + + // Walk every column that has all XZ neighbors, make a seed for each light-emitting block: + for (int z = 1; z < cChunkDef::Width * 3 - 1; z++) + { + int BaseZ = z * cChunkDef::Width * 3; + for (int x = 1; x < cChunkDef::Width * 3 - 1; x++) + { + int idx = BaseZ + x; + for (int y = m_HeightMap[idx], Index = idx + y * BlocksPerYLayer; y >= 0; y--, Index -= BlocksPerYLayer) + { + if (g_BlockLightValue[m_BlockTypes[Index]] == 0) + { + continue; + } + + // Add current block as a seed: + m_IsSeed1[Index] = true; + m_SeedIdx1[m_NumSeeds++] = Index; + + // Light it up: + m_BlockLight[Index] = g_BlockLightValue[m_BlockTypes[Index]]; + } + } + } } -void cLightingThread::cLightingBuffer::GetFromWorld(cWorld * a_World) +void cLightingThread::CalcLight(NIBBLETYPE * a_Light) { - // TODO: Set m_BlockData, m_SkyLight and m_BlockLight from the world's chunks + int NumSeeds2 = 0; + while (m_NumSeeds > 0) + { + // Buffer 1 -> buffer 2 + memset(m_IsSeed2, 0, sizeof(m_IsSeed2)); + NumSeeds2 = 0; + CalcLightStep(a_Light, m_NumSeeds, m_IsSeed1, m_SeedIdx1, NumSeeds2, m_IsSeed2, m_SeedIdx2); + if (NumSeeds2 == 0) + { + return; + } + + // Buffer 2 -> buffer 1 + memset(m_IsSeed1, 0, sizeof(m_IsSeed1)); + m_NumSeeds = 0; + CalcLightStep(a_Light, NumSeeds2, m_IsSeed2, m_SeedIdx2, m_NumSeeds, m_IsSeed1, m_SeedIdx1); + } } -void cLightingThread::cLightingBuffer::SetToWorld (cWorld * a_World) +void cLightingThread::CalcLightStep( + NIBBLETYPE * a_Light, + int a_NumSeedsIn, unsigned char * a_IsSeedIn, unsigned int * a_SeedIdxIn, + int & a_NumSeedsOut, unsigned char * a_IsSeedOut, unsigned int * a_SeedIdxOut +) { - // TODO: Set world's chunks from m_BlockData, m_SkyLight and m_BlockLight + int NumSeedsOut = 0; + for (int i = 0; i < a_NumSeedsIn; i++) + { + int SeedIdx = a_SeedIdxIn[i]; + int SeedX = SeedIdx % (cChunkDef::Width * 3); + int SeedZ = (SeedIdx / (cChunkDef::Width * 3)) % (cChunkDef::Width * 3); + int SeedY = SeedIdx / BlocksPerYLayer; + + // Propagate seed: + if (SeedX < cChunkDef::Width * 3) + { + PropagateLight(a_Light, SeedIdx, SeedIdx + 1, NumSeedsOut, a_IsSeedOut, a_SeedIdxOut); + } + if (SeedX > 0) + { + PropagateLight(a_Light, SeedIdx, SeedIdx - 1, NumSeedsOut, a_IsSeedOut, a_SeedIdxOut); + } + if (SeedZ < cChunkDef::Width * 3) + { + PropagateLight(a_Light, SeedIdx, SeedIdx + cChunkDef::Width * 3, NumSeedsOut, a_IsSeedOut, a_SeedIdxOut); + } + if (SeedZ > 0) + { + PropagateLight(a_Light, SeedIdx, SeedIdx - cChunkDef::Width * 3, NumSeedsOut, a_IsSeedOut, a_SeedIdxOut); + } + if (SeedY < cChunkDef::Height) + { + PropagateLight(a_Light, SeedIdx, SeedIdx + cChunkDef::Width * cChunkDef::Width * 3 * 3, NumSeedsOut, a_IsSeedOut, a_SeedIdxOut); + } + if (SeedY > 0) + { + PropagateLight(a_Light, SeedIdx, SeedIdx - cChunkDef::Width * cChunkDef::Width * 3 * 3, NumSeedsOut, a_IsSeedOut, a_SeedIdxOut); + } + } // for i - a_SeedIdxIn[] + a_NumSeedsOut = NumSeedsOut; } -void cLightingThread::cLightingBuffer::Process(void) +void cLightingThread::CompressLight(NIBBLETYPE * a_LightArray, NIBBLETYPE * a_ChunkLight) { - // TODO: Does the actual lighting on this buffer + int InIdx = cChunkDef::Width * 49; // Index to the first nibble of the middle chunk in the a_LightArray + int OutIdx = 0; + for (int y = 0; y < cChunkDef::Height; y++) + { + for (int z = 0; z < cChunkDef::Width; z++) + { + for (int x = 0; x < cChunkDef::Width; x += 2) + { + a_ChunkLight[OutIdx++] = (a_LightArray[InIdx + 1] << 4) | a_LightArray[InIdx]; + InIdx += 2; + } + InIdx += cChunkDef::Width * 2; + } + // Skip into the next y-level in the 3x3 chunk blob; each level has cChunkDef::Width * 9 rows + // We've already walked cChunkDef::Width * 3 in the "for z" cycle, that makes cChunkDef::Width * 6 rows left to skip + InIdx += cChunkDef::Width * cChunkDef::Width * 6; + } } -- cgit v1.2.3