// LightingThread.h
// Interfaces to the cLightingThread class representing the thread that processes requests for lighting
// Note that the world generators need direct access to the lighting methods so that they can light the generated chunk
#pragma once
#include "cIsThread.h"
// fwd:
class cWorld;
class cLightingThread :
public cIsThread
{
typedef cIsThread super;
public:
class cLightingBuffer
{
public:
cLightingBuffer(int m_MinX, int m_MaxX, int m_MinY, int m_MaxY, int m_MinZ, int m_MaxZ);
/// Copies the world's existing chunks into m_BlockData, m_Skylight and m_BlockLight
void GetFromWorld(cWorld * a_World);
void SetToWorld (cWorld * a_World);
void Process(void); // Does the actual lighting on this buffer
protected:
// Block coords:
int m_MinX, m_MaxX;
int m_MinY, m_MaxY;
int m_MinZ, m_MaxZ;
int m_StrideX; // = OffsetOfBlock(x, y, z) - OffsetOfBlock(x + 1, y, z)
int m_StrideZ; // = OffsetOfBlock(x, y, z) - OffsetOfBlock(x, y, z + 1)
// These buffers actually store 1 block in each direction more than is specified in the coords
// This way we can throw out a lot of conditions inside the processing cycles
// And it allows us to light a chunk with regard to its surrounding chunks without much work
// (So if m_MinX is 16 and m_MaxX is 32, the buffers actually contain data for X in range from 15 to 33 (18 items)
char * m_BlockData;
char * m_SkyLight;
char * m_BlockLight;
} ;
cLightingThread(void);
~cLightingThread();
void Stop(void);
void QueueLighting(cWorld * a_World, int a_MinX, int a_MaxX, int a_MinY, int a_MaxY, int a_MinZ, int a_MaxZ); // queues the request
protected:
typedef std::list<cLightingBuffer *> cLightingBufferQueue;
cCriticalSection m_CS;
cLightingBufferQueue m_Queue;
cEvent m_Event; // Set when queue is appended or to stop the thread
virtual void Execute(void) override;
} ;