// ClassicalSharp copyright 2014-2016 UnknownShadow200 | Licensed under MIT using System; namespace ClassicalSharp.Map { /// Manages lighting through a simple heightmap, where each block is either in sun or shadow. public sealed partial class BasicLighting : IWorldLighting { int CalcHeightAt(int x, int maxY, int z, int index) { int mapIndex = (maxY * length + z) * width + x; byte[] blocks = game.World.blocks; for (int y = maxY; y >= 0; y--) { byte block = blocks[mapIndex]; if (info.BlocksLight[block]) { int offset = (info.LightOffset[block] >> Side.Top) & 1; heightmap[index] = (short)(y - offset); return y - offset; } mapIndex -= oneY; } heightmap[index] = -10; return -10; } unsafe int InitialHeightmapCoverage(int x1, int z1, int xCount, int zCount, int* skip) { int elemsLeft = 0, index = 0, curRunCount = 0; for (int z = 0; z < zCount; z++) { int heightmapIndex = (z1 + z) * width + x1; for (int x = 0; x < xCount; x++) { int lightH = heightmap[heightmapIndex++]; skip[index] = 0; if (lightH == short.MaxValue) { elemsLeft++; curRunCount = 0; } else { skip[index - curRunCount]++; curRunCount++; } index++; } curRunCount = 0; // We can only skip an entire X row at most. } return elemsLeft; } unsafe bool CalculateHeightmapCoverage(int x1, int z1, int xCount, int zCount, int elemsLeft, int* skip, byte* mapPtr) { int prevRunCount = 0; for (int y = height - 1; y >= 0; y--) { if (elemsLeft <= 0) return true; int mapIndex = x1 + width * (z1 + y * length); int heightmapIndex = x1 + z1 * width; for (int z = 0; z < zCount; z++) { int baseIndex = mapIndex; int index = z * xCount; for (int x = 0; x < xCount;) { int curRunCount = skip[index]; x += curRunCount; mapIndex += curRunCount; index += curRunCount; if (x < xCount && info.BlocksLight[mapPtr[mapIndex]]) { int lightOffset = (info.LightOffset[mapPtr[mapIndex]] >> Side.Top) & 1; heightmap[heightmapIndex + x] = (short)(y - lightOffset); elemsLeft--; skip[index] = 0; int offset = prevRunCount + curRunCount; int newRunCount = skip[index - offset] + 1; // consider case 1 0 1 0, where we are at 0 // we need to make this 3 0 0 0 and advance by 1 int oldRunCount = (x - offset + newRunCount) < xCount ? skip[index - offset + newRunCount] : 0; if (oldRunCount != 0) { skip[index - offset + newRunCount] = 0; newRunCount += oldRunCount; } skip[index - offset] = newRunCount; x += oldRunCount; index += oldRunCount; mapIndex += oldRunCount; prevRunCount = newRunCount; } else { prevRunCount = 0; } x++; mapIndex++; index++; } prevRunCount = 0; heightmapIndex += width; mapIndex = baseIndex + width; // advance one Z } } return false; } unsafe void FinishHeightmapCoverage(int x1, int z1, int xCount, int zCount, int* skip) { for (int z = 0; z < zCount; z++) { int heightmapIndex = (z1 + z) * width + x1; for (int x = 0; x < xCount; x++) { int lightH = heightmap[heightmapIndex]; if (lightH == short.MaxValue) heightmap[heightmapIndex] = -10; heightmapIndex++; } } } } }