git-svn-id: http://mc-server.googlecode.com/svn/trunk@1465 0a769ca7-a7f5-676a-18bf-c427514a06d6
		
			
				
	
	
		
			563 lines
		
	
	
		
			14 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			563 lines
		
	
	
		
			14 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
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// LightingThread.cpp
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// Implements the cLightingThread class representing the thread that processes requests for lighting
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#include "Globals.h"
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#include "LightingThread.h"
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#include "ChunkMap.h"
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#include "World.h"
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/// If more than this many chunks are in the queue, a warning is printed to the log
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#define WARN_ON_QUEUE_SIZE 800
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/// Chunk data callback that takes the chunk data and puts them into cLightingThread's m_BlockTypes[] / m_HeightMap[]:
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class cReader :
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	public cChunkDataCallback
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{
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	virtual void BlockTypes(const BLOCKTYPE * a_Type) override
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	{
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		// ROW is a block of 16 Blocks, one whole row is copied at a time (hopefully the compiler will optimize that)
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		// C++ doesn't permit copying arrays, but arrays as a part of a struct is ok :)
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		typedef struct {BLOCKTYPE m_Row[16]; } ROW;
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		ROW * InputRows = (ROW *)a_Type;
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		ROW * OutputRows = (ROW *)m_BlockTypes;
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		int InputIdx = 0;
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		int OutputIdx = m_ReadingChunkX + m_ReadingChunkZ * cChunkDef::Width * 3;
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		for (int y = 0; y < cChunkDef::Height; y++)
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		{
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			for (int z = 0; z < cChunkDef::Width; z++)
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			{
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				OutputRows[OutputIdx] = InputRows[InputIdx++];
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				OutputIdx += 3;
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			}  // for z
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			// Skip into the next y-level in the 3x3 chunk blob; each level has cChunkDef::Width * 9 rows
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			// We've already walked cChunkDef::Width * 3 in the "for z" cycle, that makes cChunkDef::Width * 6 rows left to skip
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			OutputIdx += cChunkDef::Width * 6;
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		}  // for y
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	}  // BlockTypes()
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	virtual void HeightMap(const cChunkDef::HeightMap * a_Heightmap) override
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	{
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		typedef struct {HEIGHTTYPE m_Row[16]; } ROW;
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		ROW * InputRows  = (ROW *)a_Heightmap;
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		ROW * OutputRows = (ROW *)m_HeightMap;
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		int InputIdx = 0;
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		int OutputIdx = m_ReadingChunkX + m_ReadingChunkZ * cChunkDef::Width * 3;
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		for (int z = 0; z < cChunkDef::Width; z++)
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		{
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			OutputRows[OutputIdx] = InputRows[InputIdx++];
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			OutputIdx += 3;
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		}  // for z
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	}
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public:
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	int m_ReadingChunkX;  // 0, 1 or 2; x-offset of the chunk we're reading from the BlockTypes start
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	int m_ReadingChunkZ;  // 0, 1 or 2; z-offset of the chunk we're reading from the BlockTypes start
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	BLOCKTYPE * m_BlockTypes;  // 3x3 chunks of block types, organized as a single XZY blob of data (instead of 3x3 XZY blobs)
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	HEIGHTTYPE * m_HeightMap;  // 3x3 chunks of height map,  organized as a single XZY blob of data (instead of 3x3 XZY blobs)
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} ;
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cLightingThread:
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cLightingThread::cLightingThread(void) :
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	super("cLightingThread"),
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	m_World(NULL)
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{
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}
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cLightingThread::~cLightingThread()
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{
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	Stop();
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}
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bool cLightingThread::Start(cWorld * a_World)
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{
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	ASSERT(m_World == NULL);  // Not started yet
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	m_World = a_World;
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	return super::Start();
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}
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void cLightingThread::Stop(void)
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{
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	{
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		cCSLock Lock(m_CS);
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		for (sItems::iterator itr = m_Queue.begin(), end = m_Queue.end(); itr != end; ++itr)
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		{
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			delete itr->m_ChunkStay;
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		}
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		m_Queue.clear();
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	}
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	m_ShouldTerminate = true;
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	m_evtItemAdded.Set();
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	Wait();
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}
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void cLightingThread::QueueChunk(int a_ChunkX, int a_ChunkZ, cChunkCoordCallback * a_CallbackAfter)
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{
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	ASSERT(m_World != NULL);  // Did you call Start() properly?
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	cChunkStay * ChunkStay = new cChunkStay(m_World);
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	ChunkStay->Add(a_ChunkX + 1, ZERO_CHUNK_Y, a_ChunkZ + 1);
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	ChunkStay->Add(a_ChunkX + 1, ZERO_CHUNK_Y, a_ChunkZ);
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	ChunkStay->Add(a_ChunkX + 1, ZERO_CHUNK_Y, a_ChunkZ - 1);
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	ChunkStay->Add(a_ChunkX,     ZERO_CHUNK_Y, a_ChunkZ + 1);
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	ChunkStay->Add(a_ChunkX,     ZERO_CHUNK_Y, a_ChunkZ);
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	ChunkStay->Add(a_ChunkX,     ZERO_CHUNK_Y, a_ChunkZ - 1);
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	ChunkStay->Add(a_ChunkX - 1, ZERO_CHUNK_Y, a_ChunkZ + 1);
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	ChunkStay->Add(a_ChunkX - 1, ZERO_CHUNK_Y, a_ChunkZ);
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	ChunkStay->Add(a_ChunkX - 1, ZERO_CHUNK_Y, a_ChunkZ - 1);
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	ChunkStay->Enable();
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	ChunkStay->Load();
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	cCSLock Lock(m_CS);
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	m_Queue.push_back(sItem(a_ChunkX, a_ChunkZ, ChunkStay, a_CallbackAfter));
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	if (m_Queue.size() > WARN_ON_QUEUE_SIZE)
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	{
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		LOGINFO("Lighting thread overloaded, %d items in queue", m_Queue.size());
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	}
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	m_evtItemAdded.Set();
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}
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void cLightingThread::WaitForQueueEmpty(void)
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{
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	cCSLock Lock(m_CS);
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	while (!m_ShouldTerminate && (!m_Queue.empty() || !m_PostponedQueue.empty()))
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	{
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		cCSUnlock Unlock(Lock);
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		m_evtQueueEmpty.Wait();
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	}
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}
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size_t cLightingThread::GetQueueLength(void)
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{
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	cCSLock Lock(m_CS);
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	return m_Queue.size() + m_PostponedQueue.size();
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}
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void cLightingThread::ChunkReady(int a_ChunkX, int a_ChunkZ)
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{
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	// Check all the items in the m_PostponedQueue, if the chunk is their neighbor, move the item to m_Queue
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	bool NewlyAdded = false;
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	{
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		cCSLock Lock(m_CS);
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		for (sItems::iterator itr = m_PostponedQueue.begin(); itr != m_PostponedQueue.end(); )
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		{
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			if (
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				(itr->x - a_ChunkX >= -1) && (itr->x - a_ChunkX <= 1) &&
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				(itr->x - a_ChunkX >= -1) && (itr->x - a_ChunkX <= 1)
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			)
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			{
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				// It is a neighbor
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				m_Queue.push_back(*itr);
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				itr = m_PostponedQueue.erase(itr);
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				NewlyAdded = true;
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			}
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			else
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			{
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				++itr;
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			}
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		}  // for itr - m_PostponedQueue[]
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	}  // Lock(m_CS)
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	if (NewlyAdded)
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	{
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		m_evtItemAdded.Set();  // Notify the thread it has some work to do
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	}
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}
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void cLightingThread::Execute(void)
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{
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	while (true)
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	{
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		{
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			cCSLock Lock(m_CS);
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			if (m_Queue.size() == 0)
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			{
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				cCSUnlock Unlock(Lock);
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				m_evtItemAdded.Wait();
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			}
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		}
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		if (m_ShouldTerminate)
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		{
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			return;
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		}
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		// Process one items from the queue:
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		sItem Item;
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		{
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			cCSLock Lock(m_CS);
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			if (m_Queue.empty())
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			{
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				continue;
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			}
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			Item = m_Queue.front();
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			m_Queue.pop_front();
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			if (m_Queue.empty())
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			{
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				m_evtQueueEmpty.Set();
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			}
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		}  // CSLock(m_CS)
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		LightChunk(Item);
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	}
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}
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void cLightingThread::LightChunk(cLightingThread::sItem & a_Item)
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{
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	cChunkDef::BlockNibbles BlockLight, SkyLight;
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	if (!ReadChunks(a_Item.x, a_Item.z))
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	{
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		// Neighbors not available. Re-queue in the postponed queue
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		cCSLock Lock(m_CS);
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		m_PostponedQueue.push_back(a_Item);
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		return;
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	}
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	/*
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	// DEBUG: torch somewhere:
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	m_BlockTypes[19 + 24 * cChunkDef::Width * 3 + (m_HeightMap[24 + 24 * cChunkDef::Width * 3] / 2) * BlocksPerYLayer] = E_BLOCK_TORCH;
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	// m_HeightMap[24 + 24 * cChunkDef::Width * 3]++;
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	*/
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	PrepareBlockLight();
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	CalcLight(m_BlockLight);
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	PrepareSkyLight();
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	/*
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	// DEBUG: Save chunk data with highlighted seeds for visual inspection:
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	cFile f4;
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	if (
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		f4.Open(Printf("Chunk_%d_%d_seeds.grab", a_Item.x, a_Item.z), cFile::fmWrite)
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	)
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	{
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		for (int z = 0; z < cChunkDef::Width * 3; z++)
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		{
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			for (int y = cChunkDef::Height / 2; y >= 0; y--)
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			{
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				unsigned char Seeds     [cChunkDef::Width * 3];
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				memcpy(Seeds, m_BlockTypes + y * BlocksPerYLayer + z * cChunkDef::Width * 3, cChunkDef::Width * 3);
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				for (int x = 0; x < cChunkDef::Width * 3; x++)
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				{
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					if (m_IsSeed1[y * BlocksPerYLayer + z * cChunkDef::Width * 3 + x])
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					{
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						Seeds[x] = E_BLOCK_DIAMOND_BLOCK;
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					}
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				}
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				f4.Write(Seeds, cChunkDef::Width * 3);
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			}
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		}
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	}
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	//*/
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	CalcLight(m_SkyLight);
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	/*
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	// DEBUG: Save XY slices of the chunk data and lighting for visual inspection:
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	cFile f1, f2, f3;
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	if (
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		f1.Open(Printf("Chunk_%d_%d_data.grab",  a_Item.x, a_Item.z), cFile::fmWrite) &&
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		f2.Open(Printf("Chunk_%d_%d_sky.grab",   a_Item.x, a_Item.z), cFile::fmWrite) &&
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		f3.Open(Printf("Chunk_%d_%d_glow.grab",  a_Item.x, a_Item.z), cFile::fmWrite)
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	)
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	{
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		for (int z = 0; z < cChunkDef::Width * 3; z++)
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		{
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			for (int y = cChunkDef::Height / 2; y >= 0; y--)
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			{
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				f1.Write(m_BlockTypes + y * BlocksPerYLayer + z * cChunkDef::Width * 3, cChunkDef::Width * 3);
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				unsigned char SkyLight  [cChunkDef::Width * 3];
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				unsigned char BlockLight[cChunkDef::Width * 3];
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				for (int x = 0; x < cChunkDef::Width * 3; x++)
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				{
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					SkyLight[x]   = m_SkyLight  [y * BlocksPerYLayer + z * cChunkDef::Width * 3 + x] << 4;
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					BlockLight[x] = m_BlockLight[y * BlocksPerYLayer + z * cChunkDef::Width * 3 + x] << 4;
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				}
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				f2.Write(SkyLight,   cChunkDef::Width * 3);
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				f3.Write(BlockLight, cChunkDef::Width * 3);
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			}
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		}
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	}
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	//*/
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	CompressLight(m_BlockLight, BlockLight);
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	CompressLight(m_SkyLight, SkyLight);
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	m_World->ChunkLighted(a_Item.x, a_Item.z, BlockLight, SkyLight);
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	if (a_Item.m_Callback != NULL)
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	{
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		a_Item.m_Callback->Call(a_Item.x, a_Item.z);
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	}
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	delete a_Item.m_ChunkStay;
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}
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bool cLightingThread::ReadChunks(int a_ChunkX, int a_ChunkZ)
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{
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	cReader Reader;
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	Reader.m_BlockTypes = m_BlockTypes;
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	Reader.m_HeightMap  = m_HeightMap;
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	for (int z = 0; z < 3; z++)
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	{
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		Reader.m_ReadingChunkZ = z;
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		for (int x = 0; x < 3; x++)
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		{
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			Reader.m_ReadingChunkX = x;
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			if (!m_World->GetChunkData(a_ChunkX + x - 1, a_ChunkZ + z - 1, Reader))
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			{
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				return false;
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			}
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		}  // for z
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	}  // for x
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	memset(m_BlockLight, 0, sizeof(m_BlockLight));
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	memset(m_SkyLight,   0, sizeof(m_SkyLight));
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	return true;
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}
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void cLightingThread::PrepareSkyLight(void)
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{
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	// Clear seeds:
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	memset(m_IsSeed1, 0, sizeof(m_IsSeed1));
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	m_NumSeeds = 0;
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	// Walk every column that has all XZ neighbors
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	for (int z = 1; z < cChunkDef::Width * 3 - 1; z++)
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	{
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		int BaseZ = z * cChunkDef::Width * 3;
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		for (int x = 1; x < cChunkDef::Width * 3 - 1; x++)
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		{
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			int idx = BaseZ + x;
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			int Current   = m_HeightMap[idx] + 1;
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			int Neighbor1 = m_HeightMap[idx + 1] + 1;  // X + 1
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			int Neighbor2 = m_HeightMap[idx - 1] + 1;  // X - 1
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			int Neighbor3 = m_HeightMap[idx + cChunkDef::Width * 3] + 1;  // Z + 1
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			int Neighbor4 = m_HeightMap[idx - cChunkDef::Width * 3] + 1;  // Z - 1
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			int MaxNeighbor = std::max(std::max(Neighbor1, Neighbor2), std::max(Neighbor3, Neighbor4));  // Maximum of the four neighbors
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			// Fill the column from the top down to Current with all-light:
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			for (int y = cChunkDef::Height - 1, Index = idx + y * BlocksPerYLayer; y >= Current; y--, Index -= BlocksPerYLayer)
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			{
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				m_SkyLight[Index] = 15;
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			}
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			// Add Current as a seed:
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			if (Current < cChunkDef::Height)
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			{
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				int CurrentIdx = idx + Current * BlocksPerYLayer;
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				m_IsSeed1[CurrentIdx] = true;
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				m_SeedIdx1[m_NumSeeds++] = CurrentIdx;
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			}
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			// Add seed from Current up to the highest neighbor:
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			for (int y = Current + 1, Index = idx + y * BlocksPerYLayer; y < MaxNeighbor; y++, Index += BlocksPerYLayer)
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			{
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				m_IsSeed1[Index] = true;
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				m_SeedIdx1[m_NumSeeds++] = Index;
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			}
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		}
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	}
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}
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void cLightingThread::PrepareBlockLight(void)
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{
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	// Clear seeds:
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	memset(m_IsSeed1, 0, sizeof(m_IsSeed1));
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	memset(m_IsSeed2, 0, sizeof(m_IsSeed2));
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	m_NumSeeds = 0;
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						|
 | 
						|
	// 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::CalcLight(NIBBLETYPE * a_Light)
 | 
						|
{
 | 
						|
	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::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
 | 
						|
)
 | 
						|
{
 | 
						|
	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 - 1)
 | 
						|
		{
 | 
						|
			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 - 1)
 | 
						|
		{
 | 
						|
			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 - 1)
 | 
						|
		{
 | 
						|
			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::CompressLight(NIBBLETYPE * a_LightArray, NIBBLETYPE * a_ChunkLight)
 | 
						|
{
 | 
						|
	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;
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
 | 
						|
 |