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use std::collections::VecDeque;
use crate::{
Block, ChunkUtils, LightColor, Registry, Vec2, Vec3, VoxelAccess, WorldConfig,
};
pub const VOXEL_NEIGHBORS: [[i32; 3]; 6] = [
[1, 0, 0],
[-1, 0, 0],
[0, 0, 1],
[0, 0, -1],
[0, 1, 0],
[0, -1, 0],
];
/// Node of a light propagation queue.
#[derive(Debug, Clone)]
pub struct LightNode {
pub voxel: [i32; 3],
pub level: u32,
}
const RED: LightColor = LightColor::Red;
const GREEN: LightColor = LightColor::Green;
const BLUE: LightColor = LightColor::Blue;
const SUNLIGHT: LightColor = LightColor::Sunlight;
const ALL_TRANSPARENT: [bool; 6] = [true, true, true, true, true, true];
/// A set of utility functions to simulate global illumination in a Voxelize world.
pub struct Lights;
// TODO: RIGHT NOW, A TOP SLAB WILL STILL LET LIGHT TRAVEL INTO A BOTTOM SLAB...
impl Lights {
/// Propagate a specific queue of `LightNode`s in a breadth-first-search fashion. If the propagation
/// is for sunlight, light value does not decrease going downwards to simulate sunshine.
pub fn flood_light(
space: &mut dyn VoxelAccess,
mut queue: VecDeque<LightNode>,
color: &LightColor,
registry: &Registry,
config: &WorldConfig,
min: Option<&Vec3<i32>>,
shape: Option<&Vec3<usize>>,
) {
let WorldConfig {
max_height,
min_chunk,
max_chunk,
max_light_level,
..
} = config;
let [start_cx, start_cz] = *min_chunk;
let [end_cx, end_cz] = *max_chunk;
let max_height = *max_height as i32;
let is_sunlight = *color == LightColor::Sunlight;
while let Some(LightNode { voxel, level }) = queue.pop_front() {
if level == 0 {
continue;
}
let [vx, vy, vz] = voxel;
let source_block = registry.get_block_by_id(space.get_voxel(vx, vy, vz));
let voxel_pos = Vec3(vx, vy, vz);
let source_transparency = if !is_sunlight
&& source_block.get_torch_light_level_at(&voxel_pos, space, color) > 0
{
ALL_TRANSPARENT
} else {
source_block.get_rotated_transparency(&space.get_voxel_rotation(vx, vy, vz))
};
for [ox, oy, oz] in &VOXEL_NEIGHBORS {
let nvy = vy + oy;
if nvy < 0 || nvy >= max_height {
continue;
}
let nvx = vx + ox;
let nvz = vz + oz;
let Vec2(ncx, ncz) =
ChunkUtils::map_voxel_to_chunk(nvx, nvy, nvz, config.chunk_size);
// If neighbor is out of this chunk, or if voxel is out of the specified range, continue to next neighbor.
if ncx < start_cx
|| ncz < start_cz
|| ncx > end_cx
|| ncz > end_cz
|| if let Some(&Vec3(start_x, _, start_z)) = min {
nvx < start_x
|| nvz < start_z
|| if let Some(&Vec3(shape0, _, shape2)) = shape {
nvx >= start_x + shape0 as i32 || nvz >= start_z + shape2 as i32
} else {
false
}
} else {
false
}
{
continue;
}
let next_voxel = [nvx, nvy, nvz];
let n_block = registry.get_block_by_id(space.get_voxel(nvx, nvy, nvz));
let rotation = space.get_voxel_rotation(nvx, nvy, nvz);
let n_transparency = n_block.get_rotated_transparency(&rotation);
let next_level = level
- if is_sunlight
&& !n_block.light_reduce
&& *oy == -1
&& level == *max_light_level
{
0
} else {
1
};
// To not continue:
// (1) Light cannot be flooded from source block to neighbor.
// (2) Neighbor light level is greater or equal to self.
if !Lights::can_enter(&source_transparency, &n_transparency, *ox, *oy, *oz)
|| (if is_sunlight {
space.get_sunlight(nvx, nvy, nvz)
} else {
space.get_torch_light(nvx, nvy, nvz, color)
} >= next_level)
{
continue;
}
if is_sunlight {
space.set_sunlight(nvx, nvy, nvz, next_level);
} else {
space.set_torch_light(nvx, nvy, nvz, next_level, color);
}
queue.push_back(LightNode {
voxel: next_voxel,
level: next_level,
});
}
}
}
pub fn remove_light(
space: &mut dyn VoxelAccess,
voxel: &Vec3<i32>,
color: &LightColor,
config: &WorldConfig,
registry: &Registry,
) {
let max_height = config.max_height as i32;
let max_light_level = config.max_light_level;
let mut fill = VecDeque::<LightNode>::new();
let mut queue = VecDeque::<LightNode>::new();
let is_sunlight = *color == LightColor::Sunlight;
let &Vec3(vx, vy, vz) = voxel;
queue.push_back(LightNode {
voxel: [vx, vy, vz],
level: if is_sunlight {
space.get_sunlight(vx, vy, vz)
} else {
space.get_torch_light(vx, vy, vz, color)
},
});
if is_sunlight {
space.set_sunlight(vx, vy, vz, 0);
} else {
space.set_torch_light(vx, vy, vz, 0, color);
}
while let Some(LightNode { voxel, level }) = queue.pop_front() {
let [vx, vy, vz] = voxel;
for [ox, oy, oz] in &VOXEL_NEIGHBORS {
let nvy = vy + oy;
if nvy < 0 || nvy >= max_height {
continue;
}
let nvx = vx + ox;
let nvz = vz + oz;
let n_block = registry.get_block_by_id(space.get_voxel(nvx, nvy, nvz));
let n_voxel_pos = Vec3(nvx, nvy, nvz);
let rotation = space.get_voxel_rotation(nvx, nvy, nvz);
let n_transparency = n_block.get_rotated_transparency(&rotation);
// if the neighboring block doesn't allow light, then it wouldn't be a potential light entrance.
if if is_sunlight {
true
} else {
n_block.get_torch_light_level_at(&n_voxel_pos, space, color) == 0
} && !Lights::can_enter_into(&n_transparency, *ox, *oy, *oz)
{
continue;
}
let n_voxel = [nvx, nvy, nvz];
let nl = if is_sunlight {
space.get_sunlight(nvx, nvy, nvz)
} else {
space.get_torch_light(nvx, nvy, nvz, color)
};
if nl == 0 {
continue;
}
if nl < level
|| (is_sunlight
&& *oy == -1
&& level == max_light_level
&& nl == max_light_level)
{
queue.push_back(LightNode {
voxel: n_voxel,
level: nl,
});
if is_sunlight {
space.set_sunlight(nvx, nvy, nvz, 0);
} else {
space.set_torch_light(nvx, nvy, nvz, 0, color);
}
} else if if is_sunlight && *oy == -1 {
nl > level
} else {
nl >= level
} {
fill.push_back(LightNode {
voxel: n_voxel,
level: nl,
})
}
}
}
Lights::flood_light(space, fill, color, registry, config, None, None);
}
pub fn propagate(
space: &mut dyn VoxelAccess,
min: &Vec3<i32>,
shape: &Vec3<usize>,
registry: &Registry,
config: &WorldConfig,
) -> [VecDeque<LightNode>; 4] {
let &WorldConfig {
max_height,
max_light_level,
..
} = config;
let mut red_light_queue = VecDeque::<LightNode>::new();
let mut green_light_queue = VecDeque::<LightNode>::new();
let mut blue_light_queue = VecDeque::<LightNode>::new();
let mut sunlight_queue = VecDeque::<LightNode>::new();
let Vec3(start_x, _, start_z) = min;
let shape = Vec3(shape.0 as i32, shape.1 as i32, shape.2 as i32);
let mut mask = vec![max_light_level; (shape.0 * shape.2) as usize];
for y in (0..max_height as i32).rev() {
for x in 0..shape.0 {
for z in 0..shape.2 {
let id = space.get_voxel(x + start_x, y, z + start_z);
let block = registry.get_block_by_id(id);
let voxel_pos = Vec3(x + start_x, y, z + start_z);
let &Block {
is_transparent,
is_opaque,
is_light,
light_reduce,
..
} = block;
// Get dynamic light levels
let red_light_level =
block.get_torch_light_level_at(&voxel_pos, space, &LightColor::Red);
let green_light_level =
block.get_torch_light_level_at(&voxel_pos, space, &LightColor::Green);
let blue_light_level =
block.get_torch_light_level_at(&voxel_pos, space, &LightColor::Blue);
if is_light
|| red_light_level > 0
|| green_light_level > 0
|| blue_light_level > 0
{
if red_light_level > 0 {
space.set_red_light(x + start_x, y, z + start_z, red_light_level);
red_light_queue.push_back(LightNode {
voxel: [x + start_x, y, z + start_z],
level: red_light_level,
});
}
if green_light_level > 0 {
space.set_green_light(x + start_x, y, z + start_z, green_light_level);
green_light_queue.push_back(LightNode {
voxel: [x + start_x, y, z + start_z],
level: green_light_level,
});
}
if blue_light_level > 0 {
space.set_blue_light(x + start_x, y, z + start_z, blue_light_level);
blue_light_queue.push_back(LightNode {
voxel: [x + start_x, y, z + start_z],
level: blue_light_level,
});
}
}
let index = (x + z * shape.2) as usize;
let [px, py, pz, nx, ny, nz] = space
.get_voxel_rotation(x + start_x, y, z + start_z)
.rotate_transparency(is_transparent);
if is_opaque {
mask[index] = 0;
} else {
if !py || !ny {
mask[index] = 0;
continue;
}
// Let sunlight pass through if it can.
if light_reduce {
if mask[index] != 0 {
space.set_sunlight(x + start_x, y, z + start_z, mask[index] - 1);
sunlight_queue.push_back(LightNode {
level: mask[index] - 1,
voxel: [start_x + x, y, start_z + z],
});
mask[index] = 0;
}
}
// If the voxel is transparent, then it can pass sunlight through.
else {
space.set_sunlight(x + start_x, y, z + start_z, mask[index]);
if mask[index] == max_light_level {
if (x < shape.0 - 1
&& mask[(x + 1 + z * shape.2) as usize] == 0
&& px)
|| (x > 0 && mask[(x - 1 + z * shape.2) as usize] == 0 && nx)
|| (z < shape.2 - 1
&& mask[(x + (z + 1) * shape.2) as usize] == 0
&& pz)
|| (z > 0 && mask[(x + (z - 1) * shape.2) as usize] == 0 && nz)
{
space.set_sunlight(
x + start_x,
y,
z + start_z,
max_light_level,
);
sunlight_queue.push_back(LightNode {
level: max_light_level,
voxel: [start_x + x, y, start_z + z],
});
}
}
}
}
}
}
}
[
sunlight_queue,
red_light_queue,
green_light_queue,
blue_light_queue,
]
}
/// Check to see if light can go "into" one block, disregarding the source.
pub fn can_enter_into(target: &[bool; 6], dx: i32, dy: i32, dz: i32) -> bool {
if (dx + dy + dz).abs() != 1 {
panic!("This isn't supposed to happen. Light neighboring direction should be on 1 axis only.");
}
let &[px, py, pz, nx, ny, nz] = target;
// Going into the NX of the target.
if dx == 1 {
return nx;
}
// Going into the PX of the target.
if dx == -1 {
return px;
}
// Going into the NY of the target.
if dy == 1 {
return ny;
}
// Going into the PY of the target.
if dy == -1 {
return py;
}
// Going into the NZ of the target.
if dz == 1 {
return nz;
}
// Going into the PZ of the target.
pz
}
/// Check to see if light can enter from one block to another.
pub fn can_enter(source: &[bool; 6], target: &[bool; 6], dx: i32, dy: i32, dz: i32) -> bool {
if (dx + dy + dz).abs() != 1 {
panic!("This isn't supposed to happen. Light neighboring direction should be on 1 axis only.");
}
let &[spx, spy, spz, snx, sny, snz] = source;
let &[tpx, tpy, tpz, tnx, tny, tnz] = target;
// Going from PX of source to NX of target
if dx == 1 {
return spx && tnx;
}
// Going from NX of source to PX of target
if dx == -1 {
return snx && tpx;
}
// Going from PY of source to NY of target
if dy == 1 {
return spy && tny;
}
// Going from NY of source to PY of target
if dy == -1 {
return sny && tpy;
}
// Going from PZ of source to NZ of target
if dz == 1 {
return spz && tnz;
}
// Going from NZ of source to PZ of target
snz && tpz
}
pub fn remove_lights(
space: &mut dyn VoxelAccess,
voxels: &[Vec3<i32>],
color: &LightColor,
config: &WorldConfig,
registry: &Registry,
) {
if voxels.is_empty() {
return;
}
let max_height = config.max_height as i32;
let max_light_level = config.max_light_level;
let mut fill = VecDeque::<LightNode>::new();
let mut queue = VecDeque::<LightNode>::new();
let is_sunlight = *color == LightColor::Sunlight;
// Initialize queue with all voxels to remove
for &Vec3(vx, vy, vz) in voxels {
let level = if is_sunlight {
space.get_sunlight(vx, vy, vz)
} else {
space.get_torch_light(vx, vy, vz, color)
};
if level == 0 {
continue;
}
queue.push_back(LightNode {
voxel: [vx, vy, vz],
level,
});
if is_sunlight {
space.set_sunlight(vx, vy, vz, 0);
} else {
space.set_torch_light(vx, vy, vz, 0, color);
}
}
while let Some(LightNode { voxel, level }) = queue.pop_front() {
let [vx, vy, vz] = voxel;
for [ox, oy, oz] in &VOXEL_NEIGHBORS {
let nvy = vy + oy;
if nvy < 0 || nvy >= max_height {
continue;
}
let nvx = vx + ox;
let nvz = vz + oz;
let n_block = registry.get_block_by_id(space.get_voxel(nvx, nvy, nvz));
let n_voxel_pos = Vec3(nvx, nvy, nvz);
let rotation = space.get_voxel_rotation(nvx, nvy, nvz);
let n_transparency = n_block.get_rotated_transparency(&rotation);
// if the neighboring block doesn't allow light, then it wouldn't be a potential light entrance.
if if is_sunlight {
true
} else {
n_block.get_torch_light_level_at(&n_voxel_pos, space, color) == 0
} && !Lights::can_enter_into(&n_transparency, *ox, *oy, *oz)
{
continue;
}
let nl = if is_sunlight {
space.get_sunlight(nvx, nvy, nvz)
} else {
space.get_torch_light(nvx, nvy, nvz, color)
};
if nl == 0 {
continue;
}
if nl < level
|| (is_sunlight
&& *oy == -1
&& level == max_light_level
&& nl == max_light_level)
{
queue.push_back(LightNode {
voxel: [nvx, nvy, nvz],
level: nl,
});
if is_sunlight {
space.set_sunlight(nvx, nvy, nvz, 0);
} else {
space.set_torch_light(nvx, nvy, nvz, 0, color);
}
} else if if is_sunlight && *oy == -1 {
nl > level
} else {
nl >= level
} {
fill.push_back(LightNode {
voxel: [nvx, nvy, nvz],
level: nl,
});
}
}
}
Lights::flood_light(space, fill, color, registry, config, None, None);
}
}