#include "Lighting.h" #include "Block.h" #include "Funcs.h" #include "MapRenderer.h" #include "Platform.h" #include "World.h" #include "Logger.h" #include "Event.h" #include "Game.h" #include "String.h" #include "Chat.h" #include "ExtMath.h" #include "Options.h" #include "Queue.h" struct LightNode { IVec3 coords; /* 12 bytes */ cc_uint8 brightness; /* 1 byte */ /* char padding[3]; */ }; static struct Queue lightQueue; static struct Queue unlightQueue; /* Top face, X face, Z face, bottomY face*/ #define PALETTE_SHADES 4 /* One palette-group for sunlight, one palette-group for shadow */ #define PALLETE_GROUP_COUNT 2 #define PALETTE_COUNT (PALETTE_SHADES * PALLETE_GROUP_COUNT) #define PALETTE_YMAX_INDEX 0 #define PALETTE_XSIDE_INDEX 1 #define PALETTE_ZSIDE_INDEX 2 #define PALETTE_YMIN_INDEX 3 /* Index into palettes of light colors. */ /* There are 8 different palettes: Four block-face shades for shadowed areas and four block-face shades for sunlit areas. */ /* A palette is a 16x16 color array indexed by a byte where the leftmost 4 bits represent lamplight level and the rightmost 4 bits represent lavalight level */ /* E.G. myPalette[0b_0010_0001] will give us the color for lamp level 2 and lava level 1 (lowest level is 0) */ static PackedCol* palettes[PALETTE_COUNT]; typedef cc_uint8* LightingChunk; static cc_uint8* chunkLightingDataFlags; #define CHUNK_UNCALCULATED 0 #define CHUNK_SELF_CALCULATED 1 #define CHUNK_ALL_CALCULATED 2 static LightingChunk* chunkLightingData; #define MakePaletteIndex(lampLevel, lavaLevel) ((lampLevel << FANCY_LIGHTING_LAMP_SHIFT) | lavaLevel) /* Fill in a palette with values based on the current light colors, shaded by the given shade value and lightened by the given ambientColor */ static void InitPalette(PackedCol* palette, float shaded, PackedCol ambientColor) { PackedCol lavaColor, lampColor; int lampLevel, lavaLevel; float curLerp; for (lampLevel = 0; lampLevel < FANCY_LIGHTING_LEVELS; lampLevel++) { for (lavaLevel = 0; lavaLevel < FANCY_LIGHTING_LEVELS; lavaLevel++) { if (lampLevel == FANCY_LIGHTING_LEVELS - 1) { lampColor = Env.LampLightCol; } else { curLerp = lampLevel / (float)(FANCY_LIGHTING_LEVELS - 1); curLerp *= (MATH_PI / 2); curLerp = Math_CosF(curLerp); lampColor = PackedCol_Lerp(0, Env.LampLightCol, 1 - curLerp); } curLerp = lavaLevel / (float)(FANCY_LIGHTING_LEVELS - 1); curLerp *= (MATH_PI / 2); curLerp = Math_CosF(curLerp); lavaColor = PackedCol_Lerp(0, Env.LavaLightCol, 1 - curLerp); /* Blend the two light colors together, then blend that with the ambient color, then shade that by the face darkness */ palette[MakePaletteIndex(lampLevel, lavaLevel)] = PackedCol_Scale(PackedCol_ScreenBlend(PackedCol_ScreenBlend(lampColor, lavaColor), ambientColor), shaded); } } } static void InitPalettes(void) { int i; for (i = 0; i < PALETTE_COUNT; i++) { palettes[i] = (PackedCol*)Mem_Alloc(FANCY_LIGHTING_LEVELS * FANCY_LIGHTING_LEVELS, sizeof(PackedCol), "light color palette"); } i = 0; InitPalette(palettes[i + PALETTE_YMAX_INDEX], 1, Env.ShadowCol); InitPalette(palettes[i + PALETTE_XSIDE_INDEX], PACKEDCOL_SHADE_X, Env.ShadowCol); InitPalette(palettes[i + PALETTE_ZSIDE_INDEX], PACKEDCOL_SHADE_Z, Env.ShadowCol); InitPalette(palettes[i + PALETTE_YMIN_INDEX], PACKEDCOL_SHADE_YMIN, Env.ShadowCol); i += PALETTE_SHADES; InitPalette(palettes[i + PALETTE_YMAX_INDEX], 1, Env.SunCol); InitPalette(palettes[i + PALETTE_XSIDE_INDEX], PACKEDCOL_SHADE_X, Env.SunCol); InitPalette(palettes[i + PALETTE_ZSIDE_INDEX], PACKEDCOL_SHADE_Z, Env.SunCol); InitPalette(palettes[i + PALETTE_YMIN_INDEX], PACKEDCOL_SHADE_YMIN, Env.SunCol); } static void FreePalettes(void) { int i; for (i = 0; i < PALETTE_COUNT; i++) { Mem_Free(palettes[i]); } } static int chunksCount; static void AllocState(void) { ClassicLighting_AllocState(); InitPalettes(); chunksCount = World.ChunksCount; chunkLightingDataFlags = (cc_uint8*)Mem_AllocCleared(chunksCount, sizeof(cc_uint8), "light flags"); chunkLightingData = (LightingChunk*)Mem_AllocCleared(chunksCount, sizeof(LightingChunk), "light chunks"); Queue_Init(&lightQueue, sizeof(struct LightNode)); Queue_Init(&unlightQueue, sizeof(struct LightNode)); } static void FreeState(void) { int i; ClassicLighting_FreeState(); /* This function can be called multiple times without calling AllocState, so... */ if (!chunkLightingDataFlags) return; FreePalettes(); for (i = 0; i < chunksCount; i++) { Mem_Free(chunkLightingData[i]); } Mem_Free(chunkLightingDataFlags); Mem_Free(chunkLightingData); chunkLightingDataFlags = NULL; chunkLightingData = NULL; Queue_Clear(&lightQueue); Queue_Clear(&unlightQueue); } /* Converts chunk x/y/z coordinates to the corresponding index in chunks array/list */ #define ChunkCoordsToIndex(cx, cy, cz) (((cy) * World.ChunksZ + (cz)) * World.ChunksX + (cx)) /* Converts local x/y/z coordinates to the corresponding index in a chunk */ #define LocalCoordsToIndex(lx, ly, lz) ((lx) | ((lz) << CHUNK_SHIFT) | ((ly) << (CHUNK_SHIFT * 2))) /* Converts global x/y/z coordinates to the corresponding index in a chunk */ #define GlobalCoordsToChunkCoordsIndex(x, y, z) (LocalCoordsToIndex(x & CHUNK_MASK, y & CHUNK_MASK, z & CHUNK_MASK)) /* Sets the light level at this cell. Does NOT check that the cell is in bounds. */ static void SetBrightness(cc_uint8 brightness, int x, int y, int z, cc_bool isLamp, cc_bool refreshChunk) { cc_uint8 clearMask, shift = isLamp ? FANCY_LIGHTING_LAMP_SHIFT : 0, prevValue; int cx = x >> CHUNK_SHIFT, lx = x & CHUNK_MASK; int cy = y >> CHUNK_SHIFT, ly = y & CHUNK_MASK; int cz = z >> CHUNK_SHIFT, lz = z & CHUNK_MASK; int chunkIndex = ChunkCoordsToIndex(cx, cy, cz); int localIndex = LocalCoordsToIndex(lx, ly, lz); if (chunkLightingData[chunkIndex] == NULL) { chunkLightingData[chunkIndex] = (cc_uint8*)Mem_TryAllocCleared(CHUNK_SIZE_3, sizeof(cc_uint8)); } /* 00001111 if lamp, otherwise 11110000*/ clearMask = ~(FANCY_LIGHTING_MAX_LEVEL << shift); if (refreshChunk) { prevValue = chunkLightingData[chunkIndex][localIndex]; chunkLightingData[chunkIndex][localIndex] &= clearMask; chunkLightingData[chunkIndex][localIndex] |= brightness << shift; /* There is no reason to refresh current chunk as the builder does that automatically */ if (prevValue != chunkLightingData[chunkIndex][localIndex]) { if (lx == CHUNK_MAX) MapRenderer_RefreshChunk(cx + 1, cy, cz); if (lx == 0) MapRenderer_RefreshChunk(cx - 1, cy, cz); if (ly == CHUNK_MAX) MapRenderer_RefreshChunk(cx, cy + 1, cz); if (ly == 0) MapRenderer_RefreshChunk(cx, cy - 1, cz); if (lz == CHUNK_MAX) MapRenderer_RefreshChunk(cx, cy, cz + 1); if (lz == 0) MapRenderer_RefreshChunk(cx, cy, cz - 1); } } else { chunkLightingData[chunkIndex][localIndex] &= clearMask; chunkLightingData[chunkIndex][localIndex] |= brightness << shift; } } /* Returns the light level at this cell. Does NOT check that the cell is in bounds. */ static cc_uint8 GetBrightness(int x, int y, int z, cc_bool isLamp) { int cx = x >> CHUNK_SHIFT, lx = x & CHUNK_MASK; int cy = y >> CHUNK_SHIFT, ly = y & CHUNK_MASK; int cz = z >> CHUNK_SHIFT, lz = z & CHUNK_MASK; int chunkIndex = ChunkCoordsToIndex(cx, cy, cz), localIndex; if (chunkLightingData[chunkIndex] == NULL) { return 0; } localIndex = LocalCoordsToIndex(lx, ly, lz); return isLamp ? chunkLightingData[chunkIndex][localIndex] >> FANCY_LIGHTING_LAMP_SHIFT : chunkLightingData[chunkIndex][localIndex] & FANCY_LIGHTING_MAX_LEVEL; } /* Light can never pass through a block that's full sized and blocks light */ /* We can assume a block is full sized if none of the LightOffset flags are 0 */ #define IsFullOpaque(thisBlock) (Blocks.BlocksLight[thisBlock] && Blocks.LightOffset[thisBlock] == 0xFF) /* If it's not opaque and it doesn't block light, or it is brighter than 0, we can always pass through */ /* Light can always pass through leaves and water */ #define IsFullTransparent(thisBlock)\ (\ (Blocks.Draw[thisBlock] > DRAW_OPAQUE && !Blocks.BlocksLight[thisBlock]) || \ Blocks.Draw[thisBlock] == DRAW_TRANSPARENT_THICK || \ Blocks.Draw[thisBlock] == DRAW_TRANSLUCENT\ ) static cc_bool CanLightPass(BlockID thisBlock, Face face) { if (IsFullTransparent(thisBlock)) { return true; } if (Blocks.Brightness[thisBlock]) { return true; } if (IsFullOpaque(thisBlock)) { return false; } /* Is stone's face hidden by thisBlock? TODO: Don't hardcode using stone */ return !Block_IsFaceHidden(BLOCK_STONE, thisBlock, face); } #define Light_TrySpreadInto(axis, AXIS, dir, limit, isLamp, thisFace, thatFace) \ if (ln.coords.axis dir ## = limit && \ CanLightPass(thisBlock, FACE_ ## AXIS ## thisFace) && \ CanLightPass(World_GetBlock(ln.coords.x, ln.coords.y, ln.coords.z), FACE_ ## AXIS ## thatFace) && \ GetBrightness(ln.coords.x, ln.coords.y, ln.coords.z, isLamp) < ln.brightness) { \ Queue_Enqueue(&lightQueue, &ln); \ } \ static void FlushLightQueue(cc_bool isLamp, cc_bool refreshChunk) { struct LightNode ln; cc_uint8 brightnessHere; BlockID thisBlock; while (lightQueue.count > 0) { ln = *(struct LightNode*)(Queue_Dequeue(&lightQueue)); brightnessHere = GetBrightness(ln.coords.x, ln.coords.y, ln.coords.z, isLamp); /* If this cell is already more lit, we can assume this cell and its neighbors have been accounted for */ if (brightnessHere >= ln.brightness) { continue; } if (ln.brightness == 0) { continue; } SetBrightness(ln.brightness, ln.coords.x, ln.coords.y, ln.coords.z, isLamp, refreshChunk); thisBlock = World_GetBlock(ln.coords.x, ln.coords.y, ln.coords.z); ln.brightness--; if (ln.brightness == 0) continue; ln.coords.x--; Light_TrySpreadInto(x, X, > , 0, isLamp, MAX, MIN) ln.coords.x += 2; Light_TrySpreadInto(x, X, < , World.MaxX, isLamp, MIN, MAX) ln.coords.x--; ln.coords.y--; Light_TrySpreadInto(y, Y, >, 0, isLamp, MAX, MIN) ln.coords.y += 2; Light_TrySpreadInto(y, Y, <, World.MaxY, isLamp, MIN, MAX) ln.coords.y--; ln.coords.z--; Light_TrySpreadInto(z, Z, > , 0, isLamp, MAX, MIN) ln.coords.z += 2; Light_TrySpreadInto(z, Z, < , World.MaxZ, isLamp, MIN, MAX) } } cc_uint8 GetBlockBrightness(BlockID curBlock, cc_bool isLamp) { if (isLamp) return Blocks.Brightness[curBlock] >> FANCY_LIGHTING_LAMP_SHIFT; return Blocks.Brightness[curBlock] & FANCY_LIGHTING_MAX_LEVEL; } static void CalculateChunkLightingSelf(int chunkIndex, int cx, int cy, int cz) { int x, y, z; /* Block coordinates */ int chunkStartX, chunkStartY, chunkStartZ, chunkEndX, chunkEndY, chunkEndZ; cc_uint8 brightness; BlockID curBlock; chunkStartX = cx * CHUNK_SIZE; chunkStartY = cy * CHUNK_SIZE; chunkStartZ = cz * CHUNK_SIZE; chunkEndX = chunkStartX + CHUNK_SIZE; chunkEndY = chunkStartY + CHUNK_SIZE; chunkEndZ = chunkStartZ + CHUNK_SIZE; struct LightNode entry; if (chunkEndX > World.Width ) { chunkEndX = World.Width; } if (chunkEndY > World.Height) { chunkEndY = World.Height; } if (chunkEndZ > World.Length) { chunkEndZ = World.Length; } for (y = chunkStartY; y < chunkEndY; y++) { for (z = chunkStartZ; z < chunkEndZ; z++) { for (x = chunkStartX; x < chunkEndX; x++) { curBlock = World_GetBlock(x, y, z); if (Blocks.Brightness[curBlock] > 0) { brightness = GetBlockBrightness(curBlock, false); if (brightness > 0) { entry = (struct LightNode){ { x, y, z }, brightness }; Queue_Enqueue(&lightQueue, &entry); FlushLightQueue(false, false); } else { /* If no lava brightness, it must use lamp brightness */ brightness = Blocks.Brightness[curBlock] >> FANCY_LIGHTING_LAMP_SHIFT; entry = (struct LightNode){ { x, y, z }, brightness }; Queue_Enqueue(&lightQueue, &entry); FlushLightQueue(true, false); } } /* Note: This code only deals with generating light from block sources. Regular sun light is added on as a "post process" step when returning light color in the exposed API. This has the added benefit of being able to skip allocating chunk lighting data in regions that have no light-casting blocks*/ } } } chunkLightingDataFlags[chunkIndex] = CHUNK_SELF_CALCULATED; } static void CalculateChunkLightingAll(int chunkIndex, int cx, int cy, int cz) { int x, y, z; /* Chunk coordinates */ int chunkStartX, chunkStartY, chunkStartZ; int chunkEndX, chunkEndY, chunkEndZ; int curChunkIndex; chunkStartX = cx - 1; chunkStartY = cy - 1; chunkStartZ = cz - 1; chunkEndX = cx + 1; chunkEndY = cy + 1; chunkEndZ = cz + 1; if (chunkStartX == -1) { chunkStartX++; } if (chunkStartY == -1) { chunkStartY++; } if (chunkStartZ == -1) { chunkStartZ++; } if (chunkEndX == World.ChunksX) { chunkEndX--; } if (chunkEndY == World.ChunksY) { chunkEndY--; } if (chunkEndZ == World.ChunksZ) { chunkEndZ--; } for (y = chunkStartY; y <= chunkEndY; y++) { for (z = chunkStartZ; z <= chunkEndZ; z++) { for (x = chunkStartX; x <= chunkEndX; x++) { curChunkIndex = ChunkCoordsToIndex(x, y, z); if (chunkLightingDataFlags[curChunkIndex] == CHUNK_UNCALCULATED) { CalculateChunkLightingSelf(curChunkIndex, x, y, z); } } } } chunkLightingDataFlags[chunkIndex] = CHUNK_ALL_CALCULATED; } #define Light_TryUnSpreadInto(axis, dir, limit, AXIS, thisFace, thatFace) \ if (neighborCoords.axis dir ## = limit && \ CanLightPass(thisBlock, FACE_ ## AXIS ## thisFace) && \ CanLightPass(World_GetBlock(neighborCoords.x, neighborCoords.y, neighborCoords.z), FACE_ ## AXIS ## thatFace) \ ) \ { \ neighborBrightness = GetBrightness(neighborCoords.x, neighborCoords.y, neighborCoords.z, isLamp); \ neighborBlockBrightness = GetBlockBrightness(World_GetBlock(neighborCoords.x, neighborCoords.y, neighborCoords.z), isLamp); \ /* This spot is a light caster, mark this spot as needing to be re-spread */ \ if (neighborBlockBrightness > 0) { \ otherNode = (struct LightNode){ { neighborCoords.x, neighborCoords.y, neighborCoords.z }, neighborBlockBrightness }; \ Queue_Enqueue(&lightQueue, &otherNode); \ } \ if (neighborBrightness > 0) { \ /* This neighbor is darker than cur spot, darken it*/ \ if (neighborBrightness < curNode.brightness) { \ SetBrightness(0, neighborCoords.x, neighborCoords.y, neighborCoords.z, isLamp, true); \ otherNode = (struct LightNode){ { neighborCoords.x, neighborCoords.y, neighborCoords.z }, neighborBrightness }; \ Queue_Enqueue(&unlightQueue, &otherNode); \ } \ /* This neighbor is brighter or same, mark this spot as needing to be re-spread */ \ else { \ /* But only if the neighbor actually *can* spread to this block */ \ if ( \ CanLightPass(thisBlockTrue, FACE_ ## AXIS ## thisFace) && \ CanLightPass(World_GetBlock(neighborCoords.x, neighborCoords.y, neighborCoords.z), FACE_ ## AXIS ## thatFace) \ ) \ { \ otherNode = curNode; \ otherNode.brightness = neighborBrightness-1; \ Queue_Enqueue(&lightQueue, &otherNode); \ } \ } \ } \ } \ /* Spreads darkness out from this point and relights any necessary areas afterward */ static void CalcUnlight(int x, int y, int z, cc_uint8 brightness, cc_bool isLamp) { int count = 0; struct LightNode curNode, otherNode; cc_uint8 neighborBrightness, neighborBlockBrightness; IVec3 neighborCoords; BlockID thisBlockTrue, thisBlock; SetBrightness(0, x, y, z, isLamp, true); curNode = (struct LightNode){ { x, y, z }, brightness }; Queue_Enqueue(&unlightQueue, &curNode); while (unlightQueue.count > 0) { curNode = *(struct LightNode*)(Queue_Dequeue(&unlightQueue)); neighborCoords = curNode.coords; thisBlockTrue = World_GetBlock(neighborCoords.x, neighborCoords.y, neighborCoords.z); /* For the original cell in the queue, assume this block is air so that light can unspread "out" of it in the case of a solid blocks. */ thisBlock = count == 0 ? BLOCK_AIR : thisBlockTrue; count++; neighborCoords.x--; Light_TryUnSpreadInto(x, >, 0, X, MAX, MIN) neighborCoords.x += 2; Light_TryUnSpreadInto(x, <, World.MaxX, X, MIN, MAX) neighborCoords.x--; neighborCoords.y--; Light_TryUnSpreadInto(y, >, 0, Y, MAX, MIN) neighborCoords.y += 2; Light_TryUnSpreadInto(y, <, World.MaxY, Y, MIN, MAX) neighborCoords.y--; neighborCoords.z--; Light_TryUnSpreadInto(z, >, 0, Z, MAX, MIN) neighborCoords.z += 2; Light_TryUnSpreadInto(z, <, World.MaxZ, Z, MIN, MAX) } FlushLightQueue(isLamp, true); } static void CalcBlockChange(int x, int y, int z, BlockID oldBlock, BlockID newBlock, cc_bool isLamp) { cc_uint8 oldBlockLightLevel = GetBlockBrightness(oldBlock, isLamp); cc_uint8 newBlockLightLevel = GetBlockBrightness(newBlock, isLamp); cc_uint8 oldLightLevelHere = GetBrightness(x, y, z, isLamp); struct LightNode entry; /* Cell has no lighting and new block doesn't cast light and blocks all light, no change */ if (!oldLightLevelHere && !newBlockLightLevel && IsFullOpaque(newBlock)) return; /* Cell is darker than the new block, only brighter case */ if (oldLightLevelHere < newBlockLightLevel) { /* brighten this spot, recalculate lighting */ entry = (struct LightNode){ { x, y, z }, newBlockLightLevel }; Queue_Enqueue(&lightQueue, &entry); FlushLightQueue(isLamp, true); return; } /* Light passes through old and new, old block does not cast light, new block does not cast light; no change */ if (IsFullTransparent(oldBlock) && IsFullTransparent(newBlock) && !oldBlockLightLevel && !newBlockLightLevel) return; CalcUnlight(x, y, z, oldLightLevelHere, isLamp); } static void OnBlockChanged(int x, int y, int z, BlockID oldBlock, BlockID newBlock) { /* For some reason this is a possible case */ if (oldBlock == newBlock) { return; } ClassicLighting_OnBlockChanged(x, y, z, oldBlock, newBlock); CalcBlockChange(x, y, z, oldBlock, newBlock, false); CalcBlockChange(x, y, z, oldBlock, newBlock, true); } /* Invalidates/Resets lighting state for all of the blocks in the world */ /* (e.g. because a block changed whether it is full bright or not) */ static void Refresh(void) { ClassicLighting_Refresh(); FreeState(); AllocState(); } static cc_bool IsLit(int x, int y, int z) { return ClassicLighting_IsLit(x, y, z); } static cc_bool IsLit_Fast(int x, int y, int z) { return ClassicLighting_IsLit_Fast(x, y, z); } #define CalcForChunkIfNeeded(cx, cy, cz, chunkIndex) \ if (chunkLightingDataFlags[chunkIndex] < CHUNK_ALL_CALCULATED) { \ CalculateChunkLightingAll(chunkIndex, cx, cy, cz); \ } static PackedCol Color_Core(int x, int y, int z, int paletteFace) { cc_uint8 lightData; int cx, cy, cz, chunkIndex; int chunkCoordsIndex; cx = x >> CHUNK_SHIFT; cy = y >> CHUNK_SHIFT; cz = z >> CHUNK_SHIFT; chunkIndex = ChunkCoordsToIndex(cx, cy, cz); CalcForChunkIfNeeded(cx, cy, cz, chunkIndex); /* There might be no light data in this chunk even after it was calculated */ if (chunkLightingData[chunkIndex] == NULL) { lightData = 0; } else { chunkCoordsIndex = GlobalCoordsToChunkCoordsIndex(x, y, z); lightData = chunkLightingData[chunkIndex][chunkCoordsIndex]; } /* This cell is exposed to sunlight */ if (y > ClassicLighting_GetLightHeight(x, z)) { /* Push the pointer forward into the sun lit palette section */ paletteFace += PALETTE_SHADES; } return palettes[paletteFace][lightData]; } #define TRY_OOB_CASE(sun, shadow) if (!World_Contains(x, y, z)) return y >= Env.EdgeHeight ? sun : shadow static PackedCol Color(int x, int y, int z) { TRY_OOB_CASE(Env.SunCol, Env.ShadowCol); return Color_Core(x, y, z, PALETTE_YMAX_INDEX); } static PackedCol Color_YMaxSide(int x, int y, int z) { TRY_OOB_CASE(Env.SunCol, Env.ShadowCol); return Color_Core(x, y, z, PALETTE_YMAX_INDEX); } static PackedCol Color_YMinSide(int x, int y, int z) { TRY_OOB_CASE(Env.SunYMin, Env.ShadowYMin); return Color_Core(x, y, z, PALETTE_YMIN_INDEX); } static PackedCol Color_XSide(int x, int y, int z) { TRY_OOB_CASE(Env.SunXSide, Env.ShadowXSide); return Color_Core(x, y, z, PALETTE_XSIDE_INDEX); } static PackedCol Color_ZSide(int x, int y, int z) { TRY_OOB_CASE(Env.SunZSide, Env.ShadowZSide); return Color_Core(x, y, z, PALETTE_ZSIDE_INDEX); } static void LightHint(int startX, int startY, int startZ) { int cx, cy, cz, chunkIndex; ClassicLighting_LightHint(startX, startY, startZ); /* Add 1 to startX/Z, as coordinates are for the extended chunk (18x18x18) */ startX++; startY++; startZ++; cx = (startX + HALF_CHUNK_SIZE) >> CHUNK_SHIFT; cy = (startY + HALF_CHUNK_SIZE) >> CHUNK_SHIFT; cz = (startZ + HALF_CHUNK_SIZE) >> CHUNK_SHIFT; chunkIndex = ChunkCoordsToIndex(cx, cy, cz); CalcForChunkIfNeeded(cx, cy, cz, chunkIndex); } void FancyLighting_SetActive(void) { Lighting.OnBlockChanged = OnBlockChanged; Lighting.Refresh = Refresh; Lighting.IsLit = IsLit; Lighting.Color = Color; Lighting.Color_XSide = Color_XSide; Lighting.IsLit_Fast = IsLit_Fast; Lighting.Color_Sprite_Fast = Color; Lighting.Color_YMax_Fast = Color; Lighting.Color_YMin_Fast = Color_YMinSide; Lighting.Color_XSide_Fast = Color_XSide; Lighting.Color_ZSide_Fast = Color_ZSide; Lighting.FreeState = FreeState; Lighting.AllocState = AllocState; Lighting.LightHint = LightHint; } static void OnEnvVariableChanged(void* obj, int envVar) { /* This is always called, but should only do anything if fancy lighting is on */ if (Lighting_Mode == LIGHTING_MODE_CLASSIC) { return; } if (envVar == ENV_VAR_SUN_COLOR || envVar == ENV_VAR_SHADOW_COLOR || envVar == ENV_VAR_LAVALIGHT_COLOR || envVar == ENV_VAR_LAMPLIGHT_COLOR) { InitPalettes(); } if (envVar == ENV_VAR_LAVALIGHT_COLOR || envVar == ENV_VAR_LAMPLIGHT_COLOR) MapRenderer_Refresh(); } void FancyLighting_OnInit(void) { Event_Register_(&WorldEvents.EnvVarChanged, NULL, OnEnvVariableChanged); }