Add simple lighting generation for migrated chunks with missing light
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c2f0a35eb3
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6 changed files with 67 additions and 59 deletions
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@ -106,6 +106,35 @@ public class GenericChunk {
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this.z = sz;
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return this;
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}
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// Generate simple sky lighting (must be after all sections have been added)
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public Builder generateSky() {
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int sky[] = new int[256]; // ZX array
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Arrays.fill(sky, 15); // Start fully lit at top
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GenericChunkSection.Builder bld = new GenericChunkSection.Builder();
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// Make light array for each section, start from top
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for (int i = (sections.length - 1); i >= 0; i--) {
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if (sections[i] == null) continue;
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byte[] ssky = new byte[2048];
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for (int x = 0; x < 16; x++) {
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for (int z = 0; z < 16; z++) {
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int idx = (z << 4) + x;
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for (int y = 15; y >= 0; y--) {
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DynmapBlockState bs = sections[i].blocks.getBlock(x, y, z); // Get block
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if (bs.isWater() || bs.isWaterlogged()) { // Drop light by 1 level for water
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sky[idx] = sky[idx] < 1 ? 0 : sky[idx] - 1;
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}
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else if (bs.isLeaves()) { // Drop light by 2 levels for leaves
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sky[idx] = sky[idx] < 2 ? 0 : sky[idx] - 2;
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}
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ssky[(y << 7) | (z << 3) | (x >> 1)] |= (sky[idx] << (4 * (x & 1)));
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}
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}
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}
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// Replace section with new one with new lighting
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sections[i] = bld.buildFrom(sections[i], ssky);
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}
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return this;
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}
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// Build chunk
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public GenericChunk build() {
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return new GenericChunk(x, z, y_min, sections, inhabTicks);
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@ -238,6 +238,12 @@ public class GenericChunkSection {
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empty = false;
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return this;
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}
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// Build copy from existing section with new skylight (YZX nibble array)
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public GenericChunkSection buildFrom(GenericChunkSection s, byte[] sky) {
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LightingAccess skyA = new LightingAccess3D(sky);
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return new GenericChunkSection(s.blocks, s.biomes, skyA, s.emitted, s.isEmpty);
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}
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// Build section based on current builder state
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public GenericChunkSection build() {
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// Process state access - see if we can reduce
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@ -7,6 +7,7 @@ import java.util.ListIterator;
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import org.dynmap.DynmapChunk;
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import org.dynmap.DynmapCore;
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import org.dynmap.DynmapWorld;
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import org.dynmap.Log;
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import org.dynmap.common.BiomeMap;
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import org.dynmap.common.chunk.GenericChunkCache.ChunkCacheRec;
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import org.dynmap.hdmap.HDBlockModels;
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@ -901,17 +902,25 @@ public abstract class GenericMapChunkCache extends MapChunkCache {
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return true;
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}
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private static final String litStates[] = { "light", "spawn", "heightmaps", "full" };
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public GenericChunk parseChunkFromNBT(GenericNBTCompound nbt) {
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if ((nbt != null) && nbt.contains("Level")) {
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nbt = nbt.getCompound("Level");
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}
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if (nbt == null) return null;
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String status = nbt.getString("Status");
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boolean hasLight = false;
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boolean isEmpty = nbt.getString("Status").equals("empty"); // Incomplete migration
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if (status != null) {
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for (int i = 0; i < litStates.length; i++) {
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if (status.equals(litStates[i])) hasLight = true;
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}
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}
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// Start generic chunk builder
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GenericChunk.Builder bld = new GenericChunk.Builder(dw.minY, dw.worldheight);
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int x = nbt.getInt("xPos");
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int z = nbt.getInt("zPos");
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bld.coords(x, z);
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if (nbt.contains("InhabitedTime")) {
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bld.inhabitedTicks(nbt.getLong("InhabitedTime"));
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@ -946,6 +955,14 @@ public abstract class GenericMapChunkCache extends MapChunkCache {
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GenericChunkSection.Builder sbld = new GenericChunkSection.Builder();
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/* Get sections */
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GenericNBTList sect = nbt.contains("sections") ? nbt.getList("sections", 10) : nbt.getList("Sections", 10);
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// Prescan sections to see if lit
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for (int i = 0; i < sect.size(); i++) {
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GenericNBTCompound sec = sect.getCompound(i);
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if (sec.contains("BlockLight") || sec.contains("SkyLight")) {
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hasLight = true;
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}
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}
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// And process sections
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for (int i = 0; i < sect.size(); i++) {
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GenericNBTCompound sec = sect.getCompound(i);
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int secnum = sec.getByte("Y");
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@ -1054,11 +1071,12 @@ public abstract class GenericMapChunkCache extends MapChunkCache {
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}
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if (sec.contains("BlockLight")) {
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sbld.emittedLight(sec.getByteArray("BlockLight"));
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hasLight = true;
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}
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if (sec.contains("SkyLight")) {
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sbld.skyLight(sec.getByteArray("SkyLight"));
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hasLight = true;
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}
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else if (!hasLight) {
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sbld.singleSkyLight(15);
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}
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// If section biome palette
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if (sec.contains("biomes")) {
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@ -1092,8 +1110,11 @@ public abstract class GenericMapChunkCache extends MapChunkCache {
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bld.addSection(secnum, sbld.build());
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sbld.reset();
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}
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// If isEmpty and has no light, drop it
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return (isEmpty && (!hasLight)) ? null : bld.build();
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// If no light, do simple generate
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if (!hasLight) {
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bld.generateSky();
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}
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return bld.build();
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}
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}
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