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world/layer: collect block light data with top layer
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parent
4fd316f3fc
commit
116e7e5fb6
1 changed files with 23 additions and 13 deletions
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@ -83,6 +83,7 @@ impl OptionBlockInfoExt for Option<BlockInfo> {
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}
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pub type BlockInfoArray = LayerBlockArray<Option<BlockInfo>>;
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pub type BlockLightArray = LayerBlockArray<u8>;
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/// Fills in a [BlockInfoArray] with the information of the chunk's top
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/// block layer
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@ -91,7 +92,7 @@ pub type BlockInfoArray = LayerBlockArray<Option<BlockInfo>>;
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/// determined as the block that should be visible on the rendered
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/// map. For water blocks, the height of the first non-water block
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/// is additionally filled in as the water depth.
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pub fn top_layer(chunk: &Chunk) -> Result<Option<Box<BlockInfoArray>>> {
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pub fn top_layer(chunk: &Chunk) -> Result<Option<(Box<BlockInfoArray>, Box<BlockLightArray>)>> {
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use BLOCKS_PER_CHUNK as N;
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if chunk.is_empty() {
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@ -99,33 +100,42 @@ pub fn top_layer(chunk: &Chunk) -> Result<Option<Box<BlockInfoArray>>> {
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}
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let mut done = 0;
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let mut ret = Box::<BlockInfoArray>::default();
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let mut blocks = Box::<BlockInfoArray>::default();
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let mut light = Box::<BlockLightArray>::default();
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for SectionIterItem {
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y: section_y,
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section,
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block_light: _,
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block_light,
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} in chunk.sections().rev()
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{
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for y in BlockY::iter().rev() {
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for xz in BlockInfoArray::keys() {
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let entry = &mut ret[xz];
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let entry = &mut blocks[xz];
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if entry.done() {
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continue;
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}
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let coords = SectionBlockCoords { xz, y };
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let Some(block_type) = section.block_at(coords)? else {
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continue;
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'check_block: {
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let Some(block_type) = section.block_at(coords)? else {
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break 'check_block;
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};
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let height = BlockHeight::new(section_y, y)?;
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if !entry.fill(height, block_type) {
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break 'check_block;
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}
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assert!(entry.done());
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done += 1;
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};
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let height = BlockHeight::new(section_y, y)?;
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if !entry.fill(height, block_type) {
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continue;
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if entry.is_none() {
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light[xz] = block_light.block_light_at(coords);
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}
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assert!(entry.done());
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done += 1;
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if done == N * N {
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break;
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}
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@ -133,5 +143,5 @@ pub fn top_layer(chunk: &Chunk) -> Result<Option<Box<BlockInfoArray>>> {
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}
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}
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Ok(Some(ret))
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Ok(Some((blocks, light)))
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}
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