feat(core): add sky and block light propagation
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#pragma once
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#include <cstdint>
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#include <vector>
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#include "World.h"
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#include "Math.h"
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namespace vf {
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constexpr int maxLight = 15;
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// Baked light for a rectangular world region. Two channels: `sun` (skylight,
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// seeded from the open top of the box and travelling straight down without
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// attenuation) and `block` (emitter light from Glowstone). Both are BFS
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// flood-filled, losing one level per step into a transparent neighbour.
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struct LightField {
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Vec3i origin; // world-space minimum corner
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Vec3i dims; // extent in blocks
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std::vector<uint8_t> sun;
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std::vector<uint8_t> block;
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int index(int lx, int ly, int lz) const {
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return (ly * dims.z + lz) * dims.x + lx;
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}
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bool localInBox(int lx, int ly, int lz) const {
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return lx >= 0 && lx < dims.x && ly >= 0 && ly < dims.y && lz >= 0 && lz < dims.z;
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}
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// World-space sampling. Skylight above the box top reads as open sky (full),
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// everything else outside the box reads dark.
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uint8_t sunAtWorld(int gx, int gy, int gz) const {
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int lx = gx - origin.x, ly = gy - origin.y, lz = gz - origin.z;
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if (ly >= dims.y && lx >= 0 && lx < dims.x && lz >= 0 && lz < dims.z)
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return static_cast<uint8_t>(maxLight);
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if (!localInBox(lx, ly, lz)) return 0;
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return sun[index(lx, ly, lz)];
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}
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uint8_t blockAtWorld(int gx, int gy, int gz) const {
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int lx = gx - origin.x, ly = gy - origin.y, lz = gz - origin.z;
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if (!localInBox(lx, ly, lz)) return 0;
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return block[index(lx, ly, lz)];
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}
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// Combined perceived brightness 0..1: brighter of scaled skylight and block
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// light. `dayFactor` in 0..1 dims the sun for night without touching torches.
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float combinedAtWorld(int gx, int gy, int gz, float dayFactor = 1.0f) const {
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float s = static_cast<float>(sunAtWorld(gx, gy, gz)) * dayFactor;
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float b = static_cast<float>(blockAtWorld(gx, gy, gz));
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float best = s > b ? s : b;
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return best / static_cast<float>(maxLight);
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}
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};
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// Flood-fills skylight and block light across a world region. The box top is
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// treated as open sky. Opaque blocks stop propagation; Air, Water and Leaves
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// carry light onward.
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LightField computeLight(const World& world, const Vec3i& origin, const Vec3i& dims);
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} // namespace vf
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