Expand description
Light storage primitives used by chunk and world lighting.
Modules§
- cache 🔒
- data_
layer 🔒 - packet 🔒
- propagation 🔒
- queue 🔒
- section_
storage 🔒 - sky_
propagation 🔒 - sky_
sources 🔒 - storage 🔒
- work_
gate 🔒 - Scheduling gate for light work cache windows.
- workset 🔒
Structs§
- Block
Light Propagation Context - ScalableLux-style block-light propagation over scoped Steel light caches.
- Block
Light Update Result - Sections whose visible block-light data changed during a scoped update.
- Cached
Light Block - Cached section slot and local nibble index for one block.
- Cached
Light Chunk - Cached chunk slot plus its
ScalableLuxcache role. - Cached
Light Section - Cached section slot for one section position.
- Chunk
Light Data - Chunk-owned block and sky light storage.
- Chunk
Light Emptiness MapLength Error - Error returned when a chunk light emptiness map has the wrong length.
- Chunk
Light Layer Storage - Per-layer chunk-owned light storage.
- Chunk
SkyLight Sources - Per-chunk cache of the lowest skylight source edge in each X/Z column.
- Data
Layer - Packed 4-bit light values for one 16x16x16 light section.
- Data
Layer Length Error - Error returned when packed light data has the wrong length.
- Light
Cache Layout ScalableLuxcache-window layout for chunk, section, and nibble arrays.- Light
Cache Setup Chunks - Iterator over chunks scanned by
ScalableLuxcache setup. - Light
Chunk Read Cache - Flat cached chunk reads for one scoped lighting operation.
- Light
Chunk Section Slots - Iterator over one inner cached chunk’s vanilla light-section slots.
- Light
Chunk Slot Array - Optional value slots for
ScalableLux’s 5x5 chunk cache arrays. - Light
Direction Set ScalableLuxpropagation direction bitset.- Light
Direction SetIter - Iterator over a
LightDirectionSetinScalableLuxpropagation order. - Light
Layer Edit - Scoped mutable light edits for one layer and one workset.
- Light
Propagation Queue - Array-backed FIFO used for vanilla light propagation work.
- Light
Propagation Queues - Vanilla’s separate increase and decrease propagation queues.
- Light
Queue Entry - Vanilla’s packed light-propagation queue entry.
- Light
Queue Flags ScalableLuxstate flags stored in the top three queue-entry bits.- Light
Section Emptiness Change - Real chunk-section emptiness transition that must be applied before block checks.
- Light
Section Range - Inclusive/exclusive vertical range of light sections for a level.
- Light
Section Range Error - Error returned when a world height cannot produce a valid light-section range.
- Light
Section Read Cache - Flat cached chunk-section reads for block-state access during lighting.
- Light
Section Slot Array - Optional value slots for
ScalableLux’s section/nibble cache arrays. - Light
Update Notification Cache - Section-slot notification flags used while publishing visible light updates.
- Light
Workset - Scoped chunk admission for one light operation.
- Packed
Light Block Pos ScalableLuxpacked block position used in light propagation queue entries.- Packed
Light Propagation Queue - Array-backed FIFO used for
ScalableLuxpacked light propagation entries. - Packed
Light Propagation Queues ScalableLux’s separate packed increase and decrease propagation queues.- Packed
Light Queue Entry ScalableLuxpacked light-propagation queue entry.- Queued
Light Update - One typed light propagation queue item.
- SkyLight
Propagation Context - ScalableLux-style sky-light propagation over scoped Steel light caches.
- SkyLight
Update Result - Sections whose visible sky-light data changed during a scoped update.
Enums§
- Block
Light Chunk Edge Checks - Whether chunk block-light generation must validate edge consistency.
- Block
Light Propagation Context Error - Error returned when a block-light propagation context is built from mismatched caches.
- Light
Axis Direction ScalableLuxaxis direction order used by packed light propagation queues.- Light
Cache Chunk Scope ScalableLuxcache role for a cached chunk column.- Light
Cache Setup Radius ScalableLuxsetup-cache radius.- Light
Layer - Vanilla light layer kind.
- Light
Section - Chunk-owned section presence and data state.
- Light
Section Data - Storage representation for one present light section.
- Light
Workset Setup Error - Error returned when a scoped light workset cannot acquire required chunks.
- SkyLight
Chunk Edge Checks - Whether chunk sky-light generation must validate edge consistency.
- SkyLight
Propagation Context Error - Error returned when a sky-light propagation context is built from mismatched caches.
Constants§
- CHUNK_
COLUMN_ 🔒COUNT - CHUNK_
EDGE 🔒 - DATA_
LAYER_ BLOCK_ COUNT - Number of blocks in a light section.
- DATA_
LAYER_ EDGE - Number of blocks along one edge of a light section.
- DATA_
LAYER_ SIZE - Number of packed bytes in a light section.
- LIGHT_
BLOCKED - Opacity returned when a block face fully blocks light.
- LIGHT_
CACHE_ CHUNK_ SLOTS - Number of chunk columns in one light-engine cache window.
- LIGHT_
CACHE_ DIAMETER - Horizontal cache width and depth used by
ScalableLuxlight propagation. - LIGHT_
CACHE_ RADIUS - Horizontal cache radius used by
ScalableLuxlight propagation. - LIGHT_
CACHE_ SECTION_ RADIUS - Horizontal radius where
ScalableLuxpopulates section and nibble cache data. - LIGHT_
SECTION_ PADDING - Vanilla stores one extra light section below and above the build height.
- MAX_
LIGHT_ LEVEL - Maximum light value stored by vanilla lighting.
- MIN_
LIGHT_ OPACITY - Minimum opacity used while propagating vanilla light.
- NEGATIVE_
INFINITY 🔒
Functions§
- build_
chunk_ light_ update_ packet - Builds protocol light-update data from chunk-owned light sections.
- build_
chunk_ light_ update_ packet_ for_ sections - Builds protocol light-update data for the changed sections of one chunk column.
- check_
block_ light_ chunk_ edges - Validates already-loaded block-light chunk edges without resetting sections.
- check_
sky_ light_ chunk_ edges - Validates already-loaded sky-light chunk edges without resetting sections.
- force_
load_ block_ light_ chunk - Force-synchronizes block-light sections for an already-lit loaded chunk.
- force_
load_ sky_ light_ chunk - Force-synchronizes sky-light sections for an already-lit loaded chunk.
- get_
light_ block_ into - Returns vanilla’s
LightEngine.getLightDampeningIntoresult. - get_
light_ opacity - Returns vanilla’s simple opacity for light propagation.
- has_
different_ light_ properties - Returns whether vanilla must re-check lighting after a block-state change.
- light_
face_ occludes - Returns whether the selected state faces fully occlude light.
- light_
occlusion_ shape - Returns the occlusion shape vanilla lighting uses for a block state.
- load_
block_ light_ chunk - Loads already-persisted block light and validates chunk edges without resetting sections.
- load_
sky_ light_ chunk - Loads already-persisted sky light and validates chunk edges without resetting sections.
- propagate_
block_ light_ changes - Runs ScalableLux-style block-light propagation for changed blocks in a scoped workset.
- propagate_
block_ light_ changes_ with_ empty_ sections - Runs block-light propagation after applying real section emptiness transitions.
- propagate_
block_ light_ chunk - Seeds and propagates block light for the center chunk of a scoped workset.
- propagate_
sky_ light_ changes - Runs ScalableLux-style sky-light propagation for changed blocks in a scoped workset.
- propagate_
sky_ light_ changes_ with_ empty_ sections - Runs sky-light propagation after applying real section emptiness transitions.
- propagate_
sky_ light_ chunk - Seeds and propagates sky light for the center chunk of a scoped workset.
- propagate_
sky_ light_ chunk_ without_ edge_ checks - Seeds and propagates sky light for the center chunk without edge checks.