minor optimizations + MAX_WORK_PER_FRAME increased
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@@ -19,7 +19,7 @@
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#include <memory>
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#include <iostream>
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const uint MAX_WORK_PER_FRAME = 64;
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const uint MAX_WORK_PER_FRAME = 128;
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const uint MIN_SURROUNDING = 9;
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ChunksController::ChunksController(Level* level, uint padding)
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@@ -59,7 +59,7 @@ bool ChunksController::loadVisible(){
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for (uint z = padding; z < d-padding; z++){
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for (uint x = padding; x < w-padding; x++){
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int index = z * w + x;
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auto chunk = chunks->chunks[index];
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auto& chunk = chunks->chunks[index];
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if (chunk != nullptr){
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if (chunk->isLoaded() && !chunk->isLighted()) {
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if (buildLights(chunk)) {
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@@ -79,7 +79,7 @@ bool ChunksController::loadVisible(){
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}
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}
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auto chunk = chunks->chunks[nearZ * w + nearX];
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const auto& chunk = chunks->chunks[nearZ * w + nearX];
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if (chunk != nullptr) {
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return false;
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}
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@@ -44,12 +44,14 @@ public:
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ubyte getLight(int32_t x, int32_t y, int32_t z, int channel);
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void set(int32_t x, int32_t y, int32_t z, uint32_t id, uint8_t states);
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voxel* rayCast(glm::vec3 start,
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voxel* rayCast(
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glm::vec3 start,
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glm::vec3 dir,
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float maxLength,
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glm::vec3& end,
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glm::ivec3& norm,
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glm::ivec3& iend);
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glm::ivec3& iend
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);
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glm::vec3 rayCastToObstacle(glm::vec3 start, glm::vec3 dir, float maxDist);
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@@ -68,4 +70,4 @@ public:
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void saveAndClear();
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};
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#endif /* VOXELS_CHUNKS_HPP_ */
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#endif // VOXELS_CHUNKS_HPP_
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