Fixed lighting artifacts, improved chunks loading speed

- No more dark lines while loading chunks
- Less lighting recalculations
- Less chunks mesh rebuilding
This commit is contained in:
MihailRis
2022-03-06 01:20:51 +03:00
committed by GitHub
parent 10125808c0
commit 30c2d9889e
4 changed files with 19 additions and 42 deletions
+2 -25
View File
@@ -73,7 +73,7 @@ bool ChunksController::loadVisible(WorldFiles* worldFiles){
return false;
chunk = new Chunk(nearX+ox,nearY+oy,nearZ+oz);
if (worldFiles->getChunk(chunk->x, chunk->z, (char*)chunk->voxels))
chunk->generated = true;
chunk->loaded = true;
chunks->chunks[index] = chunk;
@@ -99,7 +99,7 @@ bool ChunksController::loadVisible(WorldFiles* worldFiles){
oz += 1;
closes[(oy * 3 + oz) * 3 + ox] = other;
}
freeLoader->perform(chunk, (const Chunk**)closes);
freeLoader->perform(chunk, (Chunk**)closes);
return true;
}
@@ -144,29 +144,6 @@ bool ChunksController::_buildMeshes(VoxelRenderer* renderer, int tick) {
Chunk* chunk = chunks->chunks[index];
if (chunk == nullptr){
for (int y = 0; y < h; y++){
for (int z = 1; z < d-1; z++){
for (int x = 1; x < w-1; x++){
int index = (y * d + z) * w + x;
chunk = chunks->chunks[index];
if (chunk != nullptr && chunk->ready && !chunk->accepted){
int lx = x - w / 2;
int ly = y - h / 2;
int lz = z - d / 2;
int distance = (lx * lx + ly * ly + lz * lz);
lighting->onChunkLoaded(chunk->x, chunk->y, chunk->z, false);
for (int i = 0; i < chunks->volume; i++){
Chunk* other = chunks->chunks[i];
if (other)
other->modified = true;
}
chunk->accepted = true;
std::cout << "1: built mesh for " << chunk << std::endl;
return true;
}
}
}
}
return false;
}
Mesh* mesh = chunks->meshes[index];