Fixed lighting artifacts, improved chunks loading speed
- No more dark lines while loading chunks - Less lighting recalculations - Less chunks mesh rebuilding
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@@ -73,7 +73,7 @@ bool ChunksController::loadVisible(WorldFiles* worldFiles){
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return false;
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chunk = new Chunk(nearX+ox,nearY+oy,nearZ+oz);
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if (worldFiles->getChunk(chunk->x, chunk->z, (char*)chunk->voxels))
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chunk->generated = true;
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chunk->loaded = true;
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chunks->chunks[index] = chunk;
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@@ -99,7 +99,7 @@ bool ChunksController::loadVisible(WorldFiles* worldFiles){
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oz += 1;
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closes[(oy * 3 + oz) * 3 + ox] = other;
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}
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freeLoader->perform(chunk, (const Chunk**)closes);
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freeLoader->perform(chunk, (Chunk**)closes);
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return true;
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}
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@@ -144,29 +144,6 @@ bool ChunksController::_buildMeshes(VoxelRenderer* renderer, int tick) {
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Chunk* chunk = chunks->chunks[index];
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if (chunk == nullptr){
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for (int y = 0; y < h; y++){
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for (int z = 1; z < d-1; z++){
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for (int x = 1; x < w-1; x++){
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int index = (y * d + z) * w + x;
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chunk = chunks->chunks[index];
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if (chunk != nullptr && chunk->ready && !chunk->accepted){
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int lx = x - w / 2;
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int ly = y - h / 2;
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int lz = z - d / 2;
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int distance = (lx * lx + ly * ly + lz * lz);
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lighting->onChunkLoaded(chunk->x, chunk->y, chunk->z, false);
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for (int i = 0; i < chunks->volume; i++){
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Chunk* other = chunks->chunks[i];
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if (other)
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other->modified = true;
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}
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chunk->accepted = true;
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std::cout << "1: built mesh for " << chunk << std::endl;
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return true;
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}
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}
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}
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}
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return false;
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}
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Mesh* mesh = chunks->meshes[index];
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