inventory regions, minor refactor
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@@ -22,7 +22,7 @@ void LightSolver::add(int x, int y, int z, int emission) {
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Chunk* chunk = chunks->getChunkByVoxel(x, y, z);
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chunk->setModified(true);
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chunk->lightmap->set(x-chunk->x*CHUNK_W, y, z-chunk->z*CHUNK_D, channel, emission);
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chunk->lightmap.set(x-chunk->x*CHUNK_W, y, z-chunk->z*CHUNK_D, channel, emission);
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}
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void LightSolver::add(int x, int y, int z) {
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@@ -35,12 +35,12 @@ void LightSolver::remove(int x, int y, int z) {
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if (chunk == nullptr)
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return;
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ubyte light = chunk->lightmap->get(x-chunk->x*CHUNK_W, y, z-chunk->z*CHUNK_D, channel);
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ubyte light = chunk->lightmap.get(x-chunk->x*CHUNK_W, y, z-chunk->z*CHUNK_D, channel);
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if (light == 0){
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return;
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}
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remqueue.push(lightentry {x, y, z, light});
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chunk->lightmap->set(x-chunk->x*CHUNK_W, y, z-chunk->z*CHUNK_D, channel, 0);
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chunk->lightmap.set(x-chunk->x*CHUNK_W, y, z-chunk->z*CHUNK_D, channel, 0);
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}
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void LightSolver::solve(){
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@@ -67,10 +67,10 @@ void LightSolver::solve(){
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int lz = z - chunk->z * CHUNK_D;
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chunk->setModified(true);
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ubyte light = chunk->lightmap->get(lx,y,lz, channel);
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ubyte light = chunk->lightmap.get(lx,y,lz, channel);
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if (light != 0 && light == entry.light-1){
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remqueue.push(lightentry {x, y, z, light});
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chunk->lightmap->set(lx, y, lz, channel, 0);
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chunk->lightmap.set(lx, y, lz, channel, 0);
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}
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else if (light >= entry.light){
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addqueue.push(lightentry {x, y, z, light});
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@@ -94,11 +94,11 @@ void LightSolver::solve(){
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int lz = z - chunk->z * CHUNK_D;
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chunk->setModified(true);
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ubyte light = chunk->lightmap->get(lx, y, lz, channel);
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ubyte light = chunk->lightmap.get(lx, y, lz, channel);
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voxel& v = chunk->voxels[vox_index(lx, y, lz)];
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const Block* block = blockDefs[v.id];
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if (block->lightPassing && light+2 <= entry.light){
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chunk->lightmap->set(
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chunk->lightmap.set(
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x-chunk->x*CHUNK_W, y, z-chunk->z*CHUNK_D,
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channel,
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entry.light-1);
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