chunks controller & lighting optimizations

This commit is contained in:
MihailRis
2024-01-24 20:22:21 +03:00
parent 5d931eacc6
commit 58fbb96f2c
2 changed files with 32 additions and 25 deletions
+15 -9
View File
@@ -63,11 +63,14 @@ void LightSolver::solve(){
int z = entry.z+coords[i*3+2];
Chunk* chunk = chunks->getChunkByVoxel(x,y,z);
if (chunk) {
int lx = x - chunk->x * CHUNK_W;
int lz = z - chunk->z * CHUNK_D;
chunk->setModified(true);
ubyte light = chunks->getLight(x,y,z, channel);
ubyte light = chunk->lightmap->get(lx,y,lz, channel);
if (light != 0 && light == entry.light-1){
remqueue.push(lightentry {x, y, z, light});
chunk->lightmap->set(x-chunk->x*CHUNK_W, y, z-chunk->z*CHUNK_D, channel, 0);
chunk->lightmap->set(lx, y, lz, channel, 0);
}
else if (light >= entry.light){
addqueue.push(lightentry {x, y, z, light});
@@ -87,15 +90,18 @@ void LightSolver::solve(){
int z = entry.z+coords[i*3+2];
Chunk* chunk = chunks->getChunkByVoxel(x,y,z);
if (chunk) {
int lx = x - chunk->x * CHUNK_W;
int lz = z - chunk->z * CHUNK_D;
chunk->setModified(true);
int light = chunk->lightmap->get(
x - chunk->x * CHUNK_W, y,
z - chunk->z * CHUNK_D,
channel);
voxel* v = chunks->get(x,y,z);
const Block* block = blockDefs[v->id];
ubyte light = chunk->lightmap->get(lx, y, lz, channel);
voxel& v = chunk->voxels[vox_index(lx, y, lz)];
const Block* block = blockDefs[v.id];
if (block->lightPassing && light+2 <= entry.light){
chunk->lightmap->set(x-chunk->x*CHUNK_W, y, z-chunk->z*CHUNK_D, channel, entry.light-1);
chunk->lightmap->set(
x-chunk->x*CHUNK_W, y, z-chunk->z*CHUNK_D,
channel,
entry.light-1);
addqueue.push(lightentry {x, y, z, ubyte(entry.light-1)});
}
}
+3 -2
View File
@@ -63,6 +63,7 @@ bool ChunksController::loadVisible(){
int index = z * w + x;
auto chunk = chunks->chunks[index];
if (chunk != nullptr){
if (!chunk->isLighted()) {
int surrounding = 0;
for (int oz = -1; oz <= 1; oz++){
for (int ox = -1; ox <= 1; ox++){
@@ -71,8 +72,7 @@ bool ChunksController::loadVisible(){
}
}
chunk->surrounding = surrounding;
if (surrounding == MIN_SURROUNDING && !chunk->isLighted()) {
timeutil::ScopeLogTimer log(555);
if (surrounding == MIN_SURROUNDING) {
bool lightsCache = chunk->isLoadedLights();
if (!lightsCache) {
lighting->buildSkyLight(chunk->x, chunk->z);
@@ -81,6 +81,7 @@ bool ChunksController::loadVisible(){
chunk->setLighted(true);
return true;
}
}
continue;
}
int lx = x - w / 2;