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authorpeterbell10 <peterbell10@live.co.uk>2017-06-20 09:28:33 +0200
committerLukas Pioch <lukas@zgow.de>2017-06-20 09:28:33 +0200
commitfbe17a4e8a93e1c1bfd9ee60a19a71107eab1b3e (patch)
tree5bc07319e23fecac9e0ebd28164bf602bebd961e
parentLet water vaporise in the Nether by default (diff)
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-rw-r--r--src/LightingThread.cpp92
-rw-r--r--src/LightingThread.h4
2 files changed, 23 insertions, 73 deletions
diff --git a/src/LightingThread.cpp b/src/LightingThread.cpp
index 302be4d02..054dd9896 100644
--- a/src/LightingThread.cpp
+++ b/src/LightingThread.cpp
@@ -361,6 +361,12 @@ void cLightingThread::PrepareSkyLight(void)
memset(m_IsSeed1, 0, sizeof(m_IsSeed1));
m_NumSeeds = 0;
+ // Fill the top of the chunk with all-light:
+ if (m_MaxHeight < cChunkDef::Height - 1)
+ {
+ std::fill(m_SkyLight + (m_MaxHeight + 1) * BlocksPerYLayer, m_SkyLight + ARRAYCOUNT(m_SkyLight), 15);
+ }
+
// Walk every column that has all XZ neighbors
for (int z = 1; z < cChunkDef::Width * 3 - 1; z++)
{
@@ -386,8 +392,8 @@ void cLightingThread::PrepareSkyLight(void)
int Neighbor4 = m_HeightMap[idx - cChunkDef::Width * 3] + 1; // Z - 1
int MaxNeighbor = std::max(std::max(Neighbor1, Neighbor2), std::max(Neighbor3, Neighbor4)); // Maximum of the four neighbors
- // Fill the column from the top down to Current with all-light:
- for (int y = cChunkDef::Height - 1, Index = idx + y * BlocksPerYLayer; y >= Current; y--, Index -= BlocksPerYLayer)
+ // Fill the column from m_MaxHeight to Current with all-light:
+ for (int y = m_MaxHeight, Index = idx + y * BlocksPerYLayer; y >= Current; y--, Index -= BlocksPerYLayer)
{
m_SkyLight[Index] = 15;
}
@@ -414,43 +420,7 @@ void cLightingThread::PrepareSkyLight(void)
-void cLightingThread::PrepareBlockLight(void)
-{
- // Clear seeds:
- memset(m_IsSeed1, 0, sizeof(m_IsSeed1));
- memset(m_IsSeed2, 0, sizeof(m_IsSeed2));
- m_NumSeeds = 0;
-
- // Walk every column that has all XZ neighbors, make a seed for each light-emitting block:
- for (int z = 1; z < cChunkDef::Width * 3 - 1; z++)
- {
- int BaseZ = z * cChunkDef::Width * 3;
- for (int x = 1; x < cChunkDef::Width * 3 - 1; x++)
- {
- int idx = BaseZ + x;
- for (int y = m_HeightMap[idx], Index = idx + y * BlocksPerYLayer; y >= 0; y--, Index -= BlocksPerYLayer)
- {
- if (cBlockInfo::GetLightValue(m_BlockTypes[Index]) == 0)
- {
- continue;
- }
-
- // Add current block as a seed:
- m_IsSeed1[Index] = true;
- m_SeedIdx1[m_NumSeeds++] = static_cast<UInt32>(Index);
-
- // Light it up:
- m_BlockLight[Index] = cBlockInfo::GetLightValue(m_BlockTypes[Index]);
- }
- }
- }
-}
-
-
-
-
-
-void cLightingThread::PrepareBlockLight2(void)
+void cLightingThread::PrepareBlockLight()
{
// Clear seeds:
memset(m_IsSeed1, 0, sizeof(m_IsSeed1));
@@ -458,35 +428,20 @@ void cLightingThread::PrepareBlockLight2(void)
m_NumSeeds = 0;
// Add each emissive block into the seeds:
- for (int y = 0; y < m_MaxHeight; y++)
+ for (int Idx = 0; Idx < (m_MaxHeight * BlocksPerYLayer); ++Idx)
{
- int BaseY = y * BlocksPerYLayer; // Partial offset into m_BlockTypes for the Y coord
- for (int z = 1; z < cChunkDef::Width * 3 - 1; z++)
+ if (cBlockInfo::GetLightValue(m_BlockTypes[Idx]) == 0)
{
- int HBaseZ = z * cChunkDef::Width * 3; // Partial offset into m_Heightmap for the Z coord
- int BaseZ = BaseY + HBaseZ; // Partial offset into m_BlockTypes for the Y and Z coords
- for (int x = 1; x < cChunkDef::Width * 3 - 1; x++)
- {
- int idx = BaseZ + x;
- if (y > m_HeightMap[HBaseZ + x])
- {
- // We're above the heightmap, ignore the block
- continue;
- }
- if (cBlockInfo::GetLightValue(m_BlockTypes[idx]) == 0)
- {
- // Not a light-emissive block
- continue;
- }
+ // Not a light-emissive block
+ continue;
+ }
- // Add current block as a seed:
- m_IsSeed1[idx] = true;
- m_SeedIdx1[m_NumSeeds++] = static_cast<UInt32>(idx);
+ // Add current block as a seed:
+ m_IsSeed1[Idx] = true;
+ m_SeedIdx1[m_NumSeeds++] = static_cast<UInt32>(Idx);
- // Light it up:
- m_BlockLight[idx] = cBlockInfo::GetLightValue(m_BlockTypes[idx]);
- }
- }
+ // Light it up:
+ m_BlockLight[Idx] = cBlockInfo::GetLightValue(m_BlockTypes[Idx]);
}
}
@@ -532,7 +487,6 @@ void cLightingThread::CalcLightStep(
UInt32 SeedIdx = static_cast<UInt32>(a_SeedIdxIn[i]);
int SeedX = SeedIdx % (cChunkDef::Width * 3);
int SeedZ = (SeedIdx / (cChunkDef::Width * 3)) % (cChunkDef::Width * 3);
- int SeedY = SeedIdx / BlocksPerYLayer;
// Propagate seed:
if (SeedX < cChunkDef::Width * 3 - 1)
@@ -551,13 +505,13 @@ void cLightingThread::CalcLightStep(
{
PropagateLight(a_Light, SeedIdx, SeedIdx - cChunkDef::Width * 3, NumSeedsOut, a_IsSeedOut, a_SeedIdxOut);
}
- if (SeedY < cChunkDef::Height - 1)
+ if (SeedIdx < (cChunkDef::Height - 1) * BlocksPerYLayer)
{
- PropagateLight(a_Light, SeedIdx, SeedIdx + cChunkDef::Width * cChunkDef::Width * 3 * 3, NumSeedsOut, a_IsSeedOut, a_SeedIdxOut);
+ PropagateLight(a_Light, SeedIdx, SeedIdx + BlocksPerYLayer, NumSeedsOut, a_IsSeedOut, a_SeedIdxOut);
}
- if (SeedY > 0)
+ if (SeedIdx >= BlocksPerYLayer)
{
- PropagateLight(a_Light, SeedIdx, SeedIdx - cChunkDef::Width * cChunkDef::Width * 3 * 3, NumSeedsOut, a_IsSeedOut, a_SeedIdxOut);
+ PropagateLight(a_Light, SeedIdx, SeedIdx - BlocksPerYLayer, NumSeedsOut, a_IsSeedOut, a_SeedIdxOut);
}
} // for i - a_SeedIdxIn[]
a_NumSeedsOut = NumSeedsOut;
diff --git a/src/LightingThread.h b/src/LightingThread.h
index 2417ca706..4b1bf4788 100644
--- a/src/LightingThread.h
+++ b/src/LightingThread.h
@@ -149,10 +149,6 @@ protected:
/** Uses m_BlockTypes to initialize the m_BlockLight[] data; fills in seeds for the blocklight */
void PrepareBlockLight(void);
- /** Same as PrepareBlockLight(), but uses a different traversal scheme; possibly better perf cache-wise.
- To be compared in perf benchmarks. */
- void PrepareBlockLight2(void);
-
/** Calculates light in the light array specified, using stored seeds */
void CalcLight(NIBBLETYPE * a_Light);