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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10125808c0
commit
30c2d9889e
@ -16,8 +16,7 @@ public:
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Lightmap* lightmap;
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bool modified = true;
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bool ready = false;
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bool accepted = false;
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bool generated = false;
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bool loaded = false;
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int references = 1;
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Chunk(int x, int y, int z);
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~Chunk();
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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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@ -8,6 +8,8 @@
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#include <iostream>
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#define CLOSES_C 27
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void ChunksLoader::_thread(){
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Chunks chunks(3,3,3, -1,-1,-1);
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Lighting lighting(&chunks);
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@ -17,25 +19,22 @@ void ChunksLoader::_thread(){
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continue;
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}
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Chunk* chunk = current;
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chunk->incref();
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for (size_t i = 0; i < 27; i++){
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chunks._setOffset(chunk->x-1, chunk->y-1, chunk->z-1);
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for (size_t i = 0; i < CLOSES_C; i++){
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Chunk* other = closes[i];
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if (other){
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other->incref();
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chunks.putChunk(other);
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}
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}
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chunks._setOffset(chunk->x-1, chunk->y-1, chunk->z-1);
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if (!chunk->generated){
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if (!chunk->loaded){
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WorldGenerator::generate(chunk->voxels, chunk->x, chunk->y, chunk->z);
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}
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chunks.putChunk(chunk);
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lighting.onChunkLoaded(chunk->x, chunk->y, chunk->z, true);
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chunks.clear(false);
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for (int i = 0; i < 27; i++){
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for (int i = 0; i < CLOSES_C; i++){
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Chunk* other = closes[i];
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if (other)
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other->decref();
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@ -43,24 +42,26 @@ void ChunksLoader::_thread(){
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chunk->ready = true;
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current = nullptr;
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chunk->decref();
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//std::cout << "LOADER: success" << std::endl;
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}
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}
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void ChunksLoader::perform(Chunk* chunk, const Chunk** cs){
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void ChunksLoader::perform(Chunk* chunk, Chunk** closes_passed){
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if (isBusy()){
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std::cerr << "performing while busy" << std::endl;
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return;
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}
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chunk->incref();
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if (closes == nullptr){
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closes = new Chunk*[27];
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closes = new Chunk*[CLOSES_C];
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}
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for (int i = 0; i < 27; i++){
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const Chunk* other = cs[i];
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for (int i = 0; i < CLOSES_C; i++){
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Chunk* other = closes_passed[i];
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if (other == nullptr)
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closes[i] = nullptr;
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else
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closes[i] = (Chunk*)other;//->clone();
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else {
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other->incref();
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closes[i] = other;
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}
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}
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current = chunk;
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}
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@ -26,7 +26,7 @@ public:
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return current != nullptr;
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}
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void perform(Chunk* chunk, const Chunk** closes);
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void perform(Chunk* chunk, Chunk** closes_passed);
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void stop(){
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working = false;
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