Lighting reads blocktypes only for blocks under heightmap.
This should theoretically speed it up, since less data is copied back and forth. Also implemented a possibly more cache-friendly blocklight starter algorithm (PrepareBlockLight2()), is disabled by default, needs perf testing.
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@ -27,7 +27,8 @@ class cReader :
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ROW * OutputRows = (ROW *)m_BlockTypes;
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int InputIdx = 0;
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int OutputIdx = m_ReadingChunkX + m_ReadingChunkZ * cChunkDef::Width * 3;
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for (int y = 0; y < cChunkDef::Height; y++)
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int MaxHeight = std::min(cChunkDef::Height, m_MaxHeight + 16); // Need 16 blocks above the highest
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for (int y = 0; y < MaxHeight; y++)
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{
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for (int z = 0; z < cChunkDef::Width; z++)
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{
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@ -43,6 +44,7 @@ class cReader :
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virtual void HeightMap(const cChunkDef::HeightMap * a_Heightmap) override
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{
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// Copy the entire heightmap, distribute it into the 3x3 chunk blob:
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typedef struct {HEIGHTTYPE m_Row[16]; } ROW;
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ROW * InputRows = (ROW *)a_Heightmap;
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ROW * OutputRows = (ROW *)m_HeightMap;
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@ -53,13 +55,32 @@ class cReader :
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OutputRows[OutputIdx] = InputRows[InputIdx++];
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OutputIdx += 3;
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} // for z
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// Find the highest block in the entire chunk, use it as a base for m_MaxHeight:
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HEIGHTTYPE MaxHeight = m_MaxHeight;
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for (size_t i = 0; i < ARRAYCOUNT(*a_Heightmap); i++)
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{
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if ((*a_Heightmap)[i] > MaxHeight)
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{
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MaxHeight = (*a_Heightmap)[i];
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}
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}
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m_MaxHeight = MaxHeight;
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}
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public:
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int m_ReadingChunkX; // 0, 1 or 2; x-offset of the chunk we're reading from the BlockTypes start
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int m_ReadingChunkZ; // 0, 1 or 2; z-offset of the chunk we're reading from the BlockTypes start
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HEIGHTTYPE m_MaxHeight; // Maximum value in this chunk's heightmap
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BLOCKTYPE * m_BlockTypes; // 3x3 chunks of block types, organized as a single XZY blob of data (instead of 3x3 XZY blobs)
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HEIGHTTYPE * m_HeightMap; // 3x3 chunks of height map, organized as a single XZY blob of data (instead of 3x3 XZY blobs)
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cReader(BLOCKTYPE * a_BlockTypes, HEIGHTTYPE * a_HeightMap) :
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m_BlockTypes(a_BlockTypes),
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m_HeightMap(a_HeightMap),
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m_MaxHeight(0)
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{
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}
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} ;
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@ -225,7 +246,7 @@ void cLightingThread::LightChunk(cLightingChunkStay & a_Item)
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// DEBUG: Save chunk data with highlighted seeds for visual inspection:
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cFile f4;
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if (
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f4.Open(Printf("Chunk_%d_%d_seeds.grab", a_Item.x, a_Item.z), cFile::fmWrite)
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f4.Open(Printf("Chunk_%d_%d_seeds.grab", a_Item.m_ChunkX, a_Item.m_ChunkZ), cFile::fmWrite)
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)
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{
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for (int z = 0; z < cChunkDef::Width * 3; z++)
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@ -244,6 +265,7 @@ void cLightingThread::LightChunk(cLightingChunkStay & a_Item)
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f4.Write(Seeds, cChunkDef::Width * 3);
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}
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}
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f4.Close();
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}
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//*/
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@ -253,9 +275,9 @@ void cLightingThread::LightChunk(cLightingChunkStay & a_Item)
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// DEBUG: Save XY slices of the chunk data and lighting for visual inspection:
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cFile f1, f2, f3;
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if (
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f1.Open(Printf("Chunk_%d_%d_data.grab", a_Item.x, a_Item.z), cFile::fmWrite) &&
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f2.Open(Printf("Chunk_%d_%d_sky.grab", a_Item.x, a_Item.z), cFile::fmWrite) &&
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f3.Open(Printf("Chunk_%d_%d_glow.grab", a_Item.x, a_Item.z), cFile::fmWrite)
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f1.Open(Printf("Chunk_%d_%d_data.grab", a_Item.m_ChunkX, a_Item.m_ChunkZ), cFile::fmWrite) &&
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f2.Open(Printf("Chunk_%d_%d_sky.grab", a_Item.m_ChunkX, a_Item.m_ChunkZ), cFile::fmWrite) &&
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f3.Open(Printf("Chunk_%d_%d_glow.grab", a_Item.m_ChunkX, a_Item.m_ChunkZ), cFile::fmWrite)
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)
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{
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for (int z = 0; z < cChunkDef::Width * 3; z++)
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@ -274,6 +296,9 @@ void cLightingThread::LightChunk(cLightingChunkStay & a_Item)
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f3.Write(BlockLight, cChunkDef::Width * 3);
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}
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}
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f1.Close();
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f2.Close();
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f3.Close();
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}
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//*/
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@ -293,11 +318,9 @@ void cLightingThread::LightChunk(cLightingChunkStay & a_Item)
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bool cLightingThread::ReadChunks(int a_ChunkX, int a_ChunkZ)
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void cLightingThread::ReadChunks(int a_ChunkX, int a_ChunkZ)
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{
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cReader Reader;
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Reader.m_BlockTypes = m_BlockTypes;
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Reader.m_HeightMap = m_HeightMap;
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cReader Reader(m_BlockTypes, m_HeightMap);
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for (int z = 0; z < 3; z++)
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{
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@ -305,16 +328,13 @@ bool cLightingThread::ReadChunks(int a_ChunkX, int a_ChunkZ)
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for (int x = 0; x < 3; x++)
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{
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Reader.m_ReadingChunkX = x;
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if (!m_World->GetChunkData(a_ChunkX + x - 1, a_ChunkZ + z - 1, Reader))
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{
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return false;
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}
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VERIFY(m_World->GetChunkData(a_ChunkX + x - 1, a_ChunkZ + z - 1, Reader));
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} // for z
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} // for x
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memset(m_BlockLight, 0, sizeof(m_BlockLight));
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memset(m_SkyLight, 0, sizeof(m_SkyLight));
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return true;
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m_MaxHeight = Reader.m_MaxHeight;
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}
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@ -405,6 +425,50 @@ void cLightingThread::PrepareBlockLight(void)
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void cLightingThread::PrepareBlockLight2(void)
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{
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// Clear seeds:
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memset(m_IsSeed1, 0, sizeof(m_IsSeed1));
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memset(m_IsSeed2, 0, sizeof(m_IsSeed2));
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m_NumSeeds = 0;
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// Add each emissive block into the seeds:
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for (int y = 0; y < m_MaxHeight; y++)
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{
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int BaseY = y * BlocksPerYLayer; // Partial offset into m_BlockTypes for the Y coord
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for (int z = 1; z < cChunkDef::Width * 3 - 1; z++)
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{
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int HBaseZ = z * cChunkDef::Width * 3; // Partial offset into m_Heightmap for the Z coord
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int BaseZ = BaseY + HBaseZ; // Partial offset into m_BlockTypes for the Y and Z coords
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for (int x = 1; x < cChunkDef::Width * 3 - 1; x++)
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{
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int idx = BaseZ + x;
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if (y > m_HeightMap[HBaseZ + x])
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{
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// We're above the heightmap, ignore the block
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continue;
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}
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if (cBlockInfo::GetLightValue(m_BlockTypes[idx]) == 0)
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{
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// Not a light-emissive block
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continue;
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}
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// Add current block as a seed:
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m_IsSeed1[idx] = true;
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m_SeedIdx1[m_NumSeeds++] = idx;
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// Light it up:
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m_BlockLight[idx] = cBlockInfo::GetLightValue(m_BlockTypes[idx]);
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}
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}
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}
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}
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void cLightingThread::CalcLight(NIBBLETYPE * a_Light)
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{
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int NumSeeds2 = 0;
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@ -108,6 +108,9 @@ protected:
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cEvent m_evtItemAdded; // Set when queue is appended, or to stop the thread
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cEvent m_evtQueueEmpty; // Set when the queue gets empty
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/** The highest block in the current 3x3 chunk data */
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HEIGHTTYPE m_MaxHeight;
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// Buffers for the 3x3 chunk data
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// These buffers alone are 1.7 MiB in size, therefore they cannot be located on the stack safely - some architectures may have only 1 MiB for stack, or even less
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@ -136,8 +139,8 @@ protected:
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/** Lights the entire chunk. If neighbor chunks don't exist, touches them and re-queues the chunk */
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void LightChunk(cLightingChunkStay & a_Item);
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/** Prepares m_BlockTypes and m_HeightMap data; returns false if any of the chunks fail. Zeroes out the light arrays */
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bool ReadChunks(int a_ChunkX, int a_ChunkZ);
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/** Prepares m_BlockTypes and m_HeightMap data; zeroes out the light arrays */
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void ReadChunks(int a_ChunkX, int a_ChunkZ);
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/** Uses m_HeightMap to initialize the m_SkyLight[] data; fills in seeds for the skylight */
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void PrepareSkyLight(void);
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@ -145,6 +148,10 @@ protected:
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/** Uses m_BlockTypes to initialize the m_BlockLight[] data; fills in seeds for the blocklight */
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void PrepareBlockLight(void);
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/** Same as PrepareBlockLight(), but uses a different traversal scheme; possibly better perf cache-wise.
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To be compared in perf benchmarks. */
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void PrepareBlockLight2(void);
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/** Calculates light in the light array specified, using stored seeds */
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void CalcLight(NIBBLETYPE * a_Light);
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