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Lighting Optimisations (#3785)

This commit is contained in:
peterbell10 2017-06-20 08:28:33 +01:00 committed by Lukas Pioch
parent 3d56ad01aa
commit fbe17a4e8a
2 changed files with 24 additions and 74 deletions

View File

@ -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++)
{
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)
if (cBlockInfo::GetLightValue(m_BlockTypes[Idx]) == 0)
{
// Not a light-emissive block
continue;
}
// Add current block as a seed:
m_IsSeed1[idx] = true;
m_SeedIdx1[m_NumSeeds++] = static_cast<UInt32>(idx);
m_IsSeed1[Idx] = true;
m_SeedIdx1[m_NumSeeds++] = static_cast<UInt32>(Idx);
// Light it up:
m_BlockLight[idx] = cBlockInfo::GetLightValue(m_BlockTypes[idx]);
}
}
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;

View File

@ -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);