Optimize DH lighting for chunks with populated sections
Specifically improves lighting speed for BigGlobe worlds
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+70
-19
@@ -100,6 +100,9 @@ public class ChunkWrapper implements IChunkWrapper
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private boolean useDhLighting;
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private int minNonEmptyHeight = Integer.MIN_VALUE;
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private int maxNonEmptyHeight = Integer.MAX_VALUE;
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/**
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* Due to vanilla `isClientLightReady()` not being designed for use by a non-render thread, it may return 'true'
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* before the light engine has ticked, (right after all light changes is marked by the engine to be processed).
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@@ -165,8 +168,18 @@ public class ChunkWrapper implements IChunkWrapper
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public int getMaxBuildHeight() { return this.chunk.getMaxBuildHeight(); }
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@Override
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public int getMinFilledHeight()
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public int getMinNonEmptyHeight()
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{
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if (this.minNonEmptyHeight != Integer.MIN_VALUE)
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{
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return this.minNonEmptyHeight;
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}
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// default if every section is empty or missing
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this.minNonEmptyHeight = this.getMinBuildHeight();
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// determine the lowest empty section (bottom up)
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LevelChunkSection[] sections = this.chunk.getSections();
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for (int index = 0; index < sections.length; index++)
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{
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@@ -175,27 +188,65 @@ public class ChunkWrapper implements IChunkWrapper
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continue;
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}
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#if MC_VER == MC_1_16_5
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if (!sections[index].isEmpty())
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if (!isChunkSectionEmpty(sections[index]))
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{
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// convert from an index to a block coordinate
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return this.chunk.getSections()[index].bottomBlockY() * 16;
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this.minNonEmptyHeight = this.getChunkSectionMinHeight(index);
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break;
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}
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#elif MC_VER == MC_1_17_1
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if (!sections[index].isEmpty())
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{
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// convert from an index to a block coordinate
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return this.chunk.getSections()[index].bottomBlockY() * 16;
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}
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#else
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if (!sections[index].hasOnlyAir())
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{
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// convert from an index to a block coordinate
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return this.chunk.getSectionYFromSectionIndex(index) * 16;
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}
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#endif
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}
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return Integer.MAX_VALUE;
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return this.minNonEmptyHeight;
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}
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@Override
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public int getMaxNonEmptyHeight()
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{
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if (this.maxNonEmptyHeight != Integer.MAX_VALUE)
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{
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return this.maxNonEmptyHeight;
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}
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// default if every section is empty or missing
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this.maxNonEmptyHeight = this.getMaxBuildHeight();
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// determine the highest empty section (top down)
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LevelChunkSection[] sections = this.chunk.getSections();
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for (int index = sections.length-1; index >= 0; index--)
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{
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if (sections[index] == null)
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{
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continue;
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}
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if (!isChunkSectionEmpty(sections[index]))
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{
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this.maxNonEmptyHeight = this.getChunkSectionMinHeight(index) + 16;
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break;
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}
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}
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return this.maxNonEmptyHeight;
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}
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private static boolean isChunkSectionEmpty(LevelChunkSection section)
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{
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#if MC_VER == MC_1_16_5
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return section.isEmpty();
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#elif MC_VER == MC_1_17_1
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return section.isEmpty();
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#else
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return section.hasOnlyAir();
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#endif
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}
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private int getChunkSectionMinHeight(int index)
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{
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// convert from an index to a block coordinate
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#if MC_VER == MC_1_16_5 || MC_VER == MC_1_17_1
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return this.chunk.getSections()[index].bottomBlockY() * 16;
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#else
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return this.chunk.getSectionYFromSectionIndex(index) * 16;
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#endif
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}
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+1
-1
Submodule coreSubProjects updated: 77d8f413e6...ebebc5566e
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