Add faster sky light engine from Builderb0y

Closes !67
This commit is contained in:
James Seibel
2024-09-07 12:07:59 -05:00
parent 02fb7eedba
commit 9afcddca4f
3 changed files with 13 additions and 92 deletions
@@ -94,7 +94,8 @@ public class ChunkWrapper implements IChunkWrapper
private final LevelReader lightSource;
private final ILevelWrapper wrappedLevel;
private boolean isDhLightCorrect = false;
private boolean isDhBlockLightCorrect = false;
private boolean isDhSkyLightCorrect = false;
/** only used when connected to a dedicated server */
private boolean isMcClientLightingCorrect = false;
@@ -103,8 +104,6 @@ public class ChunkWrapper implements IChunkWrapper
private ArrayList<DhBlockPos> blockLightPosList = null;
private boolean useDhLighting;
private int minNonEmptyHeight = Integer.MIN_VALUE;
private int maxNonEmptyHeight = Integer.MAX_VALUE;
@@ -136,11 +135,6 @@ public class ChunkWrapper implements IChunkWrapper
this.wrappedLevel = wrappedLevel;
this.chunkPos = new DhChunkPos(chunk.getPos().x, chunk.getPos().z);
// TODO is this the best way to differentiate between when we are generating chunks and when MC gave us a chunk?
boolean isDhGeneratedChunk = (this.lightSource.getClass() == DhLitWorldGenRegion.class);
// MC loaded chunks should get their lighting from MC, DH generated chunks should get their lighting from DH
this.useDhLighting = isDhGeneratedChunk;
// FIXME +1 is to handle the fact that LodDataBuilder adds +1 to all block lighting calculations, also done in the relative position validator
chunksNeedingClientLightUpdating.add(this);
@@ -346,45 +340,15 @@ public class ChunkWrapper implements IChunkWrapper
// lighting //
//==========//
@Override
public void setIsDhLightCorrect(boolean isDhLightCorrect) { this.isDhLightCorrect = isDhLightCorrect; }
@Override
public void setIsDhSkyLightCorrect(boolean isDhLightCorrect) { this.isDhSkyLightCorrect = isDhLightCorrect; }
@Override
public void setIsDhBlockLightCorrect(boolean isDhLightCorrect) { this.isDhBlockLightCorrect = isDhLightCorrect; }
@Override
public void setUseDhLighting(boolean useDhLighting) { this.useDhLighting = useDhLighting; }
public boolean isDhBlockLightingCorrect() { return this.isDhBlockLightCorrect; }
@Override
public boolean isLightCorrect()
{
if (this.useDhLighting)
{
return this.isDhLightCorrect;
}
#if MC_VER == MC_1_16_5 || MC_VER == MC_1_17_1
return false; // MC's lighting engine doesn't work consistently enough to trust for 1.16 or 1.17
#else
if (this.chunk instanceof LevelChunk)
{
LevelChunk levelChunk = (LevelChunk) this.chunk;
if (levelChunk.getLevel() instanceof ClientLevel)
{
// connected to a server
return this.isMcClientLightingCorrect;
}
else
{
// in a single player world
return this.chunk.isLightCorrect() && levelChunk.loaded;
}
}
else
{
// called when in a single player world and the chunk is a proto chunk (in world gen, and not active)
return this.chunk.isLightCorrect();
}
#endif
}
public boolean isDhSkyLightCorrect() { return this.isDhSkyLightCorrect; }
@Override
@@ -439,44 +403,6 @@ public class ChunkWrapper implements IChunkWrapper
public void setSkyLightStorage(ChunkLightStorage lightStorage) { this.skyLightStorage = lightStorage; }
@Override
public int getBlockLight(int relX, int y, int relZ)
{
this.throwIndexOutOfBoundsIfRelativePosOutsideChunkBounds(relX, y, relZ);
// use the full lighting engine when the chunks are within render distance or the config requests it
if (this.useDhLighting)
{
// DH lighting method
return this.getBlockLightStorage().get(relX, y, relZ);
}
else
{
// note: this returns 0 if the chunk is unload
// MC lighting method
return this.lightSource.getBrightness(LightLayer.BLOCK, new BlockPos(relX + this.getMinBlockX(), y, relZ + this.getMinBlockZ()));
}
}
@Override
public int getSkyLight(int relX, int y, int relZ)
{
this.throwIndexOutOfBoundsIfRelativePosOutsideChunkBounds(relX, y, relZ);
// use the full lighting engine when the chunks are within render distance or the config requests it
if (this.useDhLighting)
{
// DH lighting method
return this.getSkyLightStorage().get(relX, y, relZ);
}
else
{
// MC lighting method
return this.lightSource.getBrightness(LightLayer.SKY, new BlockPos(relX + this.getMinBlockX(), y, relZ + this.getMinBlockZ()));
}
}
/**
* FIXME synchronized is necessary for a rare issue where this method is called from two separate threads at the same time
* before the list has finished populating.
@@ -488,8 +488,8 @@ public final class BatchGenerationEnvironment extends AbstractBatchGenerationEnv
{
chunkWrapper.setBlockLightStorage(chunkBlockLightingByDhPos.get(chunkWrapper.getChunkPos()));
chunkWrapper.setSkyLightStorage(chunkSkyLightingByDhPos.get(chunkWrapper.getChunkPos()));
chunkWrapper.setUseDhLighting(true);
chunkWrapper.setIsDhLightCorrect(true);
chunkWrapper.setIsDhBlockLightCorrect(true);
chunkWrapper.setIsDhSkyLightCorrect(true);
}
chunkWrappersByDhPos.put(chunkPos, chunkWrapper);
@@ -531,11 +531,6 @@ public final class BatchGenerationEnvironment extends AbstractBatchGenerationEnv
#endif
}
if (!wrappedChunk.isLightCorrect())
{
throw new RuntimeException("The generated chunk somehow has isLightCorrect() returning false");
}
boolean isFull = ChunkWrapper.getStatus(target) == ChunkStatus.FULL || target instanceof LevelChunk;
#if MC_VER >= MC_1_18_2
boolean isPartial = target.isOldNoiseGeneration();
@@ -823,9 +818,9 @@ public final class BatchGenerationEnvironment extends AbstractBatchGenerationEnv
Heightmap.primeHeightmaps(((ChunkWrapper)centerChunk).getChunk(), ChunkStatus.FEATURES.heightmapsAfter());
// pre-generated chunks should have lighting but new ones won't
if (!centerChunk.isLightCorrect())
if (!centerChunk.isDhBlockLightingCorrect())
{
DhLightingEngine.INSTANCE.lightChunk(centerChunk, iChunkWrapperList, maxSkyLight);
DhLightingEngine.INSTANCE.bakeChunkBlockLighting(centerChunk, iChunkWrapperList, maxSkyLight);
}
}