mirror of
https://github.com/pmmp/PocketMine-MP.git
synced 2025-05-13 01:09:44 +00:00
optimizing lighting performance a little
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parent
007aee72f8
commit
c42817f02f
@ -27,13 +27,8 @@ use pocketmine\block\BlockFactory;
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use function max;
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use function max;
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class BlockLightUpdate extends LightUpdate{
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class BlockLightUpdate extends LightUpdate{
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protected function updateLightArrayRef() : void{
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public function getLight(int $x, int $y, int $z) : int{
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$this->currentLightArray = $this->subChunkHandler->currentSubChunk->getBlockLightArray();
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return $this->subChunkHandler->currentSubChunk->getBlockLight($x & 0x0f, $y & 0x0f, $z & 0x0f);
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}
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public function setLight(int $x, int $y, int $z, int $level) : void{
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$this->subChunkHandler->currentSubChunk->setBlockLight($x & 0x0f, $y & 0x0f, $z & 0x0f, $level);
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}
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}
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public function recalculateNode(int $x, int $y, int $z) : void{
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public function recalculateNode(int $x, int $y, int $z) : void{
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@ -25,6 +25,7 @@ namespace pocketmine\world\light;
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use pocketmine\block\BlockFactory;
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use pocketmine\block\BlockFactory;
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use pocketmine\world\ChunkManager;
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use pocketmine\world\ChunkManager;
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use pocketmine\world\format\LightArray;
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use pocketmine\world\utils\SubChunkIteratorManager;
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use pocketmine\world\utils\SubChunkIteratorManager;
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use pocketmine\world\World;
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use pocketmine\world\World;
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use function max;
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use function max;
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@ -50,17 +51,19 @@ abstract class LightUpdate{
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/** @var SubChunkIteratorManager */
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/** @var SubChunkIteratorManager */
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protected $subChunkHandler;
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protected $subChunkHandler;
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/** @var LightArray|null */
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protected $currentLightArray = null;
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public function __construct(ChunkManager $world){
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public function __construct(ChunkManager $world){
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$this->world = $world;
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$this->world = $world;
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$this->removalQueue = new \SplQueue();
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$this->removalQueue = new \SplQueue();
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$this->spreadQueue = new \SplQueue();
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$this->spreadQueue = new \SplQueue();
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$this->subChunkHandler = new SubChunkIteratorManager($this->world);
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$this->subChunkHandler = new SubChunkIteratorManager($this->world);
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$this->subChunkHandler->onSubChunkChange(\Closure::fromCallable([$this, 'updateLightArrayRef']));
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}
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}
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abstract protected function getLight(int $x, int $y, int $z) : int;
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abstract protected function updateLightArrayRef() : void;
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abstract protected function setLight(int $x, int $y, int $z, int $level) : void;
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abstract public function recalculateNode(int $x, int $y, int $z) : void;
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abstract public function recalculateNode(int $x, int $y, int $z) : void;
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@ -74,7 +77,7 @@ abstract class LightUpdate{
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[$x, $y, $z + 1],
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[$x, $y, $z + 1],
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[$x, $y, $z - 1]
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[$x, $y, $z - 1]
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] as [$x1, $y1, $z1]){
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] as [$x1, $y1, $z1]){
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if($this->subChunkHandler->moveTo($x1, $y1, $z1, false) and ($adjacent = max($adjacent, $this->getLight($x1, $y1, $z1))) === 15){
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if($this->subChunkHandler->moveTo($x1, $y1, $z1, false) and ($adjacent = max($adjacent, $this->currentLightArray->get($x1 & 0xf, $y1 & 0xf, $z1 & 0xf))) === 15){
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break;
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break;
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}
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}
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}
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}
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@ -88,10 +91,10 @@ abstract class LightUpdate{
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private function prepareNodes() : void{
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private function prepareNodes() : void{
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foreach($this->updateNodes as $blockHash => [$x, $y, $z, $newLevel]){
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foreach($this->updateNodes as $blockHash => [$x, $y, $z, $newLevel]){
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if($this->subChunkHandler->moveTo($x, $y, $z, false)){
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if($this->subChunkHandler->moveTo($x, $y, $z, false)){
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$oldLevel = $this->getLight($x, $y, $z);
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$oldLevel = $this->currentLightArray->get($x & 0xf, $y & 0xf, $z & 0xf);
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if($oldLevel !== $newLevel){
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if($oldLevel !== $newLevel){
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$this->setLight($x, $y, $z, $newLevel);
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$this->currentLightArray->set($x & 0xf, $y & 0xf, $z & 0xf, $newLevel);
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if($oldLevel < $newLevel){ //light increased
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if($oldLevel < $newLevel){ //light increased
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$this->spreadVisited[$blockHash] = true;
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$this->spreadVisited[$blockHash] = true;
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$this->spreadQueue->enqueue([$x, $y, $z]);
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$this->spreadQueue->enqueue([$x, $y, $z]);
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@ -135,7 +138,7 @@ abstract class LightUpdate{
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continue;
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continue;
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}
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}
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$newAdjacentLight = $this->getLight($x, $y, $z);
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$newAdjacentLight = $this->currentLightArray->get($x & 0xf, $y & 0xf, $z & 0xf);
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if($newAdjacentLight <= 0){
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if($newAdjacentLight <= 0){
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continue;
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continue;
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}
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}
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@ -158,10 +161,10 @@ abstract class LightUpdate{
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}
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}
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protected function computeRemoveLight(int $x, int $y, int $z, int $oldAdjacentLevel) : void{
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protected function computeRemoveLight(int $x, int $y, int $z, int $oldAdjacentLevel) : void{
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$current = $this->getLight($x, $y, $z);
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$current = $this->currentLightArray->get($x & 0xf, $y & 0xf, $z & 0xf);
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if($current !== 0 and $current < $oldAdjacentLevel){
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if($current !== 0 and $current < $oldAdjacentLevel){
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$this->setLight($x, $y, $z, 0);
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$this->currentLightArray->set($x & 0xf, $y & 0xf, $z & 0xf, 0);
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if(!isset($this->removalVisited[$index = World::blockHash($x, $y, $z)])){
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if(!isset($this->removalVisited[$index = World::blockHash($x, $y, $z)])){
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$this->removalVisited[$index] = true;
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$this->removalVisited[$index] = true;
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@ -178,11 +181,11 @@ abstract class LightUpdate{
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}
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}
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protected function computeSpreadLight(int $x, int $y, int $z, int $newAdjacentLevel) : void{
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protected function computeSpreadLight(int $x, int $y, int $z, int $newAdjacentLevel) : void{
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$current = $this->getLight($x, $y, $z);
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$current = $this->currentLightArray->get($x & 0xf, $y & 0xf, $z & 0xf);
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$potentialLight = $newAdjacentLevel - BlockFactory::$lightFilter[$this->subChunkHandler->currentSubChunk->getFullBlock($x & 0x0f, $y & 0x0f, $z & 0x0f)];
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$potentialLight = $newAdjacentLevel - BlockFactory::$lightFilter[$this->subChunkHandler->currentSubChunk->getFullBlock($x & 0x0f, $y & 0x0f, $z & 0x0f)];
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if($current < $potentialLight){
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if($current < $potentialLight){
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$this->setLight($x, $y, $z, $potentialLight);
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$this->currentLightArray->set($x & 0xf, $y & 0xf, $z & 0xf, $potentialLight);
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if(!isset($this->spreadVisited[$index = World::blockHash($x, $y, $z)]) and $potentialLight > 1){
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if(!isset($this->spreadVisited[$index = World::blockHash($x, $y, $z)]) and $potentialLight > 1){
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$this->spreadVisited[$index] = true;
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$this->spreadVisited[$index] = true;
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@ -27,13 +27,8 @@ use pocketmine\block\BlockFactory;
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use function max;
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use function max;
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class SkyLightUpdate extends LightUpdate{
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class SkyLightUpdate extends LightUpdate{
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protected function updateLightArrayRef() : void{
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public function getLight(int $x, int $y, int $z) : int{
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$this->currentLightArray = $this->subChunkHandler->currentSubChunk->getBlockSkyLightArray();
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return $this->subChunkHandler->currentSubChunk->getBlockSkyLight($x & 0x0f, $y & 0x0f, $z & 0x0f);
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}
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public function setLight(int $x, int $y, int $z, int $level) : void{
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$this->subChunkHandler->currentSubChunk->setBlockSkyLight($x & 0x0f, $y & 0x0f, $z & 0x0f, $level);
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}
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}
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public function recalculateNode(int $x, int $y, int $z) : void{
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public function recalculateNode(int $x, int $y, int $z) : void{
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@ -23,6 +23,7 @@ declare(strict_types=1);
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namespace pocketmine\world\utils;
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namespace pocketmine\world\utils;
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use pocketmine\utils\Utils;
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use pocketmine\world\ChunkManager;
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use pocketmine\world\ChunkManager;
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use pocketmine\world\format\Chunk;
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use pocketmine\world\format\Chunk;
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use pocketmine\world\format\EmptySubChunk;
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use pocketmine\world\format\EmptySubChunk;
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@ -44,6 +45,9 @@ class SubChunkIteratorManager{
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/** @var int */
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/** @var int */
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protected $currentZ;
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protected $currentZ;
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/** @var \Closure|null */
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private $onSubChunkChangeFunc = null;
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public function __construct(ChunkManager $world){
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public function __construct(ChunkManager $world){
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$this->world = $world;
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$this->world = $world;
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}
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}
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@ -65,13 +69,22 @@ class SubChunkIteratorManager{
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$this->currentSubChunk = $this->currentChunk->getSubChunk($y >> 4, $create);
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$this->currentSubChunk = $this->currentChunk->getSubChunk($y >> 4, $create);
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if($this->currentSubChunk instanceof EmptySubChunk){
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if($this->currentSubChunk instanceof EmptySubChunk){
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$this->currentSubChunk = null;
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return false;
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return false;
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}
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}
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if($this->onSubChunkChangeFunc !== null){
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($this->onSubChunkChangeFunc)();
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}
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}
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}
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return true;
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return true;
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}
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}
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public function onSubChunkChange(\Closure $callback) : void{
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Utils::validateCallableSignature(function(){}, $callback);
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$this->onSubChunkChangeFunc = $callback;
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}
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public function invalidate() : void{
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public function invalidate() : void{
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$this->currentChunk = null;
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$this->currentChunk = null;
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$this->currentSubChunk = null;
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$this->currentSubChunk = null;
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