reduce Chunks.getChunkByVoxel calls in LightSolver

This commit is contained in:
MihailRis 2026-01-29 19:52:47 +03:00
parent 117199a3ec
commit bf7732f68a
4 changed files with 47 additions and 27 deletions

View file

@ -167,10 +167,10 @@ void Lighting::onChunkLoaded(int cx, int cz, bool expand) {
}
}
}
solverR.solve();
solverG.solve();
solverB.solve();
solverS.solve();
solverR.solve(chunk);
solverG.solve(chunk);
solverB.solve(chunk);
solverS.solve(chunk);
}
void Lighting::onBlockSet(int x, int y, int z, blockid_t id){
@ -180,9 +180,10 @@ void Lighting::onBlockSet(int x, int y, int z, blockid_t id){
solverB->remove(x,y,z);
if (id == 0){
solverR->solve();
solverG->solve();
solverB->solve();
auto chunk = chunks.getChunkByVoxel(glm::ivec3{x, y, z});
solverR->solve(chunk);
solverG->solve(chunk);
solverB->solve(chunk);
if (chunks.getLight(x,y+1,z, 3) == 0xF){
for (int i = y; i >= 0; i--){
voxel* vox = chunks.get(x,i,z);
@ -197,11 +198,12 @@ void Lighting::onBlockSet(int x, int y, int z, blockid_t id){
solverR->add(x-1,y,z); solverG->add(x-1,y,z); solverB->add(x-1,y,z); solverS->add(x-1,y,z);
solverR->add(x,y,z+1); solverG->add(x,y,z+1); solverB->add(x,y,z+1); solverS->add(x,y,z+1);
solverR->add(x,y,z-1); solverG->add(x,y,z-1); solverB->add(x,y,z-1); solverS->add(x,y,z-1);
solverR->solve();
solverG->solve();
solverB->solve();
solverS->solve();
solverR->solve(chunk);
solverG->solve(chunk);
solverB->solve(chunk);
solverS->solve(chunk);
} else {
auto chunk = chunks.getChunkByVoxel(glm::ivec3{x, y, z});
if (!block.skyLightPassing){
solverS->remove(x,y,z);
for (int i = y-1; i >= 0; i--){
@ -210,19 +212,19 @@ void Lighting::onBlockSet(int x, int y, int z, blockid_t id){
break;
}
}
solverS->solve();
solverS->solve(chunk);
}
solverR->solve();
solverG->solve();
solverB->solve();
solverR->solve(chunk);
solverG->solve(chunk);
solverB->solve(chunk);
if (block.emission[0] || block.emission[1] || block.emission[2]){
solverR->add(x,y,z,block.emission[0]);
solverG->add(x,y,z,block.emission[1]);
solverB->add(x,y,z,block.emission[2]);
solverR->solve();
solverG->solve();
solverB->solve();
solverR->solve(chunk);
solverG->solve(chunk);
solverB->solve(chunk);
}
}
}