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Variable name fix + structure creation unrolling in lighting code
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nerzhul committed Mar 9, 2018
1 parent 6036f86 commit bcdb3d5
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Showing 2 changed files with 30 additions and 25 deletions.
2 changes: 1 addition & 1 deletion src/map.cpp
Expand Up @@ -2238,7 +2238,7 @@ void MMVManip::initialEmerge(v3s16 blockpos_min, v3s16 blockpos_max,
bool block_data_inexistent = false;
try
{
TimeTaker timer1("emerge load", &emerge_load_time);
TimeTaker timer2("emerge load", &emerge_load_time);

block = m_map->getBlockNoCreate(p);
if(block->isDummy())
Expand Down
53 changes: 29 additions & 24 deletions src/voxelalgorithms.cpp
Expand Up @@ -995,21 +995,22 @@ void finish_bulk_light_update(Map *map, mapblock_v3 minblock,
// --- STEP 2: Get all newly inserted light sources

// For each block:
for (s16 b_x = minblock.X; b_x <= maxblock.X; b_x++)
for (s16 b_y = minblock.Y; b_y <= maxblock.Y; b_y++)
for (s16 b_z = minblock.Z; b_z <= maxblock.Z; b_z++) {
const v3s16 blockpos(b_x, b_y, b_z);
v3s16 blockpos;
v3s16 relpos;
for (blockpos.X = minblock.X; blockpos.X <= maxblock.X; blockpos.X++)
for (blockpos.Y = minblock.Y; blockpos.Y <= maxblock.Y; blockpos.Y++)
for (blockpos.Z = minblock.Z; blockpos.Z <= maxblock.Z; blockpos.Z++) {
MapBlock *block = map->getBlockNoCreateNoEx(blockpos);
if (!block || block->isDummy())
// Skip not existing blocks
continue;
// For each node in the block:
for (s32 x = 0; x < MAP_BLOCKSIZE; x++)
for (s32 z = 0; z < MAP_BLOCKSIZE; z++)
for (s32 y = 0; y < MAP_BLOCKSIZE; y++) {
v3s16 relpos(x, y, z);
MapNode node = block->getNodeNoCheck(x, y, z, &is_valid);
for (relpos.X = 0; relpos.X < MAP_BLOCKSIZE; relpos.X++)
for (relpos.Z = 0; relpos.Z < MAP_BLOCKSIZE; relpos.Z++)
for (relpos.Y = 0; relpos.Y < MAP_BLOCKSIZE; relpos.Y++) {
MapNode node = block->getNodeNoCheck(relpos.X, relpos.Y, relpos.Y, &is_valid);
const ContentFeatures &f = ndef->get(node);

// For each light bank
for (size_t b = 0; b < 2; b++) {
LightBank bank = banks[b];
Expand Down Expand Up @@ -1088,14 +1089,15 @@ void blit_back_with_light(ServerMap *map, MMVManip *vm,
}

// --- STEP 2: Get nodes from borders to unlight
v3s16 blockpos;
v3s16 relpos;

// In case there are unloaded holes in the voxel manipulator
// unlight each block.
// For each block:
for (s16 b_x = minblock.X; b_x <= maxblock.X; b_x++)
for (s16 b_y = minblock.Y; b_y <= maxblock.Y; b_y++)
for (s16 b_z = minblock.Z; b_z <= maxblock.Z; b_z++) {
v3s16 blockpos(b_x, b_y, b_z);
for (blockpos.X = minblock.X; blockpos.X <= maxblock.X; blockpos.X++)
for (blockpos.Y = minblock.Y; blockpos.Y <= maxblock.Y; blockpos.Y++)
for (blockpos.Z = minblock.Z; blockpos.Z <= maxblock.Z; blockpos.Z++) {
MapBlock *block = map->getBlockNoCreateNoEx(blockpos);
if (!block || block->isDummy())
// Skip not existing blocks.
Expand All @@ -1104,15 +1106,17 @@ void blit_back_with_light(ServerMap *map, MMVManip *vm,
// For each border of the block:
for (const VoxelArea &a : block_pad) {
// For each node of the border:
for (s32 x = a.MinEdge.X; x <= a.MaxEdge.X; x++)
for (s32 z = a.MinEdge.Z; z <= a.MaxEdge.Z; z++)
for (s32 y = a.MinEdge.Y; y <= a.MaxEdge.Y; y++) {
v3s16 relpos(x, y, z);
for (relpos.X = a.MinEdge.X; relpos.X <= a.MaxEdge.X; relpos.X++)
for (relpos.Z = a.MinEdge.Z; relpos.Z <= a.MaxEdge.Z; relpos.Z++)
for (relpos.Y = a.MinEdge.Y; relpos.Y <= a.MaxEdge.Y; relpos.Y++) {

// Get old and new node
MapNode oldnode = block->getNodeNoCheck(x, y, z, &is_valid);
MapNode oldnode = block->getNodeNoCheck(relpos.X, relpos.Y, relpos.Z, &is_valid);
const ContentFeatures &oldf = ndef->get(oldnode);
MapNode newnode = vm->getNodeNoExNoEmerge(relpos + offset);
const ContentFeatures &newf = ndef->get(newnode);
const ContentFeatures &newf = oldnode == newnode ? oldf :
ndef->get(newnode);

// For each light bank
for (size_t b = 0; b < 2; b++) {
LightBank bank = banks[b];
Expand Down Expand Up @@ -1229,13 +1233,14 @@ void repair_block_light(ServerMap *map, MapBlock *block,

// For each border of the block:
for (const VoxelArea &a : block_pad) {
v3s16 relpos;
// For each node of the border:
for (s32 x = a.MinEdge.X; x <= a.MaxEdge.X; x++)
for (s32 z = a.MinEdge.Z; z <= a.MaxEdge.Z; z++)
for (s32 y = a.MinEdge.Y; y <= a.MaxEdge.Y; y++) {
v3s16 relpos(x, y, z);
for (relpos.X = a.MinEdge.X; relpos.X <= a.MaxEdge.X; relpos.X++)
for (relpos.Z = a.MinEdge.Z; relpos.Z <= a.MaxEdge.Z; relpos.Z++)
for (relpos.Y = a.MinEdge.Y; relpos.Y <= a.MaxEdge.Y; relpos.Y++) {

// Get node
MapNode node = block->getNodeNoCheck(x, y, z, &is_valid);
MapNode node = block->getNodeNoCheck(relpos.X, relpos.Y, relpos.Z, &is_valid);
const ContentFeatures &f = ndef->get(node);
// For each light bank
for (size_t b = 0; b < 2; b++) {
Expand Down

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