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Optimise MapBlockMesh related functions
Directely or indirectly optimises the following functions: * MapBlockMesh::MapBlockMesh * MapBlockMesh::getTileInfo * MapBlockMesh::makeFastFace * MapBlockMesh::getSmoothLightCombined
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@ -248,7 +248,7 @@ static u16 getSmoothLightCombined(v3s16 p, MeshMakeData *data)
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for (u32 i = 0; i < 8; i++)
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{
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MapNode n = data->m_vmanip.getNodeNoEx(p - dirs8[i]);
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const MapNode &n = data->m_vmanip.getNodeRefUnsafeCheckFlags(p - dirs8[i]);
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// if it's CONTENT_IGNORE we can't do any light calculations
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if (n.getContent() == CONTENT_IGNORE) {
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@ -438,8 +438,6 @@ struct FastFace
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static void makeFastFace(TileSpec tile, u16 li0, u16 li1, u16 li2, u16 li3,
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v3f p, v3s16 dir, v3f scale, u8 light_source, std::vector<FastFace> &dest)
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{
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FastFace face;
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// Position is at the center of the cube.
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v3f pos = p * BS;
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@ -590,6 +588,10 @@ static void makeFastFace(TileSpec tile, u16 li0, u16 li1, u16 li2, u16 li3,
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u8 alpha = tile.alpha;
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dest.push_back(FastFace());
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FastFace& face = *dest.rbegin();
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face.vertices[0] = video::S3DVertex(vertex_pos[0], normal,
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MapBlock_LightColor(alpha, li0, light_source),
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core::vector2d<f32>(x0+w*abs_scale, y0+h));
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@ -604,7 +606,6 @@ static void makeFastFace(TileSpec tile, u16 li0, u16 li1, u16 li2, u16 li3,
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core::vector2d<f32>(x0+w*abs_scale, y0));
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face.tile = tile;
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dest.push_back(face);
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}
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/*
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@ -745,8 +746,8 @@ TileSpec getNodeTile(MapNode mn, v3s16 p, v3s16 dir, MeshMakeData *data)
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static void getTileInfo(
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// Input:
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MeshMakeData *data,
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v3s16 p,
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v3s16 face_dir,
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const v3s16 &p,
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const v3s16 &face_dir,
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// Output:
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bool &makes_face,
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v3s16 &p_corrected,
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@ -760,14 +761,20 @@ static void getTileInfo(
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INodeDefManager *ndef = data->m_gamedef->ndef();
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v3s16 blockpos_nodes = data->m_blockpos * MAP_BLOCKSIZE;
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MapNode n0 = vmanip.getNodeNoEx(blockpos_nodes + p);
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MapNode &n0 = vmanip.getNodeRefUnsafe(blockpos_nodes + p);
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// Don't even try to get n1 if n0 is already CONTENT_IGNORE
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if (n0.getContent() == CONTENT_IGNORE ) {
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if (n0.getContent() == CONTENT_IGNORE) {
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makes_face = false;
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return;
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}
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const MapNode &n1 = vmanip.getNodeRefUnsafeCheckFlags(blockpos_nodes + p + face_dir);
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if (n1.getContent() == CONTENT_IGNORE) {
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makes_face = false;
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return;
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}
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MapNode n1 = vmanip.getNodeNoEx(blockpos_nodes + p + face_dir);
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// This is hackish
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bool equivalent = false;
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@ -1037,6 +1044,7 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
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//TimeTaker timer1("MapBlockMesh()");
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std::vector<FastFace> fastfaces_new;
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fastfaces_new.reserve(512);
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/*
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We are including the faces of the trailing edges of the block.
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@ -104,7 +104,7 @@ u8 MapNode::getLight(enum LightBank bank, INodeDefManager *nodemgr) const
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return MYMAX(f.light_source, light);
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}
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u8 MapNode::getLightNoChecks(enum LightBank bank, const ContentFeatures *f)
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u8 MapNode::getLightNoChecks(enum LightBank bank, const ContentFeatures *f) const
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{
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return MYMAX(f->light_source,
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bank == LIGHTBANK_DAY ? param1 & 0x0f : (param1 >> 4) & 0x0f);
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@ -217,7 +217,7 @@ struct MapNode
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* @pre f != NULL
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* @pre f->param_type == CPT_LIGHT
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*/
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u8 getLightNoChecks(LightBank bank, const ContentFeatures *f);
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u8 getLightNoChecks(LightBank bank, const ContentFeatures *f) const;
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bool getLightBanks(u8 &lightday, u8 &lightnight, INodeDefManager *nodemgr) const;
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@ -621,6 +621,8 @@ void VoxelManipulator::spreadLight(enum LightBank bank,
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}
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#endif
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const MapNode VoxelManipulator::ContentIgnoreNode = MapNode(CONTENT_IGNORE);
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#if 1
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/*
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Lights neighbors of from_nodes, collects all them and then
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15
src/voxel.h
15
src/voxel.h
@ -413,10 +413,21 @@ public:
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}
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// Stuff explodes if non-emerged area is touched with this.
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// Emerge first, and check VOXELFLAG_NO_DATA if appropriate.
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MapNode & getNodeRefUnsafe(v3s16 p)
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MapNode & getNodeRefUnsafe(const v3s16 &p)
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{
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return m_data[m_area.index(p)];
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}
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const MapNode & getNodeRefUnsafeCheckFlags(const v3s16 &p)
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{
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s32 index = m_area.index(p);
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if (m_flags[index] & VOXELFLAG_NO_DATA)
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return ContentIgnoreNode;
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return m_data[index];
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}
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u8 & getFlagsRefUnsafe(v3s16 p)
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{
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return m_flags[m_area.index(p)];
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@ -569,6 +580,8 @@ public:
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*/
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u8 *m_flags;
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static const MapNode ContentIgnoreNode;
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//TODO: Use these or remove them
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//TODO: Would these make any speed improvement?
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//bool m_pressure_route_valid;
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