A little more optimization

This commit is contained in:
Justin Aquadro 2011-05-23 01:52:05 +00:00
parent b03fe0fa09
commit 41cfa1b425

View file

@ -25,6 +25,10 @@ namespace Substrate
}
}
private readonly int _xdim;
private readonly int _ydim;
private readonly int _zdim;
private IBoundedLitBlockCollection _blockset;
// Maintains internal state of multi-block relighting algorithms
@ -39,6 +43,10 @@ namespace Substrate
{
_blockset = blockset;
_xdim = _blockset.XDim;
_ydim = _blockset.YDim;
_zdim = _blockset.ZDim;
_lightbit = new BitArray(_blockset.XDim * 3 * _blockset.ZDim * 3 * _blockset.YDim);
_update = new Queue<BlockKey>();
}
@ -47,6 +55,10 @@ namespace Substrate
{
_blockset = bl._blockset;
_xdim = bl._xdim;
_ydim = bl._ydim;
_zdim = bl._zdim;
_lightbit = new BitArray(_blockset.XDim * 3 * _blockset.ZDim * 3 * _blockset.YDim);
_update = new Queue<BlockKey>();
}
@ -82,9 +94,10 @@ namespace Substrate
{
IBoundedLitBlockCollection[,] chunkMap = LocalBlockLightMap();
int xdim = _blockset.XDim;
int ydim = _blockset.YDim;
int zdim = _blockset.ZDim;
// Because the JIT is less intelligent than I hoped
int xdim = _xdim;
int ydim = _ydim;
int zdim = _zdim;
for (int x = 0; x < xdim; x++) {
for (int z = 0; z < zdim; z++) {
@ -103,15 +116,15 @@ namespace Substrate
IBoundedLitBlockCollection[,] chunkMap = LocalBlockLightMap();
int[,] heightMap = LocalHeightMap(chunkMap);
int xdim = _blockset.XDim;
int ydim = _blockset.YDim;
int zdim = _blockset.ZDim;
int xdim = _xdim;
int ydim = _ydim;
int zdim = _zdim;
// Optimization - only need to queue at level of highest neighbor's height
for (int x = 0; x < xdim; x++) {
for (int z = 0; z < zdim; z++) {
int xi = x + _blockset.XDim;
int zi = z + _blockset.ZDim;
int xi = x + xdim;
int zi = z + zdim;
int h = heightMap[xi, zi];
h = Math.Max(h, heightMap[xi, zi - 1]);
@ -131,9 +144,9 @@ namespace Substrate
public void RebuildHeightMap ()
{
int xdim = _blockset.XDim;
int ydim = _blockset.YDim;
int zdim = _blockset.ZDim;
int xdim = _xdim;
int ydim = _ydim;
int zdim = _zdim;
for (int x = 0; x < xdim; x++) {
for (int z = 0; z < zdim; z++) {
@ -170,41 +183,45 @@ namespace Substrate
// TODO: Revise to cache the specified chunk into local map
public void StitchBlockLight (IBoundedLitBlockCollection chunk, BlockCollectionEdge edge)
{
if (chunk.XDim != _blockset.XDim ||
chunk.YDim != _blockset.YDim ||
chunk.ZDim != _blockset.ZDim) {
int xdim = _xdim;
int ydim = _ydim;
int zdim = _zdim;
if (chunk.XDim != xdim ||
chunk.YDim != ydim ||
chunk.ZDim != zdim) {
throw new InvalidOperationException("BlockLight must have same dimensions to be stitched");
}
switch (edge) {
case BlockCollectionEdge.EAST:
for (int x = 0; x < _blockset.XDim; x++) {
for (int y = 0; y < _blockset.YDim; y++) {
TestBlockLight(chunk, x, y, 0, x, y, _blockset.ZDim - 1);
for (int x = 0; x < xdim; x++) {
for (int y = 0; y < ydim; y++) {
TestBlockLight(chunk, x, y, 0, x, y, zdim - 1);
}
}
break;
case BlockCollectionEdge.NORTH:
for (int z = 0; z < _blockset.ZDim; z++) {
for (int y = 0; y < _blockset.YDim; y++) {
TestBlockLight(chunk, 0, y, z, _blockset.XDim - 1, y, z);
for (int z = 0; z < zdim; z++) {
for (int y = 0; y < ydim; y++) {
TestBlockLight(chunk, 0, y, z, xdim - 1, y, z);
}
}
break;
case BlockCollectionEdge.WEST:
for (int x = 0; x < _blockset.XDim; x++) {
for (int y = 0; y < _blockset.YDim; y++) {
TestBlockLight(chunk, x, y, _blockset.ZDim - 1, x, y, 0);
for (int x = 0; x < xdim; x++) {
for (int y = 0; y < ydim; y++) {
TestBlockLight(chunk, x, y, zdim - 1, x, y, 0);
}
}
break;
case BlockCollectionEdge.SOUTH:
for (int z = 0; z < _blockset.ZDim; z++) {
for (int y = 0; y < _blockset.YDim; y++) {
TestBlockLight(chunk, _blockset.XDim - 1, y, z, 0, y, z);
for (int z = 0; z < zdim; z++) {
for (int y = 0; y < ydim; y++) {
TestBlockLight(chunk, xdim - 1, y, z, 0, y, z);
}
}
break;
@ -233,41 +250,45 @@ namespace Substrate
public void StitchBlockSkyLight (IBoundedLitBlockCollection chunk, BlockCollectionEdge edge)
{
if (chunk.XDim != _blockset.XDim ||
chunk.YDim != _blockset.YDim ||
chunk.ZDim != _blockset.ZDim) {
int xdim = _xdim;
int ydim = _ydim;
int zdim = _zdim;
if (chunk.XDim != xdim ||
chunk.YDim != ydim ||
chunk.ZDim != zdim) {
throw new InvalidOperationException("BlockLight must have same dimensions to be stitched");
}
switch (edge) {
case BlockCollectionEdge.EAST:
for (int x = 0; x < _blockset.XDim; x++) {
for (int y = 0; y < _blockset.YDim; y++) {
TestSkyLight(chunk, x, y, 0, x, y, _blockset.ZDim - 1);
for (int x = 0; x < xdim; x++) {
for (int y = 0; y < ydim; y++) {
TestSkyLight(chunk, x, y, 0, x, y, zdim - 1);
}
}
break;
case BlockCollectionEdge.NORTH:
for (int z = 0; z < _blockset.ZDim; z++) {
for (int y = 0; y < _blockset.YDim; y++) {
TestSkyLight(chunk, 0, y, z, _blockset.XDim - 1, y, z);
for (int z = 0; z < zdim; z++) {
for (int y = 0; y < ydim; y++) {
TestSkyLight(chunk, 0, y, z, xdim, y, z);
}
}
break;
case BlockCollectionEdge.WEST:
for (int x = 0; x < _blockset.XDim; x++) {
for (int y = 0; y < _blockset.YDim; y++) {
TestSkyLight(chunk, x, y, _blockset.ZDim - 1, x, y, 0);
for (int x = 0; x < xdim; x++) {
for (int y = 0; y < ydim; y++) {
TestSkyLight(chunk, x, y, zdim - 1, x, y, 0);
}
}
break;
case BlockCollectionEdge.SOUTH:
for (int z = 0; z < _blockset.ZDim; z++) {
for (int y = 0; y < _blockset.YDim; y++) {
TestSkyLight(chunk, _blockset.XDim - 1, y, z, 0, y, z);
for (int z = 0; z < zdim; z++) {
for (int y = 0; y < ydim; y++) {
TestSkyLight(chunk, xdim - 1, y, z, 0, y, z);
}
}
break;
@ -281,15 +302,18 @@ namespace Substrate
{
IBoundedLitBlockCollection[,] chunkMap = LocalBlockLightMap();
int xdim = _xdim;
int zdim = _zdim;
while (_update.Count > 0) {
BlockKey k = _update.Dequeue();
int index = LightBitmapIndex(k);
_lightbit[index] = false;
int xi = k.x + _blockset.XDim;
int zi = k.z + _blockset.ZDim;
int xi = k.x + xdim;
int zi = k.z + zdim;
IBoundedLitBlockCollection cc = chunkMap[xi / _blockset.XDim, zi / _blockset.ZDim];
IBoundedLitBlockCollection cc = chunkMap[xi / xdim, zi / zdim];
if (cc == null) {
continue;
}
@ -301,9 +325,9 @@ namespace Substrate
int lld = NeighborLight(chunkMap, k.x, k.y - 1, k.z);
int llu = NeighborLight(chunkMap, k.x, k.y + 1, k.z);
int x = xi % _blockset.XDim;
int x = xi % xdim;
int y = k.y;
int z = zi % _blockset.ZDim;
int z = zi % zdim;
int lightval = cc.GetBlockLight(x, y, z);
BlockInfo info = cc.GetInfo(x, y, z);
@ -339,22 +363,25 @@ namespace Substrate
{
IBoundedLitBlockCollection[,] chunkMap = LocalBlockLightMap();
int xdim = _xdim;
int zdim = _zdim;
while (_update.Count > 0) {
BlockKey k = _update.Dequeue();
int index = LightBitmapIndex(k);
_lightbit[index] = false;
int xi = k.x + _blockset.XDim;
int zi = k.z + _blockset.ZDim;
int xi = k.x + xdim;
int zi = k.z + zdim;
IBoundedLitBlockCollection cc = chunkMap[xi / _blockset.XDim, zi / _blockset.ZDim];
IBoundedLitBlockCollection cc = chunkMap[xi / xdim, zi / zdim];
if (cc == null) {
continue;
}
int x = xi % _blockset.XDim;
int x = xi % xdim;
int y = k.y;
int z = zi % _blockset.ZDim;
int z = zi % zdim;
int lightval = cc.GetSkyLight(x, y, z);
BlockInfo info = cc.GetInfo(x, y, z);
@ -413,9 +440,9 @@ namespace Substrate
return;
}
int xdim = _blockset.XDim;
int ydim = _blockset.YDim;
int zdim = _blockset.ZDim;
int xdim = _xdim;
int ydim = _ydim;
int zdim = _zdim;
Queue<LightRecord> spread = new Queue<LightRecord>();
if (ly > 0) {
@ -488,9 +515,9 @@ namespace Substrate
Queue<LightRecord> spread = new Queue<LightRecord>();
int xdim = _blockset.XDim;
int ydim = _blockset.YDim;
int zdim = _blockset.ZDim;
int xdim = _xdim;
int ydim = _ydim;
int zdim = _zdim;
int lxi = lx + xdim;
int lzi = lz + zdim;
@ -586,12 +613,12 @@ namespace Substrate
private int LightBitmapIndex (BlockKey key)
{
int x = key.x + _blockset.XDim;
int x = key.x + _xdim;
int y = key.y;
int z = key.z + _blockset.ZDim;
int z = key.z + _zdim;
int zstride = _blockset.YDim;
int xstride = _blockset.ZDim * 3 * zstride;
int zstride = _ydim;
int xstride = _zdim * 3 * zstride;
return (x * xstride) + (z * zstride) + y;
}
@ -613,7 +640,7 @@ namespace Substrate
private IBoundedLitBlockCollection LocalChunk (int lx, int ly, int lz)
{
if (ly < 0 || ly >= _blockset.YDim) {
if (ly < 0 || ly >= _ydim) {
return null;
}
@ -621,16 +648,16 @@ namespace Substrate
if (lz < 0) {
return OnResolveNeighbor(-1, 0, -1);
}
else if (lz >= _blockset.ZDim) {
else if (lz >= _zdim) {
return OnResolveNeighbor(-1, 0, 1);
}
return OnResolveNeighbor(-1, 0, 0);
}
else if (lx >= _blockset.XDim) {
else if (lx >= _xdim) {
if (lz < 0) {
return OnResolveNeighbor(1, 0, -1);
}
else if (lz >= _blockset.ZDim) {
else if (lz >= _zdim) {
return OnResolveNeighbor(1, 0, 1);
}
return OnResolveNeighbor(1, 0, 0);
@ -639,7 +666,7 @@ namespace Substrate
if (lz < 0) {
return OnResolveNeighbor(0, 0, -1);
}
else if (lz >= _blockset.ZDim) {
else if (lz >= _zdim) {
return OnResolveNeighbor(0, 0, 1);
}
return _blockset;
@ -648,20 +675,23 @@ namespace Substrate
private int NeighborLight (IBoundedLitBlockCollection[,] chunkMap, int x, int y, int z)
{
if (y < 0 || y >= _blockset.YDim) {
if (y < 0 || y >= _ydim) {
return 0;
}
int xi = x + _blockset.XDim;
int zi = z + _blockset.ZDim;
int xdim = _xdim;
int zdim = _zdim;
IBoundedLitBlockCollection src = chunkMap[xi / _blockset.XDim, zi / _blockset.ZDim];
int xi = x + xdim;
int zi = z + zdim;
IBoundedLitBlockCollection src = chunkMap[xi / xdim, zi / zdim];
if (src == null) {
return 0;
}
x = xi % _blockset.XDim;
z = zi % _blockset.ZDim;
x = xi % xdim;
z = zi % zdim;
BlockInfo info = src.GetInfo(x, y, z);
if (!info.TransmitsLight) {
@ -675,20 +705,23 @@ namespace Substrate
private int NeighborSkyLight (IBoundedLitBlockCollection[,] chunkMap, int x, int y, int z)
{
if (y < 0 || y >= _blockset.YDim) {
if (y < 0 || y >= _ydim) {
return 0;
}
int xi = x + _blockset.XDim;
int zi = z + _blockset.ZDim;
int xdim = _xdim;
int zdim = _zdim;
IBoundedLitBlockCollection src = chunkMap[xi / _blockset.XDim, zi / _blockset.ZDim];
int xi = x + xdim;
int zi = z + zdim;
IBoundedLitBlockCollection src = chunkMap[xi / xdim, zi / zdim];
if (src == null) {
return 0;
}
x = xi % _blockset.XDim;
z = zi % _blockset.ZDim;
x = xi % xdim;
z = zi % zdim;
BlockInfo info = src.GetInfo(x, y, z);
if (!info.TransmitsLight) {
@ -704,11 +737,11 @@ namespace Substrate
{
IBoundedLitBlockCollection src = LocalChunk(x, 0, z);
if (src == null) {
return _blockset.YDim - 1;
return _ydim - 1;
}
x = (x + _blockset.XDim * 2) % _blockset.XDim;
z = (z + _blockset.ZDim * 2) % _blockset.ZDim;
x = (x + _xdim * 2) % _xdim;
z = (z + _zdim * 2) % _zdim;
return src.GetHeight(x, z);
}
@ -758,19 +791,22 @@ namespace Substrate
private int[,] LocalHeightMap (IBoundedLitBlockCollection[,] chunkMap)
{
int[,] map = new int[3 * _blockset.XDim, 3 * _blockset.ZDim];
int xdim = _xdim;
int zdim = _zdim;
int[,] map = new int[3 * xdim, 3 * zdim];
for (int xi = 0; xi < 3; xi++) {
int xoff = xi * _blockset.XDim;
int xoff = xi * xdim;
for (int zi = 0; zi < 3; zi++) {
int zoff = zi * _blockset.ZDim;
int zoff = zi * zdim;
if (chunkMap[xi, zi] == null) {
continue;
}
for (int x = 0; x < _blockset.XDim; x++) {
for (int x = 0; x < xdim; x++) {
int xx = xoff + x;
for (int z = 0; z < _blockset.ZDim; z++) {
for (int z = 0; z < zdim; z++) {
int zz = zoff + z;
map[xx, zz] = chunkMap[xi, zi].GetHeight(x, z);
}
@ -791,9 +827,9 @@ namespace Substrate
return null;
}
if (n.XDim != _blockset.XDim ||
n.YDim != _blockset.YDim ||
n.ZDim != _blockset.ZDim) {
if (n.XDim != _xdim ||
n.YDim != _ydim ||
n.ZDim != _zdim) {
throw new InvalidOperationException("Subscriber returned incompatible ILitBlockCollection");
}