additional optimizations
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4ea36f8996
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5d931eacc6
@ -9,22 +9,20 @@
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#include "../voxels/Block.h"
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LightSolver::LightSolver(const ContentIndices* contentIds, Chunks* chunks, int channel)
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: contentIds(contentIds), chunks(chunks), channel(channel) {
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: contentIds(contentIds),
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chunks(chunks),
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channel(channel) {
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}
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void LightSolver::add(int x, int y, int z, int emission) {
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if (emission <= 1)
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return;
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lightentry entry;
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entry.x = x;
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entry.y = y;
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entry.z = z;
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entry.light = emission;
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addqueue.push(entry);
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Chunk* chunk = chunks->getChunkByVoxel(entry.x, entry.y, entry.z);
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addqueue.push(lightentry {x, y, z, ubyte(emission)});
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Chunk* chunk = chunks->getChunkByVoxel(x, y, z);
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chunk->setModified(true);
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chunk->lightmap->set(entry.x-chunk->x*CHUNK_W, entry.y, entry.z-chunk->z*CHUNK_D, channel, entry.light);
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chunk->lightmap->set(x-chunk->x*CHUNK_W, y, z-chunk->z*CHUNK_D, channel, emission);
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}
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void LightSolver::add(int x, int y, int z) {
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@ -37,19 +35,12 @@ void LightSolver::remove(int x, int y, int z) {
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if (chunk == nullptr)
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return;
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int light = chunk->lightmap->get(x-chunk->x*CHUNK_W, y, z-chunk->z*CHUNK_D, channel);
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ubyte light = chunk->lightmap->get(x-chunk->x*CHUNK_W, y, z-chunk->z*CHUNK_D, channel);
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if (light == 0){
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return;
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}
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lightentry entry;
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entry.x = x;
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entry.y = y;
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entry.z = z;
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entry.light = light;
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remqueue.push(entry);
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chunk->lightmap->set(entry.x-chunk->x*CHUNK_W, entry.y, entry.z-chunk->z*CHUNK_D, channel, 0);
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remqueue.push(lightentry {x, y, z, light});
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chunk->lightmap->set(x-chunk->x*CHUNK_W, y, z-chunk->z*CHUNK_D, channel, 0);
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}
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void LightSolver::solve(){
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@ -66,30 +57,20 @@ void LightSolver::solve(){
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const lightentry entry = remqueue.front();
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remqueue.pop();
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for (size_t i = 0; i < 6; i++) {
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for (int i = 0; i < 6; i++) {
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int x = entry.x+coords[i*3+0];
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int y = entry.y+coords[i*3+1];
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int z = entry.z+coords[i*3+2];
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Chunk* chunk = chunks->getChunkByVoxel(x,y,z);
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if (chunk) {
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chunk->setModified(true);
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int light = chunks->getLight(x,y,z, channel);
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ubyte light = chunks->getLight(x,y,z, channel);
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if (light != 0 && light == entry.light-1){
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lightentry nentry;
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nentry.x = x;
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nentry.y = y;
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nentry.z = z;
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nentry.light = light;
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remqueue.push(nentry);
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remqueue.push(lightentry {x, y, z, light});
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chunk->lightmap->set(x-chunk->x*CHUNK_W, y, z-chunk->z*CHUNK_D, channel, 0);
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}
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else if (light >= entry.light){
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lightentry nentry;
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nentry.x = x;
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nentry.y = y;
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nentry.z = z;
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nentry.light = light;
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addqueue.push(nentry);
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addqueue.push(lightentry {x, y, z, light});
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}
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}
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}
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@ -100,27 +81,22 @@ void LightSolver::solve(){
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const lightentry entry = addqueue.front();
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addqueue.pop();
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if (entry.light <= 1)
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continue;
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for (size_t i = 0; i < 6; i++) {
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for (int i = 0; i < 6; i++) {
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int x = entry.x+coords[i*3+0];
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int y = entry.y+coords[i*3+1];
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int z = entry.z+coords[i*3+2];
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Chunk* chunk = chunks->getChunkByVoxel(x,y,z);
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if (chunk) {
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chunk->setModified(true);
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int light = chunks->getLight(x,y,z, channel);
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int light = chunk->lightmap->get(
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x - chunk->x * CHUNK_W, y,
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z - chunk->z * CHUNK_D,
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channel);
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voxel* v = chunks->get(x,y,z);
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const Block* block = blockDefs[v->id];
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if (block->lightPassing && light+2 <= entry.light){
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chunk->lightmap->set(x-chunk->x*CHUNK_W, y, z-chunk->z*CHUNK_D, channel, entry.light-1);
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lightentry nentry;
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nentry.x = x;
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nentry.y = y;
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nentry.z = z;
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nentry.light = entry.light-1;
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addqueue.push(nentry);
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addqueue.push(lightentry {x, y, z, ubyte(entry.light-1)});
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}
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}
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}
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@ -114,18 +114,32 @@ void Lighting::onChunkLoaded(int cx, int cz, bool expand){
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}
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if (expand) {
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for (int y = -1; y <= CHUNK_H; y++){
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for (int z = -1; z <= CHUNK_D; z++){
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for (int x = -1; x <= CHUNK_W; x++){
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if (!(x == -1 || x == CHUNK_W || z == -1 || z == CHUNK_D))
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continue;
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for (int x = 0; x < CHUNK_W; x += CHUNK_W-1) {
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for (int y = 0; y < CHUNK_H; y++) {
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for (int z = 0; z < CHUNK_D; z++) {
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int gx = x + cx * CHUNK_W;
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int gz = z + cz * CHUNK_D;
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if (chunks->getLight(x,y,z)){
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solverR->add(gx,y,gz);
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solverG->add(gx,y,gz);
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solverB->add(gx,y,gz);
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solverS->add(gx,y,gz);
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int rgbs = chunk->lightmap->get(x, y, z);
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if (rgbs){
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solverR->add(gx,y,gz, Lightmap::extract(rgbs, 0));
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solverG->add(gx,y,gz, Lightmap::extract(rgbs, 1));
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solverB->add(gx,y,gz, Lightmap::extract(rgbs, 2));
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solverS->add(gx,y,gz, Lightmap::extract(rgbs, 3));
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}
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}
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}
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}
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for (int z = 0; z < CHUNK_D; z += CHUNK_D-1) {
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for (int y = 0; y < CHUNK_H; y++) {
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for (int x = 0; x < CHUNK_W; x++) {
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int gx = x + cx * CHUNK_W;
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int gz = z + cz * CHUNK_D;
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int rgbs = chunk->lightmap->get(x, y, z);
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if (rgbs){
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solverR->add(gx,y,gz, Lightmap::extract(rgbs, 0));
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solverG->add(gx,y,gz, Lightmap::extract(rgbs, 1));
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solverB->add(gx,y,gz, Lightmap::extract(rgbs, 2));
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solverS->add(gx,y,gz, Lightmap::extract(rgbs, 3));
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}
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}
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}
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@ -30,7 +30,6 @@ ChunksController::ChunksController(Level* level, uint padding)
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}
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ChunksController::~ChunksController(){
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delete generator;
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}
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void ChunksController::update(int64_t maxDuration) {
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@ -73,6 +72,7 @@ bool ChunksController::loadVisible(){
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}
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chunk->surrounding = surrounding;
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if (surrounding == MIN_SURROUNDING && !chunk->isLighted()) {
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timeutil::ScopeLogTimer log(555);
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bool lightsCache = chunk->isLoadedLights();
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if (!lightsCache) {
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lighting->buildSkyLight(chunk->x, chunk->z);
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@ -1,6 +1,7 @@
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#ifndef VOXELS_CHUNKSCONTROLLER_H_
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#define VOXELS_CHUNKSCONTROLLER_H_
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#include <memory>
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#include "../typedefs.h"
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class Level;
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@ -11,22 +12,22 @@ class WorldGenerator;
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/* ChunksController manages chunks dynamic loading/unloading */
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class ChunksController {
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private:
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Level* level;
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Chunks* chunks;
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Lighting* lighting;
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uint padding;
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WorldGenerator* generator;
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Level* level;
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Chunks* chunks;
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Lighting* lighting;
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uint padding;
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std::unique_ptr<WorldGenerator> generator;
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/* Average measured microseconds duration of loadVisible call */
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int64_t avgDurationMcs = 1000;
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/* Average measured microseconds duration of loadVisible call */
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int64_t avgDurationMcs = 1000;
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/* Process one chunk: load it or calculate lights for it */
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bool loadVisible();
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/* Process one chunk: load it or calculate lights for it */
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bool loadVisible();
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public:
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ChunksController(Level* level, uint padding);
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~ChunksController();
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ChunksController(Level* level, uint padding);
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~ChunksController();
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/* @param maxDuration milliseconds reserved for chunks loading */
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/* @param maxDuration milliseconds reserved for chunks loading */
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void update(int64_t maxDuration);
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};
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