#include "stdafx.h" #include "Chunk.h" #include "TileRenderer.h" #include "TileEntityRenderDispatcher.h" #include "..\Minecraft.World\net.minecraft.world.level.h" #include "..\Minecraft.World\net.minecraft.world.level.chunk.h" #include "..\Minecraft.World\net.minecraft.world.level.tile.h" #include "..\Minecraft.World\net.minecraft.world.level.tile.entity.h" #include "LevelRenderer.h" #ifdef __PS3__ #include "PS3\SPU_Tasks\ChunkUpdate\ChunkRebuildData.h" #include "PS3\SPU_Tasks\ChunkUpdate\TileRenderer_SPU.h" #include "PS3\SPU_Tasks\CompressedTile\CompressedTileStorage_SPU.h" #include "C4JThread_SPU.h" #include "C4JSpursJob.h" #endif int Chunk::updates = 0; #ifdef _LARGE_WORLDS DWORD Chunk::tlsIdx = TlsAlloc(); void Chunk::CreateNewThreadStorage() { unsigned char *tileIds = new unsigned char[16 * 16 * Level::maxBuildHeight]; TlsSetValue(tlsIdx, tileIds); } void Chunk::ReleaseThreadStorage() { unsigned char *tileIds = (unsigned char *)TlsGetValue(tlsIdx); delete tileIds; } unsigned char *Chunk::GetTileIdsStorage() { unsigned char *tileIds = (unsigned char *)TlsGetValue(tlsIdx); return tileIds; } #else // 4J Stu - Don't want this when multi-threaded Tesselator *Chunk::t = Tesselator::getInstance(); #endif LevelRenderer *Chunk::levelRenderer; // TODO - 4J see how input entity vector is set up and decide what way is best to pass this to the function Chunk::Chunk(Level *level, LevelRenderer::rteMap &globalRenderableTileEntities, CRITICAL_SECTION& globalRenderableTileEntities_cs, int x, int y, int z, ClipChunk *clipChunk) : globalRenderableTileEntities( &globalRenderableTileEntities ), globalRenderableTileEntities_cs(&globalRenderableTileEntities_cs) { clipChunk->visible = false; bb = NULL; id = 0; this->level = level; //this->globalRenderableTileEntities = globalRenderableTileEntities; assigned = false; this->clipChunk = clipChunk; setPos(x, y, z); } void Chunk::setPos(int x, int y, int z) { if(assigned && (x == this->x && y == this->y && z == this->z)) return; reset(); this->x = x; this->y = y; this->z = z; xm = x + XZSIZE / 2; ym = y + SIZE / 2; zm = z + XZSIZE / 2; clipChunk->xm = xm; clipChunk->ym = ym; clipChunk->zm = zm; clipChunk->globalIdx = LevelRenderer::getGlobalIndexForChunk(x, y, z, level); #if 1 // 4J - we're not using offsetted renderlists anymore, so just set the full position of this chunk into x/y/zRenderOffs where // it will be used directly in the renderlist of this chunk xRenderOffs = x; yRenderOffs = y; zRenderOffs = z; xRender = 0; yRender = 0; zRender = 0; #else xRenderOffs = x & 1023; yRenderOffs = y; zRenderOffs = z & 1023; xRender = x - xRenderOffs; yRender = y - yRenderOffs; zRender = z - zRenderOffs; #endif float g = 6.0f; // 4J - changed to just set the value rather than make a new one, if we've already created storage if( bb == NULL ) { bb = AABB::newPermanent(-g, -g, -g, XZSIZE+g, SIZE+g, XZSIZE+g); } else { // 4J MGH - bounds are relative to the position now, so the AABB will be setup already, either above, or from the tesselator bounds. // bb->set(-g, -g, -g, SIZE+g, SIZE+g, SIZE+g); } clipChunk->aabb[0] = bb->x0 + x; clipChunk->aabb[1] = bb->y0 + y; clipChunk->aabb[2] = bb->z0 + z; clipChunk->aabb[3] = bb->x1 + x; clipChunk->aabb[4] = bb->y1 + y; clipChunk->aabb[5] = bb->z1 + z; assigned = true; EnterCriticalSection(&levelRenderer->m_csDirtyChunks); unsigned char refCount = levelRenderer->incGlobalChunkRefCount(x, y, z, level); // printf("\t\t [inc] refcount %d at %d, %d, %d\n",refCount,x,y,z); // int idx = levelRenderer->getGlobalIndexForChunk(x, y, z, level); // If we're the first thing to be referencing this, mark it up as dirty to get rebuilt if( refCount == 1 ) { // printf("Setting %d %d %d dirty [%d]\n",x,y,z, idx); // Chunks being made dirty in this way can be very numerous (eg the full visible area of the world at start up, or a whole edge of the world when moving). // On account of this, don't want to stick them into our lock free queue that we would normally use for letting the render update thread know about this chunk. // Instead, just set the flag to say this is dirty, and then pass a special value of 1 through to the lock free stack which lets that thread know that at least // one chunk other than the ones in the stack itself have been made dirty. levelRenderer->setGlobalChunkFlag(x, y, z, level, LevelRenderer::CHUNK_FLAG_DIRTY ); PIXSetMarkerDeprecated(0,"Non-stack event pushed"); } LeaveCriticalSection(&levelRenderer->m_csDirtyChunks); } void Chunk::translateToPos() { glTranslatef((float)xRenderOffs, (float)yRenderOffs, (float)zRenderOffs); } Chunk::Chunk() { } void Chunk::makeCopyForRebuild(Chunk *source) { this->level = source->level; this->x = source->x; this->y = source->y; this->z = source->z; this->xRender = source->xRender; this->yRender = source->yRender; this->zRender = source->zRender; this->xRenderOffs = source->xRenderOffs; this->yRenderOffs = source->yRenderOffs; this->zRenderOffs = source->zRenderOffs; this->xm = source->xm; this->ym = source->ym; this->zm = source->zm; this->bb = source->bb; this->clipChunk = NULL; this->id = source->id; this->globalRenderableTileEntities = source->globalRenderableTileEntities; this->globalRenderableTileEntities_cs = source->globalRenderableTileEntities_cs; } void Chunk::rebuild() { PIXBeginNamedEvent(0,"Rebuilding chunk %d, %d, %d", x, y, z); #if defined __PS3__ && !defined DISABLE_SPU_CODE rebuild_SPU(); return; #endif // __PS3__ // if (!dirty) return; PIXBeginNamedEvent(0,"Rebuild section A"); #ifdef _LARGE_WORLDS Tesselator *t = Tesselator::getInstance(); #else Chunk::t = Tesselator::getInstance(); // 4J - added - static initialiser being set at the wrong time #endif updates++; int x0 = x; int y0 = y; int z0 = z; int x1 = x + XZSIZE; int y1 = y + SIZE; int z1 = z + XZSIZE; LevelChunk::touchedSky = false; // unordered_set > oldTileEntities(renderableTileEntities.begin(),renderableTileEntities.end()); // 4J removed this & next line // renderableTileEntities.clear(); vector > renderableTileEntities; // 4J - added int r = 1; int lists = levelRenderer->getGlobalIndexForChunk(this->x,this->y,this->z,level) * 2; lists += levelRenderer->chunkLists; PIXEndNamedEvent(); PIXBeginNamedEvent(0,"Rebuild section B"); //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // 4J - optimisation begins. // Get the data for the level chunk that this render chunk is it (level chunk is 16 x 16 x 128, // render chunk is 16 x 16 x 16. We wouldn't have to actually get all of it if the data was ordered differently, but currently // it is ordered by x then z then y so just getting a small range of y out of it would involve getting the whole thing into // the cache anyway. #ifdef _LARGE_WORLDS unsigned char *tileIds = GetTileIdsStorage(); #else static unsigned char tileIds[16 * 16 * Level::maxBuildHeight]; #endif byteArray tileArray = byteArray(tileIds, 16 * 16 * Level::maxBuildHeight); level->getChunkAt(x,z)->getBlockData(tileArray); // 4J - TODO - now our data has been re-arranged, we could just extra the vertical slice of this chunk rather than the whole thing LevelSource *region = new Region(level, x0 - r, y0 - r, z0 - r, x1 + r, y1 + r, z1 + r); TileRenderer *tileRenderer = new TileRenderer(region, this->x, this->y, this->z, tileIds); // AP - added a caching system for Chunk::rebuild to take advantage of // Basically we're storing of copy of the tileIDs array inside the region so that calls to Region::getTile can grab data // more quickly from this array rather than calling CompressedTileStorage. On the Vita the total thread time spent in // Region::getTile went from 20% to 4%. // We now go through the vertical section of this level chunk that we are interested in and try and establish // (1) if it is completely empty // (2) if any of the tiles can be quickly determined to not need rendering because they are in the middle of other tiles and // so can't be seen. A large amount (> 60% in tests) of tiles that call tesselateInWorld in the unoptimised version // of this function fall into this category. By far the largest category of these are tiles in solid regions of rock. bool empty = true; for( int yy = y0; yy < y1; yy++ ) { for( int zz = 0; zz < 16; zz++ ) { for( int xx = 0; xx < 16; xx++ ) { // 4J Stu - tile data is ordered in 128 blocks of full width, lower 128 then upper 128 int indexY = yy; int offset = 0; if(indexY >= Level::COMPRESSED_CHUNK_SECTION_HEIGHT) { indexY -= Level::COMPRESSED_CHUNK_SECTION_HEIGHT; offset = Level::COMPRESSED_CHUNK_SECTION_TILES; } unsigned char tileId = tileIds[ offset + ( ( ( xx + 0 ) << 11 ) | ( ( zz + 0 ) << 7 ) | ( indexY + 0 ) ) ]; if( tileId > 0 ) empty = false; // Don't bother trying to work out neighbours for this tile if we are at the edge of the chunk - apart from the very // bottom of the world where we shouldn't ever be able to see if( yy == (Level::maxBuildHeight - 1) ) continue; if(( xx == 0 ) || ( xx == 15 )) continue; if(( zz == 0 ) || ( zz == 15 )) continue; // Establish whether this tile and its neighbours are all made of rock, dirt, unbreakable tiles, or have already // been determined to meet this criteria themselves and have a tile of 255 set. if( !( ( tileId == Tile::rock_Id ) || ( tileId == Tile::dirt_Id ) || ( tileId == Tile::unbreakable_Id ) || ( tileId == 255) ) ) continue; tileId = tileIds[ offset + ( ( ( xx - 1 ) << 11 ) | ( ( zz + 0 ) << 7 ) | ( indexY + 0 )) ]; if( !( ( tileId == Tile::rock_Id ) || ( tileId == Tile::dirt_Id ) || ( tileId == Tile::unbreakable_Id ) || ( tileId == 255) ) ) continue; tileId = tileIds[ offset + ( ( ( xx + 1 ) << 11 ) | ( ( zz + 0 ) << 7 ) | ( indexY + 0 )) ]; if( !( ( tileId == Tile::rock_Id ) || ( tileId == Tile::dirt_Id ) || ( tileId == Tile::unbreakable_Id ) || ( tileId == 255) ) ) continue; tileId = tileIds[ offset + ( ( ( xx + 0 ) << 11 ) | ( ( zz - 1 ) << 7 ) | ( indexY + 0 )) ]; if( !( ( tileId == Tile::rock_Id ) || ( tileId == Tile::dirt_Id ) || ( tileId == Tile::unbreakable_Id ) || ( tileId == 255) ) ) continue; tileId = tileIds[ offset + ( ( ( xx + 0 ) << 11 ) | ( ( zz + 1 ) << 7 ) | ( indexY + 0 )) ]; if( !( ( tileId == Tile::rock_Id ) || ( tileId == Tile::dirt_Id ) || ( tileId == Tile::unbreakable_Id ) || ( tileId == 255) ) ) continue; // Treat the bottom of the world differently - we shouldn't ever be able to look up at this, so consider tiles as invisible // if they are surrounded on sides other than the bottom if( yy > 0 ) { int indexYMinusOne = yy - 1; int yMinusOneOffset = 0; if(indexYMinusOne >= Level::COMPRESSED_CHUNK_SECTION_HEIGHT) { indexYMinusOne -= Level::COMPRESSED_CHUNK_SECTION_HEIGHT; yMinusOneOffset = Level::COMPRESSED_CHUNK_SECTION_TILES; } tileId = tileIds[ yMinusOneOffset + ( ( ( xx + 0 ) << 11 ) | ( ( zz + 0 ) << 7 ) | indexYMinusOne ) ]; if( !( ( tileId == Tile::rock_Id ) || ( tileId == Tile::dirt_Id ) || ( tileId == Tile::unbreakable_Id ) || ( tileId == 255) ) ) continue; } int indexYPlusOne = yy + 1; int yPlusOneOffset = 0; if(indexYPlusOne >= Level::COMPRESSED_CHUNK_SECTION_HEIGHT) { indexYPlusOne -= Level::COMPRESSED_CHUNK_SECTION_HEIGHT; yPlusOneOffset = Level::COMPRESSED_CHUNK_SECTION_TILES; } tileId = tileIds[ yPlusOneOffset + ( ( ( xx + 0 ) << 11 ) | ( ( zz + 0 ) << 7 ) | indexYPlusOne ) ]; if( !( ( tileId == Tile::rock_Id ) || ( tileId == Tile::dirt_Id ) || ( tileId == Tile::unbreakable_Id ) || ( tileId == 255) ) ) continue; // This tile is surrounded. Flag it as not requiring to be rendered by setting its id to 255. tileIds[ offset + ( ( ( xx + 0 ) << 11 ) | ( ( zz + 0 ) << 7 ) | ( indexY + 0 ) ) ] = 0xff; } } } PIXEndNamedEvent(); // Nothing at all to do for this chunk? if( empty ) { // 4J - added - clear any renderer data associated with this for (int currentLayer = 0; currentLayer < 2; currentLayer++) { levelRenderer->setGlobalChunkFlag(this->x, this->y, this->z, level, LevelRenderer::CHUNK_FLAG_EMPTY0, currentLayer); RenderManager.CBuffClear(lists + currentLayer); } delete region; delete tileRenderer; return; } // 4J - optimisation ends //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// PIXBeginNamedEvent(0,"Rebuild section C"); Tesselator::Bounds bounds; // 4J MGH - added { // this was the old default clip bounds for the chunk, set in Chunk::setPos. float g = 6.0f; bounds.boundingBox[0] = -g; bounds.boundingBox[1] = -g; bounds.boundingBox[2] = -g; bounds.boundingBox[3] = XZSIZE+g; bounds.boundingBox[4] = SIZE+g; bounds.boundingBox[5] = XZSIZE+g; } for (int currentLayer = 0; currentLayer < 2; currentLayer++) { bool renderNextLayer = false; bool rendered = false; bool started = false; // 4J - changed loop order here to leave y as the innermost loop for better cache performance for (int z = z0; z < z1; z++) { for (int x = x0; x < x1; x++) { for (int y = y0; y < y1; y++) { // 4J Stu - tile data is ordered in 128 blocks of full width, lower 128 then upper 128 int indexY = y; int offset = 0; if(indexY >= Level::COMPRESSED_CHUNK_SECTION_HEIGHT) { indexY -= Level::COMPRESSED_CHUNK_SECTION_HEIGHT; offset = Level::COMPRESSED_CHUNK_SECTION_TILES; } // 4J - get tile from those copied into our local array in earlier optimisation unsigned char tileId = tileIds[ offset + ( ( ( x - x0 ) << 11 ) | ( ( z - z0 ) << 7 ) | indexY) ]; // If flagged as not visible, drop out straight away if( tileId == 0xff ) continue; // int tileId = region->getTile(x,y,z); if (tileId > 0) { if (!started) { started = true; MemSect(31); glNewList(lists + currentLayer, GL_COMPILE); MemSect(0); glPushMatrix(); glDepthMask(true); // 4J added t->useCompactVertices(true); // 4J added translateToPos(); float ss = 1.000001f; // 4J - have removed this scale as I don't think we should need it, and have now optimised the vertex // shader so it doesn't do anything other than translate with this matrix anyway #if 0 glTranslatef(-zs / 2.0f, -ys / 2.0f, -zs / 2.0f); glScalef(ss, ss, ss); glTranslatef(zs / 2.0f, ys / 2.0f, zs / 2.0f); #endif t->begin(); t->offset((float)(-this->x), (float)(-this->y), (float)(-this->z)); } Tile *tile = Tile::tiles[tileId]; if (currentLayer == 0 && tile->isEntityTile()) { shared_ptr et = region->getTileEntity(x, y, z); if (TileEntityRenderDispatcher::instance->hasRenderer(et)) { renderableTileEntities.push_back(et); } } int renderLayer = tile->getRenderLayer(); if (renderLayer != currentLayer) { renderNextLayer = true; } else if (renderLayer == currentLayer) { rendered |= tileRenderer->tesselateInWorld(tile, x, y, z); } } } } } if (started) { t->end(); bounds.addBounds(t->bounds); // 4J MGH - added glPopMatrix(); glEndList(); t->useCompactVertices(false); // 4J added t->offset(0, 0, 0); } else { rendered = false; } if (rendered) { levelRenderer->clearGlobalChunkFlag(this->x, this->y, this->z, level, LevelRenderer::CHUNK_FLAG_EMPTY0, currentLayer); } else { // 4J - added - clear any renderer data associated with this unused list levelRenderer->setGlobalChunkFlag(this->x, this->y, this->z, level, LevelRenderer::CHUNK_FLAG_EMPTY0, currentLayer); RenderManager.CBuffClear(lists + currentLayer); } if((currentLayer==0)&&(!renderNextLayer)) { levelRenderer->setGlobalChunkFlag(this->x, this->y, this->z, level, LevelRenderer::CHUNK_FLAG_EMPTY1); RenderManager.CBuffClear(lists + 1); break; } } // 4J MGH - added this to take the bound from the value calc'd in the tesselator if( bb ) { bb->set(bounds.boundingBox[0], bounds.boundingBox[1], bounds.boundingBox[2], bounds.boundingBox[3], bounds.boundingBox[4], bounds.boundingBox[5]); } delete tileRenderer; delete region; PIXEndNamedEvent(); PIXBeginNamedEvent(0,"Rebuild section D"); // 4J - have rewritten the way that tile entities are stored globally to make it work more easily with split screen. Chunks are now // stored globally in the levelrenderer, in a hashmap with a special key made up from the dimension and chunk position (using same index // as is used for global flags) #if 1 int key = levelRenderer->getGlobalIndexForChunk(this->x,this->y,this->z,level); EnterCriticalSection(globalRenderableTileEntities_cs); if( renderableTileEntities.size() ) { AUTO_VAR(it, globalRenderableTileEntities->find(key)); if( it != globalRenderableTileEntities->end() ) { // We've got some renderable tile entities that we want associated with this chunk, and an existing list of things that used to be. // We need to flag any that we don't need any more to be removed, keep those that we do, and add any new ones // First pass - flag everything already existing to be removed for( AUTO_VAR(it2, it->second.begin()); it2 != it->second.end(); it2++ ) { (*it2)->setRenderRemoveStage(TileEntity::e_RenderRemoveStageFlaggedAtChunk); } // Now go through the current list. If these are already in the list, then unflag the remove flag. If they aren't, then add for( int i = 0; i < renderableTileEntities.size(); i++ ) { AUTO_VAR(it2, find( it->second.begin(), it->second.end(), renderableTileEntities[i] )); if( it2 == it->second.end() ) { (*globalRenderableTileEntities)[key].push_back(renderableTileEntities[i]); } else { (*it2)->setRenderRemoveStage(TileEntity::e_RenderRemoveStageKeep); } } } else { // Easy case - nothing already existing for this chunk. Add them all in. for( int i = 0; i < renderableTileEntities.size(); i++ ) { (*globalRenderableTileEntities)[key].push_back(renderableTileEntities[i]); } } } else { // Another easy case - we don't want any renderable tile entities associated with this chunk. Flag all to be removed. AUTO_VAR(it, globalRenderableTileEntities->find(key)); if( it != globalRenderableTileEntities->end() ) { for( AUTO_VAR(it2, it->second.begin()); it2 != it->second.end(); it2++ ) { (*it2)->setRenderRemoveStage(TileEntity::e_RenderRemoveStageFlaggedAtChunk); } } } LeaveCriticalSection(globalRenderableTileEntities_cs); PIXEndNamedEvent(); #else // Find the removed ones: // 4J - original code for this section: /* Set newTileEntities = new HashSet(); newTileEntities.addAll(renderableTileEntities); newTileEntities.removeAll(oldTileEntities); globalRenderableTileEntities.addAll(newTileEntities); oldTileEntities.removeAll(renderableTileEntities); globalRenderableTileEntities.removeAll(oldTileEntities); */ unordered_set > newTileEntities(renderableTileEntities.begin(),renderableTileEntities.end()); AUTO_VAR(endIt, oldTileEntities.end()); for( unordered_set >::iterator it = oldTileEntities.begin(); it != endIt; it++ ) { newTileEntities.erase(*it); } // 4J - newTileEntities is now renderableTileEntities with any old ones from oldTileEntitesRemoved (so just new things added) EnterCriticalSection(globalRenderableTileEntities_cs); endIt = newTileEntities.end(); for( unordered_set >::iterator it = newTileEntities.begin(); it != endIt; it++ ) { globalRenderableTileEntities->push_back(*it); } // 4J - All these new things added to globalRenderableTileEntities AUTO_VAR(endItRTE, renderableTileEntities.end()); for( vector >::iterator it = renderableTileEntities.begin(); it != endItRTE; it++ ) { oldTileEntities.erase(*it); } // 4J - oldTileEntities is now the removed items vector >::iterator it = globalRenderableTileEntities->begin(); while( it != globalRenderableTileEntities->end() ) { if( oldTileEntities.find(*it) != oldTileEntities.end() ) { it = globalRenderableTileEntities->erase(it); } else { ++it; } } LeaveCriticalSection(globalRenderableTileEntities_cs); #endif // 4J - These removed items are now also removed from globalRenderableTileEntities if( LevelChunk::touchedSky ) { levelRenderer->clearGlobalChunkFlag(x, y, z, level, LevelRenderer::CHUNK_FLAG_NOTSKYLIT); } else { levelRenderer->setGlobalChunkFlag(x, y, z, level, LevelRenderer::CHUNK_FLAG_NOTSKYLIT); } levelRenderer->setGlobalChunkFlag(x, y, z, level, LevelRenderer::CHUNK_FLAG_COMPILED); PIXEndNamedEvent(); return; } #ifdef __PS3__ ChunkRebuildData g_rebuildDataIn __attribute__((__aligned__(16))); ChunkRebuildData g_rebuildDataOut __attribute__((__aligned__(16))); TileCompressData_SPU g_tileCompressDataIn __attribute__((__aligned__(16))); unsigned char* g_tileCompressDataOut = (unsigned char*)&g_rebuildDataIn.m_tileIds; #define TILE_RENDER_SPU void RunSPURebuild() { static C4JSpursJobQueue::Port p("C4JSpursJob_ChunkUpdate"); C4JSpursJob_CompressedTile tileJob(&g_tileCompressDataIn,g_tileCompressDataOut); C4JSpursJob_ChunkUpdate chunkJob(&g_rebuildDataIn, &g_rebuildDataOut); if(g_rebuildDataIn.m_currentLayer == 0) // only need to create the tiles on the first layer { p.submitJob(&tileJob); p.submitSync(); } p.submitJob(&chunkJob); p.waitForCompletion(); assert(g_rebuildDataIn.m_x0 == g_rebuildDataOut.m_x0); } void Chunk::rebuild_SPU() { // if (!dirty) return; Chunk::t = Tesselator::getInstance(); // 4J - added - static initialiser being set at the wrong time updates++; int x0 = x; int y0 = y; int z0 = z; int x1 = x + SIZE; int y1 = y + SIZE; int z1 = z + SIZE; LevelChunk::touchedSky = false; // unordered_set > oldTileEntities(renderableTileEntities.begin(),renderableTileEntities.end()); // 4J removed this & next line // renderableTileEntities.clear(); vector > renderableTileEntities; // 4J - added // List newTileEntities = new ArrayList(); // newTileEntities.clear(); // renderableTileEntities.clear(); int r = 1; Region region(level, x0 - r, y0 - r, z0 - r, x1 + r, y1 + r, z1 + r); TileRenderer tileRenderer(®ion); int lists = levelRenderer->getGlobalIndexForChunk(this->x,this->y,this->z,level) * 2; lists += levelRenderer->chunkLists; //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // 4J - optimisation begins. // Get the data for the level chunk that this render chunk is it (level chunk is 16 x 16 x 128, // render chunk is 16 x 16 x 16. We wouldn't have to actually get all of it if the data was ordered differently, but currently // it is ordered by x then z then y so just getting a small range of y out of it would involve getting the whole thing into // the cache anyway. ChunkRebuildData* pOutData = NULL; g_rebuildDataIn.buildForChunk(®ion, level, x0, y0, z0); Tesselator::Bounds bounds; { // this was the old default clip bounds for the chunk, set in Chunk::setPos. float g = 6.0f; bounds.boundingBox[0] = -g; bounds.boundingBox[1] = -g; bounds.boundingBox[2] = -g; bounds.boundingBox[3] = SIZE+g; bounds.boundingBox[4] = SIZE+g; bounds.boundingBox[5] = SIZE+g; } for (int currentLayer = 0; currentLayer < 2; currentLayer++) { bool rendered = false; { glNewList(lists + currentLayer, GL_COMPILE); MemSect(0); glPushMatrix(); glDepthMask(true); // 4J added t->useCompactVertices(true); // 4J added translateToPos(); float ss = 1.000001f; // 4J - have removed this scale as I don't think we should need it, and have now optimised the vertex // shader so it doesn't do anything other than translate with this matrix anyway #if 0 glTranslatef(-zs / 2.0f, -ys / 2.0f, -zs / 2.0f); glScalef(ss, ss, ss); glTranslatef(zs / 2.0f, ys / 2.0f, zs / 2.0f); #endif t->begin(); t->offset((float)(-this->x), (float)(-this->y), (float)(-this->z)); } g_rebuildDataIn.copyFromTesselator(); intArray_SPU tesselatorArray((unsigned int*)g_rebuildDataIn.m_tesselator.m_PPUArray); g_rebuildDataIn.m_tesselator._array = &tesselatorArray; g_rebuildDataIn.m_currentLayer = currentLayer; #ifdef TILE_RENDER_SPU g_tileCompressDataIn.setForChunk(®ion, x0, y0, z0); RunSPURebuild(); g_rebuildDataOut.storeInTesselator(); pOutData = &g_rebuildDataOut; #else g_rebuildDataIn.disableUnseenTiles(); TileRenderer_SPU *pTileRenderer = new TileRenderer_SPU(&g_rebuildDataIn); g_rebuildDataIn.tesselateAllTiles(pTileRenderer); g_rebuildDataIn.storeInTesselator(); pOutData = &g_rebuildDataIn; #endif if(pOutData->m_flags & ChunkRebuildData::e_flag_Rendered) rendered = true; // 4J - changed loop order here to leave y as the innermost loop for better cache performance for (int z = z0; z < z1; z++) { for (int x = x0; x < x1; x++) { for (int y = y0; y < y1; y++) { // 4J - get tile from those copied into our local array in earlier optimisation unsigned char tileId = pOutData->getTile(x,y,z); if (tileId > 0) { if (currentLayer == 0 && Tile::tiles[tileId]->isEntityTile()) { shared_ptr et = region.getTileEntity(x, y, z); if (TileEntityRenderDispatcher::instance->hasRenderer(et)) { renderableTileEntities.push_back(et); } } int flags = pOutData->getFlags(x,y,z); if(flags & ChunkRebuildData::e_flag_SPURenderCodeMissing) { Tile *tile = Tile::tiles[tileId]; int renderLayer = tile->getRenderLayer(); if (renderLayer != currentLayer) { // renderNextLayer = true; } else if (renderLayer == currentLayer) { //if(currentLayer == 0) // numRenderedLayer0++; rendered |= tileRenderer.tesselateInWorld(tile, x, y, z); } } } } } } { t->end(); bounds.addBounds(t->bounds); glPopMatrix(); glEndList(); t->useCompactVertices(false); // 4J added t->offset(0, 0, 0); } if (rendered) { levelRenderer->clearGlobalChunkFlag(this->x, this->y, this->z, level, LevelRenderer::CHUNK_FLAG_EMPTY0, currentLayer); } else { // 4J - added - clear any renderer data associated with this unused list levelRenderer->setGlobalChunkFlag(this->x, this->y, this->z, level, LevelRenderer::CHUNK_FLAG_EMPTY0, currentLayer); RenderManager.CBuffClear(lists + currentLayer); } } if( bb ) { bb->set(bounds.boundingBox[0], bounds.boundingBox[1], bounds.boundingBox[2], bounds.boundingBox[3], bounds.boundingBox[4], bounds.boundingBox[5]); } if(pOutData->m_flags & ChunkRebuildData::e_flag_TouchedSky) LevelChunk::touchedSky = true; // 4J - have rewritten the way that tile entities are stored globally to make it work more easily with split screen. Chunks are now // stored globally in the levelrenderer, in a hashmap with a special key made up from the dimension and chunk position (using same index // as is used for global flags) #if 1 int key = levelRenderer->getGlobalIndexForChunk(this->x,this->y,this->z,level); EnterCriticalSection(globalRenderableTileEntities_cs); if( renderableTileEntities.size() ) { AUTO_VAR(it, globalRenderableTileEntities->find(key)); if( it != globalRenderableTileEntities->end() ) { // We've got some renderable tile entities that we want associated with this chunk, and an existing list of things that used to be. // We need to flag any that we don't need any more to be removed, keep those that we do, and add any new ones // First pass - flag everything already existing to be removed for( AUTO_VAR(it2, it->second.begin()); it2 != it->second.end(); it2++ ) { (*it2)->setRenderRemoveStage(TileEntity::e_RenderRemoveStageFlaggedAtChunk); } // Now go through the current list. If these are already in the list, then unflag the remove flag. If they aren't, then add for( int i = 0; i < renderableTileEntities.size(); i++ ) { AUTO_VAR(it2, find( it->second.begin(), it->second.end(), renderableTileEntities[i] )); if( it2 == it->second.end() ) { (*globalRenderableTileEntities)[key].push_back(renderableTileEntities[i]); } else { (*it2)->setRenderRemoveStage(TileEntity::e_RenderRemoveStageKeep); } } } else { // Easy case - nothing already existing for this chunk. Add them all in. for( int i = 0; i < renderableTileEntities.size(); i++ ) { (*globalRenderableTileEntities)[key].push_back(renderableTileEntities[i]); } } } else { // Another easy case - we don't want any renderable tile entities associated with this chunk. Flag all to be removed. AUTO_VAR(it, globalRenderableTileEntities->find(key)); if( it != globalRenderableTileEntities->end() ) { for( AUTO_VAR(it2, it->second.begin()); it2 != it->second.end(); it2++ ) { (*it2)->setRenderRemoveStage(TileEntity::e_RenderRemoveStageFlaggedAtChunk); } } } LeaveCriticalSection(globalRenderableTileEntities_cs); #else // Find the removed ones: // 4J - original code for this section: /* Set newTileEntities = new HashSet(); newTileEntities.addAll(renderableTileEntities); newTileEntities.removeAll(oldTileEntities); globalRenderableTileEntities.addAll(newTileEntities); oldTileEntities.removeAll(renderableTileEntities); globalRenderableTileEntities.removeAll(oldTileEntities); */ unordered_set > newTileEntities(renderableTileEntities.begin(),renderableTileEntities.end()); AUTO_VAR(endIt, oldTileEntities.end()); for( unordered_set >::iterator it = oldTileEntities.begin(); it != endIt; it++ ) { newTileEntities.erase(*it); } // 4J - newTileEntities is now renderableTileEntities with any old ones from oldTileEntitesRemoved (so just new things added) EnterCriticalSection(globalRenderableTileEntities_cs); endIt = newTileEntities.end(); for( unordered_set >::iterator it = newTileEntities.begin(); it != endIt; it++ ) { globalRenderableTileEntities.push_back(*it); } // 4J - All these new things added to globalRenderableTileEntities AUTO_VAR(endItRTE, renderableTileEntities.end()); for( vector >::iterator it = renderableTileEntities.begin(); it != endItRTE; it++ ) { oldTileEntities.erase(*it); } // 4J - oldTileEntities is now the removed items vector >::iterator it = globalRenderableTileEntities->begin(); while( it != globalRenderableTileEntities->end() ) { if( oldTileEntities.find(*it) != oldTileEntities.end() ) { it = globalRenderableTileEntities->erase(it); } else { ++it; } } LeaveCriticalSection(globalRenderableTileEntities_cs); #endif // 4J - These removed items are now also removed from globalRenderableTileEntities if( LevelChunk::touchedSky ) { levelRenderer->clearGlobalChunkFlag(x, y, z, level, LevelRenderer::CHUNK_FLAG_NOTSKYLIT); } else { levelRenderer->setGlobalChunkFlag(x, y, z, level, LevelRenderer::CHUNK_FLAG_NOTSKYLIT); } levelRenderer->setGlobalChunkFlag(x, y, z, level, LevelRenderer::CHUNK_FLAG_COMPILED); return; } #endif // _PS3_ float Chunk::distanceToSqr(shared_ptr player) const { float xd = (float) (player->x - xm); float yd = (float) (player->y - ym); float zd = (float) (player->z - zm); return xd * xd + yd * yd + zd * zd; } float Chunk::squishedDistanceToSqr(shared_ptr player) { float xd = (float) (player->x - xm); float yd = (float) (player->y - ym) * 2; float zd = (float) (player->z - zm); return xd * xd + yd * yd + zd * zd; } void Chunk::reset() { if( assigned ) { EnterCriticalSection(&levelRenderer->m_csDirtyChunks); unsigned char refCount = levelRenderer->decGlobalChunkRefCount(x, y, z, level); assigned = false; // printf("\t\t [dec] refcount %d at %d, %d, %d\n",refCount,x,y,z); if( refCount == 0 ) { int lists = levelRenderer->getGlobalIndexForChunk(x, y, z, level) * 2; if(lists >= 0) { lists += levelRenderer->chunkLists; for (int i = 0; i < 2; i++) { // 4J - added - clear any renderer data associated with this unused list RenderManager.CBuffClear(lists + i); } levelRenderer->setGlobalChunkFlags(x, y, z, level, 0); } } LeaveCriticalSection(&levelRenderer->m_csDirtyChunks); } clipChunk->visible = false; } void Chunk::_delete() { reset(); level = NULL; } int Chunk::getList(int layer) { if (!clipChunk->visible) return -1; int lists = levelRenderer->getGlobalIndexForChunk(x, y, z,level) * 2; lists += levelRenderer->chunkLists; bool empty = levelRenderer->getGlobalChunkFlag(x, y, z, level, LevelRenderer::CHUNK_FLAG_EMPTY0, layer); if (!empty) return lists + layer; return -1; } void Chunk::cull(Culler *culler) { clipChunk->visible = culler->isVisible(bb); } void Chunk::renderBB() { // glCallList(lists + 2); // 4J - removed - TODO put back in } bool Chunk::isEmpty() { if (!levelRenderer->getGlobalChunkFlag(x, y, z, level, LevelRenderer::CHUNK_FLAG_COMPILED)) return false; return levelRenderer->getGlobalChunkFlag(x, y, z, level, LevelRenderer::CHUNK_FLAG_EMPTYBOTH); } void Chunk::setDirty() { // 4J - not used, but if this starts being used again then we'll need to investigate how best to handle it. __debugbreak(); levelRenderer->setGlobalChunkFlag(x, y, z, level, LevelRenderer::CHUNK_FLAG_DIRTY); } void Chunk::clearDirty() { levelRenderer->clearGlobalChunkFlag(x, y, z, level, LevelRenderer::CHUNK_FLAG_DIRTY); #ifdef _CRITICAL_CHUNKS levelRenderer->clearGlobalChunkFlag(x, y, z, level, LevelRenderer::CHUNK_FLAG_CRITICAL); #endif } Chunk::~Chunk() { delete bb; } bool Chunk::emptyFlagSet(int layer) { return levelRenderer->getGlobalChunkFlag(x, y, z, level, LevelRenderer::CHUNK_FLAG_EMPTY0, layer); }