#include "../Platform/stdafx.h" #include "Chunk.h" #include "EntityRenderers/TileRenderer.h" #include "EntityRenderers/TileEntityRenderDispatcher.h" #include "../../Minecraft.World/Headers/net.minecraft.world.level.h" #include "../../Minecraft.World/Headers/net.minecraft.world.level.chunk.h" #include "../../Minecraft.World/Headers/net.minecraft.world.level.tile.h" #include "../../Minecraft.World/Headers/net.minecraft.world.level.tile.entity.h" #include "LevelRenderer.h" #include "../Utils/FrameProfiler.h" #include #include int Chunk::updates = 0; #if defined(_LARGE_WORLDS) thread_local uint8_t* Chunk::m_tlsTileIds = nullptr; void Chunk::CreateNewThreadStorage() { m_tlsTileIds = new unsigned char[16 * 16 * Level::maxBuildHeight]; } void Chunk::ReleaseThreadStorage() { delete m_tlsTileIds; } uint8_t* Chunk::GetTileIdsStorage() { return m_tlsTileIds; } #else // 4J Stu - Don't want this when multi-threaded Tesselator* Chunk::t = Tesselator::getInstance(); #endif LevelRenderer* Chunk::levelRenderer; void Chunk::reconcileRenderableTileEntities( const std::vector >& renderableTileEntities) { int key = levelRenderer->getGlobalIndexForChunk(this->x, this->y, this->z, level); auto it = globalRenderableTileEntities->find(key); if (!renderableTileEntities.empty()) { std::unordered_set currentRenderableTileEntitySet; currentRenderableTileEntitySet.reserve(renderableTileEntities.size()); for (size_t i = 0; i < renderableTileEntities.size(); i++) { currentRenderableTileEntitySet.insert( renderableTileEntities[i].get()); } if (it != globalRenderableTileEntities->end()) { LevelRenderer::RenderableTileEntityBucket& existingBucket = it->second; for (auto it2 = existingBucket.tiles.begin(); it2 != existingBucket.tiles.end(); it2++) { TileEntity* tileEntity = (*it2).get(); if (currentRenderableTileEntitySet.find(tileEntity) == currentRenderableTileEntitySet.end()) { (*it2)->setRenderRemoveStage( TileEntity::e_RenderRemoveStageFlaggedAtChunk); levelRenderer->queueRenderableTileEntityForRemoval_Locked( key, tileEntity); } else { (*it2)->setRenderRemoveStage( TileEntity::e_RenderRemoveStageKeep); } } for (size_t i = 0; i < renderableTileEntities.size(); i++) { renderableTileEntities[i]->setRenderRemoveStage( TileEntity::e_RenderRemoveStageKeep); if (existingBucket.indexByTile.find( renderableTileEntities[i].get()) == existingBucket.indexByTile.end()) { levelRenderer->addRenderableTileEntity_Locked( key, renderableTileEntities[i]); } } } else { for (size_t i = 0; i < renderableTileEntities.size(); i++) { renderableTileEntities[i]->setRenderRemoveStage( TileEntity::e_RenderRemoveStageKeep); levelRenderer->addRenderableTileEntity_Locked( key, renderableTileEntities[i]); } } } else if (it != globalRenderableTileEntities->end()) { for (auto it2 = it->second.tiles.begin(); it2 != it->second.tiles.end(); it2++) { (*it2)->setRenderRemoveStage( TileEntity::e_RenderRemoveStageFlaggedAtChunk); levelRenderer->queueRenderableTileEntityForRemoval_Locked( key, (*it2).get()); } } } // 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, std::mutex& globalRenderableTileEntities_cs, int x, int y, int z, ClipChunk* clipChunk) : globalRenderableTileEntities(&globalRenderableTileEntities), globalRenderableTileEntities_cs(&globalRenderableTileEntities_cs) { clipChunk->visible = false; const double g = 6; bb = AABB(-g, -g, -g, XZSIZE + g, SIZE + g, XZSIZE + g); 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); levelRenderer->setGlobalChunkConnectivity(clipChunk->globalIdx, ~0ULL); // 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; float g = 6.0f; 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; { std::lock_guard lock( 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"); } } } 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 = nullptr; 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 (!dirty) return; PIXBeginNamedEvent(0, "Rebuild section A"); #if defined(_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(); std::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. #if defined(_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, 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; { FRAME_PROFILE_SCOPE(ChunkPrepass); 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::stone_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::stone_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::stone_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::stone_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::stone_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::stone_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::stone_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); } int globalIdx = levelRenderer->getGlobalIndexForChunk(this->x, this->y, this->z, level); levelRenderer->setGlobalChunkConnectivity(globalIdx, ~0ULL); levelRenderer->setGlobalChunkFlag(this->x, this->y, this->z, level, LevelRenderer::CHUNK_FLAG_COMPILED); 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); glDepthMask(true); // 4J added t->useCompactVertices(true); // 4J added t->begin(); t->offset((float)(-this->x), (float)(-this->y), (float)(-this->z)); } Tile* tile = Tile::tiles[tileId]; if (currentLayer == 0 && tile->isEntityTile()) { std::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 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 bb = {bounds.boundingBox[0], bounds.boundingBox[1], bounds.boundingBox[2], bounds.boundingBox[3], bounds.boundingBox[4], bounds.boundingBox[5]}; uint64_t conn = computeConnectivity(tileIds); // pass tileIds int globalIdx = levelRenderer->getGlobalIndexForChunk(this->x, this->y, this->z, level); levelRenderer->setGlobalChunkConnectivity(globalIdx, conn); 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) { std::lock_guard lock(*globalRenderableTileEntities_cs); reconcileRenderableTileEntities(renderableTileEntities); } PIXEndNamedEvent(); // 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; } float Chunk::distanceToSqr(std::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(std::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; } uint64_t Chunk::computeConnectivity(const uint8_t* tileIds) { const int W = 16; const int H = 16; const int VOLUME = W * H * W; auto idx = [&](int x, int y, int z) -> int { return y * W * W + z * W + x; }; auto isOpen = [&](int lx, int ly, int lz) -> bool { int worldY = this->y + ly; int offset = 0; int indexY = worldY; if (indexY >= Level::COMPRESSED_CHUNK_SECTION_HEIGHT) { indexY -= Level::COMPRESSED_CHUNK_SECTION_HEIGHT; offset = Level::COMPRESSED_CHUNK_SECTION_TILES; } uint8_t tileId = tileIds[offset + ((lx << 11) | (lz << 7) | indexY)]; if (tileId == 0) return true; // air if (tileId == 0xFF) return false; // hidden tile (yeah) Tile* t = Tile::tiles[tileId]; return (t == nullptr) || !t->isSolidRender(); }; uint8_t visited[6][512]; memset(visited, 0, sizeof(visited)); static const int FX[6] = {1, -1, 0, 0, 0, 0}; static const int FY[6] = {0, 0, 1, -1, 0, 0}; static const int FZ[6] = {0, 0, 0, 0, 1, -1}; struct Cell { int8_t x, y, z; }; static thread_local std::vector queue; uint64_t result = 0; for (int entryFace = 0; entryFace < 6; entryFace++) { uint8_t* vis = visited[entryFace]; queue.clear(); int x0s, x1s, y0s, y1s, z0s, z1s; switch (entryFace) { case 0: x0s = W - 1; x1s = W - 1; y0s = 0; y1s = H - 1; z0s = 0; z1s = W - 1; break; // +X case 1: x0s = 0; x1s = 0; y0s = 0; y1s = H - 1; z0s = 0; z1s = W - 1; break; // -X case 2: x0s = 0; x1s = W - 1; y0s = H - 1; y1s = H - 1; z0s = 0; z1s = W - 1; break; // +Y case 3: x0s = 0; x1s = W - 1; y0s = 0; y1s = 0; z0s = 0; z1s = W - 1; break; // -Y case 4: x0s = 0; x1s = W - 1; y0s = 0; y1s = H - 1; z0s = W - 1; z1s = W - 1; break; // +Z case 5: x0s = 0; x1s = W - 1; y0s = 0; y1s = H - 1; z0s = 0; z1s = 0; break; // -Z default: continue; } for (int sy = y0s; sy <= y1s; sy++) for (int sz = z0s; sz <= z1s; sz++) for (int sx = x0s; sx <= x1s; sx++) { if (!isOpen(sx, sy, sz)) continue; int i = idx(sx, sy, sz); if (vis[i >> 3] & (1 << (i & 7))) continue; vis[i >> 3] |= (1 << (i & 7)); queue.push_back({(int8_t)sx, (int8_t)sy, (int8_t)sz}); } for (int qi = 0; qi < (int)queue.size(); qi++) { Cell cur = queue[qi]; for (int nb = 0; nb < 6; nb++) { int nx = cur.x + FX[nb]; int ny = cur.y + FY[nb]; int nz = cur.z + FZ[nb]; // entry exit conn if (nx < 0 || nx >= W || ny < 0 || ny >= H || nz < 0 || nz >= W) { // nb IS the exit face because FX,FY,FZ are aligned result |= ((uint64_t)1 << (entryFace * 6 + nb)); continue; } if (!isOpen(nx, ny, nz)) continue; int i = idx(nx, ny, nz); if (vis[i >> 3] & (1 << (i & 7))) continue; vis[i >> 3] |= (1 << (i & 7)); queue.push_back({(int8_t)nx, (int8_t)ny, (int8_t)nz}); } } } return result; } void Chunk::reset() { if (assigned) { int oldKey = -1; bool retireRenderableTileEntities = false; { std::lock_guard lock( levelRenderer->m_csDirtyChunks); oldKey = levelRenderer->getGlobalIndexForChunk(x, y, z, level); 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 && oldKey != -1) { retireRenderableTileEntities = true; int lists = oldKey * 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); } } } if (retireRenderableTileEntities) { levelRenderer->retireRenderableTileEntitiesForChunkKey(oldKey); } } clipChunk->visible = false; } void Chunk::_delete() { reset(); level = nullptr; } 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) { if (clipChunk->visible) { 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); #if defined(_CRITICAL_CHUNKS) levelRenderer->clearGlobalChunkFlag(x, y, z, level, LevelRenderer::CHUNK_FLAG_CRITICAL); #endif } bool Chunk::emptyFlagSet(int layer) { return levelRenderer->getGlobalChunkFlag( x, y, z, level, LevelRenderer::CHUNK_FLAG_EMPTY0, layer); }