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https://github.com/Jozufozu/Flywheel.git
synced 2024-11-14 06:24:12 +01:00
Lessen updates today!
- LightLut now does incremental updates java-side - Still requires a full upload when changed, though it does not take up much space - ShaderLightVisualStorage now actually triggers removal of light section from the lut
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@ -3,17 +3,16 @@ package dev.engine_room.flywheel.backend.engine;
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import java.util.function.BiConsumer;
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import java.util.function.Supplier;
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import org.jetbrains.annotations.Nullable;
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import it.unimi.dsi.fastutil.ints.IntArrayList;
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import it.unimi.dsi.fastutil.longs.Long2IntMap;
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import net.minecraft.core.SectionPos;
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// Massive kudos to RogueLogix for figuring out this LUT scheme.
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public final class LightLut {
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private final Layer<Layer<IntLayer>> indices = new Layer<>();
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private LightLut() {
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}
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private void add(long position, int index) {
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public void add(long position, int index) {
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final var x = SectionPos.x(position);
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final var y = SectionPos.y(position);
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final var z = SectionPos.z(position);
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@ -23,31 +22,32 @@ public final class LightLut {
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.set(z, index + 1);
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}
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private IntArrayList toLut() {
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public void remove(long section) {
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final var x = SectionPos.x(section);
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final var y = SectionPos.y(section);
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final var z = SectionPos.z(section);
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var first = indices.get(x);
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if (first == null) {
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return;
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}
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var second = first.get(y);
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if (second == null) {
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return;
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}
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second.clear(z);
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}
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public IntArrayList flatten() {
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final var out = new IntArrayList();
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indices.fillLut(out, (yIndices, lut) -> yIndices.fillLut(lut, IntLayer::fillLut));
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return out;
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}
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// Massive kudos to RogueLogix for figuring out this LUT scheme.
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// TODO: switch to y x z or x z y ordering
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// DATA LAYOUT
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// [0] : base chunk X, X index count, followed by linear indices of y blocks
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// [yBlockIndex] : baseChunk Y, Y index count, followed by linear indices of z blocks for this x
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// [zBlockIndex] : baseChunk Z, Z index count, followed by linear indices of lighting chunks
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// this data layout allows a single buffer to represent the lighting volume, without requiring the entire 3d lookup volume to be allocated
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public static IntArrayList buildLut(Long2IntMap sectionIndicesMaps) {
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if (sectionIndicesMaps.isEmpty()) {
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return new IntArrayList();
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}
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var out = new LightLut();
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sectionIndicesMaps.forEach(out::add);
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return out.toLut();
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}
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private static final class Layer<T> {
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private boolean hasBase = false;
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private int base = 0;
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@ -78,6 +78,25 @@ public final class LightLut {
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}
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}
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@Nullable
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public T get(int i) {
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if (!hasBase) {
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return null;
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}
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if (i < base) {
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return null;
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}
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final var offset = i - base;
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if (offset >= nextLayer.length) {
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return null;
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}
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return (T) nextLayer[offset];
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}
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public T computeIfAbsent(int i, Supplier<T> ifAbsent) {
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if (!hasBase) {
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// We don't want to default to base 0, so we'll use the first value we get.
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@ -155,6 +174,24 @@ public final class LightLut {
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indices[offset] = index;
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}
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public void clear(int i) {
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if (!hasBase) {
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return;
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}
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if (i < base) {
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return;
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}
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final var offset = i - base;
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if (offset >= indices.length) {
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return;
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}
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indices[offset] = 0;
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}
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private void resize(int length) {
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final var newIndices = new int[length];
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System.arraycopy(indices, 0, newIndices, 0, indices.length);
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@ -44,12 +44,9 @@ public class LightStorage {
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private static final int INVALID_SECTION = -1;
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private final LevelAccessor level;
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private final LightLut lut;
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private final CpuArena arena;
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private final Long2IntMap section2ArenaIndex = new Long2IntOpenHashMap();
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{
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section2ArenaIndex.defaultReturnValue(INVALID_SECTION);
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}
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private final Long2IntMap section2ArenaIndex;
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private final BitSet changed = new BitSet();
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private boolean needsLutRebuild = false;
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@ -60,8 +57,10 @@ public class LightStorage {
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public LightStorage(LevelAccessor level) {
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this.level = level;
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lut = new LightLut();
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arena = new CpuArena(SECTION_SIZE_BYTES, DEFAULT_ARENA_CAPACITY_SECTIONS);
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section2ArenaIndex = new Long2IntOpenHashMap();
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section2ArenaIndex.defaultReturnValue(INVALID_SECTION);
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}
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/**
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@ -135,12 +134,22 @@ public class LightStorage {
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if (!requestedSections.contains(section)) {
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arena.free(entry.getIntValue());
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needsLutRebuild = true;
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endTrackingSection(section);
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it.remove();
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}
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}
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}
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private void beginTrackingSection(long section, int index) {
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lut.add(section, index);
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needsLutRebuild = true;
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}
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private void endTrackingSection(long section) {
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lut.remove(section);
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needsLutRebuild = true;
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}
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public int capacity() {
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return arena.capacity();
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}
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@ -374,7 +383,7 @@ public class LightStorage {
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if (out == INVALID_SECTION) {
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out = arena.alloc();
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section2ArenaIndex.put(section, out);
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needsLutRebuild = true;
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beginTrackingSection(section, out);
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}
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return out;
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}
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@ -406,8 +415,7 @@ public class LightStorage {
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}
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public IntArrayList createLut() {
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// TODO: incremental lut updates
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return LightLut.buildLut(section2ArenaIndex);
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return lut.flatten();
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}
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private enum SectionEdge {
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@ -43,7 +43,11 @@ public class ShaderLightVisualStorage {
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}
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public void remove(ShaderLightVisual visual) {
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trackers.remove(visual);
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var tracker = trackers.remove(visual);
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if (tracker != null) {
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markDirty();
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}
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}
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public void clear() {
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