optimize (part 2)

This commit is contained in:
MihailRis 2024-11-16 15:11:05 +03:00
parent 99f1594645
commit 1ff89491e6
3 changed files with 41 additions and 33 deletions

View File

@ -590,7 +590,7 @@ SortingMeshData BlocksRenderer::renderTranslucent(
// additional powerful optimization
auto size = aabb.size();
if (glm::abs(size.y) < 0.01f && sortingMesh.entries.size() > 1 && false) {
if (glm::abs(size.y) < 0.01f && sortingMesh.entries.size() > 1) {
SortingMeshEntry newEntry {
sortingMesh.entries[0].position,
util::Buffer<float>(totalSize)

View File

@ -49,6 +49,8 @@ public:
}
};
const vattr ATTRS[]{ {3}, {2}, {1}, {0} };
ChunksRenderer::ChunksRenderer(
const Level* level,
const Assets& assets,
@ -80,9 +82,8 @@ ChunksRenderer::ChunksRenderer(
);
logger.info() << "created " << threadPool.getWorkersCount() << " workers";
const vattr attrs[]{ {3}, {2}, {1}, {0} };
float buf[1]{};
sortedMesh = std::make_unique<Mesh>(buf, 0, attrs);
sortedMesh = std::make_unique<Mesh>(buf, 0, ATTRS);
}
ChunksRenderer::~ChunksRenderer() {
@ -93,7 +94,7 @@ std::shared_ptr<Mesh> ChunksRenderer::render(const std::shared_ptr<Chunk>& chunk
if (important) {
auto mesh = renderer->render(chunk.get(), level.chunks.get());
meshes[glm::ivec2(chunk->x, chunk->z)] = ChunkMesh {
std::move(mesh.mesh), std::move(mesh.sortingMesh)
std::move(mesh.mesh), std::move(mesh.sortingMeshData)
};
return meshes[glm::ivec2(chunk->x, chunk->z)].mesh;
}
@ -214,19 +215,18 @@ void ChunksRenderer::drawChunks(
void ChunksRenderer::drawSortedMeshes(const Camera& camera, Shader& shader) {
timeutil::ScopeLogTimer log(444);
const auto& atlas = assets.require<Atlas>("blocks");
atlas.getTexture()->bind();
std::vector<const SortingMeshEntry*> entries;
const auto& chunks = level.chunks->getChunks();
auto pposition = camera.position;
size_t size = 0;
bool culling = settings.graphics.frustumCulling.get();
shader.uniformMatrix("u_model", glm::mat4(1.0f));
for (const auto& index : indices) {
const auto& chunk = chunks[index.index];
@ -238,43 +238,50 @@ void ChunksRenderer::drawSortedMeshes(const Camera& camera, Shader& shader) {
continue;
}
glm::vec3 min(chunk->x * CHUNK_W, chunk->bottom, chunk->z * CHUNK_D);
glm::vec3 min(
chunk->x * CHUNK_W - CHUNK_W, 0, chunk->z * CHUNK_D - CHUNK_D
);
glm::vec3 max(
chunk->x * CHUNK_W + CHUNK_W,
chunk->top,
chunk->z * CHUNK_D + CHUNK_D
chunk->x * CHUNK_W + CHUNK_W*2,
CHUNK_H,
chunk->z * CHUNK_D + CHUNK_D*2
);
if (!frustum.isBoxVisible(min, max)) continue;
auto& chunkEntries = found->second.sortingMesh.entries;
auto& chunkEntries = found->second.sortingMeshData.entries;
for (auto& entry : chunkEntries) {
entry.distance = static_cast<long long>(glm::distance2(entry.position, pposition));
}
if (chunkEntries.size() == 1) {
auto& entry = chunkEntries.at(0);
if (found->second.planesMesh == nullptr) {
found->second.planesMesh = std::make_shared<Mesh>(
entry.vertexData.data(), entry.vertexData.size() / 6, ATTRS
);
}
found->second.planesMesh->draw();
continue;
}
std::sort(chunkEntries.begin(), chunkEntries.end());
size_t size = 0;
for (const auto& entry : chunkEntries) {
size += entry.vertexData.size();
entries.push_back(&entry);
}
util::Buffer<float> buffer(size);
size_t offset = 0;
for (const auto& entry : chunkEntries) {
std::memcpy(
(buffer.data() + offset),
entry.vertexData.data(),
entry.vertexData.size() * sizeof(float)
);
offset += entry.vertexData.size();
}
sortedMesh->reload(buffer.data(), size / 6);
sortedMesh->draw();
}
static util::Buffer<float> buffer;
if (buffer.size() < size) {
buffer = util::Buffer<float>(size);
}
size_t offset = 0;
for (const auto& entry : entries) {
std::memcpy(
(buffer.data() + offset),
entry->vertexData.data(),
entry->vertexData.size() * sizeof(float)
);
offset += entry->vertexData.size();
}
sortedMesh->reload(buffer.data(), size / 6);
shader.uniformMatrix("u_model", glm::mat4(1.0f));
sortedMesh->draw();
}

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@ -30,5 +30,6 @@ struct ChunkMeshData {
struct ChunkMesh {
std::shared_ptr<Mesh> mesh;
SortingMeshData sortingMesh;
SortingMeshData sortingMeshData;
std::shared_ptr<Mesh> planesMesh = nullptr;
};