optimize (part 2)
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99f1594645
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1ff89491e6
@ -590,7 +590,7 @@ SortingMeshData BlocksRenderer::renderTranslucent(
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// additional powerful optimization
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auto size = aabb.size();
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if (glm::abs(size.y) < 0.01f && sortingMesh.entries.size() > 1 && false) {
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if (glm::abs(size.y) < 0.01f && sortingMesh.entries.size() > 1) {
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SortingMeshEntry newEntry {
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sortingMesh.entries[0].position,
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util::Buffer<float>(totalSize)
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@ -49,6 +49,8 @@ public:
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}
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};
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const vattr ATTRS[]{ {3}, {2}, {1}, {0} };
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ChunksRenderer::ChunksRenderer(
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const Level* level,
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const Assets& assets,
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@ -80,9 +82,8 @@ ChunksRenderer::ChunksRenderer(
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);
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logger.info() << "created " << threadPool.getWorkersCount() << " workers";
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const vattr attrs[]{ {3}, {2}, {1}, {0} };
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float buf[1]{};
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sortedMesh = std::make_unique<Mesh>(buf, 0, attrs);
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sortedMesh = std::make_unique<Mesh>(buf, 0, ATTRS);
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}
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ChunksRenderer::~ChunksRenderer() {
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@ -93,7 +94,7 @@ std::shared_ptr<Mesh> ChunksRenderer::render(const std::shared_ptr<Chunk>& chunk
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if (important) {
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auto mesh = renderer->render(chunk.get(), level.chunks.get());
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meshes[glm::ivec2(chunk->x, chunk->z)] = ChunkMesh {
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std::move(mesh.mesh), std::move(mesh.sortingMesh)
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std::move(mesh.mesh), std::move(mesh.sortingMeshData)
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};
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return meshes[glm::ivec2(chunk->x, chunk->z)].mesh;
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}
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@ -214,19 +215,18 @@ void ChunksRenderer::drawChunks(
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void ChunksRenderer::drawSortedMeshes(const Camera& camera, Shader& shader) {
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timeutil::ScopeLogTimer log(444);
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const auto& atlas = assets.require<Atlas>("blocks");
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atlas.getTexture()->bind();
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std::vector<const SortingMeshEntry*> entries;
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const auto& chunks = level.chunks->getChunks();
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auto pposition = camera.position;
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size_t size = 0;
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bool culling = settings.graphics.frustumCulling.get();
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shader.uniformMatrix("u_model", glm::mat4(1.0f));
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for (const auto& index : indices) {
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const auto& chunk = chunks[index.index];
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@ -238,43 +238,50 @@ void ChunksRenderer::drawSortedMeshes(const Camera& camera, Shader& shader) {
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continue;
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}
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glm::vec3 min(chunk->x * CHUNK_W, chunk->bottom, chunk->z * CHUNK_D);
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glm::vec3 min(
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chunk->x * CHUNK_W - CHUNK_W, 0, chunk->z * CHUNK_D - CHUNK_D
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);
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glm::vec3 max(
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chunk->x * CHUNK_W + CHUNK_W,
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chunk->top,
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chunk->z * CHUNK_D + CHUNK_D
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chunk->x * CHUNK_W + CHUNK_W*2,
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CHUNK_H,
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chunk->z * CHUNK_D + CHUNK_D*2
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);
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if (!frustum.isBoxVisible(min, max)) continue;
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auto& chunkEntries = found->second.sortingMesh.entries;
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auto& chunkEntries = found->second.sortingMeshData.entries;
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for (auto& entry : chunkEntries) {
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entry.distance = static_cast<long long>(glm::distance2(entry.position, pposition));
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}
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if (chunkEntries.size() == 1) {
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auto& entry = chunkEntries.at(0);
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if (found->second.planesMesh == nullptr) {
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found->second.planesMesh = std::make_shared<Mesh>(
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entry.vertexData.data(), entry.vertexData.size() / 6, ATTRS
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);
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}
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found->second.planesMesh->draw();
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continue;
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}
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std::sort(chunkEntries.begin(), chunkEntries.end());
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size_t size = 0;
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for (const auto& entry : chunkEntries) {
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size += entry.vertexData.size();
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entries.push_back(&entry);
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}
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util::Buffer<float> buffer(size);
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size_t offset = 0;
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for (const auto& entry : chunkEntries) {
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std::memcpy(
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(buffer.data() + offset),
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entry.vertexData.data(),
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entry.vertexData.size() * sizeof(float)
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);
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offset += entry.vertexData.size();
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}
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sortedMesh->reload(buffer.data(), size / 6);
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sortedMesh->draw();
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}
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static util::Buffer<float> buffer;
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if (buffer.size() < size) {
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buffer = util::Buffer<float>(size);
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}
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size_t offset = 0;
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for (const auto& entry : entries) {
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std::memcpy(
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(buffer.data() + offset),
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entry->vertexData.data(),
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entry->vertexData.size() * sizeof(float)
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);
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offset += entry->vertexData.size();
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}
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sortedMesh->reload(buffer.data(), size / 6);
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shader.uniformMatrix("u_model", glm::mat4(1.0f));
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sortedMesh->draw();
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}
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@ -30,5 +30,6 @@ struct ChunkMeshData {
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struct ChunkMesh {
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std::shared_ptr<Mesh> mesh;
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SortingMeshData sortingMesh;
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SortingMeshData sortingMeshData;
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std::shared_ptr<Mesh> planesMesh = nullptr;
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};
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