remove unnecessary shared_ptrs from ChunksRenderer and ChunkMesh
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ebc890bdd6
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71788e4eb9
@ -666,7 +666,7 @@ ChunkMesh BlocksRenderer::render(const Chunk* chunk, const Chunks* chunks) {
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const vattr attrs[]{ {3}, {2}, {1}, {0} };
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size_t vcount = vertexOffset / BlocksRenderer::VERTEX_SIZE;
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return ChunkMesh{std::make_shared<Mesh>(
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return ChunkMesh{std::make_unique<Mesh>(
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vertexBuffer.get(), vcount, indexBuffer.get(), indexSize, attrs
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), std::move(sortingMesh)};
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}
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@ -69,7 +69,7 @@ ChunksRenderer::ChunksRenderer(
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if (!result.cancelled) {
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auto meshData = std::move(result.meshData);
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meshes[result.key] = ChunkMesh {
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std::make_shared<Mesh>(meshData.mesh),
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std::make_unique<Mesh>(meshData.mesh),
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std::move(meshData.sortingMesh)
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};
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}
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@ -90,7 +90,7 @@ ChunksRenderer::ChunksRenderer(
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ChunksRenderer::~ChunksRenderer() {
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}
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std::shared_ptr<Mesh> ChunksRenderer::render(
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const Mesh* ChunksRenderer::render(
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const std::shared_ptr<Chunk>& chunk, bool important
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) {
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chunk->flags.modified = false;
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@ -99,7 +99,7 @@ std::shared_ptr<Mesh> ChunksRenderer::render(
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meshes[glm::ivec2(chunk->x, chunk->z)] = ChunkMesh {
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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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return meshes[glm::ivec2(chunk->x, chunk->z)].mesh.get();
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}
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glm::ivec2 key(chunk->x, chunk->z);
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if (inwork.find(key) != inwork.end()) {
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@ -123,7 +123,7 @@ void ChunksRenderer::clear() {
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threadPool.clearQueue();
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}
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std::shared_ptr<Mesh> ChunksRenderer::getOrRender(
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const Mesh* ChunksRenderer::getOrRender(
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const std::shared_ptr<Chunk>& chunk, bool important
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) {
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auto found = meshes.find(glm::ivec2(chunk->x, chunk->z));
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@ -133,7 +133,7 @@ std::shared_ptr<Mesh> ChunksRenderer::getOrRender(
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if (chunk->flags.modified) {
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render(chunk, important);
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}
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return found->second.mesh;
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return found->second.mesh.get();
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}
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void ChunksRenderer::update() {
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@ -225,16 +225,12 @@ void ChunksRenderer::drawSortedMeshes(const Camera& camera, Shader& shader) {
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static int frameid = 0;
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frameid++;
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bool culling = settings.graphics.frustumCulling.get();
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const auto& chunks = level.chunks->getChunks();
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const auto& cameraPos = camera.position;
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const auto& atlas = assets.require<Atlas>("blocks");
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atlas.getTexture()->bind();
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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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@ -259,16 +255,13 @@ void ChunksRenderer::drawSortedMeshes(const Camera& camera, Shader& shader) {
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if (!frustum.isBoxVisible(min, max)) continue;
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auto& chunkEntries = found->second.sortingMeshData.entries;
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for (auto& entry : chunkEntries) {
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entry.distance =
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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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if (chunkEntries.empty()) {
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continue;
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} else if (chunkEntries.size() == 1) {
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auto& entry = chunkEntries.at(0);
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if (found->second.sortedMesh == nullptr) {
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found->second.sortedMesh = std::make_shared<Mesh>(
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found->second.sortedMesh = std::make_unique<Mesh>(
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entry.vertexData.data(),
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entry.vertexData.size() / VERTEX_SIZE,
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ATTRS
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@ -277,11 +270,10 @@ void ChunksRenderer::drawSortedMeshes(const Camera& camera, Shader& shader) {
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found->second.sortedMesh->draw();
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continue;
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}
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if (chunkEntries.empty()) {
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continue;
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for (auto& entry : chunkEntries) {
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entry.distance =
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static_cast<long long>(glm::distance2(entry.position, cameraPos));
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}
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if (found->second.sortedMesh == nullptr ||
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(frameid + chunk->x) % sortInterval == 0) {
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std::sort(chunkEntries.begin(), chunkEntries.end());
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@ -302,7 +294,7 @@ void ChunksRenderer::drawSortedMeshes(const Camera& camera, Shader& shader) {
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);
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offset += entry.vertexData.size();
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}
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found->second.sortedMesh = std::make_shared<Mesh>(
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found->second.sortedMesh = std::make_unique<Mesh>(
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buffer.data(), size / VERTEX_SIZE, ATTRS
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);
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}
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@ -65,13 +65,13 @@ public:
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);
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virtual ~ChunksRenderer();
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std::shared_ptr<Mesh> render(
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const Mesh* render(
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const std::shared_ptr<Chunk>& chunk, bool important
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);
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void unload(const Chunk* chunk);
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void clear();
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std::shared_ptr<Mesh> getOrRender(
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const Mesh* getOrRender(
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const std::shared_ptr<Chunk>& chunk, bool important
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);
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void drawChunks(const Camera& camera, Shader& shader);
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@ -29,7 +29,7 @@ struct ChunkMeshData {
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};
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struct ChunkMesh {
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std::shared_ptr<Mesh> mesh;
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std::unique_ptr<Mesh> mesh;
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SortingMeshData sortingMeshData;
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std::shared_ptr<Mesh> sortedMesh = nullptr;
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std::unique_ptr<Mesh> sortedMesh = nullptr;
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};
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