inventory render optimized

This commit is contained in:
MihailRis 2024-01-21 23:35:41 +03:00
parent 714a49685f
commit db2108171c
12 changed files with 285 additions and 255 deletions

View File

@ -17,6 +17,8 @@ const int CHUNK_D = 16;
const uint VOXEL_USER_BITS = 8;
constexpr uint VOXEL_USER_BITS_OFFSET = sizeof(blockstate_t)*8-VOXEL_USER_BITS;
const int ITEM_ICON_SIZE = 48;
/* Chunk volume (count of voxels per Chunk) */
constexpr int CHUNK_VOL = (CHUNK_W * CHUNK_H * CHUNK_D);

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@ -8,47 +8,23 @@
#include "../graphics/Texture.h"
#include "../graphics/Atlas.h"
#include "../graphics/Batch3D.h"
#include "../graphics/Framebuffer.h"
#include "../graphics/GfxContext.h"
#include "../window/Window.h"
#include "../window/Camera.h"
#include "../voxels/Block.h"
#include "../content/Content.h"
#include "../constants.h"
#include "ContentGfxCache.h"
BlocksPreview::BlocksPreview(Assets* assets, const ContentGfxCache* cache)
: shader(assets->getShader("ui3d")),
atlas(assets->getAtlas("blocks")),
cache(cache) {
batch = std::make_unique<Batch3D>(1024);
}
BlocksPreview::~BlocksPreview() {
}
void BlocksPreview::begin(const Viewport* viewport) {
this->viewport = viewport;
shader->use();
shader->uniformMatrix("u_projview",
glm::ortho(0.0f, float(viewport->getWidth()),
0.0f, float(viewport->getHeight()),
-100.0f, 100.0f) *
glm::lookAt(glm::vec3(2, 2, 2), glm::vec3(0.0f), glm::vec3(0, 1, 0)));
atlas->getTexture()->bind();
}
/* Draw one block preview at given screen position */
void BlocksPreview::draw(const Block* def, int x, int y, int size, glm::vec4 tint) {
uint width = viewport->getWidth();
uint height = viewport->getHeight();
y = height - y - 1 - 35 /* magic garbage */;
x += 2;
if (def->model == BlockModel::aabb) {
x += (1.0f - def->hitbox.size()).x * size * 0.5f;
y += (1.0f - def->hitbox.size()).y * size * 0.25f;
}
glm::vec3 offset (x/float(width) * 2, y/float(height) * 2, 0.0f);
shader->uniformMatrix("u_apply", glm::translate(glm::mat4(1.0f), offset));
ImageData* BlocksPreview::draw(
const ContentGfxCache* cache,
Framebuffer* fbo,
Batch3D* batch,
const Block* def,
int size
){
Window::clear();
blockid_t id = def->rt.id;
const UVRegion texfaces[6]{cache->getRegion(id, 0), cache->getRegion(id, 1),
cache->getRegion(id, 2), cache->getRegion(id, 3),
@ -59,11 +35,11 @@ void BlocksPreview::draw(const Block* def, int x, int y, int size, glm::vec4 tin
// something went wrong...
break;
case BlockModel::block:
batch->blockCube(glm::vec3(size * 0.63f), texfaces, tint, !def->rt.emissive);
batch->blockCube(glm::vec3(size * 0.63f), texfaces, glm::vec4(1.0f), !def->rt.emissive);
break;
case BlockModel::aabb:
batch->blockCube(def->hitbox.size() * glm::vec3(size * 0.63f),
texfaces, tint, !def->rt.emissive);
texfaces, glm::vec4(1.0f), !def->rt.emissive);
break;
case BlockModel::custom:
case BlockModel::xsprite: {
@ -73,10 +49,64 @@ void BlocksPreview::draw(const Block* def, int x, int y, int size, glm::vec4 tin
right,
size*0.5f, size*0.6f,
texfaces[0],
tint);
glm::vec4(1.0f));
break;
}
}
batch->flush();
return fbo->texture->readData();
}
std::unique_ptr<Atlas> BlocksPreview::build(
const ContentGfxCache* cache,
Assets* assets,
const Content* content
) {
auto indices = content->getIndices();
size_t count = indices->countBlockDefs();
size_t iconSize = ITEM_ICON_SIZE;
Shader* shader = assets->getShader("ui3d");
Atlas* atlas = assets->getAtlas("blocks");
Viewport viewport(iconSize, iconSize);
GfxContext pctx(nullptr, viewport, nullptr);
GfxContext ctx = pctx.sub();
ctx.cullFace(true);
ctx.depthTest(true);
Framebuffer fbo(iconSize, iconSize, true);
Batch3D batch(1024);
batch.begin();
shader->use();
shader->uniformMatrix("u_projview",
glm::ortho(0.0f, float(iconSize), 0.0f, float(iconSize),
-100.0f, 100.0f) *
glm::lookAt(glm::vec3(2, 2, 2),
glm::vec3(0.0f),
glm::vec3(0, 1, 0)));
AtlasBuilder builder;
Window::viewport(0, 0, iconSize, iconSize);
Window::setBgColor(glm::vec4(0.0f));
fbo.bind();
for (size_t i = 0; i < count; i++) {
auto def = indices->getBlockDef(i);
glm::vec3 offset(0.1f, 0.5f, 0.1f);
if (def->model == BlockModel::aabb) {
offset.y += (1.0f - def->hitbox.size()).y * 0.5f;
}
atlas->getTexture()->bind();
shader->uniformMatrix("u_apply", glm::translate(glm::mat4(1.0f), offset));
builder.add(def->name, draw(cache, &fbo, &batch, def, iconSize));
}
fbo.unbind();
Window::viewport(0, 0, Window::width, Window::height);
return std::unique_ptr<Atlas>(builder.build(2));
}

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@ -6,25 +6,27 @@
#include <memory>
class Assets;
class Viewport;
class Shader;
class ImageData;
class Atlas;
class Framebuffer;
class Batch3D;
class Block;
class Content;
class ContentGfxCache;
class BlocksPreview {
Shader* shader;
Atlas* atlas;
std::unique_ptr<Batch3D> batch;
const ContentGfxCache* const cache;
const Viewport* viewport;
public:
BlocksPreview(Assets* assets, const ContentGfxCache* cache);
~BlocksPreview();
static ImageData* draw(
const ContentGfxCache* cache,
Framebuffer* framebuffer,
Batch3D* batch,
const Block* block,
int size);
void begin(const Viewport* viewport);
void draw(const Block* block, int x, int y, int size, glm::vec4 tint);
static std::unique_ptr<Atlas> build(
const ContentGfxCache* cache,
Assets* assets,
const Content* content);
};
#endif // FRONTEND_BLOCKS_PREVIEW_H_

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@ -153,31 +153,26 @@ void SlotView::draw(Batch2D* batch, Assets* assets) {
batch->color = glm::vec4(1.0f);
Shader* uiShader = assets->getShader("ui");
Viewport viewport(Window::width, Window::height);
GfxContext ctx(nullptr, viewport, batch);
auto preview = frontend->getBlocksPreview();
auto previews = frontend->getBlocksAtlas();
auto indices = content->getIndices();
ItemDef* item = indices->getItemDef(stack.getItemId());
switch (item->iconType) {
case item_icon_type::none:
break;
case item_icon_type::block:
batch->render();
{
GfxContext subctx = ctx.sub();
subctx.depthTest(true);
subctx.cullFace(true);
case item_icon_type::block: {
Block* cblock = content->requireBlock(item->icon);
preview->begin(&subctx.getViewport());
preview->draw(cblock, coord.x, coord.y, slotSize, tint);
}
uiShader->use();
batch->begin();
batch->texture(previews->getTexture());
UVRegion region = previews->get(cblock->name);
batch->rect(
coord.x, coord.y, slotSize, slotSize,
0, 0, 0, region, false, true, tint);
break;
}
case item_icon_type::sprite: {
size_t index = item->icon.find(':');
std::string name = item->icon.substr(index+1);
@ -327,12 +322,6 @@ InventoryLayout* InventoryView::getLayout() const {
return layout.get();
}
// performance disaster x2
void InventoryView::draw(Batch2D* batch, Assets* assets) {
Container::draw(batch, assets);
Window::clearDepth();
}
void InventoryView::drawBackground(Batch2D* batch, Assets* assets) {
glm::vec2 coord = calcCoord();
batch->texture(nullptr);

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@ -126,7 +126,6 @@ public:
void build();
virtual void draw(Batch2D* batch, Assets* assets) override;
virtual void drawBackground(Batch2D* batch, Assets* assets) override;
void setInventory(std::shared_ptr<Inventory> inventory);
@ -138,7 +137,7 @@ public:
void setSelected(int index);
static const int SLOT_INTERVAL = 4;
static const int SLOT_SIZE = 48;
static const int SLOT_SIZE = ITEM_ICON_SIZE;
};
class InventoryInteraction {

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@ -2,6 +2,7 @@
#include "../world/Level.h"
#include "../assets/Assets.h"
#include "../graphics/Atlas.h"
#include "BlocksPreview.h"
#include "ContentGfxCache.h"
@ -9,8 +10,7 @@ LevelFrontend::LevelFrontend(Level* level, Assets* assets)
: level(level),
assets(assets),
contentCache(std::make_unique<ContentGfxCache>(level->content, assets)),
blocksPreview(std::make_unique<BlocksPreview>(assets, contentCache.get())) {
blocksAtlas(BlocksPreview::build(contentCache.get(), assets, level->content)) {
}
LevelFrontend::~LevelFrontend() {
@ -24,10 +24,10 @@ Assets* LevelFrontend::getAssets() const {
return assets;
}
BlocksPreview* LevelFrontend::getBlocksPreview() const {
return blocksPreview.get();
}
ContentGfxCache* LevelFrontend::getContentGfxCache() const {
return contentCache.get();
}
Atlas* LevelFrontend::getBlocksAtlas() const {
return blocksAtlas.get();
}

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@ -3,6 +3,7 @@
#include <memory>
class Atlas;
class Level;
class Assets;
class BlocksPreview;
@ -12,15 +13,15 @@ class LevelFrontend {
Level* level;
Assets* assets;
std::unique_ptr<ContentGfxCache> contentCache;
std::unique_ptr<BlocksPreview> blocksPreview;
std::unique_ptr<Atlas> blocksAtlas;
public:
LevelFrontend(Level* level, Assets* assets);
~LevelFrontend();
Level* getLevel() const;
Assets* getAssets() const;
BlocksPreview* getBlocksPreview() const;
ContentGfxCache* getContentGfxCache() const;
Atlas* getBlocksAtlas() const;
};

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@ -3,13 +3,15 @@
#include <GL/glew.h>
#include "Texture.h"
Framebuffer::Framebuffer(uint width, uint height) : width(width), height(height) {
Framebuffer::Framebuffer(uint width, uint height, bool alpha)
: width(width), height(height) {
glGenFramebuffers(1, &fbo);
bind();
GLuint tex;
glGenTextures(1, &tex);
glBindTexture(GL_TEXTURE_2D, tex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, nullptr);
GLuint format = alpha ? GL_RGBA : GL_RGB;
glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format, GL_UNSIGNED_BYTE, nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);

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@ -12,7 +12,7 @@ public:
uint width;
uint height;
Texture* texture;
Framebuffer(uint width, uint height);
Framebuffer(uint width, uint height, bool alpha=false);
~Framebuffer();
void bind();

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@ -179,6 +179,10 @@ void Window::setBgColor(glm::vec3 color) {
glClearColor(color.r, color.g, color.b, 1.0f);
}
void Window::setBgColor(glm::vec4 color) {
glClearColor(color.r, color.g, color.b, color.a);
}
void Window::viewport(int x, int y, int width, int height){
glViewport(x, y, width, height);
}

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@ -48,6 +48,7 @@ public:
static void clear();
static void clearDepth();
static void setBgColor(glm::vec3 color);
static void setBgColor(glm::vec4 color);
static double time();
static const char* getClipboardText();
static DisplaySettings* getSettings();