optimize (part 4) & format ChunkRenderer

This commit is contained in:
MihailRis 2024-11-16 15:49:53 +03:00
parent 399943b253
commit ebc890bdd6

View File

@ -50,6 +50,7 @@ public:
};
const vattr ATTRS[]{ {3}, {2}, {1}, {0} };
inline constexpr int VERTEX_SIZE = 6;
ChunksRenderer::ChunksRenderer(
const Level* level,
@ -89,7 +90,9 @@ ChunksRenderer::ChunksRenderer(
ChunksRenderer::~ChunksRenderer() {
}
std::shared_ptr<Mesh> ChunksRenderer::render(const std::shared_ptr<Chunk>& chunk, bool important) {
std::shared_ptr<Mesh> ChunksRenderer::render(
const std::shared_ptr<Chunk>& chunk, bool important
) {
chunk->flags.modified = false;
if (important) {
auto mesh = renderer->render(chunk.get(), level.chunks.get());
@ -120,7 +123,9 @@ void ChunksRenderer::clear() {
threadPool.clearQueue();
}
std::shared_ptr<Mesh> ChunksRenderer::getOrRender(const std::shared_ptr<Chunk>& chunk, bool important) {
std::shared_ptr<Mesh> ChunksRenderer::getOrRender(
const std::shared_ptr<Chunk>& chunk, bool important
) {
auto found = meshes.find(glm::ivec2(chunk->x, chunk->z));
if (found == meshes.end()) {
return render(chunk, important);
@ -216,6 +221,10 @@ void ChunksRenderer::drawChunks(
void ChunksRenderer::drawSortedMeshes(const Camera& camera, Shader& shader) {
timeutil::ScopeLogTimer log(444);
const int sortInterval = 6;
static int frameid = 0;
frameid++;
const auto& atlas = assets.require<Atlas>("blocks");
atlas.getTexture()->bind();
@ -252,14 +261,17 @@ void ChunksRenderer::drawSortedMeshes(const Camera& camera, Shader& shader) {
auto& chunkEntries = found->second.sortingMeshData.entries;
for (auto& entry : chunkEntries) {
entry.distance = static_cast<long long>(glm::distance2(entry.position, pposition));
entry.distance =
static_cast<long long>(glm::distance2(entry.position, pposition));
}
if (chunkEntries.size() == 1) {
auto& entry = chunkEntries.at(0);
if (found->second.sortedMesh == nullptr) {
found->second.sortedMesh = std::make_shared<Mesh>(
entry.vertexData.data(), entry.vertexData.size() / 6, ATTRS
entry.vertexData.data(),
entry.vertexData.size() / VERTEX_SIZE,
ATTRS
);
}
found->second.sortedMesh->draw();
@ -270,7 +282,8 @@ void ChunksRenderer::drawSortedMeshes(const Camera& camera, Shader& shader) {
continue;
}
if (found->second.sortedMesh == nullptr || true) {
if (found->second.sortedMesh == nullptr ||
(frameid + chunk->x) % sortInterval == 0) {
std::sort(chunkEntries.begin(), chunkEntries.end());
size_t size = 0;
for (const auto& entry : chunkEntries) {
@ -290,7 +303,7 @@ void ChunksRenderer::drawSortedMeshes(const Camera& camera, Shader& shader) {
offset += entry.vertexData.size();
}
found->second.sortedMesh = std::make_shared<Mesh>(
buffer.data(), size / 6, ATTRS
buffer.data(), size / VERTEX_SIZE, ATTRS
);
}
found->second.sortedMesh->draw();