mirror of
https://github.com/MihailRis/voxelcore.git
synced 2026-10-06 03:21:49 +00:00
refactor: constexpr constants and minor optimizations
Replace magic numbers with named constants, add AABB helpers, reduce redundant normalizations, improve TU organization
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parent
dbee19693e
commit
1dfb415843
2 changed files with 44 additions and 39 deletions
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@ -12,8 +12,14 @@
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const glm::vec3 BlocksRenderer::SUN_VECTOR(0.528265f, 0.833149f, -0.163704f);
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const float DIRECTIONAL_LIGHT_FACTOR = 0.3f;
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// forward declaration for helper used below
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static inline void expand_aabb(AABB& aabb, bool& init, const glm::vec3& p);
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namespace {
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static constexpr float kChunkCenterBias = 0.5f;
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static constexpr float kAoNormalPush = 0.75f;
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static constexpr float kFaceOffsetEps = 1e-3f;
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static inline void expandAabbPoint(AABB& aabb, bool& init, const glm::vec3& p) {
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if (!init) { aabb.a = aabb.b = p; init = true; } else { aabb.addPoint(p); }
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}
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static inline float applyDirectionalFactor(float d) {
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return (1.0f - DIRECTIONAL_LIGHT_FACTOR) + d * DIRECTIONAL_LIGHT_FACTOR;
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@ -24,10 +30,10 @@ static inline void expandAabb4(
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const glm::vec3& p0, const glm::vec3& p1,
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const glm::vec3& p2, const glm::vec3& p3
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) {
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expand_aabb(aabb, init, p0);
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expand_aabb(aabb, init, p1);
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expand_aabb(aabb, init, p2);
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expand_aabb(aabb, init, p3);
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expandAabbPoint(aabb, init, p0);
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expandAabbPoint(aabb, init, p1);
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expandAabbPoint(aabb, init, p2);
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expandAabbPoint(aabb, init, p3);
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}
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static inline void fillTexfaces(
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@ -37,6 +43,7 @@ static inline void fillTexfaces(
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) {
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for (int f = 0; f < 6; ++f) out[f] = cache.getRegion(id, variantId, f, densePass);
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}
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}
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BlocksRenderer::BlocksRenderer(
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size_t capacity,
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@ -127,7 +134,7 @@ void BlocksRenderer::face(
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auto X = axisX * w;
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auto Y = axisY * h;
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auto Z = axisZ * d;
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float s = 0.5f;
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float s = kChunkCenterBias;
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auto p0 = coord + (-X - Y + Z) * s;
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auto p1 = coord + ( X - Y + Z) * s;
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auto p2 = coord + ( X + Y + Z) * s;
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@ -177,16 +184,17 @@ void BlocksRenderer::faceAO(
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return;
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}
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float s = 0.5f;
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float s = kChunkCenterBias;
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if (lights) {
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float d = applyDirectionalFactor(glm::dot(glm::normalize(Z), SUN_VECTOR));
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const auto nZ = glm::normalize(Z);
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float d = applyDirectionalFactor(glm::dot(nZ, SUN_VECTOR));
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auto axisX = glm::normalize(X);
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auto axisY = glm::normalize(Y);
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auto axisZ = glm::normalize(Z);
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auto axisZ = nZ;
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glm::vec4 tint(d);
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const float nh = 0.75f; // push AO sample a bit farther along normal
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const float nh = kAoNormalPush; // push AO sample a bit farther along normal
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auto p0 = coord + (-X - Y + Z) * s;
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auto p1 = coord + ( X - Y + Z) * s;
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auto p2 = coord + ( X + Y + Z) * s;
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@ -230,15 +238,17 @@ void BlocksRenderer::face(
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return;
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}
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float s = 0.5f;
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float s = kChunkCenterBias;
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const auto nZ = glm::normalize(Z);
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if (lights) {
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float d = applyDirectionalFactor(glm::dot(glm::normalize(Z), SUN_VECTOR));
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float d = applyDirectionalFactor(glm::dot(nZ, SUN_VECTOR));
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tint *= d;
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}
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vertex(coord + (-X - Y + Z) * s, region.u1, region.v1, tint, Z, lights ? 0 : 1);
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vertex(coord + ( X - Y + Z) * s, region.u2, region.v1, tint, Z, lights ? 0 : 1);
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vertex(coord + ( X + Y + Z) * s, region.u2, region.v2, tint, Z, lights ? 0 : 1);
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vertex(coord + (-X + Y + Z) * s, region.u1, region.v2, tint, Z, lights ? 0 : 1);
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const auto nZ2 = lights ? nZ : Z;
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vertex(coord + (-X - Y + Z) * s, region.u1, region.v1, tint, nZ2, lights ? 0 : 1);
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vertex(coord + ( X - Y + Z) * s, region.u2, region.v1, tint, nZ2, lights ? 0 : 1);
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vertex(coord + ( X + Y + Z) * s, region.u2, region.v2, tint, nZ2, lights ? 0 : 1);
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vertex(coord + (-X + Y + Z) * s, region.u1, region.v2, tint, nZ2, lights ? 0 : 1);
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index(0, 1, 2, 0, 2, 3);
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}
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