fix block wraps high draw call count

This commit is contained in:
clasher113 2026-03-16 16:27:40 +02:00
parent 5e05b44c26
commit 21951770ea
4 changed files with 44 additions and 34 deletions

View file

@ -8,18 +8,16 @@
#include "graphics/core/DrawContext.hpp"
#include "graphics/render/MainBatch.hpp"
#include "lighting/Lightmap.hpp"
#include "objects/Player.hpp"
#include "voxels/Block.hpp"
#include "voxels/Chunks.hpp"
#include "world/Level.hpp"
#include <algorithm>
BlockWrapsRenderer::BlockWrapsRenderer(
const Assets& assets, const Level& level, const Chunks& chunks
const Assets& assets, const Content& content, const Chunks& chunks
)
: assets(assets),
level(level),
content(content),
chunks(chunks),
batch(std::make_unique<MainBatch>(1024)) {
}
@ -43,16 +41,14 @@ void BlockWrapsRenderer::draw(BlockWrapper& wrapper, const Texture* texture) {
}
const voxel* vox = chunks.get(wrapper.position);
if (vox == nullptr || vox->id == BLOCK_VOID) {
if (vox == nullptr || vox->id == BLOCK_AIR) {
return;
}
// one frame can be invalid due to texture change but ok
const auto& def =
level.content.getIndices()->blocks.require(vox->id);
const auto& def = content.getIndices()->blocks.require(vox->id);
if (wrapper.modelType != def.getModel(vox->state.userbits).type) {
wrapper.dirtySides = 0xFF;
refreshWrapper(wrapper);
}
glm::vec4 light(1, 1, 1, 0);
if (wrapper.emission < 1.0f) {
@ -95,6 +91,8 @@ void BlockWrapsRenderer::draw(BlockWrapper& wrapper, const Texture* texture) {
}
void BlockWrapsRenderer::refreshWrapper(BlockWrapper& wrapper) {
clearOrder(&wrapper);
for (int i = 0; i < 6; i++) {
if ((wrapper.cullingBits & (1 << i)) == 0) {
continue;
@ -104,15 +102,19 @@ void BlockWrapsRenderer::refreshWrapper(BlockWrapper& wrapper) {
wrapper.texRegions[i] = texRegion;
wrapper.uvRegions[i] = texRegion.region;
renderOrder.insert({texRegion.texture, &wrapper});
auto& wrappers = renderOrder[texRegion.texture];
if (std::find(wrappers.begin(), wrappers.end(), &wrapper) ==
wrappers.end()) {
wrappers.emplace_back(&wrapper);
}
}
wrapper.dirtySides = 0x0;
const voxel* vox = chunks.get(wrapper.position);
if (vox == nullptr || vox->id == BLOCK_VOID) {
if (vox == nullptr || vox->id == BLOCK_AIR) {
return;
}
const auto& def = level.content.getIndices()->blocks.require(vox->id);
const auto& def = content.getIndices()->blocks.require(vox->id);
wrapper.modelType = def.getModel(vox->state.userbits).type;
switch (wrapper.modelType) {
case BlockModelType::AABB: {
@ -133,7 +135,7 @@ void BlockWrapsRenderer::refreshWrapper(BlockWrapper& wrapper) {
}
}
void BlockWrapsRenderer::draw(const DrawContext& pctx, const Player& player) {
void BlockWrapsRenderer::draw(const DrawContext& pctx) {
auto ctx = pctx.sub();
auto& shader = assets.require<Shader>("entity");
@ -146,9 +148,11 @@ void BlockWrapsRenderer::draw(const DrawContext& pctx, const Player& player) {
}
}
for (const auto& [texture, wrapper] : renderOrder) {
for (const auto& [texture, wrappersArray] : renderOrder) {
batch->setTexture(texture);
draw(*wrapper, texture);
for (auto wrapper : wrappersArray) {
draw(*wrapper, texture);
}
}
batch->flush();
}
@ -181,15 +185,21 @@ void BlockWrapsRenderer::remove(u64id_t id) {
if (found == wrappers.end()) {
return;
}
auto wrapper = std::move(found->second);
clearOrder(found->second.get());
wrappers.erase(id);
}
void BlockWrapsRenderer::clearOrder(const BlockWrapper* const wrapper) {
auto it = renderOrder.begin();
while (it != renderOrder.end()) {
if (it->second == wrapper.get()) {
it->second.erase(
std::remove(it->second.begin(), it->second.end(), wrapper),
it->second.end()
);
if (it->second.empty()) {
it = renderOrder.erase(it);
} else {
++it;
}
}
}
}

View file

@ -9,13 +9,9 @@
#include <string>
#include <memory>
#include <unordered_map>
#include <map>
#include <glm/vec4.hpp>
class Assets;
class Player;
class Level;
struct voxel;
class Content;
class Chunks;
class Texture;
class DrawContext;
@ -36,24 +32,25 @@ struct BlockWrapper {
class BlockWrapsRenderer {
const Assets& assets;
const Level& level;
const Content& content;
const Chunks& chunks;
std::unique_ptr<MainBatch> batch;
std::multimap<const Texture*, BlockWrapper*> renderOrder;
std::unordered_map<const Texture*, std::vector<BlockWrapper*>> renderOrder;
std::unordered_map<u64id_t, std::unique_ptr<BlockWrapper>> wrappers;
u64id_t nextWrapper = 1;
void draw(BlockWrapper& wrapper, const Texture* texture);
void refreshWrapper(BlockWrapper& wrapper);
void clearOrder(const BlockWrapper* const wrapper);
public:
BlockWrapsRenderer(
const Assets& assets, const Level& level, const Chunks& chunks
const Assets& assets, const Content& content, const Chunks& chunks
);
~BlockWrapsRenderer();
void draw(const DrawContext& ctx, const Player& player);
void draw(const DrawContext& ctx);
u64id_t add(
const glm::ivec3& position,

View file

@ -94,9 +94,9 @@ WorldRenderer::WorldRenderer(
assets, level, *player.chunks, engine.getSettings().graphics
)),
texts(std::make_unique<TextsRenderer>(*batch3d, assets, *frustumCulling)),
blockWraps(
std::make_unique<BlockWrapsRenderer>(assets, level, *player.chunks)
) {
blockWraps(std::make_unique<BlockWrapsRenderer>(
assets, level.content, *player.chunks
)) {
auto& settings = engine.getSettings();
level.events->listen(
LevelEventType::CHUNK_HIDDEN,
@ -214,7 +214,7 @@ void WorldRenderer::renderOpaque(
setupWorldShader(shader, camera, settings, fogFactor);
chunksRenderer->drawChunks(camera, shader);
blockWraps->draw(ctx, player);
blockWraps->draw(ctx);
int cloudsQuality = settings.graphics.cloudsQuality.get();
if (cloudsQuality > 0) {

View file

@ -34,10 +34,14 @@ static int l_set_pos(lua::State* L) {
static int l_set_texture(lua::State* L) {
if (auto wrapper = renderer->blockWraps->get(lua::tointeger(L, 1))) {
const char* newTexture = lua::require_string(L, 2);
for (int i = 0; i < wrapper->textureFaces.size(); i++) {
wrapper->textureFaces[i] = lua::require_string(L, 2);
if (wrapper->textureFaces[i] != newTexture) {
wrapper->textureFaces[i] = newTexture;
wrapper->dirtySides = 0xFF;
}
}
wrapper->dirtySides = 0xFF;
}
return 0;
}
@ -52,7 +56,7 @@ static int l_set_faces(lua::State* L) {
wrapper->dirtySides |= (1 << i);
}
} else {
auto texture = lua::require_string(L, 2 + i);;
auto texture = lua::require_string(L, 2 + i);
if ((wrapper->cullingBits & (1 << i)) == 0x0
|| wrapper->textureFaces[i] != texture) {
wrapper->cullingBits |= (1 << i);
@ -73,7 +77,6 @@ static int l_set_tints(lua::State* L) {
wrapper->tints[i] = lua::tovec3(L, 2 + i);
}
}
wrapper->dirtySides = 0xFF;
}
return 0;
}