mirror of
https://github.com/MihailRis/voxelcore.git
synced 2026-10-06 03:21:49 +00:00
remove unnecessary drawGroup-based loops
This commit is contained in:
parent
c73b036099
commit
30ab6c2f5e
4 changed files with 180 additions and 195 deletions
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@ -10,15 +10,14 @@
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#include "frontend/ContentGfxCache.hpp"
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const glm::vec3 BlocksRenderer::SUN_VECTOR(0.528265, 0.833149, -0.163704);
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const float DIRECTIONAL_LIGHT_FACTOR = 0.3f;
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constexpr float DIRECTIONAL_LIGHT_FACTOR = 0.3f;
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BlocksRenderer::BlocksRenderer(
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size_t capacity,
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const Content& content,
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const Block* const* blockDefs,
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const ContentGfxCache& cache,
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const EngineSettings& settings
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) : content(content),
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vertexBuffer(std::make_unique<ChunkVertex[]>(capacity)),
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) : vertexBuffer(std::make_unique<ChunkVertex[]>(capacity)),
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indexBuffer(std::make_unique<uint32_t[]>(capacity)),
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denseIndexBuffer(std::make_unique<uint32_t[]>(capacity)),
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vertexCount(0),
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@ -28,7 +27,7 @@ BlocksRenderer::BlocksRenderer(
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cache(cache),
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settings(settings)
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{
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blockDefsCache = content.getIndices()->blocks.getDefs();
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blockDefsCache = blockDefs;
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}
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BlocksRenderer::~BlocksRenderer() = default;
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@ -482,84 +481,78 @@ glm::vec4 BlocksRenderer::pickSoftLight(
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}
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void BlocksRenderer::render(
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const voxel* voxels, const int beginEnds[256][2]
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const voxel* voxels, int totalBegin, int totalEnd
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) {
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bool denseRender = this->denseRender;
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bool densePass = this->densePass;
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bool enableAO = settings.graphics.softLighting.get();
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for (const auto drawGroup : *content.drawGroups) {
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int begin = beginEnds[drawGroup][0];
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if (begin == 0) {
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for (int i = totalBegin; i < totalEnd; i++) {
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const voxel& vox = voxels[i];
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blockid_t id = vox.id;
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blockstate state = vox.state;
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const auto& def = *blockDefsCache[id];
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uint8_t variantId = def.getVariantIndex(state.userbits);
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const auto& variant = def.getVariant(variantId);
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if (id == 0 || state.segment) {
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continue;
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}
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int end = beginEnds[drawGroup][1];
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for (int i = begin-1; i <= end; i++) {
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const voxel& vox = voxels[i];
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blockid_t id = vox.id;
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blockstate state = vox.state;
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const auto& def = *blockDefsCache[id];
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uint8_t variantId = def.getVariantIndex(state.userbits);
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const auto& variant = def.getVariant(variantId);
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if (id == 0 || variant.drawGroup != drawGroup || state.segment) {
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continue;
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if (denseRender != (variant.culling == CullingMode::OPTIONAL)) {
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continue;
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}
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if (def.translucent) {
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continue;
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}
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const UVRegion texfaces[6] {
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cache.getRegion(id, variantId, 0, densePass),
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cache.getRegion(id, variantId, 1, densePass),
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cache.getRegion(id, variantId, 2, densePass),
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cache.getRegion(id, variantId, 3, densePass),
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cache.getRegion(id, variantId, 4, densePass),
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cache.getRegion(id, variantId, 5, densePass)
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};
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int x = i % CHUNK_W;
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int y = i / (CHUNK_D * CHUNK_W);
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int z = (i / CHUNK_D) % CHUNK_W;
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switch (def.getModel(state.userbits).type) {
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case BlockModelType::BLOCK:
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blockCube({x, y, z}, texfaces, def, vox.state, !def.shadeless,
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def.ambientOcclusion && enableAO);
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break;
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case BlockModelType::XSPRITE: {
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if (!denseRender)
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blockXSprite(x, y, z, glm::vec3(1.0f),
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texfaces[FACE_MX], texfaces[FACE_MZ], 1.0f);
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break;
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}
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if (denseRender != (variant.culling == CullingMode::OPTIONAL)) {
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continue;
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case BlockModelType::AABB: {
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if (!denseRender)
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blockAABB({x, y, z}, texfaces, &def, vox.state.rotation,
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!def.shadeless, def.ambientOcclusion && enableAO);
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break;
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}
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if (def.translucent) {
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continue;
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}
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const UVRegion texfaces[6] {
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cache.getRegion(id, variantId, 0, densePass),
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cache.getRegion(id, variantId, 1, densePass),
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cache.getRegion(id, variantId, 2, densePass),
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cache.getRegion(id, variantId, 3, densePass),
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cache.getRegion(id, variantId, 4, densePass),
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cache.getRegion(id, variantId, 5, densePass)
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};
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int x = i % CHUNK_W;
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int y = i / (CHUNK_D * CHUNK_W);
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int z = (i / CHUNK_D) % CHUNK_W;
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switch (def.getModel(state.userbits).type) {
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case BlockModelType::BLOCK:
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blockCube({x, y, z}, texfaces, def, vox.state, !def.shadeless,
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def.ambientOcclusion && enableAO);
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break;
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case BlockModelType::XSPRITE: {
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if (!denseRender)
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blockXSprite(x, y, z, glm::vec3(1.0f),
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texfaces[FACE_MX], texfaces[FACE_MZ], 1.0f);
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break;
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}
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case BlockModelType::AABB: {
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if (!denseRender)
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blockAABB({x, y, z}, texfaces, &def, vox.state.rotation,
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!def.shadeless, def.ambientOcclusion && enableAO);
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break;
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}
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case BlockModelType::CUSTOM: {
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if (!denseRender)
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blockCustomModel(
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{x, y, z},
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def,
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vox.state,
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!def.shadeless,
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def.ambientOcclusion && enableAO
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);
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break;
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}
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default:
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break;
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}
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if (overflow) {
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return;
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case BlockModelType::CUSTOM: {
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if (!denseRender)
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blockCustomModel(
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{x, y, z},
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def,
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vox.state,
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!def.shadeless,
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def.ambientOcclusion && enableAO
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);
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break;
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}
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default:
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break;
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}
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if (overflow) {
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return;
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}
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}
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}
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SortingMeshData BlocksRenderer::renderTranslucent(
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const voxel* voxels, int beginEnds[256][2]
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const voxel* voxels, int totalBegin, int totalEnd
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) {
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SortingMeshData sortingMesh {{}};
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@ -569,106 +562,98 @@ SortingMeshData BlocksRenderer::renderTranslucent(
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bool densePass = this->densePass;
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bool enableAO = settings.graphics.softLighting.get();
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for (const auto drawGroup : *content.drawGroups) {
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int begin = beginEnds[drawGroup][0];
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if (begin == 0) {
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for (int i = totalBegin; i < totalEnd; i++) {
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const voxel& vox = voxels[i];
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blockid_t id = vox.id;
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blockstate state = vox.state;
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const auto& def = *blockDefsCache[id];
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uint8_t variantId = def.getVariantIndex(state.userbits);
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if (id == 0 || state.segment) {
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continue;
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}
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int end = beginEnds[drawGroup][1];
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for (int i = begin-1; i <= end; i++) {
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const voxel& vox = voxels[i];
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blockid_t id = vox.id;
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blockstate state = vox.state;
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const auto& def = *blockDefsCache[id];
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uint8_t variantId = def.getVariantIndex(state.userbits);
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const auto& variant = def.getVariant(variantId);
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if (id == 0 || variant.drawGroup != drawGroup || state.segment) {
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continue;
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}
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if (!def.translucent) {
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continue;
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}
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const UVRegion texfaces[6] {
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cache.getRegion(id, variantId, 0, densePass),
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cache.getRegion(id, variantId, 1, densePass),
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cache.getRegion(id, variantId, 2, densePass),
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cache.getRegion(id, variantId, 3, densePass),
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cache.getRegion(id, variantId, 4, densePass),
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cache.getRegion(id, variantId, 5, densePass)
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};
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int x = i % CHUNK_W;
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int y = i / (CHUNK_D * CHUNK_W);
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int z = (i / CHUNK_D) % CHUNK_W;
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switch (def.getModel(state.userbits).type) {
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case BlockModelType::BLOCK:
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blockCube({x, y, z}, texfaces, def, vox.state, !def.shadeless,
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def.ambientOcclusion && enableAO);
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break;
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case BlockModelType::XSPRITE: {
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blockXSprite(x, y, z, glm::vec3(1.0f),
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texfaces[FACE_MX], texfaces[FACE_MZ], 1.0f);
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break;
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}
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case BlockModelType::AABB: {
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blockAABB(
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{x, y, z},
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texfaces,
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&def,
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vox.state.rotation,
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!def.shadeless,
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def.ambientOcclusion && enableAO
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);
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break;
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}
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case BlockModelType::CUSTOM: {
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blockCustomModel(
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{x, y, z},
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def,
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vox.state,
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!def.shadeless,
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def.ambientOcclusion && enableAO
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);
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break;
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}
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default:
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break;
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}
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if (vertexCount == 0) {
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continue;
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}
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SortingMeshEntry entry {
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glm::vec3(
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x + chunk->x * CHUNK_W + 0.5f,
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y + 0.5f,
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z + chunk->z * CHUNK_D + 0.5f
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),
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util::Buffer<ChunkVertex>(indexCount), 0};
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totalSize += entry.vertexData.size();
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for (int j = 0; j < indexCount; j++) {
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std::memcpy(
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entry.vertexData.data() + j,
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vertexBuffer.get() + indexBuffer[j],
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sizeof(ChunkVertex)
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);
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ChunkVertex& vertex = entry.vertexData[j];
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if (!aabbInit) {
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aabbInit = true;
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aabb.a = aabb.b = vertex.position;
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} else {
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aabb.addPoint(vertex.position);
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}
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vertex.position.x += chunk->x * CHUNK_W + 0.5f;
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vertex.position.y += 0.5f;
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vertex.position.z += chunk->z * CHUNK_D + 0.5f;
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}
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sortingMesh.entries.push_back(std::move(entry));
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vertexCount = 0;
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vertexOffset = indexCount = 0;
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if (!def.translucent) {
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continue;
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}
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const UVRegion texfaces[6] {
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cache.getRegion(id, variantId, 0, densePass),
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cache.getRegion(id, variantId, 1, densePass),
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cache.getRegion(id, variantId, 2, densePass),
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cache.getRegion(id, variantId, 3, densePass),
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cache.getRegion(id, variantId, 4, densePass),
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cache.getRegion(id, variantId, 5, densePass)
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};
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int x = i % CHUNK_W;
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int y = i / (CHUNK_D * CHUNK_W);
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int z = (i / CHUNK_D) % CHUNK_W;
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switch (def.getModel(state.userbits).type) {
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case BlockModelType::BLOCK:
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blockCube({x, y, z}, texfaces, def, vox.state, !def.shadeless,
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def.ambientOcclusion && enableAO);
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break;
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case BlockModelType::XSPRITE: {
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blockXSprite(x, y, z, glm::vec3(1.0f),
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texfaces[FACE_MX], texfaces[FACE_MZ], 1.0f);
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break;
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}
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case BlockModelType::AABB: {
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blockAABB(
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{x, y, z},
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texfaces,
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&def,
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vox.state.rotation,
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!def.shadeless,
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def.ambientOcclusion && enableAO
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);
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break;
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}
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case BlockModelType::CUSTOM: {
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blockCustomModel(
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{x, y, z},
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def,
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vox.state,
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!def.shadeless,
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def.ambientOcclusion && enableAO
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);
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break;
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}
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default:
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break;
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}
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if (vertexCount == 0) {
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continue;
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}
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SortingMeshEntry entry {
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glm::vec3(
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x + chunk->x * CHUNK_W + 0.5f,
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y + 0.5f,
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z + chunk->z * CHUNK_D + 0.5f
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),
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util::Buffer<ChunkVertex>(indexCount), 0};
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totalSize += entry.vertexData.size();
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for (int j = 0; j < indexCount; j++) {
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std::memcpy(
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entry.vertexData.data() + j,
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vertexBuffer.get() + indexBuffer[j],
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sizeof(ChunkVertex)
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);
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ChunkVertex& vertex = entry.vertexData[j];
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if (!aabbInit) {
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aabbInit = true;
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aabb.a = aabb.b = vertex.position;
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} else {
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aabb.addPoint(vertex.position);
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}
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vertex.position.x += chunk->x * CHUNK_W + 0.5f;
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vertex.position.y += 0.5f;
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vertex.position.z += chunk->z * CHUNK_D + 0.5f;
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}
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sortingMesh.entries.push_back(std::move(entry));
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vertexCount = 0;
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vertexOffset = indexCount = 0;
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}
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// additional powerful optimization
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@ -710,19 +695,16 @@ void BlocksRenderer::build(
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int totalBegin = chunk->bottom * (CHUNK_W * CHUNK_D);
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int totalEnd = chunk->top * (CHUNK_W * CHUNK_D);
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bool hasTranslucent = false;
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int beginEnds[256][2] {};
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for (int i = totalBegin; i < totalEnd; i++) {
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const voxel& vox = voxels[i];
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blockid_t id = vox.id;
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const auto& def = *blockDefsCache[id];
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const auto& variant = def.getVariantByBits(vox.state.userbits);
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hasTranslucent = def.translucent || hasTranslucent;
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if (beginEnds[variant.drawGroup][0] == 0) {
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beginEnds[variant.drawGroup][0] = i + 1;
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if (def.translucent) {
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hasTranslucent = true;
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break;
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}
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beginEnds[variant.drawGroup][1] = i;
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}
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cancelled = false;
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@ -734,7 +716,7 @@ void BlocksRenderer::build(
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densePass = false;
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if (hasTranslucent) {
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sortingMesh = renderTranslucent(voxels, beginEnds);
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sortingMesh = renderTranslucent(voxels, totalBegin, totalEnd);
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} else {
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sortingMesh = {};
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}
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@ -747,13 +729,13 @@ void BlocksRenderer::build(
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denseRender = false;
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densePass = false;
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render(voxels, beginEnds);
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render(voxels, totalBegin, totalEnd);
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size_t endIndex = indexCount;
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denseRender = true;
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densePass = settings.graphics.denseRender.get();
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render(voxels, beginEnds);
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render(voxels, totalBegin, totalEnd);
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denseIndexCount = indexCount;
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for (size_t i = 0; i < denseIndexCount; i++) {
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@ -762,7 +744,7 @@ void BlocksRenderer::build(
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indexCount = endIndex;
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densePass = false;
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render(voxels, beginEnds);
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render(voxels, totalBegin, totalEnd);
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}
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ChunkMeshData BlocksRenderer::createMesh() {
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|
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@ -25,7 +25,7 @@ class BlocksRenderer final {
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public:
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BlocksRenderer(
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size_t capacity,
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const Content& content,
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const Block* const* blockDefs,
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const ContentGfxCache& cache,
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const EngineSettings& settings
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);
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@ -44,7 +44,6 @@ public:
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}
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private:
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static const glm::vec3 SUN_VECTOR;
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const Content& content;
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std::unique_ptr<ChunkVertex[]> vertexBuffer;
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std::unique_ptr<uint32_t[]> indexBuffer;
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std::unique_ptr<uint32_t[]> denseIndexBuffer;
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|
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@ -145,13 +144,16 @@ private:
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);
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// Does block allow to see other blocks sides (is it transparent)
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inline bool isOpen(const glm::ivec3& pos, const Block& def, const Variant& variant) const {
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bool isOpen(const glm::ivec3& pos, const Block& def, const Variant& variant) const {
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const auto& vox = voxelsBuffer->pickBlock(
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chunk->x * CHUNK_W + pos.x, pos.y, chunk->z * CHUNK_D + pos.z
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);
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if (vox.id == BLOCK_VOID) {
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return false;
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}
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if (def.rt.id == vox.id && def.rt.solid && variant.culling == CullingMode::DEFAULT) {
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return false;
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}
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||||
const auto& block = *blockDefsCache[vox.id];
|
||||
const auto& blockVariant = block.getVariantByBits(vox.state.userbits);
|
||||
uint8_t otherDrawGroup = blockVariant.drawGroup;
|
||||
|
|
@ -178,6 +180,6 @@ private:
|
|||
float x, float y, float z, const glm::ivec3& right, const glm::ivec3& up
|
||||
) const;
|
||||
|
||||
void render(const voxel* voxels, const int beginEnds[256][2]);
|
||||
SortingMeshData renderTranslucent(const voxel* voxels, int beginEnds[256][2]);
|
||||
void render(const voxel* voxels, int totalBegin, int totalEnd);
|
||||
SortingMeshData renderTranslucent(const voxel* voxels, int totalBegin, int totalEnd);
|
||||
};
|
||||
|
|
|
|||
|
|
@ -14,6 +14,7 @@
|
|||
#include "util/listutil.hpp"
|
||||
#include "util/ObjectsPool.hpp"
|
||||
#include "settings.hpp"
|
||||
#include "content/Content.hpp"
|
||||
|
||||
static debug::Logger logger("chunks-render");
|
||||
|
||||
|
|
@ -33,7 +34,7 @@ public:
|
|||
settings.graphics.denseRender.get()
|
||||
? settings.graphics.chunkMaxVerticesDense.get()
|
||||
: settings.graphics.chunkMaxVertices.get(),
|
||||
level.content,
|
||||
level.content.getIndices()->blocks.getDefs(),
|
||||
cache,
|
||||
settings
|
||||
) {
|
||||
|
|
@ -92,7 +93,7 @@ ChunksRenderer::ChunksRenderer(
|
|||
threadPool.setStopOnFail(false);
|
||||
renderer = std::make_unique<BlocksRenderer>(
|
||||
settings.graphics.chunkMaxVertices.get(),
|
||||
level.content, cache, settings
|
||||
level.content.getIndices()->blocks.getDefs(), cache, settings
|
||||
);
|
||||
logger.info() << "created " << threadPool.getWorkersCount() << " workers";
|
||||
logger.info() << "memory consumption is "
|
||||
|
|
@ -126,7 +127,7 @@ const ChunkMesh* ChunksRenderer::render(
|
|||
const std::shared_ptr<Chunk>& chunk, bool important, bool lowPriority
|
||||
) {
|
||||
glm::ivec2 key(chunk->x, chunk->z);
|
||||
if (important) {
|
||||
if (important || true) {
|
||||
ChunkMesh mesh {};
|
||||
auto voxelsBuffer = prepareVoxelsVolume(*chunk);
|
||||
mesh = renderer->render(chunk.get(), *voxelsBuffer);
|
||||
|
|
|
|||
|
|
@ -66,7 +66,7 @@ public:
|
|||
return lights.get();
|
||||
}
|
||||
|
||||
inline blockid_t pickBlockId(int bx, int by, int bz) const {
|
||||
blockid_t pickBlockId(int bx, int by, int bz) const {
|
||||
if (bx < x || by < y || bz < z || bx >= x + w || by >= y + h ||
|
||||
bz >= z + d) {
|
||||
return BLOCK_VOID;
|
||||
|
|
@ -75,7 +75,7 @@ public:
|
|||
}
|
||||
|
||||
|
||||
inline voxel pickBlock(int bx, int by, int bz) const {
|
||||
voxel pickBlock(int bx, int by, int bz) const {
|
||||
if (bx < x || by < y || bz < z || bx >= x + w || by >= y + h ||
|
||||
bz >= z + d) {
|
||||
return {BLOCK_VOID, {}};
|
||||
|
|
@ -83,7 +83,7 @@ public:
|
|||
return voxels[vox_index(bx - x, by - y, bz - z, w, d)];
|
||||
}
|
||||
|
||||
inline light_t pickLight(int bx, int by, int bz) const {
|
||||
light_t pickLight(int bx, int by, int bz) const {
|
||||
if (bx < x || by < y || bz < z || bx >= x + w || by >= y + h ||
|
||||
bz >= z + d) {
|
||||
return 0;
|
||||
|
|
@ -103,10 +103,10 @@ private:
|
|||
template <int w, int h, int d>
|
||||
class StaticVoxelsVolume {
|
||||
public:
|
||||
static inline constexpr size_t size = w * h * d;
|
||||
static inline constexpr int width = w;
|
||||
static inline constexpr int height = h;
|
||||
static inline constexpr int depth = d;
|
||||
static constexpr size_t size = w * h * d;
|
||||
static constexpr int width = w;
|
||||
static constexpr int height = h;
|
||||
static constexpr int depth = d;
|
||||
|
||||
StaticVoxelsVolume()
|
||||
: StaticVoxelsVolume(0, 0, 0) {}
|
||||
|
|
@ -142,7 +142,7 @@ public:
|
|||
return lights;
|
||||
}
|
||||
|
||||
inline blockid_t pickBlockId(uint bx, uint by, uint bz) const {
|
||||
blockid_t pickBlockId(uint bx, uint by, uint bz) const {
|
||||
bx -= x;
|
||||
by -= y;
|
||||
bz -= z;
|
||||
|
|
@ -153,7 +153,7 @@ public:
|
|||
}
|
||||
|
||||
|
||||
inline const voxel& pickBlock(uint bx, uint by, uint bz) const {
|
||||
const voxel& pickBlock(uint bx, uint by, uint bz) const {
|
||||
bx -= x;
|
||||
by -= y;
|
||||
bz -= z;
|
||||
|
|
@ -164,7 +164,7 @@ public:
|
|||
return voxels[vox_index(bx, by, bz, w, d)];
|
||||
}
|
||||
|
||||
inline light_t pickLight(uint bx, uint by, uint bz) const {
|
||||
light_t pickLight(uint bx, uint by, uint bz) const {
|
||||
bx -= x;
|
||||
by -= y;
|
||||
bz -= z;
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue