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https://github.com/MihailRis/voxelcore.git
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remove unnecessary drawGroup-based loops
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parent
c73b036099
commit
30ab6c2f5e
4 changed files with 180 additions and 195 deletions
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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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@ -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];
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const auto& blockVariant = block.getVariantByBits(vox.state.userbits);
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uint8_t otherDrawGroup = blockVariant.drawGroup;
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@ -178,6 +180,6 @@ private:
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float x, float y, float z, const glm::ivec3& right, const glm::ivec3& up
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) const;
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void render(const voxel* voxels, const int beginEnds[256][2]);
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SortingMeshData renderTranslucent(const voxel* voxels, int beginEnds[256][2]);
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void render(const voxel* voxels, int totalBegin, int totalEnd);
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SortingMeshData renderTranslucent(const voxel* voxels, int totalBegin, int totalEnd);
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};
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