other optimizations

This commit is contained in:
MihailRis
2024-05-17 20:00:24 +03:00
parent 8c918ff136
commit b399679c31
6 changed files with 21 additions and 21 deletions
+3 -4
View File
@@ -458,14 +458,13 @@ void BlocksRenderer::build(const Chunk* chunk, const ChunksStorage* chunks) {
render(voxels);
}
Mesh* BlocksRenderer::createMesh() {
std::shared_ptr<Mesh> BlocksRenderer::createMesh() {
const vattr attrs[]{ {3}, {2}, {1}, {0} };
size_t vcount = vertexOffset / BlocksRenderer::VERTEX_SIZE;
Mesh* mesh = new Mesh(vertexBuffer, vcount, indexBuffer, indexSize, attrs);
return mesh;
return std::make_shared<Mesh>(vertexBuffer, vcount, indexBuffer, indexSize, attrs);
}
Mesh* BlocksRenderer::render(const Chunk* chunk, const ChunksStorage* chunks) {
std::shared_ptr<Mesh> BlocksRenderer::render(const Chunk* chunk, const ChunksStorage* chunks) {
build(chunk, chunks);
return createMesh();
}
+2 -2
View File
@@ -94,8 +94,8 @@ public:
virtual ~BlocksRenderer();
void build(const Chunk* chunk, const ChunksStorage* chunks);
Mesh* render(const Chunk* chunk, const ChunksStorage* chunks);
Mesh* createMesh();
std::shared_ptr<Mesh> render(const Chunk* chunk, const ChunksStorage* chunks);
std::shared_ptr<Mesh> createMesh();
VoxelsVolume* getVoxelsBuffer() const;
};
+2 -2
View File
@@ -41,7 +41,7 @@ ChunksRenderer::ChunksRenderer(
"chunks-render-pool",
[=](){return std::make_shared<RendererWorker>(level, cache, settings);},
[=](RendererResult& mesh){
meshes[mesh.key].reset(mesh.renderer->createMesh());
meshes[mesh.key] = mesh.renderer->createMesh();
inwork.erase(mesh.key);
})
{
@@ -59,7 +59,7 @@ std::shared_ptr<Mesh> ChunksRenderer::render(std::shared_ptr<Chunk> chunk, bool
chunk->setModified(false);
if (important) {
std::shared_ptr<Mesh> mesh (renderer->render(chunk.get(), level->chunksStorage.get()));
auto mesh = renderer->render(chunk.get(), level->chunksStorage.get());
meshes[glm::ivec2(chunk->x, chunk->z)] = mesh;
return mesh;
}
+2 -2
View File
@@ -121,8 +121,8 @@ void WorldRenderer::drawChunks(Chunks* chunks, Camera* camera, Shader* shader) {
continue;
indices.push_back(i);
}
int px = camera->position.x / (float)CHUNK_W - 0.5f;
int pz = camera->position.z / (float)CHUNK_D - 0.5f;
float px = camera->position.x / (float)CHUNK_W - 0.5f;
float pz = camera->position.z / (float)CHUNK_D - 0.5f;
std::sort(indices.begin(), indices.end(), [chunks, px, pz](auto i, auto j) {
const auto& a = chunks->chunks[i];
const auto& b = chunks->chunks[j];