feat: distance-based dense render optimization

This commit is contained in:
MihailRis
2025-07-25 00:54:54 +03:00
parent 799d712447
commit fbde46afa7
6 changed files with 87 additions and 39 deletions
+56 -24
View File
@@ -20,6 +20,7 @@ BlocksRenderer::BlocksRenderer(
) : content(content),
vertexBuffer(std::make_unique<ChunkVertex[]>(capacity)),
indexBuffer(std::make_unique<uint32_t[]>(capacity)),
denseIndexBuffer(std::make_unique<uint32_t[]>(capacity)),
vertexCount(0),
vertexOffset(0),
indexCount(0),
@@ -475,9 +476,10 @@ glm::vec4 BlocksRenderer::pickSoftLight(
}
void BlocksRenderer::render(
const voxel* voxels, int beginEnds[256][2]
const voxel* voxels, const int beginEnds[256][2]
) {
bool denseRender = this->denseRender;
bool densePass = this->densePass;
for (const auto drawGroup : *content.drawGroups) {
int begin = beginEnds[drawGroup][0];
if (begin == 0) {
@@ -494,16 +496,19 @@ void BlocksRenderer::render(
if (id == 0 || variant.drawGroup != drawGroup || state.segment) {
continue;
}
if (denseRender != (variant.culling == CullingMode::OPTIONAL)) {
continue;
}
if (def.translucent) {
continue;
}
const UVRegion texfaces[6] {
cache.getRegion(id, variantId, 0, denseRender),
cache.getRegion(id, variantId, 1, denseRender),
cache.getRegion(id, variantId, 2, denseRender),
cache.getRegion(id, variantId, 3, denseRender),
cache.getRegion(id, variantId, 4, denseRender),
cache.getRegion(id, variantId, 5, denseRender)
cache.getRegion(id, variantId, 0, densePass),
cache.getRegion(id, variantId, 1, densePass),
cache.getRegion(id, variantId, 2, densePass),
cache.getRegion(id, variantId, 3, densePass),
cache.getRegion(id, variantId, 4, densePass),
cache.getRegion(id, variantId, 5, densePass)
};
int x = i % CHUNK_W;
int y = i / (CHUNK_D * CHUNK_W);
@@ -514,16 +519,19 @@ void BlocksRenderer::render(
def.ambientOcclusion);
break;
case BlockModelType::XSPRITE: {
if (!denseRender)
blockXSprite(x, y, z, glm::vec3(1.0f),
texfaces[FACE_MX], texfaces[FACE_MZ], 1.0f);
break;
}
case BlockModelType::AABB: {
if (!denseRender)
blockAABB({x, y, z}, texfaces, &def, vox.state.rotation,
!def.shadeless, def.ambientOcclusion);
break;
}
case BlockModelType::CUSTOM: {
if (!denseRender)
blockCustomModel(
{x, y, z},
def,
@@ -552,7 +560,7 @@ SortingMeshData BlocksRenderer::renderTranslucent(
bool aabbInit = false;
size_t totalSize = 0;
bool denseRender = this->denseRender;
bool densePass = this->densePass;
for (const auto drawGroup : *content.drawGroups) {
int begin = beginEnds[drawGroup][0];
if (begin == 0) {
@@ -573,12 +581,12 @@ SortingMeshData BlocksRenderer::renderTranslucent(
continue;
}
const UVRegion texfaces[6] {
cache.getRegion(id, variantId, 0, denseRender),
cache.getRegion(id, variantId, 1, denseRender),
cache.getRegion(id, variantId, 2, denseRender),
cache.getRegion(id, variantId, 3, denseRender),
cache.getRegion(id, variantId, 4, denseRender),
cache.getRegion(id, variantId, 5, denseRender)
cache.getRegion(id, variantId, 0, densePass),
cache.getRegion(id, variantId, 1, densePass),
cache.getRegion(id, variantId, 2, densePass),
cache.getRegion(id, variantId, 3, densePass),
cache.getRegion(id, variantId, 4, densePass),
cache.getRegion(id, variantId, 5, densePass)
};
int x = i % CHUNK_W;
int y = i / (CHUNK_D * CHUNK_W);
@@ -703,29 +711,45 @@ void BlocksRenderer::build(const Chunk* chunk, const Chunks* chunks) {
vertexCount = 0;
vertexOffset = indexCount = 0;
denseRender = false;
densePass = false;
sortingMesh = renderTranslucent(voxels, beginEnds);
overflow = false;
vertexCount = 0;
vertexOffset = 0;
indexCount = 0;
denseIndexCount = 0;
denseRender = settings.graphics.denseRender.get();
// denseRender = false;
denseRender = false; //settings.graphics.denseRender.get();
densePass = false;
render(voxels, beginEnds);
// denseRender = settings.graphics.denseRender.get();
// if (denseRender) {
// }
size_t endIndex = indexCount;
denseRender = true;
densePass = true;
render(voxels, beginEnds);
denseIndexCount = indexCount;
for (size_t i = 0; i < denseIndexCount; i++) {
denseIndexBuffer[i] = indexBuffer[i];
}
indexCount = endIndex;
densePass = false;
render(voxels, beginEnds);
}
ChunkMeshData BlocksRenderer::createMesh() {
return ChunkMeshData{
return ChunkMeshData {
MeshData(
util::Buffer(vertexBuffer.get(), vertexCount),
std::vector<util::Buffer<uint32_t>> {util::Buffer(indexBuffer.get(), indexCount)},
std::vector<util::Buffer<uint32_t>> {
util::Buffer(indexBuffer.get(), indexCount),
util::Buffer(denseIndexBuffer.get(), denseIndexCount),
},
util::Buffer(
ChunkVertex::ATTRIBUTES, sizeof(ChunkVertex::ATTRIBUTES) / sizeof(VertexAttribute)
)
@@ -739,10 +763,18 @@ ChunkMesh BlocksRenderer::render(const Chunk *chunk, const Chunks *chunks) {
return ChunkMesh{std::make_unique<Mesh<ChunkVertex>>(
vertexBuffer.get(), vertexCount,
std::vector<IndexBufferData> {IndexBufferData {indexBuffer.get(), indexCount}}
std::vector<IndexBufferData> {
IndexBufferData {indexBuffer.get(), indexCount},
IndexBufferData {denseIndexBuffer.get(), denseIndexCount},
}
), std::move(sortingMesh)};
}
VoxelsVolume* BlocksRenderer::getVoxelsBuffer() const {
return voxelsBuffer.get();
}
size_t BlocksRenderer::getMemoryConsumption() const {
size_t volume = voxelsBuffer->getW() * voxelsBuffer->getH() * voxelsBuffer->getD();
return capacity * (sizeof(ChunkVertex) + sizeof(uint32_t) * 2) + volume * (sizeof(voxel) + sizeof(light_t));
}