optimize PrecipitationRenderer
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64fd5d7504
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787011d164
@ -7,7 +7,10 @@
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#include "graphics/core/Texture.hpp"
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#include "lighting/Lightmap.hpp"
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#include "maths/util.hpp"
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#include "maths/voxmaths.hpp"
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#include "util/CentredMatrix.hpp"
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#include "settings.hpp"
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#include "voxels/Chunk.hpp"
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#include "voxels/Chunks.hpp"
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#include "window/Camera.hpp"
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#include "world/Level.hpp"
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@ -29,12 +32,20 @@ PrecipitationRenderer::~PrecipitationRenderer() = default;
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int PrecipitationRenderer::getHeightAt(int x, int z) {
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int y = CHUNK_H - 1;
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int cx = floordiv<CHUNK_W>(x);
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int cz = floordiv<CHUNK_D>(z);
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auto chunk = chunks.getChunk(cx, cz);
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if (chunk == nullptr) {
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return y;
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}
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y = chunk->top;
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x -= cx * CHUNK_W;
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z -= cz * CHUNK_D;
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while (y > 0) {
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if (auto voxel = chunks.get({x, y, z})) {
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if (voxel->id == 0) {
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y--;
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continue;
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}
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const auto& vox = chunk->voxels[vox_index(x, y, z)];
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if (vox.id == 0) {
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y--;
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continue;
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}
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break;
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}
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@ -68,12 +79,12 @@ void PrecipitationRenderer::render(const Camera& camera, float delta) {
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const auto& front = camera.front;
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glm::ivec2 size {1, 16};
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float horizontal = 0.5f;
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float horizontal = 0.5f * 5;
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glm::vec4 light = light_at(chunks, x, y, z);
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int radius = 6;
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int depth = 12;
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const int radius = 6;
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const int depth = 12;
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float scale = 0.4f;
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int quads = 0;
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float k = 21.41149;
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@ -88,16 +99,26 @@ void PrecipitationRenderer::render(const Camera& camera, float delta) {
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{{0, 0, 1}, {1, 0, 0}},
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};
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util::CentredMatrix<int, (depth + 1) * 2> heights;
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heights.setCenter(x, z);
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for (int z = heights.beginY(); z < heights.endY(); z++) {
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for (int x = heights.beginX(); x < heights.endX(); x++) {
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heights.at(x, z) = getHeightAt(x, z);
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}
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}
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for (const auto& face : faces) {
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for (int lx = -radius; lx <= radius; lx++) {
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for (int lz = depth; lz > 0; lz--) {
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// Position calculations
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glm::vec3 pos = face.right * static_cast<float>(lx) +
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face.front * static_cast<float>(lz);
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pos += glm::vec3(x, 0, z);
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pos.y = glm::max(y - size.y / 2, getHeightAt(pos.x, pos.z)) +
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pos.y = glm::max(y - size.y / 2, heights.at(pos.x, pos.z)) +
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size.y / 2 + 1;
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pos += glm::vec3(0.5f, 0.0f, 0.5f);
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// UV coords calculations
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float m = glm::sign(face.right.x + face.right.z);
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int ux = pos.x;
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int uz = pos.z;
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@ -106,9 +127,13 @@ void PrecipitationRenderer::render(const Camera& camera, float delta) {
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std::swap(ux, uz);
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}
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glm::vec4 light = light_at(chunks, pos.x, y, pos.z);
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random.setSeed(uz);
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float hspeed = (random.randFloat() * 2.0f - 1.0f) * horizontal;
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float u1 = ux * scale + timer * hspeed * -m;
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float v1 = timer + pos.y * scale + uz * k;
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// Draw
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glm::vec4 light = light_at(chunks, pos.x, y, pos.z);
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batch->quad(
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pos,
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face.right,
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@ -116,12 +141,7 @@ void PrecipitationRenderer::render(const Camera& camera, float delta) {
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size,
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light,
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glm::vec3(1.0f),
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UVRegion(
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ux * scale + timer * hspeed * -m,
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timer + pos.y * scale + uz * k,
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(ux + m) * scale + timer * hspeed * -m,
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timer + (size.y + pos.y) * scale + uz * k
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)
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UVRegion(u1, v1, u1 + m * scale, v1 + size.y * scale)
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);
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}
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}
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55
src/util/CentredMatrix.hpp
Normal file
55
src/util/CentredMatrix.hpp
Normal file
@ -0,0 +1,55 @@
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#pragma once
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#include <array>
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#include <stdexcept>
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namespace util {
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template<typename T, int diameter, typename CoordT = int>
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class CentredMatrix {
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public:
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static constexpr CoordT radius = diameter / 2;
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CentredMatrix() {}
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void setCenter(CoordT x, CoordT y) {
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centerX = x;
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centerY = y;
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}
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T& at(CoordT x, CoordT y) {
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x -= centerX - (diameter - radius);
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y -= centerY - (diameter - radius);
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if (x < 0 || y < 0 || x >= diameter || y >= diameter) {
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throw std::invalid_argument("position is out if matrix");
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}
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return arr.at(y * diameter + x);
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}
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auto begin() {
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return arr.begin();
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}
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auto end() {
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return arr.end();
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}
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CoordT beginX() const {
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return centerX - (diameter - radius);
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}
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CoordT beginY() const {
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return centerY - (diameter - radius);
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}
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CoordT endX() const {
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return centerX + radius;
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}
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CoordT endY() const {
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return centerY + radius;
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}
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private:
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std::array<T, diameter * diameter> arr;
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CoordT centerX = 0, centerY = 0;
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};
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}
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