optimize WorldRenderer chunks sort

This commit is contained in:
MihailRis 2024-11-13 04:29:37 +03:00
parent b23d31a321
commit a21d87717e
3 changed files with 35 additions and 12 deletions

View File

@ -22,6 +22,7 @@
#include "maths/voxmaths.hpp"
#include "objects/Entities.hpp"
#include "objects/Player.hpp"
#include "util/listutil.hpp"
#include "settings.hpp"
#include "voxels/Block.hpp"
#include "voxels/Chunk.hpp"
@ -92,6 +93,9 @@ bool WorldRenderer::drawChunk(
size_t index, const Camera& camera, Shader& shader, bool culling
) {
auto chunk = level->chunks->getChunks()[index];
if (chunk == nullptr) {
return false;
}
if (!chunk->flags.lighted) {
return false;
}
@ -135,21 +139,29 @@ void WorldRenderer::drawChunks(
// [warning] this whole method is not thread-safe for chunks
std::vector<size_t> indices;
for (size_t i = 0; i < chunks->getVolume(); i++) {
if (chunks->getChunks()[i] == nullptr) continue;
indices.emplace_back(i);
if (indices.size() != chunks->getVolume()) {
indices.clear();
for (size_t i = 0; i < chunks->getVolume(); i++) {
indices.emplace_back(i);
}
}
float px = camera.position.x / static_cast<float>(CHUNK_W) - 0.5f;
float pz = camera.position.z / static_cast<float>(CHUNK_D) - 0.5f;
std::sort(indices.begin(), indices.end(), [chunks, px, pz](auto i, auto j) {
const auto& chunksBuffer = chunks->getChunks();
const auto a = chunksBuffer[i].get();
const auto b = chunksBuffer[j].get();
auto adx = (a->x - px);
auto adz = (a->z - pz);
auto bdx = (b->x - px);
auto bdz = (b->z - pz);
int chunksWidth = chunks->getWidth();
int chunksOffsetX = chunks->getOffsetX();
int chunksOffsetY = chunks->getOffsetY();
util::insertion_sort(indices.begin(), indices.end(),
[chunks, px, pz, chunksWidth, chunksOffsetX, chunksOffsetY]
(auto i, auto j)
{
int ax = i % chunksWidth + chunksOffsetX;
int az = i / chunksWidth + chunksOffsetY;
int bx = j % chunksWidth + chunksOffsetX;
int bz = j / chunksWidth + chunksOffsetY;
auto adx = (ax - px);
auto adz = (az - pz);
auto bdx = (bx - px);
auto bdz = (bz - pz);
return (adx * adx + adz * adz > bdx * bdx + bdz * bdz);
});
bool culling = engine->getSettings().graphics.frustumCulling.get();

View File

@ -44,6 +44,8 @@ class WorldRenderer {
std::unique_ptr<Skybox> skybox;
std::unique_ptr<Batch3D> batch3d;
std::unique_ptr<ModelBatch> modelBatch;
std::vector<size_t> indices;
float timer = 0.0f;

View File

@ -5,6 +5,15 @@
#include <vector>
namespace util {
template<typename Iter, typename Compare>
inline void insertion_sort(Iter first, Iter last, Compare compare) {
for (Iter it = first; it != last; ++it) {
std::rotate(
std::upper_bound(first, it, *it, compare), it, std::next(it)
);
}
}
template <class T>
inline bool contains(const std::vector<T>& vec, const T& value) {
return std::find(vec.begin(), vec.end(), value) != vec.end();